webgl_materials_normalmap_modified.html 6.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - normal map [Lee Perry-Smith]</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background:#000;
  10. color:#fff;
  11. padding:0;
  12. margin:0;
  13. font-weight: bold;
  14. overflow:hidden;
  15. }
  16. a {
  17. color: #ffffff;
  18. }
  19. #info {
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. color: #ffffff;
  23. padding: 5px;
  24. font-family:Monospace;
  25. font-size:13px;
  26. text-align:center;
  27. z-index:1000;
  28. }
  29. #oldie {
  30. background:rgb(200,100,0) !important;
  31. color:#fff;
  32. }
  33. #vt { display:none }
  34. #vt, #vt a { color:orange; }
  35. .code { }
  36. </style>
  37. </head>
  38. <body>
  39. <div id="info">
  40. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl normalmap demo.
  41. <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head.
  42. <div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
  43. on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
  44. please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
  45. </div>
  46. </div>
  47. <script src="../build/three.js"></script>
  48. <script src="js/Detector.js"></script>
  49. <script src="js/libs/stats.min.js"></script>
  50. <script src="js/shaders/BleachBypassShader.js"></script>
  51. <script src="js/shaders/ColorCorrectionShader.js"></script>
  52. <script src="js/shaders/CopyShader.js"></script>
  53. <script src="js/shaders/FXAAShader.js"></script>
  54. <script src="js/postprocessing/EffectComposer.js"></script>
  55. <script src="js/postprocessing/RenderPass.js"></script>
  56. <script src="js/postprocessing/ShaderPass.js"></script>
  57. <script src="js/postprocessing/MaskPass.js"></script>
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var container, stats, loader;
  61. var camera, scene, renderer;
  62. var mesh;
  63. var directionalLight, pointLight, ambientLight;
  64. var mouseX = 0;
  65. var mouseY = 0;
  66. var targetX = 0;
  67. var targetY = 0;
  68. var windowHalfX = window.innerWidth / 2;
  69. var windowHalfY = window.innerHeight / 2;
  70. var composer, effectFXAA;
  71. init();
  72. animate();
  73. function init() {
  74. container = document.createElement( 'div' );
  75. document.body.appendChild( container );
  76. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  77. camera.position.z = 1200;
  78. scene = new THREE.Scene();
  79. // LIGHTS
  80. ambientLight = new THREE.AmbientLight( 0x444444 );
  81. scene.add( ambientLight );
  82. pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
  83. pointLight.position.set( 0, 0, 600 );
  84. scene.add( pointLight );
  85. directionalLight = new THREE.DirectionalLight( 0xffffff );
  86. directionalLight.position.set( 1, -0.5, -1 );
  87. scene.add( directionalLight );
  88. var textureLoader = new THREE.TextureLoader();
  89. var material = new THREE.MeshPhongMaterial( {
  90. color: 0xdddddd,
  91. specular: 0x222222,
  92. shininess: 35,
  93. map: textureLoader.load( "obj/leeperrysmith/Map-COL.jpg" ),
  94. specularMap: textureLoader.load( "obj/leeperrysmith/Map-SPEC.jpg" ),
  95. normalMap: textureLoader.load( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
  96. normalScale: new THREE.Vector2( 0.8, 0.8 )
  97. } );
  98. material.onBeforeCompile = function () {
  99. var shader = this.__webglShader;
  100. shader.uniforms.time = { value: 0 };
  101. shader.vertexShader = shader.vertexShader.replace(
  102. '#include <begin_vertex>',
  103. 'vec3 transformed = vec3( position.x + sin( time + position.y ) / 2.0, position.y, position.z );'
  104. );
  105. shader.vertexShader = shader.vertexShader.replace(
  106. '#include <common>',
  107. '#include <common>\nuniform float time;'
  108. );
  109. };
  110. loader = new THREE.JSONLoader();
  111. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) {
  112. mesh = new THREE.Mesh( geometry, material );
  113. mesh.position.y = - 50;
  114. mesh.scale.setScalar( 100 );
  115. scene.add( mesh );
  116. } );
  117. renderer = new THREE.WebGLRenderer( { antialias: false } );
  118. renderer.setClearColor( 0x111111 );
  119. renderer.setSize( window.innerWidth, window.innerHeight );
  120. container.appendChild( renderer.domElement );
  121. //
  122. renderer.gammaInput = true;
  123. renderer.gammaOutput = true;
  124. //
  125. stats = new Stats();
  126. container.appendChild( stats.dom );
  127. // COMPOSER
  128. renderer.autoClear = false;
  129. var renderModel = new THREE.RenderPass( scene, camera );
  130. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  131. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  132. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  133. var canvas = renderer.context.canvas;
  134. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
  135. effectBleach.uniforms[ 'opacity' ].value = 0.4;
  136. effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
  137. effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
  138. effectColor.renderToScreen = true;
  139. composer = new THREE.EffectComposer( renderer );
  140. composer.addPass( renderModel );
  141. composer.addPass( effectFXAA );
  142. composer.addPass( effectBleach );
  143. composer.addPass( effectColor );
  144. // EVENTS
  145. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  146. window.addEventListener( 'resize', onWindowResize, false );
  147. }
  148. //
  149. function onWindowResize( event ) {
  150. var width = window.innerWidth;
  151. var height = window.innerHeight;
  152. camera.aspect = width / height;
  153. camera.updateProjectionMatrix();
  154. renderer.setSize( width, height );
  155. composer.setSize( width, height );
  156. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  157. }
  158. function onDocumentMouseMove( event ) {
  159. mouseX = ( event.clientX - windowHalfX );
  160. mouseY = ( event.clientY - windowHalfY );
  161. }
  162. //
  163. function animate() {
  164. requestAnimationFrame( animate );
  165. render();
  166. stats.update();
  167. }
  168. function render() {
  169. targetX = mouseX * .001;
  170. targetY = mouseY * .001;
  171. if ( mesh ) {
  172. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  173. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  174. if ( mesh.material.__webglShader ) {
  175. mesh.material.__webglShader.uniforms.time.value = performance.now() / 1000;
  176. }
  177. }
  178. composer.render();
  179. }
  180. </script>
  181. </body>
  182. </html>