Refactor rendering
This commit is contained in:
parent
9b47d56d8f
commit
c892ca2d01
38 changed files with 505 additions and 423 deletions
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@ -13,11 +13,12 @@ A good-looking 2D adventure.
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## Todo
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- host script
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- https://github.com/ottomatica/slim
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- rancher os
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- Frontend nginx disable logging
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- procedural piano
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- subtract cameraPosition
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- cross browser testing
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- nginx log monitor
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- pass befejezése
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- lightweight object storage
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- local dev env
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- CI pipeline:
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@ -1,5 +1,5 @@
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import { Command } from '../command';
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import { IRenderer } from '../../drawing/rendering/i-renderer';
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import { IRenderer } from '../../drawing/i-renderer';
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export class BeforeRenderCommand extends Command {
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public constructor(public readonly renderer?: IRenderer) {
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@ -1,5 +1,5 @@
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import { Command } from '../command';
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import { IRenderer } from '../../drawing/rendering/i-renderer';
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import { IRenderer } from '../../drawing/i-renderer';
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export class RenderCommand extends Command {
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public constructor(public readonly renderer?: IRenderer) {
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@ -0,0 +1,5 @@
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export interface IDrawableDescriptor {
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uniformName: string;
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countMacroName: string;
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shaderCombinationSteps: Array<number>;
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}
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7
frontend/src/scripts/drawing/drawables/i-drawable.ts
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7
frontend/src/scripts/drawing/drawables/i-drawable.ts
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@ -0,0 +1,7 @@
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import { vec2 } from 'gl-matrix';
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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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}
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@ -0,0 +1,49 @@
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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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export class CircleLight implements ILight {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'lights',
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countMacroName: 'lightCount',
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shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
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};
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constructor(
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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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distance(target: vec2): number {
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return 0;
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}
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minimumDistance(target: vec2): number {
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return 0;
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}
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serializeToUniforms(uniforms: any): void {
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const listName = CircleLight.descriptor.uniformName;
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if (!uniforms.hasOwnProperty(listName)) {
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uniforms[listName] = [];
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}
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uniforms[listName].push({
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center: this.center,
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radius: this.radius,
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value: this.value,
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});
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}
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get value(): vec3 {
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return vec3.scale(
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vec3.create(),
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vec3.normalize(this.color, this.color),
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this.lightness
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);
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}
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}
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3
frontend/src/scripts/drawing/drawables/lights/i-light.ts
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3
frontend/src/scripts/drawing/drawables/lights/i-light.ts
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@ -0,0 +1,3 @@
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import { IDrawable } from '../i-drawable';
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export interface ILight extends IDrawable {}
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36
frontend/src/scripts/drawing/drawables/lights/point-light.ts
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36
frontend/src/scripts/drawing/drawables/lights/point-light.ts
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@ -0,0 +1,36 @@
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import { ILight } from './i-light';
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import { vec2, vec3 } from 'gl-matrix';
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export class PointLight implements ILight {
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public static uniformName = 'lights';
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constructor(
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public center: vec2,
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public color: vec3,
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public lightness: number
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) {}
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distance(target: vec2): number {
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throw new Error('Method not implemented.');
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}
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minimumDistance(target: vec2): number {
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throw new Error('Method not implemented.');
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}
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serializeToUniforms(uniforms: any): void {
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const listName = PointLight.uniformName;
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if (!uniforms.hasOwnProperty(listName)) {
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uniforms[listName] = [];
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}
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uniforms[listName].push({
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center: this.center,
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radius: 0,
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value: this.value,
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});
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}
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get value(): vec3 {
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return vec3.scale(vec3.create(), this.color, this.lightness);
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}
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}
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27
frontend/src/scripts/drawing/drawables/primitives/circle.ts
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27
frontend/src/scripts/drawing/drawables/primitives/circle.ts
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@ -0,0 +1,27 @@
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import { vec2 } from 'gl-matrix';
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import { IPrimitive } from './i-primitive';
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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 serializeToUniforms(uniforms: any): void {
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throw new Error('Method not implemented.');
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}
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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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public minimumDistance(target: vec2): number {
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return vec2.distance(this.center, target) - this.radius;
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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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public areIntersecting(other: Circle): boolean {
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const distance = vec2.distance(this.center, other.center);
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return distance < this.radius + other.radius;
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}
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}
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@ -0,0 +1,3 @@
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import { IDrawable } from '../i-drawable';
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export interface IPrimitive extends IDrawable {}
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@ -0,0 +1,18 @@
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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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@ -0,0 +1,67 @@
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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 { settings } from '../../settings';
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export class TunnelShape implements IPrimitive {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'lines',
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countMacroName: 'lineCount',
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shaderCombinationSteps: settings.shaderCombinations.lineSteps,
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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 from: vec2,
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public readonly to: vec2,
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public readonly fromRadius: number,
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public readonly toRadius: number
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) {
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this.toFromDelta = vec2.subtract(vec2.create(), to, from);
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this.toFromDeltaLength = vec2.length(this.toFromDelta);
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this.boundingCircle = new Circle(
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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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if (!uniforms.hasOwnProperty(TunnelShape.descriptor.uniformName)) {
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uniforms[TunnelShape.descriptor.uniformName] = [];
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}
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uniforms[TunnelShape.descriptor.uniformName].push({
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from: this.from,
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toFromDelta: this.toFromDelta,
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fromRadius: this.fromRadius,
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toRadius: this.toRadius,
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});
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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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vec2.dot(targetFromDelta, this.toFromDelta) /
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this.toFromDeltaLength /
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this.toFromDeltaLength
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);
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return (
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vec2.distance(
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targetFromDelta,
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vec2.scale(vec2.create(), this.toFromDelta, h)
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) - mix(this.fromRadius, this.toRadius, h)
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);
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}
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public minimumDistance(target: vec2): number {
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return this.boundingCircle.distance(target);
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}
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}
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@ -1,15 +1,16 @@
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import { settings } from '../../settings';
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export const createShader = (
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gl: WebGL2RenderingContext,
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type: GLenum,
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source: string,
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substitutions: { [name: string]: string }
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): WebGLShader => {
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const allSubstitutions = { ...settings.shaderMacros, ...substitutions };
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source = source.replace(/{(.+)}/gm, (_, name: string): string => {
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const value = substitutions[name];
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if (Number.isInteger(value)) {
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return `${value}.0`;
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}
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return value;
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const value = allSubstitutions[name];
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return Number.isInteger(value) ? `${value}.0` : value;
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});
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const shader = gl.createShader(type);
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export const getWebGl2Context = (
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canvas: HTMLCanvasElement
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): WebGL2RenderingContext => {
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const gl = canvas.getContext('webgl2');
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if (!gl) {
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throw new Error('WebGl2 is not supported');
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}
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return gl;
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};
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@ -5,11 +5,10 @@ export class FragmentShaderOnlyProgram extends Program {
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constructor(
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gl: WebGL2RenderingContext,
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vertexShaderSource: string,
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fragmentShaderSource: string,
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shaderSources: [string, string],
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substitutions: { [name: string]: string }
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) {
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super(gl, vertexShaderSource, fragmentShaderSource, substitutions);
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super(gl, shaderSources, substitutions);
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this.prepareScreenQuad('vertexPosition');
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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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export interface IProgram {
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bindAndSetUniforms(values: { [name: string]: any }): void;
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setDrawingRectangle(topLeft: 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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}
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@ -17,8 +17,7 @@ export abstract class Program implements IProgram {
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constructor(
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protected gl: WebGL2RenderingContext,
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vertexShaderSource: string,
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fragmentShaderSource: string,
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[vertexShaderSource, fragmentShaderSource]: [string, string],
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substitutions: { [name: string]: string }
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) {
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this.createProgram(vertexShaderSource, fragmentShaderSource, substitutions);
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@ -1,11 +1,14 @@
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import { vec2 } from 'gl-matrix';
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import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
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import { IProgram } from './i-program';
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import { last } from '../../../helper/last';
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import { getCombinations } from '../../../helper/get-combinations';
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import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
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export class UniformArrayAutoScalingProgram implements IProgram {
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private programs: Array<{
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program: FragmentShaderOnlyProgram;
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value: number;
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values: Array<number>;
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}> = [];
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private current: FragmentShaderOnlyProgram;
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@ -14,45 +17,33 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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constructor(
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private gl: WebGL2RenderingContext,
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private vertexShaderSource: string,
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private fragmentShaderSource: string,
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private substitutions: { [name: string]: any },
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private options: {
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getValueFromUniforms: (values: { [name: string]: any }) => number;
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uniformArraySizeName: string;
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enablingMacro: string;
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startingValue: number;
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steps: number;
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maximumValue: number;
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}
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shaderSources: [string, string],
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private options: Array<IDrawableDescriptor>
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) {
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for (
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let i = options.startingValue;
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i < options.maximumValue;
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i += options.steps
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) {
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this.createProgram(i);
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const names = options.map((o) => o.countMacroName);
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for (let combination of getCombinations(
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options.map((o) => o.shaderCombinationSteps)
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)) {
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this.createProgram(names, combination, shaderSources);
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}
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}
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public bindAndSetUniforms(values: { [name: string]: any }): void {
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let value = this.options.getValueFromUniforms(values);
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value = Math.min(this.options.maximumValue, value);
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const closest = this.programs.find(
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(p) => value < p.value && value + this.options.steps >= p.value
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public bindAndSetUniforms(uniforms: { [name: string]: any }): void {
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let values = this.options.map((o) =>
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uniforms[o.uniformName] ? uniforms[o.uniformName].length : 0
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);
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if (closest) {
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this.current = closest.program;
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} else {
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this.current = this.createProgram(value + this.options.steps);
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}
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const closest = this.programs.find((p) =>
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p.values.every((v, i) => v > values[i])
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);
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this.current = closest ? closest.program : last(this.programs).program;
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this.current.setDrawingRectangle(
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this.drawingRectangleTopLeft,
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this.drawingRectangleSize
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);
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this.current.bindAndSetUniforms(values);
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this.current.bindAndSetUniforms(uniforms);
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}
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public setDrawingRectangle(topLeft: vec2, size: vec2) {
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@ -68,21 +59,23 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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this.programs.forEach((p) => p.program.delete());
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}
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private createProgram(arraySize: number): FragmentShaderOnlyProgram {
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private createProgram(
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names: Array<string>,
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combination: Array<number>,
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shaderSources: [string, string]
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): FragmentShaderOnlyProgram {
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const substitutions = {};
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names.forEach((v, i) => (substitutions[v] = combination[i].toString()));
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const program = new FragmentShaderOnlyProgram(
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this.gl,
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this.vertexShaderSource,
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this.fragmentShaderSource,
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{
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[this.options.uniformArraySizeName]: Math.floor(arraySize).toString(),
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[this.options.enablingMacro]: arraySize > 0 ? '1' : '0',
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...this.substitutions,
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}
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shaderSources,
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substitutions
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);
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this.programs.push({
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program,
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value: arraySize,
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values: combination,
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});
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return program;
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16
frontend/src/scripts/drawing/i-renderer.ts
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16
frontend/src/scripts/drawing/i-renderer.ts
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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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export interface IRenderer {
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startFrame(deltaTime: DOMHighResTimeStamp): void;
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finishFrame(): void;
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drawPrimitive(primitive: IPrimitive): void;
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drawLight(light: ILight): void;
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drawInfoText(text: string): void;
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setCameraPosition(position: vec2): void;
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setCursorPosition(position: vec2): void;
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setInViewArea(size: number): vec2;
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}
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@ -1,3 +0,0 @@
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export interface ILight {
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serializeToUniforms(uniforms: any): void;
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}
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