sdf-2d-demo/src/scenes/tunnel-scene.ts
schmelczerandras 5d0609b8b0 Update demo
2020-09-19 20:09:54 +02:00

123 lines
3.3 KiB
TypeScript

import { vec2, vec3 } from 'gl-matrix';
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 {
private renderer: Renderer;
private canvas: HTMLCanvasElement;
private overlay: HTMLDivElement;
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(-canvasSize.height / 3, canvasSize.height / 3);
height = clamp(height, 200, canvasSize.height - 200);
const currentEnd = vec2.fromValues(
this.tunnels.length * (canvasSize.width / 6),
height
);
const currentToRadius = (Random.getRandom() * canvasSize.height) / 6 + 50;
this.tunnels.push(
new InvertedTunnel(previousEnd, currentEnd, previousRadius, currentToRadius)
);
if (this.tunnels.length % 5 == 0) {
this.lights.push(
new CircleLight(
previousEnd,
vec3.normalize(vec3.create(), [
Random.getRandom(),
Random.getRandom(),
Random.getRandom(),
]),
0.35
)
);
}
}
public async initialize(
canvas: HTMLCanvasElement,
overlay: HTMLDivElement
): Promise<void> {
this.canvas = canvas;
this.overlay = overlay;
this.renderer = await compile(
canvas,
[
{
...InvertedTunnel.descriptor,
shaderCombinationSteps: [0, 1, 2, 4, 8, 12],
},
{
...CircleLight.descriptor,
shaderCombinationSteps: [1, 2, 3, 4, 5, 6, 7],
},
],
[vec3.fromValues(0.4, 1, 0.6), vec3.fromValues(1, 1, 0), vec3.fromValues(0.3, 1, 1)]
);
this.renderer.setRuntimeSettings({
isWorldInverted: true,
ambientLight: vec3.fromValues(0.35, 0.1, 0.45),
shadowLength: 550,
});
for (let i = 0; i < 200; i++) {
this.generateTunnel();
}
}
private deltaSinceStart = 0;
public drawNextFrame(
currentTime: DOMHighResTimeStamp,
deltaTime: DOMHighResTimeStamp
): void {
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)
);
this.renderer.autoscaleQuality(deltaTime);
this.overlay.innerText = JSON.stringify(
this.renderer.insights,
(_, v) => (v.toFixed ? Number(v.toFixed(2)) : v),
' '
);
[
...this.tunnels.filter(
(t) => startX < t.to.x + t.toRadius && t.from.x - t.fromRadius <= endX
),
...this.lights,
].forEach((d) => this.renderer.addDrawable(d));
this.renderer.renderDrawables();
}
public destroy(): void {
this.renderer.destroy();
}
}