Placing blocks. Also better terrain. And still water.
Just a few things.
This commit is contained in:
parent
4d0f406669
commit
8939a90307
73
game.js
73
game.js
@ -1,6 +1,15 @@
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import { makeBufferFromFaces } from "./geometry";
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import * as se3 from './se3';
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import { checkCollision, destroySelectedBlock, generateMissingChunks, markBlock, updateWorldGeometry } from './world';
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import {
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BlockType,
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castRay,
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checkCollision,
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destroyBlock,
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generateMissingChunks,
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makeBlock,
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markBlock,
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updateWorldGeometry,
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} from './world';
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/** Draw.
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*
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@ -116,7 +125,7 @@ function handleKeys(params) {
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}
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function getObjects(world, z, x, glContext) {
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return world.chunks
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const drawedChunks = 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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@ -128,11 +137,14 @@ function getObjects(world, z, x, glContext) {
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}
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return true;
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})
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.map(chunk => ({
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});
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const buffers = drawedChunks
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.map(chunk => chunk.buffer)
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.concat(drawedChunks.map(chunk => chunk.transparentBuffer));
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return buffers.map(buffer => ({
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position: [0.0, 0.0, 0.0],
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orientation: [0.0, 0.0, 0.0],
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geometry: chunk.buffer,
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geometry: buffer,
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glContext,
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}));
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}
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@ -180,32 +192,25 @@ function tagABlock(gl, params, objects) {
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objects.push(obj);
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}
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// Mine & place
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// ------------
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// [x] ray casting
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// [x] block outline
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// [ ] crosshair
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// [ ] dynamic terrain re-rendering
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// [ ] should use a linked list of air contact blocks
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// --> might not be needed. Only need to re-render a single chunk,
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// should be fast enough. We render 16 of them every time we
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// walk 16 blocks in any direction.
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// Stuff I need to do:
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// [x] a skybox
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// [x] a movable camera
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// [x] some kind of gravity
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// [x] collision detection
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// [x] more blocks
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// [ ] ability to mine & place
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// [x] ability to mine & place
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// [x] generating & loading of more chunks
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// [x] distance fog
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// [x] better controls
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// [ ] different biomes (with different noise stats)
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// [ ] non-flowy water
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// [ ] flowy water
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// [ ] ALIGN CHUNK WITH WORLD COORDS
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// [x] better controls
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// [ ] save the world (yay) to local storage (bah)
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// [ ] mines
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// [ ] crafting
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// [ ] fix bugs
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// [ ] better light
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// [ ] inventory
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export function setupParamPanel(params) {
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document.querySelector('#lightx').oninput = e => {
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@ -234,6 +239,33 @@ export function setupParamPanel(params) {
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}
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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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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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if (hit.block.type === BlockType.WATER) {
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return;
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}
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destroyBlock(params.world, hit.block);
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}
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function makeDirBlock(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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const newBlockPosition = hit.block.centerPosition.map((v, i) => v + hit.normal[i]);
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makeBlock(params.world, newBlockPosition, BlockType.DIRT);
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}
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export function initUiListeners(params, canvas) {
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const canvasClickHandler = () => {
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canvas.requestPointerLock();
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@ -244,6 +276,7 @@ export function initUiListeners(params, canvas) {
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destroySelectedBlock(params);
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break;
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case 2: // right click
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makeDirBlock(params);
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break;
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}
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};
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@ -298,7 +331,7 @@ export function tick(time, gl, params) {
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// frame time is typically 16.7ms, so this may lag a bit
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let timeLeft = 30;
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const start = performance.now();
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generateMissingChunks(params.world, campos[2], campos[0], timeLeft);
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generateMissingChunks(params.world, campos[2], campos[0], 5);
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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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150
terrain.js
Normal file
150
terrain.js
Normal file
@ -0,0 +1,150 @@
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const smoothstep = x => x*x*(3 - 2*x);
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function interpolate(a, b, x, f = smoothstep) {
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const val = a + f(x) * (b - a);
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return val;
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}
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const sigmoid = (a, b, f = smoothstep) => x => {
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if (x < a) return 0;
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if (x > b) return 1;
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return f((x - a) / (b - a));
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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 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 1.5 * interpolate(interpolate(n0, n1, sx), interpolate(n2, n3, sx), sy);
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}
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function cliffPerlin(seed, x, y) {
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const noise1 = ghettoPerlinNoise(seed, x, y);
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const noise2 = ghettoPerlinNoise(seed+1, x, y);
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const softerEdge = x => {
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if (x < 0.1) return 0.5 - 5 * x;
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if (x > 0.8) return 1.0 - 2.5 * (x - 0.8);
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return (x - 0.1) / 0.8;
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};
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return interpolate(-1, 1, 0.5 * (1 + Math.atan2(noise1, noise2) / Math.PI), softerEdge);
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}
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export function makeTerrain(x, y) {
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const seed = 1337;
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const lacunarity = 2.1;
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const persistence = 0.35;
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const noiseMap = (x, y) => cliffPerlin(seed, x / 2, y / 2);
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const fractalNoise = (x, y) => {
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let value = 0;
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let power = 0.6;
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let scale = 0.1;
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const noises = [ghettoPerlinNoise, ghettoPerlinNoise, cliffPerlin, cliffPerlin];
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for (const noiseFun of noises) {
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const noise = noiseFun(seed, scale * x, scale * y);
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value += noise * power;
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power *= persistence;
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scale *= lacunarity;
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}
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return interpolate(-0.2, 0.6, value);//, x=>x*x); // between 0 and 1
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}
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const scaledNoise = (x, y) => noiseMap(x / 1, y / 1);
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const outputNoise = fractalNoise;
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// const outputNoise = scaledNoise;
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const terrain = new Uint8Array(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] = Math.floor(64 + 64 * outputNoise(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 colorInterp(x) {
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const ocean = [0.0, 0.0, 0.5];
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const grass = [0.2, 0.7, 0.2];
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const mountain = [0.4, 0.3, 0.1];
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const snow = [0.9, 0.9, 0.9];
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const grassHeight = 75 / 255;
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const mountainHeight = 100 / 255;
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const interp = dim => {
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return x => {
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if (x < grassHeight) {
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return interpolate(ocean[dim], grass[dim], x / grassHeight, sigmoid(0.6, 0.95));
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} else if (x < mountainHeight) {
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return interpolate(grass[dim], mountain[dim], (x - grassHeight) / (mountainHeight - grassHeight));
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} else {
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return interpolate(mountain[dim], snow[dim], (x - mountainHeight) / (1.0 - mountainHeight), sigmoid(0, 0.2));
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}
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};
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};
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return {
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r: 255 * interp(0)(x/255),
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g: 255 * interp(1)(x/255),
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b: 255 * interp(2)(x/255),
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};
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}
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function main() {
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const canvas = document.querySelector('#canvas');
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = 'gray';
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ctx.fill();
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for (let i = 0; i < canvas.width; i += 16) {
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for (let j = 0; j < canvas.height; j += 16) {
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const imgdat = ctx.createImageData(16, 16);
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const dat = imgdat.data;
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const chunk = makeTerrain(i - canvas.width / 2, j - canvas.height / 2);
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for (let k = 0; k < 16; k++) {
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for (let l = 0; l < 16; l++) {
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const offset = 4 * (16 * (15 - l) + k);
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const val = chunk[16 * k + l];
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dat[offset + 0] = colorInterp(val).r;
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dat[offset + 1] = colorInterp(val).g;
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dat[offset + 2] = colorInterp(val).b;
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dat[offset + 3] = 255;
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}
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}
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ctx.putImageData(imgdat, i, canvas.height - 16 - j);
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}
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}
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}
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//window.onload = main;
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BIN
texture.png
BIN
texture.png
Binary file not shown.
Before Width: | Height: | Size: 39 KiB After Width: | Height: | Size: 39 KiB |
186
world.js
186
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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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);
|
||||
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');
|
||||
|
Loading…
Reference in New Issue
Block a user