webgl_lights_physical.html 8.6 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.js"></script>
  39. <script src="js/libs/stats.min.js"></script>
  40. <script src="js/libs/dat.gui.min.js"></script>
  41. <script src="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. var ballMat, cubeMat, floorMat;
  49. // ref for lumens: http://www.power-sure.com/lumens.htm
  50. var bulbLuminousPowers = {
  51. "110000 lm (1000W)": 110000,
  52. "3500 lm (300W)": 3500,
  53. "1700 lm (100W)": 1700,
  54. "800 lm (60W)": 800,
  55. "400 lm (40W)": 400,
  56. "180 lm (25W)": 180,
  57. "20 lm (4W)": 20,
  58. "Off": 0
  59. };
  60. // ref for solar irradiances: https://en.wikipedia.org/wiki/Lux
  61. var hemiLuminousIrradiances = {
  62. "0.0001 lx (Moonless Night)": 0.0001,
  63. "0.002 lx (Night Airglow)": 0.002,
  64. "0.5 lx (Full Moon)": 0.5,
  65. "3.4 lx (City Twilight)": 3.4,
  66. "50 lx (Living Room)": 50,
  67. "100 lx (Very Overcast)": 100,
  68. "350 lx (Office Room)": 350,
  69. "400 lx (Sunrise/Sunset)": 400,
  70. "1000 lx (Overcast)": 1000,
  71. "18000 lx (Daylight)": 18000,
  72. "50000 lx (Direct Sun)": 50000,
  73. };
  74. var params = {
  75. shadows: true,
  76. exposure: 0.68,
  77. bulbPower: Object.keys( bulbLuminousPowers )[ 4 ],
  78. hemiIrradiance: Object.keys( hemiLuminousIrradiances )[0]
  79. };
  80. var clock = new THREE.Clock();
  81. init();
  82. animate();
  83. function init() {
  84. var container = document.getElementById( 'container' );
  85. stats = new Stats();
  86. container.appendChild( stats.dom );
  87. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
  88. camera.position.x = -4;
  89. camera.position.z = 4;
  90. camera.position.y = 2;
  91. scene = new THREE.Scene();
  92. var bulbGeometry = new THREE.SphereGeometry( 0.02, 16, 8 );
  93. bulbLight = new THREE.PointLight( 0xffee88, 1, 100, 2 );
  94. bulbMat = new THREE.MeshStandardMaterial( {
  95. emissive: 0xffffee,
  96. emissiveIntensity: 1,
  97. color: 0x000000
  98. });
  99. bulbLight.add( new THREE.Mesh( bulbGeometry, bulbMat ) );
  100. bulbLight.position.set( 0, 2, 0 );
  101. bulbLight.castShadow = true;
  102. scene.add( bulbLight );
  103. hemiLight = new THREE.HemisphereLight( 0xddeeff, 0x0f0e0d, 0.02 );
  104. scene.add( hemiLight );
  105. floorMat = new THREE.MeshStandardMaterial( {
  106. roughness: 0.8,
  107. color: 0xffffff,
  108. metalness: 0.2,
  109. bumpScale: 0.0005,
  110. });
  111. var textureLoader = new THREE.TextureLoader();
  112. textureLoader.load( "textures/hardwood2_diffuse.jpg", function( map ) {
  113. map.wrapS = THREE.RepeatWrapping;
  114. map.wrapT = THREE.RepeatWrapping;
  115. map.anisotropy = 4;
  116. map.repeat.set( 10, 24 );
  117. floorMat.map = map;
  118. floorMat.needsUpdate = true;
  119. } );
  120. textureLoader.load( "textures/hardwood2_bump.jpg", function( map ) {
  121. map.wrapS = THREE.RepeatWrapping;
  122. map.wrapT = THREE.RepeatWrapping;
  123. map.anisotropy = 4;
  124. map.repeat.set( 10, 24 );
  125. floorMat.bumpMap = map;
  126. floorMat.needsUpdate = true;
  127. } );
  128. textureLoader.load( "textures/hardwood2_roughness.jpg", function( map ) {
  129. map.wrapS = THREE.RepeatWrapping;
  130. map.wrapT = THREE.RepeatWrapping;
  131. map.anisotropy = 4;
  132. map.repeat.set( 10, 24 );
  133. floorMat.roughnessMap = map;
  134. floorMat.needsUpdate = true;
  135. } );
  136. cubeMat = new THREE.MeshStandardMaterial( {
  137. roughness: 0.7,
  138. color: 0xffffff,
  139. bumpScale: 0.002,
  140. metalness: 0.2
  141. });
  142. textureLoader.load( "textures/brick_diffuse.jpg", function( map ) {
  143. map.wrapS = THREE.RepeatWrapping;
  144. map.wrapT = THREE.RepeatWrapping;
  145. map.anisotropy = 4;
  146. map.repeat.set( 1, 1 );
  147. cubeMat.map = map;
  148. cubeMat.needsUpdate = true;
  149. } );
  150. textureLoader.load( "textures/brick_bump.jpg", function( map ) {
  151. map.wrapS = THREE.RepeatWrapping;
  152. map.wrapT = THREE.RepeatWrapping;
  153. map.anisotropy = 4;
  154. map.repeat.set( 1, 1 );
  155. cubeMat.bumpMap = map;
  156. cubeMat.needsUpdate = true;
  157. } );
  158. ballMat = new THREE.MeshStandardMaterial( {
  159. color: 0xffffff,
  160. roughness: 0.5,
  161. metalness: 1.0
  162. });
  163. textureLoader.load( "textures/planets/earth_atmos_2048.jpg", function( map ) {
  164. map.anisotropy = 4;
  165. ballMat.map = map;
  166. ballMat.needsUpdate = true;
  167. } );
  168. textureLoader.load( "textures/planets/earth_specular_2048.jpg", function( map ) {
  169. map.anisotropy = 4;
  170. ballMat.metalnessMap = map;
  171. ballMat.needsUpdate = true;
  172. } );
  173. var floorGeometry = new THREE.PlaneBufferGeometry( 20, 20 );
  174. var floorMesh = new THREE.Mesh( floorGeometry, floorMat );
  175. floorMesh.receiveShadow = true;
  176. floorMesh.rotation.x = -Math.PI / 2.0;
  177. scene.add( floorMesh );
  178. var ballGeometry = new THREE.SphereGeometry( 0.5, 32, 32 );
  179. var ballMesh = new THREE.Mesh( ballGeometry, ballMat );
  180. ballMesh.position.set( 1, 0.5, 1 );
  181. ballMesh.rotation.y = Math.PI;
  182. ballMesh.castShadow = true;
  183. scene.add( ballMesh );
  184. var boxGeometry = new THREE.BoxGeometry( 0.5, 0.5, 0.5 );
  185. var boxMesh = new THREE.Mesh( boxGeometry, cubeMat );
  186. boxMesh.position.set( -0.5, 0.25, -1 );
  187. boxMesh.castShadow = true;
  188. scene.add( boxMesh );
  189. var boxMesh2 = new THREE.Mesh( boxGeometry, cubeMat );
  190. boxMesh2.position.set( 0, 0.25, -5 );
  191. boxMesh2.castShadow = true;
  192. scene.add( boxMesh2 );
  193. var boxMesh3 = new THREE.Mesh( boxGeometry, cubeMat );
  194. boxMesh3.position.set( 7, 0.25, 0 );
  195. boxMesh3.castShadow = true;
  196. scene.add( boxMesh3 );
  197. renderer = new THREE.WebGLRenderer();
  198. renderer.physicallyCorrectLights = true;
  199. renderer.gammaInput = true;
  200. renderer.gammaOutput = true;
  201. renderer.shadowMap.enabled = true;
  202. renderer.toneMapping = THREE.ReinhardToneMapping;
  203. renderer.setPixelRatio( window.devicePixelRatio );
  204. renderer.setSize( window.innerWidth, window.innerHeight );
  205. container.appendChild( renderer.domElement );
  206. var controls = new THREE.OrbitControls( camera, renderer.domElement );
  207. controls.target.set( 0, 0, 0 );
  208. controls.update();
  209. window.addEventListener( 'resize', onWindowResize, false );
  210. var gui = new dat.GUI();
  211. gui.add( params, 'hemiIrradiance', Object.keys( hemiLuminousIrradiances ) );
  212. gui.add( params, 'bulbPower', Object.keys( bulbLuminousPowers ) );
  213. gui.add( params, 'exposure', 0, 1 );
  214. gui.add( params, 'shadows' );
  215. gui.open();
  216. }
  217. function onWindowResize() {
  218. camera.aspect = window.innerWidth / window.innerHeight;
  219. camera.updateProjectionMatrix();
  220. renderer.setSize( window.innerWidth, window.innerHeight );
  221. }
  222. //
  223. function animate() {
  224. requestAnimationFrame( animate );
  225. render();
  226. }
  227. var previousShadowMap = false;
  228. function render() {
  229. renderer.toneMappingExposure = Math.pow( params.exposure, 5.0 ); // to allow for very bright scenes.
  230. renderer.shadowMap.enabled = params.shadows;
  231. bulbLight.castShadow = params.shadows;
  232. if( params.shadows !== previousShadowMap ) {
  233. ballMat.needsUpdate = true;
  234. cubeMat.needsUpdate = true;
  235. floorMat.needsUpdate = true;
  236. previousShadowMap = params.shadows;
  237. }
  238. bulbLight.power = bulbLuminousPowers[ params.bulbPower ];
  239. bulbMat.emissiveIntensity = bulbLight.intensity / Math.pow( 0.02, 2.0 ); // convert from intensity to irradiance at bulb surface
  240. hemiLight.intensity = hemiLuminousIrradiances[ params.hemiIrradiance ];
  241. var time = Date.now() * 0.0005;
  242. var delta = clock.getDelta();
  243. bulbLight.position.y = Math.cos( time ) * 0.75 + 1.25;
  244. renderer.render( scene, camera );
  245. stats.update();
  246. }
  247. </script>
  248. </body>
  249. </html>