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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - lights - physical lights</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ body {
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+ background-color: #000;
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+ margin: 0px;
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+ overflow: hidden;
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+ }
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+
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+ #info {
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+ position: absolute;
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+ top: 0px; width: 100%;
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+ color: #ffffff;
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+ padding: 5px;
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+ font-family: Monospace;
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+ font-size: 13px;
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+ text-align: center;
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+ }
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+
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+ a {
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+ color: #ff0080;
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+ text-decoration: none;
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+ }
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+
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+ a:hover {
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+ color: #0080ff;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <div id="container"></div>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank">three.js</a> - Physically accurate lighting example using a incandescent bulb - by <a href="http://clara.io" target="_blank">Ben Houston</a><br />
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+ Using real world scale: Brick cube is 1 meter in size. Light is 2 meters from floor. Globe is 25 cm in diameter.<br/>
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+ Using Reinhard inline tonemapping with real-world light falloff (decay = 2).
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+ </div>
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+
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+ <script src="../build/three.min.js"></script>
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+ <script src="../examples/js/libs/stats.min.js"></script>
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+ <script src="../examples/js/libs/dat.gui.min.js"></script>
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+ <script src="../examples/js/controls/OrbitControls.js"></script>
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+ <script src="js/Detector.js"></script>
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+
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+ <script>
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var camera, scene, renderer,
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+ bulbLight, bulbMat, ambientLight,
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+ object, loader, stats;
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+ var ballMat, cubeMat, floorMat;
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+
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+
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+ // ref for lumens: http://www.power-sure.com/lumens.htm
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+ var bulbLuminousPowers = {
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+ "110000 lm (1000W)": 110000,
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+ "3500 lm (300W)": 3500,
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+ "1700 lm (100W)": 1700,
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+ "800 lm (60W)": 800,
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+ "400 lm (40W)": 400,
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+ "180 lm (25W)": 180,
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+ "20 lm (4W)": 20,
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+ "Off": 0
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+ };
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+
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+ // ref for solar irradiances: https://en.wikipedia.org/wiki/Lux
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+ var hemiLuminousIrradiances = {
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+ "0.0001 lx (Moonless Night)": 0.0001,
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+ "0.002 lx (Night Airglow)": 0.002,
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+ "0.5 lx (Full Moon)": 0.5,
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+ "3.4 lx (City Twilight)": 3.4,
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+ "50 lx (Living Room)": 50,
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+ "100 lx (Very Overcast)": 100,
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+ "350 lx (Office Room)": 350,
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+ "400 lx (Sunrise/Sunset)": 400,
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+ "1000 lx (Overcast)": 1000,
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+ "18000 lx (Daylight)": 18000,
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+ "50000 lx (Direct Sun)": 50000,
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+ };
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+
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+ var params = {
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+ shadows: true,
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+ exposure: 0.68,
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+ bulbPower: Object.keys( bulbLuminousPowers )[2],
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+ hemiIrradiance: Object.keys( hemiLuminousIrradiances )[0]
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+ };
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+
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+
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+ var clock = new THREE.Clock();
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ var container = document.getElementById( 'container' );
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+
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+ stats = new Stats();
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+ stats.domElement.style.position = 'absolute';
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+ stats.domElement.style.top = '0px';
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+
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+ container.appendChild( stats.domElement );
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+
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+
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+ camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
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+ camera.position.x = -4;
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+ camera.position.z = 4;
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+ camera.position.y = 3;
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+
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+ scene = new THREE.Scene();
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+
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+ var bulbGeometry = new THREE.SphereGeometry( 0.02, 16, 8 );
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+ bulbLight = new THREE.PointLight( 0xffee88, 1, 100, 2 );
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+
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+ bulbMat = new THREE.MeshStandardMaterial( {
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+ emissive: 0xffffee,
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+ emissiveIntensity: 1,
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+ color: 0x000000
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+ });
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+ bulbLight.add( new THREE.Mesh( bulbGeometry, bulbMat ) );
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+ bulbLight.position.set( 0, 2, 0 );
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+ bulbLight.castShadow = true;
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+ scene.add( bulbLight );
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+
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+ hemiLight = new THREE.HemisphereLight( 0xddeeff, 0x0f0e0d, 0.02 );
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+ scene.add( hemiLight );
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+
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+ floorMat = new THREE.MeshStandardMaterial( {
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+ roughness: 0.8,
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+ color: 0xffffff,
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+ metalness: 0.2,
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+ bumpScale: 0.0005,
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+ });
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+ var textureLoader = new THREE.TextureLoader();
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+ textureLoader.load( "../examples/textures/hardwood2_diffuse.jpg", function( map ) {
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+ map.wrapS = THREE.RepeatWrapping;
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+ map.wrapT = THREE.RepeatWrapping;
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+ map.anisotropy = 4;
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+ map.repeat.set( 10, 24 );
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+ floorMat.map = map;
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+ floorMat.needsUpdate = true;
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+ } );
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+ textureLoader.load( "../examples/textures/hardwood2_bump.jpg", function( map ) {
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+ map.wrapS = THREE.RepeatWrapping;
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+ map.wrapT = THREE.RepeatWrapping;
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+ map.anisotropy = 4;
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+ map.repeat.set( 10, 24 );
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+ floorMat.bumpMap = map;
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+ floorMat.needsUpdate = true;
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+ } );
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+ textureLoader.load( "../examples/textures/hardwood2_roughness.jpg", function( map ) {
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+ map.wrapS = THREE.RepeatWrapping;
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+ map.wrapT = THREE.RepeatWrapping;
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+ map.anisotropy = 4;
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+ map.repeat.set( 10, 24 );
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+ floorMat.roughnessMap = map;
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+ floorMat.needsUpdate = true;
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+ } );
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+
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+ cubeMat = new THREE.MeshStandardMaterial( {
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+ roughness: 0.7,
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+ color: 0xffffff,
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+ bumpScale: 0.002,
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+ metalness: 0.2
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+ });
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+ textureLoader.load( "../examples/textures/brick_diffuse.jpg", function( map ) {
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+ map.wrapS = THREE.RepeatWrapping;
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+ map.wrapT = THREE.RepeatWrapping;
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+ map.anisotropy = 4;
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+ map.repeat.set( 1, 1 );
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+ cubeMat.map = map;
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+ cubeMat.needsUpdate = true;
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+ } );
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+ textureLoader.load( "../examples/textures/brick_bump.jpg", function( map ) {
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+ map.wrapS = THREE.RepeatWrapping;
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+ map.wrapT = THREE.RepeatWrapping;
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+ map.anisotropy = 4;
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+ map.repeat.set( 1, 1 );
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+ cubeMat.bumpMap = map;
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+ cubeMat.needsUpdate = true;
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+ } );
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+
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+ ballMat = new THREE.MeshStandardMaterial( {
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+ roughness: 0,
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+ metalness: 0.0,
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+ color: 0xffffff
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+ });
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+ textureLoader.load( "../examples/textures/planets/earth_atmos_2048.jpg", function( map ) {
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+ map.wrapS = THREE.RepeatWrapping;
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+ map.wrapT = THREE.RepeatWrapping;
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+ map.anisotropy = 4;
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+ map.repeat.set( 1, 1 );
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+ ballMat.map = map;
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+ ballMat.needsUpdate = true;
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+ } );
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+ textureLoader.load( "../examples/textures/planets/earth_specular_2048.jpg", function( map ) {
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+ map.wrapS = THREE.RepeatWrapping;
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+ map.wrapT = THREE.RepeatWrapping;
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+ map.anisotropy = 4;
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+ map.repeat.set( 1, 1 );
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+ ballMat.roughnessMap = map;
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+ ballMat.needsUpdate = true;
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+ } );
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+
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+ var floorGeometry = new THREE.PlaneBufferGeometry( 20, 20 );
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+ var floorMesh = new THREE.Mesh( floorGeometry, floorMat );
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+ floorMesh.receiveShadow = true;
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+ floorMesh.rotation.x = -Math.PI / 2.0;
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+ scene.add( floorMesh );
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+
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+ var ballGeometry = new THREE.SphereGeometry( 0.1213, 32, 32 );
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+ var ballMesh = new THREE.Mesh( ballGeometry, ballMat );
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+ ballMesh.position.set( 1, 0.1213, 1 );
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+ ballMesh.castShadow = true;
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+ scene.add( ballMesh );
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+
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+ var boxGeometry = new THREE.BoxGeometry( 0.5, 0.5, 0.5 );
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+ var boxMesh = new THREE.Mesh( boxGeometry, cubeMat );
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+ boxMesh.position.set( -0.5, 0.25, -1 );
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+ boxMesh.castShadow = true;
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+ scene.add( boxMesh );
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+
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+ var boxMesh2 = new THREE.Mesh( boxGeometry, cubeMat );
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+ boxMesh2.position.set( 0, 0.25, -5 );
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+ boxMesh2.castShadow = true;
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+ scene.add( boxMesh2 );
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+
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+ var boxMesh3 = new THREE.Mesh( boxGeometry, cubeMat );
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+ boxMesh3.position.set( 7, 0.25, 0 );
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+ boxMesh3.castShadow = true;
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+ scene.add( boxMesh3 );
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+
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+
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.physicallyCorrectLights = true;
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+ renderer.gammaInput = true;
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+ renderer.gammaOutput = true;
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+ renderer.shadowMap.enabled = true;
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+ renderer.toneMapping = THREE.ReinhardToneMapping;
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ container.appendChild( renderer.domElement );
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+
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+
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+ var controls = new THREE.OrbitControls( camera, renderer.domElement );
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+ controls.target.set( 0, 0, 0 );
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+ controls.update();
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+
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+ var gui = new dat.GUI();
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+
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+ gui.add( params, 'hemiIrradiance', Object.keys( hemiLuminousIrradiances ) );
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+ gui.add( params, 'bulbPower', Object.keys( bulbLuminousPowers ) );
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+ gui.add( params, 'exposure', 0, 1 );
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+ gui.add( params, 'shadows' );
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+ gui.open();
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ //
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ render();
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+
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+ }
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+
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+ var previousShadowMap = false;
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+
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+ function render() {
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+
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+ renderer.toneMappingExposure = Math.pow( params.exposure, 5.0 ); // to allow for very bright scenes.
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+ renderer.shadowMap.enabled = params.shadows;
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+ bulbLight.castShadow = params.shadows;
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+ if( params.shadows !== previousShadowMap ) {
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+ ballMat.needsUpdate = true;
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+ cubeMat.needsUpdate = true;
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+ floorMat.needsUpdate = true;
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+ previousShadowMap = params.shadows;
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+ }
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+ bulbLight.power = bulbLuminousPowers[ params.bulbPower ];
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+ bulbMat.emissiveIntensity = bulbLight.intensity / Math.pow( 0.02, 2.0 ); // convert from intensity to irradiance at bulb surface
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+
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+ hemiLight.intensity = hemiLuminousIrradiances[ params.hemiIrradiance ];
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+ var time = Date.now() * 0.0005;
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+ var delta = clock.getDelta();
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+
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+ bulbLight.position.y = Math.cos( time ) * 0.75 + 1.25;
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+
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+ renderer.render( scene, camera );
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+
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+ stats.update();
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+
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+ }
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+
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+ </script>
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+ </body>
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+</html>
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