Split code out of index.js into game.js and world.js
This commit is contained in:
300
world.js
300
world.js
@@ -1,4 +1,52 @@
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import { makeBufferFromFaces, makeFace} 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 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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export const BlockType = {
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UNDEFINED: 0,
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@@ -307,4 +355,254 @@ export function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
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}
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}
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}
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}
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export function checkCollision(curPos, newPos, world) {
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// I guess Steve is about 1.7 m tall?
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// he also has a 60x60 cm axis-aligned square section '^_^
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// box is centered around the camera
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const steveBB = [
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[-0.3, 0.2, -0.3],
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[-0.3, 0.2, 0.3],
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[0.3, 0.2, -0.3],
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[0.3, 0.2, 0.3],
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[-0.3, -1.5, -0.3],
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[-0.3, -1.5, 0.3],
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[0.3, -1.5, -0.3],
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[0.3, -1.5, 0.3],
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];
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const translate = (v, pos) => v.map((el, i) => el + pos[i]);
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let dp = newPos.map((x, i) => x - curPos[i]);
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let isOnGround = false;
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for (let i = 0; i < 3; i++) {
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const newSteve = v => v.map((x, j) => i === j ? x + newPos[j] : x + curPos[j]);
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for (const point of steveBB.map(newSteve)) {
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const block = blockLookup(world, ...point);
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if (block.type !== BlockType.AIR) {
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if (i === 1 && dp[i] < 0) {
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isOnGround = true;
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}
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dp[i] = 0;
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}
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}
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}
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for (let i = 0; i < 3; i++) {
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const newSteve = v => v.map((x, j) => curPos[j] + x + dp[j]);
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for (const point of steveBB.map(newSteve)) {
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const block = blockLookup(world, ...point);
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if (block.type !== BlockType.AIR) {
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dp[i] = 0;
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}
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}
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}
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return {
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newPos: translate(curPos, dp),
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isOnGround,
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};
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}
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function minIndex(arr) {
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return arr.reduce((min, val, i) => val >= arr[min] ? min : i, -1);
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}
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function movePoint(p, s, u) {
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return [p[0] + s * u[0], p[1] + s * u[1], p[2] + s * u[2]];
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}
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function rayThroughGrid(origin, direction, maxDistance) {
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const range = i => [...Array(i).keys()];
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const nextGrid = range(3).map(i => direction[i] > 0 ?
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Math.floor(origin[i] + 0.5) + 0.5 :
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Math.floor(origin[i] + 0.499) - 0.5);
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const distanceToGrid = range(3).map(i => (nextGrid[i] - origin[i]) / direction[i])
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.map(v => v === 0.0 ? Number.POSITIVE_INFINITY : v);
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const axis = minIndex(distanceToGrid);
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const rayLength = distanceToGrid[axis];
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if (rayLength > maxDistance) {
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return {};
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}
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const position = movePoint(origin, distanceToGrid[axis], direction);
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const normal = range(3).map(i => i === axis ? -Math.sign(direction[i]) : 0);
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return {position, normal, distance: rayLength};
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}
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function castRay(world, origin, direction, maxDistance) {
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let currentPoint = origin;
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while (maxDistance > 0) {
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const {position, normal, distance} = rayThroughGrid(currentPoint, direction, maxDistance);
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if (position === undefined) {
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return;
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}
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maxDistance -= distance;
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currentPoint = position;
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const blockCenter = movePoint(position, -0.5, normal);
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const block = blockLookup(world, ...blockCenter);
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if (block.type === BlockType.AIR) {
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continue;
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}
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return {
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block,
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normal,
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};
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}
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}
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export function markBlock(world, cameraPosition, direction, maxDistance) {
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const hit = castRay(world, cameraPosition, direction, maxDistance);
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if (hit === undefined || hit.block.type === BlockType.UNDEFINED) {
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return;
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}
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const texture = [0, 14];
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const {normal, block} = hit;
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const faceCenter = movePoint(block.centerPosition, 0.51, normal);
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if (normal[0] > 0) {
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return makeFace('+x', texture, faceCenter);
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} else if (normal[0] < 0) {
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return makeFace('-x', texture, faceCenter);
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} else if (normal[1] > 0) {
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return makeFace('+y', texture, faceCenter);
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} else if (normal[1] < 0) {
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return makeFace('-y', texture, faceCenter);
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} else if (normal[2] > 0) {
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return makeFace('+z', texture, faceCenter);
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} else if (normal[2] < 0) {
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return makeFace('-z', texture, faceCenter);
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}
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}
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function viewDirection(params) {
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const dir = [0, 0, -1, 1.0];
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const camori = params.camera.orientation;
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const ori = se3.inverse(se3.rotxyz(-camori[0], -camori[1], -camori[2]));
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return se3.apply(ori, dir).slice(0, 3);
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}
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export function destroySelectedBlock(params) {
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const hit = castRay(params.world, params.camera.position, viewDirection(params), params.blockSelectDistance);
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if (hit === undefined || hit.block.type === BlockType.UNDEFINED) {
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return;
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}
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const trimFaces = chunk => {
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chunk.faces = chunk.faces.filter(({blockIndex}) => chunk.data[blockIndex] !== BlockType.AIR);
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}
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hit.block.chunk.data[hit.block.blockIndex] = BlockType.AIR;
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if (hit.block.chunk.buffer !== undefined) {
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hit.block.chunk.buffer.delete();
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delete hit.block.chunk.buffer;
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}
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trimFaces(hit.block.chunk);
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const [bx, by, bz] = hit.block.centerPosition;
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const neighbors = [
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{ block: blockLookup(params.world, bx - 1, by, bz), dir: '+x' },
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{ block: blockLookup(params.world, bx + 1, by, bz), dir: '-x' },
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{ block: blockLookup(params.world, bx, by - 1, bz), dir: '+y' },
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{ block: blockLookup(params.world, bx, by + 1, bz), dir: '-y' },
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{ block: blockLookup(params.world, bx, by, bz - 1), dir: '+z' },
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{ block: blockLookup(params.world, bx, by, bz + 1), dir: '-z' },
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];
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neighbors
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.filter(({ block }) => block.type !== BlockType.AIR &&
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block.type !== BlockType.UNDEFINED)
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.forEach(({ block, dir }) => {
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const blocki = Math.floor(block.blockIndex / (16 * 256));
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const blockj = Math.floor(block.blockIndex / 256) - 16 * blocki;
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const blockk = block.blockIndex % 256;
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block.chunk.faces.push(createChunkFace(block, dir));
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trimFaces(block.chunk);
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if (block.chunk.buffer !== undefined) {
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block.chunk.buffer.delete();
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delete block.chunk.buffer;
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}
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});
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}
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export async function initWorldGl(gl) {
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const program = makeProgram(gl, VSHADER, FSHADER);
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const texture = await loadTexture(gl, 'texture.png');
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// load those ahead of time
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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 lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
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const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
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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 setupScene = (sceneParams) => {
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const {
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projectionMatrix,
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viewMatrix,
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fogColor,
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lightDirection,
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ambiantLightAmount,
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} = sceneParams;
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gl.useProgram(program);
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gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
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gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
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gl.uniform3fv(fogColorLoc, fogColor);
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gl.uniform3fv(lightDirectionLoc, lightDirection);
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gl.uniform1f(ambiantLoc, ambiantLightAmount);
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// doing this here because it's the same for all world stuff
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
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gl.uniform1i(samplerLoc, 0);
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gl.enableVertexAttribArray(positionLoc);
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gl.enableVertexAttribArray(normalLoc);
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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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};
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const drawObject = (objectParams) => {
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const {
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glBuffer,
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numVertices,
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} = objectParams;
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
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gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
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gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
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gl.drawArrays(gl.TRIANGLES, 0, numVertices);
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};
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return {
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setupScene,
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drawObject,
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};
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}
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Block a user