/
render.js
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render.js
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var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
//gl = WebGLDebugUtils.makeDebugContext(canvas.getContext("experimental-webgl")); // Debug
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
gl.enable(CULL_FACE);
gl.cullFace(BACK);
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, filename, type) {
var source;
$.ajax({
async: false,
url: "shaders/" + filename,
success: function(result) {
source = result;
}
});
var shader;
if (type == 'frag') {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (type == 'vert') {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function initMaterials() {
for(var idx in materials) {
loadMaterial(materials[idx]);
console.log("Loaded material " + idx);
}
}
function loadMaterial(material) {
material.shaderProgram = gl.createProgram();
for(var idx in material.frag_shaders) {
var shader = getShader(gl, material.frag_shaders[idx], 'frag');
gl.attachShader(material.shaderProgram, shader);
}
for(var idx in material.vert_shaders) {
var shader = getShader(gl, material.vert_shaders[idx], 'vert');
gl.attachShader(material.shaderProgram, shader);
}
gl.linkProgram(material.shaderProgram);
if (!gl.getProgramParameter(material.shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(material.shaderProgram);
for(var key in material.attrib) {
material.attrib[key] = gl.getAttribLocation(material.shaderProgram, key);
gl.enableVertexAttribArray(material.attrib[key]);
}
for(var key in material.uniform) {
material.uniform[key] = gl.getUniformLocation(material.shaderProgram, key);
}
for(var key in material.textures) {
initTexture(material.textures[key]);
}
}
function handleLoadedTexture(texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);
}
function initTexture(texture) {
texture.tex = gl.createTexture();
texture.tex.image = new Image();
texture.tex.image.onload = function () {
handleLoadedTexture(texture.tex)
}
texture.tex.image.src = "textures/" + texture.filename;
}
function initMeshes() {
for(var idx in meshes) {
console.log("Loaded mesh " + idx);
loadMesh(meshes[idx]);
}
}
function loadMesh(mesh) {
mesh.vertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(mesh.vertices), gl.STATIC_DRAW);
mesh.vertexPositionBuffer.itemSize = 3;
mesh.vertexPositionBuffer.numItems = mesh.vertices.length / mesh.vertexPositionBuffer.itemSize;
mesh.vertexTextureCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexTextureCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(mesh.textureCoords), gl.STATIC_DRAW);
mesh.vertexTextureCoordBuffer.itemSize = 2;
mesh.vertexTextureCoordBuffer.numItems = mesh.textureCoords / mesh.vertexTextureCoordBuffer.itemSize;
mesh.vertexNormalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexNormalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(mesh.vertexNormals), gl.STATIC_DRAW);
mesh.vertexNormalBuffer.itemSize = 3;
mesh.vertexNormalBuffer.numItems = mesh.vertexNormals.length / mesh.vertexNormalBuffer.itemSize;
mesh.vertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.vertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(mesh.vertexIndices), gl.STATIC_DRAW);
mesh.vertexIndexBuffer.itemSize = 1;
mesh.vertexIndexBuffer.numItems = mesh.vertexIndices.length / mesh.vertexIndexBuffer.itemSize;
}
function prepareMesh(material, mesh) {
gl.useProgram(material.shaderProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexPositionBuffer);
gl.vertexAttribPointer(material.attrib.aVertexPosition, mesh.vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexTextureCoordBuffer);
gl.vertexAttribPointer(material.attrib.atTextureCoord, mesh.vertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexNormalBuffer);
gl.vertexAttribPointer(material.attrib.aVertexNormal, mesh.vertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.vertexIndexBuffer);
gl.vertexAttribPointer(material.attrib.aVertexNormal, mesh.vertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
for(var key in material.textures) {
gl.activeTexture(gl.TEXTURE0 + parseInt(key));
gl.bindTexture(gl.TEXTURE_2D, material.textures[key].tex);
gl.uniform1i(material.uniform[material.textures[key].uniform], parseInt(key));
}
if(typeof material.prepare != 'undefined') {
material.prepare();
}
}
function drawMesh(material, mesh) {
setMatrixUniforms(material);
gl.drawElements(gl.TRIANGLES, mesh.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
}
function drawScene() {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.identity(mvMatrix);
// Sky back drop
mvPushMatrix();
mvTranslate([0,0,-2]);
mvScale([1,1,1]);
gl.depthMask(0);
prepareMesh(materials.sky, meshes.quad);
drawMesh(materials.sky, meshes.quad);
gl.depthMask(1);
mvPopMatrix();
// Cam rotation
mvPushMatrix();
var cam_ = vec3.create();
vec3.negate(camPos, cam_);
mat4.rotate(mvMatrix, camRot[0], [0, 1, 0]);
mat4.rotate(mvMatrix, camRot[1], [Math.cos(camRot[0]), 0, Math.sin(camRot[0])]);
// Sun
mvPushMatrix();
mvTranslate(sun.pos);
//prepareMesh(materials.sun, meshes.cube);
//drawMesh(materials.sun, meshes.cube);
mvPopMatrix();
// Cam position
mat4.translate(mvMatrix, cam_);
// Cubes
mvPushMatrix();
mat4.scale(mvMatrix, [.5, .5, .5]);
prepareMesh(materials.cube, meshes.cube);
for(var x = 0; x < level.XM; x ++) {
for(var y = 0; y < level.YM; y ++) {
for(var z = 0; z < level.ZM; z ++) {
if(isVisible(x,y,z) && level.getLevelBlock([x,y,z]) != 0) {
mvPushMatrix();
mat4.translate(mvMatrix, [x*2, y*2, z*2]);
gl.uniform1i(materials.cube.uniform.uBlockType, level.getLevelBlock([x,y,z]));
if(typeof level.breakage[[x,y,z]] != 'undefined') {
var breakage = Math.floor(level.breakage[[x,y,z]].damage * 3);
gl.uniform1i(materials.cube.uniform.uBreakage, breakage);
} else {
gl.uniform1i(materials.cube.uniform.uBreakage, 0);
}
if(player.selection != null && player.selection[0] == x && player.selection[1] == y && player.selection[2] == z) {
gl.uniform1i(materials.cube.uniform.uSelected, player.selectionFace);
drawMesh(materials.cube, meshes.cube);
gl.uniform1i(materials.cube.uniform.uSelected, 0);
} else {
drawMesh(materials.cube, meshes.cube);
}
mvPopMatrix();
}
}
}
}
mvPopMatrix();
// Cam/head transforms
mvPopMatrix();
// Arm
mvPushMatrix();
mvRotate(player.armAngle, [1,0,0]);
mvTranslate([0.8,-0.4,-1]);
mvScale([0.1, 0.1, 0.25]);
prepareMesh(materials.arm, meshes.arm);
drawMesh(materials.arm, meshes.arm);
mvPopMatrix();
}
function isVisible(x, y, z) {
return x == 0 || x == level.XM - 1
|| y == 0 || y == level.YM - 1
|| z == 0 || z == level.ZM - 1
|| level.blocks[x][y][z - 1] == 0 || level.blocks[x][y][z + 1] == 0
|| level.blocks[x][y - 1][z] == 0 || level.blocks[x][y + 1][z] == 0
|| level.blocks[x - 1][y][z] == 0 || level.blocks[x + 1][y][z] == 0;
}