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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js PMREM directional light test</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 id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> -
PMREM test by <a href="https://github.com/elalish" target="_blank" rel="noopener">Emmett Lalish</a>
<br>
<br>1: white metal. 2: white dielectric. 3: black dielectric.
<br>PMREM on: HDR with a single bright pixel. PMREM off: DirectionalLight.
<br>The difference between these renders indicates the error in the PMREM approximations.
</div>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let scene, camera, controls, renderer;
function init() {
const width = window.innerWidth;
const height = window.innerHeight;
const aspect = width / height;
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( width, height );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.physicallyCorrectLights = true;
// tonemapping
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, aspect, 1, 30 );
updateCamera();
camera.position.set( 0, 0, 16 );
// controls
controls = new OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // use if there is no animation loop
controls.minDistance = 4;
controls.maxDistance = 20;
// light
const directionalLight = new THREE.DirectionalLight( 0xffffff, 0 ); // set intensity to 0 to start
const x = 597;
const y = 213;
const theta = ( x + 0.5 ) * Math.PI / 512;
const phi = ( y + 0.5 ) * Math.PI / 512;
directionalLight.position.setFromSphericalCoords( 100, - phi, Math.PI / 2 - theta );
scene.add( directionalLight );
// scene.add( new THREE.DirectionalLightHelper( directionalLight ) );
// The spot1Lux HDR environment map is expressed in nits (lux / sr). The directional light has units of lux,
// so to match a 1 lux light, we set a single pixel with a value equal to 1 divided by the solid
// angle of the pixel in steradians. This image is 1024 x 512,
// so the value is 1 / ( sin( phi ) * ( pi / 512 ) ^ 2 ) = 27,490 nits.
const gui = new GUI();
gui.add( { enabled: true }, 'enabled' )
.name( 'PMREM' )
.onChange( value => {
directionalLight.intensity = value ? 0 : 1;
scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.material.envMapIntensity = 1 - directionalLight.intensity;
}
} );
render();
} );
}
function createObjects() {
let radianceMap = null;
new RGBELoader()
// .setDataType( THREE.FloatType )
.setPath( 'textures/equirectangular/' )
.load( 'spot1Lux.hdr', function ( texture ) {
radianceMap = pmremGenerator.fromEquirectangular( texture ).texture;
pmremGenerator.dispose();
scene.background = radianceMap;
const geometry = new THREE.SphereGeometry( 0.4, 32, 32 );
for ( let x = 0; x <= 10; x ++ ) {
for ( let y = 0; y <= 2; y ++ ) {
const material = new THREE.MeshPhysicalMaterial( {
roughness: x / 10,
metalness: y < 1 ? 1 : 0,
color: y < 2 ? 0xffffff : 0x000000,
envMap: radianceMap,
envMapIntensity: 1
} );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = x - 5;
mesh.position.y = 1 - y;
scene.add( mesh );
}
}
render();
} );
const pmremGenerator = new THREE.PMREMGenerator( renderer );
pmremGenerator.compileEquirectangularShader();
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
updateCamera();
renderer.setSize( width, height );
render();
}
function updateCamera() {
const horizontalFoV = 40;
const verticalFoV = 2 * Math.atan( Math.tan( horizontalFoV / 2 * Math.PI / 180 ) / camera.aspect ) * 180 / Math.PI;
camera.fov = verticalFoV;
camera.updateProjectionMatrix();
}
function render() {
renderer.render( scene, camera );
}
Promise.resolve()
.then( init )
.then( createObjects )
.then( render );
</script>
</body>
</html>