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322 lines
8.5 KiB
322 lines
8.5 KiB
<!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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#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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a {
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color: #ff0080;
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text-decoration: none;
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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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<div id="container"></div>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Physically accurate lighting example using a incandescent bulb - by <a href="http://clara.io" target="_blank" rel="noopener">Ben Houston</a><br />
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Using real world scale: Brick cube is 50 cm in size. Globe is 50 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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<script src="../build/three.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/WebGL.js"></script>
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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}
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var camera, scene, renderer,
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bulbLight, bulbMat, hemiLight, stats;
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var ballMat, cubeMat, floorMat;
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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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// 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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var params = {
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shadows: true,
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exposure: 0.68,
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bulbPower: Object.keys( bulbLuminousPowers )[ 4 ],
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hemiIrradiance: Object.keys( hemiLuminousIrradiances )[ 0 ]
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};
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init();
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animate();
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function init() {
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var container = document.getElementById( 'container' );
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stats = new Stats();
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container.appendChild( stats.dom );
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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 = 2;
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scene = new THREE.Scene();
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var bulbGeometry = new THREE.SphereBufferGeometry( 0.02, 16, 8 );
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bulbLight = new THREE.PointLight( 0xffee88, 1, 100, 2 );
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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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hemiLight = new THREE.HemisphereLight( 0xddeeff, 0x0f0e0d, 0.02 );
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scene.add( hemiLight );
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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( "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( "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( "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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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( "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( "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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ballMat = new THREE.MeshStandardMaterial( {
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color: 0xffffff,
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roughness: 0.5,
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metalness: 1.0
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} );
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textureLoader.load( "textures/planets/earth_atmos_2048.jpg", function ( map ) {
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map.anisotropy = 4;
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ballMat.map = map;
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ballMat.needsUpdate = true;
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} );
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textureLoader.load( "textures/planets/earth_specular_2048.jpg", function ( map ) {
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map.anisotropy = 4;
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ballMat.metalnessMap = map;
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ballMat.needsUpdate = true;
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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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var ballGeometry = new THREE.SphereBufferGeometry( 0.25, 32, 32 );
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var ballMesh = new THREE.Mesh( ballGeometry, ballMat );
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ballMesh.position.set( 1, 0.25, 1 );
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ballMesh.rotation.y = Math.PI;
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ballMesh.castShadow = true;
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scene.add( ballMesh );
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var boxGeometry = new THREE.BoxBufferGeometry( 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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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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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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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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var controls = new THREE.OrbitControls( camera, renderer.domElement );
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window.addEventListener( 'resize', onWindowResize, false );
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var gui = new dat.GUI();
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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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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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}
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var previousShadowMap = false;
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function render() {
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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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hemiLight.intensity = hemiLuminousIrradiances[ params.hemiIrradiance ];
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var time = Date.now() * 0.0005;
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bulbLight.position.y = Math.cos( time ) * 0.75 + 1.25;
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renderer.render( scene, camera );
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stats.update();
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}
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</script>
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</body>
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</html>
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