webgl_geometry_minecraft_ao.html 20 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - minecraft - ao</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. background-color: #ffffff;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. a { color: #a06851; }
  18. #info {
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. #oldie {
  24. background:rgb(100,0,0) !important;
  25. color:#fff !important;
  26. margin-top:10em !important;
  27. }
  28. #oldie a { color:#fff }
  29. button { border:0; background:rgba(0,0,0,0.5); color:orange; cursor:pointer }
  30. button:hover { color:gold }
  31. </style>
  32. </head>
  33. <body>
  34. <div id="container"><br /><br /><br /><br /><br />Generating world...</div>
  35. <div id="info">
  36. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - <a href="http://www.minecraft.net/" target="_blank">minecraft</a> demo [ambient occlusion]. featuring <a href="http://painterlypack.net/" target="_blank">painterly pack</a><br />(left click: forward, right click: backward)
  37. <br/><br/>
  38. <button id="bt">texture</button>
  39. <button id="bao">ao</button>
  40. <button id="baot">texture + ao</button>
  41. </div>
  42. <script type="text/javascript" src="../build/Three.js"></script>
  43. <script type="text/javascript" src="js/ImprovedNoise.js"></script>
  44. <script type="text/javascript" src="js/Detector.js"></script>
  45. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  46. <script type="text/javascript" src="js/Stats.js"></script>
  47. <script type="text/javascript">
  48. if ( ! Detector.webgl ) {
  49. Detector.addGetWebGLMessage();
  50. document.getElementById( 'container' ).innerHTML = "";
  51. }
  52. var fogExp2 = true;
  53. var container, stats;
  54. var camera, scene, renderer;
  55. var mesh, mat;
  56. var worldWidth = 200, worldDepth = 200,
  57. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2,
  58. data = generateHeight( worldWidth, worldDepth );
  59. init();
  60. animate();
  61. function init() {
  62. container = document.getElementById( 'container' );
  63. camera = new THREE.FirstPersonCamera( {
  64. fov: 50, aspect: window.innerWidth / window.innerHeight, near: 1, far: 20000,
  65. constrainVertical: true, verticalMin: 1.1, verticalMax: 2.2,
  66. movementSpeed: 1000, lookSpeed: 0.125, noFly: false, lookVertical: true, autoForward: false
  67. } );
  68. camera.target.position.z = - 100;
  69. camera.position.y = getY( worldHalfWidth, worldHalfDepth ) * 100 + 100;
  70. camera.target.position.y = camera.position.y;
  71. scene = new THREE.Scene();
  72. scene.fog = new THREE.FogExp2( 0xffffff, 0.00015 );
  73. var debug_texture = false,
  74. debug_numbers = false,
  75. debug_corner_colors = false,
  76. strength = 2,
  77. textures = { side: 'textures/minecraft/grass_dirt.png',
  78. top: 'textures/minecraft/grass.png',
  79. bottom: 'textures/minecraft/dirt.png'
  80. },
  81. m_aot = generateMegamaterialAO( textures, strength, debug_texture, debug_numbers, debug_corner_colors ),
  82. m_ao = generateMegamaterialAO( textures, strength, true, debug_numbers, debug_corner_colors ),
  83. m_t = generateMegamaterialPlain( textures ),
  84. //m_d = generateMegamaterialDebug(),
  85. mat = generateMegamaterialAO( textures, strength, debug_texture, debug_numbers, debug_corner_colors ),
  86. materials = [ mat, mat, mat, mat, mat, mat ];
  87. var i, j, x, z, h, h2, uv,
  88. px, nx, pz, nz, sides,
  89. right, left, bottom, top,
  90. nright, nleft, nback, nfront,
  91. nleftup, nrightup, nbackup, nfrontup,
  92. nrb, nrf, nlb, nlf,
  93. nrbup, nrfup,
  94. face_px, face_nx, face_py, face_ny, face_pz, face_nz,
  95. ti, ri, li, bi, fi, ci, mi, mm, column, row,
  96. cube,
  97. unit = 1/16 * 0.95, padding = 1/16 * 0.025, p, s, t, hash, N = -1,
  98. // map of UV indices for faces of partially defined cubes
  99. uv_index_map = {
  100. 0: { px: N, nx: N, py: 0, ny: N, pz: N, nz: N },
  101. 1: { px: N, nx: N, py: 0, ny: N, pz: N, nz: 1 },
  102. 2: { px: N, nx: N, py: 0, ny: N, pz: 1, nz: N },
  103. 3: { px: N, nx: N, py: 0, ny: N, pz: 1, nz: 2 },
  104. 4: { px: N, nx: 0, py: 1, ny: N, pz: N, nz: N },
  105. 5: { px: N, nx: 0, py: 1, ny: N, pz: N, nz: 2 },
  106. 6: { px: N, nx: 0, py: 1, ny: N, pz: 2, nz: N },
  107. 7: { px: N, nx: 0, py: 1, ny: N, pz: 2, nz: 3 },
  108. 8: { px: 0, nx: N, py: 1, ny: N, pz: N, nz: N },
  109. 9: { px: 0, nx: N, py: 1, ny: N, pz: N, nz: 2 },
  110. 10: { px: 0, nx: N, py: 1, ny: N, pz: 2, nz: N },
  111. 11: { px: 0, nx: N, py: 1, ny: N, pz: 2, nz: 3 },
  112. 12: { px: 0, nx: 1, py: 2, ny: N, pz: N, nz: N },
  113. 13: { px: 0, nx: 1, py: 2, ny: N, pz: N, nz: 3 },
  114. 14: { px: 0, nx: 1, py: 2, ny: N, pz: 3, nz: N },
  115. 15: { px: 0, nx: 1, py: 2, ny: N, pz: 3, nz: 4 }
  116. },
  117. // all possible combinations of corners and sides
  118. // mapped to mixed tiles
  119. // (including corners overlapping sides)
  120. // (excluding corner alone and sides alone)
  121. // looks ugly, but allows to squeeze all
  122. // combinations for one texture into just 3 rows
  123. // instead of 16
  124. mixmap = {
  125. "1_1": 0,
  126. "1_3": 0,
  127. "1_9": 0,
  128. "1_11": 0,
  129. "1_4": 1,
  130. "1_6": 1,
  131. "1_12": 1,
  132. "1_14": 1,
  133. "2_2": 2,
  134. "2_3": 2,
  135. "2_6": 2,
  136. "2_7": 2,
  137. "2_8": 3,
  138. "2_9": 3,
  139. "2_12": 3,
  140. "2_13": 3,
  141. "4_1": 4,
  142. "4_5": 4,
  143. "4_9": 4,
  144. "4_13": 4,
  145. "4_2": 5,
  146. "4_6": 5,
  147. "4_10": 5,
  148. "4_14": 5,
  149. "8_4": 6,
  150. "8_5": 6,
  151. "8_6": 6,
  152. "8_7": 6,
  153. "8_8": 7,
  154. "8_9": 7,
  155. "8_10": 7,
  156. "8_11": 7,
  157. "1_5": 8,
  158. "1_7": 8,
  159. "1_13": 8,
  160. "1_15": 8,
  161. "2_10": 9,
  162. "2_11": 9,
  163. "2_14": 9,
  164. "2_15": 9,
  165. "4_3": 10,
  166. "4_7": 10,
  167. "4_11": 10,
  168. "4_15": 10,
  169. "8_12": 11,
  170. "8_13": 11,
  171. "8_14": 11,
  172. "8_15": 11,
  173. "5_1": 12,
  174. "5_3": 12,
  175. "5_7": 12,
  176. "5_9": 12,
  177. "5_11": 12,
  178. "5_13": 12,
  179. "5_15": 12,
  180. "6_2": 13,
  181. "6_3": 13,
  182. "6_6": 13,
  183. "6_7": 13,
  184. "6_10": 13,
  185. "6_11": 13,
  186. "6_14": 13,
  187. "6_15": 13,
  188. "9_4": 14,
  189. "9_5": 14,
  190. "9_6": 14,
  191. "9_7": 14,
  192. "9_12": 14,
  193. "9_13": 14,
  194. "9_14": 14,
  195. "9_15": 14,
  196. "10_8": 15,
  197. "10_9": 15,
  198. "10_10": 15,
  199. "10_11": 15,
  200. "10_12": 15,
  201. "10_13": 15,
  202. "10_14": 15,
  203. "10_15": 15
  204. },
  205. tilemap = {},
  206. top_row_corners = 0,
  207. top_row_mixed = 1,
  208. top_row_sides = 2,
  209. sides_row = 3,
  210. bottom_row = 4,
  211. geometry = new THREE.Geometry();
  212. // mapping from 256 possible corners + sides combinations
  213. // into 3 x 16 tiles
  214. for ( i = 0; i < 16; i++ ) {
  215. for ( j = 0; j < 16; j++ ) {
  216. mm = i + "_" + j;
  217. if ( i == 0 )
  218. row = top_row_corners;
  219. else if ( mixmap[ mm ] != undefined )
  220. row = top_row_mixed;
  221. else
  222. row = top_row_sides;
  223. tilemap[ mm ] = row;
  224. }
  225. }
  226. function setUVTile( face, s, t ) {
  227. var j, uv = cube.faceVertexUvs[ 0 ][ face ];
  228. for ( j = 0; j < uv.length; j++ ) {
  229. uv[ j ].u += s * (unit+2*padding);
  230. uv[ j ].v += t * (unit+2*padding);
  231. }
  232. }
  233. for ( z = 0; z < worldDepth; z ++ ) {
  234. for ( x = 0; x < worldWidth; x ++ ) {
  235. h = getY( x, z );
  236. // direct neighbors
  237. h2 = getY( x - 1, z );
  238. nleft = h2 == h || h2 == h + 1;
  239. h2 = getY( x + 1, z );
  240. nright = h2 == h || h2 == h + 1;
  241. h2 = getY( x, z + 1 );
  242. nback = h2 == h || h2 == h + 1;
  243. h2 = getY( x, z - 1 );
  244. nfront = h2 == h || h2 == h + 1;
  245. // corner neighbors
  246. nrb = getY( x - 1, z + 1 ) == h && x > 0 && z < worldDepth - 1 ? 1 : 0;
  247. nrf = getY( x - 1, z - 1 ) == h && x > 0 && z > 0 ? 1 : 0;
  248. nlb = getY( x + 1, z + 1 ) == h && x < worldWidth - 1 && z < worldDepth - 1 ? 1 : 0;
  249. nlf = getY( x + 1, z - 1 ) == h && x < worldWidth - 1 && z > 0 ? 1 : 0;
  250. // up neighbors
  251. nleftup = getY( x - 1, z ) > h && x > 0 ? 1 : 0;
  252. nrightup = getY( x + 1, z ) > h && x < worldWidth - 1 ? 1 : 0;
  253. nbackup = getY( x, z + 1 ) > h && z < worldDepth - 1 ? 1 : 0;
  254. nfrontup = getY( x, z - 1 ) > h && z > 0 ? 1 : 0;
  255. // up corner neighbors
  256. nrbup = getY( x - 1, z + 1 ) > h && x > 0 && z < worldDepth - 1 ? 1 : 0;
  257. nrfup = getY( x - 1, z - 1 ) > h && x > 0 && z > 0 ? 1 : 0;
  258. nlbup = getY( x + 1, z + 1 ) > h && x < worldWidth - 1 && z < worldDepth - 1 ? 1 : 0;
  259. nlfup = getY( x + 1, z - 1 ) > h && x < worldWidth - 1 && z > 0 ? 1 : 0;
  260. // textures
  261. ti = nleftup * 8 + nrightup * 4 + nfrontup * 2 + nbackup * 1;
  262. ri = nrf * 8 + nrb * 4 + 1;
  263. li = nlb * 8 + nlf * 4 + 1;
  264. bi = nrb * 8 + nlb * 4 + 1;
  265. fi = nlf * 8 + nrf * 4 + 1;
  266. ci = nlbup * 8 + nlfup * 4 + nrbup * 2 + nrfup * 1;
  267. // cube sides
  268. px = nx = pz = nz = 0;
  269. px = !nleft || x == 0 ? 1 : 0;
  270. nx = !nright || x == worldWidth - 1 ? 1 : 0;
  271. pz = !nback || z == worldDepth - 1 ? 1 : 0;
  272. nz = !nfront || z == 0 ? 1 : 0;
  273. sides = { px: px, nx: nx, py: true, ny: false, pz: pz, nz: nz };
  274. cube = new THREE.CubeGeometry( 100, 100, 100, 1, 1, 1, materials, false, sides );
  275. // set UV tiles
  276. for ( i = 0; i < cube.faceVertexUvs[ 0 ].length; i ++ ) {
  277. uv = cube.faceVertexUvs[ 0 ][ i ];
  278. for ( j = 0; j < uv.length; j++ ) {
  279. p = uv[j].u == 0 ? padding : -padding;
  280. uv[j].u = uv[j].u * unit + p;
  281. p = uv[j].v == 0 ? padding : -padding;
  282. uv[j].v = uv[j].v * unit + p;
  283. }
  284. }
  285. hash = px * 8 + nx * 4 + pz * 2 + nz;
  286. face_px = uv_index_map[ hash ].px;
  287. face_nx = uv_index_map[ hash ].nx;
  288. face_py = uv_index_map[ hash ].py;
  289. face_ny = uv_index_map[ hash ].ny;
  290. face_pz = uv_index_map[ hash ].pz;
  291. face_nz = uv_index_map[ hash ].nz;
  292. if( face_px != N ) setUVTile( face_px, ri, sides_row );
  293. if( face_nx != N ) setUVTile( face_nx, li, sides_row );
  294. if( face_py != N ) {
  295. mm = ti + "_" + ci;
  296. switch ( tilemap[ mm ] ) {
  297. case top_row_sides: column = ti; break;
  298. case top_row_corners: column = ci; break;
  299. case top_row_mixed: column = mixmap[ mm ]; break;
  300. }
  301. setUVTile( face_py, column, tilemap[ mm ] );
  302. }
  303. if( face_ny != N ) setUVTile( face_ny, 0, bottom_row );
  304. if( face_pz != N ) setUVTile( face_pz, bi, sides_row );
  305. if( face_nz != N ) setUVTile( face_nz, fi, sides_row );
  306. mesh = new THREE.Mesh( cube );
  307. mesh.position.x = x * 100 - worldHalfWidth * 100;
  308. mesh.position.y = h * 100;
  309. mesh.position.z = z * 100 - worldHalfDepth * 100;
  310. GeometryUtils.merge( geometry, mesh );
  311. }
  312. }
  313. mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial() );
  314. scene.addObject( mesh );
  315. var ambientLight = new THREE.AmbientLight( 0xcccccc );
  316. scene.addLight( ambientLight );
  317. var directionalLight = new THREE.DirectionalLight( 0xffffff, 1.5 );
  318. directionalLight.position.x = 1;
  319. directionalLight.position.y = 1;
  320. directionalLight.position.z = 0.5;
  321. directionalLight.position.normalize();
  322. scene.addLight( directionalLight );
  323. renderer = new THREE.WebGLRenderer();
  324. renderer.setSize( window.innerWidth, window.innerHeight );
  325. container.innerHTML = "";
  326. container.appendChild( renderer.domElement );
  327. stats = new Stats();
  328. stats.domElement.style.position = 'absolute';
  329. stats.domElement.style.top = '0px';
  330. container.appendChild( stats.domElement );
  331. document.getElementById( "bao" ).addEventListener( "click", function() { mat.map = m_ao.map; }, false );
  332. document.getElementById( "baot" ).addEventListener( "click", function() { mat.map = m_aot.map; }, false );
  333. document.getElementById( "bt" ).addEventListener( "click", function() { mat.map = m_t.map; }, false );
  334. }
  335. function generateMegamaterialAO( textures, strength, debug_texture, debug_numbers, debug_corner_colors ) {
  336. var count = 0,
  337. tex_side = loadTexture( textures.side, function() { count++; generateTexture() } ),
  338. tex_top = loadTexture( textures.top, function() { count++; generateTexture() } ),
  339. tex_bottom = loadTexture( textures.bottom, function() { count++; generateTexture() } ),
  340. canvas = document.createElement( 'canvas' ),
  341. ctx = canvas.getContext( '2d' ),
  342. size = 256, tile = 16;
  343. canvas.width = canvas.height = size;
  344. var texture = new THREE.Texture( canvas, new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.LinearMipMapLinearFilter );
  345. function generateTexture() {
  346. if( count == 3 ) {
  347. for( var i = 0; i < 16; i++ ) {
  348. drawAOCorners( ctx, tex_top, 0, i, i, tile, strength, debug_texture, debug_numbers, debug_corner_colors );
  349. drawAOMixed ( ctx, tex_top, 1, i, i, tile, strength, debug_texture, debug_numbers, debug_corner_colors );
  350. drawAOSides ( ctx, tex_top, 2, i, i, tile, strength, debug_texture, debug_numbers );
  351. drawAOSides ( ctx, tex_side, 3, i, i, tile, strength, debug_texture, debug_numbers );
  352. drawAOSides ( ctx, tex_bottom, 4, i, i, tile, strength, debug_texture, debug_numbers );
  353. }
  354. texture.needsUpdate = true;
  355. }
  356. }
  357. return new THREE.MeshLambertMaterial( { map: texture } );
  358. }
  359. function generateMegamaterialPlain( textures ) {
  360. var count = 0,
  361. tex_side = loadTexture( textures.side, function() { count++; generateTexture() } ),
  362. tex_top = loadTexture( textures.top, function() { count++; generateTexture() } ),
  363. tex_bottom = loadTexture( textures.bottom, function() { count++; generateTexture() } ),
  364. canvas = document.createElement( 'canvas' ),
  365. ctx = canvas.getContext( '2d' ),
  366. size = 256, tile = 16;
  367. canvas.width = canvas.height = size;
  368. var texture = new THREE.Texture( canvas, new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.LinearMipMapLinearFilter );
  369. function generateTexture() {
  370. if( count == 3 ) {
  371. var i, sx;
  372. for( i = 0; i < 16; i++ ) {
  373. sx = i * tile;
  374. drawBase( ctx, tex_top, sx, 0 * tile, tile, false );
  375. drawBase( ctx, tex_top, sx, 1 * tile, tile, false );
  376. drawBase( ctx, tex_top, sx, 2 * tile, tile, false );
  377. drawBase( ctx, tex_side, sx, 3 * tile, tile, false );
  378. drawBase( ctx, tex_bottom, sx, 4 * tile, tile, false );
  379. }
  380. texture.needsUpdate = true;
  381. }
  382. }
  383. return new THREE.MeshLambertMaterial( { map: texture } );
  384. }
  385. function generateMegamaterialDebug() {
  386. var canvas = document.createElement( 'canvas' ),
  387. ctx = canvas.getContext( "2d" ),
  388. size = 256, tile = 16,
  389. i, j, h, s;
  390. canvas.width = size;
  391. canvas.height = size;
  392. ctx.textBaseline = "top";
  393. ctx.font = "8pt arial";
  394. for ( i = 0; i < tile; i++ ) {
  395. for ( j = 0; j < tile; j++ ) {
  396. h = i * tile + j;
  397. ctx.fillStyle = "hsl(" + h + ",90%, 50%)";
  398. ctx.fillRect( i * tile, j * tile, tile, tile );
  399. drawHex( ctx, h, i * tile + 2, j * tile + 2 );
  400. }
  401. }
  402. var texture = new THREE.Texture( canvas, new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.LinearMipMapLinearFilter );
  403. texture.needsUpdate = true;
  404. return new THREE.MeshLambertMaterial( { map: texture } );
  405. }
  406. function drawHex( ctx, n, x, y ) {
  407. ctx.fillStyle = "black";
  408. ctx.font = "8pt arial";
  409. ctx.textBaseline = "top";
  410. var s = n.toString( 16 );
  411. s = n < 16 ? "0" + s : s;
  412. ctx.fillText( s, x, y );
  413. }
  414. function drawBase( ctx, image, sx, sy, tile, debug_texture ) {
  415. if ( debug_texture ) {
  416. ctx.fillStyle = "#888";
  417. ctx.fillRect( sx, sy, tile, tile );
  418. } else {
  419. ctx.drawImage( image, sx, sy, tile, tile );
  420. }
  421. }
  422. function drawCorner( ctx, sx, sy, sa, ea, color, step, n ) {
  423. for( var i = 0; i < n; i++ ) {
  424. ctx.strokeStyle = color + step * ( n - i ) + ")";
  425. ctx.beginPath();
  426. ctx.arc( sx, sy, i, sa, ea, 0 ) ;
  427. ctx.stroke();
  428. }
  429. }
  430. function drawSide( ctx, sx, sy, a, b, n, width, height, color, step ) {
  431. for( var i = 0; i < n; i++ ) {
  432. ctx.fillStyle = color + step * ( n - i ) + ")";
  433. ctx.fillRect( sx + a * i, sy + b * i, width, height );
  434. }
  435. }
  436. function drawAOSides( ctx, image, row, column, sides, tile, strength, debug_texture, debug_numbers ) {
  437. var sx = column * tile, sy = row * tile;
  438. drawBase( ctx, image, sx, sy, tile, debug_texture );
  439. drawAOSidesImp( ctx, image, row, column, sides, tile, strength );
  440. if ( debug_numbers ) drawHex( ctx, row * tile + sides, sx + 2, sy + 2 );
  441. }
  442. function drawAOCorners( ctx, image, row, column, corners, tile, strength, debug_texture, debug_numbers, debug_corner_colors ) {
  443. var sx = column * tile, sy = row * tile;
  444. drawBase( ctx, image, sx, sy, tile, debug_texture );
  445. drawAOCornersImp( ctx, image, row, column, corners, tile, strength, debug_corner_colors );
  446. if ( debug_numbers ) drawHex( ctx, row * tile + corners, sx + 2, sy + 2 );
  447. }
  448. function drawAOMixed( ctx, image, row, column, elements, tile, strength, debug_texture, debug_numbers, debug_corner_colors ) {
  449. var sx = column * tile, sy = row * tile,
  450. mmap = {
  451. 0: [ 1, 1 ],
  452. 1: [ 1, 4 ],
  453. 2: [ 2, 2 ],
  454. 3: [ 2, 8 ],
  455. 4: [ 4, 1 ],
  456. 5: [ 4, 2 ],
  457. 6: [ 8, 4 ],
  458. 7: [ 8, 8 ],
  459. 8: [ 1, 5 ],
  460. 9: [ 2, 10 ],
  461. 10: [ 4, 3 ],
  462. 11: [ 8, 12 ],
  463. 12: [ 5, 1 ],
  464. 13: [ 6, 2 ],
  465. 14: [ 9, 4 ],
  466. 15: [ 10, 8 ]
  467. };
  468. drawBase( ctx, image, sx, sy, tile, debug_texture );
  469. drawAOCornersImp( ctx, image, row, column, mmap[ elements ][1], tile, strength, debug_corner_colors );
  470. drawAOSidesImp( ctx, image, row, column, mmap[ elements ][0], tile, strength );
  471. if ( debug_numbers ) drawHex( ctx, row * tile + elements, sx + 2, sy + 2 );
  472. }
  473. function drawAOSidesImp( ctx, image, row, column, sides, tile, strength ) {
  474. var sx = column * tile, sy = row * tile,
  475. full = tile, step = 1 / full, half = full / 2 + strength,
  476. color = "rgba(0, 0, 0, ",
  477. left = (sides & 8) == 8,
  478. right = (sides & 4) == 4,
  479. bottom = (sides & 2) == 2,
  480. top = (sides & 1) == 1;
  481. if ( bottom ) drawSide( ctx, sx, sy, 0, 1, half, tile, 1, color, step );
  482. if ( top ) drawSide( ctx, sx, sy + full - 1, 0, -1, half, tile, 1, color, step );
  483. if ( left ) drawSide( ctx, sx, sy, 1, 0, half, 1, tile, color, step );
  484. if ( right ) drawSide( ctx, sx + full - 1, sy, -1, 0, half, 1, tile, color, step );
  485. }
  486. function drawAOCornersImp( ctx, image, row, column, corners, tile, strength, debug_corner_colors ) {
  487. var sx = column * tile, sy = row * tile,
  488. full = tile, step = 1 / full, half = full / 2 + strength,
  489. color = "rgba(0, 0, 0, ",
  490. bottomright = (corners & 8) == 8,
  491. topright = (corners & 4) == 4,
  492. bottomleft = (corners & 2) == 2,
  493. topleft = (corners & 1) == 1;
  494. if ( topleft ) {
  495. if ( debug_corner_colors ) color = "rgba(200, 0, 0, ";
  496. drawCorner( ctx, sx, sy, 0, 1.57, color, step, half );
  497. }
  498. if ( bottomleft ) {
  499. if ( debug_corner_colors ) color = "rgba(0, 200, 0, ";
  500. drawCorner( ctx, sx, sy + full, 4.71, 6.28, color, step, half );
  501. }
  502. if ( bottomright ) {
  503. if ( debug_corner_colors ) color = "rgba(0, 0, 200, ";
  504. drawCorner( ctx, sx + full, sy + full, 3.14, 4.71, color, step, half );
  505. }
  506. if ( topright ) {
  507. if ( debug_corner_colors ) color = "rgba(200, 0, 200, ";
  508. drawCorner( ctx, sx + full, sy, 1.57, 3.14, color, step, half );
  509. }
  510. }
  511. function loadTexture( path, callback ) {
  512. var image = new Image();
  513. image.onload = function () { callback(); };
  514. image.src = path;
  515. return image;
  516. }
  517. function generateHeight( width, height ) {
  518. var data = [], perlin = new ImprovedNoise(),
  519. size = width * height, quality = 2, z = Math.random() * 100;
  520. for ( var j = 0; j < 4; j ++ ) {
  521. if ( j == 0 ) for ( var i = 0; i < size; i ++ ) data[ i ] = 0;
  522. for ( var i = 0; i < size; i ++ ) {
  523. var x = i % width, y = ~~ ( i / width );
  524. data[ i ] += perlin.noise( x / quality, y / quality, z ) * quality;
  525. }
  526. quality *= 4
  527. }
  528. return data;
  529. }
  530. function getY( x, z ) {
  531. return ~~( data[ x + z * worldWidth ] * 0.2 );
  532. }
  533. //
  534. function animate() {
  535. requestAnimationFrame( animate );
  536. render();
  537. stats.update();
  538. }
  539. function render() {
  540. renderer.render( scene, camera );
  541. }
  542. </script>
  543. </body>
  544. </html>