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- <body>
- <h1>[name]</h1>
- <p class="desc">Serves as a base class for the other shadow classes.</p>
- <h2>Constructor</h2>
- <h3>[name]( [param:Camera camera] )</h3>
- <p>
- [page:Camera camera] - the light's view of the world.<br /><br />
- Create a new [name]. This is not intended to be called directly - it is
- used as a base class by other light shadows.
- </p>
- <h2>Properties</h2>
- <h3>[property:Boolean autoUpdate]</h3>
- <p>
- Enables automatic updates of the light's shadow. Default is `true`. If you
- do not require dynamic lighting / shadows, you may set this to `false`.
- </p>
- <h3>[property:Camera camera]</h3>
- <p>
- The light's view of the world. This is used to generate a depth map of the
- scene; objects behind other objects from the light's perspective will be
- in shadow.
- </p>
- <h3>[property:Float bias]</h3>
- <p>
- Shadow map bias, how much to add or subtract from the normalized depth
- when deciding whether a surface is in shadow.<br />
- The default is `0`. Very tiny adjustments here (in the order of `0.0001`) may
- help reduce artifacts in shadows
- </p>
- <h3>[property:Integer blurSamples]</h3>
- <p>The amount of samples to use when blurring a VSM shadow map.</p>
- <h3>[property:Float intensity]</h3>
- <p>
- The intensity of the shadow. The default is `1`. Valid values are in the range `[0, 1]`.
- </p>
- <h3>[property:WebGLRenderTarget map]</h3>
- <p>
- The depth map generated using the internal camera; a location beyond a
- pixel's depth is in shadow. Computed internally during rendering.
- </p>
- <h3>[property:WebGLRenderTarget mapPass]</h3>
- <p>
- The distribution map generated using the internal camera; an occlusion is
- calculated based on the distribution of depths. Computed internally during
- rendering.
- </p>
- <h3>[property:Vector2 mapSize]</h3>
- <p>
- A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
- Higher values give better quality shadows at the cost of computation time.
- Values must be powers of 2, up to the
- [page:WebGLRenderer.capabilities].maxTextureSize for a given device,
- although the width and height don't have to be the same (so, for example,
- (512, 1024) is valid). The default is `( 512, 512 )`.
- </p>
- <h3>[property:Matrix4 matrix]</h3>
- <p>
- Model to shadow camera space, to compute location and depth in shadow map.
- Stored in a [page:Matrix4 Matrix4]. This is computed internally during
- rendering.
- </p>
- <h3>[property:Boolean needsUpdate]</h3>
- <p>
- When set to `true`, shadow maps will be updated in the next `render` call.
- Default is `false`. If you have set [page:.autoUpdate] to `false`, you
- will need to set this property to `true` and then make a render call to
- update the light's shadow.
- </p>
- <h3>[property:Float normalBias]</h3>
- <p>
- Defines how much the position used to query the shadow map is offset along
- the object normal. The default is `0`. Increasing this value can be used to
- reduce shadow acne especially in large scenes where light shines onto
- geometry at a shallow angle. The cost is that shadows may appear
- distorted.
- </p>
- <h3>[property:Float radius]</h3>
- <p>
- Setting this to values greater than 1 will blur the edges of the
- shadow.<br />
- High values will cause unwanted banding effects in the shadows - a greater
- [page:.mapSize mapSize] will allow for a higher value to be used here
- before these effects become visible.<br />
- If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap],
- radius has no effect and it is recommended to increase
- softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
- Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is
- set to [page:Renderer BasicShadowMap].
- </p>
- <h2>Methods</h2>
- <h3>[method:Vector2 getFrameExtents]()</h3>
- <p>
- Used internally by the renderer to extend the shadow map to contain all
- viewports
- </p>
- <h3>[method:undefined updateMatrices]( [param:Light light] )</h3>
- <p>
- Update the matrices for the camera and shadow, used internally by the
- renderer.<br /><br />
- light -- the light for which the shadow is being rendered.
- </p>
- <h3>[method:Frustum getFrustum]()</h3>
- <p>
- Gets the shadow cameras frustum. Used internally by the renderer to cull
- objects.
- </p>
- <h3>[method:number getViewportCount]()</h3>
- <p>
- Used internally by the renderer to get the number of viewports that need
- to be rendered for this shadow.
- </p>
- <h3>[method:undefined dispose]()</h3>
- <p>
- Frees the GPU-related resources allocated by this instance. Call this
- method whenever this instance is no longer used in your app.
- </p>
- <h3>[method:this copy]( [param:LightShadow source] )</h3>
- <p>
- Copies value of all the properties from the [page:LightShadow source] to
- this Light.
- </p>
- <h3>[method:LightShadow clone]()</h3>
- <p>Creates a new LightShadow with the same properties as this one.</p>
- <h3>[method:Object toJSON]()</h3>
- <p>Serialize this LightShadow.</p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
- </p>
- </body>
- </html>
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