webgl_lights_physical.html 8.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - lights - physical lights</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background-color: #000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #info {
  14. position: absolute;
  15. top: 0px; width: 100%;
  16. color: #ffffff;
  17. padding: 5px;
  18. font-family: Monospace;
  19. font-size: 13px;
  20. text-align: center;
  21. }
  22. a {
  23. color: #ff0080;
  24. text-decoration: none;
  25. }
  26. a:hover {
  27. color: #0080ff;
  28. }
  29. </style>
  30. </head>
  31. <body>
  32. <div id="container"></div>
  33. <div id="info">
  34. <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 />
  35. Using real world scale: Brick cube is 1 meter in size. Light is 2 meters from floor. Globe is 25 cm in diameter.<br/>
  36. Using Reinhard inline tonemapping with real-world light falloff (decay = 2).
  37. </div>
  38. <script src="../build/three.min.js"></script>
  39. <script src="../examples/js/libs/stats.min.js"></script>
  40. <script src="../examples/js/libs/dat.gui.min.js"></script>
  41. <script src="../examples/js/controls/OrbitControls.js"></script>
  42. <script src="js/Detector.js"></script>
  43. <script>
  44. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  45. var camera, scene, renderer,
  46. bulbLight, bulbMat, ambientLight,
  47. object, loader, stats;
  48. // ref for lumens: http://www.power-sure.com/lumens.htm
  49. var bulbLuminousPowers = {
  50. "110000 lm (1000W)": 110000,
  51. "3500 lm (300W)": 3500,
  52. "1700 lm (100W)": 1700,
  53. "800 lm (60W)": 800,
  54. "400 lm (40W)": 400,
  55. "180 lm (25W)": 180,
  56. "20 lm (4W)": 20,
  57. };
  58. // ref for solar irradiances: https://en.wikipedia.org/wiki/Lux
  59. var ambientLuminousIrradiances = {
  60. "0.0001 lux (Moonless Night)": 0.0001,
  61. "0.002 lux (Night Airglow)": 0.002,
  62. "0.5 lux (Full Moon)": 0.5,
  63. "3.4 lux (City Twilight)": 3.4,
  64. "50 lux (Living Room)": 50,
  65. "100 lux (Very Overcast)": 100,
  66. "350 lux (Office Room)": 350,
  67. "400 lux (Sunrise/Sunset)": 400,
  68. "1000 lux (Overcast)": 1000,
  69. "18000 lux (Daylight)": 18000,
  70. "50000 lux (Direct Sun)": 50000,
  71. };
  72. var params = {
  73. exposure: 1.0,
  74. bulbPower: Object.keys( bulbLuminousPowers )[3],
  75. ambientIrradiance: Object.keys( ambientLuminousIrradiances )[0]
  76. };
  77. var clock = new THREE.Clock();
  78. init();
  79. animate();
  80. function init() {
  81. var container = document.getElementById( 'container' );
  82. stats = new Stats();
  83. stats.domElement.style.position = 'absolute';
  84. stats.domElement.style.top = '0px';
  85. container.appendChild( stats.domElement );
  86. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
  87. camera.position.z = 7;
  88. camera.position.y = 2;
  89. scene = new THREE.Scene();
  90. var bulbGeometry = new THREE.SphereGeometry( 0.02, 16, 8 );
  91. bulbLight = new THREE.PointLight( 0xffee88, 1, 100, 2 );
  92. bulbMat = new THREE.MeshStandardMaterial( {
  93. emissive: 0xffffee,
  94. emissiveIntensity: 1,
  95. color: 0x000000
  96. });
  97. bulbLight.add( new THREE.Mesh( bulbGeometry, bulbMat ) );
  98. bulbLight.position.set( 0, 2, 0 );
  99. bulbLight.castShadow = true;
  100. scene.add( bulbLight );
  101. ambientLight = new THREE.AmbientLight( 0xffee88, 0.02 );
  102. scene.add( ambientLight );
  103. var floorMat = new THREE.MeshStandardMaterial( {
  104. roughness: 0.8,
  105. color: 0xffffff,
  106. metalness: 0.2,
  107. bumpScale: 0.0005,
  108. });
  109. var textureLoader = new THREE.TextureLoader();
  110. textureLoader.load( "../examples/textures/hardwood2_diffuse.jpg", function( map ) {
  111. map.wrapS = THREE.RepeatWrapping;
  112. map.wrapT = THREE.RepeatWrapping;
  113. map.anisotropy = 4;
  114. map.repeat.set( 10, 24 );
  115. floorMat.map = map;
  116. floorMat.needsUpdate = true;
  117. } );
  118. textureLoader.load( "../examples/textures/hardwood2_bump.jpg", function( map ) {
  119. map.wrapS = THREE.RepeatWrapping;
  120. map.wrapT = THREE.RepeatWrapping;
  121. map.anisotropy = 4;
  122. map.repeat.set( 10, 24 );
  123. floorMat.bumpMap = map;
  124. floorMat.needsUpdate = true;
  125. } );
  126. textureLoader.load( "../examples/textures/hardwood2_roughness.jpg", function( map ) {
  127. map.wrapS = THREE.RepeatWrapping;
  128. map.wrapT = THREE.RepeatWrapping;
  129. map.anisotropy = 4;
  130. map.repeat.set( 10, 24 );
  131. floorMat.roughnessMap = map;
  132. floorMat.needsUpdate = true;
  133. } );
  134. var cubeMat = new THREE.MeshStandardMaterial( {
  135. roughness: 0.7,
  136. color: 0xffffff,
  137. bumpScale: 0.002,
  138. metalness: 0.2
  139. });
  140. textureLoader.load( "../examples/textures/brick_diffuse.jpg", function( map ) {
  141. map.wrapS = THREE.RepeatWrapping;
  142. map.wrapT = THREE.RepeatWrapping;
  143. map.anisotropy = 4;
  144. map.repeat.set( 1, 1 );
  145. cubeMat.map = map;
  146. cubeMat.needsUpdate = true;
  147. } );
  148. textureLoader.load( "../examples/textures/brick_bump.jpg", function( map ) {
  149. map.wrapS = THREE.RepeatWrapping;
  150. map.wrapT = THREE.RepeatWrapping;
  151. map.anisotropy = 4;
  152. map.repeat.set( 1, 1 );
  153. cubeMat.bumpMap = map;
  154. cubeMat.needsUpdate = true;
  155. } );
  156. var ballMat = new THREE.MeshStandardMaterial( {
  157. roughness: 0,
  158. metalness: 0.0,
  159. color: 0xffffff
  160. });
  161. textureLoader.load( "../examples/textures/planets/earth_atmos_2048.jpg", function( map ) {
  162. map.wrapS = THREE.RepeatWrapping;
  163. map.wrapT = THREE.RepeatWrapping;
  164. map.anisotropy = 4;
  165. map.repeat.set( 1, 1 );
  166. ballMat.map = map;
  167. ballMat.needsUpdate = true;
  168. } );
  169. textureLoader.load( "../examples/textures/planets/earth_specular_2048.jpg", function( map ) {
  170. map.wrapS = THREE.RepeatWrapping;
  171. map.wrapT = THREE.RepeatWrapping;
  172. map.anisotropy = 4;
  173. map.repeat.set( 1, 1 );
  174. ballMat.roughnessMap = map;
  175. ballMat.needsUpdate = true;
  176. } );
  177. var floorGeometry = new THREE.PlaneBufferGeometry( 20, 20 );
  178. var floorMesh = new THREE.Mesh( floorGeometry, floorMat );
  179. floorMesh.receiveShadow = true;
  180. floorMesh.rotation.x = -Math.PI / 2.0;
  181. scene.add( floorMesh );
  182. var ballGeometry = new THREE.SphereGeometry( 0.1213, 32, 32 );
  183. var ballMesh = new THREE.Mesh( ballGeometry, ballMat );
  184. ballMesh.position.set( 1, 0.1213, 1 );
  185. ballMesh.castShadow = true;
  186. scene.add( ballMesh );
  187. var boxGeometry = new THREE.BoxGeometry( 1, 1, 1 );
  188. var boxMesh = new THREE.Mesh( boxGeometry, cubeMat );
  189. boxMesh.position.set( -3, 0.5, -2 );
  190. boxMesh.castShadow = true;
  191. scene.add( boxMesh );
  192. renderer = new THREE.WebGLRenderer();
  193. renderer.physicalLights = true;
  194. renderer.gammaInput = true;
  195. renderer.gammaOutput = true;
  196. renderer.shadowMap.enabled = true;
  197. renderer.toneMapping = THREE.ReinhardToneMapping;
  198. renderer.setPixelRatio( window.devicePixelRatio );
  199. renderer.setSize( window.innerWidth, window.innerHeight );
  200. container.appendChild( renderer.domElement );
  201. var controls = new THREE.OrbitControls( camera, renderer.domElement );
  202. controls.target.set( 0, 0, 0 );
  203. controls.update();
  204. window.addEventListener( 'resize', onWindowResize, false );
  205. var gui = new dat.GUI();
  206. gui.add( params, 'ambientIrradiance', Object.keys( ambientLuminousIrradiances ) );
  207. gui.add( params, 'bulbPower', Object.keys( bulbLuminousPowers ) );
  208. gui.add( params, 'exposure', 0, 1 );
  209. gui.open();
  210. }
  211. function onWindowResize() {
  212. camera.aspect = window.innerWidth / window.innerHeight;
  213. camera.updateProjectionMatrix();
  214. renderer.setSize( window.innerWidth, window.innerHeight );
  215. }
  216. //
  217. function animate() {
  218. requestAnimationFrame( animate );
  219. render();
  220. }
  221. function render() {
  222. renderer.toneMappingExposure = Math.pow( params.exposure, 5.0 ); // to allow for very bright scenes.
  223. bulbLight.power = bulbLuminousPowers[ params.bulbPower ];
  224. bulbMat.emissiveIntensity = bulbLight.intensity / Math.pow( 0.02, 2.0 ); // convert from intensity to irradiance at bulb surface
  225. ambientLight.intensity = ambientLuminousIrradiances[ params.ambientIrradiance ];
  226. var time = Date.now() * 0.0005;
  227. var delta = clock.getDelta();
  228. bulbLight.position.y = Math.cos( time ) * 0.75 + 1.25;
  229. renderer.render( scene, camera );
  230. stats.update();
  231. }
  232. </script>
  233. </body>
  234. </html>