123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - lights - physical lights</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Physically accurate incandescent bulb by <a href="http://clara.io" target="_blank" rel="noopener">Ben Houston</a><br />
- Real world scale: Brick cube is 50 cm in size. Globe is 50 cm in diameter.<br/>
- Reinhard inline tonemapping with real-world light falloff (decay = 2).
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import Stats from 'three/addons/libs/stats.module.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- let camera, scene, renderer, bulbLight, bulbMat, hemiLight, stats;
- let ballMat, cubeMat, floorMat;
- let previousShadowMap = false;
- // ref for lumens: http://www.power-sure.com/lumens.htm
- const bulbLuminousPowers = {
- '110000 lm (1000W)': 110000,
- '3500 lm (300W)': 3500,
- '1700 lm (100W)': 1700,
- '800 lm (60W)': 800,
- '400 lm (40W)': 400,
- '180 lm (25W)': 180,
- '20 lm (4W)': 20,
- 'Off': 0
- };
- // ref for solar irradiances: https://en.wikipedia.org/wiki/Lux
- const hemiLuminousIrradiances = {
- '0.0001 lx (Moonless Night)': 0.0001,
- '0.002 lx (Night Airglow)': 0.002,
- '0.5 lx (Full Moon)': 0.5,
- '3.4 lx (City Twilight)': 3.4,
- '50 lx (Living Room)': 50,
- '100 lx (Very Overcast)': 100,
- '350 lx (Office Room)': 350,
- '400 lx (Sunrise/Sunset)': 400,
- '1000 lx (Overcast)': 1000,
- '18000 lx (Daylight)': 18000,
- '50000 lx (Direct Sun)': 50000
- };
- const params = {
- shadows: true,
- exposure: 0.68,
- bulbPower: Object.keys( bulbLuminousPowers )[ 4 ],
- hemiIrradiance: Object.keys( hemiLuminousIrradiances )[ 0 ]
- };
- init();
- function init() {
- const container = document.getElementById( 'container' );
- stats = new Stats();
- container.appendChild( stats.dom );
- camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
- camera.position.x = - 4;
- camera.position.z = 4;
- camera.position.y = 2;
- scene = new THREE.Scene();
- const bulbGeometry = new THREE.SphereGeometry( 0.02, 16, 8 );
- bulbLight = new THREE.PointLight( 0xffee88, 1, 100, 2 );
- bulbMat = new THREE.MeshStandardMaterial( {
- emissive: 0xffffee,
- emissiveIntensity: 1,
- color: 0x000000
- } );
- bulbLight.add( new THREE.Mesh( bulbGeometry, bulbMat ) );
- bulbLight.position.set( 0, 2, 0 );
- bulbLight.castShadow = true;
- scene.add( bulbLight );
- hemiLight = new THREE.HemisphereLight( 0xddeeff, 0x0f0e0d, 0.02 );
- scene.add( hemiLight );
- floorMat = new THREE.MeshStandardMaterial( {
- roughness: 0.8,
- color: 0xffffff,
- metalness: 0.2,
- bumpScale: 1
- } );
- const textureLoader = new THREE.TextureLoader();
- textureLoader.load( 'textures/hardwood2_diffuse.jpg', function ( map ) {
- map.wrapS = THREE.RepeatWrapping;
- map.wrapT = THREE.RepeatWrapping;
- map.anisotropy = 4;
- map.repeat.set( 10, 24 );
- map.colorSpace = THREE.SRGBColorSpace;
- floorMat.map = map;
- floorMat.needsUpdate = true;
- } );
- textureLoader.load( 'textures/hardwood2_bump.jpg', function ( map ) {
- map.wrapS = THREE.RepeatWrapping;
- map.wrapT = THREE.RepeatWrapping;
- map.anisotropy = 4;
- map.repeat.set( 10, 24 );
- floorMat.bumpMap = map;
- floorMat.needsUpdate = true;
- } );
- textureLoader.load( 'textures/hardwood2_roughness.jpg', function ( map ) {
- map.wrapS = THREE.RepeatWrapping;
- map.wrapT = THREE.RepeatWrapping;
- map.anisotropy = 4;
- map.repeat.set( 10, 24 );
- floorMat.roughnessMap = map;
- floorMat.needsUpdate = true;
- } );
- cubeMat = new THREE.MeshStandardMaterial( {
- roughness: 0.7,
- color: 0xffffff,
- bumpScale: 1,
- metalness: 0.2
- } );
- textureLoader.load( 'textures/brick_diffuse.jpg', function ( map ) {
- map.wrapS = THREE.RepeatWrapping;
- map.wrapT = THREE.RepeatWrapping;
- map.anisotropy = 4;
- map.repeat.set( 1, 1 );
- map.colorSpace = THREE.SRGBColorSpace;
- cubeMat.map = map;
- cubeMat.needsUpdate = true;
- } );
- textureLoader.load( 'textures/brick_bump.jpg', function ( map ) {
- map.wrapS = THREE.RepeatWrapping;
- map.wrapT = THREE.RepeatWrapping;
- map.anisotropy = 4;
- map.repeat.set( 1, 1 );
- cubeMat.bumpMap = map;
- cubeMat.needsUpdate = true;
- } );
- ballMat = new THREE.MeshStandardMaterial( {
- color: 0xffffff,
- roughness: 0.5,
- metalness: 1.0
- } );
- textureLoader.load( 'textures/planets/earth_atmos_2048.jpg', function ( map ) {
- map.anisotropy = 4;
- map.colorSpace = THREE.SRGBColorSpace;
- ballMat.map = map;
- ballMat.needsUpdate = true;
- } );
- textureLoader.load( 'textures/planets/earth_specular_2048.jpg', function ( map ) {
- map.anisotropy = 4;
- map.colorSpace = THREE.SRGBColorSpace;
- ballMat.metalnessMap = map;
- ballMat.needsUpdate = true;
- } );
- const floorGeometry = new THREE.PlaneGeometry( 20, 20 );
- const floorMesh = new THREE.Mesh( floorGeometry, floorMat );
- floorMesh.receiveShadow = true;
- floorMesh.rotation.x = - Math.PI / 2.0;
- scene.add( floorMesh );
- const ballGeometry = new THREE.SphereGeometry( 0.25, 32, 32 );
- const ballMesh = new THREE.Mesh( ballGeometry, ballMat );
- ballMesh.position.set( 1, 0.25, 1 );
- ballMesh.rotation.y = Math.PI;
- ballMesh.castShadow = true;
- scene.add( ballMesh );
- const boxGeometry = new THREE.BoxGeometry( 0.5, 0.5, 0.5 );
- const boxMesh = new THREE.Mesh( boxGeometry, cubeMat );
- boxMesh.position.set( - 0.5, 0.25, - 1 );
- boxMesh.castShadow = true;
- scene.add( boxMesh );
- const boxMesh2 = new THREE.Mesh( boxGeometry, cubeMat );
- boxMesh2.position.set( 0, 0.25, - 5 );
- boxMesh2.castShadow = true;
- scene.add( boxMesh2 );
- const boxMesh3 = new THREE.Mesh( boxGeometry, cubeMat );
- boxMesh3.position.set( 7, 0.25, 0 );
- boxMesh3.castShadow = true;
- scene.add( boxMesh3 );
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- renderer.shadowMap.enabled = true;
- renderer.toneMapping = THREE.ReinhardToneMapping;
- container.appendChild( renderer.domElement );
- const controls = new OrbitControls( camera, renderer.domElement );
- controls.minDistance = 1;
- controls.maxDistance = 20;
- window.addEventListener( 'resize', onWindowResize );
- const gui = new GUI();
- gui.add( params, 'hemiIrradiance', Object.keys( hemiLuminousIrradiances ) );
- gui.add( params, 'bulbPower', Object.keys( bulbLuminousPowers ) );
- gui.add( params, 'exposure', 0, 1 );
- gui.add( params, 'shadows' );
- gui.open();
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- //
- function animate() {
- renderer.toneMappingExposure = Math.pow( params.exposure, 5.0 ); // to allow for very bright scenes.
- renderer.shadowMap.enabled = params.shadows;
- bulbLight.castShadow = params.shadows;
- if ( params.shadows !== previousShadowMap ) {
- ballMat.needsUpdate = true;
- cubeMat.needsUpdate = true;
- floorMat.needsUpdate = true;
- previousShadowMap = params.shadows;
- }
- bulbLight.power = bulbLuminousPowers[ params.bulbPower ];
- bulbMat.emissiveIntensity = bulbLight.intensity / Math.pow( 0.02, 2.0 ); // convert from intensity to irradiance at bulb surface
- hemiLight.intensity = hemiLuminousIrradiances[ params.hemiIrradiance ];
- const time = Date.now() * 0.0005;
- bulbLight.position.y = Math.cos( time ) * 0.75 + 1.25;
- renderer.render( scene, camera );
- stats.update();
- }
- </script>
- </body>
- </html>
|