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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 webgpu - materials - displacement map</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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+
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+ <body>
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+
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - (normal + ao + displacement + environment) map demo.<br />
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+ ninja head from <a href="https://gpuopen.com/archive/gamescgi/amd-gpu-meshmapper/" target="_blank" rel="noopener">AMD GPU MeshMapper</a>
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+ </div>
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+
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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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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+
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+ import Stats from 'three/addons/libs/stats.module.js';
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+
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+ import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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+
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
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+ import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
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+
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+ import { MeshStandardNodeMaterial } from 'three/nodes';
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+
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+ let stats;
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+ let camera, scene, renderer, controls;
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+
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+ const settings = {
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+ metalness: 1.0,
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+ roughness: 0.4,
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+ ambientIntensity: 0.2,
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+ aoMapIntensity: 1.0,
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+ envMapIntensity: 1.0,
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+ displacementScale: 2.436143, // from original model
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+ normalScale: 1.0
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+ };
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+
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+ let mesh, material;
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+
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+ let pointLight, ambientLight;
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+
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+ const height = 500; // of camera frustum
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+
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+ let r = 0.0;
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+
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+ init();
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+ initGui();
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+
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+ // Init gui
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+ function initGui() {
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+
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+ const gui = new GUI();
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+
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+ gui.add( settings, 'metalness' ).min( 0 ).max( 1 ).onChange( function ( value ) {
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+
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+ material.metalness = value;
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+
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+ } );
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+
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+ gui.add( settings, 'roughness' ).min( 0 ).max( 1 ).onChange( function ( value ) {
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+
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+ material.roughness = value;
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+
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+ } );
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+
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+ gui.add( settings, 'aoMapIntensity' ).min( 0 ).max( 1 ).onChange( function ( value ) {
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+
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+ material.aoMapIntensity = value;
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+
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+ } );
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+
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+ gui.add( settings, 'ambientIntensity' ).min( 0 ).max( 1 ).onChange( function ( value ) {
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+
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+ ambientLight.intensity = value;
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+
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+ } );
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+
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+ gui.add( settings, 'envMapIntensity' ).min( 0 ).max( 3 ).onChange( function ( value ) {
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+
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+ material.envMapIntensity = value;
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+
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+ } );
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+
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+ gui.add( settings, 'displacementScale' ).min( 0 ).max( 3.0 ).onChange( function ( value ) {
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+
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+ material.displacementScale = value;
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+
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+ } );
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+
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+ gui.add( settings, 'normalScale' ).min( - 1 ).max( 1 ).onChange( function ( value ) {
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+
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+ material.normalScale.set( 1, - 1 ).multiplyScalar( value );
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+
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+ } );
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+
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+ }
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+
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+ function init() {
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+
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+ const container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ renderer = new WebGPURenderer();
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+ renderer.setAnimationLoop( animate );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ container.appendChild( renderer.domElement );
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+
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+ //
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+
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+ scene = new THREE.Scene();
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+
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+ const aspect = window.innerWidth / window.innerHeight;
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+ camera = new THREE.OrthographicCamera( - height * aspect, height * aspect, height, - height, 1, 10000 );
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+ camera.position.z = 1500;
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+ scene.add( camera );
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+
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+ controls = new OrbitControls( camera, renderer.domElement );
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+ controls.enableZoom = false;
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+ controls.enableDamping = true;
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+
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+ // lights
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+
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+ ambientLight = new THREE.AmbientLight( 0xffffff, settings.ambientIntensity );
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+ scene.add( ambientLight );
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+
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+ pointLight = new THREE.PointLight( 0xff0000, 1.5, 0, 0 );
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+ pointLight.position.z = 2500;
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+ scene.add( pointLight );
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+
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+ const pointLight2 = new THREE.PointLight( 0xff6666, 3, 0, 0 );
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+ camera.add( pointLight2 );
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+
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+ const pointLight3 = new THREE.PointLight( 0x0000ff, 1.5, 0, 0 );
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+ pointLight3.position.x = - 1000;
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+ pointLight3.position.z = 1000;
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+ scene.add( pointLight3 );
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+
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+ // env map
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+
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+ const path = 'textures/cube/SwedishRoyalCastle/';
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+ const format = '.jpg';
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+ const urls = [
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+ path + 'px' + format, path + 'nx' + format,
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+ path + 'py' + format, path + 'ny' + format,
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+ path + 'pz' + format, path + 'nz' + format
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+ ];
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+
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+ const reflectionCube = new THREE.CubeTextureLoader().load( urls );
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+
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+ // textures
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+
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+ const textureLoader = new THREE.TextureLoader();
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+ const normalMap = textureLoader.load( 'models/obj/ninja/normal.png' );
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+ const aoMap = textureLoader.load( 'models/obj/ninja/ao.jpg' );
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+ const displacementMap = textureLoader.load( 'models/obj/ninja/displacement.jpg' );
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+
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+ // material
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+
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+ material = new MeshStandardNodeMaterial( {
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+
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+ color: 0xc1c1c1,
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+ roughness: settings.roughness,
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+ metalness: settings.metalness,
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+
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+ normalMap: normalMap,
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+ normalScale: new THREE.Vector2( 1, - 1 ), // why does the normal map require negation in this case?
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+
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+ aoMap: aoMap,
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+ aoMapIntensity: 1,
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+
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+ displacementMap: displacementMap,
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+ displacementScale: settings.displacementScale,
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+ displacementBias: - 0.428408, // from original model
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+
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+ envMap: reflectionCube,
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+ envMapIntensity: settings.envMapIntensity,
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+
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+ side: THREE.DoubleSide
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+
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+ } );
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+
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+ //
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+
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+ const loader = new OBJLoader();
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+ loader.load( 'models/obj/ninja/ninjaHead_Low.obj', function ( group ) {
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+
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+ const geometry = group.children[ 0 ].geometry;
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+ geometry.center();
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+
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+ mesh = new THREE.Mesh( geometry, material );
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+ mesh.scale.multiplyScalar( 25 );
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+ scene.add( mesh );
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+
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+ } );
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+
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+ //
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+
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+ stats = new Stats();
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+ container.appendChild( stats.dom );
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+
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+ //
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ const aspect = window.innerWidth / window.innerHeight;
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+
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+ camera.left = - height * aspect;
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+ camera.right = height * aspect;
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+ camera.top = height;
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+ camera.bottom = - height;
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+
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ //
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+
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+ function animate() {
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+
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+ controls.update();
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+
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+ stats.begin();
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+ render();
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+ stats.end();
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+
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+ }
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+
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+ function render() {
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+
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+ pointLight.position.x = 2500 * Math.cos( r );
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+ pointLight.position.z = 2500 * Math.sin( r );
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+
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+ r += 0.01;
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+
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+</html>
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