webgl_geometry_terrain_fog.html 5.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - terrain + fog</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #efd1b5;
  11. color: #61443e;
  12. }
  13. a {
  14. color: #a06851;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="container"></div>
  20. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl terrain + fog demo <br />(left click: forward, right click: backward)</div>
  21. <script src="../build/three.js"></script>
  22. <script src="js/controls/FirstPersonControls.js"></script>
  23. <script src="js/libs/stats.min.js"></script>
  24. <script src="js/math/ImprovedNoise.js"></script>
  25. <script src="js/WebGL.js"></script>
  26. <script>
  27. if ( WEBGL.isWebGLAvailable() === false ) {
  28. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  29. }
  30. var container, stats;
  31. var camera, controls, scene, renderer;
  32. var mesh, texture;
  33. var worldWidth = 256, worldDepth = 256;
  34. var worldHalfWidth = worldWidth / 2;
  35. var worldHalfDepth = worldDepth / 2;
  36. var clock = new THREE.Clock();
  37. init();
  38. animate();
  39. function init() {
  40. container = document.getElementById( 'container' );
  41. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
  42. controls = new THREE.FirstPersonControls( camera );
  43. controls.movementSpeed = 150;
  44. controls.lookSpeed = 0.1;
  45. scene = new THREE.Scene();
  46. scene.background = new THREE.Color( 0xefd1b5 );
  47. scene.fog = new THREE.FogExp2( 0xefd1b5, 0.0025 );
  48. var data = generateHeight( worldWidth, worldDepth );
  49. camera.position.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] * 10 + 500;
  50. var geometry = new THREE.PlaneBufferGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
  51. geometry.rotateX( - Math.PI / 2 );
  52. var vertices = geometry.attributes.position.array;
  53. for ( var i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
  54. vertices[ j + 1 ] = data[ i ] * 10;
  55. }
  56. texture = new THREE.CanvasTexture( generateTexture( data, worldWidth, worldDepth ) );
  57. texture.wrapS = THREE.ClampToEdgeWrapping;
  58. texture.wrapT = THREE.ClampToEdgeWrapping;
  59. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
  60. scene.add( mesh );
  61. renderer = new THREE.WebGLRenderer();
  62. renderer.setPixelRatio( window.devicePixelRatio );
  63. renderer.setSize( window.innerWidth, window.innerHeight );
  64. container.appendChild( renderer.domElement );
  65. stats = new Stats();
  66. container.appendChild( stats.dom );
  67. //
  68. window.addEventListener( 'resize', onWindowResize, false );
  69. }
  70. function onWindowResize() {
  71. camera.aspect = window.innerWidth / window.innerHeight;
  72. camera.updateProjectionMatrix();
  73. renderer.setSize( window.innerWidth, window.innerHeight );
  74. controls.handleResize();
  75. }
  76. function generateHeight( width, height ) {
  77. var size = width * height, data = new Uint8Array( size ),
  78. perlin = new THREE.ImprovedNoise(), quality = 1, z = Math.random() * 100;
  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, vector3, sun, shade;
  90. vector3 = new THREE.Vector3( 0, 0, 0 );
  91. sun = new THREE.Vector3( 1, 1, 1 );
  92. sun.normalize();
  93. canvas = document.createElement( 'canvas' );
  94. canvas.width = width;
  95. canvas.height = height;
  96. context = canvas.getContext( '2d' );
  97. context.fillStyle = '#000';
  98. context.fillRect( 0, 0, width, height );
  99. image = context.getImageData( 0, 0, canvas.width, canvas.height );
  100. imageData = image.data;
  101. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  102. vector3.x = data[ j - 2 ] - data[ j + 2 ];
  103. vector3.y = 2;
  104. vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
  105. vector3.normalize();
  106. shade = vector3.dot( sun );
  107. imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
  108. imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  109. imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  110. }
  111. context.putImageData( image, 0, 0 );
  112. // Scaled 4x
  113. canvasScaled = document.createElement( 'canvas' );
  114. canvasScaled.width = width * 4;
  115. canvasScaled.height = height * 4;
  116. context = canvasScaled.getContext( '2d' );
  117. context.scale( 4, 4 );
  118. context.drawImage( canvas, 0, 0 );
  119. image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
  120. imageData = image.data;
  121. for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
  122. var v = ~ ~ ( Math.random() * 5 );
  123. imageData[ i ] += v;
  124. imageData[ i + 1 ] += v;
  125. imageData[ i + 2 ] += v;
  126. }
  127. context.putImageData( image, 0, 0 );
  128. return canvasScaled;
  129. }
  130. //
  131. function animate() {
  132. requestAnimationFrame( animate );
  133. render();
  134. stats.update();
  135. }
  136. function render() {
  137. controls.update( clock.getDelta() );
  138. renderer.render( scene, camera );
  139. }
  140. </script>
  141. </body>
  142. </html>