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145 lines
4.7 KiB
145 lines
4.7 KiB
<!DOCTYPE html>
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<html lang="zh">
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<head>
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<meta charset="utf-8" />
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<base href="../../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p class="desc">
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该类作为其他阴影类的基类来使用。
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</p>
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<h2>构造函数</h2>
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<h3>[name]( [param:Camera camera] )</h3>
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<p>
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[page:Camera camera] - 在光的世界里<br /><br />
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创建一个新的[name]。这不能直接调用的 - 它由其他阴影用作基类。
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</p>
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<h2>属性</h2>
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<h3>[property:Boolean autoUpdate]</h3>
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<p>
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Enables automatic updates of the light's shadow. Default is *true*.
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If you do not require dynamic lighting / shadows, you may set this to *false*.
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</p>
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<h3>[property:Camera camera]</h3>
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<p>
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光的世界里。这用于生成场景的深度图;从光的角度来看,其他物体背后的物体将处于阴影中。
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</p>
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<h3>[property:Float bias]</h3>
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<p>
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阴影贴图偏差,在确定曲面是否在阴影中时,从标准化深度添加或减去多少。<br />
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默认值为0.此处非常小的调整(大约0.0001)可能有助于减少阴影中的伪影
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</p>
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<h3>[property:Integer blurSamples]</h3>
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<p>
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The amount of samples to use when blurring a VSM shadow map.
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</p>
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<h3>[property:WebGLRenderTarget map]</h3>
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<p>
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使用内置摄像头生成的深度图;超出像素深度的位置在阴影中。在渲染期间内部计算。
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</p>
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<h3>[property:WebGLRenderTarget mapPass]</h3>
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<p>
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The distribution map generated using the internal camera; an occlusion is calculated based
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on the distribution of depths. Computed internally during rendering.
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</p>
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<h3>[property:Vector2 mapSize]</h3>
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<p>
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一个[Page:Vector2]定义阴影贴图的宽度和高度。<br /><br />
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较高的值会以计算时间为代价提供更好的阴影质量。值必须是2的幂,直到给定设备的[page:WebGLRenderer.capabilities].maxTextureSize,
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虽然宽度和高度不必相同(例如,(512,1024)有效)。
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默认值为*(512,512)*。
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</p>
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<h3>[property:Matrix4 matrix]</h3>
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<p>
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模拟阴影相机空间,计算阴影贴图中的位置和深度。存储在[page:Matrix4 Matrix4]中。这是在渲染期间内部计算的。
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</p>
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<h3>[property:Boolean needsUpdate]</h3>
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<p>
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When set to *true*, shadow maps will be updated in the next *render* call. Default is *false*.
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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.
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</p>
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<h3>[property:Float normalBias]</h3>
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<p>
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Defines how much the position used to query the shadow map is offset along the object normal.
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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.
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</p>
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<h3>[property:Float radius]</h3>
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<p>
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将此值设置为大于1的值将模糊阴影的边缘。<br />
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较高的值会在阴影中产生不必要的条带效果 - 更大的[page:.mapSize mapSize]将允许在这些效果变得可见之前使用更高的值。<br />
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If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has
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no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
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请注意,如果[page:WebGLRenderer.shadowMap.type]设置为[page:Renderer BasicShadowMap],将会无效。
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</p>
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<h2>方法</h2>
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<h3>[method:Vector2 getFrameExtents]()</h3>
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<p>
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Used internally by the renderer to extend the shadow map to contain all viewports
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</p>
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<h3>[method:undefined updateMatrices]( [param:Light light] )</h3>
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<p>
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Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
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light -- the light for which the shadow is being rendered.
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</p>
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<h3>[method:Frustum getFrustum]()</h3>
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<p>
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Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
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</p>
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<h3>[method:number getViewportCount]()</h3>
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<p>
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Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
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</p>
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<h3>[method:this copy]( [param:LightShadow source] )</h3>
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<p>
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将[page:LightShadow source]中的所有属性的值复制到该Light。
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</p>
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<h3>[method:LightShadow clone]()</h3>
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<p>
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克隆与此相同属性的新LightShadow。
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</p>
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<h3>[method:Object toJSON]()</h3>
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<p>
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序列化这个LightShadow。
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</p>
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<h2>源码</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
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</p>
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</body>
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</html>
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