webgl_terrain_dynamic.html 20 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 { margin-top: 2em }
  18. a { color: #fb0; }
  19. #footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
  20. .h { color: #fb0 }
  21. .c { display: inline; margin-left: 1em }
  22. #loading { width: 100%; margin: 2em auto; text-align: center; position: absolute; top: 25em }
  23. #oldie a { color:#da0 }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="container"></div>
  28. <div id="info">
  29. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - dynamic procedural terrain using
  30. <a href="https://github.com/ashima/webgl-noise" target="_blank">3d simplex noise</a><br/>
  31. birds by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">ro.me</a> -
  32. textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
  33. <a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a> -
  34. music by <a href="http://incompetech.com/m/c/royalty-free/index.html?keywords=00875">Kevin MacLeod</a>
  35. </div>
  36. <div id="loading">Loading...</div>
  37. <div id="footer">
  38. <div class="c">
  39. day / night: <span class="h">n</span>
  40. </div>
  41. <div class="c">
  42. animate terrain: <span class="h">m</span>
  43. </div>
  44. <div class="c">
  45. toggle soundtrack: <span class="h">b</span>
  46. </div>
  47. </div>
  48. <!--
  49. <audio id="soundtrack" autoplay loop style="display:none">
  50. <source src="sounds/Five_Armies.mp3" type='audio/mp3'>
  51. <source src="sounds/Five_Armies.ogg" type='audio/ogg'>
  52. </audio>
  53. -->
  54. <script src="../build/Three.js"></script>
  55. <script src="js/Detector.js"></script>
  56. <script src="js/RequestAnimationFrame.js"></script>
  57. <script src="js/Stats.js"></script>
  58. <script src="js/ShaderTerrain.js"></script>
  59. <script src="js/ShaderExtras.js"></script>
  60. <script src="js/postprocessing/EffectComposer.js"></script>
  61. <script src="js/postprocessing/RenderPass.js"></script>
  62. <script src="js/postprocessing/BloomPass.js"></script>
  63. <script src="js/postprocessing/ShaderPass.js"></script>
  64. <script src="js/postprocessing/MaskPass.js"></script>
  65. <script src="js/postprocessing/SavePass.js"></script>
  66. <script id="fragmentShaderNormal" type="x-shader/x-fragment">
  67. uniform float height;
  68. uniform vec2 resolution;
  69. uniform sampler2D heightMap;
  70. varying vec2 vUv;
  71. void main( void ) {
  72. float val = texture2D( heightMap, vUv ).x;
  73. float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;
  74. float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;
  75. gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );
  76. }
  77. </script>
  78. <script id="fragmentShaderNoise" type="x-shader/x-fragment">
  79. //
  80. // Description : Array and textureless GLSL 3D simplex noise function.
  81. // Author : Ian McEwan, Ashima Arts.
  82. // Maintainer : ijm
  83. // Lastmod : 20110409 (stegu)
  84. // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
  85. // Distributed under the MIT License. See LICENSE file.
  86. //
  87. uniform float time;
  88. varying vec2 vUv;
  89. vec4 permute( vec4 x ) {
  90. return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
  91. }
  92. vec4 taylorInvSqrt( vec4 r ) {
  93. return 1.79284291400159 - 0.85373472095314 * r;
  94. }
  95. float snoise( vec3 v ) {
  96. const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
  97. const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
  98. // First corner
  99. vec3 i = floor( v + dot( v, C.yyy ) );
  100. vec3 x0 = v - i + dot( i, C.xxx );
  101. // Other corners
  102. vec3 g = step( x0.yzx, x0.xyz );
  103. vec3 l = 1.0 - g;
  104. vec3 i1 = min( g.xyz, l.zxy );
  105. vec3 i2 = max( g.xyz, l.zxy );
  106. vec3 x1 = x0 - i1 + 1.0 * C.xxx;
  107. vec3 x2 = x0 - i2 + 2.0 * C.xxx;
  108. vec3 x3 = x0 - 1. + 3.0 * C.xxx;
  109. // Permutations
  110. i = mod( i, 289.0 );
  111. vec4 p = permute( permute( permute(
  112. i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
  113. + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
  114. + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
  115. // Gradients
  116. // ( N*N points uniformly over a square, mapped onto an octahedron.)
  117. float n_ = 1.0 / 7.0; // N=7
  118. vec3 ns = n_ * D.wyz - D.xzx;
  119. vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
  120. vec4 x_ = floor( j * ns.z );
  121. vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
  122. vec4 x = x_ *ns.x + ns.yyyy;
  123. vec4 y = y_ *ns.x + ns.yyyy;
  124. vec4 h = 1.0 - abs( x ) - abs( y );
  125. vec4 b0 = vec4( x.xy, y.xy );
  126. vec4 b1 = vec4( x.zw, y.zw );
  127. vec4 s0 = floor( b0 ) * 2.0 + 1.0;
  128. vec4 s1 = floor( b1 ) * 2.0 + 1.0;
  129. vec4 sh = -step( h, vec4( 0.0 ) );
  130. vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
  131. vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
  132. vec3 p0 = vec3( a0.xy, h.x );
  133. vec3 p1 = vec3( a0.zw, h.y );
  134. vec3 p2 = vec3( a1.xy, h.z );
  135. vec3 p3 = vec3( a1.zw, h.w );
  136. // Normalise gradients
  137. vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
  138. p0 *= norm.x;
  139. p1 *= norm.y;
  140. p2 *= norm.z;
  141. p3 *= norm.w;
  142. // Mix final noise value
  143. vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
  144. m = m * m;
  145. return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
  146. dot( p2, x2 ), dot( p3, x3 ) ) );
  147. }
  148. float surface3( vec3 coord ) {
  149. float n = 0.0;
  150. n += 1.0 * abs( snoise( coord ) );
  151. n += 0.5 * abs( snoise( coord * 2.0 ) );
  152. n += 0.25 * abs( snoise( coord * 4.0 ) );
  153. n += 0.125 * abs( snoise( coord * 8.0 ) );
  154. return n;
  155. }
  156. void main( void ) {
  157. vec3 coord = vec3( vUv, -time );
  158. float n = surface3( coord );
  159. gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
  160. }
  161. </script>
  162. <script id="vertexShader" type="x-shader/x-vertex">
  163. varying vec2 vUv;
  164. uniform vec2 scale;
  165. uniform vec2 offset;
  166. void main( void ) {
  167. vUv = uv * scale + offset;
  168. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  169. }
  170. </script>
  171. <script id="vertexShaderFlip" type="x-shader/x-vertex">
  172. varying vec2 vUv;
  173. uniform vec2 scale;
  174. void main( void ) {
  175. vUv = vec2( uv.x, 1.0 - uv.y ) * scale;
  176. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  177. }
  178. </script>
  179. <script>
  180. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  181. var MARGIN = 100;
  182. var SCREEN_WIDTH = window.innerWidth;
  183. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  184. var renderer, container, stats;
  185. var camera, scene;
  186. var cameraOrtho, sceneRenderTarget;
  187. var uniformsNoise, uniformsNormal,
  188. heightMap, normalMap,
  189. quadTarget;
  190. var spotLight, pointLight;
  191. var terrain;
  192. var textureCounter = 0;
  193. var animDelta = 0, animDeltaDir = -1;
  194. var lightVal = 0, lightDir = 1;
  195. var soundVal = 0, oldSoundVal = 0, soundDir = 1;
  196. var clock = new THREE.Clock();
  197. var morph, morphs = [];
  198. var updateNoise = true;
  199. var animateTerrain = false;
  200. var textMesh1;
  201. var mlib = {};
  202. init();
  203. animate();
  204. function init() {
  205. container = document.getElementById( 'container' );
  206. soundtrack = document.getElementById( "soundtrack" );
  207. // SCENE (RENDER TARGET)
  208. sceneRenderTarget = new THREE.Scene();
  209. cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10000, 10000 );
  210. cameraOrtho.position.z = 100;
  211. sceneRenderTarget.add( cameraOrtho );
  212. // SCENE (FINAL)
  213. scene = new THREE.Scene();
  214. scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
  215. scene.fog.color.setHSV( 0.102, 0.9, 0.825 );
  216. camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
  217. camera.position.set( -1200, 800, 1200 );
  218. scene.add( camera );
  219. controls = new THREE.TrackballControls( camera );
  220. controls.target.set( 0, 0, 0 );
  221. controls.rotateSpeed = 1.0;
  222. controls.zoomSpeed = 1.2;
  223. controls.panSpeed = 0.8;
  224. controls.noZoom = false;
  225. controls.noPan = false;
  226. controls.staticMoving = false;
  227. controls.dynamicDampingFactor = 0.15;
  228. controls.keys = [ 65, 83, 68 ];
  229. // LIGHTS
  230. scene.add( new THREE.AmbientLight( 0x111111 ) );
  231. spotLight = new THREE.SpotLight( 0xffffff, 1.15 );
  232. spotLight.position.set( 500, 2000, 0 );
  233. spotLight.castShadow = true;
  234. scene.add( spotLight );
  235. pointLight = new THREE.PointLight( 0xff4400, 1.5 );
  236. pointLight.position.set( 0, 0, 0 );
  237. scene.add( pointLight );
  238. // HEIGHT + NORMAL MAPS
  239. var rx = 256, ry = 256;
  240. var pars = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  241. heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
  242. normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
  243. uniformsNoise = {
  244. time: { type: "f", value: 1.0 },
  245. scale: { type: "v2", value: new THREE.Vector2( 1.5, 1.5 ) },
  246. offset: { type: "v2", value: new THREE.Vector2( 0, 0 ) }
  247. };
  248. uniformsNormal = {
  249. height: { type: "f", value: 0.05 },
  250. resolution: { type: "v2", value: new THREE.Vector2( rx, ry ) },
  251. scale: { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  252. heightMap: { type: "t", value: 1, texture: heightMap }
  253. };
  254. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  255. var vertexShaderFlip = document.getElementById( 'vertexShaderFlip' ).textContent;
  256. var normalShader = THREE.ShaderTerrain[ "terrain" ];
  257. uniformsNormalMap = THREE.UniformsUtils.clone( normalShader.uniforms );
  258. uniformsNormalMap[ "tNormal" ].texture = normalMap;
  259. uniformsNormalMap[ "uNormalScale" ].value = 3.5;
  260. uniformsNormalMap[ "tDisplacement" ].texture = heightMap;
  261. uniformsNormalMap[ "tDiffuse1" ].texture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg", null, loadTextures );
  262. uniformsNormalMap[ "tDiffuse2" ].texture = THREE.ImageUtils.loadTexture( "textures/terrain/backgrounddetailed6.jpg", null, loadTextures );
  263. uniformsNormalMap[ "tSpecular" ].texture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big-specular.jpg", null, loadTextures );
  264. uniformsNormalMap[ "tDetail" ].texture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big-nm.jpg", null, loadTextures );
  265. uniformsNormalMap[ "enableDiffuse1" ].value = true;
  266. uniformsNormalMap[ "enableDiffuse2" ].value = true;
  267. uniformsNormalMap[ "enableSpecular" ].value = true;
  268. uniformsNormalMap[ "uDiffuseColor" ].value.setHex( 0xffffff );
  269. uniformsNormalMap[ "uSpecularColor" ].value.setHex( 0xffffff );
  270. uniformsNormalMap[ "uAmbientColor" ].value.setHex( 0x111111 );
  271. uniformsNormalMap[ "uShininess" ].value = 30;
  272. uniformsNormalMap[ "uDisplacementScale" ].value = 375;
  273. uniformsNormalMap[ "tDiffuse1" ].texture.wrapS = uniformsNormalMap[ "tDiffuse1" ].texture.wrapT = THREE.RepeatWrapping;
  274. uniformsNormalMap[ "tDiffuse2" ].texture.wrapS = uniformsNormalMap[ "tDiffuse2" ].texture.wrapT = THREE.RepeatWrapping;
  275. uniformsNormalMap[ "tDetail" ].texture.wrapS = uniformsNormalMap[ "tDetail" ].texture.wrapT = THREE.RepeatWrapping;
  276. uniformsNormalMap[ "tSpecular" ].texture.wrapS = uniformsNormalMap[ "tDetail" ].texture.wrapT = THREE.RepeatWrapping;
  277. uniformsNormalMap[ "uRepeatOverlay" ].value.set( 6, 6 );
  278. var params = [
  279. [ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
  280. [ 'normal', document.getElementById( 'fragmentShaderNormal' ).textContent, vertexShaderFlip, uniformsNormal, false ],
  281. [ 'terrain', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormalMap, true ]
  282. ];
  283. for( var i = 0; i < params.length; i ++ ) {
  284. material = new THREE.ShaderMaterial( {
  285. uniforms: params[ i ][ 3 ],
  286. vertexShader: params[ i ][ 2 ],
  287. fragmentShader: params[ i ][ 1 ],
  288. lights: params[ i ][ 4 ],
  289. fog: true
  290. } );
  291. mlib[ params[ i ][ 0 ] ] = material;
  292. }
  293. var plane = new THREE.PlaneGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
  294. quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0xff0000 } ) );
  295. quadTarget.position.z = -500;
  296. sceneRenderTarget.addObject( quadTarget );
  297. // TERRAIN MESH
  298. var geometryTerrain = new THREE.PlaneGeometry( 6000, 6000, 256, 256 );
  299. geometryTerrain.computeFaceNormals();
  300. geometryTerrain.computeVertexNormals();
  301. geometryTerrain.computeTangents();
  302. terrain = new THREE.Mesh( geometryTerrain, mlib[ "terrain" ] );
  303. terrain.rotation.set( -Math.PI/2, 0, 0 );
  304. terrain.position.set( 0, -125, 0 );
  305. terrain.visible = false;
  306. scene.add( terrain );
  307. // RENDERER
  308. renderer = new THREE.WebGLRenderer();
  309. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  310. renderer.setClearColor( scene.fog.color, 1 );
  311. renderer.domElement.style.position = "absolute";
  312. renderer.domElement.style.top = MARGIN + "px";
  313. renderer.domElement.style.left = "0px";
  314. container.appendChild( renderer.domElement );
  315. //
  316. renderer.gammaInput = true;
  317. renderer.gammaOutput = true;
  318. // STATS
  319. stats = new Stats();
  320. stats.domElement.style.position = 'absolute';
  321. stats.domElement.style.top = '0px';
  322. container.appendChild( stats.domElement );
  323. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
  324. stats.domElement.children[ 0 ].style.background = "transparent";
  325. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  326. // EVENTS
  327. onWindowResize();
  328. window.addEventListener( 'resize', onWindowResize, false );
  329. document.addEventListener( 'keydown', onKeyDown, false );
  330. document.addEventListener( 'keyup', onKeyUp, false );
  331. // COMPOSER
  332. renderer.autoClear = false;
  333. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
  334. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  335. effectBloom = new THREE.BloomPass( 0.6 );
  336. var effectBleach = new THREE.ShaderPass( THREE.ShaderExtras[ "bleachbypass" ] );
  337. hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
  338. vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
  339. var bluriness = 6;
  340. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  341. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  342. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  343. effectBleach.uniforms[ 'opacity' ].value = 0.65;
  344. composer = new THREE.EffectComposer( renderer, renderTarget );
  345. var renderModel = new THREE.RenderPass( scene, camera );
  346. vblur.renderToScreen = true;
  347. composer = new THREE.EffectComposer( renderer, renderTarget );
  348. composer.addPass( renderModel );
  349. composer.addPass( effectBloom );
  350. //composer.addPass( effectBleach );
  351. composer.addPass( hblur );
  352. composer.addPass( vblur );
  353. // MORPHS
  354. function addMorph( geometry, speed, duration, x, y, z ) {
  355. var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
  356. var meshAnim = new THREE.MorphAnimMesh( geometry, material );
  357. meshAnim.speed = speed;
  358. meshAnim.duration = duration;
  359. meshAnim.time = 600 * Math.random();
  360. meshAnim.position.set( x, y, z );
  361. meshAnim.rotation.y = Math.PI/2;
  362. meshAnim.castShadow = true;
  363. meshAnim.receiveShadow = false;
  364. scene.add( meshAnim );
  365. morphs.push( meshAnim );
  366. renderer.initWebGLObjects( scene );
  367. renderer.initMaterial( material, scene.lights, scene.fog, meshAnim );
  368. }
  369. function morphColorsToFaceColors( geometry ) {
  370. if ( geometry.morphColors && geometry.morphColors.length ) {
  371. var colorMap = geometry.morphColors[ 0 ];
  372. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  373. geometry.faces[ i ].color = colorMap.colors[ i ];
  374. }
  375. }
  376. }
  377. var loader = new THREE.JSONLoader();
  378. var startX = -3000;
  379. loader.load( "models/animated/parrot.js", function( geometry ) {
  380. morphColorsToFaceColors( geometry );
  381. addMorph( geometry, 250, 500, startX -500, 500, 700 );
  382. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, -200 );
  383. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 200 );
  384. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 1000 );
  385. } );
  386. loader.load( "models/animated/flamingo.js", function( geometry ) {
  387. morphColorsToFaceColors( geometry );
  388. addMorph( geometry, 500, 1000, startX - Math.random() * 500, 350, 40 );
  389. } );
  390. loader.load( "models/animated/stork.js", function( geometry ) {
  391. morphColorsToFaceColors( geometry );
  392. addMorph( geometry, 350, 1000, startX - Math.random() * 500, 350, 340 );
  393. } );
  394. // PRE-INIT
  395. renderer.initWebGLObjects( scene );
  396. renderer.initMaterial( mlib[ "terrain" ], scene.lights, scene.fog, terrain );
  397. }
  398. //
  399. function onWindowResize( event ) {
  400. SCREEN_WIDTH = window.innerWidth;
  401. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  402. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  403. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  404. camera.updateProjectionMatrix();
  405. }
  406. //
  407. function onKeyDown ( event ) {
  408. switch( event.keyCode ) {
  409. case 78: /*N*/ lightDir *= -1; break;
  410. case 77: /*M*/ animDeltaDir *= -1; break;
  411. case 66: /*B*/ soundDir *= -1; break;
  412. }
  413. };
  414. function onKeyUp ( event ) {
  415. switch( event.keyCode ) {
  416. }
  417. };
  418. //
  419. function loadTextures() {
  420. textureCounter += 1;
  421. if ( textureCounter == 4 ) {
  422. terrain.visible = true;
  423. document.getElementById( "loading" ).style.display = "none";
  424. }
  425. }
  426. //
  427. function animate() {
  428. requestAnimationFrame( animate );
  429. render();
  430. stats.update();
  431. }
  432. function render() {
  433. var delta = clock.getDelta();
  434. soundVal = THREE.Math.clamp( soundVal + delta * soundDir, 0, 1 );
  435. if ( soundVal !== oldSoundVal ) {
  436. if ( soundtrack ) {
  437. soundtrack.volume = soundVal;
  438. oldSoundVal = soundVal;
  439. }
  440. }
  441. if ( terrain.visible ) {
  442. controls.update();
  443. var time = Date.now() * 0.001;
  444. var fLow = 0.4, fHigh = 0.825;
  445. lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
  446. var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
  447. var sat = THREE.Math.mapLinear( valNorm, 0, 1, 0.95, 0.25 );
  448. scene.fog.color.setHSV( 0.1, sat, lightVal );
  449. renderer.setClearColor( scene.fog.color, 1 );
  450. spotLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
  451. pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
  452. uniformsNormalMap[ "uNormalScale" ].value = THREE.Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 );
  453. if ( updateNoise ) {
  454. animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
  455. uniformsNoise.time.value += delta * animDelta;
  456. uniformsNoise.offset.value.x += delta * 0.05;
  457. uniformsNormalMap.uOffset.value.x = 4 * uniformsNoise.offset.value.x;
  458. quadTarget.material = mlib[ "heightmap" ];
  459. renderer.render( sceneRenderTarget, cameraOrtho, heightMap, true );
  460. quadTarget.material = mlib[ "normal" ];
  461. renderer.render( sceneRenderTarget, cameraOrtho, normalMap, true );
  462. //updateNoise = false;
  463. }
  464. for ( var i = 0; i < morphs.length; i ++ ) {
  465. morph = morphs[ i ];
  466. morph.updateAnimation( 1000 * delta );
  467. morph.position.x += morph.speed * delta;
  468. if ( morph.position.x > 2000 ) {
  469. morph.position.x = -1500 - Math.random() * 500;
  470. }
  471. }
  472. //renderer.render( scene, camera );
  473. composer.render( 0.1 );
  474. }
  475. }
  476. </script>
  477. </body>
  478. </html>