fix visual skips on visualizer pause/unpause
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e6800effbc
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3f3178d15a
1 changed files with 35 additions and 29 deletions
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@ -93,7 +93,7 @@ const ELEMENTS: any = {};
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var CANVAS: any;
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var RESOLUTION: any;
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var GL: any;
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var ms_per_frame: any;
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var ms_per_turn: any;
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const LAYERS = {
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vor: -1, // Background
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@ -121,7 +121,7 @@ export function init() {
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CANVAS = ELEMENTS["canvas"];
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RESOLUTION = [CANVAS.width, CANVAS.height];
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ms_per_frame = parseInt(ELEMENTS["speed"].value);
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ms_per_turn = parseInt(ELEMENTS["speed"].value);
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GL = CANVAS.getContext("webgl", { antialias: true });
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@ -140,7 +140,7 @@ export function init() {
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};
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ELEMENTS["speed"].onchange = function () {
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ms_per_frame = parseInt(ELEMENTS["speed"].value);
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ms_per_turn = parseInt(ELEMENTS["speed"].value);
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};
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}
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@ -173,9 +173,12 @@ export class GameInstance {
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vor_counter = 3;
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use_vor = true;
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playing = true;
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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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prev_time: DOMHighResTimeStamp = 0;
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turn: number = -1;
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// non-discrete part of visualizer time
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fractional_game_time: number = 0.0;
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turn_count = 0;
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@ -232,7 +235,7 @@ export class GameInstance {
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push_state(state: string) {
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this.game.push_state(state);
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if (this.frame == this.turn_count - 1) {
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if (this.turn == this.turn_count - 1) {
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this.playing = true;
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}
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@ -499,10 +502,13 @@ export class GameInstance {
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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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render(timestamp: DOMHighResTimeStamp) {
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const elapsed = timestamp - this.prev_time;
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this.prev_time = timestamp;
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if (COUNTER.delta(time) < 30) {
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COUNTER.frame(timestamp);
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if (COUNTER.delta(timestamp) < 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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@ -522,8 +528,6 @@ export class GameInstance {
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// If not playing, still render with different viewbox, so that panning is still possible
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if (!this.playing) {
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this.last_time = time;
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shaders_to_update.forEach((shader) => {
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shader.uniform(
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GL,
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@ -542,13 +546,15 @@ export class GameInstance {
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return;
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}
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// Check if turn is still correct
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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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if (this.frame == this.turn_count - 1) {
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this.playing = false;
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}
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this.fractional_game_time += elapsed / ms_per_turn;
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this.updateTurn(this.turn + Math.floor(this.fractional_game_time));
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this.fractional_game_time %= 1
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// TODO
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if (this.turn == this.turn_count - 1) {
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this.playing = false;
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this.fractional_game_time = 0;
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}
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// Do GL things
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@ -559,7 +565,7 @@ export class GameInstance {
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this.vor_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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new Uniform1f(this.fractional_game_time)
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);
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this.vor_shader.uniform(
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GL,
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@ -573,7 +579,7 @@ export class GameInstance {
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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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new Uniform1f(this.fractional_game_time)
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);
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shader.uniform(
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GL,
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@ -595,16 +601,16 @@ export class GameInstance {
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}
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updateTurn(turn: number) {
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this.frame = clamp(0, this.turn_count-1, turn);
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this.game.update_turn(this.frame);
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this.turn = clamp(0, this.turn_count-1, turn);
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this.game.update_turn(this.turn);
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this._update_state();
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this.updateTurnCounters();
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}
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updateTurnCounters() {
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ELEMENTS["turnCounter"].innerHTML =
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this.frame + " / " + (this.turn_count - 1);
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ELEMENTS["turnSlider"].value = this.frame + "";
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this.turn + " / " + (this.turn_count - 1);
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ELEMENTS["turnSlider"].value = this.turn + "";
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ELEMENTS["turnSlider"].max = this.turn_count - 1 + "";
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}
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@ -615,10 +621,10 @@ export class GameInstance {
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this.playing = !this.playing;
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break;
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case "ArrowLeft":
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this.updateTurn(this.frame - delta);
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this.updateTurn(this.turn - delta);
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break;
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case "ArrowRight":
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this.updateTurn(this.frame + delta);
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this.updateTurn(this.turn + delta);
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break;
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}
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}
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@ -723,9 +729,9 @@ export function stop() {
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_animating = false;
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}
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function step(time: number) {
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function step(timestamp: DOMHighResTimeStamp) {
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if (game_instance) {
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game_instance.render(time);
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game_instance.render(timestamp);
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}
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if (_animating) {
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