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Title: Three.js Shadows
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Description: Shadows in Three.js
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-TBD
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+This article is part of a series of articles about three.js. The
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+first article is [three.js fundamentals](three-fundamentals.html). If
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+you haven't read that yet and you're new to three.js you might want to
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+consider starting there. The
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+[previous article was about cameras](threejs-cameras.html) which is
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+important to have read before you read this article as well as
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+the [article before that one about lights](threejs-lights.html).
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+
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+Shadows on computers can be a complicated topic. There are various
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+solutions and all of them have tradeoffs including the solutions
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+available in three.js
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+
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+Three.js by default uses *shadow maps*. The way a shadow map works
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+is, *for every light that casts shadows all objects marked to cast
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+shadows are rendered from the point of view of the light*. **READ THAT
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+AGAIN!** and let it sink in.
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+
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+In other words, if you have 20 objects, and 5 lights, and
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+all 20 objects are casting shadows and all 5 lights are casting
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+shadows then your entire scene will be drawn 6 times. All 20 objects
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+will be drawn for light #1, then all 20 objects will be drawn for
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+light #2, then #3, etc and finally the actual scene will be drawn
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+using data from the first 5 renders.
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+
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+It gets worse, if you have a point light casting shadows the scene
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+has to be drawn 6 times just for that light!
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+
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+For these reasons it's common find other solutions than to have
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+a bunch of lights all generating shadows. One common solution
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+is to have multiple lights but only one directional light generating
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+shadows.
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+
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+Yet another solution is to use lightmaps and or ambient occlusion maps
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+to pre-compute the effects of lighting offline. This results in static
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+lighting or static lighting hints but at least it's fast. We'll
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+cover both of those in another article.
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+
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+Another solution is to use fake shadows. Make a plane, put a grayscale
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+texture in the plane that approximates a shadow,
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+draw it above the ground below your object.
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+
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+For example let's use this texture as a fake shadow
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+
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+<div class="threejs_center"><img src="../resources/images/roundshadow.png"></div>
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+
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+We'll use some of the code from [the previous article](threejs-cameras.html).
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+
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+Let's set the background color to white.
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+
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+```
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+const scene = new THREE.Scene();
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++scene.background = new THREE.Color('white');
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+```
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+
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+Then we'll setup the same checkerboard ground but this time it's using
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+a `MeshBasicMaterial` as we don't need lighting for the ground.
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+
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+```
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++const loader = new THREE.TextureLoader();
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+
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+{
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+ const planeSize = 40;
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+
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+- const loader = new THREE.TextureLoader();
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+ const texture = loader.load('resources/images/checker.png');
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+ texture.wrapS = THREE.RepeatWrapping;
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+ texture.wrapT = THREE.RepeatWrapping;
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+ texture.magFilter = THREE.NearestFilter;
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+ const repeats = planeSize / 2;
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+ texture.repeat.set(repeats, repeats);
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+
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+ const planeGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
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+ const planeMat = new THREE.MeshBasicMaterial({
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+ map: texture,
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+ side: THREE.DoubleSide,
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+ });
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++ planeMat.color.setRGB(1.5, 1.5, 1.5);
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+ const mesh = new THREE.Mesh(planeGeo, planeMat);
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+ mesh.rotation.x = Math.PI * -.5;
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+ scene.add(mesh);
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+}
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+```
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+
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+Note we're setting the color to `1.5, 1.5, 1.5`. This will multiply the checkerboard
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+texture's colors by 1.5, 1.5, 1.5. Since the texture's colors are 0x808080 and 0xC0C0C0
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+which is medium gray and light gray, multiplying them by 1.5 will give is a white and
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+light grey checkerboard.
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+
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+Let's load the shadow texture
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+
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+```javascript
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+const shadowTexture = loader.load('resources/images/roundshadow.png');
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+```
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+
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+and make an array to remember each sphere and associated objects.
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+
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+```javascript
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+const sphereShadowBases = [];
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+```
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+
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+Then we'll make a sphere geometry
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+
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+```javascript
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+const sphereRadius = 1;
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+const sphereWidthDivisions = 32;
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+const sphereHeightDivisions = 16;
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+const sphereGeo = new THREE.SphereBufferGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
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+```
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+
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+And a plane geometry for the fake shadow
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+
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+```
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+const planeSize = 1;
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+const shadowGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
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+```
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+
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+Now we'll make a bunch of spheres. For each sphere we'll create a `base`
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+`THREE.Object3D` and we'll make both the shadow plane mesh and the sphere mesh
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+children of the base. That way if we move the base both the sphere and the shadow
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+will move. We need to put the shadow slightly above the ground to prevent z-fighting.
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+We also set `depthWrite` to false so that the shadows don't mess each other up.
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+We'll go over both of these issues in [another article](threejs-transparency.html).
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+The shadow is a `MeshBasicMaterial` because it doesn't need lighting.
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+
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+We make each sphere a different hue and then save off the base, the sphere mesh,
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+the shadow mesh and the initial y position of each sphere.
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+
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+
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+```javascript
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+const numSpheres = 15;
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+for (let i = 0; i < numSpheres; ++i) {
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+ // make a base for the shadow and the sphere.
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+ // so they move together.
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+ const base = new THREE.Object3D();
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+ scene.add(base);
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+
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+ // add the shadow to the base
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+ // note: we make a new material for each sphere
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+ // so we can set that sphere's material transparency
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+ // separately.
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+ const shadowMat = new THREE.MeshBasicMaterial({
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+ map: shadowTexture,
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+ transparent: true, // so we can see the ground
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+ depthWrite: false, // so we don't have to sort
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+ });
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+ const shadowMesh = new THREE.Mesh(shadowGeo, shadowMat);
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+ shadowMesh.position.y = 0.001; // so we're above the ground slightly
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+ shadowMesh.rotation.x = Math.PI * -.5;
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+ const shadowSize = sphereRadius * 4;
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+ shadowMesh.scale.set(shadowSize, shadowSize, shadowSize);
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+ base.add(shadowMesh);
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+
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+ // add the sphere to the base
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+ const u = i / numSpheres; // goes from 0 to 1 as we iterate the spheres.
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+ const sphereMat = new THREE.MeshPhongMaterial();
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+ sphereMat.color.setHSL(u, 1, .75);
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+ const sphereMesh = new THREE.Mesh(sphereGeo, sphereMat);
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+ sphereMesh.position.set(0, sphereRadius + 2, 0);
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+ base.add(sphereMesh);
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+
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+ // remember all 3 plus the y position
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+ sphereShadowBases.push({base, sphereMesh, shadowMesh, y: sphereMesh.position.y});
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+}
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+```
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+
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+We setup 2 lights. One is a `HemisphereLight` with the itensity set to 2 to really
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+brighten things up.
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+
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+```javascript
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+{
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+ const skyColor = 0xB1E1FF; // light blue
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+ const groundColor = 0xB97A20; // brownish orange
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+ const intensity = 2;
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+ const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
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+ scene.add(light);
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+}
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+```
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+
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+The other is a `DirectionalLight` so the spheres get some defintion
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+
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+```javascript
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+{
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+ const color = 0xFFFFFF;
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+ const intensity = 1;
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+ const light = new THREE.DirectionalLight(color, intensity);
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+ light.position.set(0, 10, 5);
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+ light.target.position.set(-5, 0, 0);
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+ scene.add(light);
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+ scene.add(light.target);
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+}
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+```
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+
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+It would render as is but let's animate there spheres.
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+For each sphere, shadow, base set we move the base in the xz plane, we
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+move the sphere up and down using `Math.abs(Math.sin(time))`
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+which gives us a bouncy animation. And, we also set the shadow material's
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+opacity so that as each sphere goes higher its shadow fades out.
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+
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+```javascript
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+function render(time) {
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+ time *= 0.001; // convert to seconds
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+
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+ ...
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+
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+ sphereShadowBases.forEach((sphereShadowBase, ndx) => {
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+ const {base, sphereMesh, shadowMesh, y} = sphereShadowBase;
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+
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+ // u is a value that goes from 0 to 1 as we iterate the spheres
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+ const u = ndx / sphereShadowBases.length;
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+
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+ // compute a position for there base. This will move
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+ // both the sphere and its shadow
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+ const speed = time * .2;
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+ const angle = speed + u * Math.PI * 2 * (ndx % 1 ? 1 : -1);
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+ const radius = Math.sin(speed - ndx) * 10;
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+ base.position.set(Math.cos(angle) * radius, 0, Math.sin(angle) * radius);
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+
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+ // yOff is a value that goes from 0 to 1
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+ const yOff = Math.abs(Math.sin(time * 2 + ndx));
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+ // move the sphere up and down
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+ sphereMesh.position.y = y + THREE.Math.lerp(-2, 2, yOff);
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+ // fade the shadow as the sphere goes up
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+ shadowMesh.material.opacity = THREE.Math.lerp(1, .25, yOff);
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+ });
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+
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+ ...
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+```
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+
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+And here's 15 kind of bouncing balls.
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+
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+{{{example url="../threejs-shadows-fake.html" }}}
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+
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+In some apps it's common to use a round or oval shadow for everything but
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+of course you could also use different shaped shadow textures. You might also
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+give the shadow a harder edge. A good example of using this type
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+of shadow is [Animal Crossing Pocket Camp](https://www.google.com/search?tbm=isch&q=animal+crossing+pocket+camp+screenshots)
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+where you can see each character has a simple round shadow. It's effective and cheap.
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+[Monument Valley](https://www.google.com/search?q=monument+valley+screenshots&tbm=isch)
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+appears to also use this kind of shadow for the main character.
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+
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+So, moving on to shadow maps, there are 3 lights with can cast shadows. The `DirectionalLight`,
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+the `PointLight`, and the `SpotLight`.
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+
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+Let's start with the `DirectionaLight` with helper example from [the lights article](threejs-lights.html).
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+
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+The first thing we need to do is turn on shadows in the renderer.
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+
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+```
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+const renderer = new THREE.WebGLRenderer({canvas: canvas});
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++renderer.shadowMap.enabled = true;
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+```
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+
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+Then we also need to tell the light to cast a shadow
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+
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+```javascript
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+const light = new THREE.DirectionalLight(color, intensity);
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++light.castShadow = true;
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+```
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+
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+We also need to go to each mesh in the scene and decide if it should
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+both cast shadows and/or receive shadows.
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+
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+Let's make the plane (the ground) only receive shadows since we don't
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+really care what happens underneath.
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+
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+```javascript
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+const mesh = new THREE.Mesh(planeGeo, planeMat);
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+mesh.receiveShadow = true;
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+```
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+
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+For the cube and the sphere let's have them both receive and cast shadows
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+
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+```javascript
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+const mesh = new THREE.Mesh(cubeGeo, cubeMat);
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+mesh.castShadow = true;
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+mesh.receiveShadow = true;
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+
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+...
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+
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+const mesh = new THREE.Mesh(sphereGeo, sphereMat);
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+mesh.castShadow = true;
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+mesh.receiveShadow = true;
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+```
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+
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+And then we run it.
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+
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+{{{example url="../threejs-shadows-directional-light.html" }}}
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+
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+What happened? Why are parts of the shadows missing?
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+
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+The reason is shadow maps are created by rendering the scene from the point
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+of view of the light. In this case there is a camera at the `DirectionalLight`
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+that is looking at its target. Just like [the camera's we previously covered](threejs-cameras.html)
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+the light's shadow camera defines an area inside of which
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+the shadows get rendered. In the example above that area is too small.
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+
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+In order to visualize that area we can get the light's shadow camera and add
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+a `CameraHelper` to the scene.
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+
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+```javascript
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+const cameraHelper = new THREE.CameraHelper(light.shadow.camera);
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+scene.add(cameraHelper);
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+```
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+
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+And now you can see the area for which shadows are cast and received.
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+
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+{{{example url="../threejs-shadows-directional-light-with-camera-helper.html" }}}
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+
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+Adjust the target x value back and forth and it should be pretty clear that only
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+what's inside the light's shadow camera box is where shadows are drawn.
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+
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+We can adjust the size of that box by adjusting the light's shadow camera.
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+
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+Let's add some GUI setting to adjust the light's shadow camera box. Since a
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+`DirectionalLight` represents light all going in a parallel direction the
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+`DirectionalLight` uses an `OrthographicCamera` for its shadow camera.
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+We went over how an `OrthographicCamera` works in [the previous article about cameras.](threejs-cameras.html).
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+
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+Recall an `OrthographicCamera` defines
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+its box or *view frustum* by its `left`, `right`, `top`, `bottom`, `near`, `far`,
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+and `zoom` properties.
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+
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+Again let's make a helper class for the dat.GUI. We'll make a `DimensionGUIHelper`
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+that we'll pass an object and 2 properties. It will present one property that dat.GUI
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+can adjust and in response will set the two properties one positive and one negative.
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+We can use this to set `left` and `right` as `width` and `up` and `down` as `height`.
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+
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+```javascript
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+class DimensionGUIHelper {
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+ constructor(obj, minProp, maxProp) {
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+ this.obj = obj;
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+ this.minProp = minProp;
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+ this.maxProp = maxProp;
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+ }
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+ get value() {
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+ return this.obj[this.maxProp] * 2;
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+ }
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+ set value(v) {
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+ this.obj[this.maxProp] = v / 2;
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+ this.obj[this.minProp] = v / -2;
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+ }
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+}
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+```
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+
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+We'll also use the `MinMaxGUIHelper` we created in the [camera article](threejs-cameras.html)
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+to adjust `near` and `far`.
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+
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+```
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+const gui = new dat.GUI();
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+gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
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+gui.add(light, 'intensity', 0, 2, 0.01);
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++{
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++ const folder = gui.addFolder('Shadow Camera');
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++ folder.open();
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++ folder.add(new DimensionGUIHelper(light.shadow.camera, 'left', 'right'), 'value', 1, 100)
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++ .name('width')
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++ .onChange(updateCamera);
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++ folder.add(new DimensionGUIHelper(light.shadow.camera, 'bottom', 'top'), 'value', 1, 100)
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++ .name('height')
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++ .onChange(updateCamera);
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++ const minMaxGUIHelper = new MinMaxGUIHelper(light.shadow.camera, 'near', 'far', 0.1);
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++ folder.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
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++ folder.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
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++ folder.add(light.shadow.camera, 'zoom', 0.01, 1.5, 0.01).onChange(updateCamera);
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++}
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+```
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+
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+We tell the GUI to call our `updateCamera` function anytime anything changes.
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+Let's write that function to update the light, the helper for the light, the
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+light's shadow camera, and the helper showing the light's shadow camera.
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+
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+```
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+function updateCamera() {
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+ // update the light target's matrixWorld because it's needed by the helper
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+ light.target.updateMatrixWorld();
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+ helper.update();
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+ // update the light's shadow camera's projection matrix
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+ light.shadow.camera.updateProjectionMatrix();
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+ // and now update the camera helper we're using to show the light's shadow camera
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+ cameraHelper.update();
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+}
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+updateCamera();
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+```
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+
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+And now that we've given the light's shadow camera a GUI we can play with the values.
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+
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+{{{example url="../threejs-shadows-directional-light-with-camera-gui.html" }}}
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+
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+Set the `width` and `height` to about 30 and you can see the shadows are correct
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+and the areas that need to be in shadow for this scene are entirely covered.
|
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+
|
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+But this brings up the question, why not just set `width` and `height` to some
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+giant numbers to just cover everything? Set the `width` and `height` to 100
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+and you might see something like this
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+
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+<div class="threejs_center"><img src="resources/images/low-res-shadow-map.png" style="width: 369px"></div>
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+
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+What's going on with these low-res shadows!
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+
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+This issue is yet another shadow related setting to be aware of.
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+Shadow maps are textures the shadows get drawn into.
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+Those textures have a size. The shadow camera's area we set above is stretched
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+across that size. That means the larger area you set the more blocky your shadows will
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+be.
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+
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+You can set the resolution of the shadow map's texture by setting `light.shadow.mapSize.width`
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+and `light.shadow.mapSize.height`. They default to 512x512.
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+The larger you make them the more memory they take and the slower they are to compute so you want
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+to set them as small as you can and still make your scene work. The same is true with the
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+light's shadow camera area. Smaller means better looking shadows so make the area as small as you
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+can and still cover your scene. Be aware that each user's machine has a maximum texture size
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+allowed which is available on the renderer as [`renderer.capabilities.maxTextureSize`](WebGLRenderer.capabilities).
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+
|
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+<!--
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+Ok but what about `near` and `far` I hear you thinking. Can we set `near` to 0.00001 and far to `100000000`
|
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+-->
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+
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+Switching to the `SpotLight` the light's shadow camera becomes a `PerspectiveCamera`. Unlike the `DirectionalLight`'s shadow camera
|
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+where we could manually set most its settings, `SpotLight`'s shadow camera is controlled by the `SpotLight` itself. The `fov` for the shadow
|
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+camera is directly connected to the `SpotLight`'s `angle` setting.
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+The `aspect` is set automatically based on the size of the shadow map.
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+
|
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+```javascript
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+-const light = new THREE.DirectionalLight(color, intensity);
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++const light = new THREE.SpotLight(color, intensity);
|
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|
+```
|
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+
|
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+and we added back in the `penumbra` and `angle` settings
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+from our [article about lights](threejs-lights.html).
|
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+
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+{{{example url="../threejs-shadows-spot-light-with-camera-gui.html" }}}
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+
|
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+
|
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+<!--
|
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+You can notice, just like the last example if we set the angle high
|
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|
+then the shadow map, the texture is spread over a very large area and
|
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|
+the resolution of our shadows gets really low.
|
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+
|
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+div class="threejs_center"><img src="resources/images/low-res-shadow-map-spotlight.png" style="width: 344px"></div>
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+
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+You can increase the size of the shadow map as mentioned above. You can
|
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|
+also blur the result
|
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+
|
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|
+{{{example url="../threejs-shadows-spot-light-with-shadow-radius" }}}
|
|
|
+-->
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+
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+
|
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+
|
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|
+And finally there's shadows with a `PointLight`. Since a `PointLight`
|
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|
+shines in all directions the only relevent settings are `near` and `far`.
|
|
|
+Otherwise the `PointLight` shadow is effectively 6 `SpotLight` shadows
|
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|
+each one pointing to the face of a cube around the light. This means
|
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|
+`PointLight` shadows are much slower since the entire scene must be
|
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|
+drawn 6 times, one for each direction.
|
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|
+
|
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|
+Let's put a box around our scene so we can see shadows on the walls
|
|
|
+and ceiling. We'll set the material's `side` property to `THREE.BackSide`
|
|
|
+so we render the inside of the box instead of the outside. Like the floor
|
|
|
+we'll set it only to receive shadows. Also we'll set the position of the
|
|
|
+box so its bottom is slightly below the floor so the floor and the bottom
|
|
|
+of the box don't z-fight.
|
|
|
+
|
|
|
+```javascript
|
|
|
+{
|
|
|
+ const cubeSize = 30;
|
|
|
+ const cubeGeo = new THREE.BoxBufferGeometry(cubeSize, cubeSize, cubeSize);
|
|
|
+ const cubeMat = new THREE.MeshPhongMaterial({
|
|
|
+ color: '#CCC',
|
|
|
+ side: THREE.BackSide,
|
|
|
+ });
|
|
|
+ const mesh = new THREE.Mesh(cubeGeo, cubeMat);
|
|
|
+ mesh.receiveShadow = true;
|
|
|
+ mesh.position.set(0, cubeSize / 2 - 0.1, 0);
|
|
|
+ scene.add(mesh);
|
|
|
+}
|
|
|
+```
|
|
|
+
|
|
|
+And of course we need to switch the light to a `PointLight`.
|
|
|
+
|
|
|
+```javascript
|
|
|
+-const light = new THREE.SpotLight(color, intensity);
|
|
|
++const light = new THREE.PointLight(color, intensity);
|
|
|
+
|
|
|
+....
|
|
|
+
|
|
|
+// so we can easily see where the point light is
|
|
|
++const helper = new THREE.PointLightHelper(light);
|
|
|
++scene.add(helper);
|
|
|
+```
|
|
|
+
|
|
|
+{{{example url="../threejs-shadows-point-light.html" }}}
|
|
|
+
|
|
|
+Use the `position` GUI settings to move the light around
|
|
|
+and you'll see the shadows fall on all the walls. You can
|
|
|
+also adjust `near` and `far` settings and see just like
|
|
|
+the other shadows when things are closer than `near` they
|
|
|
+no longer receive a shadow and they are further than `far`
|
|
|
+they are always in shadow.
|
|
|
+
|
|
|
+<!--
|
|
|
+self shadow, shadow acne
|
|
|
+-->
|
|
|
+
|