2018-11-25 17:44:32 +00:00
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import Engine from './engine'
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import Camera from './engine/camera'
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2018-11-26 15:37:25 +00:00
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import Entity from './engine/mesh/entity'
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2018-11-25 17:44:32 +00:00
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import { Environment } from './engine/environment'
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import { Terrain } from './engine/components/terrain'
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import { SimplexHeightMap } from './engine/components/terrain/heightmap'
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import { Material } from './engine/mesh/material'
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let game = new Engine()
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let env = new Environment()
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async function pipeline () {
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2018-11-26 15:37:25 +00:00
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let entity = await Entity.createEntity(game.gl, 'test', [0.0, 0.0, -6.0])
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let shader = await game.shaders.createShaderFromFiles(game.gl, 'basic', false)
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2018-11-25 17:44:32 +00:00
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let terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false)
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2018-11-26 15:37:25 +00:00
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console.log(entity.mesh)
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2018-11-25 17:44:32 +00:00
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// Create a height map based on OpenSimplex noise
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let hmap = new SimplexHeightMap(1, 1, 256, 50)
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// Create a terrain
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let terrain = new Terrain([0.0, 0.0, 0.0], 256, 256)
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terrain.createMesh(game.gl, hmap)
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// Terrain material
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let material = new Material()
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material.textures = ['grass-1024.jpg']
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await material.loadTextures(game.gl)
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terrain.setMaterial(material)
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// Create and initialize the camera
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let cam = new Camera([0.0, 1.0, 2.0])
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cam.updateProjection(game.gl)
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// Update function for camera
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game.addUpdateFunction(function (dt) {
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if (game.input.isDown('w')) {
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cam.processKeyboard(0, dt)
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} else if (game.input.isDown('s')) {
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cam.processKeyboard(1, dt)
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}
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if (game.input.isDown('a')) {
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cam.processKeyboard(2, dt)
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} else if (game.input.isDown('d')) {
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cam.processKeyboard(3, dt)
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}
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if (game.input.mouseMoved && game.input.mouse.btn0) {
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cam.processMouseMove(game.input.mouseOffset)
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}
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})
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// Render function for the triangle
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game.addRenderFunction(function (gl) {
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2018-11-26 15:37:25 +00:00
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shader.use(gl)
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cam.draw(gl, shader)
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entity.draw(gl, shader)
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2018-11-25 17:44:32 +00:00
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// Use terrain shader
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terrainShader.use(gl)
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// Set environment variables in shader
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env.draw(gl, terrainShader)
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// Set the viewport uniforms
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cam.draw(gl, terrainShader)
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// Draw terrain
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terrain.draw(gl, terrainShader)
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})
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game.startGameLoop()
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}
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pipeline().catch(function (e) {
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console.error(e)
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})
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