webgl_terrain_dynamic.html 19 KB

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