Update to use new SDF2D version
This commit is contained in:
parent
f0a9c1df68
commit
9062ae04a3
14 changed files with 160 additions and 209 deletions
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@ -45,7 +45,7 @@
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"resolve-url-loader": "^3.1.1",
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"sass": "^1.26.3",
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"sass-loader": "^9.0.3",
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"sdf-2d": "^0.5.0",
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"sdf-2d": "^0.6.0",
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"source-map-loader": "^1.1.0",
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"svg-url-loader": "^6.0.0",
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"terser-webpack-plugin": "^2.3.8",
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@ -1,4 +1,4 @@
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export const prettyPrint = (o: any): string =>
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JSON.stringify(o, (_, v) => (v.toFixed ? Number(v.toFixed(3)) : v), ' ')
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JSON.stringify(o, (_, v) => (v?.toFixed ? Number(v.toFixed(3)) : v), ' ')
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.replace(/("|,|{|^\n)/g, '')
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.replace(/(\W*}\n?)+/g, '\n\n');
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@ -25,7 +25,7 @@
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<a id="info" href="https://github.com/schmelczerandras/sdf-2d" target="_BLANK">
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<p>SDF-2D</p>
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<img src="static/logo-white.svg" alt="logo" />
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<img width="64" height="64" src="static/logo-white.svg" alt="logo" />
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</a>
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<code id="overlay"></code>
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<button id="toggle-text">Loading…</button>
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41
src/index.ts
41
src/index.ts
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@ -7,22 +7,18 @@ import '../static/logo-white.svg';
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import '../static/no-change/404.html';
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import '../static/no-change/robots.txt';
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import '../static/og-image.png';
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import { DeltaTimeCalculator } from './helper/delta-time-calculator';
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import { removeUnnecessaryOutlines } from './helper/remove-unnecessary-outlines';
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import { BlobScene } from './scenes/blob/blob-scene';
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import { MetaballScene } from './scenes/metaball/metaball-scene';
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import { RainScene } from './scenes/rain/rain-scene';
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import { Scene } from './scenes/scene';
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import { TunnelScene } from './scenes/tunnel-scene';
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import './styles/index.scss';
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const scenes = [TunnelScene, MetaballScene, RainScene, BlobScene];
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const sceneIntervalInSeconds = 8;
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glMatrix.setMatrixArrayType(Array);
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removeUnnecessaryOutlines();
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const deltaTimeCalculator = new DeltaTimeCalculator();
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const canvas = document.querySelector('canvas') as HTMLCanvasElement;
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const errorText = document.querySelector('#error-text') as HTMLParamElement;
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const errorsContainer = document.querySelector('#errors-container') as HTMLDivElement;
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@ -43,44 +39,13 @@ const handleTextToggle = () => {
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toggleButton.addEventListener('click', handleTextToggle);
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handleTextToggle();
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const handleScene = async (
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currentScene: Scene,
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NextSceneConstructor: new () => Scene
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): Promise<Scene> => {
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let triggerIsOver: () => void;
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const isOver = new Promise((resolve) => (triggerIsOver = resolve));
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let timeSinceStart = 0;
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const handleFrame = (currentTime: DOMHighResTimeStamp) => {
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const deltaTime = deltaTimeCalculator.getNextDeltaTime(currentTime);
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currentScene.drawNextFrame(currentTime, deltaTime);
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if ((timeSinceStart += deltaTime) > sceneIntervalInSeconds * 1000) {
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triggerIsOver();
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} else {
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requestAnimationFrame(handleFrame);
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}
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};
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requestAnimationFrame(handleFrame);
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await isOver;
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currentScene.destroy();
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const nextScene = new NextSceneConstructor();
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await nextScene.initialize(canvas, overlay);
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return nextScene;
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};
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const main = async () => {
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try {
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let i = 0;
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let currentScene: Scene = new scenes[i++]();
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await currentScene.initialize(canvas, overlay);
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for (;;) {
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currentScene = await handleScene(currentScene, scenes[i++ % scenes.length]);
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const currentScene = new scenes[i++ % scenes.length]();
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await currentScene.run(canvas, overlay);
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}
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} catch (e) {
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console.error(e);
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@ -1,65 +1,66 @@
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import { vec2 } from 'gl-matrix';
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import { CircleFactory, CircleLight, compile, Renderer, rgb, rgb255 } from 'sdf-2d';
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import { CircleFactory, CircleLight, Renderer, rgb, rgb255, runAnimation } from 'sdf-2d';
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import { prettyPrint } from '../../helper/pretty-print';
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import { settings } from '../../settings';
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import { Scene } from '../scene';
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import { Blob } from './blob';
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const Circle = CircleFactory(rgb255(119, 143, 120));
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export class BlobScene implements Scene {
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private renderer: Renderer;
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private canvas: HTMLCanvasElement;
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private overlay: HTMLDivElement;
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public async initialize(
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canvas: HTMLCanvasElement,
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overlay: HTMLDivElement
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): Promise<void> {
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public async run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void> {
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this.canvas = canvas;
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this.overlay = overlay;
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this.renderer = await compile(canvas, [
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const { width, height } = this.canvas.getBoundingClientRect();
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const length = vec2.length([width, height]);
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this.blob = new Blob([width / 2, -length / 4 + length / 2]);
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await runAnimation(
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canvas,
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[
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Circle.descriptor,
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 1, 2],
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},
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Blob.descriptor,
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]);
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this.renderer.setRuntimeSettings({
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],
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this.drawNextFrame.bind(this),
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{},
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{
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ambientLight: rgb255(89, 25, 115),
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enableHighDpiRendering: true,
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colorPalette: [
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rgb255(0, 0, 0),
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rgb255(119, 143, 120),
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rgb255(119, 143, 120),
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rgb255(224, 96, 126),
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],
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});
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const { width, height } = this.canvas.getBoundingClientRect();
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const length = vec2.length([width, height]);
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this.blob = new Blob([width / 2, -length / 4 + length / 2]);
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}
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);
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}
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private blob: Blob;
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private deltaSinceStart = 0;
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public drawNextFrame(
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private drawNextFrame(
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renderer: Renderer,
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currentTime: DOMHighResTimeStamp,
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deltaTime: DOMHighResTimeStamp
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): void {
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): boolean {
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const { width, height } = this.canvas.getBoundingClientRect();
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this.deltaSinceStart += deltaTime;
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this.renderer.setViewArea([0, height], [width, height]);
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renderer.setViewArea([0, height], [width, height]);
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this.renderer.autoscaleQuality(deltaTime);
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this.overlay.innerText = prettyPrint(this.renderer.insights);
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this.overlay.innerText = prettyPrint(renderer.insights);
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const length = vec2.length([width, height]);
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const q = (this.deltaSinceStart % 8000) / 4300;
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this.blob.animate(this.deltaSinceStart);
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const q = (currentTime % 8000) / 4300;
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this.blob.animate(currentTime);
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[
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new Circle([width / 2, -length / 4], length / 2),
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this.blob,
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@ -79,12 +80,8 @@ export class BlobScene implements Scene {
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rgb(0, 0.8, 1),
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1
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),
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].forEach((d) => this.renderer.addDrawable(d));
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].forEach((d) => renderer.addDrawable(d));
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this.renderer.renderDrawables();
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}
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public destroy(): void {
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this.renderer.destroy();
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return currentTime < settings.sceneTimeInMilliseconds;
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}
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}
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@ -1,45 +1,20 @@
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import { vec2 } from 'gl-matrix';
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import { compile, Flashlight, Renderer, rgb, rgb255 } from 'sdf-2d';
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import { Flashlight, Renderer, rgb, rgb255, runAnimation } from 'sdf-2d';
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import { prettyPrint } from '../../helper/pretty-print';
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import { Random } from '../../helper/random';
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import { settings } from '../../settings';
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import { Scene } from '../scene';
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import { Metaball, MetaCircle } from './metaball';
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export class MetaballScene implements Scene {
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private circles: Array<Metaball> = [];
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private renderer: Renderer;
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private canvas: HTMLCanvasElement;
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private overlay: HTMLDivElement;
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public async initialize(
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canvas: HTMLCanvasElement,
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overlay: HTMLDivElement
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): Promise<void> {
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public async run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void> {
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this.canvas = canvas;
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this.overlay = overlay;
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this.renderer = await compile(canvas, [
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{
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...Flashlight.descriptor,
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shaderCombinationSteps: [0, 2],
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},
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{
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...MetaCircle.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 12, 16],
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},
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]);
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this.renderer.setRuntimeSettings({
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ambientLight: rgb(0.1, 0.1, 0.3),
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colorPalette: [
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rgb(1, 1, 1),
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rgb(1, 1, 1),
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rgb(1, 1, 1),
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rgb(1, 1, 1),
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rgb(1, 1, 0),
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rgb255(186, 59, 70),
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],
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});
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for (let i = 0; i < 16; i++) {
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this.circles.push(
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@ -55,26 +30,46 @@ export class MetaballScene implements Scene {
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)
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);
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}
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await runAnimation(
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canvas,
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[
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{
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...Flashlight.descriptor,
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shaderCombinationSteps: [0, 2],
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},
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{
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...MetaCircle.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 12, 16],
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},
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],
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this.drawNextFrame.bind(this),
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{},
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{
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ambientLight: rgb(0.1, 0.1, 0.3),
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enableHighDpiRendering: true,
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}
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);
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}
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public drawNextFrame(
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private drawNextFrame(
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renderer: Renderer,
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currentTime: DOMHighResTimeStamp,
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deltaTime: DOMHighResTimeStamp
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): void {
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): boolean {
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const { width, height } = this.canvas.getBoundingClientRect();
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const viewAreaWidth = width / Math.max(width, height);
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const viewAreaHeight = height / Math.max(width, height);
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this.renderer.setViewArea(
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renderer.setViewArea(
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vec2.fromValues(0, viewAreaHeight),
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vec2.fromValues(viewAreaWidth, viewAreaHeight)
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);
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this.renderer.autoscaleQuality(deltaTime);
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this.overlay.innerText = prettyPrint(this.renderer.insights);
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this.overlay.innerText = prettyPrint(renderer.insights);
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this.circles.forEach((c) => {
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c.animate(currentTime / 2000, viewAreaWidth, viewAreaHeight);
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this.renderer.addDrawable(c.shape);
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renderer.addDrawable(c.shape);
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});
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const light1 = new Flashlight(
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@ -90,13 +85,9 @@ export class MetaballScene implements Scene {
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vec2.fromValues(-1, 1)
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);
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this.renderer.addDrawable(light1);
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this.renderer.addDrawable(light2);
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renderer.addDrawable(light1);
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renderer.addDrawable(light2);
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this.renderer.renderDrawables();
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}
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public destroy(): void {
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this.renderer.destroy();
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return currentTime < settings.sceneTimeInMilliseconds;
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}
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}
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@ -1,8 +1,8 @@
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import { vec2 } from 'gl-matrix';
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import { MetaCircleFactory } from 'sdf-2d';
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import { MetaCircleFactory, rgb255 } from 'sdf-2d';
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import { Random } from '../../helper/random';
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export const MetaCircle = MetaCircleFactory(5);
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export const MetaCircle = MetaCircleFactory(rgb255(186, 59, 70));
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export class Metaball {
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public shape = new MetaCircle(vec2.create(), Random.getRandomInRange(0.025, 0.075));
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@ -1,8 +1,8 @@
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import { vec2 } from 'gl-matrix';
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import { DropletFactory } from 'sdf-2d';
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import { DropletFactory, rgb } from 'sdf-2d';
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import { Random } from '../../helper/random';
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export const Droplet = DropletFactory(1);
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export const Droplet = DropletFactory(rgb(0.3, 1, 1));
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export class DropletWrapper {
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public readonly drawable: InstanceType<typeof Droplet>;
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@ -1,6 +1,7 @@
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import { vec2 } from 'gl-matrix';
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import { CircleLight, compile, Renderer, rgb, rgb255 } from 'sdf-2d';
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import { CircleLight, Renderer, rgb, rgb255, runAnimation } from 'sdf-2d';
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import { prettyPrint } from '../../helper/pretty-print';
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import { settings } from '../../settings';
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import { Scene } from '../scene';
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import { Droplet, DropletWrapper } from './droplet';
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@ -9,17 +10,19 @@ export class RainScene implements Scene {
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private light1: CircleLight = new CircleLight(vec2.create(), rgb255(184, 41, 255), 2);
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private light2: CircleLight = new CircleLight(vec2.create(), rgb255(255, 31, 109), 2);
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private renderer: Renderer;
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private canvas: HTMLCanvasElement;
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private overlay: HTMLDivElement;
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public async initialize(
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canvas: HTMLCanvasElement,
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overlay: HTMLDivElement
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): Promise<void> {
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public async run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void> {
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this.canvas = canvas;
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this.overlay = overlay;
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this.renderer = await compile(canvas, [
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for (let i = 0; i < (canvas.getBoundingClientRect().width / 800) * 20; i++) {
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this.droplets.push(new DropletWrapper());
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}
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await runAnimation(
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canvas,
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[
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{
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...Droplet.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 12, 16, 24],
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@ -28,28 +31,26 @@ export class RainScene implements Scene {
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 2],
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},
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]);
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this.renderer.setRuntimeSettings({
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],
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this.drawNextFrame.bind(this),
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{},
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{
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ambientLight: rgb(0.2, 0.2, 0.2),
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colorPalette: [rgb(1, 1, 1), rgb(0.3, 1, 1), rgb(1, 1, 0), rgb(0.3, 1, 1)],
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});
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for (let i = 0; i < (canvas.getBoundingClientRect().width / 800) * 20; i++) {
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this.droplets.push(new DropletWrapper());
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enableHighDpiRendering: true,
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}
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);
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}
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public drawNextFrame(
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private drawNextFrame(
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renderer: Renderer,
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currentTime: DOMHighResTimeStamp,
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deltaTime: DOMHighResTimeStamp
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): void {
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): boolean {
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const { width, height } = this.canvas.getBoundingClientRect();
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this.renderer.setViewArea(vec2.fromValues(0, height), vec2.fromValues(width, height));
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this.renderer.autoscaleQuality(deltaTime);
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this.overlay.innerText = prettyPrint(this.renderer.insights);
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renderer.setViewArea(vec2.fromValues(0, height), vec2.fromValues(width, height));
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this.overlay.innerText = prettyPrint(renderer.insights);
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const viewAreaSize = this.renderer.viewAreaSize;
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const viewAreaSize = renderer.viewAreaSize;
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vec2.set(this.light1.center, 0, viewAreaSize.y / 2);
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vec2.set(this.light2.center, viewAreaSize.x, viewAreaSize.y / 2);
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@ -57,13 +58,9 @@ export class RainScene implements Scene {
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this.droplets.forEach((d) => d.animate(currentTime, viewAreaSize));
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[...this.droplets.map((d) => d.drawable), this.light1, this.light2].forEach((d) =>
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this.renderer.addDrawable(d)
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renderer.addDrawable(d)
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);
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this.renderer.renderDrawables();
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}
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public destroy(): void {
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this.renderer.destroy();
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return currentTime < settings.sceneTimeInMilliseconds;
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}
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}
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@ -1,5 +1,3 @@
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export interface Scene {
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initialize(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void>;
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drawNextFrame(currentTime: DOMHighResTimeStamp, deltaTime: DOMHighResTimeStamp): void;
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destroy(): void;
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run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void>;
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}
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@ -1,24 +1,24 @@
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import { vec2, vec3 } from 'gl-matrix';
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import {
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CircleLight,
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compile,
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FilteringOptions,
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InvertedTunnelFactory,
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Renderer,
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renderNoise,
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rgb,
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runAnimation,
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WrapOptions,
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} from 'sdf-2d';
|
||||
import { clamp } from '../helper/clamp';
|
||||
import { last } from '../helper/last';
|
||||
import { prettyPrint } from '../helper/pretty-print';
|
||||
import { Random } from '../helper/random';
|
||||
import { settings } from '../settings';
|
||||
import { Scene } from './scene';
|
||||
|
||||
const InvertedTunnel = InvertedTunnelFactory(3);
|
||||
|
||||
export class TunnelScene implements Scene {
|
||||
private renderer: Renderer;
|
||||
private canvas: HTMLCanvasElement;
|
||||
private overlay: HTMLDivElement;
|
||||
|
||||
|
|
@ -68,15 +68,19 @@ export class TunnelScene implements Scene {
|
|||
}
|
||||
}
|
||||
|
||||
public async initialize(
|
||||
canvas: HTMLCanvasElement,
|
||||
overlay: HTMLDivElement
|
||||
): Promise<void> {
|
||||
public async run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void> {
|
||||
const noiseTexture = await renderNoise([1024, 1], 15, 1);
|
||||
|
||||
this.canvas = canvas;
|
||||
this.overlay = overlay;
|
||||
this.renderer = await compile(canvas, [
|
||||
|
||||
for (let i = 0; i < 200; i++) {
|
||||
this.generateTunnel();
|
||||
}
|
||||
|
||||
await runAnimation(
|
||||
canvas,
|
||||
[
|
||||
{
|
||||
...InvertedTunnel.descriptor,
|
||||
shaderCombinationSteps: [0, 1, 2, 4, 8, 12],
|
||||
|
|
@ -85,10 +89,12 @@ export class TunnelScene implements Scene {
|
|||
...CircleLight.descriptor,
|
||||
shaderCombinationSteps: [0, 1, 2, 3, 4, 5, 6, 7],
|
||||
},
|
||||
]);
|
||||
|
||||
this.renderer.setRuntimeSettings({
|
||||
],
|
||||
this.drawNextFrame.bind(this),
|
||||
{ lightPenetrationRatio: 0.5 },
|
||||
{
|
||||
isWorldInverted: true,
|
||||
enableHighDpiRendering: true,
|
||||
ambientLight: rgb(0.35, 0.1, 0.45),
|
||||
colorPalette: [rgb(0.4, 0.5, 0.6), rgb(0, 0, 0), rgb(0, 0, 0), rgb(0, 0, 0)],
|
||||
textures: {
|
||||
|
|
@ -100,41 +106,31 @@ export class TunnelScene implements Scene {
|
|||
},
|
||||
},
|
||||
},
|
||||
});
|
||||
|
||||
for (let i = 0; i < 200; i++) {
|
||||
this.generateTunnel();
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
private deltaSinceStart = 0;
|
||||
public drawNextFrame(
|
||||
private drawNextFrame(
|
||||
renderer: Renderer,
|
||||
currentTime: DOMHighResTimeStamp,
|
||||
deltaTime: DOMHighResTimeStamp
|
||||
): void {
|
||||
): boolean {
|
||||
const { width, height } = this.canvas.getBoundingClientRect();
|
||||
this.deltaSinceStart += deltaTime;
|
||||
const startX = this.deltaSinceStart / 3;
|
||||
const endX = startX + width;
|
||||
this.renderer.setViewArea(
|
||||
vec2.fromValues(startX, height),
|
||||
vec2.fromValues(width, height)
|
||||
);
|
||||
renderer.setViewArea(vec2.fromValues(startX, height), vec2.fromValues(width, height));
|
||||
|
||||
this.renderer.autoscaleQuality(deltaTime);
|
||||
this.overlay.innerText = prettyPrint(this.renderer.insights);
|
||||
this.overlay.innerText = prettyPrint(renderer.insights);
|
||||
|
||||
[
|
||||
...this.tunnels.filter(
|
||||
(t) => startX < t.to.x + t.toRadius && t.from.x - t.fromRadius <= endX
|
||||
),
|
||||
...this.lights,
|
||||
].forEach((d) => this.renderer.addDrawable(d));
|
||||
].forEach((d) => renderer.addDrawable(d));
|
||||
|
||||
this.renderer.renderDrawables();
|
||||
}
|
||||
|
||||
public destroy(): void {
|
||||
this.renderer.destroy();
|
||||
return currentTime < settings.sceneTimeInMilliseconds;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
3
src/settings.ts
Normal file
3
src/settings.ts
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
export const settings = {
|
||||
sceneTimeInMilliseconds: 7000,
|
||||
};
|
||||
|
|
@ -66,12 +66,15 @@ body {
|
|||
|
||||
#overlay {
|
||||
right: 0;
|
||||
font-size: 0.75rem;
|
||||
white-space: pre;
|
||||
white-space: pre-wrap;
|
||||
overflow-wrap: break-word;
|
||||
font-family: 'Lucida Console', Monaco, monospace;
|
||||
|
||||
font-size: 0.75rem;
|
||||
max-width: 400px;
|
||||
@media (max-width: $breakpoint) {
|
||||
font-size: 0.6rem;
|
||||
max-width: 200px;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
@mixin card {
|
||||
backdrop-filter: blur(16px);
|
||||
background-color: rgba(0, 0, 0, 0.15);
|
||||
border: 2px solid white;
|
||||
border-radius: 12px;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue