- Three.js - Home
- Three.js - Introduction
- Three.js - Installation
- Three.js - Hello Cube App
- Three.js - Renderer and Responsiveness
- Three.js - Responsive Design
- Three.js - Debug and Stats
- Three.js - Cameras
- Three.js - Controls
- Three.js - Lights & Shadows
- Three.js - Geometries
- Three.js - Materials
- Three.js - Textures
- Three.js - Drawing Lines
- Three.js - Animations
- Three.js - Creating Text
- Three.js - Loading 3D Models
- Three.js - Libraries and Plugins
- Three.js Useful Resources
- Three.js - Quick Guide
- Three.js - Useful Resources
- Three.js - Discussion
Three.js - Point Light
The point light is a light source that emits light in all directions from a single point. It is very similar to the light bulb in the ordinary world. It can cast shadows because it is a type of directional light.
const light = new THREE.PointLight(color, intensity, distance, decay) light.castShadow = true light.shadow.camera.near = 0.5 // default light.shadow.camera.far = 500 // default
Example
Check out the following example.
pointlight.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Three.js - PointLight</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: -applesystem, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu,
Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif;
}
html,
body {
height: 100vh;
width: 100vw;
}
#threejs-container {
position: block;
width: 100%;
height: 100%;
}
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script>
</head>
<body>
<div id="container"></div>
<script type="module">
// Adding point light to Three.js scene
// It is like a small sun, which emits light from a point in all directions
// GUI
// sizes
let width = window.innerWidth
let height = window.innerHeight
// scene
const scene = new THREE.Scene()
scene.background = new THREE.Color(0x262626)
console.log(scene.children)
// camera
const camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000)
camera.position.set(0, 0, 10)
const camFolder = gui.addFolder('Camera')
camFolder.add(camera.position, 'z', 10, 80, 1)
camFolder.open()
// lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5)
scene.add(ambientLight)
const light = new THREE.PointLight()
scene.add(light)
const helper = new THREE.PointLightHelper(light)
scene.add(helper)
// for shadow
light.castShadow = true
light.shadow.mapSize.width = 1024
light.shadow.mapSize.height = 1024
light.shadow.camera.near = 0.5
light.shadow.camera.far = 100
scene.add(light)
// light controls
const lightColor = {
color: light.color.getHex()
}
const lightFolder = gui.addFolder('Light')
lightFolder.addColor(lightColor, 'color').onChange(() => {
light.color.set(lightColor.color)
})
lightFolder.add(light, 'intensity', 0, 1, 0.01)
lightFolder.open()
const pointLightFolder = gui.addFolder('THREE.PointLight')
pointLightFolder.add(light, 'distance', 0, 100, 0.01)
pointLightFolder.add(light, 'decay', 0, 4, 0.1)
pointLightFolder.add(light.position, 'x', -50, 50, 0.01)
pointLightFolder.add(light.position, 'y', -50, 50, 0.01)
pointLightFolder.add(light.position, 'z', -50, 50, 0.01)
pointLightFolder.open()
// plane
const planeGeometry = new THREE.PlaneGeometry(100, 20)
const plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMateria
l({ color: 0xffffff }))
plane.rotateX(-Math.PI / 2)
plane.position.y = -2.5
plane.receiveShadow = true
scene.add(plane)
// torus
const geometry = new THREE.TorusGeometry(1.5, 0.5, 20, 50)
const material = new THREE.MeshStandardMaterial({
color: 0x87ceeb
})
const materialFolder = gui.addFolder('Material')
materialFolder.add(material, 'wireframe')
materialFolder.open()
const torus = new THREE.Mesh(geometry, material)
torus.castShadow = true
torus.receiveShadow = true
scene.add(torus)
// responsiveness
window.addEventListener('resize', () => {
width = window.innerWidth
height = window.innerHeight
camera.aspect = width / height
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.render(scene, camera)
})
// renderer
const renderer = new THREE.WebGL1Renderer()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
// animation
function animate() {
requestAnimationFrame(animate)
torus.rotation.x += 0.005
torus.rotation.y += 0.01
renderer.render(scene, camera)
}
// rendering the scene
const container = document.querySelector('#container')
container.append(renderer.domElement)
renderer.render(scene, camera)
animate()
</script>
</body>
</html>
Output
threejs_lights_and_shadows.htm
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