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three.js/examples/geometry_terrain.html
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HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - geometry - terrain</title>
<meta charset="utf-8">
<style type="text/css">
body {
color: #71544e;
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: #b07861;
}
</style>
</head>
<body>
<div id="container"><br /><br /><br /><br /><br />Generating...</div>
<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - terrain demo. <a href="geometry_terrain.html">generate another</a></div>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript" src="js/ImprovedNoise.js"></script>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
<script type="text/javascript">
var container, stats;
var camera, scene, renderer;
var mesh;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
setInterval( loop, 1000 / 60 );
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 500;
scene = new THREE.Scene();
var heightMap = height( 1024, 1024 );
var texture = new THREE.Texture( shadow( heightMap ) );
texture.image.loaded = true;
var material = new THREE.MeshBasicMaterial( { map: texture } );
var quality = 20;
var quality1 = quality + 1;
var plane = new Plane( 2000, 2000, quality, quality );
var data = heightMap.getContext( '2d' ).getImageData( 0, 0, heightMap.width, heightMap.height ).data;
var pixelsPerTriangle = Math.floor( heightMap.width / quality );
for ( var y = 0; y < quality1; y++ ) {
for (var x = 0; x < quality1; x++ ) {
plane.vertices[x + y * quality1].position.z = data[((x * pixelsPerTriangle) + (y * pixelsPerTriangle) * heightMap.width) * 4] * 2 - 128;
}
}
plane.computeNormals();
plane.computeCentroids();
mesh = new THREE.Mesh( plane, material );
mesh.rotation.x = -90 * Math.PI / 180;
mesh.overdraw = true;
scene.addObject(mesh);
renderer = new THREE.CanvasRenderer();
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 );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function loop() {
camera.position.x += ( mouseX - camera.position.x ) * 0.05;
camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
renderer.render(scene, camera);
stats.update();
}
function height( width, height ) {
var canvas, context, image, data;
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, width, height );
data = image.data;
var perlin = new ImprovedNoise();
var size = width * height;
var quality = 2;
var zz = Math.random() * 100;
for ( var j = 0; j < 4; j ++ ) {
var x = 0, y = 0, yy = 0;
quality *= 4;
for ( var i = 0; i < size; i ++ ) {
data[ i * 4 ] += Math.floor( Math.abs( perlin.noise( x / quality, yy, zz ) * 0.5 ) * quality + 10 );
x++;
if (x == width)
{
x = 0;
y ++;
yy = y / quality;
}
}
}
context.putImageData( image, 0, 0 );
return canvas;
}
function shadow( texture ) {
var canvas, context, image, data, src_data,
index, level, diff, width = texture.width, height = texture.height,
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, width, height );
data = image.data;
src_data = texture.getContext( '2d' ).getImageData( 0, 0, width, height ).data;
for ( var y = 0; y < height; y++ ) {
for ( var x = 0; x < width; x++ ) {
index = ( x + y * width ) * 4;
vector3.x = src_data[ index - 4 ] - src_data[ index + 4 ];
vector3.y = 2;
vector3.z = src_data[ index - ( width * 4 ) ] - src_data[ index + ( width * 4 ) ];
vector3.normalize();
shade = vector3.dot(sun);
data[ index ] = ( 96 + shade * 128 ) * ( src_data[ index ] * 0.007 );
data[ index + 1 ] = ( 32 + shade * 96 ) * ( src_data[ index ] * 0.007 );
data[ index + 2 ] = ( shade * 96 ) * ( src_data[ index ] * 0.007 );
}
}
context.putImageData( image, 0, 0 );
return canvas;
}
</script>
</body>
</html>