nothing-simulator/docs/js/index.js
2025-03-07 10:47:05 -05:00

160 lines
No EOL
5.1 KiB
JavaScript

'use strict';
var ratio = 1, width = 1, height = 1;
var canvas, gl, positionAttributeLocation, positionBuffer, matBuffer, vpBuffer, sizeBuffer, distBuffer, fgBuffer;
function createShader(gl, type, source) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
function createProgram(gl, vertexShader, fragmentShader) {
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
var success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
function main() {
// Get A WebGL context
canvas = document.querySelector("#c");
gl = canvas.getContext("webgl");
if (!gl) {
return;
}
var vertexShaderSource = document.querySelector("#vertex-shader-2d").text;
var fragmentShaderSource = document.querySelector("#fragment-shader-2d").text;
var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
var program = createProgram(gl, vertexShader, fragmentShader);
//clean this msss
positionAttributeLocation = gl.getAttribLocation(program, "a_position");
matBuffer = gl.getUniformLocation(program, "mat_thing");
sizeBuffer = gl.getUniformLocation(program, "size_thing");
distBuffer = gl.getUniformLocation(program, "dist_thing");
fgBuffer = gl.getUniformLocation(program, "is_fg");
vpBuffer = gl.getUniformLocation(program, "mvp_thing");
positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.useProgram(program);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
}
function renderThing() {
twgl.resizeCanvasToDisplaySize(gl.canvas);
width = gl.canvas.width;
height = gl.canvas.height;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
ratio = gl.canvas.width / gl.canvas.height;
var ratioA = Math.max(ratio, 1);
var ratioB = ratioA / ratio;
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 3; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset);
var positions = [
-1, -1, -1,
-1, 1, -1,
1, 1, -1,
-1, -1, -1,
1, -1, -1,
1, 1, -1
];
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.uniformMatrix4fv(vpBuffer, false, new Float32Array([
1024, 0, 0, 0,
0, 1024, 0, 0,
0, 0, 1024 / 4, 0,
0, 0, 0, 1
]));
gl.uniformMatrix4fv(matBuffer, false, new Float32Array(MDN.perspectiveMatrix(Math.PI * 100 / 180, ratio, 0.01, 1000)));
hud.textContent = `${Math.floor(nothingness * 100) / 100} nil; ${Math.floor((nGain + getBonus) * 60 * 100) / 100} nil/sec`
gl.uniform1f(sizeBuffer, -Math.log(nothingness));
let am = (nGain + getBonus) / (nGain + getBonus + nothingness);
am = am ** (0.3);
gl.uniform1f(distBuffer, 0.1 + 1.2 * am);
gl.uniform1i(fgBuffer, false);
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
gl.drawArrays(primitiveType, offset, count);
let sizes = (nGain + 1) / (nothingness + 1) * 1000000 / (cubePos.length + 30);
sizes = Math.pow(sizes, 0.3);
if (sizes > 10) sizes = 10;
if (sizes < 3) sizes = 3;
positions = MDN.createCubeData(1, 1, 1);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
for (let ii in cubePos) {
let cubie = cubePos[ii];
let vp = MDN.rotateYMatrix(Math.log(nothingness + 1) * cubie[2] / 10);
let bonus = 1 + counts.doNothing / (ii * .02 + 2);
bonus = bonus ** (1 / 3);
vp = MDN.multiplyMatrices(MDN.scaleMatrix(sizes * bonus, sizes * bonus, sizes * bonus), vp)
vp = MDN.multiplyMatrices(MDN.translateMatrix(cubie[0], cubie[1], cubie[2]), vp)
gl.uniformMatrix4fv(vpBuffer, false, new Float32Array(vp));
gl.uniform1i(fgBuffer, true);
count = positions.length / 3;
gl.drawArrays(primitiveType, offset, count);
}
requestAnimationFrame(renderThing);
}
let hud = document.querySelector('.main-hud');
main();
requestAnimationFrame(renderThing)