webgl_materials_cubemap_dynamic.html 27 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. <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" rel="noopener">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" rel="noopener">Troyano</a> -
  31. gallardo by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1711" target="_blank" rel="noopener">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 composer, effectSave, effectBlend, effectFXAA, effectBloom;
  92. var hblur, vblur;
  93. var config = {
  94. "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) },
  95. "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) }
  96. };
  97. var flareA, flareB;
  98. var sprites = [];
  99. var ground, groundBasic;
  100. var blur = false;
  101. var v = 0.9, vdir = 1;
  102. init();
  103. animate();
  104. function init() {
  105. container = document.getElementById( 'container' );
  106. camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  107. camera.position.set( 3000, 0, 3000 );
  108. cameraTarget = new THREE.Vector3();
  109. scene = new THREE.Scene();
  110. scene.background = new THREE.Color().setHSL( 0.51, 0.6, 0.6 );
  111. scene.fog = new THREE.Fog( scene.background, 3000, 10000 );
  112. createScene();
  113. // LIGHTS
  114. ambientLight = new THREE.AmbientLight( 0x555555 );
  115. scene.add( ambientLight );
  116. spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2 );
  117. spotLight.position.set( 0, 1800, 1500 );
  118. spotLight.target.position.set( 0, 0, 0 );
  119. spotLight.castShadow = true;
  120. spotLight.shadow.camera.near = 100;
  121. spotLight.shadow.camera.far = camera.far;
  122. spotLight.shadow.camera.fov = 50;
  123. spotLight.shadow.bias = -0.00125;
  124. spotLight.shadow.mapSize.width = SHADOW_MAP_WIDTH;
  125. spotLight.shadow.mapSize.height = SHADOW_MAP_HEIGHT;
  126. scene.add( spotLight );
  127. // RENDERER
  128. renderer = new THREE.WebGLRenderer();
  129. renderer.setPixelRatio( window.devicePixelRatio );
  130. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  131. container.appendChild( renderer.domElement );
  132. // SHADOW
  133. renderer.shadowMap.enabled = true;
  134. // STATS
  135. stats = new Stats();
  136. container.appendChild( stats.dom );
  137. // CUBE CAMERA
  138. cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
  139. scene.add( cubeCamera );
  140. // MATERIALS
  141. var cubeTexture = cubeCamera.renderTarget.texture;
  142. mlib = {
  143. body: [],
  144. "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTexture } ),
  145. "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, envMap: cubeTexture } ),
  146. "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, } ),
  147. "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, envMap: cubeTexture, opacity: 0.5, transparent: true } ),
  148. "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, opacity: 0.5, transparent: true } ),
  149. "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, opacity: 0.5, transparent: true } ),
  150. "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, envMap: cubeTexture, combine: THREE.MultiplyOperation } ),
  151. "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, envMap: cubeTexture, combine: THREE.MultiplyOperation } )
  152. };
  153. mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  154. mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  155. mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  156. mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  157. mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  158. mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTexture, combine: THREE.MultiplyOperation } ) ] );
  159. mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTexture, combine: THREE.MultiplyOperation } ) ] );
  160. mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTexture, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  161. mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTexture, combine: THREE.MultiplyOperation } ) ] );
  162. // FLARES
  163. var textureLoader = new THREE.TextureLoader();
  164. flareA = textureLoader.load( "textures/lensflare/lensflare0.png" );
  165. flareB = textureLoader.load( "textures/lensflare/lensflare3.png" );
  166. // CARS - VEYRON
  167. veyron = new THREE.Car();
  168. veyron.modelScale = 3;
  169. veyron.backWheelOffset = 2;
  170. veyron.callback = function( object ) {
  171. addCar( object, -300, -215, 0, 0 );
  172. setMaterialsVeyron( object );
  173. var sa = 2, sb = 5;
  174. var params = {
  175. "a" : { map: flareA, color: 0xffffff, blending: THREE.AdditiveBlending },
  176. "b" : { map: flareB, color: 0xffffff, blending: THREE.AdditiveBlending },
  177. "ar" : { map: flareA, color: 0xff0000, blending: THREE.AdditiveBlending },
  178. "br" : { map: flareB, color: 0xff0000, blending: THREE.AdditiveBlending }
  179. };
  180. var flares = [
  181. // front
  182. [ "a", sa, [ 47, 38, 120 ] ], [ "a", sa, [ 40, 38, 120 ] ], [ "a", sa, [ 32, 38, 122 ] ],
  183. [ "b", sb, [ 47, 38, 120 ] ], [ "b", sb, [ 40, 38, 120 ] ], [ "b", sb, [ 32, 38, 122 ] ],
  184. [ "a", sa, [ -47, 38, 120 ] ], [ "a", sa, [ -40, 38, 120 ] ], [ "a", sa, [ -32, 38, 122 ] ],
  185. [ "b", sb, [ -47, 38, 120 ] ], [ "b", sb, [ -40, 38, 120 ] ], [ "b", sb, [ -32, 38, 122 ] ],
  186. // back
  187. [ "ar", sa, [ 22, 50, -123 ] ], [ "ar", sa, [ 32, 49, -123 ] ],
  188. [ "br", sb, [ 22, 50, -123 ] ], [ "br", sb, [ 32, 49, -123 ] ],
  189. [ "ar", sa, [ -22, 50, -123 ] ], [ "ar", sa, [ -32, 49, -123 ] ],
  190. [ "br", sb, [ -22, 50, -123 ] ], [ "br", sb, [ -32, 49, -123 ] ],
  191. ];
  192. for ( var i = 0; i < flares.length; i ++ ) {
  193. var p = params[ flares[ i ][ 0 ] ];
  194. var s = flares[ i ][ 1 ];
  195. var x = flares[ i ][ 2 ][ 0 ];
  196. var y = flares[ i ][ 2 ][ 1 ];
  197. var z = flares[ i ][ 2 ][ 2 ];
  198. var material = new THREE.SpriteMaterial( p );
  199. var sprite = new THREE.Sprite( material );
  200. var spriteWidth = 16;
  201. var spriteHeight = 16;
  202. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  203. sprite.position.set( x, y, z );
  204. object.bodyMesh.add( sprite );
  205. sprites.push( sprite );
  206. }
  207. };
  208. veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" );
  209. // CARS - GALLARDO
  210. gallardo = new THREE.Car();
  211. gallardo.modelScale = 2;
  212. gallardo.backWheelOffset = 45;
  213. gallardo.callback = function( object ) {
  214. addCar( object, 300, -110, 0, -110 );
  215. setMaterialsGallardo( object );
  216. var sa = 2, sb = 5;
  217. var params = {
  218. "a" : { map: flareA, color: 0xffffff, blending: THREE.AdditiveBlending },
  219. "b" : { map: flareB, color: 0xffffff, blending: THREE.AdditiveBlending },
  220. "ar" : { map: flareA, color: 0xff0000, blending: THREE.AdditiveBlending },
  221. "br" : { map: flareB, color: 0xff0000, blending: THREE.AdditiveBlending }
  222. };
  223. var flares = [
  224. // front
  225. [ "a", sa, [ 70, 10, 160 ] ], [ "a", sa, [ 66, -1, 175 ] ], [ "a", sa, [ 66, -1, 165 ] ],
  226. [ "b", sb, [ 70, 10, 160 ] ], [ "b", sb, [ 66, -1, 175 ] ], [ "b", sb, [ 66, -1, 165 ] ],
  227. [ "a", sa, [ -70, 10, 160 ] ], [ "a", sa, [ -66, -1, 175 ] ], [ "a", sa, [ -66, -1, 165 ] ],
  228. [ "b", sb, [ -70, 10, 160 ] ], [ "b", sb, [ -66, -1, 175 ] ], [ "b", sb, [ -66, -1, 165 ] ],
  229. // back
  230. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  231. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  232. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  233. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  234. ];
  235. for ( var i = 0; i < flares.length; i ++ ) {
  236. var p = params[ flares[ i ][ 0 ] ];
  237. var s = flares[ i ][ 1 ];
  238. var x = flares[ i ][ 2 ][ 0 ];
  239. var y = flares[ i ][ 2 ][ 1 ];
  240. var z = flares[ i ][ 2 ][ 2 ];
  241. var material = new THREE.SpriteMaterial( p );
  242. var sprite = new THREE.Sprite( material );
  243. var spriteWidth = 16;
  244. var spriteHeight = 16;
  245. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  246. sprite.position.set( x, y, z );
  247. object.bodyMesh.add( sprite );
  248. sprites.push( sprite );
  249. }
  250. };
  251. gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" );
  252. //
  253. config[ "gallardo" ].model = gallardo;
  254. config[ "veyron" ].model = veyron;
  255. currentCar = gallardo;
  256. // EVENTS
  257. document.addEventListener( 'keydown', onKeyDown, false );
  258. document.addEventListener( 'keyup', onKeyUp, false );
  259. window.addEventListener( 'resize', onWindowResize, false );
  260. // POSTPROCESSING
  261. renderer.autoClear = false;
  262. var renderTargetParameters = {
  263. minFilter: THREE.LinearFilter,
  264. magFilter: THREE.LinearFilter,
  265. format: THREE.RGBFormat,
  266. stencilBuffer: false
  267. };
  268. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  269. effectSave = new THREE.SavePass( new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ) );
  270. effectBlend = new THREE.ShaderPass( THREE.BlendShader, "tDiffuse1" );
  271. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  272. var effectVignette = new THREE.ShaderPass( THREE.VignetteShader );
  273. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  274. effectBloom = new THREE.BloomPass( 0.75 );
  275. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  276. // tilt shift
  277. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  278. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  279. var bluriness = 7;
  280. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  281. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  282. if ( FOLLOW_CAMERA ) {
  283. if ( currentCar == gallardo ) {
  284. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "gallardo" ];
  285. } else if ( currentCar == veyron ) {
  286. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "veyron" ];
  287. }
  288. } else {
  289. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  290. }
  291. effectVignette.uniforms[ "offset" ].value = 1.05;
  292. effectVignette.uniforms[ "darkness" ].value = 1.5;
  293. // motion blur
  294. effectBlend.uniforms[ 'tDiffuse2' ].value = effectSave.renderTarget.texture;
  295. effectBlend.uniforms[ 'mixRatio' ].value = 0.65;
  296. var renderModel = new THREE.RenderPass( scene, camera );
  297. effectVignette.renderToScreen = true;
  298. composer = new THREE.EffectComposer( renderer, renderTarget );
  299. composer.addPass( renderModel );
  300. composer.addPass( effectFXAA );
  301. composer.addPass( effectBlend );
  302. composer.addPass( effectSave );
  303. composer.addPass( effectBloom );
  304. composer.addPass( effectBleach );
  305. composer.addPass( hblur );
  306. composer.addPass( vblur );
  307. composer.addPass( effectVignette );
  308. }
  309. //
  310. function setSpritesOpacity( opacity ) {
  311. for ( var i = 0; i < sprites.length; i ++ ) {
  312. sprites[ i ].material.opacity = opacity;
  313. }
  314. }
  315. //
  316. function createScene() {
  317. // GROUND
  318. var texture = new THREE.TextureLoader().load( "textures/cube/Park3Med/ny.jpg" );
  319. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  320. texture.repeat.set( 50, 50 );
  321. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  322. groundBasic.color.setHSL( 0.1, 0.9, 0.7 );
  323. ground = new THREE.Mesh( new THREE.PlaneBufferGeometry( 50000, 50000 ), groundBasic );
  324. ground.position.y = - 215;
  325. ground.rotation.x = - Math.PI / 2;
  326. scene.add( ground );
  327. ground.castShadow = false;
  328. ground.receiveShadow = true;
  329. // OBJECTS
  330. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  331. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  332. var sy1 = -500 + 38;
  333. var sy2 = -88;
  334. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  335. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  336. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  337. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  338. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  339. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  340. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  341. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  342. }
  343. //
  344. var canvas = document.createElement( 'canvas' );
  345. canvas.width = 128;
  346. canvas.height = 128;
  347. var context = canvas.getContext( '2d' );
  348. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  349. gradient.addColorStop( 0.1, 'rgba(0,0,0,1)' );
  350. gradient.addColorStop( 1, 'rgba(0,0,0,0)' );
  351. context.fillStyle = gradient;
  352. context.fillRect( 0, 0, canvas.width, canvas.height );
  353. //
  354. var shadowTexture = new THREE.CanvasTexture( canvas );
  355. var shadowPlane = new THREE.PlaneBufferGeometry( 400, 400 );
  356. var shadowMaterial = new THREE.MeshBasicMaterial( {
  357. opacity: 0.35, transparent: true, map: shadowTexture,
  358. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  359. } );
  360. function addObject( geometry, color, x, y, z, sy ) {
  361. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color } ) );
  362. object.position.set( x, y, z );
  363. object.castShadow = true;
  364. object.receiveShadow = true;
  365. scene.add( object );
  366. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  367. shadow.position.y = sy;
  368. shadow.rotation.x = - Math.PI / 2;
  369. object.add( shadow );
  370. }
  371. //
  372. function generateDropShadowTexture( object, width, height, bluriness ) {
  373. var renderTargetParameters = {
  374. minFilter: THREE.LinearMipmapLinearFilter,
  375. magFilter: THREE.LinearFilter,
  376. format: THREE.RGBAFormat,
  377. stencilBuffer: false
  378. };
  379. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  380. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  381. var shadowGeometry = object.geometry.clone();
  382. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  383. var shadowScene = new THREE.Scene();
  384. shadowScene.add( shadowObject );
  385. shadowObject.geometry.computeBoundingBox();
  386. var bb = shadowObject.geometry.boundingBox;
  387. var dimensions = new THREE.Vector3();
  388. dimensions.subVectors( bb.max, bb.min );
  389. var margin = 0.15,
  390. width = dimensions.z,
  391. height = dimensions.x,
  392. depth = dimensions.y,
  393. left = bb.min.z - margin * width,
  394. right = bb.max.z + margin * width,
  395. top = bb.max.x + margin * height,
  396. bottom = bb.min.x - margin * height,
  397. near = bb.max.y + margin * depth,
  398. far = bb.min.y - margin * depth;
  399. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  400. topCamera.position.y = bb.max.y;
  401. topCamera.lookAt( shadowScene.position );
  402. shadowScene.add( topCamera );
  403. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  404. var blurShader = THREE.TriangleBlurShader;
  405. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  406. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  407. renderShadow.clearColor = new THREE.Color( 0x000000 );
  408. renderShadow.clearAlpha = 0;
  409. var blurAmountX = bluriness / width;
  410. var blurAmountY = bluriness / height;
  411. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  412. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  413. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  414. shadowComposer.addPass( renderShadow );
  415. shadowComposer.addPass( effectBlurX );
  416. shadowComposer.addPass( effectBlurY );
  417. renderer.clear();
  418. shadowComposer.render( 0.1 );
  419. return shadowTarget;
  420. }
  421. //
  422. function addCar( object, x, y, z, s ) {
  423. object.root.position.set( x, y, z );
  424. scene.add( object.root );
  425. object.enableShadows( true );
  426. if ( FOLLOW_CAMERA && object == currentCar ) {
  427. object.root.add( camera );
  428. camera.position.set( 350, 500, 2200 );
  429. //camera.position.set( 0, 3000, -500 );
  430. cameraTarget.z = 500;
  431. cameraTarget.y = 150;
  432. camera.lookAt( cameraTarget );
  433. }
  434. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  435. object.bodyMesh.geometry.computeBoundingBox();
  436. var bb = object.bodyMesh.geometry.boundingBox;
  437. var ss = object.modelScale * 1.1;
  438. var shadowWidth = ss * ( bb.max.z - bb.min.z );
  439. var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x );
  440. var shadowPlane = new THREE.PlaneBufferGeometry( shadowWidth, shadowHeight );
  441. var shadowMaterial = new THREE.MeshBasicMaterial( {
  442. color: 0xffffff, opacity: 0.5, transparent: true, map: shadowTexture.texture,
  443. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  444. } );
  445. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  446. shadow.position.y = s + 10;
  447. shadow.rotation.x = - Math.PI / 2;
  448. shadow.rotation.z = Math.PI / 2;
  449. object.root.add( shadow );
  450. }
  451. //
  452. function setCurrentCar( car, cameraType ) {
  453. var oldCar = currentCar;
  454. currentCar = config[ car ].model;
  455. if ( cameraType == "front" || cameraType == "back" ) {
  456. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  457. FOLLOW_CAMERA = true;
  458. oldCar.root.remove( camera );
  459. currentCar.root.add( camera );
  460. if ( cameraType == "front" ) {
  461. camera.position.set( 350, 500, 2200 );
  462. } else if ( cameraType == "back" ) {
  463. camera.position.copy( config[ car ].backCam );
  464. }
  465. cameraTarget.set( 0, 150, 500 );
  466. } else {
  467. FOLLOW_CAMERA = false;
  468. oldCar.root.remove( camera );
  469. camera.position.set( 2000, 0, 2000 );
  470. cameraTarget.set( 0, 0, 0 );
  471. spotLight.position.set( 0, 1800, 1500 );
  472. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  473. }
  474. }
  475. //
  476. function onWindowResize( event ) {
  477. SCREEN_WIDTH = window.innerWidth;
  478. SCREEN_HEIGHT = window.innerHeight;
  479. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  480. camera.updateProjectionMatrix();
  481. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  482. composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  483. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  484. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  485. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  486. }
  487. //
  488. function onKeyDown ( event ) {
  489. switch( event.keyCode ) {
  490. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  491. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  492. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  493. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  494. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  495. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  496. case 39: /*right*/controlsGallardo.moveRight = true; break;
  497. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  498. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  499. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  500. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  501. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  502. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  503. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  504. case 78: /*N*/ vdir *= -1; break;
  505. case 66: /*B*/ blur = !blur; break;
  506. }
  507. }
  508. function onKeyUp ( event ) {
  509. switch( event.keyCode ) {
  510. case 38: /*up*/controlsGallardo.moveForward = false; break;
  511. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  512. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  513. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  514. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  515. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  516. case 39: /*right*/controlsGallardo.moveRight = false; break;
  517. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  518. }
  519. }
  520. //
  521. function setMaterialsGallardo( car ) {
  522. // BODY
  523. var materials = car.bodyMaterials;
  524. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  525. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  526. // WHEELS
  527. materials = car.wheelMaterials;
  528. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  529. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  530. }
  531. function setMaterialsVeyron( car ) {
  532. // 0 - top, front center, back sides
  533. // 1 - front sides
  534. // 2 - engine
  535. // 3 - small chrome things
  536. // 4 - backlights
  537. // 5 - back signals
  538. // 6 - bottom, interior
  539. // 7 - windshield
  540. // BODY
  541. var materials = car.bodyMaterials;
  542. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  543. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  544. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  545. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  546. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  547. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  548. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  549. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  550. // WHEELS
  551. materials = car.wheelMaterials;
  552. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  553. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  554. }
  555. //
  556. function animate() {
  557. requestAnimationFrame( animate );
  558. render();
  559. stats.update();
  560. }
  561. function render() {
  562. var delta = clock.getDelta();
  563. // day / night
  564. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  565. scene.background.setHSL( 0.51, 0.5, v * 0.75 );
  566. scene.fog.color.setHSL( 0.51, 0.5, v * 0.75 );
  567. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  568. if ( vnorm < 0.3 ) {
  569. setSpritesOpacity( 1 - v / 0.3 );
  570. } else {
  571. setSpritesOpacity( 0 );
  572. }
  573. if ( veyron.loaded ) {
  574. veyron.bodyMaterials[ 1 ] = mlib[ "Chrome" ];
  575. veyron.bodyMaterials[ 2 ] = mlib[ "Chrome" ];
  576. veyron.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  577. }
  578. if ( gallardo.loaded ) {
  579. gallardo.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  580. }
  581. effectBloom.copyUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  582. ambientLight.color.setHSL( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.1, 0.3 ) );
  583. groundBasic.color.setHSL( 0.1, 0.5, THREE.Math.mapLinear( vnorm, 0, 1, 0.4, 0.65 ) );
  584. // blur
  585. if ( blur ) {
  586. effectSave.enabled = true;
  587. effectBlend.enabled = true;
  588. } else {
  589. effectSave.enabled = false;
  590. effectBlend.enabled = false;
  591. }
  592. // update car model
  593. veyron.updateCarModel( delta, controlsVeyron );
  594. gallardo.updateCarModel( delta, controlsGallardo );
  595. // update camera
  596. if ( ! FOLLOW_CAMERA ) {
  597. cameraTarget.x = currentCar.root.position.x;
  598. cameraTarget.z = currentCar.root.position.z;
  599. } else {
  600. spotLight.position.x = currentCar.root.position.x - 500;
  601. spotLight.position.z = currentCar.root.position.z - 500;
  602. }
  603. // update shadows
  604. spotLight.target.position.x = currentCar.root.position.x;
  605. spotLight.target.position.z = currentCar.root.position.z;
  606. // render cube map
  607. var updateCubemap = true;
  608. if ( updateCubemap ) {
  609. veyron.setVisible( false );
  610. gallardo.setVisible( false );
  611. cubeCamera.position.copy( currentCar.root.position );
  612. renderer.autoClear = true;
  613. cubeCamera.update( renderer, scene );
  614. veyron.setVisible( true );
  615. gallardo.setVisible( true );
  616. }
  617. // render scene
  618. renderer.autoClear = false;
  619. renderer.shadowMap.enabled = true;
  620. camera.lookAt( cameraTarget );
  621. renderer.setRenderTarget( null );
  622. renderer.clear();
  623. composer.render( 0.1 );
  624. renderer.shadowMap.enabled = false;
  625. }
  626. </script>
  627. </body>
  628. </html>