Update to use new SDF2D version

This commit is contained in:
schmelczerandras 2020-10-19 12:22:08 +02:00
parent f0a9c1df68
commit 9062ae04a3
14 changed files with 160 additions and 209 deletions

View file

@ -1,6 +1,7 @@
import { vec2 } from 'gl-matrix';
import { CircleLight, compile, Renderer, rgb, rgb255 } from 'sdf-2d';
import { CircleLight, Renderer, rgb, rgb255, runAnimation } from 'sdf-2d';
import { prettyPrint } from '../../helper/pretty-print';
import { settings } from '../../settings';
import { Scene } from '../scene';
import { Droplet, DropletWrapper } from './droplet';
@ -9,47 +10,47 @@ export class RainScene implements Scene {
private light1: CircleLight = new CircleLight(vec2.create(), rgb255(184, 41, 255), 2);
private light2: CircleLight = new CircleLight(vec2.create(), rgb255(255, 31, 109), 2);
private renderer: Renderer;
private canvas: HTMLCanvasElement;
private overlay: HTMLDivElement;
public async initialize(
canvas: HTMLCanvasElement,
overlay: HTMLDivElement
): Promise<void> {
public async run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void> {
this.canvas = canvas;
this.overlay = overlay;
this.renderer = await compile(canvas, [
{
...Droplet.descriptor,
shaderCombinationSteps: [0, 1, 2, 4, 8, 12, 16, 24],
},
{
...CircleLight.descriptor,
shaderCombinationSteps: [0, 2],
},
]);
this.renderer.setRuntimeSettings({
ambientLight: rgb(0.2, 0.2, 0.2),
colorPalette: [rgb(1, 1, 1), rgb(0.3, 1, 1), rgb(1, 1, 0), rgb(0.3, 1, 1)],
});
for (let i = 0; i < (canvas.getBoundingClientRect().width / 800) * 20; i++) {
this.droplets.push(new DropletWrapper());
}
await runAnimation(
canvas,
[
{
...Droplet.descriptor,
shaderCombinationSteps: [0, 1, 2, 4, 8, 12, 16, 24],
},
{
...CircleLight.descriptor,
shaderCombinationSteps: [0, 2],
},
],
this.drawNextFrame.bind(this),
{},
{
ambientLight: rgb(0.2, 0.2, 0.2),
enableHighDpiRendering: true,
}
);
}
public drawNextFrame(
private drawNextFrame(
renderer: Renderer,
currentTime: DOMHighResTimeStamp,
deltaTime: DOMHighResTimeStamp
): void {
): boolean {
const { width, height } = this.canvas.getBoundingClientRect();
this.renderer.setViewArea(vec2.fromValues(0, height), vec2.fromValues(width, height));
this.renderer.autoscaleQuality(deltaTime);
this.overlay.innerText = prettyPrint(this.renderer.insights);
renderer.setViewArea(vec2.fromValues(0, height), vec2.fromValues(width, height));
this.overlay.innerText = prettyPrint(renderer.insights);
const viewAreaSize = this.renderer.viewAreaSize;
const viewAreaSize = renderer.viewAreaSize;
vec2.set(this.light1.center, 0, viewAreaSize.y / 2);
vec2.set(this.light2.center, viewAreaSize.x, viewAreaSize.y / 2);
@ -57,13 +58,9 @@ export class RainScene implements Scene {
this.droplets.forEach((d) => d.animate(currentTime, viewAreaSize));
[...this.droplets.map((d) => d.drawable), this.light1, this.light2].forEach((d) =>
this.renderer.addDrawable(d)
renderer.addDrawable(d)
);
this.renderer.renderDrawables();
}
public destroy(): void {
this.renderer.destroy();
return currentTime < settings.sceneTimeInMilliseconds;
}
}