PointLightShadow constructor

PointLightShadow()

Implementation

PointLightShadow() : super(PerspectiveCamera(90, 1, 0.5, 500)) {
  frameExtents = Vector2(4, 2);

  viewportCount = 6;

  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
    Vector4(2, 1, 1, 1),
    // negative X
    Vector4(0, 1, 1, 1),
    // positive Z
    Vector4(3, 1, 1, 1),
    // negative Z
    Vector4(1, 1, 1, 1),
    // positive Y
    Vector4(3, 0, 1, 1),
    // negative Y
    Vector4(1, 0, 1, 1)
  ];

  _cubeDirections = [
    Vector3(1, 0, 0),
    Vector3(-1, 0, 0),
    Vector3(0, 0, 1),
    Vector3(0, 0, -1),
    Vector3(0, 1, 0),
    Vector3(0, -1, 0)
  ];

  _cubeUps = [
    Vector3(0, 1, 0),
    Vector3(0, 1, 0),
    Vector3(0, 1, 0),
    Vector3(0, 1, 0),
    Vector3(0, 0, 1),
    Vector3(0, 0, -1)
  ];
}