Doodle3D-Slicer/three.js-master/examples/webgl_materials_bumpmap_skin.html
2015-06-12 15:58:26 +02:00

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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;
}
#oldie {
background:rgb(200,100,0) !important;
color:#fff;
}
#stats { position: absolute; top:0; left: 0 }
#stats #fps { background: transparent !important }
#stats #fps #fpsText { color: #aaa !important }
#stats #fps #fpsGraph { display: none }
</style>
</head>
<body>
<div id="info">
<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> -
<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
</div>
<script src="../build/three.min.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/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, mesh2;
var directionalLight, directionalLight2, pointLight, ambientLight, spotLight;
var mouseX = 0;
var mouseY = 0;
var targetX = 0, targetY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var mapColor, mapHeight, mapSpecular;
var firstPass = true;
var composer, composerBeckmann;
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( 0x555555 );
scene.add( ambientLight );
//
pointLight = new THREE.PointLight( 0xffffff, 1.5, 1000 );
pointLight.position.set( 0, 0, 600 );
scene.add( pointLight );
// shadow for PointLight
spotLight = new THREE.SpotLight( 0xffffff, 1 );
spotLight.position.set( 0.05, 0.05, 1 );
scene.add( spotLight );
spotLight.position.multiplyScalar( 700 );
spotLight.castShadow = true;
spotLight.onlyShadow = true;
//spotLight.shadowCameraVisible = true;
spotLight.shadowMapWidth = 2048;
spotLight.shadowMapHeight = 2048;
spotLight.shadowCameraNear = 200;
spotLight.shadowCameraFar = 1500;
spotLight.shadowCameraFov = 40;
spotLight.shadowBias = -0.005;
spotLight.shadowDarkness = 0.15;
//
directionalLight = new THREE.DirectionalLight( 0xffffff, 0.85 );
directionalLight.position.set( 1, -0.5, 1 );
directionalLight.color.setHSL( 0.6, 1, 0.85 );
scene.add( directionalLight );
directionalLight.position.multiplyScalar( 500 );
directionalLight.castShadow = true;
//directionalLight.shadowCameraVisible = true;
directionalLight.shadowMapWidth = 2048;
directionalLight.shadowMapHeight = 2048;
directionalLight.shadowCameraNear = 200;
directionalLight.shadowCameraFar = 1500;
directionalLight.shadowCameraLeft = -500;
directionalLight.shadowCameraRight = 500;
directionalLight.shadowCameraTop = 500;
directionalLight.shadowCameraBottom = -500;
directionalLight.shadowBias = -0.005;
directionalLight.shadowDarkness = 0.15;
//
directionalLight2 = new THREE.DirectionalLight( 0xffffff, 0.85 );
directionalLight2.position.set( 1, -0.5, -1 );
scene.add( directionalLight2 );
//
loader = new THREE.JSONLoader( true );
document.body.appendChild( loader.statusDomElement );
loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100 ) } );
//
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( 0x444a54 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.shadowMapEnabled = true;
renderer.shadowMapCullFace = THREE.CullFaceBack;
renderer.autoClear = false;
//
renderer.gammaInput = true;
renderer.gammaOutput = true;
//
if ( statsEnabled ) {
stats = new Stats();
container.appendChild( stats.domElement );
}
// COMPOSER
renderer.autoClear = false;
// BECKMANN
var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
effectCopy.renderToScreen = true;
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: 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 mapHeight = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
mapHeight.anisotropy = 4;
mapHeight.repeat.set( 0.998, 0.998 );
mapHeight.offset.set( 0.001, 0.001 )
mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
mapHeight.format = THREE.RGBFormat;
var mapSpecular = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" );
mapSpecular.anisotropy = 4;
mapSpecular.repeat.set( 0.998, 0.998 );
mapSpecular.offset.set( 0.001, 0.001 )
mapSpecular.wrapS = mapSpecular.wrapT = THREE.RepeatWrapping;
mapSpecular.format = THREE.RGBFormat;
var mapColor = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
mapColor.anisotropy = 4;
mapColor.repeat.set( 0.998, 0.998 );
mapColor.offset.set( 0.001, 0.001 )
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;
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 = 0.145;
uniforms[ "uSpecularBrightness" ].value = 0.75;
uniforms[ "bumpScale" ].value = 16;
uniforms[ "offsetRepeat" ].value.set( 0.001, 0.001, 0.998, 0.998 );
var material = new THREE.ShaderMaterial( { fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: uniforms, lights: true } );
mesh = new THREE.Mesh( geometry, material );
mesh.position.y = - 50;
mesh.scale.set( scale, scale, scale );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
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();
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 1;
mouseY = ( event.clientY - windowHalfY ) * 1;
}
//
function animate() {
requestAnimationFrame( animate );
render();
if ( statsEnabled ) 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>