webgl_materials_cars.html 9.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - car</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #000;
  11. color: #000;
  12. margin: 0px;
  13. overflow: hidden;
  14. }
  15. #info {
  16. position: absolute;
  17. top: 10px;
  18. width: 100%;
  19. text-align: center;
  20. z-index: 100;
  21. }
  22. #info a {
  23. color: blue;
  24. font-weight: bold;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> car materials demo :
  31. Ferrari 458 Italia model by <a href="https://sketchfab.com/models/57bf6cc56931426e87494f554df1dab6" target="_blank" rel="noopener">vicent091036</a>
  32. <br><br>
  33. <span>Body: <select id="body-mat"></select></span>
  34. <span>Rims / Trim: <select id="rim-mat"></select></span>
  35. <span>Glass: <select id="glass-mat"></select></span>
  36. <br><br>
  37. <span>Follow camera: <input type="checkbox" id="camera-toggle"></span>
  38. </div>
  39. <div id="container"></div>
  40. <script src="../build/three.js"></script>
  41. <script src="js/loaders/DRACOLoader.js"></script>
  42. <script src="js/loaders/GLTFLoader.js"></script>
  43. <script src="js/Car.js"></script>
  44. <script src="js/WebGL.js"></script>
  45. <script src="js/libs/stats.min.js"></script>
  46. <script>
  47. if ( WEBGL.isWebGLAvailable() === false ) {
  48. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  49. }
  50. var camera, scene, renderer, stats, carModel, materialsLib, envMap;
  51. var bodyMatSelect = document.getElementById( 'body-mat' );
  52. var rimMatSelect = document.getElementById( 'rim-mat' );
  53. var glassMatSelect = document.getElementById( 'glass-mat' );
  54. var followCamera = document.getElementById( 'camera-toggle' );
  55. followCamera.addEventListener( 'change', onFollowCameraToggle );
  56. var lightHolder = new THREE.Group();
  57. var clock = new THREE.Clock();
  58. var car = new THREE.Car();
  59. car.turningRadius = 75;
  60. var carParts = {
  61. body: [],
  62. rims:[],
  63. glass: [],
  64. };
  65. var damping = 5.0;
  66. var distance = 5;
  67. var cameraTarget = new THREE.Vector3();
  68. var origin = new THREE.Vector3();
  69. function init() {
  70. var container = document.getElementById( 'container' );
  71. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 200 );
  72. camera.position.set( 3.25, 2.0, -5 );
  73. scene = new THREE.Scene();
  74. scene.fog = new THREE.Fog( 0xd7cbb1, 1, 80 );
  75. envMap = new THREE.CubeTextureLoader()
  76. .setPath( 'textures/cube/skyboxsun25deg/')
  77. .load( [ 'px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg' ] );
  78. scene.background = envMap;
  79. var ground = new THREE.Mesh(
  80. new THREE.PlaneBufferGeometry( 2400, 2400 ),
  81. new THREE.ShadowMaterial( { color: 0x000000, opacity: 0.15, depthWrite: false }
  82. ) );
  83. ground.rotation.x = - Math.PI / 2;
  84. ground.receiveShadow = true;
  85. ground.renderOrder = 1;
  86. scene.add( ground );
  87. var grid = new THREE.GridHelper( 400, 40, 0x000000, 0x000000 );
  88. grid.material.opacity = 0.2;
  89. grid.material.depthWrite = false;
  90. grid.material.transparent = true;
  91. scene.add( grid );
  92. var hemiLight = new THREE.HemisphereLight( 0x7c849b, 0xd7cbb1, 0.1 );
  93. hemiLight.position.set( 0, 1, 0 );
  94. scene.add( hemiLight );
  95. var shadowLight = new THREE.DirectionalLight( 0xffffee, 0.1 );
  96. shadowLight.position.set( -1.5, 1.25, -1.5 );
  97. shadowLight.castShadow = true;
  98. shadowLight.shadow.width = 512;
  99. shadowLight.shadow.height = 512;
  100. shadowLight.shadow.camera.top = 2;
  101. shadowLight.shadow.camera.bottom = -2;
  102. shadowLight.shadow.camera.left = -2.5;
  103. shadowLight.shadow.camera.right = 2.5;
  104. shadowLight.shadow.camera.far = 5.75;
  105. shadowLight.shadow.bias = -0.025;
  106. lightHolder.add( shadowLight, shadowLight.target );
  107. renderer = new THREE.WebGLRenderer( { antialias: true } );
  108. renderer.setPixelRatio( window.devicePixelRatio );
  109. renderer.gammaOutput = true;
  110. renderer.shadowMap.enabled = true;
  111. renderer.setSize( window.innerWidth, window.innerHeight );
  112. container.appendChild( renderer.domElement );
  113. stats = new Stats();
  114. container.appendChild( stats.dom );
  115. initCar();
  116. initMaterials();
  117. initMaterialSelectionMenus();
  118. window.addEventListener( 'resize', onWindowResize, false );
  119. renderer.setAnimationLoop( function() {
  120. update();
  121. renderer.render( scene, camera );
  122. } );
  123. }
  124. function initCar() {
  125. THREE.DRACOLoader.setDecoderPath( 'js/libs/draco/gltf/' );
  126. var loader = new THREE.GLTFLoader();
  127. loader.setDRACOLoader( new THREE.DRACOLoader() );
  128. loader.load( 'models/gltf/ferrari.glb', function( gltf ) {
  129. carModel = gltf.scene.children[ 0 ];
  130. // add lightHolder to car so that the shadow will track the car as it moves
  131. carModel.add( lightHolder );
  132. car.setModel( carModel );
  133. carModel.traverse( function ( child ) {
  134. if ( child.isMesh ) {
  135. child.castShadow = true;
  136. child.receiveShadow = true;
  137. child.material.envMap = envMap;
  138. }
  139. } );
  140. // shadow
  141. var texture = new THREE.TextureLoader().load( 'models/gltf/ferrari_ao.png' );
  142. var shadow = new THREE.Mesh(
  143. new THREE.PlaneBufferGeometry( 0.655 * 4, 1.3 * 4 ).rotateX( - Math.PI / 2 ),
  144. new THREE.MeshBasicMaterial( { map: texture, opacity: 0.8, transparent: true } )
  145. );
  146. shadow.renderOrder = 2;
  147. carModel.add( shadow );
  148. scene.add( carModel );
  149. // car parts for material selection
  150. carParts.body.push( carModel.getObjectByName( 'body' ) );
  151. carParts.rims.push(
  152. carModel.getObjectByName( 'rim_fl' ),
  153. carModel.getObjectByName( 'rim_fr' ),
  154. carModel.getObjectByName( 'rim_rr' ),
  155. carModel.getObjectByName( 'rim_rl' ),
  156. carModel.getObjectByName( 'trim' ),
  157. );
  158. carParts.glass.push(
  159. carModel.getObjectByName( 'glass' ),
  160. );
  161. updateMaterials();
  162. });
  163. }
  164. function initMaterials() {
  165. materialsLib = {
  166. main: [
  167. new THREE.MeshStandardMaterial( { color: 0xff4400, envMap: envMap, metalness: 0.9, roughness: 0.2, name: 'orange' } ),
  168. new THREE.MeshStandardMaterial( { color: 0x001166, envMap: envMap, metalness: 0.9, roughness: 0.2, name: 'blue' } ),
  169. new THREE.MeshStandardMaterial( { color: 0x990000, envMap: envMap, metalness: 0.9, roughness: 0.2, name: 'red' } ),
  170. new THREE.MeshStandardMaterial( { color: 0x000000, envMap: envMap, metalness: 0.9, roughness: 0.5, name: 'black' } ),
  171. new THREE.MeshStandardMaterial( { color: 0xffffff, envMap: envMap, metalness: 0.9, roughness: 0.5, name: 'white' } ),
  172. new THREE.MeshStandardMaterial( { color: 0x555555, envMap: envMap, envMapIntensity: 2.0, metalness: 1.0, roughness: 0.2, name: 'metallic' } ),
  173. ],
  174. glass: [
  175. new THREE.MeshStandardMaterial( { color: 0xffffff, envMap: envMap, metalness: 0.9, roughness: 0.1, opacity: 0.15, transparent: true, premultipliedAlpha: true, name: 'clear' } ),
  176. new THREE.MeshStandardMaterial( { color: 0x000000, envMap: envMap, metalness: 0.9, roughness: 0.1, opacity: 0.15, transparent: true, premultipliedAlpha: true, name: 'smoked' } ),
  177. new THREE.MeshStandardMaterial( { color: 0x001133, envMap: envMap, metalness: 0.9, roughness: 0.1, opacity: 0.15, transparent: true, premultipliedAlpha: true, name: 'blue' } ),
  178. ],
  179. }
  180. }
  181. function initMaterialSelectionMenus() {
  182. function addOption( name, menu ) {
  183. var option = document.createElement( 'option' );
  184. option.text = name;
  185. option.value = name;
  186. menu.add( option );
  187. }
  188. materialsLib.main.forEach( function( material ) {
  189. addOption( material.name, bodyMatSelect );
  190. addOption( material.name, rimMatSelect );
  191. } );
  192. materialsLib.glass.forEach( function( material ) {
  193. addOption( material.name, glassMatSelect );
  194. } );
  195. bodyMatSelect.selectedIndex = 2;
  196. rimMatSelect.selectedIndex = 4;
  197. glassMatSelect.selectedIndex = 0;
  198. bodyMatSelect.addEventListener( 'change', updateMaterials );
  199. rimMatSelect.addEventListener( 'change', updateMaterials );
  200. glassMatSelect.addEventListener( 'change', updateMaterials );
  201. }
  202. // set materials to the current values of the selection menus
  203. function updateMaterials() {
  204. var bodyMat = materialsLib.main[ bodyMatSelect.selectedIndex ];
  205. var rimMat = materialsLib.main[ rimMatSelect.selectedIndex ];
  206. var glassMat = materialsLib.glass[ glassMatSelect.selectedIndex ];
  207. carParts.body.forEach( function ( part ) { part.material = bodyMat; } );
  208. carParts.rims.forEach( function ( part ) { part.material = rimMat; } );
  209. carParts.glass.forEach( function ( part ) { part.material = glassMat; } );
  210. }
  211. function onWindowResize() {
  212. camera.aspect = window.innerWidth / window.innerHeight;
  213. camera.updateProjectionMatrix();
  214. renderer.setSize( window.innerWidth, window.innerHeight );
  215. }
  216. function onFollowCameraToggle() {
  217. carModel.position.copy( origin );
  218. }
  219. function update() {
  220. var delta = clock.getDelta();
  221. if ( carModel ) {
  222. car.update( delta / 3 );
  223. resetPosition();
  224. // keep the light (and shadow) pointing in the same direction as the car rotates
  225. lightHolder.rotation.y = -carModel.rotation.y;
  226. if ( followCamera.checked ) {
  227. carModel.getWorldPosition( cameraTarget );
  228. cameraTarget.y = 2.5;
  229. cameraTarget.z += distance;
  230. camera.position.lerp( cameraTarget, delta * damping );
  231. }
  232. camera.lookAt( carModel.position );
  233. }
  234. stats.update();
  235. }
  236. function resetPosition() {
  237. if ( carModel.position.distanceTo( origin ) > 200 ) {
  238. carModel.position.copy( origin );
  239. car.speed = 0;
  240. }
  241. }
  242. init();
  243. </script>
  244. </body>
  245. </html>