webgl_materials_skin.html 8.4 KB
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<!DOCTYPE html>
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<html lang="en">
	<head>
		<title>three.js webgl - materials - skin [Lee Perry-Smith]</title>
		<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">
		<style>
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			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;
			}

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			#webglmessage {
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				background:rgb(200,100,0) !important;
				color:#fff;
			}
		</style>
	</head>

	<body>

		<div id="info">
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			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl skin rendering demo.
			<a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head.
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		</div>

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		<script src="../build/three.js"></script>
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		<script src="js/ShaderSkin.js"></script>
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		<script src="js/shaders/BleachBypassShader.js"></script>
		<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>
		<script src="js/postprocessing/RenderPass.js"></script>
		<script src="js/postprocessing/BloomPass.js"></script>
		<script src="js/postprocessing/TexturePass.js"></script>
		<script src="js/postprocessing/ShaderPass.js"></script>
		<script src="js/postprocessing/MaskPass.js"></script>
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		<script src="js/loaders/GLTFLoader.js"></script>
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		<script src="js/WebGL.js"></script>
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		<script src="js/libs/stats.min.js"></script>
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		<script>
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			if ( WEBGL.isWebGLAvailable() === false ) {

				document.body.appendChild( WEBGL.getWebGLErrorMessage() );

			}
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			var statsEnabled = true;
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			var container, stats, loader;

			var camera, scene, renderer;

			var mesh;

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			var composer, composerUV1, composerUV2, composerUV3, composerBeckmann;
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			var directionalLight, pointLight, ambientLight;

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

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

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			var firstPass = true;

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			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				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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				scene.background = new THREE.Color( 0x050505 );
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				// LIGHTS

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				directionalLight = new THREE.DirectionalLight( 0xffeedd, 1.5 );
				directionalLight.position.set( 1, 0.5, 1 );
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				scene.add( directionalLight );
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				directionalLight = new THREE.DirectionalLight( 0xddddff, 0.5 );
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				directionalLight.position.set( -1, 0.5, -1 );
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				scene.add( directionalLight );

				// MATERIALS

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				var diffuse = 0xbbbbbb, specular = 0x555555, shininess = 50;
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				var shader = THREE.ShaderSkin[ "skin" ];

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

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				uniformsUV[ "tNormal" ].value = textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
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				uniformsUV[ "uNormalScale" ].value = -1.5;
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				uniformsUV[ "tDiffuse" ].value = textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" );
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				uniformsUV[ "passID" ].value = 0;

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				uniformsUV[ "diffuse" ].value.setHex( diffuse );
				uniformsUV[ "specular" ].value.setHex( specular );
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				uniformsUV[ "uRoughness" ].value = 0.185;
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				uniformsUV[ "uSpecularBrightness" ].value = 0.7;
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				var uniforms = THREE.UniformsUtils.clone( uniformsUV );
				uniforms[ "tDiffuse" ].value = uniformsUV[ "tDiffuse" ].value;
				uniforms[ "tNormal" ].value = uniformsUV[ "tNormal" ].value;
				uniforms[ "passID" ].value = 1;

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				var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
				var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };
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				var material = new THREE.ShaderMaterial( parameters );
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				material.extensions.derivatives = true;

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				var materialUV = new THREE.ShaderMaterial( parametersUV );
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				materialUV.extensions.derivatives = true;
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				// LOADER

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				loader = new THREE.GLTFLoader();
				loader.load(  "models/gltf/LeePerrySmith/LeePerrySmith.glb", function( gltf ) {
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					createScene( gltf.scene.children[ 0 ].geometry, 100, material );
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				} );
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				// RENDERER

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				renderer = new THREE.WebGLRenderer();
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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;

				container.appendChild( renderer.domElement );

				// STATS

				if ( statsEnabled ) {

					stats = new Stats();
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					container.appendChild( stats.dom );
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				}

				// EVENTS

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

				// POSTPROCESSING

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				var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0x575757 ) );
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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, 3, 512 );
				var effectBloom3 = new THREE.BloomPass( 1, 25, 4, 512 );
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				effectBloom1.clear = true;
				effectBloom2.clear = true;
				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;
				var rtheight = 512;

				//

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				composer = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
				composer.addPass( renderModelUV );
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				var renderScene = new THREE.TexturePass( composer.renderTarget2.texture );
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				//

				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 );

				//

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				var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
				composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
				composerBeckmann.addPass( effectBeckmann );

				//

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				uniforms[ "tBlur1" ].value = composer.renderTarget2.texture;
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				uniforms[ "tBlur2" ].value = composerUV1.renderTarget2.texture;
				uniforms[ "tBlur3" ].value = composerUV2.renderTarget2.texture;
				uniforms[ "tBlur4" ].value = composerUV3.renderTarget2.texture;
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				uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
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				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

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

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );
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			}

			function createScene( geometry, scale, material ) {

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

				scene.add( mesh );

			}

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			function onDocumentMouseMove( event ) {
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				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();

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				if ( firstPass ) {

					composerBeckmann.render();
					firstPass = false;

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

				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>