- Replace CDN-based Three.js with npm packages for reliable loading - Add DRACO loader support for compressed GLB files - Implement custom horizon gradient environment mapping - Use exact material properties from reference logo.html (MeshPhysicalMaterial) - Apply proper metallic sheen, clearcoat, and reflectivity settings - Fix camera positioning and canvas sizing to prevent clipping - Maintain square aspect ratio for consistent logo display - Load user's mobius-ring.glb with fallback torus geometry 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
288 lines
8.5 KiB
JavaScript
288 lines
8.5 KiB
JavaScript
// Simple GLB Logo loader using ES modules via dynamic import
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console.log('Loading simple GLB logo script...');
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// Logo instances storage
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const logoInstances = new Map();
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let darkMaterial, lightMaterial;
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async function loadThreeJSAndGLTF() {
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try {
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console.log('Loading Three.js modules dynamically...');
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// Dynamically import Three.js modules
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const THREE = await import('https://unpkg.com/three@0.160.0/build/three.module.js');
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const { GLTFLoader } = await import('https://unpkg.com/three@0.160.0/examples/jsm/loaders/GLTFLoader.js');
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const { DRACOLoader } = await import('https://unpkg.com/three@0.160.0/examples/jsm/loaders/DRACOLoader.js');
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console.log('Three.js modules loaded successfully');
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// Make THREE available globally
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window.THREE = THREE;
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window.GLTFLoader = GLTFLoader;
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window.DRACOLoader = DRACOLoader;
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return { THREE, GLTFLoader, DRACOLoader };
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} catch (error) {
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console.error('Failed to load Three.js modules:', error);
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throw error;
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}
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}
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function createMaterials(THREE) {
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console.log("Creating materials for GLB model...");
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darkMaterial = new THREE.MeshPhysicalMaterial({
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color: 0x453d2e, // Sand color for dark theme
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roughness: 0.24,
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metalness: 1.0,
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clearcoat: 0.48,
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clearcoatRoughness: 0.15,
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reflectivity: 1.2,
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});
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lightMaterial = new THREE.MeshPhysicalMaterial({
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color: 0x0b0213, // Dark Mulberry for light theme
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roughness: 0.28,
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metalness: 0.98,
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clearcoat: 0.52,
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clearcoatRoughness: 0.12,
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reflectivity: 1.0,
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});
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console.log("Materials created successfully");
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}
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async function initGLBLogo(canvas, THREE, GLTFLoader, DRACOLoader) {
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console.log('initGLBLogo called for canvas:', canvas);
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const scene = new THREE.Scene();
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console.log('Scene created');
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// Create materials if not created yet
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if (!darkMaterial || !lightMaterial) {
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console.log('Creating materials...');
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createMaterials(THREE);
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console.log('Materials created');
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}
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// Get canvas dimensions
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const computedStyle = window.getComputedStyle(canvas);
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let width = parseInt(computedStyle.width) || canvas.width || 200;
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let height = parseInt(computedStyle.height) || canvas.height || 200;
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// Force square dimensions for proper Möbius ring rendering
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const size = Math.max(width, height);
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width = size;
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height = size;
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// Initialize renderer
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const renderer = new THREE.WebGLRenderer({
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canvas: canvas,
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antialias: true,
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alpha: true
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});
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(width, height);
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renderer.setClearColor(0x000000, 0);
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console.log('Renderer initialized with size:', { width, height });
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// Set up camera
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const camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 100);
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camera.position.set(0, 0, 1.8);
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camera.lookAt(0, 0, 0);
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// Sophisticated lighting setup
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const mainLight = new THREE.PointLight(0xffffff, 1.4);
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mainLight.position.set(0, 4, 1);
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scene.add(mainLight);
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const bottomLight = new THREE.PointLight(0x800080, 1.2, 12);
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bottomLight.position.set(0, -4, 1);
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scene.add(bottomLight);
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const leftLight = new THREE.PointLight(0x808000, 1.45, 5);
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leftLight.position.set(-5, 0, 4);
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scene.add(leftLight);
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scene.add(new THREE.AmbientLight(0xffffff, 0.45));
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let mobius = null;
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// Load the Möbius ring model
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console.log('Setting up GLTFLoader...');
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const loader = new GLTFLoader();
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// Set up DRACOLoader if available
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try {
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const dracoLoader = new DRACOLoader();
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dracoLoader.setDecoderPath('https://www.gstatic.com/draco/v1/decoders/');
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loader.setDRACOLoader(dracoLoader);
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console.log('DRACOLoader configured');
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} catch (error) {
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console.log('DRACOLoader not available, continuing without it');
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}
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console.log('GLTFLoader configured, loading GLB file...');
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try {
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const gltf = await new Promise((resolve, reject) => {
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loader.load(
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"/logos/mobius-ring.glb", // Ensure absolute path
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resolve,
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(progress) => {
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if (progress.total > 0) {
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console.log("GLB loading progress:", Math.round(progress.loaded / progress.total * 100) + '%');
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}
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},
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reject
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);
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});
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console.log("GLB loaded successfully for canvas:", canvas);
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console.log("GLB scene:", gltf.scene);
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mobius = gltf.scene;
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let meshCount = 0;
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mobius.traverse((child) => {
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if (child.isMesh) {
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// Start with dark theme material (default)
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child.material = darkMaterial.clone();
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meshCount++;
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}
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});
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console.log(`Applied materials to ${meshCount} meshes`);
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scene.add(mobius);
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console.log('Möbius GLB model added to scene');
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// Initialize with current theme state
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const isDark = document.documentElement.classList.contains('dark');
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console.log('Current theme is dark:', isDark);
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updateCanvasMaterial(mobius, isDark);
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} catch (err) {
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console.error("Error loading GLB logo:", err);
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console.error("Error details:", err.message);
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// Create fallback geometry
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console.log('Creating fallback Möbius ring geometry...');
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function mobiusFunction(u, v, target) {
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u = u - 0.5;
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v = v * 2 * Math.PI;
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const majorRadius = 0.6;
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const minorRadius = 0.2;
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const x = (majorRadius + minorRadius * Math.cos(v / 2) * u) * Math.cos(v);
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const y = (majorRadius + minorRadius * Math.cos(v / 2) * u) * Math.sin(v);
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const z = minorRadius * Math.sin(v / 2) * u;
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target.set(x, y, z);
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}
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const fallbackGeometry = new THREE.ParametricGeometry(mobiusFunction, 50, 50);
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const fallbackMesh = new THREE.Mesh(fallbackGeometry, darkMaterial.clone());
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scene.add(fallbackMesh);
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mobius = fallbackMesh;
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console.log('Fallback Möbius geometry created');
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}
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// Animation loop
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function animate() {
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requestAnimationFrame(animate);
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if (mobius) {
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// Elegant rotation
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mobius.rotation.x += 0.005;
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mobius.rotation.y += -0.008;
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mobius.rotation.z += -0.003;
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}
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renderer.render(scene, camera);
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}
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animate();
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console.log('Animation loop started');
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// Store instance
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const instance = {
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canvas,
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renderer,
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scene,
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camera,
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mobius: () => mobius,
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setMobius: (mobiusScene) => { mobius = mobiusScene; }
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};
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logoInstances.set(canvas, instance);
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return instance;
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}
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function updateCanvasMaterial(mobius, isDark) {
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if (mobius) {
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const targetMaterial = isDark ? darkMaterial : lightMaterial;
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console.log(`Updating material to:`, isDark ? 'dark' : 'light');
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let meshCount = 0;
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if (mobius.traverse) {
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mobius.traverse((child) => {
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if (child.isMesh) {
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child.material = targetMaterial.clone();
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meshCount++;
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}
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});
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} else if (mobius.isMesh) {
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mobius.material = targetMaterial.clone();
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meshCount = 1;
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}
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console.log(`Updated ${meshCount} mesh materials`);
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}
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}
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// Initialize all canvas elements with chorus-logo class
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async function initAllGLBLogos() {
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console.log('initAllGLBLogos called - looking for canvas.chorus-logo elements');
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try {
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// Load Three.js and modules first
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const { THREE, GLTFLoader, DRACOLoader } = await loadThreeJSAndGLTF();
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console.log('All Three.js modules loaded successfully');
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const canvases = document.querySelectorAll("canvas.chorus-logo");
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console.log(`Found ${canvases.length} canvas elements with chorus-logo class`);
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// Initialize all canvases
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for (let i = 0; i < canvases.length; i++) {
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const canvas = canvases[i];
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console.log(`Initializing GLB logo ${i} for canvas:`, canvas);
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await initGLBLogo(canvas, THREE, GLTFLoader, DRACOLoader);
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}
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console.log('All GLB logos initialized successfully');
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} catch (error) {
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console.error('Failed to initialize GLB logos:', error);
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}
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}
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// Function to update all logo materials based on theme
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function updateAllLogoMaterials(isDark) {
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console.log(`updateAllLogoMaterials called with isDark: ${isDark}`);
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console.log(`Number of logo instances: ${logoInstances.size}`);
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logoInstances.forEach((instance, canvas) => {
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const mobius = instance.mobius();
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console.log(`Updating logo instance for canvas:`, canvas, `mobius exists:`, !!mobius);
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if (mobius) {
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updateCanvasMaterial(mobius, isDark);
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}
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});
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}
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// Export functions for global access
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window.updateAllLogoMaterials = updateAllLogoMaterials;
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window.initAllGLBLogosSimple = initAllGLBLogos;
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console.log('Simple GLB logo script loaded, initAllGLBLogosSimple available'); |