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threex

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Game Extensions for three.js http://www.threejsgames.com/extensions/

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<!DOCTYPE html> <script src='../../../vendor/three.js/build/three.min.js'></script> <body style='margin: 0px; background-color: #bb00bb; overflow: hidden;'> <script id="fragmentShaderNoise" type="x-shader/x-fragment"> // // Description : Array and textureless GLSL 3D simplex noise function. // Author : Ian McEwan, Ashima Arts. // Maintainer : ijm // Lastmod : 20110409 (stegu) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // uniform float time; varying vec2 vUv; vec4 permute( vec4 x ) { return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 ); } 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 ); vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod( i, 289.0 ); 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 // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0 / 7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N) 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 = 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 ) ) ); } float surface3( vec3 coord ){ float height = 0.0; height += abs(snoise(coord )) * 1.0; height += abs(snoise(coord * 2.0)) * 0.5; height += abs(snoise(coord * 4.0)) * 0.25; height += abs(snoise(coord * 8.0)) * 0.125; return height; } void main( void ) { vec3 coord = vec3( vUv, time ); float height = surface3( coord ); gl_FragColor = vec4( vec3(height, height, height), 1.0 ); // gl_FragColor = vec4( vec3(0,0,0), height ); } </script> <script id="vertexShader" type="x-shader/x-vertex"> varying vec2 vUv; uniform vec2 scale; uniform vec2 offset; void main( void ) { vUv = uv * scale + offset; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } </script> <script> var renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); var updateFcts = []; var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100 ); camera.position.z = 3; var THREEx = THREEx || {} THREEx.NoiseShaderMaterial = function(){ var material = new THREE.ShaderMaterial( { uniforms : { time : { type: "f", value: 1.0 }, scale : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, offset : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, }, vertexShader : document.getElementById( 'vertexShader' ).textContent, fragmentShader : document.getElementById( 'fragmentShaderNoise' ).textContent, }); return material } ////////////////////////////////////////////////////////////////////////////////// // add an object and make it move // ////////////////////////////////////////////////////////////////////////////////// var geometry = new THREE.SphereGeometry( 0.5, 32, 32); var material = new THREEx.NoiseShaderMaterial() var mesh = new THREE.Mesh( geometry, material ); updateFcts.push(function(delta, now){ material.uniforms[ "time" ].value += delta/5; material.uniforms[ "offset" ].value.x += delta/10; }) scene.add( mesh ); // updateFcts.push(function(delta, now){ // mesh.rotation.x += 1 * delta; // mesh.rotation.y += 2 * delta; // }) ////////////////////////////////////////////////////////////////////////////////// // Camera Controls // ////////////////////////////////////////////////////////////////////////////////// var mouse = {x : 0, y : 0} document.addEventListener('mousemove', function(event){ mouse.x = (event.clientX / window.innerWidth ) - 0.5 mouse.y = (event.clientY / window.innerHeight) - 0.5 }, false) updateFcts.push(function(delta, now){ camera.position.x += (mouse.x*5 - camera.position.x) * (delta*3) camera.position.y += (mouse.y*5 - camera.position.y) * (delta*3) camera.lookAt( scene.position ) }) ////////////////////////////////////////////////////////////////////////////////// // render the scene // ////////////////////////////////////////////////////////////////////////////////// updateFcts.push(function(){ renderer.render( scene, camera ); }) ////////////////////////////////////////////////////////////////////////////////// // loop runner // ////////////////////////////////////////////////////////////////////////////////// var lastTimeMsec= null requestAnimationFrame(function animate(nowMsec){ // keep looping requestAnimationFrame( animate ); // measure time lastTimeMsec = lastTimeMsec || nowMsec-1000/60 var deltaMsec = Math.min(200, nowMsec - lastTimeMsec) lastTimeMsec = nowMsec // call each update function updateFcts.forEach(function(updateFn){ updateFn(deltaMsec/1000, nowMsec/1000) }) }) </script></body>