main.cesium.ShadowMap.kt Maven / Gradle / Ivy
// Automatically generated - do not modify!
@file:Suppress(
"NON_EXTERNAL_DECLARATION_IN_INAPPROPRIATE_FILE",
)
package cesium
/**
* Use [Viewer.shadowMap] to get the scene's shadow map. Do not construct this directly.
*
* The normalOffset bias pushes the shadows forward slightly, and may be disabled
* for applications that require ultra precise shadows.
* @see Online Documentation
*
* @constructor
* @param [options] An object containing the following properties:
* @see Online Documentation
*/
@JsName("\$cesium__ShadowMap")
external class ShadowMap(options: ConstructorOptions) {
/**
* @property [lightCamera] A camera representing the light source.
* @property [enabled] Whether the shadow map is enabled.
* Default value - `true`
* @property [isPointLight] Whether the light source is a point light. Point light shadows do not use cascades.
* Default value - `false`
* @property [pointLightRadius] Radius of the point light.
* Default value - `100.0`
* @property [cascadesEnabled] Use multiple shadow maps to cover different partitions of the view frustum.
* Default value - `true`
* @property [numberOfCascades] The number of cascades to use for the shadow map. Supported values are one and four.
* Default value - `4`
* @property [maximumDistance] The maximum distance used for generating cascaded shadows. Lower values improve shadow quality.
* Default value - `5000.0`
* @property [size] The width and height, in pixels, of each shadow map.
* Default value - `2048`
* @property [softShadows] Whether percentage-closer-filtering is enabled for producing softer shadows.
* Default value - `false`
* @property [darkness] The shadow darkness.
* Default value - `0.3`
* @property [normalOffset] Whether a normal bias is applied to shadows.
* Default value - `true`
* @property [fadingEnabled] Whether shadows start to fade out once the light gets closer to the horizon.
* Default value - `true`
*/
interface ConstructorOptions {
var lightCamera: Camera
var enabled: Boolean?
var isPointLight: Boolean?
var pointLightRadius: Boolean?
var cascadesEnabled: Boolean?
var numberOfCascades: Int?
var maximumDistance: Double?
var size: Double?
var softShadows: Boolean?
var darkness: Double?
var normalOffset: Boolean?
var fadingEnabled: Boolean?
}
/**
* Determines the darkness of the shadows.
* @see Online Documentation
*/
var darkness: Double
/**
* Determines whether shadows start to fade out once the light gets closer to the horizon.
* @see Online Documentation
*/
var fadingEnabled: Boolean
/**
* Determines the maximum distance of the shadow map. Only applicable for cascaded shadows. Larger distances may result in lower quality shadows.
* @see Online Documentation
*/
var maximumDistance: Double
/**
* Determines if the shadow map will be shown.
* @see Online Documentation
*/
var enabled: Boolean
/**
* Determines if a normal bias will be applied to shadows.
* @see Online Documentation
*/
var normalOffset: Boolean
/**
* Determines if soft shadows are enabled. Uses pcf filtering which requires more texture reads and may hurt performance.
* @see Online Documentation
*/
var softShadows: Boolean
/**
* The width and height, in pixels, of each shadow map.
* @see Online Documentation
*/
var size: Double
}