@types/three
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TypeScript definitions for three
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TypeScript
import { Camera } from "../cameras/Camera.js";
import { TextureDataType } from "../constants.js";
import { Object3DJSONObject } from "../core/Object3D.js";
import { RenderTarget } from "../core/RenderTarget.js";
import { Frustum } from "../math/Frustum.js";
import { Matrix4 } from "../math/Matrix4.js";
import { Vector2, Vector2Tuple } from "../math/Vector2.js";
import { Vector4 } from "../math/Vector4.js";
import Node from "../nodes/core/Node.js";
import { Light } from "./Light.js";
export interface LightShadowJSON {
intensity?: number;
bias?: number;
normalBias?: number;
radius?: number;
mapSize?: Vector2Tuple;
camera: Omit<Object3DJSONObject, "matrix">;
}
/**
* Abstract base class for light shadow classes. These classes
* represent the shadow configuration for different light types.
*/
export abstract class LightShadow<TCamera extends Camera = Camera> {
/**
* Constructs a new light shadow.
*
* @param {Camera} camera - The light's view of the world.
*/
constructor(camera: TCamera);
/**
* The light's view of the world.
*/
camera: TCamera;
/**
* The intensity of the shadow. The default is `1`.
* Valid values are in the range `[0, 1]`.
*
* @default 1
*/
intensity: 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 0
*/
bias: number;
/**
* A node version of `bias`. Only supported with `WebGPURenderer`.
*
* If a bias node is defined, `bias` has no effect.
*
* @default null
*/
biasNode: Node<"float"> | null;
/**
* 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 0
*/
normalBias: 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 1
*/
radius: number;
/**
* The amount of samples to use when blurring a VSM shadow map.
*
* @default 8
*/
blurSamples: number;
/**
* 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 (512,512)
*/
mapSize: Vector2;
/**
* The type of shadow texture. The default is `UnsignedByteType`.
*
* @default UnsignedByteType
*/
mapType: TextureDataType;
/**
* The depth map generated using the internal camera; a location beyond a
* pixel's depth is in shadow. Computed internally during rendering.
*
* @default null
*/
map: RenderTarget | null;
/**
* The distribution map generated using the internal camera; an occlusion is
* calculated based on the distribution of depths. Computed internally during
* rendering.
*
* @default null
*/
mapPass: RenderTarget | null;
/**
* Model to shadow camera space, to compute location and depth in shadow map.
* This is computed internally during rendering.
*/
matrix: Matrix4;
/**
* Enables automatic updates of the light's shadow. If you do not require dynamic
* lighting / shadows, you may set this to `false`.
*
* @default true
*/
autoUpdate: boolean;
/**
* When set to `true`, shadow maps will be updated in the next `render` call.
* If you have set {@link 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 false
*/
needsUpdate: boolean;
/**
* Used internally by the renderer to get the number of viewports that need
* to be rendered for this shadow.
*
* @return {number} The viewport count.
*/
getViewportCount(): number;
/**
* Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
*
* @return {Frustum} The shadow camera frustum.
*/
getFrustum(): Frustum;
/**
* Update the matrices for the camera and shadow, used internally by the renderer.
*
* @param {Light} light - The light for which the shadow is being rendered.
*/
updateMatrices(light: Light): void;
/**
* Returns a viewport definition for the given viewport index.
*
* @param {number} viewportIndex - The viewport index.
* @return {Vector4} The viewport.
*/
getViewport(viewportIndex: number): Vector4;
/**
* Returns the frame extends.
*
* @return {Vector2} The frame extends.
*/
getFrameExtents(): Vector2;
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose(): void;
/**
* Copies the values of the given light shadow instance to this instance.
*
* @param {LightShadow} source - The light shadow to copy.
* @return {LightShadow} A reference to this light shadow instance.
*/
copy(source: LightShadow): this;
/**
* Returns a new light shadow instance with copied values from this instance.
*
* @return {LightShadow} A clone of this instance.
*/
clone(): this;
/**
* Serializes the light shadow into JSON.
*
* @return {Object} A JSON object representing the serialized light shadow.
* @see {@link ObjectLoader#parse}
*/
toJSON(): LightShadowJSON;
}