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- <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 artefacts in shadows
- </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:null 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:LightShadow 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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