use texture for rendering ships

This commit is contained in:
Ilion Beyst 2022-07-18 21:02:27 +02:00
parent 6e494aca46
commit d092f5d89c
6 changed files with 96 additions and 88 deletions

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@ -53,7 +57,6 @@
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@ -5,6 +5,7 @@ export {default as marsSvg} from "../assets/res/mars.svg";
export {default as venusSvg} from "../assets/res/venus.svg"; export {default as venusSvg} from "../assets/res/venus.svg";
export {default as earthPng} from "../assets/res/earth.png"; export {default as earthPng} from "../assets/res/earth.png";
export {default as shipPng} from "../assets/res/ship.png";
export {default as fontPng} from "../assets/res/font.png"; export {default as fontPng} from "../assets/res/font.png";

View file

@ -1,6 +1,4 @@
import { Game } from "planetwars-rs"; 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 { Dictionary } from './webgl/util';
import type { BBox } from "./voronoi/voronoi-core"; import type { BBox } from "./voronoi/voronoi-core";
@ -8,8 +6,6 @@ import {
Resizer, Resizer,
resizeCanvasToDisplaySize, resizeCanvasToDisplaySize,
FPSCounter, FPSCounter,
url_to_mesh,
Mesh,
} from "./webgl/util"; } from "./webgl/util";
import { import {
Shader, Shader,
@ -40,14 +36,6 @@ function to_bbox(box: number[]): BBox {
}; };
} }
// 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) { export function set_game_name(name: string) {
ELEMENTS["name"].innerHTML = name; ELEMENTS["name"].innerHTML = name;
} }
@ -142,6 +130,7 @@ export class GameInstance {
ship_ibo: IndexBuffer; ship_ibo: IndexBuffer;
ship_vao: VertexArray; ship_vao: VertexArray;
ship_texture: Texture;
// TODO: find a better way // TODO: find a better way
max_num_ships: number; max_num_ships: number;
@ -161,8 +150,9 @@ export class GameInstance {
constructor( constructor(
game: Game, game: Game,
meshes: Mesh[], planets_textures: Texture[],
ship_mesh: Mesh, ship_texture: Texture,
font_texture: Texture,
shaders: Dictionary<ShaderFactory> shaders: Dictionary<ShaderFactory>
) { ) {
this.game = game; this.game = game;
@ -178,10 +168,12 @@ export class GameInstance {
}); });
this.masked_image_shader = shaders["masked_image"].create_shader(GL); this.masked_image_shader = shaders["masked_image"].create_shader(GL);
this.text_factory = defaultLabelFactory(GL, this.image_shader); this.text_factory = defaultLabelFactory(GL, font_texture, this.image_shader);
this.planet_labels = []; this.planet_labels = [];
this.ship_labels = []; this.ship_labels = [];
this.ship_texture = ship_texture
this.resizer = new Resizer(CANVAS, [...game.get_viewbox()], true); this.resizer = new Resizer(CANVAS, [...game.get_viewbox()], true);
this.renderer = new Renderer(); this.renderer = new Renderer();
this.game.update_turn(0); this.game.update_turn(0);
@ -191,15 +183,8 @@ export class GameInstance {
// List of [(x, y, r)] for all planets // List of [(x, y, r)] for all planets
this._create_voronoi(planets); this._create_voronoi(planets);
this._create_planets(planets, meshes); this._create_planets(planets, planets_textures);
// 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; this.max_num_ships = 0;
// Set slider correctly // Set slider correctly
@ -236,9 +221,7 @@ export class GameInstance {
this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor); this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor);
} }
_create_planets(planets: Float32Array, meshes: Mesh[]) { _create_planets(planets: Float32Array, planets_textures: Texture[]) {
const earth = Texture.fromImage(GL, assets.earthPng, 'earth');
for (let i = 0; i < this.planet_count; i++) { for (let i = 0; i < this.planet_count; i++) {
{ {
const transform = new UniformMatrix3fv([ const transform = new UniformMatrix3fv([
@ -280,7 +263,7 @@ export class GameInstance {
u_trans_next: transform, u_trans_next: transform,
}; };
const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [earth], uniforms); const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [planets_textures[0]], uniforms);
this.renderer.addRenderable(renderable, LAYERS.planet); this.renderer.addRenderable(renderable, LAYERS.planet);
@ -361,16 +344,39 @@ export class GameInstance {
const ship_colours = this.game.get_ship_colours(); const ship_colours = this.game.get_ship_colours();
for (let i = this.max_num_ships; i < ship_counts.length; i++) { for (let i = this.max_num_ships; i < ship_counts.length; i++) {
this.renderer.addToDraw( const gl = GL;
this.ship_ibo, const ib = new IndexBuffer(gl, [
this.ship_vao, 0, 1, 2,
this.shader, 1, 2, 3
{}, ]);
[], const ratio = this.ship_texture.getWidth() / this.ship_texture.getHeight();
LAYERS.ship const vb_pos = new VertexBuffer(gl, [
); -ratio, 1,
ratio, 1,
-ratio, -1,
ratio, -1
]);
const vb_tex = new VertexBuffer(gl, [
0, 0,
1, 0,
0, 1,
1, 1,
]);
const layout_pos = new VertexBufferLayout();
layout_pos.push(gl.FLOAT, 2, 4, "a_position");
const layout_tex = new VertexBufferLayout();
layout_tex.push(gl.FLOAT, 2, 4, "a_texCoord");
const vao = new VertexArray();
vao.addBuffer(vb_pos, layout_pos);
vao.addBuffer(vb_tex, layout_tex);
const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [this.ship_texture], {});
this.renderer.addRenderable(renderable, LAYERS.ship);
const label = this.text_factory.build(GL); const label = this.text_factory.build(GL);
this.ship_labels.push(label); this.ship_labels.push(label);
this.renderer.addRenderable(label.getRenderable(), LAYERS.ship_label); this.renderer.addRenderable(label.getRenderable(), LAYERS.ship_label);
} }
@ -579,18 +585,17 @@ export class GameInstance {
} }
var game_instance: GameInstance; var game_instance: GameInstance;
var meshes: Mesh[]; var textures: Texture[];
var shaders: Dictionary<ShaderFactory>; var shaders: Dictionary<ShaderFactory>;
export async function set_instance(source: string): Promise<GameInstance> { export async function set_instance(source: string): Promise<GameInstance> {
// TODO: embed shader programs // TODO: embed shader programs
if (!meshes || !shaders) { if (!textures || !shaders) {
const mesh_promises = [ const texture_promises = [
assets.shipSvg, Texture.fromImage(GL, assets.fontPng, "font"),
assets.earthSvg, Texture.fromImage(GL, assets.shipPng, "ship"),
assets.marsSvg, Texture.fromImage(GL, assets.earthPng, "earth")
assets.venusSvg, ];
].map(url_to_mesh);
const shader_promies = [ const shader_promies = [
(async () => (async () =>
@ -628,8 +633,8 @@ export async function set_instance(source: string): Promise<GameInstance> {
]; ];
let shaders_array: [string, ShaderFactory][]; let shaders_array: [string, ShaderFactory][];
[meshes, shaders_array] = await Promise.all([ [textures, shaders_array] = await Promise.all([
Promise.all(mesh_promises), Promise.all(texture_promises),
Promise.all(shader_promies), Promise.all(shader_promies),
]); ]);
@ -641,8 +646,9 @@ export async function set_instance(source: string): Promise<GameInstance> {
game_instance = new GameInstance( game_instance = new GameInstance(
Game.new(source), Game.new(source),
meshes.slice(1), textures.slice(2),
meshes[0], textures[1],
textures[0],
shaders shaders
); );

View file

@ -33,8 +33,8 @@ export class LabelFactory {
font: FontInfo; font: FontInfo;
shader: Shader; shader: Shader;
constructor(gl: WebGLRenderingContext, loc: string, font: FontInfo, shader: Shader) { constructor(gl: WebGLRenderingContext, fontTexture: Texture, font: FontInfo, shader: Shader) {
this.texture = Texture.fromImage(gl, loc, 'font'); this.texture = fontTexture;
this.font = font; this.font = font;
this.shader = shader; this.shader = shader;
} }
@ -144,7 +144,7 @@ export class Label {
} }
} }
export function defaultLabelFactory(gl: WebGLRenderingContext, shader: Shader): LabelFactory { export function defaultLabelFactory(gl: WebGLRenderingContext, fontTexture: Texture, shader: Shader): LabelFactory {
const fontInfo = { const fontInfo = {
letterHeight: 8, letterHeight: 8,
spaceWidth: 8, spaceWidth: 8,
@ -195,5 +195,5 @@ export function defaultLabelFactory(gl: WebGLRenderingContext, shader: Shader):
}, },
}; };
return new LabelFactory(gl, fontPng, fontInfo, shader); return new LabelFactory(gl, fontTexture, fontInfo, shader);
} }

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@ -11,15 +11,18 @@ export class Texture {
gl: WebGLRenderingContext, gl: WebGLRenderingContext,
path: string, path: string,
name: string, name: string,
): Texture { ): Promise<Texture> {
const out = new Texture(gl, name); return new Promise((resolve, reject) => {
const out = new Texture(gl, name);
const image = new Image(); const image = new Image();
image.onload = out.setImage.bind(out, gl, image); image.onload = () => {
image.onerror = error; out.setImage(gl, image);
image.src = path; resolve(out);
}
return out; image.onerror = reject;
image.src = path;
})
} }
static fromRenderer( static fromRenderer(
@ -99,8 +102,3 @@ export class Texture {
return this.height; return this.height;
} }
} }
function error(e: any) {
console.error("IMAGE LOAD ERROR");
console.error(e);
}