wmc/world.js

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8.9 KiB
JavaScript
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import { makeBufferFromFaces, makeFace} from "./geometry";
export const BlockType = {
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UNDEFINED: 0,
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AIR: 1,
DIRT: 2,
GRASS: 3,
STONE: 4,
};
function ghettoPerlinNoise(seed, x, y, gridSize = 16) {
const dot = (vx, vy) => vx[0] * vy[0] + vx[1] * vy[1];
// super ghetto random
const xorshift = (x) => {
x ^= x << 13;
x ^= x >> 7;
x ^= x << 17;
return x;
};
const randGrad = (x0, y0) => {
const rand = xorshift(1337 * x0 + seed + 80085 * y0);
return [Math.sin(rand), Math.cos(rand)];
};
const interpol = (a, b, x) => a + (x*x*(3 - 2*x)) * (b - a);
const x0 = Math.floor(x / gridSize);
const y0 = Math.floor(y / gridSize);
const sx = x / gridSize - x0;
const sy = y / gridSize - y0;
const n0 = dot(randGrad(x0, y0), [sx, sy]);
const n1 = dot(randGrad(x0 + 1, y0), [sx - 1, sy]);
const n2 = dot(randGrad(x0, y0 + 1), [sx, sy - 1]);
const n3 = dot(randGrad(x0 + 1, y0 + 1), [sx - 1, sy - 1]);
return interpol(interpol(n0, n1, sx), interpol(n2, n3, sx), sy);
}
function makeTerrain(x, y) {
const seed = 1337;
const fractalNoise = (x, y) => (
ghettoPerlinNoise(seed, x, y, 8) * 0.06
+ ghettoPerlinNoise(seed, x, y, 16) * 0.125
+ ghettoPerlinNoise(seed, x, y, 32) * 0.25
+ ghettoPerlinNoise(seed, x, y, 64) * 0.5
);
const terrain = Array(16 * 16);
for (let i = 0; i < 16; i++) {
for (let j = 0; j < 16; j++) {
terrain[i * 16 + j] = fractalNoise(x + i, y + j);
}
}
return terrain;
}
function makeChunk(z, x) {
const terrain = makeTerrain(z, x);
const data = new Uint8Array(16 * 16 * 256);
for (let i = 0; i < 16; i++) {
for (let j = 0; j < 16; j++) {
const height = Math.floor(64 + 64 * terrain[i * 16 + j]);
// everything above is air
// that block is grass
// everything below is dirt
const offset = i * (16 * 256) + j * 256;
const stoneHeight = Math.min(52, height);
data.set(Array(stoneHeight).fill(BlockType.STONE), offset);
if (stoneHeight < height) {
data.set(Array(height - 1 - stoneHeight).fill(BlockType.DIRT), offset + stoneHeight);
data[offset + height - 1] = BlockType.GRASS;
}
data.set(Array(256 - height).fill(BlockType.AIR), offset + height);
}
}
return {
position: {z, x},
data,
};
}
export function blockLookup(world, x, y, z) {
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if (y < 0.5 || y > 255.5) {
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return {
type: BlockType.UNDEFINED,
}
}
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const midx = x + 0.5;
const midy = y + 0.5;
const midz = z + 0.5;
const chunki = Math.floor(midz / 16);
const chunkj = Math.floor(midx / 16);
const chunk = world.chunkMap.get(chunki, chunkj);
if (chunk === undefined) {
return {
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type: BlockType.UNDEFINED,
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};
}
const i = Math.floor(midz - chunki * 16);
const j = Math.floor(midx - chunkj * 16);
const k = Math.floor(midy);
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const blockIndex = 256 * (16*i + j) + k;
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return {
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type: chunk.data[blockIndex],
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centerPosition: [
Math.floor(midx),
k,
Math.floor(midz),
],
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chunk,
blockIndex,
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};
}
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function faceTexture(type, dir) {
switch (type) {
case BlockType.GRASS:
switch (dir) {
case '+y': return [0, 15];
case '-y': return [2, 15];
default: return [1, 15];
}
case BlockType.DIRT: return [2, 15];
case BlockType.STONE: return [3, 15];
default: return [0, 0];
}
}
function faceCenter(blockCenter, dir) {
const [x, y, z] = blockCenter;
switch (dir) {
case '+x': return [x + 0.5, y, z];
case '-x': return [x - 0.5, y, z];
case '+y': return [x, y + 0.5, z];
case '-y': return [x, y - 0.5, z];
case '+z': return [x, y, z + 0.5];
case '-z': return [x, y, z - 0.5];
}
}
function makeFaceList(data, chunkz, chunkx, blockLookup) {
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const lookup = (i, j, k) => {
if (i < 0 || j < 0 || i > 15 || j > 15) {
return blockLookup(i, j, k);
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}
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if (k < 0 || k > 255) {
return BlockType.UNDEFINED;
}
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return data[256*(16*i + j) + k];
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};
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const neighbors = (i, j, k) => [
{ block: lookup(i - 1, j, k), dir: '-z', faceCenter: [chunkx + j, k, chunkz + i - 0.5] },
{ block: lookup(i + 1, j, k), dir: '+z', faceCenter: [chunkx + j, k, chunkz + i + 0.5] },
{ block: lookup(i, j - 1, k), dir: '-x', faceCenter: [chunkx + j - 0.5, k, chunkz + i] },
{ block: lookup(i, j + 1, k), dir: '+x', faceCenter: [chunkx + j + 0.5, k, chunkz + i] },
{ block: lookup(i, j, k - 1), dir: '-y', faceCenter: [chunkx + j, k - 0.5, chunkz + i] },
{ block: lookup(i, j, k + 1), dir: '+y', faceCenter: [chunkx + j, k + 0.5, chunkz + i] },
];
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const faces = [];
for (let i = 0; i < 16; i++) {
for (let j = 0; j < 16; j++) {
let bi = i * 16 * 256 + j * 256;
for (let k = 0; k < 256; k++, bi++) {
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if (data[bi] === BlockType.AIR) {
continue;
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}
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for (const {block, dir, faceCenter} of neighbors(i, j, k).filter(({block}) => block === BlockType.AIR)) {
faces.push({
blockIndex: bi,
face: makeFace(dir, faceTexture(data[bi], dir), faceCenter),
});
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}
}
}
}
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return faces;
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}
// - data <-- need to generate the first time, update when m&p
// - faces <-- need to generate once when chunk enters view
// - buffers <-- need to generate every time geometry changes?
// --> could also render chunks 1 by 1
class ChunkMap {
map = {};
key(i, j) {
// meh, this limits us to 65536 chunks in the x direction :/
return (i << 16) + j;
}
get(i, j) {
return this.map[this.key(i, j)];
}
set(i, j, x) {
this.map[this.key(i, j)] = x;
}
has(i, j) {
return this.key(i, j) in this.map;
}
}
/** Makes a brave new (empty) world */
export function makeWorld() {
return {chunks: [], chunkMap: new ChunkMap()};
}
/** Update the world, generating missing chunks if necessary. */
export function generateMissingChunks(world, z, x, timeLimit = 10000) {
const ic = Math.floor(z / 16);
const jc = Math.floor(x / 16);
const start = performance.now();
for (let i = ic - 8; i < ic + 8; i++) {
for (let j = jc - 8; j < jc + 8; j++) {
if (world.chunkMap.has(i, j)) {
continue;
}
const chunk = makeChunk(i * 16, j * 16);
world.chunks.push(chunk);
world.chunkMap.set(i, j, chunk);
invalidateChunkGeometry(world, i - 1, j);
invalidateChunkGeometry(world, i + 1, j);
invalidateChunkGeometry(world, i, j - 1);
invalidateChunkGeometry(world, i, j + 1);
if (performance.now() - start > timeLimit) {
throw 'timesup';
}
}
}
return world;
}
function invalidateChunkGeometry(world, i, j) {
const chunk = world.chunkMap.get(i, j);
if (chunk === undefined) {
return;
}
if (chunk.buffer === undefined) {
return;
}
chunk.buffer.delete();
delete chunk.buffer;
}
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export function createChunkFace(block, dir) {
return {
blockIndex: block.blockIndex,
face: makeFace(dir, faceTexture(block.type, dir), faceCenter(block.centerPosition, dir)),
};
}
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/** Generates geometry for all visible chunks. */
export function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
const ic = Math.floor(z / 16);
const jc = Math.floor(x / 16);
const start = performance.now();
// k. Now, generate buffers for all chunks
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for (let radius = 1; radius < 8; radius++) {
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for (let i = ic - radius; i < ic + radius; i++) {
for (let j = jc - radius; j < jc + radius; j++) {
const chunk = world.chunkMap.get(i, j);
if (chunk.buffer !== undefined) {
continue;
}
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if(chunk.faces === undefined) {
const chunkz = 16 * i;
const chunkx = 16 * j;
const lookup = (i, j, k) => blockLookup(world, j + chunkx, k, i + chunkz).type;
chunk.faces = makeFaceList(chunk.data, chunk.position.z, chunk.position.x, lookup);
}
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chunk.buffer = makeBufferFromFaces(gl, chunk.faces.map(f => f.face));
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// throttle this for fluidity
if (performance.now() - start > timeLimit) {
throw 'timesup';
}
}
}
}
}