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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<title>Three.js Forest with Orbit + Arrow Move + Lighting + Stars</title>
<style>
:root { color-scheme: dark; }
html, body { height: 100%; }
body {
margin: 0;
overflow: hidden;
background: #0a0f12;
font-family: system-ui, -apple-system, Segoe UI, Roboto, Helvetica, Arial, "Apple Color Emoji", "Segoe UI Emoji";
}
.ui {
position: absolute;
top: 12px;
left: 12px;
padding: 10px 12px;
background: rgba(0,0,0,0.35);
border: 1px solid rgba(255,255,255,0.1);
border-radius: 8px;
backdrop-filter: blur(6px);
-webkit-backdrop-filter: blur(6px);
color: #cfe3d4;
font-size: 12px;
line-height: 1.4;
user-select: none;
max-width: 360px;
}
.ui h1 {
margin: 0 0 6px 0;
font-size: 14px;
font-weight: 600;
color: #e8f5ea;
letter-spacing: 0.3px;
}
.ui .row {
display: flex;
align-items: center;
gap: 8px;
margin: 6px 0;
}
.ui label {
min-width: 90px;
color: #cde2cf;
}
.ui input[type=range] { width: 180px; }
.ui .hint { opacity: 0.85; font-size: 11px; margin-top: 6px; }
.kbd {
display: inline-block;
padding: 1px 6px;
border: 1px solid rgba(255,255,255,0.2);
border-radius: 4px;
background: rgba(255,255,255,0.06);
font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
font-size: 11px;
line-height: 16px;
}
</style>
</head>
<body>
<div class="ui">
<h1>Procedural Forest</h1>
<div class="row">
<label for="density">Density</label>
<input id="density" type="range" min="50" max="1200" value="550" />
<span id="densityVal">550</span>
</div>
<div class="row">
<label for="wind">Wind</label>
<input id="wind" type="range" min="0" max="100" value="35" />
<span id="windVal">0.35</span>
</div>
<div class="row">
<label for="size">Area</label>
<input id="size" type="range" min="150" max="600" value="350" />
<span id="sizeVal">350</span>
</div>
<h1 style="margin-top:10px;">Lighting</h1>
<div class="row">
<label for="sunInt">Sun Intensity</label>
<input id="sunInt" type="range" min="0" max="2000" value="1000" />
<span id="sunIntVal">10.00</span>
</div>
<div class="row">
<label for="sunElev">Sun Elev</label>
<input id="sunElev" type="range" min="5" max="85" value="60" />
<span id="sunElevVal">60°</span>
</div>
<div class="row">
<label for="sunAzim">Sun Azim</label>
<input id="sunAzim" type="range" min="0" max="360" value="145" />
<span id="sunAzimVal">145°</span>
</div>
<div class="row">
<label for="hemi">Sky/Amb</label>
<input id="hemi" type="range" min="0" max="150" value="60" />
<span id="hemiVal">0.60</span>
</div>
<div class="hint">
Orbit: Left drag • Pan: Right drag • Zoom: Wheel<br/>
Move camera with <span class="kbd">↑</span><span class="kbd">↓</span><span class="kbd">←</span><span class="kbd">→</span> • Boost: <span class="kbd">Shift</span><br/>
Tip: Click the canvas once to ensure it has focus for arrow keys.
</div>
</div>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.160.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.160.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.domElement.tabIndex = 0; // make focusable for key events
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x0d1713, 0.0022);
// Lights
const hemiLight = new THREE.HemisphereLight(0xbfdde3, 0x1e3222, 0.6);
scene.add(hemiLight);
const dirLight = new THREE.DirectionalLight(0xfff4d6, 3.0); // default x3 intensity
dirLight.position.set(-60, 120, 40);
dirLight.castShadow = true;
dirLight.shadow.mapSize.set(2048, 2048);
const cam = dirLight.shadow.camera;
const shadowExtent = 300;
cam.left = -shadowExtent;
cam.right = shadowExtent;
cam.top = shadowExtent;
cam.bottom = -shadowExtent;
cam.near = 10;
cam.far = 400;
scene.add(dirLight);
// Hook up UI controls
const densityEl = document.getElementById('density');
const densityValEl = document.getElementById('densityVal');
const windEl = document.getElementById('wind');
const windValEl = document.getElementById('windVal');
const sizeEl = document.getElementById('size');
const sizeValEl = document.getElementById('sizeVal');
const sunIntEl = document.getElementById('sunInt');
const sunIntValEl = document.getElementById('sunIntVal');
const sunElevEl = document.getElementById('sunElev');
const sunElevValEl = document.getElementById('sunElevVal');
const sunAzimEl = document.getElementById('sunAzim');
const sunAzimValEl = document.getElementById('sunAzimVal');
const hemiEl = document.getElementById('hemi');
const hemiValEl = document.getElementById('hemiVal');
// Initial UI state sync
function setSunFromUI() {
const intensity = Number(sunIntEl.value) / 100; // 0..20
dirLight.intensity = intensity;
sunIntValEl.textContent = intensity.toFixed(2);
const elevDeg = Number(sunElevEl.value);
const azimDeg = Number(sunAzimEl.value);
sunElevValEl.textContent = elevDeg + '°';
sunAzimValEl.textContent = azimDeg + '°';
// Position the directional light based on elevation/azimuth around origin
const elev = THREE.MathUtils.degToRad(elevDeg);
const azim = THREE.MathUtils.degToRad(azimDeg);
const r = 200;
const y = Math.sin(elev) * r;
const x = Math.cos(elev) * Math.cos(azim) * r;
const z = Math.cos(elev) * Math.sin(azim) * r;
dirLight.position.set(x, y, z);
dirLight.target.position.set(0, 0, 0);
dirLight.target.updateMatrixWorld();
}
function setHemiFromUI() {
const hemiIntensity = Number(hemiEl.value) / 100; // 0..1.5
hemiLight.intensity = hemiIntensity;
hemiValEl.textContent = hemiIntensity.toFixed(2);
}
function setWindFromUI() {
const w = Number(windEl.value) / 100;
wind.strength = w;
windValEl.textContent = w.toFixed(2);
windUniforms.uStrength.value = w;
}
function setDensityFromUI() {
const d = Number(densityEl.value);
densityValEl.textContent = String(d);
regenerateForest(d, areaSize.value);
regenerateDecor(areaSize.value);
}
function setAreaFromUI() {
const s = Number(sizeEl.value);
areaSize.value = s;
sizeValEl.textContent = String(s);
regenerateForest(Number(densityEl.value), s);
regenerateDecor(s);
}
sunIntEl.addEventListener('input', setSunFromUI);
sunElevEl.addEventListener('input', setSunFromUI);
sunAzimEl.addEventListener('input', setSunFromUI);
hemiEl.addEventListener('input', setHemiFromUI);
windEl.addEventListener('input', setWindFromUI);
densityEl.addEventListener('change', setDensityFromUI);
sizeEl.addEventListener('change', setAreaFromUI);
// Ground
const areaSize = { value: 350 };
const groundSegments = 256;
const groundGeo = new THREE.PlaneGeometry(1000, 1000, groundSegments, groundSegments);
groundGeo.rotateX(-Math.PI / 2);
const pos = groundGeo.attributes.position;
const tmp = new THREE.Vector3();
for (let i = 0; i < pos.count; i++) {
tmp.fromBufferAttribute(pos, i);
const nx = tmp.x * 0.01;
const nz = tmp.z * 0.01;
const h =
Math.sin(nx) * Math.cos(nz) * 1.2 +
Math.sin(nx * 0.21 + 2.7) * Math.sin(nz * 0.19 + 1.5) * 0.7 +
Math.cos(nx * 0.07 - 1.1) * Math.sin(nz * 0.09 + 0.4) * 2.0;
pos.setY(i, h);
}
groundGeo.computeVertexNormals();
function makeGrassTexture(w = 256, h = 256) {
const size = w * h * 3;
const data = new Uint8Array(size);
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const i = (y * w + x) * 3;
const u = x / w, v = y / h;
const noise =
Math.sin(u * 20.0) * 0.5 + Math.cos(v * 18.0) * 0.5 +
Math.sin((u + v) * 8.0) * 0.4;
const base = 80 + noise * 40;
const g = THREE.MathUtils.clamp(base + (v - 0.5) * 30, 50, 190);
const r = g * 0.6;
const b = g * 0.5;
data[i] = r; data[i + 1] = g; data[i + 2] = b;
}
}
const tex = new THREE.DataTexture(data, w, h, THREE.RGBFormat);
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.needsUpdate = true;
return tex;
}
const grassTex = makeGrassTexture(256, 256);
grassTex.repeat.set(20, 20);
const groundMat = new THREE.MeshStandardMaterial({
map: grassTex,
roughness: 1.0,
metalness: 0.0,
color: new THREE.Color(0x5c8b63).multiplyScalar(0.9)
});
const ground = new THREE.Mesh(groundGeo, groundMat);
ground.receiveShadow = true;
scene.add(ground);
// Trees
const treeGroup = new THREE.Group();
scene.add(treeGroup);
const trunkGeo = new THREE.CylinderGeometry(1, 1.8, 10, 8, 1, false);
trunkGeo.translate(0, 5, 0);
function makeFoliageGeometry() {
const g = new THREE.BufferGeometry();
const geometries = [];
const cone1 = new THREE.ConeGeometry(6, 10, 8);
cone1.translate(0, 14, 0); geometries.push(cone1);
const cone2 = new THREE.ConeGeometry(5, 9, 8);
cone2.translate(0, 20, 0); geometries.push(cone2);
const cone3 = new THREE.ConeGeometry(4, 8, 8);
cone3.translate(0, 25, 0); geometries.push(cone3);
const sph = new THREE.SphereGeometry(3.5, 8, 6);
sph.translate(0, 28.5, 0); geometries.push(sph);
let totalVertices = 0, totalIndices = 0;
for (const geo of geometries) {
geo.computeVertexNormals();
totalVertices += geo.attributes.position.count;
totalIndices += geo.index ? geo.index.count : geo.attributes.position.count;
}
const posArr = new Float32Array(totalVertices * 3);
const normArr = new Float32Array(totalVertices * 3);
const uvArr = new Float32Array(totalVertices * 2);
const indexArr = new Uint32Array(totalIndices);
let vOffset = 0, iOffset = 0, baseVertex = 0;
for (const geo of geometries) {
const p = geo.attributes.position.array;
const n = geo.attributes.normal.array;
const u = geo.attributes.uv ? geo.attributes.uv.array : new Float32Array(geo.attributes.position.count * 2);
posArr.set(p, vOffset * 3);
normArr.set(n, vOffset * 3);
uvArr.set(u, vOffset * 2);
if (geo.index) {
const idx = geo.index.array;
for (let i = 0; i < idx.length; i++) indexArr[iOffset + i] = idx[i] + baseVertex;
iOffset += idx.length;
} else {
for (let i = 0; i < geo.attributes.position.count; i++) indexArr[iOffset++] = baseVertex + i;
}
baseVertex += geo.attributes.position.count;
vOffset += geo.attributes.position.count;
}
g.setAttribute('position', new THREE.BufferAttribute(posArr, 3));
g.setAttribute('normal', new THREE.BufferAttribute(normArr, 3));
g.setAttribute('uv', new THREE.BufferAttribute(uvArr, 2));
g.setIndex(new THREE.BufferAttribute(indexArr, 1));
g.computeBoundingSphere(); g.computeBoundingBox();
return g;
}
const foliageGeo = makeFoliageGeometry();
const trunkMat = new THREE.MeshStandardMaterial({
color: 0x6b4f32, roughness: 0.9, metalness: 0.0
});
const foliageMat = new THREE.MeshStandardMaterial({
color: 0x2f6b3d, roughness: 0.8, metalness: 0.0
});
let trunkInstanced, foliageInstanced;
function makeInstancedMeshes(count) {
if (trunkInstanced) treeGroup.remove(trunkInstanced);
if (foliageInstanced) treeGroup.remove(foliageInstanced);
trunkInstanced = new THREE.InstancedMesh(trunkGeo, trunkMat, count);
trunkInstanced.castShadow = true; trunkInstanced.receiveShadow = true;
foliageInstanced = new THREE.InstancedMesh(foliageGeo, foliageMat, count);
foliageInstanced.castShadow = true; foliageInstanced.receiveShadow = true;
treeGroup.add(trunkInstanced, foliageInstanced);
}
const wind = { strength: 0.35 };
const rng = (seed => () => { seed = (seed * 1664525 + 1013904223) % 4294967296; return seed / 4294967296; })(123456789);
const groundHeightAt = (x, z) => {
const nx = x * 0.01, nz = z * 0.01;
return Math.sin(nx) * Math.cos(nz) * 1.2 +
Math.sin(nx * 0.21 + 2.7) * Math.sin(nz * 0.19 + 1.5) * 0.7 +
Math.cos(nx * 0.07 - 1.1) * Math.sin(nz * 0.09 + 0.4) * 2.0;
};
let treeData = [];
function regenerateForest(count, radius = areaSize.value) {
makeInstancedMeshes(count);
treeData.length = 0;
const minSpacing = 4.0;
const ext = radius;
const attempts = count * 8;
const points = [];
for (let i = 0; i < attempts && points.length < count; i++) {
const x = (rng() * 2 - 1) * ext;
const z = (rng() * 2 - 1) * ext;
const h = groundHeightAt(x, z);
const hx = groundHeightAt(x + 1.0, z);
const hz = groundHeightAt(x, z + 1.0);
const slope = Math.hypot(hx - h, hz - h);
if (slope > 1.2) continue;
let ok = true;
for (let p = 0; p < points.length; p++) {
const dx = x - points[p].x;
const dz = z - points[p].z;
if (dx * dx + dz * dz < minSpacing * minSpacing) { ok = false; break; }
}
if (!ok) continue;
const t = {
x, z, h,
scale: 0.8 + rng() * 1.6,
type: rng() < 0.7 ? 'pine' : 'round',
swayPhase: rng() * Math.PI * 2,
swayAmp: 0.02 + rng() * 0.04
};
points.push({ x, z });
treeData.push(t);
}
const m = new THREE.Matrix4();
const q = new THREE.Quaternion();
const up = new THREE.Vector3(0, 1, 0);
for (let i = 0; i < treeData.length; i++) {
const t = treeData[i];
q.setFromAxisAngle(up, rng() * Math.PI * 2);
m.compose(new THREE.Vector3(t.x, t.h, t.z), q, new THREE.Vector3(1, t.scale, 1));
trunkInstanced.setMatrixAt(i, m);
const foliageScale = 0.9 * t.scale;
m.compose(new THREE.Vector3(t.x, t.h, t.z), q, new THREE.Vector3(foliageScale, foliageScale, foliageScale));
foliageInstanced.setMatrixAt(i, m);
const baseLeaf = new THREE.Color(0x2f6b3d);
const shade = 0.8 + rng() * 0.4;
const tint = baseLeaf.clone().multiplyScalar(shade);
foliageInstanced.setColorAt(i, tint);
const trunkColor = new THREE.Color(0x5c3f28).offsetHSL(0, 0, (rng() - 0.5) * 0.05);
trunkInstanced.setColorAt(i, trunkColor);
}
trunkInstanced.instanceColor = new THREE.InstancedBufferAttribute(trunkInstanced.instanceColor.array, 3);
foliageInstanced.instanceColor = new THREE.InstancedBufferAttribute(foliageInstanced.instanceColor.array, 3);
trunkInstanced.instanceMatrix.needsUpdate = true;
foliageInstanced.instanceMatrix.needsUpdate = true;
}
const windUniforms = { uTime: { value: 0 }, uStrength: { value: wind.strength } };
foliageMat.onBeforeCompile = (shader) => {
shader.uniforms.uTime = windUniforms.uTime;
shader.uniforms.uStrength = windUniforms.uStrength;
shader.vertexShader = `
uniform float uTime;
uniform float uStrength;
` + shader.vertexShader.replace(
'#include <begin_vertex>',
`
#include <begin_vertex>
float sway = sin(uTime * 1.7 + position.y * 0.35) * 0.5 + sin(uTime * 0.9 + position.y * 0.7) * 0.5;
transformed.x += sway * uStrength * (0.4 + position.y * 0.06);
transformed.z += cos(uTime * 1.1 + position.y * 0.42) * uStrength * (0.3 + position.y * 0.05);
`
);
};
foliageMat.needsUpdate = true;
// Decorations
const decoGroup = new THREE.Group(); scene.add(decoGroup);
function makeRockGeometry() {
const geo = new THREE.IcosahedronGeometry(1.0, 1);
const arr = geo.attributes.position.array;
for (let i = 0; i < arr.length; i += 3) {
const r = 0.7 + rng() * 0.6;
arr[i] *= r; arr[i + 1] *= (0.6 + rng() * 0.4 + 0.2); arr[i + 2] *= r;
}
geo.computeVertexNormals();
return geo;
}
const rockGeo = makeRockGeometry();
const rockMat = new THREE.MeshStandardMaterial({ color: 0x808a8f, roughness: 0.95, metalness: 0.0 });
const rocksInst = new THREE.InstancedMesh(rockGeo, rockMat, 400);
rocksInst.castShadow = true; rocksInst.receiveShadow = true; decoGroup.add(rocksInst);
const grassBladeGeo = new THREE.PlaneGeometry(0.08, 1.2, 1, 3);
grassBladeGeo.translate(0, 0.6, 0);
const grassMat = new THREE.MeshStandardMaterial({ color: 0x5aa35f, side: THREE.DoubleSide, roughness: 1.0, metalness: 0.0 });
const grassInst = new THREE.InstancedMesh(grassBladeGeo, grassMat, 2000);
grassInst.castShadow = false; grassInst.receiveShadow = true; decoGroup.add(grassInst);
function regenerateDecor(radius = areaSize.value) {
const m = new THREE.Matrix4();
const q = new THREE.Quaternion();
const rockCount = rocksInst.count;
const rockExt = radius * 0.95;
for (let i = 0; i < rockCount; i++) {
const x = (rng() * 2 - 1) * rockExt;
const z = (rng() * 2 - 1) * rockExt;
const h = groundHeightAt(x, z);
q.setFromAxisAngle(new THREE.Vector3(0,1,0), rng() * Math.PI * 2);
const s = 0.6 + rng() * 2.0;
m.compose(new THREE.Vector3(x, h, z), q, new THREE.Vector3(s, s * (0.6 + rng() * 0.4), s));
rocksInst.setMatrixAt(i, m);
const shade = 0.8 + rng() * 0.3;
const c = new THREE.Color().setRGB(0.6 * shade, 0.66 * shade, 0.72 * shade);
rocksInst.setColorAt(i, c);
}
rocksInst.instanceMatrix.needsUpdate = true;
if (!rocksInst.instanceColor) rocksInst.instanceColor = new THREE.InstancedBufferAttribute(new Float32Array(rockCount * 3), 3);
rocksInst.instanceColor.needsUpdate = true;
const grassCount = grassInst.count;
const grassExt = radius;
for (let i = 0; i < grassCount; i++) {
const x = (rng() * 2 - 1) * grassExt;
const z = (rng() * 2 - 1) * grassExt;
const h = groundHeightAt(x, z);
q.setFromAxisAngle(new THREE.Vector3(0,1,0), rng() * Math.PI * 2);
const s = 0.7 + rng() * 0.6;
m.compose(new THREE.Vector3(x, h, z), q, new THREE.Vector3(s, s, s));
grassInst.setMatrixAt(i, m);
const g = 0.7 + rng() * 0.3;
const col = new THREE.Color(0x5aa35f).multiplyScalar(g);
grassInst.setColorAt(i, col);
}
grassInst.instanceMatrix.needsUpdate = true;
if (!grassInst.instanceColor) grassInst.instanceColor = new THREE.InstancedBufferAttribute(new Float32Array(grassCount * 3), 3);
grassInst.instanceColor.needsUpdate = true;
}
// Atmosphere particles
const particleGeo = new THREE.BufferGeometry();
const PCOUNT = 800;
const positions = new Float32Array(PCOUNT * 3);
const speeds = new Float32Array(PCOUNT);
const pColors = new Float32Array(PCOUNT * 3);
for (let i = 0; i < PCOUNT; i++) {
positions[i * 3] = (rng() * 2 - 1) * 250;
positions[i * 3 + 1] = 1 + rng() * 12;
positions[i * 3 + 2] = (rng() * 2 - 1) * 250;
speeds[i] = 0.2 + rng() * 0.6;
const c = new THREE.Color().setHSL(0.14 + rng() * 0.05, 0.4, 0.6 + rng() * 0.2);
pColors[i * 3] = c.r; pColors[i * 3 + 1] = c.g; pColors[i * 3 + 2] = c.b;
}
particleGeo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
particleGeo.setAttribute('aSpeed', new THREE.BufferAttribute(speeds, 1));
particleGeo.setAttribute('color', new THREE.BufferAttribute(pColors, 3));
const particleMat = new THREE.PointsMaterial({ size: 0.6, sizeAttenuation: true, transparent: true, opacity: 0.7, depthWrite: false, vertexColors: true });
const particles = new THREE.Points(particleGeo, particleMat);
scene.add(particles);
// Water
const waterGeo = new THREE.PlaneGeometry(200, 8, 1, 1);
waterGeo.rotateX(-Math.PI / 2);
const waterMat = new THREE.MeshPhysicalMaterial({
color: 0x2a5b6b, roughness: 0.25, metalness: 0.0,
transmission: 0.2, thickness: 0.2, transparent: true, opacity: 0.85,
clearcoat: 0.4, clearcoatRoughness: 0.3
});
const water = new THREE.Mesh(waterGeo, waterMat);
water.position.set(0, groundHeightAt(0, 0) - 0.2, 0);
water.receiveShadow = true;
scene.add(water);
// Camera and controls
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1200);
camera.position.set(60, 40, 80);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true; controls.dampingFactor = 0.05;
controls.maxPolarAngle = Math.PI * 0.495;
controls.target.set(0, 8, 0); controls.update();
// Initial generation
regenerateForest(550, areaSize.value);
regenerateDecor(areaSize.value);
// Sync UI to scene after initial generation
setSunFromUI();
setHemiFromUI();
setWindFromUI();
setAreaFromUI();
// STARFIELD
function addStars() {
const starGeo = new THREE.BufferGeometry();
const STAR_COUNT = 4000;
const starPos = new Float32Array(STAR_COUNT * 3);
const starCol = new Float32Array(STAR_COUNT * 3);
// Distribute stars on a sphere shell to avoid fog-thick inner region
const radiusMin = 500;
const radiusMax = 900;
for (let i = 0; i < STAR_COUNT; i++) {
const u = rng();
const v = rng();
const theta = 2 * Math.PI * u;
const phi = Math.acos(2 * v - 1);
const r = radiusMin + rng() * (radiusMax - radiusMin);
const x = r * Math.sin(phi) * Math.cos(theta);
const y = r * Math.cos(phi);
const z = r * Math.sin(phi) * Math.sin(theta);
starPos[i * 3] = x;
starPos[i * 3 + 1] = y;
starPos[i * 3 + 2] = z;
const twinkle = 0.85 + rng() * 0.3;
const c = new THREE.Color().setHSL(0.57 + rng() * 0.1, 0.1 + rng() * 0.2, 0.9 * twinkle);
starCol[i * 3] = c.r; starCol[i * 3 + 1] = c.g; starCol[i * 3 + 2] = c.b;
}
starGeo.setAttribute('position', new THREE.BufferAttribute(starPos, 3));
starGeo.setAttribute('color', new THREE.BufferAttribute(starCol, 3));
const starMat = new THREE.PointsMaterial({
size: 1.4,
sizeAttenuation: true,
depthWrite: false,
transparent: true,
opacity: 0.95,
vertexColors: true
});
const stars = new THREE.Points(starGeo, starMat);
stars.renderOrder = -1;
scene.add(stars);
// Soft nebula background using a big inverted sphere with emissive color
const skyGeo = new THREE.SphereGeometry(1200, 32, 16);
skyGeo.scale(-1, 1, 1); // inward facing
const skyMat = new THREE.MeshBasicMaterial({
color: 0x0b1216
});
const sky = new THREE.Mesh(skyGeo, skyMat);
scene.add(sky);
// Subtle rotation for parallax feel
return { stars, sky };
}
const starfield = addStars();
densityEl.addEventListener('input', () => {
const count = parseInt(densityEl.value, 10);
densityVal.textContent = count;
regenerateForest(count, areaSize.value);
});
windEl.addEventListener('input', () => {
const v = parseInt(windEl.value, 10) / 100;
wind.strength = v;
windUniforms.uStrength.value = v;
windVal.textContent = v.toFixed(2);
});
sizeEl.addEventListener('input', () => {
const v = parseInt(sizeEl.value, 10);
areaSize.value = v;
sizeVal.textContent = v;
regenerateForest(parseInt(densityEl.value, 10), v);
regenerateDecor(v);
});
function updateSunFromUI() {
const intensity = parseInt(sunIntEl.value, 10) / 100;
const elevDeg = parseInt(sunElevEl.value, 10);
const azimDeg = parseInt(sunAzimEl.value, 10);
const elev = THREE.MathUtils.degToRad(elevDeg);
const azim = THREE.MathUtils.degToRad(azimDeg);
dirLight.intensity = intensity;
const r = 180;
const y = Math.sin(elev) * r;
const horiz = Math.cos(elev) * r;
const x = Math.cos(azim) * horiz;
const z = Math.sin(azim) * horiz;
dirLight.position.set(x, y, z);
sunIntVal.textContent = intensity.toFixed(2);
sunElevVal.textContent = elevDeg + '°';
sunAzimVal.textContent = azimDeg + '°';
}
function updateHemiFromUI() {
const v = parseInt(hemiEl.value, 10) / 100;
hemiLight.intensity = v;
hemiVal.textContent = v.toFixed(2);
}
sunIntEl.addEventListener('input', updateSunFromUI);
sunElevEl.addEventListener('input', updateSunFromUI);
sunAzimEl.addEventListener('input', updateSunFromUI);
hemiEl.addEventListener('input', updateHemiFromUI);
updateSunFromUI();
updateHemiFromUI();
// Keyboard movement (arrow keys) - moves camera in view plane
const keys = { ArrowUp: false, ArrowDown: false, ArrowLeft: false, ArrowRight: false, ShiftLeft: false, ShiftRight: false };
function setKey(code, down) {
if (code in keys) {
keys[code] = down;
return true;
}
return false;
}
// Use key property for better cross-browser Arrow naming, fallback to code
window.addEventListener('keydown', (e) => {
const hit = setKey(e.key || e.code, true) || setKey(e.code, true);
if (hit) { e.preventDefault(); }
}, { passive: false });
window.addEventListener('keyup', (e) => {
const hit = setKey(e.key || e.code, false) || setKey(e.code, false);
if (hit) { e.preventDefault(); }
}, { passive: false });
// Also allow WASD
window.addEventListener('keydown', (e) => {
if (e.key === 'w' || e.key === 'W') { keys.ArrowUp = true; e.preventDefault(); }
if (e.key === 's' || e.key === 'S') { keys.ArrowDown = true; e.preventDefault(); }
if (e.key === 'a' || e.key === 'A') { keys.ArrowLeft = true; e.preventDefault(); }
if (e.key === 'd' || e.key === 'D') { keys.ArrowRight = true; e.preventDefault(); }
}, { passive: false });
window.addEventListener('keyup', (e) => {
if (e.key === 'w' || e.key === 'W') { keys.ArrowUp = false; e.preventDefault(); }
if (e.key === 's' || e.key === 'S') { keys.ArrowDown = false; e.preventDefault(); }
if (e.key === 'a' || e.key === 'A') { keys.ArrowLeft = false; e.preventDefault(); }
if (e.key === 'd' || e.key === 'D') { keys.ArrowRight = false; e.preventDefault(); }
}, { passive: false });
function updateKeyboardMovement(dt) {
const speedBase = 25; // units per second
const boost = (keys.ShiftLeft || keys.ShiftRight) ? 3.0 : 1.0;
const speed = speedBase * boost;
let inputX = 0, inputZ = 0;
if (keys.ArrowUp) inputZ -= 1;
if (keys.ArrowDown) inputZ += 1;
if (keys.ArrowLeft) inputX -= 1;
if (keys.ArrowRight) inputX += 1;
if (inputX !== 0 || inputZ !== 0) {
const forward = new THREE.Vector3();
camera.getWorldDirection(forward);
forward.y = 0; forward.normalize();
// Right vector should be forward cross up
const right = new THREE.Vector3().crossVectors(forward, new THREE.Vector3(0,1,0)).normalize();
const move = new THREE.Vector3()
.addScaledVector(forward, inputZ)
.addScaledVector(right, inputX)
.normalize()
.multiplyScalar(speed * dt);
camera.position.add(move);
controls.target.add(move);
}
}
// Animation loop
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
const t = clock.getElapsedTime();
const dt = clock.getDelta();
windUniforms.uTime.value = t;
// Particle drift
const posAttr = particles.geometry.getAttribute('position');
const spdAttr = particles.geometry.getAttribute('aSpeed');
for (let i = 0; i < PCOUNT; i++) {
const y = posAttr.getY(i);
const x = posAttr.getX(i);
const z = posAttr.getZ(i);
const s = spdAttr.getX(i);
const nx = x + Math.sin(t * 0.6 + i) * 0.02;
const nz = z + Math.cos(t * 0.5 + i * 1.3) * 0.02;
let ny = y + (Math.sin(t * s + i) * 0.003 + 0.002);
if (ny > 14) ny = 1 + rng() * 2;
posAttr.setXYZ(i, nx, ny, nz);
}
posAttr.needsUpdate = true;
// Subtle star rotation for life
if (starfield && starfield.stars) {
starfield.stars.rotation.y = t * 0.002;
starfield.stars.rotation.x = Math.sin(t * 0.05) * 0.02;
}
// Keyboard move
updateKeyboardMovement(dt);
controls.update();
renderer.render(scene, camera);
}
animate();
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
// Ensure canvas focus on click so arrow keys work immediately
renderer.domElement.addEventListener('pointerdown', () => renderer.domElement.focus());
</script>
</body>
</html> |