planetwars.dev/web/pw-visualizer/src/index.ts

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import { Game } from "planetwars-rs";
// import { memory } from "planetwars-rs/planetwars_rs_bg";
// const memory = planetwars_bg.memory;
import type { Dictionary } from './webgl/util';
import type { BBox } from "./voronoi/voronoi-core";
import {
Resizer,
resizeCanvasToDisplaySize,
FPSCounter,
url_to_mesh,
Mesh,
} 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";
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import * as assets from "./assets";
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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: any = {};
var CANVAS: any;
var RESOLUTION: any;
var GL: any;
var ms_per_frame: any;
const LAYERS = {
vor: -1, // Background
planet: 1,
planet_label: 2,
ship: 3,
ship_label: 4,
};
const COUNTER = new FPSCounter();
export function init() {
[
"name",
"turnCounter",
"main",
"turnSlider",
"fileselect",
"speed",
"canvas",
].forEach((n) => (ELEMENTS[n] = document.getElementById(n)));
CANVAS = ELEMENTS["canvas"];
RESOLUTION = [CANVAS.width, CANVAS.height];
ms_per_frame = parseInt(ELEMENTS["speed"].value);
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);
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);
};
}
export class GameInstance {
resizer: Resizer;
game: Game;
shader: Shader;
vor_shader: Shader;
image_shader: Shader;
text_factory: LabelFactory;
planet_labels: Label[];
ship_labels: Label[];
ship_ibo: IndexBuffer;
ship_vao: VertexArray;
// TODO: find a better way
max_num_ships: number;
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);
// create_shipes
this.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");
this.ship_vao = new VertexArray();
this.ship_vao.addBuffer(ship_positions, ship_layout);
this.max_num_ships = 0;
// Set slider correctly
this.turn_count = game.turn_count();
ELEMENTS["turnSlider"].max = this.turn_count - 1 + "";
}
push_state(state: string) {
this.game.push_state(state);
if (this.frame == this.turn_count - 1) {
this.playing = true;
}
// Set slider correctly
this.turn_count = this.game.turn_count();
this.updateTurnCounters();
}
_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);
}
}
}
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 = this.max_num_ships; i < ship_counts.length; i++) {
this.renderer.addToDraw(
this.ship_ibo,
this.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);
}
if (ship_counts.length > this.max_num_ships)
this.max_num_ships = ship_counts.length;
// TODO: actually remove obsolete ships
for (let i = 0; i < this.max_num_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);
if (this.frame == this.turn_count - 1) {
this.playing = false;
}
}
// 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;
}
this.updateTurnCounters();
}
updateTurnCounters() {
ELEMENTS["turnCounter"].innerHTML =
this.frame + " / " + (this.turn_count - 1);
ELEMENTS["turnSlider"].value = this.frame + "";
ELEMENTS["turnSlider"].max = this.turn_count - 1 + "";
}
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): Promise<GameInstance> {
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// TODO: embed shader programs
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if (!meshes || !shaders) {
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const mesh_promises = [
assets.shipSvg,
assets.earthSvg,
assets.marsSvg,
assets.venusSvg,
].map(url_to_mesh);
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const shader_promies = [
(async () =>
<[string, ShaderFactory]>[
"normal",
await ShaderFactory.create_factory(
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assets.simpleFragmentShader,
assets.simpleVertexShader,
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),
])(),
(async () =>
<[string, ShaderFactory]>[
"vor",
await ShaderFactory.create_factory(
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assets.vorFragmentShader,
assets.vorVertexShader,
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),
])(),
(async () =>
<[string, ShaderFactory]>[
"image",
await ShaderFactory.create_factory(
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assets.imageFragmentShader,
assets.simpleVertexShader,
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),
])(),
];
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);
start();
return game_instance;
}
var _animating = false;
export function start() {
if (_animating) {
// already running
return;
}
_animating = true;
requestAnimationFrame(step);
}
export function stop() {
_animating = false;
}
function step(time: number) {
if (game_instance) {
game_instance.render(time);
}
if (_animating) {
requestAnimationFrame(step);
}
}