webgl_materials_skin.html 8.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - skin [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:#aaa;
  11. padding:0;
  12. margin:0;
  13. font-weight: bold;
  14. overflow:hidden;
  15. }
  16. a { color: #eee; }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. color: #eee;
  21. padding: 5px;
  22. font-family:Monospace;
  23. font-size:13px;
  24. text-align:center;
  25. z-index:1000;
  26. }
  27. #oldie {
  28. background:rgb(200,100,0) !important;
  29. color:#fff;
  30. }
  31. </style>
  32. </head>
  33. <body>
  34. <div id="info">
  35. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl skin rendering demo.
  36. <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head.
  37. </div>
  38. <script src="../build/three.js"></script>
  39. <script src="js/ShaderSkin.js"></script>
  40. <script src="js/shaders/BleachBypassShader.js"></script>
  41. <script src="js/shaders/ConvolutionShader.js"></script>
  42. <script src="js/shaders/CopyShader.js"></script>
  43. <script src="js/postprocessing/EffectComposer.js"></script>
  44. <script src="js/postprocessing/RenderPass.js"></script>
  45. <script src="js/postprocessing/BloomPass.js"></script>
  46. <script src="js/postprocessing/TexturePass.js"></script>
  47. <script src="js/postprocessing/ShaderPass.js"></script>
  48. <script src="js/postprocessing/MaskPass.js"></script>
  49. <script src="js/loaders/GLTFLoader.js"></script>
  50. <script src="js/Detector.js"></script>
  51. <script src="js/libs/stats.min.js"></script>
  52. <script>
  53. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  54. var statsEnabled = true;
  55. var container, stats, loader;
  56. var camera, scene, renderer;
  57. var mesh;
  58. var composer, composerUV1, composerUV2, composerUV3, composerBeckmann;
  59. var directionalLight, pointLight, ambientLight;
  60. var mouseX = 0, mouseY = 0;
  61. var targetX = 0, targetY = 0;
  62. var windowHalfX = window.innerWidth / 2;
  63. var windowHalfY = window.innerHeight / 2;
  64. var firstPass = true;
  65. init();
  66. animate();
  67. function init() {
  68. container = document.createElement( 'div' );
  69. document.body.appendChild( container );
  70. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 10000 );
  71. camera.position.z = 900;
  72. scene = new THREE.Scene();
  73. scene.background = new THREE.Color( 0x050505 );
  74. // LIGHTS
  75. directionalLight = new THREE.DirectionalLight( 0xffeedd, 1.5 );
  76. directionalLight.position.set( 1, 0.5, 1 );
  77. scene.add( directionalLight );
  78. directionalLight = new THREE.DirectionalLight( 0xddddff, 0.5 );
  79. directionalLight.position.set( -1, 0.5, -1 );
  80. scene.add( directionalLight );
  81. // MATERIALS
  82. var diffuse = 0xbbbbbb, specular = 0x555555, shininess = 50;
  83. var shader = THREE.ShaderSkin[ "skin" ];
  84. var uniformsUV = THREE.UniformsUtils.clone( shader.uniforms );
  85. var textureLoader = new THREE.TextureLoader();
  86. uniformsUV[ "tNormal" ].value = textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  87. uniformsUV[ "uNormalScale" ].value = -1.5;
  88. uniformsUV[ "tDiffuse" ].value = textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" );
  89. uniformsUV[ "passID" ].value = 0;
  90. uniformsUV[ "diffuse" ].value.setHex( diffuse );
  91. uniformsUV[ "specular" ].value.setHex( specular );
  92. uniformsUV[ "uRoughness" ].value = 0.185;
  93. uniformsUV[ "uSpecularBrightness" ].value = 0.7;
  94. var uniforms = THREE.UniformsUtils.clone( uniformsUV );
  95. uniforms[ "tDiffuse" ].value = uniformsUV[ "tDiffuse" ].value;
  96. uniforms[ "tNormal" ].value = uniformsUV[ "tNormal" ].value;
  97. uniforms[ "passID" ].value = 1;
  98. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  99. var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };
  100. var material = new THREE.ShaderMaterial( parameters );
  101. material.extensions.derivatives = true;
  102. var materialUV = new THREE.ShaderMaterial( parametersUV );
  103. materialUV.extensions.derivatives = true;
  104. // LOADER
  105. loader = new THREE.GLTFLoader();
  106. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function( gltf ) {
  107. createScene( gltf.scene.children[ 0 ].geometry, 100, material );
  108. } );
  109. // RENDERER
  110. renderer = new THREE.WebGLRenderer();
  111. renderer.setPixelRatio( window.devicePixelRatio );
  112. renderer.setSize( window.innerWidth, window.innerHeight );
  113. renderer.autoClear = false;
  114. container.appendChild( renderer.domElement );
  115. // STATS
  116. if ( statsEnabled ) {
  117. stats = new Stats();
  118. container.appendChild( stats.dom );
  119. }
  120. // EVENTS
  121. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  122. // POSTPROCESSING
  123. var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0x575757 ) );
  124. var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
  125. var effectBloom1 = new THREE.BloomPass( 1, 15, 2, 512 );
  126. var effectBloom2 = new THREE.BloomPass( 1, 25, 3, 512 );
  127. var effectBloom3 = new THREE.BloomPass( 1, 25, 4, 512 );
  128. effectBloom1.clear = true;
  129. effectBloom2.clear = true;
  130. effectBloom3.clear = true;
  131. effectCopy.renderToScreen = true;
  132. //
  133. var pars = {
  134. minFilter: THREE.LinearMipmapLinearFilter,
  135. magFilter: THREE.LinearFilter,
  136. format: THREE.RGBFormat,
  137. stencilBuffer: false
  138. };
  139. var rtwidth = 512;
  140. var rtheight = 512;
  141. //
  142. composer = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  143. composer.addPass( renderModelUV );
  144. var renderScene = new THREE.TexturePass( composer.renderTarget2.texture );
  145. //
  146. composerUV1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  147. composerUV1.addPass( renderScene );
  148. composerUV1.addPass( effectBloom1 );
  149. composerUV2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  150. composerUV2.addPass( renderScene );
  151. composerUV2.addPass( effectBloom2 );
  152. composerUV3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  153. composerUV3.addPass( renderScene );
  154. composerUV3.addPass( effectBloom3 );
  155. //
  156. var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
  157. composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  158. composerBeckmann.addPass( effectBeckmann );
  159. //
  160. uniforms[ "tBlur1" ].value = composer.renderTarget2.texture;
  161. uniforms[ "tBlur2" ].value = composerUV1.renderTarget2.texture;
  162. uniforms[ "tBlur3" ].value = composerUV2.renderTarget2.texture;
  163. uniforms[ "tBlur4" ].value = composerUV3.renderTarget2.texture;
  164. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
  165. //
  166. window.addEventListener( 'resize', onWindowResize, false );
  167. }
  168. function onWindowResize() {
  169. windowHalfX = window.innerWidth / 2;
  170. windowHalfY = window.innerHeight / 2;
  171. camera.aspect = window.innerWidth / window.innerHeight;
  172. camera.updateProjectionMatrix();
  173. renderer.setSize( window.innerWidth, window.innerHeight );
  174. }
  175. function createScene( geometry, scale, material ) {
  176. mesh = new THREE.Mesh( geometry, material );
  177. mesh.position.y = - 50;
  178. mesh.scale.set( scale, scale, scale );
  179. scene.add( mesh );
  180. }
  181. function onDocumentMouseMove( event ) {
  182. mouseX = ( event.clientX - windowHalfX );
  183. mouseY = ( event.clientY - windowHalfY );
  184. }
  185. //
  186. function animate() {
  187. requestAnimationFrame( animate );
  188. render();
  189. if ( statsEnabled ) stats.update();
  190. }
  191. function render() {
  192. targetX = mouseX * .001;
  193. targetY = mouseY * .001;
  194. if ( mesh ) {
  195. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  196. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  197. }
  198. renderer.clear();
  199. if ( firstPass ) {
  200. composerBeckmann.render();
  201. firstPass = false;
  202. }
  203. composer.render();
  204. composerUV1.render();
  205. composerUV2.render();
  206. composerUV3.render();
  207. renderer.render( scene, camera );
  208. }
  209. </script>
  210. </body>
  211. </html>