forked from github/game-off-2012
/
main.js
146 lines (120 loc) · 3.29 KB
/
main.js
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var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 60);
};
})();
var resources = new sh.Resources();
var stats;
var w = window.innerWidth;
var h = window.innerHeight;
var renderer;
var scene;
var gl;
var server;
var player;
var canvas = document.getElementById('canvas');
canvas.width = w;
canvas.height = h;
var DEFAULT_ATTRIB_ARRAYS = [
{ name: "a_position",
size: 3,
stride: 8,
offset: 0,
decodeOffset: -4095,
decodeScale: 1/8191
},
{ name: "a_texcoord",
size: 2,
stride: 8,
offset: 3,
decodeOffset: 0,
decodeScale: 1/1023
},
{ name: "a_normal",
size: 3,
stride: 8,
offset: 3,
decodeOffset: -511,
decodeScale: 1/1023
}
];
function convertToWireframe(indices) {
var arr = new Uint16Array(indices.length / 3 * 6);
var idx = 0;
for(var i=0; i<indices.length; i+=3) {
arr[idx++] = indices[i];
arr[idx++] = indices[i+1];
arr[idx++] = indices[i+1];
arr[idx++] = indices[i+2];
arr[idx++] = indices[i+2];
arr[idx++] = indices[i];
}
return arr;
}
function notify(msg) {
var n = $('#notification');
n.text(msg);
n.addClass('open');
setTimeout(function() {
n.removeClass('open');
}, 1000);
}
function init() {
renderer = new sh.Renderer(w, h);
scene = new sh.Scene(255 * 4, 255 * 4);
server = new ServerConnection();
createLevel(scene);
player = new Player();
scene.addObject(player);
scene.setCamera(new sh.Camera(player));
renderer.perspective(45, w / h, 1.0, 5000.0);
var terrain = new Terrain(null, null, null,
scene.sceneWidth,
scene.sceneDepth);
terrain.create();
scene.addObject(terrain);
document.getElementById('loading').style.display = 'none';
serverEvents.init();
messages.init();
heartbeat();
notify("Press T to bring up chat, ESC to close it");
}
var last = Date.now();
function heartbeat() {
var now = Date.now();
var dt = Math.min((now - last) / 1000., .1);
scene.update(dt);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
renderer.render(scene);
last = now;
requestAnimFrame(heartbeat);
input.reset();
stats.update();
}
$(function() {
stats = new Stats();
//stats.setMode(1);
stats.domElement.style.position = 'absolute';
stats.domElement.style.right = '0px';
stats.domElement.style.top = '0px';
document.body.appendChild(stats.domElement);
gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
// resources.load('resources/ben.mesh', DEFAULT_ATTRIB_ARRAYS);
// resources.load('resources/teapot.mesh', DEFAULT_ATTRIB_ARRAYS);
resources.load([
'shaders/default.fsh',
'shaders/default.vsh',
'shaders/debug.fsh',
'shaders/debug.vsh',
'shaders/terrain.fsh',
'shaders/terrain.vsh',
'img/grass.jpg'
]);
resources.onReady(init);
})