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- <!DOCTYPE HTML>
- <html lang="en">
- <head>
- <title>three.js webgl - dynamic procedural terrain</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style type="text/css">
- body {
- background: #000;
- color: #999;
- padding: 0;
- margin: 0;
- overflow: hidden;
- font-family: georgia;
- font-size:1em;
- text-align: center;
- }
- #info { position: absolute; top: 10px; width: 100%; }
- a { color: #fb0; }
- #footer { position: absolute; bottom: 10px; width: 100%; }
- .h { color: #fb0 }
- .c { display: inline; margin-left: 1em }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - dynamic procedural terrain using
- <a href="https://github.com/ashima/webgl-noise" target="_blank">3d simplex noise</a><br/>
- textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
- <a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a>
- </div>
- <div id="footer">
- <div class="c">
- day / night: <span class="h">n</span>
- </div>
- <div class="c">
- animate terrain: <span class="h">m</span>
- </div>
- </div>
- <script src="../build/three.js"></script>
- <script src="js/controls/OrbitControls.js"></script>
- <script src="js/BufferGeometryUtils.js"></script>
- <script src="js/shaders/NormalMapShader.js"></script>
- <script src="js/ShaderTerrain.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script id="fragmentShaderNoise" type="x-shader/x-fragment">
- //
- // Description : Array and textureless GLSL 3D simplex noise function.
- // Author : Ian McEwan, Ashima Arts.
- // Maintainer : ijm
- // Lastmod : 20110409 (stegu)
- // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
- // Distributed under the MIT License. See LICENSE file.
- //
- uniform float time;
- varying vec2 vUv;
- vec4 permute( vec4 x ) {
- return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
- }
- vec4 taylorInvSqrt( vec4 r ) {
- return 1.79284291400159 - 0.85373472095314 * r;
- }
- float snoise( vec3 v ) {
- const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
- const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
- // First corner
- vec3 i = floor( v + dot( v, C.yyy ) );
- vec3 x0 = v - i + dot( i, C.xxx );
- // Other corners
- vec3 g = step( x0.yzx, x0.xyz );
- vec3 l = 1.0 - g;
- vec3 i1 = min( g.xyz, l.zxy );
- vec3 i2 = max( g.xyz, l.zxy );
- vec3 x1 = x0 - i1 + 1.0 * C.xxx;
- vec3 x2 = x0 - i2 + 2.0 * C.xxx;
- vec3 x3 = x0 - 1. + 3.0 * C.xxx;
- // Permutations
- i = mod( i, 289.0 );
- vec4 p = permute( permute( permute(
- i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
- + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
- + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
- // Gradients
- // ( N*N points uniformly over a square, mapped onto an octahedron.)
- float n_ = 1.0 / 7.0; // N=7
- vec3 ns = n_ * D.wyz - D.xzx;
- vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
- vec4 x_ = floor( j * ns.z );
- vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
- vec4 x = x_ *ns.x + ns.yyyy;
- vec4 y = y_ *ns.x + ns.yyyy;
- vec4 h = 1.0 - abs( x ) - abs( y );
- vec4 b0 = vec4( x.xy, y.xy );
- vec4 b1 = vec4( x.zw, y.zw );
- vec4 s0 = floor( b0 ) * 2.0 + 1.0;
- vec4 s1 = floor( b1 ) * 2.0 + 1.0;
- vec4 sh = -step( h, vec4( 0.0 ) );
- vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
- vec3 p0 = vec3( a0.xy, h.x );
- vec3 p1 = vec3( a0.zw, h.y );
- vec3 p2 = vec3( a1.xy, h.z );
- vec3 p3 = vec3( a1.zw, h.w );
- // Normalise gradients
- vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
- p0 *= norm.x;
- p1 *= norm.y;
- p2 *= norm.z;
- p3 *= norm.w;
- // Mix final noise value
- vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
- m = m * m;
- return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
- dot( p2, x2 ), dot( p3, x3 ) ) );
- }
- float surface3( vec3 coord ) {
- float n = 0.0;
- n += 1.0 * abs( snoise( coord ) );
- n += 0.5 * abs( snoise( coord * 2.0 ) );
- n += 0.25 * abs( snoise( coord * 4.0 ) );
- n += 0.125 * abs( snoise( coord * 8.0 ) );
- return n;
- }
- void main( void ) {
- vec3 coord = vec3( vUv, -time );
- float n = surface3( coord );
- gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
- }
- </script>
- <script id="vertexShader" type="x-shader/x-vertex">
- varying vec2 vUv;
- uniform vec2 scale;
- uniform vec2 offset;
- void main( void ) {
- vUv = uv * scale + offset;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- </script>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var SCREEN_WIDTH = window.innerWidth;
- var SCREEN_HEIGHT = window.innerHeight;
- var renderer, container, stats;
- var camera, scene;
- var cameraOrtho, sceneRenderTarget;
- var uniformsNoise, uniformsNormal,
- heightMap, normalMap,
- quadTarget;
- var directionalLight, pointLight;
- var terrain;
- var textureCounter = 0;
- var animDelta = 0, animDeltaDir = -1;
- var lightVal = 0, lightDir = 1;
- var clock = new THREE.Clock();
- var updateNoise = true;
- var animateTerrain = false;
- var mlib = {};
- init();
- animate();
- function init() {
- container = document.getElementById( 'container' );
- // SCENE (RENDER TARGET)
- sceneRenderTarget = new THREE.Scene();
- cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10000, 10000 );
- cameraOrtho.position.z = 100;
- sceneRenderTarget.add( cameraOrtho );
- // CAMERA
- camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
- camera.position.set( -1200, 800, 1200 );
- controls = new THREE.OrbitControls( camera );
- controls.target.set( 0, 0, 0 );
- controls.rotateSpeed = 1.0;
- controls.zoomSpeed = 1.2;
- controls.panSpeed = 0.8;
- controls.keys = [ 65, 83, 68 ];
- // SCENE (FINAL)
- scene = new THREE.Scene();
- scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
- // LIGHTS
- scene.add( new THREE.AmbientLight( 0x111111 ) );
- directionalLight = new THREE.DirectionalLight( 0xffffff, 1.15 );
- directionalLight.position.set( 500, 2000, 0 );
- scene.add( directionalLight );
- pointLight = new THREE.PointLight( 0xff4400, 1.5 );
- pointLight.position.set( 0, 0, 0 );
- scene.add( pointLight );
- // HEIGHT + NORMAL MAPS
- var normalShader = THREE.NormalMapShader;
- var rx = 256, ry = 256;
- var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
- heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
- heightMap.texture.generateMipmaps = false;
- normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
- normalMap.texture.generateMipmaps = false;
- uniformsNoise = {
- time: { value: 1.0 },
- scale: { value: new THREE.Vector2( 1.5, 1.5 ) },
- offset: { value: new THREE.Vector2( 0, 0 ) }
- };
- uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms );
- uniformsNormal.height.value = 0.05;
- uniformsNormal.resolution.value.set( rx, ry );
- uniformsNormal.heightMap.value = heightMap.texture;
- var vertexShader = document.getElementById( 'vertexShader' ).textContent;
- // TEXTURES
- var loadingManager = new THREE.LoadingManager( function(){
- terrain.visible = true;
- });
- var textureLoader = new THREE.TextureLoader( loadingManager );
- var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars );
- specularMap.texture.generateMipmaps = false;
- var diffuseTexture1 = textureLoader.load( "textures/terrain/grasslight-big.jpg");
- var diffuseTexture2 = textureLoader.load( "textures/terrain/backgrounddetailed6.jpg" );
- var detailTexture = textureLoader.load( "textures/terrain/grasslight-big-nm.jpg" );
- diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping;
- diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping;
- detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping;
- specularMap.texture.wrapS = specularMap.texture.wrapT = THREE.RepeatWrapping;
- // TERRAIN SHADER
- var terrainShader = THREE.ShaderTerrain[ "terrain" ];
- uniformsTerrain = THREE.UniformsUtils.clone( terrainShader.uniforms );
- uniformsTerrain[ 'tNormal' ].value = normalMap.texture;
- uniformsTerrain[ 'uNormalScale' ].value = 3.5;
- uniformsTerrain[ 'tDisplacement' ].value = heightMap.texture;
- uniformsTerrain[ 'tDiffuse1' ].value = diffuseTexture1;
- uniformsTerrain[ 'tDiffuse2' ].value = diffuseTexture2;
- uniformsTerrain[ 'tSpecular' ].value = specularMap.texture;
- uniformsTerrain[ 'tDetail' ].value = detailTexture;
- uniformsTerrain[ 'enableDiffuse1' ].value = true;
- uniformsTerrain[ 'enableDiffuse2' ].value = true;
- uniformsTerrain[ 'enableSpecular' ].value = true;
- uniformsTerrain[ 'diffuse' ].value.setHex( 0xffffff );
- uniformsTerrain[ 'specular' ].value.setHex( 0xffffff );
- uniformsTerrain[ 'shininess' ].value = 30;
- uniformsTerrain[ 'uDisplacementScale' ].value = 375;
- uniformsTerrain[ 'uRepeatOverlay' ].value.set( 6, 6 );
- var params = [
- [ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
- [ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
- [ 'terrain', terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ]
- ];
- for( var i = 0; i < params.length; i ++ ) {
- material = new THREE.ShaderMaterial( {
- uniforms: params[ i ][ 3 ],
- vertexShader: params[ i ][ 2 ],
- fragmentShader: params[ i ][ 1 ],
- lights: params[ i ][ 4 ],
- fog: true
- } );
- mlib[ params[ i ][ 0 ] ] = material;
- }
- var plane = new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
- quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0x000000 } ) );
- quadTarget.position.z = -500;
- sceneRenderTarget.add( quadTarget );
- // TERRAIN MESH
- var geometryTerrain = new THREE.PlaneBufferGeometry( 6000, 6000, 256, 256 );
- THREE.BufferGeometryUtils.computeTangents( geometryTerrain );
- terrain = new THREE.Mesh( geometryTerrain, mlib[ 'terrain' ] );
- terrain.position.set( 0, -125, 0 );
- terrain.rotation.x = -Math.PI / 2;
- terrain.visible = false;
- scene.add( terrain );
- // RENDERER
- renderer = new THREE.WebGLRenderer();
- renderer.setClearColor( scene.fog.color );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
- container.appendChild( renderer.domElement );
- // STATS
- stats = new Stats();
- container.appendChild( stats.dom );
- // EVENTS
- onWindowResize();
- window.addEventListener( 'resize', onWindowResize, false );
- document.addEventListener( 'keydown', onKeyDown, false );
- }
- //
- function onWindowResize( event ) {
- SCREEN_WIDTH = window.innerWidth;
- SCREEN_HEIGHT = window.innerHeight;
- renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
- camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
- camera.updateProjectionMatrix();
- }
- //
- function onKeyDown ( event ) {
- switch( event.keyCode ) {
- case 78: /*N*/ lightDir *= -1; break;
- case 77: /*M*/ animDeltaDir *= -1; break;
- }
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- var delta = clock.getDelta();
- if ( terrain.visible ) {
- controls.update();
- var time = Date.now() * 0.001;
- var fLow = 0.1, fHigh = 0.8;
- lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
- var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
- scene.fog.color.setHSL( 0.1, 0.5, lightVal );
- renderer.setClearColor( scene.fog.color );
- directionalLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
- pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
- uniformsTerrain[ 'uNormalScale' ].value = THREE.Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 );
- if ( updateNoise ) {
- animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
- uniformsNoise[ 'time' ].value += delta * animDelta;
- uniformsNoise[ 'offset' ].value.x += delta * 0.05;
- uniformsTerrain[ 'uOffset' ].value.x = 4 * uniformsNoise[ 'offset' ].value.x;
- quadTarget.material = mlib[ 'heightmap' ];
- renderer.render( sceneRenderTarget, cameraOrtho, heightMap, true );
- quadTarget.material = mlib[ 'normal' ];
- renderer.render( sceneRenderTarget, cameraOrtho, normalMap, true );
- }
- renderer.render( scene, camera );
- }
- }
- </script>
- </body>
- </html>
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