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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - procedural terrain</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js webgpu</a> - procedural terrain
- <br>
- Based on <a href="https://threejs-journey.com/lessons/procedural-terrain-shader" target="_blank" rel="noopener">Three.js Journey</a> lessons
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.webgpu.js",
- "three/tsl": "../build/three.webgpu.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { mx_noise_float, color, cross, dot, float, transformNormalToView, positionLocal, sign, step, Fn, uniform, varying, vec2, vec3, Loop } from 'three/tsl';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
- let camera, scene, renderer, controls, drag;
- init();
- function init() {
- camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 100 );
- camera.position.set( - 10, 8, - 2.2 );
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x201919 );
- const gui = new GUI();
- // environment
- const rgbeLoader = new RGBELoader();
- rgbeLoader.load( './textures/equirectangular/pedestrian_overpass_1k.hdr', ( environmentMap ) => {
- environmentMap.mapping = THREE.EquirectangularReflectionMapping;
- scene.background = environmentMap;
- scene.backgroundBlurriness = 0.5;
- scene.environment = environmentMap;
-
- } );
- // lights
-
- const directionalLight = new THREE.DirectionalLight( '#ffffff', 2 );
- directionalLight.position.set( 6.25, 3, 4 );
- directionalLight.castShadow = true;
- directionalLight.shadow.mapSize.set( 1024, 1024 );
- directionalLight.shadow.camera.near = 0.1;
- directionalLight.shadow.camera.far = 30;
- directionalLight.shadow.camera.top = 8;
- directionalLight.shadow.camera.right = 8;
- directionalLight.shadow.camera.bottom = - 8;
- directionalLight.shadow.camera.left = - 8;
- directionalLight.shadow.normalBias = 0.05;
- directionalLight.shadow.bias = 0;
- scene.add( directionalLight );
- // terrain
- const material = new THREE.MeshStandardNodeMaterial( {
- metalness: 0,
- roughness: 0.5,
- color: '#85d534'
- } );
- const noiseIterations = uniform( 3 );
- const positionFrequency = uniform( 0.175 );
- const warpFrequency = uniform( 6 );
- const warpStrength = uniform( 1 );
- const strength = uniform( 10 );
- const offset = uniform( vec2( 0, 0 ) );
- const normalLookUpShift = uniform( 0.01 );
- const colorSand = uniform( color( '#ffe894' ) );
- const colorGrass = uniform( color( '#85d534' ) );
- const colorSnow = uniform( color( '#ffffff' ) );
- const colorRock = uniform( color( '#bfbd8d' ) );
- const vNormal = varying( vec3() );
- const vPosition = varying( vec3() );
- const terrainElevation = Fn( ( [ position ] ) => {
- const warpedPosition = position.add( offset ).toVar();
- warpedPosition.addAssign( mx_noise_float( warpedPosition.mul( positionFrequency ).mul( warpFrequency ), 1, 0 ).mul( warpStrength ) );
-
- const elevation = float( 0 ).toVar();
- Loop( { type: 'float', start: float( 1 ), end: noiseIterations.toFloat(), condition: '<=' }, ( { i } ) => {
- const noiseInput = warpedPosition.mul( positionFrequency ).mul( i.mul( 2 ) ).add( i.mul( 987 ) );
- const noise = mx_noise_float( noiseInput, 1, 0 ).div( i.add( 1 ).mul( 2 ) );
- elevation.addAssign( noise );
-
- } );
- const elevationSign = sign( elevation );
- elevation.assign( elevation.abs().pow( 2 ).mul( elevationSign ).mul( strength ) );
- return elevation;
-
- } );
- material.positionNode = Fn( () => {
- // neighbours positions
- const neighbourA = positionLocal.xyz.add( vec3( normalLookUpShift, 0.0, 0.0 ) ).toVar();
- const neighbourB = positionLocal.xyz.add( vec3( 0.0, 0.0, normalLookUpShift.negate() ) ).toVar();
- // elevations
- const position = positionLocal.xyz.toVar();
- const elevation = terrainElevation( positionLocal.xz );
- position.y.addAssign( elevation );
-
- neighbourA.y.addAssign( terrainElevation( neighbourA.xz ) );
- neighbourB.y.addAssign( terrainElevation( neighbourB.xz ) );
- // compute normal
- const toA = neighbourA.sub( position ).normalize();
- const toB = neighbourB.sub( position ).normalize();
- vNormal.assign( cross( toA, toB ) );
- // varyings
- vPosition.assign( position.add( vec3( offset.x, 0, offset.y ) ) );
- return position;
-
- } )();
- material.normalNode = transformNormalToView( vNormal );
- material.colorNode = Fn( () => {
- const finalColor = colorSand.toVar();
- // grass
- const grassMix = step( - 0.06, vPosition.y );
- finalColor.assign( grassMix.mix( finalColor, colorGrass ) );
- // rock
- const rockMix = step( 0.5, dot( vNormal, vec3( 0, 1, 0 ) ) ).oneMinus().mul( step( - 0.06, vPosition.y ) );
- finalColor.assign( rockMix.mix( finalColor, colorRock ) );
- // snow
- const snowThreshold = mx_noise_float( vPosition.xz.mul( 25 ), 1, 0 ).mul( 0.1 ).add( 0.45 );
- const snowMix = step( snowThreshold, vPosition.y );
- finalColor.assign( snowMix.mix( finalColor, colorSnow ) );
- return finalColor;
-
- } )();
- const geometry = new THREE.PlaneGeometry( 10, 10, 500, 500 );
- geometry.deleteAttribute( 'uv' );
- geometry.deleteAttribute( 'normal' );
- geometry.rotateX( - Math.PI * 0.5 );
- const terrain = new THREE.Mesh( geometry, material );
- terrain.receiveShadow = true;
- terrain.castShadow = true;
- scene.add( terrain );
- // debug
- const terrainGui = gui.addFolder( '🏔️ terrain' );
- terrainGui.add( noiseIterations, 'value', 0, 10, 1 ).name( 'noiseIterations' );
- terrainGui.add( positionFrequency, 'value', 0, 1, 0.001 ).name( 'positionFrequency' );
- terrainGui.add( strength, 'value', 0, 20, 0.001 ).name( 'strength' );
- terrainGui.add( warpFrequency, 'value', 0, 20, 0.001 ).name( 'warpFrequency' );
- terrainGui.add( warpStrength, 'value', 0, 2, 0.001 ).name( 'warpStrength' );
- terrainGui.addColor( { color: colorSand.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorSand' ).onChange( value => colorSand.value.set( value ) );
- terrainGui.addColor( { color: colorGrass.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorGrass' ).onChange( value => colorGrass.value.set( value ) );
- terrainGui.addColor( { color: colorSnow.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorSnow' ).onChange( value => colorSnow.value.set( value ) );
- terrainGui.addColor( { color: colorRock.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorRock' ).onChange( value => colorRock.value.set( value ) );
- // water
-
- const water = new THREE.Mesh(
- new THREE.PlaneGeometry( 10, 10, 1, 1 ),
- new THREE.MeshPhysicalMaterial( {
- transmission: 1,
- roughness: 0.5,
- ior: 1.333,
- color: '#4db2ff'
- } )
- );
- water.rotation.x = - Math.PI * 0.5;
- water.position.y = - 0.1;
- scene.add( water );
- const waterGui = gui.addFolder( '💧 water' );
- waterGui.add( water.material, 'roughness', 0, 1, 0.01 );
- waterGui.add( water.material, 'ior' ).min( 1 ).max( 2 ).step( 0.001 );
- waterGui.addColor( { color: water.material.color.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => water.material.color.set( value ) );
- // renderer
- renderer = new THREE.WebGPURenderer( { antialias: true } );
- renderer.toneMapping = THREE.ACESFilmicToneMapping;
- renderer.shadowMap.enabled = true;
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- document.body.appendChild( renderer.domElement );
- // controls
- controls = new OrbitControls( camera, renderer.domElement );
- controls.maxPolarAngle = Math.PI * 0.45;
- controls.target.y = - 0.5;
- controls.enableDamping = true;
- controls.minDistance = 0.1;
- controls.maxDistance = 50;
- // drag
- drag = {};
- drag.screenCoords = new THREE.Vector2();
- drag.prevWorldCoords = new THREE.Vector3();
- drag.worldCoords = new THREE.Vector3();
- drag.raycaster = new THREE.Raycaster();
- drag.down = false;
- drag.hover = false;
- drag.object = new THREE.Mesh( new THREE.PlaneGeometry( 10, 10, 1, 1 ), new THREE.MeshBasicMaterial() );
- drag.object.rotation.x = - Math.PI * 0.5;
- drag.object.visible = false;
- scene.add( drag.object );
- drag.getIntersect = () => {
- drag.raycaster.setFromCamera( drag.screenCoords, camera );
- const intersects = drag.raycaster.intersectObject( drag.object );
- if ( intersects.length )
- return intersects[ 0 ];
- return null;
- };
- drag.update = () => {
- const intersect = drag.getIntersect();
- if ( intersect ) {
- drag.hover = true;
- if ( ! drag.down )
- renderer.domElement.style.cursor = 'grab';
- } else {
- drag.hover = false;
- renderer.domElement.style.cursor = 'default';
- }
- if ( drag.hover && drag.down ) {
- drag.worldCoords.copy( intersect.point );
- const delta = drag.prevWorldCoords.sub( drag.worldCoords );
- offset.value.x += delta.x;
- offset.value.y += delta.z;
- }
- drag.prevWorldCoords.copy( drag.worldCoords );
- };
- window.addEventListener( 'pointermove', ( event ) => {
- drag.screenCoords.x = ( event.clientX / window.innerWidth - 0.5 ) * 2;
- drag.screenCoords.y = - ( event.clientY / window.innerHeight - 0.5 ) * 2;
- } );
- window.addEventListener( 'pointerdown', () => {
- if ( drag.hover ) {
- renderer.domElement.style.cursor = 'grabbing';
- controls.enabled = false;
- drag.down = true;
- drag.object.scale.setScalar( 10 );
- const intersect = drag.getIntersect();
- drag.prevWorldCoords.copy( intersect.point );
- drag.worldCoords.copy( intersect.point );
-
- }
- } );
- window.addEventListener( 'pointerup', () => {
- drag.down = false;
- controls.enabled = true;
- drag.object.scale.setScalar( 1 );
-
- } );
- window.addEventListener( 'resize', onWindowResize );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- async function animate() {
- controls.update();
- drag.update();
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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