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+Title: Three.js Lights
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+Description: Setting up Lights
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+
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+This article is part of a series of articles about three.js. The
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+first article is [three.js fundamentals](three-fundamentals.html). If
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+you haven't read that yet and you're new to three.js you might want to
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+consider starting there. The
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+[previous article was about textures](threejs-textures.html).
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+
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+Let go over how to use the various kinds of lights in three.
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+
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+Starting with one of our previous samples let's update the camera.
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+We'll set the field of view to 45 degrees, the far plane to 100 units,
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+and we'll move the camera 10 units up and 20 units back from the origin
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+
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+```javascript
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+*const fov = 45;
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+const aspect = 2; // the canvas default
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+const zNear = 0.1;
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+*const zFar = 100;
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+const camera = new THREE.PerspectiveCamera(fov, aspect, zNear, zFar);
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++camera.position.set(0, 10, 20);
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+```
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+
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+Next let's add `OrbitControls`. `OrbitControls` let the user spin
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+or *orbit* the camera around some point. The `OrbitControls` are
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+an optional feature of three.js so first we need to include them
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+in our page
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+
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+```javascript
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+<script src="resources/threejs/r94/three.min.js"></script>
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++<script src="resources/threejs/r94/js/controls/OrbitControls.js"></script>
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+```
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+
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+Then we can use them. We pass the `OrbitControls` a camera to
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+control and the DOM element to use to get input events
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+
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+```javascript
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+const controls = new THREE.OrbitControls(camera, canvas);
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+controls.target.set(0, 5, 0);
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+controls.update();
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+```
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+
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+We also set the target to orbit around to 5 units above the origin
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+and then call `controls.update` so the controls will use the new
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+target.
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+
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+Next up let's make some things to light up. First we'll make ground
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+plane. We'll apply a tiny 2x2 pixel checkerboard texture that looks
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+like this
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+
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+<div class="threejs_center">
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+ <img src="../resources/images/checker.png" class="border" style="
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+ image-rendering: pixelated;
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+ width: 128px;
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+ ">
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+</div>
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+
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+First we load the texture, set it to repeating, set the filtering to
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+nearest, and set how many times we want it to repeat. Since the
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+texture is a 2x2 pixel checkerboard, by repeating and setting the
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+repeat to half the size of the plane each check on the checkerboard
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+will be exactly 1 unit large;
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+
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+```javascript
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+const planeSize = 40;
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+
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+const loader = new THREE.TextureLoader();
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+const texture = loader.load('resources/images/checker.png');
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+texture.wrapS = THREE.RepeatWrapping;
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+texture.wrapT = THREE.RepeatWrapping;
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+texture.magFilter = THREE.NearestFilter;
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+const repeats = planeSize / 2;
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+texture.repeat.set(repeats, repeats);
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+```
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+
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+We then make a plane geometry, a material for the plane, and mesh
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+to insert it in the scene. Planes default to being in the XY plane
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+but the ground is in the XZ plane so we rotate it.
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+
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+```javascript
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+const planeGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
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+const planeMat = new THREE.MeshPhongMaterial({
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+ map: texture,
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+ side: THREE.DoubleSide,
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+});
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+const mesh = new THREE.Mesh(planeGeo, planeMat);
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+mesh.rotation.x = Math.PI * -.5;
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+scene.add(mesh);
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+```
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+
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+Let's add a cube and a sphere so we have 3 things to light including the plane
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+
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+```javascript
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+{
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+ const cubeSize = 4;
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+ const cubeGeo = new THREE.BoxBufferGeometry(cubeSize, cubeSize, cubeSize);
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+ const cubeMat = new THREE.MeshPhongMaterial({color: '#8AC'});
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+ const mesh = new THREE.Mesh(cubeGeo, cubeMat);
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+ mesh.position.set(cubeSize + 1, cubeSize / 2, 0);
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+ scene.add(mesh);
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+}
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+{
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+ const sphereRadius = 3;
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+ const sphereWidthDivisions = 32;
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+ const sphereHeightDivisions = 16;
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+ const sphereGeo = new THREE.SphereBufferGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
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+ const sphereMat = new THREE.MeshPhongMaterial({color: '#CA8'});
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+ const mesh = new THREE.Mesh(sphereGeo, sphereMat);
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+ mesh.position.set(-sphereRadius - 1, sphereRadius + 2, 0);
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+ scene.add(mesh);
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+}
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+```
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+
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+Now that we have a scene to light up let's add lights!
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+
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+## `AmbientLight`
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+
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+First let's make an `AmbientLight`
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+
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+```javascript
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+const color = 0xFFFFFF;
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+const intensity = 1;
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+const light = new THREE.AmbientLight(color, intensity);
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+scene.add(light);
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+```
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+
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+Let's also make it so we can adjust the light's parameters.
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+We'll use [dat.GUI](https://github.com/dataarts/dat.gui) again.
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+To be able to adjust the color via dat.GUI we need a small helper
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+that presents a property to dat.GUI that looks like a CSS hex color string
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+(eg: `#FF8844`). Our helper will get the color from a named property,
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+convert it to a hex string to offer to dat.GUI. When dat.GUI tries
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+to set the helper's property we'll assign the result back to the light's
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+color.
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+
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+Here's the helper:
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+
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+```javascript
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+class ColorGUIHelper {
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+ constructor(object, prop) {
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+ this.object = object;
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+ this.prop = prop;
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+ }
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+ get value() {
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+ return `#${this.object[this.prop].getHexString()}`;
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+ }
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+ set value(hexString) {
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+ this.object[this.prop].set(hexString);
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+ }
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+}
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+```
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+
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+And here's our code setting up dat.GUI
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+
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+```javascript
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+const gui = new dat.GUI();
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+gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
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+gui.add(light, 'intensity', 0, 2);
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+```
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+
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+And here's the result
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+
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+{{{example url="../threejs-lights-ambient.html" }}}
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+
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+Click and drag in the scene to *orbit* the camera.
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+
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+Notice there is no defintion. The shapes are flat. The `AmbientLight` effectively
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+just multiply's the material's color by the light's color times the
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+intensity.
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+
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+ color = materialColor * light.color * light.intensity;
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+
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+That's it. It has no direction.
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+This style of ambient lighting is actually not all that
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+useful as lighting as it's 100% even so other than changing the color
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+of everything in the scene it doesn't look much like *lighting*.
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+What it does help with is making the darks not too dark.
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+
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+## `HemisphereLight`
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+
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+Let's switch the code the a `HemisphereLight`. A `HemisphereLight`
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+takes a sky color and a ground color and just multplies the
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+material's color between those 2 colors. The sky color if the
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+surface of the object is pointing up and the ground color if
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+the surface of the object is pointing down.
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+
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+Here's the new code
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+
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+```javascript
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+-const color = 0xFFFFFF;
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++const skyColor = 0xB1E1FF; // light blue
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++const groundColor = 0xB97A20; // brownish orange
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+const intensity = 1;
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+-const light = new THREE.AmbientLight(color, intensity);
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++const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
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+scene.add(light);
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+```
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+
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+Let's also update the dat.GUI code to edit both colors
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+
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+```javascript
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+const gui = new dat.GUI();
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+-gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
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++gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('skyColor');
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++gui.addColor(new ColorGUIHelper(light, 'groundColor'), 'value').name('groundColor');
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+gui.add(light, 'intensity', 0, 2);
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+```
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+
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+The result:
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+
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+{{{example url="../threejs-lights-hemisphere.html" }}}
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+
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+Notice again there is almost no defintion, everything looks kind
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+of flat. The `HemisphereLight` used in combination with another light
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+can help give a nice kind of influence of the color of the sky
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+and ground. In that way it's best used in combination with some
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+other light or a substitute for an `AmbientLight`.
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+
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+## `DirectionalLight`
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+
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+Let's switch the code to a `DirectionalLight`.
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+A `DirectionalLight` is often used to represent the sun.
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+
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+```javascript
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+const color = 0xFFFFFF;
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+const intensity = 1;
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+const light = new THREE.DirectionalLight(color, intensity);
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+light.position.set(0, 10, 0);
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+light.target.position.set(-5, 0, 0);
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+scene.add(light);
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+scene.add(light.target);
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+```
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+
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+Notice that we had to add the `light` and the `light.target`
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+to the scene. A three.js `DirectionalLight` will shine
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+in the direction of its target.
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+
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+Let's make it so we can move the target by adding it to
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+our GUI.
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+
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+```javascript
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+const gui = new dat.GUI();
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+gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
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+gui.add(light, 'intensity', 0, 2);
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+gui.add(light.target.position, 'x', -10, 10);
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+gui.add(light.target.position, 'z', -10, 10);
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+gui.add(light.target.position, 'y', 0, 10);
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+```
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+
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+{{{example url="../threejs-lights-directional.html" }}}
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+
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+It's kind of hard to see what's going on. Three.js has a bunch
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+of helper objects we can add to our scene to help visualize
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+invisible parts of a scene. In this case we'll use the
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+`DirectionalLightHelper` which will draw a plane, to represent
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+the light, and a line from the light to the target. We just
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+pass it the light and add it to the scene.
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+
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+```javascript
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+const helper = new THREE.DirectionalLightHelper(light);
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+scene.add(helper);
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+```
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+
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+While we're at it lets make it so we can set both the position
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+of the light and the target. To do this we'll make a function
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+that given a `Vector3` will adjust its `x`, `y`, and `z` properties
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+using `dat.GUI`.
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+
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+```javascript
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+function makeXYZGUI(gui, vector3, name, onChangeFn) {
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+ const folder = gui.addFolder(name);
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+ folder.add(vector3, 'x', -10, 10).onChange(onChangeFn);
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+ folder.add(vector3, 'y', 0, 10).onChange(onChangeFn);
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+ folder.add(vector3, 'z', -10, 10).onChange(onChangeFn);
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+ folder.open();
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+}
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+```
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+
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+Note that we need to call the helper's `update` function
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+anytime we change something so the helper knows to update
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+itself. As such we pass in an `onChangeFn` function to
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+get called anytime dat.GUI updates a value.
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+
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+Then we can use that for both the light's position
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+and the target's position like this
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+
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+```javascript
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++const onChange = helper.update.bind(helper);
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+
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+const gui = new dat.GUI();
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+gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
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+gui.add(light, 'intensity', 0, 2);
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+
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++makeXYZGUI(gui, light.position, 'position', onChange);
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++makeXYZGUI(gui, light.target.position, 'target', onChange);
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+```
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+
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+Now we can move the light, and its target
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+
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+{{{example url="../threejs-lights-directional-w-helper.html" }}}
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+
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+Orbit the camera and it gets easier to see. The plane
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+represents a `DirectionalLight` because a directional
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+light computes light comming in one direction. There is no
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+*point* the light comes from, it's an infinite plane of light
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+shooting out parallel rays of light.
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+
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+## `PointLight`
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+
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+A `PointLight` is a light that sits at a point and shoots light
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+in all directions from that point. Let's change the code.
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+
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+```javascript
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+const color = 0xFFFFFF;
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+const intensity = 1;
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+-const light = new THREE.DirectionalLight(color, intensity);
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++const light = new THREE.PointLight(color, intensity);
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+light.position.set(0, 10, 0);
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+-light.target.position.set(-5, 0, 0);
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+scene.add(light);
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+-scene.add(light.target);
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+```
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+
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+Let's also switch to a `PointLightHelper`
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+
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+```javascript
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+-const helper = new THREE.DirectionalLightHelper(light);
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++const helper = new THREE.PointLightHelper(light);
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+scene.add(helper);
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+helper.update();
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+```
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+
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+Note that at some level a `PointLightHelper` has no um, point.
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+It just draws a small wireframe diamond. It could just as easily
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+be any shape you want, just add a mesh to the light itself.
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+
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+A `PointLight` has the added property of [`distance`](PointLight.distance).
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+If the `distance` is 0 then the `PointLight` shines to
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+infinity. If the `distance` is greater than 0 then the light shines
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+its full intensity at the light and fades to no influnce at `distance`
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+units away from the light.
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+
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+Let's setup the GUI so we can adjust the distance.
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+
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+```javascript
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+const gui = new dat.GUI();
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+gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
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+gui.add(light, 'intensity', 0, 2);
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++gui.add(light, 'distance', 0, 40).onChange(onChange);
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+
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+makeXYZGUI(gui, light.position, 'position', onChange);
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+-makeXYZGUI(gui, light.target.position, 'target', onChange);
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+```
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+
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+And now try it out.
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+
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+{{{example url="../threejs-lights-point.html" }}}
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+
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+Notice when `distance` is > 0 how the light fades out.
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+
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+## `SpotLight`
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+
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+Spotlights are affectively a point light with a cone
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+attached where the light only shines inside the cone.
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+There's actually 2 cones. An outer cone and an inner
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+cone. Between the inner cone and the outer cone the
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+light fades from full intensity to zero.
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+
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+To use a `SpotLight` we need a target just like
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+the directional light. The light's cone will
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+open toward the target.
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+
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+Modifying our `DirectionalLight` with helper from above
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+
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+```javascript
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+const color = 0xFFFFFF;
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+const intensity = 1;
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+-const light = new THREE.DirectionalLight(color, intensity);
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++const light = new THREE.SpotLight(color, intensity);
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+scene.add(light);
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+scene.add(light.target);
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+
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+-const helper = new THREE.DirectionalLightHelper(light);
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++const helper = new THREE.SpotLightHelper(light);
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+scene.add(helper);
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+helper.update();
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+```
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+
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+The spotlight's cone's angle is set with the [`angle`](Spotlight.angle)
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+property in radians. We'll use our `DegRadHelper` from the
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+[texture artcle](threejs-textures.html) to present a UI in
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+degrees.
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+
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+```javascript
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+gui.add(new DegRadHelper(light, 'angle'), 'value', 0, 90).name('angle').onChange(onChange);
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+```
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+
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+The inner cone is defined by setting the [`penumbra`](SpotLight.penumbra) property
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+as a percentage from the outer cone. In other words when `penumbra` is 0 then the
|
|
|
+inner code is the same size (0 = no difference) from the outer cone. When the
|
|
|
+`penumbra` is 1 then the light fades starting in the center of the cone to the
|
|
|
+outer cone. When `penumbra` is .5 then the light fades starting from 50% between
|
|
|
+the center of the outer cone.
|
|
|
+
|
|
|
+```javascript
|
|
|
+gui.add(light, 'penumbra', 0, 1);
|
|
|
+```
|
|
|
+
|
|
|
+{{{example url="../threejs-lights-spot-w-helper.html" }}}
|
|
|
+
|
|
|
+Notice with the default `penumbra` of 0 the spotlight has a very sharp edge
|
|
|
+where as as you adjust the `penumbra` toward 1 edge blurs.
|
|
|
+
|
|
|
+It might be hard to see the *cone* of the spotlight. The reason is it's
|
|
|
+below the ground. Shorten the distance to around 5 and you'll see the open
|
|
|
+end of the cone.
|
|
|
+
|
|
|
+## `RectAreaLight`
|
|
|
+
|
|
|
+There's one more type of light, the `RectAreaLight`, which represents
|
|
|
+exactly what it sounds like, a rectangular area of light like a long
|
|
|
+fluorescent light or maybe a frosted sky light in a ceiling.
|
|
|
+
|
|
|
+The `RectAreaLight` only works with the `MeshStandardMaterai` and the
|
|
|
+`MeshPhysicalMaterial` so let's change all our materials to `MeshStandardMaterial`
|
|
|
+
|
|
|
+```javascript
|
|
|
+ ...
|
|
|
+
|
|
|
+ const planeGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
|
|
|
+- const planeMat = new THREE.MeshPhongMaterial({
|
|
|
++ const planeMat = new THREE.MeshStandardMaterial({
|
|
|
+ map: texture,
|
|
|
+ side: THREE.DoubleSide,
|
|
|
+ });
|
|
|
+ const mesh = new THREE.Mesh(planeGeo, planeMat);
|
|
|
+ mesh.rotation.x = Math.PI * -.5;
|
|
|
+ scene.add(mesh);
|
|
|
+}
|
|
|
+{
|
|
|
+ const cubeSize = 4;
|
|
|
+ const cubeGeo = new THREE.BoxBufferGeometry(cubeSize, cubeSize, cubeSize);
|
|
|
+- const cubeMat = new THREE.MeshPhongMaterial({color: '#8AC'});
|
|
|
++ const cubeMat = new THREE.MeshStandardMaterial({color: '#8AC'});
|
|
|
+ const mesh = new THREE.Mesh(cubeGeo, cubeMat);
|
|
|
+ mesh.position.set(cubeSize + 1, cubeSize / 2, 0);
|
|
|
+ scene.add(mesh);
|
|
|
+}
|
|
|
+{
|
|
|
+ const sphereRadius = 3;
|
|
|
+ const sphereWidthDivisions = 32;
|
|
|
+ const sphereHeightDivisions = 16;
|
|
|
+ const sphereGeo = new THREE.SphereBufferGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
|
|
|
+- const sphereMat = new THREE.MeshPhongMaterial({color: '#CA8'});
|
|
|
++ const sphereMat = new THREE.MeshStandardMaterial({color: '#CA8'});
|
|
|
+ const mesh = new THREE.Mesh(sphereGeo, sphereMat);
|
|
|
+ mesh.position.set(-sphereRadius - 1, sphereRadius + 2, 0);
|
|
|
+ scene.add(mesh);
|
|
|
+}
|
|
|
+```
|
|
|
+
|
|
|
+To use the `RectAreaLight` we need to include some extra three.js optional data
|
|
|
+
|
|
|
+```html
|
|
|
+<script src="resources/threejs/r94/three.min.js"></script>
|
|
|
++<script src="resources/threejs/r94/js/lights/RectAreaLightUniformsLib.js"></script>
|
|
|
+```
|
|
|
+
|
|
|
+If you forget the data the light will still work but it will look funny so
|
|
|
+be sure to remember to include the extra data.
|
|
|
+
|
|
|
+Now we can create the light
|
|
|
+
|
|
|
+```javascript
|
|
|
+const color = 0xFFFFFF;
|
|
|
+*const intensity = 5;
|
|
|
++const width = 12;
|
|
|
++const height = 4;
|
|
|
+*const light = new THREE.RectAreaLight(color, intensity, width, height);
|
|
|
+light.position.set(0, 10, 0);
|
|
|
++light.rotation.x = THREE.Math.degToRad(30);
|
|
|
+scene.add(light);
|
|
|
+
|
|
|
+*const helper = new THREE.RectAreaLightHelper(light);
|
|
|
+scene.add(helper);
|
|
|
+```
|
|
|
+
|
|
|
+One thing to notice is that unlike the `DirectionalLight` and the `SpotLight` the
|
|
|
+`RectAreaLight` does not use a target. It just uses its rotation.
|
|
|
+
|
|
|
+Let's also adjust the GUI. We'll make it so we can rotate the light and adjust
|
|
|
+its `width` and `height`
|
|
|
+
|
|
|
+```javascript
|
|
|
+const gui = new dat.GUI();
|
|
|
+gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
|
|
|
+gui.add(light, 'intensity', 0, 10);
|
|
|
+gui.add(light, 'width', 0, 20).onChange(onChange);
|
|
|
+gui.add(light, 'height', 0, 20).onChange(onChange);
|
|
|
+gui.add(new DegRadHelper(light.rotation, 'x'), 'value', -180, 180).name('x rotation').onChange(onChange);
|
|
|
+gui.add(new DegRadHelper(light.rotation, 'y'), 'value', -180, 180).name('y rotation').onChange(onChange);
|
|
|
+gui.add(new DegRadHelper(light.rotation, 'z'), 'value', -180, 180).name('z rotation').onChange(onChange);
|
|
|
+
|
|
|
+makeXYZGUI(gui, light.position, 'position', onChange);
|
|
|
+```
|
|
|
+
|
|
|
+And here is that.
|
|
|
+
|
|
|
+{{{example url="../threejs-lights-rectarea.html" }}}
|
|
|
+
|
|
|
+One thing we didn't cover is that there is a setting on the `WebGLRenderer`
|
|
|
+called `physicallyCorrectLights`. It effects how light falls off as distance from light.
|
|
|
+It only affects `PointLight` and `SpotLight`. `RectAreaLight` does this automatically.
|
|
|
+
|
|
|
+For lights though the basic idea is you don't set a distance for them to fade out,
|
|
|
+and you don't set `intensity`. Instead you set the [`power`](PointLight.power) of
|
|
|
+the light in lumens and then three.js will use physics calculations like real lights.
|
|
|
+The units of three.js in this case are meters and a 60w light bulb would have
|
|
|
+around 800 lumens. There's also a [`decay`](PointLight.decay) property. It should
|
|
|
+be set to `2` for realistic decay.
|
|
|
+
|
|
|
+Let's test that.
|
|
|
+
|
|
|
+First we'll turn on physically correct lights
|
|
|
+
|
|
|
+```javascript
|
|
|
+const renderer = new THREE.WebGLRenderer({canvas: canvas});
|
|
|
++renderer.physicallyCorrectLights = true;
|
|
|
+```
|
|
|
+
|
|
|
+Then we'll set the `power` to 800 lumens, the `decay` to 2, and
|
|
|
+the `distance` to `Infinity`.
|
|
|
+
|
|
|
+```javascript
|
|
|
+const color = 0xFFFFFF;
|
|
|
+const intensity = 1;
|
|
|
+const light = new THREE.PointLight(color, intensity);
|
|
|
+light.power = 800;
|
|
|
+light.decay = 2;
|
|
|
+light.distance = Infinity;
|
|
|
+```
|
|
|
+
|
|
|
+and we'll add gui so we can change the `power` and `decay`
|
|
|
+
|
|
|
+```javascript
|
|
|
+const gui = new dat.GUI();
|
|
|
+gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
|
|
|
+gui.add(light, 'decay', 0, 4);
|
|
|
+gui.add(light, 'power', 0, 2000);
|
|
|
+```
|
|
|
+
|
|
|
+{{{example url="../threejs-lights-point-physically-correct.html" }}}
|
|
|
+
|
|
|
+It's important to note each light you add to scene slows down how fast
|
|
|
+three.js renders the scene so you should always try to use as few as
|
|
|
+possible to achieve your goals.
|
|
|
+
|
|
|
+Next up let's go over [how to render shadows](threejs-shadows.html).
|
|
|
+
|
|
|
+<canvas id="c"></canvas>
|
|
|
+<script src="../resources/threejs/r94/three.min.js"></script>
|
|
|
+<script src="../resources/threejs/r94/js/controls/OrbitControls.js"></script>
|
|
|
+<script src="resources/threejs-lesson-utils.js"></script>
|
|
|
+<script src="resources/threejs-lights.js"></script>
|