TriangleShaderProgramShadow

Sentinel subclass: distinct cache key for the shadow-aware GLSL variant. See TriangleShaderProgram.

Constructors

Link copied to clipboard
constructor()

Properties

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 enableLighting(enable: Boolean)
Link copied to clipboard
Link copied to clipboard
fun enablePickMode(enable: Boolean)
Link copied to clipboard
fun enableTexture(enable: Boolean)
Link copied to clipboard
fun loadClipDistance(clipDistance: Float)
Link copied to clipboard
fun loadColor(color: Color)
Link copied to clipboard
fun loadLightDirection(direction: Vec3)

Upload a unit-length world-space sun direction. Dirty-checked so identical directions across many draws (the typical case for one frame) skip the GL call.

Link copied to clipboard
fun loadLineWidth(lineWidth: Float)
Link copied to clipboard
fun loadMiterLengthCutoff(miterLengthCutoff: Float)
Link copied to clipboard

Loads the model -> world transform. Used by the shadow receiver to reconstruct world position for shadow-map sampling. Dirty-checked, since shapes commonly issue several draws against the same world transform (line + fill, multi-segment paths).

Link copied to clipboard
Link copied to clipboard
fun loadOpacity(opacity: Float)
Link copied to clipboard
fun loadScreen(screenX: Float, screenY: Float)
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
fun loadTerrainRelief(strength: Float, lightDirection: Vec3?)

Forwards to ShadowReceiverUniforms.loadTerrainRelief; callers must reset to 0 after a relief draw so regular shape draws stay unshaded. No-op on the no-shadow variant.

Link copied to clipboard
Link copied to clipboard
fun loadUpDirection(direction: Vec3)

Upload 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