webgl_geometry_minecraft_ao.html 11 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. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #61443e;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. /* background-color: #bfd1e5; */
  14. background-color: #ffffff;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. a { color: #a06851; }
  19. #info {
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. }
  24. #oldie {
  25. background:rgb(100,0,0) !important;
  26. color:#fff !important;
  27. margin-top:10em !important;
  28. }
  29. #oldie a { color:#fff }
  30. </style>
  31. </head>
  32. <body>
  33. <div id="container"><br /><br /><br /><br /><br />Generating world...</div>
  34. <div id="info">
  35. <a href="http://threejs.org" 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)
  36. </div>
  37. <script src="../build/three.min.js"></script>
  38. <script src="js/controls/FirstPersonControls.js"></script>
  39. <script src="js/ImprovedNoise.js"></script>
  40. <script src="js/Detector.js"></script>
  41. <script src="js/libs/stats.min.js"></script>
  42. <script>
  43. if ( ! Detector.webgl ) {
  44. Detector.addGetWebGLMessage();
  45. document.getElementById( 'container' ).innerHTML = "";
  46. }
  47. var fogExp2 = true;
  48. var container, stats;
  49. var camera, controls, scene, renderer;
  50. var mesh, mat;
  51. var worldWidth = 200, worldDepth = 200,
  52. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2,
  53. data = generateHeight( worldWidth, worldDepth );
  54. var clock = new THREE.Clock();
  55. init();
  56. animate();
  57. function init() {
  58. container = document.getElementById( 'container' );
  59. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 20000 );
  60. camera.position.y = getY( worldHalfWidth, worldHalfDepth ) * 100 + 100;
  61. controls = new THREE.FirstPersonControls( camera );
  62. controls.movementSpeed = 1000;
  63. controls.lookSpeed = 0.125;
  64. controls.lookVertical = true;
  65. controls.constrainVertical = true;
  66. controls.verticalMin = 1.1;
  67. controls.verticalMax = 2.2;
  68. scene = new THREE.Scene();
  69. scene.fog = new THREE.FogExp2( 0xffffff, 0.00015 );
  70. // sides
  71. var light = new THREE.Color( 0xffffff );
  72. var shadow = new THREE.Color( 0x505050 );
  73. var matrix = new THREE.Matrix4();
  74. var pxGeometry = new THREE.PlaneGeometry( 100, 100 );
  75. pxGeometry.faces[ 0 ].vertexColors.push( light, shadow, light );
  76. pxGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light );
  77. pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
  78. pxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
  79. pxGeometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
  80. pxGeometry.applyMatrix( matrix.makeTranslation( 50, 0, 0 ) );
  81. var nxGeometry = new THREE.PlaneGeometry( 100, 100 );
  82. nxGeometry.faces[ 0 ].vertexColors.push( light, shadow, light );
  83. nxGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light );
  84. nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
  85. nxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
  86. nxGeometry.applyMatrix( matrix.makeRotationY( - Math.PI / 2 ) );
  87. nxGeometry.applyMatrix( matrix.makeTranslation( - 50, 0, 0 ) );
  88. var pyGeometry = new THREE.PlaneGeometry( 100, 100 );
  89. pyGeometry.faces[ 0 ].vertexColors.push( light, light, light );
  90. pyGeometry.faces[ 1 ].vertexColors.push( light, light, light );
  91. pyGeometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
  92. pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
  93. pyGeometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
  94. pyGeometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
  95. var py2Geometry = new THREE.PlaneGeometry( 100, 100 );
  96. py2Geometry.faces[ 0 ].vertexColors.push( light, light, light );
  97. py2Geometry.faces[ 1 ].vertexColors.push( light, light, light );
  98. py2Geometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
  99. py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
  100. py2Geometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
  101. py2Geometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
  102. py2Geometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
  103. var pzGeometry = new THREE.PlaneGeometry( 100, 100 );
  104. pzGeometry.faces[ 0 ].vertexColors.push( light, shadow, light );
  105. pzGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light );
  106. pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
  107. pzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
  108. pzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, 50 ) );
  109. var nzGeometry = new THREE.PlaneGeometry( 100, 100 );
  110. nzGeometry.faces[ 0 ].vertexColors.push( light, shadow, light );
  111. nzGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light );
  112. nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
  113. nzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
  114. nzGeometry.applyMatrix( matrix.makeRotationY( Math.PI ) );
  115. nzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, - 50 ) );
  116. //
  117. var geometry = new THREE.Geometry();
  118. var dummy = new THREE.Mesh();
  119. for ( var z = 0; z < worldDepth; z ++ ) {
  120. for ( var x = 0; x < worldWidth; x ++ ) {
  121. var h = getY( x, z );
  122. dummy.position.x = x * 100 - worldHalfWidth * 100;
  123. dummy.position.y = h * 100;
  124. dummy.position.z = z * 100 - worldHalfDepth * 100;
  125. var px = getY( x + 1, z );
  126. var nx = getY( x - 1, z );
  127. var pz = getY( x, z + 1 );
  128. var nz = getY( x, z - 1 );
  129. var pxpz = getY( x + 1, z + 1 );
  130. var nxpz = getY( x - 1, z + 1 );
  131. var pxnz = getY( x + 1, z - 1 );
  132. var nxnz = getY( x - 1, z - 1 );
  133. var a = nx > h || nz > h || nxnz > h ? 0 : 1;
  134. var b = nx > h || pz > h || nxpz > h ? 0 : 1;
  135. var c = px > h || pz > h || pxpz > h ? 0 : 1;
  136. var d = px > h || nz > h || pxnz > h ? 0 : 1;
  137. if ( a + c > b + d ) {
  138. dummy.geometry = py2Geometry;
  139. var colors = dummy.geometry.faces[ 0 ].vertexColors;
  140. colors[ 0 ] = b === 0 ? shadow : light;
  141. colors[ 1 ] = c === 0 ? shadow : light;
  142. colors[ 2 ] = a === 0 ? shadow : light;
  143. var colors = dummy.geometry.faces[ 1 ].vertexColors;
  144. colors[ 0 ] = c === 0 ? shadow : light;
  145. colors[ 1 ] = d === 0 ? shadow : light;
  146. colors[ 2 ] = a === 0 ? shadow : light;
  147. } else {
  148. dummy.geometry = pyGeometry;
  149. var colors = dummy.geometry.faces[ 0 ].vertexColors;
  150. colors[ 0 ] = a === 0 ? shadow : light;
  151. colors[ 1 ] = b === 0 ? shadow : light;
  152. colors[ 2 ] = d === 0 ? shadow : light;
  153. var colors = dummy.geometry.faces[ 1 ].vertexColors;
  154. colors[ 0 ] = b === 0 ? shadow : light;
  155. colors[ 1 ] = c === 0 ? shadow : light;
  156. colors[ 2 ] = d === 0 ? shadow : light;
  157. }
  158. THREE.GeometryUtils.merge( geometry, dummy );
  159. if ( ( px != h && px != h + 1 ) || x == 0 ) {
  160. dummy.geometry = pxGeometry;
  161. var colors = dummy.geometry.faces[ 0 ].vertexColors;
  162. colors[ 0 ] = pxpz > px && x > 0 ? shadow : light;
  163. colors[ 2 ] = pxnz > px && x > 0 ? shadow : light;
  164. var colors = dummy.geometry.faces[ 1 ].vertexColors;
  165. colors[ 2 ] = pxnz > px && x > 0 ? shadow : light;
  166. THREE.GeometryUtils.merge( geometry, dummy );
  167. }
  168. if ( ( nx != h && nx != h + 1 ) || x == worldWidth - 1 ) {
  169. dummy.geometry = nxGeometry;
  170. var colors = dummy.geometry.faces[ 0 ].vertexColors;
  171. colors[ 0 ] = nxnz > nx && x < worldWidth - 1 ? shadow : light;
  172. colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;
  173. var colors = dummy.geometry.faces[ 1 ].vertexColors;
  174. colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;
  175. THREE.GeometryUtils.merge( geometry, dummy );
  176. }
  177. if ( ( pz != h && pz != h + 1 ) || z == worldDepth - 1 ) {
  178. dummy.geometry = pzGeometry;
  179. var colors = dummy.geometry.faces[ 0 ].vertexColors;
  180. colors[ 0 ] = nxpz > pz && z < worldDepth - 1 ? shadow : light;
  181. colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;
  182. var colors = dummy.geometry.faces[ 1 ].vertexColors;
  183. colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;
  184. THREE.GeometryUtils.merge( geometry, dummy );
  185. }
  186. if ( ( nz != h && nz != h + 1 ) || z == 0 ) {
  187. dummy.geometry = nzGeometry;
  188. var colors = dummy.geometry.faces[ 0 ].vertexColors;
  189. colors[ 0 ] = pxnz > nz && z > 0 ? shadow : light;
  190. colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light;
  191. var colors = dummy.geometry.faces[ 1 ].vertexColors;
  192. colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light;
  193. THREE.GeometryUtils.merge( geometry, dummy );
  194. }
  195. }
  196. }
  197. var texture = THREE.ImageUtils.loadTexture( 'textures/minecraft/atlas.png' );
  198. texture.magFilter = THREE.NearestFilter;
  199. texture.minFilter = THREE.LinearMipMapLinearFilter;
  200. var mesh = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { map: texture, ambient: 0xbbbbbb, vertexColors: THREE.VertexColors } ) );
  201. scene.add( mesh );
  202. var ambientLight = new THREE.AmbientLight( 0xcccccc );
  203. scene.add( ambientLight );
  204. var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
  205. directionalLight.position.set( 1, 1, 0.5 ).normalize();
  206. scene.add( directionalLight );
  207. renderer = new THREE.WebGLRenderer( { clearColor: 0xffffff } );
  208. renderer.setSize( window.innerWidth, window.innerHeight );
  209. container.innerHTML = "";
  210. container.appendChild( renderer.domElement );
  211. stats = new Stats();
  212. stats.domElement.style.position = 'absolute';
  213. stats.domElement.style.top = '0px';
  214. container.appendChild( stats.domElement );
  215. //
  216. window.addEventListener( 'resize', onWindowResize, false );
  217. }
  218. function onWindowResize() {
  219. camera.aspect = window.innerWidth / window.innerHeight;
  220. camera.updateProjectionMatrix();
  221. renderer.setSize( window.innerWidth, window.innerHeight );
  222. controls.handleResize();
  223. }
  224. function loadTexture( path, callback ) {
  225. var image = new Image();
  226. image.onload = function () { callback(); };
  227. image.src = path;
  228. return image;
  229. }
  230. function generateHeight( width, height ) {
  231. var data = [], perlin = new ImprovedNoise(),
  232. size = width * height, quality = 2, z = Math.random() * 100;
  233. for ( var j = 0; j < 4; j ++ ) {
  234. if ( j == 0 ) for ( var i = 0; i < size; i ++ ) data[ i ] = 0;
  235. for ( var i = 0; i < size; i ++ ) {
  236. var x = i % width, y = ( i / width ) | 0;
  237. data[ i ] += perlin.noise( x / quality, y / quality, z ) * quality;
  238. }
  239. quality *= 4
  240. }
  241. return data;
  242. }
  243. function getY( x, z ) {
  244. return ( data[ x + z * worldWidth ] * 0.2 ) | 0;
  245. }
  246. //
  247. function animate() {
  248. requestAnimationFrame( animate );
  249. render();
  250. stats.update();
  251. }
  252. function render() {
  253. controls.update( clock.getDelta() );
  254. renderer.render( scene, camera );
  255. }
  256. </script>
  257. </body>
  258. </html>