webgl_materials_bumpmap_skin.html 9.3 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://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> -
  36. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
  37. </div>
  38. <script src="../build/three.min.js"></script>
  39. <script src="js/ShaderSkin.js"></script>
  40. <script src="js/shaders/BlitShader.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/Stats.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, directionalLight2, pointLight, ambientLight, spotLight;
  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. ambientLight = new THREE.AmbientLight( 0x555555 );
  73. scene.add( ambientLight );
  74. //
  75. pointLight = new THREE.PointLight( 0xffffff, 1.5, 1000 );
  76. pointLight.position.set( 0, 0, 600 );
  77. scene.add( pointLight );
  78. // shadow for PointLight
  79. spotLight = new THREE.SpotLight( 0xffffff, 1 );
  80. spotLight.position.set( 0.05, 0.05, 1 );
  81. scene.add( spotLight );
  82. spotLight.position.multiplyScalar( 700 );
  83. spotLight.castShadow = true;
  84. spotLight.onlyShadow = true;
  85. //spotLight.shadowCameraVisible = true;
  86. spotLight.shadowMapWidth = 2048;
  87. spotLight.shadowMapHeight = 2048;
  88. spotLight.shadowCameraNear = 200;
  89. spotLight.shadowCameraFar = 1500;
  90. spotLight.shadowCameraFov = 40;
  91. spotLight.shadowBias = -0.005;
  92. spotLight.shadowDarkness = 0.15;
  93. //
  94. directionalLight = new THREE.DirectionalLight( 0xffffff, 0.85 );
  95. directionalLight.position.set( 1, -0.5, 1 );
  96. directionalLight.color.setHSV( 0.6, 0.3, 1 );
  97. scene.add( directionalLight );
  98. directionalLight.position.multiplyScalar( 500 );
  99. directionalLight.castShadow = true;
  100. //directionalLight.shadowCameraVisible = true;
  101. directionalLight.shadowMapWidth = 2048;
  102. directionalLight.shadowMapHeight = 2048;
  103. directionalLight.shadowCameraNear = 200;
  104. directionalLight.shadowCameraFar = 1500;
  105. directionalLight.shadowCameraLeft = -500;
  106. directionalLight.shadowCameraRight = 500;
  107. directionalLight.shadowCameraTop = 500;
  108. directionalLight.shadowCameraBottom = -500;
  109. directionalLight.shadowBias = -0.005;
  110. directionalLight.shadowDarkness = 0.15;
  111. //
  112. directionalLight2 = new THREE.DirectionalLight( 0xffffff, 0.85 );
  113. directionalLight2.position.set( 1, -0.5, -1 );
  114. scene.add( directionalLight2 );
  115. //
  116. loader = new THREE.JSONLoader( true );
  117. document.body.appendChild( loader.statusDomElement );
  118. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100 ) } );
  119. //
  120. renderer = new THREE.WebGLRenderer( { antialias: false, clearColor: 0x060708, clearAlpha: 1, alpha: false } );
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. container.appendChild( renderer.domElement );
  123. var color = new THREE.Color();
  124. color.setHSV( 0.6, 0.15, 0.35 );
  125. renderer.setClearColor( color, 1 );
  126. renderer.shadowMapEnabled = true;
  127. renderer.shadowMapCullFrontFaces = false;
  128. renderer.autoClear = false;
  129. //
  130. renderer.gammaInput = true;
  131. renderer.gammaOutput = true;
  132. renderer.physicallyBasedShading = true;
  133. //
  134. if ( statsEnabled ) {
  135. stats = new Stats();
  136. stats.domElement.style.position = 'absolute';
  137. stats.domElement.style.top = '0px';
  138. stats.domElement.style.zIndex = 100;
  139. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
  140. stats.domElement.children[ 0 ].style.background = "transparent";
  141. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  142. container.appendChild( stats.domElement );
  143. }
  144. // COMPOSER
  145. renderer.autoClear = false;
  146. // BECKMANN
  147. var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
  148. var effectBlit = new THREE.ShaderPass( THREE.BlitShader );
  149. effectBlit.renderToScreen = true;
  150. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
  151. var rtwidth = 512, rtheight = 512;
  152. composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  153. composerBeckmann.addPass( effectBeckmann );
  154. composerBeckmann.addPass( effectBlit );
  155. // EVENTS
  156. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  157. window.addEventListener( 'resize', onWindowResize, false );
  158. }
  159. function createScene( geometry, scale ) {
  160. var mapHeight = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
  161. mapHeight.anisotropy = 4;
  162. mapHeight.repeat.set( 0.998, 0.998 );
  163. mapHeight.offset.set( 0.001, 0.001 )
  164. mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
  165. mapHeight.format = THREE.RGBFormat;
  166. var mapSpecular = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" );
  167. mapSpecular.anisotropy = 4;
  168. mapSpecular.repeat.set( 0.998, 0.998 );
  169. mapSpecular.offset.set( 0.001, 0.001 )
  170. mapSpecular.wrapS = mapSpecular.wrapT = THREE.RepeatWrapping;
  171. mapSpecular.format = THREE.RGBFormat;
  172. var mapColor = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  173. mapColor.anisotropy = 4;
  174. mapColor.repeat.set( 0.998, 0.998 );
  175. mapColor.offset.set( 0.001, 0.001 )
  176. mapColor.wrapS = mapColor.wrapT = THREE.RepeatWrapping;
  177. mapColor.format = THREE.RGBFormat;
  178. var shader = THREE.ShaderSkin[ "skinSimple" ];
  179. var fragmentShader = shader.fragmentShader;
  180. var vertexShader = shader.vertexShader;
  181. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  182. uniforms[ "enableBump" ].value = true;
  183. uniforms[ "enableSpecular" ].value = true;
  184. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1;
  185. uniforms[ "tDiffuse" ].value = mapColor;
  186. uniforms[ "bumpMap" ].value = mapHeight;
  187. uniforms[ "specularMap" ].value = mapSpecular;
  188. uniforms[ "uAmbientColor" ].value.setHex( 0xa0a0a0 );
  189. uniforms[ "uDiffuseColor" ].value.setHex( 0xa0a0a0 );
  190. uniforms[ "uSpecularColor" ].value.setHex( 0xa0a0a0 );
  191. uniforms[ "uRoughness" ].value = 0.145;
  192. uniforms[ "uSpecularBrightness" ].value = 0.75;
  193. uniforms[ "bumpScale" ].value = 16;
  194. uniforms[ "offsetRepeat" ].value.set( 0.001, 0.001, 0.998, 0.998 );
  195. var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true } );
  196. mesh = new THREE.Mesh( geometry, material );
  197. mesh.position.y = - 50;
  198. mesh.scale.set( scale, scale, scale );
  199. mesh.castShadow = true;
  200. mesh.receiveShadow = true;
  201. scene.add( mesh );
  202. loader.statusDomElement.style.display = "none";
  203. }
  204. //
  205. function onWindowResize( event ) {
  206. SCREEN_WIDTH = window.innerWidth;
  207. SCREEN_HEIGHT = window.innerHeight;
  208. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  209. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  210. camera.updateProjectionMatrix();
  211. }
  212. function onDocumentMouseMove( event ) {
  213. mouseX = ( event.clientX - windowHalfX ) * 1;
  214. mouseY = ( event.clientY - windowHalfY ) * 1;
  215. }
  216. //
  217. function animate() {
  218. requestAnimationFrame( animate );
  219. render();
  220. if ( statsEnabled ) stats.update();
  221. }
  222. function render() {
  223. targetX = mouseX * .001;
  224. targetY = mouseY * .001;
  225. if ( mesh ) {
  226. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  227. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  228. }
  229. if ( firstPass ) {
  230. composerBeckmann.render();
  231. firstPass = false;
  232. }
  233. renderer.clear();
  234. renderer.render( scene, camera );
  235. }
  236. </script>
  237. </body>
  238. </html>