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<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - materials - grass</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 {
background:#030;
color:#fff;
padding:0;
margin:0;
overflow:hidden;
font-family:georgia;
text-align:center;
}
</style>
</head>
<body>
<script src="../build/Three.js"></script>
<script src="js/Detector.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer,
mesh, levels = [];
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 75, 100 );
scene.add( camera );
var geometry = new THREE.PlaneGeometry( 100, 100 );
var bitmap = generateTextureBase();
for ( var i = 0; i < 15; i ++ ) {
mesh = levels[ i ] = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: new THREE.Texture( generateTextureLevel( bitmap ) ), transparent: true, depthWrite: false, depthTest: false } ) );
mesh.material.map.needsUpdate = true;
mesh.position.y = i * 0.25;
scene.add( mesh );
}
renderer = new THREE.WebGLRenderer();
renderer.sortObjects = false;
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function generateTextureBase() {
var canvas = document.createElement( 'canvas' );
canvas.width = 512;
canvas.height = 512;
var context = canvas.getContext( '2d' );
for ( var i = 0; i < 20000; i ++ ) {
context.fillStyle = 'rgba(0,' + Math.floor( Math.random() * 64 + 32 ) + ',16,1)';
context.beginPath();
context.arc( Math.random() * canvas.width, Math.random() * canvas.height, Math.random() * 1 + 0.5, 0, Math.PI * 2, true );
context.closePath();
context.fill();
}
context.globalAlpha = 0.075;
context.globalCompositeOperation = 'lighter';
return canvas;
}
function generateTextureLevel( texture ) {
texture.getContext( '2d' ).drawImage( texture, 0, 0 );
var canvas = document.createElement( 'canvas' );
canvas.width = texture.width;
canvas.height = texture.height;
canvas.getContext( '2d' ).drawImage( texture, 0, 0 );
return canvas;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var time = Date.now() / 6000;
camera.position.x = 80 * Math.cos( time );
camera.position.z = 80 * Math.sin( time );
camera.lookAt( scene.position );
for ( var i = 0, l = levels.length; i < l; i ++ ) {
mesh = levels[ i ];
mesh.position.x = Math.sin( time * 4 ) * i * i * 0.005;
mesh.position.z = Math.cos( time * 6 ) * i * i * 0.005;
}
renderer.render( scene, camera );
}
</script>
</body>
</html>
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