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iot/projects/StudyCenter/wwwroot/lib/three.js/examples/webgl_materials_skin.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - skin [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:#aaa;
padding:0;
margin:0;
font-weight: bold;
overflow:hidden;
}
a { color: #eee; }
#info {
position: absolute;
top: 0px; width: 100%;
color: #eee;
padding: 5px;
font-family:Monospace;
font-size:13px;
text-align:center;
z-index:1000;
}
#webglmessage {
background:rgb(200,100,0) !important;
color:#fff;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl skin rendering demo.
<a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head.
</div>
<script src="../build/three.js"></script>
<script src="js/ShaderSkin.js"></script>
<script src="js/shaders/BleachBypassShader.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/postprocessing/TexturePass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var statsEnabled = true;
var container, stats, loader;
var camera, scene, renderer;
var mesh;
var composer, composerUV1, composerUV2, composerUV3, composerBeckmann;
var directionalLight;
var mouseX = 0, mouseY = 0;
var targetX = 0, targetY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var firstPass = true;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 900;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x050505 );
// LIGHTS
directionalLight = new THREE.DirectionalLight( 0xffeedd, 1.5 );
directionalLight.position.set( 1, 0.5, 1 );
scene.add( directionalLight );
directionalLight = new THREE.DirectionalLight( 0xddddff, 0.5 );
directionalLight.position.set( - 1, 0.5, - 1 );
scene.add( directionalLight );
// MATERIALS
var diffuse = 0xbbbbbb, specular = 0x555555;
var shader = THREE.ShaderSkin[ "skin" ];
var uniformsUV = THREE.UniformsUtils.clone( shader.uniforms );
var textureLoader = new THREE.TextureLoader();
uniformsUV[ "tNormal" ].value = textureLoader.load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
uniformsUV[ "uNormalScale" ].value = - 1.5;
uniformsUV[ "tDiffuse" ].value = textureLoader.load( "models/gltf/LeePerrySmith/Map-COL.jpg" );
uniformsUV[ "passID" ].value = 0;
uniformsUV[ "diffuse" ].value.setHex( diffuse );
uniformsUV[ "specular" ].value.setHex( specular );
uniformsUV[ "uRoughness" ].value = 0.185;
uniformsUV[ "uSpecularBrightness" ].value = 0.7;
var uniforms = THREE.UniformsUtils.clone( uniformsUV );
uniforms[ "tDiffuse" ].value = uniformsUV[ "tDiffuse" ].value;
uniforms[ "tNormal" ].value = uniformsUV[ "tNormal" ].value;
uniforms[ "passID" ].value = 1;
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
var parametersUV = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShaderUV, uniforms: uniformsUV, lights: true };
var material = new THREE.ShaderMaterial( parameters );
material.extensions.derivatives = true;
var materialUV = new THREE.ShaderMaterial( parametersUV );
materialUV.extensions.derivatives = true;
// LOADER
loader = new THREE.GLTFLoader();
loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
createScene( gltf.scene.children[ 0 ].geometry, 100, material );
} );
// RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
// STATS
if ( statsEnabled ) {
stats = new Stats();
container.appendChild( stats.dom );
}
// EVENTS
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
// POSTPROCESSING
var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0x575757 ) );
var effectBloom1 = new THREE.BloomPass( 1, 15, 2, 512 );
var effectBloom2 = new THREE.BloomPass( 1, 25, 3, 512 );
var effectBloom3 = new THREE.BloomPass( 1, 25, 4, 512 );
effectBloom1.clear = true;
effectBloom2.clear = true;
effectBloom3.clear = true;
//
var pars = {
generateMipmaps: true,
minFilter: THREE.LinearMipmapLinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat,
stencilBuffer: false
};
var rtwidth = 512;
var rtheight = 512;
//
composer = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
composer.addPass( renderModelUV );
composer.renderToScreen = false;
var renderScene = new THREE.TexturePass( composer.renderTarget2.texture );
//
composerUV1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
composerUV1.addPass( renderScene );
composerUV1.addPass( effectBloom1 );
composerUV1.renderToScreen = false;
composerUV2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
composerUV2.addPass( renderScene );
composerUV2.addPass( effectBloom2 );
composerUV2.renderToScreen = false;
composerUV3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
composerUV3.addPass( renderScene );
composerUV3.addPass( effectBloom3 );
composerUV3.renderToScreen = false;
//
var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
composerBeckmann.addPass( effectBeckmann );
//
uniforms[ "tBlur1" ].value = composer.renderTarget2.texture;
uniforms[ "tBlur2" ].value = composerUV1.renderTarget2.texture;
uniforms[ "tBlur3" ].value = composerUV2.renderTarget2.texture;
uniforms[ "tBlur4" ].value = composerUV3.renderTarget2.texture;
uniforms[ "tBeckmann" ].value = composerBeckmann.renderTarget1.texture;
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function createScene( geometry, scale, material ) {
mesh = new THREE.Mesh( geometry, material );
mesh.position.y = - 50;
mesh.scale.set( scale, scale, scale );
scene.add( mesh );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
//
function animate() {
requestAnimationFrame( animate );
render();
if ( statsEnabled ) 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 );
}
renderer.clear();
if ( firstPass ) {
composerBeckmann.render();
firstPass = false;
}
composer.render();
composerUV1.render();
composerUV2.render();
composerUV3.render();
renderer.render( scene, camera );
}
</script>
</body>
</html>