998cb3d535
* make all fleets fly forward * make things beautiful
438 lines
14 KiB
TypeScript
438 lines
14 KiB
TypeScript
import { Game } from "planetwars";
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import { memory } from "planetwars/planetwars_bg";
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import { Resizer, resizeCanvasToDisplaySize, FPSCounter, url_to_mesh, Mesh } from "./webgl/util";
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import { Shader, Uniform4f, Uniform2fv, Uniform3fv, Uniform1i, Uniform1f, Uniform2f, ShaderFactory, Uniform3f, UniformMatrix3fv, UniformBool } from './webgl/shader';
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import { Renderer } from "./webgl/renderer";
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import { VertexBuffer, IndexBuffer } from "./webgl/buffer";
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import { VertexBufferLayout, VertexArray } from "./webgl/vertexBufferLayout";
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import { Texture } from "./webgl/texture";
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import { callbackify } from "util";
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import { defaultLabelFactory, LabelFactory, Align, Label } from "./webgl/text";
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function f32v(ptr: number, size: number): Float32Array {
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return new Float32Array(memory.buffer, ptr, size);
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}
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function i32v(ptr: number, size: number): Int32Array {
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return new Int32Array(memory.buffer, ptr, size);
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}
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export function set_game_name(name: string) {
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GAMENAME.innerHTML = name;
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}
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const GAMENAME = document.getElementById("name");
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const TURNCOUNTER = document.getElementById("turnCounter");
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const COUNTER = new FPSCounter();
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const LOADER = document.getElementById("main");
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const SLIDER = <HTMLInputElement>document.getElementById("turnSlider");
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const FILESELECTOR = <HTMLInputElement>document.getElementById("fileselect");
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const SPEED = <HTMLInputElement>document.getElementById("speed");
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export function set_loading(loading: boolean) {
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if (loading) {
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if (!LOADER.classList.contains("loading")) {
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LOADER.classList.add("loading");
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}
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} else {
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LOADER.classList.remove("loading");
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}
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}
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const URL = window.location.origin + window.location.pathname;
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export const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1);
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const CANVAS = <HTMLCanvasElement>document.getElementById("c");
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const RESOLUTION = [CANVAS.width, CANVAS.height];
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const GL = CANVAS.getContext("webgl");
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var ms_per_frame = parseInt(SPEED.value);
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resizeCanvasToDisplaySize(CANVAS);
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GL.clearColor(0, 0, 0, 0);
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GL.clear(GL.COLOR_BUFFER_BIT);
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GL.enable(GL.BLEND);
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GL.blendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);
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var SHADERFACOTRY: ShaderFactory;
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ShaderFactory.create_factory(
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LOCATION + "static/shaders/frag/simple.glsl", LOCATION + "static/shaders/vert/simple.glsl"
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).then((e) => SHADERFACOTRY = e);
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var VOR_SHADER_FACTORY: ShaderFactory;
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ShaderFactory.create_factory(
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LOCATION + "static/shaders/frag/vor.glsl", LOCATION + "static/shaders/vert/vor.glsl"
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).then((e) => VOR_SHADER_FACTORY = e);
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var IMAGE_SHADER_FACTORY: ShaderFactory;
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ShaderFactory.create_factory(
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LOCATION + "static/shaders/frag/image.glsl", LOCATION + "static/shaders/vert/simple.glsl"
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).then((e) => IMAGE_SHADER_FACTORY = e);
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class GameInstance {
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resizer: Resizer;
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game: Game;
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shader: Shader;
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vor_shader: Shader;
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image_shader: Shader;
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text_factory: LabelFactory;
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planet_labels: Label[];
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ship_labels: Label[];
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renderer: Renderer;
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planet_count: number;
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vor_counter = 3;
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use_vor = true;
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playing = true; // 0 is paused, 1 is playing but not rerendered, 2 is playing and rerendered
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time_stopped_delta = 0;
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last_time = 0;
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frame = -1;
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ship_indices: number[];
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turn_count = 0;
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constructor(game: Game, meshes: Mesh[], ship_mesh: Mesh) {
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this.game = game;
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this.planet_count = this.game.get_planet_count();
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this.shader = SHADERFACOTRY.create_shader(GL, { "MAX_CIRCLES": '' + this.planet_count });
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this.image_shader = IMAGE_SHADER_FACTORY.create_shader(GL);
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this.vor_shader = VOR_SHADER_FACTORY.create_shader(GL, { "PLANETS": '' + this.planet_count });
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this.text_factory = defaultLabelFactory(GL, this.image_shader);
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this.planet_labels = [];
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this.ship_labels = [];
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this.resizer = new Resizer(CANVAS, [...f32v(game.get_viewbox(), 4)], true);
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this.renderer = new Renderer();
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this.game.update_turn(0);
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const indexBuffer = new IndexBuffer(GL, [
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0, 1, 2,
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1, 2, 3,
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]);
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const positionBuffer = new VertexBuffer(GL, [
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-1, -1,
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-1, 1,
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1, -1,
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1, 1,
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]);
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const layout = new VertexBufferLayout();
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layout.push(GL.FLOAT, 2, 4, "a_pos");
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const vao = new VertexArray();
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vao.addBuffer(positionBuffer, layout);
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this.renderer.addToDraw(indexBuffer, vao, this.vor_shader);
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// Setup key handling
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document.addEventListener('keydown', this.handleKey.bind(this));
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const planets = f32v(game.get_planets(), this.planet_count * 3);
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for (let i = 0; i < this.planet_count; i++) {
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{
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const transform = new UniformMatrix3fv([
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1, 0, 0,
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0, 1, 0,
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-planets[i * 3], -planets[i * 3 + 1], 1,
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]);
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const indexBuffer = new IndexBuffer(GL, meshes[i % meshes.length].cells);
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const positionBuffer = new VertexBuffer(GL, meshes[i % meshes.length].positions);
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const layout = new VertexBufferLayout();
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layout.push(GL.FLOAT, 3, 4, "a_position");
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const vao = new VertexArray();
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vao.addBuffer(positionBuffer, layout);
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this.renderer.addToDraw(
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indexBuffer,
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vao,
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this.shader,
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{
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"u_trans": transform,
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"u_trans_next": transform,
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}
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);
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}
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{
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const transform = new UniformMatrix3fv([
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1., 0, 0,
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0, 1., 0,
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-planets[i * 3], -planets[i * 3 + 1] -1.2, 1.,
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]);
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const label = this.text_factory.build(GL, transform);
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this.renderer.addRenderable(label);
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this.planet_labels.push(label);
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}
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}
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this.turn_count = game.turn_count();
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this.ship_indices = [];
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const ship_ibo = new IndexBuffer(GL, ship_mesh.cells);
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const ship_positions = new VertexBuffer(GL, ship_mesh.positions);
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const ship_layout = new VertexBufferLayout();
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ship_layout.push(GL.FLOAT, 3, 4, "a_position");
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const ship_vao = new VertexArray();
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ship_vao.addBuffer(ship_positions, ship_layout);
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for (let i = 0; i < this.game.get_max_ships(); i++) {
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this.ship_indices.push(
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this.renderer.addToDraw(
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ship_ibo,
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ship_vao,
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this.shader,
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{}
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)
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);
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const label = this.text_factory.build(GL);
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this.ship_labels.push(label);
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this.renderer.addRenderable(label)
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}
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this.vor_shader.uniform(GL, "u_planets", new Uniform3fv(planets));
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// Set slider correctly
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SLIDER.max = this.turn_count - 1 + '';
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}
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on_resize() {
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this.resizer = new Resizer(CANVAS, [...f32v(this.game.get_viewbox(), 4)], true);
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}
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_update_state() {
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const colours = f32v(this.game.get_planet_colors(), this.planet_count * 6);
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const planet_ships = i32v(this.game.get_planet_ships(), this.planet_count);
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this.vor_shader.uniform(GL, "u_planet_colours", new Uniform3fv(colours));
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for (let i = 0; i < this.planet_count; i++) {
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const u = new Uniform3f(colours[i * 6], colours[i * 6 + 1], colours[i * 6 + 2]);
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this.renderer.updateUniform(2 * i + 1, (us) => us["u_color"] = u);
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const u2 = new Uniform3f(colours[i * 6 + 3], colours[i * 6 + 4], colours[i * 6 + 5]);
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this.renderer.updateUniform(2 * i + 1, (us) => us["u_color_next"] = u2);
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this.planet_labels[i].setText(GL, "*"+planet_ships[i], Align.Middle, Align.Begin);
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}
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const ship_count = this.game.get_ship_count();
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const ships = f32v(this.game.get_ship_locations(), ship_count * 9 * 2);
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const labels = f32v(this.game.get_ship_label_locations(), ship_count * 9 * 2);
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const ship_counts = i32v(this.game.get_ship_counts(), ship_count);
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const ship_colours = f32v(this.game.get_ship_colours(), ship_count * 3);
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for (let i = 0; i < this.game.get_max_ships(); i++) {
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const index = this.ship_indices[i];
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if (i < ship_count) {
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this.ship_labels[i].setText(GL, ""+ship_counts[i], Align.Middle, Align.Middle);
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this.renderer.enableRendershit(index);
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this.renderer.enableRendershit(index+1);
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const u = new Uniform3f(ship_colours[i * 3], ship_colours[i * 3 + 1], ship_colours[i * 3 + 2]);
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// const t1 = new UniformMatrix3fv(new Float32Array(ships, i * 18, 9));
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// const t2 = new UniformMatrix3fv(new Float32Array(ships, i * 18 + 9, 9));
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const t1 = new UniformMatrix3fv(ships.slice(i * 18, i * 18 + 9));
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const t2 = new UniformMatrix3fv(ships.slice(i * 18 + 9, i * 18 + 18));
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const tl1 = new UniformMatrix3fv(labels.slice(i * 18, i * 18 + 9));
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const tl2 = new UniformMatrix3fv(labels.slice(i * 18 + 9, i * 18 + 18));
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this.renderer.updateUniform(index, (us) => {
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us["u_color"] = u;
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us["u_color_next"] = u;
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us["u_trans"] = t1;
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us["u_trans_next"] = t2;
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});
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this.renderer.updateUniform(index+1, (us) => {
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us["u_trans"] = tl1;
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us["u_trans_next"] = tl2;
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});
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} else {
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this.renderer.disableRenderShift(index);
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this.renderer.disableRenderShift(index+1);
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}
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}
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}
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render(time: number) {
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COUNTER.frame(time);
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if (COUNTER.delta(time) < 30) {
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this.vor_counter = Math.min(3, this.vor_counter + 1);
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} else {
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this.vor_counter = Math.max(-3, this.vor_counter - 1);
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}
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if (this.vor_counter < -2) {
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this.use_vor = false;
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}
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if (!this.playing) {
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this.last_time = time;
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this.shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
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this.vor_shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
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this.image_shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
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this.renderer.render(GL);
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return;
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}
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if (time > this.last_time + ms_per_frame) {
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this.last_time = time;
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this.updateTurn(this.frame + 1);
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}
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GL.bindFramebuffer(GL.FRAMEBUFFER, null);
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GL.viewport(0, 0, GL.canvas.width, GL.canvas.height);
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GL.clear(GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);
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this.vor_shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
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this.vor_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
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this.vor_shader.uniform(GL, "u_vor", new UniformBool(this.use_vor));
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this.shader.uniform(GL, "u_time", new Uniform1f((time - this.last_time) / ms_per_frame));
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this.shader.uniform(GL, "u_mouse", new Uniform2f(this.resizer.get_mouse_pos()));
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this.shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
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this.shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
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this.image_shader.uniform(GL, "u_time", new Uniform1f((time - this.last_time) / ms_per_frame));
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this.image_shader.uniform(GL, "u_mouse", new Uniform2f(this.resizer.get_mouse_pos()));
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this.image_shader.uniform(GL, "u_viewbox", new Uniform4f(this.resizer.get_viewbox()));
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this.image_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
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this.renderer.render(GL);
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}
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updateTurn(turn: number) {
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this.frame = Math.max(0, turn);
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const new_frame = this.game.update_turn(this.frame);
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if (new_frame < this.frame) {
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this.frame = new_frame;
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this.playing = false;
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} else {
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this._update_state();
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this.playing = true;
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}
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TURNCOUNTER.innerHTML = this.frame + " / " + this.turn_count;
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SLIDER.value = this.frame + '';
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}
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handleKey(event: KeyboardEvent) {
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// Space
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if (event.keyCode == 32) {
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if (this.playing) {
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this.playing = false;
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} else {
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this.playing = true;
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}
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}
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// Arrow left
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if (event.keyCode == 37) {
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// This feels more natural than -1 what it should be, I think
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this.updateTurn(this.frame - 2);
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}
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// Arrow right
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if (event.keyCode == 39) {
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this.updateTurn(this.frame + 1);
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}
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// d key
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if (event.keyCode == 68) {
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SPEED.value = ms_per_frame + 10 + '';
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SPEED.onchange(undefined);
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}
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// a key
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if (event.keyCode == 65) {
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SPEED.value = Math.max(ms_per_frame - 10, 0) + '';
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SPEED.onchange(undefined);
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}
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}
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}
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var game_instance: GameInstance;
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var meshes;
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export async function set_instance(source: string) {
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if (!meshes) {
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meshes = await Promise.all(
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["ship.svg", "earth.svg", "mars.svg", "venus.svg"].map(
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(name) => "static/res/assets/" + name
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).map(url_to_mesh)
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);
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}
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resizeCanvasToDisplaySize(CANVAS);
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game_instance = new GameInstance(Game.new(source), meshes.slice(1), meshes[0]);
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set_loading(false);
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}
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window.addEventListener('resize', function () {
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resizeCanvasToDisplaySize(CANVAS);
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if (game_instance) {
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game_instance.on_resize();
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}
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}, { capture: false, passive: true })
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SLIDER.oninput = function () {
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if (game_instance) {
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game_instance.updateTurn(parseInt(SLIDER.value));
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}
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}
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FILESELECTOR.onchange = function () {
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const file = FILESELECTOR.files[0];
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if (!file) { return; }
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var reader = new FileReader();
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reader.onload = function () {
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set_instance(<string>reader.result);
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}
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reader.readAsText(file);
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}
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SPEED.onchange = function () {
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ms_per_frame = parseInt(SPEED.value);
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}
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function step(time: number) {
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if (game_instance) {
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game_instance.render(time);
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}
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requestAnimationFrame(step);
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}
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// set_loading(false);
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requestAnimationFrame(step);
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