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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - geometry - terrain</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #bfd1e5;
color: #61443e;
}
a {
color: #a06851;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl terrain raycasting demo</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
let container, stats;
let camera, controls, scene, renderer;
let mesh, texture;
const worldWidth = 256, worldDepth = 256,
worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
let helper;
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
init();
animate();
function init() {
container = document.getElementById( 'container' );
container.innerHTML = '';
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xbfd1e5 );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 10, 20000 );
controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 1000;
controls.maxDistance = 10000;
controls.maxPolarAngle = Math.PI / 2;
//
const data = generateHeight( worldWidth, worldDepth );
controls.target.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
camera.position.y = controls.target.y + 2000;
camera.position.x = 2000;
controls.update();
const geometry = new THREE.PlaneGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
geometry.rotateX( - Math.PI / 2 );
const vertices = geometry.attributes.position.array;
for ( let i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
vertices[ j + 1 ] = data[ i ] * 10;
}
//
texture = new THREE.CanvasTexture( generateTexture( data, worldWidth, worldDepth ) );
texture.wrapS = THREE.ClampToEdgeWrapping;
texture.wrapT = THREE.ClampToEdgeWrapping;
mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
scene.add( mesh );
const geometryHelper = new THREE.ConeGeometry( 20, 100, 3 );
geometryHelper.translate( 0, 50, 0 );
geometryHelper.rotateX( Math.PI / 2 );
helper = new THREE.Mesh( geometryHelper, new THREE.MeshNormalMaterial() );
scene.add( helper );
container.addEventListener( 'pointermove', onPointerMove );
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function generateHeight( width, height ) {
const size = width * height, data = new Uint8Array( size ),
perlin = new ImprovedNoise(), z = Math.random() * 100;
let quality = 1;
for ( let j = 0; j < 4; j ++ ) {
for ( let i = 0; i < size; i ++ ) {
const 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 generateTexture( data, width, height ) {
// bake lighting into texture
let context, image, imageData, shade;
const vector3 = new THREE.Vector3( 0, 0, 0 );
const sun = new THREE.Vector3( 1, 1, 1 );
sun.normalize();
const 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 ( let i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
vector3.x = data[ j - 2 ] - data[ j + 2 ];
vector3.y = 2;
vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
vector3.normalize();
shade = vector3.dot( sun );
imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
}
context.putImageData( image, 0, 0 );
// Scaled 4x
const 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 ( let i = 0, l = imageData.length; i < l; i += 4 ) {
const 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 );
}
function onPointerMove( event ) {
pointer.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
pointer.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( pointer, camera );
// See if the ray from the camera into the world hits one of our meshes
const intersects = raycaster.intersectObject( mesh );
// Toggle rotation bool for meshes that we clicked
if ( intersects.length > 0 ) {
helper.position.set( 0, 0, 0 );
helper.lookAt( intersects[ 0 ].face.normal );
helper.position.copy( intersects[ 0 ].point );
}
}
</script>
</body>
</html>