420 lines
13 KiB
JavaScript
420 lines
13 KiB
JavaScript
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import { makeBuffersFromFraces, makeFace, makeGrassCube } from "./geometry";
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import { loadTexture, makeProgram } from "./gl";
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import * as se3 from './se3';
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const TEST_VSHADER = `
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attribute vec3 aPosition;
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attribute vec3 aNormal;
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attribute vec2 aTextureCoord;
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uniform mat4 uProjection;
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uniform mat4 uModel;
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uniform mat4 uView;
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varying highp vec2 vTextureCoord;
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varying lowp vec3 vLighting;
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varying lowp float vDistance;
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void main() {
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highp mat4 modelview = uView * uModel;
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gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
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lowp vec3 normal = mat3(modelview) * aNormal;
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lowp vec3 lightDirection = - normalize(mat3(uView) * vec3(1.0, -0.3, -0.8));
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lowp float diffuseAmount = max(dot(lightDirection, normal), 0.0);
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lowp vec3 ambiant = vec3(0.7, 0.7, 0.2);
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vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount;
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vTextureCoord = aTextureCoord;
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vDistance = length(modelview * vec4(aPosition, 1.0));
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}
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`;
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const TEST_FSHADER = `
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uniform sampler2D uSampler;
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uniform lowp vec3 uFogColor;
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varying highp vec2 vTextureCoord;
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varying lowp vec3 vLighting;
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varying lowp float vDistance;
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void main() {
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highp vec4 color = texture2D(uSampler, vTextureCoord);
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lowp float fogamount = smoothstep(30.0, 90.0, vDistance);
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gl_FragColor = vec4(mix(vLighting * color.rgb, uFogColor, fogamount), color.a);
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}
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`;
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/** Draw.
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*
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* @param {WebGLRenderingContext} gl
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*/
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function draw(gl, params, objects) {
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gl.clearColor(0.6, 0.8, 1.0, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.enable(gl.CULL_FACE);
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gl.cullFace(gl.BACK);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const camrot = params.camera.orientation;
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const campos = params.camera.position;
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const viewMat = se3.product(
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se3.rotxyz(-camrot[0], -camrot[1], -camrot[2]),
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se3.translation(-campos[0], -campos[1], -campos[2])
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);
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for (const {program, texture, position, orientation, geometry} of objects) {
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const viewLoc = gl.getUniformLocation(program, 'uView');
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const modelLoc = gl.getUniformLocation(program, 'uModel');
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const projLoc = gl.getUniformLocation(program, 'uProjection');
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const samplerLoc = gl.getUniformLocation(program, 'uSampler');
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const fogColorLoc = gl.getUniformLocation(program, 'uFogColor');
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const positionLoc = gl.getAttribLocation(program, 'aPosition');
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const normalLoc = gl.getAttribLocation(program, 'aNormal');
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const textureLoc = gl.getAttribLocation(program, 'aTextureCoord');
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const mvMatrix = se3.product(se3.translation(...position), se3.rotxyz(...orientation));
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gl.useProgram(program);
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gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMat));
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(mvMatrix));
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gl.uniformMatrix4fv(projLoc, false, new Float32Array(params.projMatrix));
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gl.uniform3f(fogColorLoc, 0.6, 0.8, 1.0);
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gl.bindBuffer(gl.ARRAY_BUFFER, geometry.vertexBuffer);
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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(positionLoc);
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gl.bindBuffer(gl.ARRAY_BUFFER, geometry.normalBuffer);
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gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(normalLoc);
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gl.bindBuffer(gl.ARRAY_BUFFER, geometry.textureBuffer);
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gl.vertexAttribPointer(textureLoc, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(textureLoc);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.uniform1i(samplerLoc, 0);
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gl.drawArrays(gl.TRIANGLES, 0, geometry.numVertices);
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}
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}
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const stuff = {
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lastFrameTime: 0,
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};
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function handleKeys(params) {
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const move = (forward, right) => {
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const dir = [right, 0, -forward, 1.0];
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const camori = params.camera.orientation;
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const ori = se3.rotxyz(...camori);
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const tf = se3.apply(ori, dir);
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params.camera.position[0] += tf[0];
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params.camera.position[2] += tf[2];
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};
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params.keys.forEach(key => {
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switch (key) {
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case 'KeyW':
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move(0.1, 0.0);
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return;
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case 'KeyA':
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move(0.0, -0.1);
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return;
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case 'KeyS':
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move(-0.1, 0.0);
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return;
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case 'KeyD':
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move(0.0, 0.1);
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return;
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case 'Space':
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params.camera.position[1] += 0.1;
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return;
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case 'ControlLeft':
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params.camera.position[1] -= 0.1;
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return;
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}
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});
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}
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function tick(time, gl, params, objects) {
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draw(gl, params, objects);
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handleKeys(params);
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const dt = (time - stuff.lastFrameTime) * 0.001;
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stuff.lastFrameTime = time;
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document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
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requestAnimationFrame(time => tick(time, gl, params, objects));
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}
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const BlockType = {
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AIR: 1,
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DIRT: 2,
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GRASS: 3,
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STONE: 4,
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};
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function ghettoPerlinNoise(seed, x, y, gridSize = 16) {
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const dot = (vx, vy) => vx[0] * vy[0] + vx[1] * vy[1];
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// super ghetto random
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const xorshift = (x) => {
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x ^= x << 13;
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x ^= x >> 7;
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x ^= x << 17;
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return x;
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};
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const randGrad = (x0, y0) => {
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const rand = xorshift(1337 * x0 + seed + 80085 * y0);
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return [Math.sin(rand), Math.cos(rand)];
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};
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const interpol = (a, b, x) => a + (x*x*(3 - 2*x)) * (b - a);
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const x0 = Math.floor(x / gridSize);
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const y0 = Math.floor(y / gridSize);
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const sx = x / gridSize - x0;
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const sy = y / gridSize - y0;
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const n0 = dot(randGrad(x0, y0), [sx, sy]);
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const n1 = dot(randGrad(x0 + 1, y0), [sx - 1, sy]);
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const n2 = dot(randGrad(x0, y0 + 1), [sx, sy - 1]);
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const n3 = dot(randGrad(x0 + 1, y0 + 1), [sx - 1, sy - 1]);
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return interpol(interpol(n0, n1, sx), interpol(n2, n3, sx), sy);
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}
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function makeTerrain(x, y) {
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const seed = 1337;
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const fractalNoise = (x, y) => (
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ghettoPerlinNoise(seed, x, y, 8) * 0.06
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+ ghettoPerlinNoise(seed, x, y, 16) * 0.125
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+ ghettoPerlinNoise(seed, x, y, 32) * 0.25
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+ ghettoPerlinNoise(seed, x, y, 64) * 0.5
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);
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const terrain = Array(16);
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for (let i = 0; i < 16; i++) {
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for (let j = 0; j < 16; j++) {
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terrain[i * 16 + j] = fractalNoise(x + i, y + j);
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}
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}
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return terrain;
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}
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function makeChunk(x, y) {
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const terrain = makeTerrain(x, y);
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const chunk = new Uint8Array(16 * 16 * 256);
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for (let i = 0; i < 16; i++) {
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for (let j = 0; j < 16; j++) {
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const height = Math.floor(64 + 64 * terrain[i * 16 + j]);
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// everything above is air
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// that block is grass
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// everything below is dirt
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const offset = i * (16 * 256) + j * 256;
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const stoneHeight = Math.min(62, height);
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chunk.set(Array(stoneHeight).fill(BlockType.STONE), offset);
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if (stoneHeight < height) {
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chunk.set(Array(height - 1 - stoneHeight).fill(BlockType.DIRT), offset + stoneHeight);
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chunk[offset + height - 1] = BlockType.GRASS;
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}
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chunk.set(Array(256 - height).fill(BlockType.AIR), offset + height);
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}
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}
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return chunk;
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}
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function makeChunkMesh(chunk, z0, x0) {
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const blockPos = i => {
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const x = Math.floor(i / (16 * 256));
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const y = Math.floor((i - 16 * 258 * x) / 256);
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const z = i - 256 * (16*x + y);
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return [x, y, z];
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};
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const blockIndex = (i, j, k) => 256 * (i*16 +j) + k;
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const sideNeighbors = (i, j) => {
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return [
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{pos: [i - 1, j], dir: '-z'},
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{pos: [i + 1, j], dir: '+z'},
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{pos: [i, j - 1], dir: '-x'},
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{pos: [i, j + 1], dir: '+x'},
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].filter(v => v.pos.every(i => i >= 0 && i < 16));
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};
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const faceDir = (dir, x, y, z) => {
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return {
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'-x': [x - 0.5, y, z],
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'+x': [x + 0.5, y, z],
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'-z': [x, y, z - 0.5],
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'+z': [x, y, z + 0.5],
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}[dir];
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};
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const faces = [];
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for (let i = 0; i < 16; i++) {
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for (let j = 0; j < 16; j++) {
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for (let k = 0; k < 256; k++) {
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const bi = blockIndex(i, j, k);
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const upTexture = (() => {
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switch (chunk[bi - 1]) {
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case BlockType.GRASS: return [0, 15];
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case BlockType.DIRT: return [2, 15];
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case BlockType.STONE: return [3, 15];
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}
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})();
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if (chunk[bi] == BlockType.AIR) {
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faces.push(makeFace('+y', upTexture, [x0 + j, k - 0.5, z0 + i]));
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break;
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}
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const sideTexture = (() => {
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switch (chunk[bi]) {
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case BlockType.GRASS: return [1, 15];
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case BlockType.DIRT: return [2, 15];
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case BlockType.STONE: return [3, 15];
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}
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})();
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for ({ pos, dir } of sideNeighbors(i, j)) {
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if (chunk[blockIndex(...pos, k)] == BlockType.AIR) {
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faces.push(makeFace(dir, sideTexture, faceDir(dir, x0 + j, k, z0 + i)));
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}
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}
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if (i == 0) {
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faces.push(makeFace('-z', sideTexture, faceDir('-z', x0 + j, k, z0 + i)));
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}
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if (i == 15) {
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faces.push(makeFace('+z', sideTexture, faceDir('+z', x0 + j, k, z0 + i)));
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}
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if (j == 0) {
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faces.push(makeFace('-x', sideTexture, faceDir('-x', x0 + j, k, z0 + i)));
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}
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if (j == 15) {
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faces.push(makeFace('+x', sideTexture, faceDir('+x', x0 + j, k, z0 + i)));
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}
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}
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}
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}
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return faces;
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}
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function makeWorldBuffers(gl) {
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const chunkFaces = [].concat(
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makeChunkMesh(makeChunk(0, -16), 0, -16),
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makeChunkMesh(makeChunk(16, -16), 16, -16),
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makeChunkMesh(makeChunk(0, 0), 0, 0),
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makeChunkMesh(makeChunk(16, 0), 16, 0),
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makeChunkMesh(makeChunk(16, 16), 16, 16),
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makeChunkMesh(makeChunk(0, 16), 0, 16),
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);
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return makeBuffersFromFraces(gl, chunkFaces);
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}
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// Stuff I need to do:
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// [x] a skybox
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// [x] a movable camera
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// [ ] some kind of gravity
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// [ ] collision detection
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// [x] more blocks
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// [ ] ability to mine & place
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// [ ] generating & loading of more chunks
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// [x] distance fog
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// [ ] different biomes (with different noise stats)
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// [ ] non-flowy water
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// [ ] flowy water
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// [ ] ALIGN CHUNK WITH WORLD COORDS
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// [x] better controls
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async function main() {
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const canvas = document.querySelector('#game');
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const gl = canvas.getContext('webgl');
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if (gl === null) {
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console.error('webgl not available')
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return;
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}
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const program = makeProgram(gl, TEST_VSHADER, TEST_FSHADER);
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const params = {
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projMatrix: se3.perspective(Math.PI / 3, canvas.clientWidth / canvas.clientHeight, 0.1, 100.0),
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camera: {
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position: [0.0, 70.5, 0.0],
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orientation: [0.0, Math.PI, 0.0],
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},
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keys: new Set()
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}
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const texture = await loadTexture(gl, 'texture.png');
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const objects = [
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{
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program,
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position: [0.0, 0.0, 0.0],
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orientation: [0.0, 0.0, 0.0],
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geometry: makeWorldBuffers(gl),
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texture,
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},
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];
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canvas.onclick = e => {
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canvas.requestPointerLock();
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const keyListener = e => {
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if (e.type === 'keydown') {
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params.keys.add(e.code);
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} else {
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params.keys.delete(e.code);
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}
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};
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const moveListener = e => {
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params.camera.orientation[1] -= e.movementX / 500;
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params.camera.orientation[0] -= e.movementY / 500;
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};
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const changeListener = () => {
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if (document.pointerLockElement === canvas) {
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return;
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}
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document.removeEventListener('pointerlockchange', changeListener);
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document.removeEventListener('pointermove', moveListener);
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document.removeEventListener('keydown', keyListener);
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document.removeEventListener('keyup', keyListener);
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};
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document.addEventListener('pointerlockchange', changeListener);
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document.addEventListener('pointermove', moveListener);
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document.addEventListener('keydown', keyListener);
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document.addEventListener('keyup', keyListener);
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};
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requestAnimationFrame(time => tick(time, gl, params, objects));
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}
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window.onload = main;
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