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- <h1>[name]</h1>
- <p class="desc">
- 该类作为其他阴影类的基类来使用。
- </p>
- <h2>构造函数</h2>
- <h3>[name]( [param:Camera camera] )</h3>
- <p>
- [page:Camera camera] - 在光的世界里<br /><br />
- 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。
- </p>
- <h2>属性</h2>
- <h3>[property:Boolean autoUpdate]</h3>
- <p>
- Enables automatic updates of the light's shadow. Default is *true*.
- If you do not require dynamic lighting / shadows, you may set this to *false*.
- </p>
- <h3>[property:Camera camera]</h3>
- <p>
- 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。
- </p>
- <h3>[property:Float bias]</h3>
- <p>
- 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 />
- 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
- </p>
- <h3>[property:Integer blurSamples]</h3>
- <p>
- The amount of samples to use when blurring a VSM shadow map.
- </p>
- <h3>[property:Float intensity]</h3>
- <p>
- The intensity of the shadow. The default is `1`. Valid values are in the range `[0, 1]`.
- </p>
- <h3>[property:WebGLRenderTarget map]</h3>
- <p>
- 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。
- </p>
- <h3>[property:WebGLRenderTarget mapPass]</h3>
- <p>
- The distribution map generated using the internal camera; an occlusion is calculated based
- on the distribution of depths. Computed internally during rendering.
- </p>
- <h3>[property:Vector2 mapSize]</h3>
- <p>
- 一个[Page:Vector2]定义阴影贴图的宽度和高度。<br /><br />
- 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,
- 虽然宽度和高度不必相同(例如,(512,1024)有效)。
- 默认值为*(512,512)*。
- </p>
- <h3>[property:Matrix4 matrix]</h3>
- <p>
- 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。
- </p>
- <h3>[property:Boolean needsUpdate]</h3>
- <p>
- When set to *true*, shadow maps will be updated in the next *render* call. Default is *false*.
- 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.
- </p>
- <h3>[property:Float normalBias]</h3>
- <p>
- 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.
- </p>
- <h3>[property:Float radius]</h3>
- <p>
- 将此值设置为大于1的值将模糊阴影的边缘。<br />
- 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 />
- If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has
- no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
- 请注意,如果[page:WebGLRenderer.shadowMap.type]设置为[page:Renderer BasicShadowMap],将会无效。
- </p>
- <h2>方法</h2>
- <h3>[method:Vector2 getFrameExtents]()</h3>
- <p>
- Used internally by the renderer to extend the shadow map to contain all viewports
- </p>
- <h3>[method:undefined updateMatrices]( [param:Light light] )</h3>
- <p>
- Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
- light -- the light for which the shadow is being rendered.
- </p>
- <h3>[method:Frustum getFrustum]()</h3>
- <p>
- Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
- </p>
- <h3>[method:number getViewportCount]()</h3>
- <p>
- Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
- </p>
- <h3>[method:this copy]( [param:LightShadow source] )</h3>
- <p>
- 将[page:LightShadow source]中的所有属性的值复制到该Light。
- </p>
- <h3>[method:LightShadow clone]()</h3>
- <p>
- 克隆与此相同属性的新LightShadow。
- </p>
- <h3>[method:Object toJSON]()</h3>
- <p>
- 序列化这个LightShadow。
- </p>
- <h2>源码</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
- </p>
- </body>
- </html>
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