diversify planet textures

This commit is contained in:
Ilion Beyst 2022-11-16 14:19:38 +01:00
parent e91b1da5b0
commit e6800effbc
4 changed files with 89 additions and 16 deletions

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@ -0,0 +1,44 @@
[
{
"name": "earth",
"x": 0,
"y": 0,
"w": 256,
"h": 256
},
{
"name": "jupiter",
"x": 256,
"y": 0,
"w": 256,
"h": 256
},
{
"name": "mars",
"x": 0,
"y": 256,
"w": 256,
"h": 256
},
{
"name": "nepture",
"x": 256,
"y": 256,
"w": 256,
"h": 256
},
{
"name": "uranus",
"x": 0,
"y": 512,
"w": 256,
"h": 256
},
{
"name": "venus",
"x": 256,
"y": 512,
"w": 256,
"h": 256
}
]

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@ -1,12 +1,11 @@
export {default as shipSvg} from "../assets/res/ship.svg";
export {default as earthSvg} from "../assets/res/earth.svg";
export {default as marsSvg} from "../assets/res/mars.svg";
export {default as venusSvg} from "../assets/res/venus.svg";
export {default as earthPng} from "../assets/res/earth.png";
export {default as shipPng} from "../assets/res/ship.png";
export {default as planetAtlasPng} from "../assets/res/planet_atlas.png";
export {default as planetAtlasJson} from "../assets/res/planet_atlas.json";
export {default as robotoMsdfPng} from "../assets/res/fonts/roboto.png";
export {default as robotoMsdfJson} from "../assets/res/fonts/roboto.json";

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@ -25,6 +25,7 @@ import { VoronoiBuilder } from "./voronoi/voronoi";
import * as assets from "./assets";
import { loadImage, Texture } from "./webgl/texture";
import { defaultMsdfLabelFactory, MsdfLabelFactory, Label as MsdfLabel, Align } from "./webgl/msdf_text";
import { planetAtlasJson } from "./assets";
function to_bbox(box: number[]): BBox {
@ -69,6 +70,25 @@ function clamp(min: number, max: number, value: number): number {
return value;
}
/*
cyrb53 (c) 2018 bryc (github.com/bryc)
A fast and simple hash function with decent collision resistance.
Largely inspired by MurmurHash2/3, but with a focus on speed/simplicity.
Public domain. Attribution appreciated.
*/
const cyrb53 = function(str, seed = 0) {
let h1 = 0xdeadbeef ^ seed, h2 = 0x41c6ce57 ^ seed;
for (let i = 0, ch; i < str.length; i++) {
ch = str.charCodeAt(i);
h1 = Math.imul(h1 ^ ch, 2654435761);
h2 = Math.imul(h2 ^ ch, 1597334677);
}
h1 = Math.imul(h1 ^ (h1>>>16), 2246822507) ^ Math.imul(h2 ^ (h2>>>13), 3266489909);
h2 = Math.imul(h2 ^ (h2>>>16), 2246822507) ^ Math.imul(h1 ^ (h1>>>13), 3266489909);
return 4294967296 * (2097151 & h2) + (h1>>>0);
};
const ELEMENTS: any = {};
var CANVAS: any;
var RESOLUTION: any;
@ -161,7 +181,7 @@ export class GameInstance {
constructor(
game: Game,
planets_textures: Texture[],
planet_atlas: Texture,
ship_texture: Texture,
robotoMsdfTexture: Texture,
shaders: Dictionary<ShaderFactory>
@ -200,7 +220,7 @@ export class GameInstance {
// List of [(x, y, r)] for all planets
this._create_voronoi(planets);
this._create_planets(planets, planets_textures);
this._create_planets(planets, planet_atlas);
this.max_num_ships = 0;
@ -238,7 +258,7 @@ export class GameInstance {
this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor);
}
_create_planets(planets: Float32Array, planets_textures: Texture[]) {
_create_planets(planets: Float32Array, planet_atlas: Texture) {
for (let i = 0; i < this.planet_count; i++) {
{
const transform = new UniformMatrix3fv([
@ -258,11 +278,21 @@ export class GameInstance {
-1, -1,
1, -1
]);
const textureData = planetAtlasJson[cyrb53(this.planet_names[i]) % planetAtlasJson.length];
// apply half-pixel correction to prevent texture bleeding
// we should address the center of each texel, not the border
// https://gamedev.stackexchange.com/questions/46963/how-to-avoid-texture-bleeding-in-a-texture-atlas
const x0 = (textureData.x + 0.5) / planet_atlas.getWidth();
const x1 = (textureData.x + textureData.w - 0.5) / planet_atlas.getWidth();
const y0 = (textureData.y + 0.5) / planet_atlas.getHeight();
const y1 = (textureData.y + textureData.h - 0.5) / planet_atlas.getHeight();
const vb_tex = new VertexBuffer(gl, [
0, 0,
1, 0,
0, 1,
1, 1]);
x0, y0,
x1, y0,
x0, y1,
x1, y1]);
const layout_pos = new VertexBufferLayout();
// 2?
@ -280,7 +310,7 @@ export class GameInstance {
u_trans_next: transform,
};
const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [planets_textures[0]], uniforms);
const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [planet_atlas], uniforms);
this.renderer.addRenderable(renderable, LAYERS.planet);
@ -603,7 +633,7 @@ export async function set_instance(source: string): Promise<GameInstance> {
if (!texture_images || !shaders) {
const image_promises = [
loadImage(assets.shipPng),
loadImage(assets.earthPng),
loadImage(assets.planetAtlasPng),
loadImage(assets.robotoMsdfPng),
];
@ -661,13 +691,13 @@ export async function set_instance(source: string): Promise<GameInstance> {
resizeCanvasToDisplaySize(CANVAS);
const shipTexture = Texture.fromImage(GL, texture_images[0], "ship");
const earthTexture = Texture.fromImage(GL, texture_images[1], "earth");
const planetTexture = Texture.fromImage(GL, texture_images[1], "planetAtlas");
const robotoMsdfTexture = Texture.fromImage(GL, texture_images[2], "robotoMsdf");
game_instance = new GameInstance(
Game.new(source),
[earthTexture],
planetTexture,
shipTexture,
robotoMsdfTexture,
shaders