I\'m trying to create a 3D terrain using WebGL. I have a jpg with the texture for the terrain, and another jpg with the height values (-1 to 1).
I\'ve looked at vari
Two methods that I can think of:
For an example of reading image data, you can check out this SO question.
Check out this post over on GitHub:
https://github.com/mrdoob/three.js/issues/1003
The example linked there by florianf helped me to be able to do this.
function getHeightData(img) {
var canvas = document.createElement( 'canvas' );
canvas.width = 128;
canvas.height = 128;
var context = canvas.getContext( '2d' );
var size = 128 * 128, data = new Float32Array( size );
context.drawImage(img,0,0);
for ( var i = 0; i < size; i ++ ) {
data[i] = 0
}
var imgd = context.getImageData(0, 0, 128, 128);
var pix = imgd.data;
var j=0;
for (var i = 0, n = pix.length; i < n; i += (4)) {
var all = pix[i]+pix[i+1]+pix[i+2];
data[j++] = all/30;
}
return data;
}
Demo: http://oos.moxiecode.com/js_webgl/terrain/index.html
You may be interested in my blog post on the topic: http://www.pheelicks.com/2014/03/rendering-large-terrains/
I focus on how to efficiently create your terrain geometry such that you get an adequate level of detail in the near field as well as far away.
You can view a demo of the result here: http://felixpalmer.github.io/lod-terrain/ and all the code is up on github: https://github.com/felixpalmer/lod-terrain
To apply a texture to the terrain, you need to do a texture lookup in the fragment shader, mapping the location in space to a position in your texture. E.g.
vec2 st = vPosition.xy / 1024.0;
vec3 color = texture2D(uColorTexture, st)
Depending on your GLSL skills, you can write a GLSL vertex shader, assign the texture to one of your texture channels, and read the value in the vertex shader (I believe you need a modern card to read textures in a vertex shader but that may just be me showing my age :P )
In the vertex shader, translate the z value of the vertex based on the value read from the texture.
Babylon.js makes this extremely easy to implement. You can see an example at: Heightmap Playground
They've even implemented the Cannon.js physics engine with it, so you can handle collisions: Heightmap with collisions
Note: as of this writing it only works with the cannon.js physics plugin, and friction doesn't work (must be set to 0). Also, make sure you set the location of a mesh/impostor BEFORE you set the physics state, or you'll get weird behavior.