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Added Terrain + Fog demo.
WebGLRenderer2: Fixed a possible issue when modifying scene parameters and having only one program (thx alteredq)

Mr.doob 14 years ago
parent
commit
93d5529872

+ 271 - 0
examples/geometry_terrain_fog_gl.html

@@ -0,0 +1,271 @@
+<!DOCTYPE HTML>
+<html lang="en">
+	<head>
+		<title>three.js - geometry - webgl terrain + fog</title>
+		<meta charset="utf-8">
+		<style type="text/css">
+			body {
+				color: #61443e;
+				font-family:Monospace;
+				font-size:13px;
+				text-align:center;
+
+				background-color: #efd1b5;
+				margin: 0px;
+				overflow: hidden;
+			}
+
+			#info {
+				position: absolute;
+				top: 0px; width: 100%;
+				padding: 5px;
+			}
+
+			a {
+
+				color: #a06851;
+			}
+
+		</style>
+	</head>
+	<body>
+
+		<div id="container"><br /><br /><br /><br /><br />Generating world...</div> 
+		<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl terrain + fog demo <br />(left click: forward, right click: backward)</div> 
+
+		<script type="text/javascript" src="js/Stats.js"></script>
+		<script type="text/javascript" src="js/ImprovedNoise.js"></script>
+
+		<script type="text/javascript" src="../build/Three.js"></script>
+		<script type="text/javascript" src="../src/extras/GeometryUtils.js"></script>
+		<script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
+
+		<script type="text/javascript">
+
+			var container, stats;
+
+			var camera, scene, renderer;
+
+			var mesh, texture;
+
+			var worldWidth = 256, worldDepth = 256,
+			worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
+
+			var mouseX = 0, mouseY = 0,
+			lat = 0, lon = 0, phy = 0, theta = 0;
+
+			var direction = new THREE.Vector3(),
+			moveForward = false, moveBackward = false;
+
+			var windowHalfX = window.innerWidth / 2;
+			var windowHalfY = window.innerHeight / 2;
+
+
+			init();
+			setInterval( loop, 1000 / 60 );
+
+
+			function init() {
+
+				container = document.getElementById( 'container' );
+
+				camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
+				camera.target.position.z = - 100;
+
+				scene = new THREE.Scene();
+				scene.fog = new THREE.Fog( 0xefd1b5, 0.0025 );
+
+				data = generateHeight( worldWidth, worldDepth );
+
+				camera.position.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] * 10 + 500;
+				camera.target.position.y = camera.position.y;
+
+				var geometry = new Plane( 7500, 7500, worldWidth - 1, worldDepth - 1 );
+
+				for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
+
+					geometry.vertices[ i ].position.z = data[ i ] * 10;
+
+				}
+
+				texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
+
+				mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
+				mesh.rotation.x = - 90 * Math.PI / 180;
+				scene.addObject( mesh );
+
+				renderer = new THREE.WebGLRenderer( scene );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+				container.innerHTML = "";
+
+				container.appendChild( renderer.domElement );
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				container.appendChild( stats.domElement );
+
+				document.addEventListener( 'mousedown', onDocumentMouseDown, false );
+				document.addEventListener( 'mouseup', onDocumentMouseUp, false );
+				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
+				document.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
+
+			}
+
+			function generateHeight( width, height ) {
+
+				var size = width * height, data = new Float32Array( size ),
+				perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
+
+				for ( var i = 0; i < size; i ++ ) {
+
+					data[ i ] = 0
+
+				}
+
+				for ( var j = 0; j < 4; j ++ ) {
+
+					for ( var i = 0; i < size; i ++ ) {
+
+						var x = i % width, y = ~~ ( i / width );
+						data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
+
+
+					}
+
+					quality *= 5;
+
+				}
+
+				return data;
+
+			}
+
+			function generateTexture( data, width, height ) {
+
+				var canvas, canvasScaled, context, image, imageData,
+				level, diff, vector3, sun, shade;
+
+				vector3 = new THREE.Vector3( 0, 0, 0 );
+
+				sun = new THREE.Vector3( 1, 1, 1 );
+				sun.normalize();
+
+				canvas = document.createElement( 'canvas' );
+				canvas.width = width;
+				canvas.height = height;
+
+				context = canvas.getContext( '2d' );
+				context.fillStyle = '#000';
+				context.fillRect( 0, 0, width, height );
+
+				image = context.getImageData( 0, 0, canvas.width, canvas.height );
+				imageData = image.data;
+
+				for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
+
+					vector3.x = data[ j - 2 ] - data[ j + 2 ];
+					vector3.y = 2;
+					vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
+					vector3.normalize();
+
+					shade = vector3.dot( sun );
+
+					imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
+					imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
+					imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
+				}
+
+				context.putImageData( image, 0, 0 );
+
+				// Scaled 4x
+
+				canvasScaled = document.createElement( 'canvas' );
+				canvasScaled.width = width * 4;
+				canvasScaled.height = height * 4;
+				canvasScaled.loaded = true;
+
+				context = canvasScaled.getContext( '2d' );
+				context.scale( 4, 4 );
+				context.drawImage( canvas, 0, 0 );
+
+				image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
+				imageData = image.data;
+
+				for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
+
+					var v = ~~ ( Math.random() * 5 );
+
+					imageData[ i ] += v;
+					imageData[ i + 1 ] += v;
+					imageData[ i + 2 ] += v;
+
+				}
+
+				context.putImageData( image, 0, 0 );
+
+				return canvasScaled;
+
+			}
+
+			function onDocumentMouseDown( event ) {
+
+				event.preventDefault();
+				event.stopPropagation();
+
+				switch ( event.button ) {
+
+					case 0: moveForward = true; break;
+					case 2: moveBackward = true; break;
+
+				}
+
+			}
+
+			function onDocumentMouseUp( event ) {
+
+				event.preventDefault();
+				event.stopPropagation();
+
+				switch ( event.button ) {
+
+					case 0: moveForward = false; break;
+					case 2: moveBackward = false; break;
+
+				}
+
+			}
+
+			function onDocumentMouseMove(event) {
+
+				mouseX = event.clientX - windowHalfX;
+				mouseY = event.clientY - windowHalfY;
+
+			}
+
+			function loop() {
+
+				if ( moveForward ) camera.translateZ( - 5 );
+				if ( moveBackward ) camera.translateZ( 5 );
+
+				lon += mouseX * 0.004;
+				lat -= mouseY * 0.004;
+
+				lat = Math.max( - 85, Math.min( 85, lat ) );
+				phi = ( 90 - lat ) * Math.PI / 180;
+				theta = lon * Math.PI / 180;
+
+				camera.target.position.x = 100 * Math.sin( phi ) * Math.cos( theta ) + camera.position.x;
+				camera.target.position.y = 100 * Math.cos( phi ) + camera.position.y;
+				camera.target.position.z = 100 * Math.sin( phi ) * Math.sin( theta ) + camera.position.z;
+
+				renderer.render(scene, camera);
+				stats.update();
+
+			}
+
+		</script>
+
+	</body>
+</html>

+ 2 - 2
src/extras/primitives/Sphere.js

@@ -103,13 +103,13 @@ var Sphere = function ( radius, segments_width, segments_height ) {
 		}
 	}
 
-	this.boundingSphere = { radius: radius };
-
 	this.computeCentroids();
 	this.computeFaceNormals();
 	this.computeVertexNormals();
 	this.sortFacesByMaterial();
 
+	this.boundingSphere = { radius: radius };
+
 }
 
 Sphere.prototype = new THREE.Geometry();

+ 1 - 1
src/renderers/WebGLRenderer2.js

@@ -87,6 +87,7 @@ THREE.WebGLRenderer2 = function () {
 		}
 		*/
 
+		_currentProgram = null;
 		_renderList = _projector.projectObjects( scene, camera, this.sortObjects );
 
 		for ( o = 0, ol = _renderList.length; o < ol; o++ ) {
@@ -112,7 +113,6 @@ THREE.WebGLRenderer2 = function () {
 			_normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix ).transpose();
 			_normalMatrixArray.set( _normalMatrix.m );
 
-
 			if ( object instanceof THREE.Mesh ) {
 
 				geometry = object.geometry;