--- /dev/null
+<!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>