Skip to content


 Zabbix
 Grafana
 Prometheus
 Threejs and TypeScript
 SocketIO and TypeScript
 Blender Topological Earth
 Sweet Home 3D
 Design Patterns Python
 Design Patterns TypeScript
   
 Course Coupon Codes
Three.js and TypeScript
Kindle Edition
$9.99 $14.99 Paperback 
$29.99 $34.99




Design Patterns in TypeScript
Kindle Edition
$9.99 $14.99 Paperback
$19.99 $24.99




Design Patterns in Python
Kindle Edition
$9.99 $14.99 Paperback
$19.99 $24.99




Directional Light Shadow

Video Lecture

Directional Light Shadow Directional Light Shadow Directional Light Shadow

Description

The Directional Light Shadow uses an OrthographicCamera to calculate the shadows, rather than a PerspectiveCamera. This is because the light rays from the DirectionalLight are parallel.

The OrthographicCamera default frustum dimensions are

Direction Value
left -5
bottom -5
right 5
top 5
near 0.5
far 500.

Lesson Script

./src/client/client.ts

  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
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import Stats from 'three/examples/jsm/libs/stats.module'
import { GUI } from 'three/examples/jsm/libs/dat.gui.module'

const scene = new THREE.Scene()
scene.add(new THREE.AxesHelper(5))

const light = new THREE.DirectionalLight()
light.castShadow = true
light.shadow.mapSize.width = 512
light.shadow.mapSize.height = 512
light.shadow.camera.near = 0.5
light.shadow.camera.far = 100
scene.add(light)

//const helper = new THREE.DirectionalLightHelper(light);
const helper = new THREE.CameraHelper(light.shadow.camera)
scene.add(helper)

const camera = new THREE.PerspectiveCamera(
    75,
    window.innerWidth / window.innerHeight,
    0.1,
    1000
)
camera.position.z = 7

const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
//renderer.shadowMap.type = THREE.BasicShadowMap
//renderer.shadowMap.type = THREE.PCFShadowMap
//renderer.shadowMap.type = THREE.VSMShadowMap
document.body.appendChild(renderer.domElement)

new OrbitControls(camera, renderer.domElement)

const planeGeometry = new THREE.PlaneGeometry(100, 20)
const plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial())
plane.rotateX(-Math.PI / 2)
plane.position.y = -1.75
plane.receiveShadow = true
scene.add(plane)

const torusGeometry = [
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry()
]

const material = [
    new THREE.MeshBasicMaterial(),
    new THREE.MeshLambertMaterial(),
    new THREE.MeshPhongMaterial(),
    new THREE.MeshPhysicalMaterial({}),
    new THREE.MeshToonMaterial()
]

const torus = [
    new THREE.Mesh(torusGeometry[0], material[0]),
    new THREE.Mesh(torusGeometry[1], material[1]),
    new THREE.Mesh(torusGeometry[2], material[2]),
    new THREE.Mesh(torusGeometry[3], material[3]),
    new THREE.Mesh(torusGeometry[4], material[4])
]

const texture = new THREE.TextureLoader().load('img/grid.png')
material[0].map = texture
material[1].map = texture
material[2].map = texture
material[3].map = texture
material[4].map = texture

torus[0].position.x = -8
torus[1].position.x = -4
torus[2].position.x = 0
torus[3].position.x = 4
torus[4].position.x = 8

torus[0].castShadow = true
torus[1].castShadow = true
torus[2].castShadow = true
torus[3].castShadow = true
torus[4].castShadow = true

torus[0].receiveShadow = true
torus[1].receiveShadow = true
torus[2].receiveShadow = true
torus[3].receiveShadow = true
torus[4].receiveShadow = true

scene.add(torus[0])
scene.add(torus[1])
scene.add(torus[2])
scene.add(torus[3])
scene.add(torus[4])

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()
    renderer.setSize(window.innerWidth, window.innerHeight)
    render()
}

const stats = Stats()
document.body.appendChild(stats.dom)

const data = {
    color: light.color.getHex(),
    mapsEnabled: true,
    shadowMapSizeWidth: 512,
    shadowMapSizeHeight: 512
}

const gui = new GUI()
const lightFolder = gui.addFolder('THREE.Light')
lightFolder.addColor(data, 'color').onChange(() => {
    light.color.setHex(Number(data.color.toString().replace('#', '0x')))
})
lightFolder.add(light, 'intensity', 0, 1, 0.01)

const directionalLightFolder = gui.addFolder('THREE.DirectionalLight')
directionalLightFolder
    .add(light.shadow.camera, 'left', -10, -1, 0.1)
    .onChange(() => light.shadow.camera.updateProjectionMatrix())
directionalLightFolder
    .add(light.shadow.camera, 'right', 1, 10, 0.1)
    .onChange(() => light.shadow.camera.updateProjectionMatrix())
directionalLightFolder
    .add(light.shadow.camera, 'top', 1, 10, 0.1)
    .onChange(() => light.shadow.camera.updateProjectionMatrix())
directionalLightFolder
    .add(light.shadow.camera, 'bottom', -10, -1, 0.1)
    .onChange(() => light.shadow.camera.updateProjectionMatrix())
directionalLightFolder
    .add(light.shadow.camera, 'near', 0.1, 100)
    .onChange(() => light.shadow.camera.updateProjectionMatrix())
directionalLightFolder
    .add(light.shadow.camera, 'far', 0.1, 100)
    .onChange(() => light.shadow.camera.updateProjectionMatrix())
directionalLightFolder
    .add(data, 'shadowMapSizeWidth', [256, 512, 1024, 2048, 4096])
    .onChange(() => updateShadowMapSize())
directionalLightFolder
    .add(data, 'shadowMapSizeHeight', [256, 512, 1024, 2048, 4096])
    .onChange(() => updateShadowMapSize())
directionalLightFolder.add(light.position, 'x', -50, 50, 0.01)
directionalLightFolder.add(light.position, 'y', -50, 50, 0.01)
directionalLightFolder.add(light.position, 'z', -50, 50, 0.01)
directionalLightFolder.open()

function updateShadowMapSize() {
    light.shadow.mapSize.width = data.shadowMapSizeWidth
    light.shadow.mapSize.height = data.shadowMapSizeHeight
    ;(light.shadow.map as any) = null
}

const meshesFolder = gui.addFolder('Meshes')
meshesFolder.add(data, 'mapsEnabled').onChange(() => {
    material.forEach((m) => {
        if (data.mapsEnabled) {
            m.map = texture
        } else {
            m.map = null
        }
        m.needsUpdate = true
    })
})

function animate() {
    requestAnimationFrame(animate)

    helper.update()

    torus.forEach((t) => {
        t.rotation.y += 0.01
    })

    render()

    stats.update()
}

function render() {
    renderer.render(scene, camera)
}

animate()