File: DirectionalLightShadow.html

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<!DOCTYPE html>
<html lang="en">
	<head>
		<meta charset="utf-8" />
		<base href="../../../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
	</head>
	<body>
		[page:LightShadow] &rarr;

		<h1>[name]</h1>

		<p class="desc">
			This is used internally by [page:DirectionalLight DirectionalLights] for calculating shadows.<br /><br />

			Unlike the other shadow classes, this uses an [page:OrthographicCamera] to calculate the shadows,
			rather than a [page:PerspectiveCamera]. This is because light rays from a [page:DirectionalLight]
			are parallel.
		</p>

		<h2>Example</h2>
		<p>
			<code>
//Create a WebGLRenderer and turn on shadows in the renderer
var renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap

//Create a DirectionalLight and turn on shadows for the light
var light = new THREE.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)
var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
var sphere = new THREE.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)
var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true;
scene.add( plane );

//Create a helper for the shadow camera (optional)
var helper = new THREE.CameraHelper( light.shadow.camera );
scene.add( helper );
			</code>
		</p>

		<h2>Constructor</h2>
		<h3>[name]( )</h3>
		<p>
			Creates a new [name]. This is not intended to be called directly - it is called
			internally by [page:DirectionalLight].
		</p>

		<h2>Properties</h2>
		<p>
			See the base [page:LightShadow LightShadow] class for common properties.
		</p>

		<h3>[property:Camera camera]</h3>
		<p>
			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.<br /><br />

			The default is an [page:OrthographicCamera] with [page:OrthographicCamera.left left] and
			[page:OrthographicCamera.bottom bottom] set to -5,  [page:OrthographicCamera.right right]
			and  [page:OrthographicCamera.top top] set to 5, the [page:OrthographicCamera.near near]
			clipping plane at 0.5 and the [page:OrthographicCamera.far far] clipping plane at 500.
		</p>


		<h2>Methods</h2>
		<p>
			See the base [page:LightShadow LightShadow] class for common methods.
		</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
		</p>
	</body>
</html>