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258 lines
7.2 KiB
258 lines
7.2 KiB
2 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 - materials - clearcoat nodes</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="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - materials - clearcoat nodes
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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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"three/nodes": "./jsm/nodes/Nodes.js"
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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 * as Nodes from 'three/nodes';
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import { color, float, vec2, texture, normalMap, uv, mul } from 'three/nodes';
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import { nodeFrame } from 'three/addons/renderers/webgl/nodes/WebGLNodes.js';
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import Stats from 'three/addons/libs/stats.module.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { HDRCubeTextureLoader } from 'three/addons/loaders/HDRCubeTextureLoader.js';
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import { FlakesTexture } from 'three/addons/textures/FlakesTexture.js';
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let container, stats;
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let camera, scene, renderer;
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let particleLight;
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let group;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 1000;
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scene = new THREE.Scene();
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group = new THREE.Group();
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scene.add( group );
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new HDRCubeTextureLoader()
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.setPath( 'textures/cube/pisaHDR/' )
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.load( [ 'px.hdr', 'nx.hdr', 'py.hdr', 'ny.hdr', 'pz.hdr', 'nz.hdr' ],
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function ( hdrTexture ) {
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const geometry = new THREE.SphereGeometry( 80, 64, 32 );
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const textureLoader = new THREE.TextureLoader();
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const diffuse = textureLoader.load( 'textures/carbon/Carbon.png' );
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diffuse.encoding = THREE.sRGBEncoding;
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diffuse.wrapS = THREE.RepeatWrapping;
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diffuse.wrapT = THREE.RepeatWrapping;
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const normalMap1 = textureLoader.load( 'textures/carbon/Carbon_Normal.png' );
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normalMap1.wrapS = THREE.RepeatWrapping;
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normalMap1.wrapT = THREE.RepeatWrapping;
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const normalMap2 = textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' );
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const normalMap3 = new THREE.CanvasTexture( new FlakesTexture() );
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normalMap3.wrapS = THREE.RepeatWrapping;
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normalMap3.wrapT = THREE.RepeatWrapping;
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normalMap3.anisotropy = 16;
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const normalMap4 = textureLoader.load( 'textures/golfball.jpg' );
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const clearcoatNormalMap = textureLoader.load( 'textures/pbr/Scratched_gold/Scratched_gold_01_1K_Normal.png' );
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// car paint
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const carPaintUV = mul( uv(), vec2( 10, 6 ) );
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const carPaintNormalScale = vec2( 0.15 );
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let material = new Nodes.MeshPhysicalNodeMaterial();
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material.clearcoatNode = float( 1 );
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material.clearcoatRoughnessNode = float( 0.1 );
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material.metalnessNode = float( 0.9 );
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material.roughnessNode = float( 0.5 );
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material.colorNode = color( 0x0000ff );
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material.normalNode = normalMap( texture( normalMap3, carPaintUV ), carPaintNormalScale );
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let mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = - 100;
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mesh.position.y = 100;
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group.add( mesh );
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// fibers
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const fibersUV = mul( uv(), 10 );
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material = new Nodes.MeshPhysicalNodeMaterial();
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material.roughnessNode = float( 0.5 );
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material.clearcoatNode = float( 1 );
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material.clearcoatRoughnessNode = float( 0.1 );
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material.colorNode = texture( diffuse, fibersUV );
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material.normalNode = normalMap( texture( normalMap1, fibersUV ) );
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mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = 100;
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mesh.position.y = 100;
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group.add( mesh );
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// golf
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material = new Nodes.MeshPhysicalNodeMaterial();
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material.clearcoatNode = float( 1 );
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material.roughnessNode = float( 0.1 );
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material.metalnessNode = float( 0 );
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material.colorNode = color( 0xffffff );
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material.normalNode = normalMap( texture( normalMap4 ) );
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// y scale is negated to compensate for normal map handedness.
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material.clearcoatNormalNode = normalMap( texture( clearcoatNormalMap ), vec2( 2.0, - 2.0 ) );
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mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = - 100;
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mesh.position.y = - 100;
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group.add( mesh );
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// clearcoat + normalmap
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material = new Nodes.MeshPhysicalNodeMaterial();
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material.clearcoatNode = float( 1 );
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material.roughnessNode = float( 1 );
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material.metalnessNode = float( 1 );
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material.colorNode = color( 0xff0000 );
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material.normalNode = normalMap( texture( normalMap2 ), vec2( 0.15, 0.15 ) );
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// y scale is negated to compensate for normal map handedness.
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material.clearcoatNormalNode = normalMap( texture( clearcoatNormalMap ), vec2( 2.0, - 2.0 ) );
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mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = 100;
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mesh.position.y = - 100;
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group.add( mesh );
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//
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scene.background = hdrTexture;
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scene.environment = hdrTexture;
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}
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);
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// LIGHTS
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particleLight = new THREE.Mesh(
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new THREE.SphereGeometry( 4, 8, 8 ),
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new THREE.MeshBasicMaterial( { color: 0xffffff } )
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);
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scene.add( particleLight );
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particleLight.add( new THREE.PointLight( 0xffffff, 1 ) );
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renderer = new THREE.WebGLRenderer();
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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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//
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1.25;
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//
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renderer.outputEncoding = THREE.sRGBEncoding;
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//
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stats = new Stats();
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container.appendChild( stats.dom );
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// EVENTS
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new OrbitControls( camera, renderer.domElement );
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window.addEventListener( 'resize', onWindowResize );
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}
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//
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function onWindowResize() {
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const width = window.innerWidth;
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const height = window.innerHeight;
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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renderer.setSize( width, height );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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nodeFrame.update();
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render();
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stats.update();
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}
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function render() {
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const timer = Date.now() * 0.00025;
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particleLight.position.x = Math.sin( timer * 7 ) * 300;
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particleLight.position.y = Math.cos( timer * 5 ) * 400;
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particleLight.position.z = Math.cos( timer * 3 ) * 300;
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for ( let i = 0; i < group.children.length; i ++ ) {
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const child = group.children[ i ];
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child.rotation.y += 0.005;
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}
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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