2021-12-14 22:41:33 +00:00
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import { makeBufferFromFaces, makeFace} from "./geometry";
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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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if (y < 0.5 || z > 255.5) {
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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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type: BlockType.UNDEFINED,
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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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return {
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type: chunk.data[256 * (16*i + j) + k],
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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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};
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}
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2021-12-16 22:10:57 +00:00
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function makeChunkBuffer(gl, data, z0, x0, blockLookup) {
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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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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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const sideNeighbors = (i, j, k) =>
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[
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{ block: lookup(i - 1, j, k), dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
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{ block: lookup(i + 1, j, k), dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
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{ block: lookup(i, j - 1, k), dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
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{ block: lookup(i, j + 1, k), dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
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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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let bi = i * 16 * 256 + j * 256;
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for (let k = 0; k < 256; k++, bi++) {
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const upTexture = (() => {
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switch (data[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 (data[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 (data[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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2021-12-16 22:10:57 +00:00
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for (let {block, dir, faceCenter} of sideNeighbors(i, j, k)) {
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if (block === BlockType.AIR) {
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faces.push(makeFace(dir, sideTexture, faceCenter));
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}
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}
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}
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}
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}
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return makeBufferFromFaces(gl, faces);
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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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/** 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 blockIndex = (i, j, k) => 256 * (i*16 +j) + k;
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const start = performance.now();
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// k. Now, generate buffers for all chunks
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for (let radius = 0; radius < 8; radius++) {
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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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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.buffer = makeChunkBuffer(gl, chunk.data, chunk.position.z, chunk.position.x, lookup);
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// throttle this for fluidity
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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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}
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}
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