Ogc3dTilesProgramShadow

Sentinel subclass for shadow-only variant — distinct cache key.

Constructors

Link copied to clipboard
constructor()

Properties

Link copied to clipboard
Link copied to clipboard

Indicates the approximate size of the OpenGL resources referenced by this GPU program.

Link copied to clipboard
open override var shadowUploadStamp: Long

Frame stamp of the last ShadowState whose uniforms were uploaded into this program. GL uniforms are program-state and persist across draw calls, so once a program has been loaded with the current frame's cascades it doesn't need to be loaded again until the cascades change. Implementations declare this as a plain var field, default -1L.

Functions

Link copied to clipboard
fun enableAlphaMask(enable: Boolean, cutoff: Float)
Link copied to clipboard

Enable per-feature pick mode. When true, the fragment shader uses the per-vertex batchPickColor varying (computed from vertexBatchId + pickIdBase) instead of the uniform loadPickColor. The drawable must have a valid vertexBatchId attribute bound and have called loadPickIdBase with the first pickedObjectId reserved for the tile's batches.

Link copied to clipboard
fun enableLighting(enable: Boolean)
Link copied to clipboard
fun enablePickMode(enable: Boolean)
Link copied to clipboard
fun enableTexture(enable: Boolean)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
fun loadLightDirection(direction: Vec3)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
fun loadOpacity(value: Float)
Link copied to clipboard
Link copied to clipboard
fun loadPickIdBase(base: Int)

First rc.nextPickedObjectId() reserved for this tile's batches. The vertex shader computes pickId = pickIdBase + vertexBatchId and decomposes that to RGB.

Link copied to clipboard
open override fun loadShadowDisabled()

Disables shadow sampling. Receivers' fragments fall through to a fixed 1.0 visibility.

Link copied to clipboard
open override fun loadShadowEnabled(state: ShadowState)

Enables shadow sampling and uploads the cascade matrices, split depths, texel sizes, light direction and fade distance from state. Cascade sampler bindings (GL_TEXTURE1..4) are baked in at program init time; the caller is responsible for binding the matching cascade depth textures to those units before invoking this method — applyShadowReceiverUniforms does both in lockstep.

Link copied to clipboard
open override fun loadSightlineDisabled()
Link copied to clipboard
open override fun loadSightlineEnabled(state: SightlineState, localMatrix: Matrix4)
Link copied to clipboard
fun loadUpDirection(direction: Vec3)

Loads the unit world-space globe-radial up at the camera (hemispheric ambient).

Link copied to clipboard
open override fun release(dc: DrawContext)

Frees any resources associated with this instance. After this method returns the rendering resource is invalid, and any associated GL object is deleted.

Link copied to clipboard