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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - lights - rect area light</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: center;
}
a {
color: #ff0080;
text-decoration: none;
}
a:hover {
color: #0080ff;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Demo of RectAreaLight - by <a href="http://github.com/abelnation" target="_blank" rel="noopener">abelnation</a><br />
Click and drag to move OrbitControls.<br />
<br />
</div>
<script src="../build/three.js"></script>
<script src="js/lights/RectAreaLightUniformsLib.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/WebGL.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var renderer, scene, camera;
var origin = new THREE.Vector3();
var rectLight;
var param = {};
var stats;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.gammaInput = true;
renderer.gammaOutput = true;
document.body.appendChild( renderer.domElement );
// Check for float-RT support
// TODO (abelnation): figure out fall-back for float textures
if ( ! renderer.extensions.get( 'OES_texture_float' ) ) {
alert( 'OES_texture_float not supported' );
throw 'missing webgl extension';
}
if ( ! renderer.extensions.get( 'OES_texture_float_linear' ) ) {
alert( 'OES_texture_float_linear not supported' );
throw 'missing webgl extension';
}
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 20, 35 );
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0xffffff, 0.1 );
scene.add( ambient );
rectLight = new THREE.RectAreaLight( 0xffffff, 1, 10, 10 );
rectLight.position.set( 5, 5, 0 );
scene.add( rectLight );
var rectLightMesh = new THREE.Mesh( new THREE.PlaneBufferGeometry(), new THREE.MeshBasicMaterial( { side: THREE.BackSide } ) );
rectLightMesh.scale.x = rectLight.width;
rectLightMesh.scale.y = rectLight.height;
rectLight.add( rectLightMesh );
var rectLightMeshBack = new THREE.Mesh( new THREE.PlaneBufferGeometry(), new THREE.MeshBasicMaterial( { color: 0x080808 } ) );
rectLightMesh.add( rectLightMeshBack );
var geoFloor = new THREE.BoxBufferGeometry( 2000, 0.1, 2000 );
var matStdFloor = new THREE.MeshStandardMaterial( { color: 0x808080, roughness: 0, metalness: 0 } );
var mshStdFloor = new THREE.Mesh( geoFloor, matStdFloor );
scene.add( mshStdFloor );
var matStdObjects = new THREE.MeshStandardMaterial( { color: 0xA00000, roughness: 0, metalness: 0 } );
var geoBox = new THREE.BoxBufferGeometry( Math.PI, Math.sqrt( 2 ), Math.E );
var mshStdBox = new THREE.Mesh( geoBox, matStdObjects );
mshStdBox.position.set( 0, 5, 0 );
mshStdBox.rotation.set( 0, Math.PI / 2.0, 0 );
mshStdBox.castShadow = true;
mshStdBox.receiveShadow = true;
scene.add( mshStdBox );
var geoSphere = new THREE.SphereBufferGeometry( 1.5, 32, 32 );
var mshStdSphere = new THREE.Mesh( geoSphere, matStdObjects );
mshStdSphere.position.set( - 5, 5, 0 );
mshStdSphere.castShadow = true;
mshStdSphere.receiveShadow = true;
scene.add( mshStdSphere );
var geoKnot = new THREE.TorusKnotBufferGeometry( 1.5, 0.5, 100, 16 );
var mshStdKnot = new THREE.Mesh( geoKnot, matStdObjects );
mshStdKnot.position.set( 5, 5, 0 );
mshStdKnot.castShadow = true;
mshStdKnot.receiveShadow = true;
scene.add( mshStdKnot );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.target.copy( mshStdBox.position );
controls.update();
// GUI
var gui = new dat.GUI( { width: 300 } );
gui.open();
param = {
motion: true,
width: rectLight.width,
height: rectLight.height,
color: rectLight.color.getHex(),
intensity: rectLight.intensity,
'ambient': ambient.intensity,
'floor color': matStdFloor.color.getHex(),
'object color': matStdObjects.color.getHex(),
'roughness': matStdFloor.roughness,
'metalness': matStdFloor.metalness
};
gui.add( param, 'motion' );
var lightFolder = gui.addFolder( 'Light' );
lightFolder.add( param, 'width', 1, 20 ).step( 0.1 ).onChange( function ( val ) {
rectLight.width = val;
rectLightMesh.scale.x = val;
} );
lightFolder.add( param, 'height', 1, 20 ).step( 0.1 ).onChange( function ( val ) {
rectLight.height = val;
rectLightMesh.scale.y = val;
} );
lightFolder.addColor( param, 'color' ).onChange( function ( val ) {
rectLight.color.setHex( val );
rectLightMesh.material.color.copy( rectLight.color ).multiplyScalar( rectLight.intensity );
} );
lightFolder.add( param, 'intensity', 0.0, 4.0 ).step( 0.01 ).onChange( function ( val ) {
rectLight.intensity = val;
rectLightMesh.material.color.copy( rectLight.color ).multiplyScalar( rectLight.intensity );
} );
lightFolder.add( param, 'ambient', 0.0, 0.2 ).step( 0.01 ).onChange( function ( val ) {
ambient.intensity = val;
} );
lightFolder.open();
var standardFolder = gui.addFolder( 'Standard Material' );
standardFolder.addColor( param, 'floor color' ).onChange( function ( val ) {
matStdFloor.color.setHex( val );
} );
standardFolder.addColor( param, 'object color' ).onChange( function ( val ) {
matStdObjects.color.setHex( val );
} );
standardFolder.add( param, 'roughness', 0.0, 1.0 ).step( 0.01 ).onChange( function ( val ) {
matStdObjects.roughness = val;
matStdFloor.roughness = val;
} );
// TODO (abelnation): use env map to reflect metal property
standardFolder.add( param, 'metalness', 0.0, 1.0 ).step( 0.01 ).onChange( function ( val ) {
matStdObjects.metalness = val;
matStdFloor.metalness = val;
} );
standardFolder.open();
// TODO: rect area light distance
// TODO: rect area light decay
//
window.addEventListener( 'resize', onResize, false );
stats = new Stats();
document.body.appendChild( stats.dom );
}
function onResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = ( window.innerWidth / window.innerHeight );
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame( animate );
if ( param.motion ) {
var t = ( Date.now() / 2000 );
// move light in circle around center
// change light height with sine curve
var r = 15.0;
var lx = r * Math.cos( t );
var lz = r * Math.sin( t );
var ly = 5.0 + 5.0 * Math.sin( t / 3.0 );
rectLight.position.set( lx, ly, lz );
rectLight.lookAt( origin );
}
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>