sure
import * as THREE from './THREE/three.module.js';
import { GUI } from './THREE/dat.gui.module.js';
import { Water } from './THREE/Water.js';
import { Sky } from './THREE/Sky.js';
import { OrbitControls } from './THREE/OrbitControls.js';
import { RGBELoader } from './THREE/RGBELoader.js';
let container,camera, scene, renderer,controls, water, sun, mesh;
function skydomHDR(object) {
new RGBELoader().setDataType(THREE.UnsignedByteType).setPath('./img/env/').load('venice_sunset_2k.hdr', function (texture) {
texture.flipY = false;
//texture.anisotropy = 2;
//texture.minFilter = THREE.NearestFilter;
//texture.magFilter = THREE.NearestFilter;
//texture.encoding = THREE.RGBEEncoding
//texture.format = THREE.RGBFormat;
object.material.map = texture;
object.material.needsUpdate = true
});
}
function loadEnvironmentHDR(renderer, scene, hdr) {
var loaderhdr = new RGBELoader().setDataType(THREE.UnsignedByteType).setPath('./img/env/').load(hdr, function (texture) {
const pmremGenerator = new THREE.PMREMGenerator(renderer);
var envMap_hdr = pmremGenerator.fromEquirectangular(loaderhdr);
//var envMap_hdr= pmremGenerator.fromCubemap(loaderhdr);
pmremGenerator.compileEquirectangularShader();
texture.dispose();
pmremGenerator.dispose();
scene.environment = envMap_hdr.texture;
//scene.background = envMap_hdr.texture;
});
}
function init() {
container = document.getElementById('container');
////////// setup Renderer
renderer = new THREE.WebGLRenderer({ alpha: false, stencil: false,antialias:true,precision:"highp",powerPreference:"high-performance" });
renderer.setSize(window.innerWidth, window.innerHeight, false);
container.appendChild(renderer.domElement);
renderer.toneMappingExposure = 1.0;
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.physicallyCorrectLights = false;
renderer.toneMapping = THREE.LinearToneMapping;
//renderer.toneMapping = THREE.ACESFilmicToneMapping;
////////// setup Scene
scene = new THREE.Scene();
scene.name = "Default-scene"
document.body.appendChild(container);
////////// setup Camera
camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 1, 20000 );
camera.name = "Default-camera"
camera.aspect = container.offsetWidth / container.offsetHeight;
camera.updateProjectionMatrix();
camera.lookAt(new THREE.Vector3(0, 0, 0));
camera.position.set( 30, 30, 100 );
scene.add(camera);
//////// setup OrbitControls
controls = new OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI * 0.495;
controls.target.set( 0, 10, 0 );
controls.minDistance = 40.0;
controls.maxDistance = 200.0;
controls.update();
/////// setup Water
const waterGeometry = new THREE.PlaneGeometry( 10000, 10000 );
water = new Water(
waterGeometry,
{
textureWidth: 512,
textureHeight: 512,
waterNormals: new THREE.TextureLoader().load( 'img/waternormals.jpg', function ( texture ) {texture.wrapS = texture.wrapT = THREE.RepeatWrapping;}),
sunDirection: new THREE.Vector3(),
sunColor: 0xffffff,
waterColor: 0x001e0f,
distortionScale: 3.7,
fog: scene.fog !== undefined
}
);
water.rotation.x = - Math.PI / 2;
scene.add( water );
////// setup Skybox
const sky = new Sky();
sky.scale.setScalar( 10000 );
//scene.add( sky );
const skyUniforms = sky.material.uniforms;
skyUniforms[ 'turbidity' ].value = 10;
skyUniforms[ 'rayleigh' ].value = 2;
skyUniforms[ 'mieCoefficient' ].value = 0.005;
skyUniforms[ 'mieDirectionalG' ].value = 0.8;
const parameters = {elevation: 2,azimuth: 180};
const pmremGenerator = new THREE.PMREMGenerator( renderer );
function updateSun() {
const phi = THREE.MathUtils.degToRad( 90 - parameters.elevation );
const theta = THREE.MathUtils.degToRad( parameters.azimuth );
sun.setFromSphericalCoords( 1, phi, theta );
sky.material.uniforms[ 'sunPosition' ].value.copy( sun );
water.material.uniforms[ 'sunDirection' ].value.copy( sun ).normalize();
scene.environment = pmremGenerator.fromScene( sky ).texture;
}
//updateSun();
loadEnvironmentHDR(renderer, scene, "venice_sunset_2k.hdr")
window.addEventListener( 'resize', onWindowResize );
//////// setup GUI
const gui = new GUI();
const folderMaterial = gui.addFolder( 'Material' );
const waterUniforms = water.material.uniforms;
const folderWater = gui.addFolder( 'Water' );
folderWater.add( waterUniforms.distortionScale, 'value', 0, 8, 0.1 ).name( 'distortionScale' );
folderWater.open();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {requestAnimationFrame( animate );render();}
function render() {
water.material.uniforms[ 'time' ].value += 1.0 / 60.0;
renderer.render( scene, camera );
}
init();
animate();