Update to use new SDF2D version
This commit is contained in:
parent
f0a9c1df68
commit
9062ae04a3
7 changed files with 160 additions and 209 deletions
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@ -1,65 +1,66 @@
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import { vec2 } from 'gl-matrix';
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import { CircleFactory, CircleLight, compile, Renderer, rgb, rgb255 } from 'sdf-2d';
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import { CircleFactory, CircleLight, Renderer, rgb, rgb255, runAnimation } from 'sdf-2d';
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import { prettyPrint } from '../../helper/pretty-print';
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import { settings } from '../../settings';
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import { Scene } from '../scene';
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import { Blob } from './blob';
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const Circle = CircleFactory(rgb255(119, 143, 120));
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export class BlobScene implements Scene {
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private renderer: Renderer;
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private canvas: HTMLCanvasElement;
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private overlay: HTMLDivElement;
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public async initialize(
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canvas: HTMLCanvasElement,
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overlay: HTMLDivElement
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): Promise<void> {
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public async run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void> {
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this.canvas = canvas;
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this.overlay = overlay;
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this.renderer = await compile(canvas, [
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Circle.descriptor,
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 1, 2],
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},
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Blob.descriptor,
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]);
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this.renderer.setRuntimeSettings({
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ambientLight: rgb255(89, 25, 115),
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colorPalette: [
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rgb255(0, 0, 0),
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rgb255(119, 143, 120),
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rgb255(119, 143, 120),
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rgb255(224, 96, 126),
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],
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});
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const { width, height } = this.canvas.getBoundingClientRect();
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const length = vec2.length([width, height]);
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this.blob = new Blob([width / 2, -length / 4 + length / 2]);
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await runAnimation(
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canvas,
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[
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Circle.descriptor,
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 1, 2],
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},
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Blob.descriptor,
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],
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this.drawNextFrame.bind(this),
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{},
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{
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ambientLight: rgb255(89, 25, 115),
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enableHighDpiRendering: true,
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colorPalette: [
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rgb255(0, 0, 0),
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rgb255(119, 143, 120),
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rgb255(119, 143, 120),
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rgb255(224, 96, 126),
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],
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}
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);
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}
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private blob: Blob;
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private deltaSinceStart = 0;
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public drawNextFrame(
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private drawNextFrame(
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renderer: Renderer,
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currentTime: DOMHighResTimeStamp,
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deltaTime: DOMHighResTimeStamp
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): void {
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): boolean {
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const { width, height } = this.canvas.getBoundingClientRect();
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this.deltaSinceStart += deltaTime;
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this.renderer.setViewArea([0, height], [width, height]);
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renderer.setViewArea([0, height], [width, height]);
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this.renderer.autoscaleQuality(deltaTime);
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this.overlay.innerText = prettyPrint(this.renderer.insights);
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this.overlay.innerText = prettyPrint(renderer.insights);
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const length = vec2.length([width, height]);
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const q = (this.deltaSinceStart % 8000) / 4300;
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this.blob.animate(this.deltaSinceStart);
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const q = (currentTime % 8000) / 4300;
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this.blob.animate(currentTime);
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[
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new Circle([width / 2, -length / 4], length / 2),
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this.blob,
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@ -79,12 +80,8 @@ export class BlobScene implements Scene {
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rgb(0, 0.8, 1),
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1
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),
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].forEach((d) => this.renderer.addDrawable(d));
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].forEach((d) => renderer.addDrawable(d));
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this.renderer.renderDrawables();
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}
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public destroy(): void {
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this.renderer.destroy();
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return currentTime < settings.sceneTimeInMilliseconds;
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}
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}
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@ -1,45 +1,20 @@
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import { vec2 } from 'gl-matrix';
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import { compile, Flashlight, Renderer, rgb, rgb255 } from 'sdf-2d';
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import { Flashlight, Renderer, rgb, rgb255, runAnimation } from 'sdf-2d';
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import { prettyPrint } from '../../helper/pretty-print';
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import { Random } from '../../helper/random';
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import { settings } from '../../settings';
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import { Scene } from '../scene';
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import { Metaball, MetaCircle } from './metaball';
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export class MetaballScene implements Scene {
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private circles: Array<Metaball> = [];
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private renderer: Renderer;
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private canvas: HTMLCanvasElement;
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private overlay: HTMLDivElement;
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public async initialize(
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canvas: HTMLCanvasElement,
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overlay: HTMLDivElement
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): Promise<void> {
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public async run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void> {
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this.canvas = canvas;
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this.overlay = overlay;
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this.renderer = await compile(canvas, [
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{
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...Flashlight.descriptor,
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shaderCombinationSteps: [0, 2],
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},
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{
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...MetaCircle.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 12, 16],
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},
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]);
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this.renderer.setRuntimeSettings({
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ambientLight: rgb(0.1, 0.1, 0.3),
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colorPalette: [
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rgb(1, 1, 1),
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rgb(1, 1, 1),
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rgb(1, 1, 1),
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rgb(1, 1, 1),
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rgb(1, 1, 0),
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rgb255(186, 59, 70),
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],
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});
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for (let i = 0; i < 16; i++) {
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this.circles.push(
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@ -55,26 +30,46 @@ export class MetaballScene implements Scene {
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)
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);
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}
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await runAnimation(
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canvas,
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[
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{
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...Flashlight.descriptor,
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shaderCombinationSteps: [0, 2],
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},
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{
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...MetaCircle.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 12, 16],
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},
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],
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this.drawNextFrame.bind(this),
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{},
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{
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ambientLight: rgb(0.1, 0.1, 0.3),
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enableHighDpiRendering: true,
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}
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);
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}
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public drawNextFrame(
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private drawNextFrame(
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renderer: Renderer,
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currentTime: DOMHighResTimeStamp,
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deltaTime: DOMHighResTimeStamp
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): void {
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): boolean {
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const { width, height } = this.canvas.getBoundingClientRect();
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const viewAreaWidth = width / Math.max(width, height);
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const viewAreaHeight = height / Math.max(width, height);
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this.renderer.setViewArea(
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renderer.setViewArea(
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vec2.fromValues(0, viewAreaHeight),
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vec2.fromValues(viewAreaWidth, viewAreaHeight)
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);
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this.renderer.autoscaleQuality(deltaTime);
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this.overlay.innerText = prettyPrint(this.renderer.insights);
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this.overlay.innerText = prettyPrint(renderer.insights);
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this.circles.forEach((c) => {
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c.animate(currentTime / 2000, viewAreaWidth, viewAreaHeight);
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this.renderer.addDrawable(c.shape);
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renderer.addDrawable(c.shape);
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});
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const light1 = new Flashlight(
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@ -90,13 +85,9 @@ export class MetaballScene implements Scene {
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vec2.fromValues(-1, 1)
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);
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this.renderer.addDrawable(light1);
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this.renderer.addDrawable(light2);
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renderer.addDrawable(light1);
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renderer.addDrawable(light2);
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this.renderer.renderDrawables();
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}
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public destroy(): void {
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this.renderer.destroy();
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return currentTime < settings.sceneTimeInMilliseconds;
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}
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}
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@ -1,8 +1,8 @@
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import { vec2 } from 'gl-matrix';
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import { MetaCircleFactory } from 'sdf-2d';
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import { MetaCircleFactory, rgb255 } from 'sdf-2d';
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import { Random } from '../../helper/random';
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export const MetaCircle = MetaCircleFactory(5);
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export const MetaCircle = MetaCircleFactory(rgb255(186, 59, 70));
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export class Metaball {
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public shape = new MetaCircle(vec2.create(), Random.getRandomInRange(0.025, 0.075));
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@ -1,8 +1,8 @@
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import { vec2 } from 'gl-matrix';
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import { DropletFactory } from 'sdf-2d';
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import { DropletFactory, rgb } from 'sdf-2d';
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import { Random } from '../../helper/random';
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export const Droplet = DropletFactory(1);
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export const Droplet = DropletFactory(rgb(0.3, 1, 1));
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export class DropletWrapper {
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public readonly drawable: InstanceType<typeof Droplet>;
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@ -1,6 +1,7 @@
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import { vec2 } from 'gl-matrix';
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import { CircleLight, compile, Renderer, rgb, rgb255 } from 'sdf-2d';
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import { CircleLight, Renderer, rgb, rgb255, runAnimation } from 'sdf-2d';
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import { prettyPrint } from '../../helper/pretty-print';
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import { settings } from '../../settings';
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import { Scene } from '../scene';
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import { Droplet, DropletWrapper } from './droplet';
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@ -9,47 +10,47 @@ export class RainScene implements Scene {
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private light1: CircleLight = new CircleLight(vec2.create(), rgb255(184, 41, 255), 2);
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private light2: CircleLight = new CircleLight(vec2.create(), rgb255(255, 31, 109), 2);
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private renderer: Renderer;
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private canvas: HTMLCanvasElement;
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private overlay: HTMLDivElement;
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public async initialize(
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canvas: HTMLCanvasElement,
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overlay: HTMLDivElement
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): Promise<void> {
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public async run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void> {
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this.canvas = canvas;
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this.overlay = overlay;
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this.renderer = await compile(canvas, [
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{
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...Droplet.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 12, 16, 24],
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},
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 2],
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},
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]);
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this.renderer.setRuntimeSettings({
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ambientLight: rgb(0.2, 0.2, 0.2),
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colorPalette: [rgb(1, 1, 1), rgb(0.3, 1, 1), rgb(1, 1, 0), rgb(0.3, 1, 1)],
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});
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for (let i = 0; i < (canvas.getBoundingClientRect().width / 800) * 20; i++) {
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this.droplets.push(new DropletWrapper());
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}
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await runAnimation(
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canvas,
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[
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{
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...Droplet.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 12, 16, 24],
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},
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 2],
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},
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],
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this.drawNextFrame.bind(this),
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{},
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{
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ambientLight: rgb(0.2, 0.2, 0.2),
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enableHighDpiRendering: true,
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}
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);
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}
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public drawNextFrame(
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private drawNextFrame(
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renderer: Renderer,
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currentTime: DOMHighResTimeStamp,
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deltaTime: DOMHighResTimeStamp
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): void {
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): boolean {
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const { width, height } = this.canvas.getBoundingClientRect();
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this.renderer.setViewArea(vec2.fromValues(0, height), vec2.fromValues(width, height));
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this.renderer.autoscaleQuality(deltaTime);
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this.overlay.innerText = prettyPrint(this.renderer.insights);
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renderer.setViewArea(vec2.fromValues(0, height), vec2.fromValues(width, height));
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this.overlay.innerText = prettyPrint(renderer.insights);
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const viewAreaSize = this.renderer.viewAreaSize;
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const viewAreaSize = renderer.viewAreaSize;
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vec2.set(this.light1.center, 0, viewAreaSize.y / 2);
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vec2.set(this.light2.center, viewAreaSize.x, viewAreaSize.y / 2);
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@ -57,13 +58,9 @@ export class RainScene implements Scene {
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this.droplets.forEach((d) => d.animate(currentTime, viewAreaSize));
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[...this.droplets.map((d) => d.drawable), this.light1, this.light2].forEach((d) =>
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this.renderer.addDrawable(d)
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renderer.addDrawable(d)
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);
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this.renderer.renderDrawables();
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}
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public destroy(): void {
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this.renderer.destroy();
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return currentTime < settings.sceneTimeInMilliseconds;
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}
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}
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@ -1,5 +1,3 @@
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export interface Scene {
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initialize(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void>;
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drawNextFrame(currentTime: DOMHighResTimeStamp, deltaTime: DOMHighResTimeStamp): void;
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destroy(): void;
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run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void>;
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}
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@ -1,24 +1,24 @@
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import { vec2, vec3 } from 'gl-matrix';
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import {
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CircleLight,
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compile,
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FilteringOptions,
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InvertedTunnelFactory,
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Renderer,
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renderNoise,
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rgb,
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runAnimation,
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WrapOptions,
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} from 'sdf-2d';
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import { clamp } from '../helper/clamp';
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import { last } from '../helper/last';
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import { prettyPrint } from '../helper/pretty-print';
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import { Random } from '../helper/random';
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import { settings } from '../settings';
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import { Scene } from './scene';
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const InvertedTunnel = InvertedTunnelFactory(3);
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export class TunnelScene implements Scene {
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private renderer: Renderer;
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private canvas: HTMLCanvasElement;
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private overlay: HTMLDivElement;
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@ -68,73 +68,69 @@ export class TunnelScene implements Scene {
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}
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}
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public async initialize(
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canvas: HTMLCanvasElement,
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overlay: HTMLDivElement
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): Promise<void> {
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public async run(canvas: HTMLCanvasElement, overlay: HTMLDivElement): Promise<void> {
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const noiseTexture = await renderNoise([1024, 1], 15, 1);
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this.canvas = canvas;
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this.overlay = overlay;
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this.renderer = await compile(canvas, [
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{
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...InvertedTunnel.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 12],
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},
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 1, 2, 3, 4, 5, 6, 7],
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},
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]);
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this.renderer.setRuntimeSettings({
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isWorldInverted: true,
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ambientLight: rgb(0.35, 0.1, 0.45),
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colorPalette: [rgb(0.4, 0.5, 0.6), rgb(0, 0, 0), rgb(0, 0, 0), rgb(0, 0, 0)],
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textures: {
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noiseTexture: {
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source: noiseTexture,
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overrides: {
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maxFilter: FilteringOptions.LINEAR,
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wrapS: WrapOptions.MIRRORED_REPEAT,
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},
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},
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},
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});
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for (let i = 0; i < 200; i++) {
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this.generateTunnel();
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}
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await runAnimation(
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canvas,
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[
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{
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...InvertedTunnel.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 12],
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},
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 1, 2, 3, 4, 5, 6, 7],
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},
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],
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this.drawNextFrame.bind(this),
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{ lightPenetrationRatio: 0.5 },
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{
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isWorldInverted: true,
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enableHighDpiRendering: true,
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ambientLight: rgb(0.35, 0.1, 0.45),
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colorPalette: [rgb(0.4, 0.5, 0.6), rgb(0, 0, 0), rgb(0, 0, 0), rgb(0, 0, 0)],
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textures: {
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noiseTexture: {
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source: noiseTexture,
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overrides: {
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maxFilter: FilteringOptions.LINEAR,
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wrapS: WrapOptions.MIRRORED_REPEAT,
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},
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},
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},
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}
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);
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}
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private deltaSinceStart = 0;
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public drawNextFrame(
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private drawNextFrame(
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renderer: Renderer,
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currentTime: DOMHighResTimeStamp,
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deltaTime: DOMHighResTimeStamp
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): void {
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): boolean {
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const { width, height } = this.canvas.getBoundingClientRect();
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this.deltaSinceStart += deltaTime;
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const startX = this.deltaSinceStart / 3;
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const endX = startX + width;
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this.renderer.setViewArea(
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vec2.fromValues(startX, height),
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vec2.fromValues(width, height)
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);
|
||||
renderer.setViewArea(vec2.fromValues(startX, height), vec2.fromValues(width, height));
|
||||
|
||||
this.renderer.autoscaleQuality(deltaTime);
|
||||
this.overlay.innerText = prettyPrint(this.renderer.insights);
|
||||
this.overlay.innerText = prettyPrint(renderer.insights);
|
||||
|
||||
[
|
||||
...this.tunnels.filter(
|
||||
(t) => startX < t.to.x + t.toRadius && t.from.x - t.fromRadius <= endX
|
||||
),
|
||||
...this.lights,
|
||||
].forEach((d) => this.renderer.addDrawable(d));
|
||||
].forEach((d) => renderer.addDrawable(d));
|
||||
|
||||
this.renderer.renderDrawables();
|
||||
}
|
||||
|
||||
public destroy(): void {
|
||||
this.renderer.destroy();
|
||||
return currentTime < settings.sceneTimeInMilliseconds;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue