webgl_materials_cubemap_dynamic.html 29 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;
  11. margin: 0;
  12. overflow: hidden;
  13. font-family: georgia;
  14. font-size:1em;
  15. text-align: center;
  16. }
  17. a { color: white }
  18. #info { margin-top: 2em; }
  19. #footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
  20. #loading { color: orange; margin-top: 1em }
  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>
  45. <script src="../build/three.min.js"></script>
  46. <script src="js/Detector.js"></script>
  47. <script src="js/Stats.js"></script>
  48. <script src="js/shaders/BleachBypassShader.js"></script>
  49. <script src="js/shaders/BlendShader.js"></script>
  50. <script src="js/shaders/ConvolutionShader.js"></script>
  51. <script src="js/shaders/CopyShader.js"></script>
  52. <script src="js/shaders/FXAAShader.js"></script>
  53. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  54. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  55. <script src="js/shaders/TriangleBlurShader.js"></script>
  56. <script src="js/shaders/VignetteShader.js"></script>
  57. <script src="js/postprocessing/EffectComposer.js"></script>
  58. <script src="js/postprocessing/RenderPass.js"></script>
  59. <script src="js/postprocessing/BloomPass.js"></script>
  60. <script src="js/postprocessing/ShaderPass.js"></script>
  61. <script src="js/postprocessing/MaskPass.js"></script>
  62. <script src="js/postprocessing/SavePass.js"></script>
  63. <script src="js/Car.js"></script>
  64. <script>
  65. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  66. var FOLLOW_CAMERA = false;
  67. var MARGIN = 100;
  68. var WIDTH = window.innerWidth || 2;
  69. var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );
  70. var SCREEN_WIDTH = WIDTH;
  71. var SCREEN_HEIGHT = HEIGHT - 2 * MARGIN;
  72. var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024;
  73. var container, stats;
  74. var camera, cameraTarget, scene, renderer;
  75. var renderTarget, renderTargetParameters;
  76. var spotLight, ambientLight;
  77. var cubeCamera;
  78. var clock = new THREE.Clock();
  79. var controlsGallardo = {
  80. moveForward: false,
  81. moveBackward: false,
  82. moveLeft: false,
  83. moveRight: false
  84. };
  85. var controlsVeyron = {
  86. moveForward: false,
  87. moveBackward: false,
  88. moveLeft: false,
  89. moveRight: false
  90. };
  91. var mlib;
  92. var gallardo, veyron, currentCar;
  93. var effectDirt, hblur, vblur, effectBloom, effectKeep, effectBlend, effectFXAA;
  94. var config = {
  95. "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) },
  96. "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) }
  97. };
  98. var flareA, flareB;
  99. var sprites = [];
  100. var ground, groundBasic;
  101. var blur = false;
  102. var v = 0.9, vdir = 1;
  103. init();
  104. animate();
  105. function init() {
  106. container = document.getElementById( 'container' );
  107. camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  108. camera.position.set( 2000, 0, 2000 );
  109. cameraTarget = new THREE.Vector3();
  110. scene = new THREE.Scene();
  111. scene.fog = new THREE.Fog( 0xffffff, 3000, 10000 );
  112. scene.fog.color.setHSV( 0.51, 0.5, 0.9 );
  113. createScene();
  114. // LIGHTS
  115. ambientLight = new THREE.AmbientLight( 0x555555 );
  116. scene.add( ambientLight );
  117. spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI, 1 );
  118. spotLight.position.set( 0, 1800, 1500 );
  119. spotLight.target.position.set( 0, 0, 0 );
  120. spotLight.castShadow = true;
  121. spotLight.shadowCameraNear = 100;
  122. spotLight.shadowCameraFar = camera.far;
  123. spotLight.shadowCameraFov = 50;
  124. spotLight.shadowBias = -0.00125;
  125. spotLight.shadowDarkness = 0.5;
  126. spotLight.shadowMapWidth = SHADOW_MAP_WIDTH;
  127. spotLight.shadowMapHeight = SHADOW_MAP_HEIGHT;
  128. scene.add( spotLight );
  129. directionalLight2 = new THREE.PointLight( 0xff9900, 0.25 );
  130. directionalLight2.position.set( 0.5, -1, 0.5 );
  131. //directionalLight2.position.normalize();
  132. //scene.add( directionalLight2 );
  133. // RENDERER
  134. renderer = new THREE.WebGLRenderer( { antialias: false } );
  135. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  136. renderer.setClearColor( scene.fog.color, 1 );
  137. renderer.domElement.style.position = "absolute";
  138. renderer.domElement.style.top = MARGIN + "px";
  139. renderer.domElement.style.left = "0px";
  140. container.appendChild( renderer.domElement );
  141. // SHADOW
  142. renderer.shadowMapCullFrontFaces = false;
  143. renderer.shadowMapEnabled = true;
  144. // STATS
  145. stats = new Stats();
  146. stats.domElement.style.position = 'absolute';
  147. stats.domElement.style.top = '0px';
  148. stats.domElement.style.zIndex = 100;
  149. container.appendChild( stats.domElement );
  150. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#888";
  151. stats.domElement.children[ 0 ].style.background = "#000";
  152. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  153. // CUBE CAMERA
  154. cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
  155. scene.add( cubeCamera );
  156. // MATERIALS
  157. var cubeTarget = cubeCamera.renderTarget;
  158. mlib = {
  159. body: [],
  160. "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeTarget } ),
  161. "ChromeN": new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.75 } ),
  162. "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, ambient: 0x444444, envMap: cubeTarget } ),
  163. "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, ambient: 0x050505 } ),
  164. "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, ambient: 0x101020, envMap: cubeTarget, opacity: 0.5, transparent: true } ),
  165. "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, ambient: 0xffbb00, opacity: 0.5, transparent: true } ),
  166. "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, ambient: 0xff0000, opacity: 0.5, transparent: true } ),
  167. "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, ambient: 0x222222, envMap: cubeTarget, combine: THREE.MultiplyOperation } ),
  168. "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, ambient: 0xff6600, envMap: cubeTarget, combine: THREE.MultiplyOperation } )
  169. }
  170. mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, ambient: 0x883300, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  171. mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  172. mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  173. mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  174. mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  175. mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  176. mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  177. mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  178. mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  179. // FLARES
  180. flareA = THREE.ImageUtils.loadTexture( "textures/lensflare2.jpg" );
  181. flareB = THREE.ImageUtils.loadTexture( "textures/lensflare0.png" );
  182. // CARS - VEYRON
  183. veyron = new THREE.Car();
  184. veyron.modelScale = 3;
  185. veyron.backWheelOffset = 2;
  186. veyron.callback = function( object ) {
  187. addCar( object, -300, -215, 0, 0 );
  188. setMaterialsVeyron( object );
  189. var sa = 2, sb = 5;
  190. var params = {
  191. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  192. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  193. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  194. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  195. };
  196. var flares = [
  197. // front
  198. [ "a", sa, [ 47, 38, 120 ] ], [ "a", sa, [ 40, 38, 120 ] ], [ "a", sa, [ 32, 38, 122 ] ],
  199. [ "b", sb, [ 47, 38, 120 ] ], [ "b", sb, [ 40, 38, 120 ] ], [ "b", sb, [ 32, 38, 122 ] ],
  200. [ "a", sa, [ -47, 38, 120 ] ], [ "a", sa, [ -40, 38, 120 ] ], [ "a", sa, [ -32, 38, 122 ] ],
  201. [ "b", sb, [ -47, 38, 120 ] ], [ "b", sb, [ -40, 38, 120 ] ], [ "b", sb, [ -32, 38, 122 ] ],
  202. // back
  203. [ "ar", sa, [ 22, 50, -123 ] ], [ "ar", sa, [ 32, 49, -123 ] ],
  204. [ "br", sb, [ 22, 50, -123 ] ], [ "br", sb, [ 32, 49, -123 ] ],
  205. [ "ar", sa, [ -22, 50, -123 ] ], [ "ar", sa, [ -32, 49, -123 ] ],
  206. [ "br", sb, [ -22, 50, -123 ] ], [ "br", sb, [ -32, 49, -123 ] ],
  207. ];
  208. for ( var i = 0; i < flares.length; i ++ ) {
  209. var p = params[ flares[ i ][ 0 ] ];
  210. var s = flares[ i ][ 1 ];
  211. var x = flares[ i ][ 2 ][ 0 ];
  212. var y = flares[ i ][ 2 ][ 1 ];
  213. var z = flares[ i ][ 2 ][ 2 ];
  214. var sprite = new THREE.Sprite( p );
  215. sprite.scale.set( s, s, s );
  216. sprite.position.set( x, y, z );
  217. object.bodyMesh.add( sprite );
  218. sprites.push( sprite );
  219. }
  220. checkStatus();
  221. };
  222. veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" );
  223. // CARS - GALLARDO
  224. gallardo = new THREE.Car();
  225. gallardo.modelScale = 2;
  226. gallardo.backWheelOffset = 45;
  227. gallardo.callback = function( object ) {
  228. addCar( object, 300, -110, 0, -110 );
  229. setMaterialsGallardo( object );
  230. var sa = 2, sb = 5;
  231. var params = {
  232. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  233. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  234. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  235. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  236. };
  237. var flares = [
  238. // front
  239. [ "a", sa, [ 70, 10, 160 ] ], [ "a", sa, [ 66, -1, 175 ] ], [ "a", sa, [ 66, -1, 165 ] ],
  240. [ "b", sb, [ 70, 10, 160 ] ], [ "b", sb, [ 66, -1, 175 ] ], [ "b", sb, [ 66, -1, 165 ] ],
  241. [ "a", sa, [ -70, 10, 160 ] ], [ "a", sa, [ -66, -1, 175 ] ], [ "a", sa, [ -66, -1, 165 ] ],
  242. [ "b", sb, [ -70, 10, 160 ] ], [ "b", sb, [ -66, -1, 175 ] ], [ "b", sb, [ -66, -1, 165 ] ],
  243. // back
  244. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  245. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  246. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  247. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  248. ];
  249. for ( var i = 0; i < flares.length; i ++ ) {
  250. var p = params[ flares[ i ][ 0 ] ];
  251. var s = flares[ i ][ 1 ];
  252. var x = flares[ i ][ 2 ][ 0 ];
  253. var y = flares[ i ][ 2 ][ 1 ];
  254. var z = flares[ i ][ 2 ][ 2 ];
  255. var sprite = new THREE.Sprite( p );
  256. sprite.scale.set( s, s, s );
  257. sprite.position.set( x, y, z );
  258. object.bodyMesh.add( sprite );
  259. sprites.push( sprite );
  260. }
  261. checkStatus();
  262. };
  263. gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" );
  264. //
  265. config[ "gallardo" ].model = gallardo;
  266. config[ "veyron" ].model = veyron;
  267. currentCar = gallardo;
  268. // EVENTS
  269. document.addEventListener( 'keydown', onKeyDown, false );
  270. document.addEventListener( 'keyup', onKeyUp, false );
  271. window.addEventListener( 'resize', onWindowResize, false );
  272. // POSTPROCESSING
  273. renderer.autoClear = false;
  274. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  275. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  276. effectSave = new THREE.SavePass( new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ) );
  277. effectBlend = new THREE.ShaderPass( THREE.BlendShader, "tDiffuse1" );
  278. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  279. var effectVignette = new THREE.ShaderPass( THREE.VignetteShader );
  280. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  281. effectBloom = new THREE.BloomPass( 0.75 );
  282. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  283. // tilt shift
  284. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  285. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  286. var bluriness = 7;
  287. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  288. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  289. if ( FOLLOW_CAMERA ) {
  290. if ( currentCar == gallardo ) {
  291. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "gallardo" ];
  292. } else if ( currentCar == veyron ) {
  293. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "veyron" ];
  294. }
  295. } else {
  296. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  297. }
  298. effectVignette.uniforms[ "offset" ].value = 1.05;
  299. effectVignette.uniforms[ "darkness" ].value = 1.5;
  300. // motion blur
  301. effectBlend.uniforms[ 'tDiffuse2' ].value = effectSave.renderTarget;
  302. effectBlend.uniforms[ 'mixRatio' ].value = 0.65;
  303. var renderModel = new THREE.RenderPass( scene, camera );
  304. effectVignette.renderToScreen = true;
  305. composer = new THREE.EffectComposer( renderer, renderTarget );
  306. composer.addPass( renderModel );
  307. composer.addPass( effectFXAA );
  308. composer.addPass( effectBlend );
  309. composer.addPass( effectSave );
  310. composer.addPass( effectBloom );
  311. composer.addPass( effectBleach );
  312. composer.addPass( hblur );
  313. composer.addPass( vblur );
  314. composer.addPass( effectVignette );
  315. }
  316. //
  317. function checkStatus() {
  318. if ( gallardo.loaded && veyron.loaded ) {
  319. document.getElementById( "loading" ).style.display = "none";
  320. }
  321. }
  322. //
  323. function setSpritesOpacity( opacity ) {
  324. for ( var i = 0; i < sprites.length; i ++ ) {
  325. sprites[ i ].opacity = opacity;
  326. }
  327. }
  328. //
  329. function createScene() {
  330. // GROUND
  331. var texture = THREE.ImageUtils.loadTexture( "textures/cube/Park3Med/ny.jpg" );
  332. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  333. texture.repeat.set( 50, 50 );
  334. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  335. groundBasic.color.setHSV( 0.1, 0.45, 0.995 );
  336. ground = new THREE.Mesh( new THREE.PlaneGeometry( 50000, 50000 ), groundBasic );
  337. ground.position.y = - 215;
  338. ground.rotation.x = - Math.PI / 2;
  339. scene.add( ground );
  340. ground.castShadow = false;
  341. ground.receiveShadow = true;
  342. // OBJECTS
  343. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  344. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  345. var sy1 = -500 + 38;
  346. var sy2 = -88;
  347. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  348. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  349. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  350. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  351. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  352. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  353. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  354. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  355. }
  356. //
  357. function addObject( geometry, color, x, y, z, sy ) {
  358. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color, ambient: color } ) );
  359. object.position.set( x, y, z );
  360. scene.add( object );
  361. object.castShadow = true;
  362. object.receiveShadow = true;
  363. var shadowTexture = THREE.ImageUtils.loadTexture( "textures/shadowAlpha.png" );
  364. var shadowPlane = new THREE.PlaneGeometry( 400, 400 );
  365. var shadowMaterial = new THREE.MeshBasicMaterial( {
  366. color: 0xff0000, opacity: 0.35, transparent: true, map: shadowTexture,
  367. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  368. } );
  369. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  370. shadow.position.y = sy;
  371. shadow.rotation.x = - Math.PI / 2;
  372. object.add( shadow );
  373. }
  374. //
  375. function generateDropShadowTexture( object, width, height, bluriness ) {
  376. var renderTargetParameters = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
  377. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  378. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  379. var shadowGeometry = THREE.GeometryUtils.clone( object.geometry );
  380. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  381. var shadowScene = new THREE.Scene();
  382. shadowScene.add( shadowObject );
  383. shadowObject.geometry.computeBoundingBox();
  384. var bb = shadowObject.geometry.boundingBox;
  385. var dimensions = new THREE.Vector3();
  386. dimensions.sub( bb.max, bb.min );
  387. var margin = 0.15,
  388. width = dimensions.z,
  389. height = dimensions.x,
  390. depth = dimensions.y,
  391. left = bb.min.z - margin * width,
  392. right = bb.max.z + margin * width,
  393. top = bb.max.x + margin * height,
  394. bottom = bb.min.x - margin * height,
  395. near = bb.max.y + margin * depth,
  396. far = bb.min.y - margin * depth;
  397. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  398. topCamera.position.y = bb.max.y;
  399. topCamera.lookAt( shadowScene.position );
  400. shadowScene.add( topCamera );
  401. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  402. var blurShader = THREE.TriangleBlurShader;
  403. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  404. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  405. renderShadow.clearColor = new THREE.Color( 0x000000 );
  406. renderShadow.clearAlpha = 0;
  407. var blurAmountX = bluriness / width;
  408. var blurAmountY = bluriness / height;
  409. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  410. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  411. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  412. shadowComposer.addPass( renderShadow );
  413. shadowComposer.addPass( effectBlurX );
  414. shadowComposer.addPass( effectBlurY );
  415. renderer.clear();
  416. shadowComposer.render( 0.1 );
  417. return shadowTarget;
  418. }
  419. //
  420. function addCar( object, x, y, z, s ) {
  421. object.root.position.set( x, y, z );
  422. scene.add( object.root );
  423. object.enableShadows( true );
  424. if ( FOLLOW_CAMERA && object == currentCar ) {
  425. object.root.add( camera );
  426. camera.position.set( 350, 500, 2200 );
  427. //camera.position.set( 0, 3000, -500 );
  428. cameraTarget.z = 500;
  429. cameraTarget.y = 150;
  430. camera.lookAt( cameraTarget );
  431. }
  432. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  433. object.bodyMesh.geometry.computeBoundingBox();
  434. var bb = object.bodyMesh.geometry.boundingBox;
  435. var ss = object.modelScale * 1.1;
  436. var shadowWidth = ss * ( bb.max.z - bb.min.z );
  437. var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x );
  438. var shadowPlane = new THREE.PlaneGeometry( shadowWidth, shadowHeight );
  439. var shadowMaterial = new THREE.MeshBasicMaterial( {
  440. color: 0xffffff, opacity: 0.5, transparent: true, map: shadowTexture,
  441. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  442. } );
  443. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  444. shadow.position.y = s + 10;
  445. shadow.rotation.x = - Math.PI / 2;
  446. shadow.rotation.z = Math.PI / 2;
  447. object.root.add( shadow );
  448. }
  449. //
  450. function setCurrentCar( car, cameraType ) {
  451. var oldCar = currentCar;
  452. currentCar = config[ car ].model;
  453. if ( cameraType == "front" || cameraType == "back" ) {
  454. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  455. FOLLOW_CAMERA = true;
  456. oldCar.root.remove( camera );
  457. currentCar.root.add( camera );
  458. if ( cameraType == "front" ) {
  459. camera.position.set( 350, 500, 2200 );
  460. } else if ( cameraType == "back" ) {
  461. camera.position.copy( config[ car ].backCam );
  462. }
  463. cameraTarget.set( 0, 150, 500 );
  464. } else {
  465. FOLLOW_CAMERA = false;
  466. oldCar.root.remove( camera );
  467. camera.position.set( 2000, 0, 2000 );
  468. cameraTarget.set( 0, 0, 0 );
  469. spotLight.position.set( 0, 1800, 1500 );
  470. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  471. }
  472. }
  473. //
  474. function onWindowResize( event ) {
  475. SCREEN_WIDTH = window.innerWidth;
  476. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  477. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  478. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  479. camera.updateProjectionMatrix();
  480. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  481. composer.reset( renderTarget );
  482. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  483. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  484. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  485. }
  486. //
  487. function onKeyDown ( event ) {
  488. switch( event.keyCode ) {
  489. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  490. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  491. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  492. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  493. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  494. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  495. case 39: /*right*/controlsGallardo.moveRight = true; break;
  496. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  497. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  498. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  499. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  500. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  501. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  502. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  503. case 78: /*N*/ vdir *= -1; break;
  504. case 66: /*B*/ blur = !blur; break;
  505. }
  506. };
  507. function onKeyUp ( event ) {
  508. switch( event.keyCode ) {
  509. case 38: /*up*/controlsGallardo.moveForward = false; break;
  510. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  511. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  512. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  513. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  514. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  515. case 39: /*right*/controlsGallardo.moveRight = false; break;
  516. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  517. }
  518. };
  519. //
  520. function setMaterialsGallardo( car ) {
  521. // BODY
  522. var materials = car.bodyGeometry.materials;
  523. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  524. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  525. // WHEELS
  526. materials = car.wheelGeometry.materials;
  527. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  528. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  529. }
  530. function setMaterialsVeyron( car ) {
  531. // 0 - top, front center, back sides
  532. // 1 - front sides
  533. // 2 - engine
  534. // 3 - small chrome things
  535. // 4 - backlights
  536. // 5 - back signals
  537. // 6 - bottom, interior
  538. // 7 - windshield
  539. // BODY
  540. var materials = car.bodyGeometry.materials;
  541. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  542. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  543. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  544. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  545. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  546. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  547. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  548. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  549. // WHEELS
  550. materials = car.wheelGeometry.materials;
  551. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  552. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  553. }
  554. //
  555. function animate() {
  556. requestAnimationFrame( animate );
  557. render();
  558. stats.update();
  559. }
  560. function render() {
  561. var delta = clock.getDelta();
  562. // day / night
  563. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  564. scene.fog.color.setHSV( 0.51, 0.5, v );
  565. renderer.setClearColor( scene.fog.color, 1 );
  566. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  567. if ( vnorm < 0.3 ) {
  568. setSpritesOpacity( 1 - v / 0.3 );
  569. } else {
  570. setSpritesOpacity( 0 );
  571. }
  572. if ( vnorm < 0.4 ) {
  573. if ( veyron.loaded ) {
  574. veyron.bodyGeometry.materials[ 1 ] = mlib[ "ChromeN" ];
  575. veyron.bodyGeometry.materials[ 2 ] = mlib[ "ChromeN" ];
  576. veyron.wheelGeometry.materials[ 0 ] = mlib[ "ChromeN" ];
  577. }
  578. if ( gallardo.loaded ) {
  579. gallardo.wheelGeometry.materials[ 0 ] = mlib[ "ChromeN" ];
  580. }
  581. } else {
  582. if ( veyron.loaded ) {
  583. veyron.bodyGeometry.materials[ 1 ] = mlib[ "Chrome" ];
  584. veyron.bodyGeometry.materials[ 2 ] = mlib[ "Chrome" ];
  585. veyron.wheelGeometry.materials[ 0 ] = mlib[ "Chrome" ];
  586. }
  587. if ( gallardo.loaded ) {
  588. gallardo.wheelGeometry.materials[ 0 ] = mlib[ "Chrome" ];
  589. }
  590. }
  591. effectBloom.copyUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  592. ambientLight.color.setHSV( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.07, 0.33 ) );
  593. groundBasic.color.setHSV( 0.1, 0.45, THREE.Math.mapLinear( vnorm, 0, 1, 0.725, 0.995 ) );
  594. // blur
  595. if ( blur ) {
  596. effectSave.enabled = true;
  597. effectBlend.enabled = true;
  598. } else {
  599. effectSave.enabled = false;
  600. effectBlend.enabled = false;
  601. }
  602. // update car model
  603. veyron.updateCarModel( delta, controlsVeyron );
  604. gallardo.updateCarModel( delta, controlsGallardo );
  605. // update camera
  606. if ( ! FOLLOW_CAMERA ) {
  607. cameraTarget.x = currentCar.root.position.x;
  608. cameraTarget.z = currentCar.root.position.z;
  609. } else {
  610. spotLight.position.x = currentCar.root.position.x - 500;
  611. spotLight.position.z = currentCar.root.position.z - 500;
  612. }
  613. // update shadows
  614. spotLight.target.position.x = currentCar.root.position.x;
  615. spotLight.target.position.z = currentCar.root.position.z;
  616. // render cube map
  617. var updateCubemap = true;
  618. if ( updateCubemap ) {
  619. veyron.setVisible( false );
  620. gallardo.setVisible( false );
  621. cubeCamera.position.copy( currentCar.root.position );
  622. renderer.autoUpdateObjects = false;
  623. renderer.initWebGLObjects( scene );
  624. renderer.autoClear = true;
  625. cubeCamera.updateCubeMap( renderer, scene );
  626. veyron.setVisible( true );
  627. gallardo.setVisible( true );
  628. }
  629. // render scene
  630. renderer.autoClear = false;
  631. renderer.shadowMapEnabled = true;
  632. renderer.autoUpdateObjects = true;
  633. camera.lookAt( cameraTarget );
  634. renderer.clearTarget( null );
  635. composer.render( 0.1 );
  636. renderer.shadowMapEnabled = false;
  637. }
  638. </script>
  639. </body>
  640. </html>