skycraft: moar refactor
This commit is contained in:
parent
925550308f
commit
c709b1308e
335
skycraft/draw.ts
Normal file
335
skycraft/draw.ts
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import {makeBufferFromFaces } from '../geometry';
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import { loadTexture, makeProgram } from '../gl';
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import * as linalg from './linalg';
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import * as se3 from '../se3';
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import { makeOrbitObject } from './orbit';
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const VSHADER = `
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attribute vec3 aPosition;
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attribute vec3 aNormal;
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attribute vec2 aTextureCoord;
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uniform mat4 uProjection;
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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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varying lowp vec3 vRay;
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varying lowp vec3 vLightDir;
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varying lowp vec3 vNormal;
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highp mat3 transpose(in highp mat3 inmat) {
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highp vec3 x = inmat[0];
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highp vec3 y = inmat[1];
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highp vec3 z = inmat[2];
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return mat3(
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vec3(x.x, y.x, z.x),
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vec3(x.y, y.y, z.y),
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vec3(x.z, y.z, z.z)
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);
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}
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void main() {
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highp mat4 modelview = uView * uModel;
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gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
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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 + uGlowColor;
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vTextureCoord = aTextureCoord;
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lowp vec3 camPos = -transpose(mat3(uView))*(uView * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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vRay = -normalize((uModel * vec4(aPosition, 1.0)).xyz - camPos);
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vLightDir = -uLightDirection;
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vNormal = normal;
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}
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`;
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const FSHADER = `
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uniform sampler2D uSampler;
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varying highp vec2 vTextureCoord;
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varying lowp vec3 vLighting;
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varying lowp vec3 vRay;
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varying lowp vec3 vLightDir;
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varying lowp vec3 vNormal;
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void main() {
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highp vec4 color = texture2D(uSampler, vTextureCoord);
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if (color.a < 0.1) {
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discard;
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}
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lowp vec3 specularDir = 2.0 * dot(vLightDir, vNormal) * vNormal - vLightDir;
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lowp float specularAmount = smoothstep(0.92, 1.0, dot(vRay, specularDir));
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lowp vec3 specular = 0.8 * specularAmount * vec3(1.0, 1.0, 0.8);
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gl_FragColor = vec4(vLighting * color.rgb + specular, color.a);
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}
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`;
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export async function initWorldGl(gl: WebGLRenderingContext) {
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const program = makeProgram(gl, VSHADER, FSHADER);
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const texture = await loadTexture(gl, 'texture.png');
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// load those ahead of time
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const viewLoc = gl.getUniformLocation(program, 'uView');
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const modelLoc = gl.getUniformLocation(program, 'uModel');
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const projLoc = gl.getUniformLocation(program, 'uProjection');
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const samplerLoc = gl.getUniformLocation(program, 'uSampler');
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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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const textureLoc = gl.getAttribLocation(program, 'aTextureCoord');
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const setupScene = (sceneParams) => {
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const {
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projectionMatrix,
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viewMatrix,
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ambiantLightAmount,
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} = sceneParams;
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gl.useProgram(program);
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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.uniform1f(ambiantLoc, ambiantLightAmount);
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// doing this here because it's the same for all world stuff
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
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gl.uniform1i(samplerLoc, 0);
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gl.enableVertexAttribArray(positionLoc);
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gl.enableVertexAttribArray(normalLoc);
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gl.enableVertexAttribArray(textureLoc);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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};
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const drawObject = (objectParams) => {
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const {
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position,
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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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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
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gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
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gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
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gl.drawArrays(gl.TRIANGLES, 0, numVertices);
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};
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return {
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setupScene,
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drawObject,
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};
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}
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const ORBIT_VSHADER = `
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attribute vec3 aPosition;
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attribute vec2 aValue;
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uniform mat4 uProjection;
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uniform mat4 uModel;
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uniform mat4 uView;
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varying lowp vec2 vCoords;
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void main() {
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highp mat4 modelview = uView * uModel;
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gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
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vCoords = aValue;
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}
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`;
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const ORBIT_FSHADER = `
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varying lowp vec2 vCoords;
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void main() {
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lowp float x = vCoords.x;
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lowp float y = vCoords.y;
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lowp float f = sqrt(x * x + y * y);
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if (f > 1.00) {
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discard;
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} else if (f < 0.98) {
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discard;
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}
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gl_FragColor = vec4(1, .5, 0, 0.5);
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}
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`;
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export function getOrbitDrawContext(gl: WebGLRenderingContext) {
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const program = makeProgram(gl, ORBIT_VSHADER, ORBIT_FSHADER);
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// load those ahead of time
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const viewLoc = gl.getUniformLocation(program, 'uView');
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const modelLoc = gl.getUniformLocation(program, 'uModel');
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const projLoc = gl.getUniformLocation(program, 'uProjection');
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const positionLoc = gl.getAttribLocation(program, 'aPosition');
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const valueLoc = gl.getAttribLocation(program, 'aValue');
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const setupScene = (sceneParams) => {
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const {
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projectionMatrix,
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viewMatrix,
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} = sceneParams;
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gl.useProgram(program);
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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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// doing this here because it's the same for all world stuff
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
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gl.enableVertexAttribArray(positionLoc);
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gl.enableVertexAttribArray(valueLoc);
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};
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const drawObject = (objectParams) => {
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const {
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position,
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orientation,
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value,
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glBuffer,
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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.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
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gl.vertexAttribPointer(valueLoc, 2, gl.FLOAT, false, 20, 12);
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gl.disable(gl.CULL_FACE);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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gl.enable(gl.CULL_FACE);
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};
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return {
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setupScene,
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drawObject,
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};
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}
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function getObjects(context, body, parentPosition = undefined) {
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const objects = [];
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const {gl, glContext, player} = context;
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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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}
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objects.push({
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geometry: body.glBuffer,
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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(gl, context.orbitGlContext, body.orbit, parentPosition);
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objects.push(orbitObject);
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} else {
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const shipOrientation = [
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se3.rotationOnly(player.tf),
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se3.rotationOnly(context.camera.tf),
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se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2),
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].reduce(se3.product);
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const shipPos = player.position;
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objects.push({
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geometry: makeBufferFromFaces(gl, context.spaceship),
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orientation: shipOrientation,
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position: shipPos,
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glContext,
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});
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}
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if (body.children !== undefined) {
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for (const child of body.children) {
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objects.push(...getObjects(context, child, position));
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}
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}
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return objects;
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}
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function sunDirection(position: linalg.vec3) {
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return linalg.scale(position, 1/linalg.norm(position));
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}
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export function draw(context) {
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const {gl, camera, player, universe, orbit, orbitGlContext, orbitBody} = context;
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const {skyColor, ambiantLight, projMatrix} = context;
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const objects = getObjects(context, universe);
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if (orbit !== undefined && orbit.excentricity < 1) {
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objects.push(makeOrbitObject(gl, orbitGlContext, orbit, orbitBody.position));
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}
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gl.clearColor(...skyColor, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.enable(gl.CULL_FACE);
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gl.cullFace(gl.BACK);
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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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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const viewMatrix = se3.inverse([
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player.tf, // player position & orientation
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camera.tf, // camera orientation relative to player
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se3.translation(0, 1, 4), // step back from the player
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].reduce(se3.product));
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let lastGlContext;
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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: projMatrix,
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viewMatrix,
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ambiantLightAmount: ambiantLight,
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});
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}
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lastGlContext = glContext;
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const lightDirection = sunDirection(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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@ -1,248 +1,16 @@
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import { makeFace, makeBufferFromFaces } from '../geometry';
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import { makeFace } from '../geometry';
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import { loadTexture, makeProgram } from '../gl';
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import * as linalg from './linalg';
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import * as linalg from './linalg';
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import { loadObjModel } from './obj';
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import { loadObjModel } from './obj';
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import * as se3 from '../se3';
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import * as se3 from '../se3';
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import { computeOrbit, findSoi, getCartesianState, makeOrbitObject, updateBodyPhysics } from './orbit';
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import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics } from './orbit';
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import { getBodyGeometry } from './chunk';
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import { getBodyGeometry } from './chunk';
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import { draw, getOrbitDrawContext, initWorldGl } from './draw';
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const VSHADER = `
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attribute vec3 aPosition;
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attribute vec3 aNormal;
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attribute vec2 aTextureCoord;
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uniform mat4 uProjection;
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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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varying lowp vec3 vRay;
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varying lowp vec3 vLightDir;
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varying lowp vec3 vNormal;
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highp mat3 transpose(in highp mat3 inmat) {
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highp vec3 x = inmat[0];
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highp vec3 y = inmat[1];
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highp vec3 z = inmat[2];
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return mat3(
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vec3(x.x, y.x, z.x),
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vec3(x.y, y.y, z.y),
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vec3(x.z, y.z, z.z)
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);
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}
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void main() {
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highp mat4 modelview = uView * uModel;
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gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
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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 + uGlowColor;
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|
||||||
vTextureCoord = aTextureCoord;
|
|
||||||
|
|
||||||
lowp vec3 camPos = -transpose(mat3(uView))*(uView * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
|
|
||||||
vRay = -normalize((uModel * vec4(aPosition, 1.0)).xyz - camPos);
|
|
||||||
vLightDir = -uLightDirection;
|
|
||||||
vNormal = normal;
|
|
||||||
}
|
|
||||||
`;
|
|
||||||
|
|
||||||
const FSHADER = `
|
|
||||||
uniform sampler2D uSampler;
|
|
||||||
|
|
||||||
varying highp vec2 vTextureCoord;
|
|
||||||
varying lowp vec3 vLighting;
|
|
||||||
varying lowp vec3 vRay;
|
|
||||||
varying lowp vec3 vLightDir;
|
|
||||||
varying lowp vec3 vNormal;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
highp vec4 color = texture2D(uSampler, vTextureCoord);
|
|
||||||
if (color.a < 0.1) {
|
|
||||||
discard;
|
|
||||||
}
|
|
||||||
lowp vec3 specularDir = 2.0 * dot(vLightDir, vNormal) * vNormal - vLightDir;
|
|
||||||
lowp float specularAmount = smoothstep(0.92, 1.0, dot(vRay, specularDir));
|
|
||||||
lowp vec3 specular = 0.8 * specularAmount * vec3(1.0, 1.0, 0.8);
|
|
||||||
gl_FragColor = vec4(vLighting * color.rgb + specular, color.a);
|
|
||||||
}
|
|
||||||
`;
|
|
||||||
|
|
||||||
const kEpoch = 0;
|
const kEpoch = 0;
|
||||||
|
|
||||||
async function initWorldGl(gl: WebGLRenderingContext) {
|
|
||||||
const program = makeProgram(gl, VSHADER, FSHADER);
|
|
||||||
const texture = await loadTexture(gl, 'texture.png');
|
|
||||||
|
|
||||||
// load those ahead of time
|
|
||||||
const viewLoc = gl.getUniformLocation(program, 'uView');
|
|
||||||
const modelLoc = gl.getUniformLocation(program, 'uModel');
|
|
||||||
const projLoc = gl.getUniformLocation(program, 'uProjection');
|
|
||||||
const samplerLoc = gl.getUniformLocation(program, 'uSampler');
|
|
||||||
const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
|
|
||||||
const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
|
|
||||||
const glowColorLoc = gl.getUniformLocation(program, 'uGlowColor');
|
|
||||||
|
|
||||||
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
|
||||||
const normalLoc = gl.getAttribLocation(program, 'aNormal');
|
|
||||||
const textureLoc = gl.getAttribLocation(program, 'aTextureCoord');
|
|
||||||
|
|
||||||
const setupScene = (sceneParams) => {
|
|
||||||
const {
|
|
||||||
projectionMatrix,
|
|
||||||
viewMatrix,
|
|
||||||
ambiantLightAmount,
|
|
||||||
} = sceneParams;
|
|
||||||
|
|
||||||
gl.useProgram(program);
|
|
||||||
|
|
||||||
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
|
|
||||||
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
|
|
||||||
gl.uniform1f(ambiantLoc, ambiantLightAmount);
|
|
||||||
|
|
||||||
// doing this here because it's the same for all world stuff
|
|
||||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
|
|
||||||
gl.uniform1i(samplerLoc, 0);
|
|
||||||
|
|
||||||
gl.enableVertexAttribArray(positionLoc);
|
|
||||||
gl.enableVertexAttribArray(normalLoc);
|
|
||||||
gl.enableVertexAttribArray(textureLoc);
|
|
||||||
gl.activeTexture(gl.TEXTURE0);
|
|
||||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
||||||
};
|
|
||||||
|
|
||||||
const drawObject = (objectParams) => {
|
|
||||||
const {
|
|
||||||
position,
|
|
||||||
orientation,
|
|
||||||
glBuffer,
|
|
||||||
numVertices,
|
|
||||||
lightDirection,
|
|
||||||
glowColor,
|
|
||||||
} = objectParams;
|
|
||||||
|
|
||||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
|
|
||||||
se3.translation(...position), orientation)));
|
|
||||||
gl.uniform3fv(lightDirectionLoc, lightDirection);
|
|
||||||
gl.uniform3fv(glowColorLoc, glowColor);
|
|
||||||
|
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
|
||||||
|
|
||||||
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
|
|
||||||
gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
|
|
||||||
gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
|
|
||||||
|
|
||||||
gl.drawArrays(gl.TRIANGLES, 0, numVertices);
|
|
||||||
};
|
|
||||||
|
|
||||||
return {
|
|
||||||
setupScene,
|
|
||||||
drawObject,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
const ORBIT_VSHADER = `
|
|
||||||
attribute vec3 aPosition;
|
|
||||||
attribute vec2 aValue;
|
|
||||||
|
|
||||||
uniform mat4 uProjection;
|
|
||||||
uniform mat4 uModel;
|
|
||||||
uniform mat4 uView;
|
|
||||||
|
|
||||||
varying lowp vec2 vCoords;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
highp mat4 modelview = uView * uModel;
|
|
||||||
gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
|
|
||||||
|
|
||||||
vCoords = aValue;
|
|
||||||
}
|
|
||||||
`;
|
|
||||||
|
|
||||||
const ORBIT_FSHADER = `
|
|
||||||
varying lowp vec2 vCoords;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
lowp float x = vCoords.x;
|
|
||||||
lowp float y = vCoords.y;
|
|
||||||
|
|
||||||
lowp float f = sqrt(x * x + y * y);
|
|
||||||
|
|
||||||
if (f > 1.00) {
|
|
||||||
discard;
|
|
||||||
} else if (f < 0.98) {
|
|
||||||
discard;
|
|
||||||
}
|
|
||||||
gl_FragColor = vec4(1, .5, 0, 0.5);
|
|
||||||
}
|
|
||||||
`;
|
|
||||||
|
|
||||||
function getOrbitDrawContext(gl) {
|
|
||||||
const program = makeProgram(gl, ORBIT_VSHADER, ORBIT_FSHADER);
|
|
||||||
|
|
||||||
// load those ahead of time
|
|
||||||
const viewLoc = gl.getUniformLocation(program, 'uView');
|
|
||||||
const modelLoc = gl.getUniformLocation(program, 'uModel');
|
|
||||||
const projLoc = gl.getUniformLocation(program, 'uProjection');
|
|
||||||
|
|
||||||
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
|
||||||
const valueLoc = gl.getAttribLocation(program, 'aValue');
|
|
||||||
|
|
||||||
const setupScene = (sceneParams) => {
|
|
||||||
const {
|
|
||||||
projectionMatrix,
|
|
||||||
viewMatrix,
|
|
||||||
} = sceneParams;
|
|
||||||
|
|
||||||
gl.useProgram(program);
|
|
||||||
|
|
||||||
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
|
|
||||||
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
|
|
||||||
|
|
||||||
// doing this here because it's the same for all world stuff
|
|
||||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
|
|
||||||
|
|
||||||
gl.enableVertexAttribArray(positionLoc);
|
|
||||||
gl.enableVertexAttribArray(valueLoc);
|
|
||||||
};
|
|
||||||
|
|
||||||
const drawObject = (objectParams) => {
|
|
||||||
const {
|
|
||||||
position,
|
|
||||||
orientation,
|
|
||||||
value,
|
|
||||||
glBuffer,
|
|
||||||
} = objectParams;
|
|
||||||
|
|
||||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
|
|
||||||
se3.translation(...position), orientation)));
|
|
||||||
|
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
|
||||||
|
|
||||||
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
|
|
||||||
gl.vertexAttribPointer(valueLoc, 2, gl.FLOAT, false, 20, 12);
|
|
||||||
|
|
||||||
gl.disable(gl.CULL_FACE);
|
|
||||||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
|
|
||||||
gl.enable(gl.CULL_FACE);
|
|
||||||
};
|
|
||||||
|
|
||||||
return {
|
|
||||||
setupScene,
|
|
||||||
drawObject,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
function closeToPlanet(context) {
|
function closeToPlanet(context) {
|
||||||
const body = findSoi(context);
|
const body = findSoi(context.universe, context.player.position);
|
||||||
const relativePos = linalg.diff(context.player.position, body.position);
|
const relativePos = linalg.diff(context.player.position, body.position);
|
||||||
|
|
||||||
return linalg.norm(relativePos) < 20;
|
return linalg.norm(relativePos) < 20;
|
||||||
@ -531,103 +299,6 @@ function updatePhysics(time: number, context) {
|
|||||||
function updateGeometry(context, timeout_ms = 10) {
|
function updateGeometry(context, timeout_ms = 10) {
|
||||||
}
|
}
|
||||||
|
|
||||||
function getObjects(context, body, parentPosition = undefined) {
|
|
||||||
const objects = [];
|
|
||||||
const {gl, glContext, player} = context;
|
|
||||||
const {position, orientation, glowColor} = body;
|
|
||||||
|
|
||||||
if (body.glBuffer === undefined) {
|
|
||||||
body.glBuffer = makeBufferFromFaces(gl, body.geometry);
|
|
||||||
}
|
|
||||||
|
|
||||||
objects.push({
|
|
||||||
geometry: body.glBuffer,
|
|
||||||
orientation,
|
|
||||||
position,
|
|
||||||
glContext,
|
|
||||||
glowColor,
|
|
||||||
});
|
|
||||||
if (parentPosition !== undefined) {
|
|
||||||
const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
|
|
||||||
objects.push(orbitObject);
|
|
||||||
} else {
|
|
||||||
const shipOrientation = [
|
|
||||||
se3.rotationOnly(player.tf),
|
|
||||||
se3.rotationOnly(context.camera.tf),
|
|
||||||
se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2),
|
|
||||||
].reduce(se3.product);
|
|
||||||
const shipPos = player.position;
|
|
||||||
objects.push({
|
|
||||||
geometry: makeBufferFromFaces(gl, context.spaceship),
|
|
||||||
orientation: shipOrientation,
|
|
||||||
position: shipPos,
|
|
||||||
glContext,
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
if (body.children !== undefined) {
|
|
||||||
for (const child of body.children) {
|
|
||||||
objects.push(...getObjects(context, child, position));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return objects;
|
|
||||||
}
|
|
||||||
|
|
||||||
function sunDirection(position: linalg.vec3) {
|
|
||||||
return linalg.scale(position, 1/linalg.norm(position));
|
|
||||||
}
|
|
||||||
|
|
||||||
function draw(context) {
|
|
||||||
const {gl, camera, player, universe, orbit, orbitGlContext, orbitBody} = context;
|
|
||||||
const {skyColor, ambiantLight, projMatrix} = context;
|
|
||||||
const objects = getObjects(context, universe);
|
|
||||||
if (orbit !== undefined && orbit.excentricity < 1) {
|
|
||||||
objects.push(makeOrbitObject(gl, orbitGlContext, orbit, orbitBody.position));
|
|
||||||
}
|
|
||||||
|
|
||||||
gl.clearColor(...skyColor, 1.0);
|
|
||||||
gl.clearDepth(1.0);
|
|
||||||
gl.enable(gl.DEPTH_TEST);
|
|
||||||
gl.depthFunc(gl.LEQUAL);
|
|
||||||
|
|
||||||
gl.enable(gl.CULL_FACE);
|
|
||||||
gl.cullFace(gl.BACK);
|
|
||||||
gl.enable(gl.BLEND);
|
|
||||||
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
|
||||||
|
|
||||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
const viewMatrix = se3.inverse([
|
|
||||||
player.tf, // player position & orientation
|
|
||||||
camera.tf, // camera orientation relative to player
|
|
||||||
se3.translation(0, 1, 4), // step back from the player
|
|
||||||
].reduce(se3.product));
|
|
||||||
let lastGlContext;
|
|
||||||
|
|
||||||
for (const {position, orientation, geometry, glContext, glowColor} of objects) {
|
|
||||||
if (glContext !== lastGlContext) {
|
|
||||||
glContext.setupScene({
|
|
||||||
projectionMatrix: projMatrix,
|
|
||||||
viewMatrix,
|
|
||||||
ambiantLightAmount: ambiantLight,
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
lastGlContext = glContext;
|
|
||||||
const lightDirection = sunDirection(position);
|
|
||||||
|
|
||||||
glContext.drawObject({
|
|
||||||
position,
|
|
||||||
orientation,
|
|
||||||
glBuffer: geometry.glBuffer,
|
|
||||||
numVertices: geometry.numVertices,
|
|
||||||
lightDirection,
|
|
||||||
glowColor: glowColor || [0, 0, 0],
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function tick(time: number, context) {
|
function tick(time: number, context) {
|
||||||
handleInput(context);
|
handleInput(context);
|
||||||
const simTime = time * 0.001 + context.timeOffset;
|
const simTime = time * 0.001 + context.timeOffset;
|
||||||
@ -723,4 +394,4 @@ async function main() {
|
|||||||
requestAnimationFrame(time => tick(time, context));
|
requestAnimationFrame(time => tick(time, context));
|
||||||
}
|
}
|
||||||
|
|
||||||
window.onload = main;
|
window.onload = main;
|
Loading…
Reference in New Issue
Block a user