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webgl_materials_bumpmap_skin.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - bump map - skin [Lee Perry-Smith]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background:#000;
color:#fff;
padding:0;
margin:0;
font-weight: bold;
overflow:hidden;
}
a { color: #ffffff; }
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
text-align:center;
z-index:1000;
}
#webglmessage {
background:rgb(200,100,0) !important;
color:#fff;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl simple, single-pass, skin material with tangent-less bump mapping</a> -
<a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head
</div>
<script src="../build/three.js"></script>
<script src="js/ShaderSkin.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, scene, renderer, stats;
var mesh;
var mouseX = 0;
var mouseY = 0;
var targetX = 0, targetY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var firstPass = true;
var composerBeckmann;
init();
animate();
function init() {
var container = document.createElement( 'div' );
document.body.appendChild( container );
//
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1200;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x242a34 );
// LIGHTS
scene.add( new THREE.AmbientLight( 0x333344 ) );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.position.set( 500, 0, 500 );
scene.add( directionalLight );
//
var loader = new THREE.GLTFLoader();
loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
createScene( gltf.scene.children[ 0 ].geometry, 100 );
} );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.autoClear = false;
renderer.gammaOutput = true;
//
stats = new Stats();
container.appendChild( stats.dom );
// BECKMANN
var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
var rtwidth = 512, rtheight = 512;
composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
composerBeckmann.addPass( effectBeckmann );
composerBeckmann.addPass( effectCopy );
// EVENTS
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function createScene( geometry, scale ) {
var textureLoader = new THREE.TextureLoader();
var mapHeight = textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
mapHeight.anisotropy = 4;
mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
mapHeight.format = THREE.RGBFormat;
var mapSpecular = textureLoader.load( "models/gltf/LeePerrySmith/Map-SPEC.jpg" );
mapSpecular.anisotropy = 4;
mapSpecular.wrapS = mapSpecular.wrapT = THREE.RepeatWrapping;
mapSpecular.format = THREE.RGBFormat;
var mapColor = textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" );
mapColor.anisotropy = 4;
mapColor.wrapS = mapColor.wrapT = THREE.RepeatWrapping;
mapColor.format = THREE.RGBFormat;
var shader = THREE.ShaderSkin[ "skinSimple" ];
var fragmentShader = shader.fragmentShader;
var vertexShader = shader.vertexShader;
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "enableBump" ].value = true;
uniforms[ "enableSpecular" ].value = true;
uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
uniforms[ "tDiffuse" ].value = mapColor;
uniforms[ "bumpMap" ].value = mapHeight;
uniforms[ "specularMap" ].value = mapSpecular;
uniforms[ "diffuse" ].value.setHex( 0xa0a0a0 );
uniforms[ "specular" ].value.setHex( 0xa0a0a0 );
uniforms[ "uRoughness" ].value = 0.2;
uniforms[ "uSpecularBrightness" ].value = 0.5;
uniforms[ "bumpScale" ].value = 8;
var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true } );
material.extensions.derivatives = true;
mesh = new THREE.Mesh( geometry, material );
mesh.position.y = - 50;
mesh.scale.set( scale, scale, scale );
scene.add( mesh );
}
//
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 1;
mouseY = ( event.clientY - windowHalfY ) * 1;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
targetX = mouseX * .001;
targetY = mouseY * .001;
if ( mesh ) {
mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
}
if ( firstPass ) {
composerBeckmann.render();
firstPass = false;
}
renderer.clear();
renderer.render( scene, camera );
}
</script>
</body>
</html>