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@@ -11,61 +11,127 @@
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<h1>[name]</h1>
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- <div class="desc">TODO</div>
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+ <div class="desc">
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+ This used internally by [page:PointLight PointLights] for calculating shadows, and also serves as
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+ a base class for the other shadow classes.
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+ </div>
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- <h2>Constructor</h2>
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+ <h2>Example</h2>
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+ <div>
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+ <code>
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+//Create a WebGLRenderer and turn on shadows in the renderer
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+var renderer = new THREE.WebGLRenderer();
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+renderer.shadowMap.enabled = true;
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+renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
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+
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+//Create a PointLight and turn on shadows for the light
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+var light = new THREE.PointLight( 0xffffff, 1, 100 );
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+light.position.set( 0, 10, 0 );
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+light.castShadow = true; // default false
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+scene.add( light );
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+
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+//Set up shadow properties for the light
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+light.shadow.mapSize.width = 512; // default
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+light.shadow.mapSize.height = 512; // default
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+light.shadow.camera.near = 0.5; // default
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+light.shadow.camera.far = 500 // default
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+
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+//Create a sphere that cast shadows (but does not receive them)
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+var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
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+var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
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+var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
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+sphere.castShadow = true; //default is false
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+sphere.receiveShadow = false; //default
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+scene.add( sphere );
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+
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+//Create a plane that receives shadows (but does not cast them)
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+var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
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+var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
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+var plane = new THREE.Mesh( planeGeometry, planeMaterial );
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+plane.receiveShadow = true;
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+scene.add( plane );
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+
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+//Create a helper for the shadow camera (optional)
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+var helper = new THREE.CameraHelper( light.shadow.camera );
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+scene.add( helper );
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+ </code>
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+ </div>
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+
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+ <h2>Constructor</h2>
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<h3>[name]( [page:Camera camera] )</h3>
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<div>
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- [page:Camera camera] — The shadow's view of the world.
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+ [page:Camera camera] - the light's view of the world.<br /><br />
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+
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+ Create a new [name]. This is not intended to be called directly - it is called
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+ internally by [page:PointLight] or used as a base class by other light shadows.
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</div>
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<h2>Properties</h2>
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<h3>[property:Camera camera]</h3>
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<div>
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- The shadow's view of the world.
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+ The light's view of the world. This is used to generate a depth map of the scene; objects behind
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+ other objects from the light's perspective will be in shadow.
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</div>
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<h3>[property:Float bias]</h3>
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<div>
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Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
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- Default — *0*.
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+ The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artefacts in shadows
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</div>
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- <h3>[property:Float radius]</h3>
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+ <h3>[property:WebGLRenderTarget map]</h3>
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<div>
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- TODO<br />
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- Default - *0*.
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+ The depth map generated using the internal camera; a location beyond a pixel's depth is
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+ in shadow. Computed internally during rendering.
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</div>
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+
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<h3>[property:Vector2 mapSize]</h3>
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<div>
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- The width and height of the shadow map stored in a [page:Vector2 Vector2].<br />
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- Default — *( 512, 512 )*.
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+ A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
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+
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+ Higher values give better quality shadows at the cost of computation time. Values must be
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+ powers of 2, up to the [page:WebGLRenderer.capabilities].maxTextureSize for a given device,
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+ although the width and height don't have to be the same (so, for example, (512, 1024) is valid).
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+ The default is *( 512, 512 )*.
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</div>
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- <h3>[property:WebGLRenderTarget map]</h3>
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+
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+ <h3>[property:Matrix4 matrix]</h3>
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<div>
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- The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
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+ Model to shadow camera space, to compute location and depth in shadow map. Stored
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+ in a [page:Matrix4 Matrix4]. This is computed internally during rendering.
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</div>
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- <h3>[property:Matrix4 matrix]</h3>
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+ <h3>[property:Float radius]</h3>
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<div>
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- Model to shadow camera space, to compute location and depth in shadow map. Stored in a [page:Matrix4 Matrix4]. Computed internally during rendering.
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+ Setting this this to values greater than 1 will blur the edges of the shadow.<br />
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+
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+ High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize]
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+ will allow for a higher value to be used here before these effects become visible.<br /><br />
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+
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+ Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
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</div>
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<h2>Methods</h2>
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<h3>[method:LightShadow copy]( [page:LightShadow source] )</h3>
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<div>
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- Copies value of *source* to this LightShadow object.
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+ Copies value of all the properties from the [page:LightShadow source] to this
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+ SpotLight.
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</div>
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<h3>[method:LightShadow clone]()</h3>
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<div>
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- It returns a clone of LightShadow.
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+ Creates a new LightShadow with the same properties as this one.
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+ </div>
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+
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+ <h3>[method:Object toJSON]()</h3>
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+ <div>
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+ Serialize this LightShadow.
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</div>
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<h2>Source</h2>
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