webgl_loader_gltf.html 3.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - GLTFloader</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> - GLTFLoader<br />
  12. Battle Damaged Sci-fi Helmet by
  13. <a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br />
  14. <a href="https://hdrihaven.com/hdri/?h=royal_esplanade" target="_blank" rel="noopener">Royal Esplanade</a> from <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a>
  15. </div>
  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 { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  27. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  28. import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
  29. let camera, scene, renderer;
  30. init();
  31. render();
  32. function init() {
  33. const container = document.createElement( 'div' );
  34. document.body.appendChild( container );
  35. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
  36. camera.position.set( - 1.8, 0.6, 2.7 );
  37. scene = new THREE.Scene();
  38. new RGBELoader()
  39. .setPath( 'textures/equirectangular/' )
  40. .load( 'royal_esplanade_1k.hdr', function ( texture ) {
  41. texture.mapping = THREE.EquirectangularReflectionMapping;
  42. scene.background = texture;
  43. scene.environment = texture;
  44. render();
  45. // model
  46. const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
  47. loader.load( 'DamagedHelmet.gltf', async function ( gltf ) {
  48. // Calling compileAsync returns a promise that resolves when gltf.scene can be added
  49. // to scene without unnecessary stalling on shader compilation. This helps the page
  50. // stay responsive during startup.
  51. await renderer.compileAsync( gltf.scene, camera );
  52. scene.add( gltf.scene );
  53. render();
  54. } );
  55. } );
  56. renderer = new THREE.WebGLRenderer( { antialias: true } );
  57. renderer.setPixelRatio( window.devicePixelRatio );
  58. renderer.setSize( window.innerWidth, window.innerHeight );
  59. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  60. renderer.toneMappingExposure = 1;
  61. container.appendChild( renderer.domElement );
  62. const controls = new OrbitControls( camera, renderer.domElement );
  63. controls.addEventListener( 'change', render ); // use if there is no animation loop
  64. controls.minDistance = 2;
  65. controls.maxDistance = 10;
  66. controls.target.set( 0, 0, - 0.2 );
  67. controls.update();
  68. window.addEventListener( 'resize', onWindowResize );
  69. }
  70. function onWindowResize() {
  71. camera.aspect = window.innerWidth / window.innerHeight;
  72. camera.updateProjectionMatrix();
  73. renderer.setSize( window.innerWidth, window.innerHeight );
  74. render();
  75. }
  76. //
  77. function render() {
  78. renderer.render( scene, camera );
  79. }
  80. </script>
  81. </body>
  82. </html>
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