webgl_geometry_terrain_raycast.html 6.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - terrain</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. <style>
  8. body {
  9. color: #61443e;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #bfd1e5;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. }
  22. a {
  23. color: #a06851;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"><br /><br /><br /><br /><br />Generating world...</div>
  29. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl terrain raycasting demo</div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/controls/OrbitControls.js"></script>
  32. <script src="js/ImprovedNoise.js"></script>
  33. <script src="js/Detector.js"></script>
  34. <script src="js/libs/stats.min.js"></script>
  35. <script>
  36. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  37. var container, stats;
  38. var camera, controls, scene, renderer;
  39. var mesh, texture;
  40. var worldWidth = 256, worldDepth = 256,
  41. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
  42. var clock = new THREE.Clock();
  43. var helper;
  44. var raycaster = new THREE.Raycaster();
  45. var mouse = new THREE.Vector2();
  46. init();
  47. animate();
  48. function init() {
  49. container = document.getElementById( 'container' );
  50. container.innerHTML = "";
  51. renderer = new THREE.WebGLRenderer( { antialias: true } );
  52. renderer.setPixelRatio( window.devicePixelRatio );
  53. renderer.setSize( window.innerWidth, window.innerHeight );
  54. container.appendChild( renderer.domElement );
  55. scene = new THREE.Scene();
  56. scene.background = new THREE.Color( 0xbfd1e5 );
  57. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 10, 20000 );
  58. controls = new THREE.OrbitControls( camera, renderer.domElement );
  59. controls.minDistance = 1000;
  60. controls.maxDistance = 10000;
  61. controls.maxPolarAngle = Math.PI / 2;
  62. //
  63. var data = generateHeight( worldWidth, worldDepth );
  64. controls.target.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
  65. camera.position.y = controls.target.y + 2000;
  66. camera.position.x = 2000;
  67. controls.update();
  68. var geometry = new THREE.PlaneBufferGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
  69. geometry.rotateX( - Math.PI / 2 );
  70. var vertices = geometry.attributes.position.array;
  71. for ( var i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
  72. vertices[ j + 1 ] = data[ i ] * 10;
  73. }
  74. geometry.computeFaceNormals(); // needed for helper
  75. //
  76. texture = new THREE.CanvasTexture( generateTexture( data, worldWidth, worldDepth ) );
  77. texture.wrapS = THREE.ClampToEdgeWrapping;
  78. texture.wrapT = THREE.ClampToEdgeWrapping;
  79. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
  80. scene.add( mesh );
  81. var geometry = new THREE.ConeBufferGeometry( 20, 100, 3 );
  82. geometry.translate( 0, 50, 0 );
  83. geometry.rotateX( Math.PI / 2 );
  84. helper = new THREE.Mesh( geometry, new THREE.MeshNormalMaterial() );
  85. scene.add( helper );
  86. container.addEventListener( 'mousemove', onMouseMove, false );
  87. stats = new Stats();
  88. container.appendChild( stats.dom );
  89. //
  90. window.addEventListener( 'resize', onWindowResize, false );
  91. }
  92. function onWindowResize() {
  93. camera.aspect = window.innerWidth / window.innerHeight;
  94. camera.updateProjectionMatrix();
  95. renderer.setSize( window.innerWidth, window.innerHeight );
  96. }
  97. function generateHeight( width, height ) {
  98. var size = width * height, data = new Uint8Array( size ),
  99. perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
  100. for ( var j = 0; j < 4; j ++ ) {
  101. for ( var i = 0; i < size; i ++ ) {
  102. var x = i % width, y = ~ ~ ( i / width );
  103. data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
  104. }
  105. quality *= 5;
  106. }
  107. return data;
  108. }
  109. function generateTexture( data, width, height ) {
  110. // bake lighting into texture
  111. var canvas, canvasScaled, context, image, imageData, vector3, sun, shade;
  112. vector3 = new THREE.Vector3( 0, 0, 0 );
  113. sun = new THREE.Vector3( 1, 1, 1 );
  114. sun.normalize();
  115. canvas = document.createElement( 'canvas' );
  116. canvas.width = width;
  117. canvas.height = height;
  118. context = canvas.getContext( '2d' );
  119. context.fillStyle = '#000';
  120. context.fillRect( 0, 0, width, height );
  121. image = context.getImageData( 0, 0, canvas.width, canvas.height );
  122. imageData = image.data;
  123. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  124. vector3.x = data[ j - 2 ] - data[ j + 2 ];
  125. vector3.y = 2;
  126. vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
  127. vector3.normalize();
  128. shade = vector3.dot( sun );
  129. imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
  130. imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  131. imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  132. }
  133. context.putImageData( image, 0, 0 );
  134. // Scaled 4x
  135. canvasScaled = document.createElement( 'canvas' );
  136. canvasScaled.width = width * 4;
  137. canvasScaled.height = height * 4;
  138. context = canvasScaled.getContext( '2d' );
  139. context.scale( 4, 4 );
  140. context.drawImage( canvas, 0, 0 );
  141. image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
  142. imageData = image.data;
  143. for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
  144. var v = ~ ~ ( Math.random() * 5 );
  145. imageData[ i ] += v;
  146. imageData[ i + 1 ] += v;
  147. imageData[ i + 2 ] += v;
  148. }
  149. context.putImageData( image, 0, 0 );
  150. return canvasScaled;
  151. }
  152. //
  153. function animate() {
  154. requestAnimationFrame( animate );
  155. render();
  156. stats.update();
  157. }
  158. function render() {
  159. renderer.render( scene, camera );
  160. }
  161. function onMouseMove( event ) {
  162. mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
  163. mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
  164. raycaster.setFromCamera( mouse, camera );
  165. // See if the ray from the camera into the world hits one of our meshes
  166. var intersects = raycaster.intersectObject( mesh );
  167. // Toggle rotation bool for meshes that we clicked
  168. if ( intersects.length > 0 ) {
  169. helper.position.set( 0, 0, 0 );
  170. helper.lookAt( intersects[ 0 ].face.normal );
  171. helper.position.copy( intersects[ 0 ].point );
  172. }
  173. }
  174. </script>
  175. </body>
  176. </html>