webgl_materials_bumpmap.html 4.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - bump map [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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - bump mapping without tangents<br/>
  12. <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head
  13. </div>
  14. <script type="module">
  15. import {
  16. Color,
  17. HemisphereLight,
  18. Mesh,
  19. MeshPhongMaterial,
  20. PerspectiveCamera,
  21. Scene,
  22. SpotLight,
  23. TextureLoader,
  24. WebGLRenderer,
  25. } from "../build/three.module.js";
  26. import Stats from './jsm/libs/stats.module.js';
  27. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  28. var statsEnabled = true;
  29. var container, stats, loader;
  30. var camera, scene, renderer;
  31. var mesh;
  32. var spotLight;
  33. var mouseX = 0;
  34. var mouseY = 0;
  35. var targetX = 0;
  36. var targetY = 0;
  37. var windowHalfX = window.innerWidth / 2;
  38. var windowHalfY = window.innerHeight / 2;
  39. init();
  40. animate();
  41. function init() {
  42. container = document.createElement( 'div' );
  43. document.body.appendChild( container );
  44. //
  45. camera = new PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  46. camera.position.z = 1200;
  47. scene = new Scene();
  48. scene.background = new Color( 0x060708 );
  49. // LIGHTS
  50. scene.add( new HemisphereLight( 0x443333, 0x111122 ) );
  51. spotLight = new SpotLight( 0xffffbb, 2 );
  52. spotLight.position.set( 0.5, 0, 1 );
  53. spotLight.position.multiplyScalar( 700 );
  54. scene.add( spotLight );
  55. spotLight.castShadow = true;
  56. spotLight.shadow.mapSize.width = 2048;
  57. spotLight.shadow.mapSize.height = 2048;
  58. spotLight.shadow.camera.near = 200;
  59. spotLight.shadow.camera.far = 1500;
  60. spotLight.shadow.camera.fov = 40;
  61. spotLight.shadow.bias = - 0.005;
  62. //
  63. var mapHeight = new TextureLoader().load( "models/gltf/LeePerrySmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
  64. var material = new MeshPhongMaterial( {
  65. color: 0x552811,
  66. specular: 0x222222,
  67. shininess: 25,
  68. bumpMap: mapHeight,
  69. bumpScale: 12
  70. } );
  71. loader = new GLTFLoader();
  72. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
  73. createScene( gltf.scene.children[ 0 ].geometry, 100, material );
  74. } );
  75. renderer = new WebGLRenderer();
  76. renderer.setPixelRatio( window.devicePixelRatio );
  77. renderer.setSize( window.innerWidth, window.innerHeight );
  78. container.appendChild( renderer.domElement );
  79. renderer.shadowMap.enabled = true;
  80. //
  81. renderer.gammaInput = true;
  82. renderer.gammaOutput = true;
  83. //
  84. if ( statsEnabled ) {
  85. stats = new Stats();
  86. container.appendChild( stats.dom );
  87. }
  88. // EVENTS
  89. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  90. window.addEventListener( 'resize', onWindowResize, false );
  91. }
  92. function createScene( geometry, scale, material ) {
  93. mesh = new Mesh( geometry, material );
  94. mesh.position.y = - 50;
  95. mesh.scale.set( scale, scale, scale );
  96. mesh.castShadow = true;
  97. mesh.receiveShadow = true;
  98. scene.add( mesh );
  99. }
  100. //
  101. function onWindowResize() {
  102. renderer.setSize( window.innerWidth, window.innerHeight );
  103. camera.aspect = window.innerWidth / window.innerHeight;
  104. camera.updateProjectionMatrix();
  105. }
  106. function onDocumentMouseMove( event ) {
  107. mouseX = ( event.clientX - windowHalfX );
  108. mouseY = ( event.clientY - windowHalfY );
  109. }
  110. //
  111. function animate() {
  112. requestAnimationFrame( animate );
  113. render();
  114. if ( statsEnabled ) stats.update();
  115. }
  116. function render() {
  117. targetX = mouseX * .001;
  118. targetY = mouseY * .001;
  119. if ( mesh ) {
  120. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  121. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  122. }
  123. renderer.render( scene, camera );
  124. }
  125. </script>
  126. </body>
  127. </html>