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author | Ilion Beyst <ilion.beyst@gmail.com> | 2022-11-16 14:19:38 +0100 |
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committer | Ilion Beyst <ilion.beyst@gmail.com> | 2022-11-16 14:19:38 +0100 |
commit | e6800effbc162f675da6df6c47479b8a7b4be6ae (patch) | |
tree | 57b1a449f1f1713a28dec8bacbceb17bfac01138 | |
parent | e91b1da5b02ca6abf9bc4afd0d4a62789b688102 (diff) | |
download | planetwars.dev-e6800effbc162f675da6df6c47479b8a7b4be6ae.tar.xz planetwars.dev-e6800effbc162f675da6df6c47479b8a7b4be6ae.zip |
diversify planet textures
-rw-r--r-- | web/pw-visualizer/assets/res/planet_atlas.json | 44 | ||||
-rw-r--r-- | web/pw-visualizer/assets/res/planet_atlas.png | bin | 0 -> 67106 bytes | |||
-rw-r--r-- | web/pw-visualizer/src/assets.ts | 9 | ||||
-rw-r--r-- | web/pw-visualizer/src/index.ts | 52 |
4 files changed, 89 insertions, 16 deletions
diff --git a/web/pw-visualizer/assets/res/planet_atlas.json b/web/pw-visualizer/assets/res/planet_atlas.json new file mode 100644 index 0000000..3c1523a --- /dev/null +++ b/web/pw-visualizer/assets/res/planet_atlas.json @@ -0,0 +1,44 @@ +[ + { + "name": "earth", + "x": 0, + "y": 0, + "w": 256, + "h": 256 + }, + { + "name": "jupiter", + "x": 256, + "y": 0, + "w": 256, + "h": 256 + }, + { + "name": "mars", + "x": 0, + "y": 256, + "w": 256, + "h": 256 + }, + { + "name": "nepture", + "x": 256, + "y": 256, + "w": 256, + "h": 256 + }, + { + "name": "uranus", + "x": 0, + "y": 512, + "w": 256, + "h": 256 + }, + { + "name": "venus", + "x": 256, + "y": 512, + "w": 256, + "h": 256 + } +]
\ No newline at end of file diff --git a/web/pw-visualizer/assets/res/planet_atlas.png b/web/pw-visualizer/assets/res/planet_atlas.png Binary files differnew file mode 100644 index 0000000..0172ba3 --- /dev/null +++ b/web/pw-visualizer/assets/res/planet_atlas.png diff --git a/web/pw-visualizer/src/assets.ts b/web/pw-visualizer/src/assets.ts index 817f766..27462ec 100644 --- a/web/pw-visualizer/src/assets.ts +++ b/web/pw-visualizer/src/assets.ts @@ -1,12 +1,11 @@ export {default as shipSvg} from "../assets/res/ship.svg"; -export {default as earthSvg} from "../assets/res/earth.svg"; -export {default as marsSvg} from "../assets/res/mars.svg"; -export {default as venusSvg} from "../assets/res/venus.svg"; - -export {default as earthPng} from "../assets/res/earth.png"; export {default as shipPng} from "../assets/res/ship.png"; +export {default as planetAtlasPng} from "../assets/res/planet_atlas.png"; +export {default as planetAtlasJson} from "../assets/res/planet_atlas.json"; + + export {default as robotoMsdfPng} from "../assets/res/fonts/roboto.png"; export {default as robotoMsdfJson} from "../assets/res/fonts/roboto.json"; diff --git a/web/pw-visualizer/src/index.ts b/web/pw-visualizer/src/index.ts index 6bc72f6..f7d7bc8 100644 --- a/web/pw-visualizer/src/index.ts +++ b/web/pw-visualizer/src/index.ts @@ -25,6 +25,7 @@ import { VoronoiBuilder } from "./voronoi/voronoi"; import * as assets from "./assets"; import { loadImage, Texture } from "./webgl/texture"; import { defaultMsdfLabelFactory, MsdfLabelFactory, Label as MsdfLabel, Align } from "./webgl/msdf_text"; +import { planetAtlasJson } from "./assets"; function to_bbox(box: number[]): BBox { @@ -69,6 +70,25 @@ function clamp(min: number, max: number, value: number): number { return value; } +/* + cyrb53 (c) 2018 bryc (github.com/bryc) + A fast and simple hash function with decent collision resistance. + Largely inspired by MurmurHash2/3, but with a focus on speed/simplicity. + Public domain. Attribution appreciated. +*/ +const cyrb53 = function(str, seed = 0) { + let h1 = 0xdeadbeef ^ seed, h2 = 0x41c6ce57 ^ seed; + for (let i = 0, ch; i < str.length; i++) { + ch = str.charCodeAt(i); + h1 = Math.imul(h1 ^ ch, 2654435761); + h2 = Math.imul(h2 ^ ch, 1597334677); + } + h1 = Math.imul(h1 ^ (h1>>>16), 2246822507) ^ Math.imul(h2 ^ (h2>>>13), 3266489909); + h2 = Math.imul(h2 ^ (h2>>>16), 2246822507) ^ Math.imul(h1 ^ (h1>>>13), 3266489909); + return 4294967296 * (2097151 & h2) + (h1>>>0); +}; + + const ELEMENTS: any = {}; var CANVAS: any; var RESOLUTION: any; @@ -161,7 +181,7 @@ export class GameInstance { constructor( game: Game, - planets_textures: Texture[], + planet_atlas: Texture, ship_texture: Texture, robotoMsdfTexture: Texture, shaders: Dictionary<ShaderFactory> @@ -200,7 +220,7 @@ export class GameInstance { // List of [(x, y, r)] for all planets this._create_voronoi(planets); - this._create_planets(planets, planets_textures); + this._create_planets(planets, planet_atlas); this.max_num_ships = 0; @@ -238,7 +258,7 @@ export class GameInstance { this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor); } - _create_planets(planets: Float32Array, planets_textures: Texture[]) { + _create_planets(planets: Float32Array, planet_atlas: Texture) { for (let i = 0; i < this.planet_count; i++) { { const transform = new UniformMatrix3fv([ @@ -258,11 +278,21 @@ export class GameInstance { -1, -1, 1, -1 ]); + + const textureData = planetAtlasJson[cyrb53(this.planet_names[i]) % planetAtlasJson.length]; + // apply half-pixel correction to prevent texture bleeding + // we should address the center of each texel, not the border + // https://gamedev.stackexchange.com/questions/46963/how-to-avoid-texture-bleeding-in-a-texture-atlas + const x0 = (textureData.x + 0.5) / planet_atlas.getWidth(); + const x1 = (textureData.x + textureData.w - 0.5) / planet_atlas.getWidth(); + const y0 = (textureData.y + 0.5) / planet_atlas.getHeight(); + const y1 = (textureData.y + textureData.h - 0.5) / planet_atlas.getHeight(); + const vb_tex = new VertexBuffer(gl, [ - 0, 0, - 1, 0, - 0, 1, - 1, 1]); + x0, y0, + x1, y0, + x0, y1, + x1, y1]); const layout_pos = new VertexBufferLayout(); // 2? @@ -280,7 +310,7 @@ export class GameInstance { u_trans_next: transform, }; - const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [planets_textures[0]], uniforms); + const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [planet_atlas], uniforms); this.renderer.addRenderable(renderable, LAYERS.planet); @@ -603,7 +633,7 @@ export async function set_instance(source: string): Promise<GameInstance> { if (!texture_images || !shaders) { const image_promises = [ loadImage(assets.shipPng), - loadImage(assets.earthPng), + loadImage(assets.planetAtlasPng), loadImage(assets.robotoMsdfPng), ]; @@ -661,13 +691,13 @@ export async function set_instance(source: string): Promise<GameInstance> { resizeCanvasToDisplaySize(CANVAS); const shipTexture = Texture.fromImage(GL, texture_images[0], "ship"); - const earthTexture = Texture.fromImage(GL, texture_images[1], "earth"); + const planetTexture = Texture.fromImage(GL, texture_images[1], "planetAtlas"); const robotoMsdfTexture = Texture.fromImage(GL, texture_images[2], "robotoMsdf"); game_instance = new GameInstance( Game.new(source), - [earthTexture], + planetTexture, shipTexture, robotoMsdfTexture, shaders |