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		<title>three.js webgl - exporter - gltf</title>
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			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - exporter - gltf
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		<!-- Import maps polyfill -->
		<!-- Remove this when import maps will be widely supported -->
		<script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js';
			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
			import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
			import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js';
			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

			function exportGLTF( input ) {

				const gltfExporter = new GLTFExporter();

				const options = {
					trs: params.trs,
					onlyVisible: params.onlyVisible,
					binary: params.binary,
					maxTextureSize: params.maxTextureSize
				};
				gltfExporter.parse(
					input,
					function ( result ) {

						if ( result instanceof ArrayBuffer ) {

							saveArrayBuffer( result, 'scene.glb' );

						} else {

							const output = JSON.stringify( result, null, 2 );
							console.log( output );
							saveString( output, 'scene.gltf' );

						}

					},
					function ( error ) {

						console.log( 'An error happened during parsing', error );

					},
					options
				);

			}

			const link = document.createElement( 'a' );
			link.style.display = 'none';
			document.body.appendChild( link ); // Firefox workaround, see #6594

			function save( blob, filename ) {

				link.href = URL.createObjectURL( blob );
				link.download = filename;
				link.click();

				// URL.revokeObjectURL( url ); breaks Firefox...

			}

			function saveString( text, filename ) {

				save( new Blob( [ text ], { type: 'text/plain' } ), filename );

			}


			function saveArrayBuffer( buffer, filename ) {

				save( new Blob( [ buffer ], { type: 'application/octet-stream' } ), filename );

			}

			let container;

			let camera, object, object2, material, geometry, scene1, scene2, renderer;
			let gridHelper, sphere, model, coffeemat;

			const params = {
				trs: false,
				onlyVisible: true,
				binary: false,
				maxTextureSize: 4096,
				exportScene1: exportScene1,
				exportScenes: exportScenes,
				exportSphere: exportSphere,
				exportModel: exportModel,
				exportObjects: exportObjects,
				exportSceneObject: exportSceneObject,
				exportCompressedObject: exportCompressedObject,
			};

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				// Make linear gradient texture

				const data = new Uint8ClampedArray( 100 * 100 * 4 );

				for ( let y = 0; y < 100; y ++ ) {

					for ( let x = 0; x < 100; x ++ ) {

						const stride = 4 * ( 100 * y + x );

						data[ stride ] = Math.round( 255 * y / 99 );
						data[ stride + 1 ] = Math.round( 255 - 255 * y / 99 );
						data[ stride + 2 ] = 0;
						data[ stride + 3 ] = 255;

					}

				}

				const gradientTexture = new THREE.DataTexture( data, 100, 100, THREE.RGBAFormat );
				gradientTexture.minFilter = THREE.LinearFilter;
				gradientTexture.magFilter = THREE.LinearFilter;
				gradientTexture.needsUpdate = true;

				scene1 = new THREE.Scene();
				scene1.name = 'Scene1';

				// ---------------------------------------------------------------------
				// Perspective Camera
				// ---------------------------------------------------------------------
				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
				camera.position.set( 600, 400, 0 );

				camera.name = 'PerspectiveCamera';
				scene1.add( camera );

				// ---------------------------------------------------------------------
				// Ambient light
				// ---------------------------------------------------------------------
				const ambientLight = new THREE.AmbientLight( 0xcccccc );
				ambientLight.name = 'AmbientLight';
				scene1.add( ambientLight );

				// ---------------------------------------------------------------------
				// DirectLight
				// ---------------------------------------------------------------------
				const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
				dirLight.target.position.set( 0, 0, - 1 );
				dirLight.add( dirLight.target );
				dirLight.lookAt( - 1, - 1, 0 );
				dirLight.name = 'DirectionalLight';
				scene1.add( dirLight );

				// ---------------------------------------------------------------------
				// Grid
				// ---------------------------------------------------------------------
				gridHelper = new THREE.GridHelper( 2000, 20, 0xc1c1c1, 0x8d8d8d );
				gridHelper.position.y = - 50;
				gridHelper.name = 'Grid';
				scene1.add( gridHelper );

				// ---------------------------------------------------------------------
				// Axes
				// ---------------------------------------------------------------------
				const axes = new THREE.AxesHelper( 500 );
				axes.name = 'AxesHelper';
				scene1.add( axes );

				// ---------------------------------------------------------------------
				// Simple geometry with basic material
				// ---------------------------------------------------------------------
				// Icosahedron
				const mapGrid = new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg' );
				mapGrid.wrapS = mapGrid.wrapT = THREE.RepeatWrapping;
				mapGrid.colorSpace = THREE.SRGBColorSpace;
				material = new THREE.MeshBasicMaterial( {
					color: 0xffffff,
					map: mapGrid
				} );

				object = new THREE.Mesh( new THREE.IcosahedronGeometry( 75, 0 ), material );
				object.position.set( - 200, 0, 200 );
				object.name = 'Icosahedron';
				scene1.add( object );

				// Octahedron
				material = new THREE.MeshBasicMaterial( {
					color: 0x0000ff,
					wireframe: true
				} );
				object = new THREE.Mesh( new THREE.OctahedronGeometry( 75, 1 ), material );
				object.position.set( 0, 0, 200 );
				object.name = 'Octahedron';
				scene1.add( object );

				// Tetrahedron
				material = new THREE.MeshBasicMaterial( {
					color: 0xff0000,
					transparent: true,
					opacity: 0.5
				} );

				object = new THREE.Mesh( new THREE.TetrahedronGeometry( 75, 0 ), material );
				object.position.set( 200, 0, 200 );
				object.name = 'Tetrahedron';
				scene1.add( object );

				// ---------------------------------------------------------------------
				// Buffered geometry primitives
				// ---------------------------------------------------------------------
				// Sphere
				material = new THREE.MeshStandardMaterial( {
					color: 0xffff00,
					metalness: 0.5,
					roughness: 1.0,
					flatShading: true
				} );
				material.map = gradientTexture;
				sphere = new THREE.Mesh( new THREE.SphereGeometry( 70, 10, 10 ), material );
				sphere.position.set( 0, 0, 0 );
				sphere.name = 'Sphere';
				scene1.add( sphere );

				// Cylinder
				material = new THREE.MeshStandardMaterial( {
					color: 0xff00ff,
					flatShading: true
				} );
				object = new THREE.Mesh( new THREE.CylinderGeometry( 10, 80, 100 ), material );
				object.position.set( 200, 0, 0 );
				object.name = 'Cylinder';
				scene1.add( object );

				// TorusKnot
				material = new THREE.MeshStandardMaterial( {
					color: 0xff0000,
					roughness: 1
				} );
				object = new THREE.Mesh( new THREE.TorusKnotGeometry( 50, 15, 40, 10 ), material );
				object.position.set( - 200, 0, 0 );
				object.name = 'Cylinder';
				scene1.add( object );


				// ---------------------------------------------------------------------
				// Hierarchy
				// ---------------------------------------------------------------------
				const mapWood = new THREE.TextureLoader().load( 'textures/hardwood2_diffuse.jpg' );
				material = new THREE.MeshStandardMaterial( { map: mapWood, side: THREE.DoubleSide } );

				object = new THREE.Mesh( new THREE.BoxGeometry( 40, 100, 100 ), material );
				object.position.set( - 200, 0, 400 );
				object.name = 'Cube';
				scene1.add( object );

				object2 = new THREE.Mesh( new THREE.BoxGeometry( 40, 40, 40, 2, 2, 2 ), material );
				object2.position.set( 0, 0, 50 );
				object2.rotation.set( 0, 45, 0 );
				object2.name = 'SubCube';
				object.add( object2 );


				// ---------------------------------------------------------------------
				// Groups
				// ---------------------------------------------------------------------
				const group1 = new THREE.Group();
				group1.name = 'Group';
				scene1.add( group1 );

				const group2 = new THREE.Group();
				group2.name = 'subGroup';
				group2.position.set( 0, 50, 0 );
				group1.add( group2 );

				object2 = new THREE.Mesh( new THREE.BoxGeometry( 30, 30, 30 ), material );
				object2.name = 'Cube in group';
				object2.position.set( 0, 0, 400 );
				group2.add( object2 );

				// ---------------------------------------------------------------------
				// THREE.Line Strip
				// ---------------------------------------------------------------------
				geometry = new THREE.BufferGeometry();
				let numPoints = 100;
				let positions = new Float32Array( numPoints * 3 );

				for ( let i = 0; i < numPoints; i ++ ) {

					positions[ i * 3 ] = i;
					positions[ i * 3 + 1 ] = Math.sin( i / 2 ) * 20;
					positions[ i * 3 + 2 ] = 0;

				}

				geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
				object = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) );
				object.position.set( - 50, 0, - 200 );
				scene1.add( object );

				// ---------------------------------------------------------------------
				// THREE.Line Loop
				// ---------------------------------------------------------------------
				geometry = new THREE.BufferGeometry();
				numPoints = 5;
				const radius = 70;
				positions = new Float32Array( numPoints * 3 );

				for ( let i = 0; i < numPoints; i ++ ) {

					const s = i * Math.PI * 2 / numPoints;
					positions[ i * 3 ] = radius * Math.sin( s );
					positions[ i * 3 + 1 ] = radius * Math.cos( s );
					positions[ i * 3 + 2 ] = 0;

				}

				geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
				object = new THREE.LineLoop( geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) );
				object.position.set( 0, 0, - 200 );

				scene1.add( object );

				// ---------------------------------------------------------------------
				// THREE.Points
				// ---------------------------------------------------------------------
				numPoints = 100;
				const pointsArray = new Float32Array( numPoints * 3 );
				for ( let i = 0; i < numPoints; i ++ ) {

					pointsArray[ 3 * i ] = - 50 + Math.random() * 100;
					pointsArray[ 3 * i + 1 ] = Math.random() * 100;
					pointsArray[ 3 * i + 2 ] = - 50 + Math.random() * 100;

				}

				const pointsGeo = new THREE.BufferGeometry();
				pointsGeo.setAttribute( 'position', new THREE.BufferAttribute( pointsArray, 3 ) );

				const pointsMaterial = new THREE.PointsMaterial( { color: 0xffff00, size: 5 } );
				const pointCloud = new THREE.Points( pointsGeo, pointsMaterial );
				pointCloud.name = 'Points';
				pointCloud.position.set( - 200, 0, - 200 );
				scene1.add( pointCloud );

				// ---------------------------------------------------------------------
				// Ortho camera
				// ---------------------------------------------------------------------
				const cameraOrtho = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 0.1, 10 );
				scene1.add( cameraOrtho );
				cameraOrtho.name = 'OrthographicCamera';

				material = new THREE.MeshLambertMaterial( {
					color: 0xffff00,
					side: THREE.DoubleSide
				} );

				object = new THREE.Mesh( new THREE.CircleGeometry( 50, 20, 0, Math.PI * 2 ), material );
				object.position.set( 200, 0, - 400 );
				scene1.add( object );

				object = new THREE.Mesh( new THREE.RingGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material );
				object.position.set( 0, 0, - 400 );
				scene1.add( object );

				object = new THREE.Mesh( new THREE.CylinderGeometry( 25, 75, 100, 40, 5 ), material );
				object.position.set( - 200, 0, - 400 );
				scene1.add( object );

				//
				const points = [];

				for ( let i = 0; i < 50; i ++ ) {

					points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) );

				}

				object = new THREE.Mesh( new THREE.LatheGeometry( points, 20 ), material );
				object.position.set( 200, 0, 400 );
				scene1.add( object );

				// ---------------------------------------------------------------------
				// Big red box hidden just for testing `onlyVisible` option
				// ---------------------------------------------------------------------
				material = new THREE.MeshBasicMaterial( {
					color: 0xff0000
				} );
				object = new THREE.Mesh( new THREE.BoxGeometry( 200, 200, 200 ), material );
				object.position.set( 0, 0, 0 );
				object.name = 'CubeHidden';
				object.visible = false;
				scene1.add( object );

				// ---------------------------------------------------------------------
				// Model requiring KHR_mesh_quantization
				// ---------------------------------------------------------------------
				const loader = new GLTFLoader();
				loader.load( 'models/gltf/ShaderBall.glb', function ( gltf ) {

					model = gltf.scene;
					model.scale.setScalar( 50 );
					model.position.set( 200, - 40, - 200 );
					scene1.add( model );

				} );

				// ---------------------------------------------------------------------
				// 2nd THREE.Scene
				// ---------------------------------------------------------------------
				scene2 = new THREE.Scene();
				object = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), material );
				object.position.set( 0, 0, 0 );
				object.name = 'Cube2ndScene';
				scene2.name = 'Scene2';
				scene2.add( object );

				//

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.toneMapping = THREE.ACESFilmicToneMapping;
				renderer.toneMappingExposure = 1;

				container.appendChild( renderer.domElement );

				//

				window.addEventListener( 'resize', onWindowResize );

				// ---------------------------------------------------------------------
				// Exporting compressed textures and meshes (KTX2 / Draco / Meshopt)
				// ---------------------------------------------------------------------
				const ktx2Loader = new KTX2Loader()
					.setTranscoderPath( 'jsm/libs/basis/' )
					.detectSupport( renderer );

				const gltfLoader = new GLTFLoader().setPath( 'models/gltf/' );
				gltfLoader.setKTX2Loader( ktx2Loader );
				gltfLoader.setMeshoptDecoder( MeshoptDecoder );
				gltfLoader.load( 'coffeemat.glb', function ( gltf ) {

					gltf.scene.position.x = 400;
					gltf.scene.position.z = - 200;

					scene1.add( gltf.scene );

					coffeemat = gltf.scene;

				} );

				//

				const gui = new GUI();

				let h = gui.addFolder( 'Settings' );
				h.add( params, 'trs' ).name( 'Use TRS' );
				h.add( params, 'onlyVisible' ).name( 'Only Visible Objects' );
				h.add( params, 'binary' ).name( 'Binary (GLB)' );
				h.add( params, 'maxTextureSize', 2, 8192 ).name( 'Max Texture Size' ).step( 1 );

				h = gui.addFolder( 'Export' );
				h.add( params, 'exportScene1' ).name( 'Export Scene 1' );
				h.add( params, 'exportScenes' ).name( 'Export Scene 1 and 2' );
				h.add( params, 'exportSphere' ).name( 'Export Sphere' );
				h.add( params, 'exportModel' ).name( 'Export Model' );
				h.add( params, 'exportObjects' ).name( 'Export Sphere With Grid' );
				h.add( params, 'exportSceneObject' ).name( 'Export Scene 1 and Object' );
				h.add( params, 'exportCompressedObject' ).name( 'Export Coffeemat (from compressed data)' );

				gui.open();

			}

			function exportScene1() {

				exportGLTF( scene1 );

			}

			function exportScenes() {

				exportGLTF( [ scene1, scene2 ] );

			}

			function exportSphere() {

				exportGLTF( sphere );

			}

			function exportModel() {

				exportGLTF( model );

			}

			function exportObjects() {

				exportGLTF( [ sphere, gridHelper ] );

			}

			function exportSceneObject() {

				exportGLTF( [ scene1, gridHelper ] );

			}

			function exportCompressedObject() {

				exportGLTF( [ coffeemat ] );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();

			}

			function render() {

				const timer = Date.now() * 0.0001;

				camera.position.x = Math.cos( timer ) * 800;
				camera.position.z = Math.sin( timer ) * 800;

				camera.lookAt( scene1.position );
				renderer.render( scene1, camera );

			}

		</script>

	</body>
</html>