Files
three.js/examples/materials_normalmap2.html
T
alteredq 6e91de5d8a Added diffuse map to normal map shader. Changed Lee Perry-Smith demo to use normal map shader.
Diffuse map and ambient occlusion maps are now optional in normal map shader.

By default, both are disabled, so they need to be enabled explicitly like this:

    uniforms[ "enableAO" ].value = true;
    uniforms[ "enableDiffuse" ].value = true;
2010-12-26 03:03:28 +01:00

267 lines
7.0 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - webgl normal map - lee perry-smith</title>
<meta charset="utf-8">
<style type="text/css">
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 {
font-family:monospace;
font-size:13px;
text-align:center;
background:rgb(200,100,0);
color:#fff;
padding:1em;
width:475px;
margin:5em auto 0;
border:solid 2px #fff;
border-radius:10px;
display:none;
}
#vt { display:none }
#vt, #vt a { color:orange; }
.code { }
#log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
</style>
</head>
<body>
<pre id="log"></pre>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl normalmap demo.
<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head.
<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
</div>
</div>
<center>
<div id="oldie">
Sorry, your browser doesn't support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a>
and <a href="http://www.whatwg.org/specs/web-workers/current-work/">Web Workers</a>.<br/>
<br/>
Please try in
<a href="http://www.chromium.org/getting-involved/dev-channel">Chrome 9+</a> /
<a href="http://www.mozilla.com/en-US/firefox/all-beta.html">Firefox 4+</a> /
<a href="http://nightly.webkit.org/">Safari OSX 10.6+</a>
</div>
</center>
<script type="text/javascript" src="../build/ThreeExtras.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
if ( !is_browser_compatible() ) {
document.getElementById( "oldie" ).style.display = "block";
}
var statsEnabled = true;
var container, stats, loader;
var camera, scene, webglRenderer;
var mesh, zmesh, lightMesh, geometry;
var mesh1;
var directionalLight, 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();
setInterval( loop, 1000 / 60 );
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 800;
scene = new THREE.Scene();
// LIGHTS
ambientLight = new THREE.AmbientLight( 0x222233 );
scene.addLight( ambientLight );
pointLight = new THREE.PointLight( 0x888877 );
pointLight.position.z = 10000;
scene.addLight( pointLight );
directionalLight = new THREE.DirectionalLight( 0x999955 );
directionalLight.position.x = 1;
directionalLight.position.y = 1;
directionalLight.position.z = 0.5;
directionalLight.position.normalize();
scene.addLight( directionalLight );
// light representation
var sphere = new Sphere( 100, 16, 8 );
lightMesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color:0xffaa00 } ) );
lightMesh.position = pointLight.position;
lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
scene.addObject(lightMesh);
// material parameters
var ambient = 0x020202, diffuse = 0x666666, specular = 0x666666, shininess = 4;
var fragment_shader = ShaderUtils.lib[ "normal" ].fragment_shader;
var vertex_shader = ShaderUtils.lib[ "normal" ].vertex_shader;
var uniforms = ShaderUtils.lib[ "normal" ].uniforms;
uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
uniforms[ "tDiffuse" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
uniforms[ "enableAO" ].value = false;
uniforms[ "enableDiffuse" ].value = true;
uniforms[ "uPointLightPos" ].value = pointLight.position;
uniforms[ "uPointLightColor" ].value = pointLight.color;
uniforms[ "uDirLightPos" ].value = directionalLight.position;
uniforms[ "uDirLightColor" ].value = directionalLight.color;
uniforms[ "uAmbientLightColor" ].value = ambientLight.color;
uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
uniforms[ "uSpecularColor" ].value.setHex( specular );
uniforms[ "uAmbientColor" ].value.setHex( ambient );
uniforms[ "uShininess" ].value = shininess;
var material = new THREE.MeshShaderMaterial( { fragment_shader: fragment_shader,
vertex_shader: vertex_shader,
uniforms: uniforms
} );
//var material = new THREE.MeshLambertMaterial( { map: ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" ) } );
loader = new THREE.Loader( true );
document.body.appendChild( loader.statusDomElement );
loader.loadAscii( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) }, "obj/leeperrysmith" );
webglRenderer = new THREE.WebGLRenderer( { scene: scene } );
webglRenderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( webglRenderer.domElement );
if ( statsEnabled ) {
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
}
}
function createScene( geometry, scale, material ) {
geometry.computeTangents();
mesh1 = SceneUtils.addMesh( scene, geometry, scale, 0, - 50, 0, 0, 0, 0, material );
loader.statusDomElement.style.display = "none";
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10;
}
function loop() {
var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
if( mesh1 ) {
mesh1.rotation.y = ry;
mesh1.rotation.x = rx;
}
lightMesh.position.x = 2500 * Math.cos( r );
lightMesh.position.z = 2500 * Math.sin( r );
r += 0.01;
webglRenderer.render( scene, camera );
if ( statsEnabled ) stats.update();
}
function log( text ) {
var e = document.getElementById("log");
e.innerHTML = text + "<br/>" + e.innerHTML;
}
function is_browser_compatible() {
// WebGL support
try { var test = new Float32Array(1); } catch(e) { return false; }
// Web workers
return !!window.Worker;
}
</script>
</body>
</html>