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230 lines
6.5 KiB
230 lines
6.5 KiB
2 years 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 - Fast subsurface scattering in Blinn-Phong shading demo</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="container"></div>
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<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a>
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<br/>Fast subsurface scattering in Blinn-Phong shading demo<br/>
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[Thanks for the art support from <a href="https://github.com/shaochun" target="_blank" rel="noopener">Shaochun Lin</a>]
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</div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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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 Stats from 'three/addons/libs/stats.module.js';
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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 { SubsurfaceScatteringShader } from 'three/addons/shaders/SubsurfaceScatteringShader.js';
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import { FBXLoader } from 'three/addons/loaders/FBXLoader.js';
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let container, stats;
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let camera, scene, renderer;
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let model;
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init();
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animate();
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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( 40, window.innerWidth / window.innerHeight, 1, 5000 );
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camera.position.set( 0.0, 300, 400 * 4 );
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scene = new THREE.Scene();
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// Lights
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scene.add( new THREE.AmbientLight( 0x888888 ) );
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const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.03 );
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directionalLight.position.set( 0.0, 0.5, 0.5 ).normalize();
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scene.add( directionalLight );
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const pointLight1 = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0x888888 } ) );
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pointLight1.add( new THREE.PointLight( 0x888888, 7.0, 300 ) );
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scene.add( pointLight1 );
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pointLight1.position.x = 0;
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pointLight1.position.y = - 50;
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pointLight1.position.z = 350;
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const pointLight2 = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0x888800 } ) );
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pointLight2.add( new THREE.PointLight( 0x888800, 1.0, 500 ) );
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scene.add( pointLight2 );
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pointLight2.position.x = - 100;
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pointLight2.position.y = 20;
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pointLight2.position.z = - 260;
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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renderer.outputEncoding = THREE.sRGBEncoding;
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//
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stats = new Stats();
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container.appendChild( stats.dom );
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const controls = new OrbitControls( camera, container );
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controls.minDistance = 500;
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controls.maxDistance = 3000;
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window.addEventListener( 'resize', onWindowResize );
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initMaterial();
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}
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function initMaterial() {
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const loader = new THREE.TextureLoader();
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const imgTexture = loader.load( 'models/fbx/white.jpg' );
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const thicknessTexture = loader.load( 'models/fbx/bunny_thickness.jpg' );
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imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
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const shader = SubsurfaceScatteringShader;
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const uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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uniforms[ 'map' ].value = imgTexture;
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uniforms[ 'diffuse' ].value = new THREE.Vector3( 1.0, 0.2, 0.2 );
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uniforms[ 'shininess' ].value = 500;
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uniforms[ 'thicknessMap' ].value = thicknessTexture;
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uniforms[ 'thicknessColor' ].value = new THREE.Vector3( 0.5, 0.3, 0.0 );
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uniforms[ 'thicknessDistortion' ].value = 0.1;
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uniforms[ 'thicknessAmbient' ].value = 0.4;
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uniforms[ 'thicknessAttenuation' ].value = 0.8;
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uniforms[ 'thicknessPower' ].value = 2.0;
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uniforms[ 'thicknessScale' ].value = 16.0;
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const material = new THREE.ShaderMaterial( {
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uniforms: uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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lights: true
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} );
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material.extensions.derivatives = true;
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// LOADER
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const loaderFBX = new FBXLoader();
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loaderFBX.load( 'models/fbx/stanford-bunny.fbx', function ( object ) {
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model = object.children[ 0 ];
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model.position.set( 0, 0, 10 );
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model.scale.setScalar( 1 );
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model.material = material;
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scene.add( model );
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} );
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initGUI( uniforms );
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}
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function initGUI( uniforms ) {
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const gui = new GUI( { title: 'Thickness Control' } );
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const ThicknessControls = function () {
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this.distortion = uniforms[ 'thicknessDistortion' ].value;
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this.ambient = uniforms[ 'thicknessAmbient' ].value;
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this.attenuation = uniforms[ 'thicknessAttenuation' ].value;
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this.power = uniforms[ 'thicknessPower' ].value;
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this.scale = uniforms[ 'thicknessScale' ].value;
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};
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const thicknessControls = new ThicknessControls();
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gui.add( thicknessControls, 'distortion' ).min( 0.01 ).max( 1 ).step( 0.01 ).onChange( function () {
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uniforms[ 'thicknessDistortion' ].value = thicknessControls.distortion;
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console.log( 'distortion' );
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} );
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gui.add( thicknessControls, 'ambient' ).min( 0.01 ).max( 5.0 ).step( 0.05 ).onChange( function () {
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uniforms[ 'thicknessAmbient' ].value = thicknessControls.ambient;
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} );
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gui.add( thicknessControls, 'attenuation' ).min( 0.01 ).max( 5.0 ).step( 0.05 ).onChange( function () {
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uniforms[ 'thicknessAttenuation' ].value = thicknessControls.attenuation;
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} );
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gui.add( thicknessControls, 'power' ).min( 0.01 ).max( 16.0 ).step( 0.1 ).onChange( function () {
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uniforms[ 'thicknessPower' ].value = thicknessControls.power;
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} );
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gui.add( thicknessControls, 'scale' ).min( 0.01 ).max( 50.0 ).step( 0.1 ).onChange( function () {
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uniforms[ 'thicknessScale' ].value = thicknessControls.scale;
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} );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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if ( model ) model.rotation.y = performance.now() / 5000;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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