Start using the sdf-2d library
This commit is contained in:
parent
99f47e2961
commit
1b7dee4be0
56 changed files with 314 additions and 2119 deletions
24
frontend/custom.d.ts
vendored
24
frontend/custom.d.ts
vendored
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@ -1,24 +0,0 @@
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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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/*
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declare module '*.png' {
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import { ResponsiveImage } from 'src/framework/model/misc';
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const content: ResponsiveImage;
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export default content;
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}
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declare module '*.jpg' {
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import { ResponsiveImage } from 'src/framework/model/misc';
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const content: ResponsiveImage;
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export default content;
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}
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declare module '*.jpeg' {
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import { ResponsiveImage } from 'src/framework/model/misc';
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const content: ResponsiveImage;
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export default content;
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}
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*/
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@ -7,10 +7,10 @@
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"scripts": {
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"start": "webpack-dev-server --mode development",
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"lint": "npx eslint --fix \"src/**/*.ts\" && npx prettier --write \"src/**/*.ts\"",
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"build": "webpack && find dist -type f -not -name '*.html' | xargs rm"
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"build": "webpack --mode production && find dist -type f -not -name '*.html' | xargs rm"
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},
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"keywords": [],
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"author": "András Schmelczer",
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"author": "András Schmelczer <andras@schmelczer.dev> (https://schmelczer.dev/)",
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"postcss": {
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"plugins": {
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"autoprefixer": {}
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@ -22,9 +22,6 @@
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"sideEffects": [
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"*.scss"
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],
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"optimization": {
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"usedExports": true
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},
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"devDependencies": {
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"@types/gl-matrix": "^2.4.5",
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"@types/uuid": "^8.0.0",
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@ -35,6 +32,7 @@
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"css-loader": "^3.5.2",
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"cssnano": "^4.1.10",
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"eslint": "^7.2.0",
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"sdf-2d": "^0.1.0-alpha",
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"eslint-config-prettier": "^6.11.0",
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"eslint-plugin-import": "^2.21.2",
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"eslint-plugin-prettier": "^3.1.4",
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@ -1,13 +1,27 @@
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import { glMatrix, vec2 } from 'gl-matrix';
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import { glMatrix } from 'gl-matrix';
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import { Game } from './scripts/game';
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import { applyArrayPlugins } from './scripts/helper/array';
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import { Random } from './scripts/helper/random';
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import TunnelShape from './scripts/shapes/types/tunnel-shape';
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import './styles/main.scss';
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glMatrix.setMatrixArrayType(Array);
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applyArrayPlugins();
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glMatrix.setMatrixArrayType(
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Array
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); /*
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}
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}
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zeroes.forEach((z) => {
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const blueIndex = z.y * (width * 4) + z.x * 4 + 2;
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imageData.data[blueIndex] = 255;
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imageData.data[blueIndex - 1] = 255;
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imageData.data[blueIndex - 2] = 255;
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});
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console.log(errors);
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ctx.putImageData(imageData, 0, 0);
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};*/ //testSDF(); // extract as new image (data-uri)
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/*
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const testSDF = () => {
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Random.seed = 44;
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@ -24,19 +38,32 @@ const testSDF = () => {
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res = -Math.log2(res) / k;
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return -res;
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*/
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/*let min = 1000;
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*/ /*let min = 1000;
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for (const t of objects) {
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min = Math.min(min, t.distance(position));
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}
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if (min < 0) {
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// min = Math.min(min, vec2.distance(position, vec2.fromValues(40, 80 - 31.62)) - 31.62);
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}
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return -min;*/
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return -min;*/ /*
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const tree = new BoundingBoxTree([
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new BoundingBox(300, 550, 150, 550, 'A'),
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new BoundingBox(400, 800, 50, 200, 'B'),
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new BoundingBox(450, 500, 175, 185, 'C'),
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new BoundingBox(100, 200, 100, 500, 'D'),
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new BoundingBox(750, 950, 450, 600, 'E'),
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new BoundingBox(940, 1000, -2, 180, 'F'),
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new BoundingBox(960, 1050, 50, 190, 'G'),
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new BoundingBox(150, 900, 0, 575, 'H'),
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new BoundingBox(-10000, 10000, -10000, 10000, 'I'),
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]);
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tree.print();
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console.log(tree.findIntersecting(new BoundingBox(960, 1050, 50, 190, 'G')));
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*/ /*
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return -vec2.distance(position, vec2.fromValues(40, 40)) + 30;
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};
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/*
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const width = 80;
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const height = 100;
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@ -92,43 +119,7 @@ const testSDF = () => {
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/*if (zeroes.find((z) => vec2.distance(z, position) < dist) !== undefined) {
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const blueIndex = y * (width * 4) + x * 4 + 2;
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imageData.data[blueIndex] = 255;
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}*/
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}
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}
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zeroes.forEach((z) => {
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const blueIndex = z.y * (width * 4) + z.x * 4 + 2;
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imageData.data[blueIndex] = 255;
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imageData.data[blueIndex - 1] = 255;
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imageData.data[blueIndex - 2] = 255;
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});
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console.log(errors);
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ctx.putImageData(imageData, 0, 0);
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};
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//testSDF();
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// extract as new image (data-uri)
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/*
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const tree = new BoundingBoxTree([
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new BoundingBox(300, 550, 150, 550, 'A'),
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new BoundingBox(400, 800, 50, 200, 'B'),
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new BoundingBox(450, 500, 175, 185, 'C'),
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new BoundingBox(100, 200, 100, 500, 'D'),
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new BoundingBox(750, 950, 450, 600, 'E'),
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new BoundingBox(940, 1000, -2, 180, 'F'),
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new BoundingBox(960, 1050, 50, 190, 'G'),
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new BoundingBox(150, 900, 0, 575, 'H'),
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new BoundingBox(-10000, 10000, -10000, 10000, 'I'),
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]);
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tree.print();
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console.log(tree.findIntersecting(new BoundingBox(960, 1050, 50, 190, 'G')));
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*/
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const main = async () => {
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}*/ const main = async () => {
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try {
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Random.seed = 42;
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await new Game().start();
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@ -1,9 +1,8 @@
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import { vec3 } from 'gl-matrix';
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import { CircleLight, compile, Flashlight, Renderer } from 'sdf-2d';
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import { CommandBroadcaster } from './commands/command-broadcaster';
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import { BeforeRenderCommand } from './graphics/commands/before-render';
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import { RenderCommand } from './graphics/commands/render';
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import { IRenderer } from './graphics/i-renderer';
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import { WebGl2Renderer } from './graphics/rendering/webgl2-renderer';
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import { timeIt } from './helper/timing';
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import { prettyPrint } from './helper/pretty-print';
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import { IGame } from './i-game';
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import { KeyboardListener } from './input/keyboard-listener';
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import { MouseListener } from './input/mouse-listener';
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@ -12,13 +11,14 @@ import { GameObject } from './objects/game-object';
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import { Objects } from './objects/objects';
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import { Camera } from './objects/types/camera';
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import { Character } from './objects/types/character';
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import { InfoText } from './objects/types/info-text';
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import { createDungeon } from './objects/world/create-dungeon';
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import { MoveToCommand } from './physics/commands/move-to';
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import { StepCommand } from './physics/commands/step';
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import { TeleportToCommand } from './physics/commands/teleport-to';
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import { Physics } from './physics/physics';
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import { BoundingBoxBase } from './shapes/bounding-box-base';
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import { CircleShape } from './shapes/types/circle-shape';
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import { TunnelShape } from './shapes/types/tunnel-shape';
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export class Game implements IGame {
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public readonly objects = new Objects();
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@ -26,14 +26,13 @@ export class Game implements IGame {
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public readonly camera = new Camera();
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private previousTime?: DOMHighResTimeStamp = null;
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private previousFpsValues: Array<number> = [];
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private infoText = new InfoText();
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private character: Character;
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private renderer: IRenderer;
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private initializeRendererPromise: Promise<void>;
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private renderer: Renderer;
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private rendererPromise: Promise<Renderer>;
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private overlay: HTMLElement = document.querySelector('#overlay');
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constructor() {
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const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
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const overlay: HTMLElement = document.querySelector('#overlay');
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document.addEventListener('visibilitychange', this.handleVisibilityChange.bind(this));
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@ -46,14 +45,31 @@ export class Game implements IGame {
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[this.objects]
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);
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this.renderer = new WebGl2Renderer(canvas, overlay);
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this.initializeRendererPromise = this.renderer.initialize();
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this.rendererPromise = compile(
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canvas,
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[
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CircleShape.descriptor,
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TunnelShape.descriptor,
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Flashlight.descriptor,
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CircleLight.descriptor,
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],
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[
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vec3.fromValues(0, 0, 0),
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vec3.fromValues(224 / 255, 96 / 255, 126 / 255),
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vec3.fromValues(119 / 255, 173 / 255, 120 / 255),
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]
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);
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this.initializeScene();
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this.physics.start();
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}
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public async start(): Promise<void> {
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await this.initializeRendererPromise;
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this.renderer = await this.rendererPromise;
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this.renderer.setRuntimeSettings({
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isWorldInverted: true,
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ambientLight: vec3.fromValues(0.35, 0.1, 0.45),
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shadowLength: 300,
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});
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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}
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private initializeScene() {
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this.objects.addObject(this.infoText);
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const start = createDungeon(this.objects, this.physics);
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createDungeon(this.objects, this.physics);
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@ -90,7 +104,6 @@ export class Game implements IGame {
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}
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}
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@timeIt()
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private gameLoop(time: DOMHighResTimeStamp) {
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if (this.previousTime === null) {
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this.previousTime = time;
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@ -98,44 +111,26 @@ export class Game implements IGame {
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const deltaTime = time - this.previousTime;
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this.previousTime = time;
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this.calculateFps(deltaTime);
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this.objects.sendCommand(new StepCommand(deltaTime));
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this.camera.sendCommand(new MoveToCommand(this.character.position));
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this.renderer.startFrame(deltaTime);
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this.camera.sendCommand(new BeforeRenderCommand(this.renderer));
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this.camera.sendCommand(new RenderCommand(this.renderer));
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const shouldBeDrawn = this.physics
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.findIntersecting(this.camera.viewArea)
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.map((b) => b.shape?.gameObject);
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for (const object of shouldBeDrawn) {
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object?.sendCommand(new BeforeRenderCommand(this.renderer));
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object?.sendCommand(new RenderCommand(this.renderer));
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}
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this.character.sendCommand(new RenderCommand(this.renderer));
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this.infoText.sendCommand(new RenderCommand(this.renderer));
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this.renderer.finishFrame();
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this.renderer.renderDrawables();
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this.overlay.innerText = prettyPrint(this.renderer.insights);
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localStorage.setItem('character-position', JSON.stringify(this.character.position));
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window.requestAnimationFrame(this.gameLoop.bind(this));
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}
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private calculateFps(deltaTime: number) {
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this.previousFpsValues.push(1000 / deltaTime);
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if (this.previousFpsValues.length > 30) {
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this.previousFpsValues.sort();
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const min = this.previousFpsValues[0];
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const median = this.previousFpsValues[
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Math.floor(this.previousFpsValues.length / 2)
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];
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InfoText.modifyRecord('FPS', { min, median });
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this.previousFpsValues = [];
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}
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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}
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@ -1,12 +0,0 @@
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import { Command } from '../../commands/command';
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import { IRenderer } from '../i-renderer';
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export class BeforeRenderCommand extends Command {
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public constructor(public readonly renderer?: IRenderer) {
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super();
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}
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public get type(): string {
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return 'BeforeRenderCommand';
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}
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}
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@ -1,8 +1,8 @@
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import { Renderer } from 'sdf-2d';
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import { Command } from '../../commands/command';
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import { IRenderer } from '../../graphics/i-renderer';
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export class RenderCommand extends Command {
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public constructor(public readonly renderer?: IRenderer) {
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public constructor(public readonly renderer?: Renderer) {
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super();
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}
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@ -1,32 +0,0 @@
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import { mat2d, vec2 } from 'gl-matrix';
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import { Blob } from '../../shapes/types/blob';
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import { settings } from '../settings';
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import { IDrawable } from './i-drawable';
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import { IDrawableDescriptor } from './i-drawable-descriptor';
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export class DrawableBlob extends Blob implements IDrawable {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'blobs',
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countMacroName: 'blobCount',
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shaderCombinationSteps: settings.shaderCombinations.blobSteps,
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empty: new DrawableBlob(vec2.fromValues(0, 0)),
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};
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public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
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const { uniformName } = DrawableBlob.descriptor;
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if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
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uniforms[uniformName] = [];
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}
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uniforms[uniformName].push({
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headCenter: vec2.transformMat2d(vec2.create(), this.head.center, transform),
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leftFootCenter: vec2.transformMat2d(vec2.create(), this.leftFoot.center, transform),
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rightFootCenter: vec2.transformMat2d(
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vec2.create(),
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this.rightFoot.center,
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transform
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),
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headRadius: this.headRadius * scale,
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footRadius: this.footRadius * scale,
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});
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}
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}
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@ -1,28 +0,0 @@
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import { mat2d, vec2 } from 'gl-matrix';
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import TunnelShape from '../../shapes/types/tunnel-shape';
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import { settings } from '../settings';
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import { IDrawable } from './i-drawable';
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import { IDrawableDescriptor } from './i-drawable-descriptor';
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export class DrawableTunnel extends TunnelShape implements IDrawable {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'lines',
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countMacroName: 'lineCount',
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shaderCombinationSteps: settings.shaderCombinations.lineSteps,
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empty: new DrawableTunnel(vec2.fromValues(0, 0), vec2.fromValues(0, 0), 0, 0),
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};
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public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
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const { uniformName } = DrawableTunnel.descriptor;
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if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
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uniforms[uniformName] = [];
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}
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uniforms[uniformName].push({
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from: vec2.transformMat2d(vec2.create(), this.from, transform),
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toFromDelta: vec2.scale(vec2.create(), this.toFromDelta, scale),
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fromRadius: this.fromRadius * scale,
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toRadius: this.toRadius * scale,
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});
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}
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}
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@ -1,8 +0,0 @@
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import { IDrawable } from './i-drawable';
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export interface IDrawableDescriptor {
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uniformName: string;
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countMacroName: string;
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shaderCombinationSteps: Array<number>;
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readonly empty: IDrawable;
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}
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@ -1,6 +0,0 @@
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import { vec2, mat2d } from 'gl-matrix';
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export interface IDrawable {
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distance(target: vec2): number;
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serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void;
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}
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@ -1,46 +0,0 @@
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { settings } from '../../settings';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { ILight } from './i-light';
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export class CircleLight implements ILight {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'circleLights',
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countMacroName: 'circleLightCount',
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shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
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empty: new CircleLight(vec2.fromValues(0, 0), 0, vec3.fromValues(0, 0, 0), 0),
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};
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constructor(
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public center: vec2,
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public lightDrop: number,
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public color: vec3,
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public lightness: number
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) {}
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public distance(_: vec2): number {
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return 0;
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}
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public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
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const { uniformName } = CircleLight.descriptor;
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|
||||
if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
|
||||
uniforms[uniformName] = [];
|
||||
}
|
||||
|
||||
uniforms[uniformName].push({
|
||||
center: vec2.transformMat2d(vec2.create(), this.center, transform),
|
||||
lightDrop: this.lightDrop,
|
||||
value: this.value,
|
||||
});
|
||||
}
|
||||
|
||||
public get value(): vec3 {
|
||||
return vec3.scale(
|
||||
vec3.create(),
|
||||
vec3.normalize(this.color, this.color),
|
||||
this.lightness
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,50 +0,0 @@
|
|||
import { mat2d, vec2, vec3 } from 'gl-matrix';
|
||||
import { settings } from '../../settings';
|
||||
import { IDrawableDescriptor } from '../i-drawable-descriptor';
|
||||
import { ILight } from './i-light';
|
||||
|
||||
export class Flashlight implements ILight {
|
||||
public static descriptor: IDrawableDescriptor = {
|
||||
uniformName: 'flashlights',
|
||||
countMacroName: 'flashlightCount',
|
||||
shaderCombinationSteps: settings.shaderCombinations.flashlightSteps,
|
||||
empty: new Flashlight(
|
||||
vec2.fromValues(0, 0),
|
||||
vec2.fromValues(0, 0),
|
||||
0,
|
||||
vec3.fromValues(0, 0, 0),
|
||||
0
|
||||
),
|
||||
};
|
||||
|
||||
public constructor(
|
||||
public center: vec2,
|
||||
public direction: vec2,
|
||||
public lightDrop: number,
|
||||
public color: vec3,
|
||||
public lightness: number
|
||||
) {}
|
||||
|
||||
public distance(_: vec2): number {
|
||||
return 0;
|
||||
}
|
||||
|
||||
public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
|
||||
const listName = Flashlight.descriptor.uniformName;
|
||||
|
||||
if (!Object.prototype.hasOwnProperty.call(uniforms, listName)) {
|
||||
uniforms[listName] = [];
|
||||
}
|
||||
|
||||
uniforms[listName].push({
|
||||
center: vec2.transformMat2d(vec2.create(), this.center, transform),
|
||||
direction: this.direction,
|
||||
lightDrop: this.lightDrop,
|
||||
value: this.value,
|
||||
});
|
||||
}
|
||||
|
||||
public get value(): vec3 {
|
||||
return vec3.scale(vec3.create(), this.color, this.lightness);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,3 +0,0 @@
|
|||
import { IDrawable } from '../i-drawable';
|
||||
|
||||
export type ILight = IDrawable;
|
||||
|
|
@ -1,13 +0,0 @@
|
|||
import { checkShader } from './check-shader';
|
||||
|
||||
export const checkProgram = (gl: WebGL2RenderingContext, program: WebGLProgram) => {
|
||||
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
|
||||
|
||||
if (!success) {
|
||||
gl.getAttachedShaders(program).forEach((s) => {
|
||||
checkShader(gl, s);
|
||||
});
|
||||
|
||||
throw new Error(gl.getProgramInfoLog(program));
|
||||
}
|
||||
};
|
||||
|
|
@ -1,7 +0,0 @@
|
|||
export const checkShader = (gl: WebGL2RenderingContext, shader: WebGLShader) => {
|
||||
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
|
||||
|
||||
if (!success) {
|
||||
throw new Error(gl.getShaderInfoLog(shader));
|
||||
}
|
||||
};
|
||||
|
|
@ -1,44 +0,0 @@
|
|||
import { waitWhileFalse } from '../../../helper/wait-while-false';
|
||||
import { tryEnableExtension } from '../helper/enable-extension';
|
||||
import { checkProgram } from './check-program';
|
||||
import { createShader } from './create-shader';
|
||||
|
||||
export const createProgram = async (
|
||||
gl: WebGL2RenderingContext,
|
||||
vertexShaderSource: string,
|
||||
fragmentShaderSource: string,
|
||||
substitutions: { [name: string]: string }
|
||||
): Promise<WebGLProgram> => {
|
||||
const program = gl.createProgram();
|
||||
|
||||
const extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
|
||||
|
||||
const vertexShader = createShader(
|
||||
gl,
|
||||
gl.VERTEX_SHADER,
|
||||
vertexShaderSource,
|
||||
substitutions
|
||||
);
|
||||
gl.attachShader(program, vertexShader);
|
||||
|
||||
const fragmentShader = createShader(
|
||||
gl,
|
||||
gl.FRAGMENT_SHADER,
|
||||
fragmentShaderSource,
|
||||
substitutions
|
||||
);
|
||||
gl.attachShader(program, fragmentShader);
|
||||
|
||||
gl.linkProgram(program);
|
||||
|
||||
if (extension) {
|
||||
const checkCompileStatus = () =>
|
||||
gl.getProgramParameter(program, extension.COMPLETION_STATUS_KHR);
|
||||
|
||||
await waitWhileFalse(checkCompileStatus);
|
||||
}
|
||||
|
||||
checkProgram(gl, program);
|
||||
|
||||
return program;
|
||||
};
|
||||
|
|
@ -1,17 +0,0 @@
|
|||
export const createShader = (
|
||||
gl: WebGL2RenderingContext,
|
||||
type: GLenum,
|
||||
source: string,
|
||||
substitutions: { [name: string]: string }
|
||||
): WebGLShader => {
|
||||
source = source.replace(/{(.+)}/gm, (_, name: string): string => {
|
||||
const value = substitutions[name];
|
||||
return Number.isInteger(value) ? `${value}.0` : value;
|
||||
});
|
||||
|
||||
const shader = gl.createShader(type);
|
||||
gl.shaderSource(shader, source);
|
||||
gl.compileShader(shader);
|
||||
|
||||
return shader;
|
||||
};
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
import { FrameBuffer } from './frame-buffer';
|
||||
|
||||
export class DefaultFrameBuffer extends FrameBuffer {
|
||||
constructor(gl: WebGL2RenderingContext) {
|
||||
super(gl);
|
||||
this.frameBuffer = null;
|
||||
this.setSize();
|
||||
}
|
||||
|
||||
public setSize(): boolean {
|
||||
const hasChanged = super.setSize();
|
||||
if (hasChanged) {
|
||||
this.gl.canvas.width = this.size.x;
|
||||
this.gl.canvas.height = this.size.y;
|
||||
}
|
||||
|
||||
return hasChanged;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,44 +0,0 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { settings } from '../../settings';
|
||||
|
||||
export abstract class FrameBuffer {
|
||||
public renderScale = 1;
|
||||
public enableHighDpiRendering = settings.enableHighDpiRendering;
|
||||
|
||||
protected size = vec2.create();
|
||||
protected frameBuffer: WebGLFramebuffer;
|
||||
|
||||
constructor(protected gl: WebGL2RenderingContext) {}
|
||||
|
||||
public bindAndClear(colorInput?: WebGLTexture) {
|
||||
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
|
||||
|
||||
if (colorInput !== null) {
|
||||
this.gl.bindTexture(this.gl.TEXTURE_2D, colorInput);
|
||||
}
|
||||
|
||||
this.gl.viewport(0, 0, this.size.x, this.size.y);
|
||||
this.gl.clearColor(0, 0, 0, 0);
|
||||
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
public setSize(): boolean {
|
||||
const realToCssPixels =
|
||||
(this.enableHighDpiRendering ? window.devicePixelRatio : 1) * this.renderScale;
|
||||
|
||||
const canvasWidth = (this.gl.canvas as HTMLCanvasElement).clientWidth;
|
||||
const canvasHeight = (this.gl.canvas as HTMLCanvasElement).clientHeight;
|
||||
|
||||
const displayWidth = Math.floor(canvasWidth * realToCssPixels);
|
||||
const displayHeight = Math.floor(canvasHeight * realToCssPixels);
|
||||
|
||||
const oldSize = vec2.clone(this.getSize());
|
||||
this.size = vec2.fromValues(displayWidth, displayHeight);
|
||||
|
||||
return this.size.x != oldSize.x || this.size.y != oldSize.y;
|
||||
}
|
||||
|
||||
public getSize(): vec2 {
|
||||
return this.size;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,89 +0,0 @@
|
|||
import { enableExtension } from '../helper/enable-extension';
|
||||
import { FrameBuffer } from './frame-buffer';
|
||||
|
||||
export class IntermediateFrameBuffer extends FrameBuffer {
|
||||
private frameTexture: WebGLTexture;
|
||||
private floatLinearEnabled = false;
|
||||
|
||||
constructor(gl: WebGL2RenderingContext) {
|
||||
super(gl);
|
||||
|
||||
enableExtension(gl, 'EXT_color_buffer_float');
|
||||
|
||||
try {
|
||||
enableExtension(gl, 'OES_texture_float_linear');
|
||||
this.floatLinearEnabled = true;
|
||||
} catch {
|
||||
// it's okay
|
||||
}
|
||||
|
||||
this.frameTexture = this.gl.createTexture();
|
||||
this.configureTexture();
|
||||
|
||||
this.frameBuffer = this.gl.createFramebuffer();
|
||||
this.configureFrameBuffer();
|
||||
|
||||
this.setSize();
|
||||
}
|
||||
|
||||
public get colorTexture(): WebGLTexture {
|
||||
return this.frameTexture;
|
||||
}
|
||||
|
||||
public setSize(): boolean {
|
||||
const hasChanged = super.setSize();
|
||||
if (hasChanged) {
|
||||
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
|
||||
|
||||
this.gl.texImage2D(
|
||||
this.gl.TEXTURE_2D,
|
||||
0,
|
||||
this.gl.RG16F,
|
||||
this.size.x,
|
||||
this.size.y,
|
||||
0,
|
||||
this.gl.RG,
|
||||
this.gl.FLOAT,
|
||||
null
|
||||
);
|
||||
}
|
||||
|
||||
return hasChanged;
|
||||
}
|
||||
|
||||
private configureTexture() {
|
||||
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
|
||||
this.gl.texParameteri(
|
||||
this.gl.TEXTURE_2D,
|
||||
this.gl.TEXTURE_MAG_FILTER,
|
||||
this.floatLinearEnabled ? this.gl.LINEAR : this.gl.NEAREST
|
||||
);
|
||||
this.gl.texParameteri(
|
||||
this.gl.TEXTURE_2D,
|
||||
this.gl.TEXTURE_MIN_FILTER,
|
||||
this.floatLinearEnabled ? this.gl.LINEAR : this.gl.NEAREST
|
||||
);
|
||||
this.gl.texParameteri(
|
||||
this.gl.TEXTURE_2D,
|
||||
this.gl.TEXTURE_WRAP_S,
|
||||
this.gl.CLAMP_TO_EDGE
|
||||
);
|
||||
this.gl.texParameteri(
|
||||
this.gl.TEXTURE_2D,
|
||||
this.gl.TEXTURE_WRAP_T,
|
||||
this.gl.CLAMP_TO_EDGE
|
||||
);
|
||||
}
|
||||
|
||||
private configureFrameBuffer() {
|
||||
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
|
||||
const attachmentPoint = this.gl.COLOR_ATTACHMENT0;
|
||||
this.gl.framebufferTexture2D(
|
||||
this.gl.FRAMEBUFFER,
|
||||
attachmentPoint,
|
||||
this.gl.TEXTURE_2D,
|
||||
this.frameTexture,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,41 +0,0 @@
|
|||
import { InfoText } from '../../../objects/types/info-text';
|
||||
|
||||
const extensions: Map<string, any> = new Map();
|
||||
|
||||
const printExtensions = () => {
|
||||
const values = {};
|
||||
for (const [k, v] of extensions.entries()) {
|
||||
values[k] = v !== null;
|
||||
}
|
||||
InfoText.modifyRecord('extensions', values);
|
||||
};
|
||||
|
||||
export const tryEnableExtension = (
|
||||
gl: WebGL2RenderingContext,
|
||||
name: string
|
||||
): any | null => {
|
||||
if (extensions.has(name)) {
|
||||
return extensions.get(name);
|
||||
}
|
||||
|
||||
let extension = null;
|
||||
if (gl.getSupportedExtensions().indexOf(name) != -1) {
|
||||
extension = gl.getExtension(name);
|
||||
}
|
||||
|
||||
extensions.set(name, extension);
|
||||
|
||||
printExtensions();
|
||||
|
||||
return extension;
|
||||
};
|
||||
|
||||
export const enableExtension = (gl: WebGL2RenderingContext, name: string): any => {
|
||||
const extension = tryEnableExtension(gl, name);
|
||||
|
||||
if (extension === null) {
|
||||
throw new Error(`Unsupported extension ${name}`);
|
||||
}
|
||||
|
||||
return extension;
|
||||
};
|
||||
|
|
@ -1,9 +0,0 @@
|
|||
export const getWebGl2Context = (canvas: HTMLCanvasElement): WebGL2RenderingContext => {
|
||||
const gl = canvas.getContext('webgl2');
|
||||
|
||||
if (!gl) {
|
||||
throw new Error('WebGl2 is not supported');
|
||||
}
|
||||
|
||||
return gl;
|
||||
};
|
||||
|
|
@ -1,82 +0,0 @@
|
|||
import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
|
||||
|
||||
const loaderMat3 = mat3.create();
|
||||
|
||||
export const loadUniform = (
|
||||
gl: WebGL2RenderingContext,
|
||||
value: any,
|
||||
type: GLenum,
|
||||
location: WebGLUniformLocation
|
||||
): any => {
|
||||
const converters: Map<
|
||||
GLenum,
|
||||
(gl: WebGL2RenderingContext, value: any, location: WebGLUniformLocation) => void
|
||||
> = new Map();
|
||||
{
|
||||
converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
|
||||
if (v instanceof Array) {
|
||||
if (v.length == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
gl.uniform1fv(l, new Float32Array(v));
|
||||
} else {
|
||||
gl.uniform1f(l, v);
|
||||
}
|
||||
});
|
||||
|
||||
converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
|
||||
if (v.length == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (v[0] instanceof Array) {
|
||||
const result = new Float32Array(v.length * 2);
|
||||
|
||||
for (let i = 0; i < v.length; i++) {
|
||||
result[2 * i] = (v[i] as Array<number>).x;
|
||||
result[2 * i + 1] = (v[i] as Array<number>).y;
|
||||
}
|
||||
|
||||
gl.uniform2fv(l, result);
|
||||
} else {
|
||||
gl.uniform2fv(l, v as vec2);
|
||||
}
|
||||
});
|
||||
|
||||
converters.set(
|
||||
WebGL2RenderingContext.FLOAT_VEC3,
|
||||
(gl, v: ReadonlyVec3 | Array<vec3>, l) => {
|
||||
if (v.length == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (v[0] instanceof Array) {
|
||||
const result = new Float32Array(v.length * 3);
|
||||
|
||||
for (let i = 0; i < v.length; i++) {
|
||||
result[3 * i] = (v[i] as Array<number>)[0];
|
||||
result[3 * i + 1] = (v[i] as Array<number>)[1];
|
||||
result[3 * i + 2] = (v[i] as Array<number>)[2];
|
||||
}
|
||||
|
||||
gl.uniform3fv(l, result);
|
||||
} else {
|
||||
gl.uniform3fv(l, v as vec3);
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v, l) => {
|
||||
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
|
||||
});
|
||||
|
||||
converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
|
||||
|
||||
if (!converters.has(type)) {
|
||||
throw new Error(`Unimplemented webgl type: ${type}`);
|
||||
}
|
||||
|
||||
converters.get(type)(gl, value, location);
|
||||
}
|
||||
};
|
||||
|
|
@ -1,50 +0,0 @@
|
|||
import { InfoText } from '../../../objects/types/info-text';
|
||||
import { enableExtension } from './enable-extension';
|
||||
|
||||
// https://www.khronos.org/registry/webgl/extensions/EXT_disjoint_timer_query_webgl2/
|
||||
|
||||
export class WebGlStopwatch {
|
||||
private timerExtension: any;
|
||||
private timerQuery: WebGLQuery;
|
||||
private isReady = true;
|
||||
private resultsInNanoSeconds: number;
|
||||
|
||||
constructor(private gl: WebGL2RenderingContext) {
|
||||
this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2');
|
||||
}
|
||||
|
||||
public start() {
|
||||
if (this.isReady) {
|
||||
this.timerQuery = this.gl.createQuery();
|
||||
this.gl.beginQuery(this.timerExtension.TIME_ELAPSED_EXT, this.timerQuery);
|
||||
}
|
||||
}
|
||||
|
||||
public stop() {
|
||||
if (this.isReady) {
|
||||
this.gl.endQuery(this.timerExtension.TIME_ELAPSED_EXT);
|
||||
this.isReady = false;
|
||||
}
|
||||
|
||||
const available = this.gl.getQueryParameter(
|
||||
this.timerQuery,
|
||||
this.gl.QUERY_RESULT_AVAILABLE
|
||||
);
|
||||
const disjoint = this.gl.getParameter(this.timerExtension.GPU_DISJOINT_EXT);
|
||||
|
||||
if (available && !disjoint) {
|
||||
this.resultsInNanoSeconds = this.gl.getQueryParameter(
|
||||
this.timerQuery,
|
||||
this.gl.QUERY_RESULT
|
||||
);
|
||||
|
||||
InfoText.modifyRecord('Draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
|
||||
|
||||
this.isReady = true;
|
||||
}
|
||||
}
|
||||
|
||||
public get resultsInMilliSeconds(): number {
|
||||
return this.resultsInNanoSeconds / 1000 / 1000;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,48 +0,0 @@
|
|||
import Program from './program';
|
||||
|
||||
export class FragmentShaderOnlyProgram extends Program {
|
||||
private vao: WebGLVertexArrayObject;
|
||||
|
||||
constructor(
|
||||
gl: WebGL2RenderingContext,
|
||||
sources: [string, string],
|
||||
substitutions: { [name: string]: string }
|
||||
) {
|
||||
super(gl, sources, substitutions);
|
||||
}
|
||||
|
||||
public async initialize(): Promise<void> {
|
||||
await super.initialize();
|
||||
this.prepareScreenQuad('vertexPosition');
|
||||
}
|
||||
|
||||
public bind() {
|
||||
super.bind();
|
||||
this.gl.bindVertexArray(this.vao);
|
||||
}
|
||||
|
||||
public draw() {
|
||||
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
|
||||
private prepareScreenQuad(attributeName: string) {
|
||||
const positionAttributeLocation = this.gl.getAttribLocation(
|
||||
this.program,
|
||||
attributeName
|
||||
);
|
||||
|
||||
const positionBuffer = this.gl.createBuffer();
|
||||
|
||||
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);
|
||||
this.gl.bufferData(
|
||||
this.gl.ARRAY_BUFFER,
|
||||
new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
|
||||
this.gl.STATIC_DRAW
|
||||
);
|
||||
this.vao = this.gl.createVertexArray();
|
||||
|
||||
this.gl.bindVertexArray(this.vao);
|
||||
this.gl.enableVertexAttribArray(positionAttributeLocation);
|
||||
this.gl.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,9 +0,0 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
|
||||
export interface IProgram {
|
||||
initialize(): Promise<void>;
|
||||
setDrawingRectangleUV(bottomLeft: vec2, size: vec2): void;
|
||||
bindAndSetUniforms(values: { [name: string]: any }): void;
|
||||
draw(): void;
|
||||
delete(): void;
|
||||
}
|
||||
|
|
@ -1,101 +0,0 @@
|
|||
import { mat2d, vec2 } from 'gl-matrix';
|
||||
import { settings } from '../../settings';
|
||||
import { createProgram } from '../compiling/create-program';
|
||||
import { loadUniform } from '../helper/load-uniform';
|
||||
import { IProgram } from './i-program';
|
||||
|
||||
export default abstract class Program implements IProgram {
|
||||
protected program: WebGLProgram;
|
||||
private programPromise: Promise<WebGLProgram>;
|
||||
private modelTransform = mat2d.identity(mat2d.create());
|
||||
private readonly ndcToUv = mat2d.fromValues(0.5, 0, 0, 0.5, 0.5, 0.5);
|
||||
private uniforms: Array<{
|
||||
name: Array<string>;
|
||||
location: WebGLUniformLocation;
|
||||
type: GLenum;
|
||||
}> = [];
|
||||
|
||||
constructor(
|
||||
protected gl: WebGL2RenderingContext,
|
||||
[vertexShaderSource, fragmentShaderSource]: [string, string],
|
||||
substitutions: { [name: string]: string }
|
||||
) {
|
||||
substitutions = { ...settings.shaderMacros, ...substitutions };
|
||||
|
||||
this.programPromise = createProgram(
|
||||
this.gl,
|
||||
vertexShaderSource,
|
||||
fragmentShaderSource,
|
||||
substitutions
|
||||
);
|
||||
}
|
||||
|
||||
public async initialize(): Promise<void> {
|
||||
this.program = await this.programPromise;
|
||||
this.queryUniforms();
|
||||
}
|
||||
|
||||
public bindAndSetUniforms(values: { [name: string]: any }) {
|
||||
this.bind();
|
||||
this.setUniforms({ modelTransform: this.modelTransform, ...values });
|
||||
}
|
||||
|
||||
public setDrawingRectangleUV(bottomLeft: vec2, size: vec2) {
|
||||
mat2d.invert(this.modelTransform, this.ndcToUv);
|
||||
mat2d.translate(this.modelTransform, this.modelTransform, bottomLeft);
|
||||
mat2d.scale(this.modelTransform, this.modelTransform, size);
|
||||
mat2d.multiply(this.modelTransform, this.modelTransform, this.ndcToUv);
|
||||
}
|
||||
|
||||
public setUniforms(values: { [name: string]: any }) {
|
||||
this.uniforms.forEach(({ name, location, type }) => {
|
||||
const value = name.reduce(
|
||||
(prev, prop) => (prev !== null && prop in prev ? prev[prop] : null),
|
||||
values
|
||||
);
|
||||
|
||||
if (value !== null) {
|
||||
loadUniform(this.gl, value, type, location);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public delete() {
|
||||
this.gl.getAttachedShaders(this.program).forEach((s) => this.gl.deleteShader(s));
|
||||
this.gl.deleteProgram(this.program);
|
||||
}
|
||||
|
||||
public abstract draw(): void;
|
||||
|
||||
protected bind() {
|
||||
this.gl.useProgram(this.program);
|
||||
}
|
||||
|
||||
private queryUniforms() {
|
||||
const uniformCount = this.gl.getProgramParameter(
|
||||
this.program,
|
||||
WebGL2RenderingContext.ACTIVE_UNIFORMS
|
||||
);
|
||||
|
||||
for (let i = 0; i < uniformCount; i++) {
|
||||
const glUniform = this.gl.getActiveUniform(this.program, i);
|
||||
|
||||
this.uniforms.push({
|
||||
name: glUniform.name.split(/\[|\]\.|\]|\./).filter((p) => p !== ''),
|
||||
location: this.gl.getUniformLocation(this.program, glUniform.name),
|
||||
type: glUniform.type,
|
||||
});
|
||||
}
|
||||
|
||||
this.uniforms.map((u1) => {
|
||||
const isSingle =
|
||||
this.uniforms.filter((u2) => u2.name.includes(u1.name[0])).length == 1;
|
||||
|
||||
if (u1.name.includes('0') && isSingle) {
|
||||
u1.name = u1.name.slice(0, -1);
|
||||
}
|
||||
|
||||
return u1;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -1,90 +0,0 @@
|
|||
import { mat2d, vec2 } from 'gl-matrix';
|
||||
import { getCombinations } from '../../../helper/get-combinations';
|
||||
import { last } from '../../../helper/last';
|
||||
import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
|
||||
import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
|
||||
import { IProgram } from './i-program';
|
||||
|
||||
export class UniformArrayAutoScalingProgram implements IProgram {
|
||||
private programs: Array<{
|
||||
program: FragmentShaderOnlyProgram;
|
||||
values: Array<number>;
|
||||
}> = [];
|
||||
|
||||
private current: FragmentShaderOnlyProgram;
|
||||
private drawingRectangleBottomLeft = vec2.fromValues(0, 0);
|
||||
private drawingRectangleSize = vec2.fromValues(1, 1);
|
||||
|
||||
constructor(
|
||||
private gl: WebGL2RenderingContext,
|
||||
shaderSources: [string, string],
|
||||
private descriptors: Array<IDrawableDescriptor>
|
||||
) {
|
||||
const names = descriptors.map((o) => o.countMacroName);
|
||||
for (const combination of getCombinations(
|
||||
descriptors.map((o) => o.shaderCombinationSteps)
|
||||
)) {
|
||||
this.createProgram(names, combination, shaderSources);
|
||||
}
|
||||
}
|
||||
|
||||
public async initialize(): Promise<void> {
|
||||
await Promise.all(this.programs.map((p) => p.program.initialize()));
|
||||
}
|
||||
|
||||
public bindAndSetUniforms(uniforms: { [name: string]: any }): void {
|
||||
const values = this.descriptors.map((d) =>
|
||||
uniforms[d.uniformName] ? uniforms[d.uniformName].length : 0
|
||||
);
|
||||
|
||||
const closest = this.programs.find((p) => p.values.every((v, i) => v >= values[i]));
|
||||
|
||||
this.current = closest ? closest.program : last(this.programs).program;
|
||||
|
||||
if (closest) {
|
||||
this.descriptors.map((d, i) => {
|
||||
const difference = closest.values[i] - values[i];
|
||||
for (let i = 0; i < difference; i++) {
|
||||
d.empty.serializeToUniforms(uniforms, 0, mat2d.create());
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
this.current.setDrawingRectangleUV(
|
||||
this.drawingRectangleBottomLeft,
|
||||
this.drawingRectangleSize
|
||||
);
|
||||
this.current.bindAndSetUniforms(uniforms);
|
||||
}
|
||||
|
||||
public setDrawingRectangleUV(bottomLeft: vec2, size: vec2) {
|
||||
this.drawingRectangleBottomLeft = bottomLeft;
|
||||
this.drawingRectangleSize = size;
|
||||
}
|
||||
|
||||
public draw(): void {
|
||||
this.current.draw();
|
||||
}
|
||||
|
||||
public delete(): void {
|
||||
this.programs.forEach((p) => p.program.delete());
|
||||
}
|
||||
|
||||
private createProgram(
|
||||
names: Array<string>,
|
||||
combination: Array<number>,
|
||||
shaderSources: [string, string]
|
||||
): FragmentShaderOnlyProgram {
|
||||
const substitutions = {};
|
||||
names.forEach((v, i) => (substitutions[v] = combination[i].toString()));
|
||||
|
||||
const program = new FragmentShaderOnlyProgram(this.gl, shaderSources, substitutions);
|
||||
|
||||
this.programs.push({
|
||||
program,
|
||||
values: combination,
|
||||
});
|
||||
|
||||
return program;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { BoundingBoxBase } from '../shapes/bounding-box-base';
|
||||
import { IDrawable } from './drawables/i-drawable';
|
||||
import { ILight } from './drawables/lights/i-light';
|
||||
|
||||
export interface IRenderer {
|
||||
initialize(): Promise<void>;
|
||||
|
||||
startFrame(deltaTime: DOMHighResTimeStamp): void;
|
||||
finishFrame(): void;
|
||||
|
||||
drawShape(drawable: IDrawable): void;
|
||||
drawLight(light: ILight): void;
|
||||
drawInfoText(text: string): void;
|
||||
|
||||
readonly canvasSize: vec2;
|
||||
setViewArea(viewArea: BoundingBoxBase): void;
|
||||
setCursorPosition(position: vec2): void;
|
||||
}
|
||||
|
|
@ -1,45 +0,0 @@
|
|||
import { Autoscaler as AutoScaler } from '../../helper/autoscaler';
|
||||
import { exponentialDecay } from '../../helper/exponential-decay';
|
||||
import { settings } from '../settings';
|
||||
|
||||
export class FpsAutoscaler extends AutoScaler {
|
||||
private timeSinceLastAdjusment = 0;
|
||||
private exponentialDecayedDeltaTime = 0.0;
|
||||
|
||||
constructor(setters: { [key: string]: (value: number | boolean) => void }) {
|
||||
super(
|
||||
setters,
|
||||
settings.qualityScaling.qualityTargets,
|
||||
settings.qualityScaling.startingTargetIndex,
|
||||
settings.qualityScaling.scalingOptions
|
||||
);
|
||||
}
|
||||
|
||||
public autoscale(lastDeltaTime: DOMHighResTimeStamp) {
|
||||
this.timeSinceLastAdjusment += lastDeltaTime;
|
||||
if (
|
||||
this.timeSinceLastAdjusment >= settings.qualityScaling.adjusmentRateInMilliseconds
|
||||
) {
|
||||
this.timeSinceLastAdjusment = 0;
|
||||
this.exponentialDecayedDeltaTime = exponentialDecay(
|
||||
this.exponentialDecayedDeltaTime,
|
||||
lastDeltaTime,
|
||||
settings.qualityScaling.deltaTimeResponsiveness
|
||||
);
|
||||
|
||||
if (
|
||||
this.exponentialDecayedDeltaTime <=
|
||||
settings.qualityScaling.targetDeltaTimeInMilliseconds -
|
||||
settings.qualityScaling.deltaTimeError
|
||||
) {
|
||||
this.increase();
|
||||
} else if (
|
||||
this.exponentialDecayedDeltaTime >
|
||||
settings.qualityScaling.targetDeltaTimeInMilliseconds +
|
||||
settings.qualityScaling.deltaTimeError
|
||||
) {
|
||||
this.decrease();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,86 +0,0 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { IDrawable } from '../drawables/i-drawable';
|
||||
import { IDrawableDescriptor } from '../drawables/i-drawable-descriptor';
|
||||
import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
|
||||
import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
|
||||
import { settings } from '../settings';
|
||||
|
||||
export class RenderingPass {
|
||||
private drawables: Array<IDrawable> = [];
|
||||
private program: UniformArrayAutoScalingProgram;
|
||||
|
||||
constructor(
|
||||
gl: WebGL2RenderingContext,
|
||||
shaderSources: [string, string],
|
||||
drawableDescriptors: Array<IDrawableDescriptor>,
|
||||
private frame: FrameBuffer
|
||||
) {
|
||||
this.program = new UniformArrayAutoScalingProgram(
|
||||
gl,
|
||||
shaderSources,
|
||||
drawableDescriptors
|
||||
);
|
||||
}
|
||||
|
||||
public async initialize(): Promise<void> {
|
||||
await this.program.initialize();
|
||||
}
|
||||
|
||||
public addDrawable(drawable: IDrawable) {
|
||||
this.drawables.push(drawable);
|
||||
}
|
||||
|
||||
public render(commonUniforms: any, inputTexture?: WebGLTexture) {
|
||||
this.frame.bindAndClear(inputTexture);
|
||||
|
||||
const stepsInUV = 1 / settings.tileMultiplier;
|
||||
|
||||
const worldR =
|
||||
0.5 *
|
||||
vec2.length(vec2.scale(vec2.create(), commonUniforms.worldAreaInView, stepsInUV));
|
||||
|
||||
const radiusInNDC = worldR * commonUniforms.scaleWorldLengthToNDC;
|
||||
|
||||
const stepsInNDC = 2 * stepsInUV;
|
||||
|
||||
for (let x = -1; x < 1; x += stepsInNDC) {
|
||||
for (let y = -1; y < 1; y += stepsInNDC) {
|
||||
const uniforms = { ...commonUniforms, maxMinDistance: 0.0 };
|
||||
|
||||
const ndcBottomLeft = vec2.fromValues(x, y);
|
||||
|
||||
this.program.setDrawingRectangleUV(
|
||||
[(ndcBottomLeft.x + 1) / 2, (ndcBottomLeft.y + 1) / 2],
|
||||
vec2.fromValues(stepsInUV, stepsInUV)
|
||||
);
|
||||
|
||||
const tileCenterWorldCoordinates = vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
vec2.add(
|
||||
vec2.create(),
|
||||
[(ndcBottomLeft.x + 1) / 2, (ndcBottomLeft.y + 1) / 2],
|
||||
vec2.fromValues(stepsInUV / 2, stepsInUV / 2)
|
||||
),
|
||||
uniforms.uvToWorld
|
||||
);
|
||||
|
||||
const primitivesNearTile = this.drawables.filter(
|
||||
(d) => d.distance(tileCenterWorldCoordinates) < 2 * worldR
|
||||
);
|
||||
|
||||
primitivesNearTile.forEach((p) =>
|
||||
p.serializeToUniforms(
|
||||
uniforms,
|
||||
uniforms.scaleWorldLengthToNDC,
|
||||
uniforms.transformWorldToNDC
|
||||
)
|
||||
);
|
||||
|
||||
this.program.bindAndSetUniforms(uniforms);
|
||||
this.program.draw();
|
||||
}
|
||||
}
|
||||
|
||||
this.drawables = [];
|
||||
}
|
||||
}
|
||||
|
|
@ -1,95 +0,0 @@
|
|||
import { mat2d, vec2 } from 'gl-matrix';
|
||||
import { BoundingBoxBase } from '../../shapes/bounding-box-base';
|
||||
|
||||
export class UniformsProvider {
|
||||
private scaleWorldLengthToNDC = 1;
|
||||
private transformWorldToNDC = mat2d.create();
|
||||
|
||||
private viewAreaBottomLeft = vec2.create();
|
||||
private worldAreaInView = vec2.create();
|
||||
private squareToAspectRatio: vec2;
|
||||
private uvToWorld: mat2d;
|
||||
private cursorPosition = vec2.create();
|
||||
|
||||
public softShadowsEnabled: boolean;
|
||||
|
||||
public constructor(private gl: WebGL2RenderingContext) {}
|
||||
|
||||
public getUniforms(uniforms: any): any {
|
||||
const cursorPosition = this.uvToWorldCoordinate(this.cursorPosition);
|
||||
return {
|
||||
...uniforms,
|
||||
cursorPosition,
|
||||
uvToWorld: this.uvToWorld,
|
||||
worldAreaInView: this.worldAreaInView,
|
||||
squareToAspectRatio: this.squareToAspectRatio,
|
||||
scaleWorldLengthToNDC: this.scaleWorldLengthToNDC,
|
||||
transformWorldToNDC: this.transformWorldToNDC,
|
||||
squareToAspectRatioTimes2: vec2.scale(vec2.create(), this.squareToAspectRatio, 2),
|
||||
softShadowsEnabled: this.softShadowsEnabled,
|
||||
};
|
||||
}
|
||||
|
||||
private getScreenToWorldTransform(screenSize: vec2) {
|
||||
const transform = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
|
||||
mat2d.scale(
|
||||
transform,
|
||||
transform,
|
||||
vec2.divide(vec2.create(), this.worldAreaInView, screenSize)
|
||||
);
|
||||
mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
|
||||
|
||||
return transform;
|
||||
}
|
||||
|
||||
public uvToWorldCoordinate(screenUvPosition: vec2): vec2 {
|
||||
const resolution = vec2.fromValues(this.gl.canvas.width, this.gl.canvas.height);
|
||||
|
||||
return vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
vec2.multiply(vec2.create(), screenUvPosition, resolution),
|
||||
this.getScreenToWorldTransform(resolution)
|
||||
);
|
||||
}
|
||||
|
||||
public setViewArea(viewArea: BoundingBoxBase) {
|
||||
this.worldAreaInView = viewArea.size;
|
||||
|
||||
// world coordinates
|
||||
this.viewAreaBottomLeft = vec2.add(
|
||||
vec2.create(),
|
||||
viewArea.topLeft,
|
||||
vec2.fromValues(0, -viewArea.size.y)
|
||||
);
|
||||
|
||||
const scaleLongerEdgeTo1 =
|
||||
1 / Math.max(this.worldAreaInView.x, this.worldAreaInView.y);
|
||||
|
||||
this.squareToAspectRatio = vec2.fromValues(
|
||||
this.worldAreaInView.x * scaleLongerEdgeTo1,
|
||||
this.worldAreaInView.y * scaleLongerEdgeTo1
|
||||
);
|
||||
|
||||
this.scaleWorldLengthToNDC = scaleLongerEdgeTo1 * 2;
|
||||
|
||||
mat2d.fromScaling(
|
||||
this.transformWorldToNDC,
|
||||
vec2.fromValues(this.scaleWorldLengthToNDC, this.scaleWorldLengthToNDC)
|
||||
);
|
||||
mat2d.translate(
|
||||
this.transformWorldToNDC,
|
||||
this.transformWorldToNDC,
|
||||
vec2.fromValues(
|
||||
-this.viewAreaBottomLeft.x - 0.5 * this.worldAreaInView.x,
|
||||
-this.viewAreaBottomLeft.y - 0.5 * this.worldAreaInView.y
|
||||
)
|
||||
);
|
||||
|
||||
this.uvToWorld = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
|
||||
mat2d.scale(this.uvToWorld, this.uvToWorld, this.worldAreaInView);
|
||||
}
|
||||
|
||||
public setCursorPosition(position: vec2): void {
|
||||
this.cursorPosition = position;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,129 +0,0 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { BoundingBoxBase } from '../../shapes/bounding-box-base';
|
||||
import { DrawableBlob } from '../drawables/drawable-blob';
|
||||
import { DrawableTunnel } from '../drawables/drawable-tunnel';
|
||||
import { IDrawable } from '../drawables/i-drawable';
|
||||
import { CircleLight } from '../drawables/lights/circle-light';
|
||||
import { Flashlight } from '../drawables/lights/flashlight';
|
||||
import { ILight } from '../drawables/lights/i-light';
|
||||
import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
|
||||
import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
|
||||
import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
|
||||
import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
|
||||
import { IRenderer } from '../i-renderer';
|
||||
import distanceFragmentShader from '../shaders/distance-fs.glsl';
|
||||
import distanceVertexShader from '../shaders/distance-vs.glsl';
|
||||
import lightsFragmentShader from '../shaders/shading-fs.glsl';
|
||||
import lightsVertexShader from '../shaders/shading-vs.glsl';
|
||||
import { FpsAutoscaler } from './fps-autoscaler';
|
||||
import { RenderingPass } from './rendering-pass';
|
||||
import { UniformsProvider } from './uniforms-provider';
|
||||
|
||||
export class WebGl2Renderer implements IRenderer {
|
||||
private gl: WebGL2RenderingContext;
|
||||
private stopwatch?: WebGlStopwatch;
|
||||
private uniformsProvider: UniformsProvider;
|
||||
private distanceFieldFrameBuffer: IntermediateFrameBuffer;
|
||||
private lightingFrameBuffer: DefaultFrameBuffer;
|
||||
private distancePass: RenderingPass;
|
||||
private lightingPass: RenderingPass;
|
||||
private autoscaler: FpsAutoscaler;
|
||||
|
||||
private initializePromise: Promise<[void, void]> = null;
|
||||
|
||||
constructor(private canvas: HTMLCanvasElement, private overlay: HTMLElement) {
|
||||
this.gl = getWebGl2Context(canvas);
|
||||
|
||||
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl);
|
||||
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl);
|
||||
|
||||
this.distancePass = new RenderingPass(
|
||||
this.gl,
|
||||
[distanceVertexShader, distanceFragmentShader],
|
||||
[DrawableTunnel.descriptor, DrawableBlob.descriptor],
|
||||
this.distanceFieldFrameBuffer
|
||||
);
|
||||
|
||||
this.lightingPass = new RenderingPass(
|
||||
this.gl,
|
||||
[lightsVertexShader, lightsFragmentShader],
|
||||
[CircleLight.descriptor, Flashlight.descriptor],
|
||||
this.lightingFrameBuffer
|
||||
);
|
||||
|
||||
this.initializePromise = Promise.all([
|
||||
this.distancePass.initialize(),
|
||||
this.lightingPass.initialize(),
|
||||
]);
|
||||
|
||||
this.uniformsProvider = new UniformsProvider(this.gl);
|
||||
|
||||
this.autoscaler = new FpsAutoscaler({
|
||||
distanceRenderScale: (v) =>
|
||||
(this.distanceFieldFrameBuffer.renderScale = v as number),
|
||||
finalRenderScale: (v) => (this.lightingFrameBuffer.renderScale = v as number),
|
||||
softShadowsEnabled: (v) =>
|
||||
(this.uniformsProvider.softShadowsEnabled = v as boolean),
|
||||
});
|
||||
|
||||
try {
|
||||
this.stopwatch = new WebGlStopwatch(this.gl);
|
||||
} catch {
|
||||
// no problem
|
||||
}
|
||||
}
|
||||
|
||||
public async initialize(): Promise<void> {
|
||||
await this.initializePromise;
|
||||
}
|
||||
|
||||
public drawShape(shape: IDrawable) {
|
||||
this.distancePass.addDrawable(shape);
|
||||
}
|
||||
|
||||
public drawLight(light: ILight) {
|
||||
this.lightingPass.addDrawable(light);
|
||||
}
|
||||
|
||||
public startFrame(deltaTime: DOMHighResTimeStamp) {
|
||||
this.autoscaler.autoscale(deltaTime);
|
||||
|
||||
this.stopwatch?.start();
|
||||
|
||||
this.distanceFieldFrameBuffer.setSize();
|
||||
this.lightingFrameBuffer.setSize();
|
||||
}
|
||||
|
||||
public finishFrame() {
|
||||
const common = {
|
||||
distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
|
||||
shadingNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
|
||||
};
|
||||
|
||||
this.distancePass.render(this.uniformsProvider.getUniforms(common));
|
||||
this.lightingPass.render(
|
||||
this.uniformsProvider.getUniforms(common),
|
||||
this.distanceFieldFrameBuffer.colorTexture
|
||||
);
|
||||
|
||||
this.stopwatch?.stop();
|
||||
}
|
||||
|
||||
public setViewArea(viewArea: BoundingBoxBase) {
|
||||
this.uniformsProvider.setViewArea(viewArea);
|
||||
}
|
||||
|
||||
public setCursorPosition(position: vec2) {
|
||||
this.uniformsProvider.setCursorPosition(position);
|
||||
}
|
||||
|
||||
public get canvasSize(): vec2 {
|
||||
return vec2.fromValues(this.canvas.clientWidth, this.canvas.clientHeight);
|
||||
}
|
||||
|
||||
public drawInfoText(text: string) {
|
||||
if (this.overlay.innerText != text) {
|
||||
this.overlay.innerText = text;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,59 +0,0 @@
|
|||
export const settings = {
|
||||
enableHighDpiRendering: true,
|
||||
qualityScaling: {
|
||||
targetDeltaTimeInMilliseconds: 20,
|
||||
deltaTimeError: 2,
|
||||
deltaTimeResponsiveness: 1 / 16,
|
||||
adjusmentRateInMilliseconds: 300,
|
||||
qualityTargets: [
|
||||
{
|
||||
distanceRenderScale: 0.1,
|
||||
finalRenderScale: 0.2,
|
||||
softShadowsEnabled: false,
|
||||
},
|
||||
{
|
||||
distanceRenderScale: 0.1,
|
||||
finalRenderScale: 0.6,
|
||||
softShadowsEnabled: false,
|
||||
},
|
||||
{
|
||||
distanceRenderScale: 0.3,
|
||||
finalRenderScale: 1.0,
|
||||
softShadowsEnabled: false,
|
||||
},
|
||||
{
|
||||
distanceRenderScale: 0.3,
|
||||
finalRenderScale: 1.0,
|
||||
softShadowsEnabled: true,
|
||||
},
|
||||
/*{
|
||||
distanceRenderScale: 1.0,
|
||||
finalRenderScale: 1.5,
|
||||
softShadowsEnabled: true,
|
||||
},
|
||||
{
|
||||
distanceRenderScale: 1.25,
|
||||
finalRenderScale: 1.75,
|
||||
softShadowsEnabled: true,
|
||||
},
|
||||
{
|
||||
distanceRenderScale: 2,
|
||||
finalRenderScale: 2,
|
||||
softShadowsEnabled: true,
|
||||
},*/
|
||||
],
|
||||
startingTargetIndex: 2,
|
||||
scalingOptions: {
|
||||
additiveIncrease: 0.2,
|
||||
multiplicativeDecrease: 1.05,
|
||||
},
|
||||
},
|
||||
tileMultiplier: 8,
|
||||
shaderMacros: {},
|
||||
shaderCombinations: {
|
||||
lineSteps: [0, 1, 2, 4, 8, 16, 128],
|
||||
blobSteps: [0, 1, 2, 8],
|
||||
circleLightSteps: [0, 1],
|
||||
flashlightSteps: [0, 1],
|
||||
},
|
||||
};
|
||||
|
|
@ -1,109 +0,0 @@
|
|||
#version 300 es
|
||||
|
||||
precision lowp float;
|
||||
|
||||
#define LINE_COUNT {lineCount}
|
||||
#define BLOB_COUNT {blobCount}
|
||||
|
||||
#define SURFACE_OFFSET 0.001
|
||||
|
||||
uniform float maxMinDistance;
|
||||
uniform float distanceNdcPixelSize;
|
||||
|
||||
in vec2 position;
|
||||
|
||||
float smoothMin(float a, float b)
|
||||
{
|
||||
const float k = 2.0;
|
||||
|
||||
a = pow(a, k);
|
||||
b = pow(b, k);
|
||||
return pow((a * b) / (a + b), 1.0 / k);
|
||||
}
|
||||
|
||||
#if LINE_COUNT > 0
|
||||
uniform struct {
|
||||
vec2 from;
|
||||
vec2 toFromDelta;
|
||||
float fromRadius;
|
||||
float toRadius;
|
||||
}[LINE_COUNT] lines;
|
||||
|
||||
void lineMinDistance(inout float minDistance, inout float color) {
|
||||
float myMinDistance = maxMinDistance;
|
||||
for (int i = 0; i < LINE_COUNT; i++) {
|
||||
vec2 targetFromDelta = position - lines[i].from;
|
||||
vec2 toFromDelta = lines[i].toFromDelta;
|
||||
|
||||
float h = clamp(
|
||||
dot(targetFromDelta, toFromDelta) / dot(toFromDelta, toFromDelta),
|
||||
0.0, 1.0
|
||||
);
|
||||
|
||||
float lineDistance = -mix(
|
||||
lines[i].fromRadius, lines[i].toRadius, h
|
||||
) + distance(
|
||||
targetFromDelta, toFromDelta * h
|
||||
);
|
||||
|
||||
myMinDistance = min(myMinDistance, lineDistance);
|
||||
}
|
||||
|
||||
color = mix(0.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, -myMinDistance));
|
||||
minDistance = -myMinDistance;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if BLOB_COUNT > 0
|
||||
uniform struct {
|
||||
vec2 headCenter;
|
||||
vec2 leftFootCenter;
|
||||
vec2 rightFootCenter;
|
||||
float headRadius;
|
||||
float footRadius;
|
||||
float k;
|
||||
}[BLOB_COUNT] blobs;
|
||||
|
||||
float circleMinDistance(vec2 circleCenter, float radius) {
|
||||
return distance(position, circleCenter) - radius;
|
||||
}
|
||||
|
||||
void blobMinDistance(inout float minDistance, inout float color) {
|
||||
for (int i = 0; i < BLOB_COUNT; i++) {
|
||||
float headDistance = circleMinDistance(blobs[i].headCenter, blobs[i].headRadius);
|
||||
float leftFootDistance = circleMinDistance(blobs[i].leftFootCenter, blobs[i].footRadius);
|
||||
float rightFootDistance = circleMinDistance(blobs[i].rightFootCenter, blobs[i].footRadius);
|
||||
|
||||
float res = min(
|
||||
smoothMin(headDistance, leftFootDistance),
|
||||
smoothMin(headDistance, rightFootDistance)
|
||||
);
|
||||
|
||||
res = min(100.0, headDistance);
|
||||
res = min(res, leftFootDistance);
|
||||
res = min(res, rightFootDistance);
|
||||
//color = mix(2.0, color, step(distanceUvPixelSize + SURFACE_OFFSET, res));
|
||||
minDistance = min(minDistance, res);
|
||||
color = mix(2.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, res));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
out vec2 fragmentColor;
|
||||
|
||||
void main() {
|
||||
float minDistance = -maxMinDistance;
|
||||
float color = 0.0;
|
||||
|
||||
#if LINE_COUNT > 0
|
||||
lineMinDistance(minDistance, color);
|
||||
#endif
|
||||
|
||||
#if BLOB_COUNT > 0
|
||||
blobMinDistance(minDistance, color);
|
||||
#endif
|
||||
|
||||
|
||||
// minDistance / 2.0: NDC to UV scale
|
||||
fragmentColor = vec2((minDistance - SURFACE_OFFSET) / 2.0, color);
|
||||
}
|
||||
|
|
@ -1,15 +0,0 @@
|
|||
#version 300 es
|
||||
|
||||
precision lowp float;
|
||||
|
||||
uniform mat3 modelTransform;
|
||||
uniform vec2 squareToAspectRatio;
|
||||
|
||||
in vec4 vertexPosition;
|
||||
out vec2 position;
|
||||
|
||||
void main() {
|
||||
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
|
||||
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
|
||||
position = vertexPosition2D.xy * squareToAspectRatio;
|
||||
}
|
||||
|
|
@ -1,176 +0,0 @@
|
|||
#version 300 es
|
||||
|
||||
precision lowp float;
|
||||
|
||||
#define INFINITY 1000.0
|
||||
#define LIGHT_DROP_INSIDE_RATIO 0.3
|
||||
#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
|
||||
#define SHADOW_HARDNESS 150.0
|
||||
|
||||
#define CIRCLE_LIGHT_COUNT {circleLightCount}
|
||||
#define FLASHLIGHT_COUNT {flashlightCount}
|
||||
|
||||
uniform bool softShadowsEnabled;
|
||||
uniform vec2 squareToAspectRatioTimes2;
|
||||
uniform float shadingNdcPixelSize;
|
||||
uniform sampler2D distanceTexture;
|
||||
|
||||
in vec2 position;
|
||||
in vec2 uvCoordinates;
|
||||
|
||||
vec3[3] colors = vec3[](
|
||||
vec3(0.4, 0.35, 0.6), // cave color
|
||||
vec3(0.0, 1.0, 0.0),
|
||||
vec3(0.0, 0.0, 1.0)
|
||||
);
|
||||
|
||||
float getDistance(in vec2 target, out vec3 color) {
|
||||
vec4 values = texture(distanceTexture, target);
|
||||
color = colors[int(values[1])];
|
||||
return values[0];
|
||||
}
|
||||
|
||||
float getDistance(in vec2 target) {
|
||||
return texture(distanceTexture, target)[0];
|
||||
}
|
||||
|
||||
float softShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
|
||||
float rayLength = startingDistance;
|
||||
float q = 1.0 / SHADOW_HARDNESS;
|
||||
|
||||
for (int j = 0; j < 128; j++) {
|
||||
float minDistance = getDistance(uvCoordinates + direction * rayLength);
|
||||
|
||||
q = min(q, minDistance / rayLength);
|
||||
rayLength += minDistance / 2.5;
|
||||
|
||||
if (rayLength >= lightCenterDistance) {
|
||||
return q * SHADOW_HARDNESS;
|
||||
}
|
||||
}
|
||||
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
float hardShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
|
||||
float rayLength = startingDistance;
|
||||
|
||||
for (int j = 0; j < 32; j++) {
|
||||
rayLength += getDistance(uvCoordinates + direction * rayLength);
|
||||
}
|
||||
|
||||
return step(lightCenterDistance, rayLength);
|
||||
}
|
||||
|
||||
float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
|
||||
return softShadowsEnabled ?
|
||||
softShadowTransparency(startingDistance, lightCenterDistance, direction) :
|
||||
hardShadowTransparency(startingDistance, lightCenterDistance, direction);
|
||||
}
|
||||
|
||||
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
uniform struct CircleLight {
|
||||
vec2 center;
|
||||
float lightDrop;
|
||||
vec3 value;
|
||||
}[CIRCLE_LIGHT_COUNT] circleLights;
|
||||
|
||||
in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
|
||||
|
||||
vec3 colorInPosition(CircleLight light, out float lightCenterDistance) {
|
||||
lightCenterDistance = distance(light.center, position);
|
||||
return light.value / pow(
|
||||
lightCenterDistance / light.lightDrop + 1.0, 2.0
|
||||
);
|
||||
}
|
||||
|
||||
vec3 colorInPositionInside(CircleLight light) {
|
||||
float lightCenterDistance = distance(light.center, position);
|
||||
return light.value / pow(
|
||||
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
|
||||
);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
uniform struct Flashlight {
|
||||
vec2 center;
|
||||
vec2 direction;
|
||||
float lightDrop;
|
||||
vec3 value;
|
||||
}[FLASHLIGHT_COUNT] flashlights;
|
||||
|
||||
in vec2[FLASHLIGHT_COUNT] flashlightDirections;
|
||||
|
||||
float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
|
||||
return smoothstep(0.0, 1.0, 10.0 * max(0.0, dot(targetDirection, lightDirection) - 0.9));
|
||||
}
|
||||
|
||||
vec3 colorInPosition(Flashlight light, vec2 positionDirection, out float lightCenterDistance) {
|
||||
lightCenterDistance = distance(light.center, position);
|
||||
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
|
||||
lightCenterDistance / light.lightDrop + 1.0, 2.0
|
||||
);
|
||||
}
|
||||
|
||||
vec3 colorInPositionInside(Flashlight light, vec2 positionDirection) {
|
||||
float lightCenterDistance = distance(light.center, position);
|
||||
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
|
||||
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
|
||||
);
|
||||
}
|
||||
#endif
|
||||
|
||||
out vec4 fragmentColor;
|
||||
void main() {
|
||||
vec3 lighting = AMBIENT_LIGHT;
|
||||
|
||||
vec3 colorAtPosition;
|
||||
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
|
||||
|
||||
if (startingDistance < 0.0) {
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
lighting += colorInPositionInside(circleLights[i]);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
lighting += colorInPositionInside(flashlights[i], normalize(flashlightDirections[i]));
|
||||
}
|
||||
#endif
|
||||
} else {
|
||||
colorAtPosition = vec3(1.0);
|
||||
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
|
||||
|
||||
float lightCenterDistance;
|
||||
vec3 lightColorAtPosition = colorInPosition(circleLights[i], lightCenterDistance);
|
||||
|
||||
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
vec2 originalDirection = normalize(flashlightDirections[i]);
|
||||
vec2 direction = originalDirection / squareToAspectRatioTimes2;
|
||||
|
||||
float lightCenterDistance;
|
||||
vec3 lightColorAtPosition = colorInPosition(flashlights[i], originalDirection, lightCenterDistance);
|
||||
|
||||
if (length(lightColorAtPosition) < 0.01) {
|
||||
continue;
|
||||
}
|
||||
|
||||
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
fragmentColor = vec4(colorAtPosition * lighting, 1.0);
|
||||
}
|
||||
|
|
@ -1,59 +0,0 @@
|
|||
#version 300 es
|
||||
|
||||
precision lowp float;
|
||||
|
||||
#define CIRCLE_LIGHT_COUNT {circleLightCount}
|
||||
#define FLASHLIGHT_COUNT {flashlightCount}
|
||||
|
||||
uniform mat3 modelTransform;
|
||||
in vec4 vertexPosition;
|
||||
|
||||
out vec2 position;
|
||||
out vec2 uvCoordinates;
|
||||
|
||||
uniform vec2 squareToAspectRatio;
|
||||
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
uniform struct CircleLight {
|
||||
vec2 center;
|
||||
float lightDrop;
|
||||
vec3 value;
|
||||
}[CIRCLE_LIGHT_COUNT] circleLights;
|
||||
|
||||
out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
|
||||
#endif
|
||||
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
uniform struct Flashlight {
|
||||
vec2 center;
|
||||
vec2 direction;
|
||||
float lightDrop;
|
||||
vec3 value;
|
||||
}[FLASHLIGHT_COUNT] flashlights;
|
||||
|
||||
out vec2[FLASHLIGHT_COUNT] flashlightDirections;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
|
||||
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
|
||||
position = vertexPosition2D.xy * squareToAspectRatio;
|
||||
|
||||
uvCoordinates = (vertexPosition2D * mat3(
|
||||
0.5, 0.0, 0.5,
|
||||
0.0, 0.5, 0.5,
|
||||
0.0, 0.0, 1.0
|
||||
)).xy;
|
||||
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
circleLightDirections[i] = circleLights[i].center - position;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
flashlightDirections[i] = flashlights[i].center - position;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
@ -1,49 +0,0 @@
|
|||
declare global {
|
||||
interface Array<T> {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
interface Float32Array {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
}
|
||||
|
||||
export const applyArrayPlugins = () => {
|
||||
Object.defineProperty(Array.prototype, 'x', {
|
||||
get() {
|
||||
return this[0];
|
||||
},
|
||||
set(value) {
|
||||
this[0] = value;
|
||||
},
|
||||
});
|
||||
|
||||
Object.defineProperty(Array.prototype, 'y', {
|
||||
get() {
|
||||
return this[1];
|
||||
},
|
||||
set(value) {
|
||||
this[1] = value;
|
||||
},
|
||||
});
|
||||
|
||||
Object.defineProperty(Float32Array.prototype, 'x', {
|
||||
get() {
|
||||
return this[0];
|
||||
},
|
||||
set(value) {
|
||||
this[0] = value;
|
||||
},
|
||||
});
|
||||
|
||||
Object.defineProperty(Float32Array.prototype, 'y', {
|
||||
get() {
|
||||
return this[1];
|
||||
},
|
||||
set(value) {
|
||||
this[1] = value;
|
||||
},
|
||||
});
|
||||
};
|
||||
|
|
@ -1,60 +0,0 @@
|
|||
import { InfoText } from '../objects/types/info-text';
|
||||
import { clamp } from './clamp';
|
||||
import { mix } from './mix';
|
||||
|
||||
export class Autoscaler {
|
||||
// can have fractions
|
||||
private index: number;
|
||||
|
||||
constructor(
|
||||
private setters: { [key: string]: (value: number | boolean) => void },
|
||||
private targets: Array<{ [key: string]: number | boolean }>,
|
||||
startingIndex: number,
|
||||
private scalingOptions: {
|
||||
additiveIncrease: number;
|
||||
multiplicativeDecrease: number;
|
||||
}
|
||||
) {
|
||||
this.index = startingIndex;
|
||||
this.applyScaling();
|
||||
}
|
||||
|
||||
public increase() {
|
||||
this.index += this.scalingOptions.additiveIncrease;
|
||||
this.applyScaling();
|
||||
}
|
||||
|
||||
public decrease() {
|
||||
this.index /= this.scalingOptions.multiplicativeDecrease;
|
||||
this.applyScaling();
|
||||
}
|
||||
|
||||
private applyScaling() {
|
||||
this.index = clamp(this.index, 0, this.targets.length - 1);
|
||||
|
||||
const floor = Math.floor(this.index);
|
||||
const fract = this.index - floor;
|
||||
|
||||
const previousTarget = this.targets[floor];
|
||||
const nextTarget =
|
||||
floor + 1 == this.targets.length ? previousTarget : this.targets[floor + 1];
|
||||
|
||||
const result = {};
|
||||
for (const key in this.setters) {
|
||||
const previous = previousTarget[key];
|
||||
const next = nextTarget[key];
|
||||
let current: number | boolean;
|
||||
if (typeof previous == 'number') {
|
||||
current = mix(previous, next as number, fract);
|
||||
} else {
|
||||
current = next;
|
||||
}
|
||||
|
||||
result[key] = current;
|
||||
|
||||
this.setters[key](current);
|
||||
}
|
||||
|
||||
InfoText.modifyRecord('quality', result);
|
||||
}
|
||||
}
|
||||
23
frontend/src/scripts/helper/delta-time-calculator.ts
Normal file
23
frontend/src/scripts/helper/delta-time-calculator.ts
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
export class DeltaTimeCalculator {
|
||||
private previousTime: DOMHighResTimeStamp | null = null;
|
||||
|
||||
constructor() {
|
||||
document.addEventListener('visibilitychange', this.handleVisibilityChange.bind(this));
|
||||
}
|
||||
|
||||
public getNextDeltaTime(currentTime: DOMHighResTimeStamp): DOMHighResTimeStamp {
|
||||
if (this.previousTime === null) {
|
||||
this.previousTime = currentTime;
|
||||
}
|
||||
|
||||
const delta = currentTime - this.previousTime;
|
||||
this.previousTime = currentTime;
|
||||
return delta;
|
||||
}
|
||||
|
||||
private handleVisibilityChange() {
|
||||
if (!document.hidden) {
|
||||
this.previousTime = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
4
frontend/src/scripts/helper/pretty-print.ts
Normal file
4
frontend/src/scripts/helper/pretty-print.ts
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
export const prettyPrint = (o: any): string =>
|
||||
JSON.stringify(o, (_, v) => (v.toFixed ? Number(v.toFixed(3)) : v), ' ')
|
||||
.replace(/("|,|{|^\n)/g, '')
|
||||
.replace(/(\W*}\n?)+/g, '\n\n');
|
||||
|
|
@ -1,35 +0,0 @@
|
|||
import { InfoText } from '../objects/types/info-text';
|
||||
import { last } from './last';
|
||||
|
||||
export function timeIt(interval = 60) {
|
||||
return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
|
||||
let i = 0;
|
||||
let previousTimes: Array<DOMHighResTimeStamp> = [];
|
||||
|
||||
const targetFunction = descriptor.value;
|
||||
|
||||
descriptor.value = function (...values) {
|
||||
const start = performance.now();
|
||||
targetFunction.bind(this)(...values);
|
||||
const end = performance.now();
|
||||
|
||||
previousTimes.push(end - start);
|
||||
|
||||
if (i++ % interval == 0) {
|
||||
previousTimes = previousTimes.sort();
|
||||
|
||||
const text = `Max: ${last(previousTimes).toFixed(
|
||||
2
|
||||
)} ms\n\tMedian: ${previousTimes[Math.floor(previousTimes.length / 2)].toFixed(
|
||||
2
|
||||
)} ms`;
|
||||
|
||||
InfoText.modifyRecord(propertyKey, text);
|
||||
|
||||
previousTimes = [];
|
||||
}
|
||||
};
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
|
|
@ -1,5 +1,5 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { BeforeRenderCommand } from '../../graphics/commands/before-render';
|
||||
import { RenderCommand } from '../../graphics/commands/render';
|
||||
import { CursorMoveCommand } from '../../input/commands/cursor-move-command';
|
||||
import { ZoomCommand } from '../../input/commands/zoom';
|
||||
import { MoveToCommand } from '../../physics/commands/move-to';
|
||||
|
|
@ -17,7 +17,7 @@ export class Camera extends GameObject {
|
|||
|
||||
this._viewArea = new BoundingBox(null);
|
||||
|
||||
this.addCommandExecutor(BeforeRenderCommand, this.draw.bind(this));
|
||||
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
|
||||
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
|
||||
this.addCommandExecutor(CursorMoveCommand, this.setCursorPosition.bind(this));
|
||||
this.addCommandExecutor(ZoomCommand, this.zoom.bind(this));
|
||||
|
|
@ -27,7 +27,7 @@ export class Camera extends GameObject {
|
|||
return this._viewArea;
|
||||
}
|
||||
|
||||
private draw(c: BeforeRenderCommand) {
|
||||
private draw(c: RenderCommand) {
|
||||
const canvasAspectRatio = c.renderer.canvasSize.x / c.renderer.canvasSize.y;
|
||||
|
||||
this.viewArea.size = vec2.fromValues(
|
||||
|
|
@ -35,8 +35,8 @@ export class Camera extends GameObject {
|
|||
Math.sqrt(this.inViewAreaSize / canvasAspectRatio)
|
||||
);
|
||||
|
||||
c.renderer.setViewArea(this._viewArea);
|
||||
c.renderer.setCursorPosition(this.cursorPosition);
|
||||
c.renderer.setViewArea(this._viewArea.topLeft, this.viewArea.size);
|
||||
//c.renderer.setCursorPosition(this.cursorPosition);
|
||||
}
|
||||
|
||||
private moveTo(c: MoveToCommand) {
|
||||
|
|
|
|||
|
|
@ -1,7 +1,6 @@
|
|||
import { vec2, vec3 } from 'gl-matrix';
|
||||
import { Flashlight } from 'sdf-2d';
|
||||
import { RenderCommand } from '../../graphics/commands/render';
|
||||
import { DrawableBlob } from '../../graphics/drawables/drawable-blob';
|
||||
import { Flashlight } from '../../graphics/drawables/lights/flashlight';
|
||||
import { IGame } from '../../i-game';
|
||||
import { KeyDownCommand } from '../../input/commands/key-down';
|
||||
import { KeyUpCommand } from '../../input/commands/key-up';
|
||||
|
|
@ -9,19 +8,18 @@ import { SwipeCommand } from '../../input/commands/swipe';
|
|||
import { StepCommand } from '../../physics/commands/step';
|
||||
import { TeleportToCommand } from '../../physics/commands/teleport-to';
|
||||
import { IShape } from '../../shapes/i-shape';
|
||||
import { Blob } from '../../shapes/types/blob';
|
||||
import { BlobShape } from '../../shapes/types/blob-shape';
|
||||
import { GameObject } from '../game-object';
|
||||
|
||||
export class Character extends GameObject {
|
||||
private keysDown: Set<string> = new Set();
|
||||
private light = new Flashlight(
|
||||
vec2.create(),
|
||||
vec2.fromValues(-1, 0),
|
||||
0.7,
|
||||
vec3.fromValues(1, 0.6, 0.45),
|
||||
1.5
|
||||
1.5,
|
||||
vec2.fromValues(-1, 0)
|
||||
);
|
||||
private shape = new DrawableBlob(vec2.create());
|
||||
private shape = new BlobShape(vec2.create());
|
||||
private static speed = 1.5;
|
||||
|
||||
constructor(private game: IGame) {
|
||||
|
|
@ -41,8 +39,8 @@ export class Character extends GameObject {
|
|||
}
|
||||
|
||||
private draw(c: RenderCommand) {
|
||||
c.renderer.drawShape(this.shape);
|
||||
c.renderer.drawLight(this.light);
|
||||
c.renderer.addDrawable(this.shape);
|
||||
c.renderer.addDrawable(this.light);
|
||||
}
|
||||
|
||||
private tryMoving(delta: vec2, isFirstIteration = true) {
|
||||
|
|
@ -98,14 +96,14 @@ export class Character extends GameObject {
|
|||
}
|
||||
}
|
||||
|
||||
private getNearShapesTo(shape: Blob): Array<{ shape: IShape; distance: number }> {
|
||||
private getNearShapesTo(shape: BlobShape): Array<{ shape: IShape; distance: number }> {
|
||||
return this.game
|
||||
.findIntersecting(shape.boundingBox)
|
||||
.filter((b) => b.shape)
|
||||
.map((b) => ({
|
||||
shape: b.shape,
|
||||
// TODO: fix this
|
||||
distance: b.shape.distance(shape.center) + shape.radius - 20,
|
||||
distance: b.shape.minDistance(shape.center) + shape.radius - 20,
|
||||
}))
|
||||
.sort((e) => e.distance);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,36 +0,0 @@
|
|||
import { RenderCommand } from '../../graphics/commands/render';
|
||||
import { GameObject } from '../game-object';
|
||||
|
||||
export class InfoText extends GameObject {
|
||||
private static MinRowLength = 60;
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
|
||||
}
|
||||
|
||||
private static records: Map<string, string> = new Map();
|
||||
|
||||
public static modifyRecord(key: string, value: string | any) {
|
||||
if (typeof value == 'string') {
|
||||
value = ' ' + value;
|
||||
} else {
|
||||
value = JSON.stringify(
|
||||
value,
|
||||
(_, v) => (v.toFixed ? Number(v.toFixed(2)) : v),
|
||||
' '
|
||||
);
|
||||
}
|
||||
|
||||
InfoText.records.set(key, value);
|
||||
}
|
||||
|
||||
private draw(e: RenderCommand) {
|
||||
let text = '';
|
||||
InfoText.records.forEach(
|
||||
(v, k) => (text += `${k}\n${v.padEnd(InfoText.MinRowLength)}\n`)
|
||||
);
|
||||
e.renderer.drawInfoText(text);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,23 +1,23 @@
|
|||
import { vec2, vec3 } from 'gl-matrix';
|
||||
import { CircleLight } from 'sdf-2d';
|
||||
import { RenderCommand } from '../../graphics/commands/render';
|
||||
import { CircleLight } from '../../graphics/drawables/lights/circle-light';
|
||||
import { MoveToCommand } from '../../physics/commands/move-to';
|
||||
import { GameObject } from '../game-object';
|
||||
|
||||
export class Lamp extends GameObject {
|
||||
private light: CircleLight;
|
||||
|
||||
constructor(center: vec2, radius: number, color: vec3, lightness: number) {
|
||||
constructor(center: vec2, color: vec3, lightness: number) {
|
||||
super();
|
||||
|
||||
this.light = new CircleLight(center, radius, color, lightness);
|
||||
this.light = new CircleLight(center, color, lightness);
|
||||
|
||||
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
|
||||
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
|
||||
}
|
||||
|
||||
private draw(c: RenderCommand) {
|
||||
c.renderer.drawLight(this.light);
|
||||
c.renderer.addDrawable(this.light);
|
||||
}
|
||||
|
||||
private moveTo(c: MoveToCommand) {
|
||||
|
|
|
|||
|
|
@ -1,11 +1,11 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { RenderCommand } from '../../graphics/commands/render';
|
||||
import { DrawableTunnel } from '../../graphics/drawables/drawable-tunnel';
|
||||
import { Physics } from '../../physics/physics';
|
||||
import { TunnelShape } from '../../shapes/types/tunnel-shape';
|
||||
import { GameObject } from '../game-object';
|
||||
|
||||
export class Tunnel extends GameObject {
|
||||
private shape: DrawableTunnel;
|
||||
private shape: TunnelShape;
|
||||
|
||||
constructor(
|
||||
physics: Physics,
|
||||
|
|
@ -16,12 +16,12 @@ export class Tunnel extends GameObject {
|
|||
) {
|
||||
super();
|
||||
|
||||
this.shape = new DrawableTunnel(from, to, fromRadius, toRadius, this);
|
||||
this.shape = new TunnelShape(from, to, fromRadius, toRadius, this);
|
||||
physics.addStaticBoundingBox(this.shape.boundingBox);
|
||||
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
|
||||
}
|
||||
|
||||
private draw(c: RenderCommand) {
|
||||
c.renderer.drawShape(this.shape);
|
||||
c.renderer.addDrawable(this.shape);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,15 +1,12 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { BoundingBox } from './bounding-box';
|
||||
import { GameObject } from '../objects/game-object';
|
||||
import { BoundingBox } from './bounding-box';
|
||||
|
||||
export interface IShape {
|
||||
readonly isInverted: boolean;
|
||||
readonly boundingBox: BoundingBox;
|
||||
|
||||
readonly gameObject?: GameObject;
|
||||
|
||||
distance(target: vec2): number;
|
||||
minDistance(target: vec2): number;
|
||||
normal(from: vec2): vec2;
|
||||
|
||||
clone(): IShape;
|
||||
}
|
||||
|
|
|
|||
127
frontend/src/scripts/shapes/types/blob-shape.ts
Normal file
127
frontend/src/scripts/shapes/types/blob-shape.ts
Normal file
|
|
@ -0,0 +1,127 @@
|
|||
import { mat2d, vec2 } from 'gl-matrix';
|
||||
import { Circle, Drawable, DrawableDescriptor } from 'sdf-2d';
|
||||
import { GameObject } from '../../objects/game-object';
|
||||
import { BoundingBox } from '../bounding-box';
|
||||
import { IShape } from '../i-shape';
|
||||
import { CircleShape } from './circle-shape';
|
||||
|
||||
export class BlobShape extends Drawable implements IShape {
|
||||
public static descriptor: DrawableDescriptor = {
|
||||
sdf: {
|
||||
shader: `
|
||||
uniform struct {
|
||||
vec2 headCenter;
|
||||
vec2 leftFootCenter;
|
||||
vec2 rightFootCenter;
|
||||
float headRadius;
|
||||
float footRadius;
|
||||
float k;
|
||||
}[BLOB_COUNT] blobs;
|
||||
|
||||
float smoothMin(float a, float b)
|
||||
{
|
||||
const float k = 80.0;
|
||||
float res = exp2( -k*a ) + exp2( -k*b );
|
||||
return -log2( res )/k;
|
||||
}
|
||||
|
||||
float circleDistance(vec2 circleCenter, float radius) {
|
||||
return distance(position, circleCenter) - radius;
|
||||
}
|
||||
|
||||
void blobMinDistance(inout float minDistance, inout float color) {
|
||||
for (int i = 0; i < BLOB_COUNT; i++) {
|
||||
float headDistance = circleDistance(blobs[i].headCenter, blobs[i].headRadius);
|
||||
float leftFootDistance = circleDistance(blobs[i].leftFootCenter, blobs[i].footRadius);
|
||||
float rightFootDistance = circleDistance(blobs[i].rightFootCenter, blobs[i].footRadius);
|
||||
|
||||
float res = min(
|
||||
smoothMin(headDistance, leftFootDistance),
|
||||
smoothMin(headDistance, rightFootDistance)
|
||||
);
|
||||
|
||||
minDistance = min(minDistance, res);
|
||||
color = mix(1.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, res));
|
||||
}
|
||||
}
|
||||
`,
|
||||
distanceFunctionName: 'blobMinDistance',
|
||||
},
|
||||
uniformName: 'blobs',
|
||||
uniformCountMacroName: 'BLOB_COUNT',
|
||||
shaderCombinationSteps: [1],
|
||||
empty: new BlobShape(vec2.fromValues(0, 0)),
|
||||
};
|
||||
|
||||
public readonly boundingCircleRadius = 100;
|
||||
|
||||
protected readonly headRadius = 40;
|
||||
protected readonly footRadius = 15;
|
||||
|
||||
private readonly headOffset = vec2.fromValues(0, -15);
|
||||
private readonly leftFootOffset = vec2.fromValues(-12, -60);
|
||||
private readonly rightFootOffset = vec2.fromValues(12, -60);
|
||||
|
||||
public readonly isInverted = false;
|
||||
protected boundingCircle = new CircleShape(vec2.create(), this.boundingCircleRadius);
|
||||
protected head = new Circle(vec2.create(), this.headRadius);
|
||||
protected leftFoot = new Circle(vec2.create(), this.footRadius);
|
||||
protected rightFoot = new Circle(vec2.create(), this.footRadius);
|
||||
|
||||
public constructor(center: vec2, public readonly gameObject: GameObject = null) {
|
||||
super();
|
||||
this.position = center;
|
||||
}
|
||||
|
||||
public set position(value: vec2) {
|
||||
vec2.copy(this.boundingCircle.center, value);
|
||||
vec2.add(this.head.center, value, this.headOffset);
|
||||
vec2.add(this.leftFoot.center, value, this.leftFootOffset);
|
||||
vec2.add(this.rightFoot.center, value, this.rightFootOffset);
|
||||
}
|
||||
|
||||
public get center(): vec2 {
|
||||
return this.boundingCircle.center;
|
||||
}
|
||||
|
||||
public get radius(): number {
|
||||
return this.boundingCircle.radius;
|
||||
}
|
||||
|
||||
public minDistance(target: vec2): number {
|
||||
return this.boundingCircle.minDistance(target);
|
||||
}
|
||||
public normal(from: vec2): vec2 {
|
||||
return this.boundingCircle.normal(from);
|
||||
}
|
||||
|
||||
public get boundingBox(): BoundingBox {
|
||||
return this.boundingCircle.boundingBox;
|
||||
}
|
||||
|
||||
public isInside(target: vec2): boolean {
|
||||
return this.minDistance(target) < 0;
|
||||
}
|
||||
|
||||
public clone(): BlobShape {
|
||||
return new BlobShape(this.boundingCircle.center, this.gameObject);
|
||||
}
|
||||
|
||||
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
|
||||
return {
|
||||
headCenter: vec2.transformMat2d(vec2.create(), this.head.center, transform2d),
|
||||
leftFootCenter: vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
this.leftFoot.center,
|
||||
transform2d
|
||||
),
|
||||
rightFootCenter: vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
this.rightFoot.center,
|
||||
transform2d
|
||||
),
|
||||
headRadius: this.headRadius * transform1d,
|
||||
footRadius: this.footRadius * transform1d,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
@ -1,60 +0,0 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { GameObject } from '../../objects/game-object';
|
||||
import { BoundingBox } from '../bounding-box';
|
||||
import { IShape } from '../i-shape';
|
||||
import { Circle } from './circle';
|
||||
|
||||
export class Blob implements IShape {
|
||||
public readonly boundingCircleRadius = 100;
|
||||
|
||||
protected readonly headRadius = 40;
|
||||
protected readonly footRadius = 15;
|
||||
|
||||
private readonly headOffset = vec2.fromValues(0, -15);
|
||||
private readonly leftFootOffset = vec2.fromValues(-12, -60);
|
||||
private readonly rightFootOffset = vec2.fromValues(12, -60);
|
||||
|
||||
public readonly isInverted = false;
|
||||
protected boundingCircle = new Circle(vec2.create(), this.boundingCircleRadius);
|
||||
protected head = new Circle(vec2.create(), this.headRadius);
|
||||
protected leftFoot = new Circle(vec2.create(), this.footRadius);
|
||||
protected rightFoot = new Circle(vec2.create(), this.footRadius);
|
||||
public constructor(center: vec2, public readonly gameObject: GameObject = null) {
|
||||
this.position = center;
|
||||
}
|
||||
|
||||
public set position(value: vec2) {
|
||||
vec2.copy(this.boundingCircle.center, value);
|
||||
vec2.add(this.head.center, value, this.headOffset);
|
||||
vec2.add(this.leftFoot.center, value, this.leftFootOffset);
|
||||
vec2.add(this.rightFoot.center, value, this.rightFootOffset);
|
||||
}
|
||||
|
||||
public get center(): vec2 {
|
||||
return this.boundingCircle.center;
|
||||
}
|
||||
|
||||
public get radius(): number {
|
||||
return this.boundingCircle.radius;
|
||||
}
|
||||
|
||||
public distance(target: vec2): number {
|
||||
return this.boundingCircle.distance(target);
|
||||
}
|
||||
|
||||
public normal(from: vec2): vec2 {
|
||||
return this.boundingCircle.normal(from);
|
||||
}
|
||||
|
||||
public get boundingBox(): BoundingBox {
|
||||
return this.boundingCircle.boundingBox;
|
||||
}
|
||||
|
||||
public isInside(target: vec2): boolean {
|
||||
return this.distance(target) < 0;
|
||||
}
|
||||
|
||||
public clone(): Blob {
|
||||
return new Blob(this.boundingCircle.center, this.gameObject);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,16 +1,19 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { Circle } from 'sdf-2d';
|
||||
import { GameObject } from '../../objects/game-object';
|
||||
import { BoundingBox } from '../bounding-box';
|
||||
import { IShape } from '../i-shape';
|
||||
|
||||
export class Circle implements IShape {
|
||||
export class CircleShape extends Circle implements IShape {
|
||||
public readonly isInverted = false;
|
||||
|
||||
public constructor(
|
||||
public center = vec2.create(),
|
||||
public radius = 0,
|
||||
center = vec2.create(),
|
||||
radius = 0,
|
||||
public readonly gameObject: GameObject = null
|
||||
) {}
|
||||
) {
|
||||
super(center, radius);
|
||||
}
|
||||
|
||||
public distance(target: vec2): number {
|
||||
return vec2.distance(this.center, target) - this.radius;
|
||||
|
|
@ -35,12 +38,12 @@ export class Circle implements IShape {
|
|||
return this.distance(target) < 0;
|
||||
}
|
||||
|
||||
public areIntersecting(other: Circle): boolean {
|
||||
public areIntersecting(other: CircleShape): boolean {
|
||||
const distance = vec2.distance(this.center, other.center);
|
||||
return distance < this.radius + other.radius;
|
||||
}
|
||||
|
||||
public clone(): Circle {
|
||||
return new Circle(vec2.clone(this.center), this.radius, this.gameObject);
|
||||
public clone(): CircleShape {
|
||||
return new CircleShape(vec2.clone(this.center), this.radius, this.gameObject);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,24 +1,20 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { InvertedTunnel } from 'sdf-2d';
|
||||
import { clamp01 } from '../../helper/clamp';
|
||||
import { mix } from '../../helper/mix';
|
||||
import { rotate90Deg } from '../../helper/rotate-90-deg';
|
||||
import { GameObject } from '../../objects/game-object';
|
||||
import { BoundingBox } from '../bounding-box';
|
||||
import { IShape } from '../i-shape';
|
||||
|
||||
export default class TunnelShape implements IShape {
|
||||
public readonly isInverted = true;
|
||||
|
||||
public readonly toFromDelta: vec2;
|
||||
|
||||
export class TunnelShape extends InvertedTunnel implements IShape {
|
||||
constructor(
|
||||
public readonly from: vec2,
|
||||
public readonly to: vec2,
|
||||
public readonly fromRadius: number,
|
||||
public readonly toRadius: number,
|
||||
readonly from: vec2,
|
||||
readonly to: vec2,
|
||||
readonly fromRadius: number,
|
||||
readonly toRadius: number,
|
||||
public readonly gameObject: GameObject = null
|
||||
) {
|
||||
this.toFromDelta = vec2.subtract(vec2.create(), to, from);
|
||||
super(from, to, fromRadius, toRadius);
|
||||
}
|
||||
|
||||
public get boundingBox(): BoundingBox {
|
||||
|
|
@ -33,9 +29,10 @@ export default class TunnelShape implements IShape {
|
|||
public normal(target: vec2): vec2 {
|
||||
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
|
||||
|
||||
const toFromDelta = vec2.subtract(vec2.create(), this.to, this.from);
|
||||
|
||||
const h = clamp01(
|
||||
vec2.dot(targetFromDelta, this.toFromDelta) /
|
||||
vec2.dot(this.toFromDelta, this.toFromDelta)
|
||||
vec2.dot(targetFromDelta, toFromDelta) / vec2.dot(toFromDelta, toFromDelta)
|
||||
);
|
||||
|
||||
let diff = vec2.create();
|
||||
|
|
@ -46,10 +43,10 @@ export default class TunnelShape implements IShape {
|
|||
vec2.subtract(diff, target, this.from);
|
||||
} else {
|
||||
const side = Math.sign(
|
||||
this.toFromDelta.x * targetFromDelta.y - this.toFromDelta.y * targetFromDelta.x
|
||||
toFromDelta.x * targetFromDelta.y - toFromDelta.y * targetFromDelta.x
|
||||
);
|
||||
|
||||
const normal = rotate90Deg(this.toFromDelta);
|
||||
const normal = rotate90Deg(toFromDelta);
|
||||
vec2.normalize(normal, normal);
|
||||
|
||||
const translatedFrom = vec2.add(
|
||||
|
|
@ -72,20 +69,6 @@ export default class TunnelShape implements IShape {
|
|||
return vec2.normalize(diff, diff);
|
||||
}
|
||||
|
||||
public distance(target: vec2): number {
|
||||
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
|
||||
|
||||
const h = clamp01(
|
||||
vec2.dot(targetFromDelta, this.toFromDelta) /
|
||||
vec2.dot(this.toFromDelta, this.toFromDelta)
|
||||
);
|
||||
|
||||
return (
|
||||
vec2.distance(targetFromDelta, vec2.scale(vec2.create(), this.toFromDelta, h)) -
|
||||
mix(this.fromRadius, this.toRadius, h)
|
||||
);
|
||||
}
|
||||
|
||||
public clone(): TunnelShape {
|
||||
return new TunnelShape(
|
||||
vec2.clone(this.from),
|
||||
|
|
|
|||
|
|
@ -1,3 +1,19 @@
|
|||
$breakpoint: 800px;
|
||||
|
||||
* {
|
||||
margin: 0;
|
||||
box-sizing: border-box;
|
||||
color: white;
|
||||
}
|
||||
|
||||
html {
|
||||
background-color: linear-gradient(45deg, #103783, #9bafd9);
|
||||
|
||||
@media (max-width: $breakpoint) {
|
||||
font-size: 0.7rem;
|
||||
}
|
||||
}
|
||||
|
||||
html,
|
||||
body,
|
||||
canvas#main {
|
||||
|
|
@ -6,31 +22,16 @@ canvas#main {
|
|||
}
|
||||
|
||||
body {
|
||||
position: relative;
|
||||
margin: 0;
|
||||
|
||||
#overlay {
|
||||
font-family: Helvetica, Arial, sans-serif;
|
||||
font-size: 0.75em;
|
||||
margin: 0.75em 1em;
|
||||
user-select: none;
|
||||
pointer-events: none;
|
||||
margin: 0.5rem 1.25rem;
|
||||
position: absolute;
|
||||
right: 0;
|
||||
$outline-width: 0.5px;
|
||||
text-shadow: -$outline-width -$outline-width 0 #000,
|
||||
$outline-width -$outline-width 0 #000, -$outline-width $outline-width 0 #000,
|
||||
$outline-width $outline-width 0 #000;
|
||||
color: white;
|
||||
font-size: 0.75rem;
|
||||
white-space: pre;
|
||||
font-family: 'Lucida Console', Monaco, monospace;
|
||||
|
||||
@media (max-width: 800px) {
|
||||
font-size: 0.65em;
|
||||
@media (max-width: $breakpoint) {
|
||||
font-size: 0.6rem;
|
||||
}
|
||||
}
|
||||
|
||||
canvas#main {
|
||||
width: 100%;
|
||||
background-color: hotpink;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,12 +3,12 @@
|
|||
"outDir": "./dist/",
|
||||
"sourceMap": true,
|
||||
"noImplicitAny": false,
|
||||
"target": "es5",
|
||||
"target": "es6",
|
||||
"downlevelIteration": true,
|
||||
"allowJs": true,
|
||||
"experimentalDecorators": true,
|
||||
"moduleResolution": "Node",
|
||||
"module": "commonjs",
|
||||
"module": "es6",
|
||||
"lib": ["es2015", "dom"]
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,23 +7,34 @@ const MiniCssExtractPlugin = require('mini-css-extract-plugin');
|
|||
const HtmlWebpackInlineSourcePlugin = require('html-webpack-inline-source-plugin');
|
||||
const Sass = require('sass');
|
||||
|
||||
const isProduction = process.env.NODE_ENV == 'production';
|
||||
const isDevelopment = !isProduction;
|
||||
const PATHS = {
|
||||
entryPoint: path.resolve(__dirname, 'src/index.ts'),
|
||||
bundles: path.resolve(__dirname, 'dist'),
|
||||
};
|
||||
|
||||
module.exports = {
|
||||
entry: {
|
||||
index: PATHS.entryPoint,
|
||||
},
|
||||
target: 'web',
|
||||
output: {
|
||||
filename: '[name].[contenthash].js',
|
||||
path: PATHS.bundles,
|
||||
},
|
||||
devtool: 'source-map',
|
||||
watchOptions: {
|
||||
ignored: /node_modules/,
|
||||
},
|
||||
devtool: 'inline-source-map',
|
||||
devServer: {
|
||||
host: '0.0.0.0',
|
||||
disableHostCheck: true,
|
||||
},
|
||||
optimization: {
|
||||
minimize: true,
|
||||
usedExports: true,
|
||||
minimizer: [
|
||||
new TerserJSPlugin({
|
||||
sourceMap: isDevelopment,
|
||||
sourceMap: true,
|
||||
cache: true,
|
||||
test: /\.ts$/i,
|
||||
terserOptions: {
|
||||
|
|
@ -66,25 +77,8 @@ module.exports = {
|
|||
chunkFilename: '[id].[contenthash].css',
|
||||
}),
|
||||
],
|
||||
entry: {
|
||||
index: './src/index.ts',
|
||||
},
|
||||
module: {
|
||||
rules: [
|
||||
{
|
||||
test: /\.(glsl)$/,
|
||||
use: {
|
||||
loader: 'raw-loader',
|
||||
},
|
||||
},
|
||||
{
|
||||
test: /\.svg$/,
|
||||
loader: 'svg-url-loader',
|
||||
options: {
|
||||
limit: 10 * 1024,
|
||||
noquotes: true,
|
||||
},
|
||||
},
|
||||
{
|
||||
test: /\.ico$/i,
|
||||
use: {
|
||||
|
|
@ -116,17 +110,6 @@ module.exports = {
|
|||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
test: /\.(woff2?|ttf|eot|svg)(?:[?#].+)?$/,
|
||||
use: {
|
||||
loader: 'file-loader',
|
||||
options: {
|
||||
name: '[name].[ext]',
|
||||
outputPath: 'static/fonts/',
|
||||
},
|
||||
},
|
||||
include: /fonts/,
|
||||
},
|
||||
{
|
||||
test: /\.ts$/,
|
||||
use: {
|
||||
|
|
@ -137,10 +120,6 @@ module.exports = {
|
|||
],
|
||||
},
|
||||
resolve: {
|
||||
extensions: ['.ts', '.js', '.glsl'],
|
||||
},
|
||||
output: {
|
||||
filename: '[name].[contenthash].js',
|
||||
path: path.resolve(__dirname, 'dist'),
|
||||
extensions: ['.ts', '.js'],
|
||||
},
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue