webgl_nodes_materials_standard.html 6.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - standard (nodes)</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl physically based material<br/>
  12. <a href="http://www.polycount.com/forum/showthread.php?t=130641" target="_blank" rel="noopener">Cerberus(FFVII Gun) model</a> by Andrew Maximov.
  13. </div>
  14. <!-- Import maps polyfill -->
  15. <!-- Remove this when import maps will be widely supported -->
  16. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  17. <script type="importmap">
  18. {
  19. "imports": {
  20. "three": "../build/three.module.js",
  21. "three/addons/": "./jsm/",
  22. "three/nodes": "./jsm/nodes/Nodes.js"
  23. }
  24. }
  25. </script>
  26. <script type="module">
  27. import * as THREE from 'three';
  28. import * as Nodes from 'three/nodes';
  29. import Stats from 'three/addons/libs/stats.module.js';
  30. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  31. import { TrackballControls } from 'three/addons/controls/TrackballControls.js';
  32. import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
  33. import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
  34. import { nodeFrame } from 'three/addons/renderers/webgl/nodes/WebGLNodes.js';
  35. let container, stats;
  36. let camera, scene, renderer, controls;
  37. init();
  38. animate();
  39. function init() {
  40. container = document.createElement( 'div' );
  41. document.body.appendChild( container );
  42. renderer = new THREE.WebGLRenderer( { antialias: true } );
  43. renderer.setPixelRatio( window.devicePixelRatio );
  44. renderer.setSize( window.innerWidth, window.innerHeight );
  45. container.appendChild( renderer.domElement );
  46. renderer.outputEncoding = THREE.sRGBEncoding;
  47. renderer.toneMapping = THREE.ReinhardToneMapping;
  48. renderer.toneMappingExposure = 3;
  49. //
  50. scene = new THREE.Scene();
  51. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 1000 );
  52. camera.position.z = 2;
  53. controls = new TrackballControls( camera, renderer.domElement );
  54. //
  55. scene.add( new THREE.HemisphereLight( 0x443333, 0x222233, 4 ) );
  56. //
  57. const material = new Nodes.MeshStandardNodeMaterial();
  58. new OBJLoader()
  59. .setPath( 'models/obj/cerberus/' )
  60. .load( 'Cerberus.obj', function ( group ) {
  61. const loaderManager = new THREE.LoadingManager();
  62. const loader = new THREE.TextureLoader( loaderManager )
  63. .setPath( 'models/obj/cerberus/' );
  64. const diffuseMap = loader.load( 'Cerberus_A.jpg' );
  65. diffuseMap.wrapS = THREE.RepeatWrapping;
  66. diffuseMap.encoding = THREE.sRGBEncoding;
  67. const rmMap = loader.load( 'Cerberus_RM.jpg' );
  68. rmMap.wrapS = THREE.RepeatWrapping;
  69. const normalMap = loader.load( 'Cerberus_N.jpg' );
  70. normalMap.wrapS = THREE.RepeatWrapping;
  71. const mpMapNode = new Nodes.TextureNode( rmMap );
  72. material.colorNode = new Nodes.OperatorNode( '*', new Nodes.TextureNode( diffuseMap ), new Nodes.UniformNode( material.color ) );
  73. // roughness is in G channel, metalness is in B channel
  74. material.roughnessNode = new Nodes.SplitNode( mpMapNode, 'g' );
  75. material.metalnessNode = new Nodes.SplitNode( mpMapNode, 'b' );
  76. material.normalNode = new Nodes.NormalMapNode( new Nodes.TextureNode( normalMap ) );
  77. group.traverse( function ( child ) {
  78. if ( child.isMesh ) {
  79. child.material = material;
  80. }
  81. } );
  82. group.position.x = - 0.45;
  83. group.rotation.y = - Math.PI / 2;
  84. //scene.add( group );
  85. // TODO: Serialization test
  86. loaderManager.onLoad = () => {
  87. const groupJSON = JSON.stringify( group.toJSON() );
  88. const objectLoader = new Nodes.NodeObjectLoader();
  89. objectLoader.parse( JSON.parse( groupJSON ), ( newGroup ) => {
  90. //scene.remove( group );
  91. newGroup.position.copy( group.position );
  92. newGroup.rotation.copy( group.rotation );
  93. scene.add( newGroup );
  94. console.log( 'Serialized!' );
  95. } );
  96. };
  97. } );
  98. const environments = {
  99. 'Venice Sunset': { filename: 'venice_sunset_1k.hdr' },
  100. 'Overpass': { filename: 'pedestrian_overpass_1k.hdr' }
  101. };
  102. function loadEnvironment( name ) {
  103. if ( environments[ name ].texture !== undefined ) {
  104. scene.background = environments[ name ].texture;
  105. scene.environment = environments[ name ].texture;
  106. return;
  107. }
  108. const filename = environments[ name ].filename;
  109. new RGBELoader()
  110. .setPath( 'textures/equirectangular/' )
  111. .load( filename, function ( hdrEquirect ) {
  112. const hdrCubeRenderTarget = pmremGenerator.fromEquirectangular( hdrEquirect );
  113. hdrEquirect.dispose();
  114. scene.background = hdrCubeRenderTarget.texture;
  115. scene.environment = hdrCubeRenderTarget.texture;
  116. environments[ name ].texture = hdrCubeRenderTarget.texture;
  117. } );
  118. }
  119. const params = {
  120. environment: Object.keys( environments )[ 0 ]
  121. };
  122. loadEnvironment( params.environment );
  123. const gui = new GUI();
  124. gui.add( params, 'environment', Object.keys( environments ) ).onChange( function ( value ) {
  125. loadEnvironment( value );
  126. } );
  127. gui.open();
  128. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  129. pmremGenerator.compileEquirectangularShader();
  130. //
  131. stats = new Stats();
  132. container.appendChild( stats.dom );
  133. window.addEventListener( 'resize', onWindowResize );
  134. }
  135. //
  136. function onWindowResize() {
  137. renderer.setSize( window.innerWidth, window.innerHeight );
  138. camera.aspect = window.innerWidth / window.innerHeight;
  139. camera.updateProjectionMatrix();
  140. }
  141. //
  142. function animate() {
  143. requestAnimationFrame( animate );
  144. nodeFrame.update();
  145. controls.update();
  146. renderer.render( scene, camera );
  147. stats.update();
  148. }
  149. </script>
  150. </body>
  151. </html>