skycraft: now with sunlight!
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@ -16,6 +16,7 @@ uniform mat4 uModel;
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uniform mat4 uView;
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uniform vec3 uLightDirection;
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uniform float uAmbiantLight;
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uniform vec3 uGlowColor;
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varying highp vec2 vTextureCoord;
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varying lowp vec3 vLighting;
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@ -29,7 +30,7 @@ void main() {
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lowp vec3 normal = mat3(uModel) * aNormal;
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lowp float diffuseAmount = max(dot(-uLightDirection, normal), 0.0);
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lowp vec3 ambiant = uAmbiantLight * vec3(1.0, 1.0, 0.9);
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vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount;
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vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount + uGlowColor;
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vTextureCoord = aTextureCoord;
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@ -69,6 +70,7 @@ async function initWorldGl(gl) {
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const fogColorLoc = gl.getUniformLocation(program, 'uFogColor');
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const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
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const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
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const glowColorLoc = gl.getUniformLocation(program, 'uGlowColor');
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const positionLoc = gl.getAttribLocation(program, 'aPosition');
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const normalLoc = gl.getAttribLocation(program, 'aNormal');
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@ -79,7 +81,6 @@ async function initWorldGl(gl) {
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projectionMatrix,
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viewMatrix,
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fogColor,
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lightDirection,
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ambiantLightAmount,
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} = sceneParams;
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@ -88,7 +89,6 @@ async function initWorldGl(gl) {
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gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
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gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
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gl.uniform3fv(fogColorLoc, fogColor);
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gl.uniform3fv(lightDirectionLoc, lightDirection);
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gl.uniform1f(ambiantLoc, ambiantLightAmount);
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// doing this here because it's the same for all world stuff
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@ -108,10 +108,14 @@ async function initWorldGl(gl) {
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orientation,
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glBuffer,
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numVertices,
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lightDirection,
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glowColor,
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} = objectParams;
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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se3.translation(...position), orientation)));
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gl.uniform3fv(lightDirectionLoc, lightDirection);
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gl.uniform3fv(glowColorLoc, glowColor);
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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@ -497,6 +501,7 @@ function getSolarSystem(seed) {
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spin: [0, 0, 0.2],
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geometry: getBodyGeometry(0),
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glowColor: [0.5, 0.5, 0.46],
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children: [
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{
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@ -1035,7 +1040,7 @@ const kGravitationalConstant = 6.674e-11;
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function getObjects(context, body, parentPosition) {
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const objects = [];
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const {gl, glContext, player} = context;
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const {position, orientation} = body;
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const {position, orientation, glowColor} = body;
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if (body.glBuffer === undefined) {
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body.glBuffer = makeBufferFromFaces(gl, body.geometry);
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@ -1046,6 +1051,7 @@ function getObjects(context, body, parentPosition) {
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orientation,
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position,
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glContext,
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glowColor,
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});
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if (parentPosition !== undefined) {
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const orbitObject = makeOrbitObject(context, body.orbit, parentPosition);
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@ -1074,6 +1080,10 @@ function getObjects(context, body, parentPosition) {
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return objects;
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}
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function sunDirection(context, position) {
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return linalg.scale(position, 1/linalg.norm(position));
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}
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function draw(context) {
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const {gl, camera, player, universe} = context;
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const objects = getObjects(context, universe);
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@ -1101,24 +1111,26 @@ function draw(context) {
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].reduce(se3.product));
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let lastGlContext;
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for (const {position, orientation, geometry, glContext} of objects) {
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for (const {position, orientation, geometry, glContext, glowColor} of objects) {
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if (glContext !== lastGlContext) {
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glContext.setupScene({
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projectionMatrix: context.projMatrix,
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viewMatrix,
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fogColor: context.skyColor,
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lightDirection: context.lightDirection,
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ambiantLightAmount: context.ambiantLight,
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});
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}
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lastGlContext = glContext;
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const lightDirection = sunDirection(context, position);
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glContext.drawObject({
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position,
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orientation,
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glBuffer: geometry.glBuffer,
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numVertices: geometry.numVertices,
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lightDirection,
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glowColor: glowColor || [0, 0, 0],
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});
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}
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}
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@ -1191,10 +1203,11 @@ async function main() {
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// TODO
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// [ ] loading bar
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// [ ] spaceship
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// [x] spaceship
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// [ ] landing
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// [ ] huge planets
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// [ ] lighting
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// [x] lighting
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// [ ] better lighting
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const modelPromise = loadStlModel('spaceship.stl');
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