remove obsolete dependencies
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338dc6ac63
commit
d6acb6e071
3 changed files with 2 additions and 159 deletions
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@ -17,11 +17,7 @@
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"vite-plugin-wasm-pack": "^0.1.9"
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},
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"dependencies": {
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"buffer": "^6.0.3",
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"extract-svg-path": "^2.1.0",
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"load-svg": "^1.0.0",
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"svg-mesh-3d": "^1.1.0",
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"ts-heap": "^1.1.3"
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"buffer": "^6.0.3"
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},
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"peerDependencies": {
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"planetwars-rs": "file:../planetwars-rs/pkg"
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@ -1,129 +0,0 @@
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import { Uniform4f, Uniform1f, Uniform2f, ShaderFactory, UniformMatrix3fv, Uniform3f } from './shader';
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import { resizeCanvasToDisplaySize, FPSCounter, onload2promise, Resizer, url_to_mesh } from "./util";
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import { VertexBuffer, IndexBuffer } from './buffer';
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import { VertexArray, VertexBufferLayout } from './vertexBufferLayout';
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import { Renderer } from './renderer';
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import { Texture } from './texture';
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import * as assets from "../assets";
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// const URL = window.location.origin+window.location.pathname;
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// const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1);
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async function create_texture_from_svg(gl: WebGLRenderingContext, name: string, path: string, width: number, height: number): Promise<Texture> {
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const [mesh, factory] = await Promise.all([
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url_to_mesh(path),
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ShaderFactory.create_factory(
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// assets.simpleFragmentShader,
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// assets.simpleVertexShader,
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// TODO: previously: this was the old code, which was not working.
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// what is the correct shader here?
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"static/shaders/frag/static_color.glsl", "static/shaders/vert/svg.glsl"
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)
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]);
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const program = factory.create_shader(gl);
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const renderer = new Renderer();
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var positionBuffer = new VertexBuffer(gl, mesh.positions);
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var 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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program.bind(gl);
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vao.bind(gl, program);
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var indexBuffer = new IndexBuffer(gl, mesh.cells);
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indexBuffer.bind(gl);
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renderer.addToDraw(indexBuffer, vao, program, {});
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return Texture.fromRenderer(gl, name, width, height, renderer);
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}
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async function main() {
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// Get A WebGL context
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var canvas = <HTMLCanvasElement>document.getElementById("c");
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const resolution = [canvas.width, canvas.height];
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const resizer = new Resizer(canvas, [-10, -10, 20, 20], true);
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var gl = canvas.getContext("webgl");
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if (!gl) {
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return;
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}
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// TODO: do we still need this?
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const mesh = await url_to_mesh("static/res/images/earth.svg");
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const renderer = new Renderer();
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const factory = await ShaderFactory.create_factory(assets.simpleFragmentShader, assets.simpleVertexShader);
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const program = factory.create_shader(gl);
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var positionBuffer = new VertexBuffer(gl, mesh.positions);
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var layout = new VertexBufferLayout();
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layout.push(gl.FLOAT, 3, 4, "a_position");
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// layout.push(gl.FLOAT, 2, 4, "a_tex");
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const vao = new VertexArray();
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vao.addBuffer(positionBuffer, layout);
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resizeCanvasToDisplaySize(<HTMLCanvasElement>gl.canvas);
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// Tell WebGL how to convert from clip space to pixels
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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// Clear the 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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program.bind(gl);
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vao.bind(gl, program);
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var indexBuffer = new IndexBuffer(gl, mesh.cells);
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indexBuffer.bind(gl);
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renderer.addToDraw(indexBuffer, vao, program, {});
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const counter = new FPSCounter();
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const step = function (time: number) {
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// console.log(resizer.get_viewbox());
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program.uniform(gl, "u_time", new Uniform1f(time * 0.001));
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program.uniform(gl, "u_mouse", new Uniform2f(resizer.get_mouse_pos()));
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program.uniform(gl, "u_viewbox", new Uniform4f(resizer.get_viewbox()));
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program.uniform(gl, "u_resolution", new Uniform2f(resolution));
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program.uniform(gl, "u_trans", new UniformMatrix3fv([1, 0, 0, 0, 1, 0, 0, 0, 1]));
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program.uniform(gl, "u_color", new Uniform3f(1.0, 0.5, 0.0));
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renderer.render(gl);
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counter.frame(time);
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requestAnimationFrame(step);
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}
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requestAnimationFrame(step);
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}
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main();
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document.getElementById("loader").classList.remove("loading");
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// const loader = document.getElementById("loader");
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// setInterval(() => {
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// if (loader.classList.contains("loading")) {
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// loader.classList.remove("loading")
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// } else {
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// loader.classList.add("loading");
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// }
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// }, 2000);
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@ -1,6 +1,3 @@
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import { parse as parsePath } from 'extract-svg-path';
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import svgMesh3d from 'svg-mesh-3d';
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export interface Dictionary<T> {
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[Key: string]: T;
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}
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@ -205,25 +202,4 @@ export class Mesh {
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this.cells = mesh.cells.flat();
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this.positions = mesh.positions.flat();
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}
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}
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export async function url_to_mesh(url: string): Promise<Mesh> {
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return new Promise(function(resolve) {
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fetch(url)
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.then(resp => resp.text())
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.then(data => {
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// var div = document.createElement('div');
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// div.innerHTML = data;
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// var svg = div.querySelector('svg');
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var svgPath = parsePath(data);
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var mesh = svgMesh3d(svgPath, {
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delaunay: false,
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scale: 10,
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});
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resolve(new Mesh(mesh));
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})
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});
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}
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}
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