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