Class VarianceShadowMapDecodeClassicMaterialContent

Abstract base class for material content that provides common functionality for material rendering. This class handles shader semantics, rendering setup, and GPU parameter management for materials.

Hierarchy (view full)

Constructors

  • Creates a new instance of VarianceShadowMapDecodeClassicMaterialContent for variance shadow mapping. This material content handles the decoding and rendering of variance shadow maps, which provide soft shadows with reduced aliasing compared to traditional shadow mapping techniques.

    Parameters

    • materialName: string

      The name identifier for this material

    • options: {
          colorAttachmentsNumberDepth: number;
          colorAttachmentsNumberSquareDepth: number;
          depthCameraComponent?: CameraComponent;
          isDebugging: boolean;
          isLighting: boolean;
          isMorphing: boolean;
          isSkinning: boolean;
      }

      Configuration options for the material

      • colorAttachmentsNumberDepth: number

        Index of the color attachment containing depth information from DepthEncodeMaterialContent

      • colorAttachmentsNumberSquareDepth: number

        Index of the color attachment containing squared depth information

      • OptionaldepthCameraComponent?: CameraComponent

        Optional camera component used for depth rendering. If not provided, uses the current render pass camera

      • isDebugging: boolean

        Whether to enable debug visualization showing areas outside depth map in debug color

      • isLighting: boolean

        Whether to apply lighting calculations. When false, renders original material color except in shadow areas

      • isMorphing: boolean

        Whether to enable morphing/blend shape support

      • isSkinning: boolean

        Whether to enable skeletal animation support

    • encodedDepthRenderPasses: RenderPass[]

      Array of exactly 2 render passes containing the encoded depth information (depth and squared depth)

    Returns VarianceShadowMapDecodeClassicMaterialContent

    Will log an error if encodedDepthRenderPasses length is not exactly 2

    Will log a warning if depthCameraComponent is not provided

Properties

__definitions: string = ''
__materialName: string
__semantics: ShaderSemanticsInfo[] = []
_tags: RnTags = {}

Collection of tags associated with this object

shaderType: EnumIO = ShaderType.VertexAndPixelShader
AllowableDepthError: ShaderSemanticsClass = ...
DebugColorFactor: ShaderSemanticsEnum = ...
DepthAdjustment: ShaderSemanticsClass = ...
DepthTexture: ShaderSemanticsClass = ...
InvalidObjectUID: -1 = -1

Invalid object UID constant

IsPointLight: ShaderSemanticsClass = ...
LightBleedingParameter: ShaderSemanticsClass = ...
MinimumVariance: ShaderSemanticsClass = ...
ShadowColor: ShaderSemanticsClass = ...
SquareDepthTexture: ShaderSemanticsClass = ...
TextureDepthAdjustment: ShaderSemanticsClass = ...
__gl?: WebGLRenderingContext
__tmp_vector2: MutableVector2 = ...
__tmp_vector4: MutableVector4 = ...
currentMaxObjectCount: number = 0

Current maximum object count for UID generation

materialNodes: AbstractMaterialContent[] = []
zFarInner: ShaderSemanticsClass = ...
zNearInner: ShaderSemanticsClass = ...

Accessors

  • set depthCameraComponent(depthCameraComponent): void
  • Sets the depth camera component used for shadow map generation. This camera defines the light's perspective for shadow mapping calculations.

    Parameters

    • depthCameraComponent: CameraComponent

      The camera component representing the light's view for shadow mapping

    Returns void

    The depth camera component should be positioned and oriented to match the light source that will cast shadows. Its view-projection matrix will be used to transform vertices into light space for shadow map lookup operations.

  • get objectUID(): number
  • Gets the unique object identifier

    Returns number

    The object's UID

  • get pixelShaderityObject(): undefined | ShaderityObject
  • Gets the pixel shader object associated with this material.

    Returns undefined | ShaderityObject

    The pixel shader object or undefined if not set

  • get uniqueName(): string
  • Gets the unique name of this object

    Returns string

    The unique name string

  • get vertexShaderityObject(): undefined | ShaderityObject
  • Gets the vertex shader object associated with this material.

    Returns undefined | ShaderityObject

    The vertex shader object or undefined if not set

Methods

  • Sets internal rendering parameters for the material on a per-material basis. This method configures shader uniforms and parameters specific to variance shadow mapping, including camera matrices, depth information, and various rendering features like skinning and morphing.

    Parameters

    • params: {
          args: RenderingArgWebGL;
          firstTime: boolean;
          material: Material;
          shaderProgram: WebGLProgram;
      }

      The rendering parameters object

      • args: RenderingArgWebGL

        WebGL-specific rendering arguments containing entity, camera, and rendering context

      • firstTime: boolean

        Whether this is the first time setting parameters for this material

      • material: Material

        The material instance being rendered

      • shaderProgram: WebGLProgram

        The WebGL shader program to configure

    Returns void

    This method handles:

    • Setting world, view, and projection matrices
    • Configuring depth camera parameters (zNear, zFar, view-projection matrix)
    • Setting up skeletal animation if present
    • Configuring lighting information
    • Setting up morph target data if morphing is enabled

    The method optimizes performance by caching zNear and zFar values to avoid unnecessary uniform updates.

  • Performs shader reflection to extract semantics information from vertex and pixel shaders.

    Parameters

    • vertexShader: ShaderityObject

      The vertex shader object for WebGL

    • pixelShader: ShaderityObject

      The pixel shader object for WebGL

    • vertexShaderWebGpu: ShaderityObject

      The vertex shader object for WebGPU

    • pixelShaderWebGpu: ShaderityObject

      The pixel shader object for WebGPU

    • definitions: string[]

      Array of shader definitions

    Returns ShaderSemanticsInfo[]

    Array of shader semantics information

  • Checks whether this object has a tag with the specified name

    Parameters

    • tagName: string

      The name of the tag to check for

    Returns boolean

    True if the tag exists (value is not null/undefined), false otherwise

  • Checks if this object has a tag with the specified name and value

    Parameters

    • tagName: string

      The tag name to match

    • tagValue: string

      The tag value to match

    Returns boolean

    True if the object has a matching tag, false otherwise

  • Checks if this object has all the specified tags with exactly matching values

    Parameters

    • tags: RnTags

      Object containing tag names as keys and expected values

    Returns boolean

    True if all specified tags exist with matching values, false otherwise

  • Checks if the object's combined tag string contains all the provided search strings. This allows for flexible searching within tag names and values.

    Parameters

    • stringArray: string[]

      Array of strings that must all be present in the combined tag string

    Returns boolean

    True if all strings are found in the combined tag string, false otherwise

  • Attempts to set a tag on this object. If the tag already exists, it will be replaced.

    Parameters

    • tag: Tag

      The tag object containing the name and value to set

    Returns boolean

    True if the tag was successfully set, false if the tag name contains invalid characters

  • Attempts to set a unique name for this object

    Parameters

    • name: string

      The desired unique name

    • toAddNameIfConflict: boolean

      If true, appends UID to make name unique when conflicts occur; if false, fails on conflict

    Returns boolean

    True if the name was successfully set, false if there was a conflict and toAddNameIfConflict was false

  • Validates that a tag string contains only allowed characters (alphanumeric and underscore)

    Parameters

    • val: string

      The string to validate

    Returns boolean

    True if the string contains only valid characters, false if it contains invalid characters

  • Searches for the first object that has a specific tag with the given value

    Parameters

    • tag: string

      The tag name to search for

    • value: string

      The tag value to match

    Returns undefined | WeakRef<RnObject>

    WeakRef to the first matching object, or undefined if not found