three
Version:
JavaScript 3D library
138 lines (83 loc) • 2.73 kB
JavaScript
import { Matrix4 } from '../math/Matrix4.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
import { Frustum } from '../math/Frustum.js';
function LightShadow( camera ) {
this.camera = camera;
this.bias = 0;
this.normalBias = 0;
this.radius = 1;
this.mapSize = new Vector2( 512, 512 );
this.map = null;
this.mapPass = null;
this.matrix = new Matrix4();
this.autoUpdate = true;
this.needsUpdate = false;
this._frustum = new Frustum();
this._frameExtents = new Vector2( 1, 1 );
this._viewportCount = 1;
this._viewports = [
new Vector4( 0, 0, 1, 1 )
];
}
Object.assign( LightShadow.prototype, {
_projScreenMatrix: new Matrix4(),
_lightPositionWorld: new Vector3(),
_lookTarget: new Vector3(),
getViewportCount: function () {
return this._viewportCount;
},
getFrustum: function () {
return this._frustum;
},
updateMatrices: function ( light ) {
const shadowCamera = this.camera,
shadowMatrix = this.matrix,
projScreenMatrix = this._projScreenMatrix,
lookTarget = this._lookTarget,
lightPositionWorld = this._lightPositionWorld;
lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
shadowCamera.position.copy( lightPositionWorld );
lookTarget.setFromMatrixPosition( light.target.matrixWorld );
shadowCamera.lookAt( lookTarget );
shadowCamera.updateMatrixWorld();
projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
this._frustum.setFromProjectionMatrix( projScreenMatrix );
shadowMatrix.set(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0
);
shadowMatrix.multiply( shadowCamera.projectionMatrix );
shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
},
getViewport: function ( viewportIndex ) {
return this._viewports[ viewportIndex ];
},
getFrameExtents: function () {
return this._frameExtents;
},
copy: function ( source ) {
this.camera = source.camera.clone();
this.bias = source.bias;
this.radius = source.radius;
this.mapSize.copy( source.mapSize );
return this;
},
clone: function () {
return new this.constructor().copy( this );
},
toJSON: function () {
const object = {};
if ( this.bias !== 0 ) object.bias = this.bias;
if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
if ( this.radius !== 1 ) object.radius = this.radius;
if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
object.camera = this.camera.toJSON( false ).object;
delete object.camera.matrix;
return object;
}
} );
export { LightShadow };