export class ShadowRendererDirectional { constructor(renderer: any, shadowRenderer: any); /** @type {Renderer} */ renderer: Renderer; /** @type {ShadowRenderer} */ shadowRenderer: ShadowRenderer; /** @type {GraphicsDevice} */ device: GraphicsDevice; /** * Ensure the shadow map exists and the light is marked visible. When a camera is supplied, * bind its shadow buffer even for cached shadows: forward lighting needs the sampler without * a shadow pass or cull (#3588). * * @param {Light} light - The shadow-casting light. * @param {Camera|null} [camera] - The camera that will sample the shadow map, if any. */ prepareShadowMap(light: Light, camera?: Camera | null): void; cull(light: any, comp: any, camera: any, casters?: any, cascadeMask?: number): void; generateSplitDistances(light: any, nearDist: any, farDist: any): void; /** * @param {Light} light - The directional light. * @returns {number} Bit mask of cascades needing initialization or enabled by the overrides. */ getCascadeMask(light: Light): number; /** * Create a render pass for directional light shadow rendering for a specified camera. * * @param {Light} light - The directional light. * @param {Camera} camera - The camera. * @returns {RenderPassShadowDirectional|null} - The render pass if the shadow rendering is * required, or null otherwise. */ getLightRenderPass(light: Light, camera: Camera): RenderPassShadowDirectional | null; } import type { Renderer } from './renderer.js'; import type { ShadowRenderer } from './shadow-renderer.js'; import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js'; import type { Light } from '../light.js'; import type { Camera } from '../camera.js'; import { RenderPassShadowDirectional } from './render-pass-shadow-directional.js';