webgl_materials_cars.html 9.6 KB

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  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/Detector.js"></script>
  45. <script src="js/libs/stats.min.js"></script>
  46. <script>
  47. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  48. var camera, scene, renderer, stats, carModel, materialsLib, envMap;
  49. var bodyMatSelect = document.getElementById( 'body-mat' );
  50. var rimMatSelect = document.getElementById( 'rim-mat' );
  51. var glassMatSelect = document.getElementById( 'glass-mat' );
  52. var followCamera = document.getElementById( 'camera-toggle' );
  53. followCamera.addEventListener( 'change', onFollowCameraToggle );
  54. var lightHolder = new THREE.Group();
  55. var clock = new THREE.Clock();
  56. var car = new THREE.Car();
  57. car.turningRadius = 75;
  58. var carParts = {
  59. body: [],
  60. rims:[],
  61. glass: [],
  62. };
  63. var damping = 5.0;
  64. var distance = 5;
  65. var cameraTarget = new THREE.Vector3();
  66. var origin = new THREE.Vector3();
  67. function init() {
  68. var container = document.getElementById( 'container' );
  69. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 200 );
  70. camera.position.set( 3.25, 2.0, -5 );
  71. scene = new THREE.Scene();
  72. scene.fog = new THREE.Fog( 0xd7cbb1, 1, 80 );
  73. envMap = new THREE.CubeTextureLoader()
  74. .setPath( 'textures/cube/skyboxsun25deg/')
  75. .load( [ 'px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg' ] );
  76. scene.background = envMap;
  77. var ground = new THREE.Mesh(
  78. new THREE.PlaneBufferGeometry( 2400, 2400 ),
  79. new THREE.ShadowMaterial( { color: 0x000000, opacity: 0.15, depthWrite: false }
  80. ) );
  81. ground.rotation.x = - Math.PI / 2;
  82. ground.receiveShadow = true;
  83. ground.renderOrder = 1;
  84. scene.add( ground );
  85. var grid = new THREE.GridHelper( 400, 40, 0x000000, 0x000000 );
  86. grid.material.opacity = 0.2;
  87. grid.material.depthWrite = false;
  88. grid.material.transparent = true;
  89. scene.add( grid );
  90. var hemiLight = new THREE.HemisphereLight( 0x7c849b, 0xd7cbb1, 0.1 );
  91. hemiLight.position.set( 0, 1, 0 );
  92. scene.add( hemiLight );
  93. shadowLight = new THREE.DirectionalLight( 0xffffee, 0.1 );
  94. shadowLight.position.set( -1.5, 1.25, -1.5 );
  95. shadowLight.castShadow = true;
  96. shadowLight.shadow.width = 512;
  97. shadowLight.shadow.height = 512;
  98. shadowLight.shadow.camera.top = 2;
  99. shadowLight.shadow.camera.bottom = -2;
  100. shadowLight.shadow.camera.left = -2.5;
  101. shadowLight.shadow.camera.right = 2.5;
  102. shadowLight.shadow.camera.far = 5.5;
  103. shadowLight.shadow.bias = -0.025;
  104. lightHolder.add( shadowLight, shadowLight.target );
  105. renderer = new THREE.WebGLRenderer( { antialias: true } );
  106. renderer.setPixelRatio( window.devicePixelRatio );
  107. renderer.gammaOutput = true;
  108. renderer.shadowMap.enabled = true;
  109. renderer.setSize( window.innerWidth, window.innerHeight );
  110. container.appendChild( renderer.domElement );
  111. stats = new Stats();
  112. container.appendChild( stats.dom );
  113. initCar();
  114. initMaterials();
  115. initMaterialSelectionMenus();
  116. window.addEventListener( 'resize', onWindowResize, false );
  117. renderer.setAnimationLoop( function() {
  118. update();
  119. renderer.render( scene, camera );
  120. } );
  121. }
  122. function initCar() {
  123. THREE.DRACOLoader.setDecoderPath( 'js/libs/draco/gltf/' );
  124. var loader = new THREE.GLTFLoader();
  125. loader.setDRACOLoader( new THREE.DRACOLoader() );
  126. loader.load( 'models/gltf/ferrari.glb', function( gltf ) {
  127. carModel = gltf.scene.children[ 0 ];
  128. // add lightHolder to car so that the shadow will track the car as it moves
  129. carModel.add( lightHolder );
  130. car.setModel( carModel );
  131. carModel.traverse( function ( child ) {
  132. if ( child.isMesh ) {
  133. child.castShadow = true;
  134. child.receiveShadow = true;
  135. child.material.envMap = envMap;
  136. }
  137. } );
  138. // shadow
  139. var texture = new THREE.TextureLoader().load( 'models/gltf/ferrari_ao.png' );
  140. var shadow = new THREE.Mesh(
  141. new THREE.PlaneBufferGeometry( 0.655 * 4, 1.3 * 4 ).rotateX( - Math.PI / 2 ),
  142. new THREE.MeshBasicMaterial( { map: texture, opacity: 0.8, transparent: true } )
  143. );
  144. shadow.renderOrder = 2;
  145. carModel.add( shadow );
  146. scene.add( carModel );
  147. // car parts for material selection
  148. carParts.body.push( carModel.getObjectByName( 'body' ) );
  149. carParts.rims.push(
  150. carModel.getObjectByName( 'rim_fl' ),
  151. carModel.getObjectByName( 'rim_fr' ),
  152. carModel.getObjectByName( 'rim_rr' ),
  153. carModel.getObjectByName( 'rim_rl' ),
  154. carModel.getObjectByName( 'trim' ),
  155. );
  156. carParts.glass.push(
  157. carModel.getObjectByName( 'glass' ),
  158. );
  159. updateMaterials();
  160. });
  161. }
  162. function initMaterials() {
  163. materialsLib = {
  164. main: [
  165. new THREE.MeshStandardMaterial( { color: 0xff4400, envMap: envMap, metalness: 0.9, roughness: 0.2, name: 'orange' } ),
  166. new THREE.MeshStandardMaterial( { color: 0x001166, envMap: envMap, metalness: 0.9, roughness: 0.2, name: 'blue' } ),
  167. new THREE.MeshStandardMaterial( { color: 0x990000, envMap: envMap, metalness: 0.9, roughness: 0.2, name: 'red' } ),
  168. new THREE.MeshStandardMaterial( { color: 0x000000, envMap: envMap, metalness: 0.9, roughness: 0.5, name: 'black' } ),
  169. new THREE.MeshStandardMaterial( { color: 0xffffff, envMap: envMap, metalness: 0.9, roughness: 0.5, name: 'white' } ),
  170. new THREE.MeshStandardMaterial( { color: 0x555555, envMap: envMap, envMapIntensity: 2.0, metalness: 1.0, roughness: 0.2, name: 'metallic' } ),
  171. ],
  172. glass: [
  173. new THREE.MeshStandardMaterial( { color: 0xffffff, envMap: envMap, metalness: 0.9, roughness: 0.1, opacity: 0.15, transparent: true, premultipliedAlpha: true, name: 'clear' } ),
  174. new THREE.MeshStandardMaterial( { color: 0x000000, envMap: envMap, metalness: 0.9, roughness: 0.1, opacity: 0.15, transparent: true, premultipliedAlpha: true, name: 'smoked' } ),
  175. new THREE.MeshStandardMaterial( { color: 0x001133, envMap: envMap, metalness: 0.9, roughness: 0.1, opacity: 0.15, transparent: true, premultipliedAlpha: true, name: 'blue' } ),
  176. ],
  177. }
  178. }
  179. function initMaterialSelectionMenus() {
  180. function addOption( name, menu ) {
  181. var option = document.createElement( 'option' );
  182. option.text = name;
  183. option.value = name;
  184. menu.add( option );
  185. }
  186. materialsLib.main.forEach( function( material ) {
  187. addOption( material.name, bodyMatSelect );
  188. addOption( material.name, rimMatSelect );
  189. } );
  190. materialsLib.glass.forEach( function( material ) {
  191. addOption( material.name, glassMatSelect );
  192. } );
  193. bodyMatSelect.selectedIndex = 2;
  194. rimMatSelect.selectedIndex = 4;
  195. glassMatSelect.selectedIndex = 0;
  196. bodyMatSelect.addEventListener( 'change', updateMaterials );
  197. rimMatSelect.addEventListener( 'change', updateMaterials );
  198. glassMatSelect.addEventListener( 'change', updateMaterials );
  199. }
  200. // set materials to the current values of the selection menus
  201. function updateMaterials() {
  202. var bodyMat = materialsLib.main[ bodyMatSelect.selectedIndex ];
  203. var rimMat = materialsLib.main[ rimMatSelect.selectedIndex ];
  204. var glassMat = materialsLib.glass[ glassMatSelect.selectedIndex ];
  205. carParts.body.forEach( function ( part ) { part.material = bodyMat; } );
  206. carParts.rims.forEach( function ( part ) { part.material = rimMat; } );
  207. carParts.glass.forEach( function ( part ) { part.material = glassMat; } );
  208. }
  209. function onWindowResize() {
  210. camera.aspect = window.innerWidth / window.innerHeight;
  211. camera.updateProjectionMatrix();
  212. renderer.setSize( window.innerWidth, window.innerHeight );
  213. }
  214. function onFollowCameraToggle() {
  215. carModel.position.copy( origin );
  216. }
  217. function update() {
  218. var delta = clock.getDelta();
  219. if ( carModel ) {
  220. car.update( delta / 3 );
  221. resetPosition();
  222. // keep the light (and shadow) pointing in the same direction as the car rotates
  223. lightHolder.rotation.y = -carModel.rotation.y;
  224. if ( followCamera.checked ) {
  225. carModel.getWorldPosition( cameraTarget );
  226. cameraTarget.y = 2.5;
  227. cameraTarget.z += distance;
  228. camera.position.lerp( cameraTarget, delta * damping );
  229. }
  230. camera.lookAt( carModel.position );
  231. }
  232. stats.update();
  233. }
  234. function resetPosition() {
  235. if ( carModel.position.distanceTo( origin ) > 200 ) {
  236. carModel.position.copy( origin );
  237. car.speed = 0;
  238. }
  239. }
  240. init();
  241. </script>
  242. </body>
  243. </html>