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earthquake_3d_viewer_front/three/examples/webgl_materials_normalmap.html

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HTML

<!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">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl normalmap demo.<br/>
<a href="https://casual-effects.com/data/" target="_blank" rel="noopener">Lee Perry-Smith</a> head.
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
import { BleachBypassShader } from 'three/addons/shaders/BleachBypassShader.js';
import { ColorCorrectionShader } from 'three/addons/shaders/ColorCorrectionShader.js';
import { FXAAPass } from 'three/addons/postprocessing/FXAAPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
let container, loader;
let camera, scene, renderer, controls;
let mesh;
let directionalLight, pointLight, ambientLight;
let composer;
const params = {
enableNormalMap: true,
normalScale: 1
};
init();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.z = 12;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x494949 );
// LIGHTS
ambientLight = new THREE.AmbientLight( 0xffffff );
scene.add( ambientLight );
pointLight = new THREE.PointLight( 0xffffff, 30 );
pointLight.position.set( 0, 0, 6 );
scene.add( pointLight );
directionalLight = new THREE.DirectionalLight( 0xffffff, 3 );
directionalLight.position.set( 1, - 0.5, - 1 );
scene.add( directionalLight );
const textureLoader = new THREE.TextureLoader();
const diffuseMap = textureLoader.load( 'models/gltf/LeePerrySmith/Map-COL.jpg' );
diffuseMap.colorSpace = THREE.SRGBColorSpace;
const specularMap = textureLoader.load( 'models/gltf/LeePerrySmith/Map-SPEC.jpg' );
specularMap.colorSpace = THREE.SRGBColorSpace;
const normalMap = textureLoader.load( 'models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg' );
const material = new THREE.MeshPhongMaterial( {
color: 0xefefef,
specular: 0x222222,
shininess: 35,
map: diffuseMap,
specularMap: specularMap,
normalMap: normalMap,
normalScale: new THREE.Vector2( params.normalScale, params.normalScale )
} );
loader = new GLTFLoader();
loader.load( 'models/gltf/LeePerrySmith/LeePerrySmith.glb', function ( gltf ) {
const geometry = gltf.scene.children[ 0 ].geometry;
mesh = new THREE.Mesh( geometry, material );
mesh.position.y = - 0.5;
scene.add( mesh );
} );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
container.appendChild( renderer.domElement );
// COMPOSER
renderer.autoClear = false;
const renderModel = new RenderPass( scene, camera );
const effectBleach = new ShaderPass( BleachBypassShader );
const effectColor = new ShaderPass( ColorCorrectionShader );
const outputPass = new OutputPass();
const effectFXAA = new FXAAPass();
effectBleach.uniforms[ 'opacity' ].value = 0.2;
effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
const renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType, depthTexture: new THREE.DepthTexture() } );
composer = new EffectComposer( renderer, renderTarget );
composer.addPass( renderModel );
composer.addPass( effectBleach );
composer.addPass( effectColor );
composer.addPass( outputPass );
composer.addPass( effectFXAA );
// EVENTS
window.addEventListener( 'resize', onWindowResize );
// GUI
const gui = new GUI();
gui.add( params, 'enableNormalMap' ).name( 'enable normal map' ).onChange( ( value ) => {
material.normalMap = ( value === true ) ? normalMap : null;
material.needsUpdate = true;
} );
gui.add( params, 'normalScale', 0, 2 ).name( 'normal scale' ).onChange( ( value )=> material.normalScale.setScalar( value ) );
gui.open();
// CONTROLS
controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 8;
controls.maxDistance = 50;
controls.enablePan = false;
controls.enableDamping = true;
}
//
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize( width, height );
composer.setSize( width, height );
}
//
function animate() {
controls.update();
composer.render();
}
</script>
</body>
</html>