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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - materials - normal map [Lee Perry-Smith]</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- background:#000;
- color:#fff;
- padding:0;
- margin:0;
- font-weight: bold;
- overflow:hidden;
- }
- a {
- color: #ffffff;
- }
- #info {
- position: absolute;
- top: 0px; width: 100%;
- color: #ffffff;
- padding: 5px;
- font-family:Monospace;
- font-size:13px;
- text-align:center;
- z-index:1000;
- }
- #oldie {
- background:rgb(200,100,0) !important;
- color:#fff;
- }
- #vt { display:none }
- #vt, #vt a { color:orange; }
- .code { }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - webgl normalmap demo.
- <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank">Lee Perry-Smith</a> head.
- <div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
- on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
- please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
- </div>
- </div>
- <script src="../build/three.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script src="js/shaders/BleachBypassShader.js"></script>
- <script src="js/shaders/ColorCorrectionShader.js"></script>
- <script src="js/shaders/CopyShader.js"></script>
- <script src="js/shaders/FXAAShader.js"></script>
- <script src="js/postprocessing/EffectComposer.js"></script>
- <script src="js/postprocessing/RenderPass.js"></script>
- <script src="js/postprocessing/ShaderPass.js"></script>
- <script src="js/postprocessing/MaskPass.js"></script>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container, stats, loader;
- var camera, scene, renderer;
- var mesh;
- var directionalLight, pointLight, ambientLight;
- var mouseX = 0;
- var mouseY = 0;
- var targetX = 0;
- var targetY = 0;
- var windowHalfX = window.innerWidth / 2;
- var windowHalfY = window.innerHeight / 2;
- var composer, effectFXAA;
- init();
- animate();
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
- camera.position.z = 1200;
- scene = new THREE.Scene();
- // LIGHTS
- ambientLight = new THREE.AmbientLight( 0x444444 );
- scene.add( ambientLight );
- pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
- pointLight.position.set( 0, 0, 600 );
- scene.add( pointLight );
- directionalLight = new THREE.DirectionalLight( 0xffffff );
- directionalLight.position.set( 1, -0.5, -1 );
- scene.add( directionalLight );
- var textureLoader = new THREE.TextureLoader();
- var material = new THREE.MeshPhongMaterial( {
- color: 0xdddddd,
- specular: 0x222222,
- shininess: 35,
- map: textureLoader.load( "obj/leeperrysmith/Map-COL.jpg" ),
- specularMap: textureLoader.load( "obj/leeperrysmith/Map-SPEC.jpg" ),
- normalMap: textureLoader.load( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
- normalScale: new THREE.Vector2( 0.8, 0.8 )
- } );
- loader = new THREE.JSONLoader();
- loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) } );
- renderer = new THREE.WebGLRenderer( { antialias: false } );
- renderer.setClearColor( 0x111111 );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- //
- renderer.gammaInput = true;
- renderer.gammaOutput = true;
- //
- stats = new Stats();
- container.appendChild( stats.dom );
- // COMPOSER
- renderer.autoClear = false;
- var renderModel = new THREE.RenderPass( scene, camera );
- var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
- var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
- effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
- var canvas = renderer.context.canvas;
- effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
- effectBleach.uniforms[ 'opacity' ].value = 0.4;
- effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
- effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
- effectColor.renderToScreen = true;
- composer = new THREE.EffectComposer( renderer );
- composer.addPass( renderModel );
- composer.addPass( effectFXAA );
- composer.addPass( effectBleach );
- composer.addPass( effectColor );
- // EVENTS
- document.addEventListener( 'mousemove', onDocumentMouseMove, false );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function createScene( geometry, scale, material ) {
- mesh = new THREE.Mesh( geometry, material );
- mesh.position.y = - 50;
- mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
- scene.add( mesh );
- }
- //
- function onWindowResize( event ) {
- SCREEN_WIDTH = window.innerWidth;
- SCREEN_HEIGHT = window.innerHeight;
- camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
- camera.updateProjectionMatrix();
- renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
- composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
- effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
- }
- function onDocumentMouseMove(event) {
- mouseX = ( event.clientX - windowHalfX );
- mouseY = ( event.clientY - windowHalfY );
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- targetX = mouseX * .001;
- targetY = mouseY * .001;
- if ( mesh ) {
- mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
- mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
- }
- composer.render();
- }
- </script>
- </body>
- </html>
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