webgl_materials_cubemap_dynamic.html 28 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - dynamic cube reflection</title>
  5. <meta charset="utf-8">
  6. <style>
  7. body {
  8. background: #000;
  9. color: #333;
  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 { position: absolute; top: 10px; width: 100%; }
  19. #container { position: absolute; top: 0px; }
  20. #footer { position: absolute; bottom: 10px; width: 100%; }
  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="container"></div>
  31. <div id="info">
  32. <a href="http://threejs.org" target="_blank">three.js</a> - webgl dynamic cube reflection demo -
  33. veyron by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a> -
  34. gallardo by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1711" target="_blank">machman_3d</a>
  35. </div>
  36. <div id="footer">
  37. cars control: <span class="h">WASD</span> / <span class="h">arrows</span>
  38. <div class="c">cameras: <span class="h">1</span> / <span class="h">2</span> / <span class="h">3</span> / <span class="h">4</span>
  39. / <span class="h">5</span> / <span class="h">6</span>
  40. </div>
  41. <div class="c">
  42. day / night: <span class="h">n</span>
  43. </div>
  44. <div class="c">
  45. motion blur: <span class="h">b</span>
  46. </div>
  47. </div>
  48. <script src="../build/three.min.js"></script>
  49. <script src="js/loaders/BinaryLoader.js"></script>
  50. <script src="js/shaders/BleachBypassShader.js"></script>
  51. <script src="js/shaders/BlendShader.js"></script>
  52. <script src="js/shaders/ConvolutionShader.js"></script>
  53. <script src="js/shaders/CopyShader.js"></script>
  54. <script src="js/shaders/FXAAShader.js"></script>
  55. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  56. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  57. <script src="js/shaders/TriangleBlurShader.js"></script>
  58. <script src="js/shaders/VignetteShader.js"></script>
  59. <script src="js/postprocessing/EffectComposer.js"></script>
  60. <script src="js/postprocessing/RenderPass.js"></script>
  61. <script src="js/postprocessing/BloomPass.js"></script>
  62. <script src="js/postprocessing/ShaderPass.js"></script>
  63. <script src="js/postprocessing/MaskPass.js"></script>
  64. <script src="js/postprocessing/SavePass.js"></script>
  65. <script src="js/Car.js"></script>
  66. <script src="js/Detector.js"></script>
  67. <script src="js/libs/stats.min.js"></script>
  68. <script>
  69. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  70. var FOLLOW_CAMERA = false;
  71. var SCREEN_WIDTH = window.innerWidth;
  72. var SCREEN_HEIGHT = window.innerHeight;
  73. var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024;
  74. var container, stats;
  75. var camera, cameraTarget, scene, renderer;
  76. var renderTarget;
  77. var spotLight, ambientLight;
  78. var cubeCamera;
  79. var clock = new THREE.Clock();
  80. var controlsGallardo = {
  81. moveForward: false,
  82. moveBackward: false,
  83. moveLeft: false,
  84. moveRight: false
  85. };
  86. var controlsVeyron = {
  87. moveForward: false,
  88. moveBackward: false,
  89. moveLeft: false,
  90. moveRight: false
  91. };
  92. var mlib;
  93. var gallardo, veyron, currentCar;
  94. var effectDirt, hblur, vblur, effectBloom, effectKeep, effectBlend, effectFXAA;
  95. var config = {
  96. "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) },
  97. "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) }
  98. };
  99. var flareA, flareB;
  100. var sprites = [];
  101. var ground, groundBasic;
  102. var blur = false;
  103. var v = 0.9, vdir = 1;
  104. init();
  105. animate();
  106. function init() {
  107. container = document.getElementById( 'container' );
  108. camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  109. camera.position.set( 3000, 0, 3000 );
  110. cameraTarget = new THREE.Vector3();
  111. scene = new THREE.Scene();
  112. scene.fog = new THREE.Fog( 0xffffff, 3000, 10000 );
  113. scene.fog.color.setHSL( 0.51, 0.6, 0.6 );
  114. createScene();
  115. // LIGHTS
  116. ambientLight = new THREE.AmbientLight( 0x555555 );
  117. scene.add( ambientLight );
  118. spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2, 1 );
  119. spotLight.position.set( 0, 1800, 1500 );
  120. spotLight.target.position.set( 0, 0, 0 );
  121. spotLight.castShadow = true;
  122. spotLight.shadowCameraNear = 100;
  123. spotLight.shadowCameraFar = camera.far;
  124. spotLight.shadowCameraFov = 50;
  125. spotLight.shadowBias = -0.00125;
  126. spotLight.shadowDarkness = 0.5;
  127. spotLight.shadowMapWidth = SHADOW_MAP_WIDTH;
  128. spotLight.shadowMapHeight = SHADOW_MAP_HEIGHT;
  129. scene.add( spotLight );
  130. directionalLight2 = new THREE.PointLight( 0xff9900, 0.25 );
  131. directionalLight2.position.set( 0.5, -1, 0.5 );
  132. //directionalLight2.position.normalize();
  133. //scene.add( directionalLight2 );
  134. // RENDERER
  135. renderer = new THREE.WebGLRenderer( { antialias: false } );
  136. renderer.setClearColor( scene.fog.color );
  137. renderer.setPixelRatio( window.devicePixelRatio );
  138. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  139. container.appendChild( renderer.domElement );
  140. // SHADOW
  141. renderer.shadowMapCullFace = THREE.CullFaceBack;
  142. renderer.shadowMapEnabled = true;
  143. // STATS
  144. stats = new Stats();
  145. container.appendChild( stats.domElement );
  146. // CUBE CAMERA
  147. cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
  148. scene.add( cubeCamera );
  149. // MATERIALS
  150. var cubeTarget = cubeCamera.renderTarget;
  151. mlib = {
  152. body: [],
  153. "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget } ),
  154. "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, envMap: cubeTarget } ),
  155. "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, } ),
  156. "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, envMap: cubeTarget, opacity: 0.5, transparent: true } ),
  157. "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, opacity: 0.5, transparent: true } ),
  158. "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, opacity: 0.5, transparent: true } ),
  159. "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, envMap: cubeTarget, combine: THREE.MultiplyOperation } ),
  160. "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, envMap: cubeTarget, combine: THREE.MultiplyOperation } )
  161. }
  162. mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  163. mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  164. mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] );
  165. mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  166. mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  167. mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  168. mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  169. mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] );
  170. mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] );
  171. // FLARES
  172. flareA = THREE.ImageUtils.loadTexture( "textures/lensflare2.jpg" );
  173. flareB = THREE.ImageUtils.loadTexture( "textures/lensflare0.png" );
  174. // CARS - VEYRON
  175. veyron = new THREE.Car();
  176. veyron.modelScale = 3;
  177. veyron.backWheelOffset = 2;
  178. veyron.callback = function( object ) {
  179. addCar( object, -300, -215, 0, 0 );
  180. setMaterialsVeyron( object );
  181. var sa = 2, sb = 5;
  182. var params = {
  183. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  184. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  185. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  186. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  187. };
  188. var flares = [
  189. // front
  190. [ "a", sa, [ 47, 38, 120 ] ], [ "a", sa, [ 40, 38, 120 ] ], [ "a", sa, [ 32, 38, 122 ] ],
  191. [ "b", sb, [ 47, 38, 120 ] ], [ "b", sb, [ 40, 38, 120 ] ], [ "b", sb, [ 32, 38, 122 ] ],
  192. [ "a", sa, [ -47, 38, 120 ] ], [ "a", sa, [ -40, 38, 120 ] ], [ "a", sa, [ -32, 38, 122 ] ],
  193. [ "b", sb, [ -47, 38, 120 ] ], [ "b", sb, [ -40, 38, 120 ] ], [ "b", sb, [ -32, 38, 122 ] ],
  194. // back
  195. [ "ar", sa, [ 22, 50, -123 ] ], [ "ar", sa, [ 32, 49, -123 ] ],
  196. [ "br", sb, [ 22, 50, -123 ] ], [ "br", sb, [ 32, 49, -123 ] ],
  197. [ "ar", sa, [ -22, 50, -123 ] ], [ "ar", sa, [ -32, 49, -123 ] ],
  198. [ "br", sb, [ -22, 50, -123 ] ], [ "br", sb, [ -32, 49, -123 ] ],
  199. ];
  200. for ( var i = 0; i < flares.length; i ++ ) {
  201. var p = params[ flares[ i ][ 0 ] ];
  202. var s = flares[ i ][ 1 ];
  203. var x = flares[ i ][ 2 ][ 0 ];
  204. var y = flares[ i ][ 2 ][ 1 ];
  205. var z = flares[ i ][ 2 ][ 2 ];
  206. var material = new THREE.SpriteMaterial( p );
  207. var sprite = new THREE.Sprite( material );
  208. var spriteWidth = 128;
  209. var spriteHeight = 128;
  210. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  211. sprite.position.set( x, y, z );
  212. object.bodyMesh.add( sprite );
  213. sprites.push( sprite );
  214. }
  215. };
  216. veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" );
  217. // CARS - GALLARDO
  218. gallardo = new THREE.Car();
  219. gallardo.modelScale = 2;
  220. gallardo.backWheelOffset = 45;
  221. gallardo.callback = function( object ) {
  222. addCar( object, 300, -110, 0, -110 );
  223. setMaterialsGallardo( object );
  224. var sa = 2, sb = 5;
  225. var params = {
  226. "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  227. "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending },
  228. "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending },
  229. "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }
  230. };
  231. var flares = [
  232. // front
  233. [ "a", sa, [ 70, 10, 160 ] ], [ "a", sa, [ 66, -1, 175 ] ], [ "a", sa, [ 66, -1, 165 ] ],
  234. [ "b", sb, [ 70, 10, 160 ] ], [ "b", sb, [ 66, -1, 175 ] ], [ "b", sb, [ 66, -1, 165 ] ],
  235. [ "a", sa, [ -70, 10, 160 ] ], [ "a", sa, [ -66, -1, 175 ] ], [ "a", sa, [ -66, -1, 165 ] ],
  236. [ "b", sb, [ -70, 10, 160 ] ], [ "b", sb, [ -66, -1, 175 ] ], [ "b", sb, [ -66, -1, 165 ] ],
  237. // back
  238. [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ],
  239. [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ],
  240. [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ],
  241. [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ],
  242. ];
  243. for ( var i = 0; i < flares.length; i ++ ) {
  244. var p = params[ flares[ i ][ 0 ] ];
  245. var s = flares[ i ][ 1 ];
  246. var x = flares[ i ][ 2 ][ 0 ];
  247. var y = flares[ i ][ 2 ][ 1 ];
  248. var z = flares[ i ][ 2 ][ 2 ];
  249. var material = new THREE.SpriteMaterial( p );
  250. var sprite = new THREE.Sprite( material );
  251. var spriteWidth = 128;
  252. var spriteHeight = 128;
  253. sprite.scale.set( s * spriteWidth, s * spriteHeight, s );
  254. sprite.position.set( x, y, z );
  255. object.bodyMesh.add( sprite );
  256. sprites.push( sprite );
  257. }
  258. };
  259. gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" );
  260. //
  261. config[ "gallardo" ].model = gallardo;
  262. config[ "veyron" ].model = veyron;
  263. currentCar = gallardo;
  264. // EVENTS
  265. document.addEventListener( 'keydown', onKeyDown, false );
  266. document.addEventListener( 'keyup', onKeyUp, false );
  267. window.addEventListener( 'resize', onWindowResize, false );
  268. // POSTPROCESSING
  269. renderer.autoClear = false;
  270. var renderTargetParameters = {
  271. minFilter: THREE.LinearFilter,
  272. magFilter: THREE.LinearFilter,
  273. format: THREE.RGBFormat,
  274. stencilBuffer: false
  275. };
  276. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  277. effectSave = new THREE.SavePass( new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ) );
  278. effectBlend = new THREE.ShaderPass( THREE.BlendShader, "tDiffuse1" );
  279. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  280. var effectVignette = new THREE.ShaderPass( THREE.VignetteShader );
  281. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  282. effectBloom = new THREE.BloomPass( 0.75 );
  283. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  284. // tilt shift
  285. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  286. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  287. var bluriness = 7;
  288. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  289. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  290. if ( FOLLOW_CAMERA ) {
  291. if ( currentCar == gallardo ) {
  292. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "gallardo" ];
  293. } else if ( currentCar == veyron ) {
  294. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "veyron" ];
  295. }
  296. } else {
  297. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  298. }
  299. effectVignette.uniforms[ "offset" ].value = 1.05;
  300. effectVignette.uniforms[ "darkness" ].value = 1.5;
  301. // motion blur
  302. effectBlend.uniforms[ 'tDiffuse2' ].value = effectSave.renderTarget;
  303. effectBlend.uniforms[ 'mixRatio' ].value = 0.65;
  304. var renderModel = new THREE.RenderPass( scene, camera );
  305. effectVignette.renderToScreen = true;
  306. composer = new THREE.EffectComposer( renderer, renderTarget );
  307. composer.addPass( renderModel );
  308. composer.addPass( effectFXAA );
  309. composer.addPass( effectBlend );
  310. composer.addPass( effectSave );
  311. composer.addPass( effectBloom );
  312. composer.addPass( effectBleach );
  313. composer.addPass( hblur );
  314. composer.addPass( vblur );
  315. composer.addPass( effectVignette );
  316. }
  317. //
  318. function setSpritesOpacity( opacity ) {
  319. for ( var i = 0; i < sprites.length; i ++ ) {
  320. sprites[ i ].material.opacity = opacity;
  321. }
  322. }
  323. //
  324. function createScene() {
  325. // GROUND
  326. var texture = THREE.ImageUtils.loadTexture( "textures/cube/Park3Med/ny.jpg" );
  327. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  328. texture.repeat.set( 50, 50 );
  329. groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } );
  330. groundBasic.color.setHSL( 0.1, 0.9, 0.7 );
  331. ground = new THREE.Mesh( new THREE.PlaneBufferGeometry( 50000, 50000 ), groundBasic );
  332. ground.position.y = - 215;
  333. ground.rotation.x = - Math.PI / 2;
  334. scene.add( ground );
  335. ground.castShadow = false;
  336. ground.receiveShadow = true;
  337. // OBJECTS
  338. var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 );
  339. var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 );
  340. var sy1 = -500 + 38;
  341. var sy2 = -88;
  342. addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 );
  343. addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 );
  344. addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 );
  345. addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 );
  346. addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 );
  347. addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 );
  348. addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 );
  349. addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 );
  350. }
  351. //
  352. var canvas = document.createElement( 'canvas' );
  353. canvas.width = 128;
  354. canvas.height = 128;
  355. var context = canvas.getContext( '2d' );
  356. var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
  357. gradient.addColorStop( 0.1, 'rgba(0,0,0,1)' );
  358. gradient.addColorStop( 1, 'rgba(0,0,0,0)' );
  359. context.fillStyle = gradient;
  360. context.fillRect( 0, 0, canvas.width, canvas.height );
  361. //
  362. var shadowTexture = new THREE.Texture( canvas );
  363. shadowTexture.needsUpdate = true;
  364. var shadowPlane = new THREE.PlaneBufferGeometry( 400, 400 );
  365. var shadowMaterial = new THREE.MeshBasicMaterial( {
  366. opacity: 0.35, transparent: true, map: shadowTexture,
  367. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  368. } );
  369. function addObject( geometry, color, x, y, z, sy ) {
  370. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color } ) );
  371. object.position.set( x, y, z );
  372. object.castShadow = true;
  373. object.receiveShadow = true;
  374. scene.add( object );
  375. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  376. shadow.position.y = sy;
  377. shadow.rotation.x = - Math.PI / 2;
  378. object.add( shadow );
  379. }
  380. //
  381. function generateDropShadowTexture( object, width, height, bluriness ) {
  382. var renderTargetParameters = {
  383. minFilter: THREE.LinearMipmapLinearFilter,
  384. magFilter: THREE.LinearFilter,
  385. format: THREE.RGBAFormat,
  386. stencilBuffer: false
  387. };
  388. var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters );
  389. var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  390. var shadowGeometry = object.geometry.clone();
  391. var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial );
  392. var shadowScene = new THREE.Scene();
  393. shadowScene.add( shadowObject );
  394. shadowObject.geometry.computeBoundingBox();
  395. var bb = shadowObject.geometry.boundingBox;
  396. var dimensions = new THREE.Vector3();
  397. dimensions.subVectors( bb.max, bb.min );
  398. var margin = 0.15,
  399. width = dimensions.z,
  400. height = dimensions.x,
  401. depth = dimensions.y,
  402. left = bb.min.z - margin * width,
  403. right = bb.max.z + margin * width,
  404. top = bb.max.x + margin * height,
  405. bottom = bb.min.x - margin * height,
  406. near = bb.max.y + margin * depth,
  407. far = bb.min.y - margin * depth;
  408. var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far );
  409. topCamera.position.y = bb.max.y;
  410. topCamera.lookAt( shadowScene.position );
  411. shadowScene.add( topCamera );
  412. var renderShadow = new THREE.RenderPass( shadowScene, topCamera );
  413. var blurShader = THREE.TriangleBlurShader;
  414. var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' );
  415. var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' );
  416. renderShadow.clearColor = new THREE.Color( 0x000000 );
  417. renderShadow.clearAlpha = 0;
  418. var blurAmountX = bluriness / width;
  419. var blurAmountY = bluriness / height;
  420. effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
  421. effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
  422. var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget );
  423. shadowComposer.addPass( renderShadow );
  424. shadowComposer.addPass( effectBlurX );
  425. shadowComposer.addPass( effectBlurY );
  426. renderer.clear();
  427. shadowComposer.render( 0.1 );
  428. return shadowTarget;
  429. }
  430. //
  431. function addCar( object, x, y, z, s ) {
  432. object.root.position.set( x, y, z );
  433. scene.add( object.root );
  434. object.enableShadows( true );
  435. if ( FOLLOW_CAMERA && object == currentCar ) {
  436. object.root.add( camera );
  437. camera.position.set( 350, 500, 2200 );
  438. //camera.position.set( 0, 3000, -500 );
  439. cameraTarget.z = 500;
  440. cameraTarget.y = 150;
  441. camera.lookAt( cameraTarget );
  442. }
  443. var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 );
  444. object.bodyMesh.geometry.computeBoundingBox();
  445. var bb = object.bodyMesh.geometry.boundingBox;
  446. var ss = object.modelScale * 1.1;
  447. var shadowWidth = ss * ( bb.max.z - bb.min.z );
  448. var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x );
  449. var shadowPlane = new THREE.PlaneBufferGeometry( shadowWidth, shadowHeight );
  450. var shadowMaterial = new THREE.MeshBasicMaterial( {
  451. color: 0xffffff, opacity: 0.5, transparent: true, map: shadowTexture,
  452. polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1
  453. } );
  454. var shadow = new THREE.Mesh( shadowPlane, shadowMaterial );
  455. shadow.position.y = s + 10;
  456. shadow.rotation.x = - Math.PI / 2;
  457. shadow.rotation.z = Math.PI / 2;
  458. object.root.add( shadow );
  459. }
  460. //
  461. function setCurrentCar( car, cameraType ) {
  462. var oldCar = currentCar;
  463. currentCar = config[ car ].model;
  464. if ( cameraType == "front" || cameraType == "back" ) {
  465. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r;
  466. FOLLOW_CAMERA = true;
  467. oldCar.root.remove( camera );
  468. currentCar.root.add( camera );
  469. if ( cameraType == "front" ) {
  470. camera.position.set( 350, 500, 2200 );
  471. } else if ( cameraType == "back" ) {
  472. camera.position.copy( config[ car ].backCam );
  473. }
  474. cameraTarget.set( 0, 150, 500 );
  475. } else {
  476. FOLLOW_CAMERA = false;
  477. oldCar.root.remove( camera );
  478. camera.position.set( 2000, 0, 2000 );
  479. cameraTarget.set( 0, 0, 0 );
  480. spotLight.position.set( 0, 1800, 1500 );
  481. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35;
  482. }
  483. }
  484. //
  485. function onWindowResize( event ) {
  486. SCREEN_WIDTH = window.innerWidth;
  487. SCREEN_HEIGHT = window.innerHeight;
  488. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  489. camera.updateProjectionMatrix();
  490. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  491. composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  492. hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH;
  493. vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT;
  494. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  495. }
  496. //
  497. function onKeyDown ( event ) {
  498. switch( event.keyCode ) {
  499. case 38: /*up*/ controlsGallardo.moveForward = true; break;
  500. case 87: /*W*/ controlsVeyron.moveForward = true; break;
  501. case 40: /*down*/controlsGallardo.moveBackward = true; break;
  502. case 83: /*S*/ controlsVeyron.moveBackward = true; break;
  503. case 37: /*left*/controlsGallardo.moveLeft = true; break;
  504. case 65: /*A*/ controlsVeyron.moveLeft = true; break;
  505. case 39: /*right*/controlsGallardo.moveRight = true; break;
  506. case 68: /*D*/ controlsVeyron.moveRight = true; break;
  507. case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break;
  508. case 50: /*2*/ setCurrentCar( "veyron", "center" ); break;
  509. case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break;
  510. case 52: /*4*/ setCurrentCar( "veyron", "front" ); break;
  511. case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break;
  512. case 54: /*6*/ setCurrentCar( "veyron", "back" ); break;
  513. case 78: /*N*/ vdir *= -1; break;
  514. case 66: /*B*/ blur = !blur; break;
  515. }
  516. };
  517. function onKeyUp ( event ) {
  518. switch( event.keyCode ) {
  519. case 38: /*up*/controlsGallardo.moveForward = false; break;
  520. case 87: /*W*/ controlsVeyron.moveForward = false; break;
  521. case 40: /*down*/controlsGallardo.moveBackward = false; break;
  522. case 83: /*S*/ controlsVeyron.moveBackward = false; break;
  523. case 37: /*left*/controlsGallardo.moveLeft = false; break;
  524. case 65: /*A*/ controlsVeyron.moveLeft = false; break;
  525. case 39: /*right*/controlsGallardo.moveRight = false; break;
  526. case 68: /*D*/ controlsVeyron.moveRight = false; break;
  527. }
  528. };
  529. //
  530. function setMaterialsGallardo( car ) {
  531. // BODY
  532. var materials = car.bodyMaterials;
  533. materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body
  534. materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back
  535. // WHEELS
  536. materials = car.wheelMaterials;
  537. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  538. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  539. }
  540. function setMaterialsVeyron( car ) {
  541. // 0 - top, front center, back sides
  542. // 1 - front sides
  543. // 2 - engine
  544. // 3 - small chrome things
  545. // 4 - backlights
  546. // 5 - back signals
  547. // 6 - bottom, interior
  548. // 7 - windshield
  549. // BODY
  550. var materials = car.bodyMaterials;
  551. materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides
  552. materials[ 1 ] = mlib[ "Chrome" ]; // front sides
  553. materials[ 2 ] = mlib[ "Chrome" ]; // engine
  554. materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things
  555. materials[ 4 ] = mlib[ "Red glass" ]; // backlights
  556. materials[ 5 ] = mlib[ "Orange glass" ]; // back signals
  557. materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior
  558. materials[ 7 ] = mlib[ "Dark glass" ]; // windshield
  559. // WHEELS
  560. materials = car.wheelMaterials;
  561. materials[ 0 ] = mlib[ "Chrome" ]; // insides
  562. materials[ 1 ] = mlib[ "Black rough" ]; // tire
  563. }
  564. //
  565. function animate() {
  566. requestAnimationFrame( animate );
  567. render();
  568. stats.update();
  569. }
  570. function render() {
  571. var delta = clock.getDelta();
  572. // day / night
  573. v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 );
  574. scene.fog.color.setHSL( 0.51, 0.5, v * 0.75 );
  575. renderer.setClearColor( scene.fog.color );
  576. var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 );
  577. if ( vnorm < 0.3 ) {
  578. setSpritesOpacity( 1 - v / 0.3 );
  579. } else {
  580. setSpritesOpacity( 0 );
  581. }
  582. if ( veyron.loaded ) {
  583. veyron.bodyMaterials[ 1 ] = mlib[ "Chrome" ];
  584. veyron.bodyMaterials[ 2 ] = mlib[ "Chrome" ];
  585. veyron.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  586. }
  587. if ( gallardo.loaded ) {
  588. gallardo.wheelMaterials[ 0 ] = mlib[ "Chrome" ];
  589. }
  590. effectBloom.copyUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 );
  591. ambientLight.color.setHSL( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.1, 0.3 ) );
  592. groundBasic.color.setHSL( 0.1, 0.5, THREE.Math.mapLinear( vnorm, 0, 1, 0.4, 0.65 ) );
  593. // blur
  594. if ( blur ) {
  595. effectSave.enabled = true;
  596. effectBlend.enabled = true;
  597. } else {
  598. effectSave.enabled = false;
  599. effectBlend.enabled = false;
  600. }
  601. // update car model
  602. veyron.updateCarModel( delta, controlsVeyron );
  603. gallardo.updateCarModel( delta, controlsGallardo );
  604. // update camera
  605. if ( ! FOLLOW_CAMERA ) {
  606. cameraTarget.x = currentCar.root.position.x;
  607. cameraTarget.z = currentCar.root.position.z;
  608. } else {
  609. spotLight.position.x = currentCar.root.position.x - 500;
  610. spotLight.position.z = currentCar.root.position.z - 500;
  611. }
  612. // update shadows
  613. spotLight.target.position.x = currentCar.root.position.x;
  614. spotLight.target.position.z = currentCar.root.position.z;
  615. // render cube map
  616. var updateCubemap = true;
  617. if ( updateCubemap ) {
  618. veyron.setVisible( false );
  619. gallardo.setVisible( false );
  620. cubeCamera.position.copy( currentCar.root.position );
  621. renderer.autoClear = true;
  622. cubeCamera.updateCubeMap( renderer, scene );
  623. veyron.setVisible( true );
  624. gallardo.setVisible( true );
  625. }
  626. // render scene
  627. renderer.autoClear = false;
  628. renderer.shadowMapEnabled = true;
  629. camera.lookAt( cameraTarget );
  630. renderer.setRenderTarget( null );
  631. renderer.clear();
  632. composer.render( 0.1 );
  633. renderer.shadowMapEnabled = false;
  634. }
  635. </script>
  636. </body>
  637. </html>