webgl_materials_cubemap_dynamic.html 38 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - dynamic cube reflection</title>
  5. <meta charset="utf-8">
  6. <style>
  7. body {
  8. background: #000;
  9. color: #999;
  10. padding: 0;
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  13. font-family: georgia;
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  17. a { color: white }
  18. #info { margin-top: 2em; }
  19. #footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
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  21. .h { color: skyblue }
  22. .c { display: inline; margin-left: 1em }
  23. </style>
  24. </head>
  25. <body>
  26. <div id="info">
  27. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl dynamic cube reflection demo -
  28. veyron by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a> -
  29. gallardo by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1711" target="_blank">machman_3d</a>
  30. </div>
  31. <div id="loading">Loading...</div>
  32. <div id="container"></div>
  33. <div id="footer">
  34. cars control: <span class="h">WASD</span> / <span class="h">arrows</span>
  35. <div class="c">cameras: <span class="h">1</span> / <span class="h">2</span> / <span class="h">3</span> / <span class="h">4</span>
  36. / <span class="h">5</span> / <span class="h">6</span>
  37. </div>
  38. <div class="c">
  39. day / night: <span class="h">n</span>
  40. </div>
  41. <div class="c">
  42. motion blur: <span class="h">b</span>
  43. </div>
  44. </div>
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  160. <script type="text/javascript" src="../src/extras/objects/Axes.js"></script>
  161. <script type="text/javascript" src="../src/extras/objects/MarchingCubes.js"></script>
  162. <script type="text/javascript" src="../src/extras/physics/Collisions.js"></script>
  163. <script type="text/javascript" src="../src/extras/physics/CollisionUtils.js"></script>
  164. <script type="text/javascript" src="../src/extras/renderers/AnaglyphWebGLRenderer.js"></script>
  165. <script type="text/javascript" src="../src/extras/renderers/CrosseyedWebGLRenderer.js"></script>
  166. <script src="js/Detector.js"></script>
  167. <script src="js/RequestAnimationFrame.js"></script>
  168. <script src="js/Stats.js"></script>
  169. <script src="js/ShaderExtras.js"></script>
  170. <script src="js/postprocessing/EffectComposer.js"></script>
  171. <script src="js/postprocessing/RenderPass.js"></script>
  172. <script src="js/postprocessing/BloomPass.js"></script>
  173. <script src="js/postprocessing/ShaderPass.js"></script>
  174. <script src="js/postprocessing/MaskPass.js"></script>
  175. <script src="js/postprocessing/SavePass.js"></script>
  176. <script src="js/Car.js"></script>
  177. <script>
  178. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  179. var FOLLOW_CAMERA = false;
  180. var MARGIN = 100;
  181. var SCREEN_WIDTH = window.innerWidth;
  182. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  183. var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024;
  184. var CUBE_HEIGHT = 0;
  185. var container, stats;
  186. var camera, cameraTarget, scene, renderer;
  187. var renderTarget, renderTargetParameters;
  188. var spotLight, ambientLight;
  189. var cubeCamera;
  190. var clock = new THREE.Clock();
  191. var controlsGallardo = {
  192. moveForward: false,
  193. moveBackward: false,
  194. moveLeft: false,
  195. moveRight: false
  196. };
  197. var controlsVeyron = {
  198. moveForward: false,
  199. moveBackward: false,
  200. moveLeft: false,
  201. moveRight: false
  202. };
  203. var mlib;
  204. var gallardo, veyron, currentCar;
  205. var effectDirt, hblur, vblur, effectBloom, effectKeep, effectBlend, effectFXAA;
  206. var config = {
  207. "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) },
  208. "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) }
  209. };
  210. var flareA, flareB;
  211. var sprites = [];
  212. var ground, groundBasic;
  213. var blur = false;
  214. var v = 0.9, vdir = 1;
  215. init();
  216. animate();
  217. function init() {
  218. container = document.getElementById( 'container' );
  219. // SCENE CAMERA
  220. camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  221. camera.position.set( 2000, 0, 2000 );
  222. cameraTarget = new THREE.Vector3( 0, 0, 0 );
  223. // SCENE
  224. scene = new THREE.Scene();
  225. scene.fog = new THREE.Fog( 0xffffff, 3000, 10000 );
  226. scene.fog.color.setHSV( 0.51, 0.5, 0.9 );
  227. createScene();
  228. // LIGHTS
  229. ambientLight = new THREE.AmbientLight( 0x555555 );
  230. scene.add( ambientLight );
  231. spotLight = new THREE.SpotLight( 0xffffff );
  232. spotLight.position.set( 0, 1800, 1500 );
  233. spotLight.target.position.set( 0, 0, 0 );
  234. spotLight.castShadow = true;
  235. scene.add( spotLight );
  236. directionalLight2 = new THREE.PointLight( 0xff9900, 0.25 );
  237. directionalLight2.position.set( 0.5, -1, 0.5 );
  238. //directionalLight2.position.normalize();
  239. //scene.add( directionalLight2 );
  240. // RENDERER
  241. renderer = new THREE.WebGLRenderer( { antialias: false } );
  242. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  243. renderer.setClearColor( scene.fog.color, 1 );
  244. renderer.domElement.style.position = "absolute";
  245. renderer.domElement.style.top = MARGIN + "px";
  246. renderer.domElement.style.left = "0px";
  247. container.appendChild( renderer.domElement );
  248. // SHADOW
  249. renderer.shadowCameraNear = 2;
  250. renderer.shadowCameraFar = camera.far;
  251. renderer.shadowCameraFov = 50;
  252. renderer.shadowMapBias = 0.003885;
  253. renderer.shadowMapDarkness = 0.5;
  254. renderer.shadowMapWidth = SHADOW_MAP_WIDTH;
  255. renderer.shadowMapHeight = SHADOW_MAP_HEIGHT;
  256. renderer.shadowMapEnabled = true;
  257. //renderer.shadowMapSoft = false;
  258. // STATS
  259. stats = new Stats();
  260. stats.domElement.style.position = 'absolute';
  261. stats.domElement.style.top = '0px';
  262. stats.domElement.style.zIndex = 100;
  263. container.appendChild( stats.domElement );
  264. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#888";
  265. stats.domElement.children[ 0 ].style.background = "#000";
  266. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  267. // CUBE CAMERA
  268. cubeCamera = new THREE.CubeCamera( 1, 100000, CUBE_HEIGHT, 128 );
  269. // MATERIALS
  270. var cubeTarget = cubeCamera.renderTarget;
  271. mlib = {
  272. body: [],
  273. "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeTarget } ),
  274. "ChromeN": new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.75 } ),
  275. "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, ambient: 0x444444, envMap: cubeTarget } ),
  276. "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, ambient: 0x050505 } ),
  277. "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, ambient: 0x101020, envMap: cubeTarget, opacity: 0.5, transparent: true } ),
  278. "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, ambient: 0xffbb00, opacity: 0.5, transparent: true } ),
  279. "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, ambient: 0xff0000, opacity: 0.5, transparent: true } ),
  280. "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, ambient: 0x222222, envMap: cubeTarget, combine: THREE.MultiplyOperation } ),
  281. "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, ambient: 0xff6600, envMap: cubeTarget, combine: THREE.MultiplyOperation } )
  282. }
  283. mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, ambient: 0x883300, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  284. mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  285. mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  286. mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  287. mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  288. mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  289. mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  290. mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  291. mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  292. // FLARES
  293. flareA = THREE.ImageUtils.loadTexture( "textures/lensflare2.jpg" );
  294. flareB = THREE.ImageUtils.loadTexture( "textures/lensflare0.png" );
  295. // CARS - VEYRON
  296. veyron = new THREE.Car();
  297. veyron.modelScale = 3;
  298. veyron.backWheelOffset = 2;
  299. veyron.callback = function( object ) {
  300. addCar( object, -300, -215, 0, 0 );
  301. setMaterialsVeyron( object );
  302. var sa = 2, sb = 5;
  303. var params = {
  304. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  305. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  306. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  307. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  308. };
  309. var flares = [ // front
  310. [ "a", sa, [ 47, 38, 120 ] ], [ "a", sa, [ 40, 38, 120 ] ], [ "a", sa, [ 32, 38, 122 ] ],
  311. [ "b", sb, [ 47, 38, 120 ] ], [ "b", sb, [ 40, 38, 120 ] ], [ "b", sb, [ 32, 38, 122 ] ],
  312. [ "a", sa, [ -47, 38, 120 ] ], [ "a", sa, [ -40, 38, 120 ] ], [ "a", sa, [ -32, 38, 122 ] ],
  313. [ "b", sb, [ -47, 38, 120 ] ], [ "b", sb, [ -40, 38, 120 ] ], [ "b", sb, [ -32, 38, 122 ] ],
  314. // back
  315. [ "ar", sa, [ 22, 50, -123 ] ], [ "ar", sa, [ 32, 49, -123 ] ],
  316. [ "br", sb, [ 22, 50, -123 ] ], [ "br", sb, [ 32, 49, -123 ] ],
  317. [ "ar", sa, [ -22, 50, -123 ] ], [ "ar", sa, [ -32, 49, -123 ] ],
  318. [ "br", sb, [ -22, 50, -123 ] ], [ "br", sb, [ -32, 49, -123 ] ],
  319. ];
  320. for ( var i = 0; i < flares.length; i ++ ) {
  321. var p = params[ flares[ i ][ 0 ] ];
  322. var s = flares[ i ][ 1 ];
  323. var x = flares[ i ][ 2 ][ 0 ];
  324. var y = flares[ i ][ 2 ][ 1 ];
  325. var z = flares[ i ][ 2 ][ 2 ];
  326. var sprite = new THREE.Sprite( p );
  327. sprite.scale.set( s, s, s );
  328. sprite.position.set( x, y, z );
  329. object.bodyMesh.add( sprite );
  330. sprites.push( sprite );
  331. }
  332. checkStatus();
  333. };
  334. veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" );
  335. // CARS - GALLARDO
  336. gallardo = new THREE.Car();
  337. gallardo.modelScale = 2;
  338. gallardo.backWheelOffset = 45;
  339. gallardo.callback = function( object ) {
  340. addCar( object, 300, -110, 0, -110 );
  341. setMaterialsGallardo( object );
  342. var sa = 2, sb = 5;
  343. var params = {
  344. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  345. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  346. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  347. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  348. };
  349. var flares = [ // front
  350. [ "a", sa, [ 70, 10, 160 ] ], [ "a", sa, [ 66, -1, 175 ] ], [ "a", sa, [ 66, -1, 165 ] ],
  351. [ "b", sb, [ 70, 10, 160 ] ], [ "b", sb, [ 66, -1, 175 ] ], [ "b", sb, [ 66, -1, 165 ] ],
  352. [ "a", sa, [ -70, 10, 160 ] ], [ "a", sa, [ -66, -1, 175 ] ], [ "a", sa, [ -66, -1, 165 ] ],
  353. [ "b", sb, [ -70, 10, 160 ] ], [ "b", sb, [ -66, -1, 175 ] ], [ "b", sb, [ -66, -1, 165 ] ],
  354. // back
  355. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  356. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  357. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  358. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  359. ];
  360. for ( var i = 0; i < flares.length; i ++ ) {
  361. var p = params[ flares[ i ][ 0 ] ];
  362. var s = flares[ i ][ 1 ];
  363. var x = flares[ i ][ 2 ][ 0 ];
  364. var y = flares[ i ][ 2 ][ 1 ];
  365. var z = flares[ i ][ 2 ][ 2 ];
  366. var sprite = new THREE.Sprite( p );
  367. sprite.scale.set( s, s, s );
  368. sprite.position.set( x, y, z );
  369. object.bodyMesh.add( sprite );
  370. sprites.push( sprite );
  371. }
  372. checkStatus();
  373. };
  374. gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" );
  375. //
  376. config[ "gallardo" ].model = gallardo;
  377. config[ "veyron" ].model = veyron;
  378. currentCar = gallardo;
  379. // EVENTS
  380. document.addEventListener( 'keydown', onKeyDown, false );
  381. document.addEventListener( 'keyup', onKeyUp, false );
  382. window.addEventListener( 'resize', onWindowResize, false );
  383. // POSTPROCESSING
  384. renderer.autoClear = false;
  385. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
  386. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  387. effectSave = new THREE.SavePass( new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ) );
  388. effectBlend = new THREE.ShaderPass( THREE.ShaderExtras[ "blend" ], "tDiffuse1" );
  389. effectFXAA = new THREE.ShaderPass( THREE.ShaderExtras[ "fxaa" ] );
  390. var effectVignette = new THREE.ShaderPass( THREE.ShaderExtras[ "vignette" ] );
  391. var effectBleach = new THREE.ShaderPass( THREE.ShaderExtras[ "bleachbypass" ] );
  392. effectBloom = new THREE.BloomPass( 0.75 );
  393. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  394. // tilt shift
  395. hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
  396. vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
  397. var bluriness = 7;
  398. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  399. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  400. if ( FOLLOW_CAMERA ) {
  401. if ( currentCar == gallardo ) {
  402. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "gallardo" ];
  403. } else if ( currentCar == veyron ) {
  404. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "veyron" ];
  405. }
  406. } else {
  407. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  408. }
  409. effectVignette.uniforms[ "offset" ].value = 1.05;
  410. effectVignette.uniforms[ "darkness" ].value = 1.5;
  411. // motion blur
  412. effectBlend.uniforms[ 'tDiffuse2' ].texture = effectSave.renderTarget;
  413. effectBlend.uniforms[ 'mixRatio' ].value = 0.65;
  414. var renderModel = new THREE.RenderPass( scene, camera );
  415. effectVignette.renderToScreen = true;
  416. composer = new THREE.EffectComposer( renderer, renderTarget );
  417. composer.addPass( renderModel );
  418. composer.addPass( effectFXAA );
  419. composer.addPass( effectBlend );
  420. composer.addPass( effectSave );
  421. composer.addPass( effectBloom );
  422. composer.addPass( effectBleach );
  423. composer.addPass( hblur );
  424. composer.addPass( vblur );
  425. composer.addPass( effectVignette );
  426. }
  427. //
  428. function checkStatus() {
  429. if ( gallardo.loaded && veyron.loaded ) {
  430. document.getElementById( "loading" ).style.display = "none";
  431. }
  432. }
  433. //
  434. function setSpritesOpacity( opacity ) {
  435. for ( var i = 0; i < sprites.length; i ++ ) {
  436. sprites[ i ].opacity = opacity;
  437. }
  438. }
  439. //
  440. function createScene() {
  441. // GROUND
  442. var texture = THREE.ImageUtils.loadTexture( "textures/cube/Park3Med/ny.jpg" );
  443. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  444. texture.repeat.set( 50, 50 );
  445. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  446. groundBasic.color.setHSV( 0.1, 0.45, 0.995 );
  447. ground = new THREE.Mesh( new THREE.PlaneGeometry( 50000, 50000 ), groundBasic );
  448. ground.rotation.x = - Math.PI / 2;
  449. ground.position.y = - 215;
  450. scene.add( ground );
  451. ground.castShadow = false;
  452. ground.receiveShadow = true;
  453. // OBJECTS
  454. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  455. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  456. var sy1 = -500 + 38;
  457. var sy2 = -88;
  458. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  459. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  460. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  461. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  462. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  463. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  464. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  465. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  466. }
  467. //
  468. function addObject( geometry, color, x, y, z, sy ) {
  469. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color, ambient: color } ) );
  470. object.position.set( x, y, z );
  471. scene.add( object );
  472. object.castShadow = true;
  473. object.receiveShadow = true;
  474. var shadowTexture = THREE.ImageUtils.loadTexture( "textures/shadowAlpha.png" );
  475. var shadowPlane = new THREE.PlaneGeometry( 400, 400 );
  476. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000, opacity: 0.35, transparent: true,
  477. map: shadowTexture,
  478. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1 } );
  479. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  480. shadow.rotation.x = -Math.PI/2;
  481. shadow.rotation.z = Math.PI/2;
  482. shadow.position.y = sy;
  483. object.add( shadow );
  484. }
  485. //
  486. function generateDropShadowTexture( object, width, height, bluriness ) {
  487. var renderTargetParameters = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBufer: false };
  488. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  489. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  490. var shadowGeometry = THREE.GeometryUtils.clone( object.geometry );
  491. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  492. var shadowScene = new THREE.Scene();
  493. shadowScene.add( shadowObject );
  494. shadowObject.geometry.computeBoundingBox();
  495. var bb = shadowObject.geometry.boundingBox;
  496. var margin = 0.15,
  497. width = bb.z[ 1 ] - bb.z[ 0 ],
  498. height = bb.x[ 1 ] - bb.x[ 0 ],
  499. depth = bb.y[ 1 ] - bb.y[ 0 ],
  500. left = bb.z[ 0 ] - margin * width,
  501. right = bb.z[ 1 ] + margin * width,
  502. top = bb.x[ 1 ] + margin * height,
  503. bottom = bb.x[ 0 ] - margin * height,
  504. near = bb.y[ 1 ] + margin * depth,
  505. far = bb.y[ 0 ] - margin * depth;
  506. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  507. topCamera.position.y = bb.y[ 1 ];
  508. topCamera.lookAt( shadowScene.position );
  509. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  510. var blurShader = THREE.ShaderExtras[ "triangleBlur" ];
  511. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  512. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  513. renderShadow.clearColor = new THREE.Color( 0x000000 );
  514. renderShadow.clearAlpha = 0;
  515. var blurAmountX = bluriness / width;
  516. var blurAmountY = bluriness / height;
  517. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  518. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  519. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  520. shadowComposer.addPass( renderShadow );
  521. shadowComposer.addPass( effectBlurX );
  522. shadowComposer.addPass( effectBlurY );
  523. renderer.clear();
  524. shadowComposer.render( 0.1 );
  525. return shadowTarget;
  526. }
  527. //
  528. function addCar( object, x, y, z, s ) {
  529. object.root.position.set( x, y, z );
  530. scene.add( object.root );
  531. object.enableShadows( true );
  532. if ( FOLLOW_CAMERA && object == currentCar ) {
  533. object.root.add( camera );
  534. camera.position.set( 350, 500, 2200 );
  535. //camera.position.set( 0, 3000, -500 );
  536. cameraTarget.z = 500;
  537. cameraTarget.y = 150;
  538. camera.lookAt( cameraTarget );
  539. }
  540. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  541. object.bodyMesh.geometry.computeBoundingBox();
  542. var bb = object.bodyMesh.geometry.boundingBox;
  543. var ss = object.modelScale * 1.0;
  544. var shadowWidth = ss * ( bb.z[ 1 ] - bb.z[ 0 ] );
  545. var shadowHeight = 1.25 * ss * ( bb.x[ 1 ] - bb.x[ 0 ] );
  546. var shadowPlane = new THREE.PlaneGeometry( shadowWidth, shadowHeight );
  547. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, opacity: 0.5, transparent: true,
  548. map: shadowTexture,
  549. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1 } );
  550. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  551. shadow.rotation.x = -Math.PI/2;
  552. shadow.rotation.z = Math.PI/2;
  553. shadow.position.y = s + 10;
  554. object.root.add( shadow );
  555. }
  556. //
  557. function setCurrentCar( car, cameraType ) {
  558. var oldCar = currentCar;
  559. currentCar = config[ car ].model;
  560. if ( cameraType == "front" || cameraType == "back" ) {
  561. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  562. FOLLOW_CAMERA = true;
  563. oldCar.root.remove( camera );
  564. currentCar.root.add( camera );
  565. if ( cameraType == "front" ) {
  566. camera.position.set( 350, 500, 2200 );
  567. } else if ( cameraType == "back" ) {
  568. camera.position.copy( config[ car ].backCam );
  569. }
  570. cameraTarget.set( 0, 150, 500 );
  571. } else {
  572. FOLLOW_CAMERA = false;
  573. oldCar.root.remove( camera );
  574. camera.position.set( 2000, 0, 2000 );
  575. cameraTarget.set( 0, 0, 0 );
  576. spotLight.position.set( 0, 1800, 1500 );
  577. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  578. }
  579. }
  580. //
  581. function onWindowResize( event ) {
  582. SCREEN_WIDTH = window.innerWidth;
  583. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  584. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  585. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  586. camera.updateProjectionMatrix();
  587. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  588. composer.reset( renderTarget );
  589. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  590. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  591. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  592. }
  593. //
  594. function onKeyDown ( event ) {
  595. switch( event.keyCode ) {
  596. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  597. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  598. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  599. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  600. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  601. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  602. case 39: /*right*/controlsGallardo.moveRight = true; break;
  603. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  604. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  605. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  606. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  607. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  608. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  609. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  610. case 78: /*N*/ vdir *= -1; break;
  611. case 66: /*B*/ blur = !blur; break;
  612. }
  613. };
  614. function onKeyUp ( event ) {
  615. switch( event.keyCode ) {
  616. case 38: /*up*/controlsGallardo.moveForward = false; break;
  617. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  618. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  619. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  620. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  621. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  622. case 39: /*right*/controlsGallardo.moveRight = false; break;
  623. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  624. }
  625. };
  626. //
  627. function setMaterialsGallardo( car ) {
  628. // BODY
  629. var materials = car.bodyGeometry.materials;
  630. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  631. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  632. // WHEELS
  633. materials = car.wheelGeometry.materials;
  634. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  635. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  636. }
  637. function setMaterialsVeyron( car ) {
  638. // 0 - top, front center, back sides
  639. // 1 - front sides
  640. // 2 - engine
  641. // 3 - small chrome things
  642. // 4 - backlights
  643. // 5 - back signals
  644. // 6 - bottom, interior
  645. // 7 - windshield
  646. // BODY
  647. var materials = car.bodyGeometry.materials;
  648. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  649. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  650. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  651. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  652. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  653. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  654. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  655. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  656. // WHEELS
  657. materials = car.wheelGeometry.materials;
  658. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  659. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  660. }
  661. //
  662. function animate() {
  663. requestAnimationFrame( animate );
  664. render();
  665. stats.update();
  666. }
  667. function render() {
  668. var delta = clock.getDelta();
  669. // day / night
  670. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  671. scene.fog.color.setHSV( 0.51, 0.5, v );
  672. renderer.setClearColor( scene.fog.color, 1 );
  673. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  674. if ( vnorm < 0.3 ) {
  675. setSpritesOpacity( 1 - v / 0.3 );
  676. } else {
  677. setSpritesOpacity( 0 );
  678. }
  679. if ( vnorm < 0.4 ) {
  680. if ( veyron.loaded ) {
  681. veyron.bodyGeometry.materials[ 1 ] = mlib[ "ChromeN" ];
  682. veyron.bodyGeometry.materials[ 2 ] = mlib[ "ChromeN" ];
  683. veyron.wheelGeometry.materials[ 0 ] = mlib[ "ChromeN" ];
  684. }
  685. if ( gallardo.loaded ) {
  686. gallardo.wheelGeometry.materials[ 0 ] = mlib[ "ChromeN" ];
  687. }
  688. } else {
  689. if ( veyron.loaded ) {
  690. veyron.bodyGeometry.materials[ 1 ] = mlib[ "Chrome" ];
  691. veyron.bodyGeometry.materials[ 2 ] = mlib[ "Chrome" ];
  692. veyron.wheelGeometry.materials[ 0 ] = mlib[ "Chrome" ];
  693. }
  694. if ( gallardo.loaded ) {
  695. gallardo.wheelGeometry.materials[ 0 ] = mlib[ "Chrome" ];
  696. }
  697. }
  698. effectBloom.screenUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  699. ambientLight.color.setHSV( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.07, 0.33 ) );
  700. groundBasic.color.setHSV( 0.1, 0.45, THREE.Math.mapLinear( vnorm, 0, 1, 0.725, 0.995 ) );
  701. // blur
  702. if ( blur ) {
  703. effectSave.enabled = true;
  704. effectBlend.enabled = true;
  705. } else {
  706. effectSave.enabled = false;
  707. effectBlend.enabled = false;
  708. }
  709. // update car model
  710. veyron.updateCarModel( delta, controlsVeyron );
  711. gallardo.updateCarModel( delta, controlsGallardo );
  712. // update camera
  713. if ( ! FOLLOW_CAMERA ) {
  714. cameraTarget.x = currentCar.root.position.x;
  715. cameraTarget.z = currentCar.root.position.z;
  716. } else {
  717. spotLight.position.x = currentCar.root.position.x - 500;
  718. spotLight.position.z = currentCar.root.position.z - 500;
  719. }
  720. // update shadows
  721. spotLight.target.position.x = currentCar.root.position.x;
  722. spotLight.target.position.z = currentCar.root.position.z;
  723. // render cube map
  724. var updateCubemap = true;
  725. if ( updateCubemap ) {
  726. veyron.setVisible( false );
  727. gallardo.setVisible( false );
  728. cubeCamera.updatePosition( currentCar.root.position );
  729. renderer.autoClear = true;
  730. cubeCamera.updateCubeMap( renderer, scene );
  731. veyron.setVisible( true );
  732. gallardo.setVisible( true );
  733. }
  734. // render scene
  735. renderer.autoClear = false;
  736. renderer.shadowMapEnabled = true;
  737. camera.lookAt( cameraTarget );
  738. renderer.clearTarget( null );
  739. composer.render( 0.1 );
  740. renderer.shadowMapEnabled = false;
  741. }
  742. </script>
  743. </body>
  744. </html>