parametric geometry
for sand modeling
by jmcjc5u
HTML
<div id="info">Click to add sand...</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script src="http://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js"></script>
<script id='myVertexShader' type="x-shader/x-vertex">
uniform vec3 lightPos;
varying vec4 wPos;
varying float diffuse;
void main() {
vec4 eyepos = modelViewMatrix * vec4(position, 1.0);
vec4 eyeLightPos = viewMatrix * vec4(lightPos, 1.0);
vec3 ll = normalize(eyeLightPos.xyz - eyepos.xyz);
vec3 eyenorm = normalize(normalMatrix * normal);
diffuse = abs(dot(eyenorm, ll));
wPos = modelMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id='myFragmentShader' type="x-shader/x-vertex">
//
// FROM: http://jsfiddle.net/jmchen/cby3d1ag/
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x * 34.0) + 1.0) * x);
}
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);
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x...
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow:hidden
}
JavaScript
var camera, scene, renderer, geometry, material, mesh, light, controls;
var plane, cyl;
var mouse = new THREE.Vector2();
var gcontrols;
var texMaterial, noiseMaterial;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 500;
scene.add(camera);
meshFunc = function (u0, v0) {
return new THREE.Vector3(-100 + 200 * u0, 0, -100 + 200 * v0);
};
geometry = new THREE.ParametricGeometry(meshFunc, 40, 40);
geometry.computeFaceNormals();
geometry.computeVertexNormals();
THREE.ImageUtils.crossOrigin = '';
var texture = THREE.ImageUtils.loadTexture('https://i.imgur.com/8QLabSW.jpg');
texMaterial = new THREE.MeshPhongMaterial({
// color: 0xffffff,
map: texture,
wireframe: false,
side: THREE.DoubleSide,
});
noiseMaterial = new THREE.ShaderMaterial({
side: THREE.DoubleSide,
uniforms: {
lightPos: {
type: 'v3',
value: new THREE.Vector3(0, 110, 0)
}
},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent,
wireframe: true
});
mesh = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial());
scene.add(mesh);
light = new THREE.PointLight(0xffffff);
light.position.set(0, 200, 0);
scene.add(light);
var axis = new THREE.AxisHelper(20);
scene.add(axis);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var cyl_geom = new THREE.CylinderGeometry(3, 3, 6, 32);
var cyl_mat = new THREE.MeshBasicMaterial({
color: 0xff2211
});
cyl = new THREE.Mesh(cyl_geom, cyl_mat);
...