mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 19:17:57 +01:00
362 lines
9.0 KiB
HTML
Executable File
362 lines
9.0 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - materials - bump map - skin [Lee Perry-Smith]</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background:#000;
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color:#fff;
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padding:0;
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margin:0;
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font-weight: bold;
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overflow:hidden;
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}
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a { color: #ffffff; }
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#info {
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position: absolute;
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top: 0px; width: 100%;
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color: #ffffff;
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padding: 5px;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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z-index:1000;
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}
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#oldie {
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background:rgb(200,100,0) !important;
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color:#fff;
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}
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#stats { position: absolute; top:0; left: 0 }
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#stats #fps { background: transparent !important }
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#stats #fps #fpsText { color: #aaa !important }
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#stats #fps #fpsGraph { display: none }
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> - webgl simple single-pass skin material with <a href="http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html">tangent-less bump mapping</a> -
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<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/ShaderSkin.js"></script>
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<script src="js/shaders/CopyShader.js"></script>
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<script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/postprocessing/RenderPass.js"></script>
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<script src="js/postprocessing/ShaderPass.js"></script>
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<script src="js/postprocessing/MaskPass.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var statsEnabled = true;
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var container, stats, loader;
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var camera, scene, renderer;
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var mesh, mesh2;
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var directionalLight, directionalLight2, pointLight, ambientLight, spotLight;
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var mouseX = 0;
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var mouseY = 0;
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var targetX = 0, targetY = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var mapColor, mapHeight, mapSpecular;
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var firstPass = true;
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var composer, composerBeckmann;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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//
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camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 1200;
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scene = new THREE.Scene();
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// LIGHTS
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ambientLight = new THREE.AmbientLight( 0x555555 );
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scene.add( ambientLight );
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//
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pointLight = new THREE.PointLight( 0xffffff, 1.5, 1000 );
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pointLight.position.set( 0, 0, 600 );
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scene.add( pointLight );
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// shadow for PointLight
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spotLight = new THREE.SpotLight( 0xffffff, 1 );
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spotLight.position.set( 0.05, 0.05, 1 );
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scene.add( spotLight );
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spotLight.position.multiplyScalar( 700 );
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spotLight.castShadow = true;
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spotLight.onlyShadow = true;
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//spotLight.shadowCameraVisible = true;
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spotLight.shadowMapWidth = 2048;
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spotLight.shadowMapHeight = 2048;
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spotLight.shadowCameraNear = 200;
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spotLight.shadowCameraFar = 1500;
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spotLight.shadowCameraFov = 40;
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spotLight.shadowBias = -0.005;
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spotLight.shadowDarkness = 0.15;
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//
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directionalLight = new THREE.DirectionalLight( 0xffffff, 0.85 );
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directionalLight.position.set( 1, -0.5, 1 );
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directionalLight.color.setHSL( 0.6, 1, 0.85 );
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scene.add( directionalLight );
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directionalLight.position.multiplyScalar( 500 );
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directionalLight.castShadow = true;
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//directionalLight.shadowCameraVisible = true;
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directionalLight.shadowMapWidth = 2048;
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directionalLight.shadowMapHeight = 2048;
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directionalLight.shadowCameraNear = 200;
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directionalLight.shadowCameraFar = 1500;
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directionalLight.shadowCameraLeft = -500;
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directionalLight.shadowCameraRight = 500;
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directionalLight.shadowCameraTop = 500;
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directionalLight.shadowCameraBottom = -500;
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directionalLight.shadowBias = -0.005;
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directionalLight.shadowDarkness = 0.15;
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//
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directionalLight2 = new THREE.DirectionalLight( 0xffffff, 0.85 );
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directionalLight2.position.set( 1, -0.5, -1 );
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scene.add( directionalLight2 );
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//
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loader = new THREE.JSONLoader( true );
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document.body.appendChild( loader.statusDomElement );
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loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100 ) } );
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//
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renderer = new THREE.WebGLRenderer( { antialias: false } );
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renderer.setClearColor( 0x444a54 );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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renderer.shadowMapEnabled = true;
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renderer.shadowMapCullFace = THREE.CullFaceBack;
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renderer.autoClear = false;
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//
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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//
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if ( statsEnabled ) {
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stats = new Stats();
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container.appendChild( stats.domElement );
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}
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// COMPOSER
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renderer.autoClear = false;
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// BECKMANN
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var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
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var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
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effectCopy.renderToScreen = true;
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var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
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var rtwidth = 512, rtheight = 512;
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composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
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composerBeckmann.addPass( effectBeckmann );
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composerBeckmann.addPass( effectCopy );
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// EVENTS
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function createScene( geometry, scale ) {
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var mapHeight = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
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mapHeight.anisotropy = 4;
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mapHeight.repeat.set( 0.998, 0.998 );
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mapHeight.offset.set( 0.001, 0.001 )
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mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
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mapHeight.format = THREE.RGBFormat;
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var mapSpecular = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" );
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mapSpecular.anisotropy = 4;
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mapSpecular.repeat.set( 0.998, 0.998 );
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mapSpecular.offset.set( 0.001, 0.001 )
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mapSpecular.wrapS = mapSpecular.wrapT = THREE.RepeatWrapping;
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mapSpecular.format = THREE.RGBFormat;
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var mapColor = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
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mapColor.anisotropy = 4;
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mapColor.repeat.set( 0.998, 0.998 );
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mapColor.offset.set( 0.001, 0.001 )
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mapColor.wrapS = mapColor.wrapT = THREE.RepeatWrapping;
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mapColor.format = THREE.RGBFormat;
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var shader = THREE.ShaderSkin[ "skinSimple" ];
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var fragmentShader = shader.fragmentShader;
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var vertexShader = shader.vertexShader;
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var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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uniforms[ "enableBump" ].value = true;
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uniforms[ "enableSpecular" ].value = true;
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uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1;
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uniforms[ "tDiffuse" ].value = mapColor;
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uniforms[ "bumpMap" ].value = mapHeight;
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uniforms[ "specularMap" ].value = mapSpecular;
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uniforms[ "diffuse" ].value.setHex( 0xa0a0a0 );
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uniforms[ "specular" ].value.setHex( 0xa0a0a0 );
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uniforms[ "uRoughness" ].value = 0.145;
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uniforms[ "uSpecularBrightness" ].value = 0.75;
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uniforms[ "bumpScale" ].value = 16;
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uniforms[ "offsetRepeat" ].value.set( 0.001, 0.001, 0.998, 0.998 );
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var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true } );
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mesh = new THREE.Mesh( geometry, material );
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mesh.position.y = - 50;
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mesh.scale.set( scale, scale, scale );
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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scene.add( mesh );
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loader.statusDomElement.style.display = "none";
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}
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//
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function onWindowResize( event ) {
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SCREEN_WIDTH = window.innerWidth;
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SCREEN_HEIGHT = window.innerHeight;
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
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camera.updateProjectionMatrix();
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}
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function onDocumentMouseMove( event ) {
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mouseX = ( event.clientX - windowHalfX ) * 1;
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mouseY = ( event.clientY - windowHalfY ) * 1;
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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if ( statsEnabled ) stats.update();
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}
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function render() {
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targetX = mouseX * .001;
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targetY = mouseY * .001;
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if ( mesh ) {
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mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
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mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
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}
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if ( firstPass ) {
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composerBeckmann.render();
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firstPass = false;
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}
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renderer.clear();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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