al::ShadowDirector class

Constructors, destructors, conversion operators

ShadowDirector(s32, GraphicsSystemInfo*, AreaObjDirector*, ExecuteDirector*, EffectSystem*, SceneCameraInfo*, const PlayerHolder*)
~ShadowDirector()

Public functions

void initShader(ShaderHolder*)
void endInit()
void initAfterPlacement()
void clearRequest()
void update()
auto getCurrentShadowParam() -> void*
auto getCurrentClipParam() -> void*
auto isUsingShadowCamera() const -> bool
void preDrawGraphics()
void isEnableShadowPrePass() const
void updateViewGpu(s32, const sead::Camera*, const Projection*)
auto getDepthShadow() -> void*
void drawShadowPrePass(agl::DrawContext*, s32, const agl::RenderTargetDepth*, const agl::RenderTargetDepth*, const agl::TextureData*)
auto getShadowPrePassSampler(s32) const -> void*
auto getShadowPrePassTexture(s32) const -> void*
auto isEnableDepthShadow() const -> bool
auto getCurrentShadowParam() const -> void*
auto getCurrentClipParam() const -> void*
auto getCurrentNear() const -> void*
auto getCurrentFar() const -> void*
auto requestParam(s32, s32, const DepthShadowParam&) -> bool
auto requestParam(s32, s32, const DepthShadowClipParam&) -> bool