webgl_terrain_dynamic.html 18 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. <style type="text/css">
  7. body {
  8. background: #000;
  9. color: #999;
  10. padding: 0;
  11. margin: 0;
  12. overflow: hidden;
  13. font-family: georgia;
  14. font-size:1em;
  15. text-align: center;
  16. }
  17. #info { position: absolute; top: 10px; width: 100%; }
  18. a { color: #fb0; }
  19. #footer { position: absolute; bottom: 10px; width: 100%; }
  20. .h { color: #fb0 }
  21. .c { display: inline; margin-left: 1em }
  22. #oldie a { color:#da0 }
  23. #stats { position: absolute; top:0; left: 0 }
  24. #stats #fps { background: transparent !important }
  25. #stats #fps #fpsText { color: #aaa !important }
  26. #stats #fps #fpsGraph { display: none }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="container"></div>
  31. <div id="info">
  32. <a href="http://threejs.org" target="_blank">three.js</a> - dynamic procedural terrain using
  33. <a href="https://github.com/ashima/webgl-noise" target="_blank">3d simplex noise</a><br/>
  34. birds by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">ro.me</a> -
  35. textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
  36. <a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a> -
  37. music by <a href="http://incompetech.com/m/c/royalty-free/index.html?keywords=00875">Kevin MacLeod</a>
  38. </div>
  39. <div id="footer">
  40. <div class="c">
  41. day / night: <span class="h">n</span>
  42. </div>
  43. <div class="c">
  44. animate terrain: <span class="h">m</span>
  45. </div>
  46. </div>
  47. <script src="../build/three.min.js"></script>
  48. <script src="js/controls/OrbitControls.js"></script>
  49. <script src="js/shaders/BleachBypassShader.js"></script>
  50. <script src="js/shaders/ConvolutionShader.js"></script>
  51. <script src="js/shaders/CopyShader.js"></script>
  52. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  53. <script src="js/shaders/LuminosityShader.js"></script>
  54. <script src="js/shaders/NormalMapShader.js"></script>
  55. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  56. <script src="js/postprocessing/EffectComposer.js"></script>
  57. <script src="js/postprocessing/RenderPass.js"></script>
  58. <script src="js/postprocessing/BloomPass.js"></script>
  59. <script src="js/postprocessing/ShaderPass.js"></script>
  60. <script src="js/postprocessing/MaskPass.js"></script>
  61. <script src="js/postprocessing/SavePass.js"></script>
  62. <script src="js/ShaderTerrain.js"></script>
  63. <script src="js/Detector.js"></script>
  64. <script src="js/libs/stats.min.js"></script>
  65. <script id="fragmentShaderNoise" type="x-shader/x-fragment">
  66. //
  67. // Description : Array and textureless GLSL 3D simplex noise function.
  68. // Author : Ian McEwan, Ashima Arts.
  69. // Maintainer : ijm
  70. // Lastmod : 20110409 (stegu)
  71. // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
  72. // Distributed under the MIT License. See LICENSE file.
  73. //
  74. uniform float time;
  75. varying vec2 vUv;
  76. vec4 permute( vec4 x ) {
  77. return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
  78. }
  79. vec4 taylorInvSqrt( vec4 r ) {
  80. return 1.79284291400159 - 0.85373472095314 * r;
  81. }
  82. float snoise( vec3 v ) {
  83. const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
  84. const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
  85. // First corner
  86. vec3 i = floor( v + dot( v, C.yyy ) );
  87. vec3 x0 = v - i + dot( i, C.xxx );
  88. // Other corners
  89. vec3 g = step( x0.yzx, x0.xyz );
  90. vec3 l = 1.0 - g;
  91. vec3 i1 = min( g.xyz, l.zxy );
  92. vec3 i2 = max( g.xyz, l.zxy );
  93. vec3 x1 = x0 - i1 + 1.0 * C.xxx;
  94. vec3 x2 = x0 - i2 + 2.0 * C.xxx;
  95. vec3 x3 = x0 - 1. + 3.0 * C.xxx;
  96. // Permutations
  97. i = mod( i, 289.0 );
  98. vec4 p = permute( permute( permute(
  99. i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
  100. + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
  101. + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
  102. // Gradients
  103. // ( N*N points uniformly over a square, mapped onto an octahedron.)
  104. float n_ = 1.0 / 7.0; // N=7
  105. vec3 ns = n_ * D.wyz - D.xzx;
  106. vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
  107. vec4 x_ = floor( j * ns.z );
  108. vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
  109. vec4 x = x_ *ns.x + ns.yyyy;
  110. vec4 y = y_ *ns.x + ns.yyyy;
  111. vec4 h = 1.0 - abs( x ) - abs( y );
  112. vec4 b0 = vec4( x.xy, y.xy );
  113. vec4 b1 = vec4( x.zw, y.zw );
  114. vec4 s0 = floor( b0 ) * 2.0 + 1.0;
  115. vec4 s1 = floor( b1 ) * 2.0 + 1.0;
  116. vec4 sh = -step( h, vec4( 0.0 ) );
  117. vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
  118. vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
  119. vec3 p0 = vec3( a0.xy, h.x );
  120. vec3 p1 = vec3( a0.zw, h.y );
  121. vec3 p2 = vec3( a1.xy, h.z );
  122. vec3 p3 = vec3( a1.zw, h.w );
  123. // Normalise gradients
  124. vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
  125. p0 *= norm.x;
  126. p1 *= norm.y;
  127. p2 *= norm.z;
  128. p3 *= norm.w;
  129. // Mix final noise value
  130. vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
  131. m = m * m;
  132. return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
  133. dot( p2, x2 ), dot( p3, x3 ) ) );
  134. }
  135. float surface3( vec3 coord ) {
  136. float n = 0.0;
  137. n += 1.0 * abs( snoise( coord ) );
  138. n += 0.5 * abs( snoise( coord * 2.0 ) );
  139. n += 0.25 * abs( snoise( coord * 4.0 ) );
  140. n += 0.125 * abs( snoise( coord * 8.0 ) );
  141. return n;
  142. }
  143. void main( void ) {
  144. vec3 coord = vec3( vUv, -time );
  145. float n = surface3( coord );
  146. gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
  147. }
  148. </script>
  149. <script id="vertexShader" type="x-shader/x-vertex">
  150. varying vec2 vUv;
  151. uniform vec2 scale;
  152. uniform vec2 offset;
  153. void main( void ) {
  154. vUv = uv * scale + offset;
  155. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  156. }
  157. </script>
  158. <script>
  159. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  160. var SCREEN_WIDTH = window.innerWidth;
  161. var SCREEN_HEIGHT = window.innerHeight;
  162. var renderer, container, stats;
  163. var camera, scene;
  164. var cameraOrtho, sceneRenderTarget;
  165. var uniformsNoise, uniformsNormal,
  166. heightMap, normalMap,
  167. quadTarget;
  168. var directionalLight, pointLight;
  169. var terrain;
  170. var textureCounter = 0;
  171. var animDelta = 0, animDeltaDir = -1;
  172. var lightVal = 0, lightDir = 1;
  173. var clock = new THREE.Clock();
  174. var morph, morphs = [];
  175. var updateNoise = true;
  176. var animateTerrain = false;
  177. var textMesh1;
  178. var mlib = {};
  179. init();
  180. animate();
  181. function init() {
  182. container = document.getElementById( 'container' );
  183. // SCENE (RENDER TARGET)
  184. sceneRenderTarget = new THREE.Scene();
  185. cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10000, 10000 );
  186. cameraOrtho.position.z = 100;
  187. sceneRenderTarget.add( cameraOrtho );
  188. // CAMERA
  189. camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
  190. camera.position.set( -1200, 800, 1200 );
  191. controls = new THREE.OrbitControls( camera );
  192. controls.target.set( 0, 0, 0 );
  193. controls.rotateSpeed = 1.0;
  194. controls.zoomSpeed = 1.2;
  195. controls.panSpeed = 0.8;
  196. controls.keys = [ 65, 83, 68 ];
  197. // SCENE (FINAL)
  198. scene = new THREE.Scene();
  199. scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
  200. // LIGHTS
  201. scene.add( new THREE.AmbientLight( 0x111111 ) );
  202. directionalLight = new THREE.DirectionalLight( 0xffffff, 1.15 );
  203. directionalLight.position.set( 500, 2000, 0 );
  204. scene.add( directionalLight );
  205. pointLight = new THREE.PointLight( 0xff4400, 1.5 );
  206. pointLight.position.set( 0, 0, 0 );
  207. scene.add( pointLight );
  208. // HEIGHT + NORMAL MAPS
  209. var normalShader = THREE.NormalMapShader;
  210. var rx = 256, ry = 256;
  211. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  212. heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
  213. heightMap.generateMipmaps = false;
  214. normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
  215. normalMap.generateMipmaps = false;
  216. uniformsNoise = {
  217. time: { type: "f", value: 1.0 },
  218. scale: { type: "v2", value: new THREE.Vector2( 1.5, 1.5 ) },
  219. offset: { type: "v2", value: new THREE.Vector2( 0, 0 ) }
  220. };
  221. uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms );
  222. uniformsNormal.height.value = 0.05;
  223. uniformsNormal.resolution.value.set( rx, ry );
  224. uniformsNormal.heightMap.value = heightMap;
  225. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  226. // TEXTURES
  227. var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars );
  228. specularMap.generateMipmaps = false;
  229. var diffuseTexture1 = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg", null, function () {
  230. loadTextures();
  231. applyShader( THREE.LuminosityShader, diffuseTexture1, specularMap );
  232. } );
  233. var diffuseTexture2 = THREE.ImageUtils.loadTexture( "textures/terrain/backgrounddetailed6.jpg", null, loadTextures );
  234. var detailTexture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big-nm.jpg", null, loadTextures );
  235. diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping;
  236. diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping;
  237. detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping;
  238. specularMap.wrapS = specularMap.wrapT = THREE.RepeatWrapping;
  239. // TERRAIN SHADER
  240. var terrainShader = THREE.ShaderTerrain[ "terrain" ];
  241. uniformsTerrain = THREE.UniformsUtils.clone( terrainShader.uniforms );
  242. uniformsTerrain[ "tNormal" ].value = normalMap;
  243. uniformsTerrain[ "uNormalScale" ].value = 3.5;
  244. uniformsTerrain[ "tDisplacement" ].value = heightMap;
  245. uniformsTerrain[ "tDiffuse1" ].value = diffuseTexture1;
  246. uniformsTerrain[ "tDiffuse2" ].value = diffuseTexture2;
  247. uniformsTerrain[ "tSpecular" ].value = specularMap;
  248. uniformsTerrain[ "tDetail" ].value = detailTexture;
  249. uniformsTerrain[ "enableDiffuse1" ].value = true;
  250. uniformsTerrain[ "enableDiffuse2" ].value = true;
  251. uniformsTerrain[ "enableSpecular" ].value = true;
  252. uniformsTerrain[ "diffuse" ].value.setHex( 0xffffff );
  253. uniformsTerrain[ "specular" ].value.setHex( 0xffffff );
  254. uniformsTerrain[ "shininess" ].value = 30;
  255. uniformsTerrain[ "uDisplacementScale" ].value = 375;
  256. uniformsTerrain[ "uRepeatOverlay" ].value.set( 6, 6 );
  257. var params = [
  258. [ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
  259. [ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
  260. [ 'terrain', terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ]
  261. ];
  262. for( var i = 0; i < params.length; i ++ ) {
  263. material = new THREE.ShaderMaterial( {
  264. uniforms: params[ i ][ 3 ],
  265. vertexShader: params[ i ][ 2 ],
  266. fragmentShader: params[ i ][ 1 ],
  267. lights: params[ i ][ 4 ],
  268. fog: true
  269. } );
  270. mlib[ params[ i ][ 0 ] ] = material;
  271. }
  272. var plane = new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
  273. quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0x000000 } ) );
  274. quadTarget.position.z = -500;
  275. sceneRenderTarget.add( quadTarget );
  276. // TERRAIN MESH
  277. var geometryTerrain = new THREE.PlaneBufferGeometry( 6000, 6000, 256, 256 );
  278. geometryTerrain.computeTangents();
  279. terrain = new THREE.Mesh( geometryTerrain, mlib[ "terrain" ] );
  280. terrain.position.set( 0, -125, 0 );
  281. terrain.rotation.x = -Math.PI / 2;
  282. terrain.visible = false;
  283. scene.add( terrain );
  284. // RENDERER
  285. renderer = new THREE.WebGLRenderer();
  286. renderer.setClearColor( scene.fog.color );
  287. renderer.setPixelRatio( window.devicePixelRatio );
  288. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  289. container.appendChild( renderer.domElement );
  290. //
  291. renderer.gammaInput = true;
  292. renderer.gammaOutput = true;
  293. // STATS
  294. stats = new Stats();
  295. container.appendChild( stats.domElement );
  296. // EVENTS
  297. onWindowResize();
  298. window.addEventListener( 'resize', onWindowResize, false );
  299. document.addEventListener( 'keydown', onKeyDown, false );
  300. // COMPOSER
  301. renderer.autoClear = false;
  302. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  303. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  304. renderTarget.generateMipmaps = false;
  305. effectBloom = new THREE.BloomPass( 0.6 );
  306. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  307. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  308. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  309. var bluriness = 6;
  310. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  311. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  312. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  313. effectBleach.uniforms[ 'opacity' ].value = 0.65;
  314. composer = new THREE.EffectComposer( renderer, renderTarget );
  315. var renderModel = new THREE.RenderPass( scene, camera );
  316. vblur.renderToScreen = true;
  317. composer = new THREE.EffectComposer( renderer, renderTarget );
  318. composer.addPass( renderModel );
  319. composer.addPass( effectBloom );
  320. //composer.addPass( effectBleach );
  321. composer.addPass( hblur );
  322. composer.addPass( vblur );
  323. // MORPHS
  324. function addMorph( geometry, speed, duration, x, y, z ) {
  325. var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
  326. var meshAnim = new THREE.MorphAnimMesh( geometry, material );
  327. meshAnim.speed = speed;
  328. meshAnim.duration = duration;
  329. meshAnim.time = 600 * Math.random();
  330. meshAnim.position.set( x, y, z );
  331. meshAnim.rotation.y = Math.PI/2;
  332. meshAnim.castShadow = true;
  333. meshAnim.receiveShadow = false;
  334. scene.add( meshAnim );
  335. morphs.push( meshAnim );
  336. }
  337. function morphColorsToFaceColors( geometry ) {
  338. if ( geometry.morphColors && geometry.morphColors.length ) {
  339. var colorMap = geometry.morphColors[ 0 ];
  340. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  341. geometry.faces[ i ].color = colorMap.colors[ i ];
  342. }
  343. }
  344. }
  345. var loader = new THREE.JSONLoader();
  346. var startX = -3000;
  347. loader.load( "models/animated/parrot.js", function( geometry ) {
  348. morphColorsToFaceColors( geometry );
  349. addMorph( geometry, 250, 500, startX -500, 500, 700 );
  350. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, -200 );
  351. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 200 );
  352. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 1000 );
  353. } );
  354. loader.load( "models/animated/flamingo.js", function( geometry ) {
  355. morphColorsToFaceColors( geometry );
  356. addMorph( geometry, 500, 1000, startX - Math.random() * 500, 350, 40 );
  357. } );
  358. loader.load( "models/animated/stork.js", function( geometry ) {
  359. morphColorsToFaceColors( geometry );
  360. addMorph( geometry, 350, 1000, startX - Math.random() * 500, 350, 340 );
  361. } );
  362. }
  363. //
  364. function onWindowResize( event ) {
  365. SCREEN_WIDTH = window.innerWidth;
  366. SCREEN_HEIGHT = window.innerHeight;
  367. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  368. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  369. camera.updateProjectionMatrix();
  370. }
  371. //
  372. function onKeyDown ( event ) {
  373. switch( event.keyCode ) {
  374. case 78: /*N*/ lightDir *= -1; break;
  375. case 77: /*M*/ animDeltaDir *= -1; break;
  376. }
  377. }
  378. //
  379. function applyShader( shader, texture, target ) {
  380. var shaderMaterial = new THREE.ShaderMaterial( {
  381. fragmentShader: shader.fragmentShader,
  382. vertexShader: shader.vertexShader,
  383. uniforms: THREE.UniformsUtils.clone( shader.uniforms )
  384. } );
  385. shaderMaterial.uniforms[ "tDiffuse" ].value = texture;
  386. var sceneTmp = new THREE.Scene();
  387. var meshTmp = new THREE.Mesh( new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT ), shaderMaterial );
  388. meshTmp.position.z = -500;
  389. sceneTmp.add( meshTmp );
  390. renderer.render( sceneTmp, cameraOrtho, target, true );
  391. }
  392. //
  393. function loadTextures() {
  394. textureCounter += 1;
  395. if ( textureCounter == 3 ) {
  396. terrain.visible = true;
  397. }
  398. }
  399. //
  400. function animate() {
  401. requestAnimationFrame( animate );
  402. render();
  403. stats.update();
  404. }
  405. function render() {
  406. var delta = clock.getDelta();
  407. if ( terrain.visible ) {
  408. controls.update();
  409. var time = Date.now() * 0.001;
  410. var fLow = 0.1, fHigh = 0.8;
  411. lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
  412. var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
  413. scene.fog.color.setHSL( 0.1, 0.5, lightVal );
  414. renderer.setClearColor( scene.fog.color );
  415. directionalLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
  416. pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
  417. uniformsTerrain[ "uNormalScale" ].value = THREE.Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 );
  418. if ( updateNoise ) {
  419. animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
  420. uniformsNoise[ "time" ].value += delta * animDelta;
  421. uniformsNoise[ "offset" ].value.x += delta * 0.05;
  422. uniformsTerrain[ "uOffset" ].value.x = 4 * uniformsNoise[ "offset" ].value.x;
  423. quadTarget.material = mlib[ "heightmap" ];
  424. renderer.render( sceneRenderTarget, cameraOrtho, heightMap, true );
  425. quadTarget.material = mlib[ "normal" ];
  426. renderer.render( sceneRenderTarget, cameraOrtho, normalMap, true );
  427. //updateNoise = false;
  428. }
  429. for ( var i = 0; i < morphs.length; i ++ ) {
  430. morph = morphs[ i ];
  431. morph.updateAnimation( 1000 * delta );
  432. morph.position.x += morph.speed * delta;
  433. if ( morph.position.x > 2000 ) {
  434. morph.position.x = -1500 - Math.random() * 500;
  435. }
  436. }
  437. //renderer.render( scene, camera );
  438. composer.render( 0.1 );
  439. }
  440. }
  441. </script>
  442. </body>
  443. </html>