THREE.JS / FOUNDATIONS — CLASSIC SHADOW MAP

A directional shadow field.

A compact contract for the classic WebGL shadow-map example: a moving caster field, a large receiver, and a directional light whose map type and camera budget stay inspectable.

Initializing shadow mapWebGL2
Preparing the receiver, directional shadow, and moving casters.
BACKEND
—
LIGHT
—
MAP TYPE
—
MAP
—
CASTERS
—
HUD
—
SAMPLE
—
BUILDS
—
Shadow-map controlsLIGHT / MAP / HUD
Classic shadow-map contract

The renderer owns the shadow-map type and enabled state; one directional light owns a large orthographic camera volume; the receiver and caster field exercise the same shadow lifecycle. Frame samples are local observations, not universal GPU benchmarks.

Derived from the official WebGL shadow map example, pinned source, DirectionalLight, and WebGLRenderer contracts. This bounded study does not claim exact assets, GUI/Stats, or whole-example fidelity.