Flying straight

This commit is contained in:
ajuvercr 2019-09-20 17:48:00 +02:00
parent 89eae79eca
commit adc8759e0e
7 changed files with 404 additions and 77 deletions

View file

@ -4,11 +4,12 @@ extern crate serde_derive;
extern crate serde_json;
extern crate octoon_math;
use octoon_math::{Mat3, Vec3};
use octoon_math::{Mat3, Vec3, One};
mod utils;
mod types;
use std::collections::HashMap;
use wasm_bindgen::prelude::*;
// When the `wee_alloc` feature is enabled, use `wee_alloc` as the global
@ -17,16 +18,128 @@ use wasm_bindgen::prelude::*;
#[global_allocator]
static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
#[derive(Debug, Clone)]
pub struct Circle {
r: f32,
x: f32,
y: f32,
a1: f32,
a2: f32,
distance: usize,
}
impl Circle {
pub fn new(p1: &types::Planet, p2: &types::Planet) -> Self {
let dx = p1.x - p2.x;
let dy = p1.y - p2.y;
let dr = (dx * dx + dy * dy).sqrt();
let r = dr * 1.05;
let distance = (dx * dx + dy * dy).sqrt().ceil() as usize;
let d = p1.x * p2.y - p2.x * p1.y;
let x = (d * dy + dy.signum() * dx * (r * r * dr * dr - d * d).sqrt()) / (dr * dr);
let y = (-d * dx + dy.abs() * (r * r * dr * dr - d * d).sqrt()) / (dr * dr);
let a1 = (y - p1.y).atan2(x - p1.x);
let a2 = (y - p2.y).atan2(x - p2.x);
Self {
r, x, y, a1, a2, distance
}
}
pub fn get_for_remaining(&self, remaining: usize) -> (Mat3<f32>, Mat3<f32>) {
(
self.get_remaining(remaining),
self.get_remaining((remaining + 1).min(self.distance - 1)),
)
}
fn get_remaining(&self, remaining: usize) -> Mat3<f32> {
let alpha = self.a1 + (1.0 - (remaining as f32 / self.distance as f32)) * (self.a2 - self.a1);
let c = alpha.cos();
let s = alpha.sin();
Mat3::new(
c, -s, 0.0,
s, c, 0.0,
0.0, 0.0, 1.0
) * Mat3::new(
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
self.x, self.y, 1.0,
) * Mat3::new(
c, -s, 0.0,
s, c, 0.0,
0.0, 0.0, 1.0
)
}
}
struct Line {
x1: f32,
y1: f32,
x2: f32,
y2: f32,
a: f32,
d: usize,
}
impl Line {
pub fn new(p1: &types::Planet, p2: &types::Planet) -> Self {
let dx = p1.x - p2.x;
let dy = p1.y - p2.y;
let a = dy.atan2(dx);
// let a = (dy / dx).atan();
let d = (dx * dx + dy * dy).sqrt().ceil() as usize + 1;
Self {
x1: p1.x,
x2: p2.x,
y1: p1.y,
y2: p2.y,
d, a,
}
}
pub fn get_for_remaining(&self, remaining: usize) -> (Mat3<f32>, Mat3<f32>) {
(
self.get_remaining(remaining),
self.get_remaining((remaining + 1).min(self.d - 1)),
)
}
fn get_remaining(&self, remaining: usize) -> Mat3<f32> {
let x = (self.x1 * remaining as f32 + (self.d - remaining) as f32 * self.x2) / self.d as f32;
// let x = self.x1 + (remaining as f32 / self.d as f32) * (self.x2 - self.x1);
let y = (self.y1 * remaining as f32 + (self.d - remaining) as f32 * self.y2) / self.d as f32;
let c = self.a.cos();
let s = self.a.sin();
// let y = self.y1 + (remaining as f32 / self.d as f32) * (self.y2 - self.y1);
Mat3::new(
0.3, 0.0, 0.0,
0.0, 0.3, 0.0,
x, y, 0.3,
) * Mat3::rotate_z(self.a)
}
}
#[wasm_bindgen]
pub struct Game {
states: Vec<types::State>,
turn: usize,
planet_map: HashMap<(String, String), Line>,
/* put extra shit here */
planets: Vec<Vec3<f32>>,
view_box: Vec<f32>,
ship_locations: Vec<Mat3<f32>>,
planets: Vec<Vec3<f32>>,
ship_locations: Vec<[f32;9]>,
ship_colours: Vec<Vec3<f32>>,
current_planet_colours: Vec<Vec3<f32>>,
}
@ -36,16 +149,32 @@ impl Game {
utils::set_panic_hook();
// First line is fucked but we just filter out things that cannot parse
let states: Vec<types::State> = file.split("\n").filter_map(|line|
let mut states: Vec<types::State> = file.split("\n").filter_map(|line|
serde_json::from_str(line).ok()
).collect();
states.push(types::State {
planets: states.last().unwrap().planets.clone(),
expeditions: Vec::new()
});
let mut planet_map = HashMap::new();
// Iterator?
for p1 in states[0].planets.iter() {
for p2 in states[0].planets.iter() {
planet_map.insert((p1.name.clone(), p2.name.clone()), Line::new(&p1, &p2));
}
}
Self {
planets: utils::get_planets(&states[0].planets, 2.0),
view_box: utils::caclulate_viewbox(&states[0].planets),
planet_map,
turn: 0,
states,
ship_locations: Vec::new(),
ship_colours: Vec::new(),
current_planet_colours: Vec::new(),
}
}
@ -95,7 +224,17 @@ impl Game {
}
fn update_ship_locations(&mut self) {
let mut new_vec = Vec::new();
for ship in self.states[self.turn].expeditions.iter() {
let (o1, o2) = self.planet_map.get(&(ship.origin.clone(), ship.destination.clone())).unwrap().get_for_remaining(ship.turns_remaining as usize);
new_vec.push(o1.to_array());
new_vec.push(o2.to_array());
}
self.ship_locations = new_vec;
self.ship_colours = self.states[self.turn].expeditions.iter().map(|s| {
utils::COLORS[s.owner as usize % utils::COLORS.len()].into()
}).collect();
}
// pub fn add_location(&mut self, x: f32, y: f32, angle: f32) {
@ -104,13 +243,21 @@ impl Game {
// );
// }
pub fn location_count(&self) -> usize {
self.ship_locations.len()
pub fn get_max_ships(&self) -> usize {
self.states.iter().map(|s| s.expeditions.len()).max().unwrap()
}
pub fn get_ship_locations(&self) -> *const Mat3<f32> {
pub fn get_ship_count(&self) -> usize {
self.states[self.turn].expeditions.len()
}
pub fn get_ship_locations(&self) -> *const [f32;9] {
self.ship_locations.as_ptr()
}
pub fn get_ship_colours(&self) -> *const Vec3<f32> {
self.ship_colours.as_ptr()
}
}

View file

@ -17,6 +17,26 @@ pub struct Planet {
pub name: String,
}
use std::hash::{Hash, Hasher};
use std::mem;
impl Hash for Planet {
fn hash<H: Hasher>(&self, state: &mut H) {
unsafe {
let x: u32 = mem::transmute_copy(&self.x);
let y: u32 = mem::transmute_copy(&self.y);
state.write_u32(x);
state.write_u32(y);
}
}
}
impl PartialEq for Planet {
fn eq(&self, other: &Self) -> bool {
(self.x - other.x).abs() < 0.0001 && (self.y - other.y).abs() < 0.0001
}
}
impl Eq for Planet {}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct State {

View file

@ -50,6 +50,8 @@ ShaderFactory.create_factory(
LOCATION + "static/shaders/frag/simple.glsl", LOCATION + "static/shaders/vert/simple.glsl"
).then((e) => SHADERFACOTRY = e);
class GameInstance {
resizer: Resizer;
game: Game;
@ -60,7 +62,9 @@ class GameInstance {
last_time = 0;
frame = -1;
constructor(game: Game, meshes: Mesh[]) {
ship_indices: number[];
constructor(game: Game, meshes: Mesh[], ship_mesh: Mesh) {
this.game = game;
this.planet_count = this.game.get_planet_count();
this.shader = SHADERFACOTRY.create_shader(GL, {"MAX_CIRCLES": ''+this.planet_count});
@ -93,18 +97,36 @@ class GameInstance {
this.shader,
{
"u_trans": transform,
"u_trans_next": transform,
}
)
);
}
// this.game.update_turn(this.frame);
this.ship_indices = [];
const ship_ibo = new IndexBuffer(GL, ship_mesh.cells);
const ship_positions = new VertexBuffer(GL, ship_mesh.positions);
const ship_layout = new VertexBufferLayout();
ship_layout.push(GL.FLOAT, 3, 4, "a_position");
const ship_vao = new VertexArray();
ship_vao.addBuffer(ship_positions, ship_layout);
console.log(f32v(this.game.get_planet_colors(), 3 * this.game.get_planet_count()));
// console.log(this.resizer.get_viewbox());
for (let i = 0; i < this.game.get_max_ships(); i++) {
this.ship_indices.push(
this.renderer.addToDraw(
ship_ibo,
ship_vao,
this.shader,
{}
)
);
}
}
render(time: number) {
if (time > this.last_time + 1000) {
if (time > this.last_time + 500) {
const transparant = new Uniform3f(0, 0, 0);
const transform = new UniformMatrix3fv([0, 0, 0, 0, 0, 0, 0, 0, 0, ]);
this.last_time = time;
this.frame ++;
this.game.update_turn(this.frame);
@ -117,13 +139,40 @@ class GameInstance {
this.renderer.updateUniform(i, (us) => us["u_color_next"] = u2);
}
const ships = f32v(this.game.get_ship_locations(), this.game.get_ship_count() * 9 * 2);
const ship_colours = f32v(this.game.get_ship_colours(), this.game.get_ship_count() * 3);
for (let i=0; i < this.game.get_max_ships(); i++) {
const index = this.ship_indices[i];
if (i < this.game.get_ship_count()) {
this.renderer.enableRendershit(index);
const u = new Uniform3f(ship_colours[i*3], ship_colours[i*3 + 1], ship_colours[i*3 + 2]);
// const t1 = new UniformMatrix3fv(new Float32Array(ships, i * 18, 9));
// const t2 = new UniformMatrix3fv(new Float32Array(ships, i * 18 + 9, 9));
const t1 = new UniformMatrix3fv(ships.slice(i * 18, i * 18 + 9));
const t2 = new UniformMatrix3fv(ships.slice(i * 18 + 9, i * 18 + 18));
this.renderer.updateUniform(index, (us) => {
us["u_color"] = u;
us["u_color_next"] = u;
us["u_trans"] = t1;
us["u_trans_next"] = t2;
});
} else {
this.renderer.disableRenderShift(index);
}
}
}
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_step_interval", new Uniform1f(1000));
this.shader.uniform(GL, "u_time", new Uniform1f(time));
this.shader.uniform(GL, "u_step_interval", new Uniform1f(500));
this.shader.uniform(GL, "u_time", new Uniform1f((time - this.last_time) / 500));
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));
@ -138,18 +187,18 @@ var game_instance: GameInstance;
export async function set_instance(game: Game) {
const meshes = await Promise.all(
["earth.svg", "mars.svg", "venus.svg"].map(
["ship.svg", "earth.svg", "mars.svg", "venus.svg"].map(
(name) => "static/res/assets/" + name
).map(url_to_mesh)
);
game_instance = new GameInstance(game, meshes);
game_instance = new GameInstance(game, meshes.slice(1), meshes[0]);
}
function step(time: number) {
if (game_instance) {
game_instance.render(time);
set_loading(false);
game_instance.render(time);
} else {
set_loading(true);
}

View file

@ -0,0 +1,66 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- Created with Inkscape (http://www.inkscape.org/) -->
<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"
width="100mm"
height="100mm"
viewBox="0 0 100 99.999999"
version="1.1"
id="svg8"
sodipodi:docname="ship.svg"
inkscape:version="0.92.4 (f8dce91, 2019-08-02)">
<defs
id="defs2" />
<sodipodi:namedview
id="base"
pagecolor="#ffffff"
bordercolor="#666666"
borderopacity="1.0"
inkscape:pageopacity="0.0"
inkscape:pageshadow="2"
inkscape:zoom="0.24748737"
inkscape:cx="-106.07564"
inkscape:cy="608.26605"
inkscape:document-units="mm"
inkscape:current-layer="layer1"
showgrid="false"
fit-margin-top="0"
fit-margin-left="0"
fit-margin-right="0"
fit-margin-bottom="0"
inkscape:window-width="1920"
inkscape:window-height="1012"
inkscape:window-x="0"
inkscape:window-y="32"
inkscape:window-maximized="1" />
<metadata
id="metadata5">
<rdf:RDF>
<cc:Work
rdf:about="">
<dc:format>image/svg+xml</dc:format>
<dc:type
rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
<dc:title></dc:title>
</cc:Work>
</rdf:RDF>
</metadata>
<g
inkscape:label="Layer 1"
inkscape:groupmode="layer"
id="layer1"
transform="translate(229.05372,-117.27915)">
<path
style="opacity:1;fill:#000000;fill-opacity:1;stroke:none;stroke-width:2.72543406;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1"
d="m -229.05372,167.27915 c 0,0 13.45401,-50 48.27481,-50 11.57339,0 21.79319,8.51775 27.92829,21.52314 7.7319,-15.5144 21.11806,-16.32589 22.56968,-13.92304 1.75107,2.89851 1.72384,19.14347 -0.70314,25.00722 -1.17787,2.84584 -10.35261,5.01798 -16.67359,6.19846 0.55938,3.59896 0.85565,7.34571 0.85565,11.19422 0,3.84851 -0.29627,7.59526 -0.85565,11.19423 6.32098,1.18047 15.49572,3.35262 16.67359,6.19845 2.42698,5.86375 2.45421,22.10872 0.70314,25.00723 -1.45162,2.40285 -14.83778,1.59135 -22.56968,-13.92304 -6.1351,13.00539 -16.3549,21.52313 -27.92829,21.52313 -34.8208,0 -48.27481,-50 -48.27481,-50 z m 24.32378,0 a 25.255825,28.025483 0 0 0 25.25579,28.02559 25.255825,28.025483 0 0 0 25.25578,-28.02559 25.255825,28.025483 0 0 0 -25.25578,-28.02558 25.255825,28.025483 0 0 0 -25.25579,28.02558 z"
id="path815"
inkscape:connector-curvature="0" />
</g>
</svg>

After

Width:  |  Height:  |  Size: 2.7 KiB

View file

@ -4,16 +4,24 @@ precision mediump float;
attribute vec2 a_position;
uniform float u_step_interval;
uniform float u_time;
uniform vec4 u_viewbox; // [x, y, width, height]
uniform vec2 u_resolution;
uniform mat3 u_trans;
uniform mat3 u_trans_next;
varying vec2 v_pos;
void main() {
vec3 pos = vec3(a_position, 1.0);
pos = u_trans * pos;
// float part = fract(u_time / u_step_interval);
mat3 trans = (u_trans_next * (1.0 - u_time)) + (u_trans * u_time);
pos = trans * pos;
vec2 uv = pos.xy;

View file

@ -9,41 +9,109 @@ export interface Renderable {
render(gl: WebGLRenderingContext): void;
}
export class Renderer {
renderables: Renderable[];
indexBuffers: IndexBuffer[];
vertexArrays: VertexArray[];
shaders: Shader[];
class RenderShit implements Renderable {
ibo: IndexBuffer;
va: VertexArray;
shader: Shader;
textures: Texture[];
uniforms: Dictionary<Uniform>[];
uniforms: Dictionary<Uniform>;
enabled: boolean;
constructor(
ibo: IndexBuffer,
va: VertexArray,
shader: Shader,
textures: Texture[],
uniforms: Dictionary<Uniform>,
) {
this.enabled = true;
this.ibo = ibo;
this.va = va;
this.shader = shader;
this.textures = textures;
this.uniforms = uniforms;
}
render(gl: WebGLRenderingContext): void {
if (!this.enabled) {
return;
}
const indexBuffer = this.ibo;
const vertexArray = this.va;
const uniforms = this.uniforms;
const shader = this.shader;
const textures = this.textures;
let texLocation = 0;
for (let texture of textures) {
shader.uniform(gl, texture.name, new Uniform1i(texLocation));
texture.bind(gl, texLocation);
texLocation ++;
// if (texLocation > maxTextures) {
// console.error("Using too many textures, this is not supported yet\nUndefined behaviour!");
// }
}
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);
} else {
console.error("IndexBuffer is required to render, for now");
}
}
}
}
export class Renderer {
renderables: RenderShit[];
constructor() {
this.indexBuffers = [];
this.vertexArrays = [];
this.shaders = [];
this.textures = [];
this.uniforms = [];
this.renderables = [];
}
updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void) {
f(this.uniforms[i]);
f(this.renderables[i].uniforms);
}
addRenderable(item: Renderable) {
this.renderables.push(item);
disableRenderShift(i: number) {
this.renderables[i].enabled = false;
}
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);
enableRendershit(i: number) {
this.renderables[i].enabled = true;
}
this.uniforms.push(uniforms);
// addRenderable(item: Renderable) {
// this.renderables.push(item);
// }
addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[]): number {
return this.indexBuffers.length - 1;
this.renderables.push(
new RenderShit(
indexBuffer,
vertexArray,
shader,
texture || [],
uniforms || {},
)
);
return this.renderables.length - 1;
}
render(gl: WebGLRenderingContext, frameBuffer?: WebGLFramebuffer, width?: number, height?: number) {
@ -52,41 +120,10 @@ export class Renderer {
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];
if (texture) {
shader.uniform(gl, texture.name, new Uniform1i(texLocation));
texture.bind(gl, texLocation);
texLocation ++;
if (texLocation > maxTextures) {
console.error("Using too many textures, this is not supported yet\nUndefined behaviour!");
}
}
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);
} else {
console.error("IndexBuffer is required to render, for now");
}
}
for (let r of this.renderables) {
r.render(gl);
}
}
}

View file

@ -306,8 +306,8 @@ export class Uniform4f implements Uniform {
}
export class UniformMatrix3fv implements Uniform {
data: number[];
constructor(data: number[]) {
data: number[] | Float32Array;
constructor(data: number[] | Float32Array) {
this.data = data;
}