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bumpmapping.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<script src="libs/three.js"></script>
<script src="libs/OrbitControls.js"></script>
<script src="libs/jquery-2.1.0.js" type="text/javascript" charset="utf-8"></script>
<script src="libs/shaderloader/ShaderLoader.min.js" type="text/javascript" charset="utf-8"></script>
<script data-src="shader/bump_texture.vert" type="x-shader/x-vertex" data-name="bump_texture"></script>
<script data-src="shader/bump_texture.frag" type="x-shader/x-fragment" data-name="bump_texture"></script>
<script data-src="shader/bump_parallax.vert" type="x-shader/x-vertex" data-name="bump_parallax"></script>
<script data-src="shader/bump_parallax.frag" type="x-shader/x-fragment" data-name="bump_parallax"></script>
<script data-src="shader/bump_normal.vert" type="x-shader/x-vertex" data-name="bump_normal"></script>
<script data-src="shader/bump_normal.frag" type="x-shader/x-fragment" data-name="bump_normal"></script>
<style>
html {
height: 100%;
margin: 0px;
padding: 0;
}
body {
height: 100%;
margin: 0px;
padding: 0;
}
#viewer {
height: 100%;
width: 100%;
margin: 0px;
padding: 0;
}
#viewer canvas {
margin: 0px;
padding: 0;
}
</style>
</head>
<body>
<div id="viewer">
</div>
<script type="text/javascript">
var scene, camera, renderer, controls, clock;
var texturePlane, heightPlane, normalPlane;
var lightPosition = new THREE.Vector3(0.0, 0.0, 40.0);
var pointLight, pointLightHelper;
var bump_texture_vs, bump_texture_fs;
var bump_normal_vs, bump_normal_fs;
var bump_parallax_vs, bump_parallax_fs;
var viewerWidth, viewerHeight;
$(window).load(function() {
SHADER_LOADER.load(
function(data) {
bump_texture_vs = data.bump_texture.vertex;
bump_texture_fs = data.bump_texture.fragment;
bump_normal_vs = data.bump_normal.vertex;
bump_normal_fs = data.bump_normal.fragment;
bump_parallax_vs = data.bump_parallax.vertex;
bump_parallax_fs = data.bump_parallax.fragment;
viewerWidth = $("#viewer").innerWidth();
viewerHeight = $("#viewer").innerHeight();
initViewer();
animate();
}
);
});
$(window).resize(function() {
camera.aspect = viewerWidth / viewerHeight;
camera.updateProjectionMatrix();
renderer.setSize(viewerWidth, viewerHeight);
});
function initViewer() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, viewerWidth / viewerHeight, 0.1, 1000);
renderer = new THREE.WebGLRenderer();
clock = new THREE.Clock;
controls = new THREE.OrbitControls(camera, renderer.domElement);
renderer.setClearColor(0xEEEEEE, 1.0);
renderer.clear();
renderer.setSize(viewerWidth, viewerHeight);
$("#viewer").append(renderer.domElement);
camera.position.z = 40;
addHelpers();
drawScene();
}
function addHelpers() {
var axes = new THREE.AxisHelper(50);
axes.position.set(0, 0, 0);
scene.add(axes);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors(new THREE.Color(0xFFC0CB), new THREE.Color(0x8f8f8f));
gridXZ.position.set(0, 0, 0);
scene.add(gridXZ);
pointLight = new THREE.PointLight(0xff0000, 1, 100);
scene.add(pointLight);
var sphereSize = 2;
pointLightHelper = new THREE.PointLightHelper(pointLight, sphereSize);
scene.add(pointLightHelper);
}
function drawScene() {
var settings = {
ambientColor: {
x: .4,
y: .3,
z: .2
},
diffuseColor: {
x: .1,
y: .1,
z: .1
},
specularColor: {
x: .4,
y: .2,
z: .2
},
shininess: 30
};
var uniforms = {
lightPosition: {
type: "v3",
value: lightPosition
},
tangent: {
type: "v3",
value: new THREE.Vector3(1.0, 0.0, 0.0)
},
colorMap: {
type: "t",
value: THREE.ImageUtils.loadTexture('textures/mur_Ambiant.bmp')
},
normalMap: {
type: "t",
value: THREE.ImageUtils.loadTexture('textures/mur_NormalMap.bmp')
},
heightMap: {
type: "t",
value: THREE.ImageUtils.loadTexture('textures/mur_Hauteur.bmp')
},
ambientColor: {
type: "v3",
value: new THREE.Vector3(0.6, 0.6, 0.6)
},
diffuseColor: {
type: "v3",
value: new THREE.Vector3(0.8, 0.8, 0.8)
},
spectColor: {
type: "v3",
value: new THREE.Vector3(0.3, 0.3, 0.3)
},
shininess: {
type: "f",
value: 1.0
},
scale: {
type: "f",
value: 0.04
},
bias: {
type: "f",
value: -0.02
}
};
// merge default light-Uniforms
var lightuniforms = THREE.UniformsLib['lights'];
for (var key in lightuniforms) {
uniforms[key] = lightuniforms[key];
}
// PLANE WITH TEXTURE
var textureMaterial = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: bump_texture_vs,
fragmentShader: bump_texture_fs
});
texturePlane = new THREE.Mesh(new THREE.PlaneGeometry(15, 15, 100, 100), textureMaterial);
texturePlane.position.set(-20, 0, 0);
scene.add(texturePlane);
// PLANE WITH NORMAL MAP
var normalMaterial = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: bump_normal_vs,
fragmentShader: bump_normal_fs,
lights: true
});
heightPlane = new THREE.Mesh(new THREE.PlaneGeometry(15, 15, 100, 100), normalMaterial);
heightPlane.position.set(0, 0, 0);
scene.add(heightPlane);
// PLANE WITH PARALLAX MAP
var parallaxMaterial = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: bump_parallax_vs,
fragmentShader: bump_parallax_fs
});
normalPlane = new THREE.Mesh(new THREE.PlaneGeometry(15, 15, 100, 100), parallaxMaterial);
normalPlane.position.set(20, 0, 0);
scene.add(normalPlane);
}
function animate() {
requestAnimationFrame(animate);
var t = clock.getElapsedTime();
var mult = 3.0;
var radius = 20.0;
var dist = 10.0;
lightPosition.x = Math.sin(t*mult) * radius;
lightPosition.y = Math.cos(t*mult) * radius;
lightPosition.z = dist;
pointLight.position.set( lightPosition.x, lightPosition.y, lightPosition.z );
render();
}
function render() {
renderer.render(scene, camera);
}
</script>
</body>
</html>