webgl_materials_skin.html 8.4 KB
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<!DOCTYPE HTML>
<html lang="en">
	<head>
		<title>three.js webgl - materials - skin [Lee Perry-Smith]</title>
		<meta charset="utf-8">
		<style type="text/css">
			body {
				background:#000;
				color:#aaa;
				padding:0;
				margin:0;
				font-weight: bold;
				overflow:hidden;
			}

			a {	color: #eee;	}

			#info {
				position: absolute;
				top: 0px; width: 100%;
				color: #eee;
				padding: 5px;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				z-index:1000;
			}

			#oldie {
				background:rgb(200,100,0) !important;
				color:#fff;
			}

		</style>
	</head>

	<body>

		<div id="info">
			<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl skin rendering demo.
			<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head.
		</div>

		<script type="text/javascript" src="../build/Three.js"></script>


		<script type="text/javascript" src="js/ShaderExtras.js"></script>
		<script type="text/javascript" src="js/ShaderSkin.js"></script>

		<script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
		<script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
		<script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
		<script type="text/javascript" src="js/postprocessing/TexturePass.js"></script>
		<script type="text/javascript" src="js/postprocessing/ShaderPass.js"></script>
		<script type="text/javascript" src="js/postprocessing/MaskPass.js"></script>


		<script type="text/javascript" src="js/Detector.js"></script>
		<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
		<script type="text/javascript" src="js/Stats.js"></script>

		<script type="text/javascript">

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var statsEnabled = false;

			var container, stats, loader;

			var camera, scene, renderer;

			var mesh;

			var composer, composerUV1, composerUV2, composerUV3;

			var directionalLight, pointLight, ambientLight;

			var mouseX = 0, mouseY = 0;
			var targetX = 0, targetY = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.Camera( 35, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.position.z = 900;

				scene = new THREE.Scene();

				// LIGHTS

				ambientLight = new THREE.AmbientLight( 0x222222 );
				scene.add( ambientLight );

				directionalLight = new THREE.DirectionalLight( 0xffeedd, 1 );
				directionalLight.position.set( 1, -1, 1 );
				directionalLight.position.normalize();
				scene.add( directionalLight );

				// MATERIALS

				var ambient = 0x111111, diffuse = 0xbbbbbb, specular = 0x070707, shininess = 50;

				specular = 0x090909;

				var shader = THREE.ShaderSkin[ "skin" ];

				var uniformsUV = THREE.UniformsUtils.clone( shader.uniforms );

				uniformsUV[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
				uniformsUV[ "uNormalScale" ].value = -0.75;

				uniformsUV[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );

				uniformsUV[ "passID" ].value = 0;

				uniformsUV[ "uDiffuseColor" ].value.setHex( diffuse );
				uniformsUV[ "uSpecularColor" ].value.setHex( specular );
				uniformsUV[ "uAmbientColor" ].value.setHex( ambient );

				uniformsUV[ "uShininess" ].value = shininess;

				var uniforms = THREE.UniformsUtils.clone( uniformsUV );
				uniforms[ "tDiffuse" ].texture = uniformsUV[ "tDiffuse" ].texture;
				uniforms[ "tNormal" ].texture = uniformsUV[ "tNormal" ].texture;
				uniforms[ "passID" ].value = 1;

				var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
				var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };


				material = new THREE.MeshShaderMaterial( parameters );
				var materialUV = new THREE.MeshShaderMaterial( parametersUV );

				// LOADER

				loader = new THREE.JSONLoader( true );
				document.body.appendChild( loader.statusDomElement );

				loader.load( { model: "obj/leeperrysmith/LeePerrySmithV2.js", callback: function( geometry ) { createScene( geometry, 100, material ) } } );

				// RENDERER

				renderer = new THREE.WebGLRenderer( { antialias: false } );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setClearColorHex( 0x050505, 1 );
				renderer.autoClear = false;

				container.appendChild( renderer.domElement );

				// STATS

				if ( statsEnabled ) {

					stats = new Stats();
					stats.domElement.style.position = 'absolute';
					stats.domElement.style.top = '0px';
					stats.domElement.style.zIndex = 100;
					container.appendChild( stats.domElement );

				}

				// EVENTS

				document.addEventListener( 'mousemove', onDocumentMouseMove, false );

				// POSTPROCESSING

				var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0xca9c8d ) );
				var renderModel = new THREE.RenderPass( scene, camera );

				THREE.ColorUtils.adjustHSV( renderModelUV.clearColor, 0, -0.5, -0.45 );

				var effectScreen = new THREE.ShaderPass( THREE.ShaderExtras[ "screen" ] );

				var effectBloom1 = new THREE.BloomPass( 1, 15, 2, 512 );
				var effectBloom2 = new THREE.BloomPass( 1, 25, 4, 512 );
				var effectBloom3 = new THREE.BloomPass( 1, 25, 8, 512 );

				effectBloom1.clear = true;
				effectBloom2.clear = true;
				effectBloom3.clear = true;

				effectScreen.renderToScreen = true;

				//

				var pars = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
				var rtwidth = 512;
				var rtheight = 512;

				//

				composerScene = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
				composerScene.addPass( renderModelUV );

				renderScene = new THREE.TexturePass( composerScene.renderTarget2 );

				//

				composerUV1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );

				composerUV1.addPass( renderScene );
				composerUV1.addPass( effectBloom1 );

				composerUV2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );

				composerUV2.addPass( renderScene );
				composerUV2.addPass( effectBloom2 );

				composerUV3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );

				composerUV3.addPass( renderScene );
				composerUV3.addPass( effectBloom3 );

				//

				var effectBloom = new THREE.BloomPass( 0.25 );

				var effectBleach = new THREE.ShaderPass( THREE.ShaderExtras[ "bleachbypass" ] );
				effectBleach.uniforms.opacity.value = 0.25;

				effectBleach.renderToScreen = true;

				composerFinal = new THREE.EffectComposer( renderer );

				composerFinal.addPass( renderModel );
				composerFinal.addPass( effectBloom );
				composerFinal.addPass( effectBleach );

				//

				uniforms[ "tBlur1" ].texture = composerScene.renderTarget2;
				uniforms[ "tBlur2" ].texture = composerUV1.renderTarget2;
				uniforms[ "tBlur3" ].texture = composerUV2.renderTarget2;
				uniforms[ "tBlur4" ].texture = composerUV3.renderTarget2;


			}

			function createScene( geometry, scale, material ) {

				geometry.computeTangents();

				mesh = new THREE.Mesh( geometry, material );
				mesh.position.y = - 50;
				mesh.scale.set( scale, scale, scale );
				mesh.doubleSided = true;

				scene.add( mesh );

				loader.statusDomElement.style.display = "none";

			}

			function onDocumentMouseMove(event) {

				mouseX = ( event.clientX - windowHalfX );
				mouseY = ( event.clientY - windowHalfY );

			}

			//

			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 );

				}

				renderer.clear();

				composerScene.render();

				composerUV1.render();
				composerUV2.render();
				composerUV3.render();

				//composerFinal.render( 0.1 );
				renderer.render( scene, camera );

			}


		</script>

	</body>
</html>