FINALLY some working LOD terrain!
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@ -157,6 +157,17 @@ class Node {
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return this.pos
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}
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get absolutePosition () {
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let p
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if (this.parent) {
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p = this.parent.absolutePosition
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p = [p[0] + this.pos[0], p[1] + this.pos[1], p[2] + this.pos[2]]
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} else {
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p = this.pos
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}
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return p
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}
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// Draw base
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draw (gl, shader) {
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// Nothing to draw here, so just draw children
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@ -1,96 +0,0 @@
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import { Node } from '../'
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import { Mesh } from '../../mesh'
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import { vec3 } from 'gl-matrix'
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import { subv3, mulv3, addv3, normalv3 } from '../../utility'
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class Terrain extends Node {
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constructor (pos, sWidth, sHeight, face = [0.0, -1.0, 0.0]) {
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super(pos)
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this.width = sWidth
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this.height = sHeight
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this.mesh = null
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// Calculate left and forward vectors
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this.left = [face[1], face[2], face[0]] || [1.0, 0.0, 0.0]
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this.forward = [0.0, 0.0, -1.0]
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vec3.cross(this.forward, face, this.left)
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}
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createMesh (gl, heightMap) {
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// Center the mesh
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let cpoint = [0.0, 0.0, 0.0]
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cpoint = subv3(cpoint, mulv3(this.left, heightMap.size / 2))
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cpoint = subv3(cpoint, mulv3(this.forward, heightMap.size / 2))
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let VERTICES = heightMap.size
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let count = VERTICES * VERTICES
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let vertices = new Array(count * 3)
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let normals = new Array(count * 3)
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let textureCoords = new Array(count * 2)
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let indices = new Array(6 * (VERTICES - 1) * (VERTICES - 1))
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let vertexPointer = 0
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for (let i = 0; i < VERTICES; i++) {
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for (let j = 0; j < VERTICES; j++) {
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let isize = j / (VERTICES - 1) * this.width / 2
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let jsize = i / (VERTICES - 1) * this.height / 2
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// From the left and forward vectors, we can calculate an oriented vertex
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let iv = mulv3(this.left, isize)
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let jv = mulv3(this.forward, jsize)
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// Add the scaled left and forward to the centered origin
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let pos = addv3(cpoint.slice(0), addv3(iv, jv))
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vertices[vertexPointer * 3] = pos[0]
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vertices[vertexPointer * 3 + 1] = pos[1]
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vertices[vertexPointer * 3 + 2] = pos[2]
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let normal = [0.0, 1.0, 0.0] // heightMap.getNormal(j, i)
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normals[vertexPointer * 3] = normal[0]
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normals[vertexPointer * 3 + 1] = normal[1]
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normals[vertexPointer * 3 + 2] = normal[2]
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textureCoords[vertexPointer * 2] = j / (VERTICES - 1)
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textureCoords[vertexPointer * 2 + 1] = i / (VERTICES - 1)
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vertexPointer++
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}
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}
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let pointer = 0
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for (let gz = 0; gz < VERTICES - 1; gz++) {
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for (let gx = 0; gx < VERTICES - 1; gx++) {
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let topLeft = (gz * VERTICES) + gx
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let topRight = topLeft + 1
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let bottomLeft = ((gz + 1) * VERTICES) + gx
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let bottomRight = bottomLeft + 1
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indices[pointer++] = topLeft
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indices[pointer++] = bottomLeft
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indices[pointer++] = topRight
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indices[pointer++] = topRight
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indices[pointer++] = bottomLeft
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indices[pointer++] = bottomRight
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}
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}
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this.mesh = Mesh.construct(gl, vertices, indices, textureCoords, normals)
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}
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setMaterial (mat) {
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this.mesh.material = mat
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}
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draw (gl, shader) {
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if (!this.mesh) return
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// Set model transform matrix uniform
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const transformLocation = shader.getUniformLocation(gl, 'uModelMatrix')
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gl.uniformMatrix4fv(transformLocation, false, this.transform)
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this.mesh.prepare(gl, shader)
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this.mesh.draw(gl, shader)
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super.draw(gl, shader)
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}
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}
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export { Terrain }
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207
src/engine/components/terrain/lod.js
Normal file
207
src/engine/components/terrain/lod.js
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@ -0,0 +1,207 @@
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import { Node } from '../'
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import { BoundingBox } from '../../mesh/aabb'
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import { Mesh } from '../../mesh'
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import { vec3 } from 'gl-matrix'
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import { addv3 } from '../../utility'
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class TerrainNode extends Node {
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constructor (root, pos, level) {
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super(pos)
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this.root = root
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this.level = level
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this.mesh = null
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}
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createMesh (gl) {
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if (this.children.length) {
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let generated = 0
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for (let i in this.children) {
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if (generated >= this.root.genPerTick) break
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let child = this.children[i]
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if (!(child instanceof TerrainNode)) continue
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generated += this.children[i].createMesh(gl)
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}
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return generated
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}
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if (this.mesh) return 0
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let VERTICES = this.root.resolution
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let count = VERTICES * VERTICES
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let vertices = new Array(count * 3)
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let normals = new Array(count * 3)
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let textureCoords = new Array(count * 2)
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let indices = new Array(6 * (VERTICES - 1) * (VERTICES - 1))
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let vertexPointer = 0
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let divisionLevel = Math.pow(2, this.level)
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for (let i = 0; i < VERTICES; i++) {
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for (let j = 0; j < VERTICES; j++) {
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let vertDivj = j / (VERTICES - 1)
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let vertDivi = i / (VERTICES - 1)
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let pj = vertDivj * this.root.width / divisionLevel
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let pi = vertDivi * this.root.height / divisionLevel
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vertices[vertexPointer * 3] = pj
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vertices[vertexPointer * 3 + 1] = this.root.generator.getHeight(this.absolutePosition[0] + pj, this.absolutePosition[2] + pi)
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vertices[vertexPointer * 3 + 2] = pi
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let normal = this.root.generator.getNormal(this.absolutePosition[0] + pj, this.absolutePosition[2] + pi)
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normals[vertexPointer * 3] = normal[0]
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normals[vertexPointer * 3 + 1] = normal[1]
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normals[vertexPointer * 3 + 2] = normal[2]
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textureCoords[vertexPointer * 2] = j / (VERTICES - 1)
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textureCoords[vertexPointer * 2 + 1] = i / (VERTICES - 1)
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vertexPointer++
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}
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}
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let pointer = 0
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for (let gz = 0; gz < VERTICES - 1; gz++) {
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for (let gx = 0; gx < VERTICES - 1; gx++) {
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let topLeft = (gz * VERTICES) + gx
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let topRight = topLeft + 1
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let bottomLeft = ((gz + 1) * VERTICES) + gx
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let bottomRight = bottomLeft + 1
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indices[pointer++] = topLeft
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indices[pointer++] = bottomLeft
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indices[pointer++] = topRight
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indices[pointer++] = topRight
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indices[pointer++] = bottomLeft
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indices[pointer++] = bottomRight
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}
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}
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this.mesh = Mesh.construct(gl, vertices, indices, textureCoords, normals)
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this.mesh.material = this.root.material
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this.bounds = BoundingBox.fromMesh(this.mesh)
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if (this.parent && this.parent.mesh) {
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this.parent.dispose()
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}
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return 1
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}
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draw (gl, shader) {
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super.draw(gl, shader)
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if (!this.mesh) return
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// Set model transform matrix uniform
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const transformLocation = shader.getUniformLocation(gl, 'uModelMatrix')
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gl.uniformMatrix4fv(transformLocation, false, this.transform)
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this.mesh.prepare(gl, shader)
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this.mesh.draw(gl, shader)
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}
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get generated () {
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return this.mesh != null
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}
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dispose () {
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this.mesh = null
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}
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merge () {
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if (this.children.length === 0) return
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for (let i in this.children) {
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this.children[i].merge()
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this.children[i].dispose()
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}
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this.children = []
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}
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subdivide () {
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if (this.level === this.root.maxDetail) return
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let lv = this.level + 1
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let stepLeft = this.root.width / Math.pow(2, lv)
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let stepForward = this.root.height / Math.pow(2, lv)
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this.addChild(new TerrainNode(this.root, [0, 0, 0], lv))
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this.addChild(new TerrainNode(this.root, [stepLeft, 0, 0], lv))
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this.addChild(new TerrainNode(this.root, [0, 0, stepForward], lv))
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this.addChild(new TerrainNode(this.root, [stepLeft, 0, stepForward], lv))
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}
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update (camera) {
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if (!this.bounds) return false
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let distCamera = vec3.distance(camera.pos, addv3(this.bounds.center, this.absolutePosition))
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let lodDistance = this.root.lodDistance - (Math.pow(2, this.level) * 16)
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if (this.children.length) {
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if (distCamera > lodDistance + 16 && this.level >= 1) {
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this.merge()
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return true
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}
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let acted = false
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for (let i in this.children) {
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let child = this.children[i]
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acted = child.update(camera)
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}
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return acted
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}
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if (distCamera < lodDistance && this.level < this.root.maxDetail) {
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this.subdivide()
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return true
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}
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return false
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}
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}
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class LODTerrain extends Node {
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constructor (pos, sWidth, sHeight, lodDistance = 1024, maxDetail = 4, resolution = 32, genPerTick = 4) {
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super(pos)
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this.width = sWidth
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this.height = sHeight
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this.genPerTick = genPerTick
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this.lodDistance = lodDistance
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this.maxDetail = maxDetail
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this.resolution = resolution
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this.addChild(new TerrainNode(this, pos, 1))
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this.addChild(new TerrainNode(this, [pos[0] + sWidth / 2, pos[1], pos[2]], 1))
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this.addChild(new TerrainNode(this, [pos[0], pos[1], pos[2] + sHeight / 2], 1))
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this.addChild(new TerrainNode(this, [pos[0] + sWidth / 2, pos[1], pos[2] + sHeight / 2], 1))
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}
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setGenerator (generator) {
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this.generator = generator
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}
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setMaterial (mat) {
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this.material = mat
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}
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createMesh (gl) {
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// Ensure only one mesh is generated every tick
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let generated = 0
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for (let i in this.children) {
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if (generated >= this.genPerTick) break
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let child = this.children[i]
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if (!(child instanceof TerrainNode)) continue
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generated += this.children[i].createMesh(gl)
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}
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return generated
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}
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update (camera) {
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let acted = false
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for (let i in this.children) {
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if (acted) break
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let child = this.children[i]
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acted = child.update(camera)
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}
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return acted
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}
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}
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export { LODTerrain }
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13
src/index.js
13
src/index.js
@ -3,7 +3,7 @@ import Camera from './engine/camera'
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import loadMesh from './engine/mesh/loader'
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import { Environment } from './engine/environment'
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import { Terrain } from './engine/components/terrain'
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import { LODTerrain } from './engine/components/terrain/lod'
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import { SimplexHeightMap } from './engine/components/terrain/heightmap'
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import { Material } from './engine/mesh/material'
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@ -22,13 +22,14 @@ async function pipeline () {
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let hmap = new SimplexHeightMap(1, 1, 256, 50)
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// Create a terrain
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let terrain = new Terrain([0.0, 0.0, 0.0], 256, 256)
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terrain.createMesh(game.gl, hmap)
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let terrain = new LODTerrain([0.0, 0.0, 0.0], 1024, 1024, 850, 4)
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// Terrain material
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let material = new Material()
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material.textures = ['grass-1024.jpg']
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await material.loadTextures(game.gl)
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terrain.setGenerator(hmap)
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terrain.setMaterial(material)
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// Create and initialize the camera
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@ -36,7 +37,6 @@ async function pipeline () {
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cam.updateProjection(game.gl)
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// Update function for camera
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let face = 0
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game.addUpdateFunction(function (dt) {
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if (game.input.isDown('w')) {
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cam.processKeyboard(0, dt)
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@ -54,10 +54,13 @@ async function pipeline () {
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cam.processMouseMove(game.input.mouseOffset)
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}
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// Update LOD meshes
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terrain.update(cam)
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terrain.createMesh(game.gl)
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// TESTING: Move model forward
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// t = t + 0.1
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// entity.setPosition([t, 0.0, 0.0])
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if (face > 5) face = 0
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})
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// Render function for the triangle
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