<!DOCTYPE HTML> <html lang="en"> <head> <title>three.js webgl - materials - dynamic cube reflection</title> <meta charset="utf-8"> <style> body { background: #000; color: #333; padding: 0; margin: 0; overflow: hidden; font-family: georgia; font-size:1em; text-align: center; } a { color: white } #info { position: absolute; top: 10px; width: 100%; } #container { position: absolute; top: 0px; } #footer { position: absolute; bottom: 10px; width: 100%; } .h { color: skyblue } .c { display: inline; margin-left: 1em } #stats { position: absolute; top:0; left: 0 } #stats #fps { background: transparent !important } #stats #fps #fpsText { color: #888 !important } #stats #fps #fpsGraph { display: none } </style> </head> <body> <div id="container"></div> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> - webgl dynamic cube reflection demo - veyron by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a> - gallardo by <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1711" target="_blank">machman_3d</a> </div> <div id="footer"> cars control: <span class="h">WASD</span> / <span class="h">arrows</span> <div class="c">cameras: <span class="h">1</span> / <span class="h">2</span> / <span class="h">3</span> / <span class="h">4</span> / <span class="h">5</span> / <span class="h">6</span> </div> <div class="c"> day / night: <span class="h">n</span> </div> <div class="c"> motion blur: <span class="h">b</span> </div> </div> <script src="../build/three.min.js"></script> <script src="js/loaders/BinaryLoader.js"></script> <script src="js/shaders/BleachBypassShader.js"></script> <script src="js/shaders/BlendShader.js"></script> <script src="js/shaders/ConvolutionShader.js"></script> <script src="js/shaders/CopyShader.js"></script> <script src="js/shaders/FXAAShader.js"></script> <script src="js/shaders/HorizontalTiltShiftShader.js"></script> <script src="js/shaders/VerticalTiltShiftShader.js"></script> <script src="js/shaders/TriangleBlurShader.js"></script> <script src="js/shaders/VignetteShader.js"></script> <script src="js/postprocessing/EffectComposer.js"></script> <script src="js/postprocessing/RenderPass.js"></script> <script src="js/postprocessing/BloomPass.js"></script> <script src="js/postprocessing/ShaderPass.js"></script> <script src="js/postprocessing/MaskPass.js"></script> <script src="js/postprocessing/SavePass.js"></script> <script src="js/Car.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var FOLLOW_CAMERA = false; var SCREEN_WIDTH = window.innerWidth; var SCREEN_HEIGHT = window.innerHeight; var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024; var container, stats; var camera, cameraTarget, scene, renderer; var renderTarget; var spotLight, ambientLight; var cubeCamera; var clock = new THREE.Clock(); var controlsGallardo = { moveForward: false, moveBackward: false, moveLeft: false, moveRight: false }; var controlsVeyron = { moveForward: false, moveBackward: false, moveLeft: false, moveRight: false }; var mlib; var gallardo, veyron, currentCar; var effectDirt, hblur, vblur, effectBloom, effectKeep, effectBlend, effectFXAA; var config = { "veyron" : { r: 0.5, model: null, backCam: new THREE.Vector3( 550, 100, -1000 ) }, "gallardo" : { r: 0.35, model: null, backCam: new THREE.Vector3( 550, 0, -1500 ) } }; var flareA, flareB; var sprites = []; var ground, groundBasic; var blur = false; var v = 0.9, vdir = 1; init(); animate(); function init() { container = document.getElementById( 'container' ); camera = new THREE.PerspectiveCamera( 18, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 ); camera.position.set( 3000, 0, 3000 ); cameraTarget = new THREE.Vector3(); scene = new THREE.Scene(); scene.fog = new THREE.Fog( 0xffffff, 3000, 10000 ); scene.fog.color.setHSL( 0.51, 0.6, 0.6 ); createScene(); // LIGHTS ambientLight = new THREE.AmbientLight( 0x555555 ); scene.add( ambientLight ); spotLight = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2, 1 ); spotLight.position.set( 0, 1800, 1500 ); spotLight.target.position.set( 0, 0, 0 ); spotLight.castShadow = true; spotLight.shadowCameraNear = 100; spotLight.shadowCameraFar = camera.far; spotLight.shadowCameraFov = 50; spotLight.shadowBias = -0.00125; spotLight.shadowDarkness = 0.5; spotLight.shadowMapWidth = SHADOW_MAP_WIDTH; spotLight.shadowMapHeight = SHADOW_MAP_HEIGHT; scene.add( spotLight ); directionalLight2 = new THREE.PointLight( 0xff9900, 0.25 ); directionalLight2.position.set( 0.5, -1, 0.5 ); //directionalLight2.position.normalize(); //scene.add( directionalLight2 ); // RENDERER renderer = new THREE.WebGLRenderer( { antialias: false } ); renderer.setClearColor( scene.fog.color ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT ); container.appendChild( renderer.domElement ); // SHADOW renderer.shadowMapCullFace = THREE.CullFaceBack; renderer.shadowMapEnabled = true; // STATS stats = new Stats(); container.appendChild( stats.domElement ); // CUBE CAMERA cubeCamera = new THREE.CubeCamera( 1, 100000, 128 ); scene.add( cubeCamera ); // MATERIALS var cubeTarget = cubeCamera.renderTarget; mlib = { body: [], "Chrome": new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget } ), "Dark chrome": new THREE.MeshLambertMaterial( { color: 0x444444, envMap: cubeTarget } ), "Black rough": new THREE.MeshLambertMaterial( { color: 0x050505, } ), "Dark glass": new THREE.MeshLambertMaterial( { color: 0x101020, envMap: cubeTarget, opacity: 0.5, transparent: true } ), "Orange glass": new THREE.MeshLambertMaterial( { color: 0xffbb00, opacity: 0.5, transparent: true } ), "Red glass": new THREE.MeshLambertMaterial( { color: 0xff0000, opacity: 0.5, transparent: true } ), "Black metal": new THREE.MeshLambertMaterial( { color: 0x222222, envMap: cubeTarget, combine: THREE.MultiplyOperation } ), "Orange metal": new THREE.MeshLambertMaterial( { color: 0xff6600, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) } mlib.body.push( [ "Orange", new THREE.MeshLambertMaterial( { color: 0x883300, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] ); mlib.body.push( [ "Blue", new THREE.MeshLambertMaterial( { color: 0x113355, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] ); mlib.body.push( [ "Red", new THREE.MeshLambertMaterial( { color: 0x660000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.1 } ) ] ); mlib.body.push( [ "Black", new THREE.MeshLambertMaterial( { color: 0x000000, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] ); mlib.body.push( [ "White", new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] ); mlib.body.push( [ "Carmine", new THREE.MeshPhongMaterial( { color: 0x770000, specular: 0xffaaaa, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] ); mlib.body.push( [ "Gold", new THREE.MeshPhongMaterial( { color: 0xaa9944, specular: 0xbbaa99, shininess: 50, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] ); mlib.body.push( [ "Bronze", new THREE.MeshPhongMaterial( { color: 0x150505, specular: 0xee6600, shininess: 10, envMap: cubeTarget, combine: THREE.MixOperation, reflectivity: 0.2 } ) ] ); mlib.body.push( [ "Chrome", new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, envMap: cubeTarget, combine: THREE.MultiplyOperation } ) ] ); // FLARES flareA = THREE.ImageUtils.loadTexture( "textures/lensflare2.jpg" ); flareB = THREE.ImageUtils.loadTexture( "textures/lensflare0.png" ); // CARS - VEYRON veyron = new THREE.Car(); veyron.modelScale = 3; veyron.backWheelOffset = 2; veyron.callback = function( object ) { addCar( object, -300, -215, 0, 0 ); setMaterialsVeyron( object ); var sa = 2, sb = 5; var params = { "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending }, "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending }, "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }, "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending } }; var flares = [ // front [ "a", sa, [ 47, 38, 120 ] ], [ "a", sa, [ 40, 38, 120 ] ], [ "a", sa, [ 32, 38, 122 ] ], [ "b", sb, [ 47, 38, 120 ] ], [ "b", sb, [ 40, 38, 120 ] ], [ "b", sb, [ 32, 38, 122 ] ], [ "a", sa, [ -47, 38, 120 ] ], [ "a", sa, [ -40, 38, 120 ] ], [ "a", sa, [ -32, 38, 122 ] ], [ "b", sb, [ -47, 38, 120 ] ], [ "b", sb, [ -40, 38, 120 ] ], [ "b", sb, [ -32, 38, 122 ] ], // back [ "ar", sa, [ 22, 50, -123 ] ], [ "ar", sa, [ 32, 49, -123 ] ], [ "br", sb, [ 22, 50, -123 ] ], [ "br", sb, [ 32, 49, -123 ] ], [ "ar", sa, [ -22, 50, -123 ] ], [ "ar", sa, [ -32, 49, -123 ] ], [ "br", sb, [ -22, 50, -123 ] ], [ "br", sb, [ -32, 49, -123 ] ], ]; for ( var i = 0; i < flares.length; i ++ ) { var p = params[ flares[ i ][ 0 ] ]; var s = flares[ i ][ 1 ]; var x = flares[ i ][ 2 ][ 0 ]; var y = flares[ i ][ 2 ][ 1 ]; var z = flares[ i ][ 2 ][ 2 ]; var material = new THREE.SpriteMaterial( p ); var sprite = new THREE.Sprite( material ); var spriteWidth = 128; var spriteHeight = 128; sprite.scale.set( s * spriteWidth, s * spriteHeight, s ); sprite.position.set( x, y, z ); object.bodyMesh.add( sprite ); sprites.push( sprite ); } }; veyron.loadPartsBinary( "obj/veyron/parts/veyron_body_bin.js", "obj/veyron/parts/veyron_wheel_bin.js" ); // CARS - GALLARDO gallardo = new THREE.Car(); gallardo.modelScale = 2; gallardo.backWheelOffset = 45; gallardo.callback = function( object ) { addCar( object, 300, -110, 0, -110 ); setMaterialsGallardo( object ); var sa = 2, sb = 5; var params = { "a" : { map: flareA, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending }, "b" : { map: flareB, useScreenCoordinates: false, color: 0xffffff, blending: THREE.AdditiveBlending }, "ar" : { map: flareA, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending }, "br" : { map: flareB, useScreenCoordinates: false, color: 0xff0000, blending: THREE.AdditiveBlending } }; var flares = [ // front [ "a", sa, [ 70, 10, 160 ] ], [ "a", sa, [ 66, -1, 175 ] ], [ "a", sa, [ 66, -1, 165 ] ], [ "b", sb, [ 70, 10, 160 ] ], [ "b", sb, [ 66, -1, 175 ] ], [ "b", sb, [ 66, -1, 165 ] ], [ "a", sa, [ -70, 10, 160 ] ], [ "a", sa, [ -66, -1, 175 ] ], [ "a", sa, [ -66, -1, 165 ] ], [ "b", sb, [ -70, 10, 160 ] ], [ "b", sb, [ -66, -1, 175 ] ], [ "b", sb, [ -66, -1, 165 ] ], // back [ "ar", sa, [ 61, 19, -185 ] ], [ "ar", sa, [ 55, 19, -185 ] ], [ "br", sb, [ 61, 19, -185 ] ], [ "br", sb, [ 55, 19, -185 ] ], [ "ar", sa, [ -61, 19, -185 ] ], [ "ar", sa, [ -55, 19, -185 ] ], [ "br", sb, [ -61, 19, -185 ] ], [ "br", sb, [ -55, 19, -185 ] ], ]; for ( var i = 0; i < flares.length; i ++ ) { var p = params[ flares[ i ][ 0 ] ]; var s = flares[ i ][ 1 ]; var x = flares[ i ][ 2 ][ 0 ]; var y = flares[ i ][ 2 ][ 1 ]; var z = flares[ i ][ 2 ][ 2 ]; var material = new THREE.SpriteMaterial( p ); var sprite = new THREE.Sprite( material ); var spriteWidth = 128; var spriteHeight = 128; sprite.scale.set( s * spriteWidth, s * spriteHeight, s ); sprite.position.set( x, y, z ); object.bodyMesh.add( sprite ); sprites.push( sprite ); } }; gallardo.loadPartsBinary( "obj/gallardo/parts/gallardo_body_bin.js", "obj/gallardo/parts/gallardo_wheel_bin.js" ); // config[ "gallardo" ].model = gallardo; config[ "veyron" ].model = veyron; currentCar = gallardo; // EVENTS document.addEventListener( 'keydown', onKeyDown, false ); document.addEventListener( 'keyup', onKeyUp, false ); window.addEventListener( 'resize', onWindowResize, false ); // POSTPROCESSING renderer.autoClear = false; var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false }; renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ); effectSave = new THREE.SavePass( new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ) ); effectBlend = new THREE.ShaderPass( THREE.BlendShader, "tDiffuse1" ); effectFXAA = new THREE.ShaderPass( THREE.FXAAShader ); var effectVignette = new THREE.ShaderPass( THREE.VignetteShader ); var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader ); effectBloom = new THREE.BloomPass( 0.75 ); effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT ); // tilt shift hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader ); vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader ); var bluriness = 7; hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH; vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT; if ( FOLLOW_CAMERA ) { if ( currentCar == gallardo ) { hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "gallardo" ]; } else if ( currentCar == veyron ) { hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = rMap[ "veyron" ]; } } else { hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35; } effectVignette.uniforms[ "offset" ].value = 1.05; effectVignette.uniforms[ "darkness" ].value = 1.5; // motion blur effectBlend.uniforms[ 'tDiffuse2' ].value = effectSave.renderTarget; effectBlend.uniforms[ 'mixRatio' ].value = 0.65; var renderModel = new THREE.RenderPass( scene, camera ); effectVignette.renderToScreen = true; composer = new THREE.EffectComposer( renderer, renderTarget ); composer.addPass( renderModel ); composer.addPass( effectFXAA ); composer.addPass( effectBlend ); composer.addPass( effectSave ); composer.addPass( effectBloom ); composer.addPass( effectBleach ); composer.addPass( hblur ); composer.addPass( vblur ); composer.addPass( effectVignette ); } // function setSpritesOpacity( opacity ) { for ( var i = 0; i < sprites.length; i ++ ) { sprites[ i ].material.opacity = opacity; } } // function createScene() { // GROUND var texture = THREE.ImageUtils.loadTexture( "textures/cube/Park3Med/ny.jpg" ); texture.wrapS = texture.wrapT = THREE.RepeatWrapping; texture.repeat.set( 50, 50 ); groundBasic = new THREE.MeshBasicMaterial( { color: 0xffffff, map: texture } ); groundBasic.color.setHSL( 0.1, 0.9, 0.7 ); ground = new THREE.Mesh( new THREE.PlaneBufferGeometry( 50000, 50000 ), groundBasic ); ground.position.y = - 215; ground.rotation.x = - Math.PI / 2; scene.add( ground ); ground.castShadow = false; ground.receiveShadow = true; // OBJECTS var cylinderGeometry = new THREE.CylinderGeometry( 2, 50, 1000, 32 ); var sphereGeometry = new THREE.SphereGeometry( 100, 32, 16 ); var sy1 = -500 + 38; var sy2 = -88; addObject( cylinderGeometry, 0xff0000, 1500, 250, 0, sy1 ); addObject( cylinderGeometry, 0xffaa00, -1500, 250, 0, sy1 ); addObject( cylinderGeometry, 0x00ff00, 0, 250, 1500, sy1 ); addObject( cylinderGeometry, 0x00ffaa, 0, 250, -1500, sy1 ); addObject( sphereGeometry, 0xff0000, 1500, -125, 200, sy2 ); addObject( sphereGeometry, 0xffaa00, -1500, -125, 200, sy2 ); addObject( sphereGeometry, 0x00ff00, 200, -125, 1500, sy2 ); addObject( sphereGeometry, 0x00ffaa, 200, -125, -1500, sy2 ); } // var canvas = document.createElement( 'canvas' ); canvas.width = 128; canvas.height = 128; var context = canvas.getContext( '2d' ); var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 ); gradient.addColorStop( 0.1, 'rgba(0,0,0,1)' ); gradient.addColorStop( 1, 'rgba(0,0,0,0)' ); context.fillStyle = gradient; context.fillRect( 0, 0, canvas.width, canvas.height ); // var shadowTexture = new THREE.Texture( canvas ); shadowTexture.needsUpdate = true; var shadowPlane = new THREE.PlaneBufferGeometry( 400, 400 ); var shadowMaterial = new THREE.MeshBasicMaterial( { opacity: 0.35, transparent: true, map: shadowTexture, polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1 } ); function addObject( geometry, color, x, y, z, sy ) { var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: color } ) ); object.position.set( x, y, z ); object.castShadow = true; object.receiveShadow = true; scene.add( object ); var shadow = new THREE.Mesh( shadowPlane, shadowMaterial ); shadow.position.y = sy; shadow.rotation.x = - Math.PI / 2; object.add( shadow ); } // function generateDropShadowTexture( object, width, height, bluriness ) { var renderTargetParameters = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false }; var shadowTarget = new THREE.WebGLRenderTarget( width, height, renderTargetParameters ); var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } ); var shadowGeometry = object.geometry.clone(); var shadowObject = new THREE.Mesh( shadowGeometry, shadowMaterial ); var shadowScene = new THREE.Scene(); shadowScene.add( shadowObject ); shadowObject.geometry.computeBoundingBox(); var bb = shadowObject.geometry.boundingBox; var dimensions = new THREE.Vector3(); dimensions.subVectors( bb.max, bb.min ); var margin = 0.15, width = dimensions.z, height = dimensions.x, depth = dimensions.y, left = bb.min.z - margin * width, right = bb.max.z + margin * width, top = bb.max.x + margin * height, bottom = bb.min.x - margin * height, near = bb.max.y + margin * depth, far = bb.min.y - margin * depth; var topCamera = new THREE.OrthographicCamera( left, right, top, bottom, near, far ); topCamera.position.y = bb.max.y; topCamera.lookAt( shadowScene.position ); shadowScene.add( topCamera ); var renderShadow = new THREE.RenderPass( shadowScene, topCamera ); var blurShader = THREE.TriangleBlurShader; var effectBlurX = new THREE.ShaderPass( blurShader, 'texture' ); var effectBlurY = new THREE.ShaderPass( blurShader, 'texture' ); renderShadow.clearColor = new THREE.Color( 0x000000 ); renderShadow.clearAlpha = 0; var blurAmountX = bluriness / width; var blurAmountY = bluriness / height; effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 ); effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY ); var shadowComposer = new THREE.EffectComposer( renderer, shadowTarget ); shadowComposer.addPass( renderShadow ); shadowComposer.addPass( effectBlurX ); shadowComposer.addPass( effectBlurY ); renderer.clear(); shadowComposer.render( 0.1 ); return shadowTarget; } // function addCar( object, x, y, z, s ) { object.root.position.set( x, y, z ); scene.add( object.root ); object.enableShadows( true ); if ( FOLLOW_CAMERA && object == currentCar ) { object.root.add( camera ); camera.position.set( 350, 500, 2200 ); //camera.position.set( 0, 3000, -500 ); cameraTarget.z = 500; cameraTarget.y = 150; camera.lookAt( cameraTarget ); } var shadowTexture = generateDropShadowTexture( object.bodyMesh, 64, 32, 15 ); object.bodyMesh.geometry.computeBoundingBox(); var bb = object.bodyMesh.geometry.boundingBox; var ss = object.modelScale * 1.1; var shadowWidth = ss * ( bb.max.z - bb.min.z ); var shadowHeight = 1.25 * ss * ( bb.max.x - bb.min.x ); var shadowPlane = new THREE.PlaneBufferGeometry( shadowWidth, shadowHeight ); var shadowMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, opacity: 0.5, transparent: true, map: shadowTexture, polygonOffset: false, polygonOffsetFactor: -0.5, polygonOffsetUnits: 1 } ); var shadow = new THREE.Mesh( shadowPlane, shadowMaterial ); shadow.position.y = s + 10; shadow.rotation.x = - Math.PI / 2; shadow.rotation.z = Math.PI / 2; object.root.add( shadow ); } // function setCurrentCar( car, cameraType ) { var oldCar = currentCar; currentCar = config[ car ].model; if ( cameraType == "front" || cameraType == "back" ) { hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = config[ car ].r; FOLLOW_CAMERA = true; oldCar.root.remove( camera ); currentCar.root.add( camera ); if ( cameraType == "front" ) { camera.position.set( 350, 500, 2200 ); } else if ( cameraType == "back" ) { camera.position.copy( config[ car ].backCam ); } cameraTarget.set( 0, 150, 500 ); } else { FOLLOW_CAMERA = false; oldCar.root.remove( camera ); camera.position.set( 2000, 0, 2000 ); cameraTarget.set( 0, 0, 0 ); spotLight.position.set( 0, 1800, 1500 ); hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.35; } } // function onWindowResize( event ) { SCREEN_WIDTH = window.innerWidth; SCREEN_HEIGHT = window.innerHeight; camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT; camera.updateProjectionMatrix(); renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT ); composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT ); hblur.uniforms[ 'h' ].value = 10.75 / SCREEN_WIDTH; vblur.uniforms[ 'v' ].value = 10.75 / SCREEN_HEIGHT; effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT ); } // function onKeyDown ( event ) { switch( event.keyCode ) { case 38: /*up*/ controlsGallardo.moveForward = true; break; case 87: /*W*/ controlsVeyron.moveForward = true; break; case 40: /*down*/controlsGallardo.moveBackward = true; break; case 83: /*S*/ controlsVeyron.moveBackward = true; break; case 37: /*left*/controlsGallardo.moveLeft = true; break; case 65: /*A*/ controlsVeyron.moveLeft = true; break; case 39: /*right*/controlsGallardo.moveRight = true; break; case 68: /*D*/ controlsVeyron.moveRight = true; break; case 49: /*1*/ setCurrentCar( "gallardo", "center" ); break; case 50: /*2*/ setCurrentCar( "veyron", "center" ); break; case 51: /*3*/ setCurrentCar( "gallardo", "front" ); break; case 52: /*4*/ setCurrentCar( "veyron", "front" ); break; case 53: /*5*/ setCurrentCar( "gallardo", "back" ); break; case 54: /*6*/ setCurrentCar( "veyron", "back" ); break; case 78: /*N*/ vdir *= -1; break; case 66: /*B*/ blur = !blur; break; } }; function onKeyUp ( event ) { switch( event.keyCode ) { case 38: /*up*/controlsGallardo.moveForward = false; break; case 87: /*W*/ controlsVeyron.moveForward = false; break; case 40: /*down*/controlsGallardo.moveBackward = false; break; case 83: /*S*/ controlsVeyron.moveBackward = false; break; case 37: /*left*/controlsGallardo.moveLeft = false; break; case 65: /*A*/ controlsVeyron.moveLeft = false; break; case 39: /*right*/controlsGallardo.moveRight = false; break; case 68: /*D*/ controlsVeyron.moveRight = false; break; } }; // function setMaterialsGallardo( car ) { // BODY var materials = car.bodyMaterials; materials[ 0 ] = mlib.body[ 0 ][ 1 ]; // body materials[ 1 ] = mlib[ "Dark chrome" ]; // front under lights, back // WHEELS materials = car.wheelMaterials; materials[ 0 ] = mlib[ "Chrome" ]; // insides materials[ 1 ] = mlib[ "Black rough" ]; // tire } function setMaterialsVeyron( car ) { // 0 - top, front center, back sides // 1 - front sides // 2 - engine // 3 - small chrome things // 4 - backlights // 5 - back signals // 6 - bottom, interior // 7 - windshield // BODY var materials = car.bodyMaterials; materials[ 0 ] = mlib[ "Black metal" ]; // top, front center, back sides materials[ 1 ] = mlib[ "Chrome" ]; // front sides materials[ 2 ] = mlib[ "Chrome" ]; // engine materials[ 3 ] = mlib[ "Dark chrome" ]; // small chrome things materials[ 4 ] = mlib[ "Red glass" ]; // backlights materials[ 5 ] = mlib[ "Orange glass" ]; // back signals materials[ 6 ] = mlib[ "Black rough" ]; // bottom, interior materials[ 7 ] = mlib[ "Dark glass" ]; // windshield // WHEELS materials = car.wheelMaterials; materials[ 0 ] = mlib[ "Chrome" ]; // insides materials[ 1 ] = mlib[ "Black rough" ]; // tire } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { var delta = clock.getDelta(); // day / night v = THREE.Math.clamp( v + 0.5 * delta * vdir, 0.1, 0.9 ); scene.fog.color.setHSL( 0.51, 0.5, v * 0.75 ); renderer.setClearColor( scene.fog.color ); var vnorm = ( v - 0.05 ) / ( 0.9 - 0.05 ); if ( vnorm < 0.3 ) { setSpritesOpacity( 1 - v / 0.3 ); } else { setSpritesOpacity( 0 ); } if ( veyron.loaded ) { veyron.bodyMaterials[ 1 ] = mlib[ "Chrome" ]; veyron.bodyMaterials[ 2 ] = mlib[ "Chrome" ]; veyron.wheelMaterials[ 0 ] = mlib[ "Chrome" ]; } if ( gallardo.loaded ) { gallardo.wheelMaterials[ 0 ] = mlib[ "Chrome" ]; } effectBloom.copyUniforms[ "opacity" ].value = THREE.Math.mapLinear( vnorm, 0, 1, 1, 0.75 ); ambientLight.color.setHSL( 0, 0, THREE.Math.mapLinear( vnorm, 0, 1, 0.1, 0.3 ) ); groundBasic.color.setHSL( 0.1, 0.5, THREE.Math.mapLinear( vnorm, 0, 1, 0.4, 0.65 ) ); // blur if ( blur ) { effectSave.enabled = true; effectBlend.enabled = true; } else { effectSave.enabled = false; effectBlend.enabled = false; } // update car model veyron.updateCarModel( delta, controlsVeyron ); gallardo.updateCarModel( delta, controlsGallardo ); // update camera if ( ! FOLLOW_CAMERA ) { cameraTarget.x = currentCar.root.position.x; cameraTarget.z = currentCar.root.position.z; } else { spotLight.position.x = currentCar.root.position.x - 500; spotLight.position.z = currentCar.root.position.z - 500; } // update shadows spotLight.target.position.x = currentCar.root.position.x; spotLight.target.position.z = currentCar.root.position.z; // render cube map var updateCubemap = true; if ( updateCubemap ) { veyron.setVisible( false ); gallardo.setVisible( false ); cubeCamera.position.copy( currentCar.root.position ); renderer.autoClear = true; cubeCamera.updateCubeMap( renderer, scene ); veyron.setVisible( true ); gallardo.setVisible( true ); } // render scene renderer.autoClear = false; renderer.shadowMapEnabled = true; camera.lookAt( cameraTarget ); renderer.setRenderTarget( null ); renderer.clear(); composer.render( 0.1 ); renderer.shadowMapEnabled = false; } </script> </body> </html>