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main-loop.ts
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// shaders
import main_vsSource, {
uniformName_projectionMatrix,
uniformName_viewMatrix,
uniformName_worldTransforms,
} from "./shaders/main-vertex.vert";
import main_fsSource, {
uniformName_viewPos,
uniformName_csm_matrices,
uniformName_csm_texture0,
uniformName_csm_texture1,
uniformName_groundTexture,
constDef_CSM_TEXTURE_SIZE as CSM_TEXTURE_SIZE,
constDef_CSM_PLANE_DISTANCE as CSM_PLANE_DISTANCE,
} from "./shaders/main-fragment.frag";
import collider_fsSource, {
constDef_COLLISION_TEXTURE_SIZE as COLLISION_TEXTURE_SIZE,
} from "./shaders/collider-fragment.frag";
import sky_vsSource from "./shaders/sky-vertex.vert";
import sky_fsSource, { uniformName_iResolution } from "./shaders/sky-fragment.frag";
import { gameTimeUpdate, gameTimeDelta, mainMenuVisible, absoluteTime } from "./game/game-time";
import { camera_rotation, player_position_final, worldStateUpdate } from "./game/world-state";
import { integers_map } from "./math/integers-map";
import { identity, matrixCopy, matrixToArray, matrixTransformPoint, tempMatrix } from "./math/matrix";
import { eppur_si_muove } from "./game/level-update";
import { max, min } from "./math/math";
import { player_init, camera_position_x, camera_position_y, camera_position_z } from "./game/player";
import {
MODEL_ID_PLAYER_BODY,
MODEL_ID_PLAYER_LEG0,
MODEL_ID_PLAYER_LEG1,
MODEL_ID_SOUL,
MODEL_ID_SOUL_COLLISION,
} from "./game/models-ids";
import { transformsBuffer } from "./game/transforms-buffer";
import { allModels, MODELS_WITH_SIMPLE_TRANSFORM, souls } from "./game/models";
import { mat_perspective, zFar, zNear } from "./math/matrix-perspective";
import { page_update, csm_projections, player_first_person, projection, resetInteractPressed } from "./page";
import { cgl, gl } from "./gl";
const LIGHT_ROT_X = 298;
const LIGHT_ROT_Y = 139;
export const startMainLoop = (groundTextureImage: HTMLImageElement) => {
const csm_tempMatrix = new DOMMatrix();
const camera_view = new DOMMatrix();
const csm_lightSpaceMatrices = new Float32Array(2 * 16);
const csm_tempFrustumCorners: number[] = [];
const csm_framebuffer = gl.createFramebuffer();
interface WebglProgramAbstraction {
(name: string): WebGLUniformLocation;
(): void;
}
const renderModels = (
xgl: WebGL2RenderingContext,
soulModelId: number,
doNotRenderPlayer: boolean | 0 | 1 | undefined,
) => {
if (mainMenuVisible) {
if (hC.width > 1100) {
// Render player in main menu
xgl.drawElements(
xgl.TRIANGLES,
allModels[MODEL_ID_PLAYER_LEG1]!.$vertexEnd! - allModels[MODEL_ID_PLAYER_BODY]!.$vertexBegin!,
xgl.UNSIGNED_SHORT,
allModels[MODEL_ID_PLAYER_BODY]!.$vertexBegin! * 2,
);
}
} else {
// Render souls
xgl.drawElementsInstanced(
xgl.TRIANGLES,
allModels[soulModelId]!.$vertexEnd! - allModels[soulModelId]!.$vertexBegin!,
xgl.UNSIGNED_SHORT,
allModels[soulModelId]!.$vertexBegin! * 2,
souls.length,
);
// Render world
xgl.drawElements(
xgl.TRIANGLES,
allModels[doNotRenderPlayer ? MODEL_ID_PLAYER_BODY : MODEL_ID_PLAYER_LEG1 + 1]!.$vertexBegin! - 3,
xgl.UNSIGNED_SHORT,
3 * 2,
);
}
};
const initShaderProgram = (
xgl: WebGL2RenderingContext,
sfsSource: string,
vfsSource: string = main_vsSource,
): WebglProgramAbstraction => {
const loadShader = (source: string, type: number): WebGLShader => {
const shader = xgl.createShader(type)!;
xgl.shaderSource(shader, source);
xgl.compileShader(shader);
if (DEBUG && !xgl.getShaderParameter(shader, xgl.COMPILE_STATUS)) {
throw new Error("An error occurred compiling the shaders: " + xgl.getShaderInfoLog(shader));
}
return shader;
};
const uniforms: Record<string, WebGLUniformLocation> = {};
const program = xgl.createProgram()!;
xgl.attachShader(program, loadShader(vfsSource, xgl.VERTEX_SHADER));
xgl.attachShader(program, loadShader(sfsSource, xgl.FRAGMENT_SHADER));
xgl.linkProgram(program);
if (DEBUG && !xgl.getProgramParameter(program, xgl.LINK_STATUS)) {
throw new Error("Unable to initialize the shader program: " + xgl.getProgramInfoLog(program));
}
return (name?: string): any =>
name ? uniforms[name] || (uniforms[name] = xgl.getUniformLocation(program, name)!) : xgl.useProgram(program);
};
const mainShader = initShaderProgram(gl, main_fsSource);
const collisionShader = initShaderProgram(cgl, collider_fsSource);
const skyShader = initShaderProgram(gl, sky_fsSource, sky_vsSource);
const [csm0, csm1] = integers_map(2, (split: number) => {
const texture = gl.createTexture()!;
gl.activeTexture(gl.TEXTURE0 + split);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.DEPTH_COMPONENT24,
CSM_TEXTURE_SIZE,
CSM_TEXTURE_SIZE,
0,
gl.DEPTH_COMPONENT,
gl.UNSIGNED_INT,
null,
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, gl.LEQUAL); // Can be LESS or LEQUAL
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
return (roundingRadius: number) => {
let tx = 0;
let ty = 0;
let tz = 0;
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, texture, 0);
gl.clear(gl.DEPTH_BUFFER_BIT);
matrixCopy()
.scale3dSelf((roundingRadius *= 1.1))
.multiplySelf(matrixCopy(csm_projections[split], csm_tempMatrix).multiplySelf(camera_view).invertSelf());
for (let i = 0, j = 0; i < 8; ++i) {
matrixTransformPoint(4 & i ? 1 : -1, 2 & i ? 1 : -1, 1 & i ? 1 : -1);
// Round to reduce shimmering
tx -= csm_tempFrustumCorners[j++] = (matrixTransformPoint.x | 0) / (roundingRadius * matrixTransformPoint.w);
ty -= csm_tempFrustumCorners[j++] = (matrixTransformPoint.y | 0) / (roundingRadius * matrixTransformPoint.w);
tz -= csm_tempFrustumCorners[j++] = (matrixTransformPoint.z | 0) / (roundingRadius * matrixTransformPoint.w);
}
matrixCopy()
.rotateSelf(LIGHT_ROT_X, LIGHT_ROT_Y)
.translateSelf(tx / 8, ty / 8, tz / 8);
let right = -Infinity;
let top = -Infinity;
let far = -Infinity;
let left = Infinity;
let bottom = Infinity;
let near = Infinity;
// Compute the frustum bouding box
for (let i = 0, j = 0; i < 8; ++i) {
matrixTransformPoint(csm_tempFrustumCorners[j++], csm_tempFrustumCorners[j++], csm_tempFrustumCorners[j++]);
right = max(right, matrixTransformPoint.x);
top = max(top, matrixTransformPoint.y);
far = max(far, matrixTransformPoint.z);
left = min(left, matrixTransformPoint.x);
bottom = min(bottom, matrixTransformPoint.y);
near = min(near, matrixTransformPoint.z);
}
tz = 10 + split;
near *= near < 0 ? tz : 1 / tz;
far *= far > 0 ? tz : 1 / tz;
// Build the ortographic matrix, multiply it with the light space view matrix.
gl.uniformMatrix4fv(
mainShader(uniformName_viewMatrix),
false,
matrixToArray(
matrixCopy(identity, csm_tempMatrix)
.scaleSelf(2 / (right - left), 2 / (top - bottom), 2 / (near - far))
.translateSelf((right + left) / -2, (top + bottom) / -2, (near + far) / 2)
.multiplySelf(tempMatrix),
csm_lightSpaceMatrices,
split,
),
16 * split,
16,
);
};
});
const mainLoop = (globalTime: number) => {
gameTimeUpdate(globalTime);
requestAnimationFrame(mainLoop);
if (gameTimeDelta > 0) {
page_update();
worldStateUpdate();
eppur_si_muove();
// *** COLLISION RENDERER ***
cgl.uniform4fv(collisionShader(uniformName_worldTransforms), transformsBuffer);
cgl.colorMask(true, true, true, true);
cgl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
cgl.colorMask(true, false, true, false);
// first collision render
cgl.uniformMatrix4fv(
collisionShader(uniformName_viewMatrix),
false,
matrixToArray(
matrixCopy()
.rotateSelf(0, 180)
.invertSelf()
.translateSelf(-player_position_final.x, -player_position_final.y, -player_position_final.z + 0.3),
),
);
renderModels(cgl, MODEL_ID_SOUL_COLLISION, 1);
// second collision render
cgl.clear(gl.DEPTH_BUFFER_BIT);
cgl.colorMask(false, true, false, true);
cgl.uniformMatrix4fv(
collisionShader(uniformName_viewMatrix),
false,
matrixToArray(
matrixCopy().translateSelf(
-player_position_final.x,
-player_position_final.y,
-player_position_final.z - 0.3,
),
),
);
renderModels(cgl, MODEL_ID_SOUL_COLLISION, 1);
cgl.flush();
// Reset interact button
resetInteractPressed();
}
mainShader();
// Send the transformations to the shader
gl.uniform4fv(mainShader(uniformName_worldTransforms), transformsBuffer);
// *** CASCADED SHADOWMAPS ***
gl.bindFramebuffer(gl.FRAMEBUFFER, csm_framebuffer);
gl.viewport(0, 0, CSM_TEXTURE_SIZE, CSM_TEXTURE_SIZE);
gl.uniform1i(mainShader(uniformName_csm_texture0), 4);
gl.uniform1i(mainShader(uniformName_csm_texture1), 4);
gl.uniformMatrix4fv(mainShader(uniformName_projectionMatrix), false, matrixToArray(identity));
// view camera
let cameraX = camera_position_x;
let cameraY = camera_position_y;
let cameraZ = camera_position_z;
if (mainMenuVisible) {
matrixCopy().rotateSelf(0, 40 * Math.sin(absoluteTime) - 80, -8);
matrixToArray(tempMatrix, transformsBuffer, MODEL_ID_PLAYER_BODY - MODELS_WITH_SIMPLE_TRANSFORM - 2);
matrixToArray(tempMatrix, transformsBuffer, MODEL_ID_PLAYER_LEG0 - MODELS_WITH_SIMPLE_TRANSFORM - 2);
matrixToArray(tempMatrix, transformsBuffer, MODEL_ID_PLAYER_LEG1 - MODELS_WITH_SIMPLE_TRANSFORM - 2);
matrixCopy(projection).invertSelf();
matrixTransformPoint(3.6, 3.5);
cameraX = matrixTransformPoint.x;
cameraY = matrixTransformPoint.y;
cameraZ = 5;
matrixCopy(identity, camera_view).rotateSelf(20, 0).translateSelf(-cameraX, -cameraY, -cameraZ).rotateSelf(0, 99);
} else {
matrixCopy(identity, camera_view)
.rotateSelf(-camera_rotation.x, -camera_rotation.y)
.invertSelf()
.translateSelf(-cameraX, -cameraY, -cameraZ);
}
csm0!(CSM_PLANE_DISTANCE - zNear);
renderModels(gl, MODEL_ID_SOUL, player_first_person);
csm1!(zFar - CSM_PLANE_DISTANCE);
renderModels(gl, MODEL_ID_SOUL, player_first_person);
// *** MAIN RENDER ***
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.uniform1i(mainShader(uniformName_csm_texture0), 0);
gl.uniform1i(mainShader(uniformName_csm_texture1), 1);
gl.uniform3f(mainShader(uniformName_viewPos), cameraX, cameraY, cameraZ);
gl.uniformMatrix4fv(mainShader(uniformName_projectionMatrix), false, matrixToArray(projection));
gl.uniformMatrix4fv(mainShader(uniformName_viewMatrix), false, matrixToArray(camera_view));
gl.uniformMatrix4fv(mainShader(uniformName_csm_matrices), false, csm_lightSpaceMatrices);
renderModels(gl, MODEL_ID_SOUL, player_first_person);
// *** SKY RENDER ***
skyShader();
gl.uniformMatrix4fv(skyShader(uniformName_viewMatrix), false, matrixToArray(camera_view.invertSelf()));
gl.uniform3f(skyShader(uniformName_iResolution), gl.drawingBufferWidth, gl.drawingBufferHeight, absoluteTime);
gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0);
};
// Ground texture
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, gl.createTexture());
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1024, 1024, 0, gl.RGBA, gl.UNSIGNED_BYTE, groundTextureImage);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.generateMipmap(gl.TEXTURE_2D);
// Shadows framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, csm_framebuffer);
// Disable rendering to the csm color buffer, we just need the depth buffer
gl.drawBuffers([gl.NONE]);
gl.readBuffer(gl.NONE);
mainShader();
gl.uniform1i(mainShader(uniformName_groundTexture), 2);
skyShader();
gl.uniform1i(skyShader(uniformName_groundTexture), 2);
// Setup rendering context
gl.clearColor(0, 0, 0, 1);
gl.depthFunc(gl.LEQUAL); // LEQUAL to make sky works. Default is LESS
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.enable(gl.CULL_FACE); // Don't render triangle backs
// Setup collision context
cgl.enable(cgl.DEPTH_TEST); // Enable depth testing
cgl.enable(cgl.CULL_FACE); // Don't render triangle backs
cgl.viewport(0, 0, COLLISION_TEXTURE_SIZE, COLLISION_TEXTURE_SIZE);
collisionShader();
cgl.uniformMatrix4fv(
collisionShader(uniformName_projectionMatrix),
false,
matrixToArray(mat_perspective(0.0001, 2, 1.2, 0.4)),
);
player_init();
page_update();
requestAnimationFrame(mainLoop);
};