Doodle3D-Slicer/three.js-master/examples/webgl_materials_normalmap.html

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2015-06-12 15:58:26 +02:00
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - normal map [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;
}
#oldie {
background:rgb(200,100,0) !important;
color:#fff;
}
#vt { display:none }
#vt, #vt a { color:orange; }
.code { }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - webgl normalmap demo.
<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head.
<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
</div>
</div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/shaders/BleachBypassShader.js"></script>
<script src="js/shaders/ColorCorrectionShader.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FXAAShader.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>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var statsEnabled = true;
var container, stats, loader;
var camera, scene, renderer;
var mesh, zmesh, lightMesh, geometry;
var mesh1;
var directionalLight, pointLight, ambientLight;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var composer, effectFXAA;
init();
animate();
function init() {
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();
// LIGHTS
ambientLight = new THREE.AmbientLight( 0x444444 );
scene.add( ambientLight );
pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
pointLight.position.set( 0, 0, 600 );
scene.add( pointLight );
directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 1, -0.5, -1 );
scene.add( directionalLight );
var material = new THREE.MeshPhongMaterial( {
color: 0xdddddd,
specular: 0x222222,
shininess: 35,
map: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" ),
specularMap: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" ),
normalMap: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
normalScale: new THREE.Vector2( 0.8, 0.8 ),
wrapRGB: new THREE.Vector3( 0.575, 0.5, 0.5 ),
wrapAround: true
} );
loader = new THREE.JSONLoader( true );
document.body.appendChild( loader.statusDomElement );
loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) } );
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( 0x111111 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
renderer.gammaInput = true;
renderer.gammaOutput = true;
//
if ( statsEnabled ) {
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
}
// COMPOSER
renderer.autoClear = false;
var renderModel = new THREE.RenderPass( scene, camera );
var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
effectBleach.uniforms[ 'opacity' ].value = 0.4;
effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
effectFXAA.renderToScreen = true;
composer = new THREE.EffectComposer( renderer );
composer.addPass( renderModel );
composer.addPass( effectBleach );
composer.addPass( effectColor );
composer.addPass( effectFXAA );
// EVENTS
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function createScene( geometry, scale, material ) {
geometry.computeTangents();
mesh1 = new THREE.Mesh( geometry, material );
mesh1.position.y = - 50;
mesh1.scale.x = mesh1.scale.y = mesh1.scale.z = scale;
scene.add( mesh1 );
loader.statusDomElement.style.display = "none";
}
//
function onWindowResize( event ) {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
composer.reset();
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10;
}
//
function animate() {
requestAnimationFrame( animate );
render();
if ( statsEnabled ) stats.update();
}
function render() {
var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
if( mesh1 ) {
mesh1.rotation.y = ry;
mesh1.rotation.x = rx;
}
//renderer.render( scene, camera );
composer.render();
}
</script>
</body>
</html>