remove obsolete dependencies

This commit is contained in:
Ilion Beyst 2022-07-19 21:22:51 +02:00
parent 338dc6ac63
commit d6acb6e071
3 changed files with 2 additions and 159 deletions

View file

@ -17,11 +17,7 @@
"vite-plugin-wasm-pack": "^0.1.9"
},
"dependencies": {
"buffer": "^6.0.3",
"extract-svg-path": "^2.1.0",
"load-svg": "^1.0.0",
"svg-mesh-3d": "^1.1.0",
"ts-heap": "^1.1.3"
"buffer": "^6.0.3"
},
"peerDependencies": {
"planetwars-rs": "file:../planetwars-rs/pkg"

View file

@ -1,129 +0,0 @@
import { Uniform4f, Uniform1f, Uniform2f, ShaderFactory, UniformMatrix3fv, Uniform3f } from './shader';
import { resizeCanvasToDisplaySize, FPSCounter, onload2promise, Resizer, url_to_mesh } from "./util";
import { VertexBuffer, IndexBuffer } from './buffer';
import { VertexArray, VertexBufferLayout } from './vertexBufferLayout';
import { Renderer } from './renderer';
import { Texture } from './texture';
import * as assets from "../assets";
// const URL = window.location.origin+window.location.pathname;
// const LOCATION = URL.substring(0, URL.lastIndexOf("/") + 1);
async function create_texture_from_svg(gl: WebGLRenderingContext, name: string, path: string, width: number, height: number): Promise<Texture> {
const [mesh, factory] = await Promise.all([
url_to_mesh(path),
ShaderFactory.create_factory(
// assets.simpleFragmentShader,
// assets.simpleVertexShader,
// TODO: previously: this was the old code, which was not working.
// what is the correct shader here?
"static/shaders/frag/static_color.glsl", "static/shaders/vert/svg.glsl"
)
]);
const program = factory.create_shader(gl);
const renderer = new Renderer();
var positionBuffer = new VertexBuffer(gl, mesh.positions);
var layout = new VertexBufferLayout();
layout.push(gl.FLOAT, 3, 4, "a_position");
const vao = new VertexArray();
vao.addBuffer(positionBuffer, layout);
program.bind(gl);
vao.bind(gl, program);
var indexBuffer = new IndexBuffer(gl, mesh.cells);
indexBuffer.bind(gl);
renderer.addToDraw(indexBuffer, vao, program, {});
return Texture.fromRenderer(gl, name, width, height, renderer);
}
async function main() {
// Get A WebGL context
var canvas = <HTMLCanvasElement>document.getElementById("c");
const resolution = [canvas.width, canvas.height];
const resizer = new Resizer(canvas, [-10, -10, 20, 20], true);
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}
// TODO: do we still need this?
const mesh = await url_to_mesh("static/res/images/earth.svg");
const renderer = new Renderer();
const factory = await ShaderFactory.create_factory(assets.simpleFragmentShader, assets.simpleVertexShader);
const program = factory.create_shader(gl);
var positionBuffer = new VertexBuffer(gl, mesh.positions);
var layout = new VertexBufferLayout();
layout.push(gl.FLOAT, 3, 4, "a_position");
// layout.push(gl.FLOAT, 2, 4, "a_tex");
const vao = new VertexArray();
vao.addBuffer(positionBuffer, layout);
resizeCanvasToDisplaySize(<HTMLCanvasElement>gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Clear the canvas
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
program.bind(gl);
vao.bind(gl, program);
var indexBuffer = new IndexBuffer(gl, mesh.cells);
indexBuffer.bind(gl);
renderer.addToDraw(indexBuffer, vao, program, {});
const counter = new FPSCounter();
const step = function (time: number) {
// console.log(resizer.get_viewbox());
program.uniform(gl, "u_time", new Uniform1f(time * 0.001));
program.uniform(gl, "u_mouse", new Uniform2f(resizer.get_mouse_pos()));
program.uniform(gl, "u_viewbox", new Uniform4f(resizer.get_viewbox()));
program.uniform(gl, "u_resolution", new Uniform2f(resolution));
program.uniform(gl, "u_trans", new UniformMatrix3fv([1, 0, 0, 0, 1, 0, 0, 0, 1]));
program.uniform(gl, "u_color", new Uniform3f(1.0, 0.5, 0.0));
renderer.render(gl);
counter.frame(time);
requestAnimationFrame(step);
}
requestAnimationFrame(step);
}
main();
document.getElementById("loader").classList.remove("loading");
// const loader = document.getElementById("loader");
// setInterval(() => {
// if (loader.classList.contains("loading")) {
// loader.classList.remove("loading")
// } else {
// loader.classList.add("loading");
// }
// }, 2000);

View file

@ -1,6 +1,3 @@
import { parse as parsePath } from 'extract-svg-path';
import svgMesh3d from 'svg-mesh-3d';
export interface Dictionary<T> {
[Key: string]: T;
}
@ -205,25 +202,4 @@ export class Mesh {
this.cells = mesh.cells.flat();
this.positions = mesh.positions.flat();
}
}
export async function url_to_mesh(url: string): Promise<Mesh> {
return new Promise(function(resolve) {
fetch(url)
.then(resp => resp.text())
.then(data => {
// var div = document.createElement('div');
// div.innerHTML = data;
// var svg = div.querySelector('svg');
var svgPath = parsePath(data);
var mesh = svgMesh3d(svgPath, {
delaunay: false,
scale: 10,
});
resolve(new Mesh(mesh));
})
});
}
}