webgl_materials_normalmap2.html 7.1 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 { 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. #oldie {
  28. background:rgb(200,100,0) !important;
  29. color:#fff;
  30. }
  31. #vt { display:none }
  32. #vt, #vt a { color:orange; }
  33. .code { }
  34. </style>
  35. </head>
  36. <body>
  37. <div id="info">
  38. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl normalmap demo.
  39. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head.
  40. <div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
  41. on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
  42. please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
  43. </div>
  44. </div>
  45. <script src="../build/three.min.js"></script>
  46. <script src="js/Detector.js"></script>
  47. <script src="js/Stats.js"></script>
  48. <script src="js/ShaderExtras.js"></script>
  49. <script src="js/postprocessing/EffectComposer.js"></script>
  50. <script src="js/postprocessing/RenderPass.js"></script>
  51. <script src="js/postprocessing/ShaderPass.js"></script>
  52. <script src="js/postprocessing/MaskPass.js"></script>
  53. <script>
  54. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  55. var statsEnabled = true;
  56. var container, stats, loader;
  57. var camera, scene, renderer;
  58. var mesh, zmesh, lightMesh, geometry;
  59. var mesh1;
  60. var directionalLight, pointLight, ambientLight;
  61. var mouseX = 0;
  62. var mouseY = 0;
  63. var windowHalfX = window.innerWidth / 2;
  64. var windowHalfY = window.innerHeight / 2;
  65. var composer, effectFXAA;
  66. init();
  67. animate();
  68. function init() {
  69. container = document.createElement( 'div' );
  70. document.body.appendChild( container );
  71. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
  72. camera.position.z = 1200;
  73. scene = new THREE.Scene();
  74. // LIGHTS
  75. ambientLight = new THREE.AmbientLight( 0x444444 );
  76. scene.add( ambientLight );
  77. pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
  78. pointLight.position.set( 0, 0, 600 );
  79. scene.add( pointLight );
  80. directionalLight = new THREE.DirectionalLight( 0xffffff );
  81. directionalLight.position.set( 1, -0.5, -1 );
  82. scene.add( directionalLight );
  83. // material parameters
  84. var ambient = 0x111111, diffuse = 0xbbbbbb, specular = 0x060606, shininess = 35;
  85. var shader = THREE.ShaderUtils.lib[ "normal" ];
  86. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  87. uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  88. uniforms[ "uNormalScale" ].value.set( 0.8, 0.8 );
  89. uniforms[ "tDiffuse" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  90. uniforms[ "tSpecular" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" );
  91. uniforms[ "enableAO" ].value = false;
  92. uniforms[ "enableDiffuse" ].value = true;
  93. uniforms[ "enableSpecular" ].value = true;
  94. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  95. uniforms[ "uSpecularColor" ].value.setHex( specular );
  96. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  97. uniforms[ "uShininess" ].value = shininess;
  98. uniforms[ "wrapRGB" ].value.set( 0.575, 0.5, 0.5 );
  99. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  100. var material = new THREE.ShaderMaterial( parameters );
  101. material.wrapAround = true;
  102. loader = new THREE.JSONLoader( true );
  103. document.body.appendChild( loader.statusDomElement );
  104. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) } );
  105. renderer = new THREE.WebGLRenderer( { antialias: false, clearColor: 0x111111, clearAlpha: 1 } );
  106. renderer.setSize( window.innerWidth, window.innerHeight );
  107. container.appendChild( renderer.domElement );
  108. //
  109. renderer.gammaInput = true;
  110. renderer.gammaOutput = true;
  111. renderer.physicallyBasedShading = true;
  112. //
  113. if ( statsEnabled ) {
  114. stats = new Stats();
  115. stats.domElement.style.position = 'absolute';
  116. stats.domElement.style.top = '0px';
  117. stats.domElement.style.zIndex = 100;
  118. container.appendChild( stats.domElement );
  119. }
  120. // COMPOSER
  121. renderer.autoClear = false;
  122. var renderModel = new THREE.RenderPass( scene, camera );
  123. var effectBleach = new THREE.ShaderPass( THREE.ShaderExtras[ "bleachbypass" ] );
  124. var effectColor = new THREE.ShaderPass( THREE.ShaderExtras[ "colorCorrection" ] );
  125. effectFXAA = new THREE.ShaderPass( THREE.ShaderExtras[ "fxaa" ] );
  126. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
  127. effectBleach.uniforms[ 'opacity' ].value = 0.4;
  128. effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
  129. effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
  130. effectFXAA.renderToScreen = true;
  131. composer = new THREE.EffectComposer( renderer );
  132. composer.addPass( renderModel );
  133. composer.addPass( effectBleach );
  134. composer.addPass( effectColor );
  135. composer.addPass( effectFXAA );
  136. // EVENTS
  137. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  138. window.addEventListener( 'resize', onWindowResize, false );
  139. }
  140. function createScene( geometry, scale, material ) {
  141. geometry.computeTangents();
  142. mesh1 = new THREE.Mesh( geometry, material );
  143. mesh1.position.y = - 50;
  144. mesh1.scale.x = mesh1.scale.y = mesh1.scale.z = scale;
  145. scene.add( mesh1 );
  146. loader.statusDomElement.style.display = "none";
  147. }
  148. //
  149. function onWindowResize( event ) {
  150. SCREEN_WIDTH = window.innerWidth;
  151. SCREEN_HEIGHT = window.innerHeight;
  152. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  153. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  154. camera.updateProjectionMatrix();
  155. composer.reset();
  156. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  157. }
  158. function onDocumentMouseMove(event) {
  159. mouseX = ( event.clientX - windowHalfX ) * 10;
  160. mouseY = ( event.clientY - windowHalfY ) * 10;
  161. }
  162. //
  163. function animate() {
  164. requestAnimationFrame( animate );
  165. render();
  166. if ( statsEnabled ) stats.update();
  167. }
  168. function render() {
  169. var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
  170. if( mesh1 ) {
  171. mesh1.rotation.y = ry;
  172. mesh1.rotation.x = rx;
  173. }
  174. //renderer.render( scene, camera );
  175. composer.render();
  176. }
  177. </script>
  178. </body>
  179. </html>
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