2021-12-14 22:41:33 +00:00
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import { makeBufferFromFaces, makeFace} from "./geometry";
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2021-12-18 17:57:00 +00:00
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import { loadTexture, makeProgram } from "./gl";
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import * as se3 from './se3';
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const 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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uniform vec3 uLightDirection;
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uniform float uAmbiantLight;
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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(uModel) * aNormal;
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lowp float diffuseAmount = max(dot(-uLightDirection, normal), 0.0);
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lowp vec3 ambiant = uAmbiantLight * vec3(1.0, 1.0, 0.9);
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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 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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2021-12-14 22:41:33 +00:00
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export const BlockType = {
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2021-12-17 23:31:00 +00:00
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UNDEFINED: 0,
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2021-12-14 22:41:33 +00:00
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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 * 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(z, x) {
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const terrain = makeTerrain(z, x);
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const data = 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(52, height);
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data.set(Array(stoneHeight).fill(BlockType.STONE), offset);
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if (stoneHeight < height) {
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data.set(Array(height - 1 - stoneHeight).fill(BlockType.DIRT), offset + stoneHeight);
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data[offset + height - 1] = BlockType.GRASS;
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}
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data.set(Array(256 - height).fill(BlockType.AIR), offset + height);
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}
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}
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return {
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position: {z, x},
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data,
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};
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}
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export function blockLookup(world, x, y, z) {
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2021-12-17 23:51:20 +00:00
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if (y < 0.5 || y > 255.5) {
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2021-12-17 23:31:00 +00:00
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return {
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type: BlockType.UNDEFINED,
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}
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}
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2021-12-14 22:41:33 +00:00
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const midx = x + 0.5;
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const midy = y + 0.5;
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const midz = z + 0.5;
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const chunki = Math.floor(midz / 16);
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const chunkj = Math.floor(midx / 16);
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const chunk = world.chunkMap.get(chunki, chunkj);
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if (chunk === undefined) {
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return {
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2021-12-17 23:31:00 +00:00
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type: BlockType.UNDEFINED,
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2021-12-14 22:41:33 +00:00
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};
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}
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const i = Math.floor(midz - chunki * 16);
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const j = Math.floor(midx - chunkj * 16);
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const k = Math.floor(midy);
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2021-12-17 23:33:33 +00:00
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const blockIndex = 256 * (16*i + j) + k;
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2021-12-14 22:41:33 +00:00
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return {
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2021-12-17 23:33:33 +00:00
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type: chunk.data[blockIndex],
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2021-12-17 14:15:07 +00:00
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centerPosition: [
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Math.floor(midx),
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k,
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Math.floor(midz),
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],
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2021-12-17 23:33:33 +00:00
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chunk,
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blockIndex,
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2021-12-14 22:41:33 +00:00
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};
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}
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2021-12-17 23:33:33 +00:00
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function faceTexture(type, dir) {
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switch (type) {
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case BlockType.GRASS:
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switch (dir) {
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case '+y': return [0, 15];
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case '-y': return [2, 15];
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default: return [1, 15];
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}
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case BlockType.DIRT: return [2, 15];
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case BlockType.STONE: return [3, 15];
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default: return [0, 0];
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}
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}
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function faceCenter(blockCenter, dir) {
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const [x, y, z] = blockCenter;
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switch (dir) {
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case '+x': return [x + 0.5, y, z];
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case '-x': return [x - 0.5, y, z];
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case '+y': return [x, y + 0.5, z];
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case '-y': return [x, y - 0.5, z];
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case '+z': return [x, y, z + 0.5];
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case '-z': return [x, y, z - 0.5];
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}
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}
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function makeFaceList(data, chunkz, chunkx, blockLookup) {
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2021-12-16 22:10:57 +00:00
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const lookup = (i, j, k) => {
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if (i < 0 || j < 0 || i > 15 || j > 15) {
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return blockLookup(i, j, k);
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2021-12-14 22:41:33 +00:00
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}
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if (k < 0 || k > 255) {
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return BlockType.UNDEFINED;
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}
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2021-12-16 22:10:57 +00:00
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return data[256*(16*i + j) + k];
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2021-12-14 22:41:33 +00:00
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};
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2021-12-17 23:33:33 +00:00
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const neighbors = (i, j, k) => [
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{ block: lookup(i - 1, j, k), dir: '-z', faceCenter: [chunkx + j, k, chunkz + i - 0.5] },
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{ block: lookup(i + 1, j, k), dir: '+z', faceCenter: [chunkx + j, k, chunkz + i + 0.5] },
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{ block: lookup(i, j - 1, k), dir: '-x', faceCenter: [chunkx + j - 0.5, k, chunkz + i] },
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{ block: lookup(i, j + 1, k), dir: '+x', faceCenter: [chunkx + j + 0.5, k, chunkz + i] },
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{ block: lookup(i, j, k - 1), dir: '-y', faceCenter: [chunkx + j, k - 0.5, chunkz + i] },
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{ block: lookup(i, j, k + 1), dir: '+y', faceCenter: [chunkx + j, k + 0.5, chunkz + i] },
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];
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2021-12-14 22:41:33 +00:00
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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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let bi = i * 16 * 256 + j * 256;
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for (let k = 0; k < 256; k++, bi++) {
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2021-12-17 23:33:33 +00:00
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if (data[bi] === BlockType.AIR) {
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continue;
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2021-12-14 22:41:33 +00:00
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}
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2021-12-17 23:33:33 +00:00
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for (const {block, dir, faceCenter} of neighbors(i, j, k).filter(({block}) => block === BlockType.AIR)) {
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faces.push({
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blockIndex: bi,
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face: makeFace(dir, faceTexture(data[bi], dir), faceCenter),
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});
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2021-12-14 22:41:33 +00:00
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}
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}
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}
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}
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2021-12-17 23:33:33 +00:00
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return faces;
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2021-12-14 22:41:33 +00:00
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}
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// - data <-- need to generate the first time, update when m&p
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// - faces <-- need to generate once when chunk enters view
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// - buffers <-- need to generate every time geometry changes?
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// --> could also render chunks 1 by 1
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class ChunkMap {
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map = {};
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key(i, j) {
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// meh, this limits us to 65536 chunks in the x direction :/
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return (i << 16) + j;
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}
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get(i, j) {
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return this.map[this.key(i, j)];
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}
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set(i, j, x) {
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this.map[this.key(i, j)] = x;
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}
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has(i, j) {
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return this.key(i, j) in this.map;
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}
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}
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/** Makes a brave new (empty) world */
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export function makeWorld() {
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return {chunks: [], chunkMap: new ChunkMap()};
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}
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/** Update the world, generating missing chunks if necessary. */
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export function generateMissingChunks(world, z, x, timeLimit = 10000) {
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const ic = Math.floor(z / 16);
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const jc = Math.floor(x / 16);
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const start = performance.now();
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for (let i = ic - 8; i < ic + 8; i++) {
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for (let j = jc - 8; j < jc + 8; j++) {
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if (world.chunkMap.has(i, j)) {
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continue;
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}
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const chunk = makeChunk(i * 16, j * 16);
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world.chunks.push(chunk);
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world.chunkMap.set(i, j, chunk);
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invalidateChunkGeometry(world, i - 1, j);
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invalidateChunkGeometry(world, i + 1, j);
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invalidateChunkGeometry(world, i, j - 1);
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invalidateChunkGeometry(world, i, j + 1);
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if (performance.now() - start > timeLimit) {
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throw 'timesup';
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}
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}
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}
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return world;
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}
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function invalidateChunkGeometry(world, i, j) {
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const chunk = world.chunkMap.get(i, j);
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if (chunk === undefined) {
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return;
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}
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if (chunk.buffer === undefined) {
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return;
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}
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chunk.buffer.delete();
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delete chunk.buffer;
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}
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2021-12-17 23:33:33 +00:00
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export function createChunkFace(block, dir) {
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return {
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blockIndex: block.blockIndex,
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face: makeFace(dir, faceTexture(block.type, dir), faceCenter(block.centerPosition, dir)),
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};
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}
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2021-12-14 22:41:33 +00:00
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/** Generates geometry for all visible chunks. */
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export function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
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const ic = Math.floor(z / 16);
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const jc = Math.floor(x / 16);
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const start = performance.now();
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// k. Now, generate buffers for all chunks
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2021-12-17 23:33:33 +00:00
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for (let radius = 1; radius < 8; radius++) {
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2021-12-14 22:41:33 +00:00
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for (let i = ic - radius; i < ic + radius; i++) {
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for (let j = jc - radius; j < jc + radius; j++) {
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const chunk = world.chunkMap.get(i, j);
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if (chunk.buffer !== undefined) {
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continue;
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}
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2021-12-17 23:33:33 +00:00
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if(chunk.faces === undefined) {
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const chunkz = 16 * i;
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const chunkx = 16 * j;
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const lookup = (i, j, k) => blockLookup(world, j + chunkx, k, i + chunkz).type;
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chunk.faces = makeFaceList(chunk.data, chunk.position.z, chunk.position.x, lookup);
|
|
|
|
}
|
2021-12-14 22:41:33 +00:00
|
|
|
|
2021-12-17 23:33:33 +00:00
|
|
|
chunk.buffer = makeBufferFromFaces(gl, chunk.faces.map(f => f.face));
|
2021-12-14 22:41:33 +00:00
|
|
|
|
|
|
|
// throttle this for fluidity
|
|
|
|
if (performance.now() - start > timeLimit) {
|
|
|
|
throw 'timesup';
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
2021-12-18 17:57:00 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
export function checkCollision(curPos, newPos, world) {
|
|
|
|
// I guess Steve is about 1.7 m tall?
|
|
|
|
// he also has a 60x60 cm axis-aligned square section '^_^
|
|
|
|
// box is centered around the camera
|
|
|
|
const steveBB = [
|
|
|
|
[-0.3, 0.2, -0.3],
|
|
|
|
[-0.3, 0.2, 0.3],
|
|
|
|
[0.3, 0.2, -0.3],
|
|
|
|
[0.3, 0.2, 0.3],
|
|
|
|
|
|
|
|
[-0.3, -1.5, -0.3],
|
|
|
|
[-0.3, -1.5, 0.3],
|
|
|
|
[0.3, -1.5, -0.3],
|
|
|
|
[0.3, -1.5, 0.3],
|
|
|
|
];
|
|
|
|
|
|
|
|
const translate = (v, pos) => v.map((el, i) => el + pos[i]);
|
|
|
|
|
|
|
|
let dp = newPos.map((x, i) => x - curPos[i]);
|
|
|
|
let isOnGround = false;
|
|
|
|
|
|
|
|
for (let i = 0; i < 3; i++) {
|
|
|
|
const newSteve = v => v.map((x, j) => i === j ? x + newPos[j] : x + curPos[j]);
|
|
|
|
for (const point of steveBB.map(newSteve)) {
|
|
|
|
const block = blockLookup(world, ...point);
|
|
|
|
if (block.type !== BlockType.AIR) {
|
|
|
|
if (i === 1 && dp[i] < 0) {
|
|
|
|
isOnGround = true;
|
|
|
|
}
|
|
|
|
dp[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (let i = 0; i < 3; i++) {
|
|
|
|
const newSteve = v => v.map((x, j) => curPos[j] + x + dp[j]);
|
|
|
|
for (const point of steveBB.map(newSteve)) {
|
|
|
|
const block = blockLookup(world, ...point);
|
|
|
|
if (block.type !== BlockType.AIR) {
|
|
|
|
dp[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return {
|
|
|
|
newPos: translate(curPos, dp),
|
|
|
|
isOnGround,
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
function minIndex(arr) {
|
|
|
|
return arr.reduce((min, val, i) => val >= arr[min] ? min : i, -1);
|
|
|
|
}
|
|
|
|
|
|
|
|
function movePoint(p, s, u) {
|
|
|
|
return [p[0] + s * u[0], p[1] + s * u[1], p[2] + s * u[2]];
|
|
|
|
}
|
|
|
|
|
|
|
|
function rayThroughGrid(origin, direction, maxDistance) {
|
|
|
|
const range = i => [...Array(i).keys()];
|
|
|
|
|
|
|
|
const nextGrid = range(3).map(i => direction[i] > 0 ?
|
|
|
|
Math.floor(origin[i] + 0.5) + 0.5 :
|
|
|
|
Math.floor(origin[i] + 0.499) - 0.5);
|
|
|
|
const distanceToGrid = range(3).map(i => (nextGrid[i] - origin[i]) / direction[i])
|
|
|
|
.map(v => v === 0.0 ? Number.POSITIVE_INFINITY : v);
|
|
|
|
const axis = minIndex(distanceToGrid);
|
|
|
|
const rayLength = distanceToGrid[axis];
|
|
|
|
|
|
|
|
if (rayLength > maxDistance) {
|
|
|
|
return {};
|
|
|
|
}
|
|
|
|
|
|
|
|
const position = movePoint(origin, distanceToGrid[axis], direction);
|
|
|
|
const normal = range(3).map(i => i === axis ? -Math.sign(direction[i]) : 0);
|
|
|
|
|
|
|
|
return {position, normal, distance: rayLength};
|
|
|
|
}
|
|
|
|
|
|
|
|
function castRay(world, origin, direction, maxDistance) {
|
|
|
|
let currentPoint = origin;
|
|
|
|
|
|
|
|
while (maxDistance > 0) {
|
|
|
|
const {position, normal, distance} = rayThroughGrid(currentPoint, direction, maxDistance);
|
|
|
|
|
|
|
|
if (position === undefined) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
maxDistance -= distance;
|
|
|
|
currentPoint = position;
|
|
|
|
const blockCenter = movePoint(position, -0.5, normal);
|
|
|
|
const block = blockLookup(world, ...blockCenter);
|
|
|
|
|
|
|
|
if (block.type === BlockType.AIR) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
return {
|
|
|
|
block,
|
|
|
|
normal,
|
|
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
export function markBlock(world, cameraPosition, direction, maxDistance) {
|
|
|
|
const hit = castRay(world, cameraPosition, direction, maxDistance);
|
|
|
|
|
|
|
|
if (hit === undefined || hit.block.type === BlockType.UNDEFINED) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const texture = [0, 14];
|
|
|
|
const {normal, block} = hit;
|
|
|
|
const faceCenter = movePoint(block.centerPosition, 0.51, normal);
|
|
|
|
|
|
|
|
if (normal[0] > 0) {
|
|
|
|
return makeFace('+x', texture, faceCenter);
|
|
|
|
} else if (normal[0] < 0) {
|
|
|
|
return makeFace('-x', texture, faceCenter);
|
|
|
|
} else if (normal[1] > 0) {
|
|
|
|
return makeFace('+y', texture, faceCenter);
|
|
|
|
} else if (normal[1] < 0) {
|
|
|
|
return makeFace('-y', texture, faceCenter);
|
|
|
|
} else if (normal[2] > 0) {
|
|
|
|
return makeFace('+z', texture, faceCenter);
|
|
|
|
} else if (normal[2] < 0) {
|
|
|
|
return makeFace('-z', texture, faceCenter);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function viewDirection(params) {
|
|
|
|
const dir = [0, 0, -1, 1.0];
|
|
|
|
const camori = params.camera.orientation;
|
|
|
|
const ori = se3.inverse(se3.rotxyz(-camori[0], -camori[1], -camori[2]));
|
|
|
|
return se3.apply(ori, dir).slice(0, 3);
|
|
|
|
}
|
|
|
|
|
|
|
|
export function destroySelectedBlock(params) {
|
|
|
|
const hit = castRay(params.world, params.camera.position, viewDirection(params), params.blockSelectDistance);
|
|
|
|
if (hit === undefined || hit.block.type === BlockType.UNDEFINED) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const trimFaces = chunk => {
|
|
|
|
chunk.faces = chunk.faces.filter(({blockIndex}) => chunk.data[blockIndex] !== BlockType.AIR);
|
|
|
|
}
|
|
|
|
|
|
|
|
hit.block.chunk.data[hit.block.blockIndex] = BlockType.AIR;
|
|
|
|
if (hit.block.chunk.buffer !== undefined) {
|
|
|
|
hit.block.chunk.buffer.delete();
|
|
|
|
delete hit.block.chunk.buffer;
|
|
|
|
}
|
|
|
|
trimFaces(hit.block.chunk);
|
|
|
|
|
|
|
|
const [bx, by, bz] = hit.block.centerPosition;
|
|
|
|
|
|
|
|
const neighbors = [
|
|
|
|
{ block: blockLookup(params.world, bx - 1, by, bz), dir: '+x' },
|
|
|
|
{ block: blockLookup(params.world, bx + 1, by, bz), dir: '-x' },
|
|
|
|
{ block: blockLookup(params.world, bx, by - 1, bz), dir: '+y' },
|
|
|
|
{ block: blockLookup(params.world, bx, by + 1, bz), dir: '-y' },
|
|
|
|
{ block: blockLookup(params.world, bx, by, bz - 1), dir: '+z' },
|
|
|
|
{ block: blockLookup(params.world, bx, by, bz + 1), dir: '-z' },
|
|
|
|
];
|
|
|
|
|
|
|
|
neighbors
|
|
|
|
.filter(({ block }) => block.type !== BlockType.AIR &&
|
|
|
|
block.type !== BlockType.UNDEFINED)
|
|
|
|
.forEach(({ block, dir }) => {
|
|
|
|
const blocki = Math.floor(block.blockIndex / (16 * 256));
|
|
|
|
const blockj = Math.floor(block.blockIndex / 256) - 16 * blocki;
|
|
|
|
const blockk = block.blockIndex % 256;
|
|
|
|
|
|
|
|
block.chunk.faces.push(createChunkFace(block, dir));
|
|
|
|
trimFaces(block.chunk);
|
|
|
|
|
|
|
|
if (block.chunk.buffer !== undefined) {
|
|
|
|
block.chunk.buffer.delete();
|
|
|
|
delete block.chunk.buffer;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
export async function initWorldGl(gl) {
|
|
|
|
const program = makeProgram(gl, VSHADER, FSHADER);
|
|
|
|
const texture = await loadTexture(gl, 'texture.png');
|
|
|
|
|
|
|
|
// load those ahead of time
|
|
|
|
const viewLoc = gl.getUniformLocation(program, 'uView');
|
|
|
|
const modelLoc = gl.getUniformLocation(program, 'uModel');
|
|
|
|
const projLoc = gl.getUniformLocation(program, 'uProjection');
|
|
|
|
const samplerLoc = gl.getUniformLocation(program, 'uSampler');
|
|
|
|
const fogColorLoc = gl.getUniformLocation(program, 'uFogColor');
|
|
|
|
const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
|
|
|
|
const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
|
|
|
|
|
|
|
|
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
|
|
|
const normalLoc = gl.getAttribLocation(program, 'aNormal');
|
|
|
|
const textureLoc = gl.getAttribLocation(program, 'aTextureCoord');
|
|
|
|
|
|
|
|
const setupScene = (sceneParams) => {
|
|
|
|
const {
|
|
|
|
projectionMatrix,
|
|
|
|
viewMatrix,
|
|
|
|
fogColor,
|
|
|
|
lightDirection,
|
|
|
|
ambiantLightAmount,
|
|
|
|
} = sceneParams;
|
|
|
|
|
|
|
|
gl.useProgram(program);
|
|
|
|
|
|
|
|
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
|
|
|
|
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
|
|
|
|
gl.uniform3fv(fogColorLoc, fogColor);
|
|
|
|
gl.uniform3fv(lightDirectionLoc, lightDirection);
|
|
|
|
gl.uniform1f(ambiantLoc, ambiantLightAmount);
|
|
|
|
|
|
|
|
// doing this here because it's the same for all world stuff
|
|
|
|
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
|
|
|
|
gl.uniform1i(samplerLoc, 0);
|
|
|
|
|
|
|
|
gl.enableVertexAttribArray(positionLoc);
|
|
|
|
gl.enableVertexAttribArray(normalLoc);
|
|
|
|
gl.enableVertexAttribArray(textureLoc);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
|
|
};
|
|
|
|
|
|
|
|
const drawObject = (objectParams) => {
|
|
|
|
const {
|
|
|
|
glBuffer,
|
|
|
|
numVertices,
|
|
|
|
} = objectParams;
|
|
|
|
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
|
|
|
|
|
|
|
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
|
|
|
|
gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
|
|
|
|
gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
|
|
|
|
|
|
|
|
gl.drawArrays(gl.TRIANGLES, 0, numVertices);
|
|
|
|
};
|
|
|
|
|
|
|
|
return {
|
|
|
|
setupScene,
|
|
|
|
drawObject,
|
|
|
|
};
|
|
|
|
}
|