# <vgl-hemisphere-light>

A basic object representation.

# Example Usage

<template>
  <div>
    <vgl-renderer
      antialias
      shadow-map-enabled
    >
      <template #scene>
        <vgl-scene>
          <vgl-mesh
            :position-y="-1.5"
            receive-shadow
          >
            <template #geometry>
              <vgl-box-geometry />
            </template>
            <template #material>
              <vgl-mesh-standard-material />
            </template>
          </vgl-mesh>
          <vgl-mesh
            cast-shadow
            receive-shadow
          >
            <template #geometry>
              <vgl-sphere-geometry />
            </template>
            <template #material>
              <vgl-mesh-standard-material />
            </template>
          </vgl-mesh>
          <vgl-hemisphere-light
            :color="color"
            :ground-color="groundColor"
            :intensity="intensity"
          />
          <vgl-directional-light
            :position-y="1"
            :position-z="1"
            cast-shadow
          />
        </vgl-scene>
      </template>
      <template #camera>
        <vgl-perspective-camera
          position="spherical"
          :position-radius="5"
          :position-phi="1"
          :position-theta="1"
          rotation="lookAt"
        />
      </template>
    </vgl-renderer>

    <aside class="control-panel">
      <section>
        <h3>Intensity</h3>
        <input
          v-model.number="intensity"
          type="range"
          max="1"
          step="0.01"
        >
      </section>
      <section>
        <h3>Sky color</h3>
        <label>R<input
          v-model="r"
          type="range"
          max="255"
        ></label>
        <label>G<input
          v-model="g"
          type="range"
          max="255"
        ></label>
        <label>B<input
          v-model="b"
          type="range"
          max="255"
        ></label>
      </section>
      <section>
        <h3>Ground color</h3>
        <label>R<input
          v-model="gr"
          type="range"
          max="255"
        ></label>
        <label>G<input
          v-model="gg"
          type="range"
          max="255"
        ></label>
        <label>B<input
          v-model="gb"
          type="range"
          max="255"
        ></label>
      </section>
    </aside>
  </div>
</template>

<script>
import * as components from 'vue-gl';

export default {
  components,
  data: () => ({
    intensity: 0.5,
    r: '255',
    b: '255',
    g: '255',
    gr: '127',
    gb: '127',
    gg: '127',
  }),
  computed: {
    color() { return `rgb(${this.r}, ${this.g}, ${this.b})`; },
    groundColor() { return `rgb(${this.gr}, ${this.gg}, ${this.gb})`; },
  },
};
</script>

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# Props

  • position : 'rectangular' | 'spherical'
    The coodinate system to determine the object position.
    Defaults to [object Object]
  • positionX : number
    The x coordinate of the object's local position.
    Defaults to [object Object]
  • positionY : number
    The y coordinate of the object's local position.
    Defaults to [object Object]
  • positionZ : number
    The z coordinate of the object's local position.
    Defaults to [object Object]
  • positionRadius : number
    The Euclidian distance from the origin to the object's local position.
    Defaults to [object Object]
  • positionPhi : number
    The polar angle from y axis to the object's local position.
    Defaults to [object Object]
  • positionTheta : number
    The equator angle around y axis to the object's local position.
    Defaults to [object Object]
  • rotation : 'euler' | 'quaternion' | 'lookAt'
    The rotation representing method.
    Defaults to [object Object]
  • rotationX : number
    The x coordinate of the object's local rotation.
    Defaults to [object Object]
  • rotationY : number
    The y coordinate of the object's local rotation.
    Defaults to [object Object]
  • rotationZ : number
    The z coordinate of the object's local rotation.
    Defaults to [object Object]
  • rotationW : number
    The w coordinate of the object's local rotation.
    Defaults to [object Object]
  • rotationOrder : string
    The rotation order of the object's local rotation.
    Defaults to [object Object]
  • lookAtX : number
    The global x coodinate of a point the object to face.
    Defaults to [object Object]
  • lookAtY : number
    The global y coodinate of a point the object to face.
    Defaults to [object Object]
  • lookAtZ : number
    The global z coodinate of a point the object to face.
    Defaults to [object Object]
  • scaleX : number
    The x coordinate of the object's local scale.
    Defaults to [object Object]
  • scaleY : number
    The y coordinate of the object's local scale.
    Defaults to [object Object]
  • scaleZ : number
    The z coordinate of the object's local scale.
    Defaults to [object Object]
  • castShadow : boolean
    Whether the object gets rendered into the shadow map.
  • receiveShadow : boolean
    Whether the material receives shadows.
  • name : string
    An arbitrary name of the instance.
    Defaults to [object Object]
  • hidden : boolean
    The object visibility.
  • color : string|number
    The color of the light.
    Defaults to [object Object]
  • intensity : number
    Numeric value of the light's strength/intensity.
    Defaults to [object Object]
  • groundColor : string|number
    The ground color
    Defaults to [object Object]

# Slots

  • default
    Objects defined in the slot will be handled as decsendants.