make voronoi go really fast
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68a58e24d7
commit
720520f4b7
5 changed files with 144 additions and 50 deletions
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@ -9,6 +9,7 @@ import { Texture } from "./webgl/texture";
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import { callbackify } from "util";
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import { defaultLabelFactory, LabelFactory, Align, Label } from "./webgl/text";
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import Voronoi = require("./voronoi/voronoi-core");
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import { VoronoiBuilder } from "./voronoi/voronoi";
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function f32v(ptr: number, size: number): Float32Array {
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return new Float32Array(memory.buffer, ptr, size);
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@ -91,6 +92,8 @@ class GameInstance {
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renderer: Renderer;
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planet_count: number;
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vor_builder: VoronoiBuilder;
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vor_counter = 3;
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use_vor = true;
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playing = true; // 0 is paused, 1 is playing but not rerendered, 2 is playing and rerendered
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@ -120,25 +123,25 @@ class GameInstance {
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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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// 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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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 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_pos");
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// const layout = new VertexBufferLayout();
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// layout.push(GL.FLOAT, 2, 4, "a_pos");
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const vao = new VertexArray();
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vao.addBuffer(positionBuffer, layout);
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// const vao = new VertexArray();
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// vao.addBuffer(positionBuffer, layout);
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this.renderer.addToDraw(indexBuffer, vao, this.vor_shader);
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// this.renderer.addToDraw(indexBuffer, vao, this.vor_shader);
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// Setup key handling
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document.addEventListener('keydown', this.handleKey.bind(this));
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@ -146,6 +149,22 @@ class GameInstance {
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// List of [(x, y, r)] for all planets
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const planets = f32v(game.get_planets(), this.planet_count * 3);
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const planet_points = [];
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for(let i = 0; i < planets.length; i += 3) {
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planet_points.push({'x': planets[i], 'y': planets[i+1]});
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}
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const _bbox = f32v(game.get_viewbox(), 4);
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const bbox = {
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'xl': _bbox[0], 'xr': _bbox[0] + _bbox[2],
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'yt': _bbox[1], 'yb': _bbox[1] + _bbox[3]
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};
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this.vor_builder = new VoronoiBuilder(GL, this.vor_shader, planet_points, bbox);
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this.renderer.addRenderable(this.vor_builder.getRenderable());
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const players= new Array(this.planet_count).fill(undefined).map((_, i) => i);
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console.log(players);
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this.vor_builder.updateOwners(GL, players);
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for (let i = 0; i < this.planet_count; i++) {
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{
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const transform = new UniformMatrix3fv([
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@ -211,7 +230,7 @@ class GameInstance {
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this.renderer.addRenderable(label.getRenderable())
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}
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this.vor_shader.uniform(GL, "u_planets", new Uniform3fv(planets));
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// this.vor_shader.uniform(GL, "u_planets", new Uniform3fv(planets));
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// Set slider correctly
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SLIDER.max = this.turn_count - 1 + '';
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68
frontend/www/src/voronoi/voronoi.ts
Normal file
68
frontend/www/src/voronoi/voronoi.ts
Normal file
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@ -0,0 +1,68 @@
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import { Shader } from "../webgl/shader";
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import { BBox, Point, VoronoiDiagram } from "./voronoi-core";
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import Voronoi = require("./voronoi-core");
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import { DefaultRenderable } from "../webgl/renderer";
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import { IndexBuffer, VertexBuffer } from "../webgl/buffer";
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import { VertexBufferLayout, VertexArray } from "../webgl/vertexBufferLayout";
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function to_key(p: Point): string {
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return [p.x, p.y] + "";
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}
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export class VoronoiBuilder {
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inner: DefaultRenderable;
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vor: VoronoiDiagram;
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a_own: number[];
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constructor(gl: WebGLRenderingContext, shader: Shader, planets: Point[], bbox: BBox) {
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const voronoi = new Voronoi();
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this.vor = voronoi.compute(planets, bbox);
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const a_pos = planets.concat(this.vor.vertices).reduce((a, b) => a.concat([-b.x, -b.y]), []);
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const a_own = new Array(planets.length + this.vor.vertices.length).fill(-1);
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const vert_indcs = {};
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planets.concat(this.vor.vertices).forEach((p, i) => vert_indcs[to_key(p)] = i);
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const ids = [];
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for (let cell of this.vor.cells) {
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const baseIndx = vert_indcs[to_key(cell.site)];
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console.log(baseIndx);
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for (let edge of cell.halfedges) {
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ids.push(baseIndx);
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ids.push(vert_indcs[to_key(edge.getStartpoint())]);
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ids.push(vert_indcs[to_key(edge.getEndpoint())])
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}
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}
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const ib = new IndexBuffer(gl, ids);
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const vb_pos = new VertexBuffer(gl, a_pos);
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const vb_own = new VertexBuffer(gl, a_own);
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const layout_pos = new VertexBufferLayout();
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layout_pos.push(gl.FLOAT, 2, 4, "a_pos");
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const layout_own = new VertexBufferLayout();
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layout_own.push(gl.FLOAT, 1, 4, "a_own");
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const vao = new VertexArray();
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vao.addBuffer(vb_pos, layout_pos);
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vao.addBuffer(vb_own, layout_own);
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this.inner = new DefaultRenderable(ib, vao, shader, [], {});
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this.a_own = a_own;
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}
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getRenderable(): DefaultRenderable {
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return this.inner;
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}
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updateOwners(gl: WebGLRenderingContext, planets_owners: number[]) {
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planets_owners.forEach((own, i) => this.a_own[i] = own);
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this.inner.updateVAOBuffer(gl, 1, this.a_own);
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}
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}
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@ -53,14 +53,18 @@ export class Label {
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const uniforms = transform ? { "u_trans": transform, "u_trans_next": transform, } : {};
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const ib = new IndexBuffer(gl, []);
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const vb = new VertexBuffer(gl, []);
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const vb_pos = new VertexBuffer(gl, []);
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const vb_tex = new VertexBuffer(gl, []);
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const layout = new VertexBufferLayout();
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layout.push(gl.FLOAT, 2, 4, "a_position");
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layout.push(gl.FLOAT, 2, 4, "a_texCoord");
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const layout_pos = new VertexBufferLayout();
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layout_pos.push(gl.FLOAT, 2, 4, "a_position");
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const layout_tex = new VertexBufferLayout();
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layout_tex.push(gl.FLOAT, 2, 4, "a_texCoord");
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const vao = new VertexArray();
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vao.addBuffer(vb, layout);
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vao.addBuffer(vb_pos, layout_pos);
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vao.addBuffer(vb_tex, layout_tex);
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this.inner = new DefaultRenderable(ib, vao, shader, [tex], uniforms);
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}
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@ -71,7 +75,8 @@ export class Label {
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setText(gl: WebGLRenderingContext, text: string, h_align = Align.Begin, v_align = Align.Begin) {
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const idxs = [];
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const verts = [];
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const verts_pos = [];
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const verts_tex = [];
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const letterHeight = this.font.letterHeight / this.font.textureHeight;
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let xPos = 0;
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@ -106,10 +111,16 @@ export class Label {
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const letterWidth = info.width / this.font.textureWidth;
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const x0 = info.x / this.font.textureWidth;
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const y0 = info.y / this.font.textureHeight;
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verts.push(xPos, yStart, x0, y0);
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verts.push(xPos + dx, yStart, x0 + letterWidth, y0);
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verts.push(xPos, yStart-1, x0, y0 + letterHeight);
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verts.push(xPos + dx, yStart-1, x0 + letterWidth, y0 + letterHeight);
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verts_pos.push(xPos, yStart);
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verts_pos.push(xPos + dx, yStart);
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verts_pos.push(xPos, yStart-1);
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verts_pos.push(xPos + dx, yStart-1);
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verts_tex.push(x0, y0);
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verts_tex.push(x0 + letterWidth, y0);
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verts_tex.push(x0, y0 + letterHeight);
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verts_tex.push(x0 + letterWidth, y0 + letterHeight);
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xPos += dx;
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idxs.push(j+0, j+1, j+2, j+1, j+2, j+3);
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@ -121,7 +132,8 @@ export class Label {
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}
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this.inner.updateIndexBuffer(gl, idxs);
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this.inner.updateVAOBuffer(gl, 0, verts);
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this.inner.updateVAOBuffer(gl, 0, verts_pos);
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this.inner.updateVAOBuffer(gl, 1, verts_tex);
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}
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}
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@ -2,29 +2,15 @@
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precision mediump float;
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#endif
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uniform vec3 u_planets[$PLANETS];
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uniform vec3 u_planet_colours[$PLANETS * 2];
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uniform float u_step_interval;
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uniform float u_time;
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uniform bool u_vor;
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varying vec3 v_color;
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varying vec2 v_pos;
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void main() {
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vec3 color = vec3(0.2);
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if (u_vor) {
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float dis = 1000000.0;
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for(int i = 0; i < $PLANETS; i++) {
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float d = distance(v_pos, u_planets[i].xy);
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if (d < dis) {
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dis = d;
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color = u_planet_colours[2 * i];
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}
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}
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}
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gl_FragColor = vec4(color, 0.2);
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gl_FragColor = vec4(v_color, 0.8);
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}
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@ -3,24 +3,33 @@ precision mediump float;
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#endif
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attribute vec2 a_pos;
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attribute float a_own;
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uniform vec3 u_planet_colours[$PLANETS * 2];
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uniform vec4 u_viewbox; // [x, y, width, height]
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uniform vec2 u_resolution;
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varying vec2 v_pos;
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varying vec3 v_color;
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void main() {
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int own = int(a_own);
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vec2 uv = (a_pos.xy + 1.0) * 0.5;
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uv = 1.0 - uv;
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// uv *= -1.0;
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vec2 uv = a_pos;
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// Viewbox's center is top left, a_position's is in the center to the screen
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// So translate and scale the viewbox**
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uv *= u_viewbox.zw;
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uv -= u_viewbox.xy + u_viewbox.zw;
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uv -= u_viewbox.xy + (u_viewbox.zw * 0.5);
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uv /= u_viewbox.zw * 0.5;
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v_pos = uv.xy;
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gl_Position = vec4(a_pos, 0.0, 1.0);
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v_pos = (uv.xy + 1.0) * 0.5;
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if (own < 0) {
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v_color = vec3(0., 0., 0.);
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} else {
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v_color = u_planet_colours[own * 2];
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}
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gl_Position = vec4(uv.xy, 0.0, 1.0);
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}
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