Doodle3D-Slicer/three.js-master/examples/webgl_materials_parallaxmap.html
2017-06-22 13:21:07 +02:00

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Executable File

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - parallax mapping</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:10px;
text-align:center;
}
#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">Three.js</a> parallax mapping <br />
Oryginal shaders authors:
<a href="http://sunandblackcat.com/tipFullView.php?topicid=28">Igor Dyhta</a>,
<a href="http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html">Morten S. Mikkelsen</a><br />
Texture by <a href="http://agf81.deviantart.com/">AGF81</a>
</div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/shaders/ParallaxShader.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var stats;
var camera, scene, material, renderer;
var effectController = {
'mode': 'relief',
'scale': 0.005,
'minLayers': 20,
'maxLayers': 25,
};
init();
initGUI();
animate();
function init() {
var container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 2;
scene = new THREE.Scene();
initScene();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
var controls = new THREE.OrbitControls( camera, renderer.domElement );
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 guiChanged() {
var uniforms = material.uniforms;
uniforms[ 'parallaxScale' ].value = -1.0 * effectController.scale;
uniforms[ 'parallaxMinLayers' ].value = effectController.minLayers;
uniforms[ 'parallaxMaxLayers' ].value = effectController.maxLayers;
material.defines = {};
material.defines[THREE.ParallaxShader.modes[effectController.mode]] = '';
material.needsUpdate = true;
}
function initGUI() {
var gui = new dat.GUI();
gui.add( effectController, 'mode', Object.keys( THREE.ParallaxShader.modes ) ).onChange( guiChanged );
gui.add( effectController, 'scale', 0.0, 0.01, 0.001 ).onChange( guiChanged );
gui.add( effectController, 'minLayers', 1.0, 30, 1 ).onChange( guiChanged );
gui.add( effectController, 'maxLayers', 1.0, 30, 1 ).onChange( guiChanged );
guiChanged();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function initScene() {
var shader = THREE.ParallaxShader;
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
var parameters = {
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: uniforms
};
material = new THREE.ShaderMaterial( parameters );
material.map = THREE.ImageUtils.loadTexture( 'textures/brick_diffuse.jpg' );
material.bumpMap = THREE.ImageUtils.loadTexture( 'textures/brick_bump.jpg' );
material.map.anisotropy = 4;
material.bumpMap.anisotropy = 4;
uniforms[ 'map' ].value = material.map;
uniforms[ 'bumpMap' ].value = material.bumpMap;
var geometry = new THREE.BoxGeometry( 1.0, 1.0, 1.0 );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>