Split code out of index.js into game.js and world.js

This commit is contained in:
Paul Mathieu 2021-12-18 09:57:00 -08:00
parent c792b01308
commit 4d0f406669
3 changed files with 628 additions and 615 deletions

325
game.js Normal file
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import { makeBufferFromFaces } from "./geometry";
import * as se3 from './se3';
import { checkCollision, destroySelectedBlock, generateMissingChunks, markBlock, updateWorldGeometry } from './world';
/** Draw.
*
* @param {WebGLRenderingContext} gl
*/
function draw(gl, params, objects) {
const skyColor = [0.6, 0.8, 1.0];
gl.clearColor(...skyColor, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const camrot = params.camera.orientation;
const campos = params.camera.position;
const viewMatrix = se3.product(
se3.rotxyz(-camrot[0], -camrot[1], -camrot[2]),
se3.translation(-campos[0], -campos[1], -campos[2])
);
let lastGlContext;
for (const {glContext, position, orientation, geometry} of objects) {
if (glContext !== lastGlContext) {
glContext.setupScene({
projectionMatrix: params.projMatrix,
viewMatrix,
fogColor: skyColor,
lightDirection: params.lightDirection,
ambiantLightAmount: params.ambiantLight,
});
}
lastGlContext = glContext;
glContext.drawObject({
position,
orientation,
glBuffer: geometry.glBuffer,
numVertices: geometry.numVertices,
});
}
}
const stuff = {
lastFrameTime: 0,
};
function handleKeys(params) {
const move = (forward, right) => {
const dir = [right, 0, -forward, 1.0];
const ori = se3.roty(params.camera.orientation[1]);
const tf = se3.apply(ori, dir);
if (params.flying) {
params.camera.position[0] += tf[0];
params.camera.position[2] += tf[2];
}
if (params.isOnGround) {
params.camera.velocity[0] = tf[0];
params.camera.velocity[2] = tf[2];
} else {
params.camera.velocity[0] += tf[0] / 60;
params.camera.velocity[2] += tf[2] / 60;
if (Math.abs(params.camera.velocity[0]) > Math.abs(tf[0])) {
params.camera.velocity[0] = tf[0];
}
if (Math.abs(params.camera.velocity[2]) > Math.abs(tf[2])) {
params.camera.velocity[2] = tf[2];
}
}
};
params.keys.forEach(key => {
switch (key) {
case 'KeyW':
move(0.1, 0.0);
return;
case 'KeyA':
move(0.0, -0.1);
return;
case 'KeyS':
move(-0.1, 0.0);
return;
case 'KeyD':
move(0.0, 0.1);
return;
case 'Space':
if(params.flying) {
params.camera.position[1] += 0.1;
} else {
if (params.jumpAmount > 0) {
const amount = 0.4 * params.jumpAmount;
params.camera.velocity[1] += amount / 60;
params.jumpAmount -= amount;
}
}
return;
case 'ControlLeft':
params.camera.position[1] -= 0.1;
return;
}
});
}
function getObjects(world, z, x, glContext) {
return world.chunks
.filter(chunk => {
if (chunk.position.z < z - 8 * 16) return false;
if (chunk.position.z > z + 7 * 16) return false;
if (chunk.position.x < x - 8 * 16) return false;
if (chunk.position.x > x + 7 * 16) return false;
if (chunk.buffer === undefined) {
return false;
}
return true;
})
.map(chunk => ({
position: [0.0, 0.0, 0.0],
orientation: [0.0, 0.0, 0.0],
geometry: chunk.buffer,
glContext,
}));
}
function updatePhysics(params) {
params.camera.velocity[1] -= 9.8 / 60 / 60;
const oldPos = params.camera.position;
const targetPos = params.flying ? oldPos : params.camera.position.map((v, i) => v + params.camera.velocity[i]);
const {isOnGround, newPos} = checkCollision(oldPos, targetPos, params.world);
params.camera.position = newPos;
params.camera.velocity = newPos.map((v, i) => v - oldPos[i]);
if (isOnGround) {
params.jumpAmount = 6;
params.camera.velocity = params.camera.velocity.map(v => v * 0.7);
}
params.isOnGround = isOnGround;
}
function tagABlock(gl, params, objects) {
const dir = [0, 0, -1, 1.0];
const camori = params.camera.orientation;
const ori = se3.inverse(se3.rotxyz(-camori[0], -camori[1], -camori[2]));
const viewDirection = se3.apply(ori, dir).slice(0, 3);
const face = markBlock(params.world, params.camera.position, viewDirection, params.blockSelectDistance);
if (face === undefined) {
return;
}
if (params.tagBuffer !== undefined) {
gl.deleteBuffer(params.tagBuffer.glBuffer);
delete params.tagBuffer;
}
const buffer = makeBufferFromFaces(gl, [face]);
params.tagBuffer = buffer;
const obj = {
position: [0.0, 0.0, 0.0],
orientation: [0.0, 0.0, 0.0],
geometry: buffer,
glContext: params.worldGl,
};
objects.push(obj);
}
// Mine & place
// ------------
// [x] ray casting
// [x] block outline
// [ ] crosshair
// [ ] dynamic terrain re-rendering
// [ ] should use a linked list of air contact blocks
// --> might not be needed. Only need to re-render a single chunk,
// should be fast enough. We render 16 of them every time we
// walk 16 blocks in any direction.
// Stuff I need to do:
// [x] a skybox
// [x] a movable camera
// [x] some kind of gravity
// [x] collision detection
// [x] more blocks
// [ ] ability to mine & place
// [x] generating & loading of more chunks
// [x] distance fog
// [ ] different biomes (with different noise stats)
// [ ] non-flowy water
// [ ] flowy water
// [ ] ALIGN CHUNK WITH WORLD COORDS
// [x] better controls
// [ ] save the world (yay) to local storage (bah)
export function setupParamPanel(params) {
document.querySelector('#lightx').oninput = e => {
params.lightDirection[0] = e.target.value / 100;
};
document.querySelector('#lighty').oninput = e => {
params.lightDirection[1] = e.target.value / 100;
};
document.querySelector('#lightz').oninput = e => {
params.lightDirection[2] = e.target.value / 100;
};
document.querySelector('#ambiant').oninput = e => {
params.ambiantLight = e.target.value / 100;
};
const collapsibles = document.getElementsByClassName("collapsible");
for (const collapsible of collapsibles) {
collapsible.onclick = () => {
const content = collapsible.nextElementSibling;
if (content.style.height === 'fit-content') {
content.style.height = '0px';
} else {
content.style.height = 'fit-content';
}
};
}
}
export function initUiListeners(params, canvas) {
const canvasClickHandler = () => {
canvas.requestPointerLock();
canvas.onclick = null;
const clickListener = e => {
switch(e.button) {
case 0: // left click
destroySelectedBlock(params);
break;
case 2: // right click
break;
}
};
const keyListener = e => {
if (e.type === 'keydown') {
params.keys.add(e.code);
switch (e.code) {
case 'KeyF':
params.flying = !params.flying;
}
} else {
params.keys.delete(e.code);
}
};
const moveListener = e => {
params.camera.orientation[1] -= e.movementX / 500;
params.camera.orientation[0] -= e.movementY / 500;
params.camera.orientation[0] = Math.min(Math.max(
params.camera.orientation[0], -Math.PI / 2
), Math.PI / 2);
};
const changeListener = () => {
if (document.pointerLockElement === canvas) {
return;
}
document.removeEventListener('pointerdown', clickListener);
document.removeEventListener('pointerlockchange', changeListener);
document.removeEventListener('pointermove', moveListener);
document.removeEventListener('keydown', keyListener);
document.removeEventListener('keyup', keyListener);
canvas.onclick = canvasClickHandler;
};
document.addEventListener('pointerdown', clickListener);
document.addEventListener('pointerlockchange', changeListener);
document.addEventListener('pointermove', moveListener);
document.addEventListener('keydown', keyListener);
document.addEventListener('keyup', keyListener);
};
canvas.onclick = canvasClickHandler;
}
export function tick(time, gl, params) {
handleKeys(params);
updatePhysics(params);
const campos = params.camera.position;
// expensive stuff, can take several cycles
try {
// frame time is typically 16.7ms, so this may lag a bit
let timeLeft = 30;
const start = performance.now();
generateMissingChunks(params.world, campos[2], campos[0], timeLeft);
timeLeft -= performance.now() - start;
updateWorldGeometry(gl, params.world, campos[2], campos[0], timeLeft);
}
catch (ex) {
if (ex !== 'timesup') {
throw ex;
}
}
const objects = getObjects(params.world, campos[2], campos[0], params.worldGl);
tagABlock(gl, params, objects);
draw(gl, params, objects);
const dt = (time - stuff.lastFrameTime) * 0.001;
stuff.lastFrameTime = time;
document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
document.querySelector('#lightDirVec').textContent = JSON.stringify(params.lightDirection);
requestAnimationFrame(time => tick(time, gl, params));
}

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index.js
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import { loadTexture, makeProgram } from "./gl";
import { blockLookup, BlockType, createChunkFace, generateMissingChunks, makeWorld, updateWorldGeometry } from './world';
import { initUiListeners, setupParamPanel, tick } from './game';
import { initWorldGl, makeWorld } from './world';
import * as se3 from './se3';
import { makeBufferFromFaces, makeFace } from "./geometry";
const TEST_VSHADER = `
attribute vec3 aPosition;
attribute vec3 aNormal;
attribute vec2 aTextureCoord;
uniform mat4 uProjection;
uniform mat4 uModel;
uniform mat4 uView;
uniform vec3 uLightDirection;
uniform float uAmbiantLight;
varying highp vec2 vTextureCoord;
varying lowp vec3 vLighting;
varying lowp float vDistance;
void main() {
highp mat4 modelview = uView * uModel;
gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
lowp vec3 normal = mat3(uModel) * aNormal;
lowp float diffuseAmount = max(dot(-uLightDirection, normal), 0.0);
lowp vec3 ambiant = uAmbiantLight * vec3(1.0, 1.0, 0.9);
vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount;
vTextureCoord = aTextureCoord;
vDistance = length(modelview * vec4(aPosition, 1.0));
}
`;
const TEST_FSHADER = `
uniform sampler2D uSampler;
uniform lowp vec3 uFogColor;
varying highp vec2 vTextureCoord;
varying lowp vec3 vLighting;
varying lowp float vDistance;
void main() {
highp vec4 color = texture2D(uSampler, vTextureCoord);
lowp float fogamount = smoothstep(30.0, 90.0, vDistance);
gl_FragColor = vec4(mix(vLighting * color.rgb, uFogColor, fogamount), color.a);
}
`;
/** Draw.
*
* @param {WebGLRenderingContext} gl
*/
function draw(gl, params, objects) {
const skyColor = [0.6, 0.8, 1.0];
gl.clearColor(...skyColor, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const camrot = params.camera.orientation;
const campos = params.camera.position;
const viewMatrix = se3.product(
se3.rotxyz(-camrot[0], -camrot[1], -camrot[2]),
se3.translation(-campos[0], -campos[1], -campos[2])
);
let lastGlContext;
for (const {glContext, position, orientation, geometry} of objects) {
if (glContext !== lastGlContext) {
glContext.setupScene({
projectionMatrix: params.projMatrix,
viewMatrix,
fogColor: skyColor,
lightDirection: params.lightDirection,
ambiantLightAmount: params.ambiantLight,
});
}
lastGlContext = glContext;
glContext.drawObject({
position,
orientation,
glBuffer: geometry.glBuffer,
numVertices: geometry.numVertices,
});
}
}
const stuff = {
lastFrameTime: 0,
};
function handleKeys(params) {
const move = (forward, right) => {
const dir = [right, 0, -forward, 1.0];
const ori = se3.roty(params.camera.orientation[1]);
const tf = se3.apply(ori, dir);
if (params.flying) {
params.camera.position[0] += tf[0];
params.camera.position[2] += tf[2];
}
if (params.isOnGround) {
params.camera.velocity[0] = tf[0];
params.camera.velocity[2] = tf[2];
} else {
params.camera.velocity[0] += tf[0] / 60;
params.camera.velocity[2] += tf[2] / 60;
if (Math.abs(params.camera.velocity[0]) > Math.abs(tf[0])) {
params.camera.velocity[0] = tf[0];
}
if (Math.abs(params.camera.velocity[2]) > Math.abs(tf[2])) {
params.camera.velocity[2] = tf[2];
}
}
};
params.keys.forEach(key => {
switch (key) {
case 'KeyW':
move(0.1, 0.0);
return;
case 'KeyA':
move(0.0, -0.1);
return;
case 'KeyS':
move(-0.1, 0.0);
return;
case 'KeyD':
move(0.0, 0.1);
return;
case 'Space':
if(params.flying) {
params.camera.position[1] += 0.1;
} else {
if (params.jumpAmount > 0) {
const amount = 0.4 * params.jumpAmount;
params.camera.velocity[1] += amount / 60;
params.jumpAmount -= amount;
}
}
return;
case 'ControlLeft':
params.camera.position[1] -= 0.1;
return;
}
});
}
function getObjects(world, z, x, glContext) {
return world.chunks
.filter(chunk => {
if (chunk.position.z < z - 8 * 16) return false;
if (chunk.position.z > z + 7 * 16) return false;
if (chunk.position.x < x - 8 * 16) return false;
if (chunk.position.x > x + 7 * 16) return false;
if (chunk.buffer === undefined) {
return false;
}
return true;
})
.map(chunk => ({
position: [0.0, 0.0, 0.0],
orientation: [0.0, 0.0, 0.0],
geometry: chunk.buffer,
glContext,
}));
}
function updatePhysics(params) {
params.camera.velocity[1] -= 9.8 / 60 / 60;
const oldPos = params.camera.position;
const targetPos = params.flying ? oldPos : params.camera.position.map((v, i) => v + params.camera.velocity[i]);
const {isOnGround, newPos} = checkCollision(oldPos, targetPos, params.world);
params.camera.position = newPos;
params.camera.velocity = newPos.map((v, i) => v - oldPos[i]);
if (isOnGround) {
params.jumpAmount = 6;
params.camera.velocity = params.camera.velocity.map(v => v * 0.7);
}
params.isOnGround = isOnGround;
}
function tagABlock(gl, params, objects) {
const dir = [0, 0, -1, 1.0];
const camori = params.camera.orientation;
const ori = se3.inverse(se3.rotxyz(-camori[0], -camori[1], -camori[2]));
const viewDirection = se3.apply(ori, dir).slice(0, 3);
const face = markBlock(params.world, params.camera.position, viewDirection, params.blockSelectDistance);
if (face === undefined) {
return;
}
if (params.tagBuffer !== undefined) {
gl.deleteBuffer(params.tagBuffer.glBuffer);
delete params.tagBuffer;
}
const buffer = makeBufferFromFaces(gl, [face]);
params.tagBuffer = buffer;
const obj = {
position: [0.0, 0.0, 0.0],
orientation: [0.0, 0.0, 0.0],
geometry: buffer,
glContext: params.worldGl,
};
objects.push(obj);
}
function tick(time, gl, params) {
handleKeys(params);
updatePhysics(params);
const campos = params.camera.position;
// expensive stuff, can take several cycles
try {
// frame time is typically 16.7ms, so this may lag a bit
let timeLeft = 30;
const start = performance.now();
generateMissingChunks(params.world, campos[2], campos[0], timeLeft);
timeLeft -= performance.now() - start;
updateWorldGeometry(gl, params.world, campos[2], campos[0], timeLeft);
}
catch (ex) {
if (ex !== 'timesup') {
throw ex;
}
}
const objects = getObjects(params.world, campos[2], campos[0], params.worldGl);
tagABlock(gl, params, objects);
draw(gl, params, objects);
const dt = (time - stuff.lastFrameTime) * 0.001;
stuff.lastFrameTime = time;
document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
document.querySelector('#lightDirVec').textContent = JSON.stringify(params.lightDirection);
requestAnimationFrame(time => tick(time, gl, params));
}
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,
};
}
}
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);
}
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;
}
});
}
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);
}
}
// Mine & place
// ------------
// [x] ray casting
// [x] block outline
// [ ] crosshair
// [ ] dynamic terrain re-rendering
// [ ] should use a linked list of air contact blocks
// --> might not be needed. Only need to re-render a single chunk,
// should be fast enough. We render 16 of them every time we
// walk 16 blocks in any direction.
// Stuff I need to do:
// [x] a skybox
// [x] a movable camera
// [x] some kind of gravity
// [x] collision detection
// [x] more blocks
// [ ] ability to mine & place
// [x] generating & loading of more chunks
// [x] distance fog
// [ ] different biomes (with different noise stats)
// [ ] non-flowy water
// [ ] flowy water
// [ ] ALIGN CHUNK WITH WORLD COORDS
// [x] better controls
// [ ] save the world (yay) to local storage (bah)
async function initWorldGl(gl) {
const program = makeProgram(gl, TEST_VSHADER, TEST_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,
};
}
async function main() {
const canvas = document.querySelector('#game');
@ -566,81 +28,9 @@ async function main() {
worldGl: await initWorldGl(gl),
}
document.querySelector('#lightx').oninput = e => {
params.lightDirection[0] = e.target.value / 100;
};
document.querySelector('#lighty').oninput = e => {
params.lightDirection[1] = e.target.value / 100;
};
document.querySelector('#lightz').oninput = e => {
params.lightDirection[2] = e.target.value / 100;
};
document.querySelector('#ambiant').oninput = e => {
params.ambiantLight = e.target.value / 100;
};
setupParamPanel(params);
initUiListeners(params, canvas);
const collapsibles = document.getElementsByClassName("collapsible");
for (const collapsible of collapsibles) {
collapsible.onclick = e => {
const content = collapsible.nextElementSibling;
if (content.style.height === 'fit-content') {
content.style.height = '0px';
} else {
content.style.height = 'fit-content';
}
};
}
const canvasClickHandler = e => {
canvas.requestPointerLock();
canvas.onclick = null;
const clickListener = e => {
switch(e.button) {
case 0: // left click
destroySelectedBlock(params);
break;
case 2: // right click
break;
}
};
const keyListener = e => {
if (e.type === 'keydown') {
params.keys.add(e.code);
switch (e.code) {
case 'KeyF':
params.flying = !params.flying;
}
} else {
params.keys.delete(e.code);
}
};
const moveListener = e => {
params.camera.orientation[1] -= e.movementX / 500;
params.camera.orientation[0] -= e.movementY / 500;
params.camera.orientation[0] = Math.min(Math.max(
params.camera.orientation[0], -Math.PI / 2
), Math.PI / 2);
};
const changeListener = () => {
if (document.pointerLockElement === canvas) {
return;
}
document.removeEventListener('pointerdown', clickListener);
document.removeEventListener('pointerlockchange', changeListener);
document.removeEventListener('pointermove', moveListener);
document.removeEventListener('keydown', keyListener);
document.removeEventListener('keyup', keyListener);
canvas.onclick = canvasClickHandler;
};
document.addEventListener('pointerdown', clickListener);
document.addEventListener('pointerlockchange', changeListener);
document.addEventListener('pointermove', moveListener);
document.addEventListener('keydown', keyListener);
document.addEventListener('keyup', keyListener);
};
canvas.onclick = canvasClickHandler;
requestAnimationFrame(time => tick(time, gl, params));
}

298
world.js
View File

@ -1,4 +1,52 @@
import { makeBufferFromFaces, makeFace} from "./geometry";
import { loadTexture, makeProgram } from "./gl";
import * as se3 from './se3';
const VSHADER = `
attribute vec3 aPosition;
attribute vec3 aNormal;
attribute vec2 aTextureCoord;
uniform mat4 uProjection;
uniform mat4 uModel;
uniform mat4 uView;
uniform vec3 uLightDirection;
uniform float uAmbiantLight;
varying highp vec2 vTextureCoord;
varying lowp vec3 vLighting;
varying lowp float vDistance;
void main() {
highp mat4 modelview = uView * uModel;
gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
lowp vec3 normal = mat3(uModel) * aNormal;
lowp float diffuseAmount = max(dot(-uLightDirection, normal), 0.0);
lowp vec3 ambiant = uAmbiantLight * vec3(1.0, 1.0, 0.9);
vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount;
vTextureCoord = aTextureCoord;
vDistance = length(modelview * vec4(aPosition, 1.0));
}
`;
const FSHADER = `
uniform sampler2D uSampler;
uniform lowp vec3 uFogColor;
varying highp vec2 vTextureCoord;
varying lowp vec3 vLighting;
varying lowp float vDistance;
void main() {
highp vec4 color = texture2D(uSampler, vTextureCoord);
lowp float fogamount = smoothstep(30.0, 90.0, vDistance);
gl_FragColor = vec4(mix(vLighting * color.rgb, uFogColor, fogamount), color.a);
}
`;
export const BlockType = {
UNDEFINED: 0,
@ -308,3 +356,253 @@ export function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
}
}
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,
};
}