webgl_lights_physical.html 7.7 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 bulbPowers = {
  50. "1700 lm (100W)": 1700,
  51. "800 lm (60W)": 800,
  52. "400 lm (40W)": 400,
  53. "180 lm (25W)": 180,
  54. "20 lm (4W)": 20,
  55. };
  56. // ref for solar irradiances: https://en.wikipedia.org/wiki/Sunlight
  57. var ambientIrradiances = {
  58. "0 W/m^2 (Full Dark)": 0,
  59. "0.02 W/m^2 (Near Dark)": 0.02,
  60. "120 W/m^2 (Morning Sun)": 120,
  61. "1120 W/m^2 (Noon Sun)": 1050,
  62. };
  63. var params = {
  64. exposure: 1.0,
  65. bulbPower: Object.keys( bulbPowers )[0],
  66. ambientIrradiance: Object.keys( ambientIrradiances )[0]
  67. };
  68. var clock = new THREE.Clock();
  69. init();
  70. animate();
  71. function init() {
  72. var container = document.getElementById( 'container' );
  73. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
  74. camera.position.z = 7;
  75. camera.position.y = 2;
  76. scene = new THREE.Scene();
  77. var bulbGeometry = new THREE.SphereGeometry( 0.02, 16, 8 );
  78. bulbLight = new THREE.PointLight( 0xffee88, 1, 100, 2 );
  79. bulbMat = new THREE.MeshStandardMaterial( {
  80. emissive: 0xffffee,
  81. emissiveIntensity: 1,
  82. color: 0x000000
  83. });
  84. bulbLight.add( new THREE.Mesh( bulbGeometry, bulbMat ) );
  85. bulbLight.position.set( 0, 2, 0 );
  86. bulbLight.castShadow = true;
  87. scene.add( bulbLight );
  88. ambientLight = new THREE.AmbientLight( 0xffee88, 0.02 );
  89. scene.add( ambientLight );
  90. var floorMat = new THREE.MeshStandardMaterial( {
  91. roughness: 0.8,
  92. color: 0xffffff,
  93. metalness: 0.2,
  94. bumpScale: 0.0005,
  95. });
  96. var textureLoader = new THREE.TextureLoader();
  97. textureLoader.load( "../examples/textures/hardwood2_diffuse.jpg", function( map ) {
  98. map.wrapS = THREE.RepeatWrapping;
  99. map.wrapT = THREE.RepeatWrapping;
  100. map.anisotropy = 4;
  101. map.repeat.set( 10, 24 );
  102. floorMat.map = map;
  103. floorMat.needsUpdate = true;
  104. } );
  105. textureLoader.load( "../examples/textures/hardwood2_bump.jpg", function( map ) {
  106. map.wrapS = THREE.RepeatWrapping;
  107. map.wrapT = THREE.RepeatWrapping;
  108. map.anisotropy = 4;
  109. map.repeat.set( 10, 24 );
  110. floorMat.bumpMap = map;
  111. floorMat.needsUpdate = true;
  112. } );
  113. textureLoader.load( "../examples/textures/hardwood2_roughness.jpg", function( map ) {
  114. map.wrapS = THREE.RepeatWrapping;
  115. map.wrapT = THREE.RepeatWrapping;
  116. map.anisotropy = 4;
  117. map.repeat.set( 10, 24 );
  118. floorMat.roughnessMap = map;
  119. floorMat.needsUpdate = true;
  120. } );
  121. var cubeMat = new THREE.MeshStandardMaterial( {
  122. roughness: 0.7,
  123. color: 0xffffff,
  124. bumpScale: 0.002,
  125. metalness: 0.2
  126. });
  127. textureLoader.load( "../examples/textures/brick_diffuse.jpg", function( map ) {
  128. map.wrapS = THREE.RepeatWrapping;
  129. map.wrapT = THREE.RepeatWrapping;
  130. map.anisotropy = 4;
  131. map.repeat.set( 1, 1 );
  132. cubeMat.map = map;
  133. cubeMat.needsUpdate = true;
  134. } );
  135. textureLoader.load( "../examples/textures/brick_bump.jpg", function( map ) {
  136. map.wrapS = THREE.RepeatWrapping;
  137. map.wrapT = THREE.RepeatWrapping;
  138. map.anisotropy = 4;
  139. map.repeat.set( 1, 1 );
  140. cubeMat.bumpMap = map;
  141. cubeMat.needsUpdate = true;
  142. } );
  143. var ballMat = new THREE.MeshStandardMaterial( {
  144. roughness: 0,
  145. metalness: 0.0,
  146. color: 0xffffff
  147. });
  148. textureLoader.load( "../examples/textures/planets/earth_atmos_2048.jpg", function( map ) {
  149. map.wrapS = THREE.RepeatWrapping;
  150. map.wrapT = THREE.RepeatWrapping;
  151. map.anisotropy = 4;
  152. map.repeat.set( 1, 1 );
  153. ballMat.map = map;
  154. ballMat.needsUpdate = true;
  155. } );
  156. textureLoader.load( "../examples/textures/planets/earth_specular_2048.jpg", function( map ) {
  157. map.wrapS = THREE.RepeatWrapping;
  158. map.wrapT = THREE.RepeatWrapping;
  159. map.anisotropy = 4;
  160. map.repeat.set( 1, 1 );
  161. ballMat.roughnessMap = map;
  162. ballMat.needsUpdate = true;
  163. } );
  164. var floorGeometry = new THREE.PlaneBufferGeometry( 20, 20 );
  165. var floorMesh = new THREE.Mesh( floorGeometry, floorMat );
  166. floorMesh.receiveShadow = true;
  167. floorMesh.rotation.x = -Math.PI / 2.0;
  168. scene.add( floorMesh );
  169. var ballGeometry = new THREE.SphereGeometry( 0.1213, 32, 32 );
  170. var ballMesh = new THREE.Mesh( ballGeometry, ballMat );
  171. ballMesh.position.set( 1, 0.1213, 1 );
  172. ballMesh.castShadow = true;
  173. scene.add( ballMesh );
  174. var boxGeometry = new THREE.BoxGeometry( 1, 1, 1 );
  175. var boxMesh = new THREE.Mesh( boxGeometry, cubeMat );
  176. boxMesh.position.set( -3, 0.5, -2 );
  177. boxMesh.castShadow = true;
  178. scene.add( boxMesh );
  179. renderer = new THREE.WebGLRenderer();
  180. renderer.physicalLights = true;
  181. renderer.gammaInput = true;
  182. renderer.gammaOutput = true;
  183. renderer.shadowMap.enabled = true;
  184. renderer.toneMapping = THREE.ReinhardToneMapping;
  185. renderer.setPixelRatio( window.devicePixelRatio );
  186. renderer.setSize( window.innerWidth, window.innerHeight );
  187. container.appendChild( renderer.domElement );
  188. var controls = new THREE.OrbitControls( camera, renderer.domElement );
  189. controls.target.set( 0, 0, 0 );
  190. controls.update();
  191. window.addEventListener( 'resize', onWindowResize, false );
  192. var gui = new dat.GUI();
  193. gui.add( params, 'ambientIrradiance', Object.keys( ambientIrradiances ) );
  194. gui.add( params, 'bulbPower', Object.keys( bulbPowers ) );
  195. gui.add( params, 'exposure', 0, 1 );
  196. gui.open();
  197. }
  198. function onWindowResize() {
  199. camera.aspect = window.innerWidth / window.innerHeight;
  200. camera.updateProjectionMatrix();
  201. renderer.setSize( window.innerWidth, window.innerHeight );
  202. }
  203. //
  204. function animate() {
  205. requestAnimationFrame( animate );
  206. render();
  207. }
  208. function render() {
  209. renderer.toneMappingExposure = params.exposure;
  210. bulbLight.power = bulbPowers[ params.bulbPower ];
  211. bulbMat.emissiveIntensity = bulbLight.intensity / Math.pow( 0.02, 2.0 ); // convert from intensity to irradiance at bulb surface
  212. ambientLight.intensity = ambientIrradiances[ params.ambientIrradiance ];
  213. var time = Date.now() * 0.0005;
  214. var delta = clock.getDelta();
  215. bulbLight.position.y = Math.cos( time ) * 0.75 + 1.25;
  216. renderer.render( scene, camera );
  217. }
  218. </script>
  219. </body>
  220. </html>