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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / examples / webgl_geometry_minecraft_ao.html
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+<!DOCTYPE html>
+<html lang="en">
+       <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" rel="noopener">three.js</a> - <a href="http://www.minecraft.net/" target="_blank" rel="noopener">minecraft</a> demo [ambient occlusion]. featuring <a href="http://painterlypack.net/" target="_blank" rel="noopener">painterly pack</a><br />(left click: forward, right click: backward)
+               </div>
+
+               <script src="../build/three.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.background = new THREE.Color( 0xffffff );
+                               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.rotateY( Math.PI / 2 );
+                               pxGeometry.translate( 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.rotateY( - Math.PI / 2 );
+                               nxGeometry.translate( - 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.rotateX( - Math.PI / 2 );
+                               pyGeometry.translate( 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.rotateX( - Math.PI / 2 );
+                               py2Geometry.rotateY( Math.PI / 2 );
+                               py2Geometry.translate( 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.translate( 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.rotateY( Math.PI );
+                               nzGeometry.translate( 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 = new THREE.TextureLoader().load( '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.setPixelRatio( window.devicePixelRatio );
+                               renderer.setSize( window.innerWidth, window.innerHeight );
+
+                               container.innerHTML = "";
+
+                               container.appendChild( renderer.domElement );
+
+                               stats = new Stats();
+                               container.appendChild( stats.dom );
+
+                               //
+
+                               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>