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<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8">
    <title>Procedural Terrain</title>
    <style>
        body { margin: 0; overflow: hidden; }
        #controls {
            position: fixed;
            top: 20px;
            left: 20px;
            background: rgba(0,0,0,0.7);
            padding: 20px;
            border-radius: 10px;
            color: white;
            font-family: Arial, sans-serif;
        }
        .control-group {
            margin: 10px 0;
        }
        label {
            display: inline-block;
            width: 120px;
        }
        input[type="range"] {
            width: 200px;
        }
    </style>
</head>
<body>
    <div id="controls">
        <div class="control-group">
            <label>Height Scale:</label>
            <input type="range" id="heightScale" min="0" max="100" value="20">
        </div>
        <div class="control-group">
            <label>Water Level:</label>
            <input type="range" id="waterLevel" min="0" max="50" value="10">
        </div>
        <div class="control-group">
            <label>Roughness:</label>
            <input type="range" id="roughness" min="0" max="10" value="3" step="0.1">
        </div>
    </div>

    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    <script>
        let scene, camera, renderer, terrain, water;
        const size = 128;
        
        function init() {
            scene = new THREE.Scene();
            camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
            renderer = new THREE.WebGLRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);
            document.body.appendChild(renderer.domElement);

            // Add lighting
            const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
            scene.add(ambientLight);
            const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
            directionalLight.position.set(1, 1, 1);
            scene.add(directionalLight);

            camera.position.set(50, 50, 50);
            camera.lookAt(0, 0, 0);

            createTerrain();
            createWater();
            animate();
        }

        function createTerrain() {
            const geometry = new THREE.PlaneGeometry(100, 100, size, size);
            const material = new THREE.MeshPhongMaterial({
                color: 0x808080,
                wireframe: false,
                flatShading: true
            });

            terrain = new THREE.Mesh(geometry, material);
            terrain.rotation.x = -Math.PI / 2;
            scene.add(terrain);

            updateTerrain();
        }

        function createWater() {
            const geometry = new THREE.PlaneGeometry(100, 100);
            const material = new THREE.MeshPhongMaterial({
                color: 0x0077ff,
                transparent: true,
                opacity: 0.6
            });

            water = new THREE.Mesh(geometry, material);
            water.rotation.x = -Math.PI / 2;
            scene.add(water);
        }

        function updateTerrain() {
            const heightScale = document.getElementById('heightScale').value;
            const roughness = document.getElementById('roughness').value;
            const vertices = terrain.geometry.attributes.position.array;

            for(let i = 0; i < vertices.length; i += 3) {
                const x = i / 3 % (size + 1);
                const y = Math.floor(i / 3 / (size + 1));
                vertices[i + 2] = generateHeight(x, y) * heightScale / 20;
            }

            terrain.geometry.attributes.position.needsUpdate = true;
            terrain.geometry.computeVertexNormals();
        }

        function generateHeight(x, y) {
            const roughness = document.getElementById('roughness').value;
            return (Math.sin(x/10 * roughness) + Math.sin(y/10 * roughness)) / 2;
        }

        function updateWater() {
            const waterLevel = document.getElementById('waterLevel').value;
            water.position.y = waterLevel / 5;
        }

        function animate() {
            requestAnimationFrame(animate);
            renderer.render(scene, camera);
            updateWater();
        }

        // Event Listeners
        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        });

        document.getElementById('heightScale').addEventListener('input', updateTerrain);
        document.getElementById('roughness').addEventListener('input', updateTerrain);

        init();
    </script>
</body>
</html>