webgl_materials_skin.html 8.3 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">three.js</a> - webgl skin rendering demo.
  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/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/Detector.js"></script>
  50. <script src="js/libs/stats.min.js"></script>
  51. <script>
  52. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  53. var statsEnabled = true;
  54. var container, stats, loader;
  55. var camera, scene, renderer;
  56. var mesh;
  57. var composer, composerUV1, composerUV2, composerUV3, composerBeckmann;
  58. var directionalLight, pointLight, ambientLight;
  59. var mouseX = 0, mouseY = 0;
  60. var targetX = 0, targetY = 0;
  61. var windowHalfX = window.innerWidth / 2;
  62. var windowHalfY = window.innerHeight / 2;
  63. var firstPass = true;
  64. init();
  65. animate();
  66. function init() {
  67. container = document.createElement( 'div' );
  68. document.body.appendChild( container );
  69. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 10000 );
  70. camera.position.z = 900;
  71. scene = new THREE.Scene();
  72. // LIGHTS
  73. directionalLight = new THREE.DirectionalLight( 0xffeedd, 1.5 );
  74. directionalLight.position.set( 1, 0.5, 1 );
  75. scene.add( directionalLight );
  76. directionalLight = new THREE.DirectionalLight( 0xddddff, 0.5 );
  77. directionalLight.position.set( -1, 0.5, -1 );
  78. scene.add( directionalLight );
  79. // MATERIALS
  80. var diffuse = 0xbbbbbb, specular = 0x555555, shininess = 50;
  81. var shader = THREE.ShaderSkin[ "skin" ];
  82. var uniformsUV = THREE.UniformsUtils.clone( shader.uniforms );
  83. var textureLoader = new THREE.TextureLoader();
  84. uniformsUV[ "tNormal" ].value = textureLoader.load( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  85. uniformsUV[ "uNormalScale" ].value = -1.5;
  86. uniformsUV[ "tDiffuse" ].value = textureLoader.load( "obj/leeperrysmith/Map-COL.jpg" );
  87. uniformsUV[ "passID" ].value = 0;
  88. uniformsUV[ "diffuse" ].value.setHex( diffuse );
  89. uniformsUV[ "specular" ].value.setHex( specular );
  90. uniformsUV[ "uRoughness" ].value = 0.185;
  91. uniformsUV[ "uSpecularBrightness" ].value = 0.7;
  92. var uniforms = THREE.UniformsUtils.clone( uniformsUV );
  93. uniforms[ "tDiffuse" ].value = uniformsUV[ "tDiffuse" ].value;
  94. uniforms[ "tNormal" ].value = uniformsUV[ "tNormal" ].value;
  95. uniforms[ "passID" ].value = 1;
  96. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  97. var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };
  98. var material = new THREE.ShaderMaterial( parameters );
  99. material.extensions.derivatives = true;
  100. var materialUV = new THREE.ShaderMaterial( parametersUV );
  101. materialUV.extensions.derivatives = true;
  102. // LOADER
  103. loader = new THREE.JSONLoader();
  104. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) {
  105. createScene( geometry, 100, material );
  106. } );
  107. // RENDERER
  108. renderer = new THREE.WebGLRenderer( { antialias: false } );
  109. renderer.setClearColor( 0x050505 );
  110. renderer.setPixelRatio( window.devicePixelRatio );
  111. renderer.setSize( window.innerWidth, window.innerHeight );
  112. renderer.autoClear = false;
  113. container.appendChild( renderer.domElement );
  114. // STATS
  115. if ( statsEnabled ) {
  116. stats = new Stats();
  117. container.appendChild( stats.dom );
  118. }
  119. // EVENTS
  120. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  121. // POSTPROCESSING
  122. var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0x575757 ) );
  123. var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
  124. var effectBloom1 = new THREE.BloomPass( 1, 15, 2, 512 );
  125. var effectBloom2 = new THREE.BloomPass( 1, 25, 3, 512 );
  126. var effectBloom3 = new THREE.BloomPass( 1, 25, 4, 512 );
  127. effectBloom1.clear = true;
  128. effectBloom2.clear = true;
  129. effectBloom3.clear = true;
  130. effectCopy.renderToScreen = true;
  131. //
  132. var pars = {
  133. minFilter: THREE.LinearMipmapLinearFilter,
  134. magFilter: THREE.LinearFilter,
  135. format: THREE.RGBFormat,
  136. stencilBuffer: false
  137. };
  138. var rtwidth = 512;
  139. var rtheight = 512;
  140. //
  141. composer = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  142. composer.addPass( renderModelUV );
  143. var renderScene = new THREE.TexturePass( composer.renderTarget2.texture );
  144. //
  145. composerUV1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  146. composerUV1.addPass( renderScene );
  147. composerUV1.addPass( effectBloom1 );
  148. composerUV2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  149. composerUV2.addPass( renderScene );
  150. composerUV2.addPass( effectBloom2 );
  151. composerUV3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  152. composerUV3.addPass( renderScene );
  153. composerUV3.addPass( effectBloom3 );
  154. //
  155. var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
  156. composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  157. composerBeckmann.addPass( effectBeckmann );
  158. //
  159. uniforms[ "tBlur1" ].value = composer.renderTarget2.texture;
  160. uniforms[ "tBlur2" ].value = composerUV1.renderTarget2.texture;
  161. uniforms[ "tBlur3" ].value = composerUV2.renderTarget2.texture;
  162. uniforms[ "tBlur4" ].value = composerUV3.renderTarget2.texture;
  163. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
  164. //
  165. window.addEventListener( 'resize', onWindowResize, false );
  166. }
  167. function onWindowResize() {
  168. windowHalfX = window.innerWidth / 2;
  169. windowHalfY = window.innerHeight / 2;
  170. camera.aspect = window.innerWidth / window.innerHeight;
  171. camera.updateProjectionMatrix();
  172. renderer.setSize( window.innerWidth, window.innerHeight );
  173. }
  174. function createScene( geometry, scale, material ) {
  175. mesh = new THREE.Mesh( geometry, material );
  176. mesh.position.y = - 50;
  177. mesh.scale.set( scale, scale, scale );
  178. scene.add( mesh );
  179. }
  180. function onDocumentMouseMove( event ) {
  181. mouseX = ( event.clientX - windowHalfX );
  182. mouseY = ( event.clientY - windowHalfY );
  183. }
  184. //
  185. function animate() {
  186. requestAnimationFrame( animate );
  187. render();
  188. if ( statsEnabled ) stats.update();
  189. }
  190. function render() {
  191. targetX = mouseX * .001;
  192. targetY = mouseY * .001;
  193. if ( mesh ) {
  194. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  195. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  196. }
  197. renderer.clear();
  198. if ( firstPass ) {
  199. composerBeckmann.render();
  200. firstPass = false;
  201. }
  202. composer.render();
  203. composerUV1.render();
  204. composerUV2.render();
  205. composerUV3.render();
  206. renderer.render( scene, camera );
  207. }
  208. </script>
  209. </body>
  210. </html>