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. #webglmessage {
  25. background:rgb(100,0,0) !important;
  26. color:#fff !important;
  27. margin-top:10em !important;
  28. }
  29. #webglmessage 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" rel="noopener">three.js</a> - <a href="http://www.minecraft.net/" target="_blank" rel="noopener">minecraft</a> demo [ambient occlusion]. featuring <a href="http://painterlypack.net/" target="_blank" rel="noopener">painterly pack</a><br />(left click: forward, right click: backward)
  36. </div>
  37. <script src="../build/three.js"></script>
  38. <script src="js/controls/FirstPersonControls.js"></script>
  39. <script src="js/ImprovedNoise.js"></script>
  40. <script src="js/WebGL.js"></script>
  41. <script src="js/libs/stats.min.js"></script>
  42. <script>
  43. if ( WEBGL.isWebGLAvailable() === false ) {
  44. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  45. document.getElementById( 'container' ).innerHTML = "";
  46. }
  47. var container, stats;
  48. var camera, controls, scene, renderer;
  49. var worldWidth = 200, worldDepth = 200;
  50. var worldHalfWidth = worldWidth / 2;
  51. var worldHalfDepth = worldDepth / 2;
  52. var data = generateHeight( worldWidth, worldDepth );
  53. var clock = new THREE.Clock();
  54. init();
  55. animate();
  56. function init() {
  57. container = document.getElementById( 'container' );
  58. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 20000 );
  59. camera.position.y = getY( worldHalfWidth, worldHalfDepth ) * 100 + 100;
  60. controls = new THREE.FirstPersonControls( camera );
  61. controls.movementSpeed = 1000;
  62. controls.lookSpeed = 0.125;
  63. controls.lookVertical = true;
  64. controls.constrainVertical = true;
  65. controls.verticalMin = 1.1;
  66. controls.verticalMax = 2.2;
  67. scene = new THREE.Scene();
  68. scene.background = new THREE.Color( 0xffffff );
  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 = [ light, shadow, light ];
  76. pxGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
  77. pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
  78. pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
  79. pxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
  80. pxGeometry.rotateY( Math.PI / 2 );
  81. pxGeometry.translate( 50, 0, 0 );
  82. var nxGeometry = new THREE.PlaneGeometry( 100, 100 );
  83. nxGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
  84. nxGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
  85. nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
  86. nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
  87. nxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
  88. nxGeometry.rotateY( - Math.PI / 2 );
  89. nxGeometry.translate( - 50, 0, 0 );
  90. var pyGeometry = new THREE.PlaneGeometry( 100, 100 );
  91. pyGeometry.faces[ 0 ].vertexColors = [ light, light, light ];
  92. pyGeometry.faces[ 1 ].vertexColors = [ light, light, light ];
  93. pyGeometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
  94. pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
  95. pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
  96. pyGeometry.rotateX( - Math.PI / 2 );
  97. pyGeometry.translate( 0, 50, 0 );
  98. var py2Geometry = new THREE.PlaneGeometry( 100, 100 );
  99. py2Geometry.faces[ 0 ].vertexColors = [ light, light, light ];
  100. py2Geometry.faces[ 1 ].vertexColors = [ light, light, light ];
  101. py2Geometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
  102. py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
  103. py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
  104. py2Geometry.rotateX( - Math.PI / 2 );
  105. py2Geometry.rotateY( Math.PI / 2 );
  106. py2Geometry.translate( 0, 50, 0 );
  107. var pzGeometry = new THREE.PlaneGeometry( 100, 100 );
  108. pzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
  109. pzGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
  110. pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
  111. pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
  112. pzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
  113. pzGeometry.translate( 0, 0, 50 );
  114. var nzGeometry = new THREE.PlaneGeometry( 100, 100 );
  115. nzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
  116. nzGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
  117. nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
  118. nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
  119. nzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
  120. nzGeometry.rotateY( Math.PI );
  121. nzGeometry.translate( 0, 0, - 50 );
  122. //
  123. var geometry = new THREE.Geometry();
  124. for ( var z = 0; z < worldDepth; z ++ ) {
  125. for ( var x = 0; x < worldWidth; x ++ ) {
  126. var h = getY( x, z );
  127. matrix.makeTranslation(
  128. x * 100 - worldHalfWidth * 100,
  129. h * 100,
  130. z * 100 - worldHalfDepth * 100
  131. );
  132. var px = getY( x + 1, z );
  133. var nx = getY( x - 1, z );
  134. var pz = getY( x, z + 1 );
  135. var nz = getY( x, z - 1 );
  136. var pxpz = getY( x + 1, z + 1 );
  137. var nxpz = getY( x - 1, z + 1 );
  138. var pxnz = getY( x + 1, z - 1 );
  139. var nxnz = getY( x - 1, z - 1 );
  140. var a = nx > h || nz > h || nxnz > h ? 0 : 1;
  141. var b = nx > h || pz > h || nxpz > h ? 0 : 1;
  142. var c = px > h || pz > h || pxpz > h ? 0 : 1;
  143. var d = px > h || nz > h || pxnz > h ? 0 : 1;
  144. if ( a + c > b + d ) {
  145. var colors = py2Geometry.faces[ 0 ].vertexColors;
  146. colors[ 0 ] = b === 0 ? shadow : light;
  147. colors[ 1 ] = c === 0 ? shadow : light;
  148. colors[ 2 ] = a === 0 ? shadow : light;
  149. var colors = py2Geometry.faces[ 1 ].vertexColors;
  150. colors[ 0 ] = c === 0 ? shadow : light;
  151. colors[ 1 ] = d === 0 ? shadow : light;
  152. colors[ 2 ] = a === 0 ? shadow : light;
  153. geometry.merge( py2Geometry, matrix );
  154. } else {
  155. var colors = pyGeometry.faces[ 0 ].vertexColors;
  156. colors[ 0 ] = a === 0 ? shadow : light;
  157. colors[ 1 ] = b === 0 ? shadow : light;
  158. colors[ 2 ] = d === 0 ? shadow : light;
  159. var colors = pyGeometry.faces[ 1 ].vertexColors;
  160. colors[ 0 ] = b === 0 ? shadow : light;
  161. colors[ 1 ] = c === 0 ? shadow : light;
  162. colors[ 2 ] = d === 0 ? shadow : light;
  163. geometry.merge( pyGeometry, matrix );
  164. }
  165. if ( ( px != h && px != h + 1 ) || x == 0 ) {
  166. var colors = pxGeometry.faces[ 0 ].vertexColors;
  167. colors[ 0 ] = pxpz > px && x > 0 ? shadow : light;
  168. colors[ 2 ] = pxnz > px && x > 0 ? shadow : light;
  169. var colors = pxGeometry.faces[ 1 ].vertexColors;
  170. colors[ 2 ] = pxnz > px && x > 0 ? shadow : light;
  171. geometry.merge( pxGeometry, matrix );
  172. }
  173. if ( ( nx != h && nx != h + 1 ) || x == worldWidth - 1 ) {
  174. var colors = nxGeometry.faces[ 0 ].vertexColors;
  175. colors[ 0 ] = nxnz > nx && x < worldWidth - 1 ? shadow : light;
  176. colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;
  177. var colors = nxGeometry.faces[ 1 ].vertexColors;
  178. colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;
  179. geometry.merge( nxGeometry, matrix );
  180. }
  181. if ( ( pz != h && pz != h + 1 ) || z == worldDepth - 1 ) {
  182. var colors = pzGeometry.faces[ 0 ].vertexColors;
  183. colors[ 0 ] = nxpz > pz && z < worldDepth - 1 ? shadow : light;
  184. colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;
  185. var colors = pzGeometry.faces[ 1 ].vertexColors;
  186. colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;
  187. geometry.merge( pzGeometry, matrix );
  188. }
  189. if ( ( nz != h && nz != h + 1 ) || z == 0 ) {
  190. var colors = nzGeometry.faces[ 0 ].vertexColors;
  191. colors[ 0 ] = pxnz > nz && z > 0 ? shadow : light;
  192. colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light;
  193. var colors = nzGeometry.faces[ 1 ].vertexColors;
  194. colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light;
  195. geometry.merge( nzGeometry, matrix );
  196. }
  197. }
  198. }
  199. geometry = new THREE.BufferGeometry().fromGeometry( geometry );
  200. var texture = new THREE.TextureLoader().load( 'textures/minecraft/atlas.png' );
  201. texture.magFilter = THREE.NearestFilter;
  202. texture.minFilter = THREE.LinearMipMapLinearFilter;
  203. var mesh = new THREE.Mesh(
  204. geometry,
  205. new THREE.MeshLambertMaterial( { map: texture, vertexColors: THREE.VertexColors, side: THREE.DoubleSide } )
  206. );
  207. scene.add( mesh );
  208. var ambientLight = new THREE.AmbientLight( 0xcccccc );
  209. scene.add( ambientLight );
  210. var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
  211. directionalLight.position.set( 1, 1, 0.5 ).normalize();
  212. scene.add( directionalLight );
  213. renderer = new THREE.WebGLRenderer();
  214. renderer.setPixelRatio( window.devicePixelRatio );
  215. renderer.setSize( window.innerWidth, window.innerHeight );
  216. container.innerHTML = "";
  217. container.appendChild( renderer.domElement );
  218. stats = new Stats();
  219. container.appendChild( stats.dom );
  220. //
  221. window.addEventListener( 'resize', onWindowResize, false );
  222. }
  223. function onWindowResize() {
  224. camera.aspect = window.innerWidth / window.innerHeight;
  225. camera.updateProjectionMatrix();
  226. renderer.setSize( window.innerWidth, window.innerHeight );
  227. controls.handleResize();
  228. }
  229. function generateHeight( width, height ) {
  230. var data = [], perlin = new ImprovedNoise(),
  231. size = width * height, quality = 2, z = Math.random() * 100;
  232. for ( var j = 0; j < 4; j ++ ) {
  233. if ( j == 0 ) for ( var i = 0; i < size; i ++ ) data[ i ] = 0;
  234. for ( var i = 0; i < size; i ++ ) {
  235. var x = i % width, y = ( i / width ) | 0;
  236. data[ i ] += perlin.noise( x / quality, y / quality, z ) * quality;
  237. }
  238. quality *= 4;
  239. }
  240. return data;
  241. }
  242. function getY( x, z ) {
  243. return ( data[ x + z * worldWidth ] * 0.2 ) | 0;
  244. }
  245. //
  246. function animate() {
  247. requestAnimationFrame( animate );
  248. render();
  249. stats.update();
  250. }
  251. function render() {
  252. controls.update( clock.getDelta() );
  253. renderer.render( scene, camera );
  254. }
  255. </script>
  256. </body>
  257. </html>