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					311 lines
				
				8.6 KiB
			
		
		
			
		
	
	
					311 lines
				
				8.6 KiB
			| 
								 
											3 years ago
										 
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								<!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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										<link type="text/css" rel="stylesheet" href="main.css">
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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="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 />
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											Real world scale: Brick cube is 50 cm in size. Globe is 50 cm in diameter.<br/>
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											Reinhard inline tonemapping with real-world light falloff (decay = 2).
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											let camera, scene, renderer, bulbLight, bulbMat, hemiLight, stats;
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											let ballMat, cubeMat, floorMat;
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											let previousShadowMap = false;
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											// ref for lumens: http://www.power-sure.com/lumens.htm
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											const 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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											const 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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											const 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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												const 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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												const bulbGeometry = new THREE.SphereGeometry( 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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												const 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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													map.encoding = THREE.sRGBEncoding;
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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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													map.encoding = THREE.sRGBEncoding;
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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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													map.encoding = THREE.sRGBEncoding;
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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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													map.encoding = THREE.sRGBEncoding;
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													ballMat.metalnessMap = map;
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													ballMat.needsUpdate = true;
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												} );
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												const floorGeometry = new THREE.PlaneGeometry( 20, 20 );
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												const 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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												const ballGeometry = new THREE.SphereGeometry( 0.25, 32, 32 );
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												const 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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												const boxGeometry = new THREE.BoxGeometry( 0.5, 0.5, 0.5 );
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												const 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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												const 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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												const 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.outputEncoding = THREE.sRGBEncoding;
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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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												const controls = new OrbitControls( camera, renderer.domElement );
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												controls.minDistance = 1;
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												controls.maxDistance = 20;
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												window.addEventListener( 'resize', onWindowResize );
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												const gui = new 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 );
							 | 
						||
| 
								 | 
							
												gui.add( params, 'shadows' );
							 | 
						||
| 
								 | 
							
												gui.open();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function onWindowResize() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera.aspect = window.innerWidth / window.innerHeight;
							 | 
						||
| 
								 | 
							
												camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setSize( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function animate() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												requestAnimationFrame( animate );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												render();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function render() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												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>
							 |