696 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			696 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| //import { initUiListeners, setupParamPanel, tick } from './game';
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| //import { initWorldGl, makeWorld } from './world';
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| import * as se3 from '../se3';
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| import {loadTexture, makeProgram} from '../gl';
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| import {makeFace, makeBufferFromFaces} from '../geometry';
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| 
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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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| 
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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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| 
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| varying highp vec2 vTextureCoord;
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| varying lowp vec3 vLighting;
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| varying lowp float vDistance;
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| 
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| void main() {
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|     highp mat4 modelview = uView * uModel;
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| 
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|     gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
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| 
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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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| 
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|     vTextureCoord = aTextureCoord;
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| 
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|     vDistance = length(modelview * vec4(aPosition, 1.0));
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| }
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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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| uniform lowp vec3 uFogColor;
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| 
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| varying highp vec2 vTextureCoord;
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| varying lowp vec3 vLighting;
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| varying lowp float vDistance;
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| 
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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 float fogamount = 0.0; //smoothstep(80.0, 100.0, vDistance);
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|     gl_FragColor = mix(vec4(vLighting * color.rgb, color.a), vec4(uFogColor, 1.0), fogamount);
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| }
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| `;
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| 
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| const kEpoch = 0;
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| 
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| async function initWorldGl(gl) {
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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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| 
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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 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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| 
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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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| 
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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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|             fogColor,
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|             lightDirection,
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|             ambiantLightAmount,
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|         } = sceneParams;
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| 
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|         gl.useProgram(program);
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| 
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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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| 
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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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| 
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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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| 
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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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|         } = objectParams;
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| 
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|         gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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|             se3.translation(...position), orientation)));
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| 
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|         gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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| 
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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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| 
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|         gl.drawArrays(gl.TRIANGLES, 0, numVertices);
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|     };
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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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| 
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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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| 
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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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| 
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| varying lowp vec2 vCoords;
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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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| 
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|     vCoords = aValue;
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| }
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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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| 
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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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|   
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|   lowp float f = sqrt(x * x + y * y);
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|   
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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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| 
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| function getOrbitDrawContext(gl) {
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|     const program = makeProgram(gl, ORBIT_VSHADER, ORBIT_FSHADER);
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| 
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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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| 
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|     const positionLoc = gl.getAttribLocation(program, 'aPosition');
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|     const valueLoc = gl.getAttribLocation(program, 'aValue');
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| 
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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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| 
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|         gl.useProgram(program);
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| 
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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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| 
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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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| 
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|         gl.enableVertexAttribArray(positionLoc);
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|         gl.enableVertexAttribArray(valueLoc);
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|     };
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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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| 
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|         gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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|             se3.translation(...position), orientation)));
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| 
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|         gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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| 
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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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| 
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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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| 
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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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| 
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| function initUiListeners(canvas, context) {
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|     const canvasClickHandler = () => {
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|         canvas.requestPointerLock();
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|         canvas.onclick = null;
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| //        const clickListener = e => {
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| //            switch(e.button) {
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| //                case 0:  // left click
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| //                    destroySelectedBlock(context);
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| //                    break;
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| //                case 2:  // right click
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| //                    makeDirBlock(context);
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| //                    break;
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| //            }
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| //        };
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|         const clickListener = e => {};
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|         const keyListener = e => {
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|             if (e.type === 'keydown') {
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|                 if (e.repeat) return;
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|                 context.keys.add(e.code);
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| 
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|                 switch (e.code) {
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|                     case 'KeyF':
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| //                        context.flying = !context.flying;
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|                         return false;
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|                     case 'Space':
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|                         if (!context.flying) {
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|                             if (context.jumpAmount > 0) {
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|                                 const amount = context.jumpForce;
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|                                 context.camera.velocity[1] = amount;
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|                                 context.jumpAmount -= 1;
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|                             }
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|                         }
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|                         return false;
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|                 }
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|             } else {
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|                 context.keys.delete(e.code);
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|             }
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|         };
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|         const moveListener = e => {
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|             context.camera.orientation[1] -= e.movementX / 500;
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|             context.camera.orientation[0] -= e.movementY / 500;
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| 
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|             context.camera.orientation[0] = Math.min(Math.max(
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|                 context.camera.orientation[0], -Math.PI / 2
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|             ), Math.PI / 2);
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|         };
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|         const changeListener = () => {
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|             if (document.pointerLockElement === canvas) {
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|                 return;
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|             }
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|             document.removeEventListener('pointerdown', clickListener);
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|             document.removeEventListener('pointerlockchange', changeListener);
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|             document.removeEventListener('pointermove', moveListener);
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|             document.removeEventListener('keydown', keyListener);
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|             document.removeEventListener('keyup', keyListener);
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|             canvas.onclick = canvasClickHandler;
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|         };
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|         document.addEventListener('pointerdown', clickListener);
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|         document.addEventListener('pointerlockchange', changeListener);
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|         document.addEventListener('pointermove', moveListener);
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|         document.addEventListener('keydown', keyListener);
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|         document.addEventListener('keyup', keyListener);
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|     };
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|     canvas.onclick = canvasClickHandler;
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|     document.addEventListener('keydown', e => {
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|         if (e.repeat) return;
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|         switch (e.code) {
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|             case 'F11':
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|                 canvas.requestFullscreen();
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|                 break;
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|         }
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|     });
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| }
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| 
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| function handleInput(context) {
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|     const move = (forward, right) => {
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|         const dir = [right, 0, -forward, 1.0];
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|         const ori = se3.roty(context.camera.orientation[1]);
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|         const tf = se3.apply(ori, dir);
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|         const maxSpeed = 8;
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|         const airMovement = 0.08;
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| 
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|         if (context.flying) {
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|             context.camera.position[0] += tf[0] / 60;
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|             context.camera.position[2] += tf[2] / 60;
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|         }
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|         if (context.isOnGround) {
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|             context.camera.velocity[0] = tf[0];
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|             context.camera.velocity[2] = tf[2];
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|         } else {
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|             const vel = context.camera.velocity;
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| 
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|             vel[0] += tf[0] * airMovement;
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|             vel[2] += tf[2] * airMovement;
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| 
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|             const curVel = Math.sqrt(vel[0] * vel[0] + vel[2] * vel[2]);
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| 
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|             if (curVel > maxSpeed) {
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|                 vel[0] *= maxSpeed / curVel;
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|                 vel[2] *= maxSpeed / curVel;
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|             }
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|         }
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|     };
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| 
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|     context.keys.forEach(key => {
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|         switch (key) {
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|             case 'KeyW':
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|                 move(8, 0.0);
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|                 return;
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|             case 'KeyA':
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|                 move(0.0, -8);
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|                 return;
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|             case 'KeyS':
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|                 move(-8, 0.0);
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|                 return;
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|             case 'KeyD':
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|                 move(0.0, 8);
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|                 return;
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| 
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|             case 'Space':
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|                 if (context.flying) {
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|                     context.camera.position[1] += 8 / 60;
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|                 }
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|                 return;
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| 
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|             case 'ShiftLeft':
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|                 context.camera.position[1] -= 8 / 60;
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|                 return;
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|         }
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|     });
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| }
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| 
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| function updatePhysics(time, context) {
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| }
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| 
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| function updateGeometry(context, timeout_ms = 10) {
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| }
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| 
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| function normalizeAngle(theta) {
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|     const twopi = 2 * Math.PI;
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|     return theta - twopi * Math.floor((theta + twopi) / twopi);
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| }
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| 
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| /** Let's be honest I should clean this up.
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|  * Right now it mostly only works with elliptical orbits (e < 1),
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|  * which is fine for planets & stuff, but not for my spacecraft (or comets)
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|  *
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|  * This is the part that solves Kepler's equation using Newton's method.
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|  * For circular-ish orbits, one or two iterations are usually enough.
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|  * More excentric orbits can take more (6 or 7?).
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|  */
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| function getCartesianPosition(orbit, mu, time) {
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|     const {
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|         excentricity: e,
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|         semimajorAxis: a,
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|         inclination: i,
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|         ascendingNodeLongitude: Om,
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|         periapsisArgument: w,
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|     } = orbit;
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|     const n = Math.sqrt(mu/(a**3));  // mean motion
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|     const M = n * time;  // mean anomaly
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| //    const nu = (
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| //        M
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| //        + (2 * e - e**3 / 4) * Math.sin(M)
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| //        + 5/4 * e**2 * Math.sin(2*M)
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| //        + 13/12 * e**3 * Math.sin(3*M)
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| //    );  // true anomaly, doesn't work :(
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| 
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|     // Newton's method
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|     var E2;
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|     var E = M;
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|     for (var j = 1; j < 20; ++j) {
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|         if (e < 0.001) {
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|             break;
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|         }
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|         if (e < 1) {
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|             E2 = E - (E - e * Math.sin(E) - M) / (1 - e * Math.cos(E));
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|         } else if (e > 1) {
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|             E2 = E - (-E + e * sinh(E) - M) / (e * cosh(E) - 1);
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|         } else {
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|             E2 = E - (E + E*E*E/3 - M) / (1 + E*E);
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|         }
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|         if (Math.abs(E - E2) < 1e-10) {
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|             break;
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|         }
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|         E = E2;
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|     }
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|     const nu = 2 * Math.atan(Math.sqrt((1+e) / (1-e)) * Math.tan(E/2));
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|     const r = a * (1 - e**2) / (1 + e * Math.cos(nu));
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| 
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|     const cOm = Math.cos(Om);
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|     const sOm = Math.sin(Om);
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|     const cwnu = Math.cos(w + nu);
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|     const swnu = Math.sin(w + nu);
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| 
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|     const x = r * Math.cos(i) * (cOm * cwnu - sOm * swnu);
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|     const y = r * (sOm * cwnu + cOm * swnu);
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|     const z = r * Math.sin(i) * cwnu;
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| 
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|     return [x, y, z];
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| }
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| 
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| function getOrientation(body, time) {
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|     return se3.rotxyz(
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|         body.spin[0] * time,
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|         body.spin[1] * time,
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|         body.spin[2] * time,
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|     );
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| }
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| 
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| function makeOrbitObject(context, orbit, parentPosition) {
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|     const {gl} = context;
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|     const position = parentPosition;
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|     const glContext = context.orbitGlContext;
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|     const orientation = [
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|         se3.rotz(orbit.ascendingNodeLongitude),
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|         se3.roty(-orbit.inclination),
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|         se3.rotz(orbit.periapsisArgument),
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|     ].reduce(se3.product);
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| 
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|     const buffer = gl.createBuffer();
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|     gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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| 
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|     const a = orbit.semimajorAxis;
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|     const b = a * Math.sqrt(1 - orbit.excentricity**2);
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| 
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|     const x = - orbit.semimajorAxis * orbit.excentricity;
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| 
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|     gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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|         x-a, -b, 0, -1, -1,
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|         x-a, +b, 0, -1, +1,
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|         x+a, -b, 0, +1, -1,
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|         x+a, +b, 0, +1, +1,
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|     ]), gl.STATIC_DRAW);
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| 
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|     const geometry = {
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|         glBuffer: buffer,
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|         numVertices: 4,
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|         delete: () => gl.deleteBuffer(buffer),
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|     };
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| 
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|     return {
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|         geometry,
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|         orientation,
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|         position,
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|         glContext,
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|     };
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| }
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| 
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| function getObjects(context, body, time, parentBody, parentPosition) {
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|     const kGravitationalConstant = 6.674e-11;
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|     const objects = [];
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|     const {gl, glContext} = context;
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|     let position = [0, 0, 0];
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|     if (parentBody !== undefined) {
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| //        const mu = kGravitationalConstant * parentBody.mass;
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|         const mu = 10;
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|         const coord = getCartesianPosition(body.orbit, mu, time);
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|         position = [
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|             parentPosition[0] + coord[0],
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|             parentPosition[1] + coord[1],
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|             parentPosition[2] + coord[2],
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|         ];
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| 
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|         objects.push(makeOrbitObject(context, body.orbit, parentPosition));
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|     }
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| 
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|     objects.push({
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|         geometry: makeBufferFromFaces(gl, body.geometry),
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|         orientation: getOrientation(body, time),
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|         position,
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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, time, body, position));
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|         }
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|     }
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| 
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|     return objects;
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| }
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| 
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| function draw(context, time) {
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|     const {gl, camera, universe} = context;
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|     const objects = getObjects(context, universe, time * 0.001);
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| 
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|     gl.clearColor(...context.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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| 
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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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| 
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|     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| 
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|     const camrot = camera.orientation;
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|     const campos = camera.position;
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|     const viewMatrix = se3.product(
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|         se3.rotxyz(-camrot[0], -camrot[1], -camrot[2]),
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|         se3.translation(-campos[0], -campos[1], -campos[2])
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|     );
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| 
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|     let lastGlContext;
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| 
 | |
|     for (const {position, orientation, geometry, glContext} of objects) {
 | |
|         if (glContext !== lastGlContext) {
 | |
|             glContext.setupScene({
 | |
|                 projectionMatrix: context.projMatrix,
 | |
|                 viewMatrix,
 | |
|                 fogColor: context.skyColor,
 | |
|                 lightDirection: context.lightDirection,
 | |
|                 ambiantLightAmount: context.ambiantLight,
 | |
|             });
 | |
|         }
 | |
| 
 | |
|         lastGlContext = glContext;
 | |
| 
 | |
|         glContext.drawObject({
 | |
|             position,
 | |
|             orientation,
 | |
|             glBuffer: geometry.glBuffer,
 | |
|             numVertices: geometry.numVertices,
 | |
|         });
 | |
|     }
 | |
| }
 | |
| 
 | |
| function tick(time, context) {
 | |
|     handleInput(context);
 | |
|     updatePhysics(time, context);
 | |
| 
 | |
|     const campos = context.camera.position;
 | |
| 
 | |
|     // world generation / geometry update
 | |
|     {
 | |
|         // frame time is typically 16.7ms, so this may lag a bit
 | |
|         let timeLeft = 10;
 | |
|         const start = performance.now();
 | |
|         updateGeometry(context, timeLeft);
 | |
|     }
 | |
| 
 | |
|     draw(context, time);
 | |
| 
 | |
|     const dt = (time - context.lastFrameTime) * 0.001;
 | |
|     context.lastFrameTime = time;
 | |
| 
 | |
|     document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
 | |
| 
 | |
|     requestAnimationFrame(time => tick(time, context));
 | |
| }
 | |
| 
 | |
| function makeCube(texture) {
 | |
|     return [
 | |
|         makeFace('-x', texture, [-0.5, 0, 0]),
 | |
|         makeFace('+x', texture, [+0.5, 0, 0]),
 | |
|         makeFace('-y', texture, [0, -0.5, 0]),
 | |
|         makeFace('+y', texture, [0, +0.5, 0]),
 | |
|         makeFace('-z', texture, [0, 0, -0.5]),
 | |
|         makeFace('+z', texture, [0, 0, +0.5]),
 | |
|     ];
 | |
| }
 | |
| 
 | |
| function makeObjects(gl) {
 | |
|     const texture = [0, 4];
 | |
|     const faces = [
 | |
|         makeFace('-x', texture, [-0.5, 0, 0]),
 | |
|         makeFace('+x', texture, [+0.5, 0, 0]),
 | |
|         makeFace('-y', texture, [0, -0.5, 0]),
 | |
|         makeFace('+y', texture, [0, +0.5, 0]),
 | |
|         makeFace('-z', texture, [0, 0, -0.5]),
 | |
|         makeFace('+z', texture, [0, 0, +0.5]),
 | |
|     ];
 | |
|     return [
 | |
|         {
 | |
|             geometry: makeBufferFromFaces(gl, faces),
 | |
|             orientation: [0, 0, 0],
 | |
|             position: [0, 0, 0],
 | |
|         },
 | |
|     ];
 | |
| }
 | |
| 
 | |
| function makeSolarSystem(gl) {
 | |
|     return {
 | |
|         mass: 1.0,
 | |
|         spin: [0, 1.0, 0],
 | |
|         geometry: makeCube([0, 4]),
 | |
|         children: [
 | |
|             {
 | |
|                 mass: 0.1,
 | |
|                 spin: [0.2, 0.0, 0.0],
 | |
|                 geometry: makeCube([0, 8]),
 | |
|                 orbit: {
 | |
|                     excentricity: 0,
 | |
|                     semimajorAxis: 3,
 | |
|                     inclination: 0,
 | |
|                     ascendingNodeLongitude: 0,
 | |
|                     periapsisArgument: 0,
 | |
|                     trueAnomaly: 0,
 | |
|                 },
 | |
|             },
 | |
|             {
 | |
|                 mass: 0.1,
 | |
|                 spin: [0.2, 0.0, 0.0],
 | |
|                 geometry: makeCube([0, 1]),
 | |
|                 orbit: {
 | |
|                     excentricity: 0.8,
 | |
|                     semimajorAxis: 5,
 | |
|                     inclination: 0,
 | |
|                     ascendingNodeLongitude: 0,
 | |
|                     periapsisArgument: 0,
 | |
|                     trueAnomaly: 0,
 | |
|                 },
 | |
|             },
 | |
|             {
 | |
|                 mass: 0.1,
 | |
|                 spin: [0.0, 0.0, 1.0],
 | |
|                 geometry: makeCube([9, 9]),
 | |
|                 orbit: {
 | |
|                     excentricity: 0.3,
 | |
|                     semimajorAxis: 5,
 | |
|                     inclination: 1.0,
 | |
|                     ascendingNodeLongitude: 0,
 | |
|                     periapsisArgument: 0,
 | |
|                     trueAnomaly: 0,
 | |
|                 },
 | |
|             },
 | |
|         ],
 | |
|     }
 | |
| }
 | |
| 
 | |
| async function main() {
 | |
|     const canvas = document.querySelector('#game');
 | |
|     // adjust canvas aspect ratio to that of the screen
 | |
|     canvas.height = screen.height / screen.width * canvas.width;
 | |
|     const gl = canvas.getContext('webgl');
 | |
| 
 | |
|     if (gl === null) {
 | |
|         console.error('webgl not available')
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     const context = {
 | |
|         gl,
 | |
|         projMatrix: se3.perspective(Math.PI / 3, canvas.clientWidth / canvas.clientHeight, 0.1, 100.0),
 | |
|         camera: {
 | |
|             position: [0.0, 0.0, 2.0],
 | |
|             orientation: [0.0, 0.0, 0.0],
 | |
|             velocity: [0, 0, 0],
 | |
|         },
 | |
|         keys: new Set(),
 | |
|         lightDirection: [-0.2, -0.5, 0.4],
 | |
|         skyColor: [0.10, 0.15, 0.2],
 | |
|         ambiantLight: 0.7,
 | |
|         blockSelectDistance: 8,
 | |
|         flying: true,
 | |
|         isOnGround: false,
 | |
|         gravity: -17,
 | |
|         jumpForce: 6.5,
 | |
| //        objects: makeObjects(gl),
 | |
|         universe: makeSolarSystem(gl),
 | |
|     };
 | |
| 
 | |
|     context.glContext = await initWorldGl(gl);
 | |
|     context.orbitGlContext = getOrbitDrawContext(gl);
 | |
|     initUiListeners(canvas, context);
 | |
| 
 | |
| //    setupParamPanel(context);
 | |
| 
 | |
|     requestAnimationFrame(time => tick(time, context));
 | |
| }
 | |
| 
 | |
| window.onload = main;
 |