some broken water code that needs fixing at some point
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28
assets/shaders/water.fs
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28
assets/shaders/water.fs
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@ -0,0 +1,28 @@
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precision mediump float;
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varying vec4 clipSpace;
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uniform sampler2D reflectionTexture;
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uniform sampler2D refractionTexture;
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uniform sampler2D dudvMap;
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varying vec2 uv;
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const float waveStrength = 0.002;
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void main() {
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vec2 ndc = (clipSpace.xy / clipSpace.w) / 2.0 + 0.5;
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vec2 refractTexCoords = vec2(ndc.x, ndc.y);
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vec2 reflectTexCoords = vec2(ndc.x, 1.0 - ndc.y);
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vec2 distortion1 = texture2D(dudvMap, uv).xy * 2.0 - 1.0 * waveStrength;
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refractTexCoords += distortion1;
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refractTexCoords = clamp(refractTexCoords, 0.001, 0.999);
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reflectTexCoords += distortion1;
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reflectTexCoords.x = clamp(reflectTexCoords.x, 0.001, 0.999);
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reflectTexCoords.y = clamp(reflectTexCoords.y, -0.999, -0.001);
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vec4 reflectColor = texture2D(reflectionTexture, reflectTexCoords);
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vec4 refractColor = texture2D(refractionTexture, refractTexCoords);
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gl_FragColor = mix(reflectColor, refractColor, 0.5);
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}
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18
assets/shaders/water.vs
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18
assets/shaders/water.vs
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@ -0,0 +1,18 @@
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precision mediump float;
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attribute vec2 aVertexPosition;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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varying vec4 clipSpace;
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varying vec2 uv;
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const float tiling = 6.0;
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void main() {
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clipSpace = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aVertexPosition.x, 0.0, aVertexPosition.y, 1.0);
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gl_Position = clipSpace;
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uv = vec2(aVertexPosition.x/2.0+0.5,aVertexPosition.y/2.0+0.5) * tiling;
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}
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BIN
assets/textures/dudv.png
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BIN
assets/textures/dudv.png
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Binary file not shown.
After Width: | Height: | Size: 565 KiB |
@ -1,3 +1,4 @@
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import Screen from './screen'
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import { Node } from './components'
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import { glMatrix, mat4, vec2, vec3 } from 'gl-matrix'
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@ -101,8 +102,7 @@ class Camera extends Node {
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}
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updateProjection (gl) {
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let aspect = gl.canvas.width / gl.canvas.height
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mat4.perspective(this.projection, this.fov, aspect, this.nearPlane, this.farPlane)
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mat4.perspective(this.projection, this.fov, Screen.aspectRatio, this.nearPlane, this.farPlane)
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}
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// Calculate the view matrix on-the-go
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153
src/engine/components/water/index.js
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153
src/engine/components/water/index.js
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@ -0,0 +1,153 @@
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import { Node } from '../'
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import { Mesh } from '../../mesh'
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import { Texture } from '../../mesh/material'
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import Screen from '../../screen'
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import Resource from '../../resource'
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class WaterFBOs {
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constructor (reflectionWidth = 320, reflectionHeight = 180, refractionWidth = 1280, refractionHeight = 720) {
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this.reflectionHeight = reflectionHeight
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this.reflectionWidth = reflectionWidth
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this.refractionHeight = refractionHeight
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this.refractionWidth = refractionWidth
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}
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initialize (gl) {
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this.initReflectionFrameBuffer(gl)
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this.initRefractionFrameBuffer(gl)
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}
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initReflectionFrameBuffer (gl) {
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this.reflectionFrameBuffer = this.createFrameBuffer(gl)
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this.reflectionTexture = this.createTextureAttachment(gl, this.reflectionWidth, this.reflectionHeight)
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this.reflectionDepthBuffer = this.createDepthBufferAttachment(gl, this.reflectionWidth, this.reflectionHeight)
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this.unbindFrameBuffer(gl)
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}
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initRefractionFrameBuffer (gl) {
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this.refractionFrameBuffer = this.createFrameBuffer(gl)
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this.refractionTexture = this.createTextureAttachment(gl, this.refractionWidth, this.refractionHeight)
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this.refractionDepthTexture = this.createDepthTextureAttachment(gl, this.refractionWidth, this.refractionHeight)
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this.unbindFrameBuffer(gl)
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}
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createFrameBuffer (gl) {
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// generate frame buffer
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let frameBuffer = gl.createFramebuffer()
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// create the framebuffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)
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// indicate that we will always render to color attachment 0
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gl.drawBuffers.drawBuffersWEBGL([gl.COLOR_ATTACHMENT0])
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return frameBuffer
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}
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unbindFrameBuffer (gl) {
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gl.bindFramebuffer(gl.FRAMEBUFFER, null)
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gl.viewport(0, 0, Screen.width, Screen.height)
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}
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bindFrameBuffer (gl, frameBuffer, width, height) {
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gl.bindTexture(gl.TEXTURE_2D, null) // To make sure the texture isn't bound
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gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)
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gl.viewport(0, 0, width, height)
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}
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// call before rendering to this FBO
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bindReflectionFrameBuffer (gl) {
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this.bindFrameBuffer(gl, this.reflectionFrameBuffer, this.reflectionWidth, this.reflectionHeight)
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}
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// call before rendering to this FBO
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bindRefractionFrameBuffer (gl) {
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this.bindFrameBuffer(gl, this.refractionFrameBuffer, this.refractionWidth, this.refractionHeight)
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}
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createTextureAttachment (gl, width, height) {
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let texture = gl.createTexture()
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gl.bindTexture(gl.TEXTURE_2D, texture)
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, null)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)
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return texture
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}
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createDepthTextureAttachment (gl, width, height) {
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let texture = gl.createTexture()
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gl.bindTexture(gl.TEXTURE_2D, texture)
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, texture, 0)
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return texture
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}
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createDepthBufferAttachment (gl, width, height) {
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let depthBuffer = gl.createRenderbuffer()
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gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer)
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height)
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer)
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return depthBuffer
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}
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}
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class WaterTile extends Node {
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constructor (pos, scale, rot) {
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super(pos, [scale, 0.0, scale], rot)
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this.fbos = new WaterFBOs()
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}
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initialize (gl) {
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this.mesh = Mesh.constructFromVertices(gl, [-1, -1, -1, 1, 1, -1, 1, -1, -1, 1, 1, 1], 2)
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this.fbos.initialize(gl)
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}
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async useDUDV (gl, file) {
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this.dudv = await Texture.createTexture2D(gl, await Resource.loadImage(file + '.png'), false, gl.LINEAR)
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}
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reflect (gl, cam, render) {
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this.fbos.bindReflectionFrameBuffer(gl)
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let dist = 2 * (cam.pos[1] - this.pos[1])
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cam.pos[1] -= dist
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cam.rotation[1] *= -1
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cam.updateTransform()
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render(gl)
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this.fbos.unbindFrameBuffer(gl)
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cam.pos[1] += dist
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cam.rotation[1] *= -1
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cam.updateTransform()
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}
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refract (gl, cam, render) {
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this.fbos.bindRefractionFrameBuffer(gl)
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render(gl)
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this.fbos.unbindFrameBuffer(gl)
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}
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draw (gl, shader) {
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super.draw(gl, shader)
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const transformLocation = shader.getUniformLocation(gl, 'uModelMatrix')
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gl.uniformMatrix4fv(transformLocation, false, this.transform)
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gl.activeTexture(gl.TEXTURE0)
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gl.bindTexture(gl.TEXTURE_2D, this.fbos.reflectionTexture)
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gl.activeTexture(gl.TEXTURE1)
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gl.bindTexture(gl.TEXTURE_2D, this.fbos.refractionTexture)
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if (this.dudv) {
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gl.activeTexture(gl.TEXTURE2)
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gl.bindTexture(gl.TEXTURE_2D, this.dudv.id)
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}
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this.mesh.prepare(gl, shader)
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this.mesh.draw(gl, shader)
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this.mesh.postdraw(gl, shader)
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}
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}
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export { WaterTile, WaterFBOs }
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0
src/engine/framebuffer.js
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0
src/engine/framebuffer.js
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@ -6,7 +6,6 @@ import { Node2D } from './'
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import { mat4 } from 'gl-matrix'
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const aspectRatio = Screen.width / Screen.height
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const PAD_TOP = 0
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const PAD_LEFT = 1
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const PAD_BOTTOM = 2
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@ -46,6 +45,7 @@ class Word {
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}
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addCharacter (char) {
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if (!char) return
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this.characters.push(char)
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this.width += char.xAdvance * this.fontSize
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}
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@ -74,7 +74,6 @@ class Line {
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class FontFile {
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constructor (name) {
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this.name = name
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this.values = {}
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this.metadata = {}
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}
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@ -91,6 +90,7 @@ class FontFile {
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return result
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}
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// Parse a .fnt file
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readValues (data) {
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let lines = data.split('\n')
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for (let i in lines) {
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@ -101,9 +101,7 @@ class FontFile {
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for (let j in lineSplit) {
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let valuePairs = lineSplit[j].split('=')
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if (valuePairs.length === 2) {
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let key = valuePairs[0]
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let val = valuePairs[1]
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lineValues[key] = val
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lineValues[valuePairs[0]] = valuePairs[1]
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}
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}
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@ -114,16 +112,11 @@ class FontFile {
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} else if (lineSplit[0] === 'common') {
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let lineHeightPixels = this.getValue(lineValues, 'lineHeight') - this.paddingHeight
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this.vertPerPixelSize = LINE_HEIGHT / lineHeightPixels
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this.horizPixelSize = this.vertPerPixelSize / aspectRatio
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this.horizPixelSize = this.vertPerPixelSize / Screen.aspectRatio
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this.scaleWidth = this.getValue(lineValues, 'scaleW')
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} else if (lineSplit[0] === 'char') {
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let c = this.loadCharacter(lineValues, this.getValue(this.values, 'scaleW'))
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let c = this.loadCharacter(lineValues, this.scaleWidth)
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if (c) this.metadata[c.id] = c
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continue
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} else if (lineSplit[0] === 'kernings' || lineSplit[0] === 'kerning' || lineSplit[0] === 'chars') {
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continue
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}
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for (let j in lineValues) {
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this.values[j] = lineValues[j]
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}
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}
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}
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@ -156,7 +149,6 @@ class FontFile {
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let load = await Resource.GET('/assets/fonts/' + fontName + '.fnt')
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let file = new FontFile(fontName)
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file.readValues(load)
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console.log(file)
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return file
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}
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}
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@ -168,21 +160,25 @@ class Font {
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this.texture = null
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}
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// Load font data from a .fnt file and create a Font object with it
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static async fromFile (name) {
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let meta = await FontFile.fromFile(name)
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return new Font(name, meta)
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}
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// Load font texture
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async loadTextures (gl) {
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this.texture = await Texture.createTexture2D(gl, await Resource.loadImage('/assets/fonts/' + this.name + '.png'), false, gl.LINEAR)
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}
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// Create a renderable mesh for a text
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createTextMesh (gl, text) {
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let lines = this.createStructure(text)
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let data = this.createQuadVertices(text, lines)
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return Mesh.constructFromVerticesUVs(gl, data.vertices, data.textureCoords)
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}
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// Create a structure of lines, words and characters in order to generate the vertices properly
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createStructure (text) {
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let chars = text.asCharacters
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let lines = []
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@ -221,6 +217,7 @@ class Font {
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return lines
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}
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// Add final word
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completeStructure (lines, currentLine, currentWord, text) {
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let added = currentLine.attemptToAddWord(currentWord)
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if (!added) {
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@ -232,6 +229,7 @@ class Font {
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return lines
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}
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// Create text vertices
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createQuadVertices (text, lines) {
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text.lines = lines.length
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let cursorX = 0
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@ -259,6 +257,7 @@ class Font {
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return { vertices, textureCoords }
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}
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// Create text vertex coordinates for a specific character
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addVerticesForCharacter (cursorX, cursorY, character, fontSize, vertices) {
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let x = cursorX + (character.xOffset * fontSize)
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let y = cursorY + (character.yOffset * fontSize)
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@ -271,6 +270,7 @@ class Font {
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this.addVertices(vertices, properX, properY, properMaxX, properMaxY)
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}
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// Create text vertex coordinates
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addVertices (vertices, x, y, maxX, maxY) {
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vertices.push(x)
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vertices.push(y)
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@ -286,6 +286,7 @@ class Font {
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vertices.push(y)
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}
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// Create text texture coordinates
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addTexCoords (texCoords, x, y, maxX, maxY) {
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texCoords.push(x)
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texCoords.push(y)
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@ -312,6 +313,7 @@ class GUIText extends Node2D {
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this.color = [0.0, 0.0, 0.0]
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}
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// Do not scale the transform like we do with regular GUIs
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updateTransform () {
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let matrix = mat4.create()
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mat4.translate(matrix, matrix, [this.pos[0], this.pos[2], 0.0])
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@ -343,6 +345,7 @@ class GUIText extends Node2D {
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return this.size[2]
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}
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// Return all characters as their ascii code
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get asCharacters () {
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let chars = []
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for (let i = 0; i < this.text.length; i++) {
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@ -352,6 +355,8 @@ class GUIText extends Node2D {
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}
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draw (gl, shader) {
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// Let only the font shader be used to render text
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if (shader.name !== 'font') return super.draw(gl, shader)
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const transformLocation = shader.getUniformLocation(gl, 'uTransformation')
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const colorLocation = shader.getUniformLocation(gl, 'uColor')
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gl.uniformMatrix4fv(transformLocation, false, this.transform)
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@ -369,8 +374,8 @@ class FontRenderer {
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for (let i in nodes) {
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let node = nodes[i]
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if (!(node instanceof GUIText)) {
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if (node.children) {
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textNodes.concat(this.discoverTextNodes(node.children))
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if (node.children.length) {
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textNodes = textNodes.concat(this.discoverTextNodes(node.children))
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}
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continue
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}
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@ -379,7 +384,8 @@ class FontRenderer {
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return textNodes
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}
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draw (gl, nodes) {
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draw (gl, cam, nodes) {
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// Discover all nodes in the array that are texts
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let fontPairs = {}
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let textNodes = this.discoverTextNodes(nodes)
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for (let i in textNodes) {
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@ -399,6 +405,7 @@ class FontRenderer {
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}
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}
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// Start rendering individual text arrays
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this.shader.use(gl)
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gl.enable(gl.BLEND)
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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@ -406,8 +413,10 @@ class FontRenderer {
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for (let i in fontPairs) {
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let texts = fontPairs[i]
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let font = this.fonts[i]
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// Set font's map as the texture
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gl.activeTexture(gl.TEXTURE0)
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gl.bindTexture(font.texture.type, font.texture.id)
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// Draw all texts
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for (let j in texts) {
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let text = texts[j]
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text.draw(gl, this.shader)
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@ -175,7 +175,11 @@ class GUIImage extends Node2D {
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super.draw(gl, shader, quad)
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if (!this.active) return
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gl.activeTexture(gl.TEXTURE0)
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if (!this.texture.type) {
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gl.bindTexture(gl.TEXTURE_2D, this.texture)
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} else {
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gl.bindTexture(this.texture.type, this.texture.id)
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}
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// Set transformation matrix
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const transformLocation = shader.getUniformLocation(gl, 'uTransformationMatrix')
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@ -199,7 +203,7 @@ class GUIRenderer {
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return this.quad
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}
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draw (gl, nodes) {
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draw (gl, cam, nodes) {
|
||||
if (typeof nodes !== 'object') nodes = [ nodes ]
|
||||
this.shader.use(gl)
|
||||
this.quad.prepare(gl, this.shader)
|
||||
|
@ -35,7 +35,7 @@ class Engine {
|
||||
return this.screen.gl
|
||||
}
|
||||
|
||||
render () {
|
||||
prepare () {
|
||||
// Set clear color to black, fully opaque
|
||||
gl.clearColor(0.0, 0.0, 0.0, 1.0)
|
||||
|
||||
@ -48,7 +48,9 @@ class Engine {
|
||||
// Enable back-face culling
|
||||
gl.enable(gl.CULL_FACE)
|
||||
gl.cullFace(gl.BACK)
|
||||
}
|
||||
|
||||
render () {
|
||||
// Render functions
|
||||
for (let i in this.rst) {
|
||||
this.rst[i](gl)
|
||||
@ -98,4 +100,4 @@ class Engine {
|
||||
}
|
||||
}
|
||||
|
||||
export default Engine
|
||||
export default new Engine()
|
||||
|
@ -11,11 +11,8 @@ class Screen {
|
||||
return
|
||||
}
|
||||
|
||||
this.loadExtensions()
|
||||
document.body.appendChild(this._el)
|
||||
|
||||
window.addEventListener('resize', (e) => {
|
||||
this.resize()
|
||||
}, false)
|
||||
}
|
||||
|
||||
get gl () {
|
||||
@ -31,6 +28,12 @@ class Screen {
|
||||
this._el.height = window.innerHeight
|
||||
}
|
||||
|
||||
loadExtensions () {
|
||||
this._gl.drawBuffers = this._gl.getExtension('WEBGL_draw_buffers')
|
||||
this._gl.getExtension('WEBGL_depth_texture')
|
||||
this._gl.getExtension('OES_texture_float')
|
||||
}
|
||||
|
||||
get width () {
|
||||
return this._el.width
|
||||
}
|
||||
@ -38,6 +41,10 @@ class Screen {
|
||||
get height () {
|
||||
return this._el.height
|
||||
}
|
||||
|
||||
get aspectRatio () {
|
||||
return this.width / this.height
|
||||
}
|
||||
}
|
||||
|
||||
export default new Screen()
|
||||
|
44
src/index.js
44
src/index.js
@ -6,12 +6,13 @@ import loadMesh from './engine/mesh/loader'
|
||||
import { Environment } from './engine/environment'
|
||||
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'
|
||||
import { FontRenderer, GUIText, Font } from './engine/gui/font'
|
||||
|
||||
let game = new Engine()
|
||||
let game = Engine
|
||||
let env = new Environment()
|
||||
let gui = new GUIRenderer()
|
||||
let fnt = new FontRenderer()
|
||||
@ -21,9 +22,14 @@ async function pipeline () {
|
||||
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)
|
||||
|
||||
entity.setRotation([0.0, 0.0, -90.0])
|
||||
|
||||
// let water = new WaterTile([100.0, 0.0, 100.0], 100.0)
|
||||
// water.initialize(game.gl)
|
||||
// await water.useDUDV(game.gl, 'dudv')
|
||||
|
||||
let arialFont = await Font.fromFile('arial')
|
||||
await arialFont.loadTextures(game.gl)
|
||||
|
||||
@ -33,10 +39,12 @@ async function pipeline () {
|
||||
|
||||
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)),
|
||||
new GUIText('this is example text!\nmulti line!', arialFont, 2, new Dim4(0.1, 0.0, -0.2, 0.0), new Dim4(1.0, 0.0, 0.3, 0.0), true)
|
||||
new Dim4(-0.9, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0))
|
||||
]
|
||||
itms[1].color = [1.0, 0.0, 0.2]
|
||||
// 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)
|
||||
@ -58,7 +66,7 @@ async function pipeline () {
|
||||
terrain.setMaterial(material)
|
||||
|
||||
// Create and initialize the camera
|
||||
let cam = new Camera([-200.0, 1.0, 0.0])
|
||||
let cam = new Camera([-32.0, 100.0, -32.0], [0.8, -0.6, 0.0])
|
||||
cam.updateProjection(game.gl)
|
||||
|
||||
// Create skybox
|
||||
@ -67,6 +75,9 @@ async function pipeline () {
|
||||
// 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')) {
|
||||
@ -91,8 +102,9 @@ async function pipeline () {
|
||||
terrain.updateLODMesh(game.gl)
|
||||
})
|
||||
|
||||
// Render function for the triangle
|
||||
game.addRenderFunction(function (gl) {
|
||||
function drawEverything (gl) {
|
||||
game.prepare()
|
||||
|
||||
shader.use(gl)
|
||||
cam.draw(gl, shader)
|
||||
entity.draw(gl, shader)
|
||||
@ -108,14 +120,26 @@ async function pipeline () {
|
||||
|
||||
// Draw terrain
|
||||
terrain.draw(gl, terrainShader)
|
||||
|
||||
// Draw the skybox
|
||||
skyboxShader.use(gl)
|
||||
skybox.draw(gl, skyboxShader, cam)
|
||||
})
|
||||
}
|
||||
|
||||
// Render function for the triangle
|
||||
game.addRenderFunction(function (gl) {
|
||||
gui.draw(gl, itms)
|
||||
fnt.draw(gl, itms)
|
||||
// water.reflect(gl, cam, drawEverything)
|
||||
// water.refract(gl, cam, drawEverything)
|
||||
|
||||
drawEverything(gl)
|
||||
|
||||
// waterShader.use(gl)
|
||||
// cam.draw(gl, waterShader)
|
||||
// water.draw(gl, waterShader)
|
||||
|
||||
// Draw GUIs
|
||||
gui.draw(gl, cam, itms)
|
||||
fnt.draw(gl, cam, itms)
|
||||
})
|
||||
|
||||
game.startGameLoop()
|
||||
|
Loading…
Reference in New Issue
Block a user