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173 lines
5.1 KiB
173 lines
5.1 KiB
2 years ago
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<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>Three.js - Post Processing 3DLUT (not) - prep</title>
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<style>
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html, body {
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margin: 0;
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height: 100%;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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</body>
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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/": "../../examples/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 {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
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function main() {
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const canvas = document.querySelector('#c');
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const renderer = new THREE.WebGLRenderer({canvas});
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renderer.outputEncoding = THREE.sRGBEncoding;
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renderer.autoClearColor = false;
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const fov = 45;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 100;
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const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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camera.position.set(0, 10, 20);
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const controls = new OrbitControls(camera, canvas);
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controls.target.set(0, 5, 0);
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controls.update();
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const scene = new THREE.Scene();
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const sceneBG = new THREE.Scene();
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const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
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let bgMesh;
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let bgTexture;
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{
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const loader = new THREE.TextureLoader();
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bgTexture = loader.load('resources/images/beach.jpg');
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bgTexture.encoding = THREE.sRGBEncoding;
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const planeGeo = new THREE.PlaneGeometry(2, 2);
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const planeMat = new THREE.MeshBasicMaterial({
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map: bgTexture,
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depthTest: false,
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});
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bgMesh = new THREE.Mesh(planeGeo, planeMat);
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sceneBG.add(bgMesh);
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}
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function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
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const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
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const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
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const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
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// compute a unit vector that points in the direction the camera is now
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// in the xz plane from the center of the box
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const direction = (new THREE.Vector3())
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.subVectors(camera.position, boxCenter)
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.multiply(new THREE.Vector3(1, 0, 1))
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.normalize();
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// move the camera to a position distance units way from the center
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// in whatever direction the camera was from the center already
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camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
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// pick some near and far values for the frustum that
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// will contain the box.
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camera.near = boxSize / 100;
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camera.far = boxSize * 100;
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camera.updateProjectionMatrix();
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// point the camera to look at the center of the box
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camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
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}
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{
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const gltfLoader = new GLTFLoader();
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gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
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const root = gltf.scene;
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scene.add(root);
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// fix materials from r114
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root.traverse(({material}) => {
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if (material) {
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material.depthWrite = true;
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}
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});
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// compute the box that contains all the stuff
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// from root and below
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const box = new THREE.Box3().setFromObject(root);
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const boxSize = box.getSize(new THREE.Vector3()).length();
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const boxCenter = box.getCenter(new THREE.Vector3());
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// set the camera to frame the box
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frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
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// update the Trackball controls to handle the new size
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controls.maxDistance = boxSize * 10;
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controls.target.copy(boxCenter);
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controls.update();
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});
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}
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function resizeRendererToDisplaySize(renderer) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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function render() {
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if (resizeRendererToDisplaySize(renderer)) {
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const canvas = renderer.domElement;
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const canvasAspect = canvas.clientWidth / canvas.clientHeight;
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camera.aspect = canvasAspect;
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camera.updateProjectionMatrix();
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// scale the background plane to keep the image's
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// aspect correct.
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// Note the image may not have loaded yet.
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const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
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const aspect = imageAspect / canvasAspect;
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bgMesh.scale.x = aspect > 1 ? aspect : 1;
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bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
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}
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renderer.render(sceneBG, cameraBG);
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renderer.render(scene, camera);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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}
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main();
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</script>
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</html>
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