webgl_materials_normalmap.html 6.2 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. <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. #webglmessage {
  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" rel="noopener">three.js</a> - webgl normalmap demo.
  41. <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">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.js"></script>
  48. <script src="js/loaders/GLTFLoader.js"></script>
  49. <script src="js/WebGL.js"></script>
  50. <script src="js/libs/stats.min.js"></script>
  51. <script src="js/shaders/BleachBypassShader.js"></script>
  52. <script src="js/shaders/ColorCorrectionShader.js"></script>
  53. <script src="js/shaders/CopyShader.js"></script>
  54. <script src="js/shaders/FXAAShader.js"></script>
  55. <script src="js/postprocessing/EffectComposer.js"></script>
  56. <script src="js/postprocessing/RenderPass.js"></script>
  57. <script src="js/postprocessing/ShaderPass.js"></script>
  58. <script src="js/postprocessing/MaskPass.js"></script>
  59. <script>
  60. if ( WEBGL.isWebGLAvailable() === false ) {
  61. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  62. }
  63. var container, stats, loader;
  64. var camera, scene, renderer;
  65. var mesh;
  66. var directionalLight, pointLight, ambientLight;
  67. var mouseX = 0;
  68. var mouseY = 0;
  69. var targetX = 0;
  70. var targetY = 0;
  71. var windowHalfX = window.innerWidth / 2;
  72. var windowHalfY = window.innerHeight / 2;
  73. var composer, effectFXAA;
  74. init();
  75. animate();
  76. function init() {
  77. container = document.createElement( 'div' );
  78. document.body.appendChild( container );
  79. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  80. camera.position.z = 1200;
  81. scene = new THREE.Scene();
  82. scene.background = new THREE.Color( 0x111111 );
  83. // LIGHTS
  84. ambientLight = new THREE.AmbientLight( 0x444444 );
  85. scene.add( ambientLight );
  86. pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
  87. pointLight.position.set( 0, 0, 600 );
  88. scene.add( pointLight );
  89. directionalLight = new THREE.DirectionalLight( 0xffffff );
  90. directionalLight.position.set( 1, -0.5, -1 );
  91. scene.add( directionalLight );
  92. var textureLoader = new THREE.TextureLoader();
  93. var material = new THREE.MeshPhongMaterial( {
  94. color: 0xdddddd,
  95. specular: 0x222222,
  96. shininess: 35,
  97. map: textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" ),
  98. specularMap: textureLoader.load( "models/gltf/LeePerrySmith/Map-SPEC.jpg" ),
  99. normalMap: textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
  100. normalScale: new THREE.Vector2( 0.8, 0.8 )
  101. } );
  102. loader = new THREE.GLTFLoader();
  103. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function( gltf ) { createScene( gltf.scene.children[ 0 ].geometry, 100, material ) } );
  104. renderer = new THREE.WebGLRenderer();
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. container.appendChild( renderer.domElement );
  107. //
  108. renderer.gammaInput = true;
  109. renderer.gammaOutput = true;
  110. //
  111. stats = new Stats();
  112. container.appendChild( stats.dom );
  113. // COMPOSER
  114. renderer.autoClear = false;
  115. var renderModel = new THREE.RenderPass( scene, camera );
  116. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  117. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  118. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  119. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
  120. effectBleach.uniforms[ 'opacity' ].value = 0.4;
  121. effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
  122. effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
  123. effectColor.renderToScreen = true;
  124. composer = new THREE.EffectComposer( renderer );
  125. composer.addPass( renderModel );
  126. composer.addPass( effectFXAA );
  127. composer.addPass( effectBleach );
  128. composer.addPass( effectColor );
  129. // EVENTS
  130. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  131. window.addEventListener( 'resize', onWindowResize, false );
  132. }
  133. function createScene( geometry, scale, material ) {
  134. mesh = new THREE.Mesh( geometry, material );
  135. mesh.position.y = - 50;
  136. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  137. scene.add( mesh );
  138. }
  139. //
  140. function onWindowResize( event ) {
  141. var width = window.innerWidth;
  142. var height = window.innerHeight;
  143. camera.aspect = width / height;
  144. camera.updateProjectionMatrix();
  145. renderer.setSize( width, height );
  146. composer.setSize( width, height );
  147. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  148. }
  149. function onDocumentMouseMove( event ) {
  150. mouseX = ( event.clientX - windowHalfX );
  151. mouseY = ( event.clientY - windowHalfY );
  152. }
  153. //
  154. function animate() {
  155. requestAnimationFrame( animate );
  156. render();
  157. stats.update();
  158. }
  159. function render() {
  160. targetX = mouseX * .001;
  161. targetY = mouseY * .001;
  162. if ( mesh ) {
  163. mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
  164. mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
  165. }
  166. composer.render();
  167. }
  168. </script>
  169. </body>
  170. </html>