API reference
Every public class, method, and event in @codexo/exojs. Generated from source.
typeLightingDebugView
Intermediate to draw instead of the shaded frame. `null` shades normally. - `'light'` shows the accumulated light field on its own, which is how you see where a light reaches without the scene's own colours in the way. - `'mask'` shows the occluder mask: this frame's blocking edges and handed-over drawables, rasterised into a target of their own at the light field's resolution and widened so none of them can fall between two texels. It reaches past the view by `fieldMargin`; the view shows its own part. It is the input a GPU-resident occluder field marches, and the view that says whether a wall is thick enough to be seen at that resolution. - `'normals'` shows the normal prepass: the world-space normals the registered surfaces described this frame, encoded the way a normal map is. Black is where nothing described a surface, and light lands there with no `N dot L` term at all. - `'occluders'` draws the silhouettes the registered sources collected this frame over the shaded scene, which is how you see what the shadows are actually being cast from. A renderer with no such intermediate - `forward` shades inside the sprite shader and casts no shadows - ignores it.
import { LightingDebugView } from '@codexo/exojs-lighting'Intermediate to draw instead of the shaded frame. `null` shades normally.
- `'light'` shows the accumulated light field on its own, which is how you see where a light reaches without the scene's own colours in the way. - `'mask'` shows the occluder mask: this frame's blocking edges and handed-over drawables, rasterised into a target of their own at the light field's resolution and widened so none of them can fall between two texels. It reaches past the view by `fieldMargin`; the view shows its own part. It is the input a GPU-resident occluder field marches, and the view that says whether a wall is thick enough to be seen at that resolution. - `'normals'` shows the normal prepass: the world-space normals the registered surfaces described this frame, encoded the way a normal map is. Black is where nothing described a surface, and light lands there with no `N dot L` term at all. - `'occluders'` draws the silhouettes the registered sources collected this frame over the shaded scene, which is how you see what the shadows are actually being cast from.
A renderer with no such intermediate - `forward` shades inside the sprite shader and casts no shadows - ignores it.
"light" | "mask" | "normals" | "occluders" | null