Inifinite world!! (almost)

This commit is contained in:
Paul Mathieu 2021-12-12 00:46:24 -08:00
parent 5a334fec13
commit 6e47e9cd0a
2 changed files with 326 additions and 138 deletions

View File

@ -37,79 +37,142 @@ function makeSquare() {
};
}
function makeZFace(normal, texture, transform) {
const textMul = 0.0625;
const textOff = texture.map(x => x * textMul);
function memoize(f) {
const memo = {};
const vertices = [];
const textures = [];
const sq = makeSquare();
for (let i = 0; i < 6; i++) {
vertices.push(
se3.product(
transform,
sq.vertices.slice(3 * i, 3 * (i + 1)).concat([1.0])
).slice(0, 3));
textures.push(sq.textures.slice(2 * i, 2 * (i + 1)).map((v, j) => textMul * v + textOff[j]));
function g(...args) {
if (!(args in memo)) {
memo[args] = f(...args);
}
return memo[args];
}
const normals = [].concat(...Array(6).fill(normal));
return g;
}
function _makeTextureFace(texture) {
const textMul = 0.0625;
const textOff = texture.map(x => x * textMul);
const textuv = [
[0.99, 0.99],
[0.01, 0.99],
[0.01, 0.01],
[0.99, 0.99],
[0.01, 0.01],
[0.99, 0.01],
];
const textures = textuv.map(uv => uv.map((x, j) => textMul * x + textOff[j]));
return textures;
}
const makeTextureFace = memoize(_makeTextureFace);
function makePZFace(texture) {
return {
vertices: [].concat(...vertices),
normals,
textures: [].concat(...textures),
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]],
normals: Array(6).fill([0.0, 0.0, 1.0]),
textures: makeTextureFace(texture),
};
}
function makeNZFace(texture) {
return {
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]],
normals: Array(6).fill([0.0, 0.0, -1.0]),
textures: makeTextureFace(texture),
};
}
function makePXFace(texture) {
return {
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]],
normals: Array(6).fill([1.0, 0.0, 0.0]),
textures: makeTextureFace(texture),
};
}
function makeNXFace(texture) {
return {
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]],
normals: Array(6).fill([-1.0, 0.0, 0.0]),
textures: makeTextureFace(texture),
};
}
function makePYFace(texture) {
return {
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]],
normals: Array(6).fill([0.0, 1.0, 0.0]),
textures: makeTextureFace(texture),
};
}
function makeNYFace(texture) {
return {
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]],
normals: Array(6).fill([0.0, -1.0, 0.0]),
textures: makeTextureFace(texture),
};
}
function translateFace(face, x, y, z) {
return {
normals: face.normals,
textures: face.textures,
vertices: face.vertices.map(([vx, vy, vz]) => [vx + x, vy + y, vz + z]),
};
}
export function makeFace(which, texture, centerPos) {
const rot = {
'-x': se3.roty(-Math.PI / 2),
'+x': se3.roty(Math.PI / 2),
'-y': se3.rotx(Math.PI / 2),
'+y': se3.rotx(-Math.PI / 2),
'-z': se3.roty(Math.PI),
'+z': se3.identity(),
}[which];
const normal = {
'+x': [1.0, 0.0, 0.0],
'-x': [-1.0, 0.0, 0.0],
'+y': [0.0, 1.0, 0.0],
'-y': [0.0, -1.0, 0.0],
'+z': [0.0, 0.0, 1.0],
'-z': [0.0, 0.0, -1.0],
}[which];
const tf = se3.product(se3.translation(...centerPos), rot);
return makeZFace(normal, texture, tf);
switch(which) {
case '-x': return translateFace(makeNXFace(texture), ...centerPos);
case '+x': return translateFace(makePXFace(texture), ...centerPos);
case '-y': return translateFace(makeNYFace(texture), ...centerPos);
case '+y': return translateFace(makePYFace(texture), ...centerPos);
case '-z': return translateFace(makeNZFace(texture), ...centerPos);
case '+z': return translateFace(makePZFace(texture), ...centerPos);
}
export function makeBuffersFromFraces(gl, faces) {
vertices = [].concat(...faces.map(f => f.vertices));
normals = [].concat(...faces.map(f => f.normals));
textures = [].concat(...faces.map(f => f.textures));
throw Error('unknown face');
}
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
/** Packs all those faces into one big buffer. */
export function makeBufferFromFaces(gl, faces) {
const numVertices = faces.map(f => f.vertices).reduce((count, vertices) => count + vertices.length, 0);
const normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);
// 3 * float32 + 3 * byte (padded to 4) + 2 * short
// see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer#examples
const vertexSize = 3 * 4 + 4 + 4;
const textureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textures), gl.STATIC_DRAW);
const glBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
const buffer = new Uint8Array(numVertices * vertexSize);
const dv = new DataView(buffer.buffer);
let offset = 0;
faces.forEach(face => {
for (let i = 0; i < face.vertices.length; i++) {
const position = face.vertices[i];
dv.setFloat32(offset + 0, position[0], true);
dv.setFloat32(offset + 4, position[1], true);
dv.setFloat32(offset + 8, position[2], true);
offset += 12;
const normal = face.normals[i];
dv.setInt8(offset + 0, normal[0] * 0x7f);
dv.setInt8(offset + 1, normal[1] * 0x7f);
dv.setInt8(offset + 2, normal[2] * 0x7f);
offset += 4;
const texture = face.textures[i];
dv.setUint16(offset + 0, texture[0] * 0xffff, true);
dv.setUint16(offset + 2, texture[1] * 0xffff, true);
offset += 4;
}
});
gl.bufferData(gl.ARRAY_BUFFER, buffer, gl.STATIC_DRAW);
return {
vertexBuffer,
normalBuffer,
textureBuffer,
numVertices: vertices.length / 3,
glBuffer,
numVertices,
delete: () => gl.deleteBuffer(glBuffer),
};
}

291
index.js
View File

@ -1,4 +1,4 @@
import { makeBuffersFromFraces, makeFace, makeGrassCube } from "./geometry";
import { makeBufferFromFaces, makeFace, makeGrassCube } from "./geometry";
import { loadTexture, makeProgram } from "./gl";
import * as se3 from './se3';
@ -70,6 +70,7 @@ function draw(gl, params, objects) {
);
for (const {program, texture, position, orientation, geometry} of objects) {
// load those ahead of time
const viewLoc = gl.getUniformLocation(program, 'uView');
const modelLoc = gl.getUniformLocation(program, 'uModel');
const projLoc = gl.getUniformLocation(program, 'uProjection');
@ -80,7 +81,8 @@ function draw(gl, params, objects) {
const normalLoc = gl.getAttribLocation(program, 'aNormal');
const textureLoc = gl.getAttribLocation(program, 'aTextureCoord');
const mvMatrix = se3.product(se3.translation(...position), se3.rotxyz(...orientation));
//const mvMatrix = se3.product(se3.translation(...position), se3.rotxyz(...orientation));
const mvMatrix = se3.identity();
gl.useProgram(program);
@ -89,16 +91,15 @@ function draw(gl, params, objects) {
gl.uniformMatrix4fv(projLoc, false, new Float32Array(params.projMatrix));
gl.uniform3f(fogColorLoc, 0.6, 0.8, 1.0);
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.vertexBuffer);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.glBuffer);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
gl.enableVertexAttribArray(positionLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.normalBuffer);
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 0, 0);
gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
gl.enableVertexAttribArray(normalLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, geometry.textureBuffer);
gl.vertexAttribPointer(textureLoc, 2, gl.FLOAT, false, 0, 0);
gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
gl.enableVertexAttribArray(textureLoc);
gl.activeTexture(gl.TEXTURE0);
@ -149,7 +150,47 @@ function handleKeys(params) {
});
}
function tick(time, gl, params, objects) {
function getObjects(world, z, x, program, texture) {
return world.chunks
.filter(chunk => {
if (chunk.position.z < z - 8 * 16) return false;
if (chunk.position.z > z + 7 * 16) return false;
if (chunk.position.x < x - 8 * 16) return false;
if (chunk.position.x > x + 7 * 16) return false;
if (chunk.buffer === undefined) {
return false;
}
return true;
})
.map(chunk => ({
position: [0.0, 0.0, 0.0],
orientation: [0.0, 0.0, 0.0],
program,
geometry: chunk.buffer,
texture,
}));
}
function tick(time, gl, params) {
const campos = params.camera.position;
// expensive stuff, can take several cycles
try {
let timeLeft = 10;
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.program, params.texture);
draw(gl, params, objects);
handleKeys(params);
@ -159,7 +200,7 @@ function tick(time, gl, params, objects) {
document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
requestAnimationFrame(time => tick(time, gl, params, objects));
requestAnimationFrame(time => tick(time, gl, params));
}
const BlockType = {
@ -209,7 +250,7 @@ function makeTerrain(x, y) {
+ ghettoPerlinNoise(seed, x, y, 64) * 0.5
);
const terrain = Array(16);
const terrain = Array(16 * 16);
for (let i = 0; i < 16; i++) {
for (let j = 0; j < 16; j++) {
@ -220,8 +261,8 @@ function makeTerrain(x, y) {
return terrain;
}
function makeChunk(x, y) {
const terrain = makeTerrain(x, y);
function makeChunk(z, x) {
const terrain = makeTerrain(z, x);
const data = new Uint8Array(16 * 16 * 256);
@ -232,7 +273,7 @@ function makeChunk(x, y) {
// that block is grass
// everything below is dirt
const offset = i * (16 * 256) + j * 256;
const stoneHeight = Math.min(62, height);
const stoneHeight = Math.min(52, height);
data.set(Array(stoneHeight).fill(BlockType.STONE), offset);
if (stoneHeight < height) {
data.set(Array(height - 1 - stoneHeight).fill(BlockType.DIRT), offset + stoneHeight);
@ -243,50 +284,51 @@ function makeChunk(x, y) {
}
return {
position: {x, y},
position: {z, x},
data,
};
}
function makeChunkMesh(chunk) {
const {x: z0, y: x0} = chunk.position;
const {data} = chunk;
function blockLookup(world, x, y, z) {
const chunki = Math.floor(z / 16);
const chunkj = Math.floor(x / 16);
const blockPos = i => {
const x = Math.floor(i / (16 * 256));
const y = Math.floor((i - 16 * 258 * x) / 256);
const z = i - 256 * (16*x + y);
const chunk = world.chunkMap.get(chunki, chunkj);
if (chunk === undefined) {
return BlockType.STONE;
}
return [x, y, z];
};
const i = Math.floor(z - chunki * 16);
const j = Math.floor(x - chunkj * 16);
const k = Math.floor(y);
const blockIndex = (i, j, k) => 256 * (i*16 +j) + k;
return chunk.data[256 * (16*i + j) + k];
}
const sideNeighbors = (i, j) => {
function makeChunkBuffer(gl, data, z0, x0, lookup) {
const sideNeighbors = (bi, i, j, k) => {
if (i === 0 || j === 0 || i === 15 || j === 15) {
return [
{pos: [i - 1, j], dir: '-z'},
{pos: [i + 1, j], dir: '+z'},
{pos: [i, j - 1], dir: '-x'},
{pos: [i, j + 1], dir: '+x'},
].filter(v => v.pos.every(i => i >= 0 && i < 16));
};
const faceDir = (dir, x, y, z) => {
return {
'-x': [x - 0.5, y, z],
'+x': [x + 0.5, y, z],
'-z': [x, y, z - 0.5],
'+z': [x, y, z + 0.5],
}[dir];
{ block: lookup(i - 1, j, k), dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
{ block: lookup(i + 1, j, k), dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
{ block: lookup(i, j - 1, k), dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
{ block: lookup(i, j + 1, k), dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
];
}
return [
{ block: data[bi - 256 * 16], dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
{ block: data[bi + 256 * 16], dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
{ block: data[bi - 256], dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
{ block: data[bi + 256], dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
];
};
const faces = [];
for (let i = 0; i < 16; i++) {
for (let j = 0; j < 16; j++) {
for (let k = 0; k < 256; k++) {
const bi = blockIndex(i, j, k);
let bi = i * 16 * 256 + j * 256;
for (let k = 0; k < 256; k++, bi++) {
const upTexture = (() => {
switch (data[bi - 1]) {
case BlockType.GRASS: return [0, 15];
@ -308,41 +350,131 @@ function makeChunkMesh(chunk) {
}
})();
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;