simple voxel chunk
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e56adeeb10
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@ -11,15 +11,20 @@ class Mesh {
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// VBO for model vertices
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let pos = Mesh.loadToBuffer(gl, gl.ARRAY_BUFFER, new Float32Array(vertices))
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// Indices Buffer
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let ebo = Mesh.loadToBuffer(gl, gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices))
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// Create the mesh, as we have the most important data already buffered
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let mesh = new Mesh()
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mesh.posBuffer = pos
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mesh.ebo = ebo
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mesh.vertices = vertices
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mesh.indices = indices
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// Indices Buffer (EBO)
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if (indices) {
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let ebo = Mesh.loadToBuffer(gl, gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices))
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mesh.ebo = ebo
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mesh.indices = indices
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} else {
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mesh.vertexCount = vertices.length / 3
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mesh.vertexLayout = 3
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}
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// VBO for model UVs
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if (uvs) {
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@ -114,7 +119,7 @@ class Mesh {
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// Make sure no data floats around in memory
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dispose (gl) {
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gl.deleteBuffer(this.posBuffer)
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gl.deleteBuffer(this.ebo)
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this.ebo && gl.deleteBuffer(this.ebo)
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this.uvs && gl.deleteBuffer(this.uvs)
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this.nms && gl.deleteBuffer(this.nms)
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this.vertices = null
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215
src/engine/voxel/index.js
Normal file
215
src/engine/voxel/index.js
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@ -0,0 +1,215 @@
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import { Mesh } from '../mesh'
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import { MeshInstance } from '../components'
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import { addv3, crossv3, subv3 } from '../utility'
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const FACE_VERTEX = [
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// Bottom
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[
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 0.0]
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],
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// Top
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[
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 1.0],
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[1.0, 1.0, 1.0],
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[1.0, 1.0, 0.0]
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],
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// Left
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[
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[0.0, 0.0, 1.0],
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[0.0, 1.0, 1.0],
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[0.0, 1.0, 0.0],
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[0.0, 0.0, 0.0]
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],
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// Right
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[
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[1.0, 0.0, 0.0],
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[1.0, 1.0, 0.0],
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[1.0, 1.0, 1.0],
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[1.0, 0.0, 1.0]
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],
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// Front
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[
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[1.0, 0.0, 1.0],
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[1.0, 1.0, 1.0],
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[0.0, 1.0, 1.0],
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[0.0, 0.0, 1.0]
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],
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// Back
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[
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[0.0, 0.0, 0.0],
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[0.0, 1.0, 0.0],
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[1.0, 1.0, 0.0],
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[1.0, 0.0, 0.0]
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]
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]
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const FACE_BOTTOM = 0
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const FACE_TOP = 1
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const FACE_LEFT = 2
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const FACE_RIGHT = 3
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const FACE_FRONT = 4
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const FACE_BACK = 5
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class Voxel {
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constructor (id) {
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this.id = id
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}
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get solid () {
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return this.id !== 0
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}
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}
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const AIR_VOXEL = new Voxel(0)
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class VoxelChunk extends MeshInstance {
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constructor (pos, size = 16) {
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super(null, pos)
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this.size = size
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this.array = {}
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this.mesh = null
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this.dirty = true
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}
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getVoxel (x, y, z) {
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if (x < 0 || x >= this.size || y < 0 || y >= this.size || z < 0 || z >= this.size) return AIR_VOXEL
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return this.array[x][y][z]
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}
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generate (noise) {
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this.array = {}
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for (let x = 0; x < this.size; x++) {
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if (!this.array[x]) this.array[x] = {}
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for (let y = 0; y < this.size; y++) {
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if (!this.array[x][y]) this.array[x][y] = {}
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for (let z = 0; z < this.size; z++) {
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if (!this.array[x][y][z]) this.array[x][y][z] = {}
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let solid = y < (noise.getHeight(x + this.pos[0], z + this.pos[2]) + 10)
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this.array[x][y][z] = new Voxel(solid ? 1 : 0)
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}
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}
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}
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}
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// Programmatically generate a voxel face
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// Returns the position, normal and texture coordinates for each vertex in this face
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createFace (verts, pos, face) {
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let posi = [
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addv3(pos, FACE_VERTEX[face][0]), addv3(pos, FACE_VERTEX[face][1]),
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addv3(pos, FACE_VERTEX[face][2]), addv3(pos, FACE_VERTEX[face][3])
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]
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let normal = crossv3(subv3(posi[2], posi[0]), subv3(posi[3], posi[1]))
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verts.push([posi[0], normal, [0.0, 1.0]])
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verts.push([posi[1], normal, [0.0, 0.0]])
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verts.push([posi[2], normal, [1.0, 0.0]])
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verts.push([posi[0], normal, [0.0, 1.0]])
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verts.push([posi[2], normal, [1.0, 0.0]])
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verts.push([posi[3], normal, [1.0, 1.0]])
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}
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createMesh (gl) {
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this.dirty = false
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if (this.mesh) {
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this.mesh.dispose(gl)
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}
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let points = []
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for (let x = 0; x < this.size; x++) {
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for (let y = 0; y < this.size; y++) {
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for (let z = 0; z < this.size; z++) {
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if (!this.getVoxel(x, y, z).solid) continue
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let faceLeft = true
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if (x > 0) {
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faceLeft = !this.getVoxel(x - 1, y, z).solid
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}
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let faceRight = true
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if (x < this.size - 1) {
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faceRight = !this.getVoxel(x + 1, y, z).solid
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}
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let faceBottom = true
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if (y > 0) {
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faceBottom = !this.getVoxel(x, y - 1, z).solid
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}
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let faceTop = true
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if (y < this.size - 1) {
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faceTop = !this.getVoxel(x, y + 1, z).solid
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}
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let faceBack = true
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if (z > 0) {
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faceBack = !this.getVoxel(x, y, z - 1).solid
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}
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let faceFront = true
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if (z < this.size - 1) {
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faceFront = !this.getVoxel(x, y, z + 1).solid
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}
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let cellPos = [x, y, z]
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if (faceBottom) {
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this.createFace(points, cellPos, FACE_BOTTOM)
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}
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if (faceTop) {
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this.createFace(points, cellPos, FACE_TOP)
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}
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if (faceLeft) {
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this.createFace(points, cellPos, FACE_LEFT)
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}
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if (faceRight) {
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this.createFace(points, cellPos, FACE_RIGHT)
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}
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if (faceFront) {
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this.createFace(points, cellPos, FACE_FRONT)
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}
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if (faceBack) {
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this.createFace(points, cellPos, FACE_BACK)
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}
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}
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}
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}
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if (points.length === 0) {
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return
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}
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let vertices = []
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let normals = []
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let uvs = []
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for (let i in points) {
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let vert = points[i]
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vertices.push(vert[0][0])
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vertices.push(vert[0][1])
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vertices.push(vert[0][2])
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normals.push(vert[1][0])
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normals.push(vert[1][1])
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normals.push(vert[1][2])
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uvs.push(vert[2][0])
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uvs.push(vert[2][1])
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}
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this.mesh = Mesh.construct(gl, vertices, null, uvs, normals)
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}
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update (dt) {
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}
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}
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export { Voxel, VoxelChunk }
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41
src/index.js
41
src/index.js
@ -13,6 +13,7 @@ import { SimplexHeightMap } from './engine/components/terrain/heightmap'
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import { Material, Texture } from './engine/mesh/material'
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import { GUIRenderer, GUIImage, Dim4 } from './engine/gui'
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import { FontRenderer, GUIText, Font } from './engine/gui/font'
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import { VoxelChunk } from './engine/voxel'
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let game = Engine
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let env = new Environment()
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@ -21,10 +22,10 @@ let fnt = new FontRenderer()
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let prt = new ParticleRenderer()
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async function pipeline () {
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let entity = await loadMesh(game.gl, 'test')
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// let entity = await loadMesh(game.gl, 'test')
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let terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false)
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let skyboxShader = await game.shaders.createShaderFromFiles(game.gl, 'skybox', false)
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/*
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entity.setRotation([0.0, 0.0, -90.0])
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// Initialize water
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@ -33,7 +34,7 @@ async function pipeline () {
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await waterRenderer.initialize(game)
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await waterRenderer.useDUDVMap(game.gl, 'dudv')
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await waterRenderer.useNormalMap(game.gl, 'normalmap')
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*/
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let arialFont = await Font.fromFile('arial')
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await arialFont.loadTextures(game.gl)
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@ -58,14 +59,14 @@ async function pipeline () {
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// Create a height map based on OpenSimplex noise
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let hmap = new SimplexHeightMap(1, 1, 256, 50)
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/*
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// Create a terrain instance
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let terrain = new LODTerrain([0.0, 0.0, 0.0], 1024, 1024, 850, 4)
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*/
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// Terrain material
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let material = new Material(['grass-1024.jpg'])
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await material.loadTextures(game.gl)
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/*
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// test code
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for (let i in entity.children) {
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entity.children[i].mesh.material = material
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@ -74,9 +75,9 @@ async function pipeline () {
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// Set generator and material for terrain
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terrain.setGenerator(hmap)
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terrain.setMaterial(material)
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*/
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// Create and initialize the camera
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let cam = new Camera([-32.0, 100.0, -32.0], [0.8, -0.6, 0.0])
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let cam = new Camera([-16.0, 25.0, -16.0], [0.8, -0.6, 0.0])
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cam.updateProjection(game.gl)
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// Create skybox
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@ -85,6 +86,12 @@ async function pipeline () {
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// Load textures and generate a mesh
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await skybox.initialize(game.gl)
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// Voxel test
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let chunk = new VoxelChunk([0.0, 0.0, 0.0])
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chunk.generate(hmap)
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chunk.createMesh(game.gl)
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chunk.mesh.material = material
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// Update function for camera and terrain
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let fpsTimer = 0
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game.addUpdateFunction(function (dt) {
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@ -119,11 +126,11 @@ async function pipeline () {
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}
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// Update detail levels
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terrain.update(game.gl, cam)
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terrain.updateLODMesh(game.gl)
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// terrain.update(game.gl, cam)
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// terrain.updateLODMesh(game.gl)
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// Ripple water
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waterRenderer.update(dt)
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// waterRenderer.update(dt)
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// Set text to FPS
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fpsTimer++
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@ -147,19 +154,21 @@ async function pipeline () {
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// Set the viewport uniforms
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cam.draw(gl, terrainShader)
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// Draw terrain
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terrain.draw(gl, terrainShader)
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// terrain.draw(gl, terrainShader)
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entity.draw(gl, terrainShader)
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// entity.draw(gl, terrainShader)
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chunk.draw(gl, terrainShader)
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}
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// Render function for the triangle
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game.addRenderFunction(function (gl) {
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waterRenderer.reflect(gl, cam, drawEverything)
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waterRenderer.refract(gl, cam, drawEverything)
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// waterRenderer.reflect(gl, cam, drawEverything)
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// waterRenderer.refract(gl, cam, drawEverything)
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drawEverything(gl)
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waterRenderer.draw(gl, [water], cam, env.sun)
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// waterRenderer.draw(gl, [water], cam, env.sun)
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// Draw particles
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particleSystem.draw(gl, cam)
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