webgl_geometry_terrain.html 5.3 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - terrain</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: #bfd1e5;
  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 demo<br />(left click: forward, right click: backward)</div>
  29. <script type="text/javascript" src="../build/Three.js"></script>
  30. <script type="text/javascript" src="js/ImprovedNoise.js"></script>
  31. <script type="text/javascript" src="js/Detector.js"></script>
  32. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  33. <script type="text/javascript" src="js/Stats.js"></script>
  34. <script type="text/javascript">
  35. if ( ! Detector.webgl ) {
  36. Detector.addGetWebGLMessage();
  37. document.getElementById( 'container' ).innerHTML = "";
  38. }
  39. var container, stats;
  40. var camera, scene, renderer;
  41. var mesh, texture;
  42. var worldWidth = 256, worldDepth = 256,
  43. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
  44. init();
  45. animate();
  46. function init() {
  47. container = document.getElementById( 'container' );
  48. camera = new THREE.QuakeCamera( { fov: 60, aspect: window.innerWidth / window.innerHeight, near: 1, far: 20000,
  49. movementSpeed: 15, lookSpeed: 0.004, noFly: false, lookVertical: true } );
  50. camera.target.position.z = - 100;
  51. scene = new THREE.Scene();
  52. data = generateHeight( worldWidth, worldDepth );
  53. camera.position.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
  54. camera.target.position.y = camera.position.y;
  55. var geometry = new Plane( 7500, 7500, worldWidth - 1, worldDepth - 1 );
  56. for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
  57. geometry.vertices[ i ].position.z = data[ i ] * 10;
  58. }
  59. texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
  60. texture.needsUpdate = true;
  61. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
  62. mesh.rotation.x = - 90 * Math.PI / 180;
  63. scene.addObject( mesh );
  64. renderer = new THREE.WebGLRenderer();
  65. renderer.setSize( window.innerWidth, window.innerHeight );
  66. container.innerHTML = "";
  67. container.appendChild( renderer.domElement );
  68. stats = new Stats();
  69. stats.domElement.style.position = 'absolute';
  70. stats.domElement.style.top = '0px';
  71. container.appendChild( stats.domElement );
  72. }
  73. function generateHeight( width, height ) {
  74. var size = width * height, data = new Float32Array( size ),
  75. perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
  76. for ( var i = 0; i < size; i ++ ) {
  77. data[ i ] = 0
  78. }
  79. for ( var j = 0; j < 4; j ++ ) {
  80. for ( var i = 0; i < size; i ++ ) {
  81. var x = i % width, y = ~~ ( i / width );
  82. data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
  83. }
  84. quality *= 5;
  85. }
  86. return data;
  87. }
  88. function generateTexture( data, width, height ) {
  89. var canvas, canvasScaled, context, image, imageData,
  90. level, diff, vector3, sun, shade;
  91. vector3 = new THREE.Vector3( 0, 0, 0 );
  92. sun = new THREE.Vector3( 1, 1, 1 );
  93. sun.normalize();
  94. canvas = document.createElement( 'canvas' );
  95. canvas.width = width;
  96. canvas.height = height;
  97. context = canvas.getContext( '2d' );
  98. context.fillStyle = '#000';
  99. context.fillRect( 0, 0, width, height );
  100. image = context.getImageData( 0, 0, canvas.width, canvas.height );
  101. imageData = image.data;
  102. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  103. vector3.x = data[ j - 2 ] - data[ j + 2 ];
  104. vector3.y = 2;
  105. vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
  106. vector3.normalize();
  107. shade = vector3.dot( sun );
  108. imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
  109. imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  110. imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  111. }
  112. context.putImageData( image, 0, 0 );
  113. // Scaled 4x
  114. canvasScaled = document.createElement( 'canvas' );
  115. canvasScaled.width = width * 4;
  116. canvasScaled.height = height * 4;
  117. context = canvasScaled.getContext( '2d' );
  118. context.scale( 4, 4 );
  119. context.drawImage( canvas, 0, 0 );
  120. image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
  121. imageData = image.data;
  122. for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
  123. var v = ~~ ( Math.random() * 5 );
  124. imageData[ i ] += v;
  125. imageData[ i + 1 ] += v;
  126. imageData[ i + 2 ] += v;
  127. }
  128. context.putImageData( image, 0, 0 );
  129. return canvasScaled;
  130. }
  131. //
  132. function animate() {
  133. requestAnimationFrame( animate );
  134. render();
  135. stats.update();
  136. }
  137. function render() {
  138. renderer.render( scene, camera );
  139. }
  140. </script>
  141. </body>
  142. </html>