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render.js
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render.js
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import {Shader} from "./Shader.js"
import * as Sprite from "./Sprite.js"
import {Projection, View} from "./Transform.js"
import {mat4, vec2, vec3, quat} from "./gl-matrix-min.js"
import { Menu } from "./menu.js"
import {level, player, gl, setGl} from "./state.js"
import {Inventory} from "./inventory.js"
let shaders = {};
const DOOR_WIDTH = 1;
export let projection = null;
let camera = null;
let cameraLeftFixed = true;
let updateViewMat = false;
let pvMatrix = mat4.create();
//move to global state in some way
let w = 0;
let h = 0;
let lastSwitch = 0
let credits = null;
export function init(c) {
let canvas = c;
w = canvas.clientWidth;
h = canvas.clientHeight;
canvas.width = w;
canvas.height = h;
setGl(canvas.getContext("webgl"));
gl.clearColor(0, 0, 0, 1);
gl.frontFace(gl.CCW);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
initShaders();
gl.clear(gl.COLOR_BUFFER_BIT);
//credits = new Sprite.Sprite("assets/lvl7/credits.png", mat4.create());
camera = new View(vec2.fromValues(0, 0));
projection = new Projection(w/h);
updateViewMat = true;
//Container Texture for when the inventory is open
Menu.backgroundContainer = new Sprite.Sprite(null, mat4.create(), null)
Menu.backgroundContainer.texture = new Sprite.DynamicTexture2D() //TODO hackery but static, don't judge me
//container for rendering blur
Menu.blurredBackgroundContainer = new Sprite.Sprite(null, mat4.create(), null)
Menu.blurredBackgroundContainer.texture = new Sprite.DynamicTexture2D() //TODO hackery but static, don't judge me
//handle window resizing
window.addEventListener('resize', updateProjection);
window.addEventListener('orientationchange', updateProjection);
window.addEventListener('fullscreenchange', updateProjection);
}
function initShaders() {
shaders["defaultShader"] = new Shader("shader", "shader")
shaders["lightShader"] = new Shader("shader", "light")
shaders["blurShader"] = new Shader("shader", "blur")
shaders["bgShader"] = new Shader("shader", "bg-light")
shaders["defaultShader"].bind();
let defaultPositionAttribute = gl.getAttribLocation(shaders["defaultShader"].get(), 'position');
let defaultTexCoordAttribute = gl.getAttribLocation(shaders["defaultShader"].get(), 'texCoord');
gl.enableVertexAttribArray(defaultPositionAttribute);
gl.enableVertexAttribArray(defaultTexCoordAttribute);
}
export function updateView() {
let pos = vec2.clone(player.position);
pos[0] = Math.max(0, pos[0]);
camera.setPos(pos);
camera.setUpsideDown(level.upsideDown);
updateViewMat = true;
}
function updateProjection() {
let w = gl.canvas.clientWidth;
let h = gl.canvas.clientHeight;
gl.canvas.width = w;
gl.canvas.height = h;
gl.viewport(0, 0, w, h);
projection.updateAspect(w/h);
updateViewMat = true;
}
export function update() {
gl.clear(gl.COLOR_BUFFER_BIT);
if (updateViewMat) {
mat4.identity(pvMatrix);
mat4.mul(pvMatrix, projection.get(), camera.get());
updateViewMat = false;
}
if (Inventory.end_end && !Inventory.opened) { //TODO Move condition
shaders["defaultShader"].bind();
credits.draw(shaders["defaultShader"]);
gl.uniformMatrix4fv(shaders["defaultShader"].getUniform('VP'), false, mat4.create());
} else {
if (Inventory.opened || Menu.current !== null)
{
if (lastSwitch === 0)
{
lastSwitch = 1
Menu.backgroundContainer.texture.bindFramebuffer()
}
}
else {
if (lastSwitch === 2)
lastSwitch = 0
}
if (lastSwitch < 2)
drawLightShader();
//drawBaseShader();
if (lastSwitch === 1) {
lastSwitch = 2;
Menu.backgroundContainer.texture.unbindFramebuffer()
Menu.blurredBackgroundContainer.texture.bindFramebuffer()
shaders["blurShader"].bind();
gl.uniformMatrix4fv(shaders["blurShader"].getUniform('VP'), false, mat4.create());
gl.uniform1fv(shaders["blurShader"].getUniform('gaussian'), [0.000533, 0.000799, 0.001124, 0.001487, 0.001849, 0.00216, 0.002371, 0.002445, 0.002371, 0.00216, 0.001849, 0.001487, 0.001124, 0.000799, 0.000533, 0.000799, 0.001196, 0.001684, 0.002228, 0.002769, 0.003235, 0.003551, 0.003663, 0.003551, 0.003235, 0.002769, 0.002228, 0.001684, 0.001196, 0.000799, 0.001124, 0.001684, 0.002371, 0.003136, 0.003898, 0.004554, 0.004999, 0.005157, 0.004999, 0.004554, 0.003898, 0.003136, 0.002371, 0.001684, 0.001124, 0.001487, 0.002228, 0.003136, 0.004148, 0.005157, 0.006024, 0.006613, 0.006822, 0.006613, 0.006024, 0.005157, 0.004148, 0.003136, 0.002228, 0.001487, 0.001849, 0.002769, 0.003898, 0.005157, 0.006411, 0.007489, 0.008221, 0.00848, 0.008221, 0.007489, 0.006411, 0.005157, 0.003898, 0.002769, 0.001849, 0.00216, 0.003235, 0.004554, 0.006024, 0.007489, 0.008748, 0.009603, 0.009906, 0.009603, 0.008748, 0.007489, 0.006024, 0.004554, 0.003235, 0.00216, 0.002371, 0.003551, 0.004999, 0.006613, 0.008221, 0.009603, 0.010542, 0.010875, 0.010542, 0.009603, 0.008221, 0.006613, 0.004999, 0.003551, 0.002371, 0.002445, 0.003663, 0.005157, 0.006822, 0.00848, 0.009906, 0.010875, 0.011218, 0.010875, 0.009906, 0.00848, 0.006822, 0.005157, 0.003663, 0.002445, 0.002371, 0.003551, 0.004999, 0.006613, 0.008221, 0.009603, 0.010542, 0.010875, 0.010542, 0.009603, 0.008221, 0.006613, 0.004999, 0.003551, 0.002371, 0.00216, 0.003235, 0.004554, 0.006024, 0.007489, 0.008748, 0.009603, 0.009906, 0.009603, 0.008748, 0.007489, 0.006024, 0.004554, 0.003235, 0.00216, 0.001849, 0.002769, 0.003898, 0.005157, 0.006411, 0.007489, 0.008221, 0.00848, 0.008221, 0.007489, 0.006411, 0.005157, 0.003898, 0.002769, 0.001849, 0.001487, 0.002228, 0.003136, 0.004148, 0.005157, 0.006024, 0.006613, 0.006822, 0.006613, 0.006024, 0.005157, 0.004148, 0.003136, 0.002228, 0.001487, 0.001124, 0.001684, 0.002371, 0.003136, 0.003898, 0.004554, 0.004999, 0.005157, 0.004999, 0.004554, 0.003898, 0.003136, 0.002371, 0.001684, 0.001124, 0.000799, 0.001196, 0.001684, 0.002228, 0.002769, 0.003235, 0.003551, 0.003663, 0.003551, 0.003235, 0.002769, 0.002228, 0.001684, 0.001196, 0.000799, 0.000533, 0.000799, 0.001124, 0.001487, 0.001849, 0.00216, 0.002371, 0.002445, 0.002371, 0.00216, 0.001849, 0.001487, 0.001124, 0.000799, 0.000533]);
Menu.backgroundContainer.draw(shaders["blurShader"]);
Menu.blurredBackgroundContainer.texture.unbindFramebuffer()
}
if (lastSwitch > 0)
drawGUI();
}
gl.flush();
}
//draw UI Overlay
function drawGUI() {
shaders["defaultShader"].bind();
gl.uniformMatrix4fv(shaders["defaultShader"].getUniform('VP'), false, mat4.create());
Menu.blurredBackgroundContainer.draw(shaders["defaultShader"]);
gl.uniformMatrix4fv(shaders["defaultShader"].getUniform('VP'), false, projection.get());
//TODO THIS NEEDS TO MOVE
if (Menu.current !== null) {
Menu.current.draw(shaders["defaultShader"]);
} else if (Inventory.opened) {
Inventory.board.draw(shaders["defaultShader"]);
for (let i = 0; i < Inventory.objects.length; i++) {
if (Inventory.level_end && i < level.id - 1) {
continue;
}
if (Inventory.cursorPosition == i) {
Inventory.postits[i].texture = Inventory.glowingPostit;
} else {
Inventory.postits[i].texture = Inventory.postit;
}
Inventory.postits[i].draw(shaders["defaultShader"]);
Inventory.objects[i].draw(shaders["defaultShader"]);
}
if (Inventory.level_end && level.id == 1) {
new Sprite.Sprite("assets/endLvTut.png", mat4.fromRotationTranslationScale(mat4.create(), quat.create(), vec3.fromValues(0, 4, 0), vec3.fromValues(5, 1, 1))).draw(shaders["defaultShader"]);
}
}
}
//RENDER MODES
function drawBaseShader() {
shaders["defaultShader"].bind();
gl.uniformMatrix4fv(shaders["defaultShader"].getUniform('VP'), false, pvMatrix);
for (let sprite of level.objects)
{
console.log(sprite.type)
if (sprite.type === "background")
{
shaders["bgShader"].bind();
gl.uniform3fv(shaders["bgShader"].getUniform('backgroundFilter'), level.bgFilter);
gl.uniformMatrix4fv(shaders["bgShader"].getUniform('VP'), false, pvMatrix);
sprite.draw(shaders["bgShader"]);
shaders["defaultShader"].bind();
gl.uniformMatrix4fv(shaders["defaultShader"].getUniform('VP'), false, pvMatrix);
}
else
sprite.draw(shaders["defaultShader"]);
}
player.draw(shaders["defaultShader"]);
if (player.canInteract)
player.eyeSprite.draw(shaders["defaultShader"]);
}
function drawLightShader() {
shaders["lightShader"].bind();
gl.uniform1f(shaders["lightShader"].getUniform('lightCount'), level.lightCnt)
gl.uniform1fv(shaders["lightShader"].getUniform('lights'), level.lights)
gl.uniformMatrix4fv(shaders["lightShader"].getUniform('VP'), false, pvMatrix);
for (let sprite of level.objects)
{
if (sprite.type === "background")
{
shaders["bgShader"].bind();
gl.uniformMatrix4fv(shaders["bgShader"].getUniform('VP'), false, pvMatrix);
gl.uniform1f(shaders["bgShader"].getUniform('lightCount'), level.lightCnt)
gl.uniform1fv(shaders["bgShader"].getUniform('lights'), level.lights)
gl.uniform3fv(shaders["bgShader"].getUniform('backgroundFilter'), level.bgFilter);
sprite.draw(shaders["bgShader"]);
shaders["lightShader"].bind();
gl.uniformMatrix4fv(shaders["lightShader"].getUniform('VP'), false, pvMatrix);
}
else if (sprite.type == "door" && sprite.state) {
let t = (sprite.state == "opening" ? 0.3 - sprite.timer : (sprite.state == "closing" ? sprite.timer : 0.3)) / 0.3;
mat4.fromRotationTranslationScale(sprite.door.transform, quat.create(), vec3.fromValues(sprite.position[0] + t * DOOR_WIDTH, sprite.position[1], 0), vec3.fromValues(-t * DOOR_WIDTH, sprite.halfSize[1], 1));
sprite.door.draw(shaders["lightShader"]);
}
else
sprite.draw(shaders["lightShader"]);
}
player.draw(shaders["lightShader"]);
if (player.canInteract) {
shaders["defaultShader"].bind();
gl.uniformMatrix4fv(shaders["defaultShader"].getUniform('VP'), false, pvMatrix);
player.eyeSprite.draw(shaders["defaultShader"]);
}
}