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Added example of material.onBeforeCompile() usage.

Mr.doob 8 år sedan
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02c7d3d9a7
2 ändrade filer med 273 tillägg och 0 borttagningar
  1. 1 0
      examples/files.js
  2. 272 0
      examples/webgl_materials_normalmap_modified.html

+ 1 - 0
examples/files.js

@@ -146,6 +146,7 @@ var files = {
 		"webgl_materials_lightmap",
 		"webgl_materials_lightmap",
 		"webgl_materials_nodes",
 		"webgl_materials_nodes",
 		"webgl_materials_normalmap",
 		"webgl_materials_normalmap",
+		"webgl_materials_normalmap_modified",
 		"webgl_materials_parallaxmap",
 		"webgl_materials_parallaxmap",
 		"webgl_materials_reflectivity",
 		"webgl_materials_reflectivity",
 		"webgl_materials_shaders_fresnel",
 		"webgl_materials_shaders_fresnel",

+ 272 - 0
examples/webgl_materials_normalmap_modified.html

@@ -0,0 +1,272 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - materials - normal map [Lee Perry-Smith]</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				background:#000;
+				color:#fff;
+				padding:0;
+				margin:0;
+				font-weight: bold;
+				overflow:hidden;
+			}
+
+			a {
+				color: #ffffff;
+			}
+
+			#info {
+				position: absolute;
+				top: 0px; width: 100%;
+				color: #ffffff;
+				padding: 5px;
+				font-family:Monospace;
+				font-size:13px;
+				text-align:center;
+				z-index:1000;
+			}
+
+			#oldie {
+				background:rgb(200,100,0) !important;
+				color:#fff;
+			}
+
+			#vt { display:none }
+			#vt, #vt a { color:orange; }
+			.code { }
+
+		</style>
+	</head>
+
+	<body>
+		<div id="info">
+			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl normalmap demo.
+			<a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head.
+
+			<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
+			on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
+			please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
+			</div>
+		</div>
+
+		<script src="../build/three.js"></script>
+
+		<script src="js/Detector.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+
+		<script src="js/shaders/BleachBypassShader.js"></script>
+		<script src="js/shaders/ColorCorrectionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
+		<script src="js/shaders/FXAAShader.js"></script>
+
+		<script src="js/postprocessing/EffectComposer.js"></script>
+		<script src="js/postprocessing/RenderPass.js"></script>
+		<script src="js/postprocessing/ShaderPass.js"></script>
+		<script src="js/postprocessing/MaskPass.js"></script>
+
+		<script>
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var container, stats, loader;
+
+			var camera, scene, renderer;
+
+			var mesh;
+
+			var directionalLight, pointLight, ambientLight;
+
+			var mouseX = 0;
+			var mouseY = 0;
+
+			var targetX = 0;
+			var targetY = 0;
+
+			var windowHalfX = window.innerWidth / 2;
+			var windowHalfY = window.innerHeight / 2;
+
+			var composer, effectFXAA;
+
+			init();
+			animate();
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
+				camera.position.z = 1200;
+
+				scene = new THREE.Scene();
+
+				// LIGHTS
+
+				ambientLight = new THREE.AmbientLight( 0x444444 );
+				scene.add( ambientLight );
+
+				pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
+				pointLight.position.set( 0, 0, 600 );
+
+				scene.add( pointLight );
+
+				directionalLight = new THREE.DirectionalLight( 0xffffff );
+				directionalLight.position.set( 1, -0.5, -1 );
+				scene.add( directionalLight );
+
+				var textureLoader = new THREE.TextureLoader();
+
+				var material = new THREE.MeshPhongMaterial( {
+					color: 0xdddddd,
+					specular: 0x222222,
+					shininess: 35,
+					map: textureLoader.load( "obj/leeperrysmith/Map-COL.jpg" ),
+					specularMap: textureLoader.load( "obj/leeperrysmith/Map-SPEC.jpg" ),
+					normalMap: textureLoader.load( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
+					normalScale: new THREE.Vector2( 0.8, 0.8 )
+				} );
+
+				material.onBeforeCompile = function () {
+
+					var shader = this.__webglShader;
+
+					shader.uniforms.time = { value: 0 };
+
+					shader.vertexShader = shader.vertexShader.replace(
+						'#include <begin_vertex>',
+						'vec3 transformed = vec3( position.x + sin( time + position.y ) / 2.0, position.y, position.z );'
+					);
+
+					shader.vertexShader = shader.vertexShader.replace(
+						'#include <common>',
+						'#include <common>\nuniform float time;'
+					);
+
+				};
+
+				loader = new THREE.JSONLoader();
+				loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) {
+
+					mesh = new THREE.Mesh( geometry, material );
+					mesh.position.y = - 50;
+					mesh.scale.setScalar( 100 );
+					scene.add( mesh );
+
+				} );
+
+				renderer = new THREE.WebGLRenderer( { antialias: false } );
+				renderer.setClearColor( 0x111111 );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				container.appendChild( renderer.domElement );
+
+				//
+
+				renderer.gammaInput = true;
+				renderer.gammaOutput = true;
+
+				//
+
+				stats = new Stats();
+				container.appendChild( stats.dom );
+
+
+				// COMPOSER
+
+				renderer.autoClear = false;
+
+				var renderModel = new THREE.RenderPass( scene, camera );
+
+				var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
+				var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
+				effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
+
+				var canvas = renderer.context.canvas;
+
+				effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
+
+				effectBleach.uniforms[ 'opacity' ].value = 0.4;
+
+				effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
+				effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
+
+				effectColor.renderToScreen = true;
+
+				composer = new THREE.EffectComposer( renderer );
+
+				composer.addPass( renderModel );
+				composer.addPass( effectFXAA );
+				composer.addPass( effectBleach );
+				composer.addPass( effectColor );
+
+				// EVENTS
+
+				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			//
+
+			function onWindowResize( event ) {
+
+				var width = window.innerWidth;
+				var height = window.innerHeight;
+
+				camera.aspect = width / height;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( width, height );
+				composer.setSize( width, height );
+
+				effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
+
+			}
+
+			function onDocumentMouseMove( event ) {
+
+				mouseX = ( event.clientX - windowHalfX );
+				mouseY = ( event.clientY - windowHalfY );
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+
+				stats.update();
+
+			}
+
+			function render() {
+
+				targetX = mouseX * .001;
+				targetY = mouseY * .001;
+
+				if ( mesh ) {
+
+					mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
+					mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
+
+					if ( mesh.material.__webglShader ) {
+
+						mesh.material.__webglShader.uniforms.time.value = performance.now() / 1000;
+
+					}
+
+				}
+
+				composer.render();
+
+			}
+
+		</script>
+
+	</body>
+</html>