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. var spriteWidth = 128;
  214. var spriteHeight = 128;
  215. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  216. sprite.position.set( x, y, z );
  217. object.bodyMesh.add( sprite );
  218. sprites.push( sprite );
  219. }
  220. checkStatus();
  221. };
  222. veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" );
  223. // CARS - GALLARDO
  224. gallardo = new THREE.Car();
  225. gallardo.modelScale = 2;
  226. gallardo.backWheelOffset = 45;
  227. gallardo.callback = function( object ) {
  228. addCar( object, 300, -110, 0, -110 );
  229. setMaterialsGallardo( object );
  230. var sa = 2, sb = 5;
  231. var params = {
  232. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  233. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  234. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  235. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  236. };
  237. var flares = [
  238. // front
  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. [ "a", sa, [ -70, 10, 160 ] ], [ "a", sa, [ -66, -1, 175 ] ], [ "a", sa, [ -66, -1, 165 ] ],
  242. [ "b", sb, [ -70, 10, 160 ] ], [ "b", sb, [ -66, -1, 175 ] ], [ "b", sb, [ -66, -1, 165 ] ],
  243. // back
  244. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  245. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  246. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  247. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  248. ];
  249. for ( var i = 0; i < flares.length; i ++ ) {
  250. var p = params[ flares[ i ][ 0 ] ];
  251. var s = flares[ i ][ 1 ];
  252. var x = flares[ i ][ 2 ][ 0 ];
  253. var y = flares[ i ][ 2 ][ 1 ];
  254. var z = flares[ i ][ 2 ][ 2 ];
  255. var sprite = new THREE.Sprite( p );
  256. var spriteWidth = 128;
  257. var spriteHeight = 128;
  258. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  259. sprite.position.set( x, y, z );
  260. object.bodyMesh.add( sprite );
  261. sprites.push( sprite );
  262. }
  263. checkStatus();
  264. };
  265. gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" );
  266. //
  267. config[ "gallardo" ].model = gallardo;
  268. config[ "veyron" ].model = veyron;
  269. currentCar = gallardo;
  270. // EVENTS
  271. document.addEventListener( 'keydown', onKeyDown, false );
  272. document.addEventListener( 'keyup', onKeyUp, false );
  273. window.addEventListener( 'resize', onWindowResize, false );
  274. // POSTPROCESSING
  275. renderer.autoClear = false;
  276. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  277. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  278. effectSave = new THREE.SavePass( new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ) );
  279. effectBlend = new THREE.ShaderPass( THREE.BlendShader, "tDiffuse1" );
  280. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  281. var effectVignette = new THREE.ShaderPass( THREE.VignetteShader );
  282. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  283. effectBloom = new THREE.BloomPass( 0.75 );
  284. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  285. // tilt shift
  286. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  287. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  288. var bluriness = 7;
  289. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  290. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  291. if ( FOLLOW_CAMERA ) {
  292. if ( currentCar == gallardo ) {
  293. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "gallardo" ];
  294. } else if ( currentCar == veyron ) {
  295. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "veyron" ];
  296. }
  297. } else {
  298. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  299. }
  300. effectVignette.uniforms[ "offset" ].value = 1.05;
  301. effectVignette.uniforms[ "darkness" ].value = 1.5;
  302. // motion blur
  303. effectBlend.uniforms[ 'tDiffuse2' ].value = effectSave.renderTarget;
  304. effectBlend.uniforms[ 'mixRatio' ].value = 0.65;
  305. var renderModel = new THREE.RenderPass( scene, camera );
  306. effectVignette.renderToScreen = true;
  307. composer = new THREE.EffectComposer( renderer, renderTarget );
  308. composer.addPass( renderModel );
  309. composer.addPass( effectFXAA );
  310. composer.addPass( effectBlend );
  311. composer.addPass( effectSave );
  312. composer.addPass( effectBloom );
  313. composer.addPass( effectBleach );
  314. composer.addPass( hblur );
  315. composer.addPass( vblur );
  316. composer.addPass( effectVignette );
  317. }
  318. //
  319. function checkStatus() {
  320. if ( gallardo.loaded && veyron.loaded ) {
  321. document.getElementById( "loading" ).style.display = "none";
  322. }
  323. }
  324. //
  325. function setSpritesOpacity( opacity ) {
  326. for ( var i = 0; i < sprites.length; i ++ ) {
  327. sprites[ i ].opacity = opacity;
  328. }
  329. }
  330. //
  331. function createScene() {
  332. // GROUND
  333. var texture = THREE.ImageUtils.loadTexture( "textures/cube/Park3Med/ny.jpg" );
  334. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  335. texture.repeat.set( 50, 50 );
  336. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  337. groundBasic.color.setHSV( 0.1, 0.45, 0.995 );
  338. ground = new THREE.Mesh( new THREE.PlaneGeometry( 50000, 50000 ), groundBasic );
  339. ground.position.y = - 215;
  340. ground.rotation.x = - Math.PI / 2;
  341. scene.add( ground );
  342. ground.castShadow = false;
  343. ground.receiveShadow = true;
  344. // OBJECTS
  345. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  346. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  347. var sy1 = -500 + 38;
  348. var sy2 = -88;
  349. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  350. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  351. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  352. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  353. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  354. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  355. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  356. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  357. }
  358. //
  359. function addObject( geometry, color, x, y, z, sy ) {
  360. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color, ambient: color } ) );
  361. object.position.set( x, y, z );
  362. object.castShadow = true;
  363. object.receiveShadow = true;
  364. scene.add( object );
  365. //
  366. var canvas = document.createElement( 'canvas' );
  367. canvas.width = 128;
  368. canvas.height = 128;
  369. var context = canvas.getContext( '2d' );
  370. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  371. gradient.addColorStop( 0.1, 'rgba(0,0,0,1)' );
  372. gradient.addColorStop( 1, 'rgba(0,0,0,0)' );
  373. context.fillStyle = gradient;
  374. context.fillRect( 0, 0, canvas.width, canvas.height );
  375. //
  376. var shadowTexture = new THREE.Texture( canvas );
  377. shadowTexture.needsUpdate = true;
  378. var shadowPlane = new THREE.PlaneGeometry( 400, 400 );
  379. var shadowMaterial = new THREE.MeshBasicMaterial( {
  380. opacity: 0.35, transparent: true, map: shadowTexture,
  381. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  382. } );
  383. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  384. shadow.position.y = sy;
  385. shadow.rotation.x = - Math.PI / 2;
  386. object.add( shadow );
  387. }
  388. //
  389. function generateDropShadowTexture( object, width, height, bluriness ) {
  390. var renderTargetParameters = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
  391. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  392. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  393. var shadowGeometry = object.geometry.clone();
  394. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  395. var shadowScene = new THREE.Scene();
  396. shadowScene.add( shadowObject );
  397. shadowObject.geometry.computeBoundingBox();
  398. var bb = shadowObject.geometry.boundingBox;
  399. var dimensions = new THREE.Vector3();
  400. dimensions.sub( bb.max, bb.min );
  401. var margin = 0.15,
  402. width = dimensions.z,
  403. height = dimensions.x,
  404. depth = dimensions.y,
  405. left = bb.min.z - margin * width,
  406. right = bb.max.z + margin * width,
  407. top = bb.max.x + margin * height,
  408. bottom = bb.min.x - margin * height,
  409. near = bb.max.y + margin * depth,
  410. far = bb.min.y - margin * depth;
  411. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  412. topCamera.position.y = bb.max.y;
  413. topCamera.lookAt( shadowScene.position );
  414. shadowScene.add( topCamera );
  415. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  416. var blurShader = THREE.TriangleBlurShader;
  417. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  418. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  419. renderShadow.clearColor = new THREE.Color( 0x000000 );
  420. renderShadow.clearAlpha = 0;
  421. var blurAmountX = bluriness / width;
  422. var blurAmountY = bluriness / height;
  423. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  424. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  425. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  426. shadowComposer.addPass( renderShadow );
  427. shadowComposer.addPass( effectBlurX );
  428. shadowComposer.addPass( effectBlurY );
  429. renderer.clear();
  430. shadowComposer.render( 0.1 );
  431. return shadowTarget;
  432. }
  433. //
  434. function addCar( object, x, y, z, s ) {
  435. object.root.position.set( x, y, z );
  436. scene.add( object.root );
  437. object.enableShadows( true );
  438. if ( FOLLOW_CAMERA && object == currentCar ) {
  439. object.root.add( camera );
  440. camera.position.set( 350, 500, 2200 );
  441. //camera.position.set( 0, 3000, -500 );
  442. cameraTarget.z = 500;
  443. cameraTarget.y = 150;
  444. camera.lookAt( cameraTarget );
  445. }
  446. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  447. object.bodyMesh.geometry.computeBoundingBox();
  448. var bb = object.bodyMesh.geometry.boundingBox;
  449. var ss = object.modelScale * 1.1;
  450. var shadowWidth = ss * ( bb.max.z - bb.min.z );
  451. var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x );
  452. var shadowPlane = new THREE.PlaneGeometry( shadowWidth, shadowHeight );
  453. var shadowMaterial = new THREE.MeshBasicMaterial( {
  454. color: 0xffffff, opacity: 0.5, transparent: true, map: shadowTexture,
  455. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  456. } );
  457. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  458. shadow.position.y = s + 10;
  459. shadow.rotation.x = - Math.PI / 2;
  460. shadow.rotation.z = Math.PI / 2;
  461. object.root.add( shadow );
  462. }
  463. //
  464. function setCurrentCar( car, cameraType ) {
  465. var oldCar = currentCar;
  466. currentCar = config[ car ].model;
  467. if ( cameraType == "front" || cameraType == "back" ) {
  468. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  469. FOLLOW_CAMERA = true;
  470. oldCar.root.remove( camera );
  471. currentCar.root.add( camera );
  472. if ( cameraType == "front" ) {
  473. camera.position.set( 350, 500, 2200 );
  474. } else if ( cameraType == "back" ) {
  475. camera.position.copy( config[ car ].backCam );
  476. }
  477. cameraTarget.set( 0, 150, 500 );
  478. } else {
  479. FOLLOW_CAMERA = false;
  480. oldCar.root.remove( camera );
  481. camera.position.set( 2000, 0, 2000 );
  482. cameraTarget.set( 0, 0, 0 );
  483. spotLight.position.set( 0, 1800, 1500 );
  484. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  485. }
  486. }
  487. //
  488. function onWindowResize( event ) {
  489. SCREEN_WIDTH = window.innerWidth;
  490. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  491. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  492. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  493. camera.updateProjectionMatrix();
  494. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  495. composer.reset( renderTarget );
  496. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  497. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  498. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  499. }
  500. //
  501. function onKeyDown ( event ) {
  502. switch( event.keyCode ) {
  503. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  504. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  505. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  506. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  507. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  508. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  509. case 39: /*right*/controlsGallardo.moveRight = true; break;
  510. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  511. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  512. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  513. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  514. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  515. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  516. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  517. case 78: /*N*/ vdir *= -1; break;
  518. case 66: /*B*/ blur = !blur; break;
  519. }
  520. };
  521. function onKeyUp ( event ) {
  522. switch( event.keyCode ) {
  523. case 38: /*up*/controlsGallardo.moveForward = false; break;
  524. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  525. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  526. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  527. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  528. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  529. case 39: /*right*/controlsGallardo.moveRight = false; break;
  530. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  531. }
  532. };
  533. //
  534. function setMaterialsGallardo( car ) {
  535. // BODY
  536. var materials = car.bodyMaterials;
  537. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  538. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  539. // WHEELS
  540. materials = car.wheelMaterials;
  541. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  542. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  543. }
  544. function setMaterialsVeyron( car ) {
  545. // 0 - top, front center, back sides
  546. // 1 - front sides
  547. // 2 - engine
  548. // 3 - small chrome things
  549. // 4 - backlights
  550. // 5 - back signals
  551. // 6 - bottom, interior
  552. // 7 - windshield
  553. // BODY
  554. var materials = car.bodyMaterials;
  555. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  556. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  557. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  558. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  559. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  560. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  561. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  562. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  563. // WHEELS
  564. materials = car.wheelMaterials;
  565. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  566. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  567. }
  568. //
  569. function animate() {
  570. requestAnimationFrame( animate );
  571. render();
  572. stats.update();
  573. }
  574. function render() {
  575. var delta = clock.getDelta();
  576. // day / night
  577. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  578. scene.fog.color.setHSV( 0.51, 0.5, v );
  579. renderer.setClearColor( scene.fog.color, 1 );
  580. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  581. if ( vnorm < 0.3 ) {
  582. setSpritesOpacity( 1 - v / 0.3 );
  583. } else {
  584. setSpritesOpacity( 0 );
  585. }
  586. if ( vnorm < 0.4 ) {
  587. if ( veyron.loaded ) {
  588. veyron.bodyMaterials[ 1 ] = mlib[ "ChromeN" ];
  589. veyron.bodyMaterials[ 2 ] = mlib[ "ChromeN" ];
  590. veyron.wheelMaterials[ 0 ] = mlib[ "ChromeN" ];
  591. }
  592. if ( gallardo.loaded ) {
  593. gallardo.wheelMaterials[ 0 ] = mlib[ "ChromeN" ];
  594. }
  595. } else {
  596. if ( veyron.loaded ) {
  597. veyron.bodyMaterials[ 1 ] = mlib[ "Chrome" ];
  598. veyron.bodyMaterials[ 2 ] = mlib[ "Chrome" ];
  599. veyron.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  600. }
  601. if ( gallardo.loaded ) {
  602. gallardo.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  603. }
  604. }
  605. effectBloom.copyUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  606. ambientLight.color.setHSV( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.07, 0.33 ) );
  607. groundBasic.color.setHSV( 0.1, 0.45, THREE.Math.mapLinear( vnorm, 0, 1, 0.725, 0.995 ) );
  608. // blur
  609. if ( blur ) {
  610. effectSave.enabled = true;
  611. effectBlend.enabled = true;
  612. } else {
  613. effectSave.enabled = false;
  614. effectBlend.enabled = false;
  615. }
  616. // update car model
  617. veyron.updateCarModel( delta, controlsVeyron );
  618. gallardo.updateCarModel( delta, controlsGallardo );
  619. // update camera
  620. if ( ! FOLLOW_CAMERA ) {
  621. cameraTarget.x = currentCar.root.position.x;
  622. cameraTarget.z = currentCar.root.position.z;
  623. } else {
  624. spotLight.position.x = currentCar.root.position.x - 500;
  625. spotLight.position.z = currentCar.root.position.z - 500;
  626. }
  627. // update shadows
  628. spotLight.target.position.x = currentCar.root.position.x;
  629. spotLight.target.position.z = currentCar.root.position.z;
  630. // render cube map
  631. var updateCubemap = true;
  632. if ( updateCubemap ) {
  633. veyron.setVisible( false );
  634. gallardo.setVisible( false );
  635. cubeCamera.position.copy( currentCar.root.position );
  636. renderer.autoUpdateObjects = false;
  637. renderer.initWebGLObjects( scene );
  638. renderer.autoClear = true;
  639. cubeCamera.updateCubeMap( renderer, scene );
  640. veyron.setVisible( true );
  641. gallardo.setVisible( true );
  642. }
  643. // render scene
  644. renderer.autoClear = false;
  645. renderer.shadowMapEnabled = true;
  646. renderer.autoUpdateObjects = true;
  647. camera.lookAt( cameraTarget );
  648. renderer.clearTarget( null );
  649. composer.render( 0.1 );
  650. renderer.shadowMapEnabled = false;
  651. }
  652. </script>
  653. </body>
  654. </html>