Inifinite world!! (almost)
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5a334fec13
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6e47e9cd0a
175
geometry.js
175
geometry.js
@ -37,79 +37,142 @@ function makeSquare() {
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};
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}
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function makeZFace(normal, texture, transform) {
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const textMul = 0.0625;
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const textOff = texture.map(x => x * textMul);
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function memoize(f) {
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const memo = {};
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const vertices = [];
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const textures = [];
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const sq = makeSquare();
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for (let i = 0; i < 6; i++) {
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vertices.push(
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se3.product(
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transform,
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sq.vertices.slice(3 * i, 3 * (i + 1)).concat([1.0])
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).slice(0, 3));
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textures.push(sq.textures.slice(2 * i, 2 * (i + 1)).map((v, j) => textMul * v + textOff[j]));
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function g(...args) {
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if (!(args in memo)) {
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memo[args] = f(...args);
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}
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return memo[args];
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}
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const normals = [].concat(...Array(6).fill(normal));
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return g;
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}
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function _makeTextureFace(texture) {
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const textMul = 0.0625;
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const textOff = texture.map(x => x * textMul);
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const textuv = [
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[0.99, 0.99],
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[0.01, 0.99],
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[0.01, 0.01],
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[0.99, 0.99],
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[0.01, 0.01],
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[0.99, 0.01],
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];
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const textures = textuv.map(uv => uv.map((x, j) => textMul * x + textOff[j]));
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return textures;
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}
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const makeTextureFace = memoize(_makeTextureFace);
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function makePZFace(texture) {
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return {
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vertices: [].concat(...vertices),
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normals,
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textures: [].concat(...textures),
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vertices: [[0.5, 0.5, 0], [-0.5, 0.5, 0], [-0.5, -0.5, 0], [0.5, 0.5, 0], [-0.5, -0.5, 0], [0.5, -0.5, 0]],
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normals: Array(6).fill([0.0, 0.0, 1.0]),
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textures: makeTextureFace(texture),
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};
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}
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function makeNZFace(texture) {
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return {
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vertices: [[-0.5, 0.5, 0.0], [0.5, 0.5, 0.0], [0.5, -0.5, 0.0], [-0.5, 0.5, 0.0], [0.5, -0.5, 0.0], [-0.5, -0.5, 0.0]],
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normals: Array(6).fill([0.0, 0.0, -1.0]),
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textures: makeTextureFace(texture),
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};
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}
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function makePXFace(texture) {
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return {
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vertices: [[0, 0.5, -0.5], [0, 0.5, 0.5], [0, -0.5, 0.5], [0, 0.5, -0.5], [0, -0.5, 0.5], [0, -0.5, -0.5]],
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normals: Array(6).fill([1.0, 0.0, 0.0]),
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textures: makeTextureFace(texture),
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};
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}
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function makeNXFace(texture) {
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return {
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vertices: [[0, 0.5, 0.5], [0, 0.5, -0.5], [0, -0.5, -0.5], [0, 0.5, 0.5], [0, -0.5, -0.5], [0, -0.5, 0.5]],
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normals: Array(6).fill([-1.0, 0.0, 0.0]),
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textures: makeTextureFace(texture),
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};
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}
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function makePYFace(texture) {
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return {
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vertices: [[0.5, 0, -0.5], [-0.5, 0, -0.5], [-0.5, 0, 0.5], [0.5, 0, -0.5], [-0.5, 0, 0.5], [0.5, 0, 0.5]],
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normals: Array(6).fill([0.0, 1.0, 0.0]),
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textures: makeTextureFace(texture),
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};
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}
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function makeNYFace(texture) {
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return {
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vertices: [[0.5, 0, 0.5], [-0.5, 0, 0.5], [-0.5, 0, -0.5], [0.5, 0, 0.5], [-0.5, 0, -0.5], [0.5, 0, -0.5]],
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normals: Array(6).fill([0.0, -1.0, 0.0]),
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textures: makeTextureFace(texture),
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};
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}
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function translateFace(face, x, y, z) {
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return {
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normals: face.normals,
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textures: face.textures,
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vertices: face.vertices.map(([vx, vy, vz]) => [vx + x, vy + y, vz + z]),
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};
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}
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export function makeFace(which, texture, centerPos) {
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const rot = {
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'-x': se3.roty(-Math.PI / 2),
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'+x': se3.roty(Math.PI / 2),
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'-y': se3.rotx(Math.PI / 2),
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'+y': se3.rotx(-Math.PI / 2),
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'-z': se3.roty(Math.PI),
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'+z': se3.identity(),
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}[which];
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const normal = {
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'+x': [1.0, 0.0, 0.0],
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'-x': [-1.0, 0.0, 0.0],
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'+y': [0.0, 1.0, 0.0],
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'-y': [0.0, -1.0, 0.0],
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'+z': [0.0, 0.0, 1.0],
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'-z': [0.0, 0.0, -1.0],
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}[which];
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const tf = se3.product(se3.translation(...centerPos), rot);
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return makeZFace(normal, texture, tf);
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switch(which) {
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case '-x': return translateFace(makeNXFace(texture), ...centerPos);
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case '+x': return translateFace(makePXFace(texture), ...centerPos);
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case '-y': return translateFace(makeNYFace(texture), ...centerPos);
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case '+y': return translateFace(makePYFace(texture), ...centerPos);
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case '-z': return translateFace(makeNZFace(texture), ...centerPos);
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case '+z': return translateFace(makePZFace(texture), ...centerPos);
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}
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export function makeBuffersFromFraces(gl, faces) {
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vertices = [].concat(...faces.map(f => f.vertices));
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normals = [].concat(...faces.map(f => f.normals));
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textures = [].concat(...faces.map(f => f.textures));
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throw Error('unknown face');
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}
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const vertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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/** Packs all those faces into one big buffer. */
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export function makeBufferFromFaces(gl, faces) {
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const numVertices = faces.map(f => f.vertices).reduce((count, vertices) => count + vertices.length, 0);
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const normalBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);
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// 3 * float32 + 3 * byte (padded to 4) + 2 * short
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// see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer#examples
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const vertexSize = 3 * 4 + 4 + 4;
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const textureBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textures), gl.STATIC_DRAW);
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const glBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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const buffer = new Uint8Array(numVertices * vertexSize);
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const dv = new DataView(buffer.buffer);
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let offset = 0;
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faces.forEach(face => {
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for (let i = 0; i < face.vertices.length; i++) {
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const position = face.vertices[i];
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dv.setFloat32(offset + 0, position[0], true);
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dv.setFloat32(offset + 4, position[1], true);
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dv.setFloat32(offset + 8, position[2], true);
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offset += 12;
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const normal = face.normals[i];
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dv.setInt8(offset + 0, normal[0] * 0x7f);
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dv.setInt8(offset + 1, normal[1] * 0x7f);
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dv.setInt8(offset + 2, normal[2] * 0x7f);
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offset += 4;
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const texture = face.textures[i];
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dv.setUint16(offset + 0, texture[0] * 0xffff, true);
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dv.setUint16(offset + 2, texture[1] * 0xffff, true);
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offset += 4;
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}
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});
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gl.bufferData(gl.ARRAY_BUFFER, buffer, gl.STATIC_DRAW);
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return {
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vertexBuffer,
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normalBuffer,
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textureBuffer,
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numVertices: vertices.length / 3,
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glBuffer,
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numVertices,
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delete: () => gl.deleteBuffer(glBuffer),
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};
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}
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291
index.js
291
index.js
@ -1,4 +1,4 @@
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import { makeBuffersFromFraces, makeFace, makeGrassCube } from "./geometry";
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import { makeBufferFromFaces, makeFace, makeGrassCube } from "./geometry";
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import { loadTexture, makeProgram } from "./gl";
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import * as se3 from './se3';
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@ -70,6 +70,7 @@ function draw(gl, params, objects) {
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);
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for (const {program, texture, position, orientation, geometry} of objects) {
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// load those ahead of time
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const viewLoc = gl.getUniformLocation(program, 'uView');
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const modelLoc = gl.getUniformLocation(program, 'uModel');
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const projLoc = gl.getUniformLocation(program, 'uProjection');
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@ -80,7 +81,8 @@ function draw(gl, params, objects) {
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const normalLoc = gl.getAttribLocation(program, 'aNormal');
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const textureLoc = gl.getAttribLocation(program, 'aTextureCoord');
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const mvMatrix = se3.product(se3.translation(...position), se3.rotxyz(...orientation));
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//const mvMatrix = se3.product(se3.translation(...position), se3.rotxyz(...orientation));
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const mvMatrix = se3.identity();
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gl.useProgram(program);
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@ -89,16 +91,15 @@ function draw(gl, params, objects) {
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gl.uniformMatrix4fv(projLoc, false, new Float32Array(params.projMatrix));
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gl.uniform3f(fogColorLoc, 0.6, 0.8, 1.0);
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gl.bindBuffer(gl.ARRAY_BUFFER, geometry.vertexBuffer);
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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, geometry.glBuffer);
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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
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gl.enableVertexAttribArray(positionLoc);
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gl.bindBuffer(gl.ARRAY_BUFFER, geometry.normalBuffer);
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gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 0, 0);
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gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
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gl.enableVertexAttribArray(normalLoc);
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gl.bindBuffer(gl.ARRAY_BUFFER, geometry.textureBuffer);
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gl.vertexAttribPointer(textureLoc, 2, gl.FLOAT, false, 0, 0);
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gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
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gl.enableVertexAttribArray(textureLoc);
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gl.activeTexture(gl.TEXTURE0);
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@ -149,7 +150,47 @@ function handleKeys(params) {
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});
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}
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function tick(time, gl, params, objects) {
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function getObjects(world, z, x, program, texture) {
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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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program,
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geometry: chunk.buffer,
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texture,
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}));
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}
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function tick(time, gl, 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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let timeLeft = 10;
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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.program, params.texture);
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draw(gl, params, objects);
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handleKeys(params);
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@ -159,7 +200,7 @@ function tick(time, gl, params, objects) {
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document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
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requestAnimationFrame(time => tick(time, gl, params, objects));
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requestAnimationFrame(time => tick(time, gl, params));
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}
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const BlockType = {
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@ -209,7 +250,7 @@ function makeTerrain(x, y) {
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+ ghettoPerlinNoise(seed, x, y, 64) * 0.5
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);
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const terrain = Array(16);
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const terrain = Array(16 * 16);
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for (let i = 0; i < 16; i++) {
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for (let j = 0; j < 16; j++) {
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@ -220,8 +261,8 @@ function makeTerrain(x, y) {
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return terrain;
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}
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function makeChunk(x, y) {
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const terrain = makeTerrain(x, y);
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function makeChunk(z, x) {
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const terrain = makeTerrain(z, x);
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const data = new Uint8Array(16 * 16 * 256);
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@ -232,7 +273,7 @@ function makeChunk(x, y) {
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// that block is grass
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// everything below is dirt
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const offset = i * (16 * 256) + j * 256;
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const stoneHeight = Math.min(62, height);
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const stoneHeight = Math.min(52, height);
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data.set(Array(stoneHeight).fill(BlockType.STONE), offset);
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if (stoneHeight < height) {
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data.set(Array(height - 1 - stoneHeight).fill(BlockType.DIRT), offset + stoneHeight);
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@ -243,50 +284,51 @@ function makeChunk(x, y) {
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}
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return {
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position: {x, y},
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position: {z, x},
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data,
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};
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}
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function makeChunkMesh(chunk) {
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const {x: z0, y: x0} = chunk.position;
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const {data} = chunk;
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function blockLookup(world, x, y, z) {
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const chunki = Math.floor(z / 16);
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const chunkj = Math.floor(x / 16);
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const blockPos = i => {
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const x = Math.floor(i / (16 * 256));
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const y = Math.floor((i - 16 * 258 * x) / 256);
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const z = i - 256 * (16*x + y);
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const chunk = world.chunkMap.get(chunki, chunkj);
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if (chunk === undefined) {
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return BlockType.STONE;
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}
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return [x, y, z];
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};
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const i = Math.floor(z - chunki * 16);
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const j = Math.floor(x - chunkj * 16);
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const k = Math.floor(y);
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const blockIndex = (i, j, k) => 256 * (i*16 +j) + k;
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return chunk.data[256 * (16*i + j) + k];
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}
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const sideNeighbors = (i, j) => {
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function makeChunkBuffer(gl, data, z0, x0, lookup) {
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const sideNeighbors = (bi, i, j, k) => {
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if (i === 0 || j === 0 || i === 15 || j === 15) {
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return [
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{pos: [i - 1, j], dir: '-z'},
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{pos: [i + 1, j], dir: '+z'},
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{pos: [i, j - 1], dir: '-x'},
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{pos: [i, j + 1], dir: '+x'},
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].filter(v => v.pos.every(i => i >= 0 && i < 16));
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};
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const faceDir = (dir, x, y, z) => {
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return {
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'-x': [x - 0.5, y, z],
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'+x': [x + 0.5, y, z],
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'-z': [x, y, z - 0.5],
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'+z': [x, y, z + 0.5],
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}[dir];
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{ block: lookup(i - 1, j, k), dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
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{ block: lookup(i + 1, j, k), dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
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{ block: lookup(i, j - 1, k), dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
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{ block: lookup(i, j + 1, k), dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
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];
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}
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return [
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{ block: data[bi - 256 * 16], dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
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{ block: data[bi + 256 * 16], dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
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{ block: data[bi - 256], dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
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{ block: data[bi + 256], dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
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];
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};
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const faces = [];
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for (let i = 0; i < 16; i++) {
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for (let j = 0; j < 16; j++) {
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for (let k = 0; k < 256; k++) {
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const bi = blockIndex(i, j, k);
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let bi = i * 16 * 256 + j * 256;
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for (let k = 0; k < 256; k++, bi++) {
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const upTexture = (() => {
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switch (data[bi - 1]) {
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case BlockType.GRASS: return [0, 15];
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@ -308,41 +350,131 @@ function makeChunkMesh(chunk) {
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}
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})();
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||||
|
||||
for ({ pos, dir } of sideNeighbors(i, j)) {
|
||||
if (data[blockIndex(...pos, k)] == BlockType.AIR) {
|
||||
faces.push(makeFace(dir, sideTexture, faceDir(dir, x0 + j, k, z0 + i)));
|
||||
for (let {block, dir, faceCenter} of sideNeighbors(bi, i, j, k)) {
|
||||
if (block === BlockType.AIR) {
|
||||
faces.push(makeFace(dir, sideTexture, faceCenter));
|
||||
}
|
||||
}
|
||||
if (i == 0) {
|
||||
faces.push(makeFace('-z', sideTexture, faceDir('-z', x0 + j, k, z0 + i)));
|
||||
}
|
||||
if (i == 15) {
|
||||
faces.push(makeFace('+z', sideTexture, faceDir('+z', x0 + j, k, z0 + i)));
|
||||
}
|
||||
if (j == 0) {
|
||||
faces.push(makeFace('-x', sideTexture, faceDir('-x', x0 + j, k, z0 + i)));
|
||||
}
|
||||
if (j == 15) {
|
||||
faces.push(makeFace('+x', sideTexture, faceDir('+x', x0 + j, k, z0 + i)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return faces;
|
||||
return makeBufferFromFaces(gl, faces);
|
||||
}
|
||||
|
||||
function makeWorldBuffers(gl) {
|
||||
const chunkFaces = [].concat(
|
||||
makeChunkMesh(makeChunk(0, -16)),
|
||||
makeChunkMesh(makeChunk(16, -16)),
|
||||
makeChunkMesh(makeChunk(0, 0)),
|
||||
makeChunkMesh(makeChunk(16, 0)),
|
||||
makeChunkMesh(makeChunk(16, 16)),
|
||||
makeChunkMesh(makeChunk(0, 16)),
|
||||
);
|
||||
// - data <-- need to generate the first time, update when m&p
|
||||
// - faces <-- need to generate once when chunk enters view
|
||||
// - buffers <-- need to generate every time geometry changes?
|
||||
// --> could also render chunks 1 by 1
|
||||
|
||||
return makeBuffersFromFraces(gl, chunkFaces);
|
||||
class ChunkMap {
|
||||
map = {};
|
||||
|
||||
key(i, j) {
|
||||
// meh, this limits us to 65536 chunks in the x direction :/
|
||||
return (i << 16) + j;
|
||||
}
|
||||
|
||||
get(i, j) {
|
||||
return this.map[this.key(i, j)];
|
||||
}
|
||||
|
||||
set(i, j, x) {
|
||||
this.map[this.key(i, j)] = x;
|
||||
}
|
||||
|
||||
has(i, j) {
|
||||
return this.key(i, j) in this.map;
|
||||
}
|
||||
}
|
||||
|
||||
/** Makes a brave new world, centered at (0, 0). */
|
||||
function makeWorld() {
|
||||
return generateMissingChunks({chunks: [], chunkMap: new ChunkMap()}, 0, 0);
|
||||
}
|
||||
|
||||
/** Update the world, generating missing chunks if necessary. */
|
||||
function generateMissingChunks(world, z, x, timeLimit = 10000) {
|
||||
const ic = Math.floor(z / 16);
|
||||
const jc = Math.floor(x / 16);
|
||||
|
||||
const start = performance.now();
|
||||
|
||||
for (let i = ic - 8; i < ic + 8; i++) {
|
||||
for (let j = jc - 8; j < jc + 8; j++) {
|
||||
if (world.chunkMap.has(i, j)) {
|
||||
continue;
|
||||
}
|
||||
const chunk = makeChunk(i * 16, j * 16);
|
||||
world.chunks.push(chunk);
|
||||
world.chunkMap.set(i, j, chunk);
|
||||
|
||||
invalidateChunkGeometry(world, i - 1, j);
|
||||
invalidateChunkGeometry(world, i + 1, j);
|
||||
invalidateChunkGeometry(world, i, j - 1);
|
||||
invalidateChunkGeometry(world, i, j + 1);
|
||||
|
||||
if (performance.now() - start > timeLimit) {
|
||||
throw 'timesup';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return world;
|
||||
}
|
||||
|
||||
function invalidateChunkGeometry(world, i, j) {
|
||||
const chunk = world.chunkMap.get(i, j);
|
||||
if (chunk === undefined) {
|
||||
return;
|
||||
}
|
||||
if (chunk.buffer === undefined) {
|
||||
return;
|
||||
}
|
||||
chunk.buffer.delete();
|
||||
delete chunk.buffer;
|
||||
}
|
||||
|
||||
/** Generates geometry for all visible chunks. */
|
||||
function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
|
||||
const ic = Math.floor(z / 16);
|
||||
const jc = Math.floor(x / 16);
|
||||
|
||||
const blockIndex = (i, j, k) => 256 * (i*16 +j) + k;
|
||||
|
||||
const start = performance.now();
|
||||
|
||||
// k. Now, generate buffers for all chunks
|
||||
for (let i = ic - 8; i < ic + 8; i++) {
|
||||
for (let j = jc - 8; j < jc + 8; j++) {
|
||||
const chunk = world.chunkMap.get(i, j);
|
||||
|
||||
if (chunk.buffer !== undefined) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const chunkz = 16 * i;
|
||||
const chunkx = 16 * j;
|
||||
const lookup = (i, j, k) => blockLookup(world, j + chunkx, k, i + chunkz);
|
||||
|
||||
chunk.buffer = makeChunkBuffer(gl, chunk.data, chunk.position.z, chunk.position.x, lookup);
|
||||
|
||||
// throttle this for fluidity
|
||||
if (performance.now() - start > timeLimit) {
|
||||
throw 'timesup';
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function checkCollision(curPos, newPos, world) {
|
||||
// [ ] get a BB for the player at newPos
|
||||
// [ ] check it against world
|
||||
// [ ] need a struct to access world @ x, y, z
|
||||
// [ ] need to check all 8 corners of the BB
|
||||
// [ ] if it collides, figure out by how much and return a safe newPos
|
||||
|
||||
return safeNewPos;
|
||||
}
|
||||
|
||||
// Stuff I need to do:
|
||||
@ -359,6 +491,7 @@ function makeWorldBuffers(gl) {
|
||||
// [ ] flowy water
|
||||
// [ ] ALIGN CHUNK WITH WORLD COORDS
|
||||
// [x] better controls
|
||||
// [ ] save the world (yay) to local storage (bah)
|
||||
|
||||
async function main() {
|
||||
const canvas = document.querySelector('#game');
|
||||
@ -370,6 +503,7 @@ async function main() {
|
||||
}
|
||||
|
||||
const program = makeProgram(gl, TEST_VSHADER, TEST_FSHADER);
|
||||
const texture = await loadTexture(gl, 'texture.png');
|
||||
|
||||
const params = {
|
||||
projMatrix: se3.perspective(Math.PI / 3, canvas.clientWidth / canvas.clientHeight, 0.1, 100.0),
|
||||
@ -377,20 +511,11 @@ async function main() {
|
||||
position: [0.0, 70.5, 0.0],
|
||||
orientation: [0.0, Math.PI, 0.0],
|
||||
},
|
||||
keys: new Set()
|
||||
}
|
||||
|
||||
const texture = await loadTexture(gl, 'texture.png');
|
||||
|
||||
const objects = [
|
||||
{
|
||||
program,
|
||||
position: [0.0, 0.0, 0.0],
|
||||
orientation: [0.0, 0.0, 0.0],
|
||||
geometry: makeWorldBuffers(gl),
|
||||
keys: new Set(),
|
||||
world: makeWorld(),
|
||||
texture,
|
||||
},
|
||||
];
|
||||
program,
|
||||
}
|
||||
|
||||
canvas.onclick = e => {
|
||||
canvas.requestPointerLock();
|
||||
@ -419,7 +544,7 @@ async function main() {
|
||||
document.addEventListener('keydown', keyListener);
|
||||
document.addEventListener('keyup', keyListener);
|
||||
};
|
||||
requestAnimationFrame(time => tick(time, gl, params, objects));
|
||||
requestAnimationFrame(time => tick(time, gl, params));
|
||||
}
|
||||
|
||||
window.onload = main;
|
Loading…
Reference in New Issue
Block a user