3dexperiments/src/index.js

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import Engine from './engine'
import Camera from './engine/camera'
import Resource from './engine/resource'
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import loadMesh from './engine/mesh/loader'
import { Environment } from './engine/environment'
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import { LODTerrain } from './engine/components/terrain/lod'
import { Skybox } from './engine/components/skybox'
import { WaterTile } from './engine/components/water'
import { SimplexHeightMap } from './engine/components/terrain/heightmap'
import { Material, Texture } from './engine/mesh/material'
import { GUIRenderer, GUIImage, Dim4 } from './engine/gui'
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import { FontRenderer, GUIText, Font } from './engine/gui/font'
let game = Engine
let env = new Environment()
let gui = new GUIRenderer()
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let fnt = new FontRenderer()
async function pipeline () {
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let entity = await loadMesh(game.gl, 'test')
let shader = await game.shaders.createShaderFromFiles(game.gl, 'basic', false)
let terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false)
let skyboxShader = await game.shaders.createShaderFromFiles(game.gl, 'skybox', false)
let waterShader = await game.shaders.createShaderFromFiles(game.gl, 'water', false)
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entity.setRotation([0.0, 0.0, -90.0])
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let water = new WaterTile([100.0, 0.0, 100.0], 100.0)
water.initialize(game.gl)
await water.useDUDV(game.gl, 'dudv')
await water.useNormalMap(game.gl, 'normalmap')
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let arialFont = await Font.fromFile('arial')
await arialFont.loadTextures(game.gl)
// Initialize GUI
await gui.initialize(game)
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await fnt.initialize(game)
let itms = [
new GUIImage(await Texture.createTexture2D(game.gl, await Resource.loadImage('noisy.png'), false, game.gl.LINEAR),
new Dim4(-0.9, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0))
]
// Nesting test
itms[0].addChild(new GUIText('this is example text!\nmulti line!', arialFont, 1.5, new Dim4(0.1, 0.0, -0.1, 0.0), new Dim4(1.0, 0.0, 0.3, 0.0), false))
itms[0].children[0].color = [1.0, 0.0, 0.2]
itms[0].updateTransform()
// Create a height map based on OpenSimplex noise
let hmap = new SimplexHeightMap(1, 1, 256, 50)
// Create a terrain instance
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let terrain = new LODTerrain([0.0, 0.0, 0.0], 1024, 1024, 850, 4)
// Terrain material
let material = new Material(['grass-1024.jpg'])
await material.loadTextures(game.gl)
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// test code
for (let i in entity.children) {
entity.children[i].mesh.material = material
}
// Set generator and material for terrain
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terrain.setGenerator(hmap)
terrain.setMaterial(material)
// Create and initialize the camera
let cam = new Camera([-32.0, 100.0, -32.0], [0.8, -0.6, 0.0])
cam.updateProjection(game.gl)
// Create skybox
let skybox = new Skybox('skybox', cam.farPlane / 2)
// Load textures and generate a mesh
await skybox.initialize(game.gl)
itms.push(new GUIImage(water.fbos.reflectionTexture, new Dim4(-0.9, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0)))
itms.push(new GUIImage(water.fbos.refractionTexture, new Dim4(-0.3, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0)))
// Update function for camera and terrain
game.addUpdateFunction(function (dt) {
if (game.input.isDown('w')) {
cam.processKeyboard(0, dt)
} else if (game.input.isDown('s')) {
cam.processKeyboard(1, dt)
}
if (game.input.isDown('a')) {
cam.processKeyboard(2, dt)
} else if (game.input.isDown('d')) {
cam.processKeyboard(3, dt)
}
// Panning
if (game.input.mouseMoved && game.input.mouse.btn0) {
cam.processMouseMove(game.input.mouseOffset)
}
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// Update detail levels
terrain.update(game.gl, cam)
terrain.updateLODMesh(game.gl)
})
function drawEverything (gl) {
game.prepare()
// Use terrain shader
terrainShader.use(gl)
// Set environment variables in shader
env.draw(gl, terrainShader)
// Set the viewport uniforms
cam.draw(gl, terrainShader)
// Draw terrain
terrain.draw(gl, terrainShader)
shader.use(gl)
cam.draw(gl, shader)
entity.draw(gl, shader)
// Draw the skybox
skyboxShader.use(gl)
skybox.draw(gl, skyboxShader, cam)
}
// Render function for the triangle
game.addRenderFunction(function (gl) {
water.reflect(gl, cam, drawEverything)
water.refract(gl, cam, drawEverything)
drawEverything(gl)
waterShader.use(gl)
cam.draw(gl, waterShader)
water.draw(gl, waterShader, cam, env.sun)
// Draw GUIs
gui.draw(gl, cam, itms)
fnt.draw(gl, cam, itms)
})
game.startGameLoop()
}
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// Start the game, catch any errors thrown
pipeline().catch(function (e) {
console.error(e)
})