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LightShadow

Serves as a base class for the other shadow classes.

Constructor

LightShadow

function LightShadow( camera: Camera ): void;  

camera - the light's view of the world.

Create a new LightShadow. This is not intended to be called directly - it is used as a base class by other light shadows.

Properties

autoUpdate

autoUpdate: Boolean;  

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.

camera

camera: Camera;  

The light's view of the world. This is used to generate a depth map of the scene; objects behind other objects from the light's perspective will be in shadow.

bias

bias: Float;  

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

blurSamples

blurSamples: Integer;  

The amount of samples to use when blurring a VSM shadow map.

map

map: WebGLRenderTarget;  

The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.

mapPass

mapPass: WebGLRenderTarget;  

The distribution map generated using the internal camera; an occlusion is calculated based on the distribution of depths. Computed internally during rendering.

mapSize

mapSize: Vector2;  

A [Page:Vector2] defining 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 2, up to the WebGLRenderer.capabilities.maxTextureSize for a given device, although the width and height don't have to be the same (so, for example, (512, 1024) is valid). The default is ( 512, 512 ).

matrix

matrix: Matrix4;  

Model to shadow camera space, to compute location and depth in shadow map. Stored in a Matrix4. This is computed internally during rendering.

needsUpdate

needsUpdate: Boolean;  

When set to true, shadow maps will be updated in the next render call. Default is false. If you have set .autoUpdate to false, you will need to set this property to true and then make a render call to update the light's shadow.

normalBias

normalBias: Float;  

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.

radius

radius: Float;  

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 .mapSize will allow for a higher value to be used here before these effects become visible.
If WebGLRenderer.shadowMap.type is set to .enderer, radius has no effect and it is recommended to increase softness by decreasing .mapSize instead.

Note that this has no effect if the WebGLRenderer.shadowMap.type is set to BasicShadowMap.

Methods

getFrameExtents

function getFrameExtents( ): Vector2;  

Used internally by the renderer to extend the shadow map to contain all viewports

updateMatrices

function updateMatrices( light: Light ): undefined;  

Update the matrices for the camera and shadow, used internally by the renderer.

light -- the light for which the shadow is being rendered.

getFrustum

function getFrustum( ): Frustum;  

Gets the shadow cameras frustum. Used internally by the renderer to cull objects.

getViewportCount

function getViewportCount( ): number;  

Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.

dispose

function dispose( ): undefined;  

Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.

copy

function copy( source: LightShadow ): this;  

Copies value of all the properties from the source to this Light.

clone

function clone( ): LightShadow;  

Creates a new LightShadow with the same properties as this one.

toJSON

function toJSON( ): Object;  

Serialize this LightShadow.

Source

src/lights/LightShadow.js