Deprecated since Verge3D version 4.5.1, DirectionalLightShadowCSM is used instead.
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.PCFShadowMap; // default
// create a DirectionalLight and turn on shadows for the light
const light = new v3d.DirectionalLight(0xffffff, 1);
light.position.set(0, 1, 0); //default; light shining from top
light.castShadow = true; // default false
app.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.SphereGeometry(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
app.scene.add(sphere);
// create a plane that receives shadows (but does not cast them)
const planeGeometry = new v3d.PlaneGeometry(20, 20, 32, 32);
const planeMaterial = new v3d.MeshStandardMaterial({ color: 0x00ff00 })
const plane = new v3d.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
app.scene.add(plane);
// create a helper for the shadow camera (optional)
const helper = new v3d.CameraHelper(light.shadow.camera);
app.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.
Read-only flag to check if a given object is of type DirectionalLightShadow.
See the base LightShadow class for common methods.
The set shadow param puzzle allows to enable/disable casting or receiving shadows in a visual manner.
For more info on how to obtain the source code of this module see this page.