Simple Lighting Model
How do I make an simple lighting model?
This is the final result of part 3 of TutsPlus tutorial on writing graphics shaders.. What is a simple lighting model? How do you make a simple lighting model? This script and codes were developed by Omar Shehata on 13 August 2022, Saturday.
Simple Lighting Model - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Simple Lighting Model</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <script id="fragShader" type="shader-code"> uniform sampler2D tex;//The main texture uniform sampler2D norm;//The normal texture uniform vec2 res;//Our screen dimensions uniform vec4 light;//Our light source information void main() { vec2 pixel = gl_FragCoord.xy / res.xy; vec4 color = texture2D(tex,pixel); vec4 normalVector = texture2D(norm,pixel);//We get the normal value of this pixel vec2 lightPosition = light.xy / res.xy;//We normalize the light source lightPosition.y = 1.0 - lightPosition.y; //We calculate the direction from the light to this pixel vec3 LightVector = vec3(lightPosition.x - pixel.x,lightPosition.y - pixel.y,light.z); //By "up" direction of our normal map has the value (0.5,0.5,1.0) in terms of rgb //So we offset by that amount normalVector.x -= 0.5; normalVector.y -= 0.5; //We normalize our vectors to compute the direction vec3 NormalVector = normalize(normalVector.xyz); LightVector = normalize(LightVector); // Compute the diffuse term for the Phong equation float diffuse = 1.5 * max(dot( NormalVector, LightVector ),0.0); //Toggle light system on or off if(light.w == 0.0){ gl_FragColor = color; } else { gl_FragColor = color * diffuse; } } </script> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Simple Lighting Model - Script Codes CSS Codes
/* We want our scene to span the entire window */
body { margin: 0; }
Simple Lighting Model - Script Codes JS Codes
//@author Omar Shehata. 2015.
//We are loading the Three.js library from the cdn here: http://cdnjs.com/libraries/three.js/
var scene;
var camera;
var renderer;
function scene_setup(){ //This is all code needed to set up a basic ThreeJS scene //First we initialize the scene and our camera scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); //We create the WebGL renderer and add it to the document renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement );
}
//Initialize the Threejs scene
scene_setup();
//Pull the shader code from the html
var shaderCode = document.getElementById("fragShader").innerHTML;
//Our textures are up on github
var textureURL = "https://raw.githubusercontent.com/tutsplus/Beginners-Guide-to-Shaders/master/Part3/images/blocks.JPG"
var normalURL = "https://raw.githubusercontent.com/tutsplus/Beginners-Guide-to-Shaders/master/Part3/normal_maps/blocks_normal.JPG"
THREE.ImageUtils.crossOrigin = '';//Allows us to load an external image
//Load in the texture and the normal
var texture = THREE.ImageUtils.loadTexture(textureURL);
var normal = THREE.ImageUtils.loadTexture(normalURL);
//Set up the uniforms we'll send to our share
//More info on uniform types: http://threejs.org/docs/#Reference/Materials/ShaderMaterial
var uniforms = { tex : {type:'t',value:texture},//The texture norm: {type:'t',value:normal},//Normal res : {type: 'v2',value:new THREE.Vector2(window.innerWidth,window.innerHeight)},//Keeps the resolution light: {type: 'v4',value:new THREE.Vector4()}//Our light source, we will use the 3 numbers as have x,y and height away from the screen. 4th value is whether the light is on or not
}
//We stick our shader onto a 2d plane big enough to fill the screen
var material = new THREE.ShaderMaterial({uniforms:uniforms,fragmentShader:shaderCode})
var geometry = new THREE.PlaneGeometry( 10, 10 );
var sprite = new THREE.Mesh( geometry,material );
//Add it to the scene
scene.add( sprite );
//Move the camera back so we can see it
camera.position.z = 2;
uniforms.light.value.z = 0.3;//How high up our light source should be
uniforms.light.value.w = 1.0;//Turn light on
//Render everything!
function render() { requestAnimationFrame( render ); renderer.render( scene, camera );
}
render();
document.onmousemove = function(event){ //Update the light source to follow our mouse uniforms.light.value.x = event.clientX; uniforms.light.value.y = event.clientY;
}
document.onmousedown = function(event){ //Toggle lighting system if( uniforms.light.value.w) uniforms.light.value.w = 0.0; else uniforms.light.value.w = 1.0;
}
Developer | Omar Shehata |
Username | omarshe7ta |
Uploaded | August 13, 2022 |
Rating | 3 |
Size | 3,365 Kb |
Views | 32,384 |
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