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