690 lines
21 KiB
JavaScript
690 lines
21 KiB
JavaScript
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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const TEST_VSHADER = `
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attribute vec3 aPosition;
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attribute vec3 aNormal;
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attribute vec2 aTextureCoord;
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uniform mat4 uProjection;
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uniform mat4 uModel;
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uniform mat4 uView;
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uniform vec3 uLightDirection;
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uniform float uAmbiantLight;
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varying highp vec2 vTextureCoord;
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varying lowp vec3 vLighting;
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varying lowp float vDistance;
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void main() {
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highp mat4 modelview = uView * uModel;
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gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
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lowp vec3 normal = mat3(uModel) * aNormal;
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lowp float diffuseAmount = max(dot(-uLightDirection, normal), 0.0);
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lowp vec3 ambiant = uAmbiantLight * vec3(1.0, 1.0, 0.9);
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vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount;
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vTextureCoord = aTextureCoord;
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vDistance = length(modelview * vec4(aPosition, 1.0));
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}
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`;
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const TEST_FSHADER = `
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uniform sampler2D uSampler;
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uniform lowp vec3 uFogColor;
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varying highp vec2 vTextureCoord;
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varying lowp vec3 vLighting;
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varying lowp float vDistance;
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void main() {
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highp vec4 color = texture2D(uSampler, vTextureCoord);
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lowp float fogamount = smoothstep(30.0, 90.0, vDistance);
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gl_FragColor = vec4(mix(vLighting * color.rgb, uFogColor, fogamount), color.a);
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}
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`;
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/** Draw.
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*
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* @param {WebGLRenderingContext} gl
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*/
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function draw(gl, params, objects) {
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gl.clearColor(0.6, 0.8, 1.0, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.enable(gl.CULL_FACE);
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gl.cullFace(gl.BACK);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const camrot = params.camera.orientation;
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const campos = params.camera.position;
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const viewMat = se3.product(
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se3.rotxyz(-camrot[0], -camrot[1], -camrot[2]),
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se3.translation(-campos[0], -campos[1], -campos[2])
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);
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for (const {program, texture, position, orientation, geometry} of objects) {
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// load those ahead of time
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const viewLoc = gl.getUniformLocation(program, 'uView');
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const modelLoc = gl.getUniformLocation(program, 'uModel');
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const projLoc = gl.getUniformLocation(program, 'uProjection');
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const samplerLoc = gl.getUniformLocation(program, 'uSampler');
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const fogColorLoc = gl.getUniformLocation(program, 'uFogColor');
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const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
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const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
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const positionLoc = gl.getAttribLocation(program, 'aPosition');
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const normalLoc = gl.getAttribLocation(program, 'aNormal');
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const textureLoc = gl.getAttribLocation(program, 'aTextureCoord');
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//const mvMatrix = se3.product(se3.translation(...position), se3.rotxyz(...orientation));
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const mvMatrix = se3.identity();
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gl.useProgram(program);
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gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMat));
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(mvMatrix));
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gl.uniformMatrix4fv(projLoc, false, new Float32Array(params.projMatrix));
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gl.uniform3f(fogColorLoc, 0.6, 0.8, 1.0);
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gl.uniform3f(lightDirectionLoc, ...params.lightDirection);
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gl.uniform1f(ambiantLoc, params.ambiantLight);
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gl.bindBuffer(gl.ARRAY_BUFFER, geometry.glBuffer);
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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
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gl.enableVertexAttribArray(positionLoc);
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gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
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gl.enableVertexAttribArray(normalLoc);
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gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
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gl.enableVertexAttribArray(textureLoc);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.uniform1i(samplerLoc, 0);
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gl.drawArrays(gl.TRIANGLES, 0, geometry.numVertices);
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// gl.bindTexture(gl.TEXTURE_2D, null);
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// gl.drawArrays(gl.LINE_STRIP, 0, geometry.numVertices);
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}
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}
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const stuff = {
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lastFrameTime: 0,
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};
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function handleKeys(params) {
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const move = (forward, right) => {
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const dir = [right, 0, -forward, 1.0];
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const camori = params.camera.orientation;
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const ori = se3.rotxyz(...camori);
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const tf = se3.apply(ori, dir);
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if (params.flying) {
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params.camera.position[0] += tf[0];
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params.camera.position[2] += tf[2];
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}
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if (params.isOnGround) {
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params.camera.velocity[0] = tf[0];
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params.camera.velocity[2] = tf[2];
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} else {
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params.camera.velocity[0] += tf[0] / 60;
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params.camera.velocity[2] += tf[2] / 60;
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if (Math.abs(params.camera.velocity[0]) > Math.abs(tf[0])) {
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params.camera.velocity[0] = tf[0];
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}
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if (Math.abs(params.camera.velocity[2]) > Math.abs(tf[2])) {
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params.camera.velocity[2] = tf[2];
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}
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}
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};
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params.keys.forEach(key => {
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switch (key) {
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case 'KeyW':
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move(0.1, 0.0);
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return;
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case 'KeyA':
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move(0.0, -0.1);
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return;
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case 'KeyS':
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move(-0.1, 0.0);
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return;
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case 'KeyD':
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move(0.0, 0.1);
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return;
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case 'Space':
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if(params.flying) {
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params.camera.position[1] += 0.1;
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} else {
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if (params.jumpAmount > 0) {
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params.camera.velocity[1] = 5.0 / 60;
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params.jumpAmount -= 5.0;
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}
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}
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return;
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case 'ControlLeft':
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params.camera.position[1] -= 0.1;
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return;
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}
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});
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}
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function getObjects(world, z, x, program, texture) {
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return world.chunks
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.filter(chunk => {
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if (chunk.position.z < z - 8 * 16) return false;
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if (chunk.position.z > z + 7 * 16) return false;
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if (chunk.position.x < x - 8 * 16) return false;
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if (chunk.position.x > x + 7 * 16) return false;
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if (chunk.buffer === undefined) {
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return false;
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}
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return true;
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})
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.map(chunk => ({
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position: [0.0, 0.0, 0.0],
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orientation: [0.0, 0.0, 0.0],
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program,
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geometry: chunk.buffer,
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texture,
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}));
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}
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function updatePhysics(params) {
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params.camera.velocity[1] -= 9.8 / 60 / 60;
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const oldPos = params.camera.position;
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const targetPos = params.flying ? oldPos : params.camera.position.map((v, i) => v + params.camera.velocity[i]);
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const {isOnGround, newPos} = checkCollision(oldPos, targetPos, params.world);
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params.camera.position = newPos;
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params.camera.velocity = newPos.map((v, i) => v - oldPos[i]);
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if (isOnGround) {
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params.jumpAmount = 20;
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params.camera.velocity = params.camera.velocity.map(v => v * 0.7);
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}
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params.isOnGround = isOnGround;
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}
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function tick(time, gl, params) {
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handleKeys(params);
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updatePhysics(params);
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const campos = params.camera.position;
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// expensive stuff, can take several cycles
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try {
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let timeLeft = 10;
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const start = performance.now();
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generateMissingChunks(params.world, campos[2], campos[0], timeLeft);
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timeLeft -= performance.now() - start;
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updateWorldGeometry(gl, params.world, campos[2], campos[0], timeLeft);
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}
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catch (ex) {
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if (ex !== 'timesup') {
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throw ex;
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}
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}
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const objects = getObjects(params.world, campos[2], campos[0], params.program, params.texture);
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draw(gl, params, objects);
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const dt = (time - stuff.lastFrameTime) * 0.001;
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stuff.lastFrameTime = time;
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document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
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document.querySelector('#lightDirVec').textContent = JSON.stringify(params.lightDirection);
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requestAnimationFrame(time => tick(time, gl, params));
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}
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const BlockType = {
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AIR: 1,
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DIRT: 2,
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GRASS: 3,
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STONE: 4,
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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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const data = new Uint8Array(16 * 16 * 256);
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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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// 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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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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}
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data.set(Array(256 - height).fill(BlockType.AIR), offset + height);
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}
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}
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return {
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position: {z, x},
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data,
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};
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}
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function blockLookup(world, x, y, z) {
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const midx = x + 0.5;
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const midy = y + 0.5;
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const midz = z + 0.5;
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const chunki = Math.floor(midz / 16);
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const chunkj = Math.floor(midx / 16);
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const chunk = world.chunkMap.get(chunki, chunkj);
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if (chunk === undefined) {
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return {
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type: BlockType.STONE,
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x, y, z,
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};
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}
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const i = Math.floor(midz - chunki * 16);
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const j = Math.floor(midx - chunkj * 16);
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const k = Math.floor(midy);
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return {
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type: chunk.data[256 * (16*i + j) + k],
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x: j,
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y: k,
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z: i,
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};
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}
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function makeChunkBuffer(gl, data, z0, x0, lookup) {
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const sideNeighbors = (bi, i, j, k) => {
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if (i === 0 || j === 0 || i === 15 || j === 15) {
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return [
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{ block: lookup(i - 1, j, k), dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
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{ block: lookup(i + 1, j, k), dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
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{ block: lookup(i, j - 1, k), dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
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{ block: lookup(i, j + 1, k), dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
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];
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}
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return [
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{ block: data[bi - 256 * 16], dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
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{ block: data[bi + 256 * 16], dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
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{ block: data[bi - 256], dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
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{ block: data[bi + 256], dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
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];
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};
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const faces = [];
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for (let i = 0; i < 16; i++) {
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for (let j = 0; j < 16; j++) {
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let bi = i * 16 * 256 + j * 256;
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for (let k = 0; k < 256; k++, bi++) {
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const upTexture = (() => {
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switch (data[bi - 1]) {
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case BlockType.GRASS: return [0, 15];
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case BlockType.DIRT: return [2, 15];
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case BlockType.STONE: return [3, 15];
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}
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})();
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if (data[bi] == BlockType.AIR) {
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faces.push(makeFace('+y', upTexture, [x0 + j, k - 0.5, z0 + i]));
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break;
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}
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const sideTexture = (() => {
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switch (data[bi]) {
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case BlockType.GRASS: return [1, 15];
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case BlockType.DIRT: return [2, 15];
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case BlockType.STONE: return [3, 15];
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}
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})();
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for (let {block, dir, faceCenter} of sideNeighbors(bi, i, j, k)) {
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if (block === BlockType.AIR) {
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faces.push(makeFace(dir, sideTexture, 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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return makeBufferFromFaces(gl, faces);
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}
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// - data <-- need to generate the first time, update when m&p
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// - faces <-- need to generate once when chunk enters view
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// - buffers <-- need to generate every time geometry changes?
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// --> could also render chunks 1 by 1
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class ChunkMap {
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map = {};
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key(i, j) {
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// meh, this limits us to 65536 chunks in the x direction :/
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return (i << 16) + j;
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}
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get(i, j) {
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return this.map[this.key(i, j)];
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}
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set(i, j, x) {
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this.map[this.key(i, j)] = x;
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}
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has(i, j) {
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return this.key(i, j) in this.map;
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}
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}
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/** Makes a brave new world, centered at (0, 0). */
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function makeWorld() {
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return generateMissingChunks({chunks: [], chunkMap: new ChunkMap()}, 0, 0);
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}
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/** Update the world, generating missing chunks if necessary. */
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function generateMissingChunks(world, z, x, timeLimit = 10000) {
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const ic = Math.floor(z / 16);
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const jc = Math.floor(x / 16);
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const start = performance.now();
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for (let i = ic - 8; i < ic + 8; i++) {
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for (let j = jc - 8; j < jc + 8; j++) {
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if (world.chunkMap.has(i, j)) {
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continue;
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}
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const chunk = makeChunk(i * 16, j * 16);
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world.chunks.push(chunk);
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world.chunkMap.set(i, j, chunk);
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invalidateChunkGeometry(world, i - 1, j);
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invalidateChunkGeometry(world, i + 1, j);
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invalidateChunkGeometry(world, i, j - 1);
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invalidateChunkGeometry(world, i, j + 1);
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if (performance.now() - start > timeLimit) {
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throw 'timesup';
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}
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}
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}
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return world;
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}
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function invalidateChunkGeometry(world, i, j) {
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const chunk = world.chunkMap.get(i, j);
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if (chunk === undefined) {
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return;
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}
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if (chunk.buffer === undefined) {
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return;
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}
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chunk.buffer.delete();
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delete chunk.buffer;
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}
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/** Generates geometry for all visible chunks. */
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function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
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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 radius = 0; radius < 8; radius++) {
|
|
for (let i = ic - radius; i < ic + radius; i++) {
|
|
for (let j = jc - radius; j < jc + radius; 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).type;
|
|
|
|
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) {
|
|
// I guess Steve is about 1.7 m tall?
|
|
// he also has a 60x60 cm axis-aligned square section '^_^
|
|
// box is centered around the camera
|
|
const steveBB = [
|
|
[-0.3, 0.2, -0.3],
|
|
[-0.3, 0.2, 0.3],
|
|
[0.3, 0.2, -0.3],
|
|
[0.3, 0.2, 0.3],
|
|
|
|
[-0.3, -1.5, -0.3],
|
|
[-0.3, -1.5, 0.3],
|
|
[0.3, -1.5, -0.3],
|
|
[0.3, -1.5, 0.3],
|
|
];
|
|
|
|
const translate = (v, pos) => v.map((el, i) => el + pos[i]);
|
|
|
|
let dp = newPos.map((x, i) => x - curPos[i]);
|
|
let isOnGround = false;
|
|
|
|
for (let i = 0; i < 3; i++) {
|
|
const newSteve = v => v.map((x, j) => i === j ? x + newPos[j] : x + curPos[j]);
|
|
for (const point of steveBB.map(newSteve)) {
|
|
const block = blockLookup(world, ...point);
|
|
if (block.type !== BlockType.AIR) {
|
|
if (i === 1 && dp[i] < 0) {
|
|
isOnGround = true;
|
|
console.log(`on ground`);
|
|
}
|
|
dp[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
for (let i = 0; i < 3; i++) {
|
|
const newSteve = v => v.map((x, j) => curPos[j] + x + dp[j]);
|
|
for (const point of steveBB.map(newSteve)) {
|
|
const block = blockLookup(world, ...point);
|
|
if (block.type !== BlockType.AIR) {
|
|
dp[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return {
|
|
newPos: translate(curPos, dp),
|
|
isOnGround,
|
|
};
|
|
}
|
|
|
|
// 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] generating & loading of more chunks
|
|
// [x] distance fog
|
|
// [ ] 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)
|
|
|
|
async function main() {
|
|
const canvas = document.querySelector('#game');
|
|
const gl = canvas.getContext('webgl');
|
|
|
|
if (gl === null) {
|
|
console.error('webgl not available')
|
|
return;
|
|
}
|
|
|
|
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),
|
|
camera: {
|
|
position: [0.0, 70.5, 0.0],
|
|
orientation: [0.0, Math.PI, 0.0],
|
|
velocity: [0, 0, 0],
|
|
},
|
|
keys: new Set(),
|
|
world: makeWorld(),
|
|
texture,
|
|
program,
|
|
lightDirection: [-0.2, -0.5, 0.4],
|
|
ambiantLight: 0.7,
|
|
flying: false,
|
|
isOnGround: false,
|
|
}
|
|
|
|
document.querySelector('#lightx').oninput = e => {
|
|
params.lightDirection[0] = e.target.value / 100;
|
|
};
|
|
document.querySelector('#lighty').oninput = e => {
|
|
params.lightDirection[1] = e.target.value / 100;
|
|
};
|
|
document.querySelector('#lightz').oninput = e => {
|
|
params.lightDirection[2] = e.target.value / 100;
|
|
};
|
|
document.querySelector('#ambiant').oninput = e => {
|
|
params.ambiantLight = e.target.value / 100;
|
|
};
|
|
|
|
const collapsibles = document.getElementsByClassName("collapsible");
|
|
for (const collapsible of collapsibles) {
|
|
collapsible.onclick = e => {
|
|
const content = collapsible.nextElementSibling;
|
|
if (content.style.height === 'fit-content') {
|
|
content.style.height = '0px';
|
|
} else {
|
|
content.style.height = 'fit-content';
|
|
}
|
|
};
|
|
}
|
|
|
|
canvas.onclick = e => {
|
|
canvas.requestPointerLock();
|
|
const keyListener = e => {
|
|
if (e.type === 'keydown') {
|
|
params.keys.add(e.code);
|
|
|
|
switch (e.code) {
|
|
case 'KeyF':
|
|
params.flying = !params.flying;
|
|
console.log(`flying: ${params.flying}`)
|
|
}
|
|
} else {
|
|
params.keys.delete(e.code);
|
|
}
|
|
};
|
|
const moveListener = e => {
|
|
params.camera.orientation[1] -= e.movementX / 500;
|
|
params.camera.orientation[0] -= e.movementY / 500;
|
|
};
|
|
const changeListener = () => {
|
|
if (document.pointerLockElement === canvas) {
|
|
return;
|
|
}
|
|
document.removeEventListener('pointerlockchange', changeListener);
|
|
document.removeEventListener('pointermove', moveListener);
|
|
document.removeEventListener('keydown', keyListener);
|
|
document.removeEventListener('keyup', keyListener);
|
|
};
|
|
document.addEventListener('pointerlockchange', changeListener);
|
|
document.addEventListener('pointermove', moveListener);
|
|
document.addEventListener('keydown', keyListener);
|
|
document.addEventListener('keyup', keyListener);
|
|
};
|
|
requestAnimationFrame(time => tick(time, gl, params));
|
|
}
|
|
|
|
window.onload = main;
|