webgl_terrain_dynamic.html 13 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. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style type="text/css">
  8. body {
  9. background: #000;
  10. color: #999;
  11. padding: 0;
  12. margin: 0;
  13. overflow: hidden;
  14. font-family: georgia;
  15. font-size:1em;
  16. text-align: center;
  17. }
  18. #info { position: absolute; top: 10px; width: 100%; }
  19. a { color: #fb0; }
  20. #footer { position: absolute; bottom: 10px; width: 100%; }
  21. .h { color: #fb0 }
  22. .c { display: inline; margin-left: 1em }
  23. </style>
  24. </head>
  25. <body>
  26. <div id="container"></div>
  27. <div id="info">
  28. <a href="http://threejs.org" target="_blank">three.js</a> - dynamic procedural terrain using
  29. <a href="https://github.com/ashima/webgl-noise" target="_blank">3d simplex noise</a><br/>
  30. textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
  31. <a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a>
  32. </div>
  33. <div id="footer">
  34. <div class="c">
  35. day / night: <span class="h">n</span>
  36. </div>
  37. <div class="c">
  38. animate terrain: <span class="h">m</span>
  39. </div>
  40. </div>
  41. <script src="../build/three.js"></script>
  42. <script src="js/controls/OrbitControls.js"></script>
  43. <script src="js/BufferGeometryUtils.js"></script>
  44. <script src="js/shaders/NormalMapShader.js"></script>
  45. <script src="js/ShaderTerrain.js"></script>
  46. <script src="js/Detector.js"></script>
  47. <script src="js/libs/stats.min.js"></script>
  48. <script id="fragmentShaderNoise" type="x-shader/x-fragment">
  49. //
  50. // Description : Array and textureless GLSL 3D simplex noise function.
  51. // Author : Ian McEwan, Ashima Arts.
  52. // Maintainer : ijm
  53. // Lastmod : 20110409 (stegu)
  54. // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
  55. // Distributed under the MIT License. See LICENSE file.
  56. //
  57. uniform float time;
  58. varying vec2 vUv;
  59. vec4 permute( vec4 x ) {
  60. return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
  61. }
  62. vec4 taylorInvSqrt( vec4 r ) {
  63. return 1.79284291400159 - 0.85373472095314 * r;
  64. }
  65. float snoise( vec3 v ) {
  66. const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
  67. const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
  68. // First corner
  69. vec3 i = floor( v + dot( v, C.yyy ) );
  70. vec3 x0 = v - i + dot( i, C.xxx );
  71. // Other corners
  72. vec3 g = step( x0.yzx, x0.xyz );
  73. vec3 l = 1.0 - g;
  74. vec3 i1 = min( g.xyz, l.zxy );
  75. vec3 i2 = max( g.xyz, l.zxy );
  76. vec3 x1 = x0 - i1 + 1.0 * C.xxx;
  77. vec3 x2 = x0 - i2 + 2.0 * C.xxx;
  78. vec3 x3 = x0 - 1. + 3.0 * C.xxx;
  79. // Permutations
  80. i = mod( i, 289.0 );
  81. vec4 p = permute( permute( permute(
  82. i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
  83. + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
  84. + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
  85. // Gradients
  86. // ( N*N points uniformly over a square, mapped onto an octahedron.)
  87. float n_ = 1.0 / 7.0; // N=7
  88. vec3 ns = n_ * D.wyz - D.xzx;
  89. vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
  90. vec4 x_ = floor( j * ns.z );
  91. vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
  92. vec4 x = x_ *ns.x + ns.yyyy;
  93. vec4 y = y_ *ns.x + ns.yyyy;
  94. vec4 h = 1.0 - abs( x ) - abs( y );
  95. vec4 b0 = vec4( x.xy, y.xy );
  96. vec4 b1 = vec4( x.zw, y.zw );
  97. vec4 s0 = floor( b0 ) * 2.0 + 1.0;
  98. vec4 s1 = floor( b1 ) * 2.0 + 1.0;
  99. vec4 sh = -step( h, vec4( 0.0 ) );
  100. vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
  101. vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
  102. vec3 p0 = vec3( a0.xy, h.x );
  103. vec3 p1 = vec3( a0.zw, h.y );
  104. vec3 p2 = vec3( a1.xy, h.z );
  105. vec3 p3 = vec3( a1.zw, h.w );
  106. // Normalise gradients
  107. vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
  108. p0 *= norm.x;
  109. p1 *= norm.y;
  110. p2 *= norm.z;
  111. p3 *= norm.w;
  112. // Mix final noise value
  113. vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
  114. m = m * m;
  115. return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
  116. dot( p2, x2 ), dot( p3, x3 ) ) );
  117. }
  118. float surface3( vec3 coord ) {
  119. float n = 0.0;
  120. n += 1.0 * abs( snoise( coord ) );
  121. n += 0.5 * abs( snoise( coord * 2.0 ) );
  122. n += 0.25 * abs( snoise( coord * 4.0 ) );
  123. n += 0.125 * abs( snoise( coord * 8.0 ) );
  124. return n;
  125. }
  126. void main( void ) {
  127. vec3 coord = vec3( vUv, -time );
  128. float n = surface3( coord );
  129. gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
  130. }
  131. </script>
  132. <script id="vertexShader" type="x-shader/x-vertex">
  133. varying vec2 vUv;
  134. uniform vec2 scale;
  135. uniform vec2 offset;
  136. void main( void ) {
  137. vUv = uv * scale + offset;
  138. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  139. }
  140. </script>
  141. <script>
  142. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  143. var SCREEN_WIDTH = window.innerWidth;
  144. var SCREEN_HEIGHT = window.innerHeight;
  145. var renderer, container, stats;
  146. var camera, scene;
  147. var cameraOrtho, sceneRenderTarget;
  148. var uniformsNoise, uniformsNormal,
  149. heightMap, normalMap,
  150. quadTarget;
  151. var directionalLight, pointLight;
  152. var terrain;
  153. var textureCounter = 0;
  154. var animDelta = 0, animDeltaDir = -1;
  155. var lightVal = 0, lightDir = 1;
  156. var clock = new THREE.Clock();
  157. var updateNoise = true;
  158. var animateTerrain = false;
  159. var mlib = {};
  160. init();
  161. animate();
  162. function init() {
  163. container = document.getElementById( 'container' );
  164. // SCENE (RENDER TARGET)
  165. sceneRenderTarget = new THREE.Scene();
  166. cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10000, 10000 );
  167. cameraOrtho.position.z = 100;
  168. sceneRenderTarget.add( cameraOrtho );
  169. // CAMERA
  170. camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
  171. camera.position.set( -1200, 800, 1200 );
  172. controls = new THREE.OrbitControls( camera );
  173. controls.target.set( 0, 0, 0 );
  174. controls.rotateSpeed = 1.0;
  175. controls.zoomSpeed = 1.2;
  176. controls.panSpeed = 0.8;
  177. controls.keys = [ 65, 83, 68 ];
  178. // SCENE (FINAL)
  179. scene = new THREE.Scene();
  180. scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
  181. // LIGHTS
  182. scene.add( new THREE.AmbientLight( 0x111111 ) );
  183. directionalLight = new THREE.DirectionalLight( 0xffffff, 1.15 );
  184. directionalLight.position.set( 500, 2000, 0 );
  185. scene.add( directionalLight );
  186. pointLight = new THREE.PointLight( 0xff4400, 1.5 );
  187. pointLight.position.set( 0, 0, 0 );
  188. scene.add( pointLight );
  189. // HEIGHT + NORMAL MAPS
  190. var normalShader = THREE.NormalMapShader;
  191. var rx = 256, ry = 256;
  192. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  193. heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
  194. heightMap.texture.generateMipmaps = false;
  195. normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
  196. normalMap.texture.generateMipmaps = false;
  197. uniformsNoise = {
  198. time: { value: 1.0 },
  199. scale: { value: new THREE.Vector2( 1.5, 1.5 ) },
  200. offset: { value: new THREE.Vector2( 0, 0 ) }
  201. };
  202. uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms );
  203. uniformsNormal.height.value = 0.05;
  204. uniformsNormal.resolution.value.set( rx, ry );
  205. uniformsNormal.heightMap.value = heightMap.texture;
  206. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  207. // TEXTURES
  208. var loadingManager = new THREE.LoadingManager( function(){
  209. terrain.visible = true;
  210. });
  211. var textureLoader = new THREE.TextureLoader( loadingManager );
  212. var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars );
  213. specularMap.texture.generateMipmaps = false;
  214. var diffuseTexture1 = textureLoader.load( "textures/terrain/grasslight-big.jpg");
  215. var diffuseTexture2 = textureLoader.load( "textures/terrain/backgrounddetailed6.jpg" );
  216. var detailTexture = textureLoader.load( "textures/terrain/grasslight-big-nm.jpg" );
  217. diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping;
  218. diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping;
  219. detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping;
  220. specularMap.texture.wrapS = specularMap.texture.wrapT = THREE.RepeatWrapping;
  221. // TERRAIN SHADER
  222. var terrainShader = THREE.ShaderTerrain[ "terrain" ];
  223. uniformsTerrain = THREE.UniformsUtils.clone( terrainShader.uniforms );
  224. uniformsTerrain[ 'tNormal' ].value = normalMap.texture;
  225. uniformsTerrain[ 'uNormalScale' ].value = 3.5;
  226. uniformsTerrain[ 'tDisplacement' ].value = heightMap.texture;
  227. uniformsTerrain[ 'tDiffuse1' ].value = diffuseTexture1;
  228. uniformsTerrain[ 'tDiffuse2' ].value = diffuseTexture2;
  229. uniformsTerrain[ 'tSpecular' ].value = specularMap.texture;
  230. uniformsTerrain[ 'tDetail' ].value = detailTexture;
  231. uniformsTerrain[ 'enableDiffuse1' ].value = true;
  232. uniformsTerrain[ 'enableDiffuse2' ].value = true;
  233. uniformsTerrain[ 'enableSpecular' ].value = true;
  234. uniformsTerrain[ 'diffuse' ].value.setHex( 0xffffff );
  235. uniformsTerrain[ 'specular' ].value.setHex( 0xffffff );
  236. uniformsTerrain[ 'shininess' ].value = 30;
  237. uniformsTerrain[ 'uDisplacementScale' ].value = 375;
  238. uniformsTerrain[ 'uRepeatOverlay' ].value.set( 6, 6 );
  239. var params = [
  240. [ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
  241. [ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
  242. [ 'terrain', terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ]
  243. ];
  244. for( var i = 0; i < params.length; i ++ ) {
  245. material = new THREE.ShaderMaterial( {
  246. uniforms: params[ i ][ 3 ],
  247. vertexShader: params[ i ][ 2 ],
  248. fragmentShader: params[ i ][ 1 ],
  249. lights: params[ i ][ 4 ],
  250. fog: true
  251. } );
  252. mlib[ params[ i ][ 0 ] ] = material;
  253. }
  254. var plane = new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
  255. quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0x000000 } ) );
  256. quadTarget.position.z = -500;
  257. sceneRenderTarget.add( quadTarget );
  258. // TERRAIN MESH
  259. var geometryTerrain = new THREE.PlaneBufferGeometry( 6000, 6000, 256, 256 );
  260. THREE.BufferGeometryUtils.computeTangents( geometryTerrain );
  261. terrain = new THREE.Mesh( geometryTerrain, mlib[ 'terrain' ] );
  262. terrain.position.set( 0, -125, 0 );
  263. terrain.rotation.x = -Math.PI / 2;
  264. terrain.visible = false;
  265. scene.add( terrain );
  266. // RENDERER
  267. renderer = new THREE.WebGLRenderer();
  268. renderer.setClearColor( scene.fog.color );
  269. renderer.setPixelRatio( window.devicePixelRatio );
  270. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  271. container.appendChild( renderer.domElement );
  272. // STATS
  273. stats = new Stats();
  274. container.appendChild( stats.dom );
  275. // EVENTS
  276. onWindowResize();
  277. window.addEventListener( 'resize', onWindowResize, false );
  278. document.addEventListener( 'keydown', onKeyDown, false );
  279. }
  280. //
  281. function onWindowResize( event ) {
  282. SCREEN_WIDTH = window.innerWidth;
  283. SCREEN_HEIGHT = window.innerHeight;
  284. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  285. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  286. camera.updateProjectionMatrix();
  287. }
  288. //
  289. function onKeyDown ( event ) {
  290. switch( event.keyCode ) {
  291. case 78: /*N*/ lightDir *= -1; break;
  292. case 77: /*M*/ animDeltaDir *= -1; break;
  293. }
  294. }
  295. //
  296. function animate() {
  297. requestAnimationFrame( animate );
  298. render();
  299. stats.update();
  300. }
  301. function render() {
  302. var delta = clock.getDelta();
  303. if ( terrain.visible ) {
  304. controls.update();
  305. var time = Date.now() * 0.001;
  306. var fLow = 0.1, fHigh = 0.8;
  307. lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
  308. var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
  309. scene.fog.color.setHSL( 0.1, 0.5, lightVal );
  310. renderer.setClearColor( scene.fog.color );
  311. directionalLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
  312. pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
  313. uniformsTerrain[ 'uNormalScale' ].value = THREE.Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 );
  314. if ( updateNoise ) {
  315. animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
  316. uniformsNoise[ 'time' ].value += delta * animDelta;
  317. uniformsNoise[ 'offset' ].value.x += delta * 0.05;
  318. uniformsTerrain[ 'uOffset' ].value.x = 4 * uniformsNoise[ 'offset' ].value.x;
  319. quadTarget.material = mlib[ 'heightmap' ];
  320. renderer.render( sceneRenderTarget, cameraOrtho, heightMap, true );
  321. quadTarget.material = mlib[ 'normal' ];
  322. renderer.render( sceneRenderTarget, cameraOrtho, normalMap, true );
  323. }
  324. renderer.render( scene, camera );
  325. }
  326. }
  327. </script>
  328. </body>
  329. </html>