Reference TShadowBuffer
Declared in Codebot.Render.Buffers.pas on line 49
TShadowBuffer records depth into a square depth texture for shadow mapping. The texture compares depths when sampled, so shaders read it using a sampler2DShadow which returns how lit a point is from 0 to 1 with filtered edges. Points outside the texture are lit.
TShadowBuffer = class(TContextManagedObject)
public
{ Create a shadow buffer using a size in pixels }
constructor Create(Size: Integer = 2048);
destructor Destroy; override;
{ Start recording depth. Nothing is drawn to color, and depths are offset
slightly to prevent surfaces from shadowing themselves. }
procedure StartRecording;
{ Stop recording, restoring the prior frame buffer and viewport }
procedure StopRecording;
{ The depth texture }
property Texture: Integer read FTexture;
{ The width and height of the depth texture in pixels }
property Size: Integer read FSize;
end;See also
TContextManagedObject in Codebot.Render.Contexts.pas