webgl_materials_bumpmap_skin.html 7.3 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 statsEnabled = true;
  53. var container, stats, loader;
  54. var camera, scene, renderer;
  55. var mesh;
  56. var directionalLight;
  57. var mouseX = 0;
  58. var mouseY = 0;
  59. var targetX = 0, targetY = 0;
  60. var windowHalfX = window.innerWidth / 2;
  61. var windowHalfY = window.innerHeight / 2;
  62. var firstPass = true;
  63. var composerBeckmann;
  64. init();
  65. animate();
  66. function init() {
  67. container = document.createElement( 'div' );
  68. document.body.appendChild( container );
  69. //
  70. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  71. camera.position.z = 1200;
  72. scene = new THREE.Scene();
  73. scene.background = new THREE.Color( 0x242a34 );
  74. // LIGHTS
  75. scene.add( new THREE.AmbientLight( 0x333344 ) );
  76. directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  77. directionalLight.position.set( 500, 0, 500 );
  78. directionalLight.castShadow = true;
  79. directionalLight.shadow.mapSize.width = 2048;
  80. directionalLight.shadow.mapSize.height = 2048;
  81. directionalLight.shadow.camera.near = 200;
  82. directionalLight.shadow.camera.far = 1500;
  83. directionalLight.shadow.camera.left = - 500;
  84. directionalLight.shadow.camera.right = 500;
  85. directionalLight.shadow.camera.top = 500;
  86. directionalLight.shadow.camera.bottom = - 500;
  87. directionalLight.shadow.bias = - 0.005;
  88. scene.add( directionalLight );
  89. //
  90. loader = new THREE.GLTFLoader();
  91. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
  92. createScene( gltf.scene.children[ 0 ].geometry, 100 );
  93. } );
  94. //
  95. renderer = new THREE.WebGLRenderer( { antialias: true } );
  96. renderer.setPixelRatio( window.devicePixelRatio );
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. container.appendChild( renderer.domElement );
  99. renderer.shadowMap.enabled = true;
  100. renderer.autoClear = false;
  101. //
  102. renderer.gammaInput = true;
  103. renderer.gammaOutput = true;
  104. //
  105. if ( statsEnabled ) {
  106. stats = new Stats();
  107. container.appendChild( stats.dom );
  108. }
  109. // COMPOSER
  110. renderer.autoClear = false;
  111. // BECKMANN
  112. var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
  113. var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
  114. effectCopy.renderToScreen = true;
  115. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  116. var rtwidth = 512, rtheight = 512;
  117. composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  118. composerBeckmann.addPass( effectBeckmann );
  119. composerBeckmann.addPass( effectCopy );
  120. // EVENTS
  121. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  122. window.addEventListener( 'resize', onWindowResize, false );
  123. }
  124. function createScene( geometry, scale ) {
  125. var textureLoader = new THREE.TextureLoader();
  126. var mapHeight = textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
  127. mapHeight.anisotropy = 4;
  128. mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
  129. mapHeight.format = THREE.RGBFormat;
  130. var mapSpecular = textureLoader.load( "models/gltf/LeePerrySmith/Map-SPEC.jpg" );
  131. mapSpecular.anisotropy = 4;
  132. mapSpecular.wrapS = mapSpecular.wrapT = THREE.RepeatWrapping;
  133. mapSpecular.format = THREE.RGBFormat;
  134. var mapColor = textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" );
  135. mapColor.anisotropy = 4;
  136. mapColor.wrapS = mapColor.wrapT = THREE.RepeatWrapping;
  137. mapColor.format = THREE.RGBFormat;
  138. var shader = THREE.ShaderSkin[ "skinSimple" ];
  139. var fragmentShader = shader.fragmentShader;
  140. var vertexShader = shader.vertexShader;
  141. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  142. uniforms[ "enableBump" ].value = true;
  143. uniforms[ "enableSpecular" ].value = true;
  144. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
  145. uniforms[ "tDiffuse" ].value = mapColor;
  146. uniforms[ "bumpMap" ].value = mapHeight;
  147. uniforms[ "specularMap" ].value = mapSpecular;
  148. uniforms[ "diffuse" ].value.setHex( 0xa0a0a0 );
  149. uniforms[ "specular" ].value.setHex( 0xa0a0a0 );
  150. uniforms[ "uRoughness" ].value = 0.2;
  151. uniforms[ "uSpecularBrightness" ].value = 0.5;
  152. uniforms[ "bumpScale" ].value = 8;
  153. var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true } );
  154. material.extensions.derivatives = true;
  155. mesh = new THREE.Mesh( geometry, material );
  156. mesh.position.y = - 50;
  157. mesh.scale.set( scale, scale, scale );
  158. mesh.castShadow = true;
  159. mesh.receiveShadow = true;
  160. scene.add( mesh );
  161. }
  162. //
  163. function onWindowResize() {
  164. renderer.setSize( window.innerWidth, window.innerHeight );
  165. camera.aspect = window.innerWidth / window.innerHeight;
  166. camera.updateProjectionMatrix();
  167. }
  168. function onDocumentMouseMove( event ) {
  169. mouseX = ( event.clientX - windowHalfX ) * 1;
  170. mouseY = ( event.clientY - windowHalfY ) * 1;
  171. }
  172. //
  173. function animate() {
  174. requestAnimationFrame( animate );
  175. render();
  176. if ( statsEnabled ) stats.update();
  177. }
  178. function render() {
  179. targetX = mouseX * .001;
  180. targetY = mouseY * .001;
  181. if ( mesh ) {
  182. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  183. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  184. }
  185. if ( firstPass ) {
  186. composerBeckmann.render();
  187. firstPass = false;
  188. }
  189. renderer.clear();
  190. renderer.render( scene, camera );
  191. }
  192. </script>
  193. </body>
  194. </html>