three
Version:
JavaScript 3D library
91 lines (67 loc) • 2.46 kB
JavaScript
import { LightShadow } from './LightShadow.js';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
function PointLightShadow() {
LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
this._frameExtents = new Vector2( 4, 2 );
this._viewportCount = 6;
this._viewports = [
// These viewports map a cube-map onto a 2D texture with the
// following orientation:
//
// xzXZ
// y Y
//
// X - Positive x direction
// x - Negative x direction
// Y - Positive y direction
// y - Negative y direction
// Z - Positive z direction
// z - Negative z direction
// positive X
new Vector4( 2, 1, 1, 1 ),
// negative X
new Vector4( 0, 1, 1, 1 ),
// positive Z
new Vector4( 3, 1, 1, 1 ),
// negative Z
new Vector4( 1, 1, 1, 1 ),
// positive Y
new Vector4( 3, 0, 1, 1 ),
// negative Y
new Vector4( 1, 0, 1, 1 )
];
this._cubeDirections = [
new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
];
this._cubeUps = [
new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
];
}
PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
constructor: PointLightShadow,
isPointLightShadow: true,
updateMatrices: function ( light, viewportIndex ) {
if ( viewportIndex === undefined ) viewportIndex = 0;
const camera = this.camera,
shadowMatrix = this.matrix,
lightPositionWorld = this._lightPositionWorld,
lookTarget = this._lookTarget,
projScreenMatrix = this._projScreenMatrix;
lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
camera.position.copy( lightPositionWorld );
lookTarget.copy( camera.position );
lookTarget.add( this._cubeDirections[ viewportIndex ] );
camera.up.copy( this._cubeUps[ viewportIndex ] );
camera.lookAt( lookTarget );
camera.updateMatrixWorld();
shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
this._frustum.setFromProjectionMatrix( projScreenMatrix );
}
} );
export { PointLightShadow };