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. #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="info">
  31. <a href="http://threejs.org" target="_blank">three.js</a> - webgl dynamic cube reflection demo -
  32. veyron by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a> -
  33. gallardo by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1711" target="_blank">machman_3d</a>
  34. </div>
  35. <div id="loading">Loading...</div>
  36. <div id="container"></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/Detector.js"></script>
  51. <script src="js/libs/stats.min.js"></script>
  52. <script src="js/shaders/BleachBypassShader.js"></script>
  53. <script src="js/shaders/BlendShader.js"></script>
  54. <script src="js/shaders/ConvolutionShader.js"></script>
  55. <script src="js/shaders/CopyShader.js"></script>
  56. <script src="js/shaders/FXAAShader.js"></script>
  57. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  58. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  59. <script src="js/shaders/TriangleBlurShader.js"></script>
  60. <script src="js/shaders/VignetteShader.js"></script>
  61. <script src="js/postprocessing/EffectComposer.js"></script>
  62. <script src="js/postprocessing/RenderPass.js"></script>
  63. <script src="js/postprocessing/BloomPass.js"></script>
  64. <script src="js/postprocessing/ShaderPass.js"></script>
  65. <script src="js/postprocessing/MaskPass.js"></script>
  66. <script src="js/postprocessing/SavePass.js"></script>
  67. <script src="js/Car.js"></script>
  68. <script>
  69. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  70. var FOLLOW_CAMERA = false;
  71. var MARGIN = 100;
  72. var WIDTH = window.innerWidth || 2;
  73. var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );
  74. var SCREEN_WIDTH = WIDTH;
  75. var SCREEN_HEIGHT = HEIGHT - 2 * MARGIN;
  76. var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024;
  77. var container, stats;
  78. var camera, cameraTarget, scene, renderer;
  79. var renderTarget, renderTargetParameters;
  80. var spotLight, ambientLight;
  81. var cubeCamera;
  82. var clock = new THREE.Clock();
  83. var controlsGallardo = {
  84. moveForward: false,
  85. moveBackward: false,
  86. moveLeft: false,
  87. moveRight: false
  88. };
  89. var controlsVeyron = {
  90. moveForward: false,
  91. moveBackward: false,
  92. moveLeft: false,
  93. moveRight: false
  94. };
  95. var mlib;
  96. var gallardo, veyron, currentCar;
  97. var effectDirt, hblur, vblur, effectBloom, effectKeep, effectBlend, effectFXAA;
  98. var config = {
  99. "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) },
  100. "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) }
  101. };
  102. var flareA, flareB;
  103. var sprites = [];
  104. var ground, groundBasic;
  105. var blur = false;
  106. var v = 0.9, vdir = 1;
  107. init();
  108. animate();
  109. function init() {
  110. container = document.getElementById( 'container' );
  111. camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  112. camera.position.set( 2000, 0, 2000 );
  113. cameraTarget = new THREE.Vector3();
  114. scene = new THREE.Scene();
  115. scene.fog = new THREE.Fog( 0xffffff, 3000, 10000 );
  116. scene.fog.color.setHSV( 0.51, 0.5, 0.9 );
  117. createScene();
  118. // LIGHTS
  119. ambientLight = new THREE.AmbientLight( 0x555555 );
  120. scene.add( ambientLight );
  121. spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI, 1 );
  122. spotLight.position.set( 0, 1800, 1500 );
  123. spotLight.target.position.set( 0, 0, 0 );
  124. spotLight.castShadow = true;
  125. spotLight.shadowCameraNear = 100;
  126. spotLight.shadowCameraFar = camera.far;
  127. spotLight.shadowCameraFov = 50;
  128. spotLight.shadowBias = -0.00125;
  129. spotLight.shadowDarkness = 0.5;
  130. spotLight.shadowMapWidth = SHADOW_MAP_WIDTH;
  131. spotLight.shadowMapHeight = SHADOW_MAP_HEIGHT;
  132. scene.add( spotLight );
  133. directionalLight2 = new THREE.PointLight( 0xff9900, 0.25 );
  134. directionalLight2.position.set( 0.5, -1, 0.5 );
  135. //directionalLight2.position.normalize();
  136. //scene.add( directionalLight2 );
  137. // RENDERER
  138. renderer = new THREE.WebGLRenderer( { antialias: false } );
  139. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  140. renderer.setClearColor( scene.fog.color, 1 );
  141. renderer.domElement.style.position = "absolute";
  142. renderer.domElement.style.top = MARGIN + "px";
  143. renderer.domElement.style.left = "0px";
  144. container.appendChild( renderer.domElement );
  145. // SHADOW
  146. renderer.shadowMapCullFrontFaces = false;
  147. renderer.shadowMapEnabled = true;
  148. // STATS
  149. stats = new Stats();
  150. container.appendChild( stats.domElement );
  151. // CUBE CAMERA
  152. cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
  153. scene.add( cubeCamera );
  154. // MATERIALS
  155. var cubeTarget = cubeCamera.renderTarget;
  156. mlib = {
  157. body: [],
  158. "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeTarget } ),
  159. "ChromeN": new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.75 } ),
  160. "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, ambient: 0x444444, envMap: cubeTarget } ),
  161. "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, ambient: 0x050505 } ),
  162. "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, ambient: 0x101020, envMap: cubeTarget, opacity: 0.5, transparent: true } ),
  163. "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, ambient: 0xffbb00, opacity: 0.5, transparent: true } ),
  164. "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, ambient: 0xff0000, opacity: 0.5, transparent: true } ),
  165. "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, ambient: 0x222222, envMap: cubeTarget, combine: THREE.MultiplyOperation } ),
  166. "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, ambient: 0xff6600, envMap: cubeTarget, combine: THREE.MultiplyOperation } )
  167. }
  168. mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, ambient: 0x883300, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  169. mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  170. mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  171. mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  172. mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  173. mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  174. mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  175. mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  176. mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  177. // FLARES
  178. flareA = THREE.ImageUtils.loadTexture( "textures/lensflare2.jpg" );
  179. flareB = THREE.ImageUtils.loadTexture( "textures/lensflare0.png" );
  180. // CARS - VEYRON
  181. veyron = new THREE.Car();
  182. veyron.modelScale = 3;
  183. veyron.backWheelOffset = 2;
  184. veyron.callback = function( object ) {
  185. addCar( object, -300, -215, 0, 0 );
  186. setMaterialsVeyron( object );
  187. var sa = 2, sb = 5;
  188. var params = {
  189. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  190. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  191. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  192. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  193. };
  194. var flares = [
  195. // front
  196. [ "a", sa, [ 47, 38, 120 ] ], [ "a", sa, [ 40, 38, 120 ] ], [ "a", sa, [ 32, 38, 122 ] ],
  197. [ "b", sb, [ 47, 38, 120 ] ], [ "b", sb, [ 40, 38, 120 ] ], [ "b", sb, [ 32, 38, 122 ] ],
  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. // back
  201. [ "ar", sa, [ 22, 50, -123 ] ], [ "ar", sa, [ 32, 49, -123 ] ],
  202. [ "br", sb, [ 22, 50, -123 ] ], [ "br", sb, [ 32, 49, -123 ] ],
  203. [ "ar", sa, [ -22, 50, -123 ] ], [ "ar", sa, [ -32, 49, -123 ] ],
  204. [ "br", sb, [ -22, 50, -123 ] ], [ "br", sb, [ -32, 49, -123 ] ],
  205. ];
  206. for ( var i = 0; i < flares.length; i ++ ) {
  207. var p = params[ flares[ i ][ 0 ] ];
  208. var s = flares[ i ][ 1 ];
  209. var x = flares[ i ][ 2 ][ 0 ];
  210. var y = flares[ i ][ 2 ][ 1 ];
  211. var z = flares[ i ][ 2 ][ 2 ];
  212. var sprite = new THREE.Sprite( p );
  213. sprite.scale.set( s, s, s );
  214. sprite.position.set( x, y, z );
  215. object.bodyMesh.add( sprite );
  216. sprites.push( sprite );
  217. }
  218. checkStatus();
  219. };
  220. veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" );
  221. // CARS - GALLARDO
  222. gallardo = new THREE.Car();
  223. gallardo.modelScale = 2;
  224. gallardo.backWheelOffset = 45;
  225. gallardo.callback = function( object ) {
  226. addCar( object, 300, -110, 0, -110 );
  227. setMaterialsGallardo( object );
  228. var sa = 2, sb = 5;
  229. var params = {
  230. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  231. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  232. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  233. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  234. };
  235. var flares = [
  236. // front
  237. [ "a", sa, [ 70, 10, 160 ] ], [ "a", sa, [ 66, -1, 175 ] ], [ "a", sa, [ 66, -1, 165 ] ],
  238. [ "b", sb, [ 70, 10, 160 ] ], [ "b", sb, [ 66, -1, 175 ] ], [ "b", sb, [ 66, -1, 165 ] ],
  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. // back
  242. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  243. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  244. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  245. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  246. ];
  247. for ( var i = 0; i < flares.length; i ++ ) {
  248. var p = params[ flares[ i ][ 0 ] ];
  249. var s = flares[ i ][ 1 ];
  250. var x = flares[ i ][ 2 ][ 0 ];
  251. var y = flares[ i ][ 2 ][ 1 ];
  252. var z = flares[ i ][ 2 ][ 2 ];
  253. var sprite = new THREE.Sprite( p );
  254. sprite.scale.set( s, s, s );
  255. sprite.position.set( x, y, z );
  256. object.bodyMesh.add( sprite );
  257. sprites.push( sprite );
  258. }
  259. checkStatus();
  260. };
  261. gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" );
  262. //
  263. config[ "gallardo" ].model = gallardo;
  264. config[ "veyron" ].model = veyron;
  265. currentCar = gallardo;
  266. // EVENTS
  267. document.addEventListener( 'keydown', onKeyDown, false );
  268. document.addEventListener( 'keyup', onKeyUp, false );
  269. window.addEventListener( 'resize', onWindowResize, false );
  270. // POSTPROCESSING
  271. renderer.autoClear = false;
  272. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  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 checkStatus() {
  316. if ( gallardo.loaded && veyron.loaded ) {
  317. document.getElementById( "loading" ).style.display = "none";
  318. }
  319. }
  320. //
  321. function setSpritesOpacity( opacity ) {
  322. for ( var i = 0; i < sprites.length; i ++ ) {
  323. sprites[ i ].opacity = opacity;
  324. }
  325. }
  326. //
  327. function createScene() {
  328. // GROUND
  329. var texture = THREE.ImageUtils.loadTexture( "textures/cube/Park3Med/ny.jpg" );
  330. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  331. texture.repeat.set( 50, 50 );
  332. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  333. groundBasic.color.setHSV( 0.1, 0.45, 0.995 );
  334. ground = new THREE.Mesh( new THREE.PlaneGeometry( 50000, 50000 ), groundBasic );
  335. ground.position.y = - 215;
  336. ground.rotation.x = - Math.PI / 2;
  337. scene.add( ground );
  338. ground.castShadow = false;
  339. ground.receiveShadow = true;
  340. // OBJECTS
  341. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  342. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  343. var sy1 = -500 + 38;
  344. var sy2 = -88;
  345. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  346. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  347. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  348. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  349. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  350. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  351. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  352. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  353. }
  354. //
  355. function addObject( geometry, color, x, y, z, sy ) {
  356. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color, ambient: color } ) );
  357. object.position.set( x, y, z );
  358. scene.add( object );
  359. object.castShadow = true;
  360. object.receiveShadow = true;
  361. var shadowTexture = THREE.ImageUtils.loadTexture( "textures/shadowAlpha.png" );
  362. var shadowPlane = new THREE.PlaneGeometry( 400, 400 );
  363. var shadowMaterial = new THREE.MeshBasicMaterial( {
  364. color: 0xff0000, opacity: 0.35, transparent: true, map: shadowTexture,
  365. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  366. } );
  367. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  368. shadow.position.y = sy;
  369. shadow.rotation.x = - Math.PI / 2;
  370. object.add( shadow );
  371. }
  372. //
  373. function generateDropShadowTexture( object, width, height, bluriness ) {
  374. var renderTargetParameters = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
  375. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  376. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  377. var shadowGeometry = THREE.GeometryUtils.clone( object.geometry );
  378. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  379. var shadowScene = new THREE.Scene();
  380. shadowScene.add( shadowObject );
  381. shadowObject.geometry.computeBoundingBox();
  382. var bb = shadowObject.geometry.boundingBox;
  383. var dimensions = new THREE.Vector3();
  384. dimensions.sub( bb.max, bb.min );
  385. var margin = 0.15,
  386. width = dimensions.z,
  387. height = dimensions.x,
  388. depth = dimensions.y,
  389. left = bb.min.z - margin * width,
  390. right = bb.max.z + margin * width,
  391. top = bb.max.x + margin * height,
  392. bottom = bb.min.x - margin * height,
  393. near = bb.max.y + margin * depth,
  394. far = bb.min.y - margin * depth;
  395. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  396. topCamera.position.y = bb.max.y;
  397. topCamera.lookAt( shadowScene.position );
  398. shadowScene.add( topCamera );
  399. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  400. var blurShader = THREE.TriangleBlurShader;
  401. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  402. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  403. renderShadow.clearColor = new THREE.Color( 0x000000 );
  404. renderShadow.clearAlpha = 0;
  405. var blurAmountX = bluriness / width;
  406. var blurAmountY = bluriness / height;
  407. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  408. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  409. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  410. shadowComposer.addPass( renderShadow );
  411. shadowComposer.addPass( effectBlurX );
  412. shadowComposer.addPass( effectBlurY );
  413. renderer.clear();
  414. shadowComposer.render( 0.1 );
  415. return shadowTarget;
  416. }
  417. //
  418. function addCar( object, x, y, z, s ) {
  419. object.root.position.set( x, y, z );
  420. scene.add( object.root );
  421. object.enableShadows( true );
  422. if ( FOLLOW_CAMERA && object == currentCar ) {
  423. object.root.add( camera );
  424. camera.position.set( 350, 500, 2200 );
  425. //camera.position.set( 0, 3000, -500 );
  426. cameraTarget.z = 500;
  427. cameraTarget.y = 150;
  428. camera.lookAt( cameraTarget );
  429. }
  430. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  431. object.bodyMesh.geometry.computeBoundingBox();
  432. var bb = object.bodyMesh.geometry.boundingBox;
  433. var ss = object.modelScale * 1.1;
  434. var shadowWidth = ss * ( bb.max.z - bb.min.z );
  435. var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x );
  436. var shadowPlane = new THREE.PlaneGeometry( shadowWidth, shadowHeight );
  437. var shadowMaterial = new THREE.MeshBasicMaterial( {
  438. color: 0xffffff, opacity: 0.5, transparent: true, map: shadowTexture,
  439. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  440. } );
  441. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  442. shadow.position.y = s + 10;
  443. shadow.rotation.x = - Math.PI / 2;
  444. shadow.rotation.z = Math.PI / 2;
  445. object.root.add( shadow );
  446. }
  447. //
  448. function setCurrentCar( car, cameraType ) {
  449. var oldCar = currentCar;
  450. currentCar = config[ car ].model;
  451. if ( cameraType == "front" || cameraType == "back" ) {
  452. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  453. FOLLOW_CAMERA = true;
  454. oldCar.root.remove( camera );
  455. currentCar.root.add( camera );
  456. if ( cameraType == "front" ) {
  457. camera.position.set( 350, 500, 2200 );
  458. } else if ( cameraType == "back" ) {
  459. camera.position.copy( config[ car ].backCam );
  460. }
  461. cameraTarget.set( 0, 150, 500 );
  462. } else {
  463. FOLLOW_CAMERA = false;
  464. oldCar.root.remove( camera );
  465. camera.position.set( 2000, 0, 2000 );
  466. cameraTarget.set( 0, 0, 0 );
  467. spotLight.position.set( 0, 1800, 1500 );
  468. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  469. }
  470. }
  471. //
  472. function onWindowResize( event ) {
  473. SCREEN_WIDTH = window.innerWidth;
  474. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  475. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  476. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  477. camera.updateProjectionMatrix();
  478. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  479. composer.reset( renderTarget );
  480. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  481. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  482. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  483. }
  484. //
  485. function onKeyDown ( event ) {
  486. switch( event.keyCode ) {
  487. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  488. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  489. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  490. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  491. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  492. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  493. case 39: /*right*/controlsGallardo.moveRight = true; break;
  494. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  495. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  496. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  497. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  498. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  499. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  500. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  501. case 78: /*N*/ vdir *= -1; break;
  502. case 66: /*B*/ blur = !blur; break;
  503. }
  504. };
  505. function onKeyUp ( event ) {
  506. switch( event.keyCode ) {
  507. case 38: /*up*/controlsGallardo.moveForward = false; break;
  508. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  509. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  510. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  511. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  512. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  513. case 39: /*right*/controlsGallardo.moveRight = false; break;
  514. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  515. }
  516. };
  517. //
  518. function setMaterialsGallardo( car ) {
  519. // BODY
  520. var materials = car.bodyGeometry.materials;
  521. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  522. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  523. // WHEELS
  524. materials = car.wheelGeometry.materials;
  525. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  526. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  527. }
  528. function setMaterialsVeyron( car ) {
  529. // 0 - top, front center, back sides
  530. // 1 - front sides
  531. // 2 - engine
  532. // 3 - small chrome things
  533. // 4 - backlights
  534. // 5 - back signals
  535. // 6 - bottom, interior
  536. // 7 - windshield
  537. // BODY
  538. var materials = car.bodyGeometry.materials;
  539. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  540. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  541. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  542. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  543. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  544. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  545. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  546. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  547. // WHEELS
  548. materials = car.wheelGeometry.materials;
  549. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  550. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  551. }
  552. //
  553. function animate() {
  554. requestAnimationFrame( animate );
  555. render();
  556. stats.update();
  557. }
  558. function render() {
  559. var delta = clock.getDelta();
  560. // day / night
  561. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  562. scene.fog.color.setHSV( 0.51, 0.5, v );
  563. renderer.setClearColor( scene.fog.color, 1 );
  564. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  565. if ( vnorm < 0.3 ) {
  566. setSpritesOpacity( 1 - v / 0.3 );
  567. } else {
  568. setSpritesOpacity( 0 );
  569. }
  570. if ( vnorm < 0.4 ) {
  571. if ( veyron.loaded ) {
  572. veyron.bodyGeometry.materials[ 1 ] = mlib[ "ChromeN" ];
  573. veyron.bodyGeometry.materials[ 2 ] = mlib[ "ChromeN" ];
  574. veyron.wheelGeometry.materials[ 0 ] = mlib[ "ChromeN" ];
  575. }
  576. if ( gallardo.loaded ) {
  577. gallardo.wheelGeometry.materials[ 0 ] = mlib[ "ChromeN" ];
  578. }
  579. } else {
  580. if ( veyron.loaded ) {
  581. veyron.bodyGeometry.materials[ 1 ] = mlib[ "Chrome" ];
  582. veyron.bodyGeometry.materials[ 2 ] = mlib[ "Chrome" ];
  583. veyron.wheelGeometry.materials[ 0 ] = mlib[ "Chrome" ];
  584. }
  585. if ( gallardo.loaded ) {
  586. gallardo.wheelGeometry.materials[ 0 ] = mlib[ "Chrome" ];
  587. }
  588. }
  589. effectBloom.copyUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  590. ambientLight.color.setHSV( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.07, 0.33 ) );
  591. groundBasic.color.setHSV( 0.1, 0.45, THREE.Math.mapLinear( vnorm, 0, 1, 0.725, 0.995 ) );
  592. // blur
  593. if ( blur ) {
  594. effectSave.enabled = true;
  595. effectBlend.enabled = true;
  596. } else {
  597. effectSave.enabled = false;
  598. effectBlend.enabled = false;
  599. }
  600. // update car model
  601. veyron.updateCarModel( delta, controlsVeyron );
  602. gallardo.updateCarModel( delta, controlsGallardo );
  603. // update camera
  604. if ( ! FOLLOW_CAMERA ) {
  605. cameraTarget.x = currentCar.root.position.x;
  606. cameraTarget.z = currentCar.root.position.z;
  607. } else {
  608. spotLight.position.x = currentCar.root.position.x - 500;
  609. spotLight.position.z = currentCar.root.position.z - 500;
  610. }
  611. // update shadows
  612. spotLight.target.position.x = currentCar.root.position.x;
  613. spotLight.target.position.z = currentCar.root.position.z;
  614. // render cube map
  615. var updateCubemap = true;
  616. if ( updateCubemap ) {
  617. veyron.setVisible( false );
  618. gallardo.setVisible( false );
  619. cubeCamera.position.copy( currentCar.root.position );
  620. renderer.autoUpdateObjects = false;
  621. renderer.initWebGLObjects( scene );
  622. renderer.autoClear = true;
  623. cubeCamera.updateCubeMap( renderer, scene );
  624. veyron.setVisible( true );
  625. gallardo.setVisible( true );
  626. }
  627. // render scene
  628. renderer.autoClear = false;
  629. renderer.shadowMapEnabled = true;
  630. renderer.autoUpdateObjects = true;
  631. camera.lookAt( cameraTarget );
  632. renderer.clearTarget( null );
  633. composer.render( 0.1 );
  634. renderer.shadowMapEnabled = false;
  635. }
  636. </script>
  637. </body>
  638. </html>