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	<head>
		<title>three.js webgl - geometry - minecraft - ao</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				color: #61443e;
				font-family:Monospace;
				font-size:13px;
				text-align:center;

				/* background-color: #bfd1e5; */
				background-color: #ffffff;
				margin: 0px;
				overflow: hidden;
			}

			a {	color: #a06851;	}

			#info {
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;
			}

			#oldie {
				background:rgb(100,0,0) !important;
				color:#fff !important;
				margin-top:10em !important;
			}
			#oldie a { color:#fff }

		</style>
	</head>
	<body>

		<div id="container"><br /><br /><br /><br /><br />Generating world...</div>
		<div id="info">
			<a href="http://threejs.org" target="_blank">three.js</a> - <a href="http://www.minecraft.net/" target="_blank">minecraft</a> demo [ambient occlusion]. featuring <a href="http://painterlypack.net/" target="_blank">painterly pack</a><br />(left click: forward, right click: backward)
		</div>

		<script src="../build/three.min.js"></script>

		<script src="js/controls/FirstPersonControls.js"></script>

		<script src="js/ImprovedNoise.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script>

			if ( ! Detector.webgl ) {

				Detector.addGetWebGLMessage();
				document.getElementById( 'container' ).innerHTML = "";

			}

			var fogExp2 = true;

			var container, stats;

			var camera, controls, scene, renderer;

			var mesh, mat;

			var worldWidth = 200, worldDepth = 200,
			worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2,
			data = generateHeight( worldWidth, worldDepth );

			var clock = new THREE.Clock();

			init();
			animate();

			function init() {

				container = document.getElementById( 'container' );

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 20000 );
				camera.position.y = getY( worldHalfWidth, worldHalfDepth ) * 100 + 100;

				controls = new THREE.FirstPersonControls( camera );

				controls.movementSpeed = 1000;
				controls.lookSpeed = 0.125;
				controls.lookVertical = true;
				controls.constrainVertical = true;
				controls.verticalMin = 1.1;
				controls.verticalMax = 2.2;

				scene = new THREE.Scene();
				scene.fog = new THREE.FogExp2( 0xffffff, 0.00015 );

				// sides
				
				var light = new THREE.Color( 0xffffff );
				var shadow = new THREE.Color( 0x505050 );

				var matrix = new THREE.Matrix4();

				var pxGeometry = new THREE.PlaneGeometry( 100, 100 );
				pxGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
				pxGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
				pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
				pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
				pxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
				pxGeometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
				pxGeometry.applyMatrix( matrix.makeTranslation( 50, 0, 0 ) );

				var nxGeometry = new THREE.PlaneGeometry( 100, 100 );
				nxGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
				nxGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
				nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
				nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
				nxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
				nxGeometry.applyMatrix( matrix.makeRotationY( - Math.PI / 2 ) );
				nxGeometry.applyMatrix( matrix.makeTranslation( - 50, 0, 0 ) );

				var pyGeometry = new THREE.PlaneGeometry( 100, 100 );
				pyGeometry.faces[ 0 ].vertexColors = [ light, light, light ];
				pyGeometry.faces[ 1 ].vertexColors = [ light, light, light ];
				pyGeometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
				pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
				pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
				pyGeometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
				pyGeometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );

				var py2Geometry = new THREE.PlaneGeometry( 100, 100 );
				py2Geometry.faces[ 0 ].vertexColors = [ light, light, light ];
				py2Geometry.faces[ 1 ].vertexColors = [ light, light, light ];
				py2Geometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
				py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
				py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
				py2Geometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
				py2Geometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
				py2Geometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );

				var pzGeometry = new THREE.PlaneGeometry( 100, 100 );
				pzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
				pzGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
				pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
				pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
				pzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
				pzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, 50 ) );

				var nzGeometry = new THREE.PlaneGeometry( 100, 100 );
				nzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
				nzGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
				nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
				nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
				nzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
				nzGeometry.applyMatrix( matrix.makeRotationY( Math.PI ) );
				nzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, - 50 ) );

				//

				var geometry = new THREE.Geometry();
				var dummy = new THREE.Mesh();

				for ( var z = 0; z < worldDepth; z ++ ) {

					for ( var x = 0; x < worldWidth; x ++ ) {

						var h = getY( x, z );

						matrix.makeTranslation(
							x * 100 - worldHalfWidth * 100,
							h * 100,
							z * 100 - worldHalfDepth * 100
						);

						var px = getY( x + 1, z );
						var nx = getY( x - 1, z );
						var pz = getY( x, z + 1 );
						var nz = getY( x, z - 1 );

						var pxpz = getY( x + 1, z + 1 );
						var nxpz = getY( x - 1, z + 1 );
						var pxnz = getY( x + 1, z - 1 );
						var nxnz = getY( x - 1, z - 1 );

						var a = nx > h || nz > h || nxnz > h ? 0 : 1;
						var b = nx > h || pz > h || nxpz > h ? 0 : 1;
						var c = px > h || pz > h || pxpz > h ? 0 : 1;
						var d = px > h || nz > h || pxnz > h ? 0 : 1;

						if ( a + c > b + d ) {

							var colors = py2Geometry.faces[ 0 ].vertexColors;
							colors[ 0 ] = b === 0 ? shadow : light;
							colors[ 1 ] = c === 0 ? shadow : light;
							colors[ 2 ] = a === 0 ? shadow : light;

							var colors = py2Geometry.faces[ 1 ].vertexColors;
							colors[ 0 ] = c === 0 ? shadow : light;
							colors[ 1 ] = d === 0 ? shadow : light;
							colors[ 2 ] = a === 0 ? shadow : light;
							
							geometry.merge( py2Geometry, matrix );

						} else {

							var colors = pyGeometry.faces[ 0 ].vertexColors;
							colors[ 0 ] = a === 0 ? shadow : light;
							colors[ 1 ] = b === 0 ? shadow : light;
							colors[ 2 ] = d === 0 ? shadow : light;

							var colors = pyGeometry.faces[ 1 ].vertexColors;
							colors[ 0 ] = b === 0 ? shadow : light;
							colors[ 1 ] = c === 0 ? shadow : light;
							colors[ 2 ] = d === 0 ? shadow : light;
							
							geometry.merge( pyGeometry, matrix );

						}

						if ( ( px != h && px != h + 1 ) || x == 0 ) {

							var colors = pxGeometry.faces[ 0 ].vertexColors;
							colors[ 0 ] = pxpz > px && x > 0 ? shadow : light;
							colors[ 2 ] = pxnz > px && x > 0 ? shadow : light;

							var colors = pxGeometry.faces[ 1 ].vertexColors;
							colors[ 2 ] = pxnz > px && x > 0 ? shadow : light;

							geometry.merge( pxGeometry, matrix );

						}

						if ( ( nx != h && nx != h + 1 ) || x == worldWidth - 1 ) {

							var colors = nxGeometry.faces[ 0 ].vertexColors;
							colors[ 0 ] = nxnz > nx && x < worldWidth - 1 ? shadow : light;
							colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;

							var colors = nxGeometry.faces[ 1 ].vertexColors;
							colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;

							geometry.merge( nxGeometry, matrix );

						}

						if ( ( pz != h && pz != h + 1 ) || z == worldDepth - 1 ) {

							var colors = pzGeometry.faces[ 0 ].vertexColors;
							colors[ 0 ] = nxpz > pz && z < worldDepth - 1 ? shadow : light;
							colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;

							var colors = pzGeometry.faces[ 1 ].vertexColors;
							colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;

							geometry.merge( pzGeometry, matrix );

						}

						if ( ( nz != h && nz != h + 1 ) || z == 0 ) {

							var colors = nzGeometry.faces[ 0 ].vertexColors;
							colors[ 0 ] = pxnz > nz && z > 0 ? shadow : light;
							colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light;

							var colors = nzGeometry.faces[ 1 ].vertexColors;
							colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light;

							geometry.merge( nzGeometry, matrix );

						}

					}

				}

				var texture = THREE.ImageUtils.loadTexture( 'textures/minecraft/atlas.png' );
				texture.magFilter = THREE.NearestFilter;
				texture.minFilter = THREE.LinearMipMapLinearFilter;

				var mesh = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { map: texture, vertexColors: THREE.VertexColors } ) );
				scene.add( mesh );

				var ambientLight = new THREE.AmbientLight( 0xcccccc );
				scene.add( ambientLight );

				var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
				directionalLight.position.set( 1, 1, 0.5 ).normalize();
				scene.add( directionalLight );

				renderer = new THREE.WebGLRenderer();
				renderer.setClearColor( 0xffffff );
				renderer.setPixelRatio( window.devicePixelRatio );
				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 );

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

				controls.handleResize();

			}

			function loadTexture( path, callback ) {

				var image = new Image();

				image.onload = function () { callback(); };
				image.src = path;

				return image;

			}

			function generateHeight( width, height ) {

				var data = [], perlin = new ImprovedNoise(),
				size = width * height, quality = 2, z = Math.random() * 100;

				for ( var j = 0; j < 4; j ++ ) {

					if ( j == 0 ) for ( var i = 0; i < size; i ++ ) data[ i ] = 0;

					for ( var i = 0; i < size; i ++ ) {

						var x = i % width, y = ( i / width ) | 0;
						data[ i ] += perlin.noise( x / quality, y / quality, z ) * quality;

					}

					quality *= 4

				}

				return data;

			}

			function getY( x, z ) {

				return ( data[ x + z * worldWidth ] * 0.2 ) | 0;

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				controls.update( clock.getDelta() );
				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>