webgl_materials_normalmap.html 5.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - normal 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. <style>
  9. #vt { display:none }
  10. #vt, #vt a { color:orange; }
  11. </style>
  12. </head>
  13. <body>
  14. <div id="info">
  15. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl normalmap demo.<br/>
  16. <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head.
  17. <div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
  18. on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
  19. please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
  20. </div>
  21. </div>
  22. <script src="../build/three.js"></script>
  23. <script src="js/loaders/GLTFLoader.js"></script>
  24. <script src="js/WebGL.js"></script>
  25. <script src="js/libs/stats.min.js"></script>
  26. <script src="js/shaders/BleachBypassShader.js"></script>
  27. <script src="js/shaders/ColorCorrectionShader.js"></script>
  28. <script src="js/shaders/CopyShader.js"></script>
  29. <script src="js/shaders/FXAAShader.js"></script>
  30. <script src="js/postprocessing/EffectComposer.js"></script>
  31. <script src="js/postprocessing/RenderPass.js"></script>
  32. <script src="js/postprocessing/ShaderPass.js"></script>
  33. <script src="js/postprocessing/MaskPass.js"></script>
  34. <script>
  35. if ( WEBGL.isWebGLAvailable() === false ) {
  36. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  37. }
  38. var container, stats, loader;
  39. var camera, scene, renderer;
  40. var mesh;
  41. var directionalLight, pointLight, ambientLight;
  42. var mouseX = 0;
  43. var mouseY = 0;
  44. var targetX = 0;
  45. var targetY = 0;
  46. var windowHalfX = window.innerWidth / 2;
  47. var windowHalfY = window.innerHeight / 2;
  48. var composer, effectFXAA;
  49. init();
  50. animate();
  51. function init() {
  52. container = document.createElement( 'div' );
  53. document.body.appendChild( container );
  54. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  55. camera.position.z = 1200;
  56. scene = new THREE.Scene();
  57. scene.background = new THREE.Color( 0x111111 );
  58. // LIGHTS
  59. ambientLight = new THREE.AmbientLight( 0x444444 );
  60. scene.add( ambientLight );
  61. pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
  62. pointLight.position.set( 0, 0, 600 );
  63. scene.add( pointLight );
  64. directionalLight = new THREE.DirectionalLight( 0xffffff );
  65. directionalLight.position.set( 1, - 0.5, - 1 );
  66. scene.add( directionalLight );
  67. var textureLoader = new THREE.TextureLoader();
  68. var material = new THREE.MeshPhongMaterial( {
  69. color: 0xdddddd,
  70. specular: 0x222222,
  71. shininess: 35,
  72. map: textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" ),
  73. specularMap: textureLoader.load( "models/gltf/LeePerrySmith/Map-SPEC.jpg" ),
  74. normalMap: textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
  75. normalScale: new THREE.Vector2( 0.8, 0.8 )
  76. } );
  77. loader = new THREE.GLTFLoader();
  78. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
  79. createScene( gltf.scene.children[ 0 ].geometry, 100, material );
  80. } );
  81. renderer = new THREE.WebGLRenderer();
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. container.appendChild( renderer.domElement );
  84. //
  85. renderer.gammaInput = true;
  86. renderer.gammaOutput = true;
  87. //
  88. stats = new Stats();
  89. container.appendChild( stats.dom );
  90. // COMPOSER
  91. renderer.autoClear = false;
  92. var renderModel = new THREE.RenderPass( scene, camera );
  93. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  94. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  95. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  96. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
  97. effectBleach.uniforms[ 'opacity' ].value = 0.4;
  98. effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
  99. effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
  100. composer = new THREE.EffectComposer( renderer );
  101. composer.addPass( renderModel );
  102. composer.addPass( effectFXAA );
  103. composer.addPass( effectBleach );
  104. composer.addPass( effectColor );
  105. // EVENTS
  106. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  107. window.addEventListener( 'resize', onWindowResize, false );
  108. }
  109. function createScene( geometry, scale, material ) {
  110. mesh = new THREE.Mesh( geometry, material );
  111. mesh.position.y = - 50;
  112. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  113. scene.add( mesh );
  114. }
  115. //
  116. function onWindowResize() {
  117. var width = window.innerWidth;
  118. var height = window.innerHeight;
  119. camera.aspect = width / height;
  120. camera.updateProjectionMatrix();
  121. renderer.setSize( width, height );
  122. composer.setSize( width, height );
  123. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  124. }
  125. function onDocumentMouseMove( event ) {
  126. mouseX = ( event.clientX - windowHalfX );
  127. mouseY = ( event.clientY - windowHalfY );
  128. }
  129. //
  130. function animate() {
  131. requestAnimationFrame( animate );
  132. render();
  133. stats.update();
  134. }
  135. function render() {
  136. targetX = mouseX * .001;
  137. targetY = mouseY * .001;
  138. if ( mesh ) {
  139. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  140. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  141. }
  142. composer.render();
  143. }
  144. </script>
  145. </body>
  146. </html>