This is used internally by DirectionalLights for calculating shadows.
Unlike the other shadow classes, this uses an OrthographicCamera to calculate the shadows,
rather than a PerspectiveCamera. This is because light rays from a DirectionalLight
are parallel.
//Create a WebGLRenderer and turn on shadows in the renderer
const renderer = new v3d.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = v3d.PCFSoftShadowMap; // default v3d.PCFShadowMap
//Create a DirectionalLight and turn on shadows for the light
const light = new v3d.DirectionalLight(0xffffff, 1, 100);
light.position.set(0, 1, 0); //default; light shining from top
light.castShadow = true; // default false
scene.add(light);
//Set up shadow properties for the light
light.shadow.mapSize.width = 512; // default
light.shadow.mapSize.height = 512; // default
light.shadow.camera.near = 0.5; // default
light.shadow.camera.far = 500; // default
//Create a sphere that cast shadows (but does not receive them)
const sphereGeometry = new v3d.SphereBufferGeometry(5, 32, 32);
const sphereMaterial = new v3d.MeshStandardMaterial({ color: 0xff0000 });
const sphere = new v3d.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true; //default is false
sphere.receiveShadow = false; //default
scene.add(sphere);
//Create a plane that receives shadows (but does not cast them)
const planeGeometry = new v3d.PlaneBufferGeometry(20, 20, 32, 32);
const planeMaterial = new v3d.MeshStandardMaterial({ color: 0x00ff00 })
const plane = new v3d.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
scene.add(plane);
//Create a helper for the shadow camera (optional)
const helper = new v3d.CameraHelper(light.shadow.camera);
scene.add(helper);
Creates a new DirectionalLightShadow. This is not intended to be called directly - it is called internally by DirectionalLight.
See the base LightShadow class for common properties.
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.
The default is an OrthographicCamera with left and
bottom set to -5, right
and top set to 5, the near
clipping plane at 0.5 and the far clipping plane at 500.
See the base LightShadow class for common methods.
For more info on how to obtain the source code of this module see this page.