planet-wars/frontend/www/index.ts

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import { Game } from "planetwars";
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import { memory } from "planetwars/plantwars_bg";
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import { Resizer, resizeCanvasToDisplaySize, FPSCounter, url_to_mesh, Mesh } from "./webgl/util";
import { Shader, Uniform4f, Uniform2fv, Uniform3fv, Uniform1i, Uniform1f, Uniform2f, ShaderFactory, Uniform3f, UniformMatrix3fv } from './webgl/shader';
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import { Renderer } from "./webgl/renderer";
import { VertexBuffer, IndexBuffer } from "./webgl/buffer";
import { VertexBufferLayout, VertexArray } from "./webgl/vertexBufferLayout";
import { callbackify } from "util";
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function f32v(ptr: number, size: number): Float32Array {
return new Float32Array(memory.buffer, ptr, size);
}
function i32v(ptr: number, size: number): Int32Array {
return new Int32Array(memory.buffer, ptr, size);
}
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const COUNTER = new FPSCounter();
const LOADER = document.getElementById("loader");
function set_loading(loading: boolean) {
if (loading) {
if (!LOADER.classList.contains("loading")) {
LOADER.classList.add("loading");
}
} else {
LOADER.classList.remove("loading");
}
}
const URL = window.location.origin+window.location.pathname;
const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1);
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const CANVAS = <HTMLCanvasElement>document.getElementById("c");
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const RESOLUTION = [CANVAS.width, CANVAS.height];
const GL = CANVAS.getContext("webgl");
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resizeCanvasToDisplaySize(<HTMLCanvasElement>GL.canvas);
GL.viewport(0, 0, GL.canvas.width, GL.canvas.height);
GL.clearColor(0, 0, 0, 0);
GL.clear(GL.COLOR_BUFFER_BIT);
GL.enable(GL.BLEND);
GL.blendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);
var SHADERFACOTRY: ShaderFactory;
ShaderFactory.create_factory(
LOCATION + "static/shaders/frag/simple.glsl", LOCATION + "static/shaders/vert/simple.glsl"
).then((e) => SHADERFACOTRY = e);
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class GameInstance {
resizer: Resizer;
game: Game;
shader: Shader;
renderer: Renderer;
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planet_count: number;
last_time = 0;
frame = -1;
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constructor(game: Game, meshes: Mesh[]) {
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this.game = game;
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this.planet_count = this.game.get_planet_count();
this.shader = SHADERFACOTRY.create_shader(GL, {"MAX_CIRCLES": ''+this.planet_count});
this.resizer = new Resizer(CANVAS, [...f32v(game.get_viewbox(), 4)], true);
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this.renderer = new Renderer();
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// this.renderer.addToDraw(indexBuffer, vao, this.shader);
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this.game.update_turn(0);
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const planets = f32v(game.get_planets(), this.planet_count * 3);
for(let i=0; i < this.planet_count; i++){
const transform = new UniformMatrix3fv([
1, 0, 0,
0, 1, 0,
planets[i*3], planets[i*3+1], 1,
]);
const indexBuffer = new IndexBuffer(GL, meshes[i % meshes.length].cells);
const positionBuffer = new VertexBuffer(GL, meshes[i % meshes.length].positions);
const layout = new VertexBufferLayout();
layout.push(GL.FLOAT, 3, 4, "a_position");
const vao = new VertexArray();
vao.addBuffer(positionBuffer, layout);
this.renderer.addToDraw(
indexBuffer,
vao,
this.shader,
{
"u_trans": transform,
}
)
}
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// this.game.update_turn(this.frame);
console.log(f32v(this.game.get_planet_colors(), 3 * this.game.get_planet_count()));
// console.log(this.resizer.get_viewbox());
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}
render(time: number) {
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if (time > this.last_time + 1000) {
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this.last_time = time;
this.frame ++;
this.game.update_turn(this.frame);
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const colours = f32v(this.game.get_planet_colors(), this.planet_count * 6);
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for(let i=0; i < this.planet_count; i++){
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const u = new Uniform3f(colours[i*6], colours[i*6 + 1], colours[i*6 + 2]);
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this.renderer.updateUniform(i, (us) => us["u_color"] = u);
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const u2 = new Uniform3f(colours[i*6 + 3], colours[i*6 + 4], colours[i*6 + 5]);
this.renderer.updateUniform(i, (us) => us["u_color_next"] = u2);
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}
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}
GL.bindFramebuffer(GL.FRAMEBUFFER, null);
GL.viewport(0, 0, GL.canvas.width, GL.canvas.height);
GL.clear(GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);
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this.shader.uniform(GL, "u_step_interval", new Uniform1f(1000));
this.shader.uniform(GL, "u_time", new Uniform1f(time));
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this.shader.uniform(GL, "u_mouse", new Uniform2f(this.resizer.get_mouse_pos()));
this.shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
this.shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
this.renderer.render(GL);
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COUNTER.frame(time);
}
}
var game_instance: GameInstance;
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export async function set_instance(game: Game) {
const meshes = await Promise.all(
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["earth.svg", "mars.svg", "venus.svg"].map(
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(name) => "static/res/assets/" + name
).map(url_to_mesh)
);
game_instance = new GameInstance(game, meshes);
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}
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function step(time: number) {
if (game_instance) {
game_instance.render(time);
set_loading(false);
} else {
set_loading(true);
}
requestAnimationFrame(step);
}
set_loading(true);
requestAnimationFrame(step);