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VoxelSpace.html
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<!DOCTYPE html>
<html>
<head>
<title>Voxel Space project demonstration</title>
<meta charset="UTF-8">
<meta name="description" content="Demonstration of the Voxel Space technique">
<meta name="author" content="Sebastian Macke">
<meta name="keywords" content="Voxel, VoxelSpace, Voxel Space, Comanche, landscape, rendering">
<style>
html, body {margin: 0; height: 100%; overflow: hidden}
canvas { width: 100%; height: 100%; }
a { color: white; }
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
z-index:100;
color: white;
font-family: "Arial", Times, serif;
font-size: 120%;
}
#fps {
float: right;
position: absolute;
top: 0px;
right: 10px;
z-index:100;
padding: 5px;
color: white;
font-family: "Arial", Times, serif;
font-size: 120%;
}
</style>
</head>
<body scroll="no">
<div id="fps">
</div>
<div id="info">
Fly controls
<b>WASD</b> or <b>Cursor Keys</b> or <b>left click</b> move, <b>R|F</b> up | down, <b>Q|E</b> pitch,
<br>
<select name="Mapselector" size="1" onchange="LoadMap(this.value);" value="C1W;D1">
<option value="C1W;D1">Map C1W</option>
<option value="C2W;D2">Map C2W</option>
<option value="C3;D3">Map C3</option>
<option value="C4;D4">Map C4</option>
<option value="C5W;D5">Map C5W</option>
<option value="C6W;D6">Map C6W</option>
<option value="C7W;D7">Map C7W</option>
<option value="C8;D6">Map C8</option>
<option value="C9W;D9">Map C9W</option>
<option value="C10W;D10">Map C10W</option>
<option value="C11W;D11">Map C11W</option>
<option value="C12W;D11">Map C12W</option>
<option value="C13;D13">Map C13</option>
<option value="C14;D14">Map C14</option>
<option value="C14W;D14">Map C14W</option>
<option value="C15;D15">Map C15</option>
<option value="C16W;D16">Map C16W</option>
<option value="C17W;D17">Map C17W</option>
<option value="C18W;D18">Map C18W</option>
<option value="C19W;D19">Map C19W</option>
<option value="C20W;D20">Map C20W</option>
<option value="C21;D21">Map C21</option>
<option value="C22W;D22">Map C22W</option>
<option value="C23W;D21">Map C23W</option>
<option value="C24W;D24">Map C24W</option>
<option value="C25W;D25">Map C25W</option>
<option value="C26W;D18">Map C26W</option>
<option value="C27W;D15">Map C27W</option>
<option value="C28W;D25">Map C28W</option>
<option value="C29W;D16">Map C29W</option>
</select>
<label for="distancerange">Distance</label>
<input id="distancerange" type="range" min="100" max="2000" step="1" onchange="camera.distance = this.value">
<a href="https://github.com/s-macke/VoxelSpace">Github project page</a>
</div>
<canvas id="fullscreenCanvas" width="800" height="400">
Your browser does not support the canvas element.
</canvas>
<script>
"use strict";
// ---------------------------------------------
// Viewer information
var camera =
{
x: 512., // x position on the map
y: 800., // y position on the map
height: 78., // height of the camera
angle: 0., // direction of the camera
horizon: 100., // horizon position (look up and down)
distance: 800 // distance of map
};
// ---------------------------------------------
// Landscape data
var map =
{
width: 1024,
height: 1024,
shift: 10, // power of two: 2^10 = 1024
altitude: new Uint8Array(1024*1024), // 1024 * 1024 byte array with height information
color: new Uint32Array(1024*1024) // 1024 * 1024 int array with RGB colors
};
// ---------------------------------------------
// Screen data
var screendata =
{
canvas: null,
context: null,
imagedata: null,
bufarray: null, // color data
buf8: null, // the same array but with bytes
buf32: null, // the same array but with 32-Bit words
backgroundcolor: 0xFFE09090
};
// ---------------------------------------------
// Keyboard and mouse interaction
var input =
{
forwardbackward: 0,
leftright: 0,
updown: 0,
lookup: false,
lookdown: false,
mouseposition: null,
keypressed: false
}
var updaterunning = false;
var time = new Date().getTime();
// for fps display
var timelastframe = new Date().getTime();
var frames = 0;
// Update the camera for next frame. Dependent on keypresses
function UpdateCamera()
{
var current = new Date().getTime();
input.keypressed = false;
if (input.leftright != 0)
{
camera.angle += input.leftright*0.1*(current-time)*0.03;
input.keypressed = true;
}
if (input.forwardbackward != 0)
{
camera.x -= input.forwardbackward * Math.sin(camera.angle) * (current-time)*0.03;
camera.y -= input.forwardbackward * Math.cos(camera.angle) * (current-time)*0.03;
input.keypressed = true;
}
if (input.updown != 0)
{
camera.height += input.updown * (current-time)*0.03;
input.keypressed = true;
}
if (input.lookup)
{
camera.horizon += 2 * (current-time)*0.03;
input.keypressed = true;
}
if (input.lookdown)
{
camera.horizon -= 2 * (current-time)*0.03;
input.keypressed = true;
}
// Collision detection. Don't fly below the surface.
var mapoffset = ((Math.floor(camera.y) & (map.width-1)) << map.shift) + (Math.floor(camera.x) & (map.height-1))|0;
if ((map.altitude[mapoffset]+10) > camera.height) camera.height = map.altitude[mapoffset] + 10;
time = current;
}
// ---------------------------------------------
// Keyboard and mouse event handlers
// ---------------------------------------------
// Keyboard and mouse event handlers
function GetMousePosition(e)
{
// fix for Chrome
if (e.type.startsWith('touch'))
{
return [e.targetTouches[0].pageX, e.targetTouches[0].pageY];
} else
{
return [e.pageX, e.pageY];
}
}
function DetectMouseDown(e)
{
input.forwardbackward = 3.;
input.mouseposition = GetMousePosition(e);
time = new Date().getTime();
if (!updaterunning) Draw();
return;
}
function DetectMouseUp()
{
input.mouseposition = null;
input.forwardbackward = 0;
input.leftright = 0;
input.updown = 0;
return;
}
function DetectMouseMove(e)
{
e.preventDefault();
if (input.mouseposition == null) return;
if (input.forwardbackward == 0) return;
var currentMousePosition = GetMousePosition(e);
input.leftright = (input.mouseposition[0] - currentMousePosition[0]) / window.innerWidth * 2;
camera.horizon = 100 + (input.mouseposition[1] - currentMousePosition[1]) / window.innerHeight * 500;
input.updown = (input.mouseposition[1] - currentMousePosition[1]) / window.innerHeight * 10;
}
function DetectKeysDown(e)
{
switch(e.keyCode)
{
case 37: // left cursor
case 65: // a
input.leftright = +1.;
break;
case 39: // right cursor
case 68: // d
input.leftright = -1.;
break;
case 38: // cursor up
case 87: // w
input.forwardbackward = 3.;
break;
case 40: // cursor down
case 83: // s
input.forwardbackward = -3.;
break;
case 82: // r
input.updown = +2.;
break;
case 70: // f
input.updown = -2.;
break;
case 69: // e
input.lookup = true;
break;
case 81: //q
input.lookdown = true;
break;
default:
return;
break;
}
if (!updaterunning) {
time = new Date().getTime();
Draw();
}
return false;
}
function DetectKeysUp(e)
{
switch(e.keyCode)
{
case 37: // left cursor
case 65: // a
input.leftright = 0;
break;
case 39: // right cursor
case 68: // d
input.leftright = 0;
break;
case 38: // cursor up
case 87: // w
input.forwardbackward = 0;
break;
case 40: // cursor down
case 83: // s
input.forwardbackward = 0;
break;
case 82: // r
input.updown = 0;
break;
case 70: // f
input.updown = 0;
break;
case 69: // e
input.lookup = false;
break;
case 81: //q
input.lookdown = false;
break;
default:
return;
break;
}
return false;
}
// ---------------------------------------------
// Fast way to draw vertical lines
function DrawVerticalLine(x, ytop, ybottom, col)
{
x = x|0;
ytop = ytop|0;
ybottom = ybottom|0;
col = col|0;
var buf32 = screendata.buf32;
var screenwidth = screendata.canvas.width|0;
if (ytop < 0) ytop = 0;
if (ytop > ybottom) return;
// get offset on screen for the vertical line
var offset = ((ytop * screenwidth) + x)|0;
for (var k = ytop|0; k < ybottom|0; k=k+1|0)
{
buf32[offset|0] = col|0;
offset = offset + screenwidth|0;
}
}
// ---------------------------------------------
// Basic screen handling
function DrawBackground()
{
var buf32 = screendata.buf32;
var color = screendata.backgroundcolor|0;
for (var i = 0; i < buf32.length; i++) buf32[i] = color|0;
}
// Show the back buffer on screen
function Flip()
{
screendata.imagedata.data.set(screendata.buf8);
screendata.context.putImageData(screendata.imagedata, 0, 0);
}
// ---------------------------------------------
// The main render routine
function Render()
{
var mapwidthperiod = map.width - 1;
var mapheightperiod = map.height - 1;
var screenwidth = screendata.canvas.width|0;
var sinang = Math.sin(camera.angle);
var cosang = Math.cos(camera.angle);
var hiddeny = new Int32Array(screenwidth);
for(var i=0; i<screendata.canvas.width|0; i=i+1|0)
hiddeny[i] = screendata.canvas.height;
var deltaz = 1.;
// Draw from front to back
for(var z=1; z<camera.distance; z+=deltaz)
{
// 90 degree field of view
var plx = -cosang * z - sinang * z;
var ply = sinang * z - cosang * z;
var prx = cosang * z - sinang * z;
var pry = -sinang * z - cosang * z;
var dx = (prx - plx) / screenwidth;
var dy = (pry - ply) / screenwidth;
plx += camera.x;
ply += camera.y;
var invz = 1. / z * 240.;
for(var i=0; i<screenwidth|0; i=i+1|0)
{
var mapoffset = ((Math.floor(ply) & mapwidthperiod) << map.shift) + (Math.floor(plx) & mapheightperiod)|0;
var heightonscreen = (camera.height - map.altitude[mapoffset]) * invz + camera.horizon|0;
DrawVerticalLine(i, heightonscreen|0, hiddeny[i], map.color[mapoffset]);
if (heightonscreen < hiddeny[i]) hiddeny[i] = heightonscreen;
plx += dx;
ply += dy;
}
deltaz += 0.005;
}
}
// ---------------------------------------------
// Draw the next frame
function Draw()
{
updaterunning = true;
UpdateCamera();
DrawBackground();
Render();
Flip();
frames++;
if (!input.keypressed)
{
updaterunning = false;
} else
{
window.requestAnimationFrame(Draw, 0);
}
}
// ---------------------------------------------
// Init routines
// Util class for downloading the png
function DownloadImagesAsync(urls) {
return new Promise(function(resolve, reject) {
var pending = urls.length;
var result = [];
if (pending === 0) {
resolve([]);
return;
}
urls.forEach(function(url, i) {
var image = new Image();
//image.addEventListener("load", function() {
image.onload = function() {
var tempcanvas = document.createElement("canvas");
var tempcontext = tempcanvas.getContext("2d");
tempcanvas.width = map.width;
tempcanvas.height = map.height;
tempcontext.drawImage(image, 0, 0, map.width, map.height);
result[i] = tempcontext.getImageData(0, 0, map.width, map.height).data;
pending--;
if (pending === 0) {
resolve(result);
}
};
image.src = url;
});
});
}
function LoadMap(filenames)
{
var files = filenames.split(";");
DownloadImagesAsync(["maps/"+files[0]+".png", "maps/"+files[1]+".png"]).then(OnLoadedImages);
}
function OnLoadedImages(result)
{
var datac = result[0];
var datah = result[1];
for(var i=0; i<map.width*map.height; i++)
{
map.color[i] = 0xFF000000 | (datac[(i<<2) + 2] << 16) | (datac[(i<<2) + 1] << 8) | datac[(i<<2) + 0];
map.altitude[i] = datah[i<<2];
}
Draw();
}
function OnResizeWindow()
{
screendata.canvas = document.getElementById('fullscreenCanvas');
var aspect = window.innerWidth / window.innerHeight;
screendata.canvas.width = window.innerWidth<800?window.innerWidth:800;
screendata.canvas.height = screendata.canvas.width / aspect;
if (screendata.canvas.getContext)
{
screendata.context = screendata.canvas.getContext('2d');
screendata.imagedata = screendata.context.createImageData(screendata.canvas.width, screendata.canvas.height);
}
screendata.bufarray = new ArrayBuffer(screendata.imagedata.width * screendata.imagedata.height * 4);
screendata.buf8 = new Uint8Array(screendata.bufarray);
screendata.buf32 = new Uint32Array(screendata.bufarray);
Draw();
}
function Init()
{
for(var i=0; i<map.width*map.height; i++)
{
map.color[i] = 0xFF007050;
map.altitude[i] = 0;
}
LoadMap("C1W;D1");
OnResizeWindow();
// set event handlers for keyboard, mouse, touchscreen and window resize
var canvas = document.getElementById("fullscreenCanvas");
window.onkeydown = DetectKeysDown;
window.onkeyup = DetectKeysUp;
canvas.onmousedown = DetectMouseDown;
canvas.onmouseup = DetectMouseUp;
canvas.onmousemove = DetectMouseMove;
canvas.ontouchstart = DetectMouseDown;
canvas.ontouchend = DetectMouseUp;
canvas.ontouchmove = DetectMouseMove;
window.onresize = OnResizeWindow;
window.setInterval(function(){
var current = new Date().getTime();
document.getElementById('fps').innerText = (frames / (current-timelastframe) * 1000).toFixed(1) + " fps";
frames = 0;
timelastframe = current;
}, 2000);
}
Init();
</script>
</body>