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: #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.js"></script>
  46. <script src="js/Detector.js"></script>
  47. <script src="js/Stats.js"></script>
  48. <script src="js/ShaderExtras.js"></script>
  49. <script src="js/postprocessing/EffectComposer.js"></script>
  50. <script src="js/postprocessing/RenderPass.js"></script>
  51. <script src="js/postprocessing/BloomPass.js"></script>
  52. <script src="js/postprocessing/ShaderPass.js"></script>
  53. <script src="js/postprocessing/MaskPass.js"></script>
  54. <script src="js/postprocessing/SavePass.js"></script>
  55. <script src="js/Car.js"></script>
  56. <script>
  57. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  58. var FOLLOW_CAMERA = false;
  59. var MARGIN = 100;
  60. var SCREEN_WIDTH = window.innerWidth;
  61. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  62. var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024;
  63. var CUBE_HEIGHT = 0;
  64. var container, stats;
  65. var camera, cameraTarget, scene, renderer;
  66. var renderTarget, renderTargetParameters;
  67. var spotLight, ambientLight;
  68. var cubeCamera;
  69. var clock = new THREE.Clock();
  70. var controlsGallardo = {
  71. moveForward: false,
  72. moveBackward: false,
  73. moveLeft: false,
  74. moveRight: false
  75. };
  76. var controlsVeyron = {
  77. moveForward: false,
  78. moveBackward: false,
  79. moveLeft: false,
  80. moveRight: false
  81. };
  82. var mlib;
  83. var gallardo, veyron, currentCar;
  84. var effectDirt, hblur, vblur, effectBloom, effectKeep, effectBlend, effectFXAA;
  85. var config = {
  86. "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) },
  87. "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) }
  88. };
  89. var flareA, flareB;
  90. var sprites = [];
  91. var ground, groundBasic;
  92. var blur = false;
  93. var v = 0.9, vdir = 1;
  94. init();
  95. animate();
  96. function init() {
  97. container = document.getElementById( 'container' );
  98. // SCENE CAMERA
  99. camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  100. camera.position.set( 2000, 0, 2000 );
  101. cameraTarget = new THREE.Vector3( 0, 0, 0 );
  102. // SCENE
  103. scene = new THREE.Scene();
  104. scene.fog = new THREE.Fog( 0xffffff, 3000, 10000 );
  105. scene.fog.color.setHSV( 0.51, 0.5, 0.9 );
  106. createScene();
  107. // LIGHTS
  108. ambientLight = new THREE.AmbientLight( 0x555555 );
  109. scene.add( ambientLight );
  110. spotLight = new THREE.SpotLight( 0xffffff );
  111. spotLight.position.set( 0, 1800, 1500 );
  112. spotLight.target.position.set( 0, 0, 0 );
  113. spotLight.castShadow = true;
  114. scene.add( spotLight );
  115. directionalLight2 = new THREE.PointLight( 0xff9900, 0.25 );
  116. directionalLight2.position.set( 0.5, -1, 0.5 );
  117. //directionalLight2.position.normalize();
  118. //scene.add( directionalLight2 );
  119. // RENDERER
  120. renderer = new THREE.WebGLRenderer( { antialias: false } );
  121. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  122. renderer.setClearColor( scene.fog.color, 1 );
  123. renderer.domElement.style.position = "absolute";
  124. renderer.domElement.style.top = MARGIN + "px";
  125. renderer.domElement.style.left = "0px";
  126. container.appendChild( renderer.domElement );
  127. // SHADOW
  128. renderer.shadowCameraNear = 2;
  129. renderer.shadowCameraFar = camera.far;
  130. renderer.shadowCameraFov = 50;
  131. renderer.shadowMapBias = 0.003885;
  132. renderer.shadowMapDarkness = 0.5;
  133. renderer.shadowMapWidth = SHADOW_MAP_WIDTH;
  134. renderer.shadowMapHeight = SHADOW_MAP_HEIGHT;
  135. renderer.shadowMapEnabled = true;
  136. //renderer.shadowMapSoft = false;
  137. // STATS
  138. stats = new Stats();
  139. stats.domElement.style.position = 'absolute';
  140. stats.domElement.style.top = '0px';
  141. stats.domElement.style.zIndex = 100;
  142. container.appendChild( stats.domElement );
  143. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#888";
  144. stats.domElement.children[ 0 ].style.background = "#000";
  145. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  146. // CUBE CAMERA
  147. cubeCamera = new THREE.CubeCamera( 1, 100000, CUBE_HEIGHT, 128 );
  148. // MATERIALS
  149. var cubeTarget = cubeCamera.renderTarget;
  150. mlib = {
  151. body: [],
  152. "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeTarget } ),
  153. "ChromeN": new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.75 } ),
  154. "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, ambient: 0x444444, envMap: cubeTarget } ),
  155. "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, ambient: 0x050505 } ),
  156. "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, ambient: 0x101020, envMap: cubeTarget, opacity: 0.5, transparent: true } ),
  157. "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, ambient: 0xffbb00, opacity: 0.5, transparent: true } ),
  158. "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, ambient: 0xff0000, opacity: 0.5, transparent: true } ),
  159. "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, ambient: 0x222222, envMap: cubeTarget, combine: THREE.MultiplyOperation } ),
  160. "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, ambient: 0xff6600, envMap: cubeTarget, combine: THREE.MultiplyOperation } )
  161. }
  162. mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, ambient: 0x883300, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  163. mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  164. mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  165. mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  166. mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  167. mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  168. mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  169. mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  170. mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  171. // FLARES
  172. flareA = THREE.ImageUtils.loadTexture( "textures/lensflare2.jpg" );
  173. flareB = THREE.ImageUtils.loadTexture( "textures/lensflare0.png" );
  174. // CARS - VEYRON
  175. veyron = new THREE.Car();
  176. veyron.modelScale = 3;
  177. veyron.backWheelOffset = 2;
  178. veyron.callback = function( object ) {
  179. addCar( object, -300, -215, 0, 0 );
  180. setMaterialsVeyron( object );
  181. var sa = 2, sb = 5;
  182. var params = {
  183. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  184. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  185. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  186. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  187. };
  188. var flares = [ // 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 sprite = new THREE.Sprite( p );
  206. sprite.scale.set( s, s, s );
  207. sprite.position.set( x, y, z );
  208. object.bodyMesh.add( sprite );
  209. sprites.push( sprite );
  210. }
  211. checkStatus();
  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 = [ // front
  229. [ "a", sa, [ 70, 10, 160 ] ], [ "a", sa, [ 66, -1, 175 ] ], [ "a", sa, [ 66, -1, 165 ] ],
  230. [ "b", sb, [ 70, 10, 160 ] ], [ "b", sb, [ 66, -1, 175 ] ], [ "b", sb, [ 66, -1, 165 ] ],
  231. [ "a", sa, [ -70, 10, 160 ] ], [ "a", sa, [ -66, -1, 175 ] ], [ "a", sa, [ -66, -1, 165 ] ],
  232. [ "b", sb, [ -70, 10, 160 ] ], [ "b", sb, [ -66, -1, 175 ] ], [ "b", sb, [ -66, -1, 165 ] ],
  233. // back
  234. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  235. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  236. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  237. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  238. ];
  239. for ( var i = 0; i < flares.length; i ++ ) {
  240. var p = params[ flares[ i ][ 0 ] ];
  241. var s = flares[ i ][ 1 ];
  242. var x = flares[ i ][ 2 ][ 0 ];
  243. var y = flares[ i ][ 2 ][ 1 ];
  244. var z = flares[ i ][ 2 ][ 2 ];
  245. var sprite = new THREE.Sprite( p );
  246. sprite.scale.set( s, s, s );
  247. sprite.position.set( x, y, z );
  248. object.bodyMesh.add( sprite );
  249. sprites.push( sprite );
  250. }
  251. checkStatus();
  252. };
  253. gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" );
  254. //
  255. config[ "gallardo" ].model = gallardo;
  256. config[ "veyron" ].model = veyron;
  257. currentCar = gallardo;
  258. // EVENTS
  259. document.addEventListener( 'keydown', onKeyDown, false );
  260. document.addEventListener( 'keyup', onKeyUp, false );
  261. window.addEventListener( 'resize', onWindowResize, false );
  262. // POSTPROCESSING
  263. renderer.autoClear = false;
  264. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
  265. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  266. effectSave = new THREE.SavePass( new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ) );
  267. effectBlend = new THREE.ShaderPass( THREE.ShaderExtras[ "blend" ], "tDiffuse1" );
  268. effectFXAA = new THREE.ShaderPass( THREE.ShaderExtras[ "fxaa" ] );
  269. var effectVignette = new THREE.ShaderPass( THREE.ShaderExtras[ "vignette" ] );
  270. var effectBleach = new THREE.ShaderPass( THREE.ShaderExtras[ "bleachbypass" ] );
  271. effectBloom = new THREE.BloomPass( 0.75 );
  272. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  273. // tilt shift
  274. hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
  275. vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
  276. var bluriness = 7;
  277. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  278. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  279. if ( FOLLOW_CAMERA ) {
  280. if ( currentCar == gallardo ) {
  281. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "gallardo" ];
  282. } else if ( currentCar == veyron ) {
  283. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "veyron" ];
  284. }
  285. } else {
  286. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  287. }
  288. effectVignette.uniforms[ "offset" ].value = 1.05;
  289. effectVignette.uniforms[ "darkness" ].value = 1.5;
  290. // motion blur
  291. effectBlend.uniforms[ 'tDiffuse2' ].texture = effectSave.renderTarget;
  292. effectBlend.uniforms[ 'mixRatio' ].value = 0.65;
  293. var renderModel = new THREE.RenderPass( scene, camera );
  294. effectVignette.renderToScreen = true;
  295. composer = new THREE.EffectComposer( renderer, renderTarget );
  296. composer.addPass( renderModel );
  297. composer.addPass( effectFXAA );
  298. composer.addPass( effectBlend );
  299. composer.addPass( effectSave );
  300. composer.addPass( effectBloom );
  301. composer.addPass( effectBleach );
  302. composer.addPass( hblur );
  303. composer.addPass( vblur );
  304. composer.addPass( effectVignette );
  305. }
  306. //
  307. function checkStatus() {
  308. if ( gallardo.loaded && veyron.loaded ) {
  309. document.getElementById( "loading" ).style.display = "none";
  310. }
  311. }
  312. //
  313. function setSpritesOpacity( opacity ) {
  314. for ( var i = 0; i < sprites.length; i ++ ) {
  315. sprites[ i ].opacity = opacity;
  316. }
  317. }
  318. //
  319. function createScene() {
  320. // GROUND
  321. var texture = THREE.ImageUtils.loadTexture( "textures/cube/Park3Med/ny.jpg" );
  322. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  323. texture.repeat.set( 50, 50 );
  324. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  325. groundBasic.color.setHSV( 0.1, 0.45, 0.995 );
  326. ground = new THREE.Mesh( new THREE.PlaneGeometry( 50000, 50000 ), groundBasic );
  327. ground.rotation.x = - Math.PI / 2;
  328. ground.position.y = - 215;
  329. scene.add( ground );
  330. ground.castShadow = false;
  331. ground.receiveShadow = true;
  332. // OBJECTS
  333. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  334. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  335. var sy1 = -500 + 38;
  336. var sy2 = -88;
  337. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  338. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  339. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  340. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  341. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  342. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  343. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  344. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  345. }
  346. //
  347. function addObject( geometry, color, x, y, z, sy ) {
  348. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color, ambient: color } ) );
  349. object.position.set( x, y, z );
  350. scene.add( object );
  351. object.castShadow = true;
  352. object.receiveShadow = true;
  353. var shadowTexture = THREE.ImageUtils.loadTexture( "textures/shadowAlpha.png" );
  354. var shadowPlane = new THREE.PlaneGeometry( 400, 400 );
  355. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000, opacity: 0.35, transparent: true,
  356. map: shadowTexture,
  357. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1 } );
  358. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  359. shadow.rotation.x = -Math.PI/2;
  360. shadow.rotation.z = Math.PI/2;
  361. shadow.position.y = sy;
  362. object.add( shadow );
  363. }
  364. //
  365. function generateDropShadowTexture( object, width, height, bluriness ) {
  366. var renderTargetParameters = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBufer: false };
  367. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  368. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  369. var shadowGeometry = THREE.GeometryUtils.clone( object.geometry );
  370. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  371. var shadowScene = new THREE.Scene();
  372. shadowScene.add( shadowObject );
  373. shadowObject.geometry.computeBoundingBox();
  374. var bb = shadowObject.geometry.boundingBox;
  375. var dimensions = new THREE.Vector3();
  376. dimensions.sub( bb.max, bb.min );
  377. var margin = 0.15,
  378. width = dimensions.z,
  379. height = dimensions.x,
  380. depth = dimensions.y,
  381. left = bb.min.z - margin * width,
  382. right = bb.max.z + margin * width,
  383. top = bb.max.x + margin * height,
  384. bottom = bb.min.x - margin * height,
  385. near = bb.max.y + margin * depth,
  386. far = bb.min.y - margin * depth;
  387. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  388. topCamera.position.y = bb.max.y;
  389. topCamera.lookAt( shadowScene.position );
  390. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  391. var blurShader = THREE.ShaderExtras[ "triangleBlur" ];
  392. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  393. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  394. renderShadow.clearColor = new THREE.Color( 0x000000 );
  395. renderShadow.clearAlpha = 0;
  396. var blurAmountX = bluriness / width;
  397. var blurAmountY = bluriness / height;
  398. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  399. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  400. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  401. shadowComposer.addPass( renderShadow );
  402. shadowComposer.addPass( effectBlurX );
  403. shadowComposer.addPass( effectBlurY );
  404. renderer.clear();
  405. shadowComposer.render( 0.1 );
  406. return shadowTarget;
  407. }
  408. //
  409. function addCar( object, x, y, z, s ) {
  410. object.root.position.set( x, y, z );
  411. scene.add( object.root );
  412. object.enableShadows( true );
  413. if ( FOLLOW_CAMERA && object == currentCar ) {
  414. object.root.add( camera );
  415. camera.position.set( 350, 500, 2200 );
  416. //camera.position.set( 0, 3000, -500 );
  417. cameraTarget.z = 500;
  418. cameraTarget.y = 150;
  419. camera.lookAt( cameraTarget );
  420. }
  421. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  422. object.bodyMesh.geometry.computeBoundingBox();
  423. var bb = object.bodyMesh.geometry.boundingBox;
  424. var ss = object.modelScale * 1.0;
  425. var shadowWidth = ss * ( bb.max.z - bb.min.z );
  426. var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x );
  427. var shadowPlane = new THREE.PlaneGeometry( shadowWidth, shadowHeight );
  428. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, opacity: 0.5, transparent: true,
  429. map: shadowTexture,
  430. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1 } );
  431. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  432. shadow.rotation.x = -Math.PI/2;
  433. shadow.rotation.z = Math.PI/2;
  434. shadow.position.y = s + 10;
  435. object.root.add( shadow );
  436. }
  437. //
  438. function setCurrentCar( car, cameraType ) {
  439. var oldCar = currentCar;
  440. currentCar = config[ car ].model;
  441. if ( cameraType == "front" || cameraType == "back" ) {
  442. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  443. FOLLOW_CAMERA = true;
  444. oldCar.root.remove( camera );
  445. currentCar.root.add( camera );
  446. if ( cameraType == "front" ) {
  447. camera.position.set( 350, 500, 2200 );
  448. } else if ( cameraType == "back" ) {
  449. camera.position.copy( config[ car ].backCam );
  450. }
  451. cameraTarget.set( 0, 150, 500 );
  452. } else {
  453. FOLLOW_CAMERA = false;
  454. oldCar.root.remove( camera );
  455. camera.position.set( 2000, 0, 2000 );
  456. cameraTarget.set( 0, 0, 0 );
  457. spotLight.position.set( 0, 1800, 1500 );
  458. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  459. }
  460. }
  461. //
  462. function onWindowResize( event ) {
  463. SCREEN_WIDTH = window.innerWidth;
  464. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  465. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  466. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  467. camera.updateProjectionMatrix();
  468. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  469. composer.reset( renderTarget );
  470. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  471. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  472. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  473. }
  474. //
  475. function onKeyDown ( event ) {
  476. switch( event.keyCode ) {
  477. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  478. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  479. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  480. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  481. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  482. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  483. case 39: /*right*/controlsGallardo.moveRight = true; break;
  484. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  485. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  486. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  487. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  488. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  489. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  490. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  491. case 78: /*N*/ vdir *= -1; break;
  492. case 66: /*B*/ blur = !blur; break;
  493. }
  494. };
  495. function onKeyUp ( event ) {
  496. switch( event.keyCode ) {
  497. case 38: /*up*/controlsGallardo.moveForward = false; break;
  498. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  499. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  500. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  501. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  502. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  503. case 39: /*right*/controlsGallardo.moveRight = false; break;
  504. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  505. }
  506. };
  507. //
  508. function setMaterialsGallardo( car ) {
  509. // BODY
  510. var materials = car.bodyGeometry.materials;
  511. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  512. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  513. // WHEELS
  514. materials = car.wheelGeometry.materials;
  515. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  516. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  517. }
  518. function setMaterialsVeyron( car ) {
  519. // 0 - top, front center, back sides
  520. // 1 - front sides
  521. // 2 - engine
  522. // 3 - small chrome things
  523. // 4 - backlights
  524. // 5 - back signals
  525. // 6 - bottom, interior
  526. // 7 - windshield
  527. // BODY
  528. var materials = car.bodyGeometry.materials;
  529. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  530. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  531. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  532. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  533. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  534. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  535. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  536. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  537. // WHEELS
  538. materials = car.wheelGeometry.materials;
  539. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  540. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  541. }
  542. //
  543. function animate() {
  544. requestAnimationFrame( animate );
  545. render();
  546. stats.update();
  547. }
  548. function render() {
  549. var delta = clock.getDelta();
  550. // day / night
  551. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  552. scene.fog.color.setHSV( 0.51, 0.5, v );
  553. renderer.setClearColor( scene.fog.color, 1 );
  554. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  555. if ( vnorm < 0.3 ) {
  556. setSpritesOpacity( 1 - v / 0.3 );
  557. } else {
  558. setSpritesOpacity( 0 );
  559. }
  560. if ( vnorm < 0.4 ) {
  561. if ( veyron.loaded ) {
  562. veyron.bodyGeometry.materials[ 1 ] = mlib[ "ChromeN" ];
  563. veyron.bodyGeometry.materials[ 2 ] = mlib[ "ChromeN" ];
  564. veyron.wheelGeometry.materials[ 0 ] = mlib[ "ChromeN" ];
  565. }
  566. if ( gallardo.loaded ) {
  567. gallardo.wheelGeometry.materials[ 0 ] = mlib[ "ChromeN" ];
  568. }
  569. } else {
  570. if ( veyron.loaded ) {
  571. veyron.bodyGeometry.materials[ 1 ] = mlib[ "Chrome" ];
  572. veyron.bodyGeometry.materials[ 2 ] = mlib[ "Chrome" ];
  573. veyron.wheelGeometry.materials[ 0 ] = mlib[ "Chrome" ];
  574. }
  575. if ( gallardo.loaded ) {
  576. gallardo.wheelGeometry.materials[ 0 ] = mlib[ "Chrome" ];
  577. }
  578. }
  579. effectBloom.screenUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  580. ambientLight.color.setHSV( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.07, 0.33 ) );
  581. groundBasic.color.setHSV( 0.1, 0.45, THREE.Math.mapLinear( vnorm, 0, 1, 0.725, 0.995 ) );
  582. // blur
  583. if ( blur ) {
  584. effectSave.enabled = true;
  585. effectBlend.enabled = true;
  586. } else {
  587. effectSave.enabled = false;
  588. effectBlend.enabled = false;
  589. }
  590. // update car model
  591. veyron.updateCarModel( delta, controlsVeyron );
  592. gallardo.updateCarModel( delta, controlsGallardo );
  593. // update camera
  594. if ( ! FOLLOW_CAMERA ) {
  595. cameraTarget.x = currentCar.root.position.x;
  596. cameraTarget.z = currentCar.root.position.z;
  597. } else {
  598. spotLight.position.x = currentCar.root.position.x - 500;
  599. spotLight.position.z = currentCar.root.position.z - 500;
  600. }
  601. // update shadows
  602. spotLight.target.position.x = currentCar.root.position.x;
  603. spotLight.target.position.z = currentCar.root.position.z;
  604. // render cube map
  605. var updateCubemap = true;
  606. if ( updateCubemap ) {
  607. veyron.setVisible( false );
  608. gallardo.setVisible( false );
  609. cubeCamera.updatePosition( currentCar.root.position );
  610. renderer.autoUpdateObjects = false;
  611. renderer.initWebGLObjects( scene );
  612. renderer.autoClear = true;
  613. cubeCamera.updateCubeMap( renderer, scene );
  614. veyron.setVisible( true );
  615. gallardo.setVisible( true );
  616. }
  617. // render scene
  618. renderer.autoClear = false;
  619. renderer.shadowMapEnabled = true;
  620. renderer.autoUpdateObjects = true;
  621. camera.lookAt( cameraTarget );
  622. renderer.clearTarget( null );
  623. composer.render( 0.1 );
  624. renderer.shadowMapEnabled = false;
  625. }
  626. </script>
  627. </body>
  628. </html>