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@@ -205,7 +205,7 @@
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}
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}
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}
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}
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- private _initializeGenerator(boxBlurOffset: number) {
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+ private _initializeGenerator(boxBlurOffset: number): void {
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var light = this._light;
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var light = this._light;
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var scene = this._scene;
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var scene = this._scene;
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var textureType = this._textureType;
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var textureType = this._textureType;
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@@ -334,7 +334,7 @@
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});
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});
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}
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}
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- private _applyFilterValues() {
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+ private _applyFilterValues(): void {
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if (this.usePoissonSampling || this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
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if (this.usePoissonSampling || this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
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this._shadowMap.anisotropicFilteringLevel = 16;
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this._shadowMap.anisotropicFilteringLevel = 16;
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this._shadowMap.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);
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this._shadowMap.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);
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@@ -344,7 +344,7 @@
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}
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}
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}
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}
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- public recreateShadowMap() {
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+ public recreateShadowMap(): void {
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// Clean up existing data.
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// Clean up existing data.
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this._disposeRTTandPostProcesses();
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this._disposeRTTandPostProcesses();
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@@ -529,7 +529,7 @@
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return new Vector2(depth - fract / 255.0, fract);
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return new Vector2(depth - fract / 255.0, fract);
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}
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}
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- private _disposeRTTandPostProcesses() {
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+ private _disposeRTTandPostProcesses(): void {
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if (this._shadowMap) {
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if (this._shadowMap) {
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this._shadowMap.dispose();
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this._shadowMap.dispose();
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}
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}
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@@ -641,7 +641,7 @@
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}
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}
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/**
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/**
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- * This works according to the standard show defined and supported by the BJS materials.
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+ * This creates the defines related to the standard BJS materials.
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*/
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*/
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public prepareDefines(defines: MaterialDefines, lightIndex: number): void {
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public prepareDefines(defines: MaterialDefines, lightIndex: number): void {
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var scene = this._scene;
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var scene = this._scene;
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@@ -666,7 +666,8 @@
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}
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}
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/**
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/**
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- * This works according to the standard show defined and supported by the BJS materials.
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+ * This binds shadow lights related to the standard BJS materials.
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+ * It implies the unifroms available on the materials are the standard BJS ones.
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*/
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*/
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public bindShadowLight(lightIndex: string, effect: Effect, depthValuesAlreadySet: boolean): boolean {
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public bindShadowLight(lightIndex: string, effect: Effect, depthValuesAlreadySet: boolean): boolean {
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var light = this._light;
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var light = this._light;
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