Files
three.js/examples/webgl_materials_normalmap.html
T
alteredq 81b60ea2f6 All WebGL examples working with array-less materials.
Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays).

Some casualties:

- multi-materials example, this functionality isn't possible anymore
- had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials)
- multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case)
- scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before)

Other renderers and their corresponding examples were not touched yet.

WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
2011-10-21 06:18:59 +02:00

295 lines
7.9 KiB
HTML

<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - materials - normal map</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;
}
#vt { display:none }
#vt, #vt a { color:orange; }
</style>
</head>
<body>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl (<span id="description">normal + ao + displacement + environment + shadow</span>) map demo.
ninja head from <a href="http://developer.amd.com/archive/gpu/MeshMapper/pages/default.aspx" target="_blank">AMD GPU MeshMapper</a>
<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)</div>
</div>
<script src="../build/Three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script src="js/Stats.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var statsEnabled = true;
var container, stats, loader;
var camera, scene, renderer;
var mesh, zmesh, lightMesh, geometry;
var mesh1, mesh2;
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();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
camera.position.z = 1500;
scene = new THREE.Scene();
// LIGHTS
ambientLight = new THREE.AmbientLight( 0x111111 );
scene.add( ambientLight );
pointLight = new THREE.PointLight( 0xff0000 );
pointLight.position.z = 10000;
pointLight.distance = 4000;
scene.add( pointLight );
pointLight2 = new THREE.PointLight( 0xff5500 );
pointLight2.position.z = 1000;
pointLight2.distance = 2000;
scene.add( pointLight2 );
pointLight3 = new THREE.PointLight( 0x0000ff );
pointLight3.position.x = -1000;
pointLight3.position.z = 1000;
pointLight3.distance = 2000;
scene.add( pointLight3 );
directionalLight = new THREE.SpotLight( 0xaaaaaa );
directionalLight.position.set( 1000, 500, 1000 );
directionalLight.castShadow = true;
scene.add( directionalLight );
directionalLight2 = new THREE.DirectionalLight( 0xaaff33, 0 );
directionalLight2.position.set( -1, 1, 0.5 ).normalize();
//scene.add( directionalLight2 );
directionalLight3 = new THREE.DirectionalLight( 0xaaff33 );
directionalLight3.position.set( -1, 1, 0.5 ).normalize();
//scene.add( directionalLight3 );
// light representation
var sphere = new THREE.SphereGeometry( 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.add( lightMesh );
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
// common material parameters
var ambient = 0x050505, diffuse = 0x331100, specular = 0xffffff, shininess = 10, scale = 23;
// normal map shader
var shader = THREE.ShaderUtils.lib[ "normal" ];
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "enableAO" ].value = true;
uniforms[ "enableDiffuse" ].value = false;
uniforms[ "enableSpecular" ].value = false;
uniforms[ "enableReflection" ].value = true;
uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "textures/normal/ninja/normal.jpg" );
uniforms[ "tAO" ].texture = THREE.ImageUtils.loadTexture( "textures/normal/ninja/ao.jpg" );
uniforms[ "tDisplacement" ].texture = THREE.ImageUtils.loadTexture( "textures/normal/ninja/displacement.jpg" );
uniforms[ "uDisplacementBias" ].value = - 0.428408 * scale;
uniforms[ "uDisplacementScale" ].value = 2.436143 * scale;
uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
uniforms[ "uSpecularColor" ].value.setHex( specular );
uniforms[ "uAmbientColor" ].value.setHex( ambient );
uniforms[ "uShininess" ].value = shininess;
uniforms[ "tCube" ].texture = reflectionCube;
uniforms[ "uReflectivity" ].value = 0.1;
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: false };
var material1 = new THREE.ShaderMaterial( parameters );
var material2 = new THREE.MeshPhongMaterial( { color: diffuse, specular: specular, ambient: ambient, shininess: shininess, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.1 } );
//
loader = new THREE.BinaryLoader( true );
document.body.appendChild( loader.statusDomElement );
loader.load( "obj/ninja/NinjaLo_bin.js", function( geometry ) { createScene( geometry, scale, material1, material2 ) } );
//
renderer = new THREE.WebGLRenderer( { maxLights: 8 } );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
renderer.shadowCameraFov = 70;
renderer.shadowMapBias = 0.0039;
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
//
var description = "normal + ao" + ( renderer.supportsVertexTextures() ? " + displacement + environment + shadow" : " + <strike>displacement</strike>" );
document.getElementById( "description" ).innerHTML = description;
document.getElementById( "vt" ).style.display = renderer.supportsVertexTextures() ? "none" : "block";
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, material1, material2 ) {
geometry.computeTangents();
mesh1 = new THREE.Mesh( geometry, material1 );
mesh1.position.x = - scale * 12;
mesh1.scale.set( scale, scale, scale );
mesh1.castShadow = true;
mesh1.receiveShadow = true;
scene.add( mesh1 );
mesh2 = new THREE.Mesh( geometry, material2 );
mesh2.position.x = scale * 12;
mesh2.scale.set( scale, scale, scale );
mesh2.castShadow = true;
mesh2.receiveShadow = true;
scene.add( mesh2 );
loader.statusDomElement.style.display = "none";
console.log( mesh1 );
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10;
}
//
function animate() {
requestAnimationFrame( animate );
render();
if ( statsEnabled ) stats.update();
}
function render() {
var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
if( mesh1 ) {
mesh1.rotation.y = ry;
mesh1.rotation.x = rx;
}
if( mesh2 ) {
mesh2.rotation.y = ry;
mesh2.rotation.x = rx;
}
lightMesh.position.x = 2500 * Math.cos( r );
lightMesh.position.z = 2500 * Math.sin( r );
r += 0.01;
renderer.render( scene, camera );
}
</script>
</body>
</html>