<!DOCTYPE HTML> <html lang="en"> <head> <title>three.js webgl - dynamic procedural terrain</title> <meta charset="utf-8"> <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 } #oldie a { color:#da0 } #stats { position: absolute; top:0; left: 0 } #stats #fps { background: transparent !important } #stats #fps #fpsText { color: #aaa !important } #stats #fps #fpsGraph { display: none } </style> </head> <body> <div id="container"></div> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> - dynamic procedural terrain using <a href="https://github.com/ashima/webgl-noise" target="_blank">3d simplex noise</a><br/> birds by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">ro.me</a> - textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and <a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a> - music by <a href="http://incompetech.com/m/c/royalty-free/index.html?keywords=00875">Kevin MacLeod</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.min.js"></script> <script src="js/controls/OrbitControls.js"></script> <script src="js/shaders/BleachBypassShader.js"></script> <script src="js/shaders/ConvolutionShader.js"></script> <script src="js/shaders/CopyShader.js"></script> <script src="js/shaders/HorizontalTiltShiftShader.js"></script> <script src="js/shaders/LuminosityShader.js"></script> <script src="js/shaders/NormalMapShader.js"></script> <script src="js/shaders/VerticalTiltShiftShader.js"></script> <script src="js/postprocessing/EffectComposer.js"></script> <script src="js/postprocessing/RenderPass.js"></script> <script src="js/postprocessing/BloomPass.js"></script> <script src="js/postprocessing/ShaderPass.js"></script> <script src="js/postprocessing/MaskPass.js"></script> <script src="js/postprocessing/SavePass.js"></script> <script src="js/ShaderTerrain.js"></script> <script src="js/Detector.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 ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var SCREEN_WIDTH = window.innerWidth; var SCREEN_HEIGHT = window.innerHeight; var renderer, container, stats; var camera, scene; var cameraOrtho, sceneRenderTarget; var uniformsNoise, uniformsNormal, heightMap, normalMap, quadTarget; var directionalLight, pointLight; var terrain; var textureCounter = 0; var animDelta = 0, animDeltaDir = -1; var lightVal = 0, lightDir = 1; var clock = new THREE.Clock(); var morph, morphs = []; var updateNoise = true; var animateTerrain = false; var textMesh1; 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.target.set( 0, 0, 0 ); controls.rotateSpeed = 1.0; controls.zoomSpeed = 1.2; controls.panSpeed = 0.8; controls.noZoom = false; controls.noPan = false; controls.keys = [ 65, 83, 68 ]; // SCENE (FINAL) scene = new THREE.Scene(); 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.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat }; heightMap = new THREE.WebGLRenderTarget( rx, ry, pars ); heightMap.generateMipmaps = false; normalMap = new THREE.WebGLRenderTarget( rx, ry, pars ); normalMap.generateMipmaps = false; uniformsNoise = { time: { type: "f", value: 1.0 }, scale: { type: "v2", value: new THREE.Vector2( 1.5, 1.5 ) }, offset: { type: "v2", 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; var vertexShader = document.getElementById( 'vertexShader' ).textContent; // TEXTURES var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars ); specularMap.generateMipmaps = false; var diffuseTexture1 = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg", null, function () { loadTextures(); applyShader( THREE.LuminosityShader, diffuseTexture1, specularMap ); } ); var diffuseTexture2 = THREE.ImageUtils.loadTexture( "textures/terrain/backgrounddetailed6.jpg", null, loadTextures ); var detailTexture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big-nm.jpg", null, loadTextures ); diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping; diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping; detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping; specularMap.wrapS = specularMap.wrapT = THREE.RepeatWrapping; // TERRAIN SHADER var terrainShader = THREE.ShaderTerrain[ "terrain" ]; uniformsTerrain = THREE.UniformsUtils.clone( terrainShader.uniforms ); uniformsTerrain[ "tNormal" ].value = normalMap; uniformsTerrain[ "uNormalScale" ].value = 3.5; uniformsTerrain[ "tDisplacement" ].value = heightMap; uniformsTerrain[ "tDiffuse1" ].value = diffuseTexture1; uniformsTerrain[ "tDiffuse2" ].value = diffuseTexture2; uniformsTerrain[ "tSpecular" ].value = specularMap; 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 ++ ) { 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 ); geometryTerrain.computeTangents(); 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.setClearColor( scene.fog.color ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT ); container.appendChild( renderer.domElement ); // renderer.gammaInput = true; renderer.gammaOutput = true; // STATS stats = new Stats(); container.appendChild( stats.domElement ); // EVENTS onWindowResize(); window.addEventListener( 'resize', onWindowResize, false ); document.addEventListener( 'keydown', onKeyDown, false ); // COMPOSER renderer.autoClear = false; renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false }; renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters ); renderTarget.generateMipmaps = false; effectBloom = new THREE.BloomPass( 0.6 ); var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader ); hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader ); vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader ); var bluriness = 6; hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH; vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT; hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5; effectBleach.uniforms[ 'opacity' ].value = 0.65; composer = new THREE.EffectComposer( renderer, renderTarget ); var renderModel = new THREE.RenderPass( scene, camera ); vblur.renderToScreen = true; composer = new THREE.EffectComposer( renderer, renderTarget ); composer.addPass( renderModel ); composer.addPass( effectBloom ); //composer.addPass( effectBleach ); composer.addPass( hblur ); composer.addPass( vblur ); // MORPHS function addMorph( geometry, speed, duration, x, y, z ) { var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } ); var meshAnim = new THREE.MorphAnimMesh( geometry, material ); meshAnim.speed = speed; meshAnim.duration = duration; meshAnim.time = 600 * Math.random(); meshAnim.position.set( x, y, z ); meshAnim.rotation.y = Math.PI/2; meshAnim.castShadow = true; meshAnim.receiveShadow = false; scene.add( meshAnim ); morphs.push( meshAnim ); } function morphColorsToFaceColors( geometry ) { if ( geometry.morphColors && geometry.morphColors.length ) { var colorMap = geometry.morphColors[ 0 ]; for ( var i = 0; i < colorMap.colors.length; i ++ ) { geometry.faces[ i ].color = colorMap.colors[ i ]; } } } var loader = new THREE.JSONLoader(); var startX = -3000; loader.load( "models/animated/parrot.js", function( geometry ) { morphColorsToFaceColors( geometry ); addMorph( geometry, 250, 500, startX -500, 500, 700 ); addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, -200 ); addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 200 ); addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 1000 ); } ); loader.load( "models/animated/flamingo.js", function( geometry ) { morphColorsToFaceColors( geometry ); addMorph( geometry, 500, 1000, startX - Math.random() * 500, 350, 40 ); } ); loader.load( "models/animated/stork.js", function( geometry ) { morphColorsToFaceColors( geometry ); addMorph( geometry, 350, 1000, startX - Math.random() * 500, 350, 340 ); } ); } // function onWindowResize( event ) { 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 applyShader( shader, texture, target ) { var shaderMaterial = new THREE.ShaderMaterial( { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: THREE.UniformsUtils.clone( shader.uniforms ) } ); shaderMaterial.uniforms[ "tDiffuse" ].value = texture; var sceneTmp = new THREE.Scene(); var meshTmp = new THREE.Mesh( new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT ), shaderMaterial ); meshTmp.position.z = -500; sceneTmp.add( meshTmp ); renderer.render( sceneTmp, cameraOrtho, target, true ); }; // function loadTextures() { textureCounter += 1; if ( textureCounter == 3 ) { terrain.visible = true; } } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { var delta = clock.getDelta(); if ( terrain.visible ) { controls.update(); var time = Date.now() * 0.001; 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.fog.color.setHSL( 0.1, 0.5, lightVal ); renderer.setClearColor( scene.fog.color ); 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.render( sceneRenderTarget, cameraOrtho, heightMap, true ); quadTarget.material = mlib[ "normal" ]; renderer.render( sceneRenderTarget, cameraOrtho, normalMap, true ); //updateNoise = false; } for ( var i = 0; i < morphs.length; i ++ ) { morph = morphs[ i ]; morph.updateAnimation( 1000 * delta ); morph.position.x += morph.speed * delta; if ( morph.position.x > 2000 ) { morph.position.x = -1500 - Math.random() * 500; } } //renderer.render( scene, camera ); composer.render( 0.1 ); } } </script> </body> </html>