浏览代码

Merge pull request #16072 from oparisy/modularize-webgl-loader-gltf

Modularize webgl loader gltf
Mr.doob 6 年之前
父节点
当前提交
9f7f38b543

+ 1 - 0
examples/files.js

@@ -313,6 +313,7 @@ var files = {
 		"webgldeferred_animation"
 		"webgldeferred_animation"
 	],
 	],
 	"webgl2": [
 	"webgl2": [
+		"webgl2_loader_gltf",
 		"webgl2_materials_texture2darray",
 		"webgl2_materials_texture2darray",
 		"webgl2_materials_texture3d",
 		"webgl2_materials_texture3d",
 		"webgl2_multisampled_renderbuffers",
 		"webgl2_multisampled_renderbuffers",

+ 14 - 0
examples/jsm/pmrem/PMREMCubeUVPacker.d.ts

@@ -0,0 +1,14 @@
+import {
+  CubeTexture,
+  Renderer,
+  ShaderMaterial,
+  WebGLRenderTarget
+} from '../../../src/Three';
+
+export class PMREMCubeUVPacker {
+  CubeUVRenderTarget:WebGLRenderTarget;
+
+  constructor(cubeTextureLods: CubeTexture[]);
+  update(renderer:Renderer): void;
+  dispose(): void;
+}

+ 253 - 0
examples/jsm/pmrem/PMREMCubeUVPacker.js

@@ -0,0 +1,253 @@
+/**
+ * @author Prashant Sharma / spidersharma03
+ * @author Ben Houston / bhouston, https://clara.io
+ *
+ * This class takes the cube lods(corresponding to different roughness values), and creates a single cubeUV
+ * Texture. The format for a given roughness set of faces is simply::
+ * +X+Y+Z
+ * -X-Y-Z
+ * For every roughness a mip map chain is also saved, which is essential to remove the texture artifacts due to
+ * minification.
+ * Right now for every face a PlaneMesh is drawn, which leads to a lot of geometry draw calls, but can be replaced
+ * later by drawing a single buffer and by sending the appropriate faceIndex via vertex attributes.
+ * The arrangement of the faces is fixed, as assuming this arrangement, the sampling function has been written.
+ */
+
+import {
+	BackSide,
+	CubeUVReflectionMapping,
+	LinearFilter,
+	LinearToneMapping,
+	Mesh,
+	NoBlending,
+	OrthographicCamera,
+	PlaneBufferGeometry,
+	RGBEEncoding,
+	RGBM16Encoding,
+	Scene,
+	ShaderMaterial,
+	Vector2,
+	Vector3,
+	WebGLRenderTarget
+} from "../../../build/three.module.js";
+
+var PMREMCubeUVPacker = ( function () {
+
+	var camera = new OrthographicCamera();
+	var scene = new Scene();
+	var shader = getShader();
+
+	var PMREMCubeUVPacker = function ( cubeTextureLods ) {
+
+		this.cubeLods = cubeTextureLods;
+		var size = cubeTextureLods[ 0 ].width * 4;
+
+		var sourceTexture = cubeTextureLods[ 0 ].texture;
+		var params = {
+			format: sourceTexture.format,
+			magFilter: sourceTexture.magFilter,
+			minFilter: sourceTexture.minFilter,
+			type: sourceTexture.type,
+			generateMipmaps: sourceTexture.generateMipmaps,
+			anisotropy: sourceTexture.anisotropy,
+			encoding: ( sourceTexture.encoding === RGBEEncoding ) ? RGBM16Encoding : sourceTexture.encoding
+		};
+
+		if ( params.encoding === RGBM16Encoding ) {
+
+			params.magFilter = LinearFilter;
+			params.minFilter = LinearFilter;
+
+		}
+
+		this.CubeUVRenderTarget = new WebGLRenderTarget( size, size, params );
+		this.CubeUVRenderTarget.texture.name = "PMREMCubeUVPacker.cubeUv";
+		this.CubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
+
+		this.objects = [];
+
+		var geometry = new PlaneBufferGeometry( 1, 1 );
+
+		var faceOffsets = [];
+		faceOffsets.push( new Vector2( 0, 0 ) );
+		faceOffsets.push( new Vector2( 1, 0 ) );
+		faceOffsets.push( new Vector2( 2, 0 ) );
+		faceOffsets.push( new Vector2( 0, 1 ) );
+		faceOffsets.push( new Vector2( 1, 1 ) );
+		faceOffsets.push( new Vector2( 2, 1 ) );
+
+		var textureResolution = size;
+		size = cubeTextureLods[ 0 ].width;
+
+		var offset2 = 0;
+		var c = 4.0;
+		this.numLods = Math.log( cubeTextureLods[ 0 ].width ) / Math.log( 2 ) - 2; // IE11 doesn't support Math.log2
+		for ( var i = 0; i < this.numLods; i ++ ) {
+
+			var offset1 = ( textureResolution - textureResolution / c ) * 0.5;
+			if ( size > 16 ) c *= 2;
+			var nMips = size > 16 ? 6 : 1;
+			var mipOffsetX = 0;
+			var mipOffsetY = 0;
+			var mipSize = size;
+
+			for ( var j = 0; j < nMips; j ++ ) {
+
+				// Mip Maps
+				for ( var k = 0; k < 6; k ++ ) {
+
+					// 6 Cube Faces
+					var material = shader.clone();
+					material.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture;
+					material.envMap = this.cubeLods[ i ].texture;
+					material.uniforms[ 'faceIndex' ].value = k;
+					material.uniforms[ 'mapSize' ].value = mipSize;
+
+					var planeMesh = new Mesh( geometry, material );
+					planeMesh.position.x = faceOffsets[ k ].x * mipSize - offset1 + mipOffsetX;
+					planeMesh.position.y = faceOffsets[ k ].y * mipSize - offset1 + offset2 + mipOffsetY;
+					planeMesh.material.side = BackSide;
+					planeMesh.scale.setScalar( mipSize );
+					this.objects.push( planeMesh );
+
+				}
+				mipOffsetY += 1.75 * mipSize;
+				mipOffsetX += 1.25 * mipSize;
+				mipSize /= 2;
+
+			}
+			offset2 += 2 * size;
+			if ( size > 16 ) size /= 2;
+
+		}
+
+	};
+
+	PMREMCubeUVPacker.prototype = {
+
+		constructor: PMREMCubeUVPacker,
+
+		update: function ( renderer ) {
+
+			var size = this.cubeLods[ 0 ].width * 4;
+			// top and bottom are swapped for some reason?
+			camera.left = - size * 0.5;
+			camera.right = size * 0.5;
+			camera.top = - size * 0.5;
+			camera.bottom = size * 0.5;
+			camera.near = 0;
+			camera.far = 1;
+			camera.updateProjectionMatrix();
+
+			for ( var i = 0; i < this.objects.length; i ++ ) {
+
+				scene.add( this.objects[ i ] );
+
+			}
+
+			var gammaInput = renderer.gammaInput;
+			var gammaOutput = renderer.gammaOutput;
+			var toneMapping = renderer.toneMapping;
+			var toneMappingExposure = renderer.toneMappingExposure;
+			var currentRenderTarget = renderer.getRenderTarget();
+
+			renderer.gammaInput = false;
+			renderer.gammaOutput = false;
+			renderer.toneMapping = LinearToneMapping;
+			renderer.toneMappingExposure = 1.0;
+			renderer.setRenderTarget( this.CubeUVRenderTarget );
+			renderer.render( scene, camera );
+
+			renderer.setRenderTarget( currentRenderTarget );
+			renderer.toneMapping = toneMapping;
+			renderer.toneMappingExposure = toneMappingExposure;
+			renderer.gammaInput = gammaInput;
+			renderer.gammaOutput = gammaOutput;
+
+			for ( var i = 0; i < this.objects.length; i ++ ) {
+
+				scene.remove( this.objects[ i ] );
+
+			}
+
+		},
+
+		dispose: function () {
+
+			for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
+
+				this.objects[ i ].material.dispose();
+
+			}
+
+			this.objects[ 0 ].geometry.dispose();
+
+		}
+
+	};
+
+	function getShader() {
+
+		var shaderMaterial = new ShaderMaterial( {
+
+			uniforms: {
+				"faceIndex": { value: 0 },
+				"mapSize": { value: 0 },
+				"envMap": { value: null },
+				"testColor": { value: new Vector3( 1, 1, 1 ) }
+			},
+
+			vertexShader:
+        "precision highp float;\
+        varying vec2 vUv;\
+        void main() {\
+          vUv = uv;\
+          gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\
+        }",
+
+			fragmentShader:
+        "precision highp float;\
+        varying vec2 vUv;\
+        uniform samplerCube envMap;\
+        uniform float mapSize;\
+        uniform vec3 testColor;\
+        uniform int faceIndex;\
+        \
+        void main() {\
+          vec3 sampleDirection;\
+          vec2 uv = vUv;\
+          uv = uv * 2.0 - 1.0;\
+          uv.y *= -1.0;\
+          if(faceIndex == 0) {\
+            sampleDirection = normalize(vec3(1.0, uv.y, -uv.x));\
+          } else if(faceIndex == 1) {\
+            sampleDirection = normalize(vec3(uv.x, 1.0, uv.y));\
+          } else if(faceIndex == 2) {\
+            sampleDirection = normalize(vec3(uv.x, uv.y, 1.0));\
+          } else if(faceIndex == 3) {\
+            sampleDirection = normalize(vec3(-1.0, uv.y, uv.x));\
+          } else if(faceIndex == 4) {\
+            sampleDirection = normalize(vec3(uv.x, -1.0, -uv.y));\
+          } else {\
+            sampleDirection = normalize(vec3(-uv.x, uv.y, -1.0));\
+          }\
+          vec4 color = envMapTexelToLinear( textureCube( envMap, sampleDirection ) );\
+          gl_FragColor = linearToOutputTexel( color );\
+        }",
+
+			blending: NoBlending
+
+		} );
+
+		shaderMaterial.type = 'PMREMCubeUVPacker';
+
+		return shaderMaterial;
+
+	}
+
+
+	return PMREMCubeUVPacker;
+
+} )();
+
+export { PMREMCubeUVPacker };

+ 16 - 0
examples/jsm/pmrem/PMREMGenerator.d.ts

@@ -0,0 +1,16 @@
+import {
+  Renderer,
+  RenderTarget,
+  Texture,
+  CubeTexture
+} from '../../../src/Three';
+
+export class PMREMGenerator {
+  cubeLods:CubeTexture[];
+
+  constructor(sourceTexture:Texture, samplesPerLevel?:number, resolution?:number);
+  update(renderer:Renderer): void;
+  renderToCubeMapTarget(renderer:Renderer, renderTarget:any): void;
+  renderToCubeMapTargetFace(renderer:Renderer, renderTarget:RenderTarget, faceIndex:number): void;
+  dispose(): void;
+}

+ 310 - 0
examples/jsm/pmrem/PMREMGenerator.js

@@ -0,0 +1,310 @@
+/**
+ * @author Prashant Sharma / spidersharma03
+ * @author Ben Houston / bhouston, https://clara.io
+ *
+ * To avoid cube map seams, I create an extra pixel around each face. This way when the cube map is
+ * sampled by an application later(with a little care by sampling the centre of the texel), the extra 1 border
+ *	of pixels makes sure that there is no seams artifacts present. This works perfectly for cubeUV format as
+ *	well where the 6 faces can be arranged in any manner whatsoever.
+ * Code in the beginning of fragment shader's main function does this job for a given resolution.
+ *	Run Scene_PMREM_Test.html in the examples directory to see the sampling from the cube lods generated
+ *	by this class.
+ */
+
+import {
+	DoubleSide,
+	GammaEncoding,
+	LinearEncoding,
+	LinearFilter,
+	LinearToneMapping,
+	Mesh,
+	NearestFilter,
+	NoBlending,
+	OrthographicCamera,
+	PlaneBufferGeometry,
+	Scene,
+	ShaderMaterial,
+	WebGLRenderTargetCube,
+	sRGBEncoding
+} from "../../../build/three.module.js";
+
+var PMREMGenerator = ( function () {
+
+	var shader = getShader();
+	var camera = new OrthographicCamera( - 1, 1, 1, - 1, 0.0, 1000 );
+	var scene = new Scene();
+	var planeMesh = new Mesh( new PlaneBufferGeometry( 2, 2, 0 ), shader );
+	planeMesh.material.side = DoubleSide;
+	scene.add( planeMesh );
+	scene.add( camera );
+
+	var PMREMGenerator = function ( sourceTexture, samplesPerLevel, resolution ) {
+
+		this.sourceTexture = sourceTexture;
+		this.resolution = ( resolution !== undefined ) ? resolution : 256; // NODE: 256 is currently hard coded in the glsl code for performance reasons
+		this.samplesPerLevel = ( samplesPerLevel !== undefined ) ? samplesPerLevel : 32;
+
+		var monotonicEncoding = ( this.sourceTexture.encoding === LinearEncoding ) ||
+			( this.sourceTexture.encoding === GammaEncoding ) || ( this.sourceTexture.encoding === sRGBEncoding );
+
+		this.sourceTexture.minFilter = ( monotonicEncoding ) ? LinearFilter : NearestFilter;
+		this.sourceTexture.magFilter = ( monotonicEncoding ) ? LinearFilter : NearestFilter;
+		this.sourceTexture.generateMipmaps = this.sourceTexture.generateMipmaps && monotonicEncoding;
+
+		this.cubeLods = [];
+
+		var size = this.resolution;
+		var params = {
+			format: this.sourceTexture.format,
+			magFilter: this.sourceTexture.magFilter,
+			minFilter: this.sourceTexture.minFilter,
+			type: this.sourceTexture.type,
+			generateMipmaps: this.sourceTexture.generateMipmaps,
+			anisotropy: this.sourceTexture.anisotropy,
+			encoding: this.sourceTexture.encoding
+		};
+
+		// how many LODs fit in the given CubeUV Texture.
+		this.numLods = Math.log( size ) / Math.log( 2 ) - 2; // IE11 doesn't support Math.log2
+
+		for ( var i = 0; i < this.numLods; i ++ ) {
+
+			var renderTarget = new WebGLRenderTargetCube( size, size, params );
+			renderTarget.texture.name = "PMREMGenerator.cube" + i;
+			this.cubeLods.push( renderTarget );
+			size = Math.max( 16, size / 2 );
+
+		}
+
+	};
+
+	PMREMGenerator.prototype = {
+
+		constructor: PMREMGenerator,
+
+		/*
+		 * Prashant Sharma / spidersharma03: More thought and work is needed here.
+		 * Right now it's a kind of a hack to use the previously convolved map to convolve the current one.
+		 * I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency)
+		 * even a high number of samples(1024) dosen't lead to satisfactory results.
+		 * By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which
+		 * gives okay results unless we see the reflection very carefully, or zoom in too much), however the math
+		 * goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled
+		 * the roughness by 0.9(totally empirical) to try to visually match the original result.
+		 * The condition "if(i <5)" is also an attemt to make the result match the original result.
+		 * This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future::
+		 * https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html
+		 */
+		update: function ( renderer ) {
+
+			// Texture should only be flipped for CubeTexture, not for
+			// a Texture created via WebGLRenderTargetCube.
+			var tFlip = ( this.sourceTexture.isCubeTexture ) ? - 1 : 1;
+
+			shader.defines[ 'SAMPLES_PER_LEVEL' ] = this.samplesPerLevel;
+			shader.uniforms[ 'faceIndex' ].value = 0;
+			shader.uniforms[ 'envMap' ].value = this.sourceTexture;
+			shader.envMap = this.sourceTexture;
+			shader.needsUpdate = true;
+
+			var gammaInput = renderer.gammaInput;
+			var gammaOutput = renderer.gammaOutput;
+			var toneMapping = renderer.toneMapping;
+			var toneMappingExposure = renderer.toneMappingExposure;
+			var currentRenderTarget = renderer.getRenderTarget();
+
+			renderer.toneMapping = LinearToneMapping;
+			renderer.toneMappingExposure = 1.0;
+			renderer.gammaInput = false;
+			renderer.gammaOutput = false;
+
+			for ( var i = 0; i < this.numLods; i ++ ) {
+
+				var r = i / ( this.numLods - 1 );
+				shader.uniforms[ 'roughness' ].value = r * 0.9; // see comment above, pragmatic choice
+				// Only apply the tFlip for the first LOD
+				shader.uniforms[ 'tFlip' ].value = ( i == 0 ) ? tFlip : 1;
+				var size = this.cubeLods[ i ].width;
+				shader.uniforms[ 'mapSize' ].value = size;
+				this.renderToCubeMapTarget( renderer, this.cubeLods[ i ] );
+
+				if ( i < 5 ) shader.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture;
+
+			}
+
+			renderer.setRenderTarget( currentRenderTarget );
+			renderer.toneMapping = toneMapping;
+			renderer.toneMappingExposure = toneMappingExposure;
+			renderer.gammaInput = gammaInput;
+			renderer.gammaOutput = gammaOutput;
+
+		},
+
+		renderToCubeMapTarget: function ( renderer, renderTarget ) {
+
+			for ( var i = 0; i < 6; i ++ ) {
+
+				this.renderToCubeMapTargetFace( renderer, renderTarget, i );
+
+			}
+
+		},
+
+		renderToCubeMapTargetFace: function ( renderer, renderTarget, faceIndex ) {
+
+			shader.uniforms[ 'faceIndex' ].value = faceIndex;
+			renderer.setRenderTarget( renderTarget, faceIndex );
+			renderer.clear();
+			renderer.render( scene, camera );
+
+		},
+
+		dispose: function () {
+
+			for ( var i = 0, l = this.cubeLods.length; i < l; i ++ ) {
+
+				this.cubeLods[ i ].dispose();
+
+			}
+
+		},
+
+	};
+
+	function getShader() {
+
+		var shaderMaterial = new ShaderMaterial( {
+
+			defines: {
+				"SAMPLES_PER_LEVEL": 20,
+			},
+
+			uniforms: {
+				"faceIndex": { value: 0 },
+				"roughness": { value: 0.5 },
+				"mapSize": { value: 0.5 },
+				"envMap": { value: null },
+				"tFlip": { value: - 1 },
+			},
+
+			vertexShader:
+				"varying vec2 vUv;\n\
+				void main() {\n\
+					vUv = uv;\n\
+					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
+				}",
+
+			fragmentShader:
+				"#include <common>\n\
+				varying vec2 vUv;\n\
+				uniform int faceIndex;\n\
+				uniform float roughness;\n\
+				uniform samplerCube envMap;\n\
+				uniform float mapSize;\n\
+				uniform float tFlip;\n\
+				\n\
+				float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\
+					float a = ggxRoughness + 0.0001;\n\
+					a *= a;\n\
+					return ( 2.0 / a - 2.0 );\n\
+				}\n\
+				vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\
+					float phi = uv.y * 2.0 * PI;\n\
+					float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\
+					float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
+					vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\
+					return vecSpace * sampleDir;\n\
+				}\n\
+				vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\
+				{\n\
+					float a = Roughness * Roughness;\n\
+					float Phi = 2.0 * PI * uv.x;\n\
+					float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\
+					float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\
+					return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\
+				}\n\
+				mat3 matrixFromVector(vec3 n) {\n\
+					float a = 1.0 / (1.0 + n.z);\n\
+					float b = -n.x * n.y * a;\n\
+					vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\
+					vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\
+					return mat3(b1, b2, n);\n\
+				}\n\
+				\n\
+				vec4 testColorMap(float Roughness) {\n\
+					vec4 color;\n\
+					if(faceIndex == 0)\n\
+						color = vec4(1.0,0.0,0.0,1.0);\n\
+					else if(faceIndex == 1)\n\
+						color = vec4(0.0,1.0,0.0,1.0);\n\
+					else if(faceIndex == 2)\n\
+						color = vec4(0.0,0.0,1.0,1.0);\n\
+					else if(faceIndex == 3)\n\
+						color = vec4(1.0,1.0,0.0,1.0);\n\
+					else if(faceIndex == 4)\n\
+						color = vec4(0.0,1.0,1.0,1.0);\n\
+					else\n\
+						color = vec4(1.0,0.0,1.0,1.0);\n\
+					color *= ( 1.0 - Roughness );\n\
+					return color;\n\
+				}\n\
+				void main() {\n\
+					vec3 sampleDirection;\n\
+					vec2 uv = vUv*2.0 - 1.0;\n\
+					float offset = -1.0/mapSize;\n\
+					const float a = -1.0;\n\
+					const float b = 1.0;\n\
+					float c = -1.0 + offset;\n\
+					float d = 1.0 - offset;\n\
+					float bminusa = b - a;\n\
+					uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\
+					uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\
+					if (faceIndex==0) {\n\
+						sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\
+					} else if (faceIndex==1) {\n\
+						sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\
+					} else if (faceIndex==2) {\n\
+						sampleDirection = vec3(uv.x, 1.0, uv.y);\n\
+					} else if (faceIndex==3) {\n\
+						sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\
+					} else if (faceIndex==4) {\n\
+						sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\
+					} else {\n\
+						sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\
+					}\n\
+					vec3 correctedDirection = vec3( tFlip * sampleDirection.x, sampleDirection.yz );\n\
+					mat3 vecSpace = matrixFromVector( normalize( correctedDirection ) );\n\
+					vec3 rgbColor = vec3(0.0);\n\
+					const int NumSamples = SAMPLES_PER_LEVEL;\n\
+					vec3 vect;\n\
+					float weight = 0.0;\n\
+					for( int i = 0; i < NumSamples; i ++ ) {\n\
+						float sini = sin(float(i));\n\
+						float cosi = cos(float(i));\n\
+						float r = rand(vec2(sini, cosi));\n\
+						vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), r), vecSpace, roughness);\n\
+						float dotProd = dot(vect, normalize(sampleDirection));\n\
+						weight += dotProd;\n\
+						vec3 color = envMapTexelToLinear(textureCube(envMap, vect)).rgb;\n\
+						rgbColor.rgb += color;\n\
+					}\n\
+					rgbColor /= float(NumSamples);\n\
+					//rgbColor = testColorMap( roughness ).rgb;\n\
+					gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\
+				}",
+
+			blending: NoBlending
+
+		} );
+
+		shaderMaterial.type = 'PMREMGenerator';
+
+		return shaderMaterial;
+
+	}
+
+	return PMREMGenerator;
+
+} )();
+
+export { PMREMGenerator };

+ 156 - 0
examples/webgl2_loader_gltf.html

@@ -0,0 +1,156 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - glTF loader (module version)</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				font-family: Monospace;
+				background-color: #000;
+				color: #fff;
+				margin: 0px;
+				overflow: hidden;
+			}
+			#info {
+				color: #fff;
+				position: absolute;
+				top: 10px;
+				width: 100%;
+				text-align: center;
+				z-index: 100;
+				display:block;
+			}
+			#info a {
+				color: #75ddc1;
+				font-weight: bold;
+			}
+		</style>
+	</head>
+
+	<body>
+		<div id="info">
+			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - GLTFLoader (module version)<br />
+			Battle Damaged Sci-fi Helmet by
+			<a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br />
+		</div>
+
+		<script src="js/WebGL.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+
+		<script type="module">
+			import {
+				CubeTextureLoader,
+				PerspectiveCamera,
+				Scene,
+				WebGLRenderer
+			} from "../build/three.module.js";
+
+			import { OrbitControls } from './jsm/controls/OrbitControls.js';
+			import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
+			import { PMREMGenerator } from './jsm/pmrem/PMREMGenerator.js';
+			import { PMREMCubeUVPacker } from './jsm/pmrem/PMREMCubeUVPacker.js';
+
+			if ( WEBGL.isWebGLAvailable() === false ) {
+
+				document.body.appendChild( WEBGL.getWebGLErrorMessage() );
+
+			}
+
+			var container, stats, controls;
+			var camera, scene, renderer;
+
+			init();
+			animate();
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
+				camera.position.set( - 1.8, 0.9, 2.7 );
+
+				controls = new OrbitControls( camera );
+				controls.target.set( 0, - 0.2, - 0.2 );
+				controls.update();
+
+				scene = new Scene();
+
+				var urls = [ 'posx.jpg', 'negx.jpg', 'posy.jpg', 'negy.jpg', 'posz.jpg', 'negz.jpg' ];
+				var loader = new CubeTextureLoader().setPath( 'textures/cube/Bridge2/' );
+				loader.load( urls, function ( texture ) {
+
+					var pmremGenerator = new PMREMGenerator( texture );
+					pmremGenerator.update( renderer );
+
+					var pmremCubeUVPacker = new PMREMCubeUVPacker( pmremGenerator.cubeLods );
+					pmremCubeUVPacker.update( renderer );
+
+					var envMap = pmremCubeUVPacker.CubeUVRenderTarget.texture;
+
+					// model
+
+					var loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
+					loader.load( 'DamagedHelmet.gltf', function ( gltf ) {
+
+						gltf.scene.traverse( function ( child ) {
+
+							if ( child.isMesh ) {
+
+								child.material.envMap = envMap;
+
+							}
+
+						} );
+
+						scene.add( gltf.scene );
+
+					} );
+
+					pmremGenerator.dispose();
+					pmremCubeUVPacker.dispose();
+
+					scene.background = texture;
+
+				} );
+
+				renderer = new WebGLRenderer( { antialias: true } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.gammaOutput = true;
+				container.appendChild( renderer.domElement );
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+				// stats
+				stats = new Stats();
+				container.appendChild( stats.dom );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				renderer.render( scene, camera );
+
+				stats.update();
+
+			}
+
+		</script>
+
+	</body>
+</html>

+ 3 - 0
utils/modularize.js

@@ -24,6 +24,9 @@ var files = [
 	{ path: 'loaders/OBJLoader.js', ignoreList: [] },
 	{ path: 'loaders/OBJLoader.js', ignoreList: [] },
 	{ path: 'loaders/MTLLoader.js', ignoreList: [] },
 	{ path: 'loaders/MTLLoader.js', ignoreList: [] },
 
 
+	{ path: 'pmrem/PMREMCubeUVPacker.js', ignoreList: [] },
+	{ path: 'pmrem/PMREMGenerator.js', ignoreList: [] },
+
 	{ path: 'utils/BufferGeometryUtils.js', ignoreList: [] },
 	{ path: 'utils/BufferGeometryUtils.js', ignoreList: [] },
 	{ path: 'utils/GeometryUtils.js', ignoreList: [] },
 	{ path: 'utils/GeometryUtils.js', ignoreList: [] },
 	{ path: 'utils/MathUtils.js', ignoreList: [] },
 	{ path: 'utils/MathUtils.js', ignoreList: [] },