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338 lines (257 loc) · 9.55 KB
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Copy pathstuff.js
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338 lines (257 loc) · 9.55 KB
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'use strict';
var mouseclick = [-1,-1];
var lm = [0,0];
var freelook = false;
gl.enable(gl.CULL_FACE);
var visibleChunks = new Map();
function updateRenderChunk(chunk) {
if (visibleChunks.has(chunk.center.toString())) {
var lastChunk =visibleChunks.get(chunk.center.toString());
if (lastChunk.quads > 0) {
gl.deleteTexture(lastChunk.datatex);
gl.deleteTexture(lastChunk.texloc);
}
if (lastChunk.transparent.quads > 0) {
gl.deleteTexture(lastChunk.transparent.datatex);
gl.deleteTexture(lastChunk.transparent.texloc);
}
}
if (chunk.quads > 0) {
chunk.datatex = makeDataTexture(chunk.data, chunk.quads, 4, gl.RGBA8UI, gl.RGBA_INTEGER);
chunk.texloc = makeDataTexture(chunk.textureNum, chunk.quads, 2, gl.RG8UI, gl.RG_INTEGER);
}
if (chunk.transparent.quads > 0) {
chunk.transparent.datatex = makeDataTexture(chunk.transparent.data, chunk.transparent.quads, 4, gl.RGBA8UI, gl.RGBA_INTEGER);
chunk.transparent.texloc = makeDataTexture(chunk.transparent.textureNum, chunk.transparent.quads, 2, gl.RG8UI, gl.RG_INTEGER);
}
visibleChunks.set(chunk.center.toString(), chunk);
}
var voxelManager = new Worker('chunkloader.js');
chunks = new Array(3);
for (var x = 0; x < 3; x++) {
chunks[x] = new Array(3);
for (var y = 0; y < 3; y++) {
chunks[x][y] = new Array(3);
}
}
chunks[0][0][0] = {center: [0,0,0]};
voxelManager.onmessage = function(e) {
var type = e.data[0];
if (type == UPDATE_NEAR_CHUNKS) {
chunks = e.data[1];
}
if (type == UPDATE_NEAR_CHUNK) {
var chunk = e.data[1];
var p = map2([chunk.center,chunks[0][0][0].center], (x,y) => x-y);
chunks[p[0]][p[1]][p[2]] = chunk;
}
if (type == GET_CHUNK) {
var chunk = e.data[1];
updateRenderChunk(chunk);
}
}
var lastplayerchunk = [-9999,-9999,-9999];
//loadchunks(lastplayerchunk);
var isVec3Equal = (a,b) => a[0] == b[0] && a[1] == b[1] && a[2] == b[2]
function updatevoxels() {
var playerchunk = pos.map(x => Math.floor(x/chunksize));
if (!isVec3Equal(lastplayerchunk, playerchunk)) {
voxelManager.postMessage([NEW_CENTER_CHUNK,playerchunk]);
lastplayerchunk = playerchunk;
}
}
function loadTexture() {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
const levels = Math.log2(imageSize);
const internalFormat = gl.RGBA8;
const width = imageSize*4;
const height = imageSize*4;
gl.texStorage2D(gl.TEXTURE_2D, levels, internalFormat, width, height);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_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);
return texture;
}
function addTexture(texture, url, p) {
p = p.map(x => x*imageSize);
const image = new Image();
image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
const level = 0;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
gl.texSubImage2D(
gl.TEXTURE_2D, level,
p[0],p[1], imageSize, imageSize,
srcFormat, srcType, image);
loadedimages++;
if (loadedimages == 8) {
gl.bindTexture(gl.TEXTURE_2D, grasstexture);
gl.generateMipmap(gl.TEXTURE_2D);
}
};
image.src = url;
return texture;
}
var loadedimages = 0;
var grasstexture = loadTexture();
addTexture(grasstexture, "grass.jpg", [0,0]);
addTexture(grasstexture, "dirt.jpg" , [1,0]);
addTexture(grasstexture, "stone.jpg" , [0,1]);
addTexture(grasstexture, "water.jpg" , [1,1]);
addTexture(grasstexture, "sand.jpg" , [2,0]);
addTexture(grasstexture, "dirt.jpg" , [3,0]);
addTexture(grasstexture, "stone.jpg" , [2,1]);
addTexture(grasstexture, "water.jpg" , [3,1]);
gl.enable(gl.DEPTH_TEST);
var then = 0.0;
function loop(now) {
time = now/1000;
var deltaTime = time-then;
updateoutput({deltaTime: deltaTime, time: time});
if (then == 0.0) deltaTime = 0.0;
if (deltaTime > 0.05) deltaTime = 0.05;
then = time;
var res = [gl.canvas.clientWidth,gl.canvas.clientHeight];
movement(deltaTime);
resize();
updateinput();
updatevoxels();
var aspect = res[0] / res[1];
var zNear = 0.1;
var zFar = 1000;
var p;
var r;
if (freelook) {
p = fpos;
r = frot;
} else {
p = pos;
r = rot;
}
if (!freelook) {
var uv = pixelToUv(lm);
var rd = uvToRay(uv);
var ro = pos;
var rayCast = castRay(ro,rd, reach);
testcubes[0] = rayCast.hitBlock;
if (!rayCast.didHit) {
testcubes = [];
}
}
var cameraTransform = m4.translation(p);
cameraTransform = m4.yRotate(cameraTransform, r[0]);
cameraTransform = m4.xRotate(cameraTransform, r[1]);
var viewMatrix = m4.inverse(cameraTransform);
var cameraMatrix = m4.perspective(sliders.fov.value, aspect, zNear, zFar);
cameraMatrix = m4.multiply(cameraMatrix,viewMatrix);
var cameraTransform2 = m4.translation(pos);
cameraTransform2 = m4.yRotate(cameraTransform2, rot[0]);
cameraTransform2 = m4.xRotate(cameraTransform2, rot[1]);
var viewMatrix2 = m4.inverse(cameraTransform2);
cameraMatrix2 = m4.perspective(sliders.fov.value, aspect, zNear, zFar);
cameraMatrix2 = m4.multiply(cameraMatrix2,viewMatrix2);
if (!keys[84]) {
cameraMatrix2 = cameraMatrix;
}
gl.viewport(0, 0, res[0], res[1]);
gl.clearColor(0.5, 0.5, 0.8, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var program2 = programs.voxel;
gl.useProgram(program2.program);
gl.uniform1f(program2.uniforms.u_time, time);
gl.uniform1f(program2.uniforms.u_alpha, 1);
gl.uniform3fv(program2.uniforms.u_lightPosition, pos);
gl.uniform3fv(program2.uniforms.u_cameraPosition, pos);
gl.uniformMatrix4fv(program2.uniforms.u_proj, false, cameraMatrix);
gl.activeTexture(gl.TEXTURE0 + 2);
gl.bindTexture(gl.TEXTURE_2D, grasstexture);
gl.uniform1i(program2.uniforms.u_grass, 2);
var transparents = [];
visibleChunks.forEach((chunk, pos, map) => {
var center = chunk.center.map(x => x*chunksize);
if (getFrustum(center.map(x => x+chunksize*0.5))) {
gl.uniform3fv(program2.uniforms.u_centerPosition, center);
if (chunk.quads > 0) {
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, chunk.datatex);
gl.uniform1i(program2.uniforms.u_data, 0);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, chunk.texloc);
gl.uniform1i(program2.uniforms.u_texpos, 1);
var primitiveType = gl.TRIANGLES;
var count = chunk.quads*6;
var offset = 0;
gl.drawArrays(primitiveType, offset, count);
}
if (chunk.transparent.quads > 0) {
transparents.push(chunk);
}
}
});
var vao = vaos.cube;
var program2 = programs.character;
gl.useProgram(program2.program);
gl.bindVertexArray(vao.vao);
gl.uniform3fv(program2.uniforms.u_lightPosition, pos);
gl.uniform3fv(program2.uniforms.u_cameraPosition, pos);
gl.uniformMatrix4fv(program2.uniforms.u_proj, false, cameraMatrix);
var corner = pos.slice();
corner[0] -= 0.1;
corner[1] -= 1.4;
corner[2] -= 0.1;
var char2 = m4.translation(corner);
char2 = m4.scale(char2, [0.2,1.5,0.2]);
gl.uniformMatrix4fv(program2.uniforms.u_world, false, char2);
var primitiveType = gl.TRIANGLES;
var count = 36;
var type = gl.UNSIGNED_SHORT;
var offset = 0;
gl.drawElements(primitiveType, count, type, offset);
var program2 = programs.voxel;
gl.useProgram(program2.program);
gl.uniform1f(program2.uniforms.u_alpha, 0.4);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
transparents.forEach(function(chunk) {
var center = chunk.center.map(x => x*chunksize);
gl.uniform3fv(program2.uniforms.u_centerPosition, center);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, chunk.transparent.datatex);
gl.uniform1i(program2.uniforms.u_data, 0);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, chunk.transparent.texloc);
gl.uniform1i(program2.uniforms.u_texpos, 1);
var primitiveType = gl.TRIANGLES;
var count = chunk.transparent.quads*6;
var offset = 0;
gl.drawArrays(primitiveType, offset, count);
});
gl.disable(gl.BLEND);
var program2 = programs.boxFrame;
gl.useProgram(program2.program);
gl.uniformMatrix4fv(program2.uniforms.u_proj, false, cameraMatrix);
testcubes.forEach(function(cube) {
gl.uniform3fv(program2.uniforms.u_position, cube);
var primitiveType = gl.LINES;
var count = 24;
var offset = 0;
gl.drawArrays(primitiveType, offset, count);
});
gl.flush();
requestAnimationFrame(loop);
}
//updatechunks();
//fetch("shaderfragment.glsl").then((shaderString) => {
// globalvar = shaderString;
requestAnimationFrame(loop);
//})
/*
fetch('https://developer.mozilla.org/en-US/docs/Learn')
.then(x => x.text())
.then(data => {
olav = data
});
*/