Placing blocks. Also better terrain. And still water.

Just a few things.
This commit is contained in:
Paul Mathieu 2021-12-20 01:25:40 -08:00
parent 4d0f406669
commit 8939a90307
4 changed files with 304 additions and 119 deletions

81
game.js
View File

@ -1,6 +1,15 @@
import { makeBufferFromFaces } from "./geometry";
import * as se3 from './se3';
import { checkCollision, destroySelectedBlock, generateMissingChunks, markBlock, updateWorldGeometry } from './world';
import {
BlockType,
castRay,
checkCollision,
destroyBlock,
generateMissingChunks,
makeBlock,
markBlock,
updateWorldGeometry,
} from './world';
/** Draw.
*
@ -116,7 +125,7 @@ function handleKeys(params) {
}
function getObjects(world, z, x, glContext) {
return world.chunks
const drawedChunks = world.chunks
.filter(chunk => {
if (chunk.position.z < z - 8 * 16) return false;
if (chunk.position.z > z + 7 * 16) return false;
@ -128,13 +137,16 @@ function getObjects(world, z, x, glContext) {
}
return true;
})
.map(chunk => ({
position: [0.0, 0.0, 0.0],
orientation: [0.0, 0.0, 0.0],
geometry: chunk.buffer,
glContext,
}));
});
const buffers = drawedChunks
.map(chunk => chunk.buffer)
.concat(drawedChunks.map(chunk => chunk.transparentBuffer));
return buffers.map(buffer => ({
position: [0.0, 0.0, 0.0],
orientation: [0.0, 0.0, 0.0],
geometry: buffer,
glContext,
}));
}
function updatePhysics(params) {
@ -180,32 +192,25 @@ function tagABlock(gl, params, objects) {
objects.push(obj);
}
// Mine & place
// ------------
// [x] ray casting
// [x] block outline
// [ ] crosshair
// [ ] dynamic terrain re-rendering
// [ ] should use a linked list of air contact blocks
// --> might not be needed. Only need to re-render a single chunk,
// should be fast enough. We render 16 of them every time we
// walk 16 blocks in any direction.
// Stuff I need to do:
// [x] a skybox
// [x] a movable camera
// [x] some kind of gravity
// [x] collision detection
// [x] more blocks
// [ ] ability to mine & place
// [x] ability to mine & place
// [x] generating & loading of more chunks
// [x] distance fog
// [x] better controls
// [ ] 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)
// [ ] mines
// [ ] crafting
// [ ] fix bugs
// [ ] better light
// [ ] inventory
export function setupParamPanel(params) {
document.querySelector('#lightx').oninput = e => {
@ -234,6 +239,33 @@ export function setupParamPanel(params) {
}
}
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;
}
if (hit.block.type === BlockType.WATER) {
return;
}
destroyBlock(params.world, hit.block);
}
function makeDirBlock(params) {
const hit = castRay(params.world, params.camera.position, viewDirection(params), params.blockSelectDistance);
if (hit === undefined || hit.block.type === BlockType.UNDEFINED) {
return;
}
const newBlockPosition = hit.block.centerPosition.map((v, i) => v + hit.normal[i]);
makeBlock(params.world, newBlockPosition, BlockType.DIRT);
}
export function initUiListeners(params, canvas) {
const canvasClickHandler = () => {
canvas.requestPointerLock();
@ -244,6 +276,7 @@ export function initUiListeners(params, canvas) {
destroySelectedBlock(params);
break;
case 2: // right click
makeDirBlock(params);
break;
}
};
@ -298,7 +331,7 @@ export function tick(time, gl, params) {
// 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);
generateMissingChunks(params.world, campos[2], campos[0], 5);
timeLeft -= performance.now() - start;
updateWorldGeometry(gl, params.world, campos[2], campos[0], timeLeft);

150
terrain.js Normal file
View File

@ -0,0 +1,150 @@
const smoothstep = x => x*x*(3 - 2*x);
function interpolate(a, b, x, f = smoothstep) {
const val = a + f(x) * (b - a);
return val;
}
const sigmoid = (a, b, f = smoothstep) => x => {
if (x < a) return 0;
if (x > b) return 1;
return f((x - a) / (b - a));
};
function ghettoPerlinNoise(seed, x, y, gridSize = 16) {
const dot = (vx, vy) => vx[0] * vy[0] + vx[1] * vy[1];
// super ghetto random
const xorshift = (x) => {
x ^= x << 13;
x ^= x >> 7;
x ^= x << 17;
return x;
};
const randGrad = (x0, y0) => {
const rand = xorshift(1337 * x0 + seed + 80085 * y0);
return [Math.sin(rand), Math.cos(rand)];
};
const x0 = Math.floor(x / gridSize);
const y0 = Math.floor(y / gridSize);
const sx = x / gridSize - x0;
const sy = y / gridSize - y0;
const n0 = dot(randGrad(x0, y0), [sx, sy]);
const n1 = dot(randGrad(x0 + 1, y0), [sx - 1, sy]);
const n2 = dot(randGrad(x0, y0 + 1), [sx, sy - 1]);
const n3 = dot(randGrad(x0 + 1, y0 + 1), [sx - 1, sy - 1]);
return 1.5 * interpolate(interpolate(n0, n1, sx), interpolate(n2, n3, sx), sy);
}
function cliffPerlin(seed, x, y) {
const noise1 = ghettoPerlinNoise(seed, x, y);
const noise2 = ghettoPerlinNoise(seed+1, x, y);
const softerEdge = x => {
if (x < 0.1) return 0.5 - 5 * x;
if (x > 0.8) return 1.0 - 2.5 * (x - 0.8);
return (x - 0.1) / 0.8;
};
return interpolate(-1, 1, 0.5 * (1 + Math.atan2(noise1, noise2) / Math.PI), softerEdge);
}
export function makeTerrain(x, y) {
const seed = 1337;
const lacunarity = 2.1;
const persistence = 0.35;
const noiseMap = (x, y) => cliffPerlin(seed, x / 2, y / 2);
const fractalNoise = (x, y) => {
let value = 0;
let power = 0.6;
let scale = 0.1;
const noises = [ghettoPerlinNoise, ghettoPerlinNoise, cliffPerlin, cliffPerlin];
for (const noiseFun of noises) {
const noise = noiseFun(seed, scale * x, scale * y);
value += noise * power;
power *= persistence;
scale *= lacunarity;
}
return interpolate(-0.2, 0.6, value);//, x=>x*x); // between 0 and 1
}
const scaledNoise = (x, y) => noiseMap(x / 1, y / 1);
const outputNoise = fractalNoise;
// const outputNoise = scaledNoise;
const terrain = new Uint8Array(16 * 16);
for (let i = 0; i < 16; i++) {
for (let j = 0; j < 16; j++) {
terrain[i * 16 + j] = Math.floor(64 + 64 * outputNoise(x + i, y + j));
}
}
return terrain;
}
function colorInterp(x) {
const ocean = [0.0, 0.0, 0.5];
const grass = [0.2, 0.7, 0.2];
const mountain = [0.4, 0.3, 0.1];
const snow = [0.9, 0.9, 0.9];
const grassHeight = 75 / 255;
const mountainHeight = 100 / 255;
const interp = dim => {
return x => {
if (x < grassHeight) {
return interpolate(ocean[dim], grass[dim], x / grassHeight, sigmoid(0.6, 0.95));
} else if (x < mountainHeight) {
return interpolate(grass[dim], mountain[dim], (x - grassHeight) / (mountainHeight - grassHeight));
} else {
return interpolate(mountain[dim], snow[dim], (x - mountainHeight) / (1.0 - mountainHeight), sigmoid(0, 0.2));
}
};
};
return {
r: 255 * interp(0)(x/255),
g: 255 * interp(1)(x/255),
b: 255 * interp(2)(x/255),
};
}
function main() {
const canvas = document.querySelector('#canvas');
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'gray';
ctx.fill();
for (let i = 0; i < canvas.width; i += 16) {
for (let j = 0; j < canvas.height; j += 16) {
const imgdat = ctx.createImageData(16, 16);
const dat = imgdat.data;
const chunk = makeTerrain(i - canvas.width / 2, j - canvas.height / 2);
for (let k = 0; k < 16; k++) {
for (let l = 0; l < 16; l++) {
const offset = 4 * (16 * (15 - l) + k);
const val = chunk[16 * k + l];
dat[offset + 0] = colorInterp(val).r;
dat[offset + 1] = colorInterp(val).g;
dat[offset + 2] = colorInterp(val).b;
dat[offset + 3] = 255;
}
}
ctx.putImageData(imgdat, i, canvas.height - 16 - j);
}
}
}
//window.onload = main;

Binary file not shown.

Before

Width:  |  Height:  |  Size: 39 KiB

After

Width:  |  Height:  |  Size: 39 KiB

192
world.js
View File

@ -1,6 +1,7 @@
import { makeBufferFromFaces, makeFace} from "./geometry";
import { loadTexture, makeProgram } from "./gl";
import * as se3 from './se3';
import { makeTerrain } from "./terrain";
const VSHADER = `
attribute vec3 aPosition;
@ -54,59 +55,9 @@ export const BlockType = {
DIRT: 2,
GRASS: 3,
STONE: 4,
WATER: 5,
};
function ghettoPerlinNoise(seed, x, y, gridSize = 16) {
const dot = (vx, vy) => vx[0] * vy[0] + vx[1] * vy[1];
// super ghetto random
const xorshift = (x) => {
x ^= x << 13;
x ^= x >> 7;
x ^= x << 17;
return x;
};
const randGrad = (x0, y0) => {
const rand = xorshift(1337 * x0 + seed + 80085 * y0);
return [Math.sin(rand), Math.cos(rand)];
};
const interpol = (a, b, x) => a + (x*x*(3 - 2*x)) * (b - a);
const x0 = Math.floor(x / gridSize);
const y0 = Math.floor(y / gridSize);
const sx = x / gridSize - x0;
const sy = y / gridSize - y0;
const n0 = dot(randGrad(x0, y0), [sx, sy]);
const n1 = dot(randGrad(x0 + 1, y0), [sx - 1, sy]);
const n2 = dot(randGrad(x0, y0 + 1), [sx, sy - 1]);
const n3 = dot(randGrad(x0 + 1, y0 + 1), [sx - 1, sy - 1]);
return interpol(interpol(n0, n1, sx), interpol(n2, n3, sx), sy);
}
function makeTerrain(x, y) {
const seed = 1337;
const fractalNoise = (x, y) => (
ghettoPerlinNoise(seed, x, y, 8) * 0.06
+ ghettoPerlinNoise(seed, x, y, 16) * 0.125
+ ghettoPerlinNoise(seed, x, y, 32) * 0.25
+ ghettoPerlinNoise(seed, x, y, 64) * 0.5
);
const terrain = Array(16 * 16);
for (let i = 0; i < 16; i++) {
for (let j = 0; j < 16; j++) {
terrain[i * 16 + j] = fractalNoise(x + i, y + j);
}
}
return terrain;
}
function makeChunk(z, x) {
const terrain = makeTerrain(z, x);
@ -114,18 +65,23 @@ function makeChunk(z, x) {
for (let i = 0; i < 16; i++) {
for (let j = 0; j < 16; j++) {
const height = Math.floor(64 + 64 * terrain[i * 16 + j]);
const height = terrain[i * 16 + j];
// everything above is air
// that block is grass
// everything below is dirt
const offset = i * (16 * 256) + j * 256;
const stoneHeight = Math.min(52, height);
const stoneHeight = Math.max(48, height);
const grassHeight = stoneHeight + 8;
const waterHeight = 67;
data.set(Array(stoneHeight).fill(BlockType.STONE), offset);
if (stoneHeight < height) {
data.set(Array(height - 1 - stoneHeight).fill(BlockType.DIRT), offset + stoneHeight);
data[offset + height - 1] = BlockType.GRASS;
data.set(Array(grassHeight - 1 - stoneHeight).fill(BlockType.DIRT), offset + stoneHeight);
if (grassHeight < waterHeight) {
data.set(Array(waterHeight - grassHeight + 1).fill(BlockType.WATER), offset + grassHeight - 1);
} else {
data[offset + grassHeight - 1] = BlockType.GRASS;
}
data.set(Array(256 - height).fill(BlockType.AIR), offset + height);
const surfaceHeight = Math.max(waterHeight, grassHeight);
data.set(Array(256 - surfaceHeight).fill(BlockType.AIR), offset + surfaceHeight);
}
}
@ -183,6 +139,7 @@ function faceTexture(type, dir) {
}
case BlockType.DIRT: return [2, 15];
case BlockType.STONE: return [3, 15];
case BlockType.WATER: return [4, 15];
default: return [0, 0];
}
}
@ -218,7 +175,8 @@ function makeFaceList(data, chunkz, chunkx, blockLookup) {
{ block: lookup(i, j, k + 1), dir: '+y', faceCenter: [chunkx + j, k + 0.5, chunkz + i] },
];
const faces = [];
const solidFaces = [];
const waterFaces = [];
for (let i = 0; i < 16; i++) {
for (let j = 0; j < 16; j++) {
@ -227,17 +185,31 @@ function makeFaceList(data, chunkz, chunkx, blockLookup) {
if (data[bi] === BlockType.AIR) {
continue;
}
for (const {block, dir, faceCenter} of neighbors(i, j, k).filter(({block}) => block === BlockType.AIR)) {
faces.push({
blockIndex: bi,
face: makeFace(dir, faceTexture(data[bi], dir), faceCenter),
});
for (const {dir, faceCenter} of neighbors(i, j, k)
.filter(({ block }) => block === BlockType.AIR || (block === BlockType.WATER && data[bi] !== BlockType.WATER))) {
if (data[bi] !== BlockType.WATER) {
solidFaces.push({
blockIndex: bi,
dir,
face: makeFace(dir, faceTexture(data[bi], dir), faceCenter),
});
} else {
faceCenter[1] -= 0.15;
waterFaces.push({
blockIndex: bi,
dir,
face: makeFace(dir, faceTexture(data[bi], dir), faceCenter),
})
}
}
}
}
}
return faces;
return {
solidFaces,
waterFaces,
};
}
// - data <-- need to generate the first time, update when m&p
@ -315,6 +287,7 @@ function invalidateChunkGeometry(world, i, j) {
export function createChunkFace(block, dir) {
return {
dir,
blockIndex: block.blockIndex,
face: makeFace(dir, faceTexture(block.type, dir), faceCenter(block.centerPosition, dir)),
};
@ -342,10 +315,13 @@ export function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
const chunkx = 16 * j;
const lookup = (i, j, k) => blockLookup(world, j + chunkx, k, i + chunkz).type;
chunk.faces = makeFaceList(chunk.data, chunk.position.z, chunk.position.x, lookup);
const faces = makeFaceList(chunk.data, chunk.position.z, chunk.position.x, lookup);
chunk.faces = faces.solidFaces;
chunk.transparentFaces = faces.waterFaces;
}
chunk.buffer = makeBufferFromFaces(gl, chunk.faces.map(f => f.face));
chunk.transparentBuffer = makeBufferFromFaces(gl, chunk.transparentFaces.map(f => f.face));
// throttle this for fluidity
if (performance.now() - start > timeLimit) {
@ -435,7 +411,7 @@ function rayThroughGrid(origin, direction, maxDistance) {
return {position, normal, distance: rayLength};
}
function castRay(world, origin, direction, maxDistance) {
export function castRay(world, origin, direction, maxDistance) {
let currentPoint = origin;
while (maxDistance > 0) {
@ -488,49 +464,33 @@ export function markBlock(world, cameraPosition, direction, maxDistance) {
}
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;
}
export function destroyBlock(world, block) {
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;
block.chunk.data[block.blockIndex] = BlockType.AIR;
if (block.chunk.buffer !== undefined) {
block.chunk.buffer.delete();
delete block.chunk.buffer;
}
trimFaces(hit.block.chunk);
trimFaces(block.chunk);
const [bx, by, bz] = hit.block.centerPosition;
const [bx, by, bz] = 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' },
{ block: blockLookup(world, bx - 1, by, bz), dir: '+x' },
{ block: blockLookup(world, bx + 1, by, bz), dir: '-x' },
{ block: blockLookup(world, bx, by - 1, bz), dir: '+y' },
{ block: blockLookup(world, bx, by + 1, bz), dir: '-y' },
{ block: blockLookup(world, bx, by, bz - 1), dir: '+z' },
{ block: blockLookup(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);
@ -541,6 +501,48 @@ export function destroySelectedBlock(params) {
});
}
export function makeBlock(world, position, type) {
const block = blockLookup(world, ...position);
console.assert(block.type === BlockType.AIR);
block.chunk.data[block.blockIndex] = type;
block.type = type;
const [bx, by, bz] = block.centerPosition;
const neighbors = [
{ block: blockLookup(world, bx - 1, by, bz), dir: '-x', ndir: '+x' },
{ block: blockLookup(world, bx + 1, by, bz), dir: '+x', ndir: '-x' },
{ block: blockLookup(world, bx, by - 1, bz), dir: '-y', ndir: '+y' },
{ block: blockLookup(world, bx, by + 1, bz), dir: '+y', ndir: '-y' },
{ block: blockLookup(world, bx, by, bz - 1), dir: '-z', ndir: '+z' },
{ block: blockLookup(world, bx, by, bz + 1), dir: '+z', ndir: '-z' },
];
const refresh = chunk => {
if (chunk.buffer !== undefined) {
chunk.buffer.delete();
delete chunk.buffer;
}
}
neighbors
.filter(({ block }) => block.type !== BlockType.UNDEFINED)
.forEach(({ block: nblock, dir, ndir }) => {
if (nblock.type === BlockType.AIR) {
block.chunk.faces.push(createChunkFace(block, dir));
} else {
nblock.chunk.faces = nblock.chunk.faces.filter(f => (
f.blockIndex !== nblock.blockIndex ||
f.dir !== ndir
));
refresh(nblock.chunk);
}
});
refresh(block.chunk);
}
export async function initWorldGl(gl) {
const program = makeProgram(gl, VSHADER, FSHADER);
const texture = await loadTexture(gl, 'texture.png');