Split code out of index.js into game.js and world.js
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game.js
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325
game.js
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import { makeBufferFromFaces } from "./geometry";
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import * as se3 from './se3';
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import { checkCollision, destroySelectedBlock, generateMissingChunks, markBlock, updateWorldGeometry } from './world';
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/** Draw.
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*
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* @param {WebGLRenderingContext} gl
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*/
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function draw(gl, params, objects) {
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const skyColor = [0.6, 0.8, 1.0];
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gl.clearColor(...skyColor, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.enable(gl.CULL_FACE);
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gl.cullFace(gl.BACK);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const camrot = params.camera.orientation;
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const campos = params.camera.position;
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const viewMatrix = se3.product(
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se3.rotxyz(-camrot[0], -camrot[1], -camrot[2]),
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se3.translation(-campos[0], -campos[1], -campos[2])
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);
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let lastGlContext;
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for (const {glContext, position, orientation, geometry} of objects) {
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if (glContext !== lastGlContext) {
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glContext.setupScene({
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projectionMatrix: params.projMatrix,
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viewMatrix,
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fogColor: skyColor,
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lightDirection: params.lightDirection,
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ambiantLightAmount: params.ambiantLight,
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});
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}
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lastGlContext = glContext;
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glContext.drawObject({
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position,
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orientation,
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glBuffer: geometry.glBuffer,
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numVertices: geometry.numVertices,
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});
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}
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}
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const stuff = {
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lastFrameTime: 0,
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};
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function handleKeys(params) {
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const move = (forward, right) => {
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const dir = [right, 0, -forward, 1.0];
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const ori = se3.roty(params.camera.orientation[1]);
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const tf = se3.apply(ori, dir);
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if (params.flying) {
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params.camera.position[0] += tf[0];
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params.camera.position[2] += tf[2];
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}
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if (params.isOnGround) {
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params.camera.velocity[0] = tf[0];
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params.camera.velocity[2] = tf[2];
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} else {
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params.camera.velocity[0] += tf[0] / 60;
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params.camera.velocity[2] += tf[2] / 60;
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if (Math.abs(params.camera.velocity[0]) > Math.abs(tf[0])) {
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params.camera.velocity[0] = tf[0];
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}
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if (Math.abs(params.camera.velocity[2]) > Math.abs(tf[2])) {
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params.camera.velocity[2] = tf[2];
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}
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}
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};
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params.keys.forEach(key => {
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switch (key) {
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case 'KeyW':
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move(0.1, 0.0);
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return;
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case 'KeyA':
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move(0.0, -0.1);
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return;
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case 'KeyS':
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move(-0.1, 0.0);
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return;
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case 'KeyD':
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move(0.0, 0.1);
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return;
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case 'Space':
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if(params.flying) {
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params.camera.position[1] += 0.1;
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} else {
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if (params.jumpAmount > 0) {
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const amount = 0.4 * params.jumpAmount;
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params.camera.velocity[1] += amount / 60;
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params.jumpAmount -= amount;
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}
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}
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return;
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case 'ControlLeft':
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params.camera.position[1] -= 0.1;
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return;
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}
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});
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}
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function getObjects(world, z, x, glContext) {
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return world.chunks
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.filter(chunk => {
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if (chunk.position.z < z - 8 * 16) return false;
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if (chunk.position.z > z + 7 * 16) return false;
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if (chunk.position.x < x - 8 * 16) return false;
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if (chunk.position.x > x + 7 * 16) return false;
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if (chunk.buffer === undefined) {
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return false;
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}
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return true;
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})
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.map(chunk => ({
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position: [0.0, 0.0, 0.0],
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orientation: [0.0, 0.0, 0.0],
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geometry: chunk.buffer,
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glContext,
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}));
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}
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function updatePhysics(params) {
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params.camera.velocity[1] -= 9.8 / 60 / 60;
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const oldPos = params.camera.position;
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const targetPos = params.flying ? oldPos : params.camera.position.map((v, i) => v + params.camera.velocity[i]);
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const {isOnGround, newPos} = checkCollision(oldPos, targetPos, params.world);
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params.camera.position = newPos;
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params.camera.velocity = newPos.map((v, i) => v - oldPos[i]);
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if (isOnGround) {
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params.jumpAmount = 6;
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params.camera.velocity = params.camera.velocity.map(v => v * 0.7);
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}
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params.isOnGround = isOnGround;
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}
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function tagABlock(gl, params, objects) {
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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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const viewDirection = se3.apply(ori, dir).slice(0, 3);
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const face = markBlock(params.world, params.camera.position, viewDirection, params.blockSelectDistance);
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if (face === undefined) {
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return;
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}
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if (params.tagBuffer !== undefined) {
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gl.deleteBuffer(params.tagBuffer.glBuffer);
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delete params.tagBuffer;
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}
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const buffer = makeBufferFromFaces(gl, [face]);
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params.tagBuffer = buffer;
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const obj = {
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position: [0.0, 0.0, 0.0],
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orientation: [0.0, 0.0, 0.0],
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geometry: buffer,
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glContext: params.worldGl,
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};
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objects.push(obj);
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}
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// Mine & place
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// ------------
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// [x] ray casting
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// [x] block outline
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// [ ] crosshair
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// [ ] dynamic terrain re-rendering
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// [ ] should use a linked list of air contact blocks
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// --> might not be needed. Only need to re-render a single chunk,
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// should be fast enough. We render 16 of them every time we
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// walk 16 blocks in any direction.
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// Stuff I need to do:
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// [x] a skybox
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// [x] a movable camera
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// [x] some kind of gravity
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// [x] collision detection
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// [x] more blocks
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// [ ] ability to mine & place
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// [x] generating & loading of more chunks
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// [x] distance fog
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// [ ] different biomes (with different noise stats)
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// [ ] non-flowy water
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// [ ] flowy water
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// [ ] ALIGN CHUNK WITH WORLD COORDS
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// [x] better controls
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// [ ] save the world (yay) to local storage (bah)
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export function setupParamPanel(params) {
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document.querySelector('#lightx').oninput = e => {
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params.lightDirection[0] = e.target.value / 100;
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};
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document.querySelector('#lighty').oninput = e => {
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params.lightDirection[1] = e.target.value / 100;
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};
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document.querySelector('#lightz').oninput = e => {
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params.lightDirection[2] = e.target.value / 100;
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};
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document.querySelector('#ambiant').oninput = e => {
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params.ambiantLight = e.target.value / 100;
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};
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const collapsibles = document.getElementsByClassName("collapsible");
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for (const collapsible of collapsibles) {
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collapsible.onclick = () => {
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const content = collapsible.nextElementSibling;
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if (content.style.height === 'fit-content') {
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content.style.height = '0px';
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} else {
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content.style.height = 'fit-content';
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}
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};
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}
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}
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export function initUiListeners(params, canvas) {
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const canvasClickHandler = () => {
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canvas.requestPointerLock();
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canvas.onclick = null;
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const clickListener = e => {
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switch(e.button) {
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case 0: // left click
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destroySelectedBlock(params);
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break;
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case 2: // right click
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break;
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}
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};
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const keyListener = e => {
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if (e.type === 'keydown') {
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params.keys.add(e.code);
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switch (e.code) {
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case 'KeyF':
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params.flying = !params.flying;
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}
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} else {
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params.keys.delete(e.code);
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}
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};
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const moveListener = e => {
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params.camera.orientation[1] -= e.movementX / 500;
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params.camera.orientation[0] -= e.movementY / 500;
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params.camera.orientation[0] = Math.min(Math.max(
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params.camera.orientation[0], -Math.PI / 2
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), Math.PI / 2);
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};
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const changeListener = () => {
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if (document.pointerLockElement === canvas) {
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return;
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}
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document.removeEventListener('pointerdown', clickListener);
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document.removeEventListener('pointerlockchange', changeListener);
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document.removeEventListener('pointermove', moveListener);
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document.removeEventListener('keydown', keyListener);
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document.removeEventListener('keyup', keyListener);
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canvas.onclick = canvasClickHandler;
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};
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document.addEventListener('pointerdown', clickListener);
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document.addEventListener('pointerlockchange', changeListener);
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document.addEventListener('pointermove', moveListener);
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document.addEventListener('keydown', keyListener);
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document.addEventListener('keyup', keyListener);
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};
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canvas.onclick = canvasClickHandler;
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}
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export function tick(time, gl, params) {
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handleKeys(params);
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updatePhysics(params);
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const campos = params.camera.position;
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// expensive stuff, can take several cycles
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try {
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// frame time is typically 16.7ms, so this may lag a bit
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let timeLeft = 30;
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const start = performance.now();
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generateMissingChunks(params.world, campos[2], campos[0], timeLeft);
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timeLeft -= performance.now() - start;
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updateWorldGeometry(gl, params.world, campos[2], campos[0], timeLeft);
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}
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catch (ex) {
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if (ex !== 'timesup') {
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throw ex;
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}
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}
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const objects = getObjects(params.world, campos[2], campos[0], params.worldGl);
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tagABlock(gl, params, objects);
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draw(gl, params, objects);
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const dt = (time - stuff.lastFrameTime) * 0.001;
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stuff.lastFrameTime = time;
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document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
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document.querySelector('#lightDirVec').textContent = JSON.stringify(params.lightDirection);
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requestAnimationFrame(time => tick(time, gl, params));
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}
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618
index.js
618
index.js
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import { loadTexture, makeProgram } from "./gl";
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import { blockLookup, BlockType, createChunkFace, generateMissingChunks, makeWorld, updateWorldGeometry } from './world';
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import { initUiListeners, setupParamPanel, tick } from './game';
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import { initWorldGl, makeWorld } from './world';
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import * as se3 from './se3';
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import { makeBufferFromFaces, makeFace } from "./geometry";
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const TEST_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 TEST_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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/** Draw.
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*
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* @param {WebGLRenderingContext} gl
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*/
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function draw(gl, params, objects) {
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const skyColor = [0.6, 0.8, 1.0];
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gl.clearColor(...skyColor, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.enable(gl.CULL_FACE);
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gl.cullFace(gl.BACK);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const camrot = params.camera.orientation;
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const campos = params.camera.position;
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const viewMatrix = se3.product(
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se3.rotxyz(-camrot[0], -camrot[1], -camrot[2]),
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se3.translation(-campos[0], -campos[1], -campos[2])
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);
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let lastGlContext;
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for (const {glContext, position, orientation, geometry} of objects) {
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if (glContext !== lastGlContext) {
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glContext.setupScene({
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projectionMatrix: params.projMatrix,
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viewMatrix,
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fogColor: skyColor,
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lightDirection: params.lightDirection,
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ambiantLightAmount: params.ambiantLight,
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});
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}
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lastGlContext = glContext;
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glContext.drawObject({
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position,
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orientation,
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glBuffer: geometry.glBuffer,
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numVertices: geometry.numVertices,
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});
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}
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}
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const stuff = {
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lastFrameTime: 0,
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};
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function handleKeys(params) {
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const move = (forward, right) => {
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const dir = [right, 0, -forward, 1.0];
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const ori = se3.roty(params.camera.orientation[1]);
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const tf = se3.apply(ori, dir);
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if (params.flying) {
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params.camera.position[0] += tf[0];
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params.camera.position[2] += tf[2];
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}
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if (params.isOnGround) {
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params.camera.velocity[0] = tf[0];
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params.camera.velocity[2] = tf[2];
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} else {
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params.camera.velocity[0] += tf[0] / 60;
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params.camera.velocity[2] += tf[2] / 60;
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if (Math.abs(params.camera.velocity[0]) > Math.abs(tf[0])) {
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params.camera.velocity[0] = tf[0];
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}
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if (Math.abs(params.camera.velocity[2]) > Math.abs(tf[2])) {
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params.camera.velocity[2] = tf[2];
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}
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}
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};
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params.keys.forEach(key => {
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switch (key) {
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case 'KeyW':
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move(0.1, 0.0);
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return;
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case 'KeyA':
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move(0.0, -0.1);
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return;
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case 'KeyS':
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move(-0.1, 0.0);
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return;
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case 'KeyD':
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move(0.0, 0.1);
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return;
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case 'Space':
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if(params.flying) {
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params.camera.position[1] += 0.1;
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} else {
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if (params.jumpAmount > 0) {
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const amount = 0.4 * params.jumpAmount;
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params.camera.velocity[1] += amount / 60;
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params.jumpAmount -= amount;
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}
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}
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return;
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case 'ControlLeft':
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params.camera.position[1] -= 0.1;
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return;
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}
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});
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}
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function getObjects(world, z, x, glContext) {
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return world.chunks
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.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
298
world.js
@ -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,
|
||||
};
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user