webgl_geometry_terrain2.html 7.0 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. init();
  46. animate();
  47. function init() {
  48. container = document.getElementById( 'container' );
  49. camera = new THREE.QuakeCamera( { fov: 60, aspect: window.innerWidth / window.innerHeight, near: 1, far: 20000,
  50. movementSpeed: 10, lookSpeed: 0.004, noFly: false, lookVertical: true } );
  51. camera.target.position.z = - 100;
  52. scene = new THREE.Scene();
  53. data = generateHeight( worldWidth, worldDepth );
  54. camera.position.y = ( data[ worldHalfWidth + ( worldHalfDepth * worldWidth ) ] * 10 ) + 200;
  55. camera.target.position.y = camera.position.y;
  56. var geometry = new Plane( 10000, 10000, worldWidth - 1, worldDepth - 1 );
  57. for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
  58. geometry.vertices[ i ].position.z = data[ i ] * 10;
  59. }
  60. texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
  61. texture.needsUpdate = true;
  62. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
  63. mesh.rotation.x = - 90 * Math.PI / 180;
  64. scene.addObject( mesh );
  65. renderer = new THREE.WebGLRenderer();
  66. renderer.setSize( window.innerWidth, window.innerHeight );
  67. container.innerHTML = "";
  68. container.appendChild( renderer.domElement );
  69. stats = new Stats();
  70. stats.domElement.style.position = 'absolute';
  71. stats.domElement.style.top = '0px';
  72. container.appendChild( stats.domElement );
  73. }
  74. /*
  75. function generateHeight( width, height ) {
  76. var size = width * height, data = new Float32Array( size ),
  77. perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
  78. for ( var i = 0; i < size; i ++ ) {
  79. data[ i ] = 0
  80. }
  81. for ( var j = 0; j < 4; j ++ ) {
  82. for ( var i = 0; i < size; i ++ ) {
  83. var x = i % width, y = ~~ ( i / width );
  84. data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
  85. }
  86. quality *= 5;
  87. }
  88. return data;
  89. }
  90. */
  91. function generateHeight( width, height ) {
  92. var x, y, h, quality = 100, size = width * height, octaves = 10, offsetX = 100, offsetY = 100, data = [],
  93. prng = new PRNG(), simplex1 = new SimplexNoise( prng ), simplex2 = new SimplexNoise( prng ), simplex3 = new SimplexNoise( prng );
  94. simplex1.setSeed( Math.random() * 100 );
  95. simplex2.setSeed( Math.random() * 100 );
  96. simplex3.setSeed( Math.random() * 100 );
  97. // Base Terrain
  98. for ( var i = 0; i < size; i ++ ) {
  99. x = ( ( i % width ) + offsetX ) / quality;
  100. y = ( ~~ ( i / width ) + offsetY ) / quality;
  101. h = 32 - ( Math.abs( simplex1.noise( x, y, 0 ) + simplex2.noise( x, y, 0 ) ) - simplex3.noise( x, y, 0 ) ) * 64;
  102. data[ i ] = h;
  103. }
  104. // Blur
  105. for ( var i = 0; i < size; i ++ ) {
  106. x = i % width;
  107. if ( x == 0 ) continue;
  108. if ( x = width - 1 ); continue;
  109. data[ i ] += ( data[ i - 1 ] + data[ i + 1 ] ) * 0.5;
  110. data[ i ] *= 0.5;
  111. }
  112. for ( var i = width; i < size - width; i ++ ) {
  113. data[ i ] += ( data[ i - width ] + data[ i + width ] ) * 0.5;
  114. data[ i ] *= 0.5;
  115. }
  116. for ( var j = 4; j < 100; j *= 2 ) {
  117. for ( var i = 0; i < size; i ++ ) {
  118. x = ( ( i % width ) + offsetX ) / j,
  119. y = ( ~~ ( i / width ) + offsetY ) / j;
  120. data[ i ] -= Math.abs( simplex1.noise( x, y, 0 ) * simplex2.noise( x, y, 0 ) * simplex3.noise( x, y, 0 ) ) * j;
  121. }
  122. }
  123. return data;
  124. }
  125. function generateTexture( data, width, height ) {
  126. var canvas, canvasScaled, context, image, imageData,
  127. level, diff, texel, vector3, sun, shade;
  128. vector3 = new THREE.Vector3( 0, 0, 0 );
  129. sun = new THREE.Vector3( 1, 1, 1 );
  130. sun.normalize();
  131. canvas = document.createElement( 'canvas' );
  132. canvas.width = width;
  133. canvas.height = height;
  134. context = canvas.getContext( '2d' );
  135. context.fillStyle = '#000';
  136. context.fillRect( 0, 0, width, height );
  137. image = context.getImageData( 0, 0, canvas.width, canvas.height );
  138. imageData = image.data;
  139. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  140. texel = data[ j ];
  141. /*
  142. imageData[ i ] = texel;
  143. imageData[ i + 1 ] = texel;
  144. imageData[ i + 2 ] = texel;
  145. continue;
  146. */
  147. shade = 0;
  148. for ( var k = 1; k < 16; k ++ ) {
  149. vector3.x = data[ j - k ] - data[ j + k ];
  150. vector3.y = 1;
  151. vector3.z = data[ j - width * k ] - data[ j + width * k ];
  152. vector3.normalize();
  153. shade += vector3.dot( sun ) * ( 16 - k );
  154. }
  155. imageData[ i ] = ( 128 + shade ) + texel;
  156. imageData[ i + 1 ] = ( 64 + shade ) + texel;
  157. imageData[ i + 2 ] = ( 32 + shade ) + texel;
  158. }
  159. context.putImageData( image, 0, 0 );
  160. // Scaled 4x
  161. canvasScaled = document.createElement( 'canvas' );
  162. canvasScaled.width = width * 4;
  163. canvasScaled.height = height * 4;
  164. context = canvasScaled.getContext( '2d' );
  165. context.scale( 4, 4 );
  166. context.drawImage( canvas, 0, 0 );
  167. image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
  168. imageData = image.data;
  169. for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
  170. var v = ~~ ( Math.random() * 5 );
  171. imageData[ i ] += v;
  172. imageData[ i + 1 ] += v;
  173. imageData[ i + 2 ] += v;
  174. }
  175. context.putImageData( image, 0, 0 );
  176. return canvasScaled;
  177. }
  178. //
  179. function animate() {
  180. requestAnimationFrame( animate );
  181. render();
  182. stats.update();
  183. }
  184. function render() {
  185. renderer.render( scene, camera );
  186. }
  187. </script>
  188. </body>
  189. </html>