webgl_geometry_minecraft_ao.html 21 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. #oldie {
  25. background:rgb(100,0,0) !important;
  26. color:#fff !important;
  27. margin-top:10em !important;
  28. }
  29. #oldie a { color:#fff }
  30. button { border:0; background:rgba(0,0,0,0.5); color:orange; cursor:pointer }
  31. button:hover { color:gold }
  32. </style>
  33. </head>
  34. <body>
  35. <div id="container"><br /><br /><br /><br /><br />Generating world...</div>
  36. <div id="info">
  37. <a href="http://threejs.org" target="_blank">three.js</a> - <a href="http://www.minecraft.net/" target="_blank">minecraft</a> demo [ambient occlusion]. featuring <a href="http://painterlypack.net/" target="_blank">painterly pack</a><br />(left click: forward, right click: backward)
  38. <br/><br/>
  39. <button id="bt">texture</button>
  40. <button id="bao">ao</button>
  41. <button id="baot">texture + ao</button>
  42. </div>
  43. <script src="../build/three.min.js"></script>
  44. <script src="js/ImprovedNoise.js"></script>
  45. <script src="js/Detector.js"></script>
  46. <script src="js/Stats.js"></script>
  47. <script>
  48. if ( ! Detector.webgl ) {
  49. Detector.addGetWebGLMessage();
  50. document.getElementById( 'container' ).innerHTML = "";
  51. }
  52. var fogExp2 = true;
  53. var container, stats;
  54. var camera, controls, scene, renderer;
  55. var mesh, mat;
  56. var worldWidth = 200, worldDepth = 200,
  57. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2,
  58. data = generateHeight( worldWidth, worldDepth );
  59. var clock = new THREE.Clock();
  60. init();
  61. animate();
  62. function init() {
  63. container = document.getElementById( 'container' );
  64. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 20000 );
  65. camera.position.y = getY( worldHalfWidth, worldHalfDepth ) * 100 + 100;
  66. controls = new THREE.FirstPersonControls( camera );
  67. controls.movementSpeed = 1000;
  68. controls.lookSpeed = 0.125;
  69. controls.lookVertical = true;
  70. controls.constrainVertical = true;
  71. controls.verticalMin = 1.1;
  72. controls.verticalMax = 2.2;
  73. scene = new THREE.Scene();
  74. scene.fog = new THREE.FogExp2( 0xffffff, 0.00015 );
  75. var debug_texture = false,
  76. debug_numbers = false,
  77. debug_corner_colors = false,
  78. strength = 2,
  79. textures = { side: 'textures/minecraft/grass_dirt.png',
  80. top: 'textures/minecraft/grass.png',
  81. bottom: 'textures/minecraft/dirt.png'
  82. },
  83. m_aot = generateMegamaterialAO( textures, strength, debug_texture, debug_numbers, debug_corner_colors ),
  84. m_ao = generateMegamaterialAO( textures, strength, true, debug_numbers, debug_corner_colors ),
  85. m_t = generateMegamaterialPlain( textures ),
  86. //m_d = generateMegamaterialDebug(),
  87. mat = generateMegamaterialAO( textures, strength, debug_texture, debug_numbers, debug_corner_colors ),
  88. materials = [ mat, mat, mat, mat, mat, mat ];
  89. var i, j, x, z, h, h2, uv,
  90. px, nx, pz, nz, sides,
  91. right, left, bottom, top,
  92. nright, nleft, nback, nfront,
  93. nleftup, nrightup, nbackup, nfrontup,
  94. nrb, nrf, nlb, nlf,
  95. nrbup, nrfup,
  96. face_px, face_nx, face_py, face_ny, face_pz, face_nz,
  97. ti, ri, li, bi, fi, ci, mi, mm, column, row,
  98. cube,
  99. unit = 1/16 * 0.95, padding = 1/16 * 0.025, p, s, t, hash, N = -1,
  100. // map of UV indices for faces of partially defined cubes
  101. uv_index_map = {
  102. 0: { nx: N, px: N, py: 0, ny: N, pz: N, nz: N },
  103. 1: { nx: N, px: N, py: 0, ny: N, pz: N, nz: 1 },
  104. 2: { nx: N, px: N, py: 0, ny: N, pz: 1, nz: N },
  105. 3: { nx: N, px: N, py: 0, ny: N, pz: 1, nz: 2 },
  106. 4: { nx: N, px: 0, py: 1, ny: N, pz: N, nz: N },
  107. 5: { nx: N, px: 0, py: 1, ny: N, pz: N, nz: 2 },
  108. 6: { nx: N, px: 0, py: 1, ny: N, pz: 2, nz: N },
  109. 7: { nx: N, px: 0, py: 1, ny: N, pz: 2, nz: 3 },
  110. 8: { nx: 0, px: N, py: 1, ny: N, pz: N, nz: N },
  111. 9: { nx: 0, px: N, py: 1, ny: N, pz: N, nz: 2 },
  112. 10: { nx: 0, px: N, py: 1, ny: N, pz: 2, nz: N },
  113. 11: { nx: 0, px: N, py: 1, ny: N, pz: 2, nz: 3 },
  114. 12: { nx: 0, px: 1, py: 2, ny: N, pz: N, nz: N },
  115. 13: { nx: 0, px: 1, py: 2, ny: N, pz: N, nz: 3 },
  116. 14: { nx: 0, px: 1, py: 2, ny: N, pz: 3, nz: N },
  117. 15: { nx: 0, px: 1, py: 2, ny: N, pz: 3, nz: 4 }
  118. },
  119. // all possible combinations of corners and sides
  120. // mapped to mixed tiles
  121. // (including corners overlapping sides)
  122. // (excluding corner alone and sides alone)
  123. // looks ugly, but allows to squeeze all
  124. // combinations for one texture into just 3 rows
  125. // instead of 16
  126. mixmap = {
  127. "1_1": 0,
  128. "1_3": 0,
  129. "1_9": 0,
  130. "1_11": 0,
  131. "1_4": 1,
  132. "1_6": 1,
  133. "1_12": 1,
  134. "1_14": 1,
  135. "2_2": 2,
  136. "2_3": 2,
  137. "2_6": 2,
  138. "2_7": 2,
  139. "2_8": 3,
  140. "2_9": 3,
  141. "2_12": 3,
  142. "2_13": 3,
  143. "4_1": 4,
  144. "4_5": 4,
  145. "4_9": 4,
  146. "4_13": 4,
  147. "4_2": 5,
  148. "4_6": 5,
  149. "4_10": 5,
  150. "4_14": 5,
  151. "8_4": 6,
  152. "8_5": 6,
  153. "8_6": 6,
  154. "8_7": 6,
  155. "8_8": 7,
  156. "8_9": 7,
  157. "8_10": 7,
  158. "8_11": 7,
  159. "1_5": 8,
  160. "1_7": 8,
  161. "1_13": 8,
  162. "1_15": 8,
  163. "2_10": 9,
  164. "2_11": 9,
  165. "2_14": 9,
  166. "2_15": 9,
  167. "4_3": 10,
  168. "4_7": 10,
  169. "4_11": 10,
  170. "4_15": 10,
  171. "8_12": 11,
  172. "8_13": 11,
  173. "8_14": 11,
  174. "8_15": 11,
  175. "5_1": 12,
  176. "5_3": 12,
  177. "5_7": 12,
  178. "5_9": 12,
  179. "5_11": 12,
  180. "5_13": 12,
  181. "5_15": 12,
  182. "6_2": 13,
  183. "6_3": 13,
  184. "6_6": 13,
  185. "6_7": 13,
  186. "6_10": 13,
  187. "6_11": 13,
  188. "6_14": 13,
  189. "6_15": 13,
  190. "9_4": 14,
  191. "9_5": 14,
  192. "9_6": 14,
  193. "9_7": 14,
  194. "9_12": 14,
  195. "9_13": 14,
  196. "9_14": 14,
  197. "9_15": 14,
  198. "10_8": 15,
  199. "10_9": 15,
  200. "10_10": 15,
  201. "10_11": 15,
  202. "10_12": 15,
  203. "10_13": 15,
  204. "10_14": 15,
  205. "10_15": 15
  206. },
  207. tilemap = {},
  208. top_row_corners = 0,
  209. top_row_mixed = 1,
  210. top_row_sides = 2,
  211. sides_row = 3,
  212. bottom_row = 4,
  213. geometry = new THREE.Geometry();
  214. // mapping from 256 possible corners + sides combinations
  215. // into 3 x 16 tiles
  216. for ( i = 0; i < 16; i++ ) {
  217. for ( j = 0; j < 16; j++ ) {
  218. mm = i + "_" + j;
  219. if ( i == 0 )
  220. row = top_row_corners;
  221. else if ( mixmap[ mm ] != undefined )
  222. row = top_row_mixed;
  223. else
  224. row = top_row_sides;
  225. tilemap[ mm ] = row;
  226. }
  227. }
  228. function setUVTile( face, s, t ) {
  229. var j, uv = cube.faceVertexUvs[ 0 ][ face ];
  230. for ( j = 0; j < uv.length; j++ ) {
  231. uv[ j ].u += s * (unit+2*padding);
  232. uv[ j ].v += t * (unit+2*padding);
  233. }
  234. }
  235. for ( z = 0; z < worldDepth; z ++ ) {
  236. for ( x = 0; x < worldWidth; x ++ ) {
  237. h = getY( x, z );
  238. // direct neighbors
  239. h2 = getY( x - 1, z );
  240. nleft = h2 == h || h2 == h + 1;
  241. h2 = getY( x + 1, z );
  242. nright = h2 == h || h2 == h + 1;
  243. h2 = getY( x, z + 1 );
  244. nback = h2 == h || h2 == h + 1;
  245. h2 = getY( x, z - 1 );
  246. nfront = h2 == h || h2 == h + 1;
  247. // corner neighbors
  248. nrb = getY( x - 1, z + 1 ) == h && x > 0 && z < worldDepth - 1 ? 1 : 0;
  249. nrf = getY( x - 1, z - 1 ) == h && x > 0 && z > 0 ? 1 : 0;
  250. nlb = getY( x + 1, z + 1 ) == h && x < worldWidth - 1 && z < worldDepth - 1 ? 1 : 0;
  251. nlf = getY( x + 1, z - 1 ) == h && x < worldWidth - 1 && z > 0 ? 1 : 0;
  252. // up neighbors
  253. nleftup = getY( x - 1, z ) > h && x > 0 ? 1 : 0;
  254. nrightup = getY( x + 1, z ) > h && x < worldWidth - 1 ? 1 : 0;
  255. nbackup = getY( x, z + 1 ) > h && z < worldDepth - 1 ? 1 : 0;
  256. nfrontup = getY( x, z - 1 ) > h && z > 0 ? 1 : 0;
  257. // up corner neighbors
  258. nrbup = getY( x - 1, z + 1 ) > h && x > 0 && z < worldDepth - 1 ? 1 : 0;
  259. nrfup = getY( x - 1, z - 1 ) > h && x > 0 && z > 0 ? 1 : 0;
  260. nlbup = getY( x + 1, z + 1 ) > h && x < worldWidth - 1 && z < worldDepth - 1 ? 1 : 0;
  261. nlfup = getY( x + 1, z - 1 ) > h && x < worldWidth - 1 && z > 0 ? 1 : 0;
  262. // textures
  263. ti = nleftup * 8 + nrightup * 4 + nfrontup * 2 + nbackup * 1;
  264. ri = nrf * 8 + nrb * 4 + 1;
  265. li = nlb * 8 + nlf * 4 + 1;
  266. bi = nrb * 8 + nlb * 4 + 1;
  267. fi = nlf * 8 + nrf * 4 + 1;
  268. ci = nlbup * 8 + nlfup * 4 + nrbup * 2 + nrfup * 1;
  269. // cube sides
  270. px = nx = pz = nz = 0;
  271. px = !nright || x == 0 ? 1 : 0;
  272. nx = !nleft || x == worldWidth - 1 ? 1 : 0;
  273. pz = !nback || z == worldDepth - 1 ? 1 : 0;
  274. nz = !nfront || z == 0 ? 1 : 0;
  275. sides = { px: px, nx: nx, py: true, ny: false, pz: pz, nz: nz };
  276. cube = new THREE.CubeGeometry( 100, 100, 100, 1, 1, 1, materials, sides );
  277. // revert back to old flipped UVs
  278. for ( i = 0; i < cube.faceVertexUvs[ 0 ].length; i ++ ) {
  279. uv = cube.faceVertexUvs[ 0 ][ i ];
  280. for ( j = 0; j < uv.length; j++ ) {
  281. uv[j].v = 1 - uv[j].v;
  282. }
  283. }
  284. // set UV tiles
  285. for ( i = 0; i < cube.faceVertexUvs[ 0 ].length; i ++ ) {
  286. uv = cube.faceVertexUvs[ 0 ][ i ];
  287. for ( j = 0; j < uv.length; j++ ) {
  288. p = uv[j].u == 0 ? padding : -padding;
  289. uv[j].u = uv[j].u * unit + p;
  290. p = uv[j].v == 0 ? padding : -padding;
  291. uv[j].v = uv[j].v * unit + p;
  292. }
  293. }
  294. hash = px * 8 + nx * 4 + pz * 2 + nz;
  295. face_px = uv_index_map[ hash ].px;
  296. face_nx = uv_index_map[ hash ].nx;
  297. face_py = uv_index_map[ hash ].py;
  298. face_ny = uv_index_map[ hash ].ny;
  299. face_pz = uv_index_map[ hash ].pz;
  300. face_nz = uv_index_map[ hash ].nz;
  301. if( face_px != N ) setUVTile( face_px, ri, sides_row );
  302. if( face_nx != N ) setUVTile( face_nx, li, sides_row );
  303. if( face_py != N ) {
  304. mm = ti + "_" + ci;
  305. switch ( tilemap[ mm ] ) {
  306. case top_row_sides: column = ti; break;
  307. case top_row_corners: column = ci; break;
  308. case top_row_mixed: column = mixmap[ mm ]; break;
  309. }
  310. setUVTile( face_py, column, tilemap[ mm ] );
  311. }
  312. if( face_ny != N ) setUVTile( face_ny, 0, bottom_row );
  313. if( face_pz != N ) setUVTile( face_pz, bi, sides_row );
  314. if( face_nz != N ) setUVTile( face_nz, fi, sides_row );
  315. mesh = new THREE.Mesh( cube );
  316. mesh.position.x = x * 100 - worldHalfWidth * 100;
  317. mesh.position.y = h * 100;
  318. mesh.position.z = z * 100 - worldHalfDepth * 100;
  319. THREE.GeometryUtils.merge( geometry, mesh );
  320. }
  321. }
  322. mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial() );
  323. scene.add( mesh );
  324. var ambientLight = new THREE.AmbientLight( 0xcccccc );
  325. scene.add( ambientLight );
  326. var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
  327. directionalLight.position.set( 1, 1, 0.5 ).normalize();
  328. scene.add( directionalLight );
  329. renderer = new THREE.WebGLRenderer( { clearColor: 0xffffff } );
  330. renderer.setSize( window.innerWidth, window.innerHeight );
  331. container.innerHTML = "";
  332. container.appendChild( renderer.domElement );
  333. stats = new Stats();
  334. stats.domElement.style.position = 'absolute';
  335. stats.domElement.style.top = '0px';
  336. container.appendChild( stats.domElement );
  337. document.getElementById( "bao" ).addEventListener( "click", function() { mat.map = m_ao.map; }, false );
  338. document.getElementById( "baot" ).addEventListener( "click", function() { mat.map = m_aot.map; }, false );
  339. document.getElementById( "bt" ).addEventListener( "click", function() { mat.map = m_t.map; }, false );
  340. //
  341. window.addEventListener( 'resize', onWindowResize, false );
  342. }
  343. function onWindowResize() {
  344. camera.aspect = window.innerWidth / window.innerHeight;
  345. camera.updateProjectionMatrix();
  346. renderer.setSize( window.innerWidth, window.innerHeight );
  347. controls.handleResize();
  348. }
  349. function generateMegamaterialAO( textures, strength, debug_texture, debug_numbers, debug_corner_colors ) {
  350. var count = 0,
  351. tex_side = loadTexture( textures.side, function() { count++; generateTexture() } ),
  352. tex_top = loadTexture( textures.top, function() { count++; generateTexture() } ),
  353. tex_bottom = loadTexture( textures.bottom, function() { count++; generateTexture() } ),
  354. canvas = document.createElement( 'canvas' ),
  355. ctx = canvas.getContext( '2d' ),
  356. size = 256, tile = 16;
  357. canvas.width = canvas.height = size;
  358. var texture = new THREE.Texture( canvas, new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.LinearMipMapLinearFilter );
  359. texture.flipY = false;
  360. function generateTexture() {
  361. if( count == 3 ) {
  362. for( var i = 0; i < 16; i++ ) {
  363. drawAOCorners( ctx, tex_top, 0, i, i, tile, strength, debug_texture, debug_numbers, debug_corner_colors );
  364. drawAOMixed ( ctx, tex_top, 1, i, i, tile, strength, debug_texture, debug_numbers, debug_corner_colors );
  365. drawAOSides ( ctx, tex_top, 2, i, i, tile, strength, debug_texture, debug_numbers );
  366. drawAOSides ( ctx, tex_side, 3, i, i, tile, strength, debug_texture, debug_numbers );
  367. drawAOSides ( ctx, tex_bottom, 4, i, i, tile, strength, debug_texture, debug_numbers );
  368. }
  369. texture.needsUpdate = true;
  370. }
  371. }
  372. return new THREE.MeshLambertMaterial( { map: texture, ambient: 0xbbbbbb } );
  373. }
  374. function generateMegamaterialPlain( textures ) {
  375. var count = 0,
  376. tex_side = loadTexture( textures.side, function() { count++; generateTexture() } ),
  377. tex_top = loadTexture( textures.top, function() { count++; generateTexture() } ),
  378. tex_bottom = loadTexture( textures.bottom, function() { count++; generateTexture() } ),
  379. canvas = document.createElement( 'canvas' ),
  380. ctx = canvas.getContext( '2d' ),
  381. size = 256, tile = 16;
  382. canvas.width = canvas.height = size;
  383. var texture = new THREE.Texture( canvas, new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.LinearMipMapLinearFilter );
  384. texture.flipY = false;
  385. function generateTexture() {
  386. if( count == 3 ) {
  387. var i, sx;
  388. for( i = 0; i < 16; i++ ) {
  389. sx = i * tile;
  390. drawBase( ctx, tex_top, sx, 0 * tile, tile, false );
  391. drawBase( ctx, tex_top, sx, 1 * tile, tile, false );
  392. drawBase( ctx, tex_top, sx, 2 * tile, tile, false );
  393. drawBase( ctx, tex_side, sx, 3 * tile, tile, false );
  394. drawBase( ctx, tex_bottom, sx, 4 * tile, tile, false );
  395. }
  396. texture.needsUpdate = true;
  397. }
  398. }
  399. return new THREE.MeshLambertMaterial( { map: texture } );
  400. }
  401. function generateMegamaterialDebug() {
  402. var canvas = document.createElement( 'canvas' ),
  403. ctx = canvas.getContext( "2d" ),
  404. size = 256, tile = 16,
  405. i, j, h, s;
  406. canvas.width = size;
  407. canvas.height = size;
  408. ctx.textBaseline = "top";
  409. ctx.font = "8pt arial";
  410. for ( i = 0; i < tile; i ++ ) {
  411. for ( j = 0; j < tile; j ++ ) {
  412. h = i * tile + j;
  413. ctx.fillStyle = "hsl(" + h + ",90%, 50%)";
  414. ctx.fillRect( i * tile, j * tile, tile, tile );
  415. drawHex( ctx, h, i * tile + 2, j * tile + 2 );
  416. }
  417. }
  418. var texture = new THREE.Texture( canvas, new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.LinearMipMapLinearFilter );
  419. texture.needsUpdate = true;
  420. return new THREE.MeshLambertMaterial( { map: texture } );
  421. }
  422. function drawHex( ctx, n, x, y ) {
  423. ctx.fillStyle = "black";
  424. ctx.font = "8pt arial";
  425. ctx.textBaseline = "top";
  426. var s = n.toString( 16 );
  427. s = n < 16 ? "0" + s : s;
  428. ctx.fillText( s, x, y );
  429. }
  430. function drawBase( ctx, image, sx, sy, tile, debug_texture ) {
  431. if ( debug_texture ) {
  432. ctx.fillStyle = "#888";
  433. ctx.fillRect( sx, sy, tile, tile );
  434. } else {
  435. ctx.drawImage( image, sx, sy, tile, tile );
  436. }
  437. }
  438. function drawCorner( ctx, sx, sy, sa, ea, color, step, n ) {
  439. for( var i = 0; i < n; i++ ) {
  440. ctx.strokeStyle = color + step * ( n - i ) + ")";
  441. ctx.beginPath();
  442. ctx.arc( sx, sy, i, sa, ea, 0 ) ;
  443. ctx.stroke();
  444. }
  445. }
  446. function drawSide( ctx, sx, sy, a, b, n, width, height, color, step ) {
  447. for( var i = 0; i < n; i++ ) {
  448. ctx.fillStyle = color + step * ( n - i ) + ")";
  449. ctx.fillRect( sx + a * i, sy + b * i, width, height );
  450. }
  451. }
  452. function drawAOSides( ctx, image, row, column, sides, tile, strength, debug_texture, debug_numbers ) {
  453. var sx = column * tile, sy = row * tile;
  454. drawBase( ctx, image, sx, sy, tile, debug_texture );
  455. drawAOSidesImp( ctx, image, row, column, sides, tile, strength );
  456. if ( debug_numbers ) drawHex( ctx, row * tile + sides, sx + 2, sy + 2 );
  457. }
  458. function drawAOCorners( ctx, image, row, column, corners, tile, strength, debug_texture, debug_numbers, debug_corner_colors ) {
  459. var sx = column * tile, sy = row * tile;
  460. drawBase( ctx, image, sx, sy, tile, debug_texture );
  461. drawAOCornersImp( ctx, image, row, column, corners, tile, strength, debug_corner_colors );
  462. if ( debug_numbers ) drawHex( ctx, row * tile + corners, sx + 2, sy + 2 );
  463. }
  464. function drawAOMixed( ctx, image, row, column, elements, tile, strength, debug_texture, debug_numbers, debug_corner_colors ) {
  465. var sx = column * tile, sy = row * tile,
  466. mmap = {
  467. 0: [ 1, 1 ],
  468. 1: [ 1, 4 ],
  469. 2: [ 2, 2 ],
  470. 3: [ 2, 8 ],
  471. 4: [ 4, 1 ],
  472. 5: [ 4, 2 ],
  473. 6: [ 8, 4 ],
  474. 7: [ 8, 8 ],
  475. 8: [ 1, 5 ],
  476. 9: [ 2, 10 ],
  477. 10: [ 4, 3 ],
  478. 11: [ 8, 12 ],
  479. 12: [ 5, 1 ],
  480. 13: [ 6, 2 ],
  481. 14: [ 9, 4 ],
  482. 15: [ 10, 8 ]
  483. };
  484. drawBase( ctx, image, sx, sy, tile, debug_texture );
  485. drawAOCornersImp( ctx, image, row, column, mmap[ elements ][1], tile, strength, debug_corner_colors );
  486. drawAOSidesImp( ctx, image, row, column, mmap[ elements ][0], tile, strength );
  487. if ( debug_numbers ) drawHex( ctx, row * tile + elements, sx + 2, sy + 2 );
  488. }
  489. function drawAOSidesImp( ctx, image, row, column, sides, tile, strength ) {
  490. var sx = column * tile, sy = row * tile,
  491. full = tile, step = 1 / full, half = full / 2 + strength,
  492. color = "rgba(0, 0, 0, ",
  493. left = (sides & 8) == 8,
  494. right = (sides & 4) == 4,
  495. bottom = (sides & 2) == 2,
  496. top = (sides & 1) == 1;
  497. if ( bottom ) drawSide( ctx, sx, sy, 0, 1, half, tile, 1, color, step );
  498. if ( top ) drawSide( ctx, sx, sy + full - 1, 0, -1, half, tile, 1, color, step );
  499. if ( left ) drawSide( ctx, sx, sy, 1, 0, half, 1, tile, color, step );
  500. if ( right ) drawSide( ctx, sx + full - 1, sy, -1, 0, half, 1, tile, color, step );
  501. }
  502. function drawAOCornersImp( ctx, image, row, column, corners, tile, strength, debug_corner_colors ) {
  503. var sx = column * tile, sy = row * tile,
  504. full = tile, step = 1 / full, half = full / 2 + strength,
  505. color = "rgba(0, 0, 0, ",
  506. bottomright = (corners & 8) == 8,
  507. topright = (corners & 4) == 4,
  508. bottomleft = (corners & 2) == 2,
  509. topleft = (corners & 1) == 1;
  510. if ( topleft ) {
  511. if ( debug_corner_colors ) color = "rgba(200, 0, 0, ";
  512. drawCorner( ctx, sx, sy, 0, Math.PI / 2 , color, step, half );
  513. }
  514. if ( bottomleft ) {
  515. if ( debug_corner_colors ) color = "rgba(0, 200, 0, ";
  516. drawCorner( ctx, sx, sy + full, 1.5 * Math.PI, 2 * Math.PI, color, step, half );
  517. }
  518. if ( bottomright ) {
  519. if ( debug_corner_colors ) color = "rgba(0, 0, 200, ";
  520. drawCorner( ctx, sx + full, sy + full, Math.PI, 1.5 * Math.PI, color, step, half );
  521. }
  522. if ( topright ) {
  523. if ( debug_corner_colors ) color = "rgba(200, 0, 200, ";
  524. drawCorner( ctx, sx + full, sy, Math.PI / 2, Math.PI, color, step, half );
  525. }
  526. }
  527. function loadTexture( path, callback ) {
  528. var image = new Image();
  529. image.onload = function () { callback(); };
  530. image.src = path;
  531. return image;
  532. }
  533. function generateHeight( width, height ) {
  534. var data = [], perlin = new ImprovedNoise(),
  535. size = width * height, quality = 2, z = Math.random() * 100;
  536. for ( var j = 0; j < 4; j ++ ) {
  537. if ( j == 0 ) for ( var i = 0; i < size; i ++ ) data[ i ] = 0;
  538. for ( var i = 0; i < size; i ++ ) {
  539. var x = i % width, y = ~~ ( i / width );
  540. data[ i ] += perlin.noise( x / quality, y / quality, z ) * quality;
  541. }
  542. quality *= 4
  543. }
  544. return data;
  545. }
  546. function getY( x, z ) {
  547. return ~~( data[ x + z * worldWidth ] * 0.2 );
  548. }
  549. //
  550. function animate() {
  551. requestAnimationFrame( animate );
  552. render();
  553. stats.update();
  554. }
  555. function render() {
  556. controls.update( clock.getDelta() );
  557. renderer.render( scene, camera );
  558. }
  559. </script>
  560. </body>
  561. </html>