webgl_materials_cubemap_dynamic.html 28 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991
  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - dynamic cube reflection</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background: #000;
  10. color: #333;
  11. padding: 0;
  12. margin: 0;
  13. overflow: hidden;
  14. font-family: georgia;
  15. font-size:1em;
  16. text-align: center;
  17. }
  18. a { color: white }
  19. #info { position: absolute; top: 10px; width: 100%; }
  20. #container { position: absolute; top: 0px; }
  21. #footer { position: absolute; bottom: 10px; width: 100%; }
  22. .h { color: skyblue }
  23. .c { display: inline; margin-left: 1em }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="container"></div>
  28. <div id="info">
  29. <a href="http://threejs.org" target="_blank">three.js</a> - webgl dynamic cube reflection demo -
  30. veyron by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a> -
  31. gallardo by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1711" target="_blank">machman_3d</a>
  32. </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/loaders/BinaryLoader.js"></script>
  47. <script src="js/shaders/BleachBypassShader.js"></script>
  48. <script src="js/shaders/BlendShader.js"></script>
  49. <script src="js/shaders/ConvolutionShader.js"></script>
  50. <script src="js/shaders/CopyShader.js"></script>
  51. <script src="js/shaders/FXAAShader.js"></script>
  52. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  53. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  54. <script src="js/shaders/TriangleBlurShader.js"></script>
  55. <script src="js/shaders/VignetteShader.js"></script>
  56. <script src="js/postprocessing/EffectComposer.js"></script>
  57. <script src="js/postprocessing/RenderPass.js"></script>
  58. <script src="js/postprocessing/BloomPass.js"></script>
  59. <script src="js/postprocessing/ShaderPass.js"></script>
  60. <script src="js/postprocessing/MaskPass.js"></script>
  61. <script src="js/postprocessing/SavePass.js"></script>
  62. <script src="js/Car.js"></script>
  63. <script src="js/Detector.js"></script>
  64. <script src="js/libs/stats.min.js"></script>
  65. <script>
  66. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  67. var FOLLOW_CAMERA = false;
  68. var SCREEN_WIDTH = window.innerWidth;
  69. var SCREEN_HEIGHT = window.innerHeight;
  70. var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024;
  71. var container, stats;
  72. var camera, cameraTarget, scene, renderer;
  73. var renderTarget;
  74. var spotLight, ambientLight;
  75. var cubeCamera;
  76. var clock = new THREE.Clock();
  77. var controlsGallardo = {
  78. moveForward: false,
  79. moveBackward: false,
  80. moveLeft: false,
  81. moveRight: false
  82. };
  83. var controlsVeyron = {
  84. moveForward: false,
  85. moveBackward: false,
  86. moveLeft: false,
  87. moveRight: false
  88. };
  89. var mlib;
  90. var gallardo, veyron, currentCar;
  91. var effectDirt, hblur, vblur, effectBloom, effectKeep, effectBlend, effectFXAA;
  92. var config = {
  93. "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) },
  94. "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) }
  95. };
  96. var flareA, flareB;
  97. var sprites = [];
  98. var ground, groundBasic;
  99. var blur = false;
  100. var v = 0.9, vdir = 1;
  101. init();
  102. animate();
  103. function init() {
  104. container = document.getElementById( 'container' );
  105. camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  106. camera.position.set( 3000, 0, 3000 );
  107. cameraTarget = new THREE.Vector3();
  108. scene = new THREE.Scene();
  109. scene.fog = new THREE.Fog( 0xffffff, 3000, 10000 );
  110. scene.fog.color.setHSL( 0.51, 0.6, 0.6 );
  111. createScene();
  112. // LIGHTS
  113. ambientLight = new THREE.AmbientLight( 0x555555 );
  114. scene.add( ambientLight );
  115. spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2 );
  116. spotLight.position.set( 0, 1800, 1500 );
  117. spotLight.target.position.set( 0, 0, 0 );
  118. spotLight.castShadow = true;
  119. spotLight.shadow.camera.near = 100;
  120. spotLight.shadow.camera.far = camera.far;
  121. spotLight.shadow.camera.fov = 50;
  122. spotLight.shadow.bias = -0.00125;
  123. spotLight.shadow.mapSize.width = SHADOW_MAP_WIDTH;
  124. spotLight.shadow.mapSize.height = SHADOW_MAP_HEIGHT;
  125. scene.add( spotLight );
  126. // RENDERER
  127. renderer = new THREE.WebGLRenderer( { antialias: false } );
  128. renderer.setClearColor( scene.fog.color );
  129. renderer.setPixelRatio( window.devicePixelRatio );
  130. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  131. container.appendChild( renderer.domElement );
  132. // SHADOW
  133. renderer.shadowMap.renderReverseSided = false;
  134. renderer.shadowMap.enabled = true;
  135. // STATS
  136. stats = new Stats();
  137. container.appendChild( stats.dom );
  138. // CUBE CAMERA
  139. cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
  140. scene.add( cubeCamera );
  141. // MATERIALS
  142. var cubeTexture = cubeCamera.renderTarget.texture;
  143. mlib = {
  144. body: [],
  145. "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTexture } ),
  146. "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, envMap: cubeTexture } ),
  147. "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, } ),
  148. "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, envMap: cubeTexture, opacity: 0.5, transparent: true } ),
  149. "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, opacity: 0.5, transparent: true } ),
  150. "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, opacity: 0.5, transparent: true } ),
  151. "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, envMap: cubeTexture, combine: THREE.MultiplyOperation } ),
  152. "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, envMap: cubeTexture, combine: THREE.MultiplyOperation } )
  153. };
  154. mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  155. mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  156. mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  157. mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  158. mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  159. mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTexture, combine: THREE.MultiplyOperation } ) ] );
  160. mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTexture, combine: THREE.MultiplyOperation } ) ] );
  161. mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  162. mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTexture, combine: THREE.MultiplyOperation } ) ] );
  163. // FLARES
  164. var textureLoader = new THREE.TextureLoader();
  165. flareA = textureLoader.load( "textures/lensflare2.jpg" );
  166. flareB = textureLoader.load( "textures/lensflare0.png" );
  167. // CARS - VEYRON
  168. veyron = new THREE.Car();
  169. veyron.modelScale = 3;
  170. veyron.backWheelOffset = 2;
  171. veyron.callback = function( object ) {
  172. addCar( object, -300, -215, 0, 0 );
  173. setMaterialsVeyron( object );
  174. var sa = 2, sb = 5;
  175. var params = {
  176. "a" : { map: flareA, color: 0xffffff, blending: THREE.AdditiveBlending },
  177. "b" : { map: flareB, color: 0xffffff, blending: THREE.AdditiveBlending },
  178. "ar" : { map: flareA, color: 0xff0000, blending: THREE.AdditiveBlending },
  179. "br" : { map: flareB, color: 0xff0000, blending: THREE.AdditiveBlending }
  180. };
  181. var flares = [
  182. // front
  183. [ "a", sa, [ 47, 38, 120 ] ], [ "a", sa, [ 40, 38, 120 ] ], [ "a", sa, [ 32, 38, 122 ] ],
  184. [ "b", sb, [ 47, 38, 120 ] ], [ "b", sb, [ 40, 38, 120 ] ], [ "b", sb, [ 32, 38, 122 ] ],
  185. [ "a", sa, [ -47, 38, 120 ] ], [ "a", sa, [ -40, 38, 120 ] ], [ "a", sa, [ -32, 38, 122 ] ],
  186. [ "b", sb, [ -47, 38, 120 ] ], [ "b", sb, [ -40, 38, 120 ] ], [ "b", sb, [ -32, 38, 122 ] ],
  187. // back
  188. [ "ar", sa, [ 22, 50, -123 ] ], [ "ar", sa, [ 32, 49, -123 ] ],
  189. [ "br", sb, [ 22, 50, -123 ] ], [ "br", sb, [ 32, 49, -123 ] ],
  190. [ "ar", sa, [ -22, 50, -123 ] ], [ "ar", sa, [ -32, 49, -123 ] ],
  191. [ "br", sb, [ -22, 50, -123 ] ], [ "br", sb, [ -32, 49, -123 ] ],
  192. ];
  193. for ( var i = 0; i < flares.length; i ++ ) {
  194. var p = params[ flares[ i ][ 0 ] ];
  195. var s = flares[ i ][ 1 ];
  196. var x = flares[ i ][ 2 ][ 0 ];
  197. var y = flares[ i ][ 2 ][ 1 ];
  198. var z = flares[ i ][ 2 ][ 2 ];
  199. var material = new THREE.SpriteMaterial( p );
  200. var sprite = new THREE.Sprite( material );
  201. var spriteWidth = 128;
  202. var spriteHeight = 128;
  203. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  204. sprite.position.set( x, y, z );
  205. object.bodyMesh.add( sprite );
  206. sprites.push( sprite );
  207. }
  208. };
  209. veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" );
  210. // CARS - GALLARDO
  211. gallardo = new THREE.Car();
  212. gallardo.modelScale = 2;
  213. gallardo.backWheelOffset = 45;
  214. gallardo.callback = function( object ) {
  215. addCar( object, 300, -110, 0, -110 );
  216. setMaterialsGallardo( object );
  217. var sa = 2, sb = 5;
  218. var params = {
  219. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  220. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  221. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  222. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  223. };
  224. var flares = [
  225. // front
  226. [ "a", sa, [ 70, 10, 160 ] ], [ "a", sa, [ 66, -1, 175 ] ], [ "a", sa, [ 66, -1, 165 ] ],
  227. [ "b", sb, [ 70, 10, 160 ] ], [ "b", sb, [ 66, -1, 175 ] ], [ "b", sb, [ 66, -1, 165 ] ],
  228. [ "a", sa, [ -70, 10, 160 ] ], [ "a", sa, [ -66, -1, 175 ] ], [ "a", sa, [ -66, -1, 165 ] ],
  229. [ "b", sb, [ -70, 10, 160 ] ], [ "b", sb, [ -66, -1, 175 ] ], [ "b", sb, [ -66, -1, 165 ] ],
  230. // back
  231. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  232. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  233. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  234. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  235. ];
  236. for ( var i = 0; i < flares.length; i ++ ) {
  237. var p = params[ flares[ i ][ 0 ] ];
  238. var s = flares[ i ][ 1 ];
  239. var x = flares[ i ][ 2 ][ 0 ];
  240. var y = flares[ i ][ 2 ][ 1 ];
  241. var z = flares[ i ][ 2 ][ 2 ];
  242. var material = new THREE.SpriteMaterial( p );
  243. var sprite = new THREE.Sprite( material );
  244. var spriteWidth = 128;
  245. var spriteHeight = 128;
  246. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  247. sprite.position.set( x, y, z );
  248. object.bodyMesh.add( sprite );
  249. sprites.push( sprite );
  250. }
  251. };
  252. gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" );
  253. //
  254. config[ "gallardo" ].model = gallardo;
  255. config[ "veyron" ].model = veyron;
  256. currentCar = gallardo;
  257. // EVENTS
  258. document.addEventListener( 'keydown', onKeyDown, false );
  259. document.addEventListener( 'keyup', onKeyUp, false );
  260. window.addEventListener( 'resize', onWindowResize, false );
  261. // POSTPROCESSING
  262. renderer.autoClear = false;
  263. var renderTargetParameters = {
  264. minFilter: THREE.LinearFilter,
  265. magFilter: THREE.LinearFilter,
  266. format: THREE.RGBFormat,
  267. stencilBuffer: false
  268. };
  269. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  270. effectSave = new THREE.SavePass( new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ) );
  271. effectBlend = new THREE.ShaderPass( THREE.BlendShader, "tDiffuse1" );
  272. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  273. var effectVignette = new THREE.ShaderPass( THREE.VignetteShader );
  274. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  275. effectBloom = new THREE.BloomPass( 0.75 );
  276. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  277. // tilt shift
  278. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  279. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  280. var bluriness = 7;
  281. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  282. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  283. if ( FOLLOW_CAMERA ) {
  284. if ( currentCar == gallardo ) {
  285. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "gallardo" ];
  286. } else if ( currentCar == veyron ) {
  287. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "veyron" ];
  288. }
  289. } else {
  290. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  291. }
  292. effectVignette.uniforms[ "offset" ].value = 1.05;
  293. effectVignette.uniforms[ "darkness" ].value = 1.5;
  294. // motion blur
  295. effectBlend.uniforms[ 'tDiffuse2' ].value = effectSave.renderTarget.texture;
  296. effectBlend.uniforms[ 'mixRatio' ].value = 0.65;
  297. var renderModel = new THREE.RenderPass( scene, camera );
  298. effectVignette.renderToScreen = true;
  299. composer = new THREE.EffectComposer( renderer, renderTarget );
  300. composer.addPass( renderModel );
  301. composer.addPass( effectFXAA );
  302. composer.addPass( effectBlend );
  303. composer.addPass( effectSave );
  304. composer.addPass( effectBloom );
  305. composer.addPass( effectBleach );
  306. composer.addPass( hblur );
  307. composer.addPass( vblur );
  308. composer.addPass( effectVignette );
  309. }
  310. //
  311. function setSpritesOpacity( opacity ) {
  312. for ( var i = 0; i < sprites.length; i ++ ) {
  313. sprites[ i ].material.opacity = opacity;
  314. }
  315. }
  316. //
  317. function createScene() {
  318. // GROUND
  319. var texture = new THREE.TextureLoader().load( "textures/cube/Park3Med/ny.jpg" );
  320. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  321. texture.repeat.set( 50, 50 );
  322. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  323. groundBasic.color.setHSL( 0.1, 0.9, 0.7 );
  324. ground = new THREE.Mesh( new THREE.PlaneBufferGeometry( 50000, 50000 ), groundBasic );
  325. ground.position.y = - 215;
  326. ground.rotation.x = - Math.PI / 2;
  327. scene.add( ground );
  328. ground.castShadow = false;
  329. ground.receiveShadow = true;
  330. // OBJECTS
  331. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  332. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  333. var sy1 = -500 + 38;
  334. var sy2 = -88;
  335. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  336. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  337. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  338. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  339. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  340. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  341. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  342. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  343. }
  344. //
  345. var canvas = document.createElement( 'canvas' );
  346. canvas.width = 128;
  347. canvas.height = 128;
  348. var context = canvas.getContext( '2d' );
  349. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  350. gradient.addColorStop( 0.1, 'rgba(0,0,0,1)' );
  351. gradient.addColorStop( 1, 'rgba(0,0,0,0)' );
  352. context.fillStyle = gradient;
  353. context.fillRect( 0, 0, canvas.width, canvas.height );
  354. //
  355. var shadowTexture = new THREE.CanvasTexture( canvas );
  356. var shadowPlane = new THREE.PlaneBufferGeometry( 400, 400 );
  357. var shadowMaterial = new THREE.MeshBasicMaterial( {
  358. opacity: 0.35, transparent: true, map: shadowTexture,
  359. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  360. } );
  361. function addObject( geometry, color, x, y, z, sy ) {
  362. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color } ) );
  363. object.position.set( x, y, z );
  364. object.castShadow = true;
  365. object.receiveShadow = true;
  366. scene.add( object );
  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 = {
  375. minFilter: THREE.LinearMipmapLinearFilter,
  376. magFilter: THREE.LinearFilter,
  377. format: THREE.RGBAFormat,
  378. stencilBuffer: false
  379. };
  380. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  381. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  382. var shadowGeometry = object.geometry.clone();
  383. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  384. var shadowScene = new THREE.Scene();
  385. shadowScene.add( shadowObject );
  386. shadowObject.geometry.computeBoundingBox();
  387. var bb = shadowObject.geometry.boundingBox;
  388. var dimensions = new THREE.Vector3();
  389. dimensions.subVectors( bb.max, bb.min );
  390. var margin = 0.15,
  391. width = dimensions.z,
  392. height = dimensions.x,
  393. depth = dimensions.y,
  394. left = bb.min.z - margin * width,
  395. right = bb.max.z + margin * width,
  396. top = bb.max.x + margin * height,
  397. bottom = bb.min.x - margin * height,
  398. near = bb.max.y + margin * depth,
  399. far = bb.min.y - margin * depth;
  400. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  401. topCamera.position.y = bb.max.y;
  402. topCamera.lookAt( shadowScene.position );
  403. shadowScene.add( topCamera );
  404. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  405. var blurShader = THREE.TriangleBlurShader;
  406. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  407. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  408. renderShadow.clearColor = new THREE.Color( 0x000000 );
  409. renderShadow.clearAlpha = 0;
  410. var blurAmountX = bluriness / width;
  411. var blurAmountY = bluriness / height;
  412. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  413. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  414. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  415. shadowComposer.addPass( renderShadow );
  416. shadowComposer.addPass( effectBlurX );
  417. shadowComposer.addPass( effectBlurY );
  418. renderer.clear();
  419. shadowComposer.render( 0.1 );
  420. return shadowTarget;
  421. }
  422. //
  423. function addCar( object, x, y, z, s ) {
  424. object.root.position.set( x, y, z );
  425. scene.add( object.root );
  426. object.enableShadows( true );
  427. if ( FOLLOW_CAMERA && object == currentCar ) {
  428. object.root.add( camera );
  429. camera.position.set( 350, 500, 2200 );
  430. //camera.position.set( 0, 3000, -500 );
  431. cameraTarget.z = 500;
  432. cameraTarget.y = 150;
  433. camera.lookAt( cameraTarget );
  434. }
  435. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  436. object.bodyMesh.geometry.computeBoundingBox();
  437. var bb = object.bodyMesh.geometry.boundingBox;
  438. var ss = object.modelScale * 1.1;
  439. var shadowWidth = ss * ( bb.max.z - bb.min.z );
  440. var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x );
  441. var shadowPlane = new THREE.PlaneBufferGeometry( shadowWidth, shadowHeight );
  442. var shadowMaterial = new THREE.MeshBasicMaterial( {
  443. color: 0xffffff, opacity: 0.5, transparent: true, map: shadowTexture.texture,
  444. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  445. } );
  446. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  447. shadow.position.y = s + 10;
  448. shadow.rotation.x = - Math.PI / 2;
  449. shadow.rotation.z = Math.PI / 2;
  450. object.root.add( shadow );
  451. }
  452. //
  453. function setCurrentCar( car, cameraType ) {
  454. var oldCar = currentCar;
  455. currentCar = config[ car ].model;
  456. if ( cameraType == "front" || cameraType == "back" ) {
  457. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  458. FOLLOW_CAMERA = true;
  459. oldCar.root.remove( camera );
  460. currentCar.root.add( camera );
  461. if ( cameraType == "front" ) {
  462. camera.position.set( 350, 500, 2200 );
  463. } else if ( cameraType == "back" ) {
  464. camera.position.copy( config[ car ].backCam );
  465. }
  466. cameraTarget.set( 0, 150, 500 );
  467. } else {
  468. FOLLOW_CAMERA = false;
  469. oldCar.root.remove( camera );
  470. camera.position.set( 2000, 0, 2000 );
  471. cameraTarget.set( 0, 0, 0 );
  472. spotLight.position.set( 0, 1800, 1500 );
  473. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  474. }
  475. }
  476. //
  477. function onWindowResize( event ) {
  478. SCREEN_WIDTH = window.innerWidth;
  479. SCREEN_HEIGHT = window.innerHeight;
  480. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  481. camera.updateProjectionMatrix();
  482. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  483. composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  484. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  485. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  486. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  487. }
  488. //
  489. function onKeyDown ( event ) {
  490. switch( event.keyCode ) {
  491. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  492. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  493. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  494. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  495. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  496. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  497. case 39: /*right*/controlsGallardo.moveRight = true; break;
  498. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  499. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  500. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  501. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  502. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  503. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  504. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  505. case 78: /*N*/ vdir *= -1; break;
  506. case 66: /*B*/ blur = !blur; break;
  507. }
  508. }
  509. function onKeyUp ( event ) {
  510. switch( event.keyCode ) {
  511. case 38: /*up*/controlsGallardo.moveForward = false; break;
  512. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  513. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  514. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  515. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  516. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  517. case 39: /*right*/controlsGallardo.moveRight = false; break;
  518. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  519. }
  520. }
  521. //
  522. function setMaterialsGallardo( car ) {
  523. // BODY
  524. var materials = car.bodyMaterials;
  525. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  526. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  527. // WHEELS
  528. materials = car.wheelMaterials;
  529. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  530. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  531. }
  532. function setMaterialsVeyron( car ) {
  533. // 0 - top, front center, back sides
  534. // 1 - front sides
  535. // 2 - engine
  536. // 3 - small chrome things
  537. // 4 - backlights
  538. // 5 - back signals
  539. // 6 - bottom, interior
  540. // 7 - windshield
  541. // BODY
  542. var materials = car.bodyMaterials;
  543. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  544. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  545. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  546. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  547. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  548. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  549. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  550. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  551. // WHEELS
  552. materials = car.wheelMaterials;
  553. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  554. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  555. }
  556. //
  557. function animate() {
  558. requestAnimationFrame( animate );
  559. render();
  560. stats.update();
  561. }
  562. function render() {
  563. var delta = clock.getDelta();
  564. // day / night
  565. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  566. scene.fog.color.setHSL( 0.51, 0.5, v * 0.75 );
  567. renderer.setClearColor( scene.fog.color );
  568. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  569. if ( vnorm < 0.3 ) {
  570. setSpritesOpacity( 1 - v / 0.3 );
  571. } else {
  572. setSpritesOpacity( 0 );
  573. }
  574. if ( veyron.loaded ) {
  575. veyron.bodyMaterials[ 1 ] = mlib[ "Chrome" ];
  576. veyron.bodyMaterials[ 2 ] = mlib[ "Chrome" ];
  577. veyron.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  578. }
  579. if ( gallardo.loaded ) {
  580. gallardo.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  581. }
  582. effectBloom.copyUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  583. ambientLight.color.setHSL( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.1, 0.3 ) );
  584. groundBasic.color.setHSL( 0.1, 0.5, THREE.Math.mapLinear( vnorm, 0, 1, 0.4, 0.65 ) );
  585. // blur
  586. if ( blur ) {
  587. effectSave.enabled = true;
  588. effectBlend.enabled = true;
  589. } else {
  590. effectSave.enabled = false;
  591. effectBlend.enabled = false;
  592. }
  593. // update car model
  594. veyron.updateCarModel( delta, controlsVeyron );
  595. gallardo.updateCarModel( delta, controlsGallardo );
  596. // update camera
  597. if ( ! FOLLOW_CAMERA ) {
  598. cameraTarget.x = currentCar.root.position.x;
  599. cameraTarget.z = currentCar.root.position.z;
  600. } else {
  601. spotLight.position.x = currentCar.root.position.x - 500;
  602. spotLight.position.z = currentCar.root.position.z - 500;
  603. }
  604. // update shadows
  605. spotLight.target.position.x = currentCar.root.position.x;
  606. spotLight.target.position.z = currentCar.root.position.z;
  607. // render cube map
  608. var updateCubemap = true;
  609. if ( updateCubemap ) {
  610. veyron.setVisible( false );
  611. gallardo.setVisible( false );
  612. cubeCamera.position.copy( currentCar.root.position );
  613. renderer.autoClear = true;
  614. cubeCamera.updateCubeMap( renderer, scene );
  615. veyron.setVisible( true );
  616. gallardo.setVisible( true );
  617. }
  618. // render scene
  619. renderer.autoClear = false;
  620. renderer.shadowMap.enabled = true;
  621. camera.lookAt( cameraTarget );
  622. renderer.setRenderTarget( null );
  623. renderer.clear();
  624. composer.render( 0.1 );
  625. renderer.shadowMap.enabled = false;
  626. }
  627. </script>
  628. </body>
  629. </html>