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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - displacement map</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;
}
#vt { display:none }
#vt, #vt a { color:orange; }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - (<span id="description">normal + ao + displacement + environment</span>) map demo.<br />
ninja head from <a href="http://developer.amd.com/tools-and-sdks/archive/legacy-cpu-gpu-tools/amd-gpu-meshmapper/" target="_blank" rel="noopener">AMD GPU MeshMapper</a>
<div id="vt">displacement mapping requires vertex textures</div>
</div>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/OBJLoader.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src='js/libs/dat.gui.min.js'></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var stats;
var camera, scene, renderer, controls;
var settings = {
metalness: 1.0,
roughness: 0.4,
ambientIntensity: 0.2,
aoMapIntensity: 1.0,
envMapIntensity: 1.0,
displacementScale: 2.436143, // from original model
normalScale: 1.0
};
var mesh, material;
var pointLight, ambientLight;
var height = 500; // of camera frustum
var r = 0.0;
init();
animate();
initGui();
// Init gui
function initGui() {
var gui = new dat.GUI();
//var gui = gui.addFolder( "Material" );
gui.add( settings, "metalness" ).min( 0 ).max( 1 ).onChange( function ( value ) {
material.metalness = value;
} );
gui.add( settings, "roughness" ).min( 0 ).max( 1 ).onChange( function ( value ) {
material.roughness = value;
} );
gui.add( settings, "aoMapIntensity" ).min( 0 ).max( 1 ).onChange( function ( value ) {
material.aoMapIntensity = value;
} );
gui.add( settings, "ambientIntensity" ).min( 0 ).max( 1 ).onChange( function ( value ) {
ambientLight.intensity = value;
} );
gui.add( settings, "envMapIntensity" ).min( 0 ).max( 3 ).onChange( function ( value ) {
material.envMapIntensity = value;
} );
gui.add( settings, "displacementScale" ).min( 0 ).max( 3.0 ).onChange( function ( value ) {
material.displacementScale = value;
} );
gui.add( settings, "normalScale" ).min( - 1 ).max( 1 ).onChange( function ( value ) {
material.normalScale.set( 1, - 1 ).multiplyScalar( value );
} );
}
function init() {
var container = document.createElement( 'div' );
document.body.appendChild( container );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
//
scene = new THREE.Scene();
var aspect = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera( - height * aspect, height * aspect, height, - height, 1, 10000 );
camera.position.z = 1500;
scene.add( camera );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableZoom = false;
controls.enableDamping = true;
// lights
ambientLight = new THREE.AmbientLight( 0xffffff, settings.ambientIntensity );
scene.add( ambientLight );
pointLight = new THREE.PointLight( 0xff0000, 0.5 );
pointLight.position.z = 2500;
scene.add( pointLight );
var pointLight2 = new THREE.PointLight( 0xff6666, 1 );
camera.add( pointLight2 );
var pointLight3 = new THREE.PointLight( 0x0000ff, 0.5 );
pointLight3.position.x = - 1000;
pointLight3.position.z = 1000;
scene.add( pointLight3 );
// env map
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var reflectionCube = new THREE.CubeTextureLoader().load( urls );
// textures
var textureLoader = new THREE.TextureLoader();
var normalMap = textureLoader.load( "models/obj/ninja/normal.jpg" );
var aoMap = textureLoader.load( "models/obj/ninja/ao.jpg" );
var displacementMap = textureLoader.load( "models/obj/ninja/displacement.jpg" );
// material
material = new THREE.MeshStandardMaterial( {
color: 0x888888,
roughness: settings.roughness,
metalness: settings.metalness,
normalMap: normalMap,
normalScale: new THREE.Vector2( 1, - 1 ), // why does the normal map require negation in this case?
aoMap: aoMap,
aoMapIntensity: 1,
displacementMap: displacementMap,
displacementScale: settings.displacementScale,
displacementBias: - 0.428408, // from original model
envMap: reflectionCube,
envMapIntensity: settings.envMapIntensity,
side: THREE.DoubleSide
} );
//
var loader = new THREE.OBJLoader();
loader.load( "models/obj/ninja/ninjaHead_Low.obj", function ( group ) {
var geometry = group.children[ 0 ].geometry;
geometry.attributes.uv2 = geometry.attributes.uv;
geometry.center();
mesh = new THREE.Mesh( geometry, material );
mesh.scale.multiplyScalar( 25 );
scene.add( mesh );
} );
//
var description = "normal + ao" + ( renderer.capabilities.vertexTextures ? " + displacement + environment" : " + <strike>displacement</strike>" );
document.getElementById( "description" ).innerHTML = description;
document.getElementById( "vt" ).style.display = renderer.capabilities.vertexTextures ? "none" : "block";
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
var aspect = window.innerWidth / window.innerHeight;
camera.left = - height * aspect;
camera.right = height * aspect;
camera.top = height;
camera.bottom = - height;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
stats.begin();
render();
stats.end();
}
function render() {
pointLight.position.x = 2500 * Math.cos( r );
pointLight.position.z = 2500 * Math.sin( r );
r += 0.01;
renderer.render( scene, camera );
}
</script>
</body>
</html>