webgl_terrain_dynamic.html 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755
  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - dynamic procedural terrain</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. background: #000;
  9. color: #999;
  10. padding: 0;
  11. margin: 0;
  12. overflow: hidden;
  13. font-family: georgia;
  14. font-size:1em;
  15. text-align: center;
  16. }
  17. #info { margin-top: 2em }
  18. a { color: #fb0; }
  19. #footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
  20. .h { color: #fb0 }
  21. .c { display: inline; margin-left: 1em }
  22. #loading { width: 100%; margin: 2em auto; text-align: center; position: absolute; top: 25em }
  23. #oldie a { color:#da0 }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="container"></div>
  28. <div id="info">
  29. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - dynamic procedural terrain using
  30. <a href="https://github.com/ashima/webgl-noise" target="_blank">3d simplex noise</a><br/>
  31. birds by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">ro.me</a> -
  32. textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
  33. <a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a> -
  34. music by <a href="http://incompetech.com/m/c/royalty-free/index.html?keywords=00875">Kevin MacLeod</a>
  35. </div>
  36. <div id="loading">Loading...</div>
  37. <div id="footer">
  38. <div class="c">
  39. day / night: <span class="h">n</span>
  40. </div>
  41. <div class="c">
  42. animate terrain: <span class="h">m</span>
  43. </div>
  44. <div class="c">
  45. toggle soundtrack: <span class="h">b</span>
  46. </div>
  47. </div>
  48. <!--
  49. <audio id="soundtrack" autoplay loop style="display:none">
  50. <source src="sounds/Five_Armies.mp3" type='audio/mp3'>
  51. <source src="sounds/Five_Armies.ogg" type='audio/ogg'>
  52. </audio>
  53. -->
  54. <script src="../build/Three.js"></script>
  55. <script src="js/Detector.js"></script>
  56. <script src="js/RequestAnimationFrame.js"></script>
  57. <script src="js/Stats.js"></script>
  58. <script src="js/ShaderTerrain.js"></script>
  59. <script src="js/ShaderExtras.js"></script>
  60. <script src="js/postprocessing/EffectComposer.js"></script>
  61. <script src="js/postprocessing/RenderPass.js"></script>
  62. <script src="js/postprocessing/BloomPass.js"></script>
  63. <script src="js/postprocessing/ShaderPass.js"></script>
  64. <script src="js/postprocessing/MaskPass.js"></script>
  65. <script src="js/postprocessing/SavePass.js"></script>
  66. <script id="fragmentShaderNoise" type="x-shader/x-fragment">
  67. //
  68. // Description : Array and textureless GLSL 3D simplex noise function.
  69. // Author : Ian McEwan, Ashima Arts.
  70. // Maintainer : ijm
  71. // Lastmod : 20110409 (stegu)
  72. // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
  73. // Distributed under the MIT License. See LICENSE file.
  74. //
  75. uniform float time;
  76. varying vec2 vUv;
  77. vec4 permute( vec4 x ) {
  78. return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
  79. }
  80. vec4 taylorInvSqrt( vec4 r ) {
  81. return 1.79284291400159 - 0.85373472095314 * r;
  82. }
  83. float snoise( vec3 v ) {
  84. const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
  85. const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
  86. // First corner
  87. vec3 i = floor( v + dot( v, C.yyy ) );
  88. vec3 x0 = v - i + dot( i, C.xxx );
  89. // Other corners
  90. vec3 g = step( x0.yzx, x0.xyz );
  91. vec3 l = 1.0 - g;
  92. vec3 i1 = min( g.xyz, l.zxy );
  93. vec3 i2 = max( g.xyz, l.zxy );
  94. vec3 x1 = x0 - i1 + 1.0 * C.xxx;
  95. vec3 x2 = x0 - i2 + 2.0 * C.xxx;
  96. vec3 x3 = x0 - 1. + 3.0 * C.xxx;
  97. // Permutations
  98. i = mod( i, 289.0 );
  99. vec4 p = permute( permute( permute(
  100. i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
  101. + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
  102. + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
  103. // Gradients
  104. // ( N*N points uniformly over a square, mapped onto an octahedron.)
  105. float n_ = 1.0 / 7.0; // N=7
  106. vec3 ns = n_ * D.wyz - D.xzx;
  107. vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
  108. vec4 x_ = floor( j * ns.z );
  109. vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
  110. vec4 x = x_ *ns.x + ns.yyyy;
  111. vec4 y = y_ *ns.x + ns.yyyy;
  112. vec4 h = 1.0 - abs( x ) - abs( y );
  113. vec4 b0 = vec4( x.xy, y.xy );
  114. vec4 b1 = vec4( x.zw, y.zw );
  115. vec4 s0 = floor( b0 ) * 2.0 + 1.0;
  116. vec4 s1 = floor( b1 ) * 2.0 + 1.0;
  117. vec4 sh = -step( h, vec4( 0.0 ) );
  118. vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
  119. vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
  120. vec3 p0 = vec3( a0.xy, h.x );
  121. vec3 p1 = vec3( a0.zw, h.y );
  122. vec3 p2 = vec3( a1.xy, h.z );
  123. vec3 p3 = vec3( a1.zw, h.w );
  124. // Normalise gradients
  125. vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
  126. p0 *= norm.x;
  127. p1 *= norm.y;
  128. p2 *= norm.z;
  129. p3 *= norm.w;
  130. // Mix final noise value
  131. vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
  132. m = m * m;
  133. return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
  134. dot( p2, x2 ), dot( p3, x3 ) ) );
  135. }
  136. float surface3( vec3 coord ) {
  137. float n = 0.0;
  138. n += 1.0 * abs( snoise( coord ) );
  139. n += 0.5 * abs( snoise( coord * 2.0 ) );
  140. n += 0.25 * abs( snoise( coord * 4.0 ) );
  141. n += 0.125 * abs( snoise( coord * 8.0 ) );
  142. return n;
  143. }
  144. void main( void ) {
  145. vec3 coord = vec3( vUv, -time );
  146. float n = surface3( coord );
  147. gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
  148. }
  149. </script>
  150. <script id="vertexShader" type="x-shader/x-vertex">
  151. varying vec2 vUv;
  152. uniform vec2 scale;
  153. uniform vec2 offset;
  154. void main( void ) {
  155. vUv = uv * scale + offset;
  156. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  157. }
  158. </script>
  159. <script>
  160. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  161. var MARGIN = 100;
  162. var SCREEN_WIDTH = window.innerWidth;
  163. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  164. var renderer, container, stats;
  165. var camera, scene;
  166. var cameraOrtho, sceneRenderTarget;
  167. var uniformsNoise, uniformsNormal,
  168. heightMap, normalMap,
  169. quadTarget;
  170. var spotLight, pointLight;
  171. var terrain;
  172. var textureCounter = 0;
  173. var animDelta = 0, animDeltaDir = -1;
  174. var lightVal = 0, lightDir = 1;
  175. var soundVal = 0, oldSoundVal = 0, soundDir = 1;
  176. var clock = new THREE.Clock();
  177. var morph, morphs = [];
  178. var updateNoise = true;
  179. var animateTerrain = false;
  180. var textMesh1;
  181. var mlib = {};
  182. init();
  183. animate();
  184. function init() {
  185. container = document.getElementById( 'container' );
  186. soundtrack = document.getElementById( "soundtrack" );
  187. // SCENE (RENDER TARGET)
  188. sceneRenderTarget = new THREE.Scene();
  189. cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10000, 10000 );
  190. cameraOrtho.position.z = 100;
  191. sceneRenderTarget.add( cameraOrtho );
  192. // SCENE (FINAL)
  193. scene = new THREE.Scene();
  194. scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
  195. scene.fog.color.setHSV( 0.102, 0.9, 0.825 );
  196. camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
  197. camera.position.set( -1200, 800, 1200 );
  198. scene.add( camera );
  199. controls = new THREE.TrackballControls( camera );
  200. controls.target.set( 0, 0, 0 );
  201. controls.rotateSpeed = 1.0;
  202. controls.zoomSpeed = 1.2;
  203. controls.panSpeed = 0.8;
  204. controls.noZoom = false;
  205. controls.noPan = false;
  206. controls.staticMoving = false;
  207. controls.dynamicDampingFactor = 0.15;
  208. controls.keys = [ 65, 83, 68 ];
  209. // LIGHTS
  210. scene.add( new THREE.AmbientLight( 0x111111 ) );
  211. spotLight = new THREE.SpotLight( 0xffffff, 1.15 );
  212. spotLight.position.set( 500, 2000, 0 );
  213. spotLight.castShadow = true;
  214. scene.add( spotLight );
  215. pointLight = new THREE.PointLight( 0xff4400, 1.5 );
  216. pointLight.position.set( 0, 0, 0 );
  217. scene.add( pointLight );
  218. // HEIGHT + NORMAL MAPS
  219. var normalShader = THREE.ShaderExtras[ 'normalmap' ];
  220. var rx = 256, ry = 256;
  221. var pars = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  222. heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
  223. normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
  224. uniformsNoise = {
  225. time: { type: "f", value: 1.0 },
  226. scale: { type: "v2", value: new THREE.Vector2( 1.5, 1.5 ) },
  227. offset: { type: "v2", value: new THREE.Vector2( 0, 0 ) }
  228. };
  229. uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms );
  230. uniformsNormal.height.value = 0.05;
  231. uniformsNormal.resolution.value.set( rx, ry );
  232. uniformsNormal.heightMap.texture = heightMap;
  233. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  234. // TEXTURES
  235. var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars );
  236. var diffuseTexture1 = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg", null, function () {
  237. loadTextures();
  238. applyShader( THREE.ShaderExtras[ 'luminosity' ], diffuseTexture1, specularMap );
  239. } );
  240. var diffuseTexture2 = THREE.ImageUtils.loadTexture( "textures/terrain/backgrounddetailed6.jpg", null, loadTextures );
  241. var detailTexture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big-nm.jpg", null, loadTextures );
  242. diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping;
  243. diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping;
  244. detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping;
  245. specularMap.wrapS = specularMap.wrapT = THREE.RepeatWrapping;
  246. // TERRAIN SHADER
  247. var terrainShader = THREE.ShaderTerrain[ "terrain" ];
  248. uniformsTerrain = THREE.UniformsUtils.clone( terrainShader.uniforms );
  249. uniformsTerrain[ "tNormal" ].texture = normalMap;
  250. uniformsTerrain[ "uNormalScale" ].value = 3.5;
  251. uniformsTerrain[ "tDisplacement" ].texture = heightMap;
  252. uniformsTerrain[ "tDiffuse1" ].texture = diffuseTexture1;
  253. uniformsTerrain[ "tDiffuse2" ].texture = diffuseTexture2;
  254. uniformsTerrain[ "tSpecular" ].texture = specularMap;
  255. uniformsTerrain[ "tDetail" ].texture = detailTexture;
  256. uniformsTerrain[ "enableDiffuse1" ].value = true;
  257. uniformsTerrain[ "enableDiffuse2" ].value = true;
  258. uniformsTerrain[ "enableSpecular" ].value = true;
  259. uniformsTerrain[ "uDiffuseColor" ].value.setHex( 0xffffff );
  260. uniformsTerrain[ "uSpecularColor" ].value.setHex( 0xffffff );
  261. uniformsTerrain[ "uAmbientColor" ].value.setHex( 0x111111 );
  262. uniformsTerrain[ "uShininess" ].value = 30;
  263. uniformsTerrain[ "uDisplacementScale" ].value = 375;
  264. uniformsTerrain[ "uRepeatOverlay" ].value.set( 6, 6 );
  265. var params = [
  266. [ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
  267. [ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
  268. [ 'terrain', terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ]
  269. ];
  270. for( var i = 0; i < params.length; i ++ ) {
  271. material = new THREE.ShaderMaterial( {
  272. uniforms: params[ i ][ 3 ],
  273. vertexShader: params[ i ][ 2 ],
  274. fragmentShader: params[ i ][ 1 ],
  275. lights: params[ i ][ 4 ],
  276. fog: true
  277. } );
  278. mlib[ params[ i ][ 0 ] ] = material;
  279. }
  280. var plane = new THREE.PlaneGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
  281. quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0xff0000 } ) );
  282. quadTarget.position.z = -500;
  283. sceneRenderTarget.addObject( quadTarget );
  284. // TERRAIN MESH
  285. var geometryTerrain = new THREE.PlaneGeometry( 6000, 6000, 256, 256 );
  286. geometryTerrain.computeFaceNormals();
  287. geometryTerrain.computeVertexNormals();
  288. geometryTerrain.computeTangents();
  289. terrain = new THREE.Mesh( geometryTerrain, mlib[ "terrain" ] );
  290. terrain.rotation.set( -Math.PI/2, 0, 0 );
  291. terrain.position.set( 0, -125, 0 );
  292. terrain.visible = false;
  293. scene.add( terrain );
  294. // RENDERER
  295. renderer = new THREE.WebGLRenderer();
  296. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  297. renderer.setClearColor( scene.fog.color, 1 );
  298. renderer.domElement.style.position = "absolute";
  299. renderer.domElement.style.top = MARGIN + "px";
  300. renderer.domElement.style.left = "0px";
  301. container.appendChild( renderer.domElement );
  302. //
  303. renderer.gammaInput = true;
  304. renderer.gammaOutput = true;
  305. // STATS
  306. stats = new Stats();
  307. stats.domElement.style.position = 'absolute';
  308. stats.domElement.style.top = '0px';
  309. container.appendChild( stats.domElement );
  310. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
  311. stats.domElement.children[ 0 ].style.background = "transparent";
  312. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  313. // EVENTS
  314. onWindowResize();
  315. window.addEventListener( 'resize', onWindowResize, false );
  316. document.addEventListener( 'keydown', onKeyDown, false );
  317. // COMPOSER
  318. renderer.autoClear = false;
  319. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
  320. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  321. effectBloom = new THREE.BloomPass( 0.6 );
  322. var effectBleach = new THREE.ShaderPass( THREE.ShaderExtras[ "bleachbypass" ] );
  323. hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
  324. vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
  325. var bluriness = 6;
  326. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  327. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  328. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  329. effectBleach.uniforms[ 'opacity' ].value = 0.65;
  330. composer = new THREE.EffectComposer( renderer, renderTarget );
  331. var renderModel = new THREE.RenderPass( scene, camera );
  332. vblur.renderToScreen = true;
  333. composer = new THREE.EffectComposer( renderer, renderTarget );
  334. composer.addPass( renderModel );
  335. composer.addPass( effectBloom );
  336. //composer.addPass( effectBleach );
  337. composer.addPass( hblur );
  338. composer.addPass( vblur );
  339. // MORPHS
  340. function addMorph( geometry, speed, duration, x, y, z ) {
  341. var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
  342. var meshAnim = new THREE.MorphAnimMesh( geometry, material );
  343. meshAnim.speed = speed;
  344. meshAnim.duration = duration;
  345. meshAnim.time = 600 * Math.random();
  346. meshAnim.position.set( x, y, z );
  347. meshAnim.rotation.y = Math.PI/2;
  348. meshAnim.castShadow = true;
  349. meshAnim.receiveShadow = false;
  350. scene.add( meshAnim );
  351. morphs.push( meshAnim );
  352. renderer.initWebGLObjects( scene );
  353. }
  354. function morphColorsToFaceColors( geometry ) {
  355. if ( geometry.morphColors && geometry.morphColors.length ) {
  356. var colorMap = geometry.morphColors[ 0 ];
  357. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  358. geometry.faces[ i ].color = colorMap.colors[ i ];
  359. }
  360. }
  361. }
  362. var loader = new THREE.JSONLoader();
  363. var startX = -3000;
  364. loader.load( "models/animated/parrot.js", function( geometry ) {
  365. morphColorsToFaceColors( geometry );
  366. addMorph( geometry, 250, 500, startX -500, 500, 700 );
  367. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, -200 );
  368. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 200 );
  369. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 1000 );
  370. } );
  371. loader.load( "models/animated/flamingo.js", function( geometry ) {
  372. morphColorsToFaceColors( geometry );
  373. addMorph( geometry, 500, 1000, startX - Math.random() * 500, 350, 40 );
  374. } );
  375. loader.load( "models/animated/stork.js", function( geometry ) {
  376. morphColorsToFaceColors( geometry );
  377. addMorph( geometry, 350, 1000, startX - Math.random() * 500, 350, 340 );
  378. } );
  379. // PRE-INIT
  380. renderer.initWebGLObjects( scene );
  381. }
  382. //
  383. function onWindowResize( event ) {
  384. SCREEN_WIDTH = window.innerWidth;
  385. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  386. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  387. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  388. camera.updateProjectionMatrix();
  389. }
  390. //
  391. function onKeyDown ( event ) {
  392. switch( event.keyCode ) {
  393. case 78: /*N*/ lightDir *= -1; break;
  394. case 77: /*M*/ animDeltaDir *= -1; break;
  395. case 66: /*B*/ soundDir *= -1; break;
  396. }
  397. };
  398. //
  399. function applyShader( shader, texture, target ) {
  400. var shaderMaterial = new THREE.ShaderMaterial( {
  401. fragmentShader: shader.fragmentShader,
  402. vertexShader: shader.vertexShader,
  403. uniforms: THREE.UniformsUtils.clone( shader.uniforms )
  404. } );
  405. shaderMaterial.uniforms[ "tDiffuse" ].texture = texture;
  406. var sceneTmp = new THREE.Scene();
  407. var meshTmp = new THREE.Mesh( new THREE.PlaneGeometry( SCREEN_WIDTH, SCREEN_HEIGHT ), shaderMaterial );
  408. meshTmp.position.z = -500;
  409. sceneTmp.add( meshTmp );
  410. renderer.render( sceneTmp, cameraOrtho, target, true );
  411. };
  412. //
  413. function loadTextures() {
  414. textureCounter += 1;
  415. if ( textureCounter == 3 ) {
  416. terrain.visible = true;
  417. document.getElementById( "loading" ).style.display = "none";
  418. }
  419. }
  420. //
  421. function animate() {
  422. requestAnimationFrame( animate );
  423. render();
  424. stats.update();
  425. }
  426. function render() {
  427. var delta = clock.getDelta();
  428. soundVal = THREE.Math.clamp( soundVal + delta * soundDir, 0, 1 );
  429. if ( soundVal !== oldSoundVal ) {
  430. if ( soundtrack ) {
  431. soundtrack.volume = soundVal;
  432. oldSoundVal = soundVal;
  433. }
  434. }
  435. if ( terrain.visible ) {
  436. controls.update();
  437. var time = Date.now() * 0.001;
  438. var fLow = 0.4, fHigh = 0.825;
  439. lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
  440. var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
  441. var sat = THREE.Math.mapLinear( valNorm, 0, 1, 0.95, 0.25 );
  442. scene.fog.color.setHSV( 0.1, sat, lightVal );
  443. renderer.setClearColor( scene.fog.color, 1 );
  444. spotLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
  445. pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
  446. uniformsTerrain[ "uNormalScale" ].value = THREE.Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 );
  447. if ( updateNoise ) {
  448. animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
  449. uniformsNoise[ "time" ].value += delta * animDelta;
  450. uniformsNoise[ "offset" ].value.x += delta * 0.05;
  451. uniformsTerrain[ "uOffset" ].value.x = 4 * uniformsNoise[ "offset" ].value.x;
  452. quadTarget.material = mlib[ "heightmap" ];
  453. renderer.render( sceneRenderTarget, cameraOrtho, heightMap, true );
  454. quadTarget.material = mlib[ "normal" ];
  455. renderer.render( sceneRenderTarget, cameraOrtho, normalMap, true );
  456. //updateNoise = false;
  457. }
  458. for ( var i = 0; i < morphs.length; i ++ ) {
  459. morph = morphs[ i ];
  460. morph.updateAnimation( 1000 * delta );
  461. morph.position.x += morph.speed * delta;
  462. if ( morph.position.x > 2000 ) {
  463. morph.position.x = -1500 - Math.random() * 500;
  464. }
  465. }
  466. //renderer.render( scene, camera );
  467. composer.render( 0.1 );
  468. }
  469. }
  470. </script>
  471. </body>
  472. </html>