forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathwebgl_terrain_dynamic.html
515 lines (331 loc) · 13.1 KB
/
webgl_terrain_dynamic.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
<!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>