Finish tunnel scene
This commit is contained in:
parent
7e8ad0a125
commit
94271b2a55
4 changed files with 69 additions and 19 deletions
|
|
@ -1 +0,0 @@
|
|||
export const toPercent = (value: number) => `${Math.round(value * 100)}%`;
|
||||
|
|
@ -24,7 +24,7 @@ const handleScene = async (SceneConstructor: new () => Scene) => {
|
|||
|
||||
scene.drawNextFrame(currentTime, deltaTime);
|
||||
|
||||
if ((timeSinceStart += deltaTime) > 2 * 1000) {
|
||||
if ((timeSinceStart += deltaTime) > 8 * 1000) {
|
||||
triggerIsOver();
|
||||
} else {
|
||||
requestAnimationFrame(handleFrame);
|
||||
|
|
@ -39,7 +39,7 @@ const handleScene = async (SceneConstructor: new () => Scene) => {
|
|||
|
||||
const main = async () => {
|
||||
try {
|
||||
const scenes = [TunnelScene, RainScene];
|
||||
const scenes = [RainScene, TunnelScene];
|
||||
|
||||
let i = 0;
|
||||
for (;;) {
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@ export class RainScene implements Scene {
|
|||
private overlay: HTMLDivElement;
|
||||
|
||||
public constructor() {
|
||||
for (let i = 0; i < 20; i++) {
|
||||
for (let i = 0; i < 40; i++) {
|
||||
this.droplets.push(new Droplet());
|
||||
}
|
||||
}
|
||||
|
|
@ -37,7 +37,7 @@ export class RainScene implements Scene {
|
|||
[
|
||||
{
|
||||
...Tunnel.descriptor,
|
||||
shaderCombinationSteps: [0, 1, 2, 4, 8, 12],
|
||||
shaderCombinationSteps: [0, 1, 2, 4, 8, 12, 16, 24],
|
||||
},
|
||||
{
|
||||
...CircleLight.descriptor,
|
||||
|
|
@ -51,10 +51,15 @@ export class RainScene implements Scene {
|
|||
],
|
||||
{
|
||||
enableStopwatch: false,
|
||||
softShadowTraceCount: '128',
|
||||
hardShadowTraceCount: '48',
|
||||
softShadowTraceCount: '64',
|
||||
hardShadowTraceCount: '32',
|
||||
}
|
||||
);
|
||||
|
||||
this.renderer.setRuntimeSettings({
|
||||
ambientLight: vec3.fromValues(0.45, 0.25, 0.45),
|
||||
tileMultiplier: 10,
|
||||
});
|
||||
}
|
||||
|
||||
public drawNextFrame(
|
||||
|
|
|
|||
|
|
@ -1,5 +1,8 @@
|
|||
import { vec2, vec3 } from 'gl-matrix';
|
||||
import { CircleLight, compile, Renderer, Tunnel } from 'sdf-2d';
|
||||
import { CircleLight, compile, InvertedTunnel, Renderer } from 'sdf-2d';
|
||||
import { clamp } from '../helper/clamp';
|
||||
import { last } from '../helper/last';
|
||||
import { Random } from '../helper/random';
|
||||
import { Scene } from './scene';
|
||||
|
||||
export class TunnelScene implements Scene {
|
||||
|
|
@ -7,7 +10,40 @@ export class TunnelScene implements Scene {
|
|||
private canvas: HTMLCanvasElement;
|
||||
private overlay: HTMLDivElement;
|
||||
|
||||
public constructor() {}
|
||||
private tunnels: Array<InvertedTunnel> = [];
|
||||
private lights: Array<CircleLight> = [];
|
||||
|
||||
private generateTunnel() {
|
||||
const canvasSize = this.canvas.getBoundingClientRect();
|
||||
|
||||
let previousEnd = vec2.fromValues(0, 200);
|
||||
let previousRadius = 75;
|
||||
|
||||
if (this.tunnels.length > 0) {
|
||||
previousEnd = last(this.tunnels).to;
|
||||
previousRadius = last(this.tunnels).toRadius;
|
||||
}
|
||||
|
||||
let height = previousEnd.y + Random.getRandomInRange(-400, 400);
|
||||
height = clamp(height, 200, canvasSize.height - 200);
|
||||
|
||||
const currentEnd = vec2.fromValues(this.tunnels.length * 200, height);
|
||||
const currentToRadius = Random.getRandom() * 100 + 50;
|
||||
|
||||
this.tunnels.push(
|
||||
new InvertedTunnel(previousEnd, currentEnd, previousRadius, currentToRadius)
|
||||
);
|
||||
|
||||
if (this.tunnels.length % 5 == 0) {
|
||||
this.lights.push(
|
||||
new CircleLight(
|
||||
previousEnd,
|
||||
[Random.getRandom(), Random.getRandom(), Random.getRandom()],
|
||||
0.25
|
||||
)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public async initialize(
|
||||
canvas: HTMLCanvasElement,
|
||||
|
|
@ -19,12 +55,12 @@ export class TunnelScene implements Scene {
|
|||
canvas,
|
||||
[
|
||||
{
|
||||
...Tunnel.descriptor,
|
||||
...InvertedTunnel.descriptor,
|
||||
shaderCombinationSteps: [0, 1, 2, 4, 8, 12],
|
||||
},
|
||||
{
|
||||
...CircleLight.descriptor,
|
||||
shaderCombinationSteps: [2],
|
||||
shaderCombinationSteps: [1, 2, 3, 4, 5, 6, 7],
|
||||
},
|
||||
],
|
||||
[
|
||||
|
|
@ -34,18 +70,32 @@ export class TunnelScene implements Scene {
|
|||
],
|
||||
{
|
||||
enableStopwatch: false,
|
||||
softShadowTraceCount: '128',
|
||||
hardShadowTraceCount: '48',
|
||||
softShadowTraceCount: '64',
|
||||
hardShadowTraceCount: '32',
|
||||
}
|
||||
);
|
||||
|
||||
this.renderer.setRuntimeSettings({
|
||||
isWorldInverted: true,
|
||||
ambientLight: vec3.fromValues(0.45, 0.25, 0.45),
|
||||
});
|
||||
|
||||
for (let i = 0; i < 100; i++) {
|
||||
this.generateTunnel();
|
||||
}
|
||||
}
|
||||
|
||||
private deltaSinceStart = 0;
|
||||
public drawNextFrame(
|
||||
currentTime: DOMHighResTimeStamp,
|
||||
deltaTime: DOMHighResTimeStamp
|
||||
): void {
|
||||
const { width, height } = this.canvas.getBoundingClientRect();
|
||||
this.renderer.setViewArea(vec2.fromValues(0, height), vec2.fromValues(width, height));
|
||||
this.deltaSinceStart += deltaTime;
|
||||
this.renderer.setViewArea(
|
||||
vec2.fromValues(this.deltaSinceStart / 2, height),
|
||||
vec2.fromValues(width, height)
|
||||
);
|
||||
this.renderer.autoscaleQuality(deltaTime);
|
||||
|
||||
this.overlay.innerText = JSON.stringify(
|
||||
|
|
@ -54,11 +104,7 @@ export class TunnelScene implements Scene {
|
|||
' '
|
||||
);
|
||||
|
||||
const viewAreaSize = this.renderer.viewAreaSize;
|
||||
|
||||
[
|
||||
new Tunnel(vec2.fromValues(200, 200), vec2.fromValues(600, 600), 30, 200),
|
||||
].forEach((d) => this.renderer.addDrawable(d));
|
||||
[...this.tunnels, ...this.lights].forEach((d) => this.renderer.addDrawable(d));
|
||||
|
||||
this.renderer.renderDrawables();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue