draco/javascript/example/webgl_loader_draco_advanced.html
Ondrej Stava 5186ec2f7a Updated snapshot to 1.2.4
* Up to 20% faster decoding
* Added support for integer attributes to our Javascript Encoder
* Fixed issues with THREE.DracoLoader not releasing memory associated
with the Draco module
* OBJ decoder can now be used to parse pure point clouds
* Added Unity plugins to support runtime loading and design-time
importing of encoded Draco files
2017-12-13 12:24:57 -08:00

227 lines
8.8 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - loaders - Draco loader</title>
<style>
body {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<div id="page-wrapper">
<h1>Open a draco compressed file (.drc):</h1>
<div>
<input type="file" id="fileInput">
</div>
</div>
<div>
<pre id="decoderType"><pre>
</div>
<div>
<pre id="fileDisplayArea"><pre>
</div>
<script src="https://cdn.rawgit.com/mrdoob/three.js/dev/build/three.min.js"></script>
<script src="DRACOLoader.js"></script>
<script src="geometry_helper.js"></script>
<script>
'use strict';
// Global Draco decoder type.
var dracoLoader;
createDracoDecoder();
function createDracoDecoder() {
dracoLoader = new THREE.DRACOLoader('../');
}
var camera, cameraTarget, scene, renderer;
function init() {
var container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 15);
camera.position.set(3, 0.15, 3);
cameraTarget = new THREE.Vector3(0, 0, 0);
scene = new THREE.Scene();
scene.fog = new THREE.Fog(0x72645b, 2, 15);
// Ground
var plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry(40, 40),
new THREE.MeshPhongMaterial({color: 0x999999, specular: 0x101010}));
plane.rotation.x = -Math.PI/2;
plane.position.y = -0.5;
scene.add(plane);
plane.receiveShadow = true;
// Lights
scene.add(new THREE.HemisphereLight(0x443333, 0x111122));
addShadowedLight(1, 1, 1, 0xffffff, 1.35);
addShadowedLight(0.5, 1, -1, 0xffaa00, 1);
// renderer
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setClearColor(scene.fog.color);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
function addShadowedLight(x, y, z, color, intensity) {
var directionalLight = new THREE.DirectionalLight(color, intensity);
directionalLight.position.set(x, y, z);
scene.add(directionalLight);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var timer = Date.now() * 0.0005;
camera.position.x = Math.sin(timer) * 2.5;
camera.position.z = Math.cos(timer) * 2.5;
camera.lookAt(cameraTarget);
renderer.render(scene, camera);
}
window.onload = function() {
var fileInput = document.getElementById('fileInput');
var fileDisplayArea = document.getElementById('fileDisplayArea');
fileInput.onclick = function() {
this.value = '';
}
fileInput.addEventListener('change', function(e) {
var file = fileInput.files[0];
var reader = new FileReader();
reader.onload = function(e) {
// Enable logging to console output.
dracoLoader.setVerbosity(1);
// To use triangle strips use:
// dracoLoader.setDrawMode(THREE.TriangleStripDrawMode);
dracoLoader.setDrawMode(THREE.TrianglesDrawMode);
// Skip dequantization of the position attribute. It will be done on the GPU.
dracoLoader.setSkipDequantization('position', true);
dracoLoader.decodeDracoFile(reader.result, function(bufferGeometry) {
if (dracoLoader.decode_time !== undefined) {
fileDisplayArea.innerText = 'Decode time = ' + dracoLoader.decode_time + '\n' +
'Import time = ' + dracoLoader.import_time;
}
var material = new THREE.MeshStandardMaterial({vertexColors: THREE.VertexColors});
// If the position attribute is quantized, modify the material to perform
// dequantization on the GPU.
if (bufferGeometry.attributes['position'].isQuantized) {
setDequantizationForMaterial(material, bufferGeometry);
}
var geometry;
// Point cloud does not have face indices.
if (bufferGeometry.index == null) {
geometry = new THREE.Points(bufferGeometry, material);
} else {
if (bufferGeometry.attributes.normal === undefined) {
var geometryHelper = new GeometryHelper();
geometryHelper.computeVertexNormals(bufferGeometry);
}
geometry = new THREE.Mesh(bufferGeometry, material);
geometry.drawMode = dracoLoader.drawMode;
}
// Compute range of the geometry coordinates for proper rendering.
bufferGeometry.computeBoundingBox();
if (bufferGeometry.attributes['position'].isQuantized) {
// If the geometry is quantized, transform the bounding box to the dequantized
// coordinates.
var posAttribute = bufferGeometry.attributes['position'];
var normConstant =
posAttribute.maxRange / (1 << posAttribute.numQuantizationBits);
var minPos = posAttribute.minValues;
bufferGeometry.boundingBox.max.x =
minPos[0] + bufferGeometry.boundingBox.max.x * normConstant;
bufferGeometry.boundingBox.max.y =
minPos[1] + bufferGeometry.boundingBox.max.y * normConstant;
bufferGeometry.boundingBox.max.z =
minPos[2] + bufferGeometry.boundingBox.max.z * normConstant;
bufferGeometry.boundingBox.min.x =
minPos[0] + bufferGeometry.boundingBox.min.x * normConstant;
bufferGeometry.boundingBox.min.y =
minPos[1] + bufferGeometry.boundingBox.min.y * normConstant;
bufferGeometry.boundingBox.min.z =
minPos[2] + bufferGeometry.boundingBox.min.z * normConstant;
}
var sizeX = bufferGeometry.boundingBox.max.x - bufferGeometry.boundingBox.min.x;
var sizeY = bufferGeometry.boundingBox.max.y - bufferGeometry.boundingBox.min.y;
var sizeZ = bufferGeometry.boundingBox.max.z - bufferGeometry.boundingBox.min.z;
var diagonalSize = Math.sqrt(sizeX * sizeX + sizeY * sizeY + sizeZ * sizeZ);
var scale = 1.0 / diagonalSize;
var midX =
(bufferGeometry.boundingBox.min.x + bufferGeometry.boundingBox.max.x) / 2;
var midY =
(bufferGeometry.boundingBox.min.y + bufferGeometry.boundingBox.max.y) / 2;
var midZ =
(bufferGeometry.boundingBox.min.z + bufferGeometry.boundingBox.max.z) / 2;
geometry.scale.multiplyScalar(scale);
geometry.position.x = -midX * scale;
geometry.position.y = -midY * scale;
geometry.position.z = -midZ * scale;
geometry.castShadow = true;
geometry.receiveShadow = true;
var selectedObject = scene.getObjectByName("my_mesh");
scene.remove(selectedObject);
geometry.name = "my_mesh";
scene.add(geometry);
});
}
reader.readAsArrayBuffer(file);
});
init();
animate();
}
function setDequantizationForMaterial(material, bufferGeometry) {
material.onBeforeCompile = function(shader) {
// Add uniform variables needed for dequantization.
var posAttribute = bufferGeometry.attributes['position'];
shader.uniforms.normConstant =
{ value: posAttribute.maxRange / (1 << posAttribute.numQuantizationBits) };
shader.uniforms.minPos = { value: posAttribute.minValues };
shader.vertexShader = 'uniform float maxRange;\n' +
'uniform float normConstant;\n' +
'uniform vec3 minPos;\n' +
shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
'vec3 transformed = minPos + position * normConstant;'
);
}
}
</script>
</body>
</html>