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webgl_furnace_test.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js white furnace test</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:#777;
padding:0;
margin:0;
font-weight: bold;
overflow:hidden;
}
#info {
position: absolute;
top: 0px;
min-width: 60%;
margin: 0 20%;
color: #ffffff;
padding: 15px;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: black;
color: white;
}
a {
color: #ffffff;
}
</style>
<script src="../build/three.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/loaders/EquirectangularToCubeGenerator.js"></script>
<script src="js/pmrem/PMREMGenerator.js"></script>
<script src="js/pmrem/PMREMCubeUVPacker.js"></script>
</head>
<body>
<div id="container">
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> -
<a href="https://google.github.io/filament/Filament.md.html#toc4.7.2" target="_blank" rel="noopener">White Furnace</a> energy conservation test.<br />
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 />
<a href="https://jsantell.com/" target="_blank" rel="noopener">by Jordan Santell</a><br/><br/></div>
</div>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var scene, camera, renderer, envMap, radianceMap, gui;
var right = 6;
var config = {
preserveEnergy: true,
};
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
var aspect = width / height;
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( width, height );
renderer.setPixelRatio( window.devicePixelRatio );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onResize, false );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.OrthographicCamera( - right, right, right / aspect, - right / aspect, 1, 30 );
camera.position.set( 0, 0, 9 );
}
function createObjects() {
var geo = new THREE.SphereBufferGeometry( 0.4, 32, 32 );
var count = 10;
for ( var x = 0; x <= count; x ++ ) {
var mesh = new THREE.Mesh( geo, new THREE.MeshPhysicalMaterial( {
roughness: x / count,
metalness: 1,
color: 0xffffff,
envMap: radianceMap,
envMapIntensity: 1,
reflectivity: 1,
} ) );
mesh.position.x = x - ( Math.floor( count / 2 ) );
scene.add( mesh );
}
}
function createEnvironment() {
var color = new THREE.Color( 0xcccccc );
var sky = new THREE.Mesh( new THREE.SphereBufferGeometry( 1, 32, 32 ), new THREE.MeshBasicMaterial( {
color: color,
side: THREE.DoubleSide,
} ) );
sky.scale.setScalar( 100 );
var envScene = new THREE.Scene();
envScene.add( sky );
envScene.background = color;
var cubeCamera = new THREE.CubeCamera( 1, 100, 256, 256 );
cubeCamera.update( renderer, envScene );
envMap = cubeCamera.renderTarget.texture;
scene.background = color;
}
function getRadiance() {
return new Promise( function ( resolve, reject ) {
var pmremGenerator = new THREE.PMREMGenerator( envMap );
pmremGenerator.update( renderer );
var pmremCubeUVPacker = new THREE.PMREMCubeUVPacker( pmremGenerator.cubeLods );
pmremCubeUVPacker.update( renderer );
var cubeRenderTarget = pmremCubeUVPacker.CubeUVRenderTarget;
pmremGenerator.dispose();
pmremCubeUVPacker.dispose();
radianceMap = cubeRenderTarget.texture;
resolve();
} );
}
function onResize() {
var aspect = window.innerWidth / window.innerHeight;
camera.top = right / aspect;
camera.bottom = - camera.top;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
function render() {
renderer.render( scene, camera );
}
Promise.resolve()
.then( init )
.then( createEnvironment )
.then( getRadiance )
.then( createObjects )
.then( render );
</script>
</body>
</html>