Perspective or orthographic camera with projection matrix, jitter (TAA), and render target binding.
Directional, point, spot, or area light with shadow mapping and cookie projection.
Per-face shadow rendering data: shadow camera, viewport, and scissor.
void setupRenderPass(RenderPass *renderPass, Camera *shadowCamera, bool clearRenderTarget)
static Camera * createShadowCamera(ShadowType shadowType, LightType type, int face)
LightRenderData * getLightRenderData(Light *light, Camera *camera, int face)
bool needsShadowRendering(Light *light)
Camera * prepareFace(Light *light, Camera *camera, int face)
ShadowRenderer(Renderer *renderer, LightTextureAtlas *lightTextureAtlas)