Constructor
new LightShadow( camera : Camera ) (abstract)
Constructs a new light shadow.
| camera |
The light's view of the world. |
Properties
.autoUpdate : boolean
Enables automatic updates of the light's shadow. If you do not require dynamic
lighting / shadows, you may set this to false.
Default is true.
.bias : number
Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.
The default is 0. Very tiny adjustments here (in the order of 0.0001)
may help reduce artifacts in shadows.
Default is 0.
.blurSamples : number
The amount of samples to use when blurring a VSM shadow map.
Default is 8.
.intensity : number
The intensity of the shadow. The default is 1.
Valid values are in the range [0, 1].
Default is 1.
.map : RenderTarget
The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
Default is null.
.mapPass : RenderTarget
The distribution map generated using the internal camera; an occlusion is calculated based on the distribution of depths. Computed internally during rendering.
Default is null.
.mapSize : Vector2
Defines the width and height of the shadow map. Higher values give better quality shadows at the cost of computation time. Values must be powers of two.
Default is (512,512).
.mapType : number
The type of shadow texture. The default is UnsignedByteType.
Default is UnsignedByteType.
.matrix : Matrix4
Model to shadow camera space, to compute location and depth in shadow map. This is computed internally during rendering.
.needsUpdate : boolean
When set to true, shadow maps will be updated in the next render call.
If you have set LightShadow#autoUpdate to false, you will need to
set this property to true and then make a render call to update the light's shadow.
Default is false.
.normalBias : number
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.
Default is 0.
.radius : number
Setting this to values greater than 1 will blur the edges of the shadow. High values will cause unwanted banding effects in the shadows - a greater map size will allow for a higher value to be used here before these effects become visible.
The property has no effect when the shadow map type is BasicShadowMap.
Default is 1.
Methods
.clone() : LightShadow
Returns a new light shadow instance with copied values from this instance.
- Returns: A clone of this instance.
.copy( source : LightShadow ) : LightShadow
Copies the values of the given light shadow instance to this instance.
| source |
The light shadow to copy. |
- Returns: A reference to this light shadow instance.
.dispose()
Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
.getFrameExtents() : Vector2
Returns the frame extends.
- Returns: The frame extends.
.getFrustum() : Frustum
Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
- Returns: The shadow camera frustum.
.getViewport( viewportIndex : number ) : Vector4
Returns a viewport definition for the given viewport index.
| viewportIndex |
The viewport index. |
- Returns: The viewport.
.getViewportCount() : number
Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
- Returns: The viewport count.
.toJSON() : Object
Serializes the light shadow into JSON.
- See:
- Returns: A JSON object representing the serialized light shadow.
.updateMatrices( light : Light )
Update the matrices for the camera and shadow, used internally by the renderer.
| light |
The light for which the shadow is being rendered. |