webgl_terrain_dynamic.html 13 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - dynamic procedural terrain</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. color: #333;
  11. }
  12. a {
  13. color: #080;
  14. }
  15. </style>
  16. </head>
  17. <body>
  18. <div id="container"></div>
  19. <div id="info">
  20. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - dynamic procedural terrain using
  21. <a href="https://github.com/ashima/webgl-noise" target="_blank" rel="noopener">3d simplex noise</a><br/>
  22. textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
  23. <a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a>
  24. <br/>
  25. day / night: <strong>n</strong>&nbsp;&nbsp;
  26. animate terrain: <strong>m</strong>
  27. </div>
  28. <script id="fragmentShaderNoise" type="x-shader/x-fragment">
  29. //
  30. // Description : Array and textureless GLSL 3D simplex noise function.
  31. // Author : Ian McEwan, Ashima Arts.
  32. // Maintainer : ijm
  33. // Lastmod : 20110409 (stegu)
  34. // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
  35. // Distributed under the MIT License. See LICENSE file.
  36. //
  37. uniform float time;
  38. varying vec2 vUv;
  39. vec4 permute( vec4 x ) {
  40. return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
  41. }
  42. vec4 taylorInvSqrt( vec4 r ) {
  43. return 1.79284291400159 - 0.85373472095314 * r;
  44. }
  45. float snoise( vec3 v ) {
  46. const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
  47. const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
  48. // First corner
  49. vec3 i = floor( v + dot( v, C.yyy ) );
  50. vec3 x0 = v - i + dot( i, C.xxx );
  51. // Other corners
  52. vec3 g = step( x0.yzx, x0.xyz );
  53. vec3 l = 1.0 - g;
  54. vec3 i1 = min( g.xyz, l.zxy );
  55. vec3 i2 = max( g.xyz, l.zxy );
  56. vec3 x1 = x0 - i1 + 1.0 * C.xxx;
  57. vec3 x2 = x0 - i2 + 2.0 * C.xxx;
  58. vec3 x3 = x0 - 1. + 3.0 * C.xxx;
  59. // Permutations
  60. i = mod( i, 289.0 );
  61. vec4 p = permute( permute( permute(
  62. i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
  63. + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
  64. + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
  65. // Gradients
  66. // ( N*N points uniformly over a square, mapped onto an octahedron.)
  67. float n_ = 1.0 / 7.0; // N=7
  68. vec3 ns = n_ * D.wyz - D.xzx;
  69. vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
  70. vec4 x_ = floor( j * ns.z );
  71. vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
  72. vec4 x = x_ *ns.x + ns.yyyy;
  73. vec4 y = y_ *ns.x + ns.yyyy;
  74. vec4 h = 1.0 - abs( x ) - abs( y );
  75. vec4 b0 = vec4( x.xy, y.xy );
  76. vec4 b1 = vec4( x.zw, y.zw );
  77. vec4 s0 = floor( b0 ) * 2.0 + 1.0;
  78. vec4 s1 = floor( b1 ) * 2.0 + 1.0;
  79. vec4 sh = -step( h, vec4( 0.0 ) );
  80. vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
  81. vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
  82. vec3 p0 = vec3( a0.xy, h.x );
  83. vec3 p1 = vec3( a0.zw, h.y );
  84. vec3 p2 = vec3( a1.xy, h.z );
  85. vec3 p3 = vec3( a1.zw, h.w );
  86. // Normalise gradients
  87. vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
  88. p0 *= norm.x;
  89. p1 *= norm.y;
  90. p2 *= norm.z;
  91. p3 *= norm.w;
  92. // Mix final noise value
  93. vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
  94. m = m * m;
  95. return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
  96. dot( p2, x2 ), dot( p3, x3 ) ) );
  97. }
  98. float surface3( vec3 coord ) {
  99. float n = 0.0;
  100. n += 1.0 * abs( snoise( coord ) );
  101. n += 0.5 * abs( snoise( coord * 2.0 ) );
  102. n += 0.25 * abs( snoise( coord * 4.0 ) );
  103. n += 0.125 * abs( snoise( coord * 8.0 ) );
  104. return n;
  105. }
  106. void main( void ) {
  107. vec3 coord = vec3( vUv, -time );
  108. float n = surface3( coord );
  109. gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
  110. }
  111. </script>
  112. <script id="vertexShader" type="x-shader/x-vertex">
  113. varying vec2 vUv;
  114. uniform vec2 scale;
  115. uniform vec2 offset;
  116. void main( void ) {
  117. vUv = uv * scale + offset;
  118. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  119. }
  120. </script>
  121. <script type="module">
  122. import {
  123. AmbientLight,
  124. Clock,
  125. Color,
  126. DirectionalLight,
  127. Fog,
  128. LinearFilter,
  129. LoadingManager,
  130. Math as _Math,
  131. Mesh,
  132. MeshBasicMaterial,
  133. OrthographicCamera,
  134. PerspectiveCamera,
  135. PlaneBufferGeometry,
  136. PointLight,
  137. RepeatWrapping,
  138. RGBFormat,
  139. Scene,
  140. ShaderMaterial,
  141. TextureLoader,
  142. UniformsUtils,
  143. Vector2,
  144. WebGLRenderer,
  145. WebGLRenderTarget
  146. } from "../build/three.module.js";
  147. import Stats from './jsm/libs/stats.module.js';
  148. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  149. import { NormalMapShader } from './jsm/shaders/NormalMapShader.js';
  150. import { TerrainShader } from './jsm/shaders/TerrainShader.js';
  151. import { BufferGeometryUtils } from './jsm/utils/BufferGeometryUtils.js';
  152. var SCREEN_WIDTH = window.innerWidth;
  153. var SCREEN_HEIGHT = window.innerHeight;
  154. var renderer, container, stats;
  155. var camera, scene, controls;
  156. var cameraOrtho, sceneRenderTarget;
  157. var uniformsNoise, uniformsNormal, uniformsTerrain,
  158. heightMap, normalMap,
  159. quadTarget;
  160. var directionalLight, pointLight;
  161. var terrain;
  162. var animDelta = 0, animDeltaDir = - 1;
  163. var lightVal = 0, lightDir = 1;
  164. var clock = new Clock();
  165. var updateNoise = true;
  166. var mlib = {};
  167. init();
  168. animate();
  169. function init() {
  170. container = document.getElementById( 'container' );
  171. // SCENE (RENDER TARGET)
  172. sceneRenderTarget = new Scene();
  173. cameraOrtho = new OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, - 10000, 10000 );
  174. cameraOrtho.position.z = 100;
  175. sceneRenderTarget.add( cameraOrtho );
  176. // CAMERA
  177. camera = new PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
  178. camera.position.set( - 1200, 800, 1200 );
  179. // SCENE (FINAL)
  180. scene = new Scene();
  181. scene.background = new Color( 0x050505 );
  182. scene.fog = new Fog( 0x050505, 2000, 4000 );
  183. // LIGHTS
  184. scene.add( new AmbientLight( 0x111111 ) );
  185. directionalLight = new DirectionalLight( 0xffffff, 1.15 );
  186. directionalLight.position.set( 500, 2000, 0 );
  187. scene.add( directionalLight );
  188. pointLight = new PointLight( 0xff4400, 1.5 );
  189. pointLight.position.set( 0, 0, 0 );
  190. scene.add( pointLight );
  191. // HEIGHT + NORMAL MAPS
  192. var normalShader = NormalMapShader;
  193. var rx = 256, ry = 256;
  194. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBFormat };
  195. heightMap = new WebGLRenderTarget( rx, ry, pars );
  196. heightMap.texture.generateMipmaps = false;
  197. normalMap = new WebGLRenderTarget( rx, ry, pars );
  198. normalMap.texture.generateMipmaps = false;
  199. uniformsNoise = {
  200. "time": { value: 1.0 },
  201. "scale": { value: new Vector2( 1.5, 1.5 ) },
  202. "offset": { value: new Vector2( 0, 0 ) }
  203. };
  204. uniformsNormal = UniformsUtils.clone( normalShader.uniforms );
  205. uniformsNormal[ "height" ].value = 0.05;
  206. uniformsNormal[ "resolution" ].value.set( rx, ry );
  207. uniformsNormal[ "heightMap" ].value = heightMap.texture;
  208. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  209. // TEXTURES
  210. var loadingManager = new LoadingManager( function () {
  211. terrain.visible = true;
  212. } );
  213. var textureLoader = new TextureLoader( loadingManager );
  214. var specularMap = new WebGLRenderTarget( 2048, 2048, pars );
  215. specularMap.texture.generateMipmaps = false;
  216. var diffuseTexture1 = textureLoader.load( "textures/terrain/grasslight-big.jpg" );
  217. var diffuseTexture2 = textureLoader.load( "textures/terrain/backgrounddetailed6.jpg" );
  218. var detailTexture = textureLoader.load( "textures/terrain/grasslight-big-nm.jpg" );
  219. diffuseTexture1.wrapS = diffuseTexture1.wrapT = RepeatWrapping;
  220. diffuseTexture2.wrapS = diffuseTexture2.wrapT = RepeatWrapping;
  221. detailTexture.wrapS = detailTexture.wrapT = RepeatWrapping;
  222. specularMap.texture.wrapS = specularMap.texture.wrapT = RepeatWrapping;
  223. // TERRAIN SHADER
  224. var terrainShader = TerrainShader;
  225. uniformsTerrain = UniformsUtils.clone( terrainShader.uniforms );
  226. uniformsTerrain[ 'tNormal' ].value = normalMap.texture;
  227. uniformsTerrain[ 'uNormalScale' ].value = 3.5;
  228. uniformsTerrain[ 'tDisplacement' ].value = heightMap.texture;
  229. uniformsTerrain[ 'tDiffuse1' ].value = diffuseTexture1;
  230. uniformsTerrain[ 'tDiffuse2' ].value = diffuseTexture2;
  231. uniformsTerrain[ 'tSpecular' ].value = specularMap.texture;
  232. uniformsTerrain[ 'tDetail' ].value = detailTexture;
  233. uniformsTerrain[ 'enableDiffuse1' ].value = true;
  234. uniformsTerrain[ 'enableDiffuse2' ].value = true;
  235. uniformsTerrain[ 'enableSpecular' ].value = true;
  236. uniformsTerrain[ 'diffuse' ].value.setHex( 0xffffff );
  237. uniformsTerrain[ 'specular' ].value.setHex( 0xffffff );
  238. uniformsTerrain[ 'shininess' ].value = 30;
  239. uniformsTerrain[ 'uDisplacementScale' ].value = 375;
  240. uniformsTerrain[ 'uRepeatOverlay' ].value.set( 6, 6 );
  241. var params = [
  242. [ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
  243. [ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
  244. [ 'terrain', terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ]
  245. ];
  246. for ( var i = 0; i < params.length; i ++ ) {
  247. var material = new ShaderMaterial( {
  248. uniforms: params[ i ][ 3 ],
  249. vertexShader: params[ i ][ 2 ],
  250. fragmentShader: params[ i ][ 1 ],
  251. lights: params[ i ][ 4 ],
  252. fog: true
  253. } );
  254. mlib[ params[ i ][ 0 ] ] = material;
  255. }
  256. var plane = new PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
  257. quadTarget = new Mesh( plane, new MeshBasicMaterial( { color: 0x000000 } ) );
  258. quadTarget.position.z = - 500;
  259. sceneRenderTarget.add( quadTarget );
  260. // TERRAIN MESH
  261. var geometryTerrain = new PlaneBufferGeometry( 6000, 6000, 256, 256 );
  262. BufferGeometryUtils.computeTangents( geometryTerrain );
  263. terrain = new Mesh( geometryTerrain, mlib[ 'terrain' ] );
  264. terrain.position.set( 0, - 125, 0 );
  265. terrain.rotation.x = - Math.PI / 2;
  266. terrain.visible = false;
  267. scene.add( terrain );
  268. // RENDERER
  269. renderer = new WebGLRenderer();
  270. renderer.setPixelRatio( window.devicePixelRatio );
  271. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  272. container.appendChild( renderer.domElement );
  273. // CONTROLS
  274. controls = new OrbitControls( camera, renderer.domElement );
  275. controls.rotateSpeed = 1.0;
  276. controls.zoomSpeed = 1.2;
  277. controls.panSpeed = 0.8;
  278. controls.keys = [ 65, 83, 68 ];
  279. // STATS
  280. stats = new Stats();
  281. container.appendChild( stats.dom );
  282. // EVENTS
  283. onWindowResize();
  284. window.addEventListener( 'resize', onWindowResize, false );
  285. document.addEventListener( 'keydown', onKeyDown, false );
  286. }
  287. //
  288. function onWindowResize() {
  289. SCREEN_WIDTH = window.innerWidth;
  290. SCREEN_HEIGHT = window.innerHeight;
  291. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  292. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  293. camera.updateProjectionMatrix();
  294. }
  295. //
  296. function onKeyDown( event ) {
  297. switch ( event.keyCode ) {
  298. case 78: /*N*/ lightDir *= - 1; break;
  299. case 77: /*M*/ animDeltaDir *= - 1; break;
  300. }
  301. }
  302. //
  303. function animate() {
  304. requestAnimationFrame( animate );
  305. render();
  306. stats.update();
  307. }
  308. function render() {
  309. var delta = clock.getDelta();
  310. if ( terrain.visible ) {
  311. var fLow = 0.1, fHigh = 0.8;
  312. lightVal = _Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
  313. var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
  314. scene.background.setHSL( 0.1, 0.5, lightVal );
  315. scene.fog.color.setHSL( 0.1, 0.5, lightVal );
  316. directionalLight.intensity = _Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
  317. pointLight.intensity = _Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
  318. uniformsTerrain[ 'uNormalScale' ].value = _Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 );
  319. if ( updateNoise ) {
  320. animDelta = _Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
  321. uniformsNoise[ 'time' ].value += delta * animDelta;
  322. uniformsNoise[ 'offset' ].value.x += delta * 0.05;
  323. uniformsTerrain[ 'uOffset' ].value.x = 4 * uniformsNoise[ 'offset' ].value.x;
  324. quadTarget.material = mlib[ 'heightmap' ];
  325. renderer.setRenderTarget( heightMap );
  326. renderer.clear();
  327. renderer.render( sceneRenderTarget, cameraOrtho );
  328. quadTarget.material = mlib[ 'normal' ];
  329. renderer.setRenderTarget( normalMap );
  330. renderer.clear();
  331. renderer.render( sceneRenderTarget, cameraOrtho );
  332. }
  333. renderer.setRenderTarget( null );
  334. renderer.render( scene, camera );
  335. }
  336. }
  337. </script>
  338. </body>
  339. </html>