webgl_materials_bumpmap_skin.html 7.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - bump map - 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:#fff;
  11. padding:0;
  12. margin:0;
  13. font-weight: bold;
  14. overflow:hidden;
  15. }
  16. a { color: #ffffff; }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. color: #ffffff;
  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">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> -
  36. <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank">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/CopyShader.js"></script>
  41. <script src="js/postprocessing/EffectComposer.js"></script>
  42. <script src="js/postprocessing/RenderPass.js"></script>
  43. <script src="js/postprocessing/ShaderPass.js"></script>
  44. <script src="js/postprocessing/MaskPass.js"></script>
  45. <script src="js/Detector.js"></script>
  46. <script src="js/libs/stats.min.js"></script>
  47. <script>
  48. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  49. var statsEnabled = true;
  50. var container, stats, loader;
  51. var camera, scene, renderer;
  52. var mesh, mesh2;
  53. var directionalLight;
  54. var mouseX = 0;
  55. var mouseY = 0;
  56. var targetX = 0, targetY = 0;
  57. var windowHalfX = window.innerWidth / 2;
  58. var windowHalfY = window.innerHeight / 2;
  59. var mapColor, mapHeight, mapSpecular;
  60. var firstPass = true;
  61. var composer, composerBeckmann;
  62. init();
  63. animate();
  64. function init() {
  65. container = document.createElement( 'div' );
  66. document.body.appendChild( container );
  67. //
  68. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  69. camera.position.z = 1200;
  70. scene = new THREE.Scene();
  71. // LIGHTS
  72. scene.add( new THREE.AmbientLight( 0x333344 ) );
  73. directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  74. directionalLight.position.set( 500, 0, 500 );
  75. directionalLight.castShadow = true;
  76. directionalLight.shadow.mapSize.width = 2048;
  77. directionalLight.shadow.mapSize.height = 2048;
  78. directionalLight.shadow.camera.near = 200;
  79. directionalLight.shadow.camera.far = 1500;
  80. directionalLight.shadow.camera.left = -500;
  81. directionalLight.shadow.camera.right = 500;
  82. directionalLight.shadow.camera.top = 500;
  83. directionalLight.shadow.camera.bottom = -500;
  84. directionalLight.shadow.bias = -0.005;
  85. scene.add( directionalLight );
  86. //
  87. loader = new THREE.JSONLoader();
  88. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function ( geometry ) {
  89. createScene( geometry, 100 )
  90. } );
  91. //
  92. renderer = new THREE.WebGLRenderer( { antialias: true } );
  93. renderer.setClearColor( 0x242a34 );
  94. renderer.setPixelRatio( window.devicePixelRatio );
  95. renderer.setSize( window.innerWidth, window.innerHeight );
  96. container.appendChild( renderer.domElement );
  97. renderer.shadowMap.enabled = true;
  98. renderer.shadowMap.renderReverseSided = false;
  99. renderer.autoClear = false;
  100. //
  101. renderer.gammaInput = true;
  102. renderer.gammaOutput = true;
  103. //
  104. if ( statsEnabled ) {
  105. stats = new Stats();
  106. container.appendChild( stats.dom );
  107. }
  108. // COMPOSER
  109. renderer.autoClear = false;
  110. // BECKMANN
  111. var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
  112. var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
  113. effectCopy.renderToScreen = true;
  114. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  115. var rtwidth = 512, rtheight = 512;
  116. composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  117. composerBeckmann.addPass( effectBeckmann );
  118. composerBeckmann.addPass( effectCopy );
  119. // EVENTS
  120. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  121. window.addEventListener( 'resize', onWindowResize, false );
  122. }
  123. function createScene( geometry, scale ) {
  124. var textureLoader = new THREE.TextureLoader();
  125. var mapHeight = textureLoader.load( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
  126. mapHeight.anisotropy = 4;
  127. mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
  128. mapHeight.format = THREE.RGBFormat;
  129. var mapSpecular = textureLoader.load( "obj/leeperrysmith/Map-SPEC.jpg" );
  130. mapSpecular.anisotropy = 4;
  131. mapSpecular.wrapS = mapSpecular.wrapT = THREE.RepeatWrapping;
  132. mapSpecular.format = THREE.RGBFormat;
  133. var mapColor = textureLoader.load( "obj/leeperrysmith/Map-COL.jpg" );
  134. mapColor.anisotropy = 4;
  135. mapColor.wrapS = mapColor.wrapT = THREE.RepeatWrapping;
  136. mapColor.format = THREE.RGBFormat;
  137. var shader = THREE.ShaderSkin[ "skinSimple" ];
  138. var fragmentShader = shader.fragmentShader;
  139. var vertexShader = shader.vertexShader;
  140. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  141. uniforms[ "enableBump" ].value = true;
  142. uniforms[ "enableSpecular" ].value = true;
  143. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
  144. uniforms[ "tDiffuse" ].value = mapColor;
  145. uniforms[ "bumpMap" ].value = mapHeight;
  146. uniforms[ "specularMap" ].value = mapSpecular;
  147. uniforms[ "diffuse" ].value.setHex( 0xa0a0a0 );
  148. uniforms[ "specular" ].value.setHex( 0xa0a0a0 );
  149. uniforms[ "uRoughness" ].value = 0.2;
  150. uniforms[ "uSpecularBrightness" ].value = 0.5;
  151. uniforms[ "bumpScale" ].value = 8;
  152. var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true } );
  153. material.extensions.derivatives = true;
  154. mesh = new THREE.Mesh( geometry, material );
  155. mesh.position.y = - 50;
  156. mesh.scale.set( scale, scale, scale );
  157. mesh.castShadow = true;
  158. mesh.receiveShadow = true;
  159. scene.add( mesh );
  160. }
  161. //
  162. function onWindowResize( event ) {
  163. renderer.setSize( window.innerWidth, window.innerHeight );
  164. camera.aspect = window.innerWidth / window.innerHeight;
  165. camera.updateProjectionMatrix();
  166. }
  167. function onDocumentMouseMove( event ) {
  168. mouseX = ( event.clientX - windowHalfX ) * 1;
  169. mouseY = ( event.clientY - windowHalfY ) * 1;
  170. }
  171. //
  172. function animate() {
  173. requestAnimationFrame( animate );
  174. render();
  175. if ( statsEnabled ) stats.update();
  176. }
  177. function render() {
  178. targetX = mouseX * .001;
  179. targetY = mouseY * .001;
  180. if ( mesh ) {
  181. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  182. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  183. }
  184. if ( firstPass ) {
  185. composerBeckmann.render();
  186. firstPass = false;
  187. }
  188. renderer.clear();
  189. renderer.render( scene, camera );
  190. }
  191. </script>
  192. </body>
  193. </html>