webgl_geometry_terrain_fog.html 7.2 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - geometry - terrain + fog - webgl</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: #efd1b5;
  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 + fog 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" src="../src/extras/Detector.js"></script>
  35. <script type="text/javascript">
  36. if ( ! THREE.Detector.webgl ) {
  37. THREE.Detector.addGetWebGLMessage();
  38. document.getElementById( 'container' ).innerHTML = "";
  39. }
  40. var fogExp2 = true;
  41. var container, stats;
  42. var camera, scene, renderer;
  43. var mesh, texture;
  44. var worldWidth = 256, worldDepth = 256,
  45. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
  46. var mouseX = 0, mouseY = 0,
  47. lat = 0, lon = 0, phy = 0, theta = 0;
  48. var direction = new THREE.Vector3(),
  49. moveForward = false, moveBackward = false;
  50. var windowHalfX = window.innerWidth / 2;
  51. var windowHalfY = window.innerHeight / 2;
  52. init();
  53. setInterval( loop, 1000 / 60 );
  54. function init() {
  55. container = document.getElementById( 'container' );
  56. if ( fogExp2 )
  57. camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
  58. else
  59. camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
  60. camera.target.position.z = - 100;
  61. scene = new THREE.Scene();
  62. if ( fogExp2 )
  63. scene.fog = new THREE.FogExp2( 0xefd1b5, 0.0025 );
  64. else
  65. scene.fog = new THREE.Fog( 0xefd1b5, - 750, 1000 );
  66. data = generateHeight( worldWidth, worldDepth );
  67. camera.position.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] * 10 + 500;
  68. camera.target.position.y = camera.position.y;
  69. var geometry = new Plane( 7500, 7500, worldWidth - 1, worldDepth - 1 );
  70. for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
  71. geometry.vertices[ i ].position.z = data[ i ] * 10;
  72. }
  73. texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
  74. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
  75. mesh.rotation.x = - 90 * Math.PI / 180;
  76. scene.addObject( mesh );
  77. renderer = new THREE.WebGLRenderer( { clearColor: 0xefd1b5, clearAlpha: 1 } );
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. container.innerHTML = "";
  80. container.appendChild( renderer.domElement );
  81. stats = new Stats();
  82. stats.domElement.style.position = 'absolute';
  83. stats.domElement.style.top = '0px';
  84. container.appendChild( stats.domElement );
  85. document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  86. document.addEventListener( 'mouseup', onDocumentMouseUp, false );
  87. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  88. document.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
  89. }
  90. function generateHeight( width, height ) {
  91. var size = width * height, data = new Float32Array( size ),
  92. perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
  93. for ( var i = 0; i < size; i ++ ) {
  94. data[ i ] = 0
  95. }
  96. for ( var j = 0; j < 4; j ++ ) {
  97. for ( var i = 0; i < size; i ++ ) {
  98. var x = i % width, y = ~~ ( i / width );
  99. data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
  100. }
  101. quality *= 5;
  102. }
  103. return data;
  104. }
  105. function generateTexture( data, width, height ) {
  106. var canvas, canvasScaled, context, image, imageData,
  107. level, diff, vector3, sun, shade;
  108. vector3 = new THREE.Vector3( 0, 0, 0 );
  109. sun = new THREE.Vector3( 1, 1, 1 );
  110. sun.normalize();
  111. canvas = document.createElement( 'canvas' );
  112. canvas.width = width;
  113. canvas.height = height;
  114. context = canvas.getContext( '2d' );
  115. context.fillStyle = '#000';
  116. context.fillRect( 0, 0, width, height );
  117. image = context.getImageData( 0, 0, canvas.width, canvas.height );
  118. imageData = image.data;
  119. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  120. vector3.x = data[ j - 2 ] - data[ j + 2 ];
  121. vector3.y = 2;
  122. vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
  123. vector3.normalize();
  124. shade = vector3.dot( sun );
  125. imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
  126. imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  127. imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  128. }
  129. context.putImageData( image, 0, 0 );
  130. // Scaled 4x
  131. canvasScaled = document.createElement( 'canvas' );
  132. canvasScaled.width = width * 4;
  133. canvasScaled.height = height * 4;
  134. canvasScaled.loaded = true;
  135. context = canvasScaled.getContext( '2d' );
  136. context.scale( 4, 4 );
  137. context.drawImage( canvas, 0, 0 );
  138. image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
  139. imageData = image.data;
  140. for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
  141. var v = ~~ ( Math.random() * 5 );
  142. imageData[ i ] += v;
  143. imageData[ i + 1 ] += v;
  144. imageData[ i + 2 ] += v;
  145. }
  146. context.putImageData( image, 0, 0 );
  147. return canvasScaled;
  148. }
  149. function onDocumentMouseDown( event ) {
  150. event.preventDefault();
  151. event.stopPropagation();
  152. switch ( event.button ) {
  153. case 0: moveForward = true; break;
  154. case 2: moveBackward = true; break;
  155. }
  156. }
  157. function onDocumentMouseUp( event ) {
  158. event.preventDefault();
  159. event.stopPropagation();
  160. switch ( event.button ) {
  161. case 0: moveForward = false; break;
  162. case 2: moveBackward = false; break;
  163. }
  164. }
  165. function onDocumentMouseMove(event) {
  166. mouseX = event.clientX - windowHalfX;
  167. mouseY = event.clientY - windowHalfY;
  168. }
  169. function loop() {
  170. if ( moveForward ) camera.translateZ( - 5 );
  171. if ( moveBackward ) camera.translateZ( 5 );
  172. lon += mouseX * 0.004;
  173. lat -= mouseY * 0.004;
  174. lat = Math.max( - 85, Math.min( 85, lat ) );
  175. phi = ( 90 - lat ) * Math.PI / 180;
  176. theta = lon * Math.PI / 180;
  177. camera.target.position.x = 100 * Math.sin( phi ) * Math.cos( theta ) + camera.position.x;
  178. camera.target.position.y = 100 * Math.cos( phi ) + camera.position.y;
  179. camera.target.position.z = 100 * Math.sin( phi ) * Math.sin( theta ) + camera.position.z;
  180. renderer.render(scene, camera);
  181. stats.update();
  182. }
  183. </script>
  184. </body>
  185. </html>