import Engine from './engine' import Camera from './engine/camera' import loadMesh from './engine/mesh/loader' import { Environment } from './engine/environment' import { Terrain } from './engine/components/terrain' import { SimplexHeightMap } from './engine/components/terrain/heightmap' import { Material } from './engine/mesh/material' // import { glMatrix } from 'gl-matrix' let game = new Engine() let env = new Environment() async function pipeline () { let entity = await loadMesh(game.gl, 'test', [0.0, 0.0, 0.0]) let shader = await game.shaders.createShaderFromFiles(game.gl, 'basic', false) let terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false) console.log(entity) // entity.setRotation([glMatrix.toRadian(-90), 0.0, 0.0]) // Create a height map based on OpenSimplex noise let hmap = new SimplexHeightMap(1, 1, 256, 50) // Create a terrain let terrain = new Terrain([0.0, 0.0, 0.0], 256, 256) terrain.createMesh(game.gl, hmap) // Terrain material let material = new Material() material.textures = ['grass-1024.jpg'] await material.loadTextures(game.gl) terrain.setMaterial(material) // Create and initialize the camera let cam = new Camera([0.0, 1.0, 2.0]) cam.updateProjection(game.gl) // Update function for camera 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) } if (game.input.mouseMoved && game.input.mouse.btn0) { cam.processMouseMove(game.input.mouseOffset) } }) // Render function for the triangle game.addRenderFunction(function (gl) { shader.use(gl) cam.draw(gl, shader) entity.draw(gl, shader) // 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) }) game.startGameLoop() } pipeline().catch(function (e) { console.error(e) })