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	<head>
		<title>three.js webgl - shadow map</title>
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				font-family: Monospace;
				background-color: #000;
				color: #fff;
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				overflow: hidden;
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			#info {
				position: absolute;
				top: 10px;
				width: 100%;
				text-align: center;
				z-index: 100;
				display:block;
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			#info a { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
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	</head>

	<body>

		<div id="info">
		<a href="http://threejs.org" target="_blank">three.js</a> - shadowmap - models by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a></br>
		move camera with WASD / RF + mouse
		</div>

		<script src="../build/three.min.js"></script>

		<script src="js/controls/FirstPersonControls.js"></script>

		<script src="js/shaders/UnpackDepthRGBAShader.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script src="fonts/helvetiker_bold.typeface.js"></script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 1024;

			var SCREEN_WIDTH = window.innerWidth;
			var SCREEN_HEIGHT = window.innerHeight;
			var FLOOR = -250;

			var camera, controls, scene, renderer;
			var container, stats;

			var NEAR = 5, FAR = 3000;

			var morph, morphs = [];

			var light;

			var clock = new THREE.Clock();

			init();
			animate();


			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				// SCENE CAMERA

				camera = new THREE.PerspectiveCamera( 23, SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
				camera.position.set( 700, 50, 1900 );

				controls = new THREE.FirstPersonControls( camera );

				controls.lookSpeed = 0.0125;
				controls.movementSpeed = 500;
				controls.noFly = false;
				controls.lookVertical = true;
				controls.constrainVertical = true;
				controls.verticalMin = 1.5;
				controls.verticalMax = 2.0;

				controls.lon = 250;
				controls.lat = 30;

				// SCENE

				scene = new THREE.Scene();
				scene.fog = new THREE.Fog( 0x59472b, 1000, FAR );

				// LIGHTS

				var ambient = new THREE.AmbientLight( 0x444444 );
				scene.add( ambient );

				light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2, 1 );
				light.position.set( 0, 1500, 1000 );
				light.target.position.set( 0, 0, 0 );

				light.castShadow = true;

				light.shadowCameraNear = 700;
				light.shadowCameraFar = camera.far;
				light.shadowCameraFov = 50;

				//light.shadowCameraVisible = true;

				light.shadowBias = 0.0001;
				light.shadowDarkness = 0.5;

				light.shadowMapWidth = SHADOW_MAP_WIDTH;
				light.shadowMapHeight = SHADOW_MAP_HEIGHT;

				scene.add( light );

				createScene();

				// RENDERER

				renderer = new THREE.WebGLRenderer( { antialias: false } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
				container.appendChild( renderer.domElement );

				renderer.setClearColor( scene.fog.color );
				renderer.autoClear = false;

				//

				renderer.shadowMapEnabled = true;
				renderer.shadowMapType = THREE.PCFSoftShadowMap;

				// STATS

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				stats.domElement.style.zIndex = 100;
				container.appendChild( stats.domElement );

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				SCREEN_WIDTH = window.innerWidth;
				SCREEN_HEIGHT = window.innerHeight;

				camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
				camera.updateProjectionMatrix();

				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );

				controls.handleResize();

			}

			function createScene( ) {

				// GROUND

				var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
				var planeMaterial = new THREE.MeshPhongMaterial( { color: 0xffdd99 } );

				var ground = new THREE.Mesh( geometry, planeMaterial );

				ground.position.set( 0, FLOOR, 0 );
				ground.rotation.x = - Math.PI / 2;
				ground.scale.set( 100, 100, 100 );

				ground.castShadow = false;
				ground.receiveShadow = true;

				scene.add( ground );

				// TEXT

				var textGeo = new THREE.TextGeometry( "THREE.JS", {

					size: 200,
					height: 50,
					curveSegments: 12,

					font: "helvetiker",
					weight: "bold",
					style: "normal",

					bevelThickness: 2,
					bevelSize: 5,
					bevelEnabled: true

				});

				textGeo.computeBoundingBox();
				var centerOffset = -0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );

				var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff } );

				var mesh = new THREE.Mesh( textGeo, textMaterial );
				mesh.position.x = centerOffset;
				mesh.position.y = FLOOR + 67;

				mesh.castShadow = true;
				mesh.receiveShadow = true;

				scene.add( mesh );

				// CUBES

				var mesh = new THREE.Mesh( new THREE.BoxGeometry( 1500, 220, 150 ), planeMaterial );

				mesh.position.y = FLOOR - 50;
				mesh.position.z = 20;

				mesh.castShadow = true;
				mesh.receiveShadow = true;

				scene.add( mesh );

				var mesh = new THREE.Mesh( new THREE.BoxGeometry( 1600, 170, 250 ), planeMaterial );

				mesh.position.y = FLOOR - 50;
				mesh.position.z = 20;

				mesh.castShadow = true;
				mesh.receiveShadow = true;

				scene.add( mesh );

				// MORPHS

				function addMorph( geometry, speed, duration, x, y, z, fudgeColor ) {

					var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );

					if ( fudgeColor ) {

						material.color.offsetHSL( 0, Math.random() * 0.5 - 0.25, Math.random() * 0.5 - 0.25 );

					}

					var meshAnim = new THREE.MorphAnimMesh( geometry, material );

					meshAnim.speed = speed;
					meshAnim.duration = duration;
					meshAnim.time = 600 * Math.random();

					meshAnim.position.set( x, y, z );
					meshAnim.rotation.y = Math.PI/2;

					meshAnim.castShadow = true;
					meshAnim.receiveShadow = true;

					scene.add( meshAnim );

					morphs.push( meshAnim );

				}

				function morphColorsToFaceColors( geometry ) {

					if ( geometry.morphColors && geometry.morphColors.length ) {

						var colorMap = geometry.morphColors[ 0 ];

						for ( var i = 0; i < colorMap.colors.length; i ++ ) {

							geometry.faces[ i ].color = colorMap.colors[ i ];

						}

					}

				}

				var loader = new THREE.JSONLoader();

				loader.load( "models/animated/horse.js", function( geometry ) {

					morphColorsToFaceColors( geometry );


                    var i = -600;
                    while (i < 601){
					    addMorph( geometry, 550, 1000, 100 - Math.random() * 3000, FLOOR, i, true );
                        i += 2;
                    }

				} );

				/*
				loader.load( "obj/morphs/fox.js", function( geometry ) {

					morphColorsToFaceColors( geometry );
					addMorph( geometry, 200, 1000, 100 - Math.random() * 500, FLOOR - 5, 600 );

				} );

				loader.load( "obj/morphs/shdw3walk.js", function( geometry ) {

					morphColorsToFaceColors( geometry );
					addMorph( geometry, 40, 2000, -500, FLOOR + 60, 245 );

				} );

				loader.load( "obj/morphs/flamingo.js", function( geometry ) {

					morphColorsToFaceColors( geometry );
					addMorph( geometry, 500, 1000, 500 - Math.random() * 500, FLOOR + 350, 40 );

				} );

				loader.load( "obj/morphs/stork.js", function( geometry ) {

					morphColorsToFaceColors( geometry );
					addMorph( geometry, 350, 1000, 500 - Math.random() * 500, FLOOR + 350, 340 );

				} );

				loader.load( "obj/morphs/mountainlion.js", function( geometry ) {

					morphColorsToFaceColors( geometry );
					addMorph( geometry, 400, 1000, 500 - Math.random() * 500, FLOOR - 5, 700 );

				} );

				loader.load( "obj/morphs/bearBrown.js", function( geometry ) {

					morphColorsToFaceColors( geometry );
					addMorph( geometry, 300, 2500, -500, FLOOR - 5, -750 );

				} );

				loader.load( "obj/morphs/parrot.js", function( geometry ) {

					morphColorsToFaceColors( geometry );
					addMorph( geometry, 450, 500, 500 - Math.random() * 500, FLOOR + 300, 700 );

				} );
				*/

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				var delta = clock.getDelta();

				for ( var i = 0; i < morphs.length; i ++ ) {

					morph = morphs[ i ];

					morph.updateAnimation( 1000 * delta );

					morph.position.x += morph.speed * delta;

					if ( morph.position.x  > 2000 )  {

						morph.position.x = -1000 - Math.random() * 500;

					}

				}

				controls.update( delta );

				renderer.clear();
				renderer.render( scene, camera );

			}

		</script>

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