VglHemisphereLight
A light source positioned directly above the scene, with color fading from the sky color to the ground color, corresponding THREE.HemisphereLight. This light cannot be used to cast shadows.
Properties of VglLight are also available as mixin.
props
-
ground-color
color (optional)default: '#fff'
The light’s ground color
computed properties
-
inst
The THREE.HemisphereLight instance.
Example
<template>
<div>
<vgl-renderer
antialias
shadow-map-enabled
camera="camera"
scene="scene"
>
<vgl-scene name="scene">
<vgl-sphere-geometry name="sphere" />
<vgl-box-geometry name="box" />
<vgl-mesh-standard-material name="std" />
<vgl-mesh
geometry="box"
material="std"
position="0 -1.5 0"
receive-shadow
/>
<vgl-mesh
geometry="sphere"
material="std"
cast-shadow
receive-shadow
/>
<vgl-hemisphere-light
:color="`rgb(${r}, ${g}, ${b})`"
:ground-color="`rgb(${gr}, ${gg}, ${gb})`"
:intensity="intensity"
/>
<vgl-directional-light
position="0 1 1"
cast-shadow
/>
</vgl-scene>
<vgl-perspective-camera
orbit-position="5 1 1"
name="camera"
/>
</vgl-renderer>
<aside class="control-panel">
<section>
<h3>Intensity</h3>
<input
v-model="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>
export default {
data: () => ({
intensity: 0.5,
r: 255,
b: 255,
g: 255,
gr: 127,
gb: 127,
gg: 127,
}),
};
</script>