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ShadowSystem

Struct ShadowSystem 

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pub struct ShadowSystem {
    pub config: ShadowConfig,
    pub atlas: ShadowAtlas,
    pub cascaded_maps: HashMap<LightId, CascadedShadowMap>,
    pub omni_maps: HashMap<LightId, OmniShadowMap>,
    pub spot_maps: HashMap<LightId, usize>,
    pub pcf_kernel: PcfKernel,
    pub vsm_maps: HashMap<LightId, VarianceShadowMap>,
    pub stats: ShadowStats,
}
Expand description

Top-level shadow system that orchestrates shadow map allocation and rendering.

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§config: ShadowConfig§atlas: ShadowAtlas§cascaded_maps: HashMap<LightId, CascadedShadowMap>§omni_maps: HashMap<LightId, OmniShadowMap>§spot_maps: HashMap<LightId, usize>§pcf_kernel: PcfKernel§vsm_maps: HashMap<LightId, VarianceShadowMap>§stats: ShadowStats

Stats from the last frame.

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impl ShadowSystem

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pub fn new(config: ShadowConfig) -> Self

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pub fn allocate_for_lights(&mut self, lights: &[(LightId, &Light)])

Allocate shadow maps for the given shadow-casting lights.

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pub fn shadow_factor( &self, light_id: LightId, world_pos: Vec3, normal: Vec3, view_depth: f32, ) -> f32

Compute the shadow factor for a world point from a specific light.

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pub fn combined_shadow_factor( &self, world_pos: Vec3, normal: Vec3, view_depth: f32, ) -> f32

Compute combined shadow factor from all shadow-casting lights at a point.

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pub fn stats(&self) -> &ShadowStats

Get a reference to the current stats.

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impl Debug for ShadowSystem

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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