Castle Game Engine: X3DShadowMaps

# Unit X3DShadowMaps
Description | Uses | Classes, Interfaces, Objects and Records | Functions and Procedures | Types | Constants | Variables
## Description Shadow maps internal utilities. ## Uses X3DNodes CastleShapes ## Overview ### Functions and Procedures
`procedure ProcessShadowMapsReceivers(Model: TX3DNode; Shapes: TShapeTree; const Enable: boolean; const DefaultShadowMapSize: Cardinal);`
### Types
`TShadowSampling = (...);`
### Constants
`ShadowSamplingNames: array [TShadowSampling] of string = ( 'Simple', 'PCF 4', 'PCF 4 Bilinear', 'PCF 16', 'Variance Shadow Maps (Experimental)' );`
`DefaultShadowSampling = ssPCF16;`
## Description ### Functions and Procedures
`procedure ProcessShadowMapsReceivers(Model: TX3DNode; Shapes: TShapeTree; const Enable: boolean; const DefaultShadowMapSize: Cardinal);`
Automatically handle VRML/X3D "receiveShadows" field by inserting appropriate lower-level nodes. If Enable is `True`, the appropriate lower-level nodes are added, or replaced (if they already existed, because you call `ProcessShadowMapsReceivers` again). If Enable is `False`, the appropriate nodes (added by previous calls to `ProcessShadowMapsReceivers`) will be removed instead. For each shape with "receiveShadows", we: extend it's "texture" field with appropriate GeneratedShadowMap, extend it's "texCoord" field with appropriate ProjectedTextureCoordinate,
### Types
`TShadowSampling = (...);`
###### Values ssSimple: ssPCF4: Percentage Closer Filtering improve shadow maps look, by sampling the depth map a couple of times. They also make shadow more blurry (increase shadow map size to counteract this), and a little slower. They may also introduce new artifacts (due to bad interaction with the "polygon offset" of shadow map). ssPCF4Bilinear: ssPCF16: ssVarianceShadowMaps: Variance Shadow Maps, see http://www.punkuser.net/vsm/ . This may generally produce superior results, as shadow maps can be then filtered like normal textures (bilinear, mipmaps, anisotropic filtering). So shadows look much nicer from very close and very far distances. However, this requires new GPU, and may cause artifacts on some scenes.
### Constants
`ShadowSamplingNames: array [TShadowSampling] of string = ( 'Simple', 'PCF 4', 'PCF 4 Bilinear', 'PCF 16', 'Variance Shadow Maps (Experimental)' );`
`DefaultShadowSampling = ssPCF16;`
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