webgl_materials_cubemap_dynamic.html 28 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: #333;
  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 { position: absolute; top: 10px; width: 100%; }
  19. #container { position: absolute; top: 0px; }
  20. #footer { position: absolute; bottom: 10px; width: 100%; }
  21. .h { color: skyblue }
  22. .c { display: inline; margin-left: 1em }
  23. #stats { position: absolute; top:0; left: 0 }
  24. #stats #fps { background: transparent !important }
  25. #stats #fps #fpsText { color: #888 !important }
  26. #stats #fps #fpsGraph { display: none }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="container"></div>
  31. <div id="info">
  32. <a href="http://threejs.org" target="_blank">three.js</a> - webgl dynamic cube reflection demo -
  33. veyron by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a> -
  34. gallardo by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1711" target="_blank">machman_3d</a>
  35. </div>
  36. <div id="footer">
  37. cars control: <span class="h">WASD</span> / <span class="h">arrows</span>
  38. <div class="c">cameras: <span class="h">1</span> / <span class="h">2</span> / <span class="h">3</span> / <span class="h">4</span>
  39. / <span class="h">5</span> / <span class="h">6</span>
  40. </div>
  41. <div class="c">
  42. day / night: <span class="h">n</span>
  43. </div>
  44. <div class="c">
  45. motion blur: <span class="h">b</span>
  46. </div>
  47. </div>
  48. <script src="../build/three.min.js"></script>
  49. <script src="js/loaders/BinaryLoader.js"></script>
  50. <script src="js/shaders/BleachBypassShader.js"></script>
  51. <script src="js/shaders/BlendShader.js"></script>
  52. <script src="js/shaders/ConvolutionShader.js"></script>
  53. <script src="js/shaders/CopyShader.js"></script>
  54. <script src="js/shaders/FXAAShader.js"></script>
  55. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  56. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  57. <script src="js/shaders/TriangleBlurShader.js"></script>
  58. <script src="js/shaders/VignetteShader.js"></script>
  59. <script src="js/postprocessing/EffectComposer.js"></script>
  60. <script src="js/postprocessing/RenderPass.js"></script>
  61. <script src="js/postprocessing/BloomPass.js"></script>
  62. <script src="js/postprocessing/ShaderPass.js"></script>
  63. <script src="js/postprocessing/MaskPass.js"></script>
  64. <script src="js/postprocessing/SavePass.js"></script>
  65. <script src="js/Car.js"></script>
  66. <script src="js/Detector.js"></script>
  67. <script src="js/libs/stats.min.js"></script>
  68. <script>
  69. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  70. var FOLLOW_CAMERA = false;
  71. var SCREEN_WIDTH = window.innerWidth;
  72. var SCREEN_HEIGHT = window.innerHeight;
  73. var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024;
  74. var container, stats;
  75. var camera, cameraTarget, scene, renderer;
  76. var renderTarget;
  77. var spotLight, ambientLight;
  78. var cubeCamera;
  79. var clock = new THREE.Clock();
  80. var controlsGallardo = {
  81. moveForward: false,
  82. moveBackward: false,
  83. moveLeft: false,
  84. moveRight: false
  85. };
  86. var controlsVeyron = {
  87. moveForward: false,
  88. moveBackward: false,
  89. moveLeft: false,
  90. moveRight: false
  91. };
  92. var mlib;
  93. var gallardo, veyron, currentCar;
  94. var effectDirt, hblur, vblur, effectBloom, effectKeep, effectBlend, effectFXAA;
  95. var config = {
  96. "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) },
  97. "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) }
  98. };
  99. var flareA, flareB;
  100. var sprites = [];
  101. var ground, groundBasic;
  102. var blur = false;
  103. var v = 0.9, vdir = 1;
  104. init();
  105. animate();
  106. function init() {
  107. container = document.getElementById( 'container' );
  108. camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  109. camera.position.set( 3000, 0, 3000 );
  110. cameraTarget = new THREE.Vector3();
  111. scene = new THREE.Scene();
  112. scene.fog = new THREE.Fog( 0xffffff, 3000, 10000 );
  113. scene.fog.color.setHSL( 0.51, 0.6, 0.6 );
  114. createScene();
  115. // LIGHTS
  116. ambientLight = new THREE.AmbientLight( 0x555555 );
  117. scene.add( ambientLight );
  118. spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2, 1 );
  119. spotLight.position.set( 0, 1800, 1500 );
  120. spotLight.target.position.set( 0, 0, 0 );
  121. spotLight.castShadow = true;
  122. spotLight.shadowCameraNear = 100;
  123. spotLight.shadowCameraFar = camera.far;
  124. spotLight.shadowCameraFov = 50;
  125. spotLight.shadowBias = -0.00125;
  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.setClearColor( scene.fog.color );
  136. renderer.setPixelRatio( window.devicePixelRatio );
  137. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  138. container.appendChild( renderer.domElement );
  139. // SHADOW
  140. renderer.shadowMap.cullFace = THREE.CullFaceBack;
  141. renderer.shadowMap.enabled = true;
  142. // STATS
  143. stats = new Stats();
  144. container.appendChild( stats.domElement );
  145. // CUBE CAMERA
  146. cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
  147. scene.add( cubeCamera );
  148. // MATERIALS
  149. var cubeTarget = cubeCamera.renderTarget;
  150. mlib = {
  151. body: [],
  152. "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget } ),
  153. "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, envMap: cubeTarget } ),
  154. "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, } ),
  155. "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, envMap: cubeTarget, opacity: 0.5, transparent: true } ),
  156. "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, opacity: 0.5, transparent: true } ),
  157. "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, opacity: 0.5, transparent: true } ),
  158. "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, envMap: cubeTarget, combine: THREE.MultiplyOperation } ),
  159. "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, envMap: cubeTarget, combine: THREE.MultiplyOperation } )
  160. };
  161. mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  162. mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  163. mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  164. mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  165. mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  166. mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  167. mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  168. mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  169. mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  170. // FLARES
  171. flareA = THREE.ImageUtils.loadTexture( "textures/lensflare2.jpg" );
  172. flareB = THREE.ImageUtils.loadTexture( "textures/lensflare0.png" );
  173. // CARS - VEYRON
  174. veyron = new THREE.Car();
  175. veyron.modelScale = 3;
  176. veyron.backWheelOffset = 2;
  177. veyron.callback = function( object ) {
  178. addCar( object, -300, -215, 0, 0 );
  179. setMaterialsVeyron( object );
  180. var sa = 2, sb = 5;
  181. var params = {
  182. "a" : { map: flareA, color: 0xffffff, blending: THREE.AdditiveBlending },
  183. "b" : { map: flareB, color: 0xffffff, blending: THREE.AdditiveBlending },
  184. "ar" : { map: flareA, color: 0xff0000, blending: THREE.AdditiveBlending },
  185. "br" : { map: flareB, color: 0xff0000, blending: THREE.AdditiveBlending }
  186. };
  187. var flares = [
  188. // front
  189. [ "a", sa, [ 47, 38, 120 ] ], [ "a", sa, [ 40, 38, 120 ] ], [ "a", sa, [ 32, 38, 122 ] ],
  190. [ "b", sb, [ 47, 38, 120 ] ], [ "b", sb, [ 40, 38, 120 ] ], [ "b", sb, [ 32, 38, 122 ] ],
  191. [ "a", sa, [ -47, 38, 120 ] ], [ "a", sa, [ -40, 38, 120 ] ], [ "a", sa, [ -32, 38, 122 ] ],
  192. [ "b", sb, [ -47, 38, 120 ] ], [ "b", sb, [ -40, 38, 120 ] ], [ "b", sb, [ -32, 38, 122 ] ],
  193. // back
  194. [ "ar", sa, [ 22, 50, -123 ] ], [ "ar", sa, [ 32, 49, -123 ] ],
  195. [ "br", sb, [ 22, 50, -123 ] ], [ "br", sb, [ 32, 49, -123 ] ],
  196. [ "ar", sa, [ -22, 50, -123 ] ], [ "ar", sa, [ -32, 49, -123 ] ],
  197. [ "br", sb, [ -22, 50, -123 ] ], [ "br", sb, [ -32, 49, -123 ] ],
  198. ];
  199. for ( var i = 0; i < flares.length; i ++ ) {
  200. var p = params[ flares[ i ][ 0 ] ];
  201. var s = flares[ i ][ 1 ];
  202. var x = flares[ i ][ 2 ][ 0 ];
  203. var y = flares[ i ][ 2 ][ 1 ];
  204. var z = flares[ i ][ 2 ][ 2 ];
  205. var material = new THREE.SpriteMaterial( p );
  206. var sprite = new THREE.Sprite( material );
  207. var spriteWidth = 128;
  208. var spriteHeight = 128;
  209. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  210. sprite.position.set( x, y, z );
  211. object.bodyMesh.add( sprite );
  212. sprites.push( sprite );
  213. }
  214. };
  215. veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" );
  216. // CARS - GALLARDO
  217. gallardo = new THREE.Car();
  218. gallardo.modelScale = 2;
  219. gallardo.backWheelOffset = 45;
  220. gallardo.callback = function( object ) {
  221. addCar( object, 300, -110, 0, -110 );
  222. setMaterialsGallardo( object );
  223. var sa = 2, sb = 5;
  224. var params = {
  225. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  226. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  227. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  228. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  229. };
  230. var flares = [
  231. // front
  232. [ "a", sa, [ 70, 10, 160 ] ], [ "a", sa, [ 66, -1, 175 ] ], [ "a", sa, [ 66, -1, 165 ] ],
  233. [ "b", sb, [ 70, 10, 160 ] ], [ "b", sb, [ 66, -1, 175 ] ], [ "b", sb, [ 66, -1, 165 ] ],
  234. [ "a", sa, [ -70, 10, 160 ] ], [ "a", sa, [ -66, -1, 175 ] ], [ "a", sa, [ -66, -1, 165 ] ],
  235. [ "b", sb, [ -70, 10, 160 ] ], [ "b", sb, [ -66, -1, 175 ] ], [ "b", sb, [ -66, -1, 165 ] ],
  236. // back
  237. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  238. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  239. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  240. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  241. ];
  242. for ( var i = 0; i < flares.length; i ++ ) {
  243. var p = params[ flares[ i ][ 0 ] ];
  244. var s = flares[ i ][ 1 ];
  245. var x = flares[ i ][ 2 ][ 0 ];
  246. var y = flares[ i ][ 2 ][ 1 ];
  247. var z = flares[ i ][ 2 ][ 2 ];
  248. var material = new THREE.SpriteMaterial( p );
  249. var sprite = new THREE.Sprite( material );
  250. var spriteWidth = 128;
  251. var spriteHeight = 128;
  252. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  253. sprite.position.set( x, y, z );
  254. object.bodyMesh.add( sprite );
  255. sprites.push( sprite );
  256. }
  257. };
  258. gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" );
  259. //
  260. config[ "gallardo" ].model = gallardo;
  261. config[ "veyron" ].model = veyron;
  262. currentCar = gallardo;
  263. // EVENTS
  264. document.addEventListener( 'keydown', onKeyDown, false );
  265. document.addEventListener( 'keyup', onKeyUp, false );
  266. window.addEventListener( 'resize', onWindowResize, false );
  267. // POSTPROCESSING
  268. renderer.autoClear = false;
  269. var renderTargetParameters = {
  270. minFilter: THREE.LinearFilter,
  271. magFilter: THREE.LinearFilter,
  272. format: THREE.RGBFormat,
  273. stencilBuffer: false
  274. };
  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 setSpritesOpacity( opacity ) {
  318. for ( var i = 0; i < sprites.length; i ++ ) {
  319. sprites[ i ].material.opacity = opacity;
  320. }
  321. }
  322. //
  323. function createScene() {
  324. // GROUND
  325. var texture = THREE.ImageUtils.loadTexture( "textures/cube/Park3Med/ny.jpg" );
  326. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  327. texture.repeat.set( 50, 50 );
  328. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  329. groundBasic.color.setHSL( 0.1, 0.9, 0.7 );
  330. ground = new THREE.Mesh( new THREE.PlaneBufferGeometry( 50000, 50000 ), groundBasic );
  331. ground.position.y = - 215;
  332. ground.rotation.x = - Math.PI / 2;
  333. scene.add( ground );
  334. ground.castShadow = false;
  335. ground.receiveShadow = true;
  336. // OBJECTS
  337. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  338. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  339. var sy1 = -500 + 38;
  340. var sy2 = -88;
  341. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  342. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  343. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  344. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  345. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  346. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  347. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  348. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  349. }
  350. //
  351. var canvas = document.createElement( 'canvas' );
  352. canvas.width = 128;
  353. canvas.height = 128;
  354. var context = canvas.getContext( '2d' );
  355. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  356. gradient.addColorStop( 0.1, 'rgba(0,0,0,1)' );
  357. gradient.addColorStop( 1, 'rgba(0,0,0,0)' );
  358. context.fillStyle = gradient;
  359. context.fillRect( 0, 0, canvas.width, canvas.height );
  360. //
  361. var shadowTexture = new THREE.CanvasTexture( canvas );
  362. var shadowPlane = new THREE.PlaneBufferGeometry( 400, 400 );
  363. var shadowMaterial = new THREE.MeshBasicMaterial( {
  364. opacity: 0.35, transparent: true, map: shadowTexture,
  365. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  366. } );
  367. function addObject( geometry, color, x, y, z, sy ) {
  368. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color } ) );
  369. object.position.set( x, y, z );
  370. object.castShadow = true;
  371. object.receiveShadow = true;
  372. scene.add( object );
  373. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  374. shadow.position.y = sy;
  375. shadow.rotation.x = - Math.PI / 2;
  376. object.add( shadow );
  377. }
  378. //
  379. function generateDropShadowTexture( object, width, height, bluriness ) {
  380. var renderTargetParameters = {
  381. minFilter: THREE.LinearMipmapLinearFilter,
  382. magFilter: THREE.LinearFilter,
  383. format: THREE.RGBAFormat,
  384. stencilBuffer: false
  385. };
  386. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  387. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  388. var shadowGeometry = object.geometry.clone();
  389. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  390. var shadowScene = new THREE.Scene();
  391. shadowScene.add( shadowObject );
  392. shadowObject.geometry.computeBoundingBox();
  393. var bb = shadowObject.geometry.boundingBox;
  394. var dimensions = new THREE.Vector3();
  395. dimensions.subVectors( bb.max, bb.min );
  396. var margin = 0.15,
  397. width = dimensions.z,
  398. height = dimensions.x,
  399. depth = dimensions.y,
  400. left = bb.min.z - margin * width,
  401. right = bb.max.z + margin * width,
  402. top = bb.max.x + margin * height,
  403. bottom = bb.min.x - margin * height,
  404. near = bb.max.y + margin * depth,
  405. far = bb.min.y - margin * depth;
  406. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  407. topCamera.position.y = bb.max.y;
  408. topCamera.lookAt( shadowScene.position );
  409. shadowScene.add( topCamera );
  410. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  411. var blurShader = THREE.TriangleBlurShader;
  412. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  413. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  414. renderShadow.clearColor = new THREE.Color( 0x000000 );
  415. renderShadow.clearAlpha = 0;
  416. var blurAmountX = bluriness / width;
  417. var blurAmountY = bluriness / height;
  418. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  419. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  420. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  421. shadowComposer.addPass( renderShadow );
  422. shadowComposer.addPass( effectBlurX );
  423. shadowComposer.addPass( effectBlurY );
  424. renderer.clear();
  425. shadowComposer.render( 0.1 );
  426. return shadowTarget;
  427. }
  428. //
  429. function addCar( object, x, y, z, s ) {
  430. object.root.position.set( x, y, z );
  431. scene.add( object.root );
  432. object.enableShadows( true );
  433. if ( FOLLOW_CAMERA && object == currentCar ) {
  434. object.root.add( camera );
  435. camera.position.set( 350, 500, 2200 );
  436. //camera.position.set( 0, 3000, -500 );
  437. cameraTarget.z = 500;
  438. cameraTarget.y = 150;
  439. camera.lookAt( cameraTarget );
  440. }
  441. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  442. object.bodyMesh.geometry.computeBoundingBox();
  443. var bb = object.bodyMesh.geometry.boundingBox;
  444. var ss = object.modelScale * 1.1;
  445. var shadowWidth = ss * ( bb.max.z - bb.min.z );
  446. var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x );
  447. var shadowPlane = new THREE.PlaneBufferGeometry( shadowWidth, shadowHeight );
  448. var shadowMaterial = new THREE.MeshBasicMaterial( {
  449. color: 0xffffff, opacity: 0.5, transparent: true, map: shadowTexture,
  450. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  451. } );
  452. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  453. shadow.position.y = s + 10;
  454. shadow.rotation.x = - Math.PI / 2;
  455. shadow.rotation.z = Math.PI / 2;
  456. object.root.add( shadow );
  457. }
  458. //
  459. function setCurrentCar( car, cameraType ) {
  460. var oldCar = currentCar;
  461. currentCar = config[ car ].model;
  462. if ( cameraType == "front" || cameraType == "back" ) {
  463. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  464. FOLLOW_CAMERA = true;
  465. oldCar.root.remove( camera );
  466. currentCar.root.add( camera );
  467. if ( cameraType == "front" ) {
  468. camera.position.set( 350, 500, 2200 );
  469. } else if ( cameraType == "back" ) {
  470. camera.position.copy( config[ car ].backCam );
  471. }
  472. cameraTarget.set( 0, 150, 500 );
  473. } else {
  474. FOLLOW_CAMERA = false;
  475. oldCar.root.remove( camera );
  476. camera.position.set( 2000, 0, 2000 );
  477. cameraTarget.set( 0, 0, 0 );
  478. spotLight.position.set( 0, 1800, 1500 );
  479. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  480. }
  481. }
  482. //
  483. function onWindowResize( event ) {
  484. SCREEN_WIDTH = window.innerWidth;
  485. SCREEN_HEIGHT = window.innerHeight;
  486. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  487. camera.updateProjectionMatrix();
  488. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  489. composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  490. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  491. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  492. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  493. }
  494. //
  495. function onKeyDown ( event ) {
  496. switch( event.keyCode ) {
  497. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  498. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  499. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  500. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  501. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  502. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  503. case 39: /*right*/controlsGallardo.moveRight = true; break;
  504. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  505. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  506. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  507. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  508. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  509. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  510. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  511. case 78: /*N*/ vdir *= -1; break;
  512. case 66: /*B*/ blur = !blur; break;
  513. }
  514. }
  515. function onKeyUp ( event ) {
  516. switch( event.keyCode ) {
  517. case 38: /*up*/controlsGallardo.moveForward = false; break;
  518. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  519. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  520. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  521. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  522. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  523. case 39: /*right*/controlsGallardo.moveRight = false; break;
  524. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  525. }
  526. }
  527. //
  528. function setMaterialsGallardo( car ) {
  529. // BODY
  530. var materials = car.bodyMaterials;
  531. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  532. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  533. // WHEELS
  534. materials = car.wheelMaterials;
  535. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  536. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  537. }
  538. function setMaterialsVeyron( car ) {
  539. // 0 - top, front center, back sides
  540. // 1 - front sides
  541. // 2 - engine
  542. // 3 - small chrome things
  543. // 4 - backlights
  544. // 5 - back signals
  545. // 6 - bottom, interior
  546. // 7 - windshield
  547. // BODY
  548. var materials = car.bodyMaterials;
  549. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  550. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  551. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  552. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  553. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  554. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  555. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  556. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  557. // WHEELS
  558. materials = car.wheelMaterials;
  559. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  560. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  561. }
  562. //
  563. function animate() {
  564. requestAnimationFrame( animate );
  565. render();
  566. stats.update();
  567. }
  568. function render() {
  569. var delta = clock.getDelta();
  570. // day / night
  571. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  572. scene.fog.color.setHSL( 0.51, 0.5, v * 0.75 );
  573. renderer.setClearColor( scene.fog.color );
  574. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  575. if ( vnorm < 0.3 ) {
  576. setSpritesOpacity( 1 - v / 0.3 );
  577. } else {
  578. setSpritesOpacity( 0 );
  579. }
  580. if ( veyron.loaded ) {
  581. veyron.bodyMaterials[ 1 ] = mlib[ "Chrome" ];
  582. veyron.bodyMaterials[ 2 ] = mlib[ "Chrome" ];
  583. veyron.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  584. }
  585. if ( gallardo.loaded ) {
  586. gallardo.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  587. }
  588. effectBloom.copyUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  589. ambientLight.color.setHSL( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.1, 0.3 ) );
  590. groundBasic.color.setHSL( 0.1, 0.5, THREE.Math.mapLinear( vnorm, 0, 1, 0.4, 0.65 ) );
  591. // blur
  592. if ( blur ) {
  593. effectSave.enabled = true;
  594. effectBlend.enabled = true;
  595. } else {
  596. effectSave.enabled = false;
  597. effectBlend.enabled = false;
  598. }
  599. // update car model
  600. veyron.updateCarModel( delta, controlsVeyron );
  601. gallardo.updateCarModel( delta, controlsGallardo );
  602. // update camera
  603. if ( ! FOLLOW_CAMERA ) {
  604. cameraTarget.x = currentCar.root.position.x;
  605. cameraTarget.z = currentCar.root.position.z;
  606. } else {
  607. spotLight.position.x = currentCar.root.position.x - 500;
  608. spotLight.position.z = currentCar.root.position.z - 500;
  609. }
  610. // update shadows
  611. spotLight.target.position.x = currentCar.root.position.x;
  612. spotLight.target.position.z = currentCar.root.position.z;
  613. // render cube map
  614. var updateCubemap = true;
  615. if ( updateCubemap ) {
  616. veyron.setVisible( false );
  617. gallardo.setVisible( false );
  618. cubeCamera.position.copy( currentCar.root.position );
  619. renderer.autoClear = true;
  620. cubeCamera.updateCubeMap( renderer, scene );
  621. veyron.setVisible( true );
  622. gallardo.setVisible( true );
  623. }
  624. // render scene
  625. renderer.autoClear = false;
  626. renderer.shadowMap.enabled = true;
  627. camera.lookAt( cameraTarget );
  628. renderer.setRenderTarget( null );
  629. renderer.clear();
  630. composer.render( 0.1 );
  631. renderer.shadowMap.enabled = false;
  632. }
  633. </script>
  634. </body>
  635. </html>