97 lines
3.0 KiB
JavaScript
97 lines
3.0 KiB
JavaScript
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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