After applying the mentioned fix to WebGLTextures
, I can load your textures with this app-level code:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - cube reflection / refraction [Walt]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - cube mapping demo.<br />
Texture by <a href="http://www.humus.name/index.php?page=Textures" target="_blank" rel="noopener">Humus</a>, Walt Disney head by <a href="http://davidoreilly.com/post/18087489343/disneyhead" target="_blank" rel="noopener">David OReilly</a>
</div>
<script src="./three.js"></script>
<script src="./OrbitControls.js"></script>
<script src="./OBJLoader.js"></script>
<script src="./KTXLoader.js"></script>
<script src="./WebGL.js"></script>
<script src="./stats.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var container, stats;
var camera, scene, renderer;
var pointLight;
function onTextureLoaded(textureData){
console.log(textureData);
images.push(textureData);
ctr ++;
if (ctr == 6){
reflectionCube = new THREE.CubeTexture(images);
refractionCube = new THREE.CubeTexture(images);
reflectionCube.format = reflectionCube.images[ 0 ].format;
refractionCube.format = refractionCube.images[ 0 ].format;
reflectionCube.generateMipmaps = false;
refractionCube.generateMipmaps = false;
reflectionCube.minFilter = THREE.LinearFilter;
refractionCube.minFilter = THREE.LinearFilter;
reflectionCube.needsUpdate = true;
refractionCube.needsUpdate = true;
init();
animate();
}
}
var path = 'SwedishRoyalCastle/';
var format = '.ktx';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var ctr = 0;
var images = [];
var loader = new THREE.KTXLoader();
var reflectionCube, refractionCube;
for (var i = 0; i<urls.length; i++){
loader.load(urls[i], onTextureLoaded);
}
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
camera.position.z = 2000;
refractionCube.mapping = THREE.CubeRefractionMapping;
scene = new THREE.Scene();
scene.background = reflectionCube;
//lights
var ambient = new THREE.AmbientLight( 0xffffff );
scene.add( ambient );
pointLight = new THREE.PointLight( 0xffffff, 2 );
scene.add( pointLight );
//materials
var cubeMaterial3 = new THREE.MeshLambertMaterial( { color: 0xff6600, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3 } );
var cubeMaterial2 = new THREE.MeshLambertMaterial( { color: 0xffee00, envMap: refractionCube, refractionRatio: 0.95 } );
var cubeMaterial1 = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube } );
//models
var objLoader = new THREE.OBJLoader();
objLoader.setPath( 'walt/' );
objLoader.load( 'WaltHead.obj', function ( object ) {
var head = object.children[ 0 ];
head.scale.multiplyScalar( 15 );
head.position.y = - 500;
head.material = cubeMaterial1;
var head2 = head.clone();
head2.position.x = - 900;
head2.material = cubeMaterial2;
var head3 = head.clone();
head3.position.x = 900;
head3.material = cubeMaterial3;
scene.add( head, head2, head3 );
} );
//renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//controls
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableZoom = false;
controls.enablePan = false;
controls.minPolarAngle = Math.PI / 4;
controls.maxPolarAngle = Math.PI / 1.5;
//stats
stats = new Stats();
container.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
As you can see, it’s necessary to apply some configurations to CubeTexture
in onTextureLoaded()
. The code looks similar to what happens in HDRCubeTextureLoader
.