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webgl_materials_cubemap_refraction.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - cube refraction [Lucy]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org">Three.js</a> cube map refraction demo<br/>
Lucy model from <a href="http://graphics.stanford.edu/data/3Dscanrep/">Stanford 3d scanning repository<br/>
Texture by <a href="http://www.humus.name/index.php?page=Textures" target="_blank" rel="noopener">Humus</a>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { PLYLoader } from 'three/addons/loaders/PLYLoader.js';
let container, stats;
let camera, scene, renderer;
let pointLight;
let mouseX = 0, mouseY = 0;
let windowHalfX = window.innerWidth / 2;
let windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 100000 );
camera.position.z = - 4000;
//
const r = 'textures/cube/Park3Med/';
const urls = [
r + 'px.jpg', r + 'nx.jpg',
r + 'py.jpg', r + 'ny.jpg',
r + 'pz.jpg', r + 'nz.jpg'
];
const textureCube = new THREE.CubeTextureLoader().load( urls );
textureCube.mapping = THREE.CubeRefractionMapping;
scene = new THREE.Scene();
scene.background = textureCube;
// LIGHTS
const ambient = new THREE.AmbientLight( 0xffffff );
scene.add( ambient );
pointLight = new THREE.PointLight( 0xffffff, 2 );
scene.add( pointLight );
// light representation
const sphere = new THREE.SphereGeometry( 100, 16, 8 );
const mesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
mesh.scale.set( 0.05, 0.05, 0.05 );
pointLight.add( mesh );
// material samples
const cubeMaterial3 = new THREE.MeshPhongMaterial( { color: 0xccddff, envMap: textureCube, refractionRatio: 0.98, reflectivity: 0.9 } );
const cubeMaterial2 = new THREE.MeshPhongMaterial( { color: 0xccfffd, envMap: textureCube, refractionRatio: 0.985 } );
const cubeMaterial1 = new THREE.MeshPhongMaterial( { color: 0xffffff, envMap: textureCube, refractionRatio: 0.98 } );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
const loader = new PLYLoader();
loader.load( 'models/ply/binary/Lucy100k.ply', function ( geometry ) {
createScene( geometry, cubeMaterial1, cubeMaterial2, cubeMaterial3 );
} );
document.addEventListener( 'mousemove', onDocumentMouseMove );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function createScene( geometry, m1, m2, m3 ) {
geometry.computeVertexNormals();
const s = 1.5;
let mesh = new THREE.Mesh( geometry, m1 );
mesh.scale.x = mesh.scale.y = mesh.scale.z = s;
scene.add( mesh );
mesh = new THREE.Mesh( geometry, m2 );
mesh.position.x = - 1500;
mesh.scale.x = mesh.scale.y = mesh.scale.z = s;
scene.add( mesh );
mesh = new THREE.Mesh( geometry, m3 );
mesh.position.x = 1500;
mesh.scale.x = mesh.scale.y = mesh.scale.z = s;
scene.add( mesh );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 4;
mouseY = ( event.clientY - windowHalfY ) * 4;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const timer = - 0.0002 * Date.now();
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
pointLight.position.x = 1500 * Math.cos( timer );
pointLight.position.z = 1500 * Math.sin( timer );
renderer.render( scene, camera );
}
</script>
</body>
</html>