JSFiddle - React, Tailwind, and code Playground
HTML
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
CSS
body {
background-color: #000;
margin: 0px;
overflow: hidden;
}
JavaScript
var mesh, renderer, scene, camera, controls, renderStats;
var lightArray = [];
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
scene.add( new THREE.AxisHelper( 20 ) );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 500 );
camera.position.set( 50, 50, 10 );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.minDistance = 20;
controls.maxDistance = 200;
controls.enablePan = false;
var geometry = new THREE.SphereGeometry( 5, 12, 8 );
var material = new THREE.MeshPhongMaterial();
sphere = new THREE.Mesh( geometry, material );
sphere.castShadow = true;
// sphere.receiveShadow = true; // un-comment to show shadow on plane <=========
scene.add( sphere );
var geometry2 = new THREE.PlaneGeometry( 100, 100 );
var plane = new THREE.Mesh( geometry2, material );
plane.rotation.x = - Math.PI / 2;
plane.position.set( 0, - 5, 0 );
plane.receiveShadow = true;
scene.add( plane );
// plane.renderOrder = - 1; // un-comment to show shadow on plane <=========
createLights();
}
function createLights() {
scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
// light
var light = new THREE.SpotLight( 0xff0000, 0.3 );
light.position.set( 20, 20, 0 );
light.castShadow = true;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
lightArray.push( light );
scene.add( light );
//
var light = new THREE.DirectionalLight( 0x00ff00, 0.3 );
light.position.set( 0, 20, 20 );
light.castShadow = true;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
lightArray.push( light );
scene.add( light );
//
var light = new...