mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-29 17:04:57 +01:00
346 lines
8.9 KiB
HTML
Executable File
346 lines
8.9 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 - 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:#aaa;
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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: #eee; }
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#info {
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position: absolute;
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top: 0px; width: 100%;
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color: #eee;
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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 skin rendering demo.
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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/BleachBypassShader.js"></script>
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<script src="js/shaders/ConvolutionShader.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/BloomPass.js"></script>
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<script src="js/postprocessing/TexturePass.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;
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var composer, composerUV1, composerUV2, composerUV3, composerBeckmann;
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var directionalLight, pointLight, ambientLight;
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var mouseX = 0, 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 firstPass = true;
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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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camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 900;
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scene = new THREE.Scene();
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// LIGHTS
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ambientLight = new THREE.AmbientLight( 0x222222 );
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scene.add( ambientLight );
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directionalLight = new THREE.DirectionalLight( 0xffeedd, 1 );
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directionalLight.position.set( 1, -1, 1 ).normalize();
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scene.add( directionalLight );
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// MATERIALS
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var diffuse = 0xbbbbbb, specular = 0x070707, shininess = 50;
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specular = 0x555555;
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var shader = THREE.ShaderSkin[ "skin" ];
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var uniformsUV = THREE.UniformsUtils.clone( shader.uniforms );
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uniformsUV[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
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uniformsUV[ "uNormalScale" ].value = 0.75;
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uniformsUV[ "tDiffuse" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
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uniformsUV[ "passID" ].value = 0;
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uniformsUV[ "diffuse" ].value.setHex( diffuse );
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uniformsUV[ "specular" ].value.setHex( specular );
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uniformsUV[ "uRoughness" ].value = 0.185;
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uniformsUV[ "uSpecularBrightness" ].value = 0.8;
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var uniforms = THREE.UniformsUtils.clone( uniformsUV );
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uniforms[ "tDiffuse" ].value = uniformsUV[ "tDiffuse" ].value;
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uniforms[ "tNormal" ].value = uniformsUV[ "tNormal" ].value;
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uniforms[ "passID" ].value = 1;
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var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
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var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };
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material = new THREE.ShaderMaterial( parameters );
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var materialUV = new THREE.ShaderMaterial( parametersUV );
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// LOADER
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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, material ) } );
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// RENDERER
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renderer = new THREE.WebGLRenderer( { antialias: false } );
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renderer.setClearColor( 0x050505 );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.autoClear = false;
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container.appendChild( renderer.domElement );
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// STATS
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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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// EVENTS
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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// POSTPROCESSING
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var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0x575757 ) );
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var renderModel = new THREE.RenderPass( scene, camera );
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var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
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var effectBloom1 = new THREE.BloomPass( 1, 15, 2, 512 );
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var effectBloom2 = new THREE.BloomPass( 1, 25, 4, 512 );
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var effectBloom3 = new THREE.BloomPass( 1, 25, 8, 512 );
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effectBloom1.clear = true;
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effectBloom2.clear = true;
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effectBloom3.clear = true;
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effectCopy.renderToScreen = true;
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//
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var pars = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
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var rtwidth = 512;
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var rtheight = 512;
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//
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composerScene = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
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composerScene.addPass( renderModelUV );
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renderScene = new THREE.TexturePass( composerScene.renderTarget2 );
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//
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composerUV1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
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composerUV1.addPass( renderScene );
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composerUV1.addPass( effectBloom1 );
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composerUV2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
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composerUV2.addPass( renderScene );
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composerUV2.addPass( effectBloom2 );
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composerUV3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
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composerUV3.addPass( renderScene );
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composerUV3.addPass( effectBloom3 );
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//
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var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
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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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//
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var effectBloom = new THREE.BloomPass( 0.25 );
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var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
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effectBleach.uniforms.opacity.value = 0.25;
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effectBleach.renderToScreen = true;
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composerFinal = new THREE.EffectComposer( renderer );
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composerFinal.addPass( renderModel );
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composerFinal.addPass( effectBloom );
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composerFinal.addPass( effectBleach );
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//
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uniforms[ "tBlur1" ].value = composerScene.renderTarget2;
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uniforms[ "tBlur2" ].value = composerUV1.renderTarget2;
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uniforms[ "tBlur3" ].value = composerUV2.renderTarget2;
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uniforms[ "tBlur4" ].value = composerUV3.renderTarget2;
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uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1;
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function createScene( geometry, scale, material ) {
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geometry.computeTangents();
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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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scene.add( mesh );
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loader.statusDomElement.style.display = "none";
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}
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function onDocumentMouseMove( event ) {
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mouseX = ( event.clientX - windowHalfX );
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mouseY = ( event.clientY - windowHalfY );
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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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renderer.clear();
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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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composerScene.render();
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composerUV1.render();
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composerUV2.render();
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composerUV3.render();
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//composerFinal.render( 0.1 );
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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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