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