Docker
- Update three in static file
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - tone mapping</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> - Tone Mapping<br />
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Battle Damaged Sci-fi Helmet by
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<a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br />
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<a href="https://hdrihaven.com/hdri/?h=venice_sunset" target="_blank" rel="noopener">Venice Sunset</a> from <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a>
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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.module.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 '/static/three/build/three.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
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let mesh, renderer, scene, camera, controls;
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let gui, guiExposure = null;
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const params = {
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exposure: 1.0,
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toneMapping: 'AgX',
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blurriness: 0.3,
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intensity: 1.0,
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};
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const toneMappingOptions = {
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None: THREE.NoToneMapping,
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Linear: THREE.LinearToneMapping,
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Reinhard: THREE.ReinhardToneMapping,
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Cineon: THREE.CineonToneMapping,
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ACESFilmic: THREE.ACESFilmicToneMapping,
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AgX: THREE.AgXToneMapping,
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Neutral: THREE.NeutralToneMapping,
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Custom: THREE.CustomToneMapping
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};
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init().catch( function ( err ) {
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console.error( err );
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} );
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async function init() {
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
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renderer.toneMappingExposure = params.exposure;
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// Set CustomToneMapping to Uncharted2
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// source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
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THREE.ShaderChunk.tonemapping_pars_fragment = THREE.ShaderChunk.tonemapping_pars_fragment.replace(
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'vec3 CustomToneMapping( vec3 color ) { return color; }',
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`#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )
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float toneMappingWhitePoint = 1.0;
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vec3 CustomToneMapping( vec3 color ) {
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color *= toneMappingExposure;
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return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
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}`
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);
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scene = new THREE.Scene();
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scene.backgroundBlurriness = params.blurriness;
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
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camera.position.set( - 1.8, 0.6, 2.7 );
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controls = new OrbitControls( camera, renderer.domElement );
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controls.addEventListener( 'change', render ); // use if there is no animation loop
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controls.enableZoom = false;
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controls.enablePan = false;
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controls.target.set( 0, 0, - 0.2 );
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controls.update();
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const rgbeLoader = new RGBELoader()
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.setPath( 'textures/equirectangular/' );
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const gltfLoader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
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const [ texture, gltf ] = await Promise.all( [
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rgbeLoader.loadAsync( 'venice_sunset_1k.hdr' ),
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gltfLoader.loadAsync( 'DamagedHelmet.gltf' ),
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] );
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// environment
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texture.mapping = THREE.EquirectangularReflectionMapping;
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scene.background = texture;
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scene.environment = texture;
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// model
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mesh = gltf.scene.getObjectByName( 'node_damagedHelmet_-6514' );
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scene.add( mesh );
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render();
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window.addEventListener( 'resize', onWindowResize );
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gui = new GUI();
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const toneMappingFolder = gui.addFolder( 'tone mapping' );
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toneMappingFolder.add( params, 'toneMapping', Object.keys( toneMappingOptions ) )
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.onChange( function () {
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updateGUI( toneMappingFolder );
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renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
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render();
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} );
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const backgroundFolder = gui.addFolder( 'background' );
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backgroundFolder.add( params, 'blurriness', 0, 1 )
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.onChange( function ( value ) {
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scene.backgroundBlurriness = value;
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render();
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} );
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backgroundFolder.add( params, 'intensity', 0, 1 )
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.onChange( function ( value ) {
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scene.backgroundIntensity = value;
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render();
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} );
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updateGUI( toneMappingFolder );
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gui.open();
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}
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function updateGUI( folder ) {
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if ( guiExposure !== null ) {
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guiExposure.destroy();
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guiExposure = null;
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}
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if ( params.toneMapping !== 'None' ) {
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guiExposure = folder.add( params, 'exposure', 0, 2 )
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.onChange( function () {
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renderer.toneMappingExposure = params.exposure;
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render();
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} );
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}
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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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render();
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}
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function render() {
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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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