File size: 2,638 Bytes
b797337 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 | 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';
const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld = /*@__PURE__*/ new Vector3();
const _lookTarget = /*@__PURE__*/ new Vector3();
class LightShadow {
constructor( camera ) {
this.camera = camera;
this.bias = 0;
this.normalBias = 0;
this.radius = 1;
this.blurSamples = 8;
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 )
];
}
getViewportCount() {
return this._viewportCount;
}
getFrustum() {
return this._frustum;
}
updateMatrices( light ) {
const shadowCamera = this.camera;
const shadowMatrix = this.matrix;
_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( _projScreenMatrix );
}
getViewport( viewportIndex ) {
return this._viewports[ viewportIndex ];
}
getFrameExtents() {
return this._frameExtents;
}
dispose() {
if ( this.map ) {
this.map.dispose();
}
if ( this.mapPass ) {
this.mapPass.dispose();
}
}
copy( source ) {
this.camera = source.camera.clone();
this.bias = source.bias;
this.radius = source.radius;
this.mapSize.copy( source.mapSize );
return this;
}
clone() {
return new this.constructor().copy( this );
}
toJSON() {
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 };
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