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//
// water.js
//--------------------
// Provides multiple types of traffic.
// by RHY3756547
//
// includes:
// render stuff idk
//
window . ObjWater = function ( obji , scene ) {
var obji = obji ;
var res = [ ] ;
var t = this ;
t . pos = vec3 . clone ( obji . pos ) ;
//t.angle = vec3.clone(obji.angle);
t . scale = vec3 . clone ( obji . scale ) ;
t . requireRes = requireRes ;
t . provideRes = provideRes ;
t . update = update ;
t . draw = draw ;
var frame = 0 ;
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var wheight = 6.144 ;
var wosc = 12.288 ;
var wstay = 5 * 60 ;
var wchange = 4 * 60 ;
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function draw ( view , pMatrix ) {
if ( nitroRender . flagShadow ) return ;
var waterM = mat4 . create ( ) ;
gl . enable ( gl . STENCIL _TEST ) ;
gl . stencilMask ( 0xFF ) ;
gl . stencilFunc ( gl . ALWAYS , 1 , 0xFF ) ;
gl . stencilOp ( gl . KEEP , gl . KEEP , gl . REPLACE ) ; //when depth test passes for water lower layer, pixel is already drawn, do not cover it with the white overlay (set stencil bit)
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var height = ( t . pos [ 1 ] ) + wheight + Math . sin ( frame / 150 ) * wosc //0.106
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mat4 . translate ( waterM , view , [ Math . sin ( frame / 180 ) * 96 , height , Math . cos ( frame / 146 ) * 96 ] )
nitroRender . setColMult ( [ 1 , 1 , 1 , 0x0A / 31 ] ) ;
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res . mdl [ 0 ] . drawPoly ( mat4 . scale ( [ ] , waterM , [ 16 , 16 , 16 ] ) , pMatrix , 0 , 0 ) ; //water
gl . stencilFunc ( gl . EQUAL , 0 , 0xFF ) ;
gl . stencilOp ( gl . KEEP , gl . KEEP , gl . KEEP ) ;
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if ( obji . ID != 9 ) {
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mat4 . translate ( waterM , view , [ 0 , height , 0 ] )
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nitroRender . setColMult ( [ 1 , 1 , 1 , 0x10 / 31 ] ) ;
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res . mdl [ 0 ] . drawPoly ( mat4 . scale ( [ ] , waterM , [ 16 , 16 , 16 ] ) , pMatrix , 0 , 1 ) ; //white shore wash part, water is stencil masked out
}
gl . disable ( gl . STENCIL _TEST ) ;
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if ( res . mdl [ 1 ] != null ) {
mat4 . translate ( waterM , view , [ - Math . sin ( ( frame + 30 ) / 180 ) * 96 , height , Math . cos ( ( frame + 100 ) / 146 ) * 96 ] )
nitroRender . setColMult ( [ 1 , 1 , 1 , 0x04 / 31 ] ) ;
res . mdl [ 1 ] . draw ( mat4 . scale ( [ ] , waterM , [ 16 , 16 , 16 ] ) , pMatrix ) ; //water white detail part. stencil should do nothing here, since it's in the same position as the above.
}
nitroRender . setColMult ( [ 1 , 1 , 1 , 1 ] ) ;
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}
function update ( ) {
frame = ( frame + 1 ) % 197100 ; //it's a big number but yolo... we have the technology...
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//TODO: physics and void-out for karts
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}
function requireRes ( ) { //scene asks what resources to load
switch ( obji . ID ) {
case 0x0001 :
return { mdl : [ { nsbmd : "beach_waterC.nsbmd" } , { nsbmd : "beach_waterA.nsbmd" } ] } ;
case 0x0003 :
return { mdl : [ { nsbmd : "town_waterC.nsbmd" } , { nsbmd : "town_waterA.nsbmd" } ] } ;
case 0x0006 :
return { mdl : [ { nsbmd : "yoshi_waterC.nsbmd" } ] } ;
case 0x0009 :
return { mdl : [ { nsbmd : "hyudoro_waterC.nsbmd" } , { nsbmd : "hyudoro_waterA.nsbmd" } ] } ;
case 0x000C :
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wheight = 38 ;
wosc = 16 ;
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return { mdl : [ { nsbmd : "mini_stage3_waterC.nsbmd" } , { nsbmd : "mini_stage3_waterA.nsbmd" } ] } ;
}
}
function provideRes ( r ) {
res = r ; //...and gives them to us. :)
}
}