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ShadowMapPassDesc

Struct ShadowMapPassDesc 

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pub struct ShadowMapPassDesc {
    pub kind: ShadowMapKind,
    pub resolution: u32,
    pub cascade_count: u32,
    pub depth_format: TextureFormat,
    pub output_shadow_map: ResourceId,
    pub rasterizer: RasterizerState,
    pub depth_stencil: DepthStencilState,
    pub near_plane: f32,
    pub far_plane: f32,
    pub light_view_proj: [Mat4; 4],
}

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§kind: ShadowMapKind§resolution: u32§cascade_count: u32§depth_format: TextureFormat§output_shadow_map: ResourceId§rasterizer: RasterizerState§depth_stencil: DepthStencilState§near_plane: f32§far_plane: f32§light_view_proj: [Mat4; 4]

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impl ShadowMapPassDesc

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pub fn directional_shadow(resolution: u32) -> Self

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pub fn compute_cascade_splits( &self, lambda: f32, near: f32, far: f32, ) -> Vec<f32>

Compute cascade split distances using the practical split scheme

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pub fn compute_cascade_view_proj( &self, camera_view: Mat4, inv_cam_proj: Mat4, near_split: f32, far_split: f32, light_dir: Vec3, ) -> Mat4

Compute a tight light-space projection for a cascade slice

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impl Clone for ShadowMapPassDesc

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ShadowMapPassDesc

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

Formats the value using the given formatter. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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