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02c7d3d9
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three.js
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02c7d3d9
编写于
6月 08, 2017
作者:
M
Mr.doob
浏览文件
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浏览文件
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电子邮件补丁
差异文件
Added example of material.onBeforeCompile() usage.
上级
f53d08cb
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
273 addition
and
0 deletion
+273
-0
examples/files.js
examples/files.js
+1
-0
examples/webgl_materials_normalmap_modified.html
examples/webgl_materials_normalmap_modified.html
+272
-0
未找到文件。
examples/files.js
浏览文件 @
02c7d3d9
...
...
@@ -146,6 +146,7 @@ var files = {
"
webgl_materials_lightmap
"
,
"
webgl_materials_nodes
"
,
"
webgl_materials_normalmap
"
,
"
webgl_materials_normalmap_modified
"
,
"
webgl_materials_parallaxmap
"
,
"
webgl_materials_reflectivity
"
,
"
webgl_materials_shaders_fresnel
"
,
...
...
examples/webgl_materials_normalmap_modified.html
0 → 100644
浏览文件 @
02c7d3d9
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - materials - normal map [Lee Perry-Smith]
</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
;
}
.code
{
}
</style>
</head>
<body>
<div
id=
"info"
>
<a
href=
"http://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
- webgl normalmap demo.
<a
href=
"http://graphics.cs.williams.edu/data/meshes.xml#14"
target=
"_blank"
rel=
"noopener"
>
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>
<script
src=
"../build/three.js"
></script>
<script
src=
"js/Detector.js"
></script>
<script
src=
"js/libs/stats.min.js"
></script>
<script
src=
"js/shaders/BleachBypassShader.js"
></script>
<script
src=
"js/shaders/ColorCorrectionShader.js"
></script>
<script
src=
"js/shaders/CopyShader.js"
></script>
<script
src=
"js/shaders/FXAAShader.js"
></script>
<script
src=
"js/postprocessing/EffectComposer.js"
></script>
<script
src=
"js/postprocessing/RenderPass.js"
></script>
<script
src=
"js/postprocessing/ShaderPass.js"
></script>
<script
src=
"js/postprocessing/MaskPass.js"
></script>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
container
,
stats
,
loader
;
var
camera
,
scene
,
renderer
;
var
mesh
;
var
directionalLight
,
pointLight
,
ambientLight
;
var
mouseX
=
0
;
var
mouseY
=
0
;
var
targetX
=
0
;
var
targetY
=
0
;
var
windowHalfX
=
window
.
innerWidth
/
2
;
var
windowHalfY
=
window
.
innerHeight
/
2
;
var
composer
,
effectFXAA
;
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
camera
=
new
THREE
.
PerspectiveCamera
(
27
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
camera
.
position
.
z
=
1200
;
scene
=
new
THREE
.
Scene
();
// LIGHTS
ambientLight
=
new
THREE
.
AmbientLight
(
0x444444
);
scene
.
add
(
ambientLight
);
pointLight
=
new
THREE
.
PointLight
(
0xffffff
,
1.25
,
1000
);
pointLight
.
position
.
set
(
0
,
0
,
600
);
scene
.
add
(
pointLight
);
directionalLight
=
new
THREE
.
DirectionalLight
(
0xffffff
);
directionalLight
.
position
.
set
(
1
,
-
0.5
,
-
1
);
scene
.
add
(
directionalLight
);
var
textureLoader
=
new
THREE
.
TextureLoader
();
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
color
:
0xdddddd
,
specular
:
0x222222
,
shininess
:
35
,
map
:
textureLoader
.
load
(
"
obj/leeperrysmith/Map-COL.jpg
"
),
specularMap
:
textureLoader
.
load
(
"
obj/leeperrysmith/Map-SPEC.jpg
"
),
normalMap
:
textureLoader
.
load
(
"
obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg
"
),
normalScale
:
new
THREE
.
Vector2
(
0.8
,
0.8
)
}
);
material
.
onBeforeCompile
=
function
()
{
var
shader
=
this
.
__webglShader
;
shader
.
uniforms
.
time
=
{
value
:
0
};
shader
.
vertexShader
=
shader
.
vertexShader
.
replace
(
'
#include <begin_vertex>
'
,
'
vec3 transformed = vec3( position.x + sin( time + position.y ) / 2.0, position.y, position.z );
'
);
shader
.
vertexShader
=
shader
.
vertexShader
.
replace
(
'
#include <common>
'
,
'
#include <common>
\n
uniform float time;
'
);
};
loader
=
new
THREE
.
JSONLoader
();
loader
.
load
(
"
obj/leeperrysmith/LeePerrySmith.js
"
,
function
(
geometry
)
{
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
y
=
-
50
;
mesh
.
scale
.
setScalar
(
100
);
scene
.
add
(
mesh
);
}
);
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
false
}
);
renderer
.
setClearColor
(
0x111111
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
//
renderer
.
gammaInput
=
true
;
renderer
.
gammaOutput
=
true
;
//
stats
=
new
Stats
();
container
.
appendChild
(
stats
.
dom
);
// COMPOSER
renderer
.
autoClear
=
false
;
var
renderModel
=
new
THREE
.
RenderPass
(
scene
,
camera
);
var
effectBleach
=
new
THREE
.
ShaderPass
(
THREE
.
BleachBypassShader
);
var
effectColor
=
new
THREE
.
ShaderPass
(
THREE
.
ColorCorrectionShader
);
effectFXAA
=
new
THREE
.
ShaderPass
(
THREE
.
FXAAShader
);
var
canvas
=
renderer
.
context
.
canvas
;
effectFXAA
.
uniforms
[
'
resolution
'
].
value
.
set
(
1
/
window
.
innerWidth
,
1
/
window
.
innerHeight
);
effectBleach
.
uniforms
[
'
opacity
'
].
value
=
0.4
;
effectColor
.
uniforms
[
'
powRGB
'
].
value
.
set
(
1.4
,
1.45
,
1.45
);
effectColor
.
uniforms
[
'
mulRGB
'
].
value
.
set
(
1.1
,
1.1
,
1.1
);
effectColor
.
renderToScreen
=
true
;
composer
=
new
THREE
.
EffectComposer
(
renderer
);
composer
.
addPass
(
renderModel
);
composer
.
addPass
(
effectFXAA
);
composer
.
addPass
(
effectBleach
);
composer
.
addPass
(
effectColor
);
// EVENTS
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
}
//
function
onWindowResize
(
event
)
{
var
width
=
window
.
innerWidth
;
var
height
=
window
.
innerHeight
;
camera
.
aspect
=
width
/
height
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
width
,
height
);
composer
.
setSize
(
width
,
height
);
effectFXAA
.
uniforms
[
'
resolution
'
].
value
.
set
(
1
/
width
,
1
/
height
);
}
function
onDocumentMouseMove
(
event
)
{
mouseX
=
(
event
.
clientX
-
windowHalfX
);
mouseY
=
(
event
.
clientY
-
windowHalfY
);
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
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
);
if
(
mesh
.
material
.
__webglShader
)
{
mesh
.
material
.
__webglShader
.
uniforms
.
time
.
value
=
performance
.
now
()
/
1000
;
}
}
composer
.
render
();
}
</script>
</body>
</html>
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