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3 commits
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491555076e | ||
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acdca1cede | ||
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43d7f9d4a6 |
53 changed files with 3179 additions and 3834 deletions
38
Dockerfile
38
Dockerfile
|
@ -1,38 +0,0 @@
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FROM rust:1.44 AS build-env
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WORKDIR /sources
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RUN git clone -b wasm32-target-fix https://github.com/drager/wasm-pack.git
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WORKDIR wasm-pack
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RUN rustup default nightly
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RUN cargo install --path .
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WORKDIR /planetwars
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COPY . .
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WORKDIR backend
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RUN cargo build --release
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WORKDIR ../frontend
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RUN cargo update
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RUN wasm-pack build
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FROM node:10
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COPY --from=build-env /planetwars /planetwars
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WORKDIR /planetwars/frontend/www
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RUN npm install
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RUN npm run build
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WORKDIR /planetwars/backend
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EXPOSE 9142
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EXPOSE 8123
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EXPOSE 3012
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CMD ["target/release/planetwars"]
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@ -1,9 +0,0 @@
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# Planetwars
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## Docker
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Build: `docker build --tag pw:1.0 .`
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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`
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Add parameter `-e PW_HOST_NAME=<domain>`, for example `-e PW_HOST_NAME=mozaic.zeus.gent`, to set the domain used in the application.
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@ -1,6 +1,6 @@
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[package]
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name = "planetwars"
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version = "0.1.2"
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name = "backend"
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version = "0.1.0"
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authors = ["ajuvercr <arthur.vercruysse@ugent.be>"]
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edition = "2018"
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@ -8,20 +8,18 @@ edition = "2018"
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[dependencies]
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mozaic = { git = "https://github.com/ZeusWPI/MOZAICP" }
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rand = { version = "0.8.2", default-features = true }
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rand = { version = "0.6.5", default-features = true }
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async-std = { version = "1.9.0", features = ["attributes"] }
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futures = { version = "0.3.12", features = ["executor", "thread-pool"] }
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async-std = { version = "1.5.0", features = ["attributes"] }
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futures = { version = "0.3.1", features = ["executor", "thread-pool"] }
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figment = "0.10.2"
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serde = "1.0.119"
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serde_derive = "1.0.119"
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serde = "1.0.100"
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serde_derive = "1.0.100"
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serde_json = "1.0"
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tracing = "0.1.22"
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tracing-futures = "0.2.4"
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tracing-subscriber = "0.2.15"
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rocket = { git = "https://github.com/SergioBenitez/Rocket", branch = "master" }
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rocket_contrib = { git = "https://github.com/SergioBenitez/Rocket", branch = "master", features = ["handlebars_templates", "tera_templates"] }
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tracing = "0.1.9"
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tracing-futures = "0.1.0"
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tracing-subscriber = "0.1.5"
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rocket = { git = "https://github.com/SergioBenitez/Rocket", branch = "async" }
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rocket_contrib = { git = "https://github.com/SergioBenitez/Rocket", branch = "async", features = ["handlebars_templates", "tera_templates"] }
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educe = { version = "0.4.13", features = ["Debug", "Default", "Hash", "Clone", "Copy"] }
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rust-ini = "0.15.2"
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|
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@ -1,5 +1,3 @@
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# Planetwars backend
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Change hostname in info slides with PW_PORT, PW_HOST_NAME or PW_ADDRESS env variable.
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The main planetwars server that instanciates planetwars matches etc...
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11
backend/Rocket.toml
Normal file
11
backend/Rocket.toml
Normal file
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@ -0,0 +1,11 @@
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[development]
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address = "localhost"
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port = 8000
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[staging]
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address = "0.0.0.0"
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port = 80
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[production]
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address = "0.0.0.0"
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port = 8123
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@ -1,4 +1,4 @@
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#![feature(proc_macro_hygiene, async_closure, decl_macro)]
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#![feature(proc_macro_hygiene)]
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extern crate serde;
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#[macro_use]
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@ -11,8 +11,6 @@ extern crate futures;
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extern crate mozaic;
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extern crate rand;
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extern crate figment;
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extern crate tracing;
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extern crate tracing_futures;
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extern crate tracing_subscriber;
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@ -21,10 +19,8 @@ extern crate tracing_subscriber;
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extern crate rocket;
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extern crate rocket_contrib;
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#[macro_use]
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extern crate educe;
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extern crate ini;
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use figment::{providers::{Serialized, Env}};
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use tracing_subscriber::{EnvFilter, FmtSubscriber};
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use std::net::SocketAddr;
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@ -43,33 +39,14 @@ mod util;
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use util::Games;
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use util::COLOURS;
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use rocket::fairing::AdHoc;
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use rocket_contrib::templates::tera::{self, Value};
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use rocket_contrib::templates::{Engines, Template};
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use std::collections::HashMap;
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/// Config for the planetwars server
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#[derive(Deserialize, Serialize, Debug)]
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pub struct PWConfig {
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host_name: String,
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address: String,
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port: u16,
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}
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impl Default for PWConfig {
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fn default() -> Self {
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Self {
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host_name: String::from("localhost"),
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address: String::from("0.0.0.0"),
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port: 8000,
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}
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}
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}
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/// Calculate viewbox from array of points (used in map preview), added to Tera engine.
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/// So this function can be called in template.
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fn calc_viewbox(value: &Value, _: &HashMap<String, Value>) -> tera::Result<Value> {
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fn calc_viewbox(value: Value, _: HashMap<String, Value>) -> tera::Result<Value> {
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let mut min_x = std::f64::MAX;
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let mut min_y = std::f64::MAX;
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let mut max_x = std::f64::MIN;
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@ -101,21 +78,15 @@ fn calc_viewbox(value: &Value, _: &HashMap<String, Value>) -> tera::Result<Value
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}
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/// Get's the right colour for planets
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fn get_colour(value: &Value, _: &HashMap<String, Value>) -> tera::Result<Value> {
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fn get_colour(value: Value, _: HashMap<String, Value>) -> tera::Result<Value> {
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return Ok(Value::String(
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COLOURS[value.as_u64().unwrap_or(0) as usize].to_string(),
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));
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}
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fn get_host_name(host_name: &str) -> impl Fn(&HashMap<String, Value>) -> tera::Result<Value> + Sync + Send {
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let host_name = host_name.to_string();
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move |_| Ok(Value::String(host_name.clone()))
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}
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/// Async main function, starting logger, graph and rocket
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#[rocket::launch]
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async fn rocket() -> rocket::Rocket {
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#[async_std::main]
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async fn main() {
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let fut = graph::set_default();
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let sub = FmtSubscriber::builder()
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|
@ -123,38 +94,26 @@ async fn rocket() -> rocket::Rocket {
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.finish();
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tracing::subscriber::set_global_default(sub).unwrap();
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let pool = ThreadPool::builder().create().unwrap();
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let pool = ThreadPool::new().unwrap();
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pool.spawn_ok(fut.map(|_| ()));
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let gm = create_game_manager("0.0.0.0:9142", pool.clone()).await;
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async_std::task::sleep(std::time::Duration::from_millis(200)).await;
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let mut routes = Vec::new();
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routes::fuel(&mut routes);
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let figment = rocket::Config::figment()
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.merge(Serialized::defaults(PWConfig::default())) // Extend but not overwrite
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.merge(Env::prefixed("PW_")); // Overwrite
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let tera = Template::custom(|engines: &mut Engines| {
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engines.tera.register_filter("calc_viewbox", calc_viewbox);
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engines.tera.register_filter("get_colour", get_colour);
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});
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rocket::custom(figment)
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rocket::ignite()
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.manage(gm)
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.manage(pool)
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.manage(Games::new())
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.attach(AdHoc::config::<PWConfig>()) // Manage the config
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.attach(tera)
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.mount("/", routes)
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.attach(AdHoc::on_attach("Assets Config", async move |rocket| {
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let pw_config = rocket.figment().extract::<PWConfig>().unwrap_or_default();
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println!("PW Config {:?}", pw_config);
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let host_name = pw_config.host_name.clone();
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let tera = Template::custom(move |engines: &mut Engines| {
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engines.tera.register_filter("calc_viewbox", calc_viewbox);
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engines.tera.register_filter("get_colour", get_colour);
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engines.tera.register_function("get_host_name", get_host_name(&host_name));
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});
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Ok(rocket.attach(tera))
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}))
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.launch()
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.unwrap();
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}
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/// Creates the actual game_manager
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|
@ -162,9 +121,9 @@ async fn rocket() -> rocket::Rocket {
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async fn create_game_manager(tcp: &str, pool: ThreadPool) -> game::Manager {
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let addr = tcp.parse::<SocketAddr>().unwrap();
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let (gmb, handle) = game::Manager::builder(pool.clone());
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pool.spawn_ok(handle.map(|_| {println!("I'm done")}));
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pool.spawn_ok(handle.map(|_| ()));
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let ep = TcpEndpoint::new(addr, pool.clone());
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let gmb = gmb.add_endpoint(ep, "TCP endpoint");
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gmb.build("games/games.json", pool).await.unwrap()
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gmb.build("games.ini", pool).await.unwrap()
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}
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|
|
|
@ -8,7 +8,6 @@ use std::convert::TryInto;
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use std::fs::{create_dir, File};
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use std::io::Write;
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use std::path::PathBuf;
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use std::time::SystemTime;
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mod pw_config;
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mod pw_protocol;
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|
@ -36,11 +35,11 @@ impl PlanetWarsGame {
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.map(|p| (p.name.clone(), p.id))
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.collect();
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if let Err(_) = create_dir("games") {
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println!("'games' already exists");
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if let Err(_) = create_dir("static/games") {
|
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println!("'static/games' already exists");
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}
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let file = File::create(format!("games/{}", location)).unwrap();
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let file = File::create(format!("static/games/{}", location)).unwrap();
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Self {
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state,
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|
@ -214,7 +213,6 @@ impl game::Controller for PlanetWarsGame {
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"name": self.name,
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"map": self.map,
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"file": self.log_file_loc,
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"time": SystemTime::now(),
|
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}))
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} else {
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None
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|
@ -222,10 +220,6 @@ impl game::Controller for PlanetWarsGame {
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}
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}
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|
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fn get_epoch() -> SystemTime {
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SystemTime::UNIX_EPOCH
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}
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|
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#[derive(Debug, Serialize, Deserialize)]
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pub struct FinishedState {
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pub winners: Vec<u64>,
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|
@ -233,7 +227,5 @@ pub struct FinishedState {
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pub name: String,
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pub file: String,
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pub map: String,
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#[serde(default = "get_epoch")]
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pub time: SystemTime,
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pub players: Vec<(u64, String)>,
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}
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|
|
|
@ -1,4 +1,4 @@
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use crate::planetwars::{self, FinishedState};
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use crate::planetwars;
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use crate::util::*;
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use rocket::{Route, State};
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|
@ -13,12 +13,10 @@ use async_std::fs;
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use async_std::prelude::StreamExt;
|
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|
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use futures::executor::ThreadPool;
|
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use futures::future::{join_all, FutureExt};
|
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|
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use serde_json::Value;
|
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|
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use rand::prelude::*;
|
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use std::time::SystemTime;
|
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|
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/// The type required to build a game.
|
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/// (json in POST request).
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|
@ -77,7 +75,7 @@ async fn post_game(
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state: State<'_, Games>,
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) -> Result<Json<GameRes>, String> {
|
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let game = build_builder(
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tp.inner().clone(),
|
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tp.clone(),
|
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game_req.nop,
|
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game_req.max_turns,
|
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&game_req.map,
|
||||
|
@ -108,7 +106,6 @@ fn generate_string_id() -> String {
|
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rand::thread_rng()
|
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.sample_iter(&rand::distributions::Alphanumeric)
|
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.take(15)
|
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.map(|x| x as char)
|
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.collect::<String>()
|
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+ ".json"
|
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}
|
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|
@ -177,8 +174,11 @@ async fn get_maps() -> Result<Vec<Map>, String> {
|
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Ok(maps)
|
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}
|
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|
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use crate::planetwars::FinishedState;
|
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|
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use futures::future::{join_all, FutureExt};
|
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pub async fn get_states(
|
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game_ids: &Vec<(String, u64, SystemTime)>,
|
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game_ids: &Vec<(String, u64)>,
|
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manager: &game::Manager,
|
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) -> Result<Vec<GameState>, String> {
|
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let mut states = Vec::new();
|
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|
@ -186,18 +186,17 @@ pub async fn get_states(
|
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game_ids
|
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.iter()
|
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.cloned()
|
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.map(|(name, id, time)| manager.get_state(id).map(move |f| (f, name, time))),
|
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.map(|(name, id)| manager.get_state(id).map(move |f| (f, name))),
|
||||
)
|
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.await;
|
||||
|
||||
for (gs, name, time) in gss {
|
||||
for (gs, name) in gss {
|
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if let Some(state) = gs {
|
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match state {
|
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Ok((state, conns)) => {
|
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let players: Vec<PlayerStatus> =
|
||||
conns.iter().cloned().map(|x| x.into()).collect();
|
||||
let connected = players.iter().filter(|x| x.connected).count();
|
||||
|
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states.push(GameState::Playing {
|
||||
name: name,
|
||||
total: players.len(),
|
||||
|
@ -205,7 +204,6 @@ pub async fn get_states(
|
|||
connected,
|
||||
map: String::new(),
|
||||
state,
|
||||
time,
|
||||
});
|
||||
}
|
||||
Err(value) => {
|
||||
|
|
|
@ -20,13 +20,7 @@ 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)).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()
|
||||
NamedFile::open(Path::new("static/").join(file)).ok()
|
||||
}
|
||||
|
||||
/// Routes the index page, rendering the index Template.
|
||||
|
@ -53,9 +47,7 @@ async fn debug_get() -> Result<Template, String> {
|
|||
/// Routes the visualizer page, rendering the visualizer Template.
|
||||
#[get("/visualizer")]
|
||||
async fn visualizer_get() -> Template {
|
||||
let mut game_options: Vec<GameState> = get_played_games().await;
|
||||
game_options.sort();
|
||||
|
||||
let game_options = get_played_games().await;
|
||||
let context = Context::new_with(
|
||||
"Visualizer",
|
||||
json!({"games": game_options, "colours": COLOURS}),
|
||||
|
@ -68,7 +60,6 @@ pub fn fuel(routes: &mut Vec<Route>) {
|
|||
routes.extend(routes![
|
||||
files,
|
||||
index,
|
||||
game_get,
|
||||
builder_get,
|
||||
visualizer_get,
|
||||
debug_get
|
||||
|
@ -78,20 +69,18 @@ pub fn fuel(routes: &mut Vec<Route>) {
|
|||
info::fuel(routes);
|
||||
}
|
||||
|
||||
/// Reads games.json
|
||||
/// Reads games.ini
|
||||
/// File that represents all played games
|
||||
/// Ready to be visualized
|
||||
async fn get_played_games() -> Vec<GameState> {
|
||||
match fs::File::open("games/games.json").await {
|
||||
match fs::File::open("games.ini").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()
|
||||
|
|
|
@ -4,7 +4,6 @@ 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"),
|
||||
|
@ -21,8 +20,7 @@ pub static COLOURS: [&'static str; 10] = [
|
|||
|
||||
/// The state of a player, in a running game.
|
||||
/// This represents actual players or connection keys.
|
||||
#[derive(Serialize, Educe)]
|
||||
#[educe(PartialEq, Eq, PartialOrd, Ord)]
|
||||
#[derive(Serialize, Eq, PartialEq)]
|
||||
pub struct PlayerStatus {
|
||||
pub waiting: bool,
|
||||
pub connected: bool,
|
||||
|
@ -55,41 +53,48 @@ 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, Educe)]
|
||||
#[derive(Serialize, Eq, PartialEq)]
|
||||
#[serde(tag = "type")]
|
||||
#[educe(PartialEq, Eq, PartialOrd, Ord)]
|
||||
pub enum GameState {
|
||||
#[educe(PartialOrd(rank = 1))]
|
||||
Finished {
|
||||
name: String,
|
||||
map: String,
|
||||
players: Vec<(String, bool)>,
|
||||
turns: u64,
|
||||
file: String,
|
||||
},
|
||||
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,
|
||||
}
|
||||
|
||||
players: Vec<(String, bool)>,
|
||||
turns: u64,
|
||||
file: 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,
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<FinishedState> for GameState {
|
||||
|
@ -106,7 +111,6 @@ impl From<FinishedState> for GameState {
|
|||
name: state.name,
|
||||
turns: state.turns,
|
||||
file: state.file,
|
||||
time: state.time,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -167,9 +171,9 @@ impl Context<()> {
|
|||
}
|
||||
}
|
||||
|
||||
/// State of current live games
|
||||
/// Games is the game manager wrapper so Rocket can manage it
|
||||
pub struct Games {
|
||||
inner: Arc<Mutex<Vec<(String, u64, SystemTime)>>>,
|
||||
inner: Arc<Mutex<Vec<(String, u64)>>>,
|
||||
}
|
||||
|
||||
impl Games {
|
||||
|
@ -180,13 +184,10 @@ impl Games {
|
|||
}
|
||||
|
||||
pub fn add_game(&self, name: String, id: u64) {
|
||||
self.inner
|
||||
.lock()
|
||||
.unwrap()
|
||||
.push((name, id, SystemTime::now()));
|
||||
self.inner.lock().unwrap().push((name, id));
|
||||
}
|
||||
|
||||
pub fn get_games(&self) -> Vec<(String, u64, SystemTime)> {
|
||||
pub fn get_games(&self) -> Vec<(String, u64)> {
|
||||
self.inner.lock().unwrap().clone()
|
||||
}
|
||||
}
|
||||
|
|
|
@ -36,9 +36,12 @@ async function start_game() {
|
|||
};
|
||||
|
||||
xhr.open("POST", "/lobby");
|
||||
xhr.addEventListener("loadend", refresh_state);
|
||||
|
||||
xhr.send(JSON.stringify(obj));
|
||||
|
||||
setTimeout(
|
||||
() => refresh_state(),
|
||||
200
|
||||
);
|
||||
}
|
||||
|
||||
window.onload = () => refresh_state();
|
|
@ -50,20 +50,3 @@
|
|||
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;
|
||||
}
|
|
@ -16,9 +16,9 @@ How to connect
|
|||
|
||||
<pre class="commands">
|
||||
<code>
|
||||
$ wget {{ get_host_name() }}/bot/runner.py
|
||||
$ wget {{ get_host_name() }}/bot/simple.py
|
||||
$ python3 runner.py -p 9142 --host {{ get_host_name() }}\
|
||||
$ wget mozaic.zeus.gent/bot/runner.py
|
||||
$ wget mozaic.zeus.gent/bot/simple.py
|
||||
$ python3 runner.py -p 9142 --host mozaic.zeus.gent \
|
||||
-n <Your name> -i <Id from the lobby> \
|
||||
python3 simple.py
|
||||
</code>
|
||||
|
|
|
@ -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}}{% else %}<a class="link" href='/visualizer?name={{state.name | safe }}&game=/games/{{state.file | safe}}'></a>{% endif %}</span>
|
||||
<span style="float: right">{% if state.type == "Playing" %}{{ state.connected }}/{{state.total}}{% endif %}</span>
|
||||
</label>
|
||||
</h2>
|
||||
<div class="content">
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
<div id=wrapper>
|
||||
|
||||
<div id="main" class="loading">
|
||||
<canvas id="canvas"></canvas>
|
||||
<canvas id="c"></canvas>
|
||||
<div id="name"></div>
|
||||
<div id="addbutton" class="button"></div>
|
||||
|
||||
|
|
31
build.sh
31
build.sh
|
@ -1,31 +0,0 @@
|
|||
#!/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
|
|
@ -1,81 +0,0 @@
|
|||
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();
|
||||
|
|
@ -4,9 +4,6 @@ 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"]
|
||||
|
||||
|
|
|
@ -1,25 +1,19 @@
|
|||
extern crate serde;
|
||||
#[macro_use]
|
||||
extern crate serde_derive;
|
||||
extern crate octoon_math;
|
||||
extern crate serde_json;
|
||||
extern crate octoon_math;
|
||||
extern crate voronoi;
|
||||
|
||||
use octoon_math::Mat3;
|
||||
use voronoi::{make_polygons, voronoi, Point};
|
||||
use octoon_math::{Mat3, Vec3, Vec2};
|
||||
use voronoi::{Point, voronoi, make_polygons};
|
||||
|
||||
mod types;
|
||||
mod utils;
|
||||
mod types;
|
||||
|
||||
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")]
|
||||
|
@ -31,17 +25,11 @@ pub struct Circle {
|
|||
r: f32,
|
||||
x: f32,
|
||||
y: f32,
|
||||
a0: f32,
|
||||
ad: f32,
|
||||
a1: f32,
|
||||
a2: 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;
|
||||
|
@ -49,77 +37,106 @@ impl Circle {
|
|||
let x2 = p2.x;
|
||||
let y2 = p2.y;
|
||||
|
||||
// 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 q = ((x2-x1).powi(2) + (y2-y1).powi(2)).sqrt();
|
||||
let x3 = (x1+x2)/2.0;
|
||||
let y3 = (y1+y2)/2.0;
|
||||
|
||||
// Radius of circle
|
||||
let r = q * 1.0;
|
||||
let r = q * 1.1;
|
||||
|
||||
// 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 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;
|
||||
|
||||
let a0 = spr((y - y1).atan2(x - x1));
|
||||
let a2 = spr((y - y2).atan2(x - x2));
|
||||
|
||||
let mut ad = spr(a0 - a2);
|
||||
if ad > PI {
|
||||
ad = spr(a2 - a0);
|
||||
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);
|
||||
}
|
||||
// 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,
|
||||
a0,
|
||||
ad,
|
||||
distance,
|
||||
r, x, y, a1, a2, distance
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_for_remaining(&self, remaining: usize) -> ((Mat3<f32>, f32), (Mat3<f32>, f32)) {
|
||||
pub fn get_for_remaining(&self, remaining: usize) -> (Mat3<f32>, Mat3<f32>) {
|
||||
(
|
||||
self.get_remaining(remaining),
|
||||
self.get_remaining((remaining + 1).min(self.distance - 1)),
|
||||
)
|
||||
}
|
||||
|
||||
fn get_remaining(&self, remaining: usize) -> (Mat3<f32>, f32) {
|
||||
let alpha = self.a0 + (1.0 - (remaining as f32 / self.distance as f32)) * self.ad;
|
||||
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;
|
||||
|
||||
let cos = alpha.cos();
|
||||
let sin = alpha.sin();
|
||||
(
|
||||
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,
|
||||
)
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
// 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();
|
||||
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);
|
||||
|
@ -130,8 +147,9 @@ fn create_voronoi(planets: &Vec<types::Planet>, bbox: f32) -> (Vec<f32>, Vec<usi
|
|||
|
||||
let mut prev = ids.len() + poly.len() - 1;
|
||||
for p in poly.iter() {
|
||||
|
||||
let now = verts.len();
|
||||
verts.push([p.x.0 as f32, p.y.0 as f32]);
|
||||
verts.push(Vec2::new(p.x.0 as f32, p.y.0 as f32));
|
||||
|
||||
ids.push(idx);
|
||||
ids.push(now);
|
||||
|
@ -140,9 +158,10 @@ fn create_voronoi(planets: &Vec<types::Planet>, bbox: f32) -> (Vec<f32>, Vec<usi
|
|||
}
|
||||
}
|
||||
|
||||
(verts.concat(), ids)
|
||||
(verts, ids)
|
||||
}
|
||||
|
||||
|
||||
#[wasm_bindgen]
|
||||
pub struct Game {
|
||||
states: Vec<types::State>,
|
||||
|
@ -153,18 +172,14 @@ pub struct Game {
|
|||
/* put extra shit here */
|
||||
view_box: Vec<f32>,
|
||||
|
||||
planets: Vec<f32>,
|
||||
planet_ships: Vec<usize>,
|
||||
planets: Vec<Vec3<f32>>,
|
||||
|
||||
ship_locations: Vec<f32>,
|
||||
ship_label_locations: Vec<f32>,
|
||||
ship_colours: Vec<f32>,
|
||||
ship_counts: Vec<usize>,
|
||||
ship_locations: Vec<[f32;9]>,
|
||||
ship_colours: Vec<Vec3<f32>>,
|
||||
current_planet_colours: Vec<Vec3<f32>>,
|
||||
|
||||
current_planet_colours: Vec<f32>,
|
||||
|
||||
voronoi_vertices: Vec<f32>,
|
||||
voronoi_colors: Vec<f32>,
|
||||
voronoi_vertices: Vec<Vec2<f32>>,
|
||||
voronoi_colors: Vec<Vec3<f32>>,
|
||||
voronoi_indices: Vec<usize>,
|
||||
}
|
||||
|
||||
|
@ -173,13 +188,10 @@ 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();
|
||||
|
||||
|
@ -191,27 +203,20 @@ 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_colors: Vec<f32> = voronoi_indices
|
||||
.iter()
|
||||
.map(|_| [0.0, 0.0, 0.0])
|
||||
.collect::<Vec<[f32; 3]>>()
|
||||
.concat(); // Init these colours on black
|
||||
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
|
||||
|
||||
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,
|
||||
|
@ -220,20 +225,20 @@ impl Game {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn get_viewbox(&self) -> Vec<f32> {
|
||||
self.view_box.clone()
|
||||
pub fn get_viewbox(&self) -> *const f32 {
|
||||
self.view_box.as_ptr()
|
||||
}
|
||||
|
||||
pub fn get_planets(&self) -> Vec<f32> {
|
||||
self.planets.clone()
|
||||
pub fn get_planets(&self) -> *const Vec3<f32> {
|
||||
self.planets.as_ptr()
|
||||
}
|
||||
|
||||
pub fn get_planet_ships(&self) -> Vec<usize> {
|
||||
self.planet_ships.clone()
|
||||
pub fn get_planet_colors(&self) -> *const Vec3<f32> {
|
||||
self.current_planet_colours.as_ptr()
|
||||
}
|
||||
|
||||
pub fn get_planet_colors(&self) -> Vec<f32> {
|
||||
self.current_planet_colours.clone()
|
||||
pub fn get_planet_count(&self) -> usize {
|
||||
self.planets.len()
|
||||
}
|
||||
|
||||
pub fn turn_count(&self) -> usize {
|
||||
|
@ -241,129 +246,91 @@ 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() {
|
||||
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];
|
||||
self.voronoi_colors[i] = utils::COLORS[p.owner.unwrap_or(0) as usize % utils::COLORS.len()].into()
|
||||
}
|
||||
}
|
||||
|
||||
fn update_planet_colours(&mut self) {
|
||||
let mut new_vec: Vec<[f32; 3]> = Vec::new();
|
||||
let mut new_vec = 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.concat::<f32>();
|
||||
self.current_planet_colours = new_vec;
|
||||
}
|
||||
|
||||
fn update_ship_locations(&mut self) {
|
||||
let mut new_sl = Vec::new();
|
||||
let mut new_sll = Vec::new();
|
||||
|
||||
let t = Mat3::new(0.2, 0., 0., 0., 0.2, 0.0, 0., -0.5, 0.2);
|
||||
|
||||
let mut new_vec = Vec::new();
|
||||
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());
|
||||
let (o1, o2) = self.planet_map.get(&(ship.origin.clone(), ship.destination.clone())).unwrap().get_for_remaining(ship.turns_remaining as usize);
|
||||
new_vec.push(o1.to_array());
|
||||
new_vec.push(o2.to_array());
|
||||
}
|
||||
self.ship_locations = new_vec;
|
||||
|
||||
self.ship_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();
|
||||
self.ship_colours = self.states[self.turn].expeditions.iter().map(|s| {
|
||||
utils::COLORS[s.owner as usize % utils::COLORS.len()].into()
|
||||
}).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_locations(&self) -> Vec<f32> {
|
||||
self.ship_locations.clone()
|
||||
pub fn get_ship_count(&self) -> usize {
|
||||
self.states[self.turn].expeditions.len()
|
||||
}
|
||||
|
||||
pub fn get_ship_label_locations(&self) -> Vec<f32> {
|
||||
self.ship_label_locations.clone()
|
||||
pub fn get_ship_locations(&self) -> *const [f32;9] {
|
||||
self.ship_locations.as_ptr()
|
||||
}
|
||||
|
||||
pub fn get_ship_colours(&self) -> Vec<f32> {
|
||||
self.ship_colours.clone()
|
||||
pub fn get_ship_colours(&self) -> *const Vec3<f32> {
|
||||
self.ship_colours.as_ptr()
|
||||
}
|
||||
|
||||
pub fn get_ship_counts(&self) -> Vec<usize> {
|
||||
self.ship_counts.clone()
|
||||
pub fn get_voronoi_vert_count(&self) -> usize {
|
||||
self.voronoi_vertices.len()
|
||||
}
|
||||
|
||||
pub fn get_voronoi_verts(&self) -> Vec<f32> {
|
||||
self.voronoi_vertices.clone()
|
||||
pub fn get_voronoi_verts(&self) -> *const Vec2<f32> {
|
||||
self.voronoi_vertices.as_ptr()
|
||||
}
|
||||
|
||||
pub fn get_voronoi_colours(&self) -> Vec<f32> {
|
||||
self.voronoi_colors.clone()
|
||||
pub fn get_voronoi_colours(&self) -> *const Vec3<f32> {
|
||||
self.voronoi_colors.as_ptr()
|
||||
}
|
||||
|
||||
pub fn get_voronoi_inds(&self) -> Vec<usize> {
|
||||
self.voronoi_indices.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()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#[wasm_bindgen]
|
||||
extern "C" {
|
||||
extern {
|
||||
fn alert(s: &str);
|
||||
#[wasm_bindgen(js_namespace = console)]
|
||||
fn log(s: &str);
|
||||
}
|
||||
|
|
|
@ -9,20 +9,22 @@ 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;
|
||||
|
@ -34,32 +36,16 @@ 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<f32> {
|
||||
planets.iter().fold(Vec::new(), |mut cum, p| {
|
||||
cum.push(p.x);
|
||||
cum.push(p.y);
|
||||
cum.push(r);
|
||||
cum
|
||||
})
|
||||
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()
|
||||
}
|
||||
|
|
12
frontend/www/bootstrap.js
vendored
12
frontend/www/bootstrap.js
vendored
|
@ -2,20 +2,14 @@
|
|||
// 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);
|
||||
}
|
||||
|
||||
if (typeof mergeInto !== 'undefined') mergeInto(LibraryManager.library, {
|
||||
print: function() {
|
||||
console.log("Hello world");
|
||||
}
|
||||
});
|
||||
|
||||
import ("./src/index.js")
|
||||
.then(e => {
|
||||
import("./index.js")
|
||||
.then(e => {
|
||||
h = e.handle;
|
||||
})
|
||||
.catch(e => console.error("Error importing `index.js`:", e));
|
149
frontend/www/dcel.ts
Normal file
149
frontend/www/dcel.ts
Normal file
|
@ -0,0 +1,149 @@
|
|||
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());
|
||||
}
|
86
frontend/www/games.ts
Normal file
86
frontend/www/games.ts
Normal file
|
@ -0,0 +1,86 @@
|
|||
|
||||
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)
|
||||
);
|
||||
}
|
||||
}
|
378
frontend/www/index.ts
Normal file
378
frontend/www/index.ts
Normal file
|
@ -0,0 +1,378 @@
|
|||
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);
|
|
@ -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"
|
||||
}
|
||||
}
|
|
@ -1,47 +0,0 @@
|
|||
|
||||
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();
|
|
@ -1,606 +0,0 @@
|
|||
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);
|
56
frontend/www/src/voronoi/voronoi-core.d.ts
vendored
56
frontend/www/src/voronoi/voronoi-core.d.ts
vendored
|
@ -1,56 +0,0 @@
|
|||
|
||||
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
|
@ -1,163 +0,0 @@
|
|||
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!`)
|
||||
}
|
||||
}
|
|
@ -1,192 +0,0 @@
|
|||
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);
|
||||
}
|
Binary file not shown.
Before Width: | Height: | Size: 912 B |
Binary file not shown.
Before Width: | Height: | Size: 36 KiB |
|
@ -1,309 +1,327 @@
|
|||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
body {
|
||||
background-color: #333;
|
||||
}
|
||||
body {
|
||||
background-color: #333;
|
||||
}
|
||||
|
||||
p {
|
||||
padding: 3px 0;
|
||||
}
|
||||
p {
|
||||
padding: 3px 0;
|
||||
}
|
||||
|
||||
#wrapper {
|
||||
max-height: 100%;
|
||||
min-height: 100%;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
display: flex;
|
||||
}
|
||||
#wrapper {
|
||||
max-height: 100%;
|
||||
min-height: 100%;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
display: flex;
|
||||
}
|
||||
|
||||
#main {
|
||||
height: 100%;
|
||||
flex-grow: 1;
|
||||
position: relative;
|
||||
}
|
||||
#main {
|
||||
height: 100%;
|
||||
flex-grow: 1;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
#name {
|
||||
position: absolute;
|
||||
top: 10px;
|
||||
left: 10px;
|
||||
color: white;
|
||||
}
|
||||
#name {
|
||||
position: absolute;
|
||||
top: 10px;
|
||||
left: 10px;
|
||||
color: white;
|
||||
}
|
||||
|
||||
#meta {
|
||||
padding: 10px 2%;
|
||||
color: white;
|
||||
position: absolute;
|
||||
bottom: 0;
|
||||
width: 96%;
|
||||
}
|
||||
#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;
|
||||
}
|
||||
.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 {
|
||||
color: white;
|
||||
margin: 0 0 20px 0;
|
||||
padding: 10px;
|
||||
background-color: #333;
|
||||
}
|
||||
|
||||
.option:last-child {
|
||||
margin: 0;
|
||||
}
|
||||
.option:last-child {
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.option:hover {
|
||||
background-color: #777;
|
||||
}
|
||||
.option:hover {
|
||||
background-color: #777;
|
||||
}
|
||||
|
||||
.lds-roller {
|
||||
display: none;
|
||||
}
|
||||
.lds-roller {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.loading>.lds-roller {
|
||||
display: inline-block;
|
||||
}
|
||||
.loading>.lds-roller {
|
||||
display: inline-block;
|
||||
}
|
||||
|
||||
.lds-roller {
|
||||
position: absolute;
|
||||
left: 50%;
|
||||
top: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
width: 80px;
|
||||
height: 80px;
|
||||
}
|
||||
.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 {
|
||||
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: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) {
|
||||
animation-delay: -0.036s;
|
||||
}
|
||||
|
||||
.lds-roller div:nth-child(1):after {
|
||||
top: 63px;
|
||||
left: 63px;
|
||||
}
|
||||
.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) {
|
||||
animation-delay: -0.072s;
|
||||
}
|
||||
|
||||
.lds-roller div:nth-child(2):after {
|
||||
top: 68px;
|
||||
left: 56px;
|
||||
}
|
||||
.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) {
|
||||
animation-delay: -0.108s;
|
||||
}
|
||||
|
||||
.lds-roller div:nth-child(3):after {
|
||||
top: 71px;
|
||||
left: 48px;
|
||||
}
|
||||
.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) {
|
||||
animation-delay: -0.144s;
|
||||
}
|
||||
|
||||
.lds-roller div:nth-child(4):after {
|
||||
top: 72px;
|
||||
left: 40px;
|
||||
}
|
||||
.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) {
|
||||
animation-delay: -0.18s;
|
||||
}
|
||||
|
||||
.lds-roller div:nth-child(5):after {
|
||||
top: 71px;
|
||||
left: 32px;
|
||||
}
|
||||
.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) {
|
||||
animation-delay: -0.216s;
|
||||
}
|
||||
|
||||
.lds-roller div:nth-child(6):after {
|
||||
top: 68px;
|
||||
left: 24px;
|
||||
}
|
||||
.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) {
|
||||
animation-delay: -0.252s;
|
||||
}
|
||||
|
||||
.lds-roller div:nth-child(7):after {
|
||||
top: 63px;
|
||||
left: 17px;
|
||||
}
|
||||
.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) {
|
||||
animation-delay: -0.288s;
|
||||
}
|
||||
|
||||
.lds-roller div:nth-child(8):after {
|
||||
top: 56px;
|
||||
left: 12px;
|
||||
}
|
||||
.lds-roller div:nth-child(8):after {
|
||||
top: 56px;
|
||||
left: 12px;
|
||||
}
|
||||
|
||||
@keyframes lds-roller {
|
||||
0% {
|
||||
transform: rotate(0deg);
|
||||
}
|
||||
100% {
|
||||
transform: rotate(360deg);
|
||||
}
|
||||
@keyframes lds-roller {
|
||||
0% {
|
||||
transform: rotate(0deg);
|
||||
}
|
||||
100% {
|
||||
transform: rotate(360deg);
|
||||
}
|
||||
}
|
||||
|
||||
#speed {
|
||||
width: 100px;
|
||||
}
|
||||
#speed {
|
||||
width: 100px;
|
||||
}
|
||||
|
||||
#canvas {
|
||||
position: relative;
|
||||
background-color: black;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
#c {
|
||||
position: relative;
|
||||
background-color: black;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.button {
|
||||
position: absolute;
|
||||
top: 10px;
|
||||
right: 10px;
|
||||
width: 0;
|
||||
height: 0;
|
||||
}
|
||||
.button {
|
||||
position: absolute;
|
||||
top: 10px;
|
||||
right: 10px;
|
||||
width: 40px;
|
||||
height: 40px;
|
||||
}
|
||||
|
||||
.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:before,
|
||||
.button:after {
|
||||
content: "";
|
||||
position: absolute;
|
||||
background-color: grey;
|
||||
}
|
||||
|
||||
.button:hover::before {
|
||||
color: #ff7f00;
|
||||
}
|
||||
/* ----------------------------------------------
|
||||
.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;
|
||||
}
|
||||
|
||||
|
||||
/* ----------------------------------------------
|
||||
* 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%);
|
||||
}
|
||||
100% {
|
||||
-webkit-transform: translate(-50%, -150%);
|
||||
transform: translate(-50%, -150%);
|
||||
}
|
||||
@-webkit-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%);
|
||||
}
|
||||
@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 */
|
||||
}
|
||||
.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-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::-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;
|
||||
}
|
||||
.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-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 {
|
||||
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)
|
||||
}
|
||||
::-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)
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
#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);
|
||||
}
|
|
@ -2,17 +2,29 @@
|
|||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#define PI 3.141592
|
||||
uniform vec3 u_planets[$PLANETS];
|
||||
uniform vec3 u_planet_colours[$PLANETS * 2];
|
||||
|
||||
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() {
|
||||
gl_FragColor = vec4(v_color, (1.0 - pow(1.0 - v_intensity, 1.23)) * 0.7);
|
||||
vec3 color = vec3(0.2);
|
||||
|
||||
if (u_vor) {
|
||||
float dis = 1000000.0;
|
||||
|
||||
for(int i = 0; i < $PLANETS; i++) {
|
||||
float d = distance(v_pos, u_planets[i].xy);
|
||||
if (d < dis) {
|
||||
dis = d;
|
||||
color = u_planet_colours[2 * i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(color, 0.2);
|
||||
}
|
||||
|
|
|
@ -1,33 +0,0 @@
|
|||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
attribute vec2 a_position;
|
||||
attribute vec2 a_texCoord;
|
||||
|
||||
uniform float u_time;
|
||||
|
||||
uniform vec4 u_viewbox; // [x, y, width, height]
|
||||
uniform vec2 u_resolution;
|
||||
uniform mat3 u_trans;
|
||||
|
||||
varying vec2 v_pos;
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
void main() {
|
||||
vec3 pos = vec3(a_position, 1.0);
|
||||
|
||||
pos = u_trans * pos;
|
||||
|
||||
vec2 uv = pos.xy;
|
||||
|
||||
// Viewbox's center is top left, a_position's is in the center to the screen
|
||||
// So translate and scale the viewbox**
|
||||
uv -= u_viewbox.xy + (u_viewbox.zw * 0.5);
|
||||
uv /= u_viewbox.zw * 0.5;
|
||||
|
||||
v_pos = (uv.xy + 1.0) * 0.5;
|
||||
|
||||
gl_Position = vec4(uv.xy, 0.0, 1.0);
|
||||
v_texCoord = a_texCoord;
|
||||
}
|
|
@ -3,7 +3,6 @@ precision mediump float;
|
|||
#endif
|
||||
|
||||
attribute vec2 a_position;
|
||||
attribute vec2 a_texCoord;
|
||||
|
||||
uniform float u_time;
|
||||
|
||||
|
@ -13,7 +12,6 @@ uniform mat3 u_trans;
|
|||
uniform mat3 u_trans_next;
|
||||
|
||||
varying vec2 v_pos;
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
void main() {
|
||||
vec3 pos = vec3(a_position, 1.0);
|
||||
|
@ -32,5 +30,4 @@ void main() {
|
|||
v_pos = (uv.xy + 1.0) * 0.5;
|
||||
|
||||
gl_Position = vec4(uv.xy, 0.0, 1.0);
|
||||
v_texCoord = a_texCoord;
|
||||
}
|
||||
|
|
|
@ -3,41 +3,24 @@ precision mediump float;
|
|||
#endif
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_center;
|
||||
attribute float a_own;
|
||||
attribute float a_intensity;
|
||||
|
||||
uniform vec3 u_planet_colours[$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);
|
||||
|
||||
int own = int(a_own);
|
||||
|
||||
vec2 uv = a_pos;
|
||||
vec2 uv = (a_pos.xy + 1.0) * 0.5;
|
||||
uv = 1.0 - uv;
|
||||
// uv *= -1.0;
|
||||
|
||||
// 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;
|
||||
uv *= u_viewbox.zw;
|
||||
uv -= u_viewbox.xy + u_viewbox.zw;
|
||||
|
||||
v_pos = uv.xy;
|
||||
|
||||
// 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);
|
||||
gl_Position = vec4(a_pos, 0.0, 1.0);
|
||||
}
|
||||
|
|
496
frontend/www/voronoi.ts
Normal file
496
frontend/www/voronoi.ts
Normal file
|
@ -0,0 +1,496 @@
|
|||
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())));
|
||||
}
|
72
frontend/www/webgl/instance.ts
Normal file
72
frontend/www/webgl/instance.ts
Normal file
|
@ -0,0 +1,72 @@
|
|||
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]);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5,32 +5,19 @@ import { VertexArray } from './vertexBufferLayout';
|
|||
import { Texture } from './texture';
|
||||
import { Dictionary } from './util';
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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 {
|
||||
class RenderShit implements Renderable {
|
||||
ibo: IndexBuffer;
|
||||
va: VertexArray;
|
||||
shader: Shader;
|
||||
textures: Texture[];
|
||||
uniforms: Dictionary<Uniform>;
|
||||
|
||||
enabled: boolean;
|
||||
|
||||
constructor(
|
||||
ibo: IndexBuffer,
|
||||
va: VertexArray,
|
||||
|
@ -38,6 +25,7 @@ export class DefaultRenderable implements Renderable {
|
|||
textures: Texture[],
|
||||
uniforms: Dictionary<Uniform>,
|
||||
) {
|
||||
this.enabled = true;
|
||||
this.ibo = ibo;
|
||||
this.va = va;
|
||||
this.shader = shader;
|
||||
|
@ -45,19 +33,10 @@ export class DefaultRenderable 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;
|
||||
|
@ -94,50 +73,45 @@ export class DefaultRenderable implements Renderable {
|
|||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export class Renderer {
|
||||
renderables: { [id: number] : [Renderable, boolean][]; };
|
||||
renderable_layers: number[];
|
||||
renderables: RenderShit[];
|
||||
|
||||
constructor() {
|
||||
this.renderables = {};
|
||||
this.renderable_layers = [];
|
||||
this.renderables = [];
|
||||
}
|
||||
|
||||
updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void, layer=0, ) {
|
||||
f(this.renderables[layer][i][0].getUniforms());
|
||||
updateUniform(i: number, f: (uniforms: Dictionary<Uniform>) => void) {
|
||||
f(this.renderables[i].uniforms);
|
||||
}
|
||||
|
||||
disableRenderable(i: number, layer=0) {
|
||||
this.renderables[layer][i][1] = false;
|
||||
disableRenderShift(i: number) {
|
||||
this.renderables[i].enabled = false;
|
||||
}
|
||||
|
||||
enableRenderable(i: number, layer=0) {
|
||||
this.renderables[layer][i][1] = true;
|
||||
enableRendershit(i: number) {
|
||||
this.renderables[i].enabled = true;
|
||||
}
|
||||
|
||||
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] = [];
|
||||
}
|
||||
// addRenderable(item: Renderable) {
|
||||
// this.renderables.push(item);
|
||||
// }
|
||||
|
||||
this.renderables[layer].push([item, true]);
|
||||
return this.renderables[layer].length - 1;
|
||||
}
|
||||
addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[]): number {
|
||||
|
||||
addToDraw(indexBuffer: IndexBuffer, vertexArray: VertexArray, shader: Shader, uniforms?: Dictionary<Uniform>, texture?: Texture[], layer=0): number {
|
||||
return this.addRenderable(
|
||||
new DefaultRenderable(
|
||||
this.renderables.push(
|
||||
new RenderShit(
|
||||
indexBuffer,
|
||||
vertexArray,
|
||||
shader,
|
||||
texture || [],
|
||||
uniforms || {},
|
||||
), layer
|
||||
)
|
||||
);
|
||||
|
||||
return this.renderables.length - 1;
|
||||
}
|
||||
|
||||
render(gl: WebGLRenderingContext, frameBuffer?: WebGLFramebuffer, width?: number, height?: number) {
|
||||
|
@ -147,11 +121,9 @@ export class Renderer {
|
|||
|
||||
const maxTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
|
||||
|
||||
for (let layer of this.renderable_layers) {
|
||||
for (let [r, e] of this.renderables[layer]) {
|
||||
if (!e) continue;
|
||||
r.render(gl);
|
||||
}
|
||||
for (let r of this.renderables) {
|
||||
r.render(gl);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -36,11 +36,7 @@ export class FPSCounter {
|
|||
last: number;
|
||||
count: number;
|
||||
_delta: number;
|
||||
_prev: number;
|
||||
|
||||
_frame_start: number;
|
||||
_total_frametime: number;
|
||||
|
||||
_prev: number
|
||||
constructor() {
|
||||
this.last = 0;
|
||||
this.count = 0;
|
||||
|
@ -49,23 +45,17 @@ 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, ${(this._total_frametime / this.count).toFixed(2)}ms avg per frame`);
|
||||
console.log(this.count + " fps");
|
||||
this.count = 0;
|
||||
this._total_frametime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
frame_end() {
|
||||
this._total_frametime += (performance.now() - this._frame_start);
|
||||
}
|
||||
|
||||
delta(now: number): number {
|
||||
return this._delta;
|
||||
}
|
|
@ -1,4 +1,4 @@
|
|||
import { VertexBuffer } from './buffer';
|
||||
import { Buffer, 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: VertexBuffer[];
|
||||
buffers: Buffer[];
|
||||
layouts: VertexBufferLayout[];
|
||||
|
||||
constructor() {
|
||||
|
@ -72,10 +72,6 @@ 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);
|
||||
|
@ -113,3 +109,4 @@ export class VertexArray {
|
|||
})
|
||||
}
|
||||
}
|
||||
|
20
frontend/www/webgl/webgl-utils.d.ts
vendored
Normal file
20
frontend/www/webgl/webgl-utils.d.ts
vendored
Normal file
|
@ -0,0 +1,20 @@
|
|||
// 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;
|
1293
frontend/www/webgl/webgl-utils.js
Normal file
1293
frontend/www/webgl/webgl-utils.js
Normal file
File diff suppressed because it is too large
Load diff
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Reference in a new issue