better planets

This commit is contained in:
ajuvercr 2019-09-19 17:52:48 +02:00
parent 366f3361d9
commit 26d964637d
17 changed files with 1895 additions and 152 deletions

3
frontend/package-lock.json generated Normal file
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@ -0,0 +1,3 @@
{
"lockfileVersion": 1
}

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@ -1,7 +1,7 @@
import { Game } from "planetwars";
import { memory } from "planetwars/plantwars_bg";
import { Resizer, resizeCanvasToDisplaySize, FPSCounter } from "./webgl/util";
import { Shader, Uniform4f, Uniform2fv, Uniform3fv, Uniform1i, Uniform1f, Uniform2f, ShaderFactory } from './webgl/shader';
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 { Renderer } from "./webgl/renderer";
import { VertexBuffer, IndexBuffer } from "./webgl/buffer";
import { VertexBufferLayout, VertexArray } from "./webgl/vertexBufferLayout";
@ -34,6 +34,8 @@ const CANVAS = <HTMLCanvasElement>document.getElementById("c");
const RESOLUTION = [CANVAS.width, CANVAS.height];
const GL = CANVAS.getContext("webgl");
resizeCanvasToDisplaySize(<HTMLCanvasElement>GL.canvas);
GL.viewport(0, 0, GL.canvas.width, GL.canvas.height);
@ -43,23 +45,6 @@ GL.clear(GL.COLOR_BUFFER_BIT);
GL.enable(GL.BLEND);
GL.blendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);
const positionBuffer = new VertexBuffer(GL, [
-1, -1,
-1, 1,
1, -1,
1, 1,
]);
const layout = new VertexBufferLayout();
layout.push(GL.FLOAT, 2, 4, "a_position");
const vao = new VertexArray();
vao.addBuffer(positionBuffer, layout);
const indexBuffer = new IndexBuffer(GL, [
0, 1, 2,
1, 2, 3,
]);
var SHADERFACOTRY: ShaderFactory;
ShaderFactory.create_factory(
LOCATION + "static/shaders/frag/simple.glsl", LOCATION + "static/shaders/vert/simple.glsl"
@ -75,13 +60,53 @@ class GameInstance {
last_time = 0;
frame = -1;
constructor(game: Game) {
constructor(game: Game, meshes: Mesh[]) {
this.game = game;
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);
this.renderer = new Renderer();
this.renderer.addToDraw(indexBuffer, vao, this.shader);
// this.renderer.addToDraw(indexBuffer, vao, this.shader);
this.game.update_turn(10);
const planets = f32v(game.get_planets(), this.planet_count * 3);
const colours = f32v(game.get_planet_colors(), this.planet_count * 3);
console.log(planets.length);
console.log(colours.length);
console.log(this.planet_count);
for(let i=0; i < this.planet_count; i++){
const colour = new Uniform3f(colours[i*3], colours[i*3 + 1], colours[i*3 + 2]);
console.log(colour);
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_color": colour,
"u_trans": transform,
}
)
}
// this.game.update_turn(this.frame);
@ -94,27 +119,38 @@ class GameInstance {
this.last_time = time;
this.frame ++;
this.game.update_turn(this.frame);
}
this.shader.uniform(GL, "u_circle_count", new Uniform1i(this.planet_count));
const colours = f32v(this.game.get_planet_colors(), this.planet_count * 3);
for(let i=0; i < this.planet_count; i++){
const u = new Uniform3f(colours[i*3], colours[i*3 + 1], colours[i*3 + 2]);
this.renderer.updateUniform(i, (us) => us["u_color"] = u);
}
}
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);
this.shader.uniform(GL, "u_time", new Uniform1f(time * 0.001));
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_circles", new Uniform3fv(f32v(this.game.get_planets(), 3 * this.planet_count)));
this.shader.uniform(GL, "u_colors", new Uniform3fv(f32v(this.game.get_planet_colors(), 3 * this.planet_count)));
this.renderer.render(GL);
COUNTER.frame(time);
}
}
var game_instance: GameInstance;
export function set_instance(game: Game) {
game_instance = new GameInstance(game);
export async function set_instance(game: Game) {
const meshes = await Promise.all(
["earth.svg", "jupiter.svg", "mars.svg"].map(
(name) => "static/res/assets/" + name
).map(url_to_mesh)
);
console.log(meshes[0]);
game_instance = new GameInstance(game, meshes);
console.log(game.turn_count());

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@ -20,7 +20,10 @@
"mozaic"
],
"dependencies": {
"planetwars": "file:../pkg"
"planetwars": "file:../pkg",
"extract-svg-path": "^2.1.0",
"load-svg": "^1.0.0",
"svg-mesh-3d": "^1.1.0"
},
"author": "Arthur Vercruysse <arthur.vercruysse@outlook.com>",
"license": "(MIT OR Apache-2.0)",

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xmlns:svg="http://www.w3.org/2000/svg"
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xml:space="preserve"
sodipodi:docname="venus-with-satellite.svg"
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@ -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);
}

View file

@ -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);
}

View file

@ -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';
async function main() {
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() {
// 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");

View file

@ -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];
@ -57,7 +73,11 @@ export class Renderer {
}
}
if (vertexArray && shader) {
if (vertexArray && shader && uniforms) {
for(let key in uniforms) {
shader.uniform(gl, key, uniforms[key]);
}
vertexArray.bind(gl, shader);
if (indexBuffer) {

View file

@ -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);
}
}

View file

@ -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;
}
}

View file

@ -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;
@ -160,9 +163,37 @@ export class Resizer {
get_viewbox(): number[] {
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));
});
});
}