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 WIDTH = window.innerWidth || 2;
  61. var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );
  62. var SCREEN_WIDTH = WIDTH;
  63. var SCREEN_HEIGHT = HEIGHT - 2 * MARGIN;
  64. var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024;
  65. var container, stats;
  66. var camera, cameraTarget, scene, renderer;
  67. var renderTarget, renderTargetParameters;
  68. var spotLight, ambientLight;
  69. var cubeCamera;
  70. var clock = new THREE.Clock();
  71. var controlsGallardo = {
  72. moveForward: false,
  73. moveBackward: false,
  74. moveLeft: false,
  75. moveRight: false
  76. };
  77. var controlsVeyron = {
  78. moveForward: false,
  79. moveBackward: false,
  80. moveLeft: false,
  81. moveRight: false
  82. };
  83. var mlib;
  84. var gallardo, veyron, currentCar;
  85. var effectDirt, hblur, vblur, effectBloom, effectKeep, effectBlend, effectFXAA;
  86. var config = {
  87. "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) },
  88. "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) }
  89. };
  90. var flareA, flareB;
  91. var sprites = [];
  92. var ground, groundBasic;
  93. var blur = false;
  94. var v = 0.9, vdir = 1;
  95. init();
  96. animate();
  97. function init() {
  98. container = document.getElementById( 'container' );
  99. // SCENE
  100. scene = new THREE.Scene();
  101. scene.fog = new THREE.Fog( 0xffffff, 3000, 10000 );
  102. scene.fog.color.setHSV( 0.51, 0.5, 0.9 );
  103. createScene();
  104. // SCENE CAMERA
  105. camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  106. camera.position.set( 2000, 0, 2000 );
  107. cameraTarget = new THREE.Vector3( 0, 0, 0 );
  108. scene.add( camera );
  109. // LIGHTS
  110. ambientLight = new THREE.AmbientLight( 0x555555 );
  111. scene.add( ambientLight );
  112. spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI, 1 );
  113. spotLight.position.set( 0, 1800, 1500 );
  114. spotLight.target.position.set( 0, 0, 0 );
  115. spotLight.castShadow = true;
  116. spotLight.shadowCameraNear = 100;
  117. spotLight.shadowCameraFar = camera.far;
  118. spotLight.shadowCameraFov = 50;
  119. spotLight.shadowBias = -0.00125;
  120. spotLight.shadowDarkness = 0.5;
  121. spotLight.shadowMapWidth = SHADOW_MAP_WIDTH;
  122. spotLight.shadowMapHeight = SHADOW_MAP_HEIGHT;
  123. scene.add( spotLight );
  124. directionalLight2 = new THREE.PointLight( 0xff9900, 0.25 );
  125. directionalLight2.position.set( 0.5, -1, 0.5 );
  126. //directionalLight2.position.normalize();
  127. //scene.add( directionalLight2 );
  128. // RENDERER
  129. renderer = new THREE.WebGLRenderer( { antialias: false } );
  130. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  131. renderer.setClearColor( scene.fog.color, 1 );
  132. renderer.domElement.style.position = "absolute";
  133. renderer.domElement.style.top = MARGIN + "px";
  134. renderer.domElement.style.left = "0px";
  135. container.appendChild( renderer.domElement );
  136. // SHADOW
  137. renderer.shadowMapCullFrontFaces = false;
  138. renderer.shadowMapEnabled = true;
  139. // STATS
  140. stats = new Stats();
  141. stats.domElement.style.position = 'absolute';
  142. stats.domElement.style.top = '0px';
  143. stats.domElement.style.zIndex = 100;
  144. container.appendChild( stats.domElement );
  145. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#888";
  146. stats.domElement.children[ 0 ].style.background = "#000";
  147. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  148. // CUBE CAMERA
  149. cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
  150. scene.add( cubeCamera );
  151. // MATERIALS
  152. var cubeTarget = cubeCamera.renderTarget;
  153. mlib = {
  154. body: [],
  155. "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeTarget } ),
  156. "ChromeN": new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.75 } ),
  157. "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, ambient: 0x444444, envMap: cubeTarget } ),
  158. "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, ambient: 0x050505 } ),
  159. "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, ambient: 0x101020, envMap: cubeTarget, opacity: 0.5, transparent: true } ),
  160. "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, ambient: 0xffbb00, opacity: 0.5, transparent: true } ),
  161. "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, ambient: 0xff0000, opacity: 0.5, transparent: true } ),
  162. "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, ambient: 0x222222, envMap: cubeTarget, combine: THREE.MultiplyOperation } ),
  163. "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, ambient: 0xff6600, envMap: cubeTarget, combine: THREE.MultiplyOperation } )
  164. }
  165. mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, ambient: 0x883300, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  166. mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  167. mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  168. mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  169. mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  170. mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  171. mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  172. mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  173. mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  174. // FLARES
  175. flareA = THREE.ImageUtils.loadTexture( "textures/lensflare2.jpg" );
  176. flareB = THREE.ImageUtils.loadTexture( "textures/lensflare0.png" );
  177. // CARS - VEYRON
  178. veyron = new THREE.Car();
  179. veyron.modelScale = 3;
  180. veyron.backWheelOffset = 2;
  181. veyron.callback = function( object ) {
  182. addCar( object, -300, -215, 0, 0 );
  183. setMaterialsVeyron( object );
  184. var sa = 2, sb = 5;
  185. var params = {
  186. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  187. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  188. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  189. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  190. };
  191. var flares = [
  192. // front
  193. [ "a", sa, [ 47, 38, 120 ] ], [ "a", sa, [ 40, 38, 120 ] ], [ "a", sa, [ 32, 38, 122 ] ],
  194. [ "b", sb, [ 47, 38, 120 ] ], [ "b", sb, [ 40, 38, 120 ] ], [ "b", sb, [ 32, 38, 122 ] ],
  195. [ "a", sa, [ -47, 38, 120 ] ], [ "a", sa, [ -40, 38, 120 ] ], [ "a", sa, [ -32, 38, 122 ] ],
  196. [ "b", sb, [ -47, 38, 120 ] ], [ "b", sb, [ -40, 38, 120 ] ], [ "b", sb, [ -32, 38, 122 ] ],
  197. // back
  198. [ "ar", sa, [ 22, 50, -123 ] ], [ "ar", sa, [ 32, 49, -123 ] ],
  199. [ "br", sb, [ 22, 50, -123 ] ], [ "br", sb, [ 32, 49, -123 ] ],
  200. [ "ar", sa, [ -22, 50, -123 ] ], [ "ar", sa, [ -32, 49, -123 ] ],
  201. [ "br", sb, [ -22, 50, -123 ] ], [ "br", sb, [ -32, 49, -123 ] ],
  202. ];
  203. for ( var i = 0; i < flares.length; i ++ ) {
  204. var p = params[ flares[ i ][ 0 ] ];
  205. var s = flares[ i ][ 1 ];
  206. var x = flares[ i ][ 2 ][ 0 ];
  207. var y = flares[ i ][ 2 ][ 1 ];
  208. var z = flares[ i ][ 2 ][ 2 ];
  209. var sprite = new THREE.Sprite( p );
  210. sprite.scale.set( s, s, s );
  211. sprite.position.set( x, y, z );
  212. object.bodyMesh.add( sprite );
  213. sprites.push( sprite );
  214. }
  215. checkStatus();
  216. };
  217. veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" );
  218. // CARS - GALLARDO
  219. gallardo = new THREE.Car();
  220. gallardo.modelScale = 2;
  221. gallardo.backWheelOffset = 45;
  222. gallardo.callback = function( object ) {
  223. addCar( object, 300, -110, 0, -110 );
  224. setMaterialsGallardo( object );
  225. var sa = 2, sb = 5;
  226. var params = {
  227. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  228. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  229. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  230. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  231. };
  232. var flares = [
  233. // front
  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. [ "a", sa, [ -70, 10, 160 ] ], [ "a", sa, [ -66, -1, 175 ] ], [ "a", sa, [ -66, -1, 165 ] ],
  237. [ "b", sb, [ -70, 10, 160 ] ], [ "b", sb, [ -66, -1, 175 ] ], [ "b", sb, [ -66, -1, 165 ] ],
  238. // back
  239. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  240. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  241. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  242. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  243. ];
  244. for ( var i = 0; i < flares.length; i ++ ) {
  245. var p = params[ flares[ i ][ 0 ] ];
  246. var s = flares[ i ][ 1 ];
  247. var x = flares[ i ][ 2 ][ 0 ];
  248. var y = flares[ i ][ 2 ][ 1 ];
  249. var z = flares[ i ][ 2 ][ 2 ];
  250. var sprite = new THREE.Sprite( p );
  251. sprite.scale.set( s, s, s );
  252. sprite.position.set( x, y, z );
  253. object.bodyMesh.add( sprite );
  254. sprites.push( sprite );
  255. }
  256. checkStatus();
  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. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  270. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  271. effectSave = new THREE.SavePass( new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ) );
  272. effectBlend = new THREE.ShaderPass( THREE.ShaderExtras[ "blend" ], "tDiffuse1" );
  273. effectFXAA = new THREE.ShaderPass( THREE.ShaderExtras[ "fxaa" ] );
  274. var effectVignette = new THREE.ShaderPass( THREE.ShaderExtras[ "vignette" ] );
  275. var effectBleach = new THREE.ShaderPass( THREE.ShaderExtras[ "bleachbypass" ] );
  276. effectBloom = new THREE.BloomPass( 0.75 );
  277. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  278. // tilt shift
  279. hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
  280. vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
  281. var bluriness = 7;
  282. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  283. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  284. if ( FOLLOW_CAMERA ) {
  285. if ( currentCar == gallardo ) {
  286. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "gallardo" ];
  287. } else if ( currentCar == veyron ) {
  288. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "veyron" ];
  289. }
  290. } else {
  291. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  292. }
  293. effectVignette.uniforms[ "offset" ].value = 1.05;
  294. effectVignette.uniforms[ "darkness" ].value = 1.5;
  295. // motion blur
  296. effectBlend.uniforms[ 'tDiffuse2' ].texture = effectSave.renderTarget;
  297. effectBlend.uniforms[ 'mixRatio' ].value = 0.65;
  298. var renderModel = new THREE.RenderPass( scene, camera );
  299. effectVignette.renderToScreen = true;
  300. composer = new THREE.EffectComposer( renderer, renderTarget );
  301. composer.addPass( renderModel );
  302. composer.addPass( effectFXAA );
  303. composer.addPass( effectBlend );
  304. composer.addPass( effectSave );
  305. composer.addPass( effectBloom );
  306. composer.addPass( effectBleach );
  307. composer.addPass( hblur );
  308. composer.addPass( vblur );
  309. composer.addPass( effectVignette );
  310. }
  311. //
  312. function checkStatus() {
  313. if ( gallardo.loaded && veyron.loaded ) {
  314. document.getElementById( "loading" ).style.display = "none";
  315. }
  316. }
  317. //
  318. function setSpritesOpacity( opacity ) {
  319. for ( var i = 0; i < sprites.length; i ++ ) {
  320. sprites[ i ].opacity = opacity;
  321. }
  322. }
  323. //
  324. function createScene() {
  325. // GROUND
  326. var texture = THREE.ImageUtils.loadTexture( "textures/cube/Park3Med/ny.jpg" );
  327. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  328. texture.repeat.set( 50, 50 );
  329. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  330. groundBasic.color.setHSV( 0.1, 0.45, 0.995 );
  331. ground = new THREE.Mesh( new THREE.PlaneGeometry( 50000, 50000 ), groundBasic );
  332. ground.position.y = - 215;
  333. ground.rotation.x = - Math.PI / 2;
  334. scene.add( ground );
  335. ground.castShadow = false;
  336. ground.receiveShadow = true;
  337. // OBJECTS
  338. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  339. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  340. var sy1 = -500 + 38;
  341. var sy2 = -88;
  342. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  343. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  344. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  345. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  346. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  347. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  348. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  349. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  350. }
  351. //
  352. function addObject( geometry, color, x, y, z, sy ) {
  353. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color, ambient: color } ) );
  354. object.position.set( x, y, z );
  355. scene.add( object );
  356. object.castShadow = true;
  357. object.receiveShadow = true;
  358. var shadowTexture = THREE.ImageUtils.loadTexture( "textures/shadowAlpha.png" );
  359. var shadowPlane = new THREE.PlaneGeometry( 400, 400 );
  360. var shadowMaterial = new THREE.MeshBasicMaterial( {
  361. color: 0xff0000, opacity: 0.35, transparent: true, map: shadowTexture,
  362. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  363. } );
  364. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  365. shadow.position.y = sy;
  366. shadow.rotation.x = - Math.PI / 2;
  367. object.add( shadow );
  368. }
  369. //
  370. function generateDropShadowTexture( object, width, height, bluriness ) {
  371. var renderTargetParameters = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
  372. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  373. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  374. var shadowGeometry = THREE.GeometryUtils.clone( object.geometry );
  375. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  376. var shadowScene = new THREE.Scene();
  377. shadowScene.add( shadowObject );
  378. shadowObject.geometry.computeBoundingBox();
  379. var bb = shadowObject.geometry.boundingBox;
  380. var dimensions = new THREE.Vector3();
  381. dimensions.sub( bb.max, bb.min );
  382. var margin = 0.15,
  383. width = dimensions.z,
  384. height = dimensions.x,
  385. depth = dimensions.y,
  386. left = bb.min.z - margin * width,
  387. right = bb.max.z + margin * width,
  388. top = bb.max.x + margin * height,
  389. bottom = bb.min.x - margin * height,
  390. near = bb.max.y + margin * depth,
  391. far = bb.min.y - margin * depth;
  392. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  393. topCamera.position.y = bb.max.y;
  394. topCamera.lookAt( shadowScene.position );
  395. shadowScene.add( topCamera );
  396. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  397. var blurShader = THREE.ShaderExtras[ "triangleBlur" ];
  398. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  399. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  400. renderShadow.clearColor = new THREE.Color( 0x000000 );
  401. renderShadow.clearAlpha = 0;
  402. var blurAmountX = bluriness / width;
  403. var blurAmountY = bluriness / height;
  404. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  405. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  406. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  407. shadowComposer.addPass( renderShadow );
  408. shadowComposer.addPass( effectBlurX );
  409. shadowComposer.addPass( effectBlurY );
  410. renderer.clear();
  411. shadowComposer.render( 0.1 );
  412. return shadowTarget;
  413. }
  414. //
  415. function addCar( object, x, y, z, s ) {
  416. object.root.position.set( x, y, z );
  417. scene.add( object.root );
  418. object.enableShadows( true );
  419. if ( FOLLOW_CAMERA && object == currentCar ) {
  420. object.root.add( camera );
  421. camera.position.set( 350, 500, 2200 );
  422. //camera.position.set( 0, 3000, -500 );
  423. cameraTarget.z = 500;
  424. cameraTarget.y = 150;
  425. camera.lookAt( cameraTarget );
  426. }
  427. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  428. object.bodyMesh.geometry.computeBoundingBox();
  429. var bb = object.bodyMesh.geometry.boundingBox;
  430. var ss = object.modelScale * 1.0;
  431. var shadowWidth = ss * ( bb.max.z - bb.min.z );
  432. var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x );
  433. var shadowPlane = new THREE.PlaneGeometry( shadowWidth, shadowHeight );
  434. var shadowMaterial = new THREE.MeshBasicMaterial( {
  435. color: 0xffffff, opacity: 0.5, transparent: true, map: shadowTexture,
  436. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  437. } );
  438. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  439. shadow.position.y = s + 10;
  440. shadow.rotation.x = - Math.PI / 2;
  441. object.root.add( shadow );
  442. }
  443. //
  444. function setCurrentCar( car, cameraType ) {
  445. var oldCar = currentCar;
  446. currentCar = config[ car ].model;
  447. if ( cameraType == "front" || cameraType == "back" ) {
  448. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  449. FOLLOW_CAMERA = true;
  450. oldCar.root.remove( camera );
  451. currentCar.root.add( camera );
  452. if ( cameraType == "front" ) {
  453. camera.position.set( 350, 500, 2200 );
  454. } else if ( cameraType == "back" ) {
  455. camera.position.copy( config[ car ].backCam );
  456. }
  457. cameraTarget.set( 0, 150, 500 );
  458. } else {
  459. FOLLOW_CAMERA = false;
  460. oldCar.root.remove( camera );
  461. camera.position.set( 2000, 0, 2000 );
  462. cameraTarget.set( 0, 0, 0 );
  463. spotLight.position.set( 0, 1800, 1500 );
  464. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  465. }
  466. }
  467. //
  468. function onWindowResize( event ) {
  469. SCREEN_WIDTH = window.innerWidth;
  470. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  471. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  472. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  473. camera.updateProjectionMatrix();
  474. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  475. composer.reset( renderTarget );
  476. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  477. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  478. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  479. }
  480. //
  481. function onKeyDown ( event ) {
  482. switch( event.keyCode ) {
  483. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  484. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  485. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  486. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  487. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  488. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  489. case 39: /*right*/controlsGallardo.moveRight = true; break;
  490. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  491. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  492. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  493. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  494. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  495. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  496. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  497. case 78: /*N*/ vdir *= -1; break;
  498. case 66: /*B*/ blur = !blur; break;
  499. }
  500. };
  501. function onKeyUp ( event ) {
  502. switch( event.keyCode ) {
  503. case 38: /*up*/controlsGallardo.moveForward = false; break;
  504. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  505. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  506. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  507. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  508. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  509. case 39: /*right*/controlsGallardo.moveRight = false; break;
  510. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  511. }
  512. };
  513. //
  514. function setMaterialsGallardo( car ) {
  515. // BODY
  516. var materials = car.bodyGeometry.materials;
  517. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  518. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  519. // WHEELS
  520. materials = car.wheelGeometry.materials;
  521. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  522. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  523. }
  524. function setMaterialsVeyron( car ) {
  525. // 0 - top, front center, back sides
  526. // 1 - front sides
  527. // 2 - engine
  528. // 3 - small chrome things
  529. // 4 - backlights
  530. // 5 - back signals
  531. // 6 - bottom, interior
  532. // 7 - windshield
  533. // BODY
  534. var materials = car.bodyGeometry.materials;
  535. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  536. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  537. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  538. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  539. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  540. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  541. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  542. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  543. // WHEELS
  544. materials = car.wheelGeometry.materials;
  545. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  546. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  547. }
  548. //
  549. function animate() {
  550. requestAnimationFrame( animate );
  551. render();
  552. stats.update();
  553. }
  554. function render() {
  555. var delta = clock.getDelta();
  556. // day / night
  557. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  558. scene.fog.color.setHSV( 0.51, 0.5, v );
  559. renderer.setClearColor( scene.fog.color, 1 );
  560. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  561. if ( vnorm < 0.3 ) {
  562. setSpritesOpacity( 1 - v / 0.3 );
  563. } else {
  564. setSpritesOpacity( 0 );
  565. }
  566. if ( vnorm < 0.4 ) {
  567. if ( veyron.loaded ) {
  568. veyron.bodyGeometry.materials[ 1 ] = mlib[ "ChromeN" ];
  569. veyron.bodyGeometry.materials[ 2 ] = mlib[ "ChromeN" ];
  570. veyron.wheelGeometry.materials[ 0 ] = mlib[ "ChromeN" ];
  571. }
  572. if ( gallardo.loaded ) {
  573. gallardo.wheelGeometry.materials[ 0 ] = mlib[ "ChromeN" ];
  574. }
  575. } else {
  576. if ( veyron.loaded ) {
  577. veyron.bodyGeometry.materials[ 1 ] = mlib[ "Chrome" ];
  578. veyron.bodyGeometry.materials[ 2 ] = mlib[ "Chrome" ];
  579. veyron.wheelGeometry.materials[ 0 ] = mlib[ "Chrome" ];
  580. }
  581. if ( gallardo.loaded ) {
  582. gallardo.wheelGeometry.materials[ 0 ] = mlib[ "Chrome" ];
  583. }
  584. }
  585. effectBloom.screenUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  586. ambientLight.color.setHSV( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.07, 0.33 ) );
  587. groundBasic.color.setHSV( 0.1, 0.45, THREE.Math.mapLinear( vnorm, 0, 1, 0.725, 0.995 ) );
  588. // blur
  589. if ( blur ) {
  590. effectSave.enabled = true;
  591. effectBlend.enabled = true;
  592. } else {
  593. effectSave.enabled = false;
  594. effectBlend.enabled = false;
  595. }
  596. // update car model
  597. veyron.updateCarModel( delta, controlsVeyron );
  598. gallardo.updateCarModel( delta, controlsGallardo );
  599. // update camera
  600. if ( ! FOLLOW_CAMERA ) {
  601. cameraTarget.x = currentCar.root.position.x;
  602. cameraTarget.z = currentCar.root.position.z;
  603. } else {
  604. spotLight.position.x = currentCar.root.position.x - 500;
  605. spotLight.position.z = currentCar.root.position.z - 500;
  606. }
  607. // update shadows
  608. spotLight.target.position.x = currentCar.root.position.x;
  609. spotLight.target.position.z = currentCar.root.position.z;
  610. // render cube map
  611. var updateCubemap = true;
  612. if ( updateCubemap ) {
  613. veyron.setVisible( false );
  614. gallardo.setVisible( false );
  615. cubeCamera.position.copy( currentCar.root.position );
  616. renderer.autoUpdateObjects = false;
  617. renderer.initWebGLObjects( scene );
  618. renderer.autoClear = true;
  619. cubeCamera.updateCubeMap( renderer, scene );
  620. veyron.setVisible( true );
  621. gallardo.setVisible( true );
  622. }
  623. // render scene
  624. renderer.autoClear = false;
  625. renderer.shadowMapEnabled = true;
  626. renderer.autoUpdateObjects = true;
  627. camera.lookAt( cameraTarget );
  628. renderer.clearTarget( null );
  629. composer.render( 0.1 );
  630. renderer.shadowMapEnabled = false;
  631. }
  632. </script>
  633. </body>
  634. </html>