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. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background: #000;
  10. color: #333;
  11. padding: 0;
  12. margin: 0;
  13. overflow: hidden;
  14. font-family: georgia;
  15. font-size:1em;
  16. text-align: center;
  17. }
  18. a { color: white }
  19. #info { position: absolute; top: 10px; width: 100%; }
  20. #container { position: absolute; top: 0px; }
  21. #footer { position: absolute; bottom: 10px; width: 100%; }
  22. .h { color: skyblue }
  23. .c { display: inline; margin-left: 1em }
  24. #stats { position: absolute; top:0; left: 0 }
  25. #stats #fps { background: transparent !important }
  26. #stats #fps #fpsText { color: #888 !important }
  27. #stats #fps #fpsGraph { display: none }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="container"></div>
  32. <div id="info">
  33. <a href="http://threejs.org" target="_blank">three.js</a> - webgl dynamic cube reflection demo -
  34. veyron by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a> -
  35. gallardo by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1711" target="_blank">machman_3d</a>
  36. </div>
  37. <div id="footer">
  38. cars control: <span class="h">WASD</span> / <span class="h">arrows</span>
  39. <div class="c">cameras: <span class="h">1</span> / <span class="h">2</span> / <span class="h">3</span> / <span class="h">4</span>
  40. / <span class="h">5</span> / <span class="h">6</span>
  41. </div>
  42. <div class="c">
  43. day / night: <span class="h">n</span>
  44. </div>
  45. <div class="c">
  46. motion blur: <span class="h">b</span>
  47. </div>
  48. </div>
  49. <script src="../build/three.min.js"></script>
  50. <script src="js/loaders/BinaryLoader.js"></script>
  51. <script src="js/shaders/BleachBypassShader.js"></script>
  52. <script src="js/shaders/BlendShader.js"></script>
  53. <script src="js/shaders/ConvolutionShader.js"></script>
  54. <script src="js/shaders/CopyShader.js"></script>
  55. <script src="js/shaders/FXAAShader.js"></script>
  56. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  57. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  58. <script src="js/shaders/TriangleBlurShader.js"></script>
  59. <script src="js/shaders/VignetteShader.js"></script>
  60. <script src="js/postprocessing/EffectComposer.js"></script>
  61. <script src="js/postprocessing/RenderPass.js"></script>
  62. <script src="js/postprocessing/BloomPass.js"></script>
  63. <script src="js/postprocessing/ShaderPass.js"></script>
  64. <script src="js/postprocessing/MaskPass.js"></script>
  65. <script src="js/postprocessing/SavePass.js"></script>
  66. <script src="js/Car.js"></script>
  67. <script src="js/Detector.js"></script>
  68. <script src="js/libs/stats.min.js"></script>
  69. <script>
  70. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  71. var FOLLOW_CAMERA = false;
  72. var SCREEN_WIDTH = window.innerWidth;
  73. var SCREEN_HEIGHT = window.innerHeight;
  74. var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024;
  75. var container, stats;
  76. var camera, cameraTarget, scene, renderer;
  77. var renderTarget;
  78. var spotLight, ambientLight;
  79. var cubeCamera;
  80. var clock = new THREE.Clock();
  81. var controlsGallardo = {
  82. moveForward: false,
  83. moveBackward: false,
  84. moveLeft: false,
  85. moveRight: false
  86. };
  87. var controlsVeyron = {
  88. moveForward: false,
  89. moveBackward: false,
  90. moveLeft: false,
  91. moveRight: false
  92. };
  93. var mlib;
  94. var gallardo, veyron, currentCar;
  95. var effectDirt, hblur, vblur, effectBloom, effectKeep, effectBlend, effectFXAA;
  96. var config = {
  97. "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) },
  98. "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) }
  99. };
  100. var flareA, flareB;
  101. var sprites = [];
  102. var ground, groundBasic;
  103. var blur = false;
  104. var v = 0.9, vdir = 1;
  105. init();
  106. animate();
  107. function init() {
  108. container = document.getElementById( 'container' );
  109. camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  110. camera.position.set( 3000, 0, 3000 );
  111. cameraTarget = new THREE.Vector3();
  112. scene = new THREE.Scene();
  113. scene.fog = new THREE.Fog( 0xffffff, 3000, 10000 );
  114. scene.fog.color.setHSL( 0.51, 0.6, 0.6 );
  115. createScene();
  116. // LIGHTS
  117. ambientLight = new THREE.AmbientLight( 0x555555 );
  118. scene.add( ambientLight );
  119. spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2 );
  120. spotLight.position.set( 0, 1800, 1500 );
  121. spotLight.target.position.set( 0, 0, 0 );
  122. spotLight.castShadow = true;
  123. spotLight.shadow.camera.near = 100;
  124. spotLight.shadow.camera.far = camera.far;
  125. spotLight.shadow.camera.fov = 50;
  126. spotLight.shadow.bias = -0.00125;
  127. spotLight.shadow.mapSize.width = SHADOW_MAP_WIDTH;
  128. spotLight.shadow.mapSize.height = SHADOW_MAP_HEIGHT;
  129. scene.add( spotLight );
  130. // RENDERER
  131. renderer = new THREE.WebGLRenderer( { antialias: false } );
  132. renderer.setClearColor( scene.fog.color );
  133. renderer.setPixelRatio( window.devicePixelRatio );
  134. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  135. container.appendChild( renderer.domElement );
  136. // SHADOW
  137. renderer.shadowMap.cullFace = THREE.CullFaceBack;
  138. renderer.shadowMap.enabled = true;
  139. // STATS
  140. stats = new Stats();
  141. container.appendChild( stats.domElement );
  142. // CUBE CAMERA
  143. cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
  144. scene.add( cubeCamera );
  145. // MATERIALS
  146. var cubeTarget = cubeCamera.renderTarget;
  147. mlib = {
  148. body: [],
  149. "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget } ),
  150. "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, envMap: cubeTarget } ),
  151. "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, } ),
  152. "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, envMap: cubeTarget, opacity: 0.5, transparent: true } ),
  153. "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, opacity: 0.5, transparent: true } ),
  154. "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, opacity: 0.5, transparent: true } ),
  155. "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, envMap: cubeTarget, combine: THREE.MultiplyOperation } ),
  156. "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, envMap: cubeTarget, combine: THREE.MultiplyOperation } )
  157. };
  158. mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  159. mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  160. mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  161. mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  162. mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  163. mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  164. mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  165. mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  166. mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  167. // FLARES
  168. var textureLoader = new THREE.TextureLoader();
  169. flareA = textureLoader.load( "textures/lensflare2.jpg" );
  170. flareB = textureLoader.load( "textures/lensflare0.png" );
  171. // CARS - VEYRON
  172. veyron = new THREE.Car();
  173. veyron.modelScale = 3;
  174. veyron.backWheelOffset = 2;
  175. veyron.callback = function( object ) {
  176. addCar( object, -300, -215, 0, 0 );
  177. setMaterialsVeyron( object );
  178. var sa = 2, sb = 5;
  179. var params = {
  180. "a" : { map: flareA, color: 0xffffff, blending: THREE.AdditiveBlending },
  181. "b" : { map: flareB, color: 0xffffff, blending: THREE.AdditiveBlending },
  182. "ar" : { map: flareA, color: 0xff0000, blending: THREE.AdditiveBlending },
  183. "br" : { map: flareB, color: 0xff0000, blending: THREE.AdditiveBlending }
  184. };
  185. var flares = [
  186. // front
  187. [ "a", sa, [ 47, 38, 120 ] ], [ "a", sa, [ 40, 38, 120 ] ], [ "a", sa, [ 32, 38, 122 ] ],
  188. [ "b", sb, [ 47, 38, 120 ] ], [ "b", sb, [ 40, 38, 120 ] ], [ "b", sb, [ 32, 38, 122 ] ],
  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. // back
  192. [ "ar", sa, [ 22, 50, -123 ] ], [ "ar", sa, [ 32, 49, -123 ] ],
  193. [ "br", sb, [ 22, 50, -123 ] ], [ "br", sb, [ 32, 49, -123 ] ],
  194. [ "ar", sa, [ -22, 50, -123 ] ], [ "ar", sa, [ -32, 49, -123 ] ],
  195. [ "br", sb, [ -22, 50, -123 ] ], [ "br", sb, [ -32, 49, -123 ] ],
  196. ];
  197. for ( var i = 0; i < flares.length; i ++ ) {
  198. var p = params[ flares[ i ][ 0 ] ];
  199. var s = flares[ i ][ 1 ];
  200. var x = flares[ i ][ 2 ][ 0 ];
  201. var y = flares[ i ][ 2 ][ 1 ];
  202. var z = flares[ i ][ 2 ][ 2 ];
  203. var material = new THREE.SpriteMaterial( p );
  204. var sprite = new THREE.Sprite( material );
  205. var spriteWidth = 128;
  206. var spriteHeight = 128;
  207. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  208. sprite.position.set( x, y, z );
  209. object.bodyMesh.add( sprite );
  210. sprites.push( sprite );
  211. }
  212. };
  213. veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" );
  214. // CARS - GALLARDO
  215. gallardo = new THREE.Car();
  216. gallardo.modelScale = 2;
  217. gallardo.backWheelOffset = 45;
  218. gallardo.callback = function( object ) {
  219. addCar( object, 300, -110, 0, -110 );
  220. setMaterialsGallardo( object );
  221. var sa = 2, sb = 5;
  222. var params = {
  223. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  224. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  225. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  226. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  227. };
  228. var flares = [
  229. // front
  230. [ "a", sa, [ 70, 10, 160 ] ], [ "a", sa, [ 66, -1, 175 ] ], [ "a", sa, [ 66, -1, 165 ] ],
  231. [ "b", sb, [ 70, 10, 160 ] ], [ "b", sb, [ 66, -1, 175 ] ], [ "b", sb, [ 66, -1, 165 ] ],
  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. // back
  235. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  236. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  237. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  238. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  239. ];
  240. for ( var i = 0; i < flares.length; i ++ ) {
  241. var p = params[ flares[ i ][ 0 ] ];
  242. var s = flares[ i ][ 1 ];
  243. var x = flares[ i ][ 2 ][ 0 ];
  244. var y = flares[ i ][ 2 ][ 1 ];
  245. var z = flares[ i ][ 2 ][ 2 ];
  246. var material = new THREE.SpriteMaterial( p );
  247. var sprite = new THREE.Sprite( material );
  248. var spriteWidth = 128;
  249. var spriteHeight = 128;
  250. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  251. sprite.position.set( x, y, z );
  252. object.bodyMesh.add( sprite );
  253. sprites.push( sprite );
  254. }
  255. };
  256. gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" );
  257. //
  258. config[ "gallardo" ].model = gallardo;
  259. config[ "veyron" ].model = veyron;
  260. currentCar = gallardo;
  261. // EVENTS
  262. document.addEventListener( 'keydown', onKeyDown, false );
  263. document.addEventListener( 'keyup', onKeyUp, false );
  264. window.addEventListener( 'resize', onWindowResize, false );
  265. // POSTPROCESSING
  266. renderer.autoClear = false;
  267. var renderTargetParameters = {
  268. minFilter: THREE.LinearFilter,
  269. magFilter: THREE.LinearFilter,
  270. format: THREE.RGBFormat,
  271. stencilBuffer: false
  272. };
  273. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  274. effectSave = new THREE.SavePass( new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ) );
  275. effectBlend = new THREE.ShaderPass( THREE.BlendShader, "tDiffuse1" );
  276. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  277. var effectVignette = new THREE.ShaderPass( THREE.VignetteShader );
  278. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  279. effectBloom = new THREE.BloomPass( 0.75 );
  280. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  281. // tilt shift
  282. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  283. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  284. var bluriness = 7;
  285. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  286. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  287. if ( FOLLOW_CAMERA ) {
  288. if ( currentCar == gallardo ) {
  289. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "gallardo" ];
  290. } else if ( currentCar == veyron ) {
  291. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "veyron" ];
  292. }
  293. } else {
  294. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  295. }
  296. effectVignette.uniforms[ "offset" ].value = 1.05;
  297. effectVignette.uniforms[ "darkness" ].value = 1.5;
  298. // motion blur
  299. effectBlend.uniforms[ 'tDiffuse2' ].value = effectSave.renderTarget;
  300. effectBlend.uniforms[ 'mixRatio' ].value = 0.65;
  301. var renderModel = new THREE.RenderPass( scene, camera );
  302. effectVignette.renderToScreen = true;
  303. composer = new THREE.EffectComposer( renderer, renderTarget );
  304. composer.addPass( renderModel );
  305. composer.addPass( effectFXAA );
  306. composer.addPass( effectBlend );
  307. composer.addPass( effectSave );
  308. composer.addPass( effectBloom );
  309. composer.addPass( effectBleach );
  310. composer.addPass( hblur );
  311. composer.addPass( vblur );
  312. composer.addPass( effectVignette );
  313. }
  314. //
  315. function setSpritesOpacity( opacity ) {
  316. for ( var i = 0; i < sprites.length; i ++ ) {
  317. sprites[ i ].material.opacity = opacity;
  318. }
  319. }
  320. //
  321. function createScene() {
  322. // GROUND
  323. var texture = new THREE.TextureLoader().load( "textures/cube/Park3Med/ny.jpg" );
  324. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  325. texture.repeat.set( 50, 50 );
  326. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  327. groundBasic.color.setHSL( 0.1, 0.9, 0.7 );
  328. ground = new THREE.Mesh( new THREE.PlaneBufferGeometry( 50000, 50000 ), groundBasic );
  329. ground.position.y = - 215;
  330. ground.rotation.x = - Math.PI / 2;
  331. scene.add( ground );
  332. ground.castShadow = false;
  333. ground.receiveShadow = true;
  334. // OBJECTS
  335. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  336. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  337. var sy1 = -500 + 38;
  338. var sy2 = -88;
  339. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  340. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  341. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  342. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  343. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  344. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  345. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  346. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  347. }
  348. //
  349. var canvas = document.createElement( 'canvas' );
  350. canvas.width = 128;
  351. canvas.height = 128;
  352. var context = canvas.getContext( '2d' );
  353. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  354. gradient.addColorStop( 0.1, 'rgba(0,0,0,1)' );
  355. gradient.addColorStop( 1, 'rgba(0,0,0,0)' );
  356. context.fillStyle = gradient;
  357. context.fillRect( 0, 0, canvas.width, canvas.height );
  358. //
  359. var shadowTexture = new THREE.CanvasTexture( canvas );
  360. var shadowPlane = new THREE.PlaneBufferGeometry( 400, 400 );
  361. var shadowMaterial = new THREE.MeshBasicMaterial( {
  362. opacity: 0.35, transparent: true, map: shadowTexture,
  363. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  364. } );
  365. function addObject( geometry, color, x, y, z, sy ) {
  366. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color } ) );
  367. object.position.set( x, y, z );
  368. object.castShadow = true;
  369. object.receiveShadow = true;
  370. scene.add( object );
  371. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  372. shadow.position.y = sy;
  373. shadow.rotation.x = - Math.PI / 2;
  374. object.add( shadow );
  375. }
  376. //
  377. function generateDropShadowTexture( object, width, height, bluriness ) {
  378. var renderTargetParameters = {
  379. minFilter: THREE.LinearMipmapLinearFilter,
  380. magFilter: THREE.LinearFilter,
  381. format: THREE.RGBAFormat,
  382. stencilBuffer: false
  383. };
  384. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  385. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  386. var shadowGeometry = object.geometry.clone();
  387. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  388. var shadowScene = new THREE.Scene();
  389. shadowScene.add( shadowObject );
  390. shadowObject.geometry.computeBoundingBox();
  391. var bb = shadowObject.geometry.boundingBox;
  392. var dimensions = new THREE.Vector3();
  393. dimensions.subVectors( bb.max, bb.min );
  394. var margin = 0.15,
  395. width = dimensions.z,
  396. height = dimensions.x,
  397. depth = dimensions.y,
  398. left = bb.min.z - margin * width,
  399. right = bb.max.z + margin * width,
  400. top = bb.max.x + margin * height,
  401. bottom = bb.min.x - margin * height,
  402. near = bb.max.y + margin * depth,
  403. far = bb.min.y - margin * depth;
  404. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  405. topCamera.position.y = bb.max.y;
  406. topCamera.lookAt( shadowScene.position );
  407. shadowScene.add( topCamera );
  408. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  409. var blurShader = THREE.TriangleBlurShader;
  410. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  411. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  412. renderShadow.clearColor = new THREE.Color( 0x000000 );
  413. renderShadow.clearAlpha = 0;
  414. var blurAmountX = bluriness / width;
  415. var blurAmountY = bluriness / height;
  416. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  417. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  418. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  419. shadowComposer.addPass( renderShadow );
  420. shadowComposer.addPass( effectBlurX );
  421. shadowComposer.addPass( effectBlurY );
  422. renderer.clear();
  423. shadowComposer.render( 0.1 );
  424. return shadowTarget;
  425. }
  426. //
  427. function addCar( object, x, y, z, s ) {
  428. object.root.position.set( x, y, z );
  429. scene.add( object.root );
  430. object.enableShadows( true );
  431. if ( FOLLOW_CAMERA && object == currentCar ) {
  432. object.root.add( camera );
  433. camera.position.set( 350, 500, 2200 );
  434. //camera.position.set( 0, 3000, -500 );
  435. cameraTarget.z = 500;
  436. cameraTarget.y = 150;
  437. camera.lookAt( cameraTarget );
  438. }
  439. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  440. object.bodyMesh.geometry.computeBoundingBox();
  441. var bb = object.bodyMesh.geometry.boundingBox;
  442. var ss = object.modelScale * 1.1;
  443. var shadowWidth = ss * ( bb.max.z - bb.min.z );
  444. var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x );
  445. var shadowPlane = new THREE.PlaneBufferGeometry( shadowWidth, shadowHeight );
  446. var shadowMaterial = new THREE.MeshBasicMaterial( {
  447. color: 0xffffff, opacity: 0.5, transparent: true, map: shadowTexture,
  448. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  449. } );
  450. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  451. shadow.position.y = s + 10;
  452. shadow.rotation.x = - Math.PI / 2;
  453. shadow.rotation.z = Math.PI / 2;
  454. object.root.add( shadow );
  455. }
  456. //
  457. function setCurrentCar( car, cameraType ) {
  458. var oldCar = currentCar;
  459. currentCar = config[ car ].model;
  460. if ( cameraType == "front" || cameraType == "back" ) {
  461. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  462. FOLLOW_CAMERA = true;
  463. oldCar.root.remove( camera );
  464. currentCar.root.add( camera );
  465. if ( cameraType == "front" ) {
  466. camera.position.set( 350, 500, 2200 );
  467. } else if ( cameraType == "back" ) {
  468. camera.position.copy( config[ car ].backCam );
  469. }
  470. cameraTarget.set( 0, 150, 500 );
  471. } else {
  472. FOLLOW_CAMERA = false;
  473. oldCar.root.remove( camera );
  474. camera.position.set( 2000, 0, 2000 );
  475. cameraTarget.set( 0, 0, 0 );
  476. spotLight.position.set( 0, 1800, 1500 );
  477. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  478. }
  479. }
  480. //
  481. function onWindowResize( event ) {
  482. SCREEN_WIDTH = window.innerWidth;
  483. SCREEN_HEIGHT = window.innerHeight;
  484. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  485. camera.updateProjectionMatrix();
  486. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  487. composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  488. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  489. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  490. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  491. }
  492. //
  493. function onKeyDown ( event ) {
  494. switch( event.keyCode ) {
  495. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  496. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  497. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  498. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  499. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  500. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  501. case 39: /*right*/controlsGallardo.moveRight = true; break;
  502. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  503. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  504. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  505. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  506. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  507. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  508. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  509. case 78: /*N*/ vdir *= -1; break;
  510. case 66: /*B*/ blur = !blur; break;
  511. }
  512. }
  513. function onKeyUp ( event ) {
  514. switch( event.keyCode ) {
  515. case 38: /*up*/controlsGallardo.moveForward = false; break;
  516. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  517. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  518. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  519. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  520. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  521. case 39: /*right*/controlsGallardo.moveRight = false; break;
  522. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  523. }
  524. }
  525. //
  526. function setMaterialsGallardo( car ) {
  527. // BODY
  528. var materials = car.bodyMaterials;
  529. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  530. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  531. // WHEELS
  532. materials = car.wheelMaterials;
  533. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  534. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  535. }
  536. function setMaterialsVeyron( car ) {
  537. // 0 - top, front center, back sides
  538. // 1 - front sides
  539. // 2 - engine
  540. // 3 - small chrome things
  541. // 4 - backlights
  542. // 5 - back signals
  543. // 6 - bottom, interior
  544. // 7 - windshield
  545. // BODY
  546. var materials = car.bodyMaterials;
  547. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  548. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  549. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  550. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  551. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  552. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  553. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  554. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  555. // WHEELS
  556. materials = car.wheelMaterials;
  557. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  558. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  559. }
  560. //
  561. function animate() {
  562. requestAnimationFrame( animate );
  563. render();
  564. stats.update();
  565. }
  566. function render() {
  567. var delta = clock.getDelta();
  568. // day / night
  569. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  570. scene.fog.color.setHSL( 0.51, 0.5, v * 0.75 );
  571. renderer.setClearColor( scene.fog.color );
  572. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  573. if ( vnorm < 0.3 ) {
  574. setSpritesOpacity( 1 - v / 0.3 );
  575. } else {
  576. setSpritesOpacity( 0 );
  577. }
  578. if ( veyron.loaded ) {
  579. veyron.bodyMaterials[ 1 ] = mlib[ "Chrome" ];
  580. veyron.bodyMaterials[ 2 ] = mlib[ "Chrome" ];
  581. veyron.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  582. }
  583. if ( gallardo.loaded ) {
  584. gallardo.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  585. }
  586. effectBloom.copyUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  587. ambientLight.color.setHSL( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.1, 0.3 ) );
  588. groundBasic.color.setHSL( 0.1, 0.5, THREE.Math.mapLinear( vnorm, 0, 1, 0.4, 0.65 ) );
  589. // blur
  590. if ( blur ) {
  591. effectSave.enabled = true;
  592. effectBlend.enabled = true;
  593. } else {
  594. effectSave.enabled = false;
  595. effectBlend.enabled = false;
  596. }
  597. // update car model
  598. veyron.updateCarModel( delta, controlsVeyron );
  599. gallardo.updateCarModel( delta, controlsGallardo );
  600. // update camera
  601. if ( ! FOLLOW_CAMERA ) {
  602. cameraTarget.x = currentCar.root.position.x;
  603. cameraTarget.z = currentCar.root.position.z;
  604. } else {
  605. spotLight.position.x = currentCar.root.position.x - 500;
  606. spotLight.position.z = currentCar.root.position.z - 500;
  607. }
  608. // update shadows
  609. spotLight.target.position.x = currentCar.root.position.x;
  610. spotLight.target.position.z = currentCar.root.position.z;
  611. // render cube map
  612. var updateCubemap = true;
  613. if ( updateCubemap ) {
  614. veyron.setVisible( false );
  615. gallardo.setVisible( false );
  616. cubeCamera.position.copy( currentCar.root.position );
  617. renderer.autoClear = true;
  618. cubeCamera.updateCubeMap( renderer, scene );
  619. veyron.setVisible( true );
  620. gallardo.setVisible( true );
  621. }
  622. // render scene
  623. renderer.autoClear = false;
  624. renderer.shadowMap.enabled = true;
  625. camera.lookAt( cameraTarget );
  626. renderer.setRenderTarget( null );
  627. renderer.clear();
  628. composer.render( 0.1 );
  629. renderer.shadowMap.enabled = false;
  630. }
  631. </script>
  632. </body>
  633. </html>