Fix should draw condition
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9aef368324
commit
b6bef3c77d
9 changed files with 54 additions and 15 deletions
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@ -1,4 +1,5 @@
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import { vec2 } from 'gl-matrix';
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import { Circle } from '../math/circle';
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export interface Drawer {
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startFrame(deltaTime: DOMHighResTimeStamp): void;
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@ -10,5 +11,5 @@ export interface Drawer {
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setInViewArea(size: number): vec2;
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screenUvToWorldCoordinate(mousePosition: vec2): vec2;
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drawInfoText(text: string): void;
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isOnScreen(position: vec2): boolean;
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isOnScreen(boundingCircle: Circle): boolean;
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}
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@ -1,5 +1,6 @@
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import { mat2d, vec2 } from 'gl-matrix';
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import { clamp } from '../helper/clamp';
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import { Circle } from '../math/circle';
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import { Rectangle } from '../math/rectangle';
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import { InfoText } from '../objects/types/info-text';
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import { Drawer } from './drawer';
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@ -13,6 +14,7 @@ export class WebGl2Renderer implements Drawer {
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private stopwatch?: WebGlStopwatch;
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private viewBox: Rectangle = new Rectangle();
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private viewCircle: Circle = new Circle(vec2.create(), 0);
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private uniforms: any;
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private cursorPosition = vec2.create();
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private distanceFieldFrameBuffer: IntermediateFrameBuffer;
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@ -212,6 +214,15 @@ export class WebGl2Renderer implements Drawer {
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Math.sqrt(size * canvasAspectRatio),
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Math.sqrt(size / canvasAspectRatio)
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);
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const halfDiagonal = vec2.scale(vec2.create(), this.viewBox.size, 0.5);
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this.viewCircle.center = vec2.add(
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vec2.create(),
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this.viewBox.topLeft,
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halfDiagonal
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);
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this.viewCircle.radius = vec2.length(halfDiagonal);
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return this.viewBox.size;
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}
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@ -221,7 +232,7 @@ export class WebGl2Renderer implements Drawer {
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}
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}
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public isOnScreen(position: vec2): boolean {
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return this.viewBox.isInside(position);
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public isOnScreen(boundingCircle: Circle): boolean {
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return this.viewCircle.areIntersecting(boundingCircle);
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}
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}
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15
frontend/src/scripts/math/circle.ts
Normal file
15
frontend/src/scripts/math/circle.ts
Normal file
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@ -0,0 +1,15 @@
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import { vec2 } from 'gl-matrix';
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export class Circle {
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public constructor(public center: vec2, public radius: number) {}
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public isInside(position: vec2): boolean {
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const distance = vec2.distance(this.center, position);
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return distance < this.radius;
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}
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public areIntersecting(other: Circle): boolean {
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const distance = vec2.distance(this.center, other.center);
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return distance < this.radius + other.radius;
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}
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}
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@ -1,13 +1,10 @@
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import { Typed } from '../transport/serializable';
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import { vec2 } from 'gl-matrix';
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export class Rectangle extends Typed {
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export class Rectangle {
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public constructor(
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public topLeft: vec2 = vec2.create(),
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public size: vec2 = vec2.create()
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) {
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super();
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}
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) {}
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public isInside(position: vec2): boolean {
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const translated = vec2.subtract(vec2.create(), position, this.topLeft);
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@ -7,7 +7,7 @@ import { GameObject } from '../game-object';
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import { CircleLight } from './circle-light';
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export class Camera extends GameObject {
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private inViewArea = 1920 * 1080;
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private inViewArea = 1920 * 1080 * 5;
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private cursorPosition = vec2.create();
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constructor(private light: CircleLight) {
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@ -1,9 +1,14 @@
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import { vec2, vec3 } from 'gl-matrix';
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import { DrawCommand } from '../../commands/types/draw';
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import { MoveToCommand } from '../../commands/types/move-to';
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import { Circle } from '../../math/circle';
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import { GameObject } from '../game-object';
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const range = 2000;
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export class CircleLight extends GameObject {
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private boundingCircle: Circle;
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constructor(
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private center: vec2,
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private radius: number,
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@ -11,12 +16,14 @@ export class CircleLight extends GameObject {
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) {
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super();
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this.boundingCircle = new Circle(center, range);
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this.addCommandExecutor(DrawCommand, this.draw.bind(this));
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this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
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}
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private draw(c: DrawCommand) {
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if (c.drawer.isOnScreen(this.center)) {
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if (c.drawer.isOnScreen(this.boundingCircle)) {
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c.drawer.appendToUniformList('lights', {
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center: this.center,
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radius: this.radius,
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@ -27,5 +34,6 @@ export class CircleLight extends GameObject {
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private moveTo(c: MoveToCommand) {
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this.center = c.position;
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this.boundingCircle.center = c.position;
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}
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}
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@ -1,10 +1,13 @@
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import { vec2 } from 'gl-matrix';
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import { DrawCommand } from '../../commands/types/draw';
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import { Circle } from '../../math/circle';
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import { GameObject } from '../game-object';
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export interface Line {}
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export class Tunnel extends GameObject {
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private boundingCircle: Circle;
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constructor(
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private from: vec2,
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private to: vec2,
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@ -13,11 +16,15 @@ export class Tunnel extends GameObject {
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) {
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super();
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this.boundingCircle = new Circle(
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vec2.fromValues(from.x / 2 + to.x / 2, from.y / 2 + to.y / 2),
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radiusFrom + radiusTo + vec2.distance(from, to)
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);
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this.addCommandExecutor(DrawCommand, this.draw.bind(this));
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}
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private draw(c: DrawCommand) {
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if (c.drawer.isOnScreen(this.from) || c.drawer.isOnScreen(this.to)) {
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if (c.drawer.isOnScreen(this.boundingCircle)) {
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c.drawer.appendToUniformList('lines', this.from, this.to);
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c.drawer.appendToUniformList('radii', this.radiusFrom, this.radiusTo);
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}
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@ -17,7 +17,7 @@ export const createDungeon = (objects: ObjectContainer) => {
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new Tunnel(previousEnd, currentEnd, previousRadius, currentToRadius)
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);
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if (deltaHeight > 0) {
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if (deltaHeight > 0 && Math.random() > 0.5) {
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objects.addObject(
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new CircleLight(
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currentEnd,
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@ -2,8 +2,8 @@
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precision mediump float;
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#define INFINITY 10000.0
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#define LIGHT_COUNT 5
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#define INFINITY 1000.0
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#define LIGHT_COUNT 10
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#define AMBIENT_LIGHT vec3(0.15)
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#define LIGHT_DROP 800.0
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#define SHADOW_BIAS 0.01
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@ -24,7 +24,7 @@ float square(in float a) {
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float getDistance(in vec2 target, out vec3 color) {
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vec4 values = texture(distanceTexture, target);
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color = values.rgb;
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return values.w * 32.0;
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return values.w * 32.0;
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}
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float getDistance(in vec2 target) {
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