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intro-example.html
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<
script
src
="
./importmap.js
"
>
</
script
>
<
style
>
html
,
body
{
height
:
100
%
;
margin
:
0
;
}
</
style
>
<
lume-scene
id
="
scene
"
webgl
environment
="
./examples/nasa-astrobee-robot/luna-station.jpg
"
background
="
./examples/nasa-astrobee-robot/luna-station.jpg
"
equirectangular-background
="
true
"
>
<
lume-ambient-light
color
="
white
"
intensity
="
0.3
"
>
</
lume-ambient-light
>
<
lume-camera-rig
align-point
="
0.5 0.5 0.5
"
max-distance
="
6000
"
distance
="
3000
"
>
<
lume-point-light
slot
="
camera-child
"
position
="
500 500 200
"
intensity
="
800
"
>
</
lume-point-light
>
</
lume-camera-rig
>
<
lume-element3d
align-point
="
0.5 0.5 0.5
"
>
<!-- Load a 3D model from an FBX file. We make it have a metallic look down below. -->
<
lume-fbx-model
id
="
mando
"
rotation
="
0 0 0
"
size
="
40 40 40
"
scale
="
10 10 10
"
src
="
./models/mando-helmet.fbx
"
center-geometry
>
</
lume-fbx-model
>
<!-- A sphere with a frosty surface. -->
<
lume-sphere
id
="
sphere
"
mount-point
="
0.5 0.5 0.5
"
position
="
-500
"
has
="
physical-material
"
receive-shadow
="
false
"
size
="
400 400 400
"
sidedness
="
double
"
opacity
="
1
"
color
="
white
"
clearcoat
="
1
"
transmission
="
1
"
metalness
="
0.0
"
roughness
="
0.55
"
>
<!-- An inner sphere to make the outer sphere seem to glow from inside, using a shader-material for a custom shader. -->
<
lume-sphere
id
="
innerSphere
"
align-point
="
0.5 0.5 0.5
"
mount-point
="
0.5 0.5 0.5
"
has
="
shader-material
"
receive-shadow
="
false
"
size
="
360 360 360
"
sidedness
="
double
"
uniforms
='
{
"iTime": { "value": 0 },
"iResolution": { "value": {"x": 1, "y": 1, "z": 1} }
}
'
>
</
lume-sphere
>
</
lume-sphere
>
<!-- A star shape, with a shader-material to make its shader be custom. -->
<
lume-shape
id
="
shape
"
size
="
300 300 300
"
position
="
500
"
align-point
="
0.5 0.5 0.5
"
mount-point
="
0.5 0.5 0.5
"
sidedness
="
double
"
receive-shadow
="
false
"
color
="
red
"
fitment
="
cover
"
bevel
bevel-thickness
="
1
"
has
="
shader-material
"
uniforms
='
{
"iTime": { "value": 0 },
"iResolution": { "value": {"x": 1, "y": 1, "z": 1} }
}
'
>
</
lume-shape
>
</
lume-element3d
>
</
lume-scene
>
<
script
type
="
module
"
>
import
{
html
,
createEffect
,
Motor
}
from
'lume'
import
{
MeshPhysicalMaterial
}
from
'three/src/materials/MeshPhysicalMaterial.js'
import
{
toCreasedNormals
}
from
'three/examples/jsm/utils/BufferGeometryUtils.js'
import
{
starPath
}
from
'./js/starPath.js'
shape
.
shape
=
starPath
const
vertexShader
=
/*glsl*/
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
const
fragmentShader
=
/*glsl*/
`
#include <common>
uniform vec3 iResolution;
uniform float iTime;
// The following is the default shader when you start a new shadertoy example.
// By iq: https://www.shadertoy.com/user/iq
// license: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// BEGIN SHADERTOY CODE {
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
// Time varying pixel color
vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
// Output to screen
fragColor = vec4(col,1.0);
//fragColor = vec4(1.0, 0.3, 0.1, 1.0);
}
// END SHADERTOY CODE }
varying vec2 vUv;
void main() {
mainImage(gl_FragColor, vUv / 2.0 * gl_FragCoord.xy);
}
`
// Apply a custom shader to the inner glowing sphere, and the star shape.
innerSphere
.
vertexShader
=
vertexShader
innerSphere
.
fragmentShader
=
fragmentShader
shape
.
vertexShader
=
vertexShader
shape
.
fragmentShader
=
fragmentShader
animateShader
(
innerSphere
)
animateShader
(
shape
,
2000
)
// Animates
async
function
animateShader
(
targetBox
,
timeOffset
=
0
)
{
createEffect
(
(
)
=>
{
const
mat
=
targetBox
.
behaviors
.
get
(
'shader-material'
)
if
(
!
mat
?.
meshComponent
)
return
mat
.
uniforms
.
iResolution
.
value
.
x
=
targetBox
.
calculatedSize
.
x
*
10
mat
.
uniforms
.
iResolution
.
value
.
y
=
targetBox
.
calculatedSize
.
y
*
10
targetBox
.
needsUpdate
(
)
}
)
Motor
.
addRenderTask
(
t
=>
{
const
mat
=
targetBox
.
behaviors
.
get
(
'shader-material'
)
if
(
!
mat
?.
meshComponent
)
return
mat
.
uniforms
.
iTime
.
value
=
(
t
+
timeOffset
)
*
0.001
targetBox
.
needsUpdate
(
)
}
)
}
tiltOnPointerMove
(
scene
,
sphere
)
tiltOnPointerMove
(
scene
,
mando
)
tiltOnPointerMove
(
scene
,
shape
)
function
tiltOnPointerMove
(
pointerContext
,
rotationTarget
,
rotationAmount
=
15
)
{
let
pointers
=
new
Set
(
)
pointerContext
.
addEventListener
(
'pointerdown'
,
event
=>
pointers
.
add
(
event
.
pointerId
)
)
pointerContext
.
addEventListener
(
'pointerup'
,
event
=>
pointers
.
delete
(
event
.
pointerId
)
)
// Slightly rotate the given element based on pointer movement.
pointerContext
.
addEventListener
(
'pointermove'
,
event
=>
{
if
(
pointers
.
size
)
return
rotationTarget
.
rotation
.
y
=
(
event
.
clientX
/
pointerContext
.
offsetWidth
)
*
(
rotationAmount
*
2
)
-
rotationAmount
rotationTarget
.
rotation
.
x
=
-
(
(
event
.
clientY
/
pointerContext
.
offsetHeight
)
*
(
rotationAmount
*
2
)
-
rotationAmount
)
}
)
}
// Wait for the model to be loaded so we can style metal parts of the
// helmet with a metallic material, and the visor with a black
// plastic-like material.
mando
.
on
(
'MODEL_LOAD'
,
(
)
=>
{
// Once loaded, let's traverse the tree to visit all the mesh parts.
mando
.
three
.
traverse
(
obj
=>
{
// Skip non-mesh nodes.
if
(
obj
.
isMesh
)
{
// Make the parts of the helmet look metallic or plastic.
if
(
obj
.
material
.
name
.
startsWith
(
'Chrome'
)
||
obj
.
material
.
name
.
startsWith
(
'Steel'
)
)
{
// metal
obj
.
material
=
new
MeshPhysicalMaterial
(
{
color
:
'white'
,
metalness
:
1
,
roughness
:
0.15
}
)
}
else
{
// black plastic visor
obj
.
material
=
new
MeshPhysicalMaterial
(
{
color
:
'#111111'
,
metalness
:
0.2
,
roughness
:
0.2
,
clearcoat
:
1
,
}
)
obj
.
geometry
=
toCreasedNormals
(
obj
.
geometry
,
360
)
// smooth out the visor normals (the imported model had strange normals)
}
}
}
)
}
)
</
script
>
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