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180 lines
4.3 KiB
180 lines
4.3 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js white furnace test</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:#777;
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padding:0;
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margin:0;
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font-weight: bold;
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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;
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min-width: 60%;
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margin: 0 20%;
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color: #ffffff;
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padding: 15px;
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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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background-color: black;
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color: white;
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}
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a {
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color: #ffffff;
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}
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</style>
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<script src="../build/three.js"></script>
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<script src="js/WebGL.js"></script>
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<script src="js/loaders/EquirectangularToCubeGenerator.js"></script>
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<script src="js/pmrem/PMREMGenerator.js"></script>
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<script src="js/pmrem/PMREMCubeUVPacker.js"></script>
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</head>
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<body>
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<div id="container">
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> -
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<a href="https://google.github.io/filament/Filament.md.html#toc4.7.2" target="_blank" rel="noopener">White Furnace</a> energy conservation test.<br />
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There are 11 fully metal spheres with full white specular color and increasing roughness values rendered here. A metal object, no matter how rough, fully reflects all energy. If uniformly lit, the spheres should be indistinguishable from the environment. If spheres are visible, then some energy has been lost or gained after reflection.<br />
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<a href="https://jsantell.com/" target="_blank" rel="noopener">by Jordan Santell</a><br/><br/></div>
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</div>
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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 scene, camera, renderer, envMap, radianceMap, gui;
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var right = 6;
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var config = {
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preserveEnergy: true,
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};
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function init() {
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var width = window.innerWidth;
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var height = window.innerHeight;
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var aspect = width / height;
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// renderer
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setSize( width, height );
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renderer.setPixelRatio( window.devicePixelRatio );
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document.body.appendChild( renderer.domElement );
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window.addEventListener( 'resize', onResize, false );
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// scene
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scene = new THREE.Scene();
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// camera
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camera = new THREE.OrthographicCamera( - right, right, right / aspect, - right / aspect, 1, 30 );
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camera.position.set( 0, 0, 9 );
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}
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function createObjects() {
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var geo = new THREE.SphereBufferGeometry( 0.4, 32, 32 );
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var count = 10;
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for ( var x = 0; x <= count; x ++ ) {
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var mesh = new THREE.Mesh( geo, new THREE.MeshPhysicalMaterial( {
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roughness: x / count,
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metalness: 1,
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color: 0xffffff,
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envMap: radianceMap,
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envMapIntensity: 1,
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reflectivity: 1,
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} ) );
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mesh.position.x = x - ( Math.floor( count / 2 ) );
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scene.add( mesh );
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}
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}
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function createEnvironment() {
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var color = new THREE.Color( 0xcccccc );
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var sky = new THREE.Mesh( new THREE.SphereBufferGeometry( 1, 32, 32 ), new THREE.MeshBasicMaterial( {
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color: color,
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side: THREE.DoubleSide,
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} ) );
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sky.scale.setScalar( 100 );
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var envScene = new THREE.Scene();
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envScene.add( sky );
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envScene.background = color;
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var cubeCamera = new THREE.CubeCamera( 1, 100, 256, 256 );
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cubeCamera.update( renderer, envScene );
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envMap = cubeCamera.renderTarget.texture;
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scene.background = color;
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}
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function getRadiance() {
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return new Promise( function ( resolve, reject ) {
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var pmremGenerator = new THREE.PMREMGenerator( envMap );
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pmremGenerator.update( renderer );
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var pmremCubeUVPacker = new THREE.PMREMCubeUVPacker( pmremGenerator.cubeLods );
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pmremCubeUVPacker.update( renderer );
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var cubeRenderTarget = pmremCubeUVPacker.CubeUVRenderTarget;
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pmremGenerator.dispose();
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pmremCubeUVPacker.dispose();
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radianceMap = cubeRenderTarget.texture;
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resolve();
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} );
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}
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function onResize() {
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var aspect = window.innerWidth / window.innerHeight;
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camera.top = right / aspect;
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camera.bottom = - camera.top;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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render();
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}
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function render() {
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renderer.render( scene, camera );
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}
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Promise.resolve()
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.then( init )
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.then( createEnvironment )
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.then( getRadiance )
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.then( createObjects )
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.then( render );
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</script>
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</body>
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</html>
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