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109 lines
2.5 KiB
HTML
109 lines
2.5 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - skinning</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - skinning
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { color, screenUV } from 'three/tsl';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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let camera, scene, renderer;
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let mixer, clock;
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
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camera.position.set( 1, 2, 3 );
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scene = new THREE.Scene();
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scene.backgroundNode = screenUV.y.mix( color( 0x66bbff ), color( 0x4466ff ) );
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camera.lookAt( 0, 1, 0 );
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clock = new THREE.Clock();
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//lights
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const light = new THREE.PointLight( 0xffffff, 1, 100 );
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light.power = 2500;
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camera.add( light );
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scene.add( camera );
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const ambient = new THREE.AmbientLight( 0x4466ff, 1 );
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scene.add( ambient );
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const loader = new GLTFLoader();
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loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
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const object = gltf.scene;
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mixer = new THREE.AnimationMixer( object );
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const action = mixer.clipAction( gltf.animations[ 0 ] );
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action.play();
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scene.add( object );
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} );
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//renderer
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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renderer.toneMapping = THREE.LinearToneMapping;
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renderer.toneMappingExposure = 0.4;
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document.body.appendChild( renderer.domElement );
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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const delta = clock.getDelta();
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if ( mixer ) mixer.update( delta );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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