Placing blocks. Also better terrain. And still water.
Just a few things.
This commit is contained in:
192
world.js
192
world.js
@@ -1,6 +1,7 @@
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import { makeBufferFromFaces, makeFace} from "./geometry";
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import { loadTexture, makeProgram } from "./gl";
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import * as se3 from './se3';
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import { makeTerrain } from "./terrain";
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const VSHADER = `
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attribute vec3 aPosition;
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@@ -54,59 +55,9 @@ export const BlockType = {
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DIRT: 2,
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GRASS: 3,
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STONE: 4,
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WATER: 5,
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};
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function ghettoPerlinNoise(seed, x, y, gridSize = 16) {
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const dot = (vx, vy) => vx[0] * vy[0] + vx[1] * vy[1];
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// super ghetto random
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const xorshift = (x) => {
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x ^= x << 13;
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x ^= x >> 7;
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x ^= x << 17;
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return x;
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};
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const randGrad = (x0, y0) => {
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const rand = xorshift(1337 * x0 + seed + 80085 * y0);
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return [Math.sin(rand), Math.cos(rand)];
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};
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const interpol = (a, b, x) => a + (x*x*(3 - 2*x)) * (b - a);
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const x0 = Math.floor(x / gridSize);
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const y0 = Math.floor(y / gridSize);
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const sx = x / gridSize - x0;
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const sy = y / gridSize - y0;
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const n0 = dot(randGrad(x0, y0), [sx, sy]);
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const n1 = dot(randGrad(x0 + 1, y0), [sx - 1, sy]);
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const n2 = dot(randGrad(x0, y0 + 1), [sx, sy - 1]);
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const n3 = dot(randGrad(x0 + 1, y0 + 1), [sx - 1, sy - 1]);
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return interpol(interpol(n0, n1, sx), interpol(n2, n3, sx), sy);
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}
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function makeTerrain(x, y) {
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const seed = 1337;
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const fractalNoise = (x, y) => (
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ghettoPerlinNoise(seed, x, y, 8) * 0.06
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+ ghettoPerlinNoise(seed, x, y, 16) * 0.125
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+ ghettoPerlinNoise(seed, x, y, 32) * 0.25
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+ ghettoPerlinNoise(seed, x, y, 64) * 0.5
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);
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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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terrain[i * 16 + j] = fractalNoise(x + i, y + j);
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}
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}
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return terrain;
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}
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function makeChunk(z, x) {
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const terrain = makeTerrain(z, x);
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@@ -114,18 +65,23 @@ function makeChunk(z, x) {
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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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const height = Math.floor(64 + 64 * terrain[i * 16 + j]);
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const height = terrain[i * 16 + j];
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// everything above is air
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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(52, height);
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const stoneHeight = Math.max(48, height);
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const grassHeight = stoneHeight + 8;
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const waterHeight = 67;
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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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data[offset + height - 1] = BlockType.GRASS;
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data.set(Array(grassHeight - 1 - stoneHeight).fill(BlockType.DIRT), offset + stoneHeight);
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if (grassHeight < waterHeight) {
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data.set(Array(waterHeight - grassHeight + 1).fill(BlockType.WATER), offset + grassHeight - 1);
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} else {
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data[offset + grassHeight - 1] = BlockType.GRASS;
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}
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data.set(Array(256 - height).fill(BlockType.AIR), offset + height);
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const surfaceHeight = Math.max(waterHeight, grassHeight);
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data.set(Array(256 - surfaceHeight).fill(BlockType.AIR), offset + surfaceHeight);
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}
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}
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@@ -183,6 +139,7 @@ function faceTexture(type, dir) {
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}
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case BlockType.DIRT: return [2, 15];
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case BlockType.STONE: return [3, 15];
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case BlockType.WATER: return [4, 15];
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default: return [0, 0];
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}
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}
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@@ -218,7 +175,8 @@ function makeFaceList(data, chunkz, chunkx, blockLookup) {
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{ block: lookup(i, j, k + 1), dir: '+y', faceCenter: [chunkx + j, k + 0.5, chunkz + i] },
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];
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const faces = [];
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const solidFaces = [];
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const waterFaces = [];
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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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@@ -227,17 +185,31 @@ function makeFaceList(data, chunkz, chunkx, blockLookup) {
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if (data[bi] === BlockType.AIR) {
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continue;
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}
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for (const {block, dir, faceCenter} of neighbors(i, j, k).filter(({block}) => block === BlockType.AIR)) {
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faces.push({
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blockIndex: bi,
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face: makeFace(dir, faceTexture(data[bi], dir), faceCenter),
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});
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for (const {dir, faceCenter} of neighbors(i, j, k)
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.filter(({ block }) => block === BlockType.AIR || (block === BlockType.WATER && data[bi] !== BlockType.WATER))) {
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if (data[bi] !== BlockType.WATER) {
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solidFaces.push({
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blockIndex: bi,
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dir,
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face: makeFace(dir, faceTexture(data[bi], dir), faceCenter),
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});
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} else {
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faceCenter[1] -= 0.15;
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waterFaces.push({
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blockIndex: bi,
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dir,
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face: makeFace(dir, faceTexture(data[bi], dir), faceCenter),
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})
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}
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}
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}
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}
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}
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return faces;
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return {
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solidFaces,
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waterFaces,
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};
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}
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// - data <-- need to generate the first time, update when m&p
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@@ -315,6 +287,7 @@ function invalidateChunkGeometry(world, i, j) {
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export function createChunkFace(block, dir) {
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return {
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dir,
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blockIndex: block.blockIndex,
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face: makeFace(dir, faceTexture(block.type, dir), faceCenter(block.centerPosition, dir)),
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};
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@@ -342,10 +315,13 @@ export function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
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const chunkx = 16 * j;
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const lookup = (i, j, k) => blockLookup(world, j + chunkx, k, i + chunkz).type;
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chunk.faces = makeFaceList(chunk.data, chunk.position.z, chunk.position.x, lookup);
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const faces = makeFaceList(chunk.data, chunk.position.z, chunk.position.x, lookup);
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chunk.faces = faces.solidFaces;
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chunk.transparentFaces = faces.waterFaces;
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}
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chunk.buffer = makeBufferFromFaces(gl, chunk.faces.map(f => f.face));
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chunk.transparentBuffer = makeBufferFromFaces(gl, chunk.transparentFaces.map(f => f.face));
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// throttle this for fluidity
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if (performance.now() - start > timeLimit) {
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@@ -435,7 +411,7 @@ function rayThroughGrid(origin, direction, maxDistance) {
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return {position, normal, distance: rayLength};
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}
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function castRay(world, origin, direction, maxDistance) {
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export function castRay(world, origin, direction, maxDistance) {
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let currentPoint = origin;
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while (maxDistance > 0) {
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@@ -488,49 +464,33 @@ export function markBlock(world, cameraPosition, direction, maxDistance) {
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}
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function viewDirection(params) {
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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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return se3.apply(ori, dir).slice(0, 3);
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}
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export function destroySelectedBlock(params) {
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const hit = castRay(params.world, params.camera.position, viewDirection(params), params.blockSelectDistance);
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if (hit === undefined || hit.block.type === BlockType.UNDEFINED) {
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return;
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}
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export function destroyBlock(world, block) {
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const trimFaces = chunk => {
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chunk.faces = chunk.faces.filter(({blockIndex}) => chunk.data[blockIndex] !== BlockType.AIR);
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}
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hit.block.chunk.data[hit.block.blockIndex] = BlockType.AIR;
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if (hit.block.chunk.buffer !== undefined) {
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hit.block.chunk.buffer.delete();
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delete hit.block.chunk.buffer;
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block.chunk.data[block.blockIndex] = BlockType.AIR;
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if (block.chunk.buffer !== undefined) {
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block.chunk.buffer.delete();
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delete block.chunk.buffer;
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}
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trimFaces(hit.block.chunk);
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trimFaces(block.chunk);
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const [bx, by, bz] = hit.block.centerPosition;
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const [bx, by, bz] = block.centerPosition;
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const neighbors = [
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{ block: blockLookup(params.world, bx - 1, by, bz), dir: '+x' },
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{ block: blockLookup(params.world, bx + 1, by, bz), dir: '-x' },
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{ block: blockLookup(params.world, bx, by - 1, bz), dir: '+y' },
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{ block: blockLookup(params.world, bx, by + 1, bz), dir: '-y' },
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{ block: blockLookup(params.world, bx, by, bz - 1), dir: '+z' },
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{ block: blockLookup(params.world, bx, by, bz + 1), dir: '-z' },
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{ block: blockLookup(world, bx - 1, by, bz), dir: '+x' },
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{ block: blockLookup(world, bx + 1, by, bz), dir: '-x' },
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{ block: blockLookup(world, bx, by - 1, bz), dir: '+y' },
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{ block: blockLookup(world, bx, by + 1, bz), dir: '-y' },
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{ block: blockLookup(world, bx, by, bz - 1), dir: '+z' },
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{ block: blockLookup(world, bx, by, bz + 1), dir: '-z' },
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];
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neighbors
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.filter(({ block }) => block.type !== BlockType.AIR &&
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block.type !== BlockType.UNDEFINED)
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.forEach(({ block, dir }) => {
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const blocki = Math.floor(block.blockIndex / (16 * 256));
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const blockj = Math.floor(block.blockIndex / 256) - 16 * blocki;
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const blockk = block.blockIndex % 256;
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block.chunk.faces.push(createChunkFace(block, dir));
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trimFaces(block.chunk);
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@@ -541,6 +501,48 @@ export function destroySelectedBlock(params) {
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});
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}
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export function makeBlock(world, position, type) {
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const block = blockLookup(world, ...position);
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console.assert(block.type === BlockType.AIR);
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block.chunk.data[block.blockIndex] = type;
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block.type = type;
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const [bx, by, bz] = block.centerPosition;
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const neighbors = [
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{ block: blockLookup(world, bx - 1, by, bz), dir: '-x', ndir: '+x' },
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{ block: blockLookup(world, bx + 1, by, bz), dir: '+x', ndir: '-x' },
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{ block: blockLookup(world, bx, by - 1, bz), dir: '-y', ndir: '+y' },
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{ block: blockLookup(world, bx, by + 1, bz), dir: '+y', ndir: '-y' },
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{ block: blockLookup(world, bx, by, bz - 1), dir: '-z', ndir: '+z' },
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{ block: blockLookup(world, bx, by, bz + 1), dir: '+z', ndir: '-z' },
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];
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const refresh = chunk => {
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if (chunk.buffer !== undefined) {
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chunk.buffer.delete();
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delete chunk.buffer;
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}
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}
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neighbors
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.filter(({ block }) => block.type !== BlockType.UNDEFINED)
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.forEach(({ block: nblock, dir, ndir }) => {
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if (nblock.type === BlockType.AIR) {
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block.chunk.faces.push(createChunkFace(block, dir));
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} else {
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nblock.chunk.faces = nblock.chunk.faces.filter(f => (
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f.blockIndex !== nblock.blockIndex ||
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f.dir !== ndir
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));
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refresh(nblock.chunk);
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}
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});
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refresh(block.chunk);
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}
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export async function initWorldGl(gl) {
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const program = makeProgram(gl, VSHADER, FSHADER);
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const texture = await loadTexture(gl, 'texture.png');
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