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@@ -30,6 +30,7 @@
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import { FirstPersonControls } from './jsm/controls/FirstPersonControls.js';
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import { ImprovedNoise } from './jsm/math/ImprovedNoise.js';
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+ import { BufferGeometryUtils } from './jsm/utils/BufferGeometryUtils.js';
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let container, stats;
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@@ -63,63 +64,63 @@
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const matrix = new THREE.Matrix4();
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- const pxGeometry = new THREE.PlaneGeometry( 100, 100 );
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- pxGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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- pxGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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- pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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- pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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- pxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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+ const pxGeometry = new THREE.PlaneBufferGeometry( 100, 100 ).toNonIndexed();
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+ pxGeometry.setAttribute( 'color', pxGeometry.attributes.position.clone() );
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+ pxGeometry.attributes.color.copyColorsArray( [ light, shadow, light, shadow, shadow, light ] );
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+ pxGeometry.attributes.uv.array[ 1 ] = 0.5;
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+ pxGeometry.attributes.uv.array[ 5 ] = 0.5;
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+ pxGeometry.attributes.uv.array[ 11 ] = 0.5;
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pxGeometry.rotateY( Math.PI / 2 );
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pxGeometry.translate( 50, 0, 0 );
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- const nxGeometry = new THREE.PlaneGeometry( 100, 100 );
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- nxGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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- nxGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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- nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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- nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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- nxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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+ const nxGeometry = new THREE.PlaneBufferGeometry( 100, 100 ).toNonIndexed();
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+ nxGeometry.setAttribute( 'color', nxGeometry.attributes.position.clone() );
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+ nxGeometry.attributes.color.copyColorsArray( [ light, shadow, light, shadow, shadow, light ] );
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+ nxGeometry.attributes.uv.array[ 1 ] = 0.5;
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+ nxGeometry.attributes.uv.array[ 5 ] = 0.5;
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+ nxGeometry.attributes.uv.array[ 11 ] = 0.5;
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nxGeometry.rotateY( - Math.PI / 2 );
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nxGeometry.translate( - 50, 0, 0 );
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- const pyGeometry = new THREE.PlaneGeometry( 100, 100 );
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- pyGeometry.faces[ 0 ].vertexColors = [ light, light, light ];
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- pyGeometry.faces[ 1 ].vertexColors = [ light, light, light ];
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- pyGeometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
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- pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
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- pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
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+ const pyGeometry = new THREE.PlaneBufferGeometry( 100, 100 ).toNonIndexed();
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+ pyGeometry.setAttribute( 'color', pyGeometry.attributes.position.clone() );
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+ pyGeometry.attributes.color.copyColorsArray( [ light, light, light, light, light, light ] );
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+ pyGeometry.attributes.uv.array[ 3 ] = 0.5;
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+ pyGeometry.attributes.uv.array[ 7 ] = 0.5;
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+ pyGeometry.attributes.uv.array[ 9 ] = 0.5;
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pyGeometry.rotateX( - Math.PI / 2 );
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pyGeometry.translate( 0, 50, 0 );
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- const py2Geometry = new THREE.PlaneGeometry( 100, 100 );
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- py2Geometry.faces[ 0 ].vertexColors = [ light, light, light ];
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- py2Geometry.faces[ 1 ].vertexColors = [ light, light, light ];
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- py2Geometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
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- py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
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- py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
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+ const py2Geometry = new THREE.PlaneBufferGeometry( 100, 100 ).toNonIndexed();
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+ py2Geometry.setAttribute( 'color', py2Geometry.attributes.position.clone() );
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+ py2Geometry.attributes.color.copyColorsArray( [ light, light, light, light, light, light ] );
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+ py2Geometry.attributes.uv.array[ 3 ] = 0.5;
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+ py2Geometry.attributes.uv.array[ 7 ] = 0.5;
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+ py2Geometry.attributes.uv.array[ 9 ] = 0.5;
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py2Geometry.rotateX( - Math.PI / 2 );
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py2Geometry.rotateY( Math.PI / 2 );
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py2Geometry.translate( 0, 50, 0 );
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- const pzGeometry = new THREE.PlaneGeometry( 100, 100 );
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- pzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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- pzGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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- pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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- pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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- pzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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+ const pzGeometry = new THREE.PlaneBufferGeometry( 100, 100 ).toNonIndexed();
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+ pzGeometry.setAttribute( 'color', pzGeometry.attributes.position.clone() );
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+ pzGeometry.attributes.color.copyColorsArray( [ light, shadow, light, shadow, shadow, light ] );
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+ pzGeometry.attributes.uv.array[ 1 ] = 0.5;
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+ pzGeometry.attributes.uv.array[ 5 ] = 0.5;
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+ pzGeometry.attributes.uv.array[ 11 ] = 0.5;
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pzGeometry.translate( 0, 0, 50 );
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- const nzGeometry = new THREE.PlaneGeometry( 100, 100 );
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- nzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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- nzGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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- nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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- nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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- nzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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+ const nzGeometry = new THREE.PlaneBufferGeometry( 100, 100 ).toNonIndexed();
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+ nzGeometry.setAttribute( 'color', nzGeometry.attributes.position.clone() );
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+ nzGeometry.attributes.color.copyColorsArray( [ light, shadow, light, shadow, shadow, light ] );
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+ nzGeometry.attributes.uv.array[ 1 ] = 0.5;
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+ nzGeometry.attributes.uv.array[ 5 ] = 0.5;
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+ nzGeometry.attributes.uv.array[ 11 ] = 0.5;
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nzGeometry.rotateY( Math.PI );
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nzGeometry.translate( 0, 0, - 50 );
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//
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- let geometry = new THREE.Geometry();
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+ const geometries = [];
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for ( let z = 0; z < worldDepth; z ++ ) {
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@@ -150,83 +151,95 @@
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if ( a + c > b + d ) {
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- let colors = py2Geometry.faces[ 0 ].vertexColors;
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+ const colors = [];
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+
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colors[ 0 ] = b === 0 ? shadow : light;
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colors[ 1 ] = c === 0 ? shadow : light;
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colors[ 2 ] = a === 0 ? shadow : light;
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+ colors[ 3 ] = c === 0 ? shadow : light;
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+ colors[ 4 ] = d === 0 ? shadow : light;
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+ colors[ 5 ] = a === 0 ? shadow : light;
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- colors = py2Geometry.faces[ 1 ].vertexColors;
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- colors[ 0 ] = c === 0 ? shadow : light;
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- colors[ 1 ] = d === 0 ? shadow : light;
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- colors[ 2 ] = a === 0 ? shadow : light;
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-
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- geometry.merge( py2Geometry, matrix );
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+ py2Geometry.attributes.color.copyColorsArray( colors );
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+ geometries.push( py2Geometry.clone().applyMatrix4( matrix ) );
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} else {
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- let colors = pyGeometry.faces[ 0 ].vertexColors;
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+ const colors = [];
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+
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colors[ 0 ] = a === 0 ? shadow : light;
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colors[ 1 ] = b === 0 ? shadow : light;
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colors[ 2 ] = d === 0 ? shadow : light;
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+ colors[ 3 ] = b === 0 ? shadow : light;
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+ colors[ 4 ] = c === 0 ? shadow : light;
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+ colors[ 5 ] = d === 0 ? shadow : light;
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- colors = pyGeometry.faces[ 1 ].vertexColors;
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- colors[ 0 ] = b === 0 ? shadow : light;
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- colors[ 1 ] = c === 0 ? shadow : light;
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- colors[ 2 ] = d === 0 ? shadow : light;
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-
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- geometry.merge( pyGeometry, matrix );
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+ pyGeometry.attributes.color.copyColorsArray( colors );
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+ geometries.push( pyGeometry.clone().applyMatrix4( matrix ) );
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}
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if ( ( px != h && px != h + 1 ) || x == 0 ) {
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- let colors = pxGeometry.faces[ 0 ].vertexColors;
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- colors[ 0 ] = pxpz > px && x > 0 ? shadow : light;
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- colors[ 2 ] = pxnz > px && x > 0 ? shadow : light;
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+ const colors = [];
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- colors = pxGeometry.faces[ 1 ].vertexColors;
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+ colors[ 0 ] = pxpz > px && x > 0 ? shadow : light;
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+ colors[ 1 ] = shadow;
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colors[ 2 ] = pxnz > px && x > 0 ? shadow : light;
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+ colors[ 3 ] = shadow;
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+ colors[ 4 ] = shadow;
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+ colors[ 5 ] = pxnz > px && x > 0 ? shadow : light;
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- geometry.merge( pxGeometry, matrix );
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+ pxGeometry.attributes.color.copyColorsArray( colors );
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+ geometries.push( pxGeometry.clone().applyMatrix4( matrix ) );
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}
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if ( ( nx != h && nx != h + 1 ) || x == worldWidth - 1 ) {
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- let colors = nxGeometry.faces[ 0 ].vertexColors;
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- colors[ 0 ] = nxnz > nx && x < worldWidth - 1 ? shadow : light;
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- colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;
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+ const colors = [];
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- colors = nxGeometry.faces[ 1 ].vertexColors;
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+ colors[ 0 ] = nxnz > nx && x < worldWidth - 1 ? shadow : light;
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+ colors[ 1 ] = shadow;
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colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;
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+ colors[ 3 ] = shadow;
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+ colors[ 4 ] = shadow;
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+ colors[ 5 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;
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- geometry.merge( nxGeometry, matrix );
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+ nxGeometry.attributes.color.copyColorsArray( colors );
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+ geometries.push( nxGeometry.clone().applyMatrix4( matrix ) );
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}
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if ( ( pz != h && pz != h + 1 ) || z == worldDepth - 1 ) {
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- let colors = pzGeometry.faces[ 0 ].vertexColors;
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- colors[ 0 ] = nxpz > pz && z < worldDepth - 1 ? shadow : light;
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- colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;
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+ const colors = [];
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- colors = pzGeometry.faces[ 1 ].vertexColors;
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+ colors[ 0 ] = nxpz > pz && z < worldDepth - 1 ? shadow : light;
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+ colors[ 1 ] = shadow;
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colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;
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+ colors[ 3 ] = shadow;
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+ colors[ 4 ] = shadow;
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+ colors[ 5 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;
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- geometry.merge( pzGeometry, matrix );
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+ pzGeometry.attributes.color.copyColorsArray( colors );
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+ geometries.push( pzGeometry.clone().applyMatrix4( matrix ) );
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}
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if ( ( nz != h && nz != h + 1 ) || z == 0 ) {
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- let colors = nzGeometry.faces[ 0 ].vertexColors;
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- colors[ 0 ] = pxnz > nz && z > 0 ? shadow : light;
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- colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light;
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+ const colors = [];
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- colors = nzGeometry.faces[ 1 ].vertexColors;
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+ colors[ 0 ] = pxnz > nz && z > 0 ? shadow : light;
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+ colors[ 1 ] = shadow;
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colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light;
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+ colors[ 3 ] = shadow;
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+ colors[ 4 ] = shadow;
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+ colors[ 5 ] = nxnz > nz && z > 0 ? shadow : light;
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- geometry.merge( nzGeometry, matrix );
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+ nzGeometry.attributes.color.copyColorsArray( colors );
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+ geometries.push( nzGeometry.clone().applyMatrix4( matrix ) );
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}
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@@ -234,11 +247,11 @@
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}
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- geometry = new THREE.BufferGeometry().fromGeometry( geometry );
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+ const geometry = BufferGeometryUtils.mergeBufferGeometries( geometries );
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+ geometry.computeBoundingSphere();
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const texture = new THREE.TextureLoader().load( 'textures/minecraft/atlas.png' );
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texture.magFilter = THREE.NearestFilter;
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- texture.minFilter = THREE.LinearMipmapLinearFilter;
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const mesh = new THREE.Mesh(
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geometry,
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