webgl_materials_skin.html 8.5 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. #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 skin rendering demo.
  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.js"></script>
  43. <script src="js/ShaderSkin.js"></script>
  44. <script src="js/shaders/BleachBypassShader.js"></script>
  45. <script src="js/shaders/ConvolutionShader.js"></script>
  46. <script src="js/shaders/CopyShader.js"></script>
  47. <script src="js/postprocessing/EffectComposer.js"></script>
  48. <script src="js/postprocessing/RenderPass.js"></script>
  49. <script src="js/postprocessing/BloomPass.js"></script>
  50. <script src="js/postprocessing/TexturePass.js"></script>
  51. <script src="js/postprocessing/ShaderPass.js"></script>
  52. <script src="js/postprocessing/MaskPass.js"></script>
  53. <script src="js/Detector.js"></script>
  54. <script src="js/libs/stats.min.js"></script>
  55. <script>
  56. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  57. var statsEnabled = true;
  58. var container, stats, loader;
  59. var camera, scene, renderer;
  60. var mesh;
  61. var composer, composerUV1, composerUV2, composerUV3, composerBeckmann;
  62. var directionalLight, pointLight, ambientLight;
  63. var mouseX = 0, mouseY = 0;
  64. var targetX = 0, targetY = 0;
  65. var windowHalfX = window.innerWidth / 2;
  66. var windowHalfY = window.innerHeight / 2;
  67. var firstPass = true;
  68. init();
  69. animate();
  70. function init() {
  71. container = document.createElement( 'div' );
  72. document.body.appendChild( container );
  73. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 10000 );
  74. camera.position.z = 900;
  75. scene = new THREE.Scene();
  76. // LIGHTS
  77. directionalLight = new THREE.DirectionalLight( 0xffeedd, 1.5 );
  78. directionalLight.position.set( 1, 0.5, 1 );
  79. scene.add( directionalLight );
  80. directionalLight = new THREE.DirectionalLight( 0xddddff, 0.5 );
  81. directionalLight.position.set( -1, 0.5, -1 );
  82. scene.add( directionalLight );
  83. // MATERIALS
  84. var diffuse = 0xbbbbbb, specular = 0x070707, shininess = 50;
  85. specular = 0x555555;
  86. var shader = THREE.ShaderSkin[ "skin" ];
  87. var uniformsUV = THREE.UniformsUtils.clone( shader.uniforms );
  88. var textureLoader = new THREE.TextureLoader();
  89. uniformsUV[ "tNormal" ].value = textureLoader.load( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  90. uniformsUV[ "uNormalScale" ].value = -1.5;
  91. uniformsUV[ "tDiffuse" ].value = textureLoader.load( "obj/leeperrysmith/Map-COL.jpg" );
  92. uniformsUV[ "passID" ].value = 0;
  93. uniformsUV[ "diffuse" ].value.setHex( diffuse );
  94. uniformsUV[ "specular" ].value.setHex( specular );
  95. uniformsUV[ "uRoughness" ].value = 0.185;
  96. uniformsUV[ "uSpecularBrightness" ].value = 0.7;
  97. var uniforms = THREE.UniformsUtils.clone( uniformsUV );
  98. uniforms[ "tDiffuse" ].value = uniformsUV[ "tDiffuse" ].value;
  99. uniforms[ "tNormal" ].value = uniformsUV[ "tNormal" ].value;
  100. uniforms[ "passID" ].value = 1;
  101. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  102. var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };
  103. material = new THREE.ShaderMaterial( parameters );
  104. material.extensions.derivatives = true;
  105. var materialUV = new THREE.ShaderMaterial( parametersUV );
  106. materialUV.extensions.derivatives = true;
  107. // LOADER
  108. loader = new THREE.JSONLoader();
  109. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) } );
  110. // RENDERER
  111. renderer = new THREE.WebGLRenderer( { antialias: false } );
  112. renderer.setClearColor( 0x050505 );
  113. renderer.setPixelRatio( window.devicePixelRatio );
  114. renderer.setSize( window.innerWidth, window.innerHeight );
  115. renderer.autoClear = false;
  116. container.appendChild( renderer.domElement );
  117. // STATS
  118. if ( statsEnabled ) {
  119. stats = new Stats();
  120. container.appendChild( stats.domElement );
  121. }
  122. // EVENTS
  123. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  124. // POSTPROCESSING
  125. var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0x575757 ) );
  126. var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
  127. var effectBloom1 = new THREE.BloomPass( 1, 15, 2, 512 );
  128. var effectBloom2 = new THREE.BloomPass( 1, 25, 3, 512 );
  129. var effectBloom3 = new THREE.BloomPass( 1, 25, 4, 512 );
  130. effectBloom1.clear = true;
  131. effectBloom2.clear = true;
  132. effectBloom3.clear = true;
  133. effectCopy.renderToScreen = true;
  134. //
  135. var pars = {
  136. minFilter: THREE.LinearMipmapLinearFilter,
  137. magFilter: THREE.LinearFilter,
  138. format: THREE.RGBFormat,
  139. stencilBuffer: false
  140. };
  141. var rtwidth = 512;
  142. var rtheight = 512;
  143. //
  144. composerScene = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  145. composerScene.addPass( renderModelUV );
  146. renderScene = new THREE.TexturePass( composerScene.renderTarget2 );
  147. //
  148. composerUV1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  149. composerUV1.addPass( renderScene );
  150. composerUV1.addPass( effectBloom1 );
  151. composerUV2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  152. composerUV2.addPass( renderScene );
  153. composerUV2.addPass( effectBloom2 );
  154. composerUV3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  155. composerUV3.addPass( renderScene );
  156. composerUV3.addPass( effectBloom3 );
  157. //
  158. var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
  159. composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  160. composerBeckmann.addPass( effectBeckmann );
  161. //
  162. uniforms[ "tBlur1" ].value = composerScene.renderTarget2;
  163. uniforms[ "tBlur2" ].value = composerUV1.renderTarget2;
  164. uniforms[ "tBlur3" ].value = composerUV2.renderTarget2;
  165. uniforms[ "tBlur4" ].value = composerUV3.renderTarget2;
  166. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1;
  167. //
  168. window.addEventListener( 'resize', onWindowResize, false );
  169. }
  170. function onWindowResize() {
  171. windowHalfX = window.innerWidth / 2;
  172. windowHalfY = window.innerHeight / 2;
  173. camera.aspect = window.innerWidth / window.innerHeight;
  174. camera.updateProjectionMatrix();
  175. renderer.setSize( window.innerWidth, window.innerHeight );
  176. }
  177. function createScene( geometry, scale, material ) {
  178. mesh = new THREE.Mesh( geometry, material );
  179. mesh.position.y = - 50;
  180. mesh.scale.set( scale, scale, scale );
  181. scene.add( mesh );
  182. }
  183. function onDocumentMouseMove( event ) {
  184. mouseX = ( event.clientX - windowHalfX );
  185. mouseY = ( event.clientY - windowHalfY );
  186. }
  187. //
  188. function animate() {
  189. requestAnimationFrame( animate );
  190. render();
  191. if ( statsEnabled ) stats.update();
  192. }
  193. function render() {
  194. targetX = mouseX * .001;
  195. targetY = mouseY * .001;
  196. if ( mesh ) {
  197. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  198. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  199. }
  200. renderer.clear();
  201. if ( firstPass ) {
  202. composerBeckmann.render();
  203. firstPass = false;
  204. }
  205. composerScene.render();
  206. composerUV1.render();
  207. composerUV2.render();
  208. composerUV3.render();
  209. renderer.render( scene, camera );
  210. }
  211. </script>
  212. </body>
  213. </html>