clean: texture loader huge improvements

This commit is contained in:
Florian Sylvain
2024-06-10 10:17:43 +02:00
parent 5522b18d2b
commit 02e60a4e03
4 changed files with 95 additions and 72 deletions
+44 -24
View File
@@ -4,6 +4,7 @@ import { OrbitControls } from "three/addons/controls/OrbitControls.js"
import Face from "./face"
import Block from "./block"
import TextureLoader from "./textureLoader"
// import TextureLoader from "./textureLoader"
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(
@@ -20,7 +21,16 @@ const controls = new OrbitControls(camera, renderer.domElement)
controls.update()
document.body.appendChild(renderer.domElement)
new TextureLoader("/grass.png", 16, 16, onTextureLoaded)
let grassTextures = [] as THREE.Texture[]
let dirtTextures = [] as THREE.Texture[]
async function loadTextures() {
const textureLoader = new TextureLoader(16, 16)
grassTextures = await textureLoader.load("/grass.png")
dirtTextures = await textureLoader.load("/dirt.png")
// const debugTextures = await textureLoader.load("/debug.png")
onTextureLoaded()
}
// const gridHelper = new THREE.GridHelper(1000, 1000)
// scene.add(gridHelper)
@@ -83,48 +93,58 @@ function countVisibleFaces(
return faceCounts
}
function onTextureLoaded(textures: THREE.Texture[]) {
function onTextureLoaded() {
const chunk = [] as THREE.Vector3[]
const chunkSet = new Set<string>()
const radius = 64
for (let i = -radius; i < radius; i++) {
for (let j = -radius; j < radius; j++) {
const block = new THREE.Vector3(
i,
Math.ceil(Math.sin(i / 25) * 8 + Math.cos(j / 25) * 8),
j
)
chunk.push(block)
chunkSet.add(block.toArray().toString())
const radius = 32
for (let i = 0; i < radius; i++) {
for (let j = 0; j < radius; j++) {
const max = Math.ceil(Math.sin(i / 30) * 10 + Math.cos(j / 30) * 10)
for (let k = -64; k < max; k++) {
const vec3 = new THREE.Vector3(i, k, j)
chunk.push(vec3)
chunkSet.add(vec3.toArray().toString())
}
}
}
const faceCounts = countVisibleFaces(chunkSet, chunk)
const faces = [
new Face("Up", faceCounts.Up, textures[0]),
new Face("North", faceCounts.North, textures[1]),
new Face("South", faceCounts.South, textures[2]),
new Face("East", faceCounts.East, textures[3]),
new Face("West", faceCounts.West, textures[4]),
new Face("Down", faceCounts.Down, textures[5])
const grassFaces = [
new Face("Up", faceCounts.Up, grassTextures[0]),
new Face("North", faceCounts.North, grassTextures[1]),
new Face("South", faceCounts.South, grassTextures[2]),
new Face("East", faceCounts.East, grassTextures[3]),
new Face("West", faceCounts.West, grassTextures[4]),
new Face("Down", faceCounts.Down, grassTextures[5])
]
const dirtFaces = [
new Face("Up", faceCounts.Up, dirtTextures[0]),
new Face("North", faceCounts.North, dirtTextures[1]),
new Face("South", faceCounts.South, dirtTextures[2]),
new Face("East", faceCounts.East, dirtTextures[3]),
new Face("West", faceCounts.West, dirtTextures[4]),
new Face("Down", faceCounts.Down, dirtTextures[5])
]
const cubes = [] as Block[]
chunk.forEach((block) => {
cubes.push(new Block(filterFaces(faces, block, chunkSet), block))
cubes.push(new Block(filterFaces(grassFaces, block, chunkSet), block))
})
faces.forEach((face) => {
grassFaces.forEach((face) => {
if (face.instancedMesh) scene.add(face.instancedMesh)
})
}
camera.position.x = 5
camera.position.y = 5
camera.position.z = 5
camera.position.x = 15
camera.position.y = 15
camera.position.z = 15
function animate(elapsedTimeMs: number) {
renderer.render(scene, camera)
controls.update()
}
loadTextures()