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Render DRC with MTL

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Jan 8th, 2019
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  1. <!DOCTYPE html>
  2. <html lang="en">
  3.  
  4. <head>
  5. <title>three.js webgl - loaders - Draco loader</title>
  6. <style>
  7. body {
  8. font-family: Monospace;
  9. background-color: #000;
  10. color: #fff;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. </style>
  15. </head>
  16.  
  17. <body>
  18. <div id="page-wrapper">
  19. <h1>Open a draco compressed file (.drc):</h1>
  20. <div>
  21. <input type="file" id="fileInput">
  22. </div>
  23. </div>
  24. <div>
  25. <pre id="decoderType"><pre>
  26. </div>
  27. <div>
  28. <pre id="fileDisplayArea"><pre>
  29. </div>
  30. <script src="https://cdn.rawgit.com/mrdoob/three.js/dev/build/three.min.js"></script>
  31. <script src="DDSLoader.js"></script>
  32. <script src="DRACOLoader.js"></script>
  33. <script src="MTLLoader.js"></script>
  34. <script src="geometry_helper.js"></script>
  35. <script>
  36. 'use strict';
  37.  
  38. // Configure decoder and create loader.
  39. THREE.DRACOLoader.setDecoderPath( '../' );
  40. var dracoLoader = new THREE.DRACOLoader();
  41.  
  42. // (Optional) Pre-fetch decoder source files.
  43. THREE.DRACOLoader.getDecoderModule();
  44.  
  45. var camera, cameraTarget, scene, renderer, materials;
  46.  
  47. function init() {
  48. var container = document.createElement('div');
  49. document.body.appendChild(container);
  50.  
  51. camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 15);
  52. camera.position.set(3, 0.15, 3);
  53. cameraTarget = new THREE.Vector3(0, 0, 0);
  54.  
  55. scene = new THREE.Scene();
  56. scene.fog = new THREE.Fog(0x72645b, 2, 15);
  57.  
  58.  
  59. // Ground
  60. var plane = new THREE.Mesh(
  61. new THREE.PlaneBufferGeometry(40, 40),
  62. new THREE.MeshPhongMaterial({color: 0x999999, specular: 0x101010}));
  63. plane.rotation.x = -Math.PI/2;
  64. plane.position.y = -0.5;
  65. scene.add(plane);
  66. plane.receiveShadow = true;
  67.  
  68. // Lights
  69. scene.add(new THREE.HemisphereLight(0x443333, 0x111122));
  70. addShadowedLight(1, 1, 1, 0xffffff, 1.35);
  71. addShadowedLight(0.5, 1, -1, 0xffaa00, 1);
  72.  
  73. var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
  74. scene.add( ambientLight );
  75. var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
  76. camera.add( pointLight );
  77. scene.add( camera );
  78.  
  79.  
  80. //MTL Loader
  81. THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );
  82.  
  83. new THREE.MTLLoader()
  84. .load( './bed.mtl', function ( materials ) {
  85. materials.preload();
  86. new THREE.DRACOLoader()
  87. .setMaterials( materials )
  88. } );
  89.  
  90. // renderer
  91. renderer = new THREE.WebGLRenderer({antialias: true});
  92. renderer.setClearColor(scene.fog.color);
  93. renderer.setPixelRatio(window.devicePixelRatio);
  94. renderer.setSize(window.innerWidth, window.innerHeight);
  95. container.appendChild(renderer.domElement);
  96. window.addEventListener('resize', onWindowResize, false);
  97. }
  98.  
  99. function addShadowedLight(x, y, z, color, intensity) {
  100. var directionalLight = new THREE.DirectionalLight(color, intensity);
  101. directionalLight.position.set(x, y, z);
  102. scene.add(directionalLight);
  103. }
  104.  
  105. function onWindowResize() {
  106. camera.aspect = window.innerWidth / window.innerHeight;
  107. camera.updateProjectionMatrix();
  108. renderer.setSize(window.innerWidth, window.innerHeight);
  109. }
  110.  
  111. function animate() {
  112. requestAnimationFrame(animate);
  113. render();
  114. }
  115.  
  116. function render() {
  117. var timer = Date.now() * 0.0005;
  118. camera.position.x = Math.sin(timer) * 2.5;
  119. camera.position.z = Math.cos(timer) * 2.5;
  120. camera.lookAt(cameraTarget);
  121. renderer.render(scene, camera, materials);
  122. }
  123.  
  124. window.onload = function() {
  125. var fileInput = document.getElementById('fileInput');
  126. var fileDisplayArea = document.getElementById('fileDisplayArea');
  127.  
  128. fileInput.onclick = function() {
  129. this.value = '';
  130. }
  131.  
  132. fileInput.addEventListener('change', function(e) {
  133. var file = fileInput.files[0];
  134.  
  135. var reader = new FileReader();
  136. reader.onload = function(e) {
  137. // Enable logging to console output.
  138. dracoLoader.setVerbosity(1);
  139.  
  140. // To use triangle strips use:
  141. // dracoLoader.setDrawMode(THREE.TriangleStripDrawMode);
  142. dracoLoader.setDrawMode(THREE.TrianglesDrawMode);
  143.  
  144. // Skip dequantization of the position attribute. It will be done on the GPU.
  145. dracoLoader.setSkipDequantization('position', true);
  146. dracoLoader.decodeDracoFile(reader.result, function(bufferGeometry) {
  147. if (dracoLoader.decode_time !== undefined) {
  148. fileDisplayArea.innerText = 'Decode time = ' + dracoLoader.decode_time + '\n' +
  149. 'Import time = ' + dracoLoader.import_time;
  150. }
  151. var material = new THREE.MeshStandardMaterial({vertexColors: THREE.VertexColors});
  152. // If the position attribute is quantized, modify the material to perform
  153. // dequantization on the GPU.
  154. if (bufferGeometry.attributes['position'].isQuantized) {
  155. setDequantizationForMaterial(material, bufferGeometry);
  156. }
  157.  
  158. var geometry;
  159. // Point cloud does not have face indices.
  160. if (bufferGeometry.index == null) {
  161. geometry = new THREE.Points(bufferGeometry, material);
  162. } else {
  163. if (bufferGeometry.attributes.normal === undefined) {
  164. var geometryHelper = new GeometryHelper();
  165. geometryHelper.computeVertexNormals(bufferGeometry);
  166. }
  167. geometry = new THREE.Mesh(bufferGeometry, material);
  168. geometry.drawMode = dracoLoader.drawMode;
  169. }
  170. // Compute range of the geometry coordinates for proper rendering.
  171. bufferGeometry.computeBoundingBox();
  172. if (bufferGeometry.attributes['position'].isQuantized) {
  173. // If the geometry is quantized, transform the bounding box to the dequantized
  174. // coordinates.
  175. var posAttribute = bufferGeometry.attributes['position'];
  176. var normConstant =
  177. posAttribute.maxRange / (1 << posAttribute.numQuantizationBits);
  178. var minPos = posAttribute.minValues;
  179. bufferGeometry.boundingBox.max.x =
  180. minPos[0] + bufferGeometry.boundingBox.max.x * normConstant;
  181. bufferGeometry.boundingBox.max.y =
  182. minPos[1] + bufferGeometry.boundingBox.max.y * normConstant;
  183. bufferGeometry.boundingBox.max.z =
  184. minPos[2] + bufferGeometry.boundingBox.max.z * normConstant;
  185. bufferGeometry.boundingBox.min.x =
  186. minPos[0] + bufferGeometry.boundingBox.min.x * normConstant;
  187. bufferGeometry.boundingBox.min.y =
  188. minPos[1] + bufferGeometry.boundingBox.min.y * normConstant;
  189. bufferGeometry.boundingBox.min.z =
  190. minPos[2] + bufferGeometry.boundingBox.min.z * normConstant;
  191. }
  192. var sizeX = bufferGeometry.boundingBox.max.x - bufferGeometry.boundingBox.min.x;
  193. var sizeY = bufferGeometry.boundingBox.max.y - bufferGeometry.boundingBox.min.y;
  194. var sizeZ = bufferGeometry.boundingBox.max.z - bufferGeometry.boundingBox.min.z;
  195. var diagonalSize = Math.sqrt(sizeX * sizeX + sizeY * sizeY + sizeZ * sizeZ);
  196. var scale = 1.0 / diagonalSize;
  197. var midX =
  198. (bufferGeometry.boundingBox.min.x + bufferGeometry.boundingBox.max.x) / 2;
  199. var midY =
  200. (bufferGeometry.boundingBox.min.y + bufferGeometry.boundingBox.max.y) / 2;
  201. var midZ =
  202. (bufferGeometry.boundingBox.min.z + bufferGeometry.boundingBox.max.z) / 2;
  203.  
  204. geometry.scale.multiplyScalar(scale);
  205. geometry.position.x = -midX * scale;
  206. geometry.position.y = -midY * scale;
  207. geometry.position.z = -midZ * scale;
  208. geometry.castShadow = true;
  209. geometry.receiveShadow = true;
  210.  
  211. var selectedObject = scene.getObjectByName("my_mesh");
  212. scene.remove(selectedObject);
  213. geometry.name = "my_mesh";
  214. scene.add(geometry, materials);
  215. });
  216. }
  217. reader.readAsArrayBuffer(file);
  218. });
  219.  
  220. init();
  221. animate();
  222. }
  223.  
  224. function setDequantizationForMaterial(material, bufferGeometry) {
  225. material.onBeforeCompile = function(shader) {
  226. // Add uniform variables needed for dequantization.
  227. var posAttribute = bufferGeometry.attributes['position'];
  228. shader.uniforms.normConstant =
  229. { value: posAttribute.maxRange / (1 << posAttribute.numQuantizationBits) };
  230. shader.uniforms.minPos = { value: posAttribute.minValues };
  231.  
  232. shader.vertexShader = 'uniform float maxRange;\n' +
  233. 'uniform float normConstant;\n' +
  234. 'uniform vec3 minPos;\n' +
  235. shader.vertexShader;
  236. shader.vertexShader = shader.vertexShader.replace(
  237. '#include <begin_vertex>',
  238. 'vec3 transformed = minPos + position * normConstant;'
  239. );
  240. }
  241. }
  242. </script>
  243. </body>
  244. </html>
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