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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D 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">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> - (normal + ao + displacement + environment) map demo.<br />
ninja head from <a href="https://gpuopen.com/archive/gamescgi/amd-gpu-meshmapper/" target="_blank" rel="noopener">AMD GPU MeshMapper</a>
</div>
<script type="module">
import * as v3d from '../build/v3d.module.js';
import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { OBJLoader } from './jsm/loaders/OBJLoader.js';
let stats;
let camera, scene, renderer, controls;
const 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
};
let mesh, material;
let pointLight, ambientLight;
const height = 500; // of camera frustum
let r = 0.0;
init();
animate();
initGui();
// Init gui
function initGui() {
const gui = new GUI();
//let 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() {
const container = document.createElement('div');
document.body.appendChild(container);
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
renderer.outputEncoding = v3d.sRGBEncoding;
//
scene = new v3d.Scene();
const aspect = window.innerWidth / window.innerHeight;
camera = new v3d.OrthographicCamera(- height * aspect, height * aspect, height, - height, 1, 10000);
camera.position.z = 1500;
scene.add(camera);
controls = new OrbitControls(camera, renderer.domElement);
controls.enableZoom = false;
controls.enableDamping = true;
// lights
ambientLight = new v3d.AmbientLight(0xffffff, settings.ambientIntensity);
scene.add(ambientLight);
pointLight = new v3d.PointLight(0xff0000, 0.5);
pointLight.position.z = 2500;
scene.add(pointLight);
const pointLight2 = new v3d.PointLight(0xff6666, 1);
camera.add(pointLight2);
const pointLight3 = new v3d.PointLight(0x0000ff, 0.5);
pointLight3.position.x = - 1000;
pointLight3.position.z = 1000;
scene.add(pointLight3);
// env map
const path = "textures/cube/SwedishRoyalCastle/";
const format = '.jpg';
const urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
const reflectionCube = new v3d.CubeTextureLoader().load(urls);
reflectionCube.encoding = v3d.sRGBEncoding;
// textures
const textureLoader = new v3d.TextureLoader();
const normalMap = textureLoader.load("models/obj/ninja/normal.png");
const aoMap = textureLoader.load("models/obj/ninja/ao.jpg");
const displacementMap = textureLoader.load("models/obj/ninja/displacement.jpg");
// material
material = new v3d.MeshStandardMaterial({
color: 0x888888,
roughness: settings.roughness,
metalness: settings.metalness,
normalMap: normalMap,
normalScale: new v3d.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: v3d.DoubleSide
});
//
const loader = new OBJLoader();
loader.load("models/obj/ninja/ninjaHead_Low.obj", function(group) {
const geometry = group.children[0].geometry;
geometry.attributes.uv2 = geometry.attributes.uv;
geometry.center();
mesh = new v3d.Mesh(geometry, material);
mesh.scale.multiplyScalar(25);
scene.add(mesh);
});
//
stats = new Stats();
container.appendChild(stats.dom);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
const 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);
controls.update();
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>
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