Add some more WebGl
This commit is contained in:
parent
c9b924d228
commit
066314ede8
23 changed files with 462 additions and 199 deletions
7
frontend/custom.d.ts
vendored
7
frontend/custom.d.ts
vendored
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@ -1,9 +1,4 @@
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declare module '*.frag' {
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const content: string;
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export default content;
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}
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declare module '*.vert' {
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declare module '*.glsl' {
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const content: string;
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export default content;
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}
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@ -52,7 +52,6 @@
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"uuid": "^8.2.0",
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"webpack": "^4.43.0",
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"webpack-cli": "^3.3.11",
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"webpack-dev-server": "^3.10.3",
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"webpack-glsl-minify": "^1.4.0"
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"webpack-dev-server": "^3.10.3"
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}
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}
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8
frontend/src/scripts/commands/types/before-draw.ts
Normal file
8
frontend/src/scripts/commands/types/before-draw.ts
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@ -0,0 +1,8 @@
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import { Drawer } from '../../drawing/drawer';
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import { Command } from '../command';
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export class BeforeDrawCommand extends Command {
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public constructor(public readonly drawer?: Drawer) {
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super();
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}
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}
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@ -1,4 +1,3 @@
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import { Drawer } from '../../drawing/drawer';
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import { Command } from '../command';
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import { Vec2 } from '../../math/vec2';
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7
frontend/src/scripts/commands/types/zoom.ts
Normal file
7
frontend/src/scripts/commands/types/zoom.ts
Normal file
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@ -0,0 +1,7 @@
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import { Command } from '../command';
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export class ZoomCommand extends Command {
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public constructor(public readonly factor?: number) {
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super();
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}
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}
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@ -1,9 +1,12 @@
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import { Vec2 } from '../math/vec2';
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import { Rectangle } from '../math/rectangle';
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export interface Drawer {
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startFrame();
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finishFrame();
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setCameraPosition(position: Vec2);
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startFrame(): void;
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finishFrame(): void;
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giveUniforms(uniforms: any): void;
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setCameraPosition(position: Vec2): void;
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setInViewArea(size: number): Vec2;
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drawInfoText(text: string);
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drawInfoText(text: string): void;
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isOnScreen(position: Vec2): boolean;
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}
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@ -1,24 +0,0 @@
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import { createShader } from './create-shader';
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export const createProgram = (
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gl: WebGL2RenderingContext,
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vertexShader: string,
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fragmentShader: string
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): WebGLProgram => {
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const program = gl.createProgram();
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gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vertexShader));
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gl.attachShader(
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program,
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createShader(gl, gl.FRAGMENT_SHADER, fragmentShader)
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);
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gl.linkProgram(program);
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const success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (success) {
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return program;
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}
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console.log(gl.getProgramInfoLog(program));
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gl.deleteProgram(program);
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};
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@ -7,10 +7,10 @@ export const createShader = (
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (success) {
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return shader;
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if (!success) {
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throw new Error(gl.getShaderInfoLog(shader));
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}
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console.log(gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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return shader;
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};
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@ -0,0 +1,121 @@
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import passthroughVertexShader from '../../../shaders/passthrough-vs.glsl';
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import { createShader } from './create-shader';
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import { loadUniform } from './load-uniform';
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export class FragmentShaderOnlyProgram {
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program: WebGLProgram;
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shaders: Array<WebGLShader> = [];
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private vao: WebGLVertexArrayObject;
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private uniforms: Array<{
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name: Array<string>;
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location: WebGLUniformLocation;
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type: GLenum;
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}> = [];
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constructor(
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private gl: WebGL2RenderingContext,
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fragmentShaderSource: string
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) {
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this.createProgram(fragmentShaderSource);
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this.prepareScreenQuad('a_position');
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this.queryUniforms();
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}
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public bind() {
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this.gl.useProgram(this.program);
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this.gl.bindVertexArray(this.vao);
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}
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public draw() {
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this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
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}
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public setUniforms(values: any) {
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this.uniforms.forEach(({ name, location, type }) => {
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const value = name.reduce(
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(prev, prop) => (prev !== null && prop in prev ? prev[prop] : null),
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values
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);
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if (value !== null) {
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loadUniform(this.gl, value, type, location);
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}
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});
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}
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private queryUniforms() {
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const uniformCount = this.gl.getProgramParameter(
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this.program,
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WebGL2RenderingContext.ACTIVE_UNIFORMS
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);
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for (let i = 0; i < uniformCount; i++) {
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const glUniform = this.gl.getActiveUniform(this.program, i);
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this.uniforms.push({
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name: glUniform.name.split(/\[|\]\.|\]|\./).filter((p) => p !== ''),
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location: this.gl.getUniformLocation(this.program, glUniform.name),
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type: glUniform.type,
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});
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}
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}
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private createProgram(fragmentShaderSource: string) {
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this.program = this.gl.createProgram();
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const vertexShader = createShader(
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this.gl,
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this.gl.VERTEX_SHADER,
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passthroughVertexShader
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);
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this.gl.attachShader(this.program, vertexShader);
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this.shaders.push(vertexShader);
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const fragmentShader = createShader(
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this.gl,
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this.gl.FRAGMENT_SHADER,
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fragmentShaderSource
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);
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this.gl.attachShader(this.program, fragmentShader);
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this.shaders.push(fragmentShader);
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this.gl.linkProgram(this.program);
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const success = this.gl.getProgramParameter(
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this.program,
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this.gl.LINK_STATUS
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);
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if (!success) {
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throw new Error(this.gl.getProgramInfoLog(this.program));
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}
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}
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private prepareScreenQuad(attributeName: string) {
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const positionAttributeLocation = this.gl.getAttribLocation(
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this.program,
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attributeName
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);
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const positionBuffer = this.gl.createBuffer();
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);
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this.gl.bufferData(
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this.gl.ARRAY_BUFFER,
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new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
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this.gl.STATIC_DRAW
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);
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this.vao = this.gl.createVertexArray();
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this.gl.bindVertexArray(this.vao);
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this.gl.enableVertexAttribArray(positionAttributeLocation);
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this.gl.vertexAttribPointer(
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positionAttributeLocation,
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2,
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this.gl.FLOAT,
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false,
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0,
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0
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);
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}
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}
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@ -0,0 +1,41 @@
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import { Vec2 } from '../../math/vec2';
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import { Mat3 } from '../../math/mat3';
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export const loadUniform = (
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gl: WebGL2RenderingContext,
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value: any,
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type: GLenum,
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location: WebGLUniformLocation
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): any => {
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const converters: Map<
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GLenum,
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(
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gl: WebGL2RenderingContext,
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value: any,
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location: WebGLUniformLocation
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) => void
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> = new Map();
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{
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converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) =>
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gl.uniform1f(l, v)
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);
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converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: Vec2, l) =>
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gl.uniform2fv(l, new Float32Array(v.list))
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);
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converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v: Mat3, l) =>
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gl.uniformMatrix3fv(l, false, new Float32Array(v.transposedFlat))
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);
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converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) =>
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gl.uniform1i(l, v)
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);
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if (!converters.has(type)) {
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throw new Error('Unimplemented webgl type');
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}
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converters.get(type)(gl, value, location);
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}
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};
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export const prepareScreenQuad = (
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gl: WebGL2RenderingContext,
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program: WebGLProgram,
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attributeName: string
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): WebGLVertexArrayObject => {
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const positionAttributeLocation = gl.getAttribLocation(
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program,
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attributeName
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);
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
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gl.STATIC_DRAW
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);
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const vao = gl.createVertexArray();
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gl.bindVertexArray(vao);
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gl.enableVertexAttribArray(positionAttributeLocation);
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gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
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return vao;
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};
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64
frontend/src/scripts/drawing/graphics-library/stopwatch.ts
Normal file
64
frontend/src/scripts/drawing/graphics-library/stopwatch.ts
Normal file
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@ -0,0 +1,64 @@
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import { WebGl2Renderer } from '../webgl2-renderer';
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import { InfoText } from '../../objects/types/info-text';
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// https://www.khronos.org/registry/webgl/extensions/EXT_disjoint_timer_query_webgl2/
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export class WebGlStopwatch {
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private timerExtension: any;
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private timerQuery: WebGLQuery;
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private isReady = true;
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private resultsInNanoSeconds: number;
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constructor(private gl: WebGL2RenderingContext) {
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if (
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this.gl
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.getSupportedExtensions()
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.indexOf('EXT_disjoint_timer_query_webgl2') == -1
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) {
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throw new Error('Unsupported extension');
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}
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this.timerExtension = this.gl.getExtension(
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'EXT_disjoint_timer_query_webgl2'
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);
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}
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public start() {
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if (this.isReady) {
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this.timerQuery = this.gl.createQuery();
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this.gl.beginQuery(this.timerExtension.TIME_ELAPSED_EXT, this.timerQuery);
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}
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}
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public stop() {
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if (this.isReady) {
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this.gl.endQuery(this.timerExtension.TIME_ELAPSED_EXT);
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this.isReady = false;
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}
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const available = this.gl.getQueryParameter(
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this.timerQuery,
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this.gl.QUERY_RESULT_AVAILABLE
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);
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const disjoint = this.gl.getParameter(this.timerExtension.GPU_DISJOINT_EXT);
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if (available && !disjoint) {
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this.resultsInNanoSeconds = this.gl.getQueryParameter(
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this.timerQuery,
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this.gl.QUERY_RESULT
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);
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InfoText.modifyRecord(
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'Draw time',
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`${this.resultsInMilliSeconds.toFixed(2)} ms`
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);
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this.isReady = true;
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}
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}
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public get resultsInMilliSeconds(): number {
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return this.resultsInNanoSeconds / 1000 / 1000;
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}
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}
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import { Drawer } from './drawer';
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import { Vec2 } from '../math/vec2';
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import { createProgram } from './graphics-library/create-program';
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import { prepareScreenQuad } from './graphics-library/prepare-screen-quad';
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import { Mat3 } from '../math/mat3';
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import { FragmentShaderOnlyProgram } from './graphics-library/fragment-shader-only-program';
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import { WebGlStopwatch } from './graphics-library/stopwatch';
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import { Rectangle } from '../math/rectangle';
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export class WebGl2Renderer implements Drawer {
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private gl: WebGL2RenderingContext;
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private program: WebGLProgram;
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private vao: WebGLVertexArrayObject;
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private program: FragmentShaderOnlyProgram;
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private stopwatch: WebGlStopwatch;
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public enableHighDpiRendering = false;
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public renderScale = 0.33;
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public renderScale = 0.5;
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private cameraPosition: Vec2;
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private viewBoxSize: Vec2;
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private viewBox: Rectangle = new Rectangle();
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private nextFrameUniforms: any;
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constructor(
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private canvas: HTMLCanvasElement,
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private overlay: HTMLElement,
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shaderSources: [string, string]
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shaderSources: Array<string>
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) {
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this.gl = this.canvas.getContext('webgl2');
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if (!this.gl) {
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throw new Error('WebGl2 is not supported');
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}
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this.program = createProgram(this.gl, ...shaderSources);
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this.vao = prepareScreenQuad(this.gl, this.program, 'a_position');
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this.program = new FragmentShaderOnlyProgram(this.gl, shaderSources[0]);
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try {
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this.stopwatch = new WebGlStopwatch(this.gl);
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} catch {}
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}
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private handleResize() {
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@ -49,51 +54,56 @@ export class WebGl2Renderer implements Drawer {
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}
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public startFrame() {
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this.stopwatch?.start();
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this.handleResize();
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this.gl.clearColor(0, 0, 0, 0);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
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this.gl.useProgram(this.program);
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this.gl.bindVertexArray(this.vao);
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this.program.bind();
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this.nextFrameUniforms = {};
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}
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finishFrame() {
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public finishFrame() {
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const resolution = new Vec2(this.canvas.width, this.canvas.height);
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const transform = Mat3.translateMatrix(new Vec2(0.5, 0.5))
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.times(Mat3.scaleMatrix(this.viewBoxSize.divide(resolution)))
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.times(Mat3.translateMatrix(this.cameraPosition));
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this.nextFrameUniforms.transform = Mat3.translateMatrix(new Vec2(0.5, 0.5))
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.times(Mat3.scaleMatrix(this.viewBox.size.divide(resolution)))
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.times(Mat3.translateMatrix(this.viewBox.topLeft));
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const viewBoxSizeUniformLocation = this.gl.getUniformLocation(
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this.program,
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'transform'
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);
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this.gl.uniformMatrix3fv(
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viewBoxSizeUniformLocation,
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false,
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new Float32Array(transform.transposedFlat)
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);
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this.program.setUniforms(this.nextFrameUniforms);
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this.program.draw();
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this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
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this.stopwatch?.stop();
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}
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setCameraPosition(position: Vec2) {
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this.cameraPosition = position;
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public setCameraPosition(position: Vec2) {
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this.viewBox.topLeft = position;
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}
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setInViewArea(size: number): Vec2 {
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public giveUniforms(uniforms: any): void {
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this.nextFrameUniforms = { ...this.nextFrameUniforms, ...uniforms };
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}
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public setInViewArea(size: number): Vec2 {
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const canvasAspectRatio =
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this.canvas.clientWidth / this.canvas.clientHeight;
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this.viewBoxSize = new Vec2(
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this.viewBox.size = new Vec2(
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Math.sqrt(size * canvasAspectRatio),
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Math.sqrt(size / canvasAspectRatio)
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);
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return this.viewBoxSize;
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return this.viewBox.size;
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}
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drawInfoText(text: string) {
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public drawInfoText(text: string) {
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if (this.overlay.innerText != text) {
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this.overlay.innerText = text;
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}
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}
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isOnScreen(position: Vec2): boolean {
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return this.viewBox.isInside(position);
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}
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}
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@ -1,4 +1,4 @@
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import { WebGl2Renderer } from './drawing/renderer';
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import { WebGl2Renderer } from './drawing/webgl2-renderer';
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import { KeyboardListener } from './input/keyboard-listener';
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import { MouseListener } from './input/mouse-listener';
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import { TouchListener } from './input/touch-listener';
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|
|
@ -11,16 +11,15 @@ import { Character } from './objects/types/character';
|
|||
import { InfoText } from './objects/types/info-text';
|
||||
import { timeIt } from './helper/timing';
|
||||
|
||||
import { GlslShader, GlslVariable, GlslVariableMap } from 'webpack-glsl-minify';
|
||||
|
||||
let passthroughVertexShader = require('../shaders/passthrough-vs.glsl') as GlslShader;
|
||||
let distanceFragmentShader = require('../shaders/cave-fs.glsl') as GlslShader;
|
||||
import caveFragmentShader from '../shaders/cave-fs.glsl';
|
||||
import { Dungeon } from './objects/types/dungeon';
|
||||
import { BeforeDrawCommand } from './commands/types/before-draw';
|
||||
|
||||
export class Game {
|
||||
private previousTime: DOMHighResTimeStamp = 0;
|
||||
private objects: ObjectContainer = new ObjectContainer();
|
||||
private renderer: WebGl2Renderer;
|
||||
private frameCount = 0;
|
||||
private previousFpsValues: Array<number> = [];
|
||||
|
||||
constructor() {
|
||||
const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
|
||||
|
|
@ -35,12 +34,7 @@ export class Game {
|
|||
[this.objects]
|
||||
);
|
||||
|
||||
console.log(distanceFragmentShader);
|
||||
|
||||
this.renderer = new WebGl2Renderer(canvas, overlay, [
|
||||
passthroughVertexShader.sourceCode,
|
||||
distanceFragmentShader.sourceCode,
|
||||
]);
|
||||
this.renderer = new WebGl2Renderer(canvas, overlay, [caveFragmentShader]);
|
||||
|
||||
this.initializeScene();
|
||||
requestAnimationFrame(this.gameLoop.bind(this));
|
||||
|
|
@ -49,23 +43,37 @@ export class Game {
|
|||
private initializeScene() {
|
||||
this.objects.addObject(new Character(this.objects));
|
||||
this.objects.addObject(new InfoText());
|
||||
this.objects.addObject(new Dungeon());
|
||||
}
|
||||
|
||||
@timeIt()
|
||||
private gameLoop(time: DOMHighResTimeStamp) {
|
||||
const deltaTime = time - this.previousTime;
|
||||
if (this.frameCount++ % 30 == 0) {
|
||||
InfoText.modifyRecord('FPS', (1000 / deltaTime).toFixed(1));
|
||||
}
|
||||
|
||||
this.previousTime = time;
|
||||
this.calculateFps(deltaTime);
|
||||
|
||||
this.objects.sendCommand(new StepCommand(deltaTime));
|
||||
|
||||
this.renderer.startFrame();
|
||||
this.objects.sendCommand(new BeforeDrawCommand(this.renderer));
|
||||
this.objects.sendCommand(new DrawCommand(this.renderer));
|
||||
this.renderer.finishFrame();
|
||||
|
||||
window.requestAnimationFrame(this.gameLoop.bind(this));
|
||||
}
|
||||
|
||||
private calculateFps(deltaTime: number) {
|
||||
this.previousFpsValues.push(1000 / deltaTime);
|
||||
if (this.previousFpsValues.length > 30) {
|
||||
const text = `Min: ${this.previousFpsValues[0].toFixed(
|
||||
2
|
||||
)}\n\tMedian: ${this.previousFpsValues[
|
||||
Math.floor(this.previousFpsValues.length / 2)
|
||||
].toFixed(2)}`;
|
||||
|
||||
InfoText.modifyRecord('FPS', text);
|
||||
|
||||
this.previousFpsValues = [];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
3
frontend/src/scripts/helper/last.ts
Normal file
3
frontend/src/scripts/helper/last.ts
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
export function last<T>(a: Array<T>): T | null {
|
||||
return a.length > 0 ? a[a.length - 1] : null;
|
||||
}
|
||||
|
|
@ -3,6 +3,7 @@ import { PrimaryActionCommand } from '../commands/types/primary-action';
|
|||
import { SecondaryActionCommand } from '../commands/types/secondary-action';
|
||||
import { Vec2 } from '../math/vec2';
|
||||
import { SwipeCommand } from '../commands/types/swipe';
|
||||
import { ZoomCommand } from '../commands/types/zoom';
|
||||
|
||||
export class MouseListener extends CommandGenerator {
|
||||
private previousPosition: Vec2 = null;
|
||||
|
|
@ -45,6 +46,10 @@ export class MouseListener extends CommandGenerator {
|
|||
const position = this.positionFromEvent(event);
|
||||
this.sendCommand(new SecondaryActionCommand(position));
|
||||
});
|
||||
|
||||
target.addEventListener('wheel', (event: MouseWheelEvent) => {
|
||||
this.sendCommand(new ZoomCommand(event.deltaY > 0 ? 1.3 : 1 / 1.3));
|
||||
});
|
||||
}
|
||||
|
||||
private positionFromEvent(event: MouseEvent): Vec2 {
|
||||
|
|
|
|||
|
|
@ -1,7 +0,0 @@
|
|||
import { Vec2 } from './vec2';
|
||||
|
||||
export interface Line {
|
||||
a: Vec2;
|
||||
b: Vec2;
|
||||
normal: Vec2;
|
||||
}
|
||||
21
frontend/src/scripts/math/rectangle.ts
Normal file
21
frontend/src/scripts/math/rectangle.ts
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
import { Typed } from '../transport/serializable';
|
||||
import { Vec2 } from './vec2';
|
||||
|
||||
export class Rectangle extends Typed {
|
||||
public constructor(
|
||||
public topLeft: Vec2 = new Vec2(),
|
||||
public size: Vec2 = new Vec2()
|
||||
) {
|
||||
super();
|
||||
}
|
||||
|
||||
public isInside(position: Vec2): boolean {
|
||||
const translated = position.subtract(this.topLeft);
|
||||
return (
|
||||
0 <= translated.x &&
|
||||
translated.x < this.size.x &&
|
||||
0 <= translated.y &&
|
||||
translated.y < this.size.y
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,6 +1,7 @@
|
|||
import { GameObject } from '../game-object';
|
||||
import { DrawCommand } from '../../commands/types/draw';
|
||||
import { MoveToCommand } from '../../commands/types/move-to';
|
||||
import { ZoomCommand } from '../../commands/types/zoom';
|
||||
import { BeforeDrawCommand } from '../../commands/types/before-draw';
|
||||
|
||||
export class Camera extends GameObject {
|
||||
private inViewArea = 1920 * 1080;
|
||||
|
|
@ -8,11 +9,12 @@ export class Camera extends GameObject {
|
|||
constructor() {
|
||||
super();
|
||||
|
||||
this.addCommandExecutor(DrawCommand, this.draw.bind(this));
|
||||
this.addCommandExecutor(BeforeDrawCommand, this.draw.bind(this));
|
||||
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
|
||||
this.addCommandExecutor(ZoomCommand, this.zoom.bind(this));
|
||||
}
|
||||
|
||||
private draw(c: DrawCommand) {
|
||||
private draw(c: BeforeDrawCommand) {
|
||||
c.drawer.setCameraPosition(this.position);
|
||||
this._boundingBoxSize = c.drawer.setInViewArea(this.inViewArea);
|
||||
}
|
||||
|
|
@ -20,4 +22,8 @@ export class Camera extends GameObject {
|
|||
private moveTo(c: MoveToCommand) {
|
||||
this._position = c.position;
|
||||
}
|
||||
|
||||
private zoom(c: ZoomCommand) {
|
||||
this.inViewArea *= c.factor;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
80
frontend/src/scripts/objects/types/dungeon.ts
Normal file
80
frontend/src/scripts/objects/types/dungeon.ts
Normal file
|
|
@ -0,0 +1,80 @@
|
|||
import { GameObject } from '../game-object';
|
||||
import { DrawCommand } from '../../commands/types/draw';
|
||||
import { Vec2 } from '../../math/vec2';
|
||||
import { last } from '../../helper/last';
|
||||
|
||||
export interface Line {
|
||||
from: Vec2;
|
||||
to: Vec2;
|
||||
normal: Vec2;
|
||||
isLineEnd: boolean;
|
||||
}
|
||||
|
||||
export class Dungeon extends GameObject {
|
||||
private lines: Array<Line> = [];
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
this.addCommandExecutor(DrawCommand, this.draw.bind(this));
|
||||
|
||||
let previousHeight = 0;
|
||||
let previousPoint = {
|
||||
from: new Vec2(),
|
||||
to: new Vec2(-10000, 0),
|
||||
};
|
||||
|
||||
for (let i = 0; i < 5000; i += 50) {
|
||||
const height = previousHeight + (Math.random() - 0.5) * 200;
|
||||
previousHeight = height;
|
||||
const current = {
|
||||
from: previousPoint.to,
|
||||
to: new Vec2(i, height),
|
||||
normal: new Vec2(1.0),
|
||||
isLineEnd: false,
|
||||
};
|
||||
this.lines.push(current);
|
||||
previousPoint = current;
|
||||
}
|
||||
|
||||
last(this.lines).to = last(this.lines).to.add(new Vec2(10000, 0));
|
||||
last(this.lines).isLineEnd = true;
|
||||
|
||||
const delta = new Vec2(200, 400);
|
||||
this.lines = [
|
||||
...this.lines,
|
||||
...this.lines.map(({ from, to, normal, isLineEnd }) => ({
|
||||
normal: normal.scale(-1),
|
||||
from: from.add(delta),
|
||||
to: to.add(delta),
|
||||
isLineEnd,
|
||||
})),
|
||||
];
|
||||
|
||||
this.calculateNormals();
|
||||
}
|
||||
|
||||
private calculateNormals() {
|
||||
this.lines.forEach((l) => {
|
||||
const tangent = l.to.subtract(l.from);
|
||||
l.normal = new Vec2(
|
||||
-l.normal.x * tangent.y,
|
||||
l.normal.x * tangent.x
|
||||
).normalized;
|
||||
});
|
||||
}
|
||||
|
||||
private draw(c: DrawCommand) {
|
||||
const linesToBeDrawn: Array<Line> = [];
|
||||
|
||||
for (let line of this.lines) {
|
||||
if (c.drawer.isOnScreen(line.from) || c.drawer.isOnScreen(line.to)) {
|
||||
linesToBeDrawn.push(line);
|
||||
} else if (line.isLineEnd && last(linesToBeDrawn) != null) {
|
||||
last(linesToBeDrawn).isLineEnd = true;
|
||||
}
|
||||
}
|
||||
|
||||
c.drawer.giveUniforms({ lines: linesToBeDrawn });
|
||||
}
|
||||
}
|
||||
|
|
@ -2,25 +2,25 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
const float smoothing = 10.0;
|
||||
const float inf = 1000000.0;
|
||||
const float pi = 3.141592654;
|
||||
#define SMOOTHING 10.0
|
||||
#define INFINITY 10000.0;
|
||||
#define LINE_COUNT 100
|
||||
|
||||
|
||||
float interpolate(float from, float to, float quotient) {
|
||||
float steppedQ = sin(quotient * pi - pi * 0.5) * 0.5 + 0.5;
|
||||
return from + (to - from) * clamp(steppedQ, 0.0, 1.0);
|
||||
return from + (to - from) * smoothstep(0.0, 1.0, quotient);
|
||||
}
|
||||
|
||||
vec2 rotate90deg(in vec2 vector) {
|
||||
return vec2(-vector.y, vector.x);
|
||||
}
|
||||
|
||||
struct Line {
|
||||
uniform struct Line {
|
||||
vec2 from;
|
||||
vec2 to;
|
||||
vec2 normal;
|
||||
bool isLineEnd;
|
||||
}[16] lines;
|
||||
}[LINE_COUNT] lines;
|
||||
|
||||
float lineDistance(in vec2 position, in Line line, out float h) {
|
||||
vec2 pa = position - line.from, ba = line.to - line.from;
|
||||
|
|
@ -31,85 +31,44 @@ float lineDistance(in vec2 position, in Line line, out float h) {
|
|||
return length(delta) * side;
|
||||
}
|
||||
|
||||
Line endDummyLineFromLine(Line line) {
|
||||
return Line(line.to, line.to + rotate90deg(line.normal), line.normal, false);
|
||||
}
|
||||
|
||||
float getDistance(in vec2 target) {
|
||||
float minDistance = inf;
|
||||
float positiveMinDistance = INFINITY;
|
||||
float negativeMaxDistance = -INFINITY;
|
||||
|
||||
float leftJoinAcuteness = 0.0;
|
||||
vec2 splitterLineNormalStart = vec2(-1.0, 0.0);
|
||||
bool skipDistanceToPrevious = true;
|
||||
for (int i = 0; i < lines.length(); i++) {
|
||||
Line current = lines[i];
|
||||
|
||||
Line next;
|
||||
if (current.isLineEnd || i + 1 == lines.length()) {
|
||||
next = endDummyLineFromLine(current);
|
||||
} else {
|
||||
next = lines[i + 1];
|
||||
}
|
||||
|
||||
vec2 splitterLineNormalEnd = rotate90deg(normalize(current.normal + next.normal));
|
||||
for (int i = 0; i < LINE_COUNT - 1; i++) {
|
||||
vec2 splitterLineNormalEnd = rotate90deg(normalize(lines[i].normal + lines[i + 1].normal));
|
||||
|
||||
float h;
|
||||
float distanceToCurrent = lineDistance(target, current, h);
|
||||
float rightJoinAcuteness = dot(next.to - current.from, next.normal - current.normal);
|
||||
float distanceToCurrent = lineDistance(target, lines[i], h);
|
||||
float rightJoinAcuteness = dot(lines[i + 1].to - lines[i].from, lines[i + 1].normal - lines[i].normal);
|
||||
distanceToCurrent -= interpolate(
|
||||
sign(leftJoinAcuteness) * smoothing,
|
||||
sign(rightJoinAcuteness) * smoothing, h
|
||||
sign(leftJoinAcuteness) * SMOOTHING,
|
||||
sign(rightJoinAcuteness) * SMOOTHING, h
|
||||
);
|
||||
leftJoinAcuteness = rightJoinAcuteness;
|
||||
|
||||
if (
|
||||
!(
|
||||
dot(target - current.from, splitterLineNormalStart * -sign(dot(current.to - current.from, splitterLineNormalStart))) > 0.0
|
||||
|| dot(target - current.to, splitterLineNormalEnd * sign(dot(current.from - current.to, splitterLineNormalEnd))) <= 0.0
|
||||
) && abs(distanceToCurrent) < abs(minDistance)
|
||||
dot(target - lines[i].from, splitterLineNormalStart * -sign(dot(lines[i].to - lines[i].from, splitterLineNormalStart))) > 0.0
|
||||
|| dot(target - lines[i].to, splitterLineNormalEnd * sign(dot(lines[i].from - lines[i].to, splitterLineNormalEnd))) <= 0.0
|
||||
)
|
||||
) {
|
||||
minDistance = distanceToCurrent;
|
||||
float distanceToCurrentSign = sign(distanceToCurrent);
|
||||
positiveMinDistance = min(positiveMinDistance, 1.0 / (0.5 + distanceToCurrentSign / 2.0) * distanceToCurrent);
|
||||
negativeMaxDistance = max(negativeMaxDistance, -1.0 / (0.5 - distanceToCurrentSign / 2.0) * distanceToCurrent);
|
||||
}
|
||||
splitterLineNormalStart = splitterLineNormalEnd;
|
||||
}
|
||||
|
||||
return minDistance;
|
||||
}
|
||||
|
||||
void createWorld() {
|
||||
lines[0] = Line(vec2(0.0, 300.0), vec2(550.0, 140.0), vec2(1.0), false);
|
||||
lines[1] = Line(vec2(550.0, 140.0), vec2(750.0, 130.0), vec2(1.0), false);
|
||||
lines[2] = Line(vec2(750.0, 130.0), vec2(650.0, 230.0), vec2(1.0), false);
|
||||
lines[3] = Line(vec2(650.0, 230.0), vec2(850.0, 230.0), vec2(1.0), false);
|
||||
lines[4] = Line(vec2(850.0, 230.0), vec2(800.0, 150.0), vec2(1.0), false);
|
||||
lines[5] = Line(vec2(800.0, 150.0), vec2(1000.0, 120.0), vec2(1.0), false);
|
||||
lines[6] = Line(vec2(1000.0, 120.0), vec2(1150, 120.0), vec2(1.0), false);
|
||||
lines[7] = Line(vec2(1150, 120.0), vec2(10200, 350.0), vec2(1.0), true);
|
||||
lines[8] = Line(vec2(0.0, 600.0), vec2(550.0, 440.0), vec2(-1.0), false);
|
||||
lines[9] = Line(vec2(550.0, 440.0), vec2(750.0, 430.0), vec2(-1.0), false);
|
||||
lines[10] = Line(vec2(750.0, 430.0), vec2(650.0, 530.0), vec2(-1.0), false);
|
||||
lines[11] = Line(vec2(650.0, 530.0), vec2(850.0, 530.0), vec2(-1.0), false);
|
||||
lines[12] = Line(vec2(850.0, 530.0), vec2(820.0, 450.0), vec2(-1.0), false);
|
||||
lines[13] = Line(vec2(820.0, 450.0), vec2(1000.0, 420.0), vec2(-1.0), false);
|
||||
lines[14] = Line(vec2(1000.0, 420.0), vec2(1150, 420.0), vec2(-1.0), false);
|
||||
lines[15] = Line(vec2(1150, 420.0), vec2(10200, 650.0), vec2(-1.0), true);
|
||||
|
||||
for (int i = 0; i < lines.length(); i++) {
|
||||
vec2 tangent = lines[i].to - lines[i].from;
|
||||
lines[i].normal = normalize(
|
||||
vec2(-lines[i].normal.x * tangent.y, lines[i].normal.x * tangent.x)
|
||||
);
|
||||
}
|
||||
return positiveMinDistance < negativeMaxDistance ? positiveMinDistance : -negativeMaxDistance;
|
||||
}
|
||||
|
||||
uniform mat3 transform;
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main() {
|
||||
createWorld();
|
||||
|
||||
vec3 projectiveXY = vec3(gl_FragCoord.xy, 1.0);
|
||||
vec2 position = (projectiveXY * transform).xy;
|
||||
//fragmentColor = getDistance(position) > 0.0 ? vec4(0.0, 0.0, 0.0, 0.0) : vec4(0.0, 0.0, 0.0, 1.0);
|
||||
vec2 position = (vec3(gl_FragCoord.xy, 1.0) * transform).xy;
|
||||
fragmentColor = vec4(vec3(1.0) * clamp(0.0, 1.0, getDistance(position)), 1.0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -72,16 +72,7 @@ module.exports = {
|
|||
{
|
||||
test: /\.(glsl)$/,
|
||||
use: {
|
||||
loader: 'webpack-glsl-minify',
|
||||
options: {
|
||||
output: 'object',
|
||||
esModule: false,
|
||||
stripVersion: false,
|
||||
preserveDefines: false,
|
||||
preserveUniforms: true,
|
||||
preserveVariables: true,
|
||||
disableMangle: false,
|
||||
},
|
||||
loader: 'raw-loader',
|
||||
},
|
||||
},
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue