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	<head>
		<title>three.js webgl - materials - normal map</title>
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				color:#fff;
				padding:0;
				margin:0;
				font-weight: bold;
				overflow:hidden;
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			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; }
		</style>
	</head>

	<body>

		<div id="info">
			<a href="http://threejs.org" target="_blank">three.js</a> - webgl (<span id="description">normal + ao + displacement + environment + shadow</span>) map demo.
			ninja head from <a href="http://developer.amd.com/archive/gpu/MeshMapper/pages/default.aspx" target="_blank">AMD GPU MeshMapper</a>

			<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)</div>
		</div>

		<script src="../build/three.min.js"></script>

		<script src="js/loaders/BinaryLoader.js"></script>
		<script src="js/shaders/NormalDisplacementShader.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var statsEnabled = true;

			var container, stats, loader;

			var camera, scene, renderer;

			var mesh, zmesh, geometry;
			var mesh1, mesh2;

			var spotLight, pointLight, ambientLight;

			var mouseX = 0;
			var mouseY = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			var r = 0.0;

			document.addEventListener( 'mousemove', onDocumentMouseMove, false );

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
				camera.position.z = 1500;

				scene = new THREE.Scene();

				// LIGHTS

				ambientLight = new THREE.AmbientLight( 0x111111 );
				scene.add( ambientLight );

				pointLight = new THREE.PointLight( 0xff0000 );
				pointLight.position.z = 10000;
				pointLight.distance = 4000;
				scene.add( pointLight );

				pointLight2 = new THREE.PointLight( 0xff5500 );
				pointLight2.position.z = 1000;
				pointLight2.distance = 2000;
				scene.add( pointLight2 );

				pointLight3 = new THREE.PointLight( 0x0000ff );
				pointLight3.position.x = -1000;
				pointLight3.position.z = 1000;
				pointLight3.distance = 2000;
				scene.add( pointLight3 );

				spotLight = new THREE.SpotLight( 0xaaaaaa );
				spotLight.position.set( 1000, 500, 1000 );
				spotLight.castShadow = true;
				spotLight.shadowCameraNear = 500;
				spotLight.shadowCameraFov = 70;
				spotLight.shadowBias = 0.001;
				spotLight.shadowMapWidth = 1024;
				spotLight.shadowMapHeight = 1024;
				scene.add( spotLight );

				directionalLight2 = new THREE.DirectionalLight( 0xaaff33, 0 );
				directionalLight2.position.set( -1, 1, 0.5 ).normalize();
				//scene.add( directionalLight2 );

				directionalLight3 = new THREE.DirectionalLight( 0xaaff33 );
				directionalLight3.position.set( -1, 1, 0.5 ).normalize();
				//scene.add( directionalLight3 );


				// light representation

				var sphere = new THREE.SphereGeometry( 100, 16, 8 );

				var path = "textures/cube/SwedishRoyalCastle/";
				var format = '.jpg';
				var urls = [
						path + 'px' + format, path + 'nx' + format,
						path + 'py' + format, path + 'ny' + format,
						path + 'pz' + format, path + 'nz' + format
					];

				var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );

				// common material parameters

				var diffuse = 0x331100, specular = 0xffffff, shininess = 10, scale = 23;

				// normal map shader

				var shader = THREE.NormalDisplacementShader;
				var uniforms = THREE.UniformsUtils.clone( shader.uniforms );

				uniforms[ "enableAO" ].value = true;
				uniforms[ "enableDiffuse" ].value = false;
				uniforms[ "enableSpecular" ].value = false;
				uniforms[ "enableReflection" ].value = true;
				uniforms[ "enableDisplacement" ].value = true;

				uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/normal.jpg" );
				uniforms[ "tAO" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/ao.jpg" );

				uniforms[ "tDisplacement" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/displacement.jpg" );
				uniforms[ "uDisplacementBias" ].value = - 0.428408;
				uniforms[ "uDisplacementScale" ].value = 2.436143;

				uniforms[ "uNormalScale" ].value.y = -1;

				uniforms[ "diffuse" ].value.setHex( diffuse );
				uniforms[ "specular" ].value.setHex( specular );

				uniforms[ "shininess" ].value = shininess;

				uniforms[ "tCube" ].value = reflectionCube;
				uniforms[ "reflectivity" ].value = 0.1;

				uniforms[ "diffuse" ].value.convertGammaToLinear();
				uniforms[ "specular" ].value.convertGammaToLinear();


				var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: false };
				var material1 = new THREE.ShaderMaterial( parameters );

				var material2 = new THREE.MeshPhongMaterial( {
					color: diffuse,
					specular: specular,
					shininess: shininess,
					normalMap: uniforms[ "tNormal" ].value,
					normalScale: uniforms[ "uNormalScale" ].value,
					envMap: reflectionCube,
					combine: THREE.MixOperation,
					reflectivity: 0.1
				} );

				//

				loader = new THREE.BinaryLoader( true );
				document.body.appendChild( loader.statusDomElement );

				loader.load( "obj/ninja/NinjaLo_bin.js", function( geometry ) { createScene( geometry, scale, material1, material2 ) } );

				//

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				//

				renderer.gammaInput = true;
				renderer.gammaOutput = true;

				//

				renderer.shadowMapEnabled = true;
				renderer.shadowMapType = THREE.PCFShadowMap;


				//

				var description = "normal + ao" + ( renderer.supportsVertexTextures() ? " + displacement + environment + shadow" : " + <strike>displacement</strike>" );
				document.getElementById( "description" ).innerHTML = description;
				document.getElementById( "vt" ).style.display = renderer.supportsVertexTextures() ? "none" : "block";

				if ( statsEnabled ) {

					stats = new Stats();
					stats.domElement.style.position = 'absolute';
					stats.domElement.style.top = '0px';
					stats.domElement.style.zIndex = 100;
					container.appendChild( stats.domElement );

				}

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				windowHalfX = window.innerWidth / 2;
				windowHalfY = window.innerHeight / 2;

				camera.left = window.innerWidth / - 2;
				camera.right = window.innerWidth / 2;
				camera.top = window.innerHeight / 2;
				camera.bottom = window.innerHeight / - 2;

				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function createScene( geometry, scale, material1, material2 ) {

				geometry.computeTangents();

				mesh1 = new THREE.Mesh( geometry, material1 );
				mesh1.position.x = - scale * 12;
				mesh1.scale.set( scale, scale, scale );
				mesh1.castShadow = true;
				mesh1.receiveShadow = true;
				scene.add( mesh1 );

				mesh2 = new THREE.Mesh( geometry, material2 );
				mesh2.position.x = scale * 12;
				mesh2.scale.set( scale, scale, scale );
				mesh2.castShadow = true;
				mesh2.receiveShadow = true;
				scene.add( mesh2 );

				loader.statusDomElement.style.display = "none";

			}

			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;

				}

				if( mesh2 ) {

					mesh2.rotation.y = ry;
					mesh2.rotation.x = rx;

				}

				pointLight.position.x = 2500 * Math.cos( r );
				pointLight.position.z = 2500 * Math.sin( r );

				r += 0.01;

				renderer.render( scene, camera );

			}


		</script>

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