webgl_materials_bumpmap_skin.html 6.4 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. #webglmessage {
  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" rel="noopener">three.js</a> - webgl simple, single-pass, skin material with tangent-less bump mapping</a> -
  36. <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">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/loaders/GLTFLoader.js"></script>
  46. <script src="js/WebGL.js"></script>
  47. <script src="js/libs/stats.min.js"></script>
  48. <script>
  49. if ( WEBGL.isWebGLAvailable() === false ) {
  50. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  51. }
  52. var camera, scene, renderer, stats;
  53. var mesh;
  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 firstPass = true;
  60. var composerBeckmann;
  61. init();
  62. animate();
  63. function init() {
  64. var container = document.createElement( 'div' );
  65. document.body.appendChild( container );
  66. //
  67. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  68. camera.position.z = 1200;
  69. scene = new THREE.Scene();
  70. scene.background = new THREE.Color( 0x242a34 );
  71. // LIGHTS
  72. scene.add( new THREE.AmbientLight( 0x333344 ) );
  73. var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  74. directionalLight.position.set( 500, 0, 500 );
  75. scene.add( directionalLight );
  76. //
  77. var loader = new THREE.GLTFLoader();
  78. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
  79. createScene( gltf.scene.children[ 0 ].geometry, 100 );
  80. } );
  81. //
  82. renderer = new THREE.WebGLRenderer( { antialias: true } );
  83. renderer.setPixelRatio( window.devicePixelRatio );
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. container.appendChild( renderer.domElement );
  86. renderer.autoClear = false;
  87. renderer.gammaOutput = true;
  88. //
  89. stats = new Stats();
  90. container.appendChild( stats.dom );
  91. // BECKMANN
  92. var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
  93. var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
  94. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  95. var rtwidth = 512, rtheight = 512;
  96. composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  97. composerBeckmann.addPass( effectBeckmann );
  98. composerBeckmann.addPass( effectCopy );
  99. // EVENTS
  100. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  101. window.addEventListener( 'resize', onWindowResize, false );
  102. }
  103. function createScene( geometry, scale ) {
  104. var textureLoader = new THREE.TextureLoader();
  105. var mapHeight = textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
  106. mapHeight.anisotropy = 4;
  107. mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
  108. mapHeight.format = THREE.RGBFormat;
  109. var mapSpecular = textureLoader.load( "models/gltf/LeePerrySmith/Map-SPEC.jpg" );
  110. mapSpecular.anisotropy = 4;
  111. mapSpecular.wrapS = mapSpecular.wrapT = THREE.RepeatWrapping;
  112. mapSpecular.format = THREE.RGBFormat;
  113. var mapColor = textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" );
  114. mapColor.anisotropy = 4;
  115. mapColor.wrapS = mapColor.wrapT = THREE.RepeatWrapping;
  116. mapColor.format = THREE.RGBFormat;
  117. var shader = THREE.ShaderSkin[ "skinSimple" ];
  118. var fragmentShader = shader.fragmentShader;
  119. var vertexShader = shader.vertexShader;
  120. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  121. uniforms[ "enableBump" ].value = true;
  122. uniforms[ "enableSpecular" ].value = true;
  123. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
  124. uniforms[ "tDiffuse" ].value = mapColor;
  125. uniforms[ "bumpMap" ].value = mapHeight;
  126. uniforms[ "specularMap" ].value = mapSpecular;
  127. uniforms[ "diffuse" ].value.setHex( 0xa0a0a0 );
  128. uniforms[ "specular" ].value.setHex( 0xa0a0a0 );
  129. uniforms[ "uRoughness" ].value = 0.2;
  130. uniforms[ "uSpecularBrightness" ].value = 0.5;
  131. uniforms[ "bumpScale" ].value = 8;
  132. var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true } );
  133. material.extensions.derivatives = true;
  134. mesh = new THREE.Mesh( geometry, material );
  135. mesh.position.y = - 50;
  136. mesh.scale.set( scale, scale, scale );
  137. scene.add( mesh );
  138. }
  139. //
  140. function onWindowResize() {
  141. renderer.setSize( window.innerWidth, window.innerHeight );
  142. camera.aspect = window.innerWidth / window.innerHeight;
  143. camera.updateProjectionMatrix();
  144. }
  145. function onDocumentMouseMove( event ) {
  146. mouseX = ( event.clientX - windowHalfX ) * 1;
  147. mouseY = ( event.clientY - windowHalfY ) * 1;
  148. }
  149. //
  150. function animate() {
  151. requestAnimationFrame( animate );
  152. render();
  153. stats.update();
  154. }
  155. function render() {
  156. targetX = mouseX * .001;
  157. targetY = mouseY * .001;
  158. if ( mesh ) {
  159. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  160. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  161. }
  162. if ( firstPass ) {
  163. composerBeckmann.render();
  164. firstPass = false;
  165. }
  166. renderer.clear();
  167. renderer.render( scene, camera );
  168. }
  169. </script>
  170. </body>
  171. </html>