You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
earthquake_3d_viewer_front/three/examples/webgl_materials_envmaps.html

186 lines
4.4 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - environment maps</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" target="_blank" rel="noopener">three.js</a> - webgl environment mapping example<br/>
Equirectangular Map by <a href="http://www.flickr.com/photos/jonragnarsson/2294472375/" target="_blank" rel="noopener">J&oacute;n Ragnarsson</a>.
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let controls, camera, scene, renderer;
let textureEquirec, textureCube;
let sphereMesh, sphereMaterial, params;
init();
function init() {
// CAMERAS
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 0, 0, 2.5 );
// SCENE
scene = new THREE.Scene();
// Textures
const loader = new THREE.CubeTextureLoader();
loader.setPath( 'textures/cube/Bridge2/' );
textureCube = loader.load( [ 'posx.jpg', 'negx.jpg', 'posy.jpg', 'negy.jpg', 'posz.jpg', 'negz.jpg' ] );
const textureLoader = new THREE.TextureLoader();
textureEquirec = textureLoader.load( 'textures/2294472375_24a3b8ef46_o.jpg' );
textureEquirec.mapping = THREE.EquirectangularReflectionMapping;
textureEquirec.colorSpace = THREE.SRGBColorSpace;
scene.background = textureCube;
//
const geometry = new THREE.IcosahedronGeometry( 1, 15 );
sphereMaterial = new THREE.MeshBasicMaterial( { envMap: textureCube } );
sphereMesh = new THREE.Mesh( geometry, sphereMaterial );
scene.add( sphereMesh );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
//
controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 1.5;
controls.maxDistance = 6;
//
params = {
Cube: function () {
scene.background = textureCube;
sphereMaterial.envMap = textureCube;
sphereMaterial.needsUpdate = true;
},
Equirectangular: function () {
scene.background = textureEquirec;
sphereMaterial.envMap = textureEquirec;
sphereMaterial.needsUpdate = true;
},
Refraction: false,
backgroundRotationX: false,
backgroundRotationY: false,
backgroundRotationZ: false,
syncMaterial: false
};
const gui = new GUI( { width: 300 } );
gui.add( params, 'Cube' );
gui.add( params, 'Equirectangular' );
gui.add( params, 'Refraction' ).onChange( function ( value ) {
if ( value ) {
textureEquirec.mapping = THREE.EquirectangularRefractionMapping;
textureCube.mapping = THREE.CubeRefractionMapping;
} else {
textureEquirec.mapping = THREE.EquirectangularReflectionMapping;
textureCube.mapping = THREE.CubeReflectionMapping;
}
sphereMaterial.needsUpdate = true;
} );
gui.add( params, 'backgroundRotationX' );
gui.add( params, 'backgroundRotationY' );
gui.add( params, 'backgroundRotationZ' );
gui.add( params, 'syncMaterial' );
gui.open();
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
if ( params.backgroundRotationX ) {
scene.backgroundRotation.x += 0.001;
}
if ( params.backgroundRotationY ) {
scene.backgroundRotation.y += 0.001;
}
if ( params.backgroundRotationZ ) {
scene.backgroundRotation.z += 0.001;
}
if ( params.syncMaterial ) {
sphereMesh.material.envMapRotation.copy( scene.backgroundRotation );
}
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>