webgl_materials_skin.html 7.8 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 * as THREE from '../build/three.module.js';
  16. import Stats from './jsm/libs/stats.module.js';
  17. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  18. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  19. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  20. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  21. import { BloomPass } from './jsm/postprocessing/BloomPass.js';
  22. import { TexturePass } from './jsm/postprocessing/TexturePass.js';
  23. import { SkinShaderAdvanced, SkinShaderBeckmann } from './jsm/shaders/SkinShader.js';
  24. var statsEnabled = true;
  25. var container, stats, loader;
  26. var camera, scene, renderer;
  27. var mesh;
  28. var composer, composerUV1, composerUV2, composerUV3, composerBeckmann;
  29. var directionalLight;
  30. var mouseX = 0, mouseY = 0;
  31. var targetX = 0, targetY = 0;
  32. var windowHalfX = window.innerWidth / 2;
  33. var windowHalfY = window.innerHeight / 2;
  34. var firstPass = true;
  35. init();
  36. animate();
  37. function init() {
  38. container = document.createElement( 'div' );
  39. document.body.appendChild( container );
  40. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 10000 );
  41. camera.position.z = 900;
  42. scene = new THREE.Scene();
  43. scene.background = new THREE.Color( 0x050505 );
  44. // LIGHTS
  45. directionalLight = new THREE.DirectionalLight( 0xffeedd, 1.5 );
  46. directionalLight.position.set( 1, 0.5, 1 );
  47. scene.add( directionalLight );
  48. directionalLight = new THREE.DirectionalLight( 0xddddff, 0.5 );
  49. directionalLight.position.set( - 1, 0.5, - 1 );
  50. scene.add( directionalLight );
  51. // MATERIALS
  52. var diffuse = 0xbbbbbb, specular = 0x555555;
  53. var shader = SkinShaderAdvanced;
  54. var uniformsUV = THREE.UniformsUtils.clone( shader.uniforms );
  55. var textureLoader = new THREE.TextureLoader();
  56. uniformsUV[ "tNormal" ].value = textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  57. uniformsUV[ "uNormalScale" ].value = - 1.5;
  58. uniformsUV[ "tDiffuse" ].value = textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" );
  59. uniformsUV[ "passID" ].value = 0;
  60. uniformsUV[ "diffuse" ].value.setHex( diffuse );
  61. uniformsUV[ "specular" ].value.setHex( specular );
  62. uniformsUV[ "uRoughness" ].value = 0.185;
  63. uniformsUV[ "uSpecularBrightness" ].value = 0.7;
  64. var uniforms = THREE.UniformsUtils.clone( uniformsUV );
  65. uniforms[ "tDiffuse" ].value = uniformsUV[ "tDiffuse" ].value;
  66. uniforms[ "tNormal" ].value = uniformsUV[ "tNormal" ].value;
  67. uniforms[ "passID" ].value = 1;
  68. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  69. var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };
  70. var material = new THREE.ShaderMaterial( parameters );
  71. material.extensions.derivatives = true;
  72. var materialUV = new THREE.ShaderMaterial( parametersUV );
  73. materialUV.extensions.derivatives = true;
  74. // LOADER
  75. loader = new GLTFLoader();
  76. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
  77. createScene( gltf.scene.children[ 0 ].geometry, 100, material );
  78. } );
  79. // RENDERER
  80. renderer = new THREE.WebGLRenderer();
  81. renderer.setPixelRatio( window.devicePixelRatio );
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. renderer.autoClear = false;
  84. container.appendChild( renderer.domElement );
  85. // STATS
  86. if ( statsEnabled ) {
  87. stats = new Stats();
  88. container.appendChild( stats.dom );
  89. }
  90. // EVENTS
  91. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  92. // POSTPROCESSING
  93. var renderModelUV = new RenderPass( scene, camera, materialUV, new THREE.Color( 0x575757 ) );
  94. var effectBloom1 = new BloomPass( 1, 15, 2, 512 );
  95. var effectBloom2 = new BloomPass( 1, 25, 3, 512 );
  96. var effectBloom3 = new BloomPass( 1, 25, 4, 512 );
  97. effectBloom1.clear = true;
  98. effectBloom2.clear = true;
  99. effectBloom3.clear = true;
  100. //
  101. var pars = {
  102. generateMipmaps: true,
  103. minFilter: THREE.LinearMipmapLinearFilter,
  104. magFilter: THREE.LinearFilter,
  105. format: THREE.RGBFormat,
  106. stencilBuffer: false
  107. };
  108. var rtwidth = 512;
  109. var rtheight = 512;
  110. //
  111. composer = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  112. composer.addPass( renderModelUV );
  113. composer.renderToScreen = false;
  114. var renderScene = new TexturePass( composer.renderTarget2.texture );
  115. //
  116. composerUV1 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  117. composerUV1.addPass( renderScene );
  118. composerUV1.addPass( effectBloom1 );
  119. composerUV1.renderToScreen = false;
  120. composerUV2 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  121. composerUV2.addPass( renderScene );
  122. composerUV2.addPass( effectBloom2 );
  123. composerUV2.renderToScreen = false;
  124. composerUV3 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  125. composerUV3.addPass( renderScene );
  126. composerUV3.addPass( effectBloom3 );
  127. composerUV3.renderToScreen = false;
  128. //
  129. var effectBeckmann = new ShaderPass( SkinShaderBeckmann );
  130. composerBeckmann = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
  131. composerBeckmann.addPass( effectBeckmann );
  132. //
  133. uniforms[ "tBlur1" ].value = composer.renderTarget2.texture;
  134. uniforms[ "tBlur2" ].value = composerUV1.renderTarget2.texture;
  135. uniforms[ "tBlur3" ].value = composerUV2.renderTarget2.texture;
  136. uniforms[ "tBlur4" ].value = composerUV3.renderTarget2.texture;
  137. uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
  138. //
  139. window.addEventListener( 'resize', onWindowResize, false );
  140. }
  141. function onWindowResize() {
  142. windowHalfX = window.innerWidth / 2;
  143. windowHalfY = window.innerHeight / 2;
  144. camera.aspect = window.innerWidth / window.innerHeight;
  145. camera.updateProjectionMatrix();
  146. renderer.setSize( window.innerWidth, window.innerHeight );
  147. }
  148. function createScene( geometry, scale, material ) {
  149. mesh = new THREE.Mesh( geometry, material );
  150. mesh.position.y = - 50;
  151. mesh.scale.set( scale, scale, scale );
  152. scene.add( mesh );
  153. }
  154. function onDocumentMouseMove( event ) {
  155. mouseX = ( event.clientX - windowHalfX );
  156. mouseY = ( event.clientY - windowHalfY );
  157. }
  158. //
  159. function animate() {
  160. requestAnimationFrame( animate );
  161. render();
  162. if ( statsEnabled ) stats.update();
  163. }
  164. function render() {
  165. targetX = mouseX * .001;
  166. targetY = mouseY * .001;
  167. if ( mesh ) {
  168. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  169. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  170. }
  171. renderer.clear();
  172. if ( firstPass ) {
  173. composerBeckmann.render();
  174. firstPass = false;
  175. }
  176. composer.render();
  177. composerUV1.render();
  178. composerUV2.render();
  179. composerUV3.render();
  180. renderer.render( scene, camera );
  181. }
  182. </script>
  183. </body>
  184. </html>