webgl_materials_normalmap2.html 7.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282
  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. <style>
  8. body {
  9. background:#000;
  10. color:#fff;
  11. padding:0;
  12. margin:0;
  13. font-weight: bold;
  14. overflow:hidden;
  15. }
  16. a {
  17. color: #ffffff;
  18. }
  19. #info {
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. color: #ffffff;
  23. padding: 5px;
  24. font-family:Monospace;
  25. font-size:13px;
  26. text-align:center;
  27. z-index:1000;
  28. }
  29. #oldie {
  30. background:rgb(200,100,0) !important;
  31. color:#fff;
  32. }
  33. #vt { display:none }
  34. #vt, #vt a { color:orange; }
  35. .code { }
  36. </style>
  37. </head>
  38. <body>
  39. <div id="info">
  40. <a href="http://threejs.org" target="_blank">three.js</a> - webgl normalmap demo.
  41. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head.
  42. <div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
  43. on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
  44. please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
  45. </div>
  46. </div>
  47. <script src="../build/three.min.js"></script>
  48. <script src="js/Detector.js"></script>
  49. <script src="js/libs/stats.min.js"></script>
  50. <script src="js/shaders/BleachBypassShader.js"></script>
  51. <script src="js/shaders/ColorCorrectionShader.js"></script>
  52. <script src="js/shaders/CopyShader.js"></script>
  53. <script src="js/shaders/FXAAShader.js"></script>
  54. <script src="js/postprocessing/EffectComposer.js"></script>
  55. <script src="js/postprocessing/RenderPass.js"></script>
  56. <script src="js/postprocessing/ShaderPass.js"></script>
  57. <script src="js/postprocessing/MaskPass.js"></script>
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var statsEnabled = true;
  61. var container, stats, loader;
  62. var camera, scene, renderer;
  63. var mesh, zmesh, lightMesh, geometry;
  64. var mesh1;
  65. var directionalLight, pointLight, ambientLight;
  66. var mouseX = 0;
  67. var mouseY = 0;
  68. var windowHalfX = window.innerWidth / 2;
  69. var windowHalfY = window.innerHeight / 2;
  70. var composer, effectFXAA;
  71. init();
  72. animate();
  73. function init() {
  74. container = document.createElement( 'div' );
  75. document.body.appendChild( container );
  76. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  77. camera.position.z = 1200;
  78. scene = new THREE.Scene();
  79. // LIGHTS
  80. ambientLight = new THREE.AmbientLight( 0x444444 );
  81. scene.add( ambientLight );
  82. pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
  83. pointLight.position.set( 0, 0, 600 );
  84. scene.add( pointLight );
  85. directionalLight = new THREE.DirectionalLight( 0xffffff );
  86. directionalLight.position.set( 1, -0.5, -1 );
  87. scene.add( directionalLight );
  88. // material parameters
  89. var ambient = 0x111111, diffuse = 0xbbbbbb, specular = 0x060606, shininess = 35;
  90. var shader = THREE.ShaderLib[ "normalmap" ];
  91. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  92. uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  93. uniforms[ "uNormalScale" ].value.set( 0.8, 0.8 );
  94. uniforms[ "tDiffuse" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  95. uniforms[ "tSpecular" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" );
  96. uniforms[ "enableAO" ].value = false;
  97. uniforms[ "enableDiffuse" ].value = true;
  98. uniforms[ "enableSpecular" ].value = true;
  99. uniforms[ "diffuse" ].value.setHex( diffuse );
  100. uniforms[ "specular" ].value.setHex( specular );
  101. uniforms[ "ambient" ].value.setHex( ambient );
  102. uniforms[ "shininess" ].value = shininess;
  103. uniforms[ "wrapRGB" ].value.set( 0.575, 0.5, 0.5 );
  104. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  105. var material = new THREE.ShaderMaterial( parameters );
  106. material.wrapAround = true;
  107. loader = new THREE.JSONLoader( true );
  108. document.body.appendChild( loader.statusDomElement );
  109. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) } );
  110. renderer = new THREE.WebGLRenderer( { antialias: false } );
  111. renderer.setClearColor( 0x111111, 1 );
  112. renderer.setSize( window.innerWidth, window.innerHeight );
  113. container.appendChild( renderer.domElement );
  114. //
  115. renderer.gammaInput = true;
  116. renderer.gammaOutput = true;
  117. //
  118. if ( statsEnabled ) {
  119. stats = new Stats();
  120. stats.domElement.style.position = 'absolute';
  121. stats.domElement.style.top = '0px';
  122. stats.domElement.style.zIndex = 100;
  123. container.appendChild( stats.domElement );
  124. }
  125. // COMPOSER
  126. renderer.autoClear = false;
  127. var renderModel = new THREE.RenderPass( scene, camera );
  128. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  129. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  130. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  131. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
  132. effectBleach.uniforms[ 'opacity' ].value = 0.4;
  133. effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
  134. effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
  135. effectFXAA.renderToScreen = true;
  136. composer = new THREE.EffectComposer( renderer );
  137. composer.addPass( renderModel );
  138. composer.addPass( effectBleach );
  139. composer.addPass( effectColor );
  140. composer.addPass( effectFXAA );
  141. // EVENTS
  142. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  143. window.addEventListener( 'resize', onWindowResize, false );
  144. }
  145. function createScene( geometry, scale, material ) {
  146. geometry.computeTangents();
  147. mesh1 = new THREE.Mesh( geometry, material );
  148. mesh1.position.y = - 50;
  149. mesh1.scale.x = mesh1.scale.y = mesh1.scale.z = scale;
  150. scene.add( mesh1 );
  151. loader.statusDomElement.style.display = "none";
  152. }
  153. //
  154. function onWindowResize( event ) {
  155. SCREEN_WIDTH = window.innerWidth;
  156. SCREEN_HEIGHT = window.innerHeight;
  157. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  158. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  159. camera.updateProjectionMatrix();
  160. composer.reset();
  161. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  162. }
  163. function onDocumentMouseMove(event) {
  164. mouseX = ( event.clientX - windowHalfX ) * 10;
  165. mouseY = ( event.clientY - windowHalfY ) * 10;
  166. }
  167. //
  168. function animate() {
  169. requestAnimationFrame( animate );
  170. render();
  171. if ( statsEnabled ) stats.update();
  172. }
  173. function render() {
  174. var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
  175. if( mesh1 ) {
  176. mesh1.rotation.y = ry;
  177. mesh1.rotation.x = rx;
  178. }
  179. //renderer.render( scene, camera );
  180. composer.render();
  181. }
  182. </script>
  183. </body>
  184. </html>