You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
iot/projects/StudyCenter/wwwroot/lib/three.js/examples/webgl_terrain_dynamic.html

516 lines
13 KiB

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js webgl - dynamic procedural terrain</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style type="text/css">
body {
background: #000;
color: #999;
padding: 0;
margin: 0;
overflow: hidden;
font-family: georgia;
font-size:1em;
text-align: center;
}
#info { position: absolute; top: 10px; width: 100%; }
a { color: #fb0; }
#footer { position: absolute; bottom: 10px; width: 100%; }
.h { color: #fb0 }
.c { display: inline; margin-left: 1em }
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - dynamic procedural terrain using
<a href="https://github.com/ashima/webgl-noise" target="_blank" rel="noopener">3d simplex noise</a><br/>
textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
<a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a>
</div>
<div id="footer">
<div class="c">
day / night: <span class="h">n</span>
</div>
<div class="c">
animate terrain: <span class="h">m</span>
</div>
</div>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/utils/BufferGeometryUtils.js"></script>
<script src="js/shaders/NormalMapShader.js"></script>
<script src="js/ShaderTerrain.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script id="fragmentShaderNoise" type="x-shader/x-fragment">
//
// Description : Array and textureless GLSL 3D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110409 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
//
uniform float time;
varying vec2 vUv;
vec4 permute( vec4 x ) {
return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
}
vec4 taylorInvSqrt( vec4 r ) {
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise( vec3 v ) {
const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
// First corner
vec3 i = floor( v + dot( v, C.yyy ) );
vec3 x0 = v - i + dot( i, C.xxx );
// Other corners
vec3 g = step( x0.yzx, x0.xyz );
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod( i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
+ i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
+ i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0 / 7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
vec4 x_ = floor( j * ns.z );
vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs( x ) - abs( y );
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor( b0 ) * 2.0 + 1.0;
vec4 s1 = floor( b1 ) * 2.0 + 1.0;
vec4 sh = -step( h, vec4( 0.0 ) );
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3( a0.xy, h.x );
vec3 p1 = vec3( a0.zw, h.y );
vec3 p2 = vec3( a1.xy, h.z );
vec3 p3 = vec3( a1.zw, h.w );
// Normalise gradients
vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
m = m * m;
return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
dot( p2, x2 ), dot( p3, x3 ) ) );
}
float surface3( vec3 coord ) {
float n = 0.0;
n += 1.0 * abs( snoise( coord ) );
n += 0.5 * abs( snoise( coord * 2.0 ) );
n += 0.25 * abs( snoise( coord * 4.0 ) );
n += 0.125 * abs( snoise( coord * 8.0 ) );
return n;
}
void main( void ) {
vec3 coord = vec3( vUv, -time );
float n = surface3( coord );
gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
}
</script>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
uniform vec2 scale;
uniform vec2 offset;
void main( void ) {
vUv = uv * scale + offset;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var renderer, container, stats;
var camera, scene, controls;
var cameraOrtho, sceneRenderTarget;
var uniformsNoise, uniformsNormal, uniformsTerrain,
heightMap, normalMap,
quadTarget;
var directionalLight, pointLight;
var terrain;
var animDelta = 0, animDeltaDir = - 1;
var lightVal = 0, lightDir = 1;
var clock = new THREE.Clock();
var updateNoise = true;
var mlib = {};
init();
animate();
function init() {
container = document.getElementById( 'container' );
// SCENE (RENDER TARGET)
sceneRenderTarget = new THREE.Scene();
cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, - 10000, 10000 );
cameraOrtho.position.z = 100;
sceneRenderTarget.add( cameraOrtho );
// CAMERA
camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
camera.position.set( - 1200, 800, 1200 );
controls = new THREE.OrbitControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.keys = [ 65, 83, 68 ];
// SCENE (FINAL)
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x050505 );
scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
// LIGHTS
scene.add( new THREE.AmbientLight( 0x111111 ) );
directionalLight = new THREE.DirectionalLight( 0xffffff, 1.15 );
directionalLight.position.set( 500, 2000, 0 );
scene.add( directionalLight );
pointLight = new THREE.PointLight( 0xff4400, 1.5 );
pointLight.position.set( 0, 0, 0 );
scene.add( pointLight );
// HEIGHT + NORMAL MAPS
var normalShader = THREE.NormalMapShader;
var rx = 256, ry = 256;
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
heightMap.texture.generateMipmaps = false;
normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
normalMap.texture.generateMipmaps = false;
uniformsNoise = {
"time": { value: 1.0 },
"scale": { value: new THREE.Vector2( 1.5, 1.5 ) },
"offset": { value: new THREE.Vector2( 0, 0 ) }
};
uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms );
uniformsNormal[ "height" ].value = 0.05;
uniformsNormal[ "resolution" ].value.set( rx, ry );
uniformsNormal[ "heightMap" ].value = heightMap.texture;
var vertexShader = document.getElementById( 'vertexShader' ).textContent;
// TEXTURES
var loadingManager = new THREE.LoadingManager( function () {
terrain.visible = true;
} );
var textureLoader = new THREE.TextureLoader( loadingManager );
var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars );
specularMap.texture.generateMipmaps = false;
var diffuseTexture1 = textureLoader.load( "textures/terrain/grasslight-big.jpg" );
var diffuseTexture2 = textureLoader.load( "textures/terrain/backgrounddetailed6.jpg" );
var detailTexture = textureLoader.load( "textures/terrain/grasslight-big-nm.jpg" );
diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping;
diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping;
detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping;
specularMap.texture.wrapS = specularMap.texture.wrapT = THREE.RepeatWrapping;
// TERRAIN SHADER
var terrainShader = THREE.ShaderTerrain[ "terrain" ];
uniformsTerrain = THREE.UniformsUtils.clone( terrainShader.uniforms );
uniformsTerrain[ 'tNormal' ].value = normalMap.texture;
uniformsTerrain[ 'uNormalScale' ].value = 3.5;
uniformsTerrain[ 'tDisplacement' ].value = heightMap.texture;
uniformsTerrain[ 'tDiffuse1' ].value = diffuseTexture1;
uniformsTerrain[ 'tDiffuse2' ].value = diffuseTexture2;
uniformsTerrain[ 'tSpecular' ].value = specularMap.texture;
uniformsTerrain[ 'tDetail' ].value = detailTexture;
uniformsTerrain[ 'enableDiffuse1' ].value = true;
uniformsTerrain[ 'enableDiffuse2' ].value = true;
uniformsTerrain[ 'enableSpecular' ].value = true;
uniformsTerrain[ 'diffuse' ].value.setHex( 0xffffff );
uniformsTerrain[ 'specular' ].value.setHex( 0xffffff );
uniformsTerrain[ 'shininess' ].value = 30;
uniformsTerrain[ 'uDisplacementScale' ].value = 375;
uniformsTerrain[ 'uRepeatOverlay' ].value.set( 6, 6 );
var params = [
[ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
[ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
[ 'terrain', terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ]
];
for ( var i = 0; i < params.length; i ++ ) {
var material = new THREE.ShaderMaterial( {
uniforms: params[ i ][ 3 ],
vertexShader: params[ i ][ 2 ],
fragmentShader: params[ i ][ 1 ],
lights: params[ i ][ 4 ],
fog: true
} );
mlib[ params[ i ][ 0 ] ] = material;
}
var plane = new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0x000000 } ) );
quadTarget.position.z = - 500;
sceneRenderTarget.add( quadTarget );
// TERRAIN MESH
var geometryTerrain = new THREE.PlaneBufferGeometry( 6000, 6000, 256, 256 );
THREE.BufferGeometryUtils.computeTangents( geometryTerrain );
terrain = new THREE.Mesh( geometryTerrain, mlib[ 'terrain' ] );
terrain.position.set( 0, - 125, 0 );
terrain.rotation.x = - Math.PI / 2;
terrain.visible = false;
scene.add( terrain );
// RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( renderer.domElement );
// STATS
stats = new Stats();
container.appendChild( stats.dom );
// EVENTS
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'keydown', onKeyDown, false );
}
//
function onWindowResize() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
}
//
function onKeyDown( event ) {
switch ( event.keyCode ) {
case 78: /*N*/ lightDir *= - 1; break;
case 77: /*M*/ animDeltaDir *= - 1; break;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var delta = clock.getDelta();
if ( terrain.visible ) {
var fLow = 0.1, fHigh = 0.8;
lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
scene.background.setHSL( 0.1, 0.5, lightVal );
scene.fog.color.setHSL( 0.1, 0.5, lightVal );
directionalLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
uniformsTerrain[ 'uNormalScale' ].value = THREE.Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 );
if ( updateNoise ) {
animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
uniformsNoise[ 'time' ].value += delta * animDelta;
uniformsNoise[ 'offset' ].value.x += delta * 0.05;
uniformsTerrain[ 'uOffset' ].value.x = 4 * uniformsNoise[ 'offset' ].value.x;
quadTarget.material = mlib[ 'heightmap' ];
renderer.setRenderTarget( heightMap );
renderer.clear();
renderer.render( sceneRenderTarget, cameraOrtho );
quadTarget.material = mlib[ 'normal' ];
renderer.setRenderTarget( normalMap );
renderer.clear();
renderer.render( sceneRenderTarget, cameraOrtho );
}
renderer.setRenderTarget( null );
renderer.render( scene, camera );
}
}
</script>
</body>
</html>