textures
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+121
-27
@@ -5,7 +5,9 @@ const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerH
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const renderer = new THREE.WebGLRenderer({ alpha: true })
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if (!renderer) {
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alert("Renderer failed to load")
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alert("Renderer failed to load, using static images instead.")
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// TODO: add image logic
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throw new Error("Renderer initialization failed.")
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}
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renderer.setSize(window.innerWidth, window.innerHeight)
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@@ -40,9 +42,11 @@ const mesh = new THREE.Mesh(geometry, material)
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//scene.add(mesh)
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camera.position.z = 5
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camera.position.y = 2
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/* camera.position.z = 5
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camera.position.y = 2 */
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camera.position.y = 5
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camera.lookAt(0, 0, 0)
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function hillCurve(x, width) {
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return (Math.sin(Math.PI * (x + 1)) + 1) ** width
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@@ -50,51 +54,141 @@ function hillCurve(x, width) {
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function generateHill(width, length, segments, maxHeight, posOffsetZ = 0, prevHillVerts = []) {
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let hillVerts = []
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let hillIndices = []
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let startPos = -width / 2
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let triCount = segments + 1
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let prevHillHeights = prevHillVerts.filter((_, index) => (index - 1) % 3 === 0)
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for (i = 0; i < triCount; i++) {
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let height = randomFloat(0, maxHeight) * hillCurve(i / triCount, 1.2)
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let hillData = generateHillVerts(
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triCount,
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maxHeight,
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width,
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startPos,
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prevHillHeights,
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segments,
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length,
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posOffsetZ
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)
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let hillVerts = hillData.verts
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let hillUVs = hillData.uvs
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hillVerts.push(i / (triCount - 1) * width + startPos)
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if (prevHillHeights.length / 2 != segments + 1) {
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hillVerts.push(0)
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}
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else {
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hillVerts.push(prevHillHeights[i * 2 + 1])
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}
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hillVerts.push(length / 2 + posOffsetZ)
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hillVerts.push(i / (triCount - 1) * width + startPos)
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hillVerts.push(height)
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hillVerts.push(-length / 2 + posOffsetZ)
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}
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for (let i = 0; i < hillVerts.length / 2 - (segments + 3); i++) {
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hillIndices.push(i)
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hillIndices.push(i + 1)
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hillIndices.push(i + 2)
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for (i = 0; i < segments; i++) {
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hillIndices.push(i * 2, i * 2 + 2, i * 2 + 1)
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hillIndices.push(i * 2 + 1, i * 2 + 2, i * 2 + 3)
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}
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const geometry = new THREE.BufferGeometry()
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geometry.setAttribute("position", new THREE.BufferAttribute(new Float32Array(hillVerts), 3))
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geometry.setAttribute("uv", new THREE.BufferAttribute(new Float32Array(hillUVs), 2))
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geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(hillIndices), 1))
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geometry.computeVertexNormals()
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const material = new THREE.MeshBasicMaterial({ color: 0x00FF00, wireframe: true, side: THREE.DoubleSide })
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const material = generateHillMat(segments, width, length)
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const newMesh = new THREE.Mesh(geometry, material)
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return {mesh: newMesh, verts: hillVerts, indices: hillIndices}
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}
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function generateHillVerts(
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triCount,
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maxHeight,
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width,
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startPos,
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prevHillHeights,
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segments,
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length,
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posOffsetZ
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) {
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let hillVerts = []
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let hillUVs = []
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for (i = 0; i < triCount; i++) {
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let height = randomFloat(0, maxHeight) * hillCurve(i / triCount, 1.2)
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hillVerts.push(i / (triCount - 1) * width + startPos)
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if (prevHillHeights.length / 2 != segments + 1) { hillVerts.push(0) }
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else { hillVerts.push(prevHillHeights[i * 2 + 1]) }
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hillVerts.push(length / 2 + posOffsetZ)
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hillUVs.push(i / (triCount - 1), 0)
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hillVerts.push(
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i / (triCount - 1) * width + startPos,
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height,
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-length / 2 + posOffsetZ
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)
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hillUVs.push(i / (triCount - 1), 1)
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}
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return {verts: hillVerts, uvs: hillUVs}
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}
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function generateHillMat(segments, width, length) {
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//return new THREE.MeshBasicMaterial({ color: 0x00FF00, wireframe: false })
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const vertexShader = `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`
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const fragmentShader = `
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varying vec2 vUv;
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uniform vec3 edgeColor;
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uniform vec3 centerColor;
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uniform int segmentCount;
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uniform float aspectRatio;
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void main() {
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vec2 uv = vUv;
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uv.x = fract(uv.x * float(segmentCount));
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// Define the edge threshold
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float edgeThreshold = 0.1;
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// Check for the top, bottom, and sides (not including corners as edges)
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float isEdge = 0.0;
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// Check top and bottom edges
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if (uv.y < edgeThreshold || uv.y > (1.0 - edgeThreshold)) {
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isEdge = 1.0;
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}
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// Check side edges, but exclude corners
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if (uv.x < edgeThreshold || uv.x > (1.0 - edgeThreshold)) {
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isEdge = 1.0;
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}
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// Mix the colors based on whether it's an edge
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vec3 color = mix(centerColor, edgeColor, isEdge);
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gl_FragColor = vec4(color, 1.0);
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}
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`
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const material = new THREE.ShaderMaterial({
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vertexShader,
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fragmentShader,
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uniforms: {
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edgeColor: { value: new THREE.Color(0x00b4f0) },
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centerColor: { value: new THREE.Color(0x323232) },
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segmentCount: { value: segments },
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aspectRatio: { value: (width / segments) / length }
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}
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})
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return material
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}
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function animate() {
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requestAnimationFrame(animate)
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