better planets
This commit is contained in:
parent
366f3361d9
commit
26d964637d
17 changed files with 1895 additions and 152 deletions
3
frontend/package-lock.json
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3
frontend/package-lock.json
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@ -0,0 +1,3 @@
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{
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"lockfileVersion": 1
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}
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@ -1,7 +1,7 @@
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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 } from "./webgl/util";
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import { Shader, Uniform4f, Uniform2fv, Uniform3fv, Uniform1i, Uniform1f, Uniform2f, ShaderFactory } from './webgl/shader';
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import { Resizer, resizeCanvasToDisplaySize, FPSCounter, url_to_mesh, Mesh } from "./webgl/util";
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import { Shader, Uniform4f, Uniform2fv, Uniform3fv, Uniform1i, Uniform1f, Uniform2f, ShaderFactory, Uniform3f, UniformMatrix3fv } from './webgl/shader';
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import { Renderer } from "./webgl/renderer";
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import { VertexBuffer, IndexBuffer } from "./webgl/buffer";
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import { VertexBufferLayout, VertexArray } from "./webgl/vertexBufferLayout";
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@ -34,6 +34,8 @@ const CANVAS = <HTMLCanvasElement>document.getElementById("c");
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const RESOLUTION = [CANVAS.width, CANVAS.height];
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const GL = CANVAS.getContext("webgl");
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resizeCanvasToDisplaySize(<HTMLCanvasElement>GL.canvas);
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GL.viewport(0, 0, GL.canvas.width, GL.canvas.height);
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@ -43,23 +45,6 @@ GL.clear(GL.COLOR_BUFFER_BIT);
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GL.enable(GL.BLEND);
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GL.blendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);
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const positionBuffer = new VertexBuffer(GL, [
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-1, -1,
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-1, 1,
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1, -1,
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1, 1,
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]);
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const layout = new VertexBufferLayout();
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layout.push(GL.FLOAT, 2, 4, "a_position");
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const vao = new VertexArray();
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vao.addBuffer(positionBuffer, layout);
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const indexBuffer = new IndexBuffer(GL, [
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0, 1, 2,
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1, 2, 3,
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]);
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var SHADERFACOTRY: ShaderFactory;
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ShaderFactory.create_factory(
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LOCATION + "static/shaders/frag/simple.glsl", LOCATION + "static/shaders/vert/simple.glsl"
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@ -75,13 +60,53 @@ class GameInstance {
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last_time = 0;
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frame = -1;
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constructor(game: Game) {
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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();
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this.shader = SHADERFACOTRY.create_shader(GL, {"MAX_CIRCLES": ''+this.planet_count});
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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.renderer.addToDraw(indexBuffer, vao, this.shader);
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this.game.update_turn(10);
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const planets = f32v(game.get_planets(), this.planet_count * 3);
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const colours = f32v(game.get_planet_colors(), this.planet_count * 3);
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console.log(planets.length);
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console.log(colours.length);
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console.log(this.planet_count);
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for(let i=0; i < this.planet_count; i++){
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const colour = new Uniform3f(colours[i*3], colours[i*3 + 1], colours[i*3 + 2]);
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console.log(colour);
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const transform = new UniformMatrix3fv([
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1, 0, 0,
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0, 1, 0,
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planets[i*3], planets[i*3+1], 1,
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]);
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const indexBuffer = new IndexBuffer(GL, meshes[i % meshes.length].cells);
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const positionBuffer = new VertexBuffer(GL, meshes[i % meshes.length].positions);
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const layout = new VertexBufferLayout();
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layout.push(GL.FLOAT, 3, 4, "a_position");
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const vao = new VertexArray();
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vao.addBuffer(positionBuffer, layout);
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this.renderer.addToDraw(
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indexBuffer,
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vao,
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this.shader,
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{
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"u_color": colour,
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"u_trans": transform,
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}
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)
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}
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// this.game.update_turn(this.frame);
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@ -94,27 +119,38 @@ class GameInstance {
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this.last_time = time;
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this.frame ++;
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this.game.update_turn(this.frame);
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}
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this.shader.uniform(GL, "u_circle_count", new Uniform1i(this.planet_count));
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const colours = f32v(this.game.get_planet_colors(), this.planet_count * 3);
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for(let i=0; i < this.planet_count; i++){
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const u = new Uniform3f(colours[i*3], colours[i*3 + 1], colours[i*3 + 2]);
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this.renderer.updateUniform(i, (us) => us["u_color"] = u);
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}
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}
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GL.bindFramebuffer(GL.FRAMEBUFFER, null);
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GL.viewport(0, 0, GL.canvas.width, GL.canvas.height);
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GL.clear(GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);
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this.shader.uniform(GL, "u_time", new Uniform1f(time * 0.001));
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this.shader.uniform(GL, "u_mouse", new Uniform2f(this.resizer.get_mouse_pos()));
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this.shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
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this.shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
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this.shader.uniform(GL, "u_circles", new Uniform3fv(f32v(this.game.get_planets(), 3 * this.planet_count)));
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this.shader.uniform(GL, "u_colors", new Uniform3fv(f32v(this.game.get_planet_colors(), 3 * this.planet_count)));
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this.renderer.render(GL);
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COUNTER.frame(time);
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}
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}
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var game_instance: GameInstance;
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export function set_instance(game: Game) {
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game_instance = new GameInstance(game);
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export async function set_instance(game: Game) {
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const meshes = await Promise.all(
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["earth.svg", "jupiter.svg", "mars.svg"].map(
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(name) => "static/res/assets/" + name
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).map(url_to_mesh)
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);
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console.log(meshes[0]);
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game_instance = new GameInstance(game, meshes);
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console.log(game.turn_count());
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877
frontend/www/package-lock.json
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877
frontend/www/package-lock.json
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"mozaic"
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],
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"dependencies": {
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"planetwars": "file:../pkg"
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"planetwars": "file:../pkg",
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"extract-svg-path": "^2.1.0",
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"load-svg": "^1.0.0",
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"svg-mesh-3d": "^1.1.0"
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},
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"author": "Arthur Vercruysse <arthur.vercruysse@outlook.com>",
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"license": "(MIT OR Apache-2.0)",
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114
frontend/www/static/res/assets/earth.svg
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frontend/www/static/res/assets/earth.svg
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frontend/www/static/res/assets/jupiter.svg
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frontend/www/static/res/assets/jupiter.svg
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114
frontend/www/static/res/assets/mars.svg
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transform="translate(-66.724,-33.299)">
|
||||
</g>
|
||||
<g
|
||||
id="g36"
|
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transform="translate(-66.724,-33.299)">
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</g>
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<g
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id="g38"
|
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transform="translate(-66.724,-33.299)">
|
||||
</g>
|
||||
<g
|
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id="g40"
|
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transform="translate(-66.724,-33.299)">
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||||
</g>
|
||||
<g
|
||||
id="g42"
|
||||
transform="translate(-66.724,-33.299)">
|
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</g>
|
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<g
|
||||
id="g44"
|
||||
transform="translate(-66.724,-33.299)">
|
||||
</g>
|
||||
<g
|
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id="g46"
|
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transform="translate(-66.724,-33.299)">
|
||||
</g>
|
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<g
|
||||
id="g48"
|
||||
transform="translate(-66.724,-33.299)">
|
||||
</g>
|
||||
<g
|
||||
id="g50"
|
||||
transform="translate(-66.724,-33.299)">
|
||||
</g>
|
||||
<g
|
||||
id="g52"
|
||||
transform="translate(-66.724,-33.299)">
|
||||
</g>
|
||||
<g
|
||||
id="g54"
|
||||
transform="translate(-66.724,-33.299)">
|
||||
</g>
|
||||
</svg>
|
After Width: | Height: | Size: 8.8 KiB |
114
frontend/www/static/res/assets/venus.svg
Normal file
114
frontend/www/static/res/assets/venus.svg
Normal file
|
@ -0,0 +1,114 @@
|
|||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<!-- Generator: Adobe Illustrator 18.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
|
||||
|
||||
<svg
|
||||
xmlns:dc="http://purl.org/dc/elements/1.1/"
|
||||
xmlns:cc="http://creativecommons.org/ns#"
|
||||
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
|
||||
xmlns:svg="http://www.w3.org/2000/svg"
|
||||
xmlns="http://www.w3.org/2000/svg"
|
||||
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
|
||||
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
|
||||
version="1.1"
|
||||
id="Capa_1"
|
||||
x="0px"
|
||||
y="0px"
|
||||
viewBox="0 0 272.17001 272.17001"
|
||||
xml:space="preserve"
|
||||
sodipodi:docname="venus-with-satellite.svg"
|
||||
width="272.17001"
|
||||
height="272.17001"
|
||||
inkscape:version="0.92.1 r15371"><metadata
|
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id="metadata43"><rdf:RDF><cc:Work
|
||||
rdf:about=""><dc:format>image/svg+xml</dc:format><dc:type
|
||||
rdf:resource="http://purl.org/dc/dcmitype/StillImage" /></cc:Work></rdf:RDF></metadata><defs
|
||||
id="defs41" /><sodipodi:namedview
|
||||
pagecolor="#ffffff"
|
||||
bordercolor="#666666"
|
||||
borderopacity="1"
|
||||
objecttolerance="10"
|
||||
gridtolerance="10"
|
||||
guidetolerance="10"
|
||||
inkscape:pageopacity="0"
|
||||
inkscape:pageshadow="2"
|
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inkscape:window-width="1536"
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||||
inkscape:window-height="801"
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||||
id="namedview39"
|
||||
showgrid="false"
|
||||
inkscape:zoom="0.72525674"
|
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inkscape:cx="-54.610822"
|
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inkscape:cy="136.085"
|
||||
inkscape:window-x="-8"
|
||||
inkscape:window-y="-8"
|
||||
inkscape:window-maximized="1"
|
||||
inkscape:current-layer="g6" />
|
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<g
|
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id="g6"
|
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transform="translate(-53.232,-26.616)">
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<path
|
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d="m 189.317,26.616 c -75.038,0 -136.085,61.048 -136.085,136.085 0,75.037 61.047,136.085 136.085,136.085 75.038,0 136.085,-61.047 136.085,-136.085 0,-75.038 -61.048,-136.085 -136.085,-136.085 z m 114.537,78.799 c -19.285,81.007 -76.736,147.79 -154.087,179.114 -5.259,-1.711 -10.371,-3.751 -15.309,-6.102 80.857,-31.451 141.937,-101.332 162.187,-185.549 2.629,4.029 5.038,8.214 7.209,12.537 z M 163.18,139.149 c 26.371,-28.772 46.301,-63.476 57.841,-100.56 13.174,3.367 25.536,8.784 36.729,15.887 -19.382,87.483 -83.595,159.155 -168.504,188.074 -8.839,-11.054 -15.885,-23.598 -20.7,-37.19 35.734,-14.765 68.396,-37.583 94.634,-66.211 z M 66.097,197.717 C 64.659,192.664 63.525,187.485 62.714,182.201 125,152.771 174.179,99.363 198.318,34.937 c 5.041,0.352 10.001,0.997 14.865,1.918 -11.221,35.723 -30.474,69.147 -55.901,96.888 -25.304,27.609 -56.763,49.647 -91.185,63.974 z M 189.317,34.616 c 0.192,0 0.382,0.006 0.573,0.007 -23.415,60.543 -69.7,110.809 -128.17,139.196 -0.317,-3.665 -0.488,-7.372 -0.488,-11.118 0,-70.626 57.458,-128.085 128.085,-128.085 z M 94.827,249.08 c 85.048,-30.115 149.458,-102 170.022,-189.755 9.626,7.052 18.236,15.411 25.562,24.818 -18.383,87.024 -81.532,159.278 -165.428,189.276 -11.251,-6.562 -21.416,-14.787 -30.156,-24.339 z m 67.417,38.818 c 71.824,-32.367 125.65,-94.933 146.817,-170.653 4.421,11.608 7.2,24.017 8.052,36.946 -20.52,57.053 -60.724,105.217 -113.336,135.774 -4.748,0.536 -9.571,0.821 -14.46,0.821 -9.287,0 -18.342,-1.002 -27.073,-2.888 z m 63.449,-2.382 c 39.622,-27.44 71.097,-65.121 90.95,-108.895 -5.626,51.82 -42.283,94.456 -90.95,108.895 z"
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id="path2"
|
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inkscape:connector-curvature="0" />
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</g>
|
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<g
|
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id="g8"
|
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transform="translate(-53.232,-26.616)">
|
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</g>
|
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<g
|
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id="g10"
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transform="translate(-53.232,-26.616)">
|
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</g>
|
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<g
|
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id="g12"
|
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transform="translate(-53.232,-26.616)">
|
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</g>
|
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<g
|
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id="g14"
|
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transform="translate(-53.232,-26.616)">
|
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</g>
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<g
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id="g16"
|
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transform="translate(-53.232,-26.616)">
|
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</g>
|
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<g
|
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id="g18"
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transform="translate(-53.232,-26.616)">
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</g>
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<g
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id="g20"
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transform="translate(-53.232,-26.616)">
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</g>
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<g
|
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id="g22"
|
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transform="translate(-53.232,-26.616)">
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</g>
|
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<g
|
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id="g24"
|
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transform="translate(-53.232,-26.616)">
|
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</g>
|
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<g
|
||||
id="g26"
|
||||
transform="translate(-53.232,-26.616)">
|
||||
</g>
|
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<g
|
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id="g28"
|
||||
transform="translate(-53.232,-26.616)">
|
||||
</g>
|
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<g
|
||||
id="g30"
|
||||
transform="translate(-53.232,-26.616)">
|
||||
</g>
|
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<g
|
||||
id="g32"
|
||||
transform="translate(-53.232,-26.616)">
|
||||
</g>
|
||||
<g
|
||||
id="g34"
|
||||
transform="translate(-53.232,-26.616)">
|
||||
</g>
|
||||
<g
|
||||
id="g36"
|
||||
transform="translate(-53.232,-26.616)">
|
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</g>
|
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</svg>
|
After Width: | Height: | Size: 4.1 KiB |
|
@ -2,31 +2,8 @@
|
|||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform int u_circle_count;
|
||||
uniform float u_time;
|
||||
uniform vec2 u_mouse;
|
||||
uniform vec4 u_viewbox; // [x, y, width, height]
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec3 u_circles[$MAX_CIRCLES];
|
||||
uniform vec3 u_colors[$MAX_CIRCLES];
|
||||
|
||||
varying vec2 v_pos;
|
||||
uniform vec3 u_color;
|
||||
|
||||
void main() {
|
||||
vec2 uv = v_pos;
|
||||
|
||||
float alpha = 0.0;
|
||||
vec3 color;
|
||||
for (int i = 0; i < $MAX_CIRCLES; i++ ){
|
||||
if (i >= u_circle_count) { break; }
|
||||
float d = distance(uv.xy, u_circles[i].xy);
|
||||
float a = 1.0 - d/u_circles[i].z;
|
||||
if (a > alpha) {
|
||||
alpha = a;
|
||||
color = u_colors[i];
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(color, alpha);
|
||||
// gl_FragColor.w *= alpha;
|
||||
gl_FragColor = vec4(u_color, 1.0);
|
||||
}
|
||||
|
|
|
@ -6,17 +6,23 @@ attribute vec2 a_position;
|
|||
|
||||
uniform vec4 u_viewbox; // [x, y, width, height]
|
||||
uniform vec2 u_resolution;
|
||||
uniform mat3 u_trans;
|
||||
|
||||
varying vec2 v_pos;
|
||||
|
||||
void main() {
|
||||
vec3 pos = vec3(a_position, 1.0);
|
||||
|
||||
vec2 uv = ( a_position.xy + 1.0 ) * 0.5;
|
||||
pos = u_trans * pos;
|
||||
|
||||
uv *= u_viewbox.zw;
|
||||
uv += u_viewbox.xy;
|
||||
vec2 uv = pos.xy;
|
||||
|
||||
v_pos = uv.xy;
|
||||
// Viewbox's center is top left, a_position's is in the center to the screen
|
||||
// So translate and scale the viewbox**
|
||||
uv -= u_viewbox.xy + (u_viewbox.zw * 0.5);
|
||||
uv /= u_viewbox.zw * 0.5;
|
||||
|
||||
gl_Position = vec4(a_position.xy, 0.0, 1.0);
|
||||
v_pos = (uv.xy + 1.0) * 0.5;
|
||||
|
||||
gl_Position = vec4(uv.xy, 0.0, 1.0);
|
||||
}
|
||||
|
|
|
@ -1,45 +1,66 @@
|
|||
|
||||
import { Shader, Uniform4f, Uniform2fv, Uniform3fv, Uniform1i, Uniform1f, Uniform2f, ShaderFactory } from './shader';
|
||||
import { resizeCanvasToDisplaySize, FPSCounter, onload2promise, Resizer } from "./util";
|
||||
import { Shader, Uniform4f, Uniform2fv, Uniform3fv, Uniform1i, Uniform1f, Uniform2f, ShaderFactory, UniformMatrix3fv, Uniform3f } from './shader';
|
||||
import { resizeCanvasToDisplaySize, FPSCounter, onload2promise, Resizer, url_to_mesh } from "./util";
|
||||
import { VertexBuffer, IndexBuffer } from './buffer';
|
||||
import { VertexArray, VertexBufferLayout } from './vertexBufferLayout';
|
||||
import { Renderer } from './renderer';
|
||||
import { Texture } from './texture';
|
||||
|
||||
const URL = window.location.origin+window.location.pathname;
|
||||
const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1);
|
||||
|
||||
async function create_texture_from_svg(gl: WebGLRenderingContext, name: string, path: string, width: number, height: number): Promise<Texture> {
|
||||
|
||||
const [mesh, factory] = await Promise.all([
|
||||
url_to_mesh(path),
|
||||
ShaderFactory.create_factory(LOCATION + "static/shaders/frag/static_color.glsl", LOCATION + "static/shaders/vert/svg.glsl")
|
||||
]);
|
||||
|
||||
const program = factory.create_shader(gl);
|
||||
const renderer = new Renderer();
|
||||
|
||||
var positionBuffer = new VertexBuffer(gl, mesh.positions);
|
||||
var layout = new VertexBufferLayout();
|
||||
layout.push(gl.FLOAT, 3, 4, "a_position");
|
||||
|
||||
const vao = new VertexArray();
|
||||
vao.addBuffer(positionBuffer, layout);
|
||||
|
||||
program.bind(gl);
|
||||
vao.bind(gl, program);
|
||||
|
||||
var indexBuffer = new IndexBuffer(gl, mesh.cells);
|
||||
indexBuffer.bind(gl);
|
||||
|
||||
renderer.addToDraw(indexBuffer, vao, program, {});
|
||||
|
||||
return Texture.fromRenderer(gl, name, width, height, renderer);
|
||||
}
|
||||
|
||||
|
||||
async function main() {
|
||||
|
||||
const URL = window.location.origin+window.location.pathname;
|
||||
const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1);
|
||||
|
||||
|
||||
// Get A WebGL context
|
||||
var canvas = <HTMLCanvasElement>document.getElementById("c");
|
||||
const resolution = [canvas.width, canvas.height];
|
||||
|
||||
const resizer = new Resizer(canvas, [-100, -10, 200, 20], true);
|
||||
const resizer = new Resizer(canvas, [-10, -10, 20, 20], true);
|
||||
|
||||
var gl = canvas.getContext("webgl");
|
||||
if (!gl) {
|
||||
return;
|
||||
}
|
||||
|
||||
const mesh = await url_to_mesh("static/res/images/earth.svg");
|
||||
console.log(Math.max(...mesh.positions), Math.min(...mesh.positions));
|
||||
const renderer = new Renderer();
|
||||
|
||||
const factory = await ShaderFactory.create_factory(LOCATION + "static/shaders/frag/simple.glsl", LOCATION + "static/shaders/vert/simple.glsl");
|
||||
const program = factory.create_shader(gl, {"MAX_CIRCLES": "50"});
|
||||
const factory = await ShaderFactory.create_factory(LOCATION + "static/shaders/frag/static_color.glsl", LOCATION + "static/shaders/vert/simple.glsl");
|
||||
const program = factory.create_shader(gl);
|
||||
|
||||
var positions = [
|
||||
-1, -1, 0, 1,
|
||||
-1, 1, 0, 0,
|
||||
1, -1, 1, 1,
|
||||
1, 1, 1, 0,
|
||||
];
|
||||
|
||||
var positionBuffer = new VertexBuffer(gl, positions);
|
||||
var positionBuffer = new VertexBuffer(gl, mesh.positions);
|
||||
var layout = new VertexBufferLayout();
|
||||
layout.push(gl.FLOAT, 2, 4, "a_position");
|
||||
layout.push(gl.FLOAT, 2, 4, "a_tex");
|
||||
layout.push(gl.FLOAT, 3, 4, "a_position");
|
||||
// layout.push(gl.FLOAT, 2, 4, "a_tex");
|
||||
|
||||
const vao = new VertexArray();
|
||||
vao.addBuffer(positionBuffer, layout);
|
||||
|
@ -59,40 +80,23 @@ async function main() {
|
|||
program.bind(gl);
|
||||
vao.bind(gl, program);
|
||||
|
||||
var indices = [
|
||||
0, 1, 2,
|
||||
1, 2, 3,
|
||||
];
|
||||
|
||||
var indexBuffer = new IndexBuffer(gl, indices);
|
||||
var indexBuffer = new IndexBuffer(gl, mesh.cells);
|
||||
indexBuffer.bind(gl);
|
||||
|
||||
renderer.addToDraw(indexBuffer, vao, program);
|
||||
|
||||
var blue = 1.0;
|
||||
var inc = 0.05;
|
||||
renderer.addToDraw(indexBuffer, vao, program, {});
|
||||
|
||||
const counter = new FPSCounter();
|
||||
|
||||
const step = function (time: number) {
|
||||
blue += inc;
|
||||
// if (blue > 1.0 || blue < 0.0) {
|
||||
// inc = -1 * inc;
|
||||
// blue += inc;
|
||||
// }
|
||||
|
||||
program.uniform(gl, "u_circle_count", new Uniform1i(3));
|
||||
// console.log(resizer.get_viewbox());
|
||||
|
||||
program.uniform(gl, "u_time", new Uniform1f(time * 0.001));
|
||||
program.uniform(gl, "u_mouse", new Uniform2f(resizer.get_mouse_pos()));
|
||||
program.uniform(gl, "u_viewbox", new Uniform4f(resizer.get_viewbox()));
|
||||
program.uniform(gl, "u_resolution", new Uniform2f(resolution));
|
||||
program.uniform(gl, "u_circles", new Uniform3fv([
|
||||
0, 0, 3.5,
|
||||
-2, -2, 2,
|
||||
5, 2, 4,
|
||||
]));
|
||||
program.uniform(gl, "u_color", new Uniform4f([1, blue, 0, 1]));
|
||||
program.uniform(gl, "u_trans", new UniformMatrix3fv([1, 0, 0, 0, 1, 0, 0, 0, 1]));
|
||||
program.uniform(gl, "u_color", new Uniform3f(1.0, 0.5, 0.0));
|
||||
|
||||
renderer.render(gl);
|
||||
|
||||
|
@ -103,6 +107,7 @@ async function main() {
|
|||
requestAnimationFrame(step);
|
||||
}
|
||||
|
||||
|
||||
main();
|
||||
|
||||
document.getElementById("loader").classList.remove("loading");
|
||||
|
|
|
@ -1,8 +1,9 @@
|
|||
|
||||
import { IndexBuffer } from './buffer';
|
||||
import { Shader, Uniform1i } from './shader';
|
||||
import { Shader, Uniform1i, Uniform } from './shader';
|
||||
import { VertexArray } from './vertexBufferLayout';
|
||||
import { Texture } from './texture';
|
||||
import { Dictionary } from './util';
|
||||
|
||||
export interface Renderable {
|
||||
render(gl: WebGLRenderingContext): void;
|
||||
|
@ -15,34 +16,49 @@ export class Renderer {
|
|||
vertexArrays: VertexArray[];
|
||||
shaders: Shader[];
|
||||
textures: Texture[];
|
||||
uniforms: Dictionary<Uniform>[];
|
||||
|
||||
constructor() {
|
||||
this.indexBuffers = [];
|
||||
this.vertexArrays = [];
|
||||
this.shaders = [];
|
||||
this.textures = [];
|
||||
this.uniforms = [];
|
||||
}
|
||||
|
||||
updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void) {
|
||||
f(this.uniforms[i]);
|
||||
}
|
||||
|
||||
addRenderable(item: Renderable) {
|
||||
this.renderables.push(item);
|
||||
}
|
||||
|
||||
addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, texture?: Texture): number {
|
||||
addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms: Dictionary<Uniform>,texture?: Texture): number {
|
||||
this.indexBuffers.push(indexBuffer);
|
||||
this.vertexArrays.push(vertexArray);
|
||||
this.shaders.push(shader);
|
||||
this.textures.push(texture);
|
||||
|
||||
this.uniforms.push(uniforms);
|
||||
|
||||
|
||||
return this.indexBuffers.length - 1;
|
||||
}
|
||||
|
||||
render(gl: WebGLRenderingContext) {
|
||||
render(gl: WebGLRenderingContext, frameBuffer?: WebGLFramebuffer, width?: number, height?: number) {
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
|
||||
gl.viewport(0, 0, width || gl.canvas.width, height || gl.canvas.height);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
const maxTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
|
||||
let texLocation = 0;
|
||||
|
||||
for(let i = 0; i < this.indexBuffers.length; i ++) {
|
||||
const indexBuffer = this.indexBuffers[i];
|
||||
const vertexArray = this.vertexArrays[i];
|
||||
const uniforms = this.uniforms[i];
|
||||
|
||||
const shader = this.shaders[i];
|
||||
const texture = this.textures[i];
|
||||
|
||||
|
@ -56,10 +72,14 @@ export class Renderer {
|
|||
console.error("Using too many textures, this is not supported yet\nUndefined behaviour!");
|
||||
}
|
||||
}
|
||||
|
||||
if (vertexArray && shader) {
|
||||
|
||||
if (vertexArray && shader && uniforms) {
|
||||
for(let key in uniforms) {
|
||||
shader.uniform(gl, key, uniforms[key]);
|
||||
}
|
||||
|
||||
vertexArray.bind(gl, shader);
|
||||
|
||||
|
||||
if (indexBuffer) {
|
||||
indexBuffer.bind(gl);
|
||||
gl.drawElements(gl.TRIANGLES, indexBuffer.getCount(), gl.UNSIGNED_SHORT, 0);
|
||||
|
|
|
@ -304,3 +304,14 @@ export class Uniform4f implements Uniform {
|
|||
gl.uniform4f(location, this.v0, this.v1, this.v2, this.v3);
|
||||
}
|
||||
}
|
||||
|
||||
export class UniformMatrix3fv implements Uniform {
|
||||
data: number[];
|
||||
constructor(data: number[]) {
|
||||
this.data = data;
|
||||
}
|
||||
|
||||
setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation) {
|
||||
gl.uniformMatrix3fv(location, false, this.data);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,25 +1,62 @@
|
|||
import { Renderer } from "./renderer";
|
||||
|
||||
|
||||
// TODO: fix texture locations, not use only 0
|
||||
export class Texture {
|
||||
texture: WebGLTexture;
|
||||
image: HTMLImageElement;
|
||||
width: number;
|
||||
height: number;
|
||||
loaded: boolean;
|
||||
name: string;
|
||||
|
||||
constructor(
|
||||
static fromImage(
|
||||
gl: WebGLRenderingContext,
|
||||
path: string,
|
||||
name: string,
|
||||
): Texture {
|
||||
const out = new Texture(gl, name);
|
||||
|
||||
const image = new Image();
|
||||
image.onload = out.setImage.bind(out, gl, image);
|
||||
image.onerror = error;
|
||||
image.src = path;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
static fromRenderer(
|
||||
gl: WebGLRenderingContext,
|
||||
name: string,
|
||||
width: number,
|
||||
height: number,
|
||||
renderer: Renderer
|
||||
): Texture {
|
||||
const out = new Texture(gl, name);
|
||||
out.width = width;
|
||||
out.height = height;
|
||||
|
||||
gl.texImage2D(
|
||||
gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0,
|
||||
gl.RGBA, gl.UNSIGNED_BYTE, null);
|
||||
|
||||
const fb = gl.createFramebuffer();
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
|
||||
|
||||
const attachmentPoint = gl.COLOR_ATTACHMENT0;
|
||||
gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentPoint, gl.TEXTURE_2D, out.texture, 0);
|
||||
|
||||
renderer.render(gl, fb, width, height);
|
||||
|
||||
out.loaded = true;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
constructor(
|
||||
gl: WebGLRenderingContext,
|
||||
name: string,
|
||||
) {
|
||||
this.loaded = false;
|
||||
this.name = name;
|
||||
|
||||
this.image = new Image();
|
||||
this.image.onload = () => this.handleImageLoaded(gl);
|
||||
this.image.onerror = error;
|
||||
this.image.src = path;
|
||||
|
||||
this.texture = gl.createTexture();
|
||||
this.bind(gl);
|
||||
|
||||
|
@ -32,11 +69,12 @@ export class Texture {
|
|||
gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
|
||||
}
|
||||
|
||||
handleImageLoaded(gl: WebGLRenderingContext) {
|
||||
console.log('handling image loaded');
|
||||
setImage(gl: WebGLRenderingContext, image: HTMLImageElement) {
|
||||
this.bind(gl);
|
||||
this.width = image.width;
|
||||
this.height = image.height;
|
||||
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.image);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
||||
|
||||
this.unbind(gl);
|
||||
|
||||
|
@ -54,11 +92,11 @@ export class Texture {
|
|||
|
||||
|
||||
getWidth(): number {
|
||||
return this.image.width;
|
||||
return this.width;
|
||||
}
|
||||
|
||||
getHeight(): number {
|
||||
return this.image.height;
|
||||
return this.height;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,3 +1,6 @@
|
|||
var loadSvg = require('load-svg')
|
||||
var parsePath = require('extract-svg-path').parse
|
||||
var svgMesh3d = require('svg-mesh-3d')
|
||||
|
||||
export interface Dictionary<T> {
|
||||
[Key: string]: T;
|
||||
|
@ -159,10 +162,38 @@ export class Resizer {
|
|||
}
|
||||
|
||||
get_viewbox(): number[] {
|
||||
return this.viewbox;
|
||||
return this.viewbox;
|
||||
// return [this.viewbox[0] / this.orig_viewbox[0], this.viewbox[1] / this.orig_viewbox[1], this.viewbox[2] / this.orig_viewbox[2], this.viewbox[3] / this.orig_viewbox[3],];
|
||||
}
|
||||
|
||||
get_mouse_pos(): number[] {
|
||||
return this.mouse_pos;
|
||||
}
|
||||
}
|
||||
|
||||
export class Mesh {
|
||||
cells: number[];
|
||||
positions: number[];
|
||||
|
||||
constructor(mesh: any) {
|
||||
this.cells = mesh.cells.flat();
|
||||
this.positions = mesh.positions.flat();
|
||||
}
|
||||
}
|
||||
|
||||
export async function url_to_mesh(url: string): Promise<Mesh> {
|
||||
|
||||
return new Promise(function(resolve) {
|
||||
loadSvg(url, function (err: any, svg: any) {
|
||||
if (err) throw err;
|
||||
|
||||
var svgPath = parsePath(svg);
|
||||
var mesh = svgMesh3d(svgPath, {
|
||||
delaunay: false,
|
||||
scale: 10,
|
||||
});
|
||||
|
||||
resolve(new Mesh(mesh));
|
||||
});
|
||||
});
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue