webgl_materials_bumpmap_skin.html 7.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313
  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. #stats { position: absolute; top:0; left: 0 }
  32. #stats #fps { background: transparent !important }
  33. #stats #fps #fpsText { color: #aaa !important }
  34. #stats #fps #fpsGraph { display: none }
  35. </style>
  36. </head>
  37. <body>
  38. <div id="info">
  39. <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> -
  40. <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank">Lee Perry-Smith</a> head
  41. </div>
  42. <script src="../build/three.min.js"></script>
  43. <script src="js/ShaderSkin.js"></script>
  44. <script src="js/shaders/CopyShader.js"></script>
  45. <script src="js/postprocessing/EffectComposer.js"></script>
  46. <script src="js/postprocessing/RenderPass.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, mesh2;
  57. var directionalLight;
  58. var mouseX = 0;
  59. var mouseY = 0;
  60. var targetX = 0, targetY = 0;
  61. var windowHalfX = window.innerWidth / 2;
  62. var windowHalfY = window.innerHeight / 2;
  63. var mapColor, mapHeight, mapSpecular;
  64. var firstPass = true;
  65. var composer, composerBeckmann;
  66. init();
  67. animate();
  68. function init() {
  69. container = document.createElement( 'div' );
  70. document.body.appendChild( container );
  71. //
  72. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  73. camera.position.z = 1200;
  74. scene = new THREE.Scene();
  75. // LIGHTS
  76. scene.add( new THREE.AmbientLight( 0x333344 ) );
  77. directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  78. directionalLight.position.set( 500, 0, 500 );
  79. directionalLight.castShadow = true;
  80. //directionalLight.shadowCameraVisible = true;
  81. directionalLight.shadowMapWidth = 2048;
  82. directionalLight.shadowMapHeight = 2048;
  83. directionalLight.shadowCameraNear = 200;
  84. directionalLight.shadowCameraFar = 1500;
  85. directionalLight.shadowCameraLeft = -500;
  86. directionalLight.shadowCameraRight = 500;
  87. directionalLight.shadowCameraTop = 500;
  88. directionalLight.shadowCameraBottom = -500;
  89. directionalLight.shadowBias = -0.005;
  90. scene.add( directionalLight );
  91. //
  92. loader = new THREE.JSONLoader();
  93. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function ( geometry ) {
  94. createScene( geometry, 100 )
  95. } );
  96. //
  97. renderer = new THREE.WebGLRenderer( { antialias: true } );
  98. renderer.setClearColor( 0x242a34 );
  99. renderer.setPixelRatio( window.devicePixelRatio );
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. container.appendChild( renderer.domElement );
  102. renderer.shadowMap.enabled = true;
  103. renderer.shadowMap.cullFace = THREE.CullFaceBack;
  104. renderer.autoClear = false;
  105. //
  106. renderer.gammaInput = true;
  107. renderer.gammaOutput = true;
  108. //
  109. if ( statsEnabled ) {
  110. stats = new Stats();
  111. container.appendChild( stats.domElement );
  112. }
  113. // COMPOSER
  114. renderer.autoClear = false;
  115. // BECKMANN
  116. var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
  117. var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
  118. effectCopy.renderToScreen = true;
  119. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  120. var rtwidth = 512, rtheight = 512;
  121. composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  122. composerBeckmann.addPass( effectBeckmann );
  123. composerBeckmann.addPass( effectCopy );
  124. // EVENTS
  125. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  126. window.addEventListener( 'resize', onWindowResize, false );
  127. }
  128. function createScene( geometry, scale ) {
  129. var textureLoader = new THREE.TextureLoader();
  130. var mapHeight = textureLoader.load( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
  131. mapHeight.anisotropy = 4;
  132. mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
  133. mapHeight.format = THREE.RGBFormat;
  134. var mapSpecular = textureLoader.load( "obj/leeperrysmith/Map-SPEC.jpg" );
  135. mapSpecular.anisotropy = 4;
  136. mapSpecular.wrapS = mapSpecular.wrapT = THREE.RepeatWrapping;
  137. mapSpecular.format = THREE.RGBFormat;
  138. var mapColor = textureLoader.load( "obj/leeperrysmith/Map-COL.jpg" );
  139. mapColor.anisotropy = 4;
  140. mapColor.wrapS = mapColor.wrapT = THREE.RepeatWrapping;
  141. mapColor.format = THREE.RGBFormat;
  142. var shader = THREE.ShaderSkin[ "skinSimple" ];
  143. var fragmentShader = shader.fragmentShader;
  144. var vertexShader = shader.vertexShader;
  145. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  146. uniforms[ "enableBump" ].value = true;
  147. uniforms[ "enableSpecular" ].value = true;
  148. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1;
  149. uniforms[ "tDiffuse" ].value = mapColor;
  150. uniforms[ "bumpMap" ].value = mapHeight;
  151. uniforms[ "specularMap" ].value = mapSpecular;
  152. uniforms[ "diffuse" ].value.setHex( 0xa0a0a0 );
  153. uniforms[ "specular" ].value.setHex( 0xa0a0a0 );
  154. uniforms[ "uRoughness" ].value = 0.2;
  155. uniforms[ "uSpecularBrightness" ].value = 0.5;
  156. uniforms[ "bumpScale" ].value = 8;
  157. var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true, derivatives: true } );
  158. mesh = new THREE.Mesh( geometry, material );
  159. mesh.position.y = - 50;
  160. mesh.scale.set( scale, scale, scale );
  161. mesh.castShadow = true;
  162. mesh.receiveShadow = true;
  163. scene.add( mesh );
  164. }
  165. //
  166. function onWindowResize( event ) {
  167. SCREEN_WIDTH = window.innerWidth;
  168. SCREEN_HEIGHT = window.innerHeight;
  169. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  170. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  171. camera.updateProjectionMatrix();
  172. }
  173. function onDocumentMouseMove( event ) {
  174. mouseX = ( event.clientX - windowHalfX ) * 1;
  175. mouseY = ( event.clientY - windowHalfY ) * 1;
  176. }
  177. //
  178. function animate() {
  179. requestAnimationFrame( animate );
  180. render();
  181. if ( statsEnabled ) stats.update();
  182. }
  183. function render() {
  184. targetX = mouseX * .001;
  185. targetY = mouseY * .001;
  186. if ( mesh ) {
  187. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  188. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  189. }
  190. if ( firstPass ) {
  191. composerBeckmann.render();
  192. firstPass = false;
  193. }
  194. renderer.clear();
  195. renderer.render( scene, camera );
  196. }
  197. </script>
  198. </body>
  199. </html>