WIP
This commit is contained in:
parent
24cc572e47
commit
345e183e34
29 changed files with 614 additions and 173 deletions
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@ -6,8 +6,26 @@ import './styles/main.scss';
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glMatrix.setMatrixArrayType(Array);
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applyArrayPlugins();
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/*
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const tree = new BoundingBoxTree([
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new BoundingBox(300, 550, 150, 550, 'A'),
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new BoundingBox(400, 800, 50, 200, 'B'),
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new BoundingBox(450, 500, 175, 185, 'C'),
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new BoundingBox(100, 200, 100, 500, 'D'),
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new BoundingBox(750, 950, 450, 600, 'E'),
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new BoundingBox(940, 1000, -2, 180, 'F'),
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new BoundingBox(960, 1050, 50, 190, 'G'),
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new BoundingBox(150, 900, 0, 575, 'H'),
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new BoundingBox(-10000, 10000, -10000, 10000, 'I'),
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]);
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tree.print();
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console.log(tree.findIntersecting(new BoundingBox(960, 1050, 50, 190, 'G')));
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*/
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try {
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new Game();
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} catch (e) {
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console.error(e);
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alert(e);
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}
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@ -1,7 +1,11 @@
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import { vec2 } from 'gl-matrix';
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import { ImmutableBoundingBox } from '../../physics/containers/immutable-bounding-box';
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import { GameObject } from '../../objects/game-object';
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export interface IDrawable {
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serializeToUniforms(uniforms: any): void;
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distance(target: vec2): number;
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minimumDistance(target: vec2): number;
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readonly owner: GameObject;
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readonly boundingBox: ImmutableBoundingBox;
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}
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@ -2,6 +2,8 @@ import { ILight } from './i-light';
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import { vec2, vec3 } from 'gl-matrix';
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import { settings } from '../../settings';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
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import { GameObject } from '../../../objects/game-object';
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export class CircleLight implements ILight {
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public static descriptor: IDrawableDescriptor = {
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@ -11,12 +13,15 @@ export class CircleLight implements ILight {
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};
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constructor(
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public readonly owner: GameObject,
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public center: vec2,
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public radius: number,
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public color: vec3,
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public lightness: number
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) {}
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boundingBox: ImmutableBoundingBox;
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public distance(target: vec2): number {
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return 0;
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}
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@ -2,6 +2,8 @@ import { ILight } from './i-light';
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import { vec2, vec3 } from 'gl-matrix';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { settings } from '../../settings';
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import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
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import { GameObject } from '../../../objects/game-object';
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export class PointLight implements ILight {
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public static descriptor: IDrawableDescriptor = {
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@ -10,13 +12,16 @@ export class PointLight implements ILight {
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shaderCombinationSteps: settings.shaderCombinations.pointLightSteps,
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};
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constructor(
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public constructor(
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public readonly owner: GameObject,
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public center: vec2,
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public radius: number,
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public color: vec3,
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public lightness: number
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) {}
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boundingBox: ImmutableBoundingBox;
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public distance(target: vec2): number {
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return vec2.distance(this.center, target) - this.radius;
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}
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@ -1,8 +1,14 @@
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import { vec2 } from 'gl-matrix';
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import { IPrimitive } from './i-primitive';
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import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
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import { GameObject } from '../../../objects/game-object';
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export class Circle implements IPrimitive {
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public constructor(public center = vec2.create(), public radius = 0) {}
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public constructor(
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public readonly owner: GameObject,
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public center = vec2.create(),
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public radius = 0
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) {}
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public serializeToUniforms(uniforms: any): void {
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throw new Error('Method not implemented.');
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@ -16,6 +22,16 @@ export class Circle implements IPrimitive {
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return vec2.distance(this.center, target) - this.radius;
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}
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public get boundingBox(): ImmutableBoundingBox {
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return new ImmutableBoundingBox(
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this,
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this.center.x - this.radius,
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this.center.x + this.radius,
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this.center.y - this.radius,
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this.center.y + this.radius
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);
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}
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public isInside(target: vec2): boolean {
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return this.distance(target) < 0;
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}
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@ -1,18 +0,0 @@
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import { vec2 } from 'gl-matrix';
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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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public isInside(position: vec2): boolean {
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const translated = vec2.subtract(vec2.create(), position, this.topLeft);
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return (
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0 <= translated.x &&
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translated.x < this.size.x &&
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0 <= translated.y &&
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translated.y < this.size.y
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);
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}
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}
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@ -1,10 +1,12 @@
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import { vec2 } from 'gl-matrix';
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import { clamp01 } from '../../../helper/clamp';
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import { mix } from '../../../helper/mix';
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import { Circle } from './circle';
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import { IPrimitive } from './i-primitive';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { IPrimitive } from './i-primitive';
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import { settings } from '../../settings';
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import { Circle } from './circle';
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import { mix } from '../../../helper/mix';
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import { clamp01 } from '../../../helper/clamp';
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import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
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import { GameObject } from '../../../objects/game-object';
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export class TunnelShape implements IPrimitive {
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public static descriptor: IDrawableDescriptor = {
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@ -14,11 +16,11 @@ export class TunnelShape implements IPrimitive {
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};
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public readonly toFromDelta: vec2;
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private toFromDeltaLength: number;
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private boundingCircle: Circle;
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constructor(
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public readonly owner: GameObject,
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public readonly from: vec2,
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public readonly to: vec2,
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public readonly fromRadius: number,
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@ -27,12 +29,13 @@ export class TunnelShape implements IPrimitive {
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this.toFromDelta = vec2.subtract(vec2.create(), to, from);
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this.boundingCircle = new Circle(
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this.owner,
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vec2.fromValues(from.x / 2 + to.x / 2, from.y / 2 + to.y / 2),
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Math.max(fromRadius, toRadius) + vec2.distance(from, to)
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);
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}
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serializeToUniforms(uniforms: any): void {
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public serializeToUniforms(uniforms: any): void {
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if (!uniforms.hasOwnProperty(TunnelShape.descriptor.uniformName)) {
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uniforms[TunnelShape.descriptor.uniformName] = [];
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}
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@ -45,6 +48,27 @@ export class TunnelShape implements IPrimitive {
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});
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}
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public get boundingBox(): ImmutableBoundingBox {
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const xMin = Math.min(
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this.from.x - this.fromRadius,
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this.to.x - this.toRadius
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);
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const yMin = Math.min(
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this.from.y - this.fromRadius,
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this.to.y - this.toRadius
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);
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const xMax = Math.max(
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this.from.x + this.fromRadius,
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this.to.x + this.toRadius
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);
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const yMax = Math.max(
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this.from.y + this.fromRadius,
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this.to.y + this.toRadius
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);
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return new ImmutableBoundingBox(this, xMin, xMax, yMin, yMax);
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}
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public distance(target: vec2): number {
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const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
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const h = clamp01(
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@ -1,7 +1,7 @@
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import { vec2 } from 'gl-matrix';
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export interface IProgram {
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setDrawingRectangle(topLeft: vec2, size: vec2): void;
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setDrawingRectangle(bottomLeft: vec2, size: vec2): void;
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bindAndSetUniforms(values: { [name: string]: any }): void;
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draw(): void;
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delete(): void;
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@ -32,10 +32,10 @@ export abstract class Program implements IProgram {
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this.setUniforms({ modelTransform: this.modelTransform, ...values });
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}
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public setDrawingRectangle(topLeft: vec2, size: vec2) {
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public setDrawingRectangle(bottomLeft: vec2, size: vec2) {
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mat2d.invert(this.modelTransform, this.ndcToUv);
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mat2d.translate(this.modelTransform, this.modelTransform, topLeft);
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mat2d.translate(this.modelTransform, this.modelTransform, bottomLeft);
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mat2d.scale(this.modelTransform, this.modelTransform, size);
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mat2d.multiply(this.modelTransform, this.modelTransform, this.ndcToUv);
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}
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@ -1,6 +1,6 @@
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import { vec2 } from 'gl-matrix';
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import { IPrimitive } from './drawables/primitives/i-primitive';
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import { ILight } from './drawables/lights/i-light';
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import { IPrimitive } from './drawables/primitives/i-primitive';
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export interface IRenderer {
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startFrame(deltaTime: DOMHighResTimeStamp): void;
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@ -1,11 +1,10 @@
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import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
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import { IDrawable } from '../drawables/i-drawable';
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import { settings } from '../settings';
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import { vec2 } from 'gl-matrix';
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import { Circle } from '../drawables/primitives/circle';
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import { InfoText } from '../../objects/types/info-text';
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import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
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import { IDrawable } from '../drawables/i-drawable';
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import { IDrawableDescriptor } from '../drawables/i-drawable-descriptor';
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import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
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import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
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import { settings } from '../settings';
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export class RenderingPass {
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private drawables: Array<IDrawable> = [];
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@ -30,7 +29,8 @@ export class RenderingPass {
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public render(
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commonUniforms: any,
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viewCircle: Circle,
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viewBoxCenter: vec2,
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viewBoxRadius: number,
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inputTexture?: WebGLTexture
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) {
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this.frame.bindAndClear(inputTexture);
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@ -38,7 +38,7 @@ export class RenderingPass {
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const tileUvSize = vec2.fromValues(q, q);
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const possiblyOnScreenDrawables = this.drawables.filter(
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(p) => p.minimumDistance(viewCircle.center) < viewCircle.radius
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(p) => p.minimumDistance(viewBoxCenter) < viewBoxRadius
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);
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const origin = vec2.transformMat2d(
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@ -1,34 +1,29 @@
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import { mat2d, vec2, vec3 } from 'gl-matrix';
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import { CircleLight } from '../drawables/lights/circle-light';
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import { ILight } from '../drawables/lights/i-light';
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import { PointLight } from '../drawables/lights/point-light';
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import { IPrimitive } from '../drawables/primitives/i-primitive';
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import { TunnelShape } from '../drawables/primitives/tunnel-shape';
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// import lightsShader from '../shaders/rainbow-shading-fs.glsl';
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import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
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import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
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import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
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import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
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import { IRenderer } from '../i-renderer';
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import caveFragmentShader from '../shaders/cave-distance-fs.glsl';
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import lightsFragmentShader from '../shaders/lights-shading-fs.glsl';
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import caveVertexShader from '../shaders/passthrough-distance-vs.glsl';
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import lightsVertexShader from '../shaders/passthrough-shading-vs.glsl';
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// import lightsShader from '../shaders/rainbow-shading-fs.glsl';
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import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
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import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
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import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
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import { IProgram } from '../graphics-library/program/i-program';
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import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
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import { IRenderer } from '../i-renderer';
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import { Circle } from '../drawables/primitives/circle';
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import { IPrimitive } from '../drawables/primitives/i-primitive';
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import { Rectangle } from '../drawables/primitives/rectangle';
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import { ILight } from '../drawables/lights/i-light';
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import { settings } from '../settings';
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import { FpsAutoscaler } from './fps-autoscaler';
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import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
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import { RenderingPass } from './rendering-pass';
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import { TunnelShape } from '../drawables/primitives/tunnel-shape';
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import { CircleLight } from '../drawables/lights/circle-light';
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import { PointLight } from '../drawables/lights/point-light';
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export class WebGl2Renderer implements IRenderer {
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private gl: WebGL2RenderingContext;
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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();
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private viewBoxBottomLeft = vec2.create();
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private cameraPosition = vec2.create();
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private viewBoxSize = vec2.create();
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private cursorPosition = vec2.create();
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private distanceFieldFrameBuffer: IntermediateFrameBuffer;
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@ -38,6 +33,15 @@ export class WebGl2Renderer implements IRenderer {
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private autoscaler: FpsAutoscaler;
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private matrices: {
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distanceScreenToWorld?: mat2d;
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worldToDistanceUV?: mat2d;
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cursorPosition?: mat2d;
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ndcToUv?: mat2d;
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uvToWorld?: mat2d;
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viewBoxSize?: mat2d;
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} = { ndcToUv: mat2d.fromValues(0.5, 0, 0, 0.5, 0.5, 0.5) };
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constructor(private canvas: HTMLCanvasElement, private overlay: HTMLElement) {
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this.gl = getWebGl2Context(canvas);
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@ -85,64 +89,69 @@ export class WebGl2Renderer implements IRenderer {
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}
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public finishFrame() {
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const uniforms = this.calculateOwnUniforms();
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this.lightingPass.addDrawable(
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new PointLight(uniforms.cursorPosition, 200, vec3.fromValues(1, 1, 0), 1)
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);
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this.distancePass.render(uniforms, this.viewCircle);
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this.lightingPass.render(
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uniforms,
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this.viewCircle,
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this.distanceFieldFrameBuffer.colorTexture
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);
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this.stopwatch?.stop();
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}
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private calculateOwnUniforms(): any {
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const distanceScreenToWorld = this.getScreenToWorldTransform(
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this.distanceFieldFrameBuffer.getSize()
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);
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const uvToWorld = mat2d.fromTranslation(
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mat2d.create(),
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this.viewBox.topLeft
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);
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mat2d.scale(uvToWorld, uvToWorld, this.viewBox.size);
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const worldToDistanceUV = mat2d.scale(
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mat2d.create(),
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distanceScreenToWorld,
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this.distanceFieldFrameBuffer.getSize()
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);
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mat2d.invert(worldToDistanceUV, worldToDistanceUV);
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const ndcToUv = mat2d.fromScaling(
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mat2d.create(),
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vec2.fromValues(0.5, 0.5)
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);
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mat2d.translate(ndcToUv, ndcToUv, vec2.fromValues(1, 1));
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this.calculateMatrices();
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const cursorPosition = this.screenUvToWorldCoordinate(this.cursorPosition);
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return {
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distanceScreenToWorld,
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worldToDistanceUV,
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cursorPosition,
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ndcToUv,
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uvToWorld,
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viewBoxSize: this.viewBox.size,
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};
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this.lightingPass.addDrawable(
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new PointLight(null, cursorPosition, 200, vec3.fromValues(1, 1, 0), 1)
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);
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const viewBoxRadius = vec2.length(
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vec2.scale(vec2.create(), this.viewBoxSize, 0.5)
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);
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this.distancePass.render(
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{ ...this.matrices, cursorPosition },
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this.cameraPosition,
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viewBoxRadius
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);
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this.lightingPass.render(
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{ ...this.matrices, cursorPosition },
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this.cameraPosition,
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viewBoxRadius,
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this.distanceFieldFrameBuffer.colorTexture
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);
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this.stopwatch?.stop();
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}
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private calculateMatrices() {
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this.matrices.uvToWorld = mat2d.fromTranslation(
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mat2d.create(),
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this.viewBoxBottomLeft
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);
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mat2d.scale(
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this.matrices.uvToWorld,
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this.matrices.uvToWorld,
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this.viewBoxSize
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);
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this.matrices.distanceScreenToWorld = this.getScreenToWorldTransform(
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this.distanceFieldFrameBuffer.getSize()
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||||
);
|
||||
|
||||
this.matrices.worldToDistanceUV = mat2d.scale(
|
||||
mat2d.create(),
|
||||
this.matrices.distanceScreenToWorld,
|
||||
this.distanceFieldFrameBuffer.getSize()
|
||||
);
|
||||
mat2d.invert(
|
||||
this.matrices.worldToDistanceUV,
|
||||
this.matrices.worldToDistanceUV
|
||||
);
|
||||
}
|
||||
|
||||
private getScreenToWorldTransform(screenSize: vec2) {
|
||||
const transform = mat2d.fromTranslation(
|
||||
mat2d.create(),
|
||||
this.viewBox.topLeft
|
||||
this.viewBoxBottomLeft
|
||||
);
|
||||
mat2d.scale(
|
||||
transform,
|
||||
transform,
|
||||
vec2.divide(vec2.create(), this.viewBox.size, screenSize)
|
||||
vec2.divide(vec2.create(), this.viewBoxSize, screenSize)
|
||||
);
|
||||
mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
|
||||
|
||||
|
|
@ -160,12 +169,10 @@ export class WebGl2Renderer implements IRenderer {
|
|||
}
|
||||
|
||||
public setCameraPosition(position: vec2) {
|
||||
this.viewBox.topLeft = position;
|
||||
const halfDiagonal = vec2.scale(vec2.create(), this.viewBox.size, 0.5);
|
||||
this.viewCircle.center = vec2.add(
|
||||
vec2.create(),
|
||||
this.viewBox.topLeft,
|
||||
halfDiagonal
|
||||
this.cameraPosition = position;
|
||||
this.viewBoxBottomLeft = vec2.fromValues(
|
||||
this.cameraPosition.x - this.viewBoxSize.x / 2,
|
||||
this.cameraPosition.y - this.viewBoxSize.y / 2
|
||||
);
|
||||
}
|
||||
|
||||
|
|
@ -177,21 +184,10 @@ export class WebGl2Renderer implements IRenderer {
|
|||
const canvasAspectRatio =
|
||||
this.canvas.clientWidth / this.canvas.clientHeight;
|
||||
|
||||
this.viewBox.size = vec2.fromValues(
|
||||
return (this.viewBoxSize = vec2.fromValues(
|
||||
Math.sqrt(size * canvasAspectRatio),
|
||||
Math.sqrt(size / canvasAspectRatio)
|
||||
);
|
||||
|
||||
const halfDiagonal = vec2.scale(vec2.create(), this.viewBox.size, 0.5);
|
||||
|
||||
this.viewCircle.center = vec2.add(
|
||||
vec2.create(),
|
||||
this.viewBox.topLeft,
|
||||
halfDiagonal
|
||||
);
|
||||
this.viewCircle.radius = vec2.length(halfDiagonal);
|
||||
|
||||
return this.viewBox.size;
|
||||
));
|
||||
}
|
||||
|
||||
public drawInfoText(text: string) {
|
||||
|
|
|
|||
|
|
@ -6,6 +6,7 @@ precision mediump float;
|
|||
#define POINT_LIGHT_COUNT {pointLightCount}
|
||||
|
||||
uniform mat3 modelTransform;
|
||||
uniform mat3 cameraTransform;
|
||||
uniform mat3 ndcToUv;
|
||||
uniform mat3 uvToWorld;
|
||||
|
||||
|
|
|
|||
|
|
@ -6,16 +6,22 @@ import { timeIt } from './helper/timing';
|
|||
import { KeyboardListener } from './input/keyboard-listener';
|
||||
import { MouseListener } from './input/mouse-listener';
|
||||
import { TouchListener } from './input/touch-listener';
|
||||
import { ObjectContainer } from './objects/object-container';
|
||||
import { Objects } from './objects/objects';
|
||||
import { InfoText } from './objects/types/info-text';
|
||||
import { createCharacter } from './objects/world/create-character';
|
||||
import { createDungeon } from './objects/world/create-dungeon';
|
||||
import { RenderCommand } from './drawing/commands/render';
|
||||
import { Physics } from './physics/physics';
|
||||
import { MoveToCommand } from './physics/commands/move-to';
|
||||
import { TeleportToCommand } from './physics/commands/teleport-to';
|
||||
import { IRenderer } from './drawing/i-renderer';
|
||||
|
||||
export class Game {
|
||||
private previousTime?: DOMHighResTimeStamp = null;
|
||||
private objects: ObjectContainer = new ObjectContainer();
|
||||
private renderer: WebGl2Renderer;
|
||||
private objects = new Objects();
|
||||
private physics = new Physics();
|
||||
|
||||
private renderer: IRenderer;
|
||||
private previousFpsValues: Array<number> = [];
|
||||
|
||||
constructor() {
|
||||
|
|
@ -39,14 +45,18 @@ export class Game {
|
|||
this.renderer = new WebGl2Renderer(canvas, overlay);
|
||||
|
||||
this.initializeScene();
|
||||
this.physics.start();
|
||||
|
||||
requestAnimationFrame(this.gameLoop.bind(this));
|
||||
}
|
||||
|
||||
private initializeScene() {
|
||||
this.objects.addObject(new InfoText());
|
||||
createCharacter(this.objects);
|
||||
createDungeon(this.objects);
|
||||
createDungeon(this.objects);
|
||||
const start = createDungeon(this.objects, this.physics);
|
||||
createDungeon(this.objects, this.physics);
|
||||
const character = createCharacter(this.objects, this.physics);
|
||||
console.log('start', start.from);
|
||||
character.sendCommand(new TeleportToCommand(start.from));
|
||||
}
|
||||
|
||||
private handleVisibilityChange() {
|
||||
|
|
|
|||
|
|
@ -1,33 +1,16 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { Command } from '../commands/command';
|
||||
import { CommandReceiver } from '../commands/command-receiver';
|
||||
import { IdentityManager } from '../identity/identity-manager';
|
||||
import { Objects } from './objects';
|
||||
import { Physics } from '../physics/physics';
|
||||
|
||||
export abstract class GameObject implements CommandReceiver {
|
||||
public readonly id = IdentityManager.generateId();
|
||||
|
||||
protected _position = vec2.create();
|
||||
public get position(): vec2 {
|
||||
return this._position;
|
||||
}
|
||||
|
||||
protected _boundingBoxSize = vec2.create();
|
||||
public get boundingBoxSize(): vec2 {
|
||||
return this._boundingBoxSize;
|
||||
}
|
||||
|
||||
private commandExecutors: {
|
||||
[commandType: string]: (e: Command) => void;
|
||||
} = {};
|
||||
|
||||
// can only be called inside the constructor
|
||||
protected addCommandExecutor<T extends Command>(
|
||||
commandType: new () => T,
|
||||
handler: (command: T) => void
|
||||
) {
|
||||
this.commandExecutors[new commandType().type] = handler;
|
||||
}
|
||||
|
||||
public reactsToCommand(commandType: string): boolean {
|
||||
return this.commandExecutors.hasOwnProperty(commandType);
|
||||
}
|
||||
|
|
@ -39,4 +22,12 @@ export abstract class GameObject implements CommandReceiver {
|
|||
this.commandExecutors[commandType](command);
|
||||
}
|
||||
}
|
||||
|
||||
// can only be called inside the constructor
|
||||
protected addCommandExecutor<T extends Command>(
|
||||
commandType: new () => T,
|
||||
handler: (command: T) => void
|
||||
) {
|
||||
this.commandExecutors[new commandType().type] = handler;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
49
frontend/src/scripts/objects/objects.ts
Normal file
49
frontend/src/scripts/objects/objects.ts
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
import { Command } from '../commands/command';
|
||||
import { CommandReceiver } from '../commands/command-receiver';
|
||||
import { Id } from '../identity/identity';
|
||||
import { GameObject } from './game-object';
|
||||
|
||||
export class Objects implements CommandReceiver {
|
||||
private objects: Map<Id, GameObject> = new Map();
|
||||
private objectsGroupedByAbilities: Map<string, Array<GameObject>> = new Map();
|
||||
|
||||
public addObject(o: GameObject) {
|
||||
this.objects.set(o.id, o);
|
||||
|
||||
for (let command of this.objectsGroupedByAbilities.keys()) {
|
||||
if (o.reactsToCommand(command)) {
|
||||
this.objectsGroupedByAbilities.get(command).push(o);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public removeObject(o: GameObject) {
|
||||
this.objects.delete(o.id);
|
||||
}
|
||||
|
||||
public sendCommandToSingleObject(id: Id, e: Command) {
|
||||
this.objects.get(id)?.sendCommand(e);
|
||||
}
|
||||
|
||||
public sendCommand(e: Command) {
|
||||
if (!this.objectsGroupedByAbilities.has(e.type)) {
|
||||
this.createGroupForCommand(e.type);
|
||||
}
|
||||
|
||||
this.objectsGroupedByAbilities
|
||||
.get(e.type)
|
||||
.forEach((o, _) => o.sendCommand(e));
|
||||
}
|
||||
|
||||
private createGroupForCommand(commandType: string) {
|
||||
const objectsReactingToCommand = [];
|
||||
|
||||
this.objects.forEach((o, _) => {
|
||||
if (o.reactsToCommand(commandType)) {
|
||||
objectsReactingToCommand.push(o);
|
||||
}
|
||||
});
|
||||
|
||||
this.objectsGroupedByAbilities.set(commandType, objectsReactingToCommand);
|
||||
}
|
||||
}
|
||||
|
|
@ -5,14 +5,20 @@ import { GameObject } from '../game-object';
|
|||
import { Lamp } from './lamp';
|
||||
import { ZoomCommand } from '../../input/commands/zoom';
|
||||
import { MoveToCommand } from '../../physics/commands/move-to';
|
||||
import { BoundingBox } from '../../physics/containers/bounding-box';
|
||||
import { Physics } from '../../physics/physics';
|
||||
|
||||
export class Camera extends GameObject {
|
||||
private inViewArea = 1920 * 1080 * 5;
|
||||
private cursorPosition = vec2.create();
|
||||
private boundingBox: BoundingBox;
|
||||
|
||||
constructor(private light: Lamp) {
|
||||
constructor(physics: Physics, private light: Lamp) {
|
||||
super();
|
||||
|
||||
this.boundingBox = new BoundingBox(null);
|
||||
physics.addDynamicBoundingBox(this.boundingBox);
|
||||
|
||||
this.addCommandExecutor(BeforeRenderCommand, this.draw.bind(this));
|
||||
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
|
||||
this.addCommandExecutor(
|
||||
|
|
@ -22,20 +28,27 @@ export class Camera extends GameObject {
|
|||
this.addCommandExecutor(ZoomCommand, this.zoom.bind(this));
|
||||
}
|
||||
|
||||
public get viewAreaSize(): vec2 {
|
||||
return this.boundingBox.size;
|
||||
}
|
||||
|
||||
private draw(c: BeforeRenderCommand) {
|
||||
c.renderer.setCameraPosition(this.position);
|
||||
console.log('camera', this.boundingBox.topLeft);
|
||||
|
||||
c.renderer.setCameraPosition(this.boundingBox.topLeft);
|
||||
c.renderer.setCursorPosition(this.cursorPosition);
|
||||
this._boundingBoxSize = c.renderer.setInViewArea(this.inViewArea);
|
||||
this.boundingBox.size = c.renderer.setInViewArea(this.inViewArea);
|
||||
}
|
||||
|
||||
private moveTo(c: MoveToCommand) {
|
||||
this._position = c.position;
|
||||
console.log('camera', c.position);
|
||||
this.boundingBox.topLeft = c.position;
|
||||
this.light.sendCommand(
|
||||
new MoveToCommand(
|
||||
vec2.add(
|
||||
vec2.create(),
|
||||
c.position,
|
||||
vec2.scale(vec2.create(), this.boundingBoxSize, 0.5)
|
||||
vec2.scale(vec2.create(), this.boundingBox.size, 0.5)
|
||||
)
|
||||
)
|
||||
);
|
||||
|
|
|
|||
|
|
@ -1,37 +1,80 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { GameObject } from '../game-object';
|
||||
import { Camera } from './camera';
|
||||
import { StepCommand } from '../../physics/commands/step';
|
||||
import { Circle } from '../../drawing/drawables/primitives/circle';
|
||||
import { KeyDownCommand } from '../../input/commands/key-down';
|
||||
import { KeyUpCommand } from '../../input/commands/key-up';
|
||||
import { SwipeCommand } from '../../input/commands/swipe';
|
||||
import { MoveToCommand } from '../../physics/commands/move-to';
|
||||
import { StepCommand } from '../../physics/commands/step';
|
||||
import { TeleportToCommand } from '../../physics/commands/teleport-to';
|
||||
import { BoundingBox } from '../../physics/containers/bounding-box';
|
||||
import { Physics } from '../../physics/physics';
|
||||
import { GameObject } from '../game-object';
|
||||
import { Camera } from './camera';
|
||||
|
||||
export class Character extends GameObject {
|
||||
private keysDown: Set<string> = new Set();
|
||||
|
||||
private static speed = 0.5;
|
||||
private primitive: Circle;
|
||||
private static speed = 1.5;
|
||||
|
||||
constructor(private camera: Camera) {
|
||||
constructor(private physics: Physics, private camera: Camera) {
|
||||
super();
|
||||
|
||||
this.primitive = new Circle(this);
|
||||
this.primitive.radius = 20;
|
||||
|
||||
this.addCommandExecutor(StepCommand, this.stepHandler.bind(this));
|
||||
this.addCommandExecutor(TeleportToCommand, (c) =>
|
||||
this.setPosition(c.position)
|
||||
);
|
||||
this.addCommandExecutor(KeyDownCommand, (c) => this.keysDown.add(c.key));
|
||||
this.addCommandExecutor(KeyUpCommand, (c) => this.keysDown.delete(c.key));
|
||||
this.addCommandExecutor(SwipeCommand, (c) =>
|
||||
this.setPosition(
|
||||
this.checkAndSetPosition(
|
||||
vec2.add(
|
||||
vec2.create(),
|
||||
this.position,
|
||||
vec2.multiply(vec2.create(), c.delta, this.camera.boundingBoxSize)
|
||||
this.primitive.center,
|
||||
vec2.multiply(vec2.create(), c.delta, this.camera.viewAreaSize)
|
||||
)
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
private checkAndSetPosition(value: vec2) {
|
||||
const size = this.camera.viewAreaSize;
|
||||
const realCenter = vec2.fromValues(
|
||||
value.x + size.x / 2,
|
||||
value.y + size.y / 2
|
||||
);
|
||||
|
||||
const targetBoundingBox = new BoundingBox(
|
||||
null,
|
||||
value.x + size.x / 2,
|
||||
value.x + size.x / 2 + 10,
|
||||
value.y + size.y / 2,
|
||||
value.y + size.y / 2 + 10
|
||||
);
|
||||
|
||||
console.log(
|
||||
this.physics
|
||||
.findIntersecting(targetBoundingBox)
|
||||
.map((b) => b.value.distance(realCenter))
|
||||
);
|
||||
if (
|
||||
this.physics
|
||||
.findIntersecting(targetBoundingBox)
|
||||
.map((b) => b.value.distance(realCenter))
|
||||
.find((d) => d < 0) !== undefined
|
||||
) {
|
||||
this.setPosition(value);
|
||||
}
|
||||
}
|
||||
|
||||
private setPosition(value: vec2) {
|
||||
this._position = value;
|
||||
this.camera.sendCommand(new MoveToCommand(this.position));
|
||||
console.log('character', value);
|
||||
|
||||
this.primitive.center = value;
|
||||
this.camera.sendCommand(new MoveToCommand(this.primitive.center));
|
||||
}
|
||||
|
||||
public stepHandler(c: StepCommand) {
|
||||
|
|
@ -44,16 +87,11 @@ export class Character extends GameObject {
|
|||
|
||||
const movementVector = vec2.fromValues(right - left, up - down);
|
||||
if (movementVector.length > 0) {
|
||||
this.setPosition(
|
||||
vec2.add(
|
||||
vec2.create(),
|
||||
this.position,
|
||||
vec2.scale(
|
||||
vec2.create(),
|
||||
vec2.normalize(movementVector, movementVector),
|
||||
Character.speed * deltaTime
|
||||
)
|
||||
)
|
||||
vec2.normalize(movementVector, movementVector);
|
||||
vec2.scale(movementVector, movementVector, Character.speed * deltaTime);
|
||||
|
||||
this.checkAndSetPosition(
|
||||
vec2.add(vec2.create(), this.primitive.center, movementVector)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ export class Lamp extends GameObject {
|
|||
constructor(center: vec2, radius: number, color: vec3, lightness: number) {
|
||||
super();
|
||||
|
||||
this.light = new CircleLight(center, radius, color, lightness);
|
||||
this.light = new CircleLight(this, center, radius, color, lightness);
|
||||
|
||||
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
|
||||
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
|
||||
|
|
|
|||
|
|
@ -1,16 +1,25 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { TunnelShape } from '../../drawing/drawables/primitives/tunnel-shape';
|
||||
import { GameObject } from '../game-object';
|
||||
import { RenderCommand } from '../../drawing/commands/render';
|
||||
import { Physics } from '../../physics/physics';
|
||||
import { TunnelShape } from '../../drawing/drawables/primitives/tunnel-shape';
|
||||
|
||||
export interface Line {}
|
||||
|
||||
export class Tunnel extends GameObject {
|
||||
private primitive: TunnelShape;
|
||||
|
||||
constructor(from: vec2, to: vec2, fromRadius: number, toRadius: number) {
|
||||
constructor(
|
||||
physics: Physics,
|
||||
public readonly from: vec2,
|
||||
to: vec2,
|
||||
fromRadius: number,
|
||||
toRadius: number
|
||||
) {
|
||||
super();
|
||||
this.primitive = new TunnelShape(from, to, fromRadius, toRadius);
|
||||
|
||||
this.primitive = new TunnelShape(this, from, to, fromRadius, toRadius);
|
||||
physics.addStaticBoundingBox(this.primitive.boundingBox);
|
||||
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
|
||||
}
|
||||
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue