geometry_terrain_gl.html 6.5 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/ImprovedNoise.js"></script>
  31. <script type="text/javascript" src="../build/Three.js"></script>
  32. <script type="text/javascript" src="../src/extras/GeometryUtils.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, moveBackwards = 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 ] + 500;
  55. camera.target.position.y = camera.position.y;
  56. var geometry = new Plane( 7500, 7500, 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. geometry.computeNormals();
  61. geometry.computeVertexNormals();
  62. geometry.sortFacesByMaterial();
  63. texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
  64. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
  65. mesh.rotation.x = - 90 * Math.PI / 180;
  66. scene.addObject( mesh );
  67. renderer = new THREE.WebGLRenderer();
  68. renderer.setSize( window.innerWidth, window.innerHeight );
  69. container.innerHTML = "";
  70. container.appendChild( renderer.domElement );
  71. stats = new Stats();
  72. stats.domElement.style.position = 'absolute';
  73. stats.domElement.style.top = '0px';
  74. container.appendChild( stats.domElement );
  75. document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  76. document.addEventListener( 'mouseup', onDocumentMouseUp, false );
  77. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  78. document.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
  79. }
  80. function generateHeight( width, height ) {
  81. var data = Float32Array ? new Float32Array() : [], perlin = new ImprovedNoise(),
  82. size = width * height, quality = 1, z = Math.random() * 100;
  83. for ( var i = 0; i < size; i ++ ) {
  84. data[ i ] = 0
  85. }
  86. for ( var j = 0; j < 4; j ++ ) {
  87. for ( var i = 0; i < size; i ++ ) {
  88. var x = i % width, y = ~~ ( i / width );
  89. data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
  90. }
  91. quality *= 5;
  92. }
  93. return data;
  94. }
  95. function generateTexture( data, width, height ) {
  96. var canvas, context, image, imageData,
  97. level, diff, vector3, sun, shade;
  98. vector3 = new THREE.Vector3( 0, 0, 0 );
  99. sun = new THREE.Vector3( 1, 1, 1 );
  100. sun.normalize();
  101. canvas = document.createElement( 'canvas' );
  102. canvas.width = width;
  103. canvas.height = height;
  104. canvas.loaded = true;
  105. context = canvas.getContext( '2d' );
  106. context.fillStyle = '#000';
  107. context.fillRect( 0, 0, width, height );
  108. image = context.getImageData( 0, 0, width, height );
  109. imageData = image.data;
  110. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  111. vector3.x = data[ j - 1 ] - data[ j + 1 ];
  112. vector3.y = 2;
  113. vector3.z = data[ j - width ] - data[ j + width ];
  114. vector3.normalize();
  115. shade = vector3.dot( sun );
  116. imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
  117. imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  118. imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  119. }
  120. context.putImageData( image, 0, 0 );
  121. return canvas;
  122. }
  123. function onDocumentMouseDown( event ) {
  124. event.preventDefault();
  125. event.stopPropagation();
  126. switch ( event.button ) {
  127. case 0: moveForward = true; break;
  128. case 2: moveBackwards = true; break;
  129. }
  130. }
  131. function onDocumentMouseUp( event ) {
  132. event.preventDefault();
  133. event.stopPropagation();
  134. switch ( event.button ) {
  135. case 0: moveForward = false; break;
  136. case 2: moveBackwards = false; break;
  137. }
  138. }
  139. function onDocumentMouseMove(event) {
  140. mouseX = event.clientX - windowHalfX;
  141. mouseY = event.clientY - windowHalfY;
  142. }
  143. function loop() {
  144. if ( moveForward ) {
  145. direction.copy( camera.target.position ).subSelf( camera.position ).normalize().multiplyScalar( 15 );
  146. camera.position.addSelf( direction );
  147. camera.target.position.addSelf( direction );
  148. }
  149. if ( moveBackwards ) {
  150. direction.copy( camera.target.position ).subSelf( camera.position ).normalize().multiplyScalar( - 15 );
  151. camera.position.addSelf( direction );
  152. camera.target.position.addSelf( direction );
  153. }
  154. lon += mouseX * 0.004;
  155. lat -= mouseY * 0.004;
  156. lat = Math.max( - 85, Math.min( 85, lat ) );
  157. phi = ( 90 - lat ) * Math.PI / 180;
  158. theta = lon * Math.PI / 180;
  159. camera.target.position.x = 100 * Math.sin( phi ) * Math.cos( theta ) + camera.position.x;
  160. camera.target.position.y = 100 * Math.cos( phi ) + camera.position.y;
  161. camera.target.position.z = 100 * Math.sin( phi ) * Math.sin( theta ) + camera.position.z;
  162. renderer.render(scene, camera);
  163. stats.update();
  164. }
  165. </script>
  166. </body>
  167. </html>