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WebGL.js
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function compileShader(gl, vShaderText, fShaderText){
//////Build vertex and fragment shader objects
var vertexShader = gl.createShader(gl.VERTEX_SHADER)
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
//The way to set up shader text source
gl.shaderSource(vertexShader, vShaderText)
gl.shaderSource(fragmentShader, fShaderText)
//compile vertex shader
gl.compileShader(vertexShader)
if(!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)){
console.log('vertex shader ereror');
var message = gl.getShaderInfoLog(vertexShader);
console.log(message);//print shader compiling error message
}
//compile fragment shader
gl.compileShader(fragmentShader)
if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)){
console.log('fragment shader ereror');
var message = gl.getShaderInfoLog(fragmentShader);
console.log(message);//print shader compiling error message
}
/////link shader to program (by a self-define function)
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
//if not success, log the program info, and delete it.
if(!gl.getProgramParameter(program, gl.LINK_STATUS)){
alert(gl.getProgramInfoLog(program) + "");
gl.deleteProgram(program);
}
return program;
}
function initAttributeVariable(gl, a_attribute, buffer){
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer(a_attribute, buffer.num, buffer.type, false, 0, 0);
gl.enableVertexAttribArray(a_attribute);
}
function initArrayBufferForLaterUse(gl, data, num, type) {
// Create a buffer object
var buffer = gl.createBuffer();
if (!buffer) {
console.log('Failed to create the buffer object');
return null;
}
// Write date into the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
// Store the necessary information to assign the object to the attribute variable later
buffer.num = num;
buffer.type = type;
return buffer;
}
function initVertexBufferForLaterUse(gl, vertices, normals, texCoords, tagents, bitagents, crossTexCoords) {
var nVertices = vertices.length / 3;
var o = new Object();
o.vertexBuffer = initArrayBufferForLaterUse(gl, new Float32Array(vertices), 3, gl.FLOAT);
if (normals != null) o.normalBuffer = initArrayBufferForLaterUse(gl, new Float32Array(normals), 3, gl.FLOAT);
if (texCoords != null) o.texCoordBuffer = initArrayBufferForLaterUse(gl, new Float32Array(texCoords), 2, gl.FLOAT);
if (tagents != null) o.tagentsBuffer = initArrayBufferForLaterUse(gl, new Float32Array(tagents), 3, gl.FLOAT);
if (bitagents != null) o.bitagentsBuffer = initArrayBufferForLaterUse(gl, new Float32Array(bitagents), 3, gl.FLOAT);
if (crossTexCoords != null)
o.crossTexCoordsBuffer = initArrayBufferForLaterUse(gl, new Float32Array(crossTexCoords), 1, gl.FLOAT);
//you can have error check here
o.numVertices = nVertices;
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
return o;
}
var mouseLastX, mouseLastY;
var mouseDragging = false;
var angleX = 0, angleY = 0;
var gl, canvas;
var cameraX = -10, cameraY = 5, cameraZ = 0; //! First person view
var cameraXThird = -17.0, cameraYThird = 8.0, cameraZThird = 0; //! Third person view
var cameraDirX = 1, cameraDirY = 0, cameraDirZ = 0;
var lightX = -5, lightY = 15, lightZ = 10;
var positionX = 28, positionY = 7, positionZ = -10; //? For mirror object
//! For view first person or third person
var thirdPersonView = 0; // 0 -> first person, 1 -> third person
var cubeMapTex;
var quadObj;
var rotateAngle = 0;
//! Player's position
var playerX = 0.0, playerY = 0.0, playerZ = 0.0;
//! For player moving
var playerStep = 0.25;
//! For enemy moving
var enemyStep = 0.05;
var enemyX = 0.0, enemyY = 0.0, enemyZ = 0.0;
var enemyRotate = -10; //? Range from -10 to 10
var enemyRotatevaluePerTime = 1;
var rotateOffset;
var dirEnemy = 0; //? Range from 0 to 3
//! For mouse sensitivity
var sensitivityMode = 0; //* Press mouse middle button to change it, 0 -> for low sensitivity, 1 -> for high sensitivity
var sensitivity = 4.0;
//! For coordinate
var coordinatePlayer = new Vector4([0.0, 5.0, 0.0, 1.0]);
var coordWorld_player;
var coordinateobstacle1 = new Vector4([0.0, 0.0, 0.0, 1.0]);
var coordWorld_obstacle1;
var coordinateEnemy = new Vector4([0.0, 4.3, 0.0, 1.0]);
var coordWorld_enemy;
var coordinateSword = new Vector4([0.0, 0.0, 0.0, 1.0]);
var coordWorld_sword;
var coordinateobstacle2 = new Vector4([0.0, 0.0, 0.0, 1.0]);
var coordWorld_obstacle2;
var is_touch = 0;
var contact1 = 0;
var contact2 = 0;
//! skills or not
//* Players heart
var mainPlayerHeart = 10;
var enemyHeart = 10;
//! Frame Buffer Object
var dynamicReflectionFBO;
var shadowFBO;
var offScreenWidth = 2048, offScreenHeight = 2048; //for cubemap render
var timer = 5;
var clock;
var isMagic = 0;
//! Attack
var attackMode = 0;
var swordoffsetX = 0.0;
var swordoffsetZ = 0.0;
var swordMoveCount = 2;
var swordMoveClock;
var touchJudgeAttack = 0;
var attackTouchRange = 5.0;
var damage;
var leftHeartOffset = 0.0;
//! Game over
var gameOver = 0;
//! Bump mapping normal map mode
var normalmode = 0;
//! Jump
var jumpUp = 0;
var jumpDown = 0;
var jumpClock;
var jumpTimer = 2;
var jumpOffset = 0.0;
//TODO For screen locking and initialization
const screenMode = [];
screenMode.push(main);
screenMode.push(load_all_texture);
window.onload = async () => {
for (const func of screenMode) {
await func();
}
};
async function main() {
canvas = document.getElementById("webgl");
gl = canvas.getContext("webgl2");
if (!gl) {
console.log("Failed to get the rendering context for WebGL");
return;
}
setInterval(() => {
refresh;
}, 1);
//? init shaders program
initDynamicReflectionShaderProgram();
initCubeMapShaderProgram();
initOnScreenShaderProgram();
initShadowShaderProgram();
//? init framebuffer for shadow and dynamic reflection
shadowFBO = initFrameBufferForShadowRendering();
dynamicReflectionFBO = initFrameBufferForCubemapRendering();
//? Load model and texture
getAllModelData();
load_all_texture();
//? Draw everything
draw(); //* draw it once before mouse move
// interface();
var changeDir = setInterval(() => {
dirEnemy = Math.floor(Math.random() * 4);
}, 1000);
var changeRotate = setInterval(() => {
rotateOffset = Math.floor(Math.random() * 2);
}, 350);
document.getElementById("gameover-message").style.display = "none";
var refresh = function () {
if (!gameOver) {
if (lockMode == 0) {
// console.log(isMagic);
if (dirEnemy == 0) { //! Up
if (enemyX + enemyStep <= 90.0) { enemyX += enemyStep; }
} else if (dirEnemy == 1) { //! Down
if (enemyX - enemyStep >= 0.0) { enemyX -= enemyStep; }
} else if (dirEnemy == 2) { //! Left
if (enemyZ - enemyStep >= -15.0) { enemyZ -= enemyStep; }
} else if (dirEnemy == 3) { //! Right
if (enemyZ + enemyStep <= 15.0) { enemyZ += enemyStep; }
}
if (rotateOffset == 0) { //! left Side
if (enemyRotate + enemyRotatevaluePerTime <= 10) { enemyRotate += enemyRotatevaluePerTime; }
// console.log(enemyRotate);
} else {
if (enemyRotate - enemyRotatevaluePerTime >= -10) { enemyRotate -= enemyRotatevaluePerTime; }
}
if (attackMode) {
if (swordoffsetX + 8.0 <= 24.0) { swordoffsetX += 8.0; }
if (swordoffsetZ - 8.0 >= -24.0) { swordoffsetZ -= 8.0; }
}
if (jumpUp) {
if (jumpOffset + 1.0 <= 2.0) { jumpOffset += 1.0; }
// cameraY += jumpOffset;
} else {
// console.log("jump", jumpOffset);
if (jumpOffset - 1.0 >= 0.0) { jumpOffset -= 1.0; }
// cameraY -= parseFloat(jumpOffset);
// console.log("cameraY", cameraY);
}
}
} else {
document.getElementById("gameover-message").style.display = "block";
document.getElementById("pause").style.display = "none";
document.removeEventListener("mousemove", updatePosition, false);
}
if (jumpTimer <= 0) {
clearInterval(jumpClock);
jumpUp = 0;
jumpTimer = 2;
cameraY = 5.0;
}
if (timer <= 0) {
clearInterval(clock);
document.getElementById("magic-message").style.display = "none";
timer = 5;
isMagic = 0;
enemyStep = 0.05;
enemyRotatevaluePerTime = 1;
stop_clock = setInterval(() => { //? Cold for 5 seconds
stopTimer--;
}, 1000);
}
if (stopTimer <= 0) {
clearInterval(stop_clock);
stopTimer = 5;
stop = 0;
}
if (swordMoveCount <= 0) {
clearInterval(swordMoveClock);
swordMoveCount = 2;
attackMode = 0;
swordoffsetX = 0.0;
swordoffsetZ = 0.0;
}
draw();
requestAnimationFrame(refresh);
}
refresh();
}
function calculateTangentSpace(position, texcoord){
//iterate through all triangles
let tagents = [];
let bitagents = [];
let crossTexCoords = [];
for( let i = 0; i < position.length/9; i++ ){
let v00 = position[i*9 + 0];
let v01 = position[i*9 + 1];
let v02 = position[i*9 + 2];
let v10 = position[i*9 + 3];
let v11 = position[i*9 + 4];
let v12 = position[i*9 + 5];
let v20 = position[i*9 + 6];
let v21 = position[i*9 + 7];
let v22 = position[i*9 + 8];
let uv00 = texcoord[i*6 + 0];
let uv01 = texcoord[i*6 + 1];
let uv10 = texcoord[i*6 + 2];
let uv11 = texcoord[i*6 + 3];
let uv20 = texcoord[i*6 + 4];
let uv21 = texcoord[i*6 + 5];
let deltaPos10 = v10 - v00;
let deltaPos11 = v11 - v01;
let deltaPos12 = v12 - v02;
let deltaPos20 = v20 - v00;
let deltaPos21 = v21 - v01;
let deltaPos22 = v22 - v02;
let deltaUV10 = uv10 - uv00;
let deltaUV11 = uv11 - uv01;
let deltaUV20 = uv20 - uv00;
let deltaUV21 = uv21 - uv01;
let r = 1.0 / (deltaUV10 * deltaUV21 - deltaUV11 * deltaUV20);
for( let j=0; j< 3; j++ ){
crossTexCoords.push( (deltaUV10 * deltaUV21 - deltaUV11 * deltaUV20) );
}
let tangentX = (deltaPos10 * deltaUV21 - deltaPos20 * deltaUV11)*r;
let tangentY = (deltaPos11 * deltaUV21 - deltaPos21 * deltaUV11)*r;
let tangentZ = (deltaPos12 * deltaUV21 - deltaPos22 * deltaUV11)*r;
for( let j = 0; j < 3; j++ ){
tagents.push(tangentX);
tagents.push(tangentY);
tagents.push(tangentZ);
}
let bitangentX = (deltaPos20 * deltaUV10 - deltaPos10 * deltaUV20)*r;
let bitangentY = (deltaPos21 * deltaUV10 - deltaPos11 * deltaUV20)*r;
let bitangentZ = (deltaPos22 * deltaUV10 - deltaPos12 * deltaUV20)*r;
for( let j = 0; j < 3; j++ ){
bitagents.push(bitangentX);
bitagents.push(bitangentY);
bitagents.push(bitangentZ);
}
}
let obj = {};
obj['tagents'] = tagents;
obj['bitagents'] = bitagents;
obj['crossTexCoords'] = crossTexCoords;
return obj;
}