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