geometry_terrain_gl2.html 8.3 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - geometry - webgl terrain</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. color: #61443e;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. background-color: #bfd1e5;
  13. margin: 0px;
  14. overflow: hidden;
  15. }
  16. #info {
  17. position: absolute;
  18. top: 0px; width: 100%;
  19. padding: 5px;
  20. }
  21. a {
  22. color: #a06851;
  23. }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="container"><br /><br /><br /><br /><br />Generating world...</div>
  28. <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl terrain demo<br />(left click: forward, right click: backward)</div>
  29. <script type="text/javascript" src="js/Stats.js"></script>
  30. <script type="text/javascript" src="js/PRNG.js"></script>
  31. <script type="text/javascript" src="js/SimplexNoise.js"></script>
  32. <script type="text/javascript" src="../build/Three.js"></script>
  33. <script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
  34. <script type="text/javascript">
  35. var container, stats;
  36. var camera, scene, renderer;
  37. var mesh, texture;
  38. var worldWidth = 256, worldDepth = 256,
  39. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
  40. var mouseX = 0, mouseY = 0,
  41. lat = 0, lon = 0, phy = 0, theta = 0;
  42. var direction = new THREE.Vector3(),
  43. moveForward = false, moveBackward = false;
  44. var windowHalfX = window.innerWidth / 2;
  45. var windowHalfY = window.innerHeight / 2;
  46. init();
  47. setInterval( loop, 1000 / 60 );
  48. function init() {
  49. container = document.getElementById( 'container' );
  50. camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
  51. camera.target.position.z = - 100;
  52. scene = new THREE.Scene();
  53. data = generateHeight( worldWidth, worldDepth );
  54. camera.position.y = ( data[ worldHalfWidth + ( worldHalfDepth * worldWidth ) ] * 10 ) + 200;
  55. camera.target.position.y = camera.position.y;
  56. var geometry = new Plane( 10000, 10000, worldWidth - 1, worldDepth - 1 );
  57. for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
  58. geometry.vertices[ i ].position.z = data[ i ] * 10;
  59. }
  60. texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
  61. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
  62. mesh.rotation.x = - 90 * Math.PI / 180;
  63. scene.addObject( mesh );
  64. renderer = new THREE.WebGLRenderer( { scene: scene } );
  65. renderer.setSize( window.innerWidth, window.innerHeight );
  66. container.innerHTML = "";
  67. container.appendChild( renderer.domElement );
  68. stats = new Stats();
  69. stats.domElement.style.position = 'absolute';
  70. stats.domElement.style.top = '0px';
  71. container.appendChild( stats.domElement );
  72. document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  73. document.addEventListener( 'mouseup', onDocumentMouseUp, false );
  74. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  75. document.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
  76. }
  77. /*
  78. function generateHeight( width, height ) {
  79. var size = width * height, data = new Float32Array( size ),
  80. perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
  81. for ( var i = 0; i < size; i ++ ) {
  82. data[ i ] = 0
  83. }
  84. for ( var j = 0; j < 4; j ++ ) {
  85. for ( var i = 0; i < size; i ++ ) {
  86. var x = i % width, y = ~~ ( i / width );
  87. data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
  88. }
  89. quality *= 5;
  90. }
  91. return data;
  92. }
  93. */
  94. function generateHeight( width, height ) {
  95. var x, y, h, quality = 100, size = width * height, octaves = 10, offsetX = 100, offsetY = 100, data = [],
  96. prng = new PRNG(), simplex1 = new SimplexNoise( prng ), simplex2 = new SimplexNoise( prng ), simplex3 = new SimplexNoise( prng );
  97. simplex1.setSeed( Math.random() * 100 );
  98. simplex2.setSeed( Math.random() * 100 );
  99. simplex3.setSeed( Math.random() * 100 );
  100. // Base Terrain
  101. for ( var i = 0; i < size; i ++ ) {
  102. x = ( ( i % width ) + offsetX ) / quality;
  103. y = ( ~~ ( i / width ) + offsetY ) / quality;
  104. h = 32 - ( Math.abs( simplex1.noise( x, y, 0 ) + simplex2.noise( x, y, 0 ) ) - simplex3.noise( x, y, 0 ) ) * 64;
  105. data[ i ] = h;
  106. }
  107. // Blur
  108. for ( var i = 0; i < size; i ++ ) {
  109. x = i % width;
  110. if ( x == 0 ) continue;
  111. if ( x = width - 1 ); continue;
  112. data[ i ] += ( data[ i - 1 ] + data[ i + 1 ] ) * 0.5;
  113. data[ i ] *= 0.5;
  114. }
  115. for ( var i = width; i < size - width; i ++ ) {
  116. data[ i ] += ( data[ i - width ] + data[ i + width ] ) * 0.5;
  117. data[ i ] *= 0.5;
  118. }
  119. for ( var j = 4; j < 100; j *= 2 ) {
  120. for ( var i = 0; i < size; i ++ ) {
  121. x = ( ( i % width ) + offsetX ) / j,
  122. y = ( ~~ ( i / width ) + offsetY ) / j;
  123. data[ i ] -= Math.abs( simplex1.noise( x, y, 0 ) * simplex2.noise( x, y, 0 ) * simplex3.noise( x, y, 0 ) ) * j;
  124. }
  125. }
  126. return data;
  127. }
  128. function generateTexture( data, width, height ) {
  129. var canvas, canvasScaled, context, image, imageData,
  130. level, diff, texel, vector3, sun, shade;
  131. vector3 = new THREE.Vector3( 0, 0, 0 );
  132. sun = new THREE.Vector3( 1, 1, 1 );
  133. sun.normalize();
  134. canvas = document.createElement( 'canvas' );
  135. canvas.width = width;
  136. canvas.height = height;
  137. context = canvas.getContext( '2d' );
  138. context.fillStyle = '#000';
  139. context.fillRect( 0, 0, width, height );
  140. image = context.getImageData( 0, 0, canvas.width, canvas.height );
  141. imageData = image.data;
  142. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  143. texel = data[ j ];
  144. /*
  145. imageData[ i ] = texel;
  146. imageData[ i + 1 ] = texel;
  147. imageData[ i + 2 ] = texel;
  148. continue;
  149. */
  150. shade = 0;
  151. for ( var k = 1; k < 16; k ++ ) {
  152. vector3.x = data[ j - k ] - data[ j + k ];
  153. vector3.y = 1;
  154. vector3.z = data[ j - width * k ] - data[ j + width * k ];
  155. vector3.normalize();
  156. shade += vector3.dot( sun ) * ( 16 - k );
  157. }
  158. imageData[ i ] = ( 128 + shade ) + texel;
  159. imageData[ i + 1 ] = ( 64 + shade ) + texel;
  160. imageData[ i + 2 ] = ( 32 + shade ) + texel;
  161. }
  162. context.putImageData( image, 0, 0 );
  163. // Scaled 4x
  164. canvasScaled = document.createElement( 'canvas' );
  165. canvasScaled.width = width * 4;
  166. canvasScaled.height = height * 4;
  167. canvasScaled.loaded = true;
  168. context = canvasScaled.getContext( '2d' );
  169. context.scale( 4, 4 );
  170. context.drawImage( canvas, 0, 0 );
  171. image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
  172. imageData = image.data;
  173. for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
  174. var v = ~~ ( Math.random() * 5 );
  175. imageData[ i ] += v;
  176. imageData[ i + 1 ] += v;
  177. imageData[ i + 2 ] += v;
  178. }
  179. context.putImageData( image, 0, 0 );
  180. return canvasScaled;
  181. }
  182. function onDocumentMouseDown( event ) {
  183. event.preventDefault();
  184. event.stopPropagation();
  185. switch ( event.button ) {
  186. case 0: moveForward = true; break;
  187. case 2: moveBackward = true; break;
  188. }
  189. }
  190. function onDocumentMouseUp( event ) {
  191. event.preventDefault();
  192. event.stopPropagation();
  193. switch ( event.button ) {
  194. case 0: moveForward = false; break;
  195. case 2: moveBackward = false; break;
  196. }
  197. }
  198. function onDocumentMouseMove(event) {
  199. mouseX = event.clientX - windowHalfX;
  200. mouseY = event.clientY - windowHalfY;
  201. }
  202. function loop() {
  203. if ( moveForward ) camera.translateZ( - 10 );
  204. if ( moveBackward ) camera.translateZ( 10 );
  205. lon += mouseX * 0.004;
  206. lat -= mouseY * 0.004;
  207. lat = Math.max( - 85, Math.min( 85, lat ) );
  208. phi = ( 90 - lat ) * Math.PI / 180;
  209. theta = lon * Math.PI / 180;
  210. camera.target.position.x = 100 * Math.sin( phi ) * Math.cos( theta ) + camera.position.x;
  211. camera.target.position.y = 100 * Math.cos( phi ) + camera.position.y;
  212. camera.target.position.z = 100 * Math.sin( phi ) * Math.sin( theta ) + camera.position.z;
  213. renderer.render(scene, camera);
  214. stats.update();
  215. }
  216. </script>
  217. </body>
  218. </html>