mirror of
https://github.com/Floriansylvain/ThatsMyWorld.git
synced 2026-08-19 11:43:16 +02:00
clean: texture loader huge improvements
This commit is contained in:
+44
-24
@@ -4,6 +4,7 @@ import { OrbitControls } from "three/addons/controls/OrbitControls.js"
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import Face from "./face"
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import Block from "./block"
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import TextureLoader from "./textureLoader"
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// import TextureLoader from "./textureLoader"
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const scene = new THREE.Scene()
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const camera = new THREE.PerspectiveCamera(
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@@ -20,7 +21,16 @@ const controls = new OrbitControls(camera, renderer.domElement)
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controls.update()
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document.body.appendChild(renderer.domElement)
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new TextureLoader("/grass.png", 16, 16, onTextureLoaded)
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let grassTextures = [] as THREE.Texture[]
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let dirtTextures = [] as THREE.Texture[]
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async function loadTextures() {
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const textureLoader = new TextureLoader(16, 16)
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grassTextures = await textureLoader.load("/grass.png")
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dirtTextures = await textureLoader.load("/dirt.png")
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// const debugTextures = await textureLoader.load("/debug.png")
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onTextureLoaded()
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}
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// const gridHelper = new THREE.GridHelper(1000, 1000)
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// scene.add(gridHelper)
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@@ -83,48 +93,58 @@ function countVisibleFaces(
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return faceCounts
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}
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function onTextureLoaded(textures: THREE.Texture[]) {
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function onTextureLoaded() {
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const chunk = [] as THREE.Vector3[]
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const chunkSet = new Set<string>()
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const radius = 64
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for (let i = -radius; i < radius; i++) {
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for (let j = -radius; j < radius; j++) {
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const block = new THREE.Vector3(
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i,
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Math.ceil(Math.sin(i / 25) * 8 + Math.cos(j / 25) * 8),
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j
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)
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chunk.push(block)
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chunkSet.add(block.toArray().toString())
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const radius = 32
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for (let i = 0; i < radius; i++) {
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for (let j = 0; j < radius; j++) {
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const max = Math.ceil(Math.sin(i / 30) * 10 + Math.cos(j / 30) * 10)
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for (let k = -64; k < max; k++) {
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const vec3 = new THREE.Vector3(i, k, j)
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chunk.push(vec3)
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chunkSet.add(vec3.toArray().toString())
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}
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}
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}
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const faceCounts = countVisibleFaces(chunkSet, chunk)
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const faces = [
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new Face("Up", faceCounts.Up, textures[0]),
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new Face("North", faceCounts.North, textures[1]),
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new Face("South", faceCounts.South, textures[2]),
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new Face("East", faceCounts.East, textures[3]),
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new Face("West", faceCounts.West, textures[4]),
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new Face("Down", faceCounts.Down, textures[5])
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const grassFaces = [
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new Face("Up", faceCounts.Up, grassTextures[0]),
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new Face("North", faceCounts.North, grassTextures[1]),
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new Face("South", faceCounts.South, grassTextures[2]),
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new Face("East", faceCounts.East, grassTextures[3]),
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new Face("West", faceCounts.West, grassTextures[4]),
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new Face("Down", faceCounts.Down, grassTextures[5])
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]
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const dirtFaces = [
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new Face("Up", faceCounts.Up, dirtTextures[0]),
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new Face("North", faceCounts.North, dirtTextures[1]),
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new Face("South", faceCounts.South, dirtTextures[2]),
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new Face("East", faceCounts.East, dirtTextures[3]),
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new Face("West", faceCounts.West, dirtTextures[4]),
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new Face("Down", faceCounts.Down, dirtTextures[5])
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]
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const cubes = [] as Block[]
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chunk.forEach((block) => {
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cubes.push(new Block(filterFaces(faces, block, chunkSet), block))
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cubes.push(new Block(filterFaces(grassFaces, block, chunkSet), block))
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})
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faces.forEach((face) => {
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grassFaces.forEach((face) => {
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if (face.instancedMesh) scene.add(face.instancedMesh)
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})
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}
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camera.position.x = 5
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camera.position.y = 5
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camera.position.z = 5
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camera.position.x = 15
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camera.position.y = 15
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camera.position.z = 15
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function animate(elapsedTimeMs: number) {
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renderer.render(scene, camera)
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controls.update()
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}
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loadTextures()
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