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Added bump and specular maps to simple skin shader.

Added corresponding example. Tweaked bit previous bump map example.
alteredq 13 лет назад
Родитель
Сommit
aac882984d

+ 45 - 3
examples/js/ShaderSkin.js

@@ -12,6 +12,8 @@ THREE.ShaderSkin = {
 	//		- physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
 	//
 	//		- diffuse map
+	//		- bump map
+	//		- specular map
 	//		- point and directional lights (use with "lights: true" material option)
 	//		- fog (use with "fog: true" material option)
 	//		- shadow maps
@@ -28,6 +30,9 @@ THREE.ShaderSkin = {
 
 			{
 
+			"enableBump"	: { type: "i", value: 0 },
+			"enableSpecular": { type: "i", value: 0 },
+
 			"tDiffuse"	: { type: "t", value: 0, texture: null },
 			"tBeckmann"	: { type: "t", value: 1, texture: null },
 
@@ -39,6 +44,13 @@ THREE.ShaderSkin = {
 			"uRoughness": 	  		{ type: "f", value: 0.15 },
 			"uSpecularBrightness": 	{ type: "f", value: 0.75 },
 
+			"bumpMap"	: { type: "t", value: 2, texture: null },
+			"bumpScale" : { type: "f", value: 1 },
+
+			"specularMap" : { type: "t", value: 3, texture: null },
+
+			"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
 			"uWrapRGB":	{ type: "v3", value: new THREE.Vector3( 0.75, 0.375, 0.1875 ) }
 
 			}
@@ -47,6 +59,12 @@ THREE.ShaderSkin = {
 
 		fragmentShader: [
 
+			"#define USE_BUMPMAP",
+			"#extension GL_OES_standard_derivatives : enable",
+
+			"uniform bool enableBump;",
+			"uniform bool enableSpecular;",
+
 			"uniform vec3 uAmbientColor;",
 			"uniform vec3 uDiffuseColor;",
 			"uniform vec3 uSpecularColor;",
@@ -60,6 +78,8 @@ THREE.ShaderSkin = {
 			"uniform sampler2D tDiffuse;",
 			"uniform sampler2D tBeckmann;",
 
+			"uniform sampler2D specularMap;",
+
 			"varying vec3 vNormal;",
 			"varying vec2 vUv;",
 
@@ -84,6 +104,7 @@ THREE.ShaderSkin = {
 
 			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
 			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
 
 			// Fresnel term
 
@@ -140,6 +161,25 @@ THREE.ShaderSkin = {
 				"vec3 normal = normalize( vNormal );",
 				"vec3 viewPosition = normalize( vViewPosition );",
 
+				"float specularStrength;",
+
+				"if ( enableSpecular ) {",
+
+					"vec4 texelSpecular = texture2D( specularMap, vUv );",
+					"specularStrength = texelSpecular.r;",
+
+				"} else {",
+
+					"specularStrength = 1.0;",
+
+				"}",
+
+				"#ifdef USE_BUMPMAP",
+
+					"if ( enableBump ) normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
+
+				"#endif",
+
 				// point lights
 
 				"vec3 specularTotal = vec3( 0.0 );",
@@ -168,7 +208,7 @@ THREE.ShaderSkin = {
 						"float pointSpecularWeight = KS_Skin_Specular( normal, lVector, viewPosition, uRoughness, uSpecularBrightness );",
 
 						"pointTotal    += lDistance * uDiffuseColor * pointLightColor[ i ] * pointDiffuseWeight;",
-						"specularTotal += lDistance * uSpecularColor * pointLightColor[ i ] * pointSpecularWeight;",
+						"specularTotal += lDistance * uSpecularColor * pointLightColor[ i ] * pointSpecularWeight * specularStrength;",
 
 					"}",
 
@@ -193,7 +233,7 @@ THREE.ShaderSkin = {
 						"float dirSpecularWeight =  KS_Skin_Specular( normal, dirVector, viewPosition, uRoughness, uSpecularBrightness );",
 
 						"dirTotal 	   += uDiffuseColor * directionalLightColor[ i ] * dirDiffuseWeight;",
-						"specularTotal += uSpecularColor * directionalLightColor[ i ] * dirSpecularWeight;",
+						"specularTotal += uSpecularColor * directionalLightColor[ i ] * dirSpecularWeight * specularStrength;",
 
 					"}",
 
@@ -223,6 +263,8 @@ THREE.ShaderSkin = {
 
 		vertexShader: [
 
+			"uniform vec4 offsetRepeat;",
+
 			"varying vec3 vNormal;",
 			"varying vec2 vUv;",
 
@@ -237,7 +279,7 @@ THREE.ShaderSkin = {
 
 				"vNormal = normalMatrix * normal;",
 
-				"vUv = uv;",
+				"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
 
 				"gl_Position = projectionMatrix * mvPosition;",
 

+ 10 - 6
examples/webgl_materials_bumpmap.html

@@ -67,6 +67,9 @@
 			var mouseX = 0;
 			var mouseY = 0;
 
+			var targetX = 0;
+			var targetY = 0;
+
 			var windowHalfX = window.innerWidth / 2;
 			var windowHalfY = window.innerHeight / 2;
 
@@ -236,10 +239,10 @@
 
 			}
 
-			function onDocumentMouseMove(event) {
+			function onDocumentMouseMove( event ) {
 
-				mouseX = ( event.clientX - windowHalfX ) * 10;
-				mouseY = ( event.clientY - windowHalfY ) * 10;
+				mouseX = ( event.clientX - windowHalfX );
+				mouseY = ( event.clientY - windowHalfY );
 
 			}
 
@@ -256,12 +259,13 @@
 
 			function render() {
 
-				var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
+				targetX = mouseX * .001;
+				targetY = mouseY * .001;
 
 				if ( mesh ) {
 
-					mesh.rotation.y = ry;
-					mesh.rotation.x = rx;
+					mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
+					mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
 
 				}
 

+ 370 - 0
examples/webgl_materials_bumpmap_skin.html

@@ -0,0 +1,370 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - materials - bump map - skin [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;
+			}
+
+		</style>
+	</head>
+
+	<body>
+		<div id="info">
+			<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl simple single-pass skin material with <a href="http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html">tangent-less bump mapping</a> -
+			<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
+		</div>
+
+		<script src="../build/Three.js"></script>
+
+		<script src="js/ShaderSkin.js"></script>
+
+		<script src="js/ShaderExtras.js"></script>
+
+		<script src="js/postprocessing/EffectComposer.js"></script>
+		<script src="js/postprocessing/RenderPass.js"></script>
+		<script src="js/postprocessing/BloomPass.js"></script>
+		<script src="js/postprocessing/FilmPass.js"></script>
+		<script src="js/postprocessing/DotScreenPass.js"></script>
+		<script src="js/postprocessing/TexturePass.js"></script>
+		<script src="js/postprocessing/ShaderPass.js"></script>
+		<script src="js/postprocessing/MaskPass.js"></script>
+
+		<script src="js/Detector.js"></script>
+		<script src="js/Stats.js"></script>
+
+		<script>
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var statsEnabled = true;
+
+			var container, stats, loader;
+
+			var camera, scene, renderer;
+
+			var mesh, mesh2;
+
+			var directionalLight, directionalLight2, pointLight, ambientLight, spotLight;
+
+			var mouseX = 0;
+			var mouseY = 0;
+
+			var targetX = 0, targetY = 0;
+
+
+			var windowHalfX = window.innerWidth / 2;
+			var windowHalfY = window.innerHeight / 2;
+
+			var mapColor, mapHeight, mapSpecular;
+
+			var firstPass = true;
+
+			var composer, composerBeckmann;
+
+			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( 0x555555 );
+				scene.add( ambientLight );
+
+				//
+
+				pointLight = new THREE.PointLight( 0xffffff, 1.5, 1000 );
+				pointLight.position.set( 0, 0, 600 );
+
+				scene.add( pointLight );
+
+				// shadow for PointLight
+
+				spotLight = new THREE.SpotLight( 0xffffff, 1 );
+				spotLight.position.set( 0.05, 0.05, 1 );
+				scene.add( spotLight );
+
+				spotLight.position.multiplyScalar( 700 );
+
+				spotLight.castShadow = true;
+				spotLight.onlyShadow = true;
+				//spotLight.shadowCameraVisible = true;
+
+				spotLight.shadowMapWidth = 2048;
+				spotLight.shadowMapHeight = 2048;
+
+				spotLight.shadowCameraNear = 200;
+				spotLight.shadowCameraFar = 1500;
+
+				spotLight.shadowCameraFov = 40;
+
+				spotLight.shadowBias = -0.005;
+				spotLight.shadowDarkness = 0.15;
+
+				//
+
+				directionalLight = new THREE.DirectionalLight( 0xffffff, 0.85 );
+				directionalLight.position.set( 1, -0.5, 1 );
+				directionalLight.color.setHSV( 0.6, 0.3, 1 );
+				scene.add( directionalLight );
+
+				directionalLight.position.multiplyScalar( 500 );
+
+				directionalLight.castShadow = true;
+				//directionalLight.shadowCameraVisible = true;
+
+				directionalLight.shadowMapWidth = 2048;
+				directionalLight.shadowMapHeight = 2048;
+
+				directionalLight.shadowCameraNear = 200;
+				directionalLight.shadowCameraFar = 1500;
+
+				directionalLight.shadowCameraLeft = -500;
+				directionalLight.shadowCameraRight = 500;
+				directionalLight.shadowCameraTop = 500;
+				directionalLight.shadowCameraBottom = -500;
+
+				directionalLight.shadowBias = -0.005;
+				directionalLight.shadowDarkness = 0.15;
+
+				//
+
+				directionalLight2 = new THREE.DirectionalLight( 0xffffff, 0.85 );
+				directionalLight2.position.set( 1, -0.5, -1 );
+				scene.add( directionalLight2 );
+
+				//
+
+				loader = new THREE.JSONLoader( true );
+				document.body.appendChild( loader.statusDomElement );
+
+				loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100 ) } );
+
+				//
+
+				renderer = new THREE.WebGLRenderer( { antialias: true, clearColor: 0x060708, clearAlpha: 1 } );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				container.appendChild( renderer.domElement );
+
+				var color = new THREE.Color();
+				color.setHSV( 0.6, 0.15, 0.35 );
+				renderer.setClearColor( color, 1 );
+
+				renderer.shadowMapEnabled = true;
+				renderer.shadowMapCullFrontFaces = false;
+
+				renderer.autoClear = false;
+
+				//
+
+				renderer.gammaInput = true;
+				renderer.gammaOutput = true;
+				renderer.physicallyBasedShading = true;
+
+				//
+
+				if ( statsEnabled ) {
+
+					stats = new Stats();
+					stats.domElement.style.position = 'absolute';
+					stats.domElement.style.top = '0px';
+					stats.domElement.style.zIndex = 100;
+
+					stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
+					stats.domElement.children[ 0 ].style.background = "transparent";
+					stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
+
+					container.appendChild( stats.domElement );
+
+				}
+
+
+				// COMPOSER
+
+				renderer.autoClear = false;
+
+				// BECKMANN
+
+				var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
+				var effectScreen = new THREE.ShaderPass( THREE.ShaderExtras[ "screen" ] );
+
+				effectScreen.renderToScreen = true;
+
+				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
+				var rtwidth = 512, rtheight = 512;
+
+				composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
+				composerBeckmann.addPass( effectBeckmann );
+				composerBeckmann.addPass( effectScreen );
+
+				// EVENTS
+
+				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function createScene( geometry, scale ) {
+
+				var mapHeight = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
+
+				mapHeight.anisotropy = 16;
+				mapHeight.repeat.set( 0.998, 0.998 );
+				mapHeight.offset.set( 0.001, 0.001 )
+				mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
+
+				var mapSpecular = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" );
+
+				mapSpecular.anisotropy = 16;
+				mapSpecular.repeat.set( 0.998, 0.998 );
+				mapSpecular.offset.set( 0.001, 0.001 )
+				mapSpecular.wrapS = mapSpecular.wrapT = THREE.RepeatWrapping;
+
+				var mapColor = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
+
+				mapColor.anisotropy = 16;
+				mapColor.repeat.set( 0.998, 0.998 );
+				mapColor.offset.set( 0.001, 0.001 )
+				mapColor.wrapS = mapColor.wrapT = THREE.RepeatWrapping;
+
+				var shader = THREE.ShaderSkin[ "skinSimple" ];
+
+				var fragmentShader = shader.fragmentShader;
+				var vertexShader = shader.vertexShader;
+
+				var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+				uniforms[ "enableBump" ].value = true;
+				uniforms[ "enableSpecular" ].value = true;
+
+				uniforms[ "tBeckmann" ].texture = composerBeckmann.renderTarget1;
+				uniforms[ "tDiffuse" ].texture = mapColor;
+
+				uniforms[ "bumpMap" ].texture = mapHeight;
+				uniforms[ "specularMap" ].texture = mapSpecular;
+
+				uniforms[ "uAmbientColor" ].value.setHex( 0xa0a0a0 );
+				uniforms[ "uDiffuseColor" ].value.setHex( 0xa0a0a0 );
+				uniforms[ "uSpecularColor" ].value.setHex( 0xa0a0a0 );
+
+				uniforms[ "uRoughness" ].value = 0.145;
+				uniforms[ "uSpecularBrightness" ].value = 0.75;
+
+				uniforms[ "bumpScale" ].value = 16;
+
+				uniforms[ "offsetRepeat" ].value.set( 0.001, 0.001, 0.998, 0.998 );
+
+				var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true } );
+
+				mesh = new THREE.Mesh( geometry, material );
+
+				mesh.position.y = - 50;
+				mesh.scale.set( scale, scale, scale );
+
+				mesh.castShadow = true;
+				mesh.receiveShadow = true;
+
+				scene.add( mesh );
+
+				loader.statusDomElement.style.display = "none";
+
+			}
+
+			//
+
+			function onWindowResize( event ) {
+
+				SCREEN_WIDTH = window.innerWidth;
+				SCREEN_HEIGHT = window.innerHeight;
+
+				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
+
+				camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
+				camera.updateProjectionMatrix();
+
+
+			}
+
+			function onDocumentMouseMove( event ) {
+
+				mouseX = ( event.clientX - windowHalfX ) * 1;
+				mouseY = ( event.clientY - windowHalfY ) * 1;
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+				if ( statsEnabled ) 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 ( firstPass ) {
+
+					composerBeckmann.render();
+					firstPass = false;
+
+				}
+
+				renderer.clear();
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+
+	</body>
+</html>