* Class: Gfx3MeshShadowRenderer #author("2024-02-10T19:12:36+00:00","","") ** Constructors - ''new Gfx3MeshShadowRenderer''(): Gfx3MeshShadowRenderer~ ** Methods - ''beginPassRender''(): void~ The "beginPassRender" function. Initialize the pass.~ ~ - ''drawMesh''(mesh: Gfx3Mesh, matrix): void~ The "drawMesh" function draw a mesh.~ -- ''mesh'': The mesh.~ -- ''matrix'': The `matrix` parameter is an optional parameter that represents a transformation 4x4 matrix.~ ~ - ''endPassRender''(): void~ The "endPassRender" function. Close the pass.~ ~ - ''getDepthTexture''(): Gfx3Texture~ The "getDepthTexture" function returns the depth texture.~ ~ - ''getLVPMatrix''(): Float32Array~ The "getLVPMatrix" function returns the light view projection matrix (LVP).~ ~ - ''render''(): void~ The "render" function.~ ~ - ''setDepthTextureSize''(depthTextureSize: number): void~ The "setDepthTextureSize" function sets the size of a the shadow map depth texture.~ -- ''depthTextureSize'': The `depthTextureSize` parameter represents the size of the depth texture.~ ~ - ''setShadowProjection''(position: vec3, target: vec3, size: number, depth: number): void~ The "setShadowProjection" function sets up a shadow projection matrix based on the given position, target, size, and depth.~ -- ''position'': The `position` parameter representing the position of the light source in the scene.~ -- ''target'': The `target` parameter is used to determine the direction in which the shadow is pointing.~ -- ''size'': The `size` parameter is used to determines the size of the shadow map that will be generated.~ -- ''depth'': The `depth` parameter is used to determines how far the shadow projection extends in the scene.~