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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - GLTFloader + transmission + nodes</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<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 />
Iridescent Dish With Olives by <a href="https://github.com/echadwick-wayfair" target="_blank" rel="noopener">Eric Chadwick</a><br />
<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>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/",
"three/nodes": "./jsm/nodes/Nodes.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { NodeMaterial, float, texture, mul } from 'three/nodes';
import { nodeFrame } from 'three/addons/renderers/webgl/nodes/WebGLNodes.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
let camera, scene, renderer, controls, clock, mixer;
init();
animate();
function init() {
clock = new THREE.Clock();
const container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
camera.position.set( 0, 0.4, 0.7 );
scene = new THREE.Scene();
new RGBELoader()
.setPath( 'textures/equirectangular/' )
.load( 'royal_esplanade_1k.hdr', function ( envMap ) {
envMap.mapping = THREE.EquirectangularReflectionMapping;
scene.background = envMap;
scene.environment = envMap;
// model
new GLTFLoader()
.setPath( 'models/gltf/' )
.setDRACOLoader( new DRACOLoader().setDecoderPath( 'js/libs/draco/gltf/' ) )
.load( 'IridescentDishWithOlives.glb', function ( gltf ) {
// nodes
const glassMesh = gltf.scene.getObjectByName( 'glassCover' );
const material = glassMesh.material;
if ( material && material.transmission > 0 ) {
const nodeMaterial = NodeMaterial.fromMaterial( material );
nodeMaterial.transmissionNode = float( 1 );
nodeMaterial.iorNode = float( 1.5 );
nodeMaterial.thicknessNode = mul( texture( material.thicknessMap ).g, 0.1 );
//nodeMaterial.attenuationDistanceNode;
//nodeMaterial.attenuationColorNode;
// ignore traditional maps
nodeMaterial.transmissionMap = null;
nodeMaterial.thicknessMap = null;
glassMesh.material = nodeMaterial;
}
mixer = new THREE.AnimationMixer( gltf.scene );
mixer.clipAction( gltf.animations[ 0 ] ).play();
scene.add( gltf.scene );
} );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild( renderer.domElement );
controls = new OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.minDistance = 0.5;
controls.maxDistance = 1;
controls.target.set( 0, 0.1, 0 );
controls.update();
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
if ( mixer ) mixer.update( clock.getDelta() );
controls.update(); // required if damping enabled
render();
}
function render() {
nodeFrame.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>