update deps, add planet back

This commit is contained in:
Evert Prants 2020-03-29 16:09:20 +03:00
parent c73e705aaa
commit cca0d2b3c3
Signed by: evert
GPG Key ID: 1688DA83D222D0B5
5 changed files with 264 additions and 33 deletions

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@ -16,19 +16,19 @@
"author": "Evert \"Diamond\" Prants <evert@lunasqu.ee>", "author": "Evert \"Diamond\" Prants <evert@lunasqu.ee>",
"license": "LGPL-3.0-or-later", "license": "LGPL-3.0-or-later",
"devDependencies": { "devDependencies": {
"@babel/core": "^7.7.4", "@babel/core": "^7.9.0",
"@babel/plugin-transform-runtime": "^7.7.4", "@babel/plugin-transform-runtime": "^7.9.0",
"@babel/preset-env": "^7.7.4", "@babel/preset-env": "^7.9.0",
"babel-loader": "^8.0.6", "babel-loader": "^8.1.0",
"express": "^4.17.1", "express": "^4.17.1",
"html-webpack-plugin": "^3.2.0", "html-webpack-plugin": "^4.0.3",
"standard": "^12.0.1", "standard": "^14.3.3",
"webpack": "^4.41.2", "webpack": "^4.42.1",
"webpack-command": "^0.4.2" "webpack-command": "^0.5.0"
}, },
"dependencies": { "dependencies": {
"@babel/runtime": "^7.7.4", "@babel/runtime": "^7.9.2",
"gl-matrix": "^2.8.1", "gl-matrix": "^3.2.1",
"open-simplex-noise": "^1.7.0" "open-simplex-noise": "^1.7.0"
} }
} }

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@ -0,0 +1,220 @@
import { Mesh } from '../../mesh'
import { BoundingBox } from '../../mesh/aabb'
import { mat4, vec3 } from 'gl-matrix'
import { subv3, mulv3, addv3, divv3, normalv3, crossv3 } from '../../utility'
import Screen from '../../screen'
const lodMax = 8
class PlanetGenerator {
constructor (resolution, radius, noise) {
this.resolution = resolution
this.radius = radius
this.noise = noise
}
}
class CubeFace {
constructor (parent, level, pos, normal, generator) {
this.parent = parent
this.children = []
this.normal = normal
this.level = level
this.generated = false
this.generator = generator
// Calculate left (x) and forward (z) vectors from the normal (y)
this.left = [normal[1], normal[2], normal[0]]
this.forward = crossv3(normal, this.left)
this.position = pos
// Center the face
if (level === 0) {
this.position = subv3(this.position, mulv3(this.left, generator.radius / 2))
this.position = subv3(this.position, mulv3(this.forward, generator.radius / 2))
}
this.generate()
}
generate () {
if (this.generated) return
let VERTICES = this.generator.resolution
let count = VERTICES * VERTICES
let vertices = new Array(count * 3)
let normals = new Array(count * 3)
let textureCoords = new Array(count * 2)
let indices = new Array(6 * (VERTICES - 1) * (VERTICES - 1))
let radius = this.generator.radius
let divisionLevel = Math.pow(2, this.level)
for (let i = 0, vertexPointer = 0; i < VERTICES; i++) {
for (let j = 0; j < VERTICES; j++, vertexPointer++) {
// Vertex index (0 - 1)
let iindex = i / (VERTICES - 1)
let jindex = j / (VERTICES - 1)
// From the left and forward vectors, we can calculate an oriented vertex
let iv = divv3(mulv3(mulv3(this.left, iindex), radius), divisionLevel)
let jv = divv3(mulv3(mulv3(this.forward, jindex), radius), divisionLevel)
// Add the scaled left and forward to the centered origin
let vertex = addv3(this.position, addv3(iv, jv))
// Normalize and multiply by radius to create a spherical mesh
let normal = normalv3(vertex)
let pos = mulv3(normal, (radius))
vertices[vertexPointer * 3] = pos[0]
vertices[vertexPointer * 3 + 1] = pos[1]
vertices[vertexPointer * 3 + 2] = pos[2]
normals[vertexPointer * 3] = normal[0]
normals[vertexPointer * 3 + 1] = normal[1]
normals[vertexPointer * 3 + 2] = normal[2]
textureCoords[vertexPointer * 2] = j * (1 / VERTICES)
textureCoords[vertexPointer * 2 + 1] = i * (1 / VERTICES)
if (i === VERTICES / 2 && j === VERTICES / 2) {
this.center = pos
}
}
}
for (let gz = 0, pointer = 0; gz < VERTICES - 1; gz++) {
for (let gx = 0; gx < VERTICES - 1; gx++) {
let topLeft = (gz * VERTICES) + gx
let topRight = topLeft + 1
let bottomLeft = ((gz + 1) * VERTICES) + gx
let bottomRight = bottomLeft + 1
indices[pointer++] = topLeft
indices[pointer++] = bottomLeft
indices[pointer++] = topRight
indices[pointer++] = topRight
indices[pointer++] = bottomLeft
indices[pointer++] = bottomRight
}
}
this.mesh = Mesh.construct(Screen.gl, vertices, indices, textureCoords, normals)
this.generated = true
}
dispose () {
this.generated = false
if (this.mesh) {
// this.mesh.dispose(Screen.gl)
this.mesh = null
}
}
merge () {
if (!this.children.length) return
for (let i in this.children) {
let ch = this.children[i]
ch.merge()
ch.dispose()
}
this.children = []
this.generate()
}
subdivide () {
if (this.level === lodMax) return
let lv = this.level + 1
let stepLeft = mulv3(this.left, this.generator.radius / Math.pow(2, lv))
let stepForward = mulv3(this.forward, this.generator.radius / Math.pow(2, lv))
this.children = [
new CubeFace(this, lv, this.position, this.normal, this.generator),
new CubeFace(this, lv, addv3(this.position, stepForward), this.normal, this.generator),
new CubeFace(this, lv, addv3(this.position, stepLeft), this.normal, this.generator),
new CubeFace(this, lv, addv3(this.position, addv3(stepLeft, stepForward)), this.normal, this.generator)
]
this.dispose()
}
draw (gl, shader) {
if (!this.mesh) {
for (let i in this.children) {
this.children[i].draw(gl, shader)
}
return
}
this.mesh.prepare(gl, shader)
this.mesh.draw(gl, shader)
}
update (camera, dt) {
if (!this.center) return
let camToOrigin = vec3.distance(camera.pos, this.center)
let divisionLevel = Math.pow(2, this.level)
let splitDistance = this.generator.radius / divisionLevel
if (camToOrigin < splitDistance * 1.5 && this.children.length === 0) {
this.subdivide()
return
} else if (camToOrigin > splitDistance * 2 && this.children.length > 0) {
this.merge()
return
}
if (this.children.length > 0) {
for (let i in this.children) {
this.children[i].update(camera, dt)
}
}
}
}
class CubePlanet {
constructor (origin, generator) {
this.origin = origin
this.generator = generator
this.transform = mat4.create()
mat4.fromTranslation(this.transform, origin)
let hs = generator.radius / 2
this.faces = [
new CubeFace(this, 0, [0, 0, -hs], [0, 0, -1], generator), // front
new CubeFace(this, 0, [0, 0, hs], [0, 0, 1], generator), // back
new CubeFace(this, 0, [-hs, 0, 0], [-1, 0, 0], generator), // left
new CubeFace(this, 0, [hs, 0, 0], [1, 0, 0], generator), // right
new CubeFace(this, 0, [0, hs, 0], [0, 1, 0], generator), // top
new CubeFace(this, 0, [0, -hs, 0], [0, -1, 0], generator) // bottom
]
}
update (camera, dt) {
for (let i in this.faces) {
this.faces[i].update(camera, dt)
}
}
draw (gl, shader) {
// Set model transform matrix uniform
const transformLocation = shader.getUniformLocation(gl, 'uModelMatrix')
gl.uniformMatrix4fv(transformLocation, false, this.transform)
for (let i in this.faces) {
this.faces[i].draw(gl, shader)
}
}
}
export { CubePlanet, CubeFace, PlanetGenerator }

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@ -42,7 +42,7 @@ class Environment {
this.fogEnd = 0 this.fogEnd = 0
this.fogColor = [0.8, 0.8, 0.8] this.fogColor = [0.8, 0.8, 0.8]
this.sun = new DirectionalLight([0.0, 1000.0, 2000.0], [-1.0, -1.0, 0.0], [1.0, 1.0, 1.0]) this.sun = new DirectionalLight([0.0, 1000.0, -2000.0], [-1.0, -1.0, 0.0], [1.0, 1.0, 1.0])
this.lights = [ this.sun ] this.lights = [ this.sun ]
this.maxEnvironmentLights = ENV_MAX_LIGHTS this.maxEnvironmentLights = ENV_MAX_LIGHTS

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@ -325,11 +325,11 @@ class VoxelMapBlock extends Node {
} }
update (gl, dt) { update (gl, dt) {
if (!this.generated) return if (!this.generated) return false
for (let i in this.children) { for (let i in this.children) {
let ch = this.children[i] let ch = this.children[i]
if (!(ch instanceof VoxelChunk)) continue if (!(ch instanceof VoxelChunk)) continue
if (ch.update(gl, dt)) break if (ch.update(gl, dt)) return true
} }
} }
} }
@ -370,7 +370,7 @@ class VoxelWorld extends Node {
continue continue
} }
let absPos = mulv3(pos, this.blockSize * (this.chunkSize / 2)) let absPos = mulv3(pos, this.blockSize * this.chunkSize)
let block = new VoxelMapBlock(absPos, this.chunkSize, this.blockSize) let block = new VoxelMapBlock(absPos, this.chunkSize, this.blockSize)
block.generate(this.generator) block.generate(this.generator)
@ -391,8 +391,8 @@ class VoxelWorld extends Node {
let slgrid = [Math.floor(cam.pos[0] / total), Math.floor(cam.pos[1] / total), Math.floor(cam.pos[2] / total)] let slgrid = [Math.floor(cam.pos[0] / total), Math.floor(cam.pos[1] / total), Math.floor(cam.pos[2] / total)]
for (let x = slgrid[0] - this.renderDistance / 2; x < slgrid[0] + this.renderDistance / 2; x++) { for (let x = slgrid[0] - this.renderDistance / 2; x < slgrid[0] + this.renderDistance / 2; x++) {
for (let z = slgrid[1] - this.renderDistance / 2; z < slgrid[1] + this.renderDistance / 2; z++) { for (let z = slgrid[2] - this.renderDistance / 2; z < slgrid[2] + this.renderDistance / 2; z++) {
for (let y = slgrid[2] - this.renderDistance / 2; y < slgrid[2] + this.renderDistance / 2; y++) { for (let y = slgrid[1] - this.renderDistance / 2; y < slgrid[1] + this.renderDistance / 2; y++) {
if (this.getBlock(x, y, z)) continue if (this.getBlock(x, y, z)) continue
this.queueMapblock([x, y, z]) this.queueMapblock([x, y, z])
} }
@ -400,7 +400,7 @@ class VoxelWorld extends Node {
} }
for (let i in this.children) { for (let i in this.children) {
this.children[i].update(gl, dt) if (this.children[i].update(gl, dt)) break
} }
} }
} }

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@ -15,6 +15,8 @@ import { GUIRenderer, GUIImage, Dim4 } from './engine/gui'
import { FontRenderer, GUIText, Font } from './engine/gui/font' import { FontRenderer, GUIText, Font } from './engine/gui/font'
import { VoxelWorld, VoxelGenerator } from './engine/voxel' import { VoxelWorld, VoxelGenerator } from './engine/voxel'
import { CubePlanet, PlanetGenerator } from './engine/components/planet'
let game = Engine let game = Engine
let env = new Environment() let env = new Environment()
let gui = new GUIRenderer() let gui = new GUIRenderer()
@ -29,11 +31,11 @@ async function pipeline () {
entity.setRotation([0.0, 0.0, -90.0]) entity.setRotation([0.0, 0.0, -90.0])
// Initialize water // Initialize water
let waterRenderer = new WaterRenderer() // let waterRenderer = new WaterRenderer()
let water = new WaterTile([100.0, 0.0, 100.0], 100.0) // let water = new WaterTile([100.0, 0.0, 100.0], 100.0)
await waterRenderer.initialize(game) // await waterRenderer.initialize(game)
await waterRenderer.useDUDVMap(game.gl, 'dudv') // await waterRenderer.useDUDVMap(game.gl, 'dudv')
await waterRenderer.useNormalMap(game.gl, 'normalmap') // await waterRenderer.useNormalMap(game.gl, 'normalmap')
let arialFont = await Font.fromFile('arial') let arialFont = await Font.fromFile('arial')
await arialFont.loadTextures(game.gl) await arialFont.loadTextures(game.gl)
@ -60,7 +62,7 @@ async function pipeline () {
let hmap = new SimplexHeightMap(1, 1, 256, 50) let hmap = new SimplexHeightMap(1, 1, 256, 50)
// Create a terrain instance // Create a terrain instance
let terrain = new LODTerrain([0.0, 0.0, 0.0], 1024, 1024, 850, 4) // let terrain = new LODTerrain([0.0, 0.0, 0.0], 1024, 1024, 850, 4)
// Terrain material // Terrain material
let material = new Material(['grass-1024.jpg']) let material = new Material(['grass-1024.jpg'])
@ -72,11 +74,11 @@ async function pipeline () {
} }
// Set generator and material for terrain // Set generator and material for terrain
terrain.setGenerator(hmap) // terrain.setGenerator(hmap)
terrain.setMaterial(material) // terrain.setMaterial(material)
// Create and initialize the camera // Create and initialize the camera
let cam = new Camera([-16.0, 25.0, -16.0], [0.8, -0.6, 0.0]) let cam = new Camera([-1300.0, 1325.0, -1300.0], [0.8, -0.6, 0.0])
cam.updateProjection(game.gl) cam.updateProjection(game.gl)
// Create skybox // Create skybox
@ -89,6 +91,9 @@ async function pipeline () {
// let voxgen = new VoxelGenerator(hmap, material) // let voxgen = new VoxelGenerator(hmap, material)
// let block = new VoxelWorld(voxgen) // let block = new VoxelWorld(voxgen)
// Planet test
let planet = new CubePlanet([0.0, 0.0, 0.0], new PlanetGenerator(16, 1000, hmap))
// Update function for camera and terrain // Update function for camera and terrain
let fpsTimer = 0 let fpsTimer = 0
game.addUpdateFunction(function (dt) { game.addUpdateFunction(function (dt) {
@ -123,11 +128,11 @@ async function pipeline () {
} }
// Update detail levels // Update detail levels
terrain.update(game.gl, cam) // terrain.update(game.gl, cam)
terrain.updateLODMesh(game.gl) // terrain.updateLODMesh(game.gl)
// Ripple water // Ripple water
waterRenderer.update(dt) // waterRenderer.update(dt)
// Update voxel chunk // Update voxel chunk
// voxgen.update(dt) // voxgen.update(dt)
@ -139,6 +144,9 @@ async function pipeline () {
itms[0].children[0].setText(game.fps + ' fps') itms[0].children[0].setText(game.fps + ' fps')
fpsTimer = 0 fpsTimer = 0
} }
// Update planet LOD
planet.update(cam, dt)
}) })
function drawEverything (gl) { function drawEverything (gl) {
@ -155,21 +163,24 @@ async function pipeline () {
// Set the viewport uniforms // Set the viewport uniforms
cam.draw(gl, terrainShader) cam.draw(gl, terrainShader)
// Draw terrain // Draw terrain
terrain.draw(gl, terrainShader) // terrain.draw(gl, terrainShader)
// entity.draw(gl, terrainShader) // entity.draw(gl, terrainShader)
// block.draw(gl, terrainShader) // block.draw(gl, terrainShader)
material.apply(gl, terrainShader)
planet.draw(gl, terrainShader)
} }
// Render function for the triangle // Render function for the triangle
game.addRenderFunction(function (gl) { game.addRenderFunction(function (gl) {
waterRenderer.reflect(gl, cam, drawEverything) // waterRenderer.reflect(gl, cam, drawEverything)
waterRenderer.refract(gl, cam, drawEverything) // waterRenderer.refract(gl, cam, drawEverything)
drawEverything(gl) drawEverything(gl)
waterRenderer.draw(gl, [water], cam, env.sun) // waterRenderer.draw(gl, [water], cam, env.sun)
// Draw particles // Draw particles
particleSystem.draw(gl, cam) particleSystem.draw(gl, cam)