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demo.html
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<style>
html,
body {
height: 100%;
margin: 0;
overflow: hidden;
}
canvas {
width: 100%;
height: 100%;
display;
block;
}
img {
opacity: 0.5;
}
#circle {
position: absolute;
text-align: center;
width: 60px;
height: 60px;
-webkit-border-radius: 30px;
-moz-border-radius: 30px;
border-radius: 30px;
border: 1px solid darkorange;
background: rgba(255, 165, 0, 0.5);
font-size: 50px;
font-family: Times New Roman;
color: rgba(255, 165, 0, 1);
cursor: pointer;
}
.noselect {
-webkit-touch-callout: none;
/* iOS Safari */
-webkit-user-select: none;
/* Safari */
-khtml-user-select: none;
/* Konqueror HTML */
-moz-user-select: none;
/* Firefox */
-ms-user-select: none;
/* Internet Explorer/Edge */
user-select: none;
/* Non-prefixed version, currently
supported by Chrome and Opera */
}
/* unvisited link */
a:link {
color: darkorange;
}
/* visited link */
a:visited {
color: darkorange;
}
/* mouse over link */
a:hover {
color: darkorange;
}
/* selected link */
a:active {
color: darkorange;
}
</style>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/107/three.min.js"></script>
<script src="https://threejs.org/examples/js/utils/BufferGeometryUtils.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script>
var noise = `
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
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;
}
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 );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
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: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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) ) );
}
`;
</script>
<script>
var materialShaders = [];
var speed = 10;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, 1, 0.1, 1000);
camera.position.set(0, 1.3, 7);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
var canvas = renderer.domElement;
document.body.appendChild(canvas);
scene.background = new THREE.Color(0xffaa44);
console.log(scene.background);
scene.fog = new THREE.Fog(scene.background, 42.5, 50);
var controls = new THREE.OrbitControls(camera, canvas);
controls.enablePan = false;
controls.minDistance = 5;
controls.maxDistance = 7;
controls.maxPolarAngle = Math.PI * 0.55;
controls.minPolarAngle = Math.PI * 0.25;
controls.target.set(0, 1.8, 0);
controls.update();
// GROUND AND ROAD
var planeGeom = new THREE.PlaneBufferGeometry(100, 100, 200, 200);
planeGeom.rotateX(-Math.PI * 0.5);
var planeMat = new THREE.MeshBasicMaterial({
color: 0xff00ee
});
planeMat.onBeforeCompile = shader => {
shader.uniforms.time = {
value: 0
};
shader.vertexShader =
`
uniform float time;
varying vec3 vPos;
` + noise + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vec2 tuv = uv;
float t = time * 0.01 * ${speed}.;
tuv.y += t;
transformed.y = snoise(vec3(tuv * 5., 0.)) * 5.;
transformed.y *= smoothstep(5., 15., abs(transformed.x)); // road stripe
vPos = transformed;
`
);
shader.fragmentShader =
`
#extension GL_OES_standard_derivatives : enable
uniform float time;
varying vec3 vPos;
float line(vec3 position, float width, vec3 step){
vec3 tempCoord = position / step;
vec2 coord = tempCoord.xz;
coord.y -= time * ${speed}. / 2.;
vec2 grid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord * width);
float line = min(grid.x, grid.y);
return min(line, 1.0);
}
` + shader.fragmentShader;
shader.fragmentShader = shader.fragmentShader.replace(
`gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,
`
float l = line(vPos, 2.0, vec3(2.0));
vec3 base = mix(vec3(0, 0.75, 1), vec3(0), smoothstep(5., 7.5, abs(vPos.x)));
vec3 c = mix(outgoingLight, base, l);
gl_FragColor = vec4(c, diffuseColor.a);
`
);
materialShaders.push(shader);
};
var plane = new THREE.Mesh(planeGeom, planeMat);
scene.add(plane);
// PALMS
var palmGeoms = [];
// log
var logGeom = new THREE.CylinderBufferGeometry(0.25, 0.125, 10, 5, 4, true);
logGeom.translate(0, 5, 0);
palmGeoms.push(logGeom);
// leaves
for (let i = 0; i < 20; i++) {
let leafGeom = new THREE.CircleBufferGeometry(1.25, 4);
leafGeom.translate(0, 1.25, 0);
leafGeom.rotateX(-Math.PI * 0.5);
leafGeom.scale(0.25, 1, THREE.Math.randFloat(1, 1.5));
leafGeom.attributes.position.setY(0, 0.25);
leafGeom.rotateX(THREE.Math.randFloatSpread(Math.PI * 0.5));
leafGeom.rotateY(THREE.Math.randFloat(0, Math.PI * 2));
leafGeom.translate(0, 10, 0);
palmGeoms.push(leafGeom);
}
// merge
var palmGeom = THREE.BufferGeometryUtils.mergeBufferGeometries(palmGeoms, false);
palmGeom.rotateZ(THREE.Math.degToRad(-1.5));
// instancing
var instPalm = new THREE.InstancedBufferGeometry();
instPalm.attributes.position = palmGeom.attributes.position;
instPalm.attributes.uv = palmGeom.attributes.uv;
instPalm.index = palmGeom.index;
palmPos = [];
for (let i = 0; i < 5; i++) {
palmPos.push(-5, 0, i * 20 - 10 - 50);
palmPos.push(5, 0, i * 20 - 50);
}
instPalm.addAttribute(
"instPosition",
new THREE.InstancedBufferAttribute(new Float32Array(palmPos), 3)
);
var palmMat = new THREE.MeshBasicMaterial({
color: 0x00ff88,
side: THREE.DoubleSide
});
palmMat.onBeforeCompile = shader => {
shader.uniforms.time = {
value: 0
};
shader.vertexShader =
`
uniform float time;
attribute vec3 instPosition;
` + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
transformed.x *= sign(instPosition.x); // flip
vec3 ip = instPosition;
ip.z = mod(50. + ip.z + time * ${speed}., 100.) - 50.;
transformed *= 0.4 + smoothstep(50., 45., abs(ip.z)) * 0.6;
transformed += ip;
`
);
materialShaders.push(shader);
}
var palms = new THREE.Mesh(instPalm, palmMat);
scene.add(palms);
// SUN
var sunGeom = new THREE.CircleBufferGeometry(200, 64);
var sunMat = new THREE.MeshBasicMaterial({
color: 0xff8800,
fog: false,
transparent: true
});
sunMat.onBeforeCompile = shader => {
shader.uniforms.time = {
value: 0
};
shader.vertexShader =
`
varying vec2 vUv;
` + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vUv = uv;
`
);
shader.fragmentShader = `
varying vec2 vUv;
` + shader.fragmentShader;
shader.fragmentShader = shader.fragmentShader.replace(
`gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,
`gl_FragColor = vec4( outgoingLight, diffuseColor.a * smoothstep(0.5, 0.7, vUv.y));`
);
materialShaders.push(shader);
}
var sun = new THREE.Mesh(sunGeom, sunMat);
sun.position.set(0, 0, -500);
scene.add(sun);
var clock = new THREE.Clock();
var time = 0;
render();
function render() {
if (resize(renderer)) {
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
time = clock.getElapsedTime();
materialShaders.forEach(m => {
m.uniforms.time.value = time;
});
renderer.render(scene, camera);
requestAnimationFrame(render);
}
function resize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
</script>
</body>