webgl_materials_bumpmap_skin.html 6.0 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. <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> - single-pass skin material with tangent-less bump mapping</a><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. AmbientLight,
  17. Color,
  18. DirectionalLight,
  19. LinearFilter,
  20. Mesh,
  21. PerspectiveCamera,
  22. RepeatWrapping,
  23. RGBFormat,
  24. Scene,
  25. ShaderMaterial,
  26. TextureLoader,
  27. UniformsUtils,
  28. WebGLRenderer,
  29. WebGLRenderTarget
  30. } from "../build/three.module.js";
  31. import Stats from './jsm/libs/stats.module.js';
  32. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  33. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  34. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  35. import { CopyShader } from './jsm/shaders/CopyShader.js';
  36. import { SkinShaderBasic, SkinShaderBeckmann } from './jsm/shaders/SkinShader.js';
  37. var camera, scene, renderer, stats;
  38. var mesh;
  39. var mouseX = 0;
  40. var mouseY = 0;
  41. var targetX = 0, targetY = 0;
  42. var windowHalfX = window.innerWidth / 2;
  43. var windowHalfY = window.innerHeight / 2;
  44. var firstPass = true;
  45. var composerBeckmann;
  46. init();
  47. animate();
  48. function init() {
  49. var container = document.createElement( 'div' );
  50. document.body.appendChild( container );
  51. //
  52. camera = new PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  53. camera.position.z = 1200;
  54. scene = new Scene();
  55. scene.background = new Color( 0x242a34 );
  56. // LIGHTS
  57. scene.add( new AmbientLight( 0x333344 ) );
  58. var directionalLight = new DirectionalLight( 0xffffff, 1 );
  59. directionalLight.position.set( 500, 0, 500 );
  60. scene.add( directionalLight );
  61. //
  62. var loader = new GLTFLoader();
  63. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
  64. createScene( gltf.scene.children[ 0 ].geometry, 100 );
  65. } );
  66. //
  67. renderer = new WebGLRenderer( { antialias: true } );
  68. renderer.setPixelRatio( window.devicePixelRatio );
  69. renderer.setSize( window.innerWidth, window.innerHeight );
  70. container.appendChild( renderer.domElement );
  71. renderer.autoClear = false;
  72. renderer.gammaOutput = true;
  73. //
  74. stats = new Stats();
  75. container.appendChild( stats.dom );
  76. // BECKMANN
  77. var effectBeckmann = new ShaderPass( SkinShaderBeckmann );
  78. var effectCopy = new ShaderPass( CopyShader );
  79. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBFormat, stencilBuffer: false };
  80. var rtwidth = 512, rtheight = 512;
  81. composerBeckmann = new EffectComposer( renderer, new WebGLRenderTarget( rtwidth, rtheight, pars ) );
  82. composerBeckmann.addPass( effectBeckmann );
  83. composerBeckmann.addPass( effectCopy );
  84. // EVENTS
  85. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  86. window.addEventListener( 'resize', onWindowResize, false );
  87. }
  88. function createScene( geometry, scale ) {
  89. var textureLoader = new TextureLoader();
  90. var mapHeight = textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
  91. mapHeight.anisotropy = 4;
  92. mapHeight.wrapS = mapHeight.wrapT = RepeatWrapping;
  93. mapHeight.format = RGBFormat;
  94. var mapSpecular = textureLoader.load( "models/gltf/LeePerrySmith/Map-SPEC.jpg" );
  95. mapSpecular.anisotropy = 4;
  96. mapSpecular.wrapS = mapSpecular.wrapT = RepeatWrapping;
  97. mapSpecular.format = RGBFormat;
  98. var mapColor = textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" );
  99. mapColor.anisotropy = 4;
  100. mapColor.wrapS = mapColor.wrapT = RepeatWrapping;
  101. mapColor.format = RGBFormat;
  102. var shader = SkinShaderBasic;
  103. var fragmentShader = shader.fragmentShader;
  104. var vertexShader = shader.vertexShader;
  105. var uniforms = UniformsUtils.clone( shader.uniforms );
  106. uniforms[ "enableBump" ].value = true;
  107. uniforms[ "enableSpecular" ].value = true;
  108. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
  109. uniforms[ "tDiffuse" ].value = mapColor;
  110. uniforms[ "bumpMap" ].value = mapHeight;
  111. uniforms[ "specularMap" ].value = mapSpecular;
  112. uniforms[ "diffuse" ].value.setHex( 0xa0a0a0 );
  113. uniforms[ "specular" ].value.setHex( 0xa0a0a0 );
  114. uniforms[ "uRoughness" ].value = 0.2;
  115. uniforms[ "uSpecularBrightness" ].value = 0.5;
  116. uniforms[ "bumpScale" ].value = 8;
  117. var material = new ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true } );
  118. material.extensions.derivatives = true;
  119. mesh = new Mesh( geometry, material );
  120. mesh.position.y = - 50;
  121. mesh.scale.set( scale, scale, scale );
  122. scene.add( mesh );
  123. }
  124. //
  125. function onWindowResize() {
  126. renderer.setSize( window.innerWidth, window.innerHeight );
  127. camera.aspect = window.innerWidth / window.innerHeight;
  128. camera.updateProjectionMatrix();
  129. }
  130. function onDocumentMouseMove( event ) {
  131. mouseX = ( event.clientX - windowHalfX ) * 1;
  132. mouseY = ( event.clientY - windowHalfY ) * 1;
  133. }
  134. //
  135. function animate() {
  136. requestAnimationFrame( animate );
  137. render();
  138. stats.update();
  139. }
  140. function render() {
  141. targetX = mouseX * .001;
  142. targetY = mouseY * .001;
  143. if ( mesh ) {
  144. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  145. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  146. }
  147. if ( firstPass ) {
  148. composerBeckmann.render();
  149. firstPass = false;
  150. }
  151. renderer.clear();
  152. renderer.render( scene, camera );
  153. }
  154. </script>
  155. </body>
  156. </html>