webgl_geometry_terrain2.html 8.5 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - terrain 2</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/PRNG.js"></script>
  31. <script type="text/javascript" src="js/SimplexNoise.js"></script>
  32. <script type="text/javascript" src="js/Detector.js"></script>
  33. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  34. <script type="text/javascript" src="js/Stats.js"></script>
  35. <script type="text/javascript">
  36. if ( ! Detector.webgl ) {
  37. Detector.addGetWebGLMessage();
  38. document.getElementById( 'container' ).innerHTML = "";
  39. }
  40. var container, stats;
  41. var camera, scene, renderer;
  42. var mesh, texture;
  43. var worldWidth = 256, worldDepth = 256,
  44. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
  45. var mouseX = 0, mouseY = 0,
  46. lat = 0, lon = 0, phy = 0, theta = 0;
  47. var direction = new THREE.Vector3(),
  48. moveForward = false, moveBackward = false;
  49. var windowHalfX = window.innerWidth / 2;
  50. var windowHalfY = window.innerHeight / 2;
  51. init();
  52. animate();
  53. function init() {
  54. container = document.getElementById( 'container' );
  55. camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
  56. camera.target.position.z = - 100;
  57. scene = new THREE.Scene();
  58. data = generateHeight( worldWidth, worldDepth );
  59. camera.position.y = ( data[ worldHalfWidth + ( worldHalfDepth * worldWidth ) ] * 10 ) + 200;
  60. camera.target.position.y = camera.position.y;
  61. var geometry = new Plane( 10000, 10000, worldWidth - 1, worldDepth - 1 );
  62. for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
  63. geometry.vertices[ i ].position.z = data[ i ] * 10;
  64. }
  65. texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
  66. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
  67. mesh.rotation.x = - 90 * Math.PI / 180;
  68. scene.addObject( mesh );
  69. renderer = new THREE.WebGLRenderer();
  70. renderer.setSize( window.innerWidth, window.innerHeight );
  71. container.innerHTML = "";
  72. container.appendChild( renderer.domElement );
  73. stats = new Stats();
  74. stats.domElement.style.position = 'absolute';
  75. stats.domElement.style.top = '0px';
  76. container.appendChild( stats.domElement );
  77. document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  78. document.addEventListener( 'mouseup', onDocumentMouseUp, false );
  79. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  80. document.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
  81. }
  82. /*
  83. function generateHeight( width, height ) {
  84. var size = width * height, data = new Float32Array( size ),
  85. perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
  86. for ( var i = 0; i < size; i ++ ) {
  87. data[ i ] = 0
  88. }
  89. for ( var j = 0; j < 4; j ++ ) {
  90. for ( var i = 0; i < size; i ++ ) {
  91. var x = i % width, y = ~~ ( i / width );
  92. data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
  93. }
  94. quality *= 5;
  95. }
  96. return data;
  97. }
  98. */
  99. function generateHeight( width, height ) {
  100. var x, y, h, quality = 100, size = width * height, octaves = 10, offsetX = 100, offsetY = 100, data = [],
  101. prng = new PRNG(), simplex1 = new SimplexNoise( prng ), simplex2 = new SimplexNoise( prng ), simplex3 = new SimplexNoise( prng );
  102. simplex1.setSeed( Math.random() * 100 );
  103. simplex2.setSeed( Math.random() * 100 );
  104. simplex3.setSeed( Math.random() * 100 );
  105. // Base Terrain
  106. for ( var i = 0; i < size; i ++ ) {
  107. x = ( ( i % width ) + offsetX ) / quality;
  108. y = ( ~~ ( i / width ) + offsetY ) / quality;
  109. h = 32 - ( Math.abs( simplex1.noise( x, y, 0 ) + simplex2.noise( x, y, 0 ) ) - simplex3.noise( x, y, 0 ) ) * 64;
  110. data[ i ] = h;
  111. }
  112. // Blur
  113. for ( var i = 0; i < size; i ++ ) {
  114. x = i % width;
  115. if ( x == 0 ) continue;
  116. if ( x = width - 1 ); continue;
  117. data[ i ] += ( data[ i - 1 ] + data[ i + 1 ] ) * 0.5;
  118. data[ i ] *= 0.5;
  119. }
  120. for ( var i = width; i < size - width; i ++ ) {
  121. data[ i ] += ( data[ i - width ] + data[ i + width ] ) * 0.5;
  122. data[ i ] *= 0.5;
  123. }
  124. for ( var j = 4; j < 100; j *= 2 ) {
  125. for ( var i = 0; i < size; i ++ ) {
  126. x = ( ( i % width ) + offsetX ) / j,
  127. y = ( ~~ ( i / width ) + offsetY ) / j;
  128. data[ i ] -= Math.abs( simplex1.noise( x, y, 0 ) * simplex2.noise( x, y, 0 ) * simplex3.noise( x, y, 0 ) ) * j;
  129. }
  130. }
  131. return data;
  132. }
  133. function generateTexture( data, width, height ) {
  134. var canvas, canvasScaled, context, image, imageData,
  135. level, diff, texel, vector3, sun, shade;
  136. vector3 = new THREE.Vector3( 0, 0, 0 );
  137. sun = new THREE.Vector3( 1, 1, 1 );
  138. sun.normalize();
  139. canvas = document.createElement( 'canvas' );
  140. canvas.width = width;
  141. canvas.height = height;
  142. context = canvas.getContext( '2d' );
  143. context.fillStyle = '#000';
  144. context.fillRect( 0, 0, width, height );
  145. image = context.getImageData( 0, 0, canvas.width, canvas.height );
  146. imageData = image.data;
  147. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  148. texel = data[ j ];
  149. /*
  150. imageData[ i ] = texel;
  151. imageData[ i + 1 ] = texel;
  152. imageData[ i + 2 ] = texel;
  153. continue;
  154. */
  155. shade = 0;
  156. for ( var k = 1; k < 16; k ++ ) {
  157. vector3.x = data[ j - k ] - data[ j + k ];
  158. vector3.y = 1;
  159. vector3.z = data[ j - width * k ] - data[ j + width * k ];
  160. vector3.normalize();
  161. shade += vector3.dot( sun ) * ( 16 - k );
  162. }
  163. imageData[ i ] = ( 128 + shade ) + texel;
  164. imageData[ i + 1 ] = ( 64 + shade ) + texel;
  165. imageData[ i + 2 ] = ( 32 + shade ) + texel;
  166. }
  167. context.putImageData( image, 0, 0 );
  168. // Scaled 4x
  169. canvasScaled = document.createElement( 'canvas' );
  170. canvasScaled.width = width * 4;
  171. canvasScaled.height = height * 4;
  172. canvasScaled.loaded = true;
  173. context = canvasScaled.getContext( '2d' );
  174. context.scale( 4, 4 );
  175. context.drawImage( canvas, 0, 0 );
  176. image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
  177. imageData = image.data;
  178. for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
  179. var v = ~~ ( Math.random() * 5 );
  180. imageData[ i ] += v;
  181. imageData[ i + 1 ] += v;
  182. imageData[ i + 2 ] += v;
  183. }
  184. context.putImageData( image, 0, 0 );
  185. return canvasScaled;
  186. }
  187. function onDocumentMouseDown( event ) {
  188. event.preventDefault();
  189. event.stopPropagation();
  190. switch ( event.button ) {
  191. case 0: moveForward = true; break;
  192. case 2: moveBackward = true; break;
  193. }
  194. }
  195. function onDocumentMouseUp( event ) {
  196. event.preventDefault();
  197. event.stopPropagation();
  198. switch ( event.button ) {
  199. case 0: moveForward = false; break;
  200. case 2: moveBackward = false; break;
  201. }
  202. }
  203. function onDocumentMouseMove(event) {
  204. mouseX = event.clientX - windowHalfX;
  205. mouseY = event.clientY - windowHalfY;
  206. }
  207. //
  208. function animate() {
  209. requestAnimationFrame( animate );
  210. render();
  211. stats.update();
  212. }
  213. function render() {
  214. if ( moveForward ) camera.translateZ( - 10 );
  215. if ( moveBackward ) camera.translateZ( 10 );
  216. lon += mouseX * 0.004;
  217. lat -= mouseY * 0.004;
  218. lat = Math.max( - 85, Math.min( 85, lat ) );
  219. phi = ( 90 - lat ) * Math.PI / 180;
  220. theta = lon * Math.PI / 180;
  221. camera.target.position.x = 100 * Math.sin( phi ) * Math.cos( theta ) + camera.position.x;
  222. camera.target.position.y = 100 * Math.cos( phi ) + camera.position.y;
  223. camera.target.position.z = 100 * Math.sin( phi ) * Math.sin( theta ) + camera.position.z;
  224. renderer.render( scene, camera );
  225. }
  226. </script>
  227. </body>
  228. </html>