webgl_materials_physical_clearcoat.html 6.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - clearcoat</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 - materials - clearcoat
  12. </div>
  13. <!-- Import maps polyfill -->
  14. <!-- Remove this when import maps will be widely supported -->
  15. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import Stats from 'three/addons/libs/stats.module.js';
  27. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  28. import { HDRCubeTextureLoader } from 'three/addons/loaders/HDRCubeTextureLoader.js';
  29. import { FlakesTexture } from 'three/addons/textures/FlakesTexture.js';
  30. let container, stats;
  31. let camera, scene, renderer;
  32. let particleLight;
  33. let group;
  34. init();
  35. animate();
  36. function init() {
  37. container = document.createElement( 'div' );
  38. document.body.appendChild( container );
  39. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  40. camera.position.z = 1000;
  41. scene = new THREE.Scene();
  42. group = new THREE.Group();
  43. scene.add( group );
  44. new HDRCubeTextureLoader()
  45. .setPath( 'textures/cube/pisaHDR/' )
  46. .load( [ 'px.hdr', 'nx.hdr', 'py.hdr', 'ny.hdr', 'pz.hdr', 'nz.hdr' ],
  47. function ( texture ) {
  48. const geometry = new THREE.SphereGeometry( 80, 64, 32 );
  49. const textureLoader = new THREE.TextureLoader();
  50. const diffuse = textureLoader.load( 'textures/carbon/Carbon.png' );
  51. diffuse.encoding = THREE.sRGBEncoding;
  52. diffuse.wrapS = THREE.RepeatWrapping;
  53. diffuse.wrapT = THREE.RepeatWrapping;
  54. diffuse.repeat.x = 10;
  55. diffuse.repeat.y = 10;
  56. const normalMap = textureLoader.load( 'textures/carbon/Carbon_Normal.png' );
  57. normalMap.wrapS = THREE.RepeatWrapping;
  58. normalMap.wrapT = THREE.RepeatWrapping;
  59. const normalMap2 = textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' );
  60. const normalMap3 = new THREE.CanvasTexture( new FlakesTexture() );
  61. normalMap3.wrapS = THREE.RepeatWrapping;
  62. normalMap3.wrapT = THREE.RepeatWrapping;
  63. normalMap3.repeat.x = 10;
  64. normalMap3.repeat.y = 6;
  65. normalMap3.anisotropy = 16;
  66. const normalMap4 = textureLoader.load( 'textures/golfball.jpg' );
  67. const clearcoatNormalMap = textureLoader.load( 'textures/pbr/Scratched_gold/Scratched_gold_01_1K_Normal.png' );
  68. // car paint
  69. let material = new THREE.MeshPhysicalMaterial( {
  70. clearcoat: 1.0,
  71. clearcoatRoughness: 0.1,
  72. metalness: 0.9,
  73. roughness: 0.5,
  74. color: 0x0000ff,
  75. normalMap: normalMap3,
  76. normalScale: new THREE.Vector2( 0.15, 0.15 )
  77. } );
  78. let mesh = new THREE.Mesh( geometry, material );
  79. mesh.position.x = - 100;
  80. mesh.position.y = 100;
  81. group.add( mesh );
  82. // fibers
  83. material = new THREE.MeshPhysicalMaterial( {
  84. roughness: 0.5,
  85. clearcoat: 1.0,
  86. clearcoatRoughness: 0.1,
  87. map: diffuse,
  88. normalMap: normalMap
  89. } );
  90. mesh = new THREE.Mesh( geometry, material );
  91. mesh.position.x = 100;
  92. mesh.position.y = 100;
  93. group.add( mesh );
  94. // golf
  95. material = new THREE.MeshPhysicalMaterial( {
  96. metalness: 0.0,
  97. roughness: 0.1,
  98. clearcoat: 1.0,
  99. normalMap: normalMap4,
  100. clearcoatNormalMap: clearcoatNormalMap,
  101. // y scale is negated to compensate for normal map handedness.
  102. clearcoatNormalScale: new THREE.Vector2( 2.0, - 2.0 )
  103. } );
  104. mesh = new THREE.Mesh( geometry, material );
  105. mesh.position.x = - 100;
  106. mesh.position.y = - 100;
  107. group.add( mesh );
  108. // clearcoat + normalmap
  109. material = new THREE.MeshPhysicalMaterial( {
  110. clearcoat: 1.0,
  111. metalness: 1.0,
  112. color: 0xff0000,
  113. normalMap: normalMap2,
  114. normalScale: new THREE.Vector2( 0.15, 0.15 ),
  115. clearcoatNormalMap: clearcoatNormalMap,
  116. // y scale is negated to compensate for normal map handedness.
  117. clearcoatNormalScale: new THREE.Vector2( 2.0, - 2.0 )
  118. } );
  119. mesh = new THREE.Mesh( geometry, material );
  120. mesh.position.x = 100;
  121. mesh.position.y = - 100;
  122. group.add( mesh );
  123. //
  124. scene.background = texture;
  125. scene.environment = texture;
  126. }
  127. );
  128. // LIGHTS
  129. particleLight = new THREE.Mesh(
  130. new THREE.SphereGeometry( 4, 8, 8 ),
  131. new THREE.MeshBasicMaterial( { color: 0xffffff } )
  132. );
  133. scene.add( particleLight );
  134. particleLight.add( new THREE.PointLight( 0xffffff, 1 ) );
  135. renderer = new THREE.WebGLRenderer();
  136. renderer.setPixelRatio( window.devicePixelRatio );
  137. renderer.setSize( window.innerWidth, window.innerHeight );
  138. container.appendChild( renderer.domElement );
  139. //
  140. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  141. renderer.toneMappingExposure = 1.25;
  142. //
  143. renderer.outputEncoding = THREE.sRGBEncoding;
  144. //
  145. stats = new Stats();
  146. container.appendChild( stats.dom );
  147. // EVENTS
  148. new OrbitControls( camera, renderer.domElement );
  149. window.addEventListener( 'resize', onWindowResize );
  150. }
  151. //
  152. function onWindowResize() {
  153. const width = window.innerWidth;
  154. const height = window.innerHeight;
  155. camera.aspect = width / height;
  156. camera.updateProjectionMatrix();
  157. renderer.setSize( width, height );
  158. }
  159. //
  160. function animate() {
  161. requestAnimationFrame( animate );
  162. render();
  163. stats.update();
  164. }
  165. function render() {
  166. const timer = Date.now() * 0.00025;
  167. particleLight.position.x = Math.sin( timer * 7 ) * 300;
  168. particleLight.position.y = Math.cos( timer * 5 ) * 400;
  169. particleLight.position.z = Math.cos( timer * 3 ) * 300;
  170. for ( let i = 0; i < group.children.length; i ++ ) {
  171. const child = group.children[ i ];
  172. child.rotation.y += 0.005;
  173. }
  174. renderer.render( scene, camera );
  175. }
  176. </script>
  177. </body>
  178. </html>