use texture for rendering planets
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parent
e5cb04208f
commit
270476e038
6 changed files with 113 additions and 79 deletions
BIN
web/pw-visualizer/assets/res/earth.png
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web/pw-visualizer/assets/res/earth.png
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After Width: | Height: | Size: 13 KiB |
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@ -10,5 +10,4 @@ uniform sampler2D u_texture;
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void main() {
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gl_FragColor = texture2D(u_texture, v_texCoord);
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// gl_FragColor = vec4(0.7, 0.7, 0.0, 1.0);
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}
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21
web/pw-visualizer/assets/shaders/frag/masked_image.glsl
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21
web/pw-visualizer/assets/shaders/frag/masked_image.glsl
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@ -0,0 +1,21 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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// Passed in from the vertex shader.
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varying vec2 v_texCoord;
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uniform float u_step_interval;
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uniform float u_time;
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uniform vec3 u_color;
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uniform vec3 u_color_next;
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// The texture.
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uniform sampler2D u_texture;
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void main() {
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float alpha = texture2D(u_texture, v_texCoord).a;
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vec3 color = mix(u_color, u_color_next, u_time);
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gl_FragColor = vec4(color, alpha);
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}
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@ -4,9 +4,13 @@ export {default as earthSvg} from "../assets/res/earth.svg";
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export {default as marsSvg} from "../assets/res/mars.svg";
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export {default as venusSvg} from "../assets/res/venus.svg";
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export {default as earthPng} from "../assets/res/earth.png";
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export {default as fontPng} from "../assets/res/font.png";
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export {default as imageFragmentShader} from "../assets/shaders/frag/image.glsl?url";
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export {default as maskedImageFragmentShader} from "../assets/shaders/frag/masked_image.glsl?url";
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export {default as simpleFragmentShader} from "../assets/shaders/frag/simple.glsl?url";
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export {default as vorFragmentShader} from "../assets/shaders/frag/vor.glsl?url";
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@ -22,12 +22,13 @@ import {
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UniformMatrix3fv,
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UniformBool,
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} from "./webgl/shader";
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import { Renderer } from "./webgl/renderer";
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import { DefaultRenderable, 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 { defaultLabelFactory, LabelFactory, Align, Label } from "./webgl/text";
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import { VoronoiBuilder } from "./voronoi/voronoi";
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import * as assets from "./assets";
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import { Texture } from "./webgl/texture";
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function to_bbox(box: number[]): BBox {
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@ -133,6 +134,7 @@ export class GameInstance {
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shader: Shader;
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vor_shader: Shader;
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image_shader: Shader;
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masked_image_shader: Shader;
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text_factory: LabelFactory;
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planet_labels: Label[];
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@ -174,6 +176,7 @@ export class GameInstance {
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this.vor_shader = shaders["vor"].create_shader(GL, {
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PLANETS: "" + planets.length,
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});
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this.masked_image_shader = shaders["masked_image"].create_shader(GL);
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this.text_factory = defaultLabelFactory(GL, this.image_shader);
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this.planet_labels = [];
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@ -234,45 +237,53 @@ export class GameInstance {
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}
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_create_planets(planets: Float32Array, meshes: Mesh[]) {
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const earth = Texture.fromImage(GL, assets.earthPng, 'earth');
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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,
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0,
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0,
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0,
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1,
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0,
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-planets[i * 3],
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-planets[i * 3 + 1],
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1,
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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, // TODO: why are negations needed?
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]);
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const indexBuffer = new IndexBuffer(
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GL,
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meshes[i % meshes.length].cells
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);
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const positionBuffer = new VertexBuffer(
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GL,
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meshes[i % meshes.length].positions
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);
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const gl = GL;
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const ib = 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 vb_pos = 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 vb_tex = new VertexBuffer(gl, [
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0, 0,
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1, 0,
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0, 1,
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1, 1]);
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const layout_pos = new VertexBufferLayout();
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// 2?
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layout_pos.push(gl.FLOAT, 2, 4, "a_position");
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const layout_tex = new VertexBufferLayout();
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layout_tex.push(gl.FLOAT, 2, 4, "a_texCoord");
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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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vao.addBuffer(vb_pos, layout_pos);
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vao.addBuffer(vb_tex, layout_tex);
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const uniforms = {
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u_trans: transform,
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u_trans_next: transform,
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};
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const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [earth], uniforms);
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this.renderer.addRenderable(renderable, LAYERS.planet);
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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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LAYERS.planet
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);
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}
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{
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@ -430,25 +441,30 @@ export class GameInstance {
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this.use_vor = false;
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}
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const shaders_to_update = [
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this.shader,
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this.image_shader,
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this.masked_image_shader,
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];
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// If not playing, still reder with different viewbox, so people can still pan etc.
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if (!this.playing) {
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this.last_time = time;
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this.shader.uniform(
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GL,
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"u_viewbox",
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new Uniform4f(this.resizer.get_viewbox())
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);
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shaders_to_update.forEach((shader) => {
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shader.uniform(
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GL,
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"u_viewbox",
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new Uniform4f(this.resizer.get_viewbox())
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);
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})
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this.vor_shader.uniform(
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GL,
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"u_viewbox",
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new Uniform4f(this.resizer.get_viewbox())
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);
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this.image_shader.uniform(
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GL,
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"u_viewbox",
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new Uniform4f(this.resizer.get_viewbox())
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);
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this.renderer.render(GL);
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return;
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@ -481,39 +497,24 @@ export class GameInstance {
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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(
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GL,
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"u_time",
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new Uniform1f((time - this.last_time) / ms_per_frame)
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);
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this.shader.uniform(
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GL,
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"u_mouse",
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new Uniform2f(this.resizer.get_mouse_pos())
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);
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this.shader.uniform(
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GL,
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"u_viewbox",
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new Uniform4f(this.resizer.get_viewbox())
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);
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this.shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
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this.image_shader.uniform(
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GL,
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"u_time",
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new Uniform1f((time - this.last_time) / ms_per_frame)
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);
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this.image_shader.uniform(
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GL,
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"u_mouse",
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new Uniform2f(this.resizer.get_mouse_pos())
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);
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this.image_shader.uniform(
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GL,
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"u_viewbox",
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new Uniform4f(this.resizer.get_viewbox())
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);
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this.image_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
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shaders_to_update.forEach((shader) => {
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shader.uniform(
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GL,
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"u_time",
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new Uniform1f((time - this.last_time) / ms_per_frame)
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);
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shader.uniform(
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GL,
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"u_mouse",
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new Uniform2f(this.resizer.get_mouse_pos())
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);
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shader.uniform(
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GL,
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"u_viewbox",
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new Uniform4f(this.resizer.get_viewbox())
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);
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shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
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});
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// Render
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this.renderer.render(GL);
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@ -616,6 +617,15 @@ export async function set_instance(source: string): Promise<GameInstance> {
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assets.simpleVertexShader,
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),
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])(),
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(async () =>
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<[string, ShaderFactory]>[
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"masked_image",
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await ShaderFactory.create_factory(
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assets.maskedImageFragmentShader,
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assets.simpleVertexShader,
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),
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])(),
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];
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let shaders_array: [string, ShaderFactory][];
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[meshes, shaders_array] = await Promise.all([
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@ -57,8 +57,8 @@ async function main() {
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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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console.log(Math.max(...mesh.positions), Math.min(...mesh.positions));
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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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