update voronoi for weak hardware

This commit is contained in:
ajuvercr 2020-03-29 07:15:50 +02:00
parent bfd068410c
commit 09711466ac
5 changed files with 47 additions and 14 deletions

View file

@ -31,18 +31,11 @@
<p>{{game.name}}</p>
<p>Turns: {{game.turns}}</p>
</div>
{# {% else %}
<div class="option">
No options available
</div> #}
{% endfor %}
</div>
</div>
<noscript>This page contains webassembly and javascript content, please enable javascript in your browser.</noscript>
<script>
console.log(window);
</script>
<script src="frontend/bootstrap.js"></script>
{% endblock %}

View file

@ -1,7 +1,7 @@
import { Game } from "planetwars";
import { memory } from "planetwars/planetwars_bg";
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';
import { Shader, Uniform4f, Uniform2fv, Uniform3fv, Uniform1i, Uniform1f, Uniform2f, ShaderFactory, Uniform3f, UniformMatrix3fv, UniformBool } from './webgl/shader';
import { Renderer } from "./webgl/renderer";
import { VertexBuffer, IndexBuffer } from "./webgl/buffer";
import { VertexBufferLayout, VertexArray } from "./webgl/vertexBufferLayout";
@ -79,6 +79,8 @@ class GameInstance {
renderer: Renderer;
planet_count: number;
vor_counter = 3;
use_vor = true;
playing = true; // 0 is paused, 1 is playing but not rerendered, 2 is playing and rerendered
time_stopped_delta = 0;
last_time = 0;
@ -223,6 +225,16 @@ class GameInstance {
render(time: number) {
COUNTER.frame(time);
if (COUNTER.delta(time) < 30) {
this.vor_counter = Math.min(3, this.vor_counter + 1);
} else {
this.vor_counter = Math.max(-3, this.vor_counter - 1);
}
if (this.vor_counter < -2) {
this.use_vor = false;
}
if (!this.playing) {
this.last_time = time;
@ -244,11 +256,13 @@ class GameInstance {
this.vor_shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
this.vor_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
this.vor_shader.uniform(GL, "u_vor", new UniformBool(this.use_vor));
this.shader.uniform(GL, "u_time", new Uniform1f((time - this.last_time) / ms_per_frame));
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.shader.uniform(GL, "u_vor", new UniformBool(true));
this.renderer.render(GL);
}

View file

@ -7,11 +7,14 @@ uniform vec3 u_planet_colours[$PLANETS * 2];
uniform float u_step_interval;
uniform float u_time;
uniform bool u_vor;
varying vec2 v_pos;
void main() {
vec3 color = vec3(0.2);
if (u_vor) {
float dis = 1000000.0;
for(int i = 0; i < $PLANETS; i++) {
@ -21,6 +24,7 @@ void main() {
color = u_planet_colours[2 * i];
}
}
}
gl_FragColor = vec4(color, 0.2);
}

View file

@ -312,3 +312,14 @@ export class UniformMatrix3fv implements Uniform {
gl.uniformMatrix3fv(location, false, this.data);
}
}
export class UniformBool implements Uniform {
data: boolean;
constructor(data: boolean) {
this.data = data;
}
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
gl.uniform1i(location, this.data ? 1 : 0);
}
}

View file

@ -35,19 +35,30 @@ export function resizeCanvasToDisplaySize(
export class FPSCounter {
last: number;
count: number;
_delta: number;
_prev: number
constructor() {
this.last = 0;
this.count = 0;
this._delta = 0;
this._prev = 0;
}
frame(now: number) {
this.count += 1;
this._delta = now - this._prev;
this._prev = now;
if (now - this.last > 1000) {
this.last = now;
console.log(this.count + " fps");
this.count = 0;
}
}
delta(now: number): number {
return this._delta;
}
}
export class Resizer {