提交 e3e90dd5 编写于 作者: M Mr.doob

Renamed modified material example and simplified.

上级 02c7d3d9
......@@ -144,9 +144,9 @@ var files = {
"webgl_materials_envmaps_hdr",
"webgl_materials_grass",
"webgl_materials_lightmap",
"webgl_materials_modified",
"webgl_materials_nodes",
"webgl_materials_normalmap",
"webgl_materials_normalmap_modified",
"webgl_materials_parallaxmap",
"webgl_materials_reflectivity",
"webgl_materials_shaders_fresnel",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - normal map [Lee Perry-Smith]</title>
<title>three.js webgl - materials - modified</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
......@@ -34,22 +34,13 @@
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://threejs.org" target="_blank" rel="noopener">three.js</a> wegbl - modified material.
<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>
......@@ -77,8 +68,6 @@
var mesh;
var directionalLight, pointLight, ambientLight;
var mouseX = 0;
var mouseY = 0;
......@@ -88,8 +77,6 @@
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var composer, effectFXAA;
init();
animate();
......@@ -103,48 +90,21 @@
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 )
} );
var material = new THREE.MeshNormalMaterial();
material.onBeforeCompile = function () {
var shader = this.__webglShader;
// console.log( shader );
shader.uniforms.time = { value: 0 };
shader.vertexShader = 'uniform float time;\n' + shader.vertexShader;
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>\nuniform float time;'
);
};
loader = new THREE.JSONLoader();
......@@ -158,49 +118,15 @@
} );
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( 0x111111 );
renderer.setPixelRatio( window.devicePixelRatio );
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 );
......@@ -219,9 +145,6 @@
camera.updateProjectionMatrix();
renderer.setSize( width, height );
composer.setSize( width, height );
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
}
......@@ -262,7 +185,7 @@
}
composer.render();
renderer.render( scene, camera );
}
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册