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demo.js
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demo.js
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var mesher = require('heightmap-mesher')
var normals = require('mesh-normals')
var camera = require('./')()
var shell = require('gl-now')({ clearColor: [1, 1, 1, 0] })
var perlin = require('perlin').noise.perlin2
var fill = require('ndarray-fill')
var zero = require('zeros')
var fs = require('fs')
var createShader = require('gl-shader')
var createBuffer = require('gl-buffer')
var createVAO = require('gl-vao')
var glm = require('gl-matrix')
var mat4 = glm.mat4
var vec2 = glm.vec2
var quat = glm.quat
shell.on('gl-init', init)
shell.on('gl-render', render)
var meshes = []
var shader
function init() {
var gl = shell.gl
shader = createShader(gl
, fs.readFileSync(__dirname + '/shaders/terrain.vert', 'utf8')
, fs.readFileSync(__dirname + '/shaders/terrain.frag', 'utf8')
)
meshes = [
createMesh(gl, +1, +2)
, createMesh(gl, +1, +1)
, createMesh(gl, +1, +0)
, createMesh(gl, +1, -1)
, createMesh(gl, +1, -2)
, createMesh(gl, +0, +2)
, createMesh(gl, +0, +1)
, createMesh(gl, +0, +0)
, createMesh(gl, +0, -1)
, createMesh(gl, +0, -2)
, createMesh(gl, -1, +2)
, createMesh(gl, -1, +1)
, createMesh(gl, -1, +0)
, createMesh(gl, -1, -1)
, createMesh(gl, -1, -2)
]
}
var model = mat4.identity(new Float32Array(16))
var tempm = mat4.identity(new Float32Array(16))
var gridp = [0,0,0]
var scale = [15,3.5,15]
var t = 0
function render() {
var gl = shell.gl
t += 1
camera.rotateY(Math.sin(t / 100 + Math.PI) * 0.025 + 0.01)
camera.position[1] = -1
camera.position[2] += Math.sin(t / 250) * 0.05
var projection = mat4.perspective(new Float32Array(16), 0.25*Math.PI, shell.width/shell.height, 0.05, 1000)
var view = camera.view()
gl.enable(gl.CULL_FACE)
gl.enable(gl.DEPTH_TEST)
shader.bind()
shader.uniforms.projection = projection
shader.uniforms.view = view
shader.attributes.position.location = 0
shader.attributes.normal.location = 1
for (var i = 0; i < meshes.length; i += 1) {
gridp[0] = meshes[i].x - 0.5
gridp[1] = -0.35
gridp[2] = meshes[i].y - 0.5
mat4.scale(model, tempm, scale)
mat4.translate(model, model, gridp)
shader.uniforms.model = model
meshes[i].vao.bind()
gl.drawArrays(gl.TRIANGLES, 0, meshes[i].length)
meshes[i].vao.unbind()
}
}
function createMesh(gl, x, y) {
var vertData = mesher(
perlinify(
zero([64, 64])
, x
, y
), 0.25
)
var normData = normals(vertData)
var vertBuffer = createBuffer(gl, vertData)
var quads = createVAO(gl, null, [{
buffer: vertBuffer
, type: gl.FLOAT
, size: 3
, offset: 0
, stride: 0
, normalized: false
}, {
buffer: createBuffer(gl, normData)
, type: gl.FLOAT
, size: 3
, offset: 0
, stride: 0
, normalized: false
}])
return { vao: quads, length: vertData.length / 3, x: x, y: y }
}
function perlinify(array, _x, _y) {
_x *= array.shape[0] - 1
_y *= array.shape[1] - 1
return fill(array, function(x, y) {
return perlin((x + _x) * 0.055 + 972, (y + _y) * 0.055 - 234)
})
}