Files
three.js/examples/materials_normalmap.html
T
alteredq 0fe464c97a Refactored uniforms cloning into separate file so that it can be reused also for MeshShaderMaterials.
Also changed MeshShaderMaterial demos to show how to use cloning. For these particular demos uniforms cloning is not really necessary as they use only one instance of shader material, but for example, if there were two normal mapped models in one scene, each model would need separate material with own uniforms.
2010-12-28 17:11:50 +01:00

283 lines
8.0 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - webgl normal map</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 (<span id="description">normal + ao + displacement</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)<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, 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();
setInterval( loop, 1000 / 60 );
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
camera.position.z = 6200;
scene = new THREE.Scene();
// LIGHTS
ambientLight = new THREE.AmbientLight( 0x111111 );
scene.addLight( ambientLight );
pointLight = new THREE.PointLight( 0xffff55 );
pointLight.position.z = 10000;
scene.addLight( pointLight );
directionalLight = new THREE.DirectionalLight( 0xaaaa88 );
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, 1 );
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);
// common material parameters
var ambient = 0x050505, diffuse = 0x555555, specular = 0xaa6600, shininess = 10, scale = 23;
// normal map shader
var shader = ShaderUtils.lib[ "normal" ];
var uniforms = Uniforms.clone( shader.uniforms );
uniforms[ "enableAO" ].value = true;
uniforms[ "enableDiffuse" ].value = false;
uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/normal.jpg" );
uniforms[ "tAO" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/ao.jpg" );
uniforms[ "tDisplacement" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/displacement.jpg" );
uniforms[ "uDisplacementBias" ].value = -0.428408 * scale;
uniforms[ "uDisplacementScale" ].value = 2.436143 * scale;
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 parameters = { fragment_shader: shader.fragment_shader, vertex_shader: shader.vertex_shader, uniforms: uniforms };
var material1 = new THREE.MeshShaderMaterial( parameters );
var material2 = new THREE.MeshPhongMaterial( { color: diffuse, specular: specular, ambient: ambient, shininess: shininess } );
loader = new THREE.Loader( true );
document.body.appendChild( loader.statusDomElement );
loader.loadBinary( "obj/ninja/NinjaLo_bin.js", function( geometry ) { createScene( geometry, scale, material1, material2 ) }, "obj/ninja" );
webglRenderer = new THREE.WebGLRenderer( { scene: scene } );
webglRenderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( webglRenderer.domElement );
var description = "normal + ao" + ( webglRenderer.supportsVertexTextures() ? " + displacement" : " + <strike>displacement</strike>" );
document.getElementById( "description" ).innerHTML = description;
document.getElementById( "vt" ).style.display = webglRenderer.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 = SceneUtils.addMesh( scene, geometry, scale, -scale * 12, 0, 0, 0,0,0, material1 );
mesh2 = SceneUtils.addMesh( scene, geometry, scale, scale * 12, 0, 0, 0,0,0, material2 );
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;
}
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;
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>