webgl_materials_skin.html 7.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - 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> - webgl skin rendering demo.<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. DirectionalLight,
  18. LinearFilter,
  19. LinearMipMapLinearFilter,
  20. Mesh,
  21. PerspectiveCamera,
  22. RGBFormat,
  23. Scene,
  24. ShaderMaterial,
  25. TextureLoader,
  26. UniformsUtils,
  27. WebGLRenderer,
  28. WebGLRenderTarget
  29. } from "../build/three.module.js";
  30. import Stats from './jsm/libs/stats.module.js';
  31. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  32. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  33. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  34. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  35. import { BloomPass } from './jsm/postprocessing/BloomPass.js';
  36. import { TexturePass } from './jsm/postprocessing/TexturePass.js';
  37. import { SkinShaderAdvanced, SkinShaderBeckmann } from './jsm/shaders/SkinShader.js';
  38. var statsEnabled = true;
  39. var container, stats, loader;
  40. var camera, scene, renderer;
  41. var mesh;
  42. var composer, composerUV1, composerUV2, composerUV3, composerBeckmann;
  43. var directionalLight;
  44. var mouseX = 0, mouseY = 0;
  45. var targetX = 0, targetY = 0;
  46. var windowHalfX = window.innerWidth / 2;
  47. var windowHalfY = window.innerHeight / 2;
  48. var firstPass = true;
  49. init();
  50. animate();
  51. function init() {
  52. container = document.createElement( 'div' );
  53. document.body.appendChild( container );
  54. camera = new PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 10000 );
  55. camera.position.z = 900;
  56. scene = new Scene();
  57. scene.background = new Color( 0x050505 );
  58. // LIGHTS
  59. directionalLight = new DirectionalLight( 0xffeedd, 1.5 );
  60. directionalLight.position.set( 1, 0.5, 1 );
  61. scene.add( directionalLight );
  62. directionalLight = new DirectionalLight( 0xddddff, 0.5 );
  63. directionalLight.position.set( - 1, 0.5, - 1 );
  64. scene.add( directionalLight );
  65. // MATERIALS
  66. var diffuse = 0xbbbbbb, specular = 0x555555;
  67. var shader = SkinShaderAdvanced;
  68. var uniformsUV = UniformsUtils.clone( shader.uniforms );
  69. var textureLoader = new TextureLoader();
  70. uniformsUV[ "tNormal" ].value = textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  71. uniformsUV[ "uNormalScale" ].value = - 1.5;
  72. uniformsUV[ "tDiffuse" ].value = textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" );
  73. uniformsUV[ "passID" ].value = 0;
  74. uniformsUV[ "diffuse" ].value.setHex( diffuse );
  75. uniformsUV[ "specular" ].value.setHex( specular );
  76. uniformsUV[ "uRoughness" ].value = 0.185;
  77. uniformsUV[ "uSpecularBrightness" ].value = 0.7;
  78. var uniforms = UniformsUtils.clone( uniformsUV );
  79. uniforms[ "tDiffuse" ].value = uniformsUV[ "tDiffuse" ].value;
  80. uniforms[ "tNormal" ].value = uniformsUV[ "tNormal" ].value;
  81. uniforms[ "passID" ].value = 1;
  82. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  83. var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };
  84. var material = new ShaderMaterial( parameters );
  85. material.extensions.derivatives = true;
  86. var materialUV = new ShaderMaterial( parametersUV );
  87. materialUV.extensions.derivatives = true;
  88. // LOADER
  89. loader = new GLTFLoader();
  90. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
  91. createScene( gltf.scene.children[ 0 ].geometry, 100, material );
  92. } );
  93. // RENDERER
  94. renderer = new WebGLRenderer();
  95. renderer.setPixelRatio( window.devicePixelRatio );
  96. renderer.setSize( window.innerWidth, window.innerHeight );
  97. renderer.autoClear = false;
  98. container.appendChild( renderer.domElement );
  99. // STATS
  100. if ( statsEnabled ) {
  101. stats = new Stats();
  102. container.appendChild( stats.dom );
  103. }
  104. // EVENTS
  105. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  106. // POSTPROCESSING
  107. var renderModelUV = new RenderPass( scene, camera, materialUV, new Color( 0x575757 ) );
  108. var effectBloom1 = new BloomPass( 1, 15, 2, 512 );
  109. var effectBloom2 = new BloomPass( 1, 25, 3, 512 );
  110. var effectBloom3 = new BloomPass( 1, 25, 4, 512 );
  111. effectBloom1.clear = true;
  112. effectBloom2.clear = true;
  113. effectBloom3.clear = true;
  114. //
  115. var pars = {
  116. generateMipmaps: true,
  117. minFilter: LinearMipMapLinearFilter,
  118. magFilter: LinearFilter,
  119. format: RGBFormat,
  120. stencilBuffer: false
  121. };
  122. var rtwidth = 512;
  123. var rtheight = 512;
  124. //
  125. composer = new EffectComposer( renderer, new WebGLRenderTarget( rtwidth, rtheight, pars ) );
  126. composer.addPass( renderModelUV );
  127. composer.renderToScreen = false;
  128. var renderScene = new TexturePass( composer.renderTarget2.texture );
  129. //
  130. composerUV1 = new EffectComposer( renderer, new WebGLRenderTarget( rtwidth, rtheight, pars ) );
  131. composerUV1.addPass( renderScene );
  132. composerUV1.addPass( effectBloom1 );
  133. composerUV1.renderToScreen = false;
  134. composerUV2 = new EffectComposer( renderer, new WebGLRenderTarget( rtwidth, rtheight, pars ) );
  135. composerUV2.addPass( renderScene );
  136. composerUV2.addPass( effectBloom2 );
  137. composerUV2.renderToScreen = false;
  138. composerUV3 = new EffectComposer( renderer, new WebGLRenderTarget( rtwidth, rtheight, pars ) );
  139. composerUV3.addPass( renderScene );
  140. composerUV3.addPass( effectBloom3 );
  141. composerUV3.renderToScreen = false;
  142. //
  143. var effectBeckmann = new ShaderPass( SkinShaderBeckmann );
  144. composerBeckmann = new EffectComposer( renderer, new WebGLRenderTarget( rtwidth, rtheight, pars ) );
  145. composerBeckmann.addPass( effectBeckmann );
  146. //
  147. uniforms[ "tBlur1" ].value = composer.renderTarget2.texture;
  148. uniforms[ "tBlur2" ].value = composerUV1.renderTarget2.texture;
  149. uniforms[ "tBlur3" ].value = composerUV2.renderTarget2.texture;
  150. uniforms[ "tBlur4" ].value = composerUV3.renderTarget2.texture;
  151. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
  152. //
  153. window.addEventListener( 'resize', onWindowResize, false );
  154. }
  155. function onWindowResize() {
  156. windowHalfX = window.innerWidth / 2;
  157. windowHalfY = window.innerHeight / 2;
  158. camera.aspect = window.innerWidth / window.innerHeight;
  159. camera.updateProjectionMatrix();
  160. renderer.setSize( window.innerWidth, window.innerHeight );
  161. }
  162. function createScene( geometry, scale, material ) {
  163. mesh = new Mesh( geometry, material );
  164. mesh.position.y = - 50;
  165. mesh.scale.set( scale, scale, scale );
  166. scene.add( mesh );
  167. }
  168. function onDocumentMouseMove( event ) {
  169. mouseX = ( event.clientX - windowHalfX );
  170. mouseY = ( event.clientY - windowHalfY );
  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. renderer.clear();
  186. if ( firstPass ) {
  187. composerBeckmann.render();
  188. firstPass = false;
  189. }
  190. composer.render();
  191. composerUV1.render();
  192. composerUV2.render();
  193. composerUV3.render();
  194. renderer.render( scene, camera );
  195. }
  196. </script>
  197. </body>
  198. </html>