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