mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 11:07:57 +01:00
716 lines
18 KiB
HTML
Executable File
716 lines
18 KiB
HTML
Executable File
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js webgl - dynamic procedural terrain</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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background: #000;
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color: #999;
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padding: 0;
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margin: 0;
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overflow: hidden;
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font-family: georgia;
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font-size:1em;
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text-align: center;
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}
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#info { position: absolute; top: 10px; width: 100%; }
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a { color: #fb0; }
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#footer { position: absolute; bottom: 10px; width: 100%; }
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.h { color: #fb0 }
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.c { display: inline; margin-left: 1em }
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#oldie a { color:#da0 }
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#stats { position: absolute; top:0; left: 0 }
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#stats #fps { background: transparent !important }
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#stats #fps #fpsText { color: #aaa !important }
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#stats #fps #fpsGraph { display: none }
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> - dynamic procedural terrain using
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<a href="https://github.com/ashima/webgl-noise" target="_blank">3d simplex noise</a><br/>
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birds by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">ro.me</a> -
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textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
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<a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a> -
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music by <a href="http://incompetech.com/m/c/royalty-free/index.html?keywords=00875">Kevin MacLeod</a>
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</div>
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<div id="footer">
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<div class="c">
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day / night: <span class="h">n</span>
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</div>
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<div class="c">
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animate terrain: <span class="h">m</span>
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</div>
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/shaders/BleachBypassShader.js"></script>
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<script src="js/shaders/ConvolutionShader.js"></script>
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<script src="js/shaders/CopyShader.js"></script>
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<script src="js/shaders/HorizontalTiltShiftShader.js"></script>
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<script src="js/shaders/LuminosityShader.js"></script>
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<script src="js/shaders/NormalMapShader.js"></script>
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<script src="js/shaders/VerticalTiltShiftShader.js"></script>
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<script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/postprocessing/RenderPass.js"></script>
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<script src="js/postprocessing/BloomPass.js"></script>
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<script src="js/postprocessing/ShaderPass.js"></script>
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<script src="js/postprocessing/MaskPass.js"></script>
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<script src="js/postprocessing/SavePass.js"></script>
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<script src="js/ShaderTerrain.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script id="fragmentShaderNoise" type="x-shader/x-fragment">
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//
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// Description : Array and textureless GLSL 3D simplex noise function.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110409 (stegu)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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//
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uniform float time;
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varying vec2 vUv;
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vec4 permute( vec4 x ) {
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return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
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}
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vec4 taylorInvSqrt( vec4 r ) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise( vec3 v ) {
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const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
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const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
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// First corner
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vec3 i = floor( v + dot( v, C.yyy ) );
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vec3 x0 = v - i + dot( i, C.xxx );
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// Other corners
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vec3 g = step( x0.yzx, x0.xyz );
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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vec3 x1 = x0 - i1 + 1.0 * C.xxx;
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vec3 x2 = x0 - i2 + 2.0 * C.xxx;
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vec3 x3 = x0 - 1. + 3.0 * C.xxx;
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// Permutations
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i = mod( i, 289.0 );
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vec4 p = permute( permute( permute(
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i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
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+ i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
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+ i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
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// Gradients
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// ( N*N points uniformly over a square, mapped onto an octahedron.)
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float n_ = 1.0 / 7.0; // N=7
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
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vec4 x_ = floor( j * ns.z );
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vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs( x ) - abs( y );
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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vec4 s0 = floor( b0 ) * 2.0 + 1.0;
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vec4 s1 = floor( b1 ) * 2.0 + 1.0;
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vec4 sh = -step( h, vec4( 0.0 ) );
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vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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vec3 p0 = vec3( a0.xy, h.x );
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vec3 p1 = vec3( a0.zw, h.y );
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vec3 p2 = vec3( a1.xy, h.z );
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vec3 p3 = vec3( a1.zw, h.w );
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// Normalise gradients
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vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
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dot( p2, x2 ), dot( p3, x3 ) ) );
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}
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float surface3( vec3 coord ) {
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float n = 0.0;
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n += 1.0 * abs( snoise( coord ) );
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n += 0.5 * abs( snoise( coord * 2.0 ) );
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n += 0.25 * abs( snoise( coord * 4.0 ) );
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n += 0.125 * abs( snoise( coord * 8.0 ) );
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return n;
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}
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void main( void ) {
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vec3 coord = vec3( vUv, -time );
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float n = surface3( coord );
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gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
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}
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</script>
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<script id="vertexShader" type="x-shader/x-vertex">
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varying vec2 vUv;
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uniform vec2 scale;
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uniform vec2 offset;
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void main( void ) {
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vUv = uv * scale + offset;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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</script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var SCREEN_WIDTH = window.innerWidth;
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var SCREEN_HEIGHT = window.innerHeight;
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var renderer, container, stats;
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var camera, scene;
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var cameraOrtho, sceneRenderTarget;
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var uniformsNoise, uniformsNormal,
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heightMap, normalMap,
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quadTarget;
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var directionalLight, pointLight;
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var terrain;
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var textureCounter = 0;
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var animDelta = 0, animDeltaDir = -1;
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var lightVal = 0, lightDir = 1;
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var clock = new THREE.Clock();
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var morph, morphs = [];
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var updateNoise = true;
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var animateTerrain = false;
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var textMesh1;
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var mlib = {};
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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// SCENE (RENDER TARGET)
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sceneRenderTarget = new THREE.Scene();
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cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10000, 10000 );
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cameraOrtho.position.z = 100;
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sceneRenderTarget.add( cameraOrtho );
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// CAMERA
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camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
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camera.position.set( -1200, 800, 1200 );
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controls = new THREE.OrbitControls( camera );
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controls.target.set( 0, 0, 0 );
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controls.rotateSpeed = 1.0;
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controls.zoomSpeed = 1.2;
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controls.panSpeed = 0.8;
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controls.noZoom = false;
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controls.noPan = false;
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controls.keys = [ 65, 83, 68 ];
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// SCENE (FINAL)
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
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// LIGHTS
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scene.add( new THREE.AmbientLight( 0x111111 ) );
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directionalLight = new THREE.DirectionalLight( 0xffffff, 1.15 );
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directionalLight.position.set( 500, 2000, 0 );
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scene.add( directionalLight );
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pointLight = new THREE.PointLight( 0xff4400, 1.5 );
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pointLight.position.set( 0, 0, 0 );
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scene.add( pointLight );
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// HEIGHT + NORMAL MAPS
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var normalShader = THREE.NormalMapShader;
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var rx = 256, ry = 256;
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var pars = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
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heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
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heightMap.generateMipmaps = false;
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normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
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normalMap.generateMipmaps = false;
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uniformsNoise = {
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time: { type: "f", value: 1.0 },
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scale: { type: "v2", value: new THREE.Vector2( 1.5, 1.5 ) },
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offset: { type: "v2", value: new THREE.Vector2( 0, 0 ) }
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};
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uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms );
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uniformsNormal.height.value = 0.05;
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uniformsNormal.resolution.value.set( rx, ry );
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uniformsNormal.heightMap.value = heightMap;
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var vertexShader = document.getElementById( 'vertexShader' ).textContent;
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// TEXTURES
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var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars );
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specularMap.generateMipmaps = false;
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var diffuseTexture1 = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg", null, function () {
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loadTextures();
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applyShader( THREE.LuminosityShader, diffuseTexture1, specularMap );
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} );
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var diffuseTexture2 = THREE.ImageUtils.loadTexture( "textures/terrain/backgrounddetailed6.jpg", null, loadTextures );
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var detailTexture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big-nm.jpg", null, loadTextures );
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diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping;
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diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping;
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detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping;
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specularMap.wrapS = specularMap.wrapT = THREE.RepeatWrapping;
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// TERRAIN SHADER
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var terrainShader = THREE.ShaderTerrain[ "terrain" ];
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uniformsTerrain = THREE.UniformsUtils.clone( terrainShader.uniforms );
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uniformsTerrain[ "tNormal" ].value = normalMap;
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uniformsTerrain[ "uNormalScale" ].value = 3.5;
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uniformsTerrain[ "tDisplacement" ].value = heightMap;
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uniformsTerrain[ "tDiffuse1" ].value = diffuseTexture1;
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uniformsTerrain[ "tDiffuse2" ].value = diffuseTexture2;
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uniformsTerrain[ "tSpecular" ].value = specularMap;
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uniformsTerrain[ "tDetail" ].value = detailTexture;
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uniformsTerrain[ "enableDiffuse1" ].value = true;
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uniformsTerrain[ "enableDiffuse2" ].value = true;
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uniformsTerrain[ "enableSpecular" ].value = true;
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uniformsTerrain[ "diffuse" ].value.setHex( 0xffffff );
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uniformsTerrain[ "specular" ].value.setHex( 0xffffff );
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uniformsTerrain[ "shininess" ].value = 30;
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uniformsTerrain[ "uDisplacementScale" ].value = 375;
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uniformsTerrain[ "uRepeatOverlay" ].value.set( 6, 6 );
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var params = [
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[ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
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[ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
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[ 'terrain', terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ]
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];
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for( var i = 0; i < params.length; i ++ ) {
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material = new THREE.ShaderMaterial( {
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uniforms: params[ i ][ 3 ],
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vertexShader: params[ i ][ 2 ],
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fragmentShader: params[ i ][ 1 ],
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lights: params[ i ][ 4 ],
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fog: true
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} );
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mlib[ params[ i ][ 0 ] ] = material;
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}
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var plane = new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
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quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0x000000 } ) );
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quadTarget.position.z = -500;
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sceneRenderTarget.add( quadTarget );
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// TERRAIN MESH
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var geometryTerrain = new THREE.PlaneBufferGeometry( 6000, 6000, 256, 256 );
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geometryTerrain.computeTangents();
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terrain = new THREE.Mesh( geometryTerrain, mlib[ "terrain" ] );
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terrain.position.set( 0, -125, 0 );
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terrain.rotation.x = -Math.PI / 2;
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terrain.visible = false;
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scene.add( terrain );
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// RENDERER
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renderer = new THREE.WebGLRenderer();
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renderer.setClearColor( scene.fog.color );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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container.appendChild( renderer.domElement );
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//
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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// STATS
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stats = new Stats();
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container.appendChild( stats.domElement );
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// EVENTS
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onWindowResize();
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window.addEventListener( 'resize', onWindowResize, false );
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document.addEventListener( 'keydown', onKeyDown, false );
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// COMPOSER
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renderer.autoClear = false;
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renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
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renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
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renderTarget.generateMipmaps = false;
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effectBloom = new THREE.BloomPass( 0.6 );
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var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
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hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
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vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
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var bluriness = 6;
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hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
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vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
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hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
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effectBleach.uniforms[ 'opacity' ].value = 0.65;
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composer = new THREE.EffectComposer( renderer, renderTarget );
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var renderModel = new THREE.RenderPass( scene, camera );
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vblur.renderToScreen = true;
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composer = new THREE.EffectComposer( renderer, renderTarget );
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composer.addPass( renderModel );
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composer.addPass( effectBloom );
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//composer.addPass( effectBleach );
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composer.addPass( hblur );
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composer.addPass( vblur );
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// MORPHS
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function addMorph( geometry, speed, duration, x, y, z ) {
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var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
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var meshAnim = new THREE.MorphAnimMesh( geometry, material );
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meshAnim.speed = speed;
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meshAnim.duration = duration;
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meshAnim.time = 600 * Math.random();
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meshAnim.position.set( x, y, z );
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meshAnim.rotation.y = Math.PI/2;
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meshAnim.castShadow = true;
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|
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>
|