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three.js/examples/webgl_geometry_terrain2.html
T
alteredq cf2e8c1bbf Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there.
Went through all examples, all should work.

JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
2011-02-28 14:52:04 +01:00

304 lines
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HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js webgl - geometry - terrain 2</title>
<meta charset="utf-8">
<style type="text/css">
body {
color: #61443e;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #bfd1e5;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #a06851;
}
</style>
</head>
<body>
<div id="container"><br /><br /><br /><br /><br />Generating world...</div>
<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl terrain demo<br />(left click: forward, right click: backward)</div>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/PRNG.js"></script>
<script type="text/javascript" src="js/SimplexNoise.js"></script>
<script type="text/javascript" src="js/Detector.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
if ( ! Detector.webgl ) {
Detector.addGetWebGLMessage();
document.getElementById( 'container' ).innerHTML = "";
}
var container, stats;
var camera, scene, renderer;
var mesh, texture;
var worldWidth = 256, worldDepth = 256,
worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.QuakeCamera( { fov: 60, aspect: window.innerWidth / window.innerHeight, near: 1, far: 20000,
movementSpeed: 10, lookSpeed: 0.004, noFly: false, lookVertical: true } );
camera.target.position.z = - 100;
scene = new THREE.Scene();
data = generateHeight( worldWidth, worldDepth );
camera.position.y = ( data[ worldHalfWidth + ( worldHalfDepth * worldWidth ) ] * 10 ) + 200;
camera.target.position.y = camera.position.y;
var geometry = new Plane( 10000, 10000, worldWidth - 1, worldDepth - 1 );
for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
geometry.vertices[ i ].position.z = data[ i ] * 10;
}
texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
texture.needsUpdate = true;
mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
mesh.rotation.x = - 90 * Math.PI / 180;
scene.addObject( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.innerHTML = "";
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
}
/*
function generateHeight( width, height ) {
var size = width * height, data = new Float32Array( size ),
perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
for ( var i = 0; i < size; i ++ ) {
data[ i ] = 0
}
for ( var j = 0; j < 4; j ++ ) {
for ( var i = 0; i < size; i ++ ) {
var x = i % width, y = ~~ ( i / width );
data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
}
quality *= 5;
}
return data;
}
*/
function generateHeight( width, height ) {
var x, y, h, quality = 100, size = width * height, octaves = 10, offsetX = 100, offsetY = 100, data = [],
prng = new PRNG(), simplex1 = new SimplexNoise( prng ), simplex2 = new SimplexNoise( prng ), simplex3 = new SimplexNoise( prng );
simplex1.setSeed( Math.random() * 100 );
simplex2.setSeed( Math.random() * 100 );
simplex3.setSeed( Math.random() * 100 );
// Base Terrain
for ( var i = 0; i < size; i ++ ) {
x = ( ( i % width ) + offsetX ) / quality;
y = ( ~~ ( i / width ) + offsetY ) / quality;
h = 32 - ( Math.abs( simplex1.noise( x, y, 0 ) + simplex2.noise( x, y, 0 ) ) - simplex3.noise( x, y, 0 ) ) * 64;
data[ i ] = h;
}
// Blur
for ( var i = 0; i < size; i ++ ) {
x = i % width;
if ( x == 0 ) continue;
if ( x = width - 1 ); continue;
data[ i ] += ( data[ i - 1 ] + data[ i + 1 ] ) * 0.5;
data[ i ] *= 0.5;
}
for ( var i = width; i < size - width; i ++ ) {
data[ i ] += ( data[ i - width ] + data[ i + width ] ) * 0.5;
data[ i ] *= 0.5;
}
for ( var j = 4; j < 100; j *= 2 ) {
for ( var i = 0; i < size; i ++ ) {
x = ( ( i % width ) + offsetX ) / j,
y = ( ~~ ( i / width ) + offsetY ) / j;
data[ i ] -= Math.abs( simplex1.noise( x, y, 0 ) * simplex2.noise( x, y, 0 ) * simplex3.noise( x, y, 0 ) ) * j;
}
}
return data;
}
function generateTexture( data, width, height ) {
var canvas, canvasScaled, context, image, imageData,
level, diff, texel, vector3, sun, shade;
vector3 = new THREE.Vector3( 0, 0, 0 );
sun = new THREE.Vector3( 1, 1, 1 );
sun.normalize();
canvas = document.createElement( 'canvas' );
canvas.width = width;
canvas.height = height;
context = canvas.getContext( '2d' );
context.fillStyle = '#000';
context.fillRect( 0, 0, width, height );
image = context.getImageData( 0, 0, canvas.width, canvas.height );
imageData = image.data;
for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
texel = data[ j ];
/*
imageData[ i ] = texel;
imageData[ i + 1 ] = texel;
imageData[ i + 2 ] = texel;
continue;
*/
shade = 0;
for ( var k = 1; k < 16; k ++ ) {
vector3.x = data[ j - k ] - data[ j + k ];
vector3.y = 1;
vector3.z = data[ j - width * k ] - data[ j + width * k ];
vector3.normalize();
shade += vector3.dot( sun ) * ( 16 - k );
}
imageData[ i ] = ( 128 + shade ) + texel;
imageData[ i + 1 ] = ( 64 + shade ) + texel;
imageData[ i + 2 ] = ( 32 + shade ) + texel;
}
context.putImageData( image, 0, 0 );
// Scaled 4x
canvasScaled = document.createElement( 'canvas' );
canvasScaled.width = width * 4;
canvasScaled.height = height * 4;
context = canvasScaled.getContext( '2d' );
context.scale( 4, 4 );
context.drawImage( canvas, 0, 0 );
image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
imageData = image.data;
for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
var v = ~~ ( Math.random() * 5 );
imageData[ i ] += v;
imageData[ i + 1 ] += v;
imageData[ i + 2 ] += v;
}
context.putImageData( image, 0, 0 );
return canvasScaled;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>