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145 lines (121 loc) · 3.92 KB
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Copy pathfunctions.js
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145 lines (121 loc) · 3.92 KB
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'use strict';
function makeDataTexture(data, numElements, channels, internalFormat, format) {
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
var width = numElements;
var height = 1;
var pixels = data;
if (numElements > 4096) {
width = 4096;
height = Math.ceil(numElements/4096);
var newlen = width*height*channels;
if (data.length != newlen) {
pixels = new Uint8Array(newlen);
for (var i = 0; i < data.length; i++) {
pixels[i] = data[i];
}
for (var i = data.length; i < newlen; i++) {
pixels[i] = 0;
}
}
}
gl.texImage2D(
gl.TEXTURE_2D, // texture type
0, // mip level
internalFormat, // internal format
width, // width
height, // height
0, // border
format, // format
gl.UNSIGNED_BYTE, // type
pixels, // pixel data
);
// we don't need any filtering
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 0);
return tex;
}
function isVoxelSolid(pos) {
return getVoxel(pos).solid;
}
function getVoxel(pos) {
var chunkPosition = pos.map(x => Math.floor(x/chunksize));
var blockPosition = pos.map(x => mod(x,chunksize));
var p = map2([chunkPosition, chunks[0][0][0].center], (x,y) => x-y);
if (p[0] >= 0 && p[0] <= 2 &&
p[1] >= 0 && p[1] <= 2 &&
p[2] >= 0 && p[2] <= 2) {
var chunkID = chunks[p[0]][p[1]][p[2]].chunkID;
if (chunkID != undefined) {
return chunkID[blockPosition[0]][blockPosition[1]][blockPosition[2]];
}
}
return blocks.grass;
}
function pixelToUv(pixel) {
if (mouseLock) return [0,0];
return [(pixel[0]*2.0-canvas.width)/canvas.height,-pixel[1]/canvas.height*2.0+1.0];
}
function uvToRay(uv) {
var trans = m3.identity();
trans = m3.yRotate(trans, rot[0]);
trans = m3.xRotate(trans, rot[1]);
var rd = [uv[0],uv[1],-1];
var len = 1.0/Math.sqrt(dot2(rd));
rd = rd.map(x => x*len);
rd = m3.transformVector(trans,rd);
return rd;
}
function castRay(ro, rd, maxlen) {
var ird = rd.map(x => Math.abs(1.0/x));
var srd = rd.map(x => Math.sign(x));
var fro = ro.map(x => Math.floor(x));
var lro = map2([ro,fro], (x,y) => x-y);
var lens = map2([lro,ird,srd], function(lro,ird,srd) {
if (srd == 1) lro = 1-lro;
return lro*ird;
});
var closest = 0;
var didHit = false;
var d = 0;
for (var i = 0; i < 100; i++) {
d = lens[closest]-ird[closest];
if (isVoxelSolid(fro) || d > maxlen) {
break;
}
if (lens[0] < lens[1] && lens[0] < lens[2])
closest = 0;
else if (lens[1] < lens[2])
closest = 1;
else
closest = 2;
fro[closest] += srd[closest];
lens[closest] += ird[closest];
}
didHit = d <= maxlen;
var normal = new Array(3).fill(0);
normal[closest] = -srd[closest];
var buildBlock = fro.slice();
buildBlock[closest] -= srd[closest];
return {
d: d,
didHit: didHit,
face: closest*2+0.5-srd[closest]*0.5,
closest: closest,
hitBlock: fro,
buildBlock: buildBlock,
normal: normal
}
}
function getFrustum(p) {
if (!cameraMatrix2) return false;
var p2 = p.map(x=>x);
p2.push(1);
var a = m4.transformVector(cameraMatrix2,p2);
a[3] += chunksize;
return a[0] > -a[3] && a[0] < a[3]
&& a[1] > -a[3] && a[1] < a[3];
}