Ambient Light

Video Lecture

Ambient Light Ambient Light Ambient Light

Description

  • Lights all objects in the scene equally, except for self illuminating objects such as MeshBasicMaterial, meshNormalMaterial and MeshMatcapMaterial.
  • Doesn't cast shadows.
  • Light is spread equally in all directions and distances. So positioning the light different than default position of [0, 0, 0] will make no difference.
  • Materials won't show shading depending on geometry normals and there will be no specular affect, so meshes in front of other meshes will be invisible if they have identical materials or even a single colour map texture.

Start Code

./src/client/client.ts

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import * as THREE from '/build/three.module.js'
import { OrbitControls } from '/jsm/controls/OrbitControls'
import Stats from '/jsm/libs/stats.module'
import { GUI } from '/jsm/libs/dat.gui.module'

const scene: THREE.Scene = new THREE.Scene()
const axesHelper = new THREE.AxesHelper(5)
scene.add(axesHelper)

var light = new THREE.AmbientLight();
scene.add(light);

const camera: THREE.PerspectiveCamera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)

const renderer: THREE.WebGLRenderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)

const controls = new OrbitControls(camera, renderer.domElement)

// const planeGeometry: THREE.PlaneGeometry = new THREE.PlaneGeometry(20, 10)//, 360, 180)
// const plane: THREE.Mesh = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial())
// plane.rotateX(-Math.PI / 2)
// //plane.position.y = -1.75
// scene.add(plane)

const torusGeometry: THREE.TorusGeometry[] = [
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry()
]

const material: (THREE.MeshBasicMaterial | THREE.MeshLambertMaterial | THREE.MeshPhongMaterial | THREE.MeshPhysicalMaterial | THREE.MeshToonMaterial)[] = [
    new THREE.MeshBasicMaterial(),
    new THREE.MeshLambertMaterial(),
    new THREE.MeshPhongMaterial(),
    new THREE.MeshPhysicalMaterial({}),
    new THREE.MeshToonMaterial(),
]

const torus: THREE.Mesh[] = [
    new THREE.Mesh(torusGeometry[0], material[0]),
    new THREE.Mesh(torusGeometry[1], material[1]),
    new THREE.Mesh(torusGeometry[2], material[2]),
    new THREE.Mesh(torusGeometry[3], material[3]),
    new THREE.Mesh(torusGeometry[4], material[4])
]

const texture = new THREE.TextureLoader().load("img/grid.png")
material[0].map = texture
material[1].map = texture
material[2].map = texture
material[3].map = texture
material[4].map = texture

torus[0].position.x = -8
torus[1].position.x = -4
torus[2].position.x = 0
torus[3].position.x = 4
torus[4].position.x = 8

scene.add(torus[0])
scene.add(torus[1])
scene.add(torus[2])
scene.add(torus[3])
scene.add(torus[4])

camera.position.z = 7

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()
    renderer.setSize(window.innerWidth, window.innerHeight)
    render()
}

const stats = Stats()
document.body.appendChild(stats.dom)

var data = {
    color: light.color.getHex(),
    mapsEnabled: true
};
const gui = new GUI()
const lightFolder = gui.addFolder('THREE.Light')
lightFolder.addColor(data, 'color').onChange(() => { light.color.setHex(Number(data.color.toString().replace('#', '0x'))) });
lightFolder.add(light, 'intensity', 0, 1, 0.01);

const ambientLightFolder = gui.addFolder('THREE.AmbientLight')
ambientLightFolder.open()

const meshesFolder = gui.addFolder('Meshes')
meshesFolder.add(data, 'mapsEnabled').onChange(() => {
    material.forEach(m => {
        if (data.mapsEnabled) {
            m.map = texture
        } else {
            m.map = null;
        }
        m.needsUpdate = true;
    })
});

var animate = function () {
    requestAnimationFrame(animate)

    torus.forEach(t => {
        t.rotation.y += .01
    })

    render()

    stats.update()
};

function render() {
    renderer.render(scene, camera)
}
animate();