webgl_materials_displacementmap.html 5.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - displacement map</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 { color: #ffffff; }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. color: #ffffff;
  21. padding: 5px;
  22. font-family:Monospace;
  23. font-size:13px;
  24. text-align:center;
  25. z-index:1000;
  26. }
  27. #vt { display:none }
  28. #vt, #vt a { color:orange; }
  29. #stats { position: absolute; top:0; left: 0 }
  30. #stats #fps { background: transparent !important }
  31. #stats #fps #fpsText { color: #aaa !important }
  32. #stats #fps #fpsGraph { display: none }
  33. </style>
  34. </head>
  35. <body>
  36. <div id="info">
  37. <a href="http://threejs.org" target="_blank">three.js</a> - (<span id="description">normal + ao + displacement + environment</span>) map demo.
  38. ninja head from <a href="http://developer.amd.com/tools-and-sdks/archive/legacy-cpu-gpu-tools/amd-gpu-meshmapper/" target="_blank">AMD GPU MeshMapper</a>
  39. <div id="vt">displacement mapping requires vertex textures</div>
  40. </div>
  41. <script src="../build/three.min.js"></script>
  42. <script src="js/controls/OrbitControls.js"></script>
  43. <script src="js/loaders/BinaryLoader.js"></script>
  44. <script src="js/Detector.js"></script>
  45. <script src="js/libs/stats.min.js"></script>
  46. <script>
  47. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  48. var stats, loader;
  49. var camera, scene, renderer, controls;
  50. var mesh;
  51. var pointLight;
  52. var mouseX = 0;
  53. var mouseY = 0;
  54. var windowHalfX = window.innerWidth / 2;
  55. var windowHalfY = window.innerHeight / 2;
  56. var height = 500; // of camera frustum
  57. var r = 0.0;
  58. init();
  59. animate();
  60. function init() {
  61. var container = document.createElement( 'div' );
  62. document.body.appendChild( container );
  63. renderer = new THREE.WebGLRenderer();
  64. renderer.setPixelRatio( window.devicePixelRatio );
  65. renderer.setSize( window.innerWidth, window.innerHeight );
  66. container.appendChild( renderer.domElement );
  67. renderer.gammaInput = true;
  68. renderer.gammaOutput = true;
  69. //
  70. scene = new THREE.Scene();
  71. var aspect = window.innerWidth / window.innerHeight;
  72. camera = new THREE.OrthographicCamera( - height * aspect, height * aspect, height, - height, 1, 10000 );
  73. camera.position.z = 1500;
  74. scene.add( camera );
  75. controls = new THREE.OrbitControls( camera, renderer.domElement );
  76. controls.enableZoom = false;
  77. controls.enableDamping = true;
  78. // lights
  79. var ambientLight = new THREE.AmbientLight( 0x111111 );
  80. scene.add( ambientLight );
  81. pointLight = new THREE.PointLight( 0xff0000, 0.5 );
  82. pointLight.position.z = 2500;
  83. scene.add( pointLight );
  84. var pointLight2 = new THREE.PointLight( 0xff6666, 1 );
  85. camera.add( pointLight2 );
  86. var pointLight3 = new THREE.PointLight( 0x0000ff, 0.5 );
  87. pointLight3.position.x = - 1000;
  88. pointLight3.position.z = 1000;
  89. scene.add( pointLight3 );
  90. // env map
  91. var path = "textures/cube/SwedishRoyalCastle/";
  92. var format = '.jpg';
  93. var urls = [
  94. path + 'px' + format, path + 'nx' + format,
  95. path + 'py' + format, path + 'ny' + format,
  96. path + 'pz' + format, path + 'nz' + format
  97. ];
  98. var reflectionCube = new THREE.CubeTextureLoader().load( urls );
  99. // textures
  100. var textureLoader = new THREE.TextureLoader();
  101. var normalMap = textureLoader.load( "textures/normal/ninja/normal.jpg" );
  102. var aoMap = textureLoader.load( "textures/normal/ninja/ao.jpg" );
  103. var displacementMap = textureLoader.load( "textures/normal/ninja/displacement.jpg" );
  104. // material
  105. var material = new THREE.MeshPhongMaterial( {
  106. color: 0x0a0100,
  107. specular: 0xffffff,
  108. shininess: 10,
  109. normalMap: normalMap,
  110. normalScale: new THREE.Vector2( 1, - 1 ), // why does the normal map require negation in this case?
  111. aoMap: aoMap,
  112. aoMapIntensity: 1,
  113. displacementMap: displacementMap,
  114. displacementScale: 2.436143,
  115. displacementBias: - 0.428408,
  116. envMap: reflectionCube,
  117. combine: THREE.AddOperation,
  118. reflectivity: 0.2,
  119. side: THREE.DoubleSide
  120. } );
  121. //
  122. loader = new THREE.BinaryLoader();
  123. loader.load( "obj/ninja/NinjaLo_bin.js", function( geometry ) {
  124. geometry.faceVertexUvs[ 1 ] = geometry.faceVertexUvs[ 0 ]; // 2nd set of UVs required for aoMap and displacementMap with MeshPhongMaterial
  125. mesh = new THREE.Mesh( geometry, material );
  126. mesh.scale.multiplyScalar( 25 );
  127. scene.add( mesh );
  128. } );
  129. //
  130. var description = "normal + ao" + ( renderer.supportsVertexTextures() ? " + displacement + environment" : " + <strike>displacement</strike>" );
  131. document.getElementById( "description" ).innerHTML = description;
  132. document.getElementById( "vt" ).style.display = renderer.supportsVertexTextures() ? "none" : "block";
  133. //
  134. stats = new Stats();
  135. container.appendChild( stats.domElement );
  136. //
  137. window.addEventListener( 'resize', onWindowResize, false );
  138. }
  139. function onWindowResize() {
  140. var aspect = window.innerWidth / window.innerHeight;
  141. camera.left = - height * aspect;
  142. camera.right = height * aspect;
  143. camera.top = height;
  144. camera.bottom = - height;
  145. camera.updateProjectionMatrix();
  146. renderer.setSize( window.innerWidth, window.innerHeight );
  147. }
  148. //
  149. function animate() {
  150. requestAnimationFrame( animate );
  151. controls.update();
  152. render();
  153. stats.update();
  154. }
  155. function render() {
  156. pointLight.position.x = 2500 * Math.cos( r );
  157. pointLight.position.z = 2500 * Math.sin( r );
  158. r += 0.01;
  159. renderer.render( scene, camera );
  160. }
  161. </script>
  162. </body>
  163. </html>