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163 lines
4.7 KiB
163 lines
4.7 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 - GLTFloader + transmission + 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> - GLTFLoader + <a href="https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission" target="_blank" rel="noopener">KHR_materials_transmission</a> + Nodes<br />
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Iridescent Dish With Olives by <a href="https://github.com/echadwick-wayfair" target="_blank" rel="noopener">Eric Chadwick</a><br />
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<a href="https://hdrihaven.com/hdri/?h=royal_esplanade" target="_blank" rel="noopener">Royal Esplanade</a> by <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a>
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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 { NodeMaterial, float, texture, mul } from 'three/nodes';
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import { nodeFrame } from 'three/addons/renderers/webgl/nodes/WebGLNodes.js';
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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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import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
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import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
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let camera, scene, renderer, controls, clock, mixer;
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init();
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animate();
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function init() {
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clock = new THREE.Clock();
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const container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
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camera.position.set( 0, 0.4, 0.7 );
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scene = new THREE.Scene();
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new RGBELoader()
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.setPath( 'textures/equirectangular/' )
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.load( 'royal_esplanade_1k.hdr', function ( envMap ) {
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envMap.mapping = THREE.EquirectangularReflectionMapping;
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scene.background = envMap;
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scene.environment = envMap;
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// model
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new GLTFLoader()
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.setPath( 'models/gltf/' )
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.setDRACOLoader( new DRACOLoader().setDecoderPath( 'js/libs/draco/gltf/' ) )
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.load( 'IridescentDishWithOlives.glb', function ( gltf ) {
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// nodes
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const glassMesh = gltf.scene.getObjectByName( 'glassCover' );
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const material = glassMesh.material;
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if ( material && material.transmission > 0 ) {
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const nodeMaterial = NodeMaterial.fromMaterial( material );
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nodeMaterial.transmissionNode = float( 1 );
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nodeMaterial.iorNode = float( 1.5 );
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nodeMaterial.thicknessNode = mul( texture( material.thicknessMap ).g, 0.1 );
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//nodeMaterial.attenuationDistanceNode;
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//nodeMaterial.attenuationColorNode;
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// ignore traditional maps
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nodeMaterial.transmissionMap = null;
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nodeMaterial.thicknessMap = null;
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glassMesh.material = nodeMaterial;
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}
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mixer = new THREE.AnimationMixer( gltf.scene );
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mixer.clipAction( gltf.animations[ 0 ] ).play();
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scene.add( gltf.scene );
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} );
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} );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1;
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renderer.outputEncoding = THREE.sRGBEncoding;
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container.appendChild( renderer.domElement );
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controls = new OrbitControls( camera, renderer.domElement );
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controls.enableDamping = true;
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controls.minDistance = 0.5;
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controls.maxDistance = 1;
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controls.target.set( 0, 0.1, 0 );
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controls.update();
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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if ( mixer ) mixer.update( clock.getDelta() );
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controls.update(); // required if damping enabled
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render();
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}
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function render() {
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nodeFrame.update();
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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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