Wang
This commit is contained in:
@@ -1,20 +1,15 @@
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import { TileMap, Tile } from "./ascii_tile_map.js";
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import { TileMap } from "./ascii_tile_map.js";
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import { Tile } from "./ascii_tile_types.js";
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import { AsciiWindow } from "./ascii_window.js";
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import * as THREE from "three";
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import eobWallUrl1 from "./eob1.png";
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import gnollSpriteUrl from "./gnoll.png";
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import { Vector3 } from "three";
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export const DefaultRendererOptions = {
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viewDistance: 5,
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fov: Math.PI / 3, // 60 degrees - good for spooky
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wallChar: "#",
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fov: 60, // degrees
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floorColor: 0x654321,
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floorChar: "f",
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ceilingColor: 0x555555,
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ceilingChar: "c",
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fadeOutColor: 0x555555,
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};
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export class FirstPersonRenderer {
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@@ -24,37 +19,64 @@ export class FirstPersonRenderer {
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* @param {string[]} textureFilenames
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*/
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constructor(aWindow, map, textureFilenames, options) {
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const w = 600;
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const h = 400;
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this.map = map;
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this.window = aWindow;
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this.widthPx = aWindow.htmlElement.clientWidth;
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this.heightPx = aWindow.htmlElement.clientHeight;
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this.asciiWidth = aWindow.width;
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this.asciiHeight = aWindow.height;
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this.aaspect = this.widthPx / this.heightPx;
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this.fov = options.fov ?? DefaultRendererOptions.fov;
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this.viewDistance = options.viewDistance ?? DefaultRendererOptions.viewDistance;
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this.window = aWindow;
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this.map = map;
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this.floorColor = options.floorColor ?? DefaultRendererOptions.floorColor;
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this.ceilingColor = options.ceilingColor ?? DefaultRendererOptions.ceilingColor;
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this.scene = new THREE.Scene();
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this.camera = new THREE.PerspectiveCamera((this.fov * 180) / Math.PI, w / h);
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this.renderer = new THREE.WebGLRenderer({ antialias: false }); // Do not anti-alias, it could interfere with the conversion to ascii
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this.mainCamera = new THREE.PerspectiveCamera(this.fov, this.aspect, 0.1, this.viewDistance);
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this.renderer = new THREE.WebGLRenderer({
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antialias: false,
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preserveDrawingBuffer: true,
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}); // Do not anti-alias, it could interfere with the conversion to ascii
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//
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// Render buffer
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//
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this.bufferCanvas = document.createElement("canvas");
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this.bufferCanvas.width = this.asciiWidth;
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this.bufferCanvas.height = this.asciiHeight;
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this.bufferContext = this.bufferCanvas.getContext("2d");
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//
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// Fog, Fadeout & Background
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//
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this.scene.background = new THREE.Color(0);
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this.scene.fog = new THREE.Fog(0, 0, this.viewDistance - 1);
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this.scene.fog = new THREE.Fog(0, 0, this.viewDistance);
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//
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// Camera
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//
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this.camera.up.set(0, 0, 1); // Z-up instead of Y-up
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this.mainCamera.up.set(0, 0, 1); // Z-up instead of Y-up
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//
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// Torch
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//
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this.torch = new THREE.PointLight(0xffffff, 0.9, this.viewDistance, 2); // https://threejs.org/docs/#api/en/lights/PointLight
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this.torch.position.copy(this.camera.position);
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this.torch = new THREE.PointLight(0xffffff, 2, this.viewDistance * 2, 1); // https://threejs.org/docs/#api/en/lights/PointLight
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this.torch.position.copy(this.mainCamera.position);
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this.scene.add(this.torch);
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this.textures = [];
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for (const textureFile of textureFilenames) {
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const tex = new THREE.TextureLoader().load(textureFile, (t) => {
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t.magFilter = THREE.NearestFilter; // no smoothing when scaling up
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t.minFilter = THREE.NearestFilter; // no mipmaps / no smoothing when scaling down
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t.generateMipmaps = false; // don’t build mipmaps
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});
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this.textures.push(tex);
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}
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//
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// Sprites
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//
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@@ -65,8 +87,7 @@ export class FirstPersonRenderer {
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this.initMap();
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//
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this.renderer.setSize(w, h);
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document.getElementById("threejs").appendChild(this.renderer.domElement);
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this.renderer.setSize(this.asciiWidth * 1, this.asciiHeight * 1);
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this.renderFrame();
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}
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@@ -74,15 +95,19 @@ export class FirstPersonRenderer {
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const wallPlanes = [];
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const sprites = [];
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//
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// -------------
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// PARSE THE MAP
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// -------------
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/** @type {Map<number,Array} */
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this.map.forEach((/** @type {Tile} */ tile, /** @type {number} */ x, /** @type {number} y */ y) => {
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//
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if (tile.isStartLocation) {
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this.camera.position.set(x, y, 0);
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this.camera.lookAt(x, y - 1, 0);
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this.torch.position.copy(this.camera.position);
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this.mainCamera.position.set(x, y, 0);
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this.mainCamera.lookAt(x, y - 1, 0);
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this.torch.position.copy(this.mainCamera.position);
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console.log("Initial Camera Position:", this.camera.position);
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console.log("Initial Camera Position:", this.mainCamera.position);
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return;
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}
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@@ -102,7 +127,7 @@ export class FirstPersonRenderer {
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return;
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}
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if (tile.isSprite) {
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if (tile.isEncounter) {
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console.log("Sprite", tile);
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sprites.push([x, y, tile.textureId]);
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return;
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@@ -112,41 +137,48 @@ export class FirstPersonRenderer {
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});
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//
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// Floor (XY plane at Z = -.5)
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//
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// ---------------------------
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// FLOOR (XY PLANE AT Z = -.5)
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// ---------------------------
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const floorGeo = new THREE.PlaneGeometry(this.map.width, this.map.height);
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const floorMat = new THREE.MeshStandardMaterial({ color: 0x964b00 /* side: THREE.DoubleSide */ });
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const floorMat = new THREE.MeshStandardMaterial({
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color: this.floorColor /* side: THREE.DoubleSide */,
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});
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const floor = new THREE.Mesh(floorGeo, floorMat);
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floor.position.set(this.map.width / 2, this.map.height / 2, -0.5);
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this.scene.add(floor);
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//
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// Ceiling (XY plane at Z = .5)
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//
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// -----------------------------
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// CEILING (XY PLANE AT Z = .5)
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// -----------------------------
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const ceilingGeo = new THREE.PlaneGeometry(this.map.width, this.map.height);
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const ceilingMat = new THREE.MeshStandardMaterial({ color: 0x333333, side: THREE.BackSide });
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const ceilingMat = new THREE.MeshStandardMaterial({
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color: this.ceilingColor,
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side: THREE.BackSide,
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});
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const ceiling = new THREE.Mesh(ceilingGeo, ceilingMat);
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ceiling.position.set(this.map.width / 2, this.map.height / 2, 0.5);
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this.scene.add(ceiling);
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//
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// Walls
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//
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const wallTex = new THREE.TextureLoader().load(eobWallUrl1, (texture) => {
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texture.magFilter = THREE.NearestFilter; // no smoothing when scaling up
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texture.minFilter = THREE.NearestFilter; // no mipmaps / no smoothing when scaling down
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texture.generateMipmaps = false; // don’t build mipmaps
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});
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// ------
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// WALLS
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// ------
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const wallGeo = new THREE.PlaneGeometry();
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wallGeo.rotateX(Math.PI / 2); // Get the geometry-plane the right way up (z-up)
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// wallGeo.rotateY(Math.PI); // rotate textures to be the right way up
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wallGeo.rotateY(Math.PI); // rotate textures to be the right way up
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const instancedMesh = new THREE.InstancedMesh(
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wallGeo,
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new THREE.MeshStandardMaterial({ map: wallTex }),
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new THREE.MeshStandardMaterial({ map: this.textures[0] }),
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wallPlanes.length,
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);
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instancedMesh.userData.pastelMaterial = new THREE.MeshBasicMaterial({
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color: 0xffffff,
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});
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instancedMesh.userData.parimaryMaterial = instancedMesh.material;
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this.scene.add(instancedMesh);
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// Temp objects for generating matrices
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@@ -162,29 +194,19 @@ export class FirstPersonRenderer {
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instancedMesh.instanceMatrix.needsUpdate = true;
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//
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// Sprites
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// -------
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// SPRITES
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// -------
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//
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// Load a sprite texture
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const tex = new THREE.TextureLoader().load(gnollSpriteUrl, (t) => {
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t.magFilter = THREE.NearestFilter; // pixel-art crisp
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t.minFilter = THREE.NearestFilter;
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t.generateMipmaps = false;
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t.wrapS = THREE.RepeatWrapping;
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t.wrapT = THREE.RepeatWrapping;
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t.repeat.set(1, 1);
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});
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const spriteMat = new THREE.SpriteMaterial({ map: tex, transparent: true });
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for (const [x, y, textureId] of sprites) {
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// TODO: only one material per sprite type
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const spriteMat = new THREE.SpriteMaterial({
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map: this.textures[textureId],
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transparent: true,
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});
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const sprite = new THREE.Sprite(spriteMat);
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sprite.position.set(
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x,
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y,
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0, // z (stand on floor)
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);
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sprite.position.set(x, y, 0);
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sprite.userData.mapLocation = new Vector3(x, y, 0); // The location (in tilemap coordinates) of this sprite
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this.sprites.push(sprite);
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this.scene.add(sprite);
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console.log({ x, y, textureId });
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@@ -192,23 +214,115 @@ export class FirstPersonRenderer {
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}
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renderFrame(posX, posY, dirAngle, commit = true) {
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this.renderer.render(this.scene, this.camera);
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const lookAtV = new THREE.Vector3(1, 0, 0);
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lookAtV
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.applyAxisAngle(new THREE.Vector3(0, 0, 1), dirAngle)
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.normalize()
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.add(this.camera.position);
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//
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const posV = new Vector3(posX, posY, 0);
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this.camera.position.x = posX;
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this.camera.position.y = posY;
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//
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// -------------------------------
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// Camera Position and Orientation
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// -------------------------------
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//
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// Direction we're looking
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const lookDirV = new Vector3(1, 0, 0)
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.applyAxisAngle(new Vector3(0, 0, 1), dirAngle)
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.setZ(0)
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.normalize();
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this.torch.position.copy(this.camera.position);
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this.torch.position.z += 0.25;
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this.camera.lookAt(lookAtV);
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//
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// The Point we're looking at.
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//
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const lookAtV = lookDirV.clone().add(posV);
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lookAtV.z = 0;
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this.mainCamera.position.copy(posV); // Move the camera
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this.mainCamera.lookAt(lookAtV); // Rotate the camera
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// -----
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// TORCH
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// -----
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//
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// The torch should hover right above the camera
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this.torch.position.set(posV.x, posV.y, posV.z + 0.25);
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// -------
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// SPRITES
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// -------
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//
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this.sprites.forEach((sprite) => {
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//
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// The tilemap position (vector) of the sprite
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/** @type {Vector3} */
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const spriteCenterV = sprite.userData.mapLocation;
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//
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// Direction from sprite to camera
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const dir = new Vector3().subVectors(spriteCenterV, posV);
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const len = dir.length();
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//
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if (len > this.viewDistance) {
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// Sprite is out of range, do nothing
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return;
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}
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if (Math.abs(dir.x) > 1e-6 && Math.abs(dir.y) > 1e-6) {
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// Sprite is not in a direct cardinal line to us, do nothing
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return;
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}
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sprite.position.copy(spriteCenterV).addScaledVector(lookDirV, -0.5);
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});
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performance.mark("scene_render_start");
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this.renderer.render(this.scene, this.mainCamera);
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performance.mark("scene_render_end");
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performance.measure("3D Scene Rendering", "scene_render_start", "scene_render_end");
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//
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//
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// ----------------
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// ASCII Conversion
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// ----------------
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//
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performance.mark("asciification_start");
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const gl = this.renderer.getContext();
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const width = this.renderer.domElement.width;
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const height = this.renderer.domElement.height;
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const pixels = new Uint8Array(width * height * 4);
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gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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let idx = 0;
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for (let y = height - 1; y >= 0; y--) {
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for (let x = 0; x < width; x++) {
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const r = pixels[idx];
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const g = pixels[idx + 1];
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const b = pixels[idx + 2];
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const cssColor =
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"#" + //
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r.toString(16).padStart(2, "0") +
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g.toString(16).padStart(2, "0") +
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b.toString(16).padStart(2, "0");
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this.window.put(x, y, "#", cssColor);
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idx += 4;
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}
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}
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performance.mark("asciification_end");
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performance.measure(
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"Asciification", // The name for our measurement
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"asciification_start", // The starting mark
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"asciification_end", // The ending mark
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);
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//
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if (commit) {
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performance.mark("dom_commit_start");
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this.window.commitToDOM();
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performance.mark("dom_commit_end");
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performance.measure("DOM Commit", "dom_commit_start", "dom_commit_end");
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}
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}
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}
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