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					196 lines
				
				5.1 KiB
			
		
		
			
		
	
	
					196 lines
				
				5.1 KiB
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											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 - MaterialX loader</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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										<style>
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											.dg .property-name {
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												width: 20% !important;
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											}
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										</style>
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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> - MaterialXLoader<br />
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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 '../build/three.module.js';
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											import { MaterialXLoader } from './jsm/loaders/MaterialXLoader.js';
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											import { OrbitControls } from './jsm/controls/OrbitControls.js';
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											import { RGBELoader } from './jsm/loaders/RGBELoader.js';
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											import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
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											import { nodeFrame } from './jsm/renderers/webgl/nodes/WebGLNodes.js';
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											const SAMPLE_PATH = 'https://raw.githubusercontent.com/materialx/MaterialX/main/resources/Materials/Examples/StandardSurface/';
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											const samples = [
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												'standard_surface_brass_tiled.mtlx',
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												//'standard_surface_brick_procedural.mtlx',
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												'standard_surface_carpaint.mtlx',
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												//'standard_surface_chess_set.mtlx',
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												'standard_surface_chrome.mtlx',
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												'standard_surface_copper.mtlx',
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												//'standard_surface_default.mtlx',
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												//'standard_surface_glass.mtlx',
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												//'standard_surface_glass_tinted.mtlx',
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												'standard_surface_gold.mtlx',
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												'standard_surface_greysphere.mtlx',
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												//'standard_surface_greysphere_calibration.mtlx',
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												'standard_surface_jade.mtlx',
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												//'standard_surface_look_brass_tiled.mtlx',
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												//'standard_surface_look_wood_tiled.mtlx',
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												'standard_surface_marble_solid.mtlx',
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												'standard_surface_metal_brushed.mtlx',
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												'standard_surface_plastic.mtlx',
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												//'standard_surface_thin_film.mtlx',
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												'standard_surface_velvet.mtlx',
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												'standard_surface_wood_tiled.mtlx'
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											];
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											let camera, scene, renderer, prefab;
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											const models = [];
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											init();
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											function init() {
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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, 50 );
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												camera.position.set( 0, 3, 20 );
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												scene = new THREE.Scene();
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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.LinearToneMapping;
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												renderer.toneMappingExposure = .5;
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												renderer.outputEncoding = THREE.sRGBEncoding;
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												renderer.setAnimationLoop( render );
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												container.appendChild( renderer.domElement );
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												//
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												const controls = new OrbitControls( camera, renderer.domElement );
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												controls.minDistance = 2;
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												controls.maxDistance = 40;
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												//
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												new RGBELoader()
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													.setPath( 'textures/equirectangular/' )
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													.load( 'san_giuseppe_bridge_2k.hdr', async ( texture ) => {
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														texture.mapping = THREE.EquirectangularReflectionMapping;
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														scene.background = texture;
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														scene.environment = texture;
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														prefab = ( await new GLTFLoader().loadAsync( './models/gltf/MaterialX/shaderball.glb' ) ).scene;
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														for ( const sample of samples ) {
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															addSample( sample );
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														}
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													} );
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											function updateModelsAlign() {
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												const COLUMN_COUNT = 6;
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												const DIST_X = 3;
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												const DIST_Y = 4;
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												const lineCount = Math.floor( models.length / COLUMN_COUNT ) - 1.5;
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												const offsetX = ( DIST_X * ( COLUMN_COUNT - 1 ) ) * - .5;
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												const offsetY = ( DIST_Y * lineCount ) * .5;
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												for ( let i = 0; i < models.length; i ++ ) {
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													const model = models[ i ];
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													model.position.x = ( ( i % COLUMN_COUNT ) * DIST_X ) + offsetX;
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													model.position.y = ( Math.floor( i / COLUMN_COUNT ) * - DIST_Y ) + offsetY;
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												}
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											}
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											async function addSample( sample ) {
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												const model = prefab.clone();
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												models.push( model );
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												scene.add( model );
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												updateModelsAlign();
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												//
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												const material = await new MaterialXLoader()
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													.setPath( SAMPLE_PATH )
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													.loadAsync( sample )
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													.then( ( { materials } ) => Object.values( materials ).pop() );
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												const calibrationMesh = model.getObjectByName( 'Calibration_Mesh' );
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												calibrationMesh.material = material;
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												const Preview_Mesh = model.getObjectByName( 'Preview_Mesh' );
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												Preview_Mesh.material = material;
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											}
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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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											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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