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scene.js
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//
// Constants
//
var SCROLL_AMOUNT = 0.0015
var DAY_LENGTH = 8000
var RETINA = false
var CONTROLLABLE = false
var FPS_MIN = 52
var FPS_MAX = 60
var FPS_GAP = 120
//
// Dependencies
//
var canvas = document.querySelector('#viewbox canvas')
var gl = require('gl-context')(canvas, render)
var Camera = require('canvas-orbit-camera')
var mouse = require('mouse-position')()
var debounce = require('frame-debounce')
var triangle = require('a-big-triangle')
var mat4 = require('gl-matrix').mat4
var vec3 = require('gl-matrix').vec3
var quat = require('gl-matrix').quat
var terrain = require('./terrain')(gl)
var Texture = require('gl-texture2d')
var water = require('./water')(gl)
var fit = require('canvas-fit')
var Shader = require('glslify')
var FBO = require('gl-fbo')
var clear = require('gl-clear')({
color: [0xE0/0xFF, 0xEC/0xFF, 0xEF/0xFF, 0]
})
//
// General Setup
//
var stats = null
var camera = Camera(canvas, {
rotate: CONTROLLABLE
, scale: CONTROLLABLE
, pan: CONTROLLABLE
})
camera.center[2] = 40
quat.rotateX(camera.rotation, camera.rotation, -0.05)
var scales = [1]
var ratio = (RETINA && window.devicePixelRatio) || 1
if (ratio !== 1) scales.push(ratio)
var scaler = require('canvas-autoscale')(canvas, {
parent: window
, target: [FPS_MIN, FPS_MAX]
, scales: scales
, gap: FPS_GAP
}, render)
//
// Framebuffers
//
var ray = FBO(gl, [256, 256], { color: 1, depth: true })
var fbo = FBO(gl, [256, 256], { color: 1, depth: true })
//
// Assets: LUTs
//
var luts = {
normal: lf(Texture(gl, require('./luts/normal')))
, sunset: lf(Texture(gl, require('./luts/sunset')))
, night: lf(Texture(gl, require('./luts/night')))
, day: lf(Texture(gl, require('./luts/day')))
, day2: lf(Texture(gl, require('./luts/day2')))
}
function lf(tex) {
tex.minFilter = gl.LINEAR
tex.magFilter = gl.LINEAR
return tex
}
//
// Assets: Shaders
//
var post = Shader({
frag: './shaders/postprocessing.frag'
, vert: './shaders/triangle.vert'
, transform: ['glslify-hex']
})(gl)
var rayShader = Shader({
frag: './shaders/ray.frag'
, vert: './shaders/triangle.vert'
, transform: ['glslify-hex']
})(gl)
//
// General
//
var params = {
lightThreshold: 0.5
, lightDirectionX: 0.58
, lightDirectionY: 0.5
, lightDirectionZ: 0.76
, lightDirection: new Float32Array(3)
, sunX: 0.8
, sunY: 0.58
, lut1: 'day'
, lut2: 'day'
, lutT: 0
, time: 0
, proj: mat4.create()
, view: mat4.create()
, camera: camera
}
if (process.env.NODE_ENV !== 'production') {
stats = (new (require('./stats')))
stats.begin()
document.body.appendChild(stats.domElement)
}
//
// Render Loop
//
function render() {
if (!fbo) return
if (stats) stats.update()
//
// Screen Size
//
var scale = Math.max(1, scaler.scale * 2)
var height = (canvas.height / scale)|0
var width = (canvas.width / scale)|0
var screenWidth = width * scale
var screenHeight = height * scale
//
// Dynamic Parameters
//
var dayTime = Date.now() / DAY_LENGTH
var sunpos = [
params.sunX + Math.sin(dayTime) * 0.8
, params.sunY + Math.cos(dayTime) * 0.6
]
updateLUT(
(Math.cos(dayTime) + 1) * 1.5
, (dayTime + Math.PI) % (Math.PI * 4) > Math.PI * 2
)
params.time = Date.now() / 100000 % 1000
params.screenSize = [width, height]
params.lightDirection[0] = sunpos[0] * 0.3
params.lightDirection[1] = sunpos[1] * 1.4 - 0.2
params.lightDirection[2] = 1
vec3.normalize(params.lightDirection, params.lightDirection)
//
// View/Projection matrices
//
camera.center[1] = window.scrollY * SCROLL_AMOUNT
camera.view(params.view)
camera.tick()
mat4.perspective(params.proj
, Math.PI / 4
, canvas.width / canvas.height
, 0.1
, 10000
)
//
// Draw the main scene
//
fbo.shape = [width, height]
fbo.bind()
gl.viewport(0, 0, width, height)
gl.enable(gl.DEPTH_TEST)
gl.enable(gl.CULL_FACE)
clear(gl)
terrain(params)
water(params)
gl.disable(gl.DEPTH_TEST)
gl.disable(gl.CULL_FACE)
//
// "Ray map" for godrays
//
ray.bind()
ray.shape = [width, height]
gl.viewport(0, 0, width, height)
rayShader.bind()
rayShader.uniforms.uScreenSize = [width, height]
rayShader.uniforms.uSunPosition = sunpos
rayShader.uniforms.tScreen = fbo.color[0].bind(0)
triangle(gl)
//
// Post-processing
//
gl.bindFramebuffer(gl.FRAMEBUFFER, null)
gl.viewport(0, 0, screenWidth, screenHeight)
post.bind()
post.shape = [screenWidth, screenHeight]
post.uniforms.tScreen = fbo.color[0].bind(0)
post.uniforms.tRays = ray.color[0].bind(1)
post.uniforms.tLUT1 = luts[params.lut1].bind(2)
post.uniforms.tLUT2 = luts[params.lut2].bind(3)
post.uniforms.uLUTT = params.lutT
post.uniforms.uTime = params.time
post.uniforms.uScreenSize = [screenWidth, screenHeight]
post.uniforms.uSunPosition = sunpos
triangle(gl)
}
// Responsible for day/night cycle,
// which is entirely faked using color grading.
function updateLUT(t, n) {
t = ((t+3) % 6)
if (t < 2) {
params.lut1 = n ? 'day' : 'day2'
params.lut2 = 'sunset'
params.lutT = Math.max(0, t - 1)
} else
if (t < 3) {
params.lut1 = 'sunset'
params.lut2 = 'night'
params.lutT = t - 2
} else
if (t < 5) {
params.lut1 = 'night'
params.lut2 = 'sunset'
params.lutT = Math.max(0, t - 4)
} else
if (t < 6) {
params.lut1 = 'sunset'
params.lut2 = n ? 'day' : 'day2'
params.lutT = t - 5
}
}