Parcel Sandbox
by farazshaikh
HTML
<div id="root"></div>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three/build/three.module.js",
"three/webgpu": "https://unpkg.com/three/build/three.webgpu.js",
"three/tsl": "https://unpkg.com/three/build/three.tsl.js",
"three/addons/": "https://unpkg.com/three/examples/jsm/"
}
}
</script>
CSS
body {
font-family: sans-serif;
margin: 0;
background-color: #080808;
}
JavaScript
import * as THREE from "three/webgpu";
import { OrbitControls } from "three/addons/controls/OrbitControls";
import * as TSL from "three/tsl";
export default function App(root) {
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.x = 1;
camera.position.y = 1;
camera.position.z = -2;
const renderer = new THREE.WebGPURenderer({
antialias: true,
});
renderer.shadowMap.enabled = true; // CRITICAL STEP 1
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Optional: Makes shadows s
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
// 2. Add a shadow-casting Light (DirectionalLight, SpotLight, or PointLight)
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5, 10, 5);
light.castShadow = true; // CRITICAL STEP 2
scene.add(light);
light.layers.mask = 1
// Optional: Tune the light's shadow properties for better resolution
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
{
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshStandardNodeMaterial({ color: "red" });
const mesh = new THREE.Mesh(geometry, material);
mesh.position.y = 0
mesh.castShadow = true
mesh.layers.mask = 1
scene.add(mesh);
}
{
const geometry = new THREE.PlaneGeometry(10, 10);
const material = new THREE.MeshStandardNodeMaterial({ color: "white" });
const mesh = new THREE.Mesh(geometry, material);
mesh.receiveShadow = true
mesh.rotation.x = -Math.PI / 2
mesh.layers.mask = 1
scene.add(mesh);
}
const controls = new OrbitControls(camera, renderer.domElement);
function animate() {
requestAnimationFrame(animate);
camera.layers.mask = 1
renderer.render(scene, camera)
controls.update();
...