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Hemisphere Light

Video Lecture

Hemisphere Light Hemisphere Light Hemisphere Light

Description

The Threejs Hemisphere light is very like a directional light but also with settings to project the light in the reverse direction. I also demonstrate the Hemisphere light helper object.

Lesson Script

./src/client/client.ts

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

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

const light = new THREE.HemisphereLight()
scene.add(light)

const helper = new THREE.HemisphereLightHelper(light, 5)
scene.add(helper)

const camera = new THREE.PerspectiveCamera(
    75,
    window.innerWidth / window.innerHeight,
    0.1,
    1000
)
camera.position.z = 7

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

new OrbitControls(camera, renderer.domElement)

// const planeGeometry = new THREE.PlaneGeometry(100, 10)
// const plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial())
// plane.rotateX(-Math.PI / 2)
// //plane.position.y = -1.75
// scene.add(plane)

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

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

const torus = [
    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])

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)

const data = {
    color: light.color.getHex(),
    groundColor: light.groundColor.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 hemisphereLightFolder = gui.addFolder('THREE.HemisphereLight')
hemisphereLightFolder.addColor(data, 'groundColor').onChange(() => { light.groundColor.setHex(Number(data.groundColor.toString().replace('#', '0x'))) });

hemisphereLightFolder.add(light.position, "x", -100, 100, 0.01)
hemisphereLightFolder.add(light.position, "y", -100, 100, 0.01)
hemisphereLightFolder.add(light.position, "z", -100, 100, 0.01)
hemisphereLightFolder.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
    })
})

function animate() {
    requestAnimationFrame(animate)

    //helper.update()

    torus.forEach((t) => {
        t.rotation.y += 0.01
    })

    render()

    stats.update()
}

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

animate()