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16 commits

Author SHA1 Message Date
ajuvercr
4de17f78b3 add build script 2021-01-17 15:26:09 +01:00
ajuvercr
4dc946ef92 bump versions 2021-01-17 15:26:00 +01:00
ajuvercr
ef5399217d https://stackoverflow.com/questions/64507718/why-does-wasm-opt-fail-in-wasm-pack-builds-when-generating-a-function-returning 2021-01-17 15:19:02 +01:00
mcbloch
51712bf07e Add javascript bot 2020-12-05 19:35:21 +01:00
ajuvercr
9a33ad42fc fix hostname issue + config 2020-11-14 18:21:27 +01:00
ajuvercr
2ba043862f build and runnable, still no host_name support, but hardcodable 2020-11-13 10:53:09 +01:00
ajuvercr
ba0b2c7655 make it compile, but can't run and break hostname config 2020-11-11 22:21:56 +01:00
ajuvercr
dcf1173cb8
Docker (#25)
* change wasm to real vectors

* Add volume bind command to README

* add changable host name variable

Co-authored-by: Francis <francisklinck@gmail.com>
2020-06-24 14:16:14 +02:00
ajuvercr
442f969da0 rocket is launching 2020-06-20 11:21:41 +02:00
ajuvercr
7684c24db0 rocket is a future now :o 2020-06-20 10:21:40 +02:00
ajuvercr
cedcc09f0a fix dep bugs 2020-06-14 22:20:08 +02:00
ajuvercr
129c904967
Frontend/visualiser (#24)
* refactor to src folder

* add working voronoi js file with types

* some spring cleaning

* update voronoi-core.d.ts to include inner class exports

* make voronoi go really fast

* do the voronoi dance

* better handle outliers in voronoi

* make renderer use multiple layers

* resize voronoi with resize + squash all in one buffer

* actually wait for shader factories to be created + cleanup

* show more info with FPS Counter

* POWER UP
2020-04-20 15:38:11 +02:00
ajuvercr
998cb3d535
Frontend/visualiser: enhancement show ship_count in visualiser (#23)
* make all fleets fly forward

* make things beautiful
2020-04-17 21:03:43 +02:00
ajuvercr
33abe9515f
Misc #18 (#22)
* make lobby game post refresh page better

* frontend side of handling specific games

* add link button in lobby

* add share button
2020-04-11 08:21:08 +02:00
ajuvercr
6b7fd4eff3
Colours (#21)
* try 1

* make colours uniform
2020-04-10 13:51:19 +02:00
ajuvercr
fd3178060a
Backend/order (#19)
* let educe do everything

* try some ordering
2020-04-10 13:50:52 +02:00
53 changed files with 3838 additions and 3183 deletions

38
Dockerfile Normal file
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@ -0,0 +1,38 @@
FROM rust:1.44 AS build-env
WORKDIR /sources
RUN git clone -b wasm32-target-fix https://github.com/drager/wasm-pack.git
WORKDIR wasm-pack
RUN rustup default nightly
RUN cargo install --path .
WORKDIR /planetwars
COPY . .
WORKDIR backend
RUN cargo build --release
WORKDIR ../frontend
RUN cargo update
RUN wasm-pack build
FROM node:10
COPY --from=build-env /planetwars /planetwars
WORKDIR /planetwars/frontend/www
RUN npm install
RUN npm run build
WORKDIR /planetwars/backend
EXPOSE 9142
EXPOSE 8123
EXPOSE 3012
CMD ["target/release/planetwars"]

9
README.md Normal file
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@ -0,0 +1,9 @@
# Planetwars
## Docker
Build: `docker build --tag pw:1.0 .`
Run: `docker run --rm -p 8123:8123 -p 9142:9142 -p 3012:3012 -v $(pwd)/backend/games:/planetwars/backend/games --name planetwars pw:1.0`
Add parameter `-e PW_HOST_NAME=<domain>`, for example `-e PW_HOST_NAME=mozaic.zeus.gent`, to set the domain used in the application.

View file

@ -1,6 +1,6 @@
[package]
name = "backend"
version = "0.1.0"
name = "planetwars"
version = "0.1.2"
authors = ["ajuvercr <arthur.vercruysse@ugent.be>"]
edition = "2018"
@ -8,18 +8,20 @@ edition = "2018"
[dependencies]
mozaic = { git = "https://github.com/ZeusWPI/MOZAICP" }
rand = { version = "0.6.5", default-features = true }
rand = { version = "0.8.2", default-features = true }
async-std = { version = "1.5.0", features = ["attributes"] }
futures = { version = "0.3.1", features = ["executor", "thread-pool"] }
async-std = { version = "1.9.0", features = ["attributes"] }
futures = { version = "0.3.12", features = ["executor", "thread-pool"] }
serde = "1.0.100"
serde_derive = "1.0.100"
figment = "0.10.2"
serde = "1.0.119"
serde_derive = "1.0.119"
serde_json = "1.0"
tracing = "0.1.9"
tracing-futures = "0.1.0"
tracing-subscriber = "0.1.5"
rocket = { git = "https://github.com/SergioBenitez/Rocket", branch = "async" }
rocket_contrib = { git = "https://github.com/SergioBenitez/Rocket", branch = "async", features = ["handlebars_templates", "tera_templates"] }
tracing = "0.1.22"
tracing-futures = "0.2.4"
tracing-subscriber = "0.2.15"
rocket = { git = "https://github.com/SergioBenitez/Rocket", branch = "master" }
rocket_contrib = { git = "https://github.com/SergioBenitez/Rocket", branch = "master", features = ["handlebars_templates", "tera_templates"] }
rust-ini = "0.15.2"
educe = { version = "0.4.13", features = ["Debug", "Default", "Hash", "Clone", "Copy"] }

View file

@ -1,3 +1,5 @@
# Planetwars backend
Change hostname in info slides with PW_PORT, PW_HOST_NAME or PW_ADDRESS env variable.
The main planetwars server that instanciates planetwars matches etc...

View file

@ -1,11 +0,0 @@
[development]
address = "localhost"
port = 8000
[staging]
address = "0.0.0.0"
port = 80
[production]
address = "0.0.0.0"
port = 8123

View file

@ -1,4 +1,4 @@
#![feature(proc_macro_hygiene)]
#![feature(proc_macro_hygiene, async_closure, decl_macro)]
extern crate serde;
#[macro_use]
@ -11,6 +11,8 @@ extern crate futures;
extern crate mozaic;
extern crate rand;
extern crate figment;
extern crate tracing;
extern crate tracing_futures;
extern crate tracing_subscriber;
@ -19,8 +21,10 @@ extern crate tracing_subscriber;
extern crate rocket;
extern crate rocket_contrib;
extern crate ini;
#[macro_use]
extern crate educe;
use figment::{providers::{Serialized, Env}};
use tracing_subscriber::{EnvFilter, FmtSubscriber};
use std::net::SocketAddr;
@ -39,14 +43,33 @@ mod util;
use util::Games;
use util::COLOURS;
use rocket::fairing::AdHoc;
use rocket_contrib::templates::tera::{self, Value};
use rocket_contrib::templates::{Engines, Template};
use std::collections::HashMap;
/// Config for the planetwars server
#[derive(Deserialize, Serialize, Debug)]
pub struct PWConfig {
host_name: String,
address: String,
port: u16,
}
impl Default for PWConfig {
fn default() -> Self {
Self {
host_name: String::from("localhost"),
address: String::from("0.0.0.0"),
port: 8000,
}
}
}
/// Calculate viewbox from array of points (used in map preview), added to Tera engine.
/// So this function can be called in template.
fn calc_viewbox(value: Value, _: HashMap<String, Value>) -> tera::Result<Value> {
fn calc_viewbox(value: &Value, _: &HashMap<String, Value>) -> tera::Result<Value> {
let mut min_x = std::f64::MAX;
let mut min_y = std::f64::MAX;
let mut max_x = std::f64::MIN;
@ -78,15 +101,21 @@ fn calc_viewbox(value: Value, _: HashMap<String, Value>) -> tera::Result<Value>
}
/// Get's the right colour for planets
fn get_colour(value: Value, _: HashMap<String, Value>) -> tera::Result<Value> {
fn get_colour(value: &Value, _: &HashMap<String, Value>) -> tera::Result<Value> {
return Ok(Value::String(
COLOURS[value.as_u64().unwrap_or(0) as usize].to_string(),
));
}
fn get_host_name(host_name: &str) -> impl Fn(&HashMap<String, Value>) -> tera::Result<Value> + Sync + Send {
let host_name = host_name.to_string();
move |_| Ok(Value::String(host_name.clone()))
}
/// Async main function, starting logger, graph and rocket
#[async_std::main]
async fn main() {
#[rocket::launch]
async fn rocket() -> rocket::Rocket {
let fut = graph::set_default();
let sub = FmtSubscriber::builder()
@ -94,26 +123,38 @@ async fn main() {
.finish();
tracing::subscriber::set_global_default(sub).unwrap();
let pool = ThreadPool::new().unwrap();
let pool = ThreadPool::builder().create().unwrap();
pool.spawn_ok(fut.map(|_| ()));
let gm = create_game_manager("0.0.0.0:9142", pool.clone()).await;
async_std::task::sleep(std::time::Duration::from_millis(200)).await;
let mut routes = Vec::new();
routes::fuel(&mut routes);
let tera = Template::custom(|engines: &mut Engines| {
engines.tera.register_filter("calc_viewbox", calc_viewbox);
engines.tera.register_filter("get_colour", get_colour);
});
let figment = rocket::Config::figment()
.merge(Serialized::defaults(PWConfig::default())) // Extend but not overwrite
.merge(Env::prefixed("PW_")); // Overwrite
rocket::ignite()
rocket::custom(figment)
.manage(gm)
.manage(pool)
.manage(Games::new())
.attach(tera)
.attach(AdHoc::config::<PWConfig>()) // Manage the config
.mount("/", routes)
.launch()
.unwrap();
.attach(AdHoc::on_attach("Assets Config", async move |rocket| {
let pw_config = rocket.figment().extract::<PWConfig>().unwrap_or_default();
println!("PW Config {:?}", pw_config);
let host_name = pw_config.host_name.clone();
let tera = Template::custom(move |engines: &mut Engines| {
engines.tera.register_filter("calc_viewbox", calc_viewbox);
engines.tera.register_filter("get_colour", get_colour);
engines.tera.register_function("get_host_name", get_host_name(&host_name));
});
Ok(rocket.attach(tera))
}))
}
/// Creates the actual game_manager
@ -121,9 +162,9 @@ async fn main() {
async fn create_game_manager(tcp: &str, pool: ThreadPool) -> game::Manager {
let addr = tcp.parse::<SocketAddr>().unwrap();
let (gmb, handle) = game::Manager::builder(pool.clone());
pool.spawn_ok(handle.map(|_| ()));
pool.spawn_ok(handle.map(|_| {println!("I'm done")}));
let ep = TcpEndpoint::new(addr, pool.clone());
let gmb = gmb.add_endpoint(ep, "TCP endpoint");
gmb.build("games.ini", pool).await.unwrap()
gmb.build("games/games.json", pool).await.unwrap()
}

View file

@ -8,6 +8,7 @@ use std::convert::TryInto;
use std::fs::{create_dir, File};
use std::io::Write;
use std::path::PathBuf;
use std::time::SystemTime;
mod pw_config;
mod pw_protocol;
@ -35,11 +36,11 @@ impl PlanetWarsGame {
.map(|p| (p.name.clone(), p.id))
.collect();
if let Err(_) = create_dir("static/games") {
println!("'static/games' already exists");
if let Err(_) = create_dir("games") {
println!("'games' already exists");
}
let file = File::create(format!("static/games/{}", location)).unwrap();
let file = File::create(format!("games/{}", location)).unwrap();
Self {
state,
@ -213,6 +214,7 @@ impl game::Controller for PlanetWarsGame {
"name": self.name,
"map": self.map,
"file": self.log_file_loc,
"time": SystemTime::now(),
}))
} else {
None
@ -220,6 +222,10 @@ impl game::Controller for PlanetWarsGame {
}
}
fn get_epoch() -> SystemTime {
SystemTime::UNIX_EPOCH
}
#[derive(Debug, Serialize, Deserialize)]
pub struct FinishedState {
pub winners: Vec<u64>,
@ -227,5 +233,7 @@ pub struct FinishedState {
pub name: String,
pub file: String,
pub map: String,
#[serde(default = "get_epoch")]
pub time: SystemTime,
pub players: Vec<(u64, String)>,
}

View file

@ -1,4 +1,4 @@
use crate::planetwars;
use crate::planetwars::{self, FinishedState};
use crate::util::*;
use rocket::{Route, State};
@ -13,10 +13,12 @@ use async_std::fs;
use async_std::prelude::StreamExt;
use futures::executor::ThreadPool;
use futures::future::{join_all, FutureExt};
use serde_json::Value;
use rand::prelude::*;
use std::time::SystemTime;
/// The type required to build a game.
/// (json in POST request).
@ -75,7 +77,7 @@ async fn post_game(
state: State<'_, Games>,
) -> Result<Json<GameRes>, String> {
let game = build_builder(
tp.clone(),
tp.inner().clone(),
game_req.nop,
game_req.max_turns,
&game_req.map,
@ -106,6 +108,7 @@ fn generate_string_id() -> String {
rand::thread_rng()
.sample_iter(&rand::distributions::Alphanumeric)
.take(15)
.map(|x| x as char)
.collect::<String>()
+ ".json"
}
@ -174,11 +177,8 @@ async fn get_maps() -> Result<Vec<Map>, String> {
Ok(maps)
}
use crate::planetwars::FinishedState;
use futures::future::{join_all, FutureExt};
pub async fn get_states(
game_ids: &Vec<(String, u64)>,
game_ids: &Vec<(String, u64, SystemTime)>,
manager: &game::Manager,
) -> Result<Vec<GameState>, String> {
let mut states = Vec::new();
@ -186,17 +186,18 @@ pub async fn get_states(
game_ids
.iter()
.cloned()
.map(|(name, id)| manager.get_state(id).map(move |f| (f, name))),
.map(|(name, id, time)| manager.get_state(id).map(move |f| (f, name, time))),
)
.await;
for (gs, name) in gss {
for (gs, name, time) in gss {
if let Some(state) = gs {
match state {
Ok((state, conns)) => {
let players: Vec<PlayerStatus> =
conns.iter().cloned().map(|x| x.into()).collect();
let connected = players.iter().filter(|x| x.connected).count();
states.push(GameState::Playing {
name: name,
total: players.len(),
@ -204,6 +205,7 @@ pub async fn get_states(
connected,
map: String::new(),
state,
time,
});
}
Err(value) => {

View file

@ -20,7 +20,13 @@ mod maps;
/// Handles all files located in the static folder
#[get("/<file..>", rank = 6)]
async fn files(file: PathBuf) -> Option<NamedFile> {
NamedFile::open(Path::new("static/").join(file)).ok()
NamedFile::open(Path::new("static/").join(file)).await.ok()
}
/// Handles all games files to be served
#[get("/games/<loc>")]
async fn game_get(loc: String) -> Option<NamedFile> {
NamedFile::open(Path::new("games/").join(loc)).await.ok()
}
/// Routes the index page, rendering the index Template.
@ -47,7 +53,9 @@ async fn debug_get() -> Result<Template, String> {
/// Routes the visualizer page, rendering the visualizer Template.
#[get("/visualizer")]
async fn visualizer_get() -> Template {
let game_options = get_played_games().await;
let mut game_options: Vec<GameState> = get_played_games().await;
game_options.sort();
let context = Context::new_with(
"Visualizer",
json!({"games": game_options, "colours": COLOURS}),
@ -60,6 +68,7 @@ pub fn fuel(routes: &mut Vec<Route>) {
routes.extend(routes![
files,
index,
game_get,
builder_get,
visualizer_get,
debug_get
@ -69,18 +78,20 @@ pub fn fuel(routes: &mut Vec<Route>) {
info::fuel(routes);
}
/// Reads games.ini
/// Reads games.json
/// File that represents all played games
/// Ready to be visualized
async fn get_played_games() -> Vec<GameState> {
match fs::File::open("games.ini").await {
match fs::File::open("games/games.json").await {
Ok(file) => {
let file = BufReader::new(file);
file.lines()
.filter_map(move |maybe| async {
maybe
.ok()
.and_then(|line| serde_json::from_str::<FinishedState>(&line).ok())
.filter_map(move |maybe| {
async {
maybe
.ok()
.and_then(|line| serde_json::from_str::<FinishedState>(&line).ok())
}
})
.map(|state| state.into())
.collect()

View file

@ -4,6 +4,7 @@ use serde_json::Value;
use std::cmp::Ordering;
use std::sync::{Arc, Mutex};
use std::time::SystemTime;
static NAV: [(&'static str, &'static str); 6] = [
("/", "Home"),
@ -20,7 +21,8 @@ pub static COLOURS: [&'static str; 10] = [
/// The state of a player, in a running game.
/// This represents actual players or connection keys.
#[derive(Serialize, Eq, PartialEq)]
#[derive(Serialize, Educe)]
#[educe(PartialEq, Eq, PartialOrd, Ord)]
pub struct PlayerStatus {
pub waiting: bool,
pub connected: bool,
@ -53,48 +55,41 @@ impl From<Connect> for PlayerStatus {
}
}
fn partial_cmp(a: &SystemTime, b: &SystemTime) -> Option<Ordering> {
b.partial_cmp(a)
}
/// The GameState is the state of a game.
/// Either Finished, so the game is done, not running, and there is a posible visualization.
/// Or Playing, the game is still being managed by the mozaic framework.
#[derive(Serialize, Eq, PartialEq)]
#[derive(Serialize, Educe)]
#[serde(tag = "type")]
#[educe(PartialEq, Eq, PartialOrd, Ord)]
pub enum GameState {
Finished {
name: String,
map: String,
players: Vec<(String, bool)>,
turns: u64,
file: String,
},
#[educe(PartialOrd(rank = 1))]
Playing {
#[educe(PartialOrd(method = "partial_cmp"))]
time: SystemTime,
name: String,
map: String,
players: Vec<PlayerStatus>,
connected: usize,
total: usize,
#[educe(Ord(ignore), PartialOrd(ignore))]
state: Value,
},
}
#[educe(PartialOrd(rank = 2))]
Finished {
#[educe(PartialOrd(method = "partial_cmp"))]
time: SystemTime,
name: String,
map: String,
impl PartialOrd for GameState {
fn partial_cmp(&self, other: &GameState) -> Option<Ordering> {
Some(self.cmp(other))
}
}
impl Ord for GameState {
fn cmp(&self, other: &GameState) -> Ordering {
match self {
GameState::Finished { name, .. } => match other {
GameState::Finished { name: _name, .. } => name.cmp(_name),
_ => Ordering::Greater,
},
GameState::Playing { name, .. } => match other {
GameState::Playing { name: _name, .. } => name.cmp(_name),
_ => Ordering::Less,
},
}
}
players: Vec<(String, bool)>,
turns: u64,
file: String,
},
}
impl From<FinishedState> for GameState {
@ -111,6 +106,7 @@ impl From<FinishedState> for GameState {
name: state.name,
turns: state.turns,
file: state.file,
time: state.time,
}
}
}
@ -171,9 +167,9 @@ impl Context<()> {
}
}
/// Games is the game manager wrapper so Rocket can manage it
/// State of current live games
pub struct Games {
inner: Arc<Mutex<Vec<(String, u64)>>>,
inner: Arc<Mutex<Vec<(String, u64, SystemTime)>>>,
}
impl Games {
@ -184,10 +180,13 @@ impl Games {
}
pub fn add_game(&self, name: String, id: u64) {
self.inner.lock().unwrap().push((name, id));
self.inner
.lock()
.unwrap()
.push((name, id, SystemTime::now()));
}
pub fn get_games(&self) -> Vec<(String, u64)> {
pub fn get_games(&self) -> Vec<(String, u64, SystemTime)> {
self.inner.lock().unwrap().clone()
}
}

View file

@ -36,12 +36,9 @@ async function start_game() {
};
xhr.open("POST", "/lobby");
xhr.send(JSON.stringify(obj));
xhr.addEventListener("loadend", refresh_state);
setTimeout(
() => refresh_state(),
200
);
xhr.send(JSON.stringify(obj));
}
window.onload = () => refresh_state();
window.onload = () => refresh_state();

View file

@ -49,4 +49,21 @@
font-family: 'fontawesome';
content: "\f091";
transform: translate(-30px, 0px);
}
.link::before {
content: "";
display: block;
width: 16px;
height: 16px;
float: left;
margin: 0 -20px 0 0;
font-family: 'fontawesome';
content: "\f14c";
transform: translate(-20px, 0px);
color: antiquewhite;
}
.link:hover::before {
color: #ff7f00;
}

View file

@ -16,9 +16,9 @@ How to connect
<pre class="commands">
<code>
$ wget mozaic.zeus.gent/bot/runner.py
$ wget mozaic.zeus.gent/bot/simple.py
$ python3 runner.py -p 9142 --host mozaic.zeus.gent \
$ wget {{ get_host_name() }}/bot/runner.py
$ wget {{ get_host_name() }}/bot/simple.py
$ python3 runner.py -p 9142 --host {{ get_host_name() }}\
-n &lt;Your name&gt; -i &lt;Id from the lobby&gt; \
python3 simple.py
</code>

View file

@ -4,7 +4,7 @@
<h2 class="handle">
<label for="handle_{{loop.index}}">
<span>{{state.name}} ({% if state.state %}{{state.state.map}}{% else %}{{state.map}}{% endif %})</span>
<span style="float: right">{% if state.type == "Playing" %}{{ state.connected }}/{{state.total}}{% endif %}</span>
<span style="float: right">{% if state.type == "Playing" %}{{ state.connected }}/{{state.total}}{% else %}<a class="link" href='/visualizer?name={{state.name | safe }}&game=/games/{{state.file | safe}}'></a>{% endif %}</span>
</label>
</h2>
<div class="content">

View file

@ -9,7 +9,7 @@
<div id=wrapper>
<div id="main" class="loading">
<canvas id="c"></canvas>
<canvas id="canvas"></canvas>
<div id="name"></div>
<div id="addbutton" class="button"></div>

31
build.sh Executable file
View file

@ -0,0 +1,31 @@
#!/bin/bash
info() {
echo
echo ">>>>>>>>>>>>>>>>>>>>>>>>>>> $1"
echo
}
source /home/$USER/.cargo/env
cd "$(dirname "$0")"
info "Pulling git"
git pull
cd frontend
info "Building WASM package"
cargo update
wasm-pack build
cd www
info "Building frontend with npm"
npm run build
cd ../..
cd backend
info "Building backend with cargo --release"
cargo update
cargo build --release

81
client/simple.js Normal file
View file

@ -0,0 +1,81 @@
const fs = require('fs')
const readline = require('readline');
const rl = readline.createInterface({input: process.stdin, output: process.stdout});
const MY_PLAYER_NUMBER = 1
function move(moves) {
let record = {'moves': moves}
console.error(JSON.stringify(record))
console.log(JSON.stringify(record))
}
function find_max_with_key(array, key) {
return array.reduce((item1, item2) => {
let val1 = item1[key];
let val2 = item2[key];
return (val1 > val2 ? item1 : item2);
});
}
function find_min_with_key(array, key) {
return array.reduce((item1, item2) => {
let val1 = item1[key];
let val2 = item2[key];
return (val1 < val2 ? item1 : item2);
});
}
/**
* De main code van de bot
*/
function run_bot(state) {
// Maak een lijst van mijn eigen planeten
let my_planets = state["planets"].filter((planet) => {
return planet['owner'] === MY_PLAYER_NUMBER
})
// Maak een lijst van de planeten van de tegenstander
let other_planets = state["planets"].filter((planet) => {
return planet['owner'] !== MY_PLAYER_NUMBER
})
if (my_planets.length === 0 || other_planets.length === 0) {
// Als er al een speler dood is moet ik niets meer doen
move([])
} else {
// Stuur alle schepen behalve 1 van mijn planeet met meeste schepen
// naar die van de andere speler met zijn minste schepen
let planet = find_max_with_key(my_planets, 'ship_count');
let dest = find_min_with_key(other_planets, 'ship_count');
if (planet !== undefined && dest !== undefined) {
move([{
'origin': planet['name'],
'destination': dest['name'],
'ship_count': planet['ship_count'] - 1
}])
}
}
}
function main() {
// Je kunt als 2de argument een file meegeven. De bot gaat deze dan gebruiken als input voor de ronde
if (process.argv.length > 2) {
try {
const data = fs.readFileSync(process.argv[2], 'utf8')
run_bot(JSON.parse(data))
} catch (err) {
console.error(err)
}
} else {
// Anders gaan we stdin lezen
rl.on('line', (data) => {
run_bot(JSON.parse(data))
});
}
}
let _ = main();

View file

@ -4,6 +4,9 @@ version = "0.1.0"
authors = ["ajuvercr <arthur.vercruysse@ugent.be>"]
edition = "2018"
[package.metadata.wasm-pack.profile.release]
wasm-opt = ["-Oz", "--enable-mutable-globals"]
[lib]
crate-type = ["cdylib", "rlib"]

View file

@ -1,19 +1,25 @@
extern crate serde;
#[macro_use]
extern crate serde_derive;
extern crate serde_json;
extern crate octoon_math;
extern crate serde_json;
extern crate voronoi;
use octoon_math::{Mat3, Vec3, Vec2};
use voronoi::{Point, voronoi, make_polygons};
use octoon_math::Mat3;
use voronoi::{make_polygons, voronoi, Point};
mod utils;
mod types;
mod utils;
use std::collections::HashMap;
use wasm_bindgen::prelude::*;
macro_rules! console_log {
// Note that this is using the `log` function imported above during
// `bare_bones`
($($t:tt)*) => (log(&format_args!($($t)*).to_string()))
}
// When the `wee_alloc` feature is enabled, use `wee_alloc` as the global
// allocator.
#[cfg(feature = "wee_alloc")]
@ -25,11 +31,17 @@ pub struct Circle {
r: f32,
x: f32,
y: f32,
a1: f32,
a2: f32,
a0: f32,
ad: f32,
distance: usize,
}
use std::f32::consts::PI;
fn spr(from: f32) -> f32 {
let pi2 = PI * 2.;
((from % pi2) + pi2) % pi2
}
impl Circle {
pub fn new(p1: &types::Planet, p2: &types::Planet) -> Self {
let x1 = p1.x;
@ -37,106 +49,77 @@ impl Circle {
let x2 = p2.x;
let y2 = p2.y;
let q = ((x2-x1).powi(2) + (y2-y1).powi(2)).sqrt();
let x3 = (x1+x2)/2.0;
let y3 = (y1+y2)/2.0;
// Distance between planets
let q = ((x2 - x1).powi(2) + (y2 - y1).powi(2)).sqrt();
// Center of between planets
let x3 = (x1 + x2) / 2.0;
let y3 = (y1 + y2) / 2.0;
let r = q * 1.1;
// Radius of circle
let r = q * 1.0;
let mut x = x3 + (r.powi(2)-(q/2.0).powi(2)).sqrt() * (y1-y2)/q;
let mut y = y3 + (r.powi(2)-(q/2.0).powi(2)).sqrt() * (x2-x1)/q;
// Center of circle
let x = x3 + (r.powi(2) - (q / 2.0).powi(2)).sqrt() * (y1 - y2) / q;
let y = y3 + (r.powi(2) - (q / 2.0).powi(2)).sqrt() * (x2 - x1) / q;
// console_log!("{},{} -> {},{} ({},{} r={})", x1, y1, x2, y2, x, y, r);
let a0 = spr((y - y1).atan2(x - x1));
let a2 = spr((y - y2).atan2(x - x2));
let mut a1 = (y - y1).atan2(x - x1);
let mut a2 = (y - y2).atan2(x - x2);
if a2 < a1 {
x = x3 - (r.powi(2)-(q/2.0).powi(2)).sqrt() * (y1-y2)/q;
y = y3 - (r.powi(2)-(q/2.0).powi(2)).sqrt() * (x2-x1)/q;
a1 = (y - y1).atan2(x - x1);
a2 = (y - y2).atan2(x - x2);
let mut ad = spr(a0 - a2);
if ad > PI {
ad = spr(a2 - a0);
}
// console_log!("a1 {} a2 {} ad {}", a0/PI * 180.0, a2/PI * 180.0, ad/PI*180.0);
let distance = q.ceil() as usize + 1;
Self {
r, x, y, a1, a2, distance
r,
x,
y,
a0,
ad,
distance,
}
}
pub fn get_for_remaining(&self, remaining: usize) -> (Mat3<f32>, Mat3<f32>) {
pub fn get_for_remaining(&self, remaining: usize) -> ((Mat3<f32>, f32), (Mat3<f32>, 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 * remaining as f32 + (self.distance - remaining) as f32 * self.a2) / self.distance as f32;
fn get_remaining(&self, remaining: usize) -> (Mat3<f32>, f32) {
let alpha = self.a0 + (1.0 - (remaining as f32 / self.distance as f32)) * self.ad;
let cos = alpha.cos();
let sin = alpha.sin();
Mat3::new(
0.3, 0.0, 0.0,
0.0, 0.4, 0.0,
-self.x + cos * self.r, -self.y + sin * self.r, 0.3,
) * Mat3::rotate_z(alpha)
(
Mat3::new(
0.3,
0.0,
0.0,
0.0,
0.3,
0.0,
-self.x + cos * self.r,
-self.y + sin * self.r,
0.3,
),
alpha,
)
}
}
// 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 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)
// }
// }
fn create_voronoi(planets: &Vec<types::Planet>, bbox: f32) -> (Vec<Vec2<f32>>, Vec<usize>) {
let mut verts: Vec<Vec2<f32>> = planets.iter().map(|p| Vec2::new(p.x, p.y)).collect();
fn create_voronoi(planets: &Vec<types::Planet>, bbox: f32) -> (Vec<f32>, Vec<usize>) {
let mut verts: Vec<[f32; 2]> = planets.iter().map(|p| [p.x, p.y]).collect();
let mut ids = Vec::new();
let vor_points = planets.iter().map(|p| Point::new(p.x as f64, p.y as f64)).collect();
let vor_points = planets
.iter()
.map(|p| Point::new(p.x as f64, p.y as f64))
.collect();
let vor = voronoi(vor_points, bbox as f64);
let vor = make_polygons(&vor);
@ -147,9 +130,8 @@ fn create_voronoi(planets: &Vec<types::Planet>, bbox: f32) -> (Vec<Vec2<f32>>, V
let mut prev = ids.len() + poly.len() - 1;
for p in poly.iter() {
let now = verts.len();
verts.push(Vec2::new(p.x.0 as f32, p.y.0 as f32));
verts.push([p.x.0 as f32, p.y.0 as f32]);
ids.push(idx);
ids.push(now);
@ -158,10 +140,9 @@ fn create_voronoi(planets: &Vec<types::Planet>, bbox: f32) -> (Vec<Vec2<f32>>, V
}
}
(verts, ids)
(verts.concat(), ids)
}
#[wasm_bindgen]
pub struct Game {
states: Vec<types::State>,
@ -172,14 +153,18 @@ pub struct Game {
/* put extra shit here */
view_box: Vec<f32>,
planets: Vec<Vec3<f32>>,
planets: Vec<f32>,
planet_ships: Vec<usize>,
ship_locations: Vec<[f32;9]>,
ship_colours: Vec<Vec3<f32>>,
current_planet_colours: Vec<Vec3<f32>>,
ship_locations: Vec<f32>,
ship_label_locations: Vec<f32>,
ship_colours: Vec<f32>,
ship_counts: Vec<usize>,
voronoi_vertices: Vec<Vec2<f32>>,
voronoi_colors: Vec<Vec3<f32>>,
current_planet_colours: Vec<f32>,
voronoi_vertices: Vec<f32>,
voronoi_colors: Vec<f32>,
voronoi_indices: Vec<usize>,
}
@ -188,10 +173,13 @@ impl Game {
pub fn new(file: &str) -> Self {
utils::set_panic_hook();
console_log!("Rust is busy being awesome!");
// First line is fucked but we just filter out things that cannot parse
let states: Vec<types::State> = file.split("\n").filter_map(|line|
serde_json::from_str(line).ok()
).collect();
let states: Vec<types::State> = file
.split("\n")
.filter_map(|line| serde_json::from_str(line).ok())
.collect();
let mut planet_map = HashMap::new();
@ -203,20 +191,27 @@ impl Game {
}
let view_box = utils::caclulate_viewbox(&states[0].planets);
let (voronoi_vertices, voronoi_indices) =
create_voronoi(&states[0].planets, view_box[2].max(view_box[3]));
let (voronoi_vertices, voronoi_indices) = create_voronoi(&states[0].planets, view_box[2].max(view_box[3]));
let voronoi_colors = voronoi_indices.iter().map(|_| Vec3::new(0.0, 0.0, 0.0)).collect(); // Init these colours on black
let voronoi_colors: Vec<f32> = voronoi_indices
.iter()
.map(|_| [0.0, 0.0, 0.0])
.collect::<Vec<[f32; 3]>>()
.concat(); // Init these colours on black
Self {
planets: utils::get_planets(&states[0].planets, 2.0),
planet_ships: Vec::new(),
view_box,
planet_map,
turn: 0,
states,
ship_locations: Vec::new(),
ship_label_locations: Vec::new(),
ship_colours: Vec::new(),
ship_counts: Vec::new(),
current_planet_colours: Vec::new(),
voronoi_vertices,
@ -225,20 +220,20 @@ impl Game {
}
}
pub fn get_viewbox(&self) -> *const f32 {
self.view_box.as_ptr()
pub fn get_viewbox(&self) -> Vec<f32> {
self.view_box.clone()
}
pub fn get_planets(&self) -> *const Vec3<f32> {
self.planets.as_ptr()
pub fn get_planets(&self) -> Vec<f32> {
self.planets.clone()
}
pub fn get_planet_colors(&self) -> *const Vec3<f32> {
self.current_planet_colours.as_ptr()
pub fn get_planet_ships(&self) -> Vec<usize> {
self.planet_ships.clone()
}
pub fn get_planet_count(&self) -> usize {
self.planets.len()
pub fn get_planet_colors(&self) -> Vec<f32> {
self.current_planet_colours.clone()
}
pub fn turn_count(&self) -> usize {
@ -246,91 +241,129 @@ impl Game {
}
pub fn update_turn(&mut self, turn: usize) -> usize {
self.turn = turn.min(self.states.len() -1);
self.turn = turn.min(self.states.len() - 1);
self.update_planet_ships();
self.update_planet_colours();
self.update_voronoi_colors();
self.update_ship_locations();
self.update_ship_counts();
self.turn
}
fn update_planet_ships(&mut self) {
self.planet_ships = self.states[self.turn]
.planets
.iter()
.map(|p| p.ship_count as usize)
.collect();
}
fn update_voronoi_colors(&mut self) {
for (i, p) in self.states[self.turn].planets.iter().enumerate() {
self.voronoi_colors[i] = utils::COLORS[p.owner.unwrap_or(0) as usize % utils::COLORS.len()].into()
let color = utils::COLORS[p.owner.unwrap_or(0) as usize % utils::COLORS.len()];
self.voronoi_colors[i * 3 + 0] = color[0];
self.voronoi_colors[i * 3 + 1] = color[1];
self.voronoi_colors[i * 3 + 2] = color[2];
}
}
fn update_planet_colours(&mut self) {
let mut new_vec = Vec::new();
let mut new_vec: Vec<[f32; 3]> = Vec::new();
let planets_now = self.states[self.turn].planets.iter();
let planets_later = self.states[(self.turn + 1).min(self.states.len() - 1)].planets.iter();
let planets_later = self.states[(self.turn + 1).min(self.states.len() - 1)]
.planets
.iter();
for (p1, p2) in planets_now.zip(planets_later) {
new_vec.push(
utils::COLORS[p1.owner.unwrap_or(0) as usize % utils::COLORS.len()].into()
);
new_vec.push(
utils::COLORS[p2.owner.unwrap_or(0) as usize % utils::COLORS.len()].into()
);
new_vec
.push(utils::COLORS[p1.owner.unwrap_or(0) as usize % utils::COLORS.len()].into());
new_vec
.push(utils::COLORS[p2.owner.unwrap_or(0) as usize % utils::COLORS.len()].into());
}
self.current_planet_colours = new_vec;
self.current_planet_colours = new_vec.concat::<f32>();
}
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;
let mut new_sl = Vec::new();
let mut new_sll = Vec::new();
self.ship_colours = self.states[self.turn].expeditions.iter().map(|s| {
utils::COLORS[s.owner as usize % utils::COLORS.len()].into()
}).collect();
let t = Mat3::new(0.2, 0., 0., 0., 0.2, 0.0, 0., -0.5, 0.2);
for ship in self.states[self.turn].expeditions.iter() {
let ((o1, a1), (o2, a2)) = self
.planet_map
.get(&(ship.origin.clone(), ship.destination.clone()))
.unwrap()
.get_for_remaining(ship.turns_remaining as usize);
new_sl.push((o1 * Mat3::rotate_z(a1)).to_array());
new_sl.push((o2 * Mat3::rotate_z(a2)).to_array());
new_sll.push((o1 + t).to_array());
new_sll.push((o2 + t).to_array());
}
self.ship_locations = new_sl.concat();
self.ship_label_locations = new_sll.concat();
self.ship_colours = self.states[self.turn]
.expeditions
.iter()
.map(|s| utils::COLORS[s.owner as usize % utils::COLORS.len()])
.collect::<Vec<[f32; 3]>>()
.concat();
}
fn update_ship_counts(&mut self) {
self.ship_counts = self.states[self.turn]
.expeditions
.iter()
.map(|s| s.ship_count as usize)
.collect();
}
pub fn get_max_ships(&self) -> usize {
self.states.iter().map(|s| s.expeditions.len()).max().unwrap()
self.states
.iter()
.map(|s| s.expeditions.len())
.max()
.unwrap()
}
pub fn get_ship_count(&self) -> usize {
self.states[self.turn].expeditions.len()
pub fn get_ship_locations(&self) -> Vec<f32> {
self.ship_locations.clone()
}
pub fn get_ship_locations(&self) -> *const [f32;9] {
self.ship_locations.as_ptr()
pub fn get_ship_label_locations(&self) -> Vec<f32> {
self.ship_label_locations.clone()
}
pub fn get_ship_colours(&self) -> *const Vec3<f32> {
self.ship_colours.as_ptr()
pub fn get_ship_colours(&self) -> Vec<f32> {
self.ship_colours.clone()
}
pub fn get_voronoi_vert_count(&self) -> usize {
self.voronoi_vertices.len()
pub fn get_ship_counts(&self) -> Vec<usize> {
self.ship_counts.clone()
}
pub fn get_voronoi_verts(&self) -> *const Vec2<f32> {
self.voronoi_vertices.as_ptr()
pub fn get_voronoi_verts(&self) -> Vec<f32> {
self.voronoi_vertices.clone()
}
pub fn get_voronoi_colours(&self) -> *const Vec3<f32> {
self.voronoi_colors.as_ptr()
pub fn get_voronoi_colours(&self) -> Vec<f32> {
self.voronoi_colors.clone()
}
pub fn get_voronoi_ind_count(&self) -> usize {
self.voronoi_indices.len()
}
pub fn get_voronoi_inds(&self) -> *const usize {
self.voronoi_indices.as_ptr()
pub fn get_voronoi_inds(&self) -> Vec<usize> {
self.voronoi_indices.clone()
}
}
#[wasm_bindgen]
extern {
extern "C" {
fn alert(s: &str);
#[wasm_bindgen(js_namespace = console)]
fn log(s: &str);
}

View file

@ -9,22 +9,20 @@ pub fn set_panic_hook() {
console_error_panic_hook::set_once();
}
use octoon_math::{Vec3};
/// this is total extra, so it the planet viewbox is like 100px wide, it will now be in total 110 pixels wide
static VIEWBOX_SCALE: f32 = 0.1;
pub static COLORS: [[f32; 3]; 10] = [
[0.5 , 0.5 , 0.5 ],
[1.0 , 0.50, 0.0 ], // #FF8000
[0.0 , 0.50, 1.0 ], // #0080ff
[1.0 , 0.4 , 0.58 ], // #FF6693
[0.24, 0.79, 0.33 ], // #3fcb55
[0.79, 0.76, 0.24 ], // #cbc33f
[0.81, 0.25, 0.91 ], // #cf40e9
[0.94, 0.32, 0.32 ], // #FF3F0D
[0.11, 0.93, 0.94 ], // #1beef0
[0.05, 0.77, 1.0 ], // #0DC5FF
[0.5, 0.5, 0.5],
[1.0, 0.50, 0.0], // #FF8000
[0.0, 0.50, 1.0], // #0080ff
[1.0, 0.4, 0.58], // #FF6693
[0.24, 0.79, 0.33], // #3fcb55
[0.79, 0.76, 0.24], // #cbc33f
[0.81, 0.25, 0.91], // #cf40e9
[0.94, 0.32, 0.32], // #FF3F0D
[0.11, 0.93, 0.94], // #1beef0
[0.05, 0.77, 1.0], // #0DC5FF
];
use super::types;
@ -36,16 +34,32 @@ pub fn caclulate_viewbox(planets: &Vec<types::Planet>) -> Vec<f32> {
Some(p) => (p.x, p.y, p.x, p.y),
None => return vec![0.0, 0.0, 0.0, 0.0],
};
let (min_x, min_y, max_x, max_y) = planets
.iter()
.fold(init, |(min_x, min_y, max_x, max_y), p| (min_x.min(p.x), min_y.min(p.y), max_x.max(p.x), max_y.max(p.y)));
let (min_x, min_y, max_x, max_y) =
planets
.iter()
.fold(init, |(min_x, min_y, max_x, max_y), p| {
(
min_x.min(p.x),
min_y.min(p.y),
max_x.max(p.x),
max_y.max(p.y),
)
});
let (width, height) = (max_x - min_x, max_y - min_y);
let (dx, dy) = ((VIEWBOX_SCALE * width).max(6.0), (VIEWBOX_SCALE * height).max(6.0));
let (dx, dy) = (
(VIEWBOX_SCALE * width).max(6.0),
(VIEWBOX_SCALE * height).max(6.0),
);
vec![min_x - dx/2.0, min_y - dy/2.0, width + dx, height + dy]
vec![min_x - dx / 2.0, min_y - dy / 2.0, width + dx, height + dy]
}
pub fn get_planets(planets: &Vec<types::Planet>, r: f32) -> Vec<Vec3<f32>> {
planets.iter().map(|p| Vec3::new(p.x, p.y, r)).collect()
pub fn get_planets(planets: &Vec<types::Planet>, r: f32) -> Vec<f32> {
planets.iter().fold(Vec::new(), |mut cum, p| {
cum.push(p.x);
cum.push(p.y);
cum.push(r);
cum
})
}

View file

@ -2,14 +2,20 @@
// asynchronously. This `bootstrap.js` file does the single async import, so
// that no one else needs to worry about it again.
// Import index.js that executes index.ts
var h = (_a, _b) => { }
var h = (_a, _b) => {}
export function handle(loc, e) {
h(loc, e);
}
import("./index.js")
.then(e => {
if (typeof mergeInto !== 'undefined') mergeInto(LibraryManager.library, {
print: function() {
console.log("Hello world");
}
});
import ("./src/index.js")
.then(e => {
h = e.handle;
})
.catch(e => console.error("Error importing `index.js`:", e));
.catch(e => console.error("Error importing `index.js`:", e));

View file

@ -1,149 +0,0 @@
import { create } from "domain";
export class Vertex {
coords: [number, number];
incident_edge: HalfEdge;
constructor(x: number, y: number) {
this.coords = [x, y];
}
get_all(): HalfEdge[] {
const out = [];
let current = this.incident_edge;
do {
out.push(current);
current = current.twin.next;
} while (current != this.incident_edge);
return out;
}
}
export class Face {
attributes: any;
outer_component: HalfEdge;
inner_components: HalfEdge[];
constructor(attributes?: any) {
this.attributes = attributes;
}
loop(): [number, number][] {
const out = [];
let iter = 0;
let current = this.outer_component;
do {
if (iter > 100) {
throw new Error("Fuck off");
}
iter += 1;
console.log(current.id, current.face.attributes, current.origin.coords);
out.push(current.origin.coords);
current = current.next;
} while (current != this.outer_component);
return out;
}
}
var id = 0;
function next_id(): number {
id += 1;
return id;
}
export class HalfEdge {
origin: Vertex;
// destination = twin.origin
next: HalfEdge;
prev: HalfEdge;
twin: HalfEdge;
face: Face;
id: number;
constructor(origin: Vertex, f1: Face, f2?: Face) {
this.id = next_id();
this.origin = origin;
this.next = this;
this.prev = this;
if (f2) {
this.twin = new HalfEdge(origin, f2);
} else {
this.twin = this;
}
this.face = f1;
}
insert(at: Vertex, update_twin = true): HalfEdge {
const new_edge = new HalfEdge(at, this.face);
new_edge.next = this.next;
new_edge.prev = this;
new_edge.twin = this.twin;
this.next.prev = new_edge;
this.next = new_edge;
if (update_twin) {
this.twin = this.twin.insert(at, false);
}
return new_edge;
}
split(to: Vertex) {
const e_to = new HalfEdge(this.origin, this.face);
const e_from = new HalfEdge(to, this.face);
e_to.twin = e_from;
e_from.twin = e_to;
e_to.prev = this.prev;
e_to.next = e_from;
e_from.next = this;
e_from.prev = e_to;
this.prev.next = e_to;
this.prev = e_from;
}
add_face() {
}
to_string(): string {
return `Halfedge from ${this.origin ? this.origin.coords : undefined} face1 ${this.face ? this.face.attributes : undefined}`;
}
}
export function test() {
const f1 = new Face("Face 1");
const f2 = new Face("Face 2");
const v1 = new Vertex(0, 0);
const v2 = new Vertex(1, 1);
const v3 = new Vertex(-1, 0);
const v4 = new Vertex(2, 0);
const e1 = new HalfEdge(v1, f1, f2);
f1.outer_component = e1;
const e2 = e1.insert(v2);
const e3 = e2.split(v3);
const e4 = e2.insert(v4);
e1.twin.next = e4.twin;
f2.outer_component = e4.twin;
// const e3 = e1.insert(v3);
console.log(f1.loop());
console.log(f2.loop());
}

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@ -1,86 +0,0 @@
import { set_game_name, set_loading, LOCATION, set_instance } from './index'
import { ConfigIniParser } from 'config-ini-parser'
const OPTIONS = document.getElementById("options");
const game_location = LOCATION + "static/games/mod.ini";
if (OPTIONS) {
fetch(game_location)
.then((r) => r.text())
.then((response) => {
parse_ini(response);
}).catch(console.error);
} else {
const options = document.getElementsByClassName("options");
if (options[0]) {
const options_div = <HTMLDivElement> options[0];
if (options_div.children[0]) {
setTimeout(
() => options_div.children[0].dispatchEvent(new Event('click')),
200,
);
}
}
}
export function handle(location, name: string) {
set_loading(true);
fetch(location)
.then((r) => r.text())
.then((response) => {
set_instance(response);
set_game_name(name);
}).catch(console.error);
}
function create_option(location: string, name: string, turns: string, players: string): HTMLElement {
const div = document.createElement("div");
div.className = "option";
div.onclick = (_) => handle(location, name);
console.log("hello there");
console.log(`"${location}, "${name}"`);
let ps = "";
if (players) {
ps += "<p>Players</p>";
for (let [index, player] of players.split('"').entries()) {
if (index % 2 == 0) {
continue;
}
ps += `<p>${player}</p>`;
}
}
const html = `
<p>${name}</p>
<p>Turns: ${turns}</p>
` + ps;
div.innerHTML = html;
return div;
}
function parse_ini(inifile: string) {
const parser = new ConfigIniParser();
parser.parse(inifile);
const loc = parser.get(undefined, "path");
OPTIONS.innerHTML = '';
for (let name of parser.sections()) {
const game = parser.get(name, "name");
const turns = parser.get(name, "turns");
const players = parser.get(name, "players")
OPTIONS.appendChild(
create_option(loc+name, game , turns, players)
);
}
}

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@ -1,378 +0,0 @@
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, UniformBool } from './webgl/shader';
import { Renderer } from "./webgl/renderer";
import { VertexBuffer, IndexBuffer } from "./webgl/buffer";
import { VertexBufferLayout, VertexArray } from "./webgl/vertexBufferLayout";
import { callbackify } from "util";
function f32v(ptr: number, size: number): Float32Array {
return new Float32Array(memory.buffer, ptr, size);
}
function i32v(ptr: number, size: number): Int32Array {
return new Int32Array(memory.buffer, ptr, size);
}
export function set_game_name(name: string) {
GAMENAME.innerHTML = name;
}
const GAMENAME = document.getElementById("name");
const TURNCOUNTER = document.getElementById("turnCounter");
const COUNTER = new FPSCounter();
const LOADER = document.getElementById("main");
const SLIDER = <HTMLInputElement>document.getElementById("turnSlider");
const FILESELECTOR = <HTMLInputElement> document.getElementById("fileselect");
const SPEED = <HTMLInputElement> document.getElementById("speed");
document.getElementById("addbutton").onclick = function() {
FILESELECTOR.click();
}
export function set_loading(loading: boolean) {
if (loading) {
if (!LOADER.classList.contains("loading")) {
LOADER.classList.add("loading");
}
} else {
LOADER.classList.remove("loading");
}
}
const URL = window.location.origin+window.location.pathname;
export const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1);
const CANVAS = <HTMLCanvasElement>document.getElementById("c");
const RESOLUTION = [CANVAS.width, CANVAS.height];
const GL = CANVAS.getContext("webgl");
var ms_per_frame = parseInt(SPEED.value);
resizeCanvasToDisplaySize(CANVAS);
GL.clearColor(0, 0, 0, 0);
GL.clear(GL.COLOR_BUFFER_BIT);
GL.enable(GL.BLEND);
GL.blendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);
var SHADERFACOTRY: ShaderFactory;
ShaderFactory.create_factory(
LOCATION + "static/shaders/frag/simple.glsl", LOCATION + "static/shaders/vert/simple.glsl"
).then((e) => SHADERFACOTRY = e);
var VOR_SHADER_FACTORY: ShaderFactory;
ShaderFactory.create_factory(
LOCATION + "static/shaders/frag/vor.glsl", LOCATION + "static/shaders/vert/vor.glsl"
).then((e) => VOR_SHADER_FACTORY = e);
class GameInstance {
resizer: Resizer;
game: Game;
shader: Shader;
vor_shader: Shader;
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;
frame = -1;
ship_indices: number[];
turn_count = 0;
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});
this.vor_shader = VOR_SHADER_FACTORY.create_shader(GL, {"PLANETS": ''+this.planet_count});
this.resizer = new Resizer(CANVAS, [...f32v(game.get_viewbox(), 4)], true);
this.renderer = new Renderer();
this.game.update_turn(0);
const indexBuffer = new IndexBuffer(GL, [
0, 1, 2,
1, 2, 3,
]);
const positionBuffer = new VertexBuffer(GL, [
-1, -1,
-1, 1,
1, -1,
1, 1,
]);
const layout = new VertexBufferLayout();
layout.push(GL.FLOAT, 2, 4, "a_pos");
const vao = new VertexArray();
vao.addBuffer(positionBuffer, layout);
this.renderer.addToDraw(indexBuffer, vao, this.vor_shader);
// Setup key handling
document.addEventListener('keydown', this.handleKey.bind(this));
const planets = f32v(game.get_planets(), this.planet_count * 3);
for(let i=0; i < this.planet_count; i++){
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_trans": transform,
"u_trans_next": transform,
}
);
}
this.turn_count = game.turn_count();
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);
for (let i = 0; i < this.game.get_max_ships(); i++) {
this.ship_indices.push(
this.renderer.addToDraw(
ship_ibo,
ship_vao,
this.shader,
{}
)
);
}
this.vor_shader.uniform(GL, "u_planets", new Uniform3fv(planets));
// Set slider correctly
SLIDER.max = this.turn_count - 1 + '';
}
on_resize() {
this.resizer = new Resizer(CANVAS, [...f32v(this.game.get_viewbox(), 4)], true);
}
_update_state() {
const colours = f32v(this.game.get_planet_colors(), this.planet_count * 6);
this.vor_shader.uniform(GL, "u_planet_colours", new Uniform3fv(colours));
for(let i=0; i < this.planet_count; i++){
const u = new Uniform3f(colours[i*6], colours[i*6 + 1], colours[i*6 + 2]);
this.renderer.updateUniform(i+1, (us) => us["u_color"] = u);
const u2 = new Uniform3f(colours[i*6 + 3], colours[i*6 + 4], colours[i*6 + 5]);
this.renderer.updateUniform(i+1, (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);
}
}
}
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;
this.shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
this.vor_shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
this.renderer.render(GL);
return;
}
if (time > this.last_time + ms_per_frame) {
this.last_time = time;
this.updateTurn(this.frame + 1);
}
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.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);
}
updateTurn(turn: number) {
this.frame = Math.max(0, turn);
const new_frame = this.game.update_turn(this.frame);
if (new_frame < this.frame) {
this.frame = new_frame;
this.playing = false;
} else {
this._update_state();
this.playing = true;
}
TURNCOUNTER.innerHTML = this.frame + " / " + this.turn_count;
SLIDER.value = this.frame + '';
}
handleKey(event: KeyboardEvent) {
// Space
if (event.keyCode == 32) {
if (this.playing) {
this.playing = false;
} else {
this.playing = true;
}
}
// Arrow left
if (event.keyCode == 37) {
// This feels more natural than -1 what it should be, I think
this.updateTurn(this.frame - 2);
}
// Arrow right
if (event.keyCode == 39) {
this.updateTurn(this.frame + 1);
}
// d key
if (event.keyCode == 68) {
SPEED.value = ms_per_frame + 10 + '';
SPEED.onchange(undefined);
}
// a key
if (event.keyCode == 65) {
SPEED.value = Math.max(ms_per_frame - 10, 0) + '';
SPEED.onchange(undefined);
}
}
}
var game_instance: GameInstance;
var meshes;
export async function set_instance(source: string) {
if (!meshes) {
meshes = await Promise.all(
["ship.svg", "earth.svg", "mars.svg", "venus.svg"].map(
(name) => "static/res/assets/" + name
).map(url_to_mesh)
);
}
resizeCanvasToDisplaySize(CANVAS);
game_instance = new GameInstance(Game.new(source), meshes.slice(1), meshes[0]);
set_loading(false);
}
window.addEventListener('resize', function() {
resizeCanvasToDisplaySize(CANVAS);
if (game_instance) {
game_instance.on_resize();
}
}, { capture: false, passive: true})
SLIDER.oninput = function() {
if (game_instance) {
game_instance.updateTurn(parseInt(SLIDER.value));
}
}
FILESELECTOR.onchange = function(){
const file = FILESELECTOR.files[0];
if(!file) { return; }
var reader = new FileReader();
reader.onload = function() {
set_instance(<string> reader.result);
}
reader.readAsText(file);
}
SPEED.onchange = function() {
ms_per_frame = parseInt(SPEED.value);
}
function step(time: number) {
if (game_instance) {
game_instance.render(time);
}
requestAnimationFrame(step);
}
// set_loading(false);
requestAnimationFrame(step);

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@ -1,46 +1,46 @@
{
"name": "create-wasm-app",
"version": "0.1.0",
"description": "create an app to consume rust-generated wasm packages",
"main": "./bootstrap.js",
"types": "dist/index.d.ts",
"scripts": {
"develop": "webpack --mode development --watch",
"build": "webpack --config webpack.config.js",
"start": "webpack-dev-server --content-base dist/"
},
"repository": {
"type": "git",
"url": "git+https://github.com/rustwasm/create-wasm-app.git"
},
"keywords": [
"webassembly",
"wasm",
"rust",
"webpack",
"mozaic"
],
"dependencies": {
"config-ini-parser": "^1.2.2",
"extract-svg-path": "^2.1.0",
"load-svg": "^1.0.0",
"planetwars": "file:../pkg",
"svg-mesh-3d": "^1.1.0",
"ts-heap": "^1.1.3"
},
"author": "Arthur Vercruysse <arthur.vercruysse@outlook.com>",
"license": "(MIT OR Apache-2.0)",
"bugs": {
"url": "https://github.com/ajuvercr/Planetwars/issues"
},
"homepage": "https://github.com/ajuvercr/Planetwars#Readme",
"devDependencies": {
"webpack": "^4.29.3",
"ts-loader": "^6.0.2",
"static-eval": ">=2.0.0",
"typescript": "^3.5.2",
"webpack-cli": "^3.1.0",
"webpack-dev-server": "^3.1.5",
"copy-webpack-plugin": "^5.0.0"
}
}
"name": "create-wasm-app",
"version": "0.1.0",
"description": "create an app to consume rust-generated wasm packages",
"main": "./bootstrap.js",
"types": "dist/index.d.ts",
"scripts": {
"develop": "webpack --mode development --watch",
"build": "webpack --config webpack.config.js",
"start": "webpack-dev-server --content-base dist/"
},
"repository": {
"type": "git",
"url": "git+https://github.com/rustwasm/create-wasm-app.git"
},
"keywords": [
"webassembly",
"wasm",
"rust",
"webpack",
"mozaic"
],
"dependencies": {
"config-ini-parser": "^1.2.2",
"extract-svg-path": "^2.1.0",
"load-svg": "^1.0.0",
"planetwars": "file:../pkg",
"svg-mesh-3d": "^1.1.0",
"ts-heap": "^1.1.3"
},
"author": "Arthur Vercruysse <arthur.vercruysse@outlook.com>",
"license": "(MIT OR Apache-2.0)",
"bugs": {
"url": "https://github.com/ajuvercr/Planetwars/issues"
},
"homepage": "https://github.com/ajuvercr/Planetwars#Readme",
"devDependencies": {
"webpack": "^4.29.3",
"ts-loader": "^6.0.2",
"static-eval": ">=2.0.0",
"typescript": "^3.5.2",
"webpack-cli": "^3.1.0",
"webpack-dev-server": "^3.1.5",
"copy-webpack-plugin": "^5.0.0"
}
}

47
frontend/www/src/games.ts Normal file
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import { set_game_name, set_loading, set_instance } from './index'
var game_name, game_file;
document.getElementById("addbutton").onclick = function () {
const loc = window.location;
const query = `?game=${game_file}&name=${game_name}`;
navigator.clipboard.writeText(loc.origin + loc.pathname + encodeURI(query)).then(() => {
console.log("Success");
}, () => {
console.log("Failed");
});
}
async function on_load() {
const options = document.getElementsByClassName("options");
const urlVars = new URLSearchParams(window.location.search);
if (urlVars.get("game") && urlVars.get("name")) {
console.log(urlVars.get("game") + ' ' + urlVars.get("name"))
handle(urlVars.get("game"), urlVars.get("name"))
} else if (options[0]) {
const options_div = <HTMLDivElement>options[0];
if (options_div.children[0]) {
options_div.children[0].dispatchEvent(new Event('click'));
}
}
}
window.addEventListener("load", on_load, false);
export function handle(location: string, name: string) {
game_file = location;
game_name = name;
set_loading(true);
fetch(location)
.then((r) => r.text())
.then((response) => {
set_instance(response);
set_game_name(name);
}).catch(console.error);
}
on_load();

606
frontend/www/src/index.ts Normal file
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import { Game } from "planetwars";
import { memory } from "planetwars/planetwars_bg";
import {
Resizer,
resizeCanvasToDisplaySize,
FPSCounter,
url_to_mesh,
Mesh,
Dictionary,
} from "./webgl/util";
import {
Shader,
Uniform4f,
Uniform3fv,
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";
import { defaultLabelFactory, LabelFactory, Align, Label } from "./webgl/text";
import { VoronoiBuilder } from "./voronoi/voronoi";
import { BBox } from "./voronoi/voronoi-core";
function to_bbox(box: number[]): BBox {
return {
xl: box[0],
xr: box[0] + box[2],
yt: box[1],
yb: box[1] + box[3],
};
}
function f32v(ptr: number, size: number): Float32Array {
return new Float32Array(memory.buffer, ptr, size);
}
function i32v(ptr: number, size: number): Int32Array {
return new Int32Array(memory.buffer, ptr, size);
}
export function set_game_name(name: string) {
ELEMENTS["name"].innerHTML = name;
}
export function set_loading(loading: boolean) {
if (loading) {
if (!ELEMENTS["main"].classList.contains("loading")) {
ELEMENTS["main"].classList.add("loading");
}
} else {
ELEMENTS["main"].classList.remove("loading");
}
}
const ELEMENTS = {};
[
"name",
"turnCounter",
"main",
"turnSlider",
"fileselect",
"speed",
"canvas",
].forEach((n) => (ELEMENTS[n] = document.getElementById(n)));
const CANVAS = ELEMENTS["canvas"];
const RESOLUTION = [CANVAS.width, CANVAS.height];
const LAYERS = {
vor: -1, // Background
planet: 1,
planet_label: 2,
ship: 3,
ship_label: 4,
};
const COUNTER = new FPSCounter();
var ms_per_frame = parseInt(ELEMENTS["speed"].value);
const GL = CANVAS.getContext("webgl");
GL.clearColor(0, 0, 0, 1);
GL.clear(GL.COLOR_BUFFER_BIT);
GL.enable(GL.BLEND);
GL.blendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);
class GameInstance {
resizer: Resizer;
game: Game;
shader: Shader;
vor_shader: Shader;
image_shader: Shader;
text_factory: LabelFactory;
planet_labels: Label[];
ship_labels: Label[];
renderer: Renderer;
planet_count: number;
vor_builder: VoronoiBuilder;
vor_counter = 3;
use_vor = true;
playing = true;
time_stopped_delta = 0;
last_time = 0;
frame = -1;
turn_count = 0;
constructor(
game: Game,
meshes: Mesh[],
ship_mesh: Mesh,
shaders: Dictionary<ShaderFactory>
) {
this.game = game;
const planets = game.get_planets();
this.planet_count = planets.length;
this.shader = shaders["normal"].create_shader(GL, {
MAX_CIRCLES: "" + planets.length,
});
this.image_shader = shaders["image"].create_shader(GL);
this.vor_shader = shaders["vor"].create_shader(GL, {
PLANETS: "" + planets.length,
});
this.text_factory = defaultLabelFactory(GL, this.image_shader);
this.planet_labels = [];
this.ship_labels = [];
this.resizer = new Resizer(CANVAS, [...game.get_viewbox()], true);
this.renderer = new Renderer();
this.game.update_turn(0);
// Setup key handling
document.addEventListener("keydown", this.handleKey.bind(this));
// List of [(x, y, r)] for all planets
this._create_voronoi(planets);
this._create_planets(planets, meshes);
this._create_shipes(ship_mesh);
// Set slider correctly
this.turn_count = game.turn_count();
ELEMENTS["turnSlider"].max = this.turn_count - 1 + "";
}
_create_voronoi(planets: Float32Array) {
const planet_points = [];
for (let i = 0; i < planets.length; i += 3) {
planet_points.push({ x: -planets[i], y: -planets[i + 1] });
}
const bbox = to_bbox(this.resizer.get_viewbox());
this.vor_builder = new VoronoiBuilder(
GL,
this.vor_shader,
planet_points,
bbox
);
this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor);
}
_create_planets(planets: Float32Array, meshes: Mesh[]) {
for (let i = 0; i < this.planet_count; i++) {
{
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_trans: transform,
u_trans_next: transform,
},
[],
LAYERS.planet
);
}
{
const transform = new UniformMatrix3fv([
1,
0,
0,
0,
1,
0,
-planets[i * 3],
-planets[i * 3 + 1] - 1.2,
1,
]);
const label = this.text_factory.build(GL, transform);
this.planet_labels.push(label);
this.renderer.addRenderable(label.getRenderable(), LAYERS.planet_label);
}
}
}
_create_shipes(ship_mesh: Mesh) {
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);
for (let i = 0; i < this.game.get_max_ships(); i++) {
this.renderer.addToDraw(
ship_ibo,
ship_vao,
this.shader,
{},
[],
LAYERS.ship
);
const label = this.text_factory.build(GL);
this.ship_labels.push(label);
this.renderer.addRenderable(label.getRenderable(), LAYERS.ship_label);
}
}
on_resize() {
this.resizer = new Resizer(CANVAS, [...this.game.get_viewbox()], true);
const bbox = to_bbox(this.resizer.get_viewbox());
this.vor_builder.resize(GL, bbox);
}
_update_state() {
this._update_planets();
this._update_ships();
}
_update_planets() {
const colours = this.game.get_planet_colors();
const planet_ships = this.game.get_planet_ships();
this.vor_shader.uniform(GL, "u_planet_colours", new Uniform3fv(colours));
for (let i = 0; i < this.planet_count; i++) {
const u = new Uniform3f(
colours[i * 6],
colours[i * 6 + 1],
colours[i * 6 + 2]
);
this.renderer.updateUniform(
i,
(us) => (us["u_color"] = u),
LAYERS.planet
);
const u2 = new Uniform3f(
colours[i * 6 + 3],
colours[i * 6 + 4],
colours[i * 6 + 5]
);
this.renderer.updateUniform(
i,
(us) => (us["u_color_next"] = u2),
LAYERS.planet
);
this.planet_labels[i].setText(
GL,
"*" + planet_ships[i],
Align.Middle,
Align.Begin
);
}
}
_update_ships() {
const ships = this.game.get_ship_locations();
const labels = this.game.get_ship_label_locations();
const ship_counts = this.game.get_ship_counts();
const ship_colours = this.game.get_ship_colours();
for (let i = 0; i < this.game.get_max_ships(); i++) {
if (i < ship_counts.length) {
this.ship_labels[i].setText(
GL,
"" + ship_counts[i],
Align.Middle,
Align.Middle
);
this.renderer.enableRenderable(i, LAYERS.ship);
this.renderer.enableRenderable(i, LAYERS.ship_label);
const u = new Uniform3f(
ship_colours[i * 3],
ship_colours[i * 3 + 1],
ship_colours[i * 3 + 2]
);
const t1 = new UniformMatrix3fv(ships.slice(i * 18, i * 18 + 9));
const t2 = new UniformMatrix3fv(ships.slice(i * 18 + 9, i * 18 + 18));
const tl1 = new UniformMatrix3fv(labels.slice(i * 18, i * 18 + 9));
const tl2 = new UniformMatrix3fv(labels.slice(i * 18 + 9, i * 18 + 18));
this.renderer.updateUniform(
i,
(us) => {
us["u_color"] = u;
us["u_color_next"] = u;
us["u_trans"] = t1;
us["u_trans_next"] = t2;
},
LAYERS.ship
);
this.renderer.updateUniform(
i,
(us) => {
us["u_trans"] = tl1;
us["u_trans_next"] = tl2;
},
LAYERS.ship_label
);
} else {
this.renderer.disableRenderable(i, LAYERS.ship);
this.renderer.disableRenderable(i, LAYERS.ship_label);
}
}
}
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 not playing, still reder with different viewbox, so people can still pan etc.
if (!this.playing) {
this.last_time = time;
this.shader.uniform(
GL,
"u_viewbox",
new Uniform4f(this.resizer.get_viewbox())
);
this.vor_shader.uniform(
GL,
"u_viewbox",
new Uniform4f(this.resizer.get_viewbox())
);
this.image_shader.uniform(
GL,
"u_viewbox",
new Uniform4f(this.resizer.get_viewbox())
);
this.renderer.render(GL);
return;
}
// Check if turn is still correct
if (time > this.last_time + ms_per_frame) {
this.last_time = time;
this.updateTurn(this.frame + 1);
}
// Do GL things
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.vor_shader.uniform(
GL,
"u_time",
new Uniform1f((time - this.last_time) / ms_per_frame)
);
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.image_shader.uniform(
GL,
"u_time",
new Uniform1f((time - this.last_time) / ms_per_frame)
);
this.image_shader.uniform(
GL,
"u_mouse",
new Uniform2f(this.resizer.get_mouse_pos())
);
this.image_shader.uniform(
GL,
"u_viewbox",
new Uniform4f(this.resizer.get_viewbox())
);
this.image_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
// Render
this.renderer.render(GL);
COUNTER.frame_end();
}
updateTurn(turn: number) {
this.frame = Math.max(0, turn);
const new_frame = this.game.update_turn(this.frame);
if (new_frame < this.frame) {
this.frame = new_frame;
this.playing = false;
} else {
this._update_state();
this.playing = true;
}
ELEMENTS["turnCounter"].innerHTML =
this.frame + " / " + (this.turn_count - 1);
ELEMENTS["turnSlider"].value = this.frame + "";
}
handleKey(event: KeyboardEvent) {
// Space
if (event.keyCode == 32) {
if (this.playing) {
this.playing = false;
} else {
this.playing = true;
}
}
// Arrow left
if (event.keyCode == 37) {
// This feels more natural than -1 what it should be, I think
this.updateTurn(this.frame - 2);
}
// Arrow right
if (event.keyCode == 39) {
this.updateTurn(this.frame + 1);
}
// d key
if (event.keyCode == 68) {
ELEMENTS["speed"].value = ms_per_frame + 10 + "";
ELEMENTS["speed"].onchange(undefined);
}
// a key
if (event.keyCode == 65) {
ELEMENTS["speed"].value = Math.max(ms_per_frame - 10, 0) + "";
ELEMENTS["speed"].onchange(undefined);
}
}
}
var game_instance: GameInstance;
var meshes: Mesh[];
var shaders: Dictionary<ShaderFactory>;
export async function set_instance(source: string) {
if (!meshes || !shaders) {
const mesh_promises = ["ship.svg", "earth.svg", "mars.svg", "venus.svg"]
.map((name) => "static/res/assets/" + name)
.map(url_to_mesh);
const shader_promies = [
(async () =>
<[string, ShaderFactory]>[
"normal",
await ShaderFactory.create_factory(
"static/shaders/frag/simple.glsl",
"static/shaders/vert/simple.glsl"
),
])(),
(async () =>
<[string, ShaderFactory]>[
"vor",
await ShaderFactory.create_factory(
"static/shaders/frag/vor.glsl",
"static/shaders/vert/vor.glsl"
),
])(),
(async () =>
<[string, ShaderFactory]>[
"image",
await ShaderFactory.create_factory(
"static/shaders/frag/image.glsl",
"static/shaders/vert/simple.glsl"
),
])(),
];
let shaders_array: [string, ShaderFactory][];
[meshes, shaders_array] = await Promise.all([
Promise.all(mesh_promises),
Promise.all(shader_promies),
]);
shaders = {};
shaders_array.forEach(([name, fac]) => (shaders[name] = fac));
}
resizeCanvasToDisplaySize(CANVAS);
game_instance = new GameInstance(
Game.new(source),
meshes.slice(1),
meshes[0],
shaders
);
set_loading(false);
}
window.addEventListener(
"resize",
function () {
resizeCanvasToDisplaySize(CANVAS);
if (game_instance) {
game_instance.on_resize();
}
},
{ capture: false, passive: true }
);
ELEMENTS["turnSlider"].oninput = function () {
if (game_instance) {
game_instance.updateTurn(parseInt(ELEMENTS["turnSlider"].value));
}
};
ELEMENTS["speed"].onchange = function () {
ms_per_frame = parseInt(ELEMENTS["speed"].value);
};
function step(time: number) {
if (game_instance) {
game_instance.render(time);
}
requestAnimationFrame(step);
}
requestAnimationFrame(step);

View file

@ -0,0 +1,56 @@
declare namespace Voronoi {
class Point {
x: number;
y: number;
}
class Site {
x: number;
y: number;
voronoiId: number;
}
class Cell {
site: Site;
halfedges: HalfEdge[];
closeMe: boolean;
}
class Edge {
lSite: Site;
rSite: Site;
vb: Point;
va: Point;
}
class HalfEdge {
site: Site;
edge: Edge;
angle: number;
getStartpoint(): Point;
getEndpoint(): Point;
}
class BBox {
xl: number;
xr: number;
yt: number;
yb: number;
}
class VoronoiDiagram {
site: any;
cells: Cell[];
edges: Edge[];
vertices: Point[];
execTime: number;
}
}
declare class Voronoi {
constructor();
compute(sites: Voronoi.Point[], bbox: Voronoi.BBox): Voronoi.VoronoiDiagram;
}
export = Voronoi;

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,163 @@
import { Shader } from "../webgl/shader";
import { BBox, Point, VoronoiDiagram } from "./voronoi-core";
import Voronoi = require("./voronoi-core");
import { DefaultRenderable } from "../webgl/renderer";
import { IndexBuffer, VertexBuffer } from "../webgl/buffer";
import { VertexBufferLayout, VertexArray } from "../webgl/vertexBufferLayout";
function arcctg(x: number): number { return Math.PI / 2 - Math.atan(x); }
function to_key(p: Point): string {
return [p.x, p.y] + "";
}
function round_point(center: Point, point: Point, amount_fn = (b: number) => 0.7): Point {
const d = dist(center, point, true);
const x = center.x + amount_fn(d) * (point.x - center.x);
const y = center.y + amount_fn(d) * (point.y - center.y);
return { 'x': x, 'y': y };
}
function median_point(c: Point, p: Point, n: Point, d = 0.1): number[] {
const dd = 1.0 - 2 * d;
return [
dd * c.x + d * p.x + d * n.x,
dd * c.y + d * p.y + d * n.y,
]
}
function build_point_map(es: Voronoi.HalfEdge[]): (point: Point) => Point {
const mean = es.map(e => dist(e.getStartpoint(), e.getEndpoint())).reduce((a, b) => a + b, 0) / es.length;
const map = {};
for (let edge of es) {
const start = edge.getStartpoint();
const end = edge.getEndpoint();
if (dist(start, end) < 0.03 * mean) { // These points have to be merged
const middle = { 'x': (start.x + end.x) / 2, 'y': (start.y + end.y) / 2 };
map[to_key(start)] = middle;
map[to_key(end)] = middle;
}
}
return (p) => map[to_key(p)] || p;
}
function get_round_fn(dist_mean: number, amount = 0.7): (d: number) => number {
return (d) => arcctg((d - dist_mean) / dist_mean) / Math.PI + 0.6;
}
function dist(a: Point, b: Point, norm = false): number {
const dx = a.x - b.x;
const dy = a.y - b.y;
if (norm) return Math.sqrt(dx * dx + dy * dy);
return dx * dx + dy * dy;
}
export class VoronoiBuilder {
inner: DefaultRenderable;
vor: Voronoi;
planets: Point[];
constructor(gl: WebGLRenderingContext, shader: Shader, planets: Point[], bbox: BBox) {
this.vor = new Voronoi();
this.planets = planets;
const ib = new IndexBuffer(gl, []);
const vb = new VertexBuffer(gl, []);
const layout = new VertexBufferLayout();
layout.push(gl.FLOAT, 2, 4, "a_pos");
layout.push(gl.FLOAT, 2, 4, "a_center");
layout.push(gl.FLOAT, 1, 4, "a_own");
layout.push(gl.FLOAT, 1, 4, "a_intensity");
const vao = new VertexArray();
vao.addBuffer(vb, layout);
this.inner = new DefaultRenderable(ib, vao, shader, [], {});
this.resize(gl, bbox);
}
getRenderable(): DefaultRenderable {
return this.inner;
}
resize(gl: WebGLRenderingContext, bbox: BBox) {
const start = new Date().getTime();
// This voronoi sorts the planets, then owners don't align anymore
const own_map = {};
this.planets.forEach((p, i) => own_map[to_key(p)] = i);
const vor = this.vor.compute(this.planets, bbox);
const attrs = [];
const ids = [];
let vertCount = 0;
for (let i = 0; i < vor.cells.length; i++) {
const cell = vor.cells[i];
const planetId = own_map[to_key(cell.site)];
const point_map = build_point_map(cell.halfedges);
const centerId = vertCount++;
attrs.push(cell.site.x, cell.site.y);
attrs.push(cell.site.x, cell.site.y);
attrs.push(planetId);
attrs.push(1);
const dist_mean = cell.halfedges.map(e => {
const start = e.getStartpoint();
const end = e.getEndpoint();
return dist(cell.site, start, true) + dist(cell.site, { 'x': (start.x + end.x) / 2, 'y': (start.y + end.y) / 2 }, true)
}).reduce((a, b) => a + b, 0) / cell.halfedges.length / 2;
const round_fn = get_round_fn(dist_mean);
for (let edge of cell.halfedges) {
let start = point_map(edge.getStartpoint());
let end = point_map(edge.getEndpoint());
let center = { 'x': (start.x + end.x) / 2, 'y': (start.y + end.y) / 2 };
if (to_key(start) == to_key(end)) continue;
start = round_point(cell.site, start, round_fn);
center = round_point(cell.site, center, round_fn);
end = round_point(cell.site, end, round_fn);
ids.push(centerId);
ids.push(vertCount++);
attrs.push(start.x, start.y);
attrs.push(cell.site.x, cell.site.y);
attrs.push(planetId);
attrs.push(0);
ids.push(vertCount++);
attrs.push(center.x, center.y);
attrs.push(cell.site.x, cell.site.y);
attrs.push(planetId);
attrs.push(0);
ids.push(centerId);
ids.push(vertCount - 1);
ids.push(vertCount++);
attrs.push(end.x, end.y);
attrs.push(cell.site.x, cell.site.y);
attrs.push(planetId);
attrs.push(0);
}
}
this.inner.updateIndexBuffer(gl, ids);
this.inner.updateVAOBuffer(gl, 0, attrs);
console.log(`Vor things took ${new Date().getTime() - start} ms!`)
}
}

View file

@ -5,19 +5,32 @@ import { VertexArray } from './vertexBufferLayout';
import { Texture } from './texture';
import { Dictionary } from './util';
export interface Renderable {
render(gl: WebGLRenderingContext): void;
function sortedIndex(array, value) {
var low = 0,
high = array.length;
while (low < high) {
var mid = (low + high) >>> 1;
if (array[mid] < value) low = mid + 1;
else high = mid;
}
return low;
}
class RenderShit implements Renderable {
export interface Renderable {
getUniforms() : Dictionary<Uniform>;
render(gl: WebGLRenderingContext): void;
updateVAOBuffer(gl: WebGLRenderingContext, index: number, data: number[]);
updateIndexBuffer(gl: WebGLRenderingContext, data: number[]);
}
export class DefaultRenderable implements Renderable {
ibo: IndexBuffer;
va: VertexArray;
shader: Shader;
textures: Texture[];
uniforms: Dictionary<Uniform>;
enabled: boolean;
constructor(
ibo: IndexBuffer,
va: VertexArray,
@ -25,7 +38,6 @@ class RenderShit implements Renderable {
textures: Texture[],
uniforms: Dictionary<Uniform>,
) {
this.enabled = true;
this.ibo = ibo;
this.va = va;
this.shader = shader;
@ -33,10 +45,19 @@ class RenderShit implements Renderable {
this.uniforms = uniforms;
}
getUniforms(): Dictionary<Uniform> {
return this.uniforms;
}
updateVAOBuffer(gl: WebGLRenderingContext, index: number, data: number[]) {
this.va.updateBuffer(gl, index, data);
}
updateIndexBuffer(gl: WebGLRenderingContext, data: number[]) {
this.ibo.updateData(gl, data);
}
render(gl: WebGLRenderingContext): void {
if (!this.enabled) {
return;
}
const indexBuffer = this.ibo;
const vertexArray = this.va;
@ -73,45 +94,50 @@ class RenderShit implements Renderable {
}
}
}
export class Renderer {
renderables: RenderShit[];
renderables: { [id: number] : [Renderable, boolean][]; };
renderable_layers: number[];
constructor() {
this.renderables = [];
this.renderables = {};
this.renderable_layers = [];
}
updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void) {
f(this.renderables[i].uniforms);
updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void, layer=0, ) {
f(this.renderables[layer][i][0].getUniforms());
}
disableRenderShift(i: number) {
this.renderables[i].enabled = false;
disableRenderable(i: number, layer=0) {
this.renderables[layer][i][1] = false;
}
enableRendershit(i: number) {
this.renderables[i].enabled = true;
enableRenderable(i: number, layer=0) {
this.renderables[layer][i][1] = true;
}
// addRenderable(item: Renderable) {
// this.renderables.push(item);
// }
addRenderable(item: Renderable, layer=0): number {
if(!this.renderables[layer]) {
const idx = sortedIndex(this.renderable_layers, layer);
this.renderable_layers.splice(idx, 0, layer);
this.renderables[layer] = [];
}
addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[]): number {
this.renderables[layer].push([item, true]);
return this.renderables[layer].length - 1;
}
this.renderables.push(
new RenderShit(
addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[], layer=0): number {
return this.addRenderable(
new DefaultRenderable(
indexBuffer,
vertexArray,
shader,
texture || [],
uniforms || {},
)
), layer
);
return this.renderables.length - 1;
}
render(gl: WebGLRenderingContext, frameBuffer?: WebGLFramebuffer, width?: number, height?: number) {
@ -121,9 +147,11 @@ export class Renderer {
const maxTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
for (let r of this.renderables) {
r.render(gl);
for (let layer of this.renderable_layers) {
for (let [r, e] of this.renderables[layer]) {
if (!e) continue;
r.render(gl);
}
}
}
}

View file

@ -0,0 +1,192 @@
import { Texture } from "./texture";
import { Dictionary } from "./util";
import { Renderable, DefaultRenderable } from "./renderer";
import { Uniform, Shader, UniformMatrix3fv } from "./shader";
import { IndexBuffer, VertexBuffer } from "./buffer";
import { VertexBufferLayout, VertexArray } from "./vertexBufferLayout";
export enum Align {
Begin,
End,
Middle,
}
export class GlypInfo {
x: number;
y: number;
width: number;
}
export class FontInfo {
letterHeight: number;
spaceWidth: number;
spacing: number;
textureWidth: number;
textureHeight: number;
glyphInfos: Dictionary<GlypInfo>;
}
export class LabelFactory {
texture: Texture;
font: FontInfo;
shader: Shader;
constructor(gl: WebGLRenderingContext, loc: string, font: FontInfo, shader: Shader) {
this.texture = Texture.fromImage(gl, loc, 'font');
this.font = font;
this.shader = shader;
}
build(gl: WebGLRenderingContext, transform?: UniformMatrix3fv): Label {
return new Label(gl, this.shader, this.texture, this.font, transform);
}
}
export class Label {
inner: DefaultRenderable;
font: FontInfo;
constructor(gl: WebGLRenderingContext, shader: Shader, tex: Texture, font: FontInfo, transform?: UniformMatrix3fv) {
this.font = font;
const uniforms = transform ? { "u_trans": transform, "u_trans_next": transform, } : {};
const ib = new IndexBuffer(gl, []);
const vb_pos = new VertexBuffer(gl, []);
const vb_tex = new VertexBuffer(gl, []);
const layout_pos = new VertexBufferLayout();
layout_pos.push(gl.FLOAT, 2, 4, "a_position");
const layout_tex = new VertexBufferLayout();
layout_tex.push(gl.FLOAT, 2, 4, "a_texCoord");
const vao = new VertexArray();
vao.addBuffer(vb_pos, layout_pos);
vao.addBuffer(vb_tex, layout_tex);
this.inner = new DefaultRenderable(ib, vao, shader, [tex], uniforms);
}
getRenderable(): DefaultRenderable {
return this.inner;
}
setText(gl: WebGLRenderingContext, text: string, h_align = Align.Begin, v_align = Align.Begin) {
const idxs = [];
const verts_pos = [];
const verts_tex = [];
const letterHeight = this.font.letterHeight / this.font.textureHeight;
let xPos = 0;
switch (h_align) {
case Align.Begin:
break;
case Align.End:
xPos = -1 * [...text].map(n => this.font.glyphInfos[n] ? this.font.glyphInfos[n].width : this.font.spaceWidth).reduce((a, b) => a + b, 0) / this.font.letterHeight;
break;
case Align.Middle:
xPos = -1 * [...text].map(n => this.font.glyphInfos[n] ? this.font.glyphInfos[n].width : this.font.spaceWidth).reduce((a, b) => a + b, 0) / this.font.letterHeight / 2;
break;
}
let yStart = 0;
switch (v_align) {
case Align.Begin:
break;
case Align.End:
yStart = 1;
break;
case Align.Middle:
yStart = 0.5;
break;
}
let j = 0;
for (let i = 0; i < text.length; i++) {
const info = this.font.glyphInfos[text[i]];
if (info) {
const dx = info.width / this.font.letterHeight;
const letterWidth = info.width / this.font.textureWidth;
const x0 = info.x / this.font.textureWidth;
const y0 = info.y / this.font.textureHeight;
verts_pos.push(xPos, yStart);
verts_pos.push(xPos + dx, yStart);
verts_pos.push(xPos, yStart-1);
verts_pos.push(xPos + dx, yStart-1);
verts_tex.push(x0, y0);
verts_tex.push(x0 + letterWidth, y0);
verts_tex.push(x0, y0 + letterHeight);
verts_tex.push(x0 + letterWidth, y0 + letterHeight);
xPos += dx;
idxs.push(j+0, j+1, j+2, j+1, j+2, j+3);
j += 4;
} else {
// Just move xPos
xPos += this.font.spaceWidth / this.font.letterHeight;
}
}
this.inner.updateIndexBuffer(gl, idxs);
this.inner.updateVAOBuffer(gl, 0, verts_pos);
this.inner.updateVAOBuffer(gl, 1, verts_tex);
}
}
export function defaultLabelFactory(gl: WebGLRenderingContext, shader: Shader): LabelFactory {
const fontInfo = {
letterHeight: 8,
spaceWidth: 8,
spacing: -1,
textureWidth: 64,
textureHeight: 40,
glyphInfos: {
'a': { x: 0, y: 0, width: 8, },
'b': { x: 8, y: 0, width: 8, },
'c': { x: 16, y: 0, width: 8, },
'd': { x: 24, y: 0, width: 8, },
'e': { x: 32, y: 0, width: 8, },
'f': { x: 40, y: 0, width: 8, },
'g': { x: 48, y: 0, width: 8, },
'h': { x: 56, y: 0, width: 8, },
'i': { x: 0, y: 8, width: 8, },
'j': { x: 8, y: 8, width: 8, },
'k': { x: 16, y: 8, width: 8, },
'l': { x: 24, y: 8, width: 8, },
'm': { x: 32, y: 8, width: 8, },
'n': { x: 40, y: 8, width: 8, },
'o': { x: 48, y: 8, width: 8, },
'p': { x: 56, y: 8, width: 8, },
'q': { x: 0, y: 16, width: 8, },
'r': { x: 8, y: 16, width: 8, },
's': { x: 16, y: 16, width: 8, },
't': { x: 24, y: 16, width: 8, },
'u': { x: 32, y: 16, width: 8, },
'v': { x: 40, y: 16, width: 8, },
'w': { x: 48, y: 16, width: 8, },
'x': { x: 56, y: 16, width: 8, },
'y': { x: 0, y: 24, width: 8, },
'z': { x: 8, y: 24, width: 8, },
'0': { x: 16, y: 24, width: 8, },
'1': { x: 24, y: 24, width: 8, },
'2': { x: 32, y: 24, width: 8, },
'3': { x: 40, y: 24, width: 8, },
'4': { x: 48, y: 24, width: 8, },
'5': { x: 56, y: 24, width: 8, },
'6': { x: 0, y: 32, width: 8, },
'7': { x: 8, y: 32, width: 8, },
'8': { x: 16, y: 32, width: 8, },
'9': { x: 24, y: 32, width: 8, },
'-': { x: 32, y: 32, width: 8, },
'*': { x: 40, y: 32, width: 8, },
'!': { x: 48, y: 32, width: 8, },
'?': { x: 56, y: 32, width: 8, },
},
};
return new LabelFactory(gl, 'static/res/assets/font.png', fontInfo, shader);
}

View file

@ -36,7 +36,11 @@ export class FPSCounter {
last: number;
count: number;
_delta: number;
_prev: number
_prev: number;
_frame_start: number;
_total_frametime: number;
constructor() {
this.last = 0;
this.count = 0;
@ -45,17 +49,23 @@ export class FPSCounter {
}
frame(now: number) {
this._frame_start = performance.now();
this.count += 1;
this._delta = now - this._prev;
this._prev = now;
if (now - this.last > 1000) {
this.last = now;
console.log(this.count + " fps");
console.log(`${this.count} fps, ${(this._total_frametime / this.count).toFixed(2)}ms avg per frame`);
this.count = 0;
this._total_frametime = 0;
}
}
frame_end() {
this._total_frametime += (performance.now() - this._frame_start);
}
delta(now: number): number {
return this._delta;
}

View file

View file

@ -1,4 +1,4 @@
import { Buffer, VertexBuffer } from './buffer';
import { VertexBuffer } from './buffer';
import { Shader } from './shader';
export class VertexBufferElement {
@ -59,7 +59,7 @@ export class VertexBufferLayout {
// glVertexAttribPointer tells gl that that data is at which location in the supplied data
export class VertexArray {
// There is no renderer ID, always at bind buffers and use glVertexAttribPointer
buffers: Buffer[];
buffers: VertexBuffer[];
layouts: VertexBufferLayout[];
constructor() {
@ -72,6 +72,10 @@ export class VertexArray {
this.layouts.push(layout);
}
updateBuffer(gl: WebGLRenderingContext, index: number, data: number[]) {
this.buffers[index].updateData(gl, data);
}
/// Bind buffers providing program data
bind(gl: WebGLRenderingContext, shader: Shader) {
shader.bind(gl);
@ -94,7 +98,7 @@ export class VertexArray {
element.normalized, layout.stride, offset
);
}
offset += element.amount * element.type_size;
}
}
@ -109,4 +113,3 @@ export class VertexArray {
})
}
}

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@ -1,327 +1,309 @@
* {
margin: 0;
padding: 0;
}
body {
background-color: #333;
}
p {
padding: 3px 0;
}
#wrapper {
max-height: 100%;
min-height: 100%;
width: 100%;
height: 100%;
display: flex;
}
#main {
height: 100%;
flex-grow: 1;
position: relative;
}
#name {
position: absolute;
top: 10px;
left: 10px;
color: white;
}
#meta {
padding: 10px 2%;
color: white;
position: absolute;
bottom: 0;
width: 96%;
}
.options {
background-color: black;
max-width: 300px;
width: 20%;
min-width: 150px;
height: 100%;
display: flex;
flex-direction: column;
overflow-y: auto;
}
.option {
color: white;
margin: 0 0 20px 0;
padding: 10px;
background-color: #333;
}
.option:last-child {
margin: 0;
}
.option:hover {
background-color: #777;
}
.lds-roller {
display: none;
}
.loading>.lds-roller {
display: inline-block;
}
.lds-roller {
position: absolute;
left: 50%;
top: 50%;
transform: translate(-50%, -50%);
width: 80px;
height: 80px;
}
.lds-roller div {
animation: lds-roller 1.2s cubic-bezier(0.5, 0, 0.5, 1) infinite;
transform-origin: 40px 40px;
}
.lds-roller div:after {
content: " ";
display: block;
position: absolute;
width: 7px;
height: 7px;
border-radius: 50%;
background: #fff;
margin: -4px 0 0 -4px;
}
.lds-roller div:nth-child(1) {
animation-delay: -0.036s;
}
.lds-roller div:nth-child(1):after {
top: 63px;
left: 63px;
}
.lds-roller div:nth-child(2) {
animation-delay: -0.072s;
}
.lds-roller div:nth-child(2):after {
top: 68px;
left: 56px;
}
.lds-roller div:nth-child(3) {
animation-delay: -0.108s;
}
.lds-roller div:nth-child(3):after {
top: 71px;
left: 48px;
}
.lds-roller div:nth-child(4) {
animation-delay: -0.144s;
}
.lds-roller div:nth-child(4):after {
top: 72px;
left: 40px;
}
.lds-roller div:nth-child(5) {
animation-delay: -0.18s;
}
.lds-roller div:nth-child(5):after {
top: 71px;
left: 32px;
}
.lds-roller div:nth-child(6) {
animation-delay: -0.216s;
}
.lds-roller div:nth-child(6):after {
top: 68px;
left: 24px;
}
.lds-roller div:nth-child(7) {
animation-delay: -0.252s;
}
.lds-roller div:nth-child(7):after {
top: 63px;
left: 17px;
}
.lds-roller div:nth-child(8) {
animation-delay: -0.288s;
}
.lds-roller div:nth-child(8):after {
top: 56px;
left: 12px;
}
@keyframes lds-roller {
0% {
transform: rotate(0deg);
* {
margin: 0;
padding: 0;
}
100% {
transform: rotate(360deg);
body {
background-color: #333;
}
}
#speed {
width: 100px;
}
#c {
position: relative;
background-color: black;
width: 100%;
height: 100%;
}
.button {
position: absolute;
top: 10px;
right: 10px;
width: 40px;
height: 40px;
}
.button:before,
.button:after {
content: "";
position: absolute;
background-color: grey;
}
.button:hover:before,
.button:hover:after {
background-color: white;
}
.button:before {
top: 0;
left: 50%;
width: 6px;
height: 100%;
margin-left: -3px;
}
.button:after {
top: 50%;
left: 0;
width: 100%;
height: 6px;
margin-top: -3px;
}
/* ----------------------------------------------
p {
padding: 3px 0;
}
#wrapper {
max-height: 100%;
min-height: 100%;
width: 100%;
height: 100%;
display: flex;
}
#main {
height: 100%;
flex-grow: 1;
position: relative;
}
#name {
position: absolute;
top: 10px;
left: 10px;
color: white;
}
#meta {
padding: 10px 2%;
color: white;
position: absolute;
bottom: 0;
width: 96%;
}
.options {
background-color: black;
max-width: 300px;
width: 20%;
min-width: 150px;
height: 100%;
display: flex;
flex-direction: column;
overflow-y: auto;
}
.option {
color: white;
margin: 0 0 20px 0;
padding: 10px;
background-color: #333;
}
.option:last-child {
margin: 0;
}
.option:hover {
background-color: #777;
}
.lds-roller {
display: none;
}
.loading>.lds-roller {
display: inline-block;
}
.lds-roller {
position: absolute;
left: 50%;
top: 50%;
transform: translate(-50%, -50%);
width: 80px;
height: 80px;
}
.lds-roller div {
animation: lds-roller 1.2s cubic-bezier(0.5, 0, 0.5, 1) infinite;
transform-origin: 40px 40px;
}
.lds-roller div:after {
content: " ";
display: block;
position: absolute;
width: 7px;
height: 7px;
border-radius: 50%;
background: #fff;
margin: -4px 0 0 -4px;
}
.lds-roller div:nth-child(1) {
animation-delay: -0.036s;
}
.lds-roller div:nth-child(1):after {
top: 63px;
left: 63px;
}
.lds-roller div:nth-child(2) {
animation-delay: -0.072s;
}
.lds-roller div:nth-child(2):after {
top: 68px;
left: 56px;
}
.lds-roller div:nth-child(3) {
animation-delay: -0.108s;
}
.lds-roller div:nth-child(3):after {
top: 71px;
left: 48px;
}
.lds-roller div:nth-child(4) {
animation-delay: -0.144s;
}
.lds-roller div:nth-child(4):after {
top: 72px;
left: 40px;
}
.lds-roller div:nth-child(5) {
animation-delay: -0.18s;
}
.lds-roller div:nth-child(5):after {
top: 71px;
left: 32px;
}
.lds-roller div:nth-child(6) {
animation-delay: -0.216s;
}
.lds-roller div:nth-child(6):after {
top: 68px;
left: 24px;
}
.lds-roller div:nth-child(7) {
animation-delay: -0.252s;
}
.lds-roller div:nth-child(7):after {
top: 63px;
left: 17px;
}
.lds-roller div:nth-child(8) {
animation-delay: -0.288s;
}
.lds-roller div:nth-child(8):after {
top: 56px;
left: 12px;
}
@keyframes lds-roller {
0% {
transform: rotate(0deg);
}
100% {
transform: rotate(360deg);
}
}
#speed {
width: 100px;
}
#canvas {
position: relative;
background-color: black;
width: 100%;
height: 100%;
}
.button {
position: absolute;
top: 10px;
right: 10px;
width: 0;
height: 0;
}
.button::before {
content: "";
display: block;
float: left;
margin: 0 -20px 0 0;
font-family: 'fontawesome';
content: "\f1e1";
transform: translate(-1em, 0px);
color: antiquewhite;
font-size: 1.5em;
}
.button:hover::before {
color: #ff7f00;
}
/* ----------------------------------------------
* Generated by Animista on 2019-9-17 14:35:13
* Licensed under FreeBSD License.
* See http://animista.net/license for more info.
* w: http://animista.net, t: @cssanimista
* ---------------------------------------------- */
/**
/**
* ----------------------------------------
* animation slide-top
* ----------------------------------------
*/
@-webkit-keyframes slide-top {
0% {
-webkit-transform: translate(-50%, 50%);
transform: translate(-50%, 50%);
@-webkit-keyframes slide-top {
0% {
-webkit-transform: translate(-50%, 50%);
transform: translate(-50%, 50%);
}
100% {
-webkit-transform: translate(-50%, -150%);
transform: translate(-50%, -150%);
}
}
100% {
-webkit-transform: translate(-50%, -150%);
transform: translate(-50%, -150%);
@keyframes slide-top {
0% {
-webkit-transform: translate(-50%, 50%);
transform: translate(-50%, 50%);
}
100% {
-webkit-transform: translate(-50%, -150%);
transform: translate(-50%, -150%);
}
}
}
@keyframes slide-top {
0% {
-webkit-transform: translate(-50%, 50%);
transform: translate(-50%, 50%);
}
100% {
-webkit-transform: translate(-50%, -150%);
transform: translate(-50%, -150%);
}
}
/**
/**
* ----------------------------------------
* Copy from https://www.w3schools.com/howto/howto_js_rangeslider.asp
* ----------------------------------------
*/
.slidecontainer {
margin-top: 10px;
width: 100%;
/* Width of the outside container */
}
.slider {
-webkit-appearance: none;
width: 100%;
height: 15px;
border-radius: 5px;
background: #d3d3d3;
outline: none;
opacity: 0.7;
-webkit-transition: .2s;
transition: opacity .2s;
}
.slider::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 25px;
height: 25px;
border-radius: 50%;
background: #ff7000;
cursor: pointer;
}
.slider::-moz-range-thumb {
width: 25px;
height: 25px;
border-radius: 50%;
background: #ff7000;
cursor: pointer;
}
::-webkit-scrollbar-track {
-webkit-box-shadow: inset 0 0 6px rgba(0, 0, 0, 0.3);
box-shadow: inset 0 0 6px rgba(0, 0, 0, 0.3);
border-radius: 10px;
background-color: #444;
border-radius: 10px;
}
::-webkit-scrollbar {
width: 10px;
background-color: #444;
}
::-webkit-scrollbar-thumb {
border-radius: 10px;
background-color: #F90;
background-image: -webkit-linear-gradient(45deg, rgba(255, 255, 255, .2) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .2) 50%, rgba(255, 255, 255, .2) 75%, transparent 75%, transparent)
}
.slidecontainer {
margin-top: 10px;
width: 100%;
/* Width of the outside container */
}
.slider {
-webkit-appearance: none;
width: 100%;
height: 15px;
border-radius: 5px;
background: #d3d3d3;
outline: none;
opacity: 0.7;
-webkit-transition: .2s;
transition: opacity .2s;
}
.slider::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 25px;
height: 25px;
border-radius: 50%;
background: #ff7000;
cursor: pointer;
}
.slider::-moz-range-thumb {
width: 25px;
height: 25px;
border-radius: 50%;
background: #ff7000;
cursor: pointer;
}
::-webkit-scrollbar-track {
-webkit-box-shadow: inset 0 0 6px rgba(0, 0, 0, 0.3);
box-shadow: inset 0 0 6px rgba(0, 0, 0, 0.3);
border-radius: 10px;
background-color: #444;
border-radius: 10px;
}
::-webkit-scrollbar {
width: 10px;
background-color: #444;
}
::-webkit-scrollbar-thumb {
border-radius: 10px;
background-color: #F90;
background-image: -webkit-linear-gradient(45deg, rgba(255, 255, 255, .2) 25%, transparent 25%, transparent 50%, rgba(255, 255, 255, .2) 50%, rgba(255, 255, 255, .2) 75%, transparent 75%, transparent)
}

View file

@ -0,0 +1,14 @@
#ifdef GL_ES
precision mediump float;
#endif
// Passed in from the vertex shader.
varying vec2 v_texCoord;
// The texture.
uniform sampler2D u_texture;
void main() {
gl_FragColor = texture2D(u_texture, v_texCoord);
// gl_FragColor = vec4(0.7, 0.7, 0.0, 1.0);
}

View file

@ -2,29 +2,17 @@
precision mediump float;
#endif
uniform vec3 u_planets[$PLANETS];
uniform vec3 u_planet_colours[$PLANETS * 2];
#define PI 3.141592
uniform float u_step_interval;
uniform float u_time;
uniform bool u_vor;
varying float v_intensity;
varying float v_dist;
varying vec3 v_color;
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++) {
float d = distance(v_pos, u_planets[i].xy);
if (d < dis) {
dis = d;
color = u_planet_colours[2 * i];
}
}
}
gl_FragColor = vec4(color, 0.2);
gl_FragColor = vec4(v_color, (1.0 - pow(1.0 - v_intensity, 1.23)) * 0.7);
}

View file

@ -0,0 +1,33 @@
#ifdef GL_ES
precision mediump float;
#endif
attribute vec2 a_position;
attribute vec2 a_texCoord;
uniform float u_time;
uniform vec4 u_viewbox; // [x, y, width, height]
uniform vec2 u_resolution;
uniform mat3 u_trans;
varying vec2 v_pos;
varying vec2 v_texCoord;
void main() {
vec3 pos = vec3(a_position, 1.0);
pos = u_trans * pos;
vec2 uv = pos.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;
v_pos = (uv.xy + 1.0) * 0.5;
gl_Position = vec4(uv.xy, 0.0, 1.0);
v_texCoord = a_texCoord;
}

View file

@ -3,6 +3,7 @@ precision mediump float;
#endif
attribute vec2 a_position;
attribute vec2 a_texCoord;
uniform float u_time;
@ -12,6 +13,7 @@ uniform mat3 u_trans;
uniform mat3 u_trans_next;
varying vec2 v_pos;
varying vec2 v_texCoord;
void main() {
vec3 pos = vec3(a_position, 1.0);
@ -30,4 +32,5 @@ void main() {
v_pos = (uv.xy + 1.0) * 0.5;
gl_Position = vec4(uv.xy, 0.0, 1.0);
v_texCoord = a_texCoord;
}

View file

@ -3,24 +3,41 @@ precision mediump float;
#endif
attribute vec2 a_pos;
attribute vec2 a_center;
attribute float a_own;
attribute float a_intensity;
uniform vec3 u_planet_colours[$PLANETS * 2];
uniform vec4 u_viewbox; // [x, y, width, height]
uniform vec2 u_resolution;
uniform float u_time;
varying float v_intensity;
varying float v_dist;
varying vec2 v_pos;
varying vec3 v_color;
void main() {
v_intensity = a_intensity;
v_dist = distance(a_pos * u_resolution , a_center * u_resolution);
vec2 uv = (a_pos.xy + 1.0) * 0.5;
uv = 1.0 - uv;
// uv *= -1.0;
int own = int(a_own);
vec2 uv = a_pos;
// 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.zw;
uv -= u_viewbox.xy + u_viewbox.zw;
uv -= u_viewbox.xy + (u_viewbox.zw * 0.5);
uv /= u_viewbox.zw * 0.5;
v_pos = uv.xy;
gl_Position = vec4(a_pos, 0.0, 1.0);
// v_pos = (uv.xy + 1.0) * 0.5;
if (own < 0) {
v_color = vec3(0., 0., 0.);
} else {
v_color = mix(u_planet_colours[own * 2], u_planet_colours[own * 2 + 1], u_time);
}
gl_Position = vec4(uv.xy, 0.0, 1.0);
}

View file

@ -1,496 +0,0 @@
import { Heap } from 'ts-heap'
import { HalfEdge, Face, Vertex } from './dcel';
interface WithPriority {
get_priority(): number;
}
export class Point {
x: number;
y: number;
face?: Face;
constructor(x: number, y: number, face? :Face) {
this.x = x;
this.y = y;
this.face = face;
}
equals(other: Point): boolean {
return Math.abs(this.x - other.x) + Math.abs(this.y - other.y) < 0.00001;
}
toString(): string {
return `{x: ${this.x}, y: ${this.y}}`;
}
}
class CircleEvent implements WithPriority {
y: number;
alive: boolean = true;
center: Vertex;
leaf: Leaf;
from: Point[];
static
from_sites(s1: Point, s2: Point, s3: Point, leaf: Leaf): CircleEvent {
const a = s1.x * (s2.y - s3.y) - s1.y*(s2.x - s3.x) + s2.x*s3.y - s3.x * s2.y;
const b = (s1.x ** 2 + s1.y ** 2) * (s3.y - s2.y) + (s2.x ** 2 + s2.y ** 2)*(s1.y - s3.y) + (s3.x ** 2 + s3.y ** 2) * (s2.y - s1.y);
const c = (s1.x ** 2 + s1.y ** 2) * (s2.x - s3.x) + (s2.x ** 2 + s2.y ** 2)*(s3.x - s1.x) + (s3.x ** 2 + s3.y ** 2) * (s1.x - s2.x);
const d = (s1.x ** 2 + s1.y ** 2) * (s3.x*s2.y - s2.x*s3.y) + (s2.x ** 2 + s2.y ** 2)*(s1.x*s3.y - s3.x*s1.y) + (s3.x ** 2 + s3.y ** 2) * (s2.x*s1.y - s1.x*s2.y);
const center = new Vertex(-b / (2. * a), -c / (2. * a));
const r = Math.sqrt((b ** 2 + c ** 2 - 4. * a * d) / (4. * a ** 2));
const y = center.coords[1] - r;
const out = new CircleEvent();
out.y = y;
out.center = center;
out.leaf = leaf;
out.from = [s1, s2, s3];
return out;
}
get_priority(): number {
return this.y;
}
print() {
console.log(`Circle event at ${this.y} ${JSON.stringify(this.center)}, ${this.leaf.point.toString()} from ${JSON.stringify(this.from.map((e) => e.toString()))}`);
}
}
class SiteEvent implements WithPriority{
face: Face;
point: Point;
constructor(point: Point) {
this.face = new Face(point);
this.point = point;
this.point.face = this.face;
}
get_priority(): number {
return this.point.y;
}
print() {
console.log(`Site event ${this.point.toString()}`);
}
}
function calc_x(left: Point, right: Point, y: number): number {
const [a1, b1, c1] = from_focus_vertex(left, y);
const [a2, b2, c2] = from_focus_vertex(right, y);
if (Math.abs(a1 - a2) < 0.0001) {
return (left.x + right.x) / 2.;
}
const da = a1 - a2;
const db = b1 - b2;
const dc = c1 - c2;
const d = db * db - 4. * da * dc;
if (d <= 0.) {
throw new Error(`D is less then 0 ${d}`);
}
const dd = Math.sqrt(d);
const x = (-db + dd) / (2. * da);
return x;
}
function from_focus_vertex(focus: Point, y: number): number[] {
const a = (focus.y - y) / 2;
const h = focus.x;
const k = focus.y - a;
return [1 / (4. * a), -h / (2 * a), (h ** 2 / (4 * a)) + k]
}
function cmp_event(e1: WithPriority, e2: WithPriority) {
return e2.get_priority() - e1.get_priority();
}
type Queue = Heap<WithPriority>;
type Node = Leaf | Breakpoint;
type Parent = Breakpoint | State;
class Leaf {
point: Point;
event: CircleEvent | undefined;
left: Leaf | undefined;
right: Leaf | undefined;
parent: Parent;
half_edge: HalfEdge;
constructor(point: Point, parent: Parent) {
this.point = point;
this.parent = parent;
this.half_edge = new HalfEdge(undefined, undefined);
}
false_alarm() {
if(this.event) {
console.log(`False alarm ${JSON.stringify(this.event.center)} ${this.event.y}`);
this.event.alive = false;
}
}
update_left(leaf: Leaf) {
if (this.left) {
this.left.right = leaf;
}
leaf.left = this.left;
}
update_right(leaf: Leaf) {
if (this.right) {
this.right.left = leaf;
}
leaf.right = this.right;
}
split(point: Point, events: Queue) {
this.false_alarm();
if (this.point.y == point.y) {
const middle = new Leaf(point, undefined);
const parent = this.parent;
if (this.point.x > point.x) {
const br = new Breakpoint([point, middle], [this.point, this], this.parent);
if (this.left) this.left.right = middle;
this.left = middle;
middle.right = this;
if (parent instanceof Breakpoint) {
parent.set_me(this, br);
} else {
parent.root = br;
}
const maybe_left = middle.check_circles(point.y, events);
if (maybe_left && maybe_left.center.coords[0] < middle.point.x) {
console.log(`Adding circle`);
maybe_left.print();
middle.event = maybe_left;
events.add(maybe_left);
}
const maybe_right = this.check_circles(point.y, events);
if (maybe_right && maybe_right.center.coords[0] >= middle.point.x) {
console.log(`Adding circle`);
maybe_right.print();
this.event = maybe_right;
events.add(maybe_right);
}
} else {
const br = new Breakpoint([this.point, this], [point, middle], this.parent);
if (this.right) this.right.left = middle;
this.right = middle;
middle.left = this;
if (parent instanceof Breakpoint) {
parent.set_me(this, br);
} else {
parent.root = br;
}
const maybe_left = this.check_circles(point.y, events);
if (maybe_left && maybe_left.center.coords[0] < middle.point.x) {
console.log(`Adding circle`);
maybe_left.print();
this.event = maybe_left;
events.add(maybe_left);
}
const maybe_right = middle.check_circles(point.y, events);
if (maybe_right && maybe_right.center.coords[0] >= middle.point.x) {
console.log(`Adding circle`);
maybe_right.print();
middle.event = maybe_right;
events.add(maybe_right);
}
}
return;
}
const left = new Leaf(this.point, undefined);
left.left = this.left;
if (this.left) this.left.right = left;
const right = new Leaf(this.point, undefined);
right.right = this.right;
if (this.right) this.right.left = right;
const middle = new Leaf(point, undefined);
middle.left = left;
middle.right = right;
right.left = middle;
left.right = middle;
const br1 = new Breakpoint([this.point, left], [point, middle], undefined);
const br2 = new Breakpoint([point, br1], [this.point, right], this.parent);
br1.parent = br2;
if (this.parent instanceof Breakpoint) {
this.parent.set_me(this, br2);
} else {
this.parent.root = br2;
}
const maybe_left = left.check_circles(point.y, events);
if (maybe_left && maybe_left.center.coords[0] < middle.point.x) {
console.log(`Adding circle`);
maybe_left.print();
left.event = maybe_left;
events.add(maybe_left);
}
const maybe_right = right.check_circles(point.y, events);
if (maybe_right && maybe_right.center.coords[0] >= middle.point.x) {
console.log(`Adding circle`);
maybe_right.print();
right.event = maybe_right;
events.add(maybe_right);
}
}
check_circles(y: number, events: Queue): CircleEvent | undefined {
const left = this.left;
const right = this.right;
if (left && right) {
const circle = CircleEvent.from_sites(left.point, this.point, right.point, this);
console.log(`${circle.y} < ${y}`);
if (circle.y < y ) {
return circle;
}
}
}
delete(vertex: Vertex) {
if (this.parent instanceof Breakpoint) {
this.parent.remove_me(this.point, vertex);
} else {
console.error("Shouldnt be here");
}
}
print(indent: string) {
console.log(`${indent}Leaf from ${this.point.toString()} vertex: ${this.half_edge.to_string()}`);
}
}
class Breakpoint {
left: [Point, Node];
right: [Point, Node];
parent: Parent;
half_edge: HalfEdge;
constructor(left: [Point, Node], right: [Point, Node], parent: Parent) {
this.left = left;
this.right = right;
this.left[1].parent = this;
this.right[1].parent = this;
this.parent = parent;
this.half_edge = new HalfEdge(undefined, left[0].face, right[0].face);
}
remove_me(point: Point, vertex: Vertex) {
const edge = this.half_edge.insert(vertex);
const other = this.get_other(point);
if (this.parent instanceof Breakpoint) {
this.parent.set_me(this, other);
this.parent.set_edge(edge);
} else {
this.parent.root = other;
}
}
set_edge(edge: HalfEdge) {
this.left[1].half_edge = edge;
// this.right[1].half_edge = edge.split(edge.origin);
}
set_me(old_me: Node, new_me: Node) {
if (this.left[1] == old_me) {
this.left[1] = new_me;
} else {
this.right[1] = new_me;
}
}
get(point: Point): Leaf {
const { x, y } = point;
const test_x = calc_x(this.left[0], this.right[0], y);
if (test_x >= x) {
if (this.left[1] instanceof Leaf) {
return this.left[1];
} else {
return this.left[1].get(point);
}
} else {
if (this.right[1] instanceof Leaf) {
return this.right[1];
} else {
return this.right[1].get(point);
}
}
}
get_other(point: Point): Node {
if (this.left[0].equals(point)) {
return this.right[1];
} else {
return this.left[1];
}
}
print(indent: string) {
console.log(`${indent}vertex: ${this.half_edge.to_string()}`);
console.log(`${indent}left`);
this.left[1].print(indent + ' ');
console.log(`${indent}right`);
this.right[1].print(indent + ' ');
}
}
function get_from_node(root: Node, point: Point): Leaf {
if (root instanceof Leaf) {
return root;
} else {
return root.get(point);
}
}
class State {
root: Node | undefined;
print() {
if (this.root) {
this.root.print('');
} else {
console.log("No root no tree");
}
}
}
export function voronoi(points: Point[]): Point[] {
const out = [];
const state = new State;
const queue = new Heap<WithPriority>(cmp_event);
for (let point of points) {
queue.add(new SiteEvent(point));
}
let event;
while (event = queue.pop()){
console.log('---------------------------');
event.print();
if (event instanceof SiteEvent) {
handle_site_event(event, queue, state, out);
} else {
if (!event.alive) {
console.log("Dead");
continue;
}
handle_circle_event(event, queue, state, out);
}
state.print();
console.log(queue);
print_leaves(get_from_node(state.root, new Point(0, 0)));
}
return out;
}
function handle_site_event(event: SiteEvent, queue: Queue, state: State, out: Point[]) {
if (state.root) {
const leaf = get_from_node(state.root, event.point);
leaf.split(event.point, queue);
} else {
state.root = new Leaf(event.point, state);
}
}
function handle_circle_event(event: CircleEvent, queue: Queue, state: State, out: [number, number][]) {
if (!event.alive) return;
event.leaf.delete(event.center);
const right = event.leaf.right;
const left = event.leaf.left;
if (right) {
right.false_alarm();
// if (right.right) right.right.false_alarm();
right.left = left;
const maybe_right = right.check_circles(event.y, queue);
if (maybe_right){
console.log(`Adding circle event`);
maybe_right.print();
right.event = maybe_right;
queue.add(maybe_right);
}
}
if (left) {
left.false_alarm();
// if (left.left) left.left.false_alarm();
left.right = right;
const maybe_left = left.check_circles(event.y, queue);
if (maybe_left){
console.log(`Adding circle event`);
maybe_left.print();
left.event = maybe_left;
queue.add(maybe_left);
}
}
out.push(event.center.coords);
}
function print_leaves(start: Leaf) {
let current = start;
while (current.left) {
current = current.left;
}
const points = [current.point];
while (current.right) {
current = current.right;
points.push(current.point);
}
console.log(JSON.stringify(points.map((p) => p.toString())));
}

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@ -1,72 +0,0 @@
import { Renderable } from './renderer';
import { Shader, Uniform } from './shader';
import { Dictionary } from './util';
function createAndSetupTexture(gl: WebGLRenderingContext): WebGLTexture {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture so we can render any size image and so we are
// working with pixels.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return texture;
}
export class Foo implements Renderable {
stages: Stage[];
textures: WebGLTexture[];
framebuffers: WebGLFramebuffer[];
width: number;
height: number;
constructor(gl: WebGLRenderingContext, width: number, height: number) {
this.width = width;
this.height = height;
for (let ii = 0; ii < 2; ++ii) {
const texture = createAndSetupTexture(gl);
this.textures.push(texture);
// make the texture the same size as the image
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0,
gl.RGBA, gl.UNSIGNED_BYTE, null);
// Create a framebuffer
const fbo = gl.createFramebuffer();
this.framebuffers.push(fbo);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
// Attach a texture to it.
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
}
}
render(gl: WebGLRenderingContext) {
this.stages.forEach( (item, i) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffers[i%2]);
item.render(gl);
gl.bindTexture(gl.TEXTURE_2D, this.textures[i % 2]);
});
}
}
class Stage implements Renderable {
program: Shader;
uniforms: Dictionary<Uniform>;
render(gl: WebGLRenderingContext) {
this.program.bind(gl);
for (let name in this.uniforms) {
this.program.uniform(gl, name, this.uniforms[name]);
}
}
}

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@ -1,20 +0,0 @@
// Type definitions for [~THE LIBRARY NAME~] [~OPTIONAL VERSION NUMBER~]
// Project: [~THE PROJECT NAME~]
// Definitions by: [~YOUR NAME~] <[~A URL FOR YOU~]>
/*~ This is the module template file. You should rename it to index.d.ts
*~ and place it in a folder with the same name as the module.
*~ For example, if you were writing a file for "super-greeter", this
*~ file should be 'super-greeter/index.d.ts'
*/
// /*~ If this module is a UMD module that exposes a global variable 'myLib' when
// *~ loaded outside a module loader environment, declare that global here.
// *~ Otherwise, delete this declaration.
// */
// export as namespace myLib;
/*~ If this module has methods, declare them as functions like so.
*/
export function createProgramFromScripts(gl: WebGLRenderingContext, shaderScriptIds: string[], opt_attribs?: string[], opt_locations?: number[], opt_errorCallback?: any): any;
export function resizeCanvasToDisplaySize(canvas: HTMLCanvasElement, multiplier?: number): boolean;

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