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February 25, 2018 05:46
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shader-vertex-terrain-perlin
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<script id="shader-vertex-terrain-perlin" type="x-shader/x-vertex"> | |
vec3 mod289(vec3 x) | |
{ | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 mod289(vec4 x) | |
{ | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 permute(vec4 x) | |
{ | |
return mod289(((x*34.0)+1.0)*x); | |
} | |
vec4 taylorInvSqrt(vec4 r) | |
{ | |
return 1.79284291400159 - 0.85373472095314 * r; | |
} | |
vec3 fade(vec3 t) { | |
return t*t*t*(t*(t*6.0-15.0)+10.0); | |
} | |
float cnoise(vec3 P) | |
{ | |
vec3 Pi0 = floor(P); | |
vec3 Pi1 = Pi0 + vec3(1.0); | |
Pi0 = mod289(Pi0); | |
Pi1 = mod289(Pi1); | |
vec3 Pf0 = fract(P); | |
vec3 Pf1 = Pf0 - vec3(1.0); | |
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | |
vec4 iy = vec4(Pi0.yy, Pi1.yy); | |
vec4 iz0 = Pi0.zzzz; | |
vec4 iz1 = Pi1.zzzz; | |
vec4 ixy = permute(permute(ix) + iy); | |
vec4 ixy0 = permute(ixy + iz0); | |
vec4 ixy1 = permute(ixy + iz1); | |
vec4 gx0 = ixy0 * (1.0 / 7.0); | |
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; | |
gx0 = fract(gx0); | |
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); | |
vec4 sz0 = step(gz0, vec4(0.0)); | |
gx0 -= sz0 * (step(0.0, gx0) - 0.5); | |
gy0 -= sz0 * (step(0.0, gy0) - 0.5); | |
vec4 gx1 = ixy1 * (1.0 / 7.0); | |
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; | |
gx1 = fract(gx1); | |
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); | |
vec4 sz1 = step(gz1, vec4(0.0)); | |
gx1 -= sz1 * (step(0.0, gx1) - 0.5); | |
gy1 -= sz1 * (step(0.0, gy1) - 0.5); | |
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); | |
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); | |
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); | |
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); | |
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); | |
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); | |
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); | |
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); | |
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); | |
g000 *= norm0.x; | |
g010 *= norm0.y; | |
g100 *= norm0.z; | |
g110 *= norm0.w; | |
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); | |
g001 *= norm1.x; | |
g011 *= norm1.y; | |
g101 *= norm1.z; | |
g111 *= norm1.w; | |
float n000 = dot(g000, Pf0); | |
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); | |
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); | |
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); | |
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); | |
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); | |
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); | |
float n111 = dot(g111, Pf1); | |
vec3 fade_xyz = fade(Pf0); | |
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); | |
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); | |
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); | |
return 2.2 * n_xyz; | |
} | |
float pnoise(vec3 P, vec3 rep) | |
{ | |
vec3 Pi0 = mod(floor(P), rep); | |
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); | |
Pi0 = mod289(Pi0); | |
Pi1 = mod289(Pi1); | |
vec3 Pf0 = fract(P); | |
vec3 Pf1 = Pf0 - vec3(1.0); | |
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | |
vec4 iy = vec4(Pi0.yy, Pi1.yy); | |
vec4 iz0 = Pi0.zzzz; | |
vec4 iz1 = Pi1.zzzz; | |
vec4 ixy = permute(permute(ix) + iy); | |
vec4 ixy0 = permute(ixy + iz0); | |
vec4 ixy1 = permute(ixy + iz1); | |
vec4 gx0 = ixy0 * (1.0 / 7.0); | |
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; | |
gx0 = fract(gx0); | |
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); | |
vec4 sz0 = step(gz0, vec4(0.0)); | |
gx0 -= sz0 * (step(0.0, gx0) - 0.5); | |
gy0 -= sz0 * (step(0.0, gy0) - 0.5); | |
vec4 gx1 = ixy1 * (1.0 / 7.0); | |
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; | |
gx1 = fract(gx1); | |
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); | |
vec4 sz1 = step(gz1, vec4(0.0)); | |
gx1 -= sz1 * (step(0.0, gx1) - 0.5); | |
gy1 -= sz1 * (step(0.0, gy1) - 0.5); | |
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); | |
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); | |
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); | |
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); | |
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); | |
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); | |
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); | |
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); | |
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); | |
g000 *= norm0.x; | |
g010 *= norm0.y; | |
g100 *= norm0.z; | |
g110 *= norm0.w; | |
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); | |
g001 *= norm1.x; | |
g011 *= norm1.y; | |
g101 *= norm1.z; | |
g111 *= norm1.w; | |
float n000 = dot(g000, Pf0); | |
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); | |
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); | |
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); | |
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); | |
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); | |
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); | |
float n111 = dot(g111, Pf1); | |
vec3 fade_xyz = fade(Pf0); | |
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); | |
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); | |
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); | |
return 2.2 * n_xyz; | |
} | |
float rand(vec2 n) | |
{ | |
return 0.5 + 0.5 * | |
fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); | |
} | |
varying vec2 v_uv; | |
varying vec3 v_line_color; | |
uniform float time; | |
uniform float speed; | |
uniform float elevation; | |
uniform float noise_range; | |
uniform float perlin_passes; | |
uniform vec3 line_color; | |
uniform float sombrero_amplitude; | |
uniform float sombrero_frequency; | |
varying float z; | |
#define M_PI 3.1415926535897932384626433832795 | |
void main() | |
{ | |
gl_PointSize = 1.; | |
v_uv = uv; | |
v_line_color = line_color; | |
// First perlin passes | |
float displacement = pnoise( .4 * position + vec3( 0, speed * time, 0 ), vec3( 100.0 ) ) * 1. * noise_range; | |
if( perlin_passes > 2.0 ){ | |
displacement += pnoise( 2. * position + vec3( 0, speed * time * 5., 0 ), vec3( 100. ) ) * .3 * noise_range; | |
displacement += pnoise( 8. * position + vec3( 0, speed * time * 20., 0 ), vec3( 100. ) ) * .1 * noise_range; | |
} | |
else if(perlin_passes > 1.0){ | |
displacement += pnoise( 8. * position + vec3( 0, speed * time * 20., 0 ), vec3( 100. ) ) * .1 * noise_range; | |
} | |
// Sinus | |
displacement = displacement + (sin(position.x / 2. - M_PI / 2.)) * elevation; | |
vec3 newPosition = vec3(position.x,position.y,displacement); | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1. ); | |
z = newPosition.z; | |
} | |
</script> | |
<script id="shader-vertex-terrain-perlinsombrero" type="x-shader/x-vertex"> | |
vec3 mod289(vec3 x) | |
{ | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 mod289(vec4 x) | |
{ | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 permute(vec4 x) | |
{ | |
return mod289(((x*34.0)+1.0)*x); | |
} | |
vec4 taylorInvSqrt(vec4 r) | |
{ | |
return 1.79284291400159 - 0.85373472095314 * r; | |
} | |
vec3 fade(vec3 t) { | |
return t*t*t*(t*(t*6.0-15.0)+10.0); | |
} | |
float cnoise(vec3 P) | |
{ | |
vec3 Pi0 = floor(P); | |
vec3 Pi1 = Pi0 + vec3(1.0); | |
Pi0 = mod289(Pi0); | |
Pi1 = mod289(Pi1); | |
vec3 Pf0 = fract(P); | |
vec3 Pf1 = Pf0 - vec3(1.0); | |
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | |
vec4 iy = vec4(Pi0.yy, Pi1.yy); | |
vec4 iz0 = Pi0.zzzz; | |
vec4 iz1 = Pi1.zzzz; | |
vec4 ixy = permute(permute(ix) + iy); | |
vec4 ixy0 = permute(ixy + iz0); | |
vec4 ixy1 = permute(ixy + iz1); | |
vec4 gx0 = ixy0 * (1.0 / 7.0); | |
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; | |
gx0 = fract(gx0); | |
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); | |
vec4 sz0 = step(gz0, vec4(0.0)); | |
gx0 -= sz0 * (step(0.0, gx0) - 0.5); | |
gy0 -= sz0 * (step(0.0, gy0) - 0.5); | |
vec4 gx1 = ixy1 * (1.0 / 7.0); | |
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; | |
gx1 = fract(gx1); | |
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); | |
vec4 sz1 = step(gz1, vec4(0.0)); | |
gx1 -= sz1 * (step(0.0, gx1) - 0.5); | |
gy1 -= sz1 * (step(0.0, gy1) - 0.5); | |
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); | |
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); | |
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); | |
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); | |
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); | |
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); | |
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); | |
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); | |
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); | |
g000 *= norm0.x; | |
g010 *= norm0.y; | |
g100 *= norm0.z; | |
g110 *= norm0.w; | |
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); | |
g001 *= norm1.x; | |
g011 *= norm1.y; | |
g101 *= norm1.z; | |
g111 *= norm1.w; | |
float n000 = dot(g000, Pf0); | |
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); | |
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); | |
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); | |
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); | |
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); | |
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); | |
float n111 = dot(g111, Pf1); | |
vec3 fade_xyz = fade(Pf0); | |
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); | |
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); | |
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); | |
return 2.2 * n_xyz; | |
} | |
float pnoise(vec3 P, vec3 rep) | |
{ | |
vec3 Pi0 = mod(floor(P), rep); | |
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); | |
Pi0 = mod289(Pi0); | |
Pi1 = mod289(Pi1); | |
vec3 Pf0 = fract(P); | |
vec3 Pf1 = Pf0 - vec3(1.0); | |
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | |
vec4 iy = vec4(Pi0.yy, Pi1.yy); | |
vec4 iz0 = Pi0.zzzz; | |
vec4 iz1 = Pi1.zzzz; | |
vec4 ixy = permute(permute(ix) + iy); | |
vec4 ixy0 = permute(ixy + iz0); | |
vec4 ixy1 = permute(ixy + iz1); | |
vec4 gx0 = ixy0 * (1.0 / 7.0); | |
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; | |
gx0 = fract(gx0); | |
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); | |
vec4 sz0 = step(gz0, vec4(0.0)); | |
gx0 -= sz0 * (step(0.0, gx0) - 0.5); | |
gy0 -= sz0 * (step(0.0, gy0) - 0.5); | |
vec4 gx1 = ixy1 * (1.0 / 7.0); | |
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; | |
gx1 = fract(gx1); | |
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); | |
vec4 sz1 = step(gz1, vec4(0.0)); | |
gx1 -= sz1 * (step(0.0, gx1) - 0.5); | |
gy1 -= sz1 * (step(0.0, gy1) - 0.5); | |
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); | |
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); | |
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); | |
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); | |
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); | |
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); | |
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); | |
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); | |
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); | |
g000 *= norm0.x; | |
g010 *= norm0.y; | |
g100 *= norm0.z; | |
g110 *= norm0.w; | |
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); | |
g001 *= norm1.x; | |
g011 *= norm1.y; | |
g101 *= norm1.z; | |
g111 *= norm1.w; | |
float n000 = dot(g000, Pf0); | |
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); | |
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); | |
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); | |
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); | |
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); | |
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); | |
float n111 = dot(g111, Pf1); | |
vec3 fade_xyz = fade(Pf0); | |
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); | |
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); | |
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); | |
return 2.2 * n_xyz; | |
} | |
float rand(vec2 n) | |
{ | |
return 0.5 + 0.5 * | |
fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); | |
} | |
varying vec2 v_uv; | |
varying vec3 v_line_color; | |
uniform float time; | |
uniform float speed; | |
uniform float elevation; | |
uniform float noise_range; | |
uniform float perlin_passes; | |
uniform float sombrero_amplitude; | |
uniform float sombrero_frequency; | |
uniform vec3 line_color; | |
varying float z; | |
#define M_PI 3.1415926535897932384626433832795 | |
void main() | |
{ | |
gl_PointSize = 1.; | |
v_uv = uv; | |
v_line_color = line_color; | |
// First perlin passes | |
float displacement = pnoise( .4 * position + vec3( 0, speed * time, 0 ), vec3( 100.0 ) ) * 1. * noise_range; | |
if( perlin_passes > 2.0 ){ | |
displacement += pnoise( 2. * position + vec3( 0, speed * time * 5., 0 ), vec3( 100. ) ) * .3 * noise_range; | |
displacement += pnoise( 8. * position + vec3( 0, speed * time * 20., 0 ), vec3( 100. ) ) * .1 * noise_range; | |
} | |
else if(perlin_passes > 1.0){ | |
displacement += pnoise( 8. * position + vec3( 0, speed * time * 20., 0 ), vec3( 100. ) ) * .1 * noise_range; | |
} | |
float distance = sqrt(((uv.x-0.5) * (uv.x-0.5)) + ((uv.y-0.5) * (uv.y-0.5))); | |
float z = (sombrero_amplitude * sin(((time * 0.5 * speed) - (distance * sombrero_frequency)) * M_PI)); | |
// Sinus | |
displacement = displacement + (sin(position.x / 2. - M_PI / 2.)) * elevation; | |
vec3 newPosition = vec3(position.x,position.y,displacement + z); | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1. ); | |
z = newPosition.z; | |
} | |
</script> | |
<script id="shader-fragment-terrain" type="x-shader/x-fragment"> | |
varying vec2 v_uv; | |
varying vec3 v_line_color; | |
varying float z; | |
#define M_PI 3.1415926535897932384626433832795 | |
void main() | |
{ | |
vec4 temp; | |
float alpha = sin(v_uv.y * M_PI) / 4.; | |
temp = vec4(v_line_color, alpha); | |
gl_FragColor = temp; | |
} | |
</script> | |
<script id="shader-vertex-terrain-sombrero" type="x-shader/x-vertex"> | |
varying vec2 v_uv; | |
varying vec3 v_line_color; | |
uniform float time; | |
uniform float speed; | |
uniform float elevation; | |
uniform float noise_range; | |
uniform float perlin_passes; | |
uniform float sombrero_amplitude; | |
uniform float sombrero_frequency; | |
uniform vec3 line_color; | |
varying float z; | |
#define M_PI 3.1415926535897932384626433832795 | |
void main() | |
{ | |
gl_PointSize = 1.; | |
v_uv = uv; | |
v_line_color = line_color; | |
float distance = sqrt(((uv.x-0.5) * (uv.x-0.5)) + ((uv.y-0.5) * (uv.y-0.5))); | |
float z = (sombrero_amplitude * sin(((time * 0.5 * speed) - (distance * sombrero_frequency)) * M_PI)); | |
vec3 newPosition = vec3(position.x,position.y,z); | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1. ); | |
z = newPosition.z; | |
} | |
</script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r69/three.min.js"></script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.js"></script> | |
<div id='experience'></div> | |
<script>(function() { | |
var App, | |
bind = function(fn, me){ return function(){ return fn.apply(me, arguments); }; }; | |
window.App = (function() { | |
App.prototype.canvasGL = null; | |
App.prototype.container = null; | |
App.prototype.scene = null; | |
App.prototype.camera = null; | |
App.prototype.renderer = null; | |
App.prototype.geometry = null; | |
App.prototype.material = null; | |
App.prototype.mesh = null; | |
App.prototype.gui = null; | |
App.prototype.terrain = null; | |
App.prototype.composer = null; | |
App.prototype.render_pass = null; | |
App.prototype.fxaa_pass = null; | |
App.prototype.posteffect = false; | |
App.prototype.meteo = null; | |
App.prototype.skybox = null; | |
function App() { | |
this.resize = bind(this.resize, this); | |
this.renderScene = bind(this.renderScene, this); | |
this.update = bind(this.update, this); | |
this.init = bind(this.init, this); | |
var fb, lin, plus, twt; | |
fb = document.getElementById('facebook'); | |
twt = document.getElementById('twitter'); | |
lin = document.getElementById('linkedin'); | |
plus = document.getElementById('plus'); | |
} | |
WindowResize = function(renderer, camera){ | |
var callback = function(){ | |
// notify the renderer of the size change | |
var width = $('#experience').innerWidth(); | |
var height = $('#experience').innerHeight(); | |
console.log(width,height); | |
renderer.setSize( width, height ); | |
// update the camera | |
camera.aspect = width/ height; | |
camera.updateProjectionMatrix(); | |
} | |
// bind the resize event | |
window.addEventListener('resize', callback, false); | |
// return .stop() the function to stop watching window resize | |
return { | |
/** | |
* Stop watching window resize | |
*/ | |
stop : function(){ | |
window.removeEventListener('resize', callback); | |
} | |
}; | |
} | |
App.prototype.init = function() { | |
this.scene = new THREE.Scene(); | |
this.camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 100000); | |
console.log(this.camera); | |
this.camera.position.z = 7; | |
this.camera.position.y = 1; | |
this.renderer = new THREE.WebGLRenderer({ | |
width: window.innerWidth, | |
height: window.innerHeight, | |
scale: 1, | |
antialias: false, | |
}); | |
this.renderer.setSize(window.innerWidth, window.innerHeight); | |
this.container = document.createElement('div'); | |
this.container.id = 'canvasGL'; | |
this.container.appendChild(this.renderer.domElement); | |
this.camera.lookAt(new THREE.Vector3()); | |
document.getElementById('experience').appendChild(this.container); | |
this.terrain = new Terrain(this.scene); | |
this.scene.add(this.terrain.plane_mesh); | |
WindowResize(this.renderer,this.camera); | |
return this.update(); | |
}; | |
App.prototype.update = function() { | |
requestAnimationFrame(this.update); | |
this.terrain.update(); | |
return this.renderScene(); | |
}; | |
App.prototype.renderScene = function() { | |
return this.renderer.render(this.scene, this.camera); | |
}; | |
App.prototype.resize = function(stageWidth, stageHeight) { | |
this.camera.aspect = stageWidth / stageHeight; | |
this.camera.updateProjectionMatrix(); | |
return this.renderer.setSize(stageWidth, stageHeight); | |
}; | |
return App; | |
})(); | |
window.Terrain = (function() { | |
Terrain.prototype.uniforms = null; | |
Terrain.prototype.plane_mesh = null; | |
Terrain.prototype.plane_geometry = null; | |
Terrain.prototype.groundMaterial = null; | |
Terrain.prototype.clock = new THREE.Clock(true); | |
Terrain.prototype.options = { | |
elevation: 1, | |
noise_range: 2.14, | |
sombrero_amplitude: 0.6, | |
sombrero_frequency: 2.0, | |
speed: 0.25, | |
segments: 120, | |
wireframe_color: '#ffffff', | |
perlin_passes: 0.25, | |
wireframe: true, | |
floor_visible: true | |
}; | |
Terrain.prototype.scene = null; | |
function Terrain(scene) { | |
this.update = bind(this.update, this); | |
this.buildPlanes = bind(this.buildPlanes, this); | |
this.init = bind(this.init, this); | |
this.scene = scene; | |
this.init(); | |
} | |
Terrain.prototype.init = function() { | |
this.uniforms = { | |
time: { | |
type: "f", | |
value: 0.0 | |
}, | |
speed: { | |
type: "f", | |
value: this.options.speed | |
}, | |
elevation: { | |
type: "f", | |
value: this.options.elevation | |
}, | |
noise_range: { | |
type: "f", | |
value: this.options.noise_range | |
}, | |
offset: { | |
type: "f", | |
value: this.options.elevation | |
}, | |
perlin_passes: { | |
type: "f", | |
value: this.options.perlin_passes | |
}, | |
sombrero_amplitude: { | |
type: "f", | |
value: this.options.sombrero_amplitude | |
}, | |
sombrero_frequency: { | |
type: "f", | |
value: this.options.sombrero_frequency | |
}, | |
line_color: { | |
type: "c", | |
value: new THREE.Color(this.options.wireframe_color) | |
} | |
}; | |
return this.buildPlanes(this.options.segments); | |
}; | |
Terrain.prototype.buildPlanes = function(segments) { | |
this.plane_geometry = new THREE.PlaneBufferGeometry(20, 20, segments, segments); | |
this.plane_material = new THREE.ShaderMaterial({ | |
vertexShader: document.getElementById('shader-vertex-terrain-perlinsombrero').textContent, | |
fragmentShader: document.getElementById('shader-fragment-terrain').textContent, | |
wireframe: this.options.wireframe, | |
wireframeLinewidth: 1, | |
transparent: true, | |
uniforms: this.uniforms | |
}); | |
this.groundMaterial = new THREE.MeshPhongMaterial({ | |
ambient: 0xffffff, | |
color: 0xffffff, | |
specular: 0x050505 | |
}); | |
this.materials = [this.groundMaterial, this.plane_material]; | |
this.plane_mesh = THREE.SceneUtils.createMultiMaterialObject(this.plane_geometry, this.materials); | |
this.plane_mesh.rotation.x = -Math.PI / 2; | |
return this.plane_mesh.position.y = -0.5; | |
}; | |
Terrain.prototype.update = function() { | |
return this.plane_material.uniforms['time'].value = this.clock.getElapsedTime(); | |
}; | |
return Terrain; | |
})(); | |
App = new window.App(); | |
App.init(); | |
}).call(this); | |
</script> |
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