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-rw-r--r--web/pw-visualizer/src/assets.ts5
-rw-r--r--web/pw-visualizer/src/index.ts260
-rw-r--r--web/pw-visualizer/src/webgl/index.ts2
-rw-r--r--web/pw-visualizer/src/webgl/text.ts22
-rw-r--r--web/pw-visualizer/src/webgl/texture.ts26
5 files changed, 170 insertions, 145 deletions
diff --git a/web/pw-visualizer/src/assets.ts b/web/pw-visualizer/src/assets.ts
index e04f2c1..5fa5215 100644
--- a/web/pw-visualizer/src/assets.ts
+++ b/web/pw-visualizer/src/assets.ts
@@ -4,9 +4,14 @@ 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 fontPng} from "../assets/res/font.png";
export {default as imageFragmentShader} from "../assets/shaders/frag/image.glsl?url";
+export {default as maskedImageFragmentShader} from "../assets/shaders/frag/masked_image.glsl?url";
+
export {default as simpleFragmentShader} from "../assets/shaders/frag/simple.glsl?url";
export {default as vorFragmentShader} from "../assets/shaders/frag/vor.glsl?url";
diff --git a/web/pw-visualizer/src/index.ts b/web/pw-visualizer/src/index.ts
index cd58aa7..bee1bab 100644
--- a/web/pw-visualizer/src/index.ts
+++ b/web/pw-visualizer/src/index.ts
@@ -1,6 +1,4 @@
import { Game } from "planetwars-rs";
-// import { memory } from "planetwars-rs/planetwars_rs_bg";
-// const memory = planetwars_bg.memory;
import type { Dictionary } from './webgl/util';
import type { BBox } from "./voronoi/voronoi-core";
@@ -8,8 +6,6 @@ import {
Resizer,
resizeCanvasToDisplaySize,
FPSCounter,
- url_to_mesh,
- Mesh,
} from "./webgl/util";
import {
Shader,
@@ -22,12 +18,13 @@ import {
UniformMatrix3fv,
UniformBool,
} from "./webgl/shader";
-import { Renderer } from "./webgl/renderer";
+import { DefaultRenderable, Renderer } from "./webgl/renderer";
import { VertexBuffer, IndexBuffer } from "./webgl/buffer";
import { VertexBufferLayout, VertexArray } from "./webgl/vertexBufferLayout";
import { defaultLabelFactory, LabelFactory, Align, Label } from "./webgl/text";
import { VoronoiBuilder } from "./voronoi/voronoi";
import * as assets from "./assets";
+import { Texture } from "./webgl/texture";
function to_bbox(box: number[]): BBox {
@@ -39,14 +36,6 @@ function to_bbox(box: number[]): BBox {
};
}
-// function f32v(ptr: number, size: number): Float32Array {
-// return new Float32Array(memory.buffer, ptr, size);
-// }
-
-// function i32v(ptr: number, size: number): Int32Array {
-// return new Int32Array(memory.buffer, ptr, size);
-// }
-
export function set_game_name(name: string) {
ELEMENTS["name"].innerHTML = name;
}
@@ -133,6 +122,7 @@ export class GameInstance {
shader: Shader;
vor_shader: Shader;
image_shader: Shader;
+ masked_image_shader: Shader;
text_factory: LabelFactory;
planet_labels: Label[];
@@ -140,6 +130,7 @@ export class GameInstance {
ship_ibo: IndexBuffer;
ship_vao: VertexArray;
+ ship_texture: Texture;
// TODO: find a better way
max_num_ships: number;
@@ -159,8 +150,9 @@ export class GameInstance {
constructor(
game: Game,
- meshes: Mesh[],
- ship_mesh: Mesh,
+ planets_textures: Texture[],
+ ship_texture: Texture,
+ font_texture: Texture,
shaders: Dictionary<ShaderFactory>
) {
this.game = game;
@@ -174,11 +166,14 @@ export class GameInstance {
this.vor_shader = shaders["vor"].create_shader(GL, {
PLANETS: "" + planets.length,
});
+ this.masked_image_shader = shaders["masked_image"].create_shader(GL);
- this.text_factory = defaultLabelFactory(GL, this.image_shader);
+ this.text_factory = defaultLabelFactory(GL, font_texture, this.image_shader);
this.planet_labels = [];
this.ship_labels = [];
+ this.ship_texture = ship_texture
+
this.resizer = new Resizer(CANVAS, [...game.get_viewbox()], true);
this.renderer = new Renderer();
this.game.update_turn(0);
@@ -188,15 +183,8 @@ export class GameInstance {
// List of [(x, y, r)] for all planets
this._create_voronoi(planets);
- this._create_planets(planets, meshes);
-
- // create_shipes
- this.ship_ibo = new IndexBuffer(GL, ship_mesh.cells);
- const ship_positions = new VertexBuffer(GL, ship_mesh.positions);
- const ship_layout = new VertexBufferLayout();
- ship_layout.push(GL.FLOAT, 3, 4, "a_position");
- this.ship_vao = new VertexArray();
- this.ship_vao.addBuffer(ship_positions, ship_layout);
+ this._create_planets(planets, planets_textures);
+
this.max_num_ships = 0;
// Set slider correctly
@@ -233,46 +221,52 @@ export class GameInstance {
this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor);
}
- _create_planets(planets: Float32Array, meshes: Mesh[]) {
+ _create_planets(planets: Float32Array, planets_textures: Texture[]) {
for (let i = 0; i < this.planet_count; i++) {
{
const transform = new UniformMatrix3fv([
- 1,
- 0,
- 0,
- 0,
- 1,
- 0,
- -planets[i * 3],
- -planets[i * 3 + 1],
- 1,
+ 1, 0, 0,
+ 0, 1, 0,
+ -planets[i * 3], -planets[i * 3 + 1], 1, // TODO: why are negations needed?
]);
- const indexBuffer = new IndexBuffer(
- GL,
- meshes[i % meshes.length].cells
- );
- const positionBuffer = new VertexBuffer(
- GL,
- meshes[i % meshes.length].positions
- );
-
- const layout = new VertexBufferLayout();
- layout.push(GL.FLOAT, 3, 4, "a_position");
+ const gl = GL;
+ const ib = new IndexBuffer(gl, [
+ 0, 1, 2,
+ 1, 2, 3
+ ]);
+ const vb_pos = new VertexBuffer(gl, [
+ -1, 1,
+ 1, 1,
+ -1, -1,
+ 1, -1
+ ]);
+ const vb_tex = new VertexBuffer(gl, [
+ 0, 0,
+ 1, 0,
+ 0, 1,
+ 1, 1]);
+
+ const layout_pos = new VertexBufferLayout();
+ // 2?
+ layout_pos.push(gl.FLOAT, 2, 4, "a_position");
+
+ const layout_tex = new VertexBufferLayout();
+ layout_tex.push(gl.FLOAT, 2, 4, "a_texCoord");
+
const vao = new VertexArray();
- vao.addBuffer(positionBuffer, layout);
-
- this.renderer.addToDraw(
- indexBuffer,
- vao,
- this.shader,
- {
- u_trans: transform,
- u_trans_next: transform,
- },
- [],
- LAYERS.planet
- );
+ vao.addBuffer(vb_pos, layout_pos);
+ vao.addBuffer(vb_tex, layout_tex);
+
+ const uniforms = {
+ u_trans: transform,
+ u_trans_next: transform,
+ };
+
+ const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [planets_textures[0]], uniforms);
+
+ this.renderer.addRenderable(renderable, LAYERS.planet);
+
}
{
@@ -350,16 +344,39 @@ export class GameInstance {
const ship_colours = this.game.get_ship_colours();
for (let i = this.max_num_ships; i < ship_counts.length; i++) {
- this.renderer.addToDraw(
- this.ship_ibo,
- this.ship_vao,
- this.shader,
- {},
- [],
- LAYERS.ship
- );
+ const gl = GL;
+ const ib = new IndexBuffer(gl, [
+ 0, 1, 2,
+ 1, 2, 3
+ ]);
+ const ratio = this.ship_texture.getWidth() / this.ship_texture.getHeight();
+ const vb_pos = new VertexBuffer(gl, [
+ -ratio, 1,
+ ratio, 1,
+ -ratio, -1,
+ ratio, -1
+ ]);
+ const vb_tex = new VertexBuffer(gl, [
+ 0, 0,
+ 1, 0,
+ 0, 1,
+ 1, 1,
+ ]);
+
+ const layout_pos = new VertexBufferLayout();
+ layout_pos.push(gl.FLOAT, 2, 4, "a_position");
+
+ const layout_tex = new VertexBufferLayout();
+ layout_tex.push(gl.FLOAT, 2, 4, "a_texCoord");
+
+ const vao = new VertexArray();
+ vao.addBuffer(vb_pos, layout_pos);
+ vao.addBuffer(vb_tex, layout_tex);
+ const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [this.ship_texture], {});
+ this.renderer.addRenderable(renderable, LAYERS.ship);
const label = this.text_factory.build(GL);
+
this.ship_labels.push(label);
this.renderer.addRenderable(label.getRenderable(), LAYERS.ship_label);
}
@@ -430,25 +447,30 @@ export class GameInstance {
this.use_vor = false;
}
+ const shaders_to_update = [
+ this.shader,
+ this.image_shader,
+ this.masked_image_shader,
+ ];
+
+
// If not playing, still reder with different viewbox, so people can still pan etc.
if (!this.playing) {
this.last_time = time;
- this.shader.uniform(
- GL,
- "u_viewbox",
- new Uniform4f(this.resizer.get_viewbox())
- );
+ shaders_to_update.forEach((shader) => {
+ shader.uniform(
+ GL,
+ "u_viewbox",
+ new Uniform4f(this.resizer.get_viewbox())
+ );
+ })
+
this.vor_shader.uniform(
GL,
"u_viewbox",
new Uniform4f(this.resizer.get_viewbox())
);
- this.image_shader.uniform(
- GL,
- "u_viewbox",
- new Uniform4f(this.resizer.get_viewbox())
- );
this.renderer.render(GL);
return;
@@ -481,39 +503,24 @@ export class GameInstance {
this.vor_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
this.vor_shader.uniform(GL, "u_vor", new UniformBool(this.use_vor));
- this.shader.uniform(
- GL,
- "u_time",
- new Uniform1f((time - this.last_time) / ms_per_frame)
- );
- this.shader.uniform(
- GL,
- "u_mouse",
- new Uniform2f(this.resizer.get_mouse_pos())
- );
- this.shader.uniform(
- GL,
- "u_viewbox",
- new Uniform4f(this.resizer.get_viewbox())
- );
- this.shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
-
- this.image_shader.uniform(
- GL,
- "u_time",
- new Uniform1f((time - this.last_time) / ms_per_frame)
- );
- this.image_shader.uniform(
- GL,
- "u_mouse",
- new Uniform2f(this.resizer.get_mouse_pos())
- );
- this.image_shader.uniform(
- GL,
- "u_viewbox",
- new Uniform4f(this.resizer.get_viewbox())
- );
- this.image_shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
+ shaders_to_update.forEach((shader) => {
+ shader.uniform(
+ GL,
+ "u_time",
+ new Uniform1f((time - this.last_time) / ms_per_frame)
+ );
+ shader.uniform(
+ GL,
+ "u_mouse",
+ new Uniform2f(this.resizer.get_mouse_pos())
+ );
+ shader.uniform(
+ GL,
+ "u_viewbox",
+ new Uniform4f(this.resizer.get_viewbox())
+ );
+ shader.uniform(GL, "u_resolution", new Uniform2f(RESOLUTION));
+ });
// Render
this.renderer.render(GL);
@@ -578,18 +585,17 @@ export class GameInstance {
}
var game_instance: GameInstance;
-var meshes: Mesh[];
+var textures: Texture[];
var shaders: Dictionary<ShaderFactory>;
export async function set_instance(source: string): Promise<GameInstance> {
// TODO: embed shader programs
- if (!meshes || !shaders) {
- const mesh_promises = [
- assets.shipSvg,
- assets.earthSvg,
- assets.marsSvg,
- assets.venusSvg,
- ].map(url_to_mesh);
+ if (!textures || !shaders) {
+ const texture_promises = [
+ Texture.fromImage(GL, assets.fontPng, "font"),
+ Texture.fromImage(GL, assets.shipPng, "ship"),
+ Texture.fromImage(GL, assets.earthPng, "earth")
+ ];
const shader_promies = [
(async () =>
@@ -616,10 +622,19 @@ export async function set_instance(source: string): Promise<GameInstance> {
assets.simpleVertexShader,
),
])(),
+ (async () =>
+ <[string, ShaderFactory]>[
+ "masked_image",
+ await ShaderFactory.create_factory(
+ assets.maskedImageFragmentShader,
+ assets.simpleVertexShader,
+ ),
+ ])(),
+
];
let shaders_array: [string, ShaderFactory][];
- [meshes, shaders_array] = await Promise.all([
- Promise.all(mesh_promises),
+ [textures, shaders_array] = await Promise.all([
+ Promise.all(texture_promises),
Promise.all(shader_promies),
]);
@@ -631,8 +646,9 @@ export async function set_instance(source: string): Promise<GameInstance> {
game_instance = new GameInstance(
Game.new(source),
- meshes.slice(1),
- meshes[0],
+ textures.slice(2),
+ textures[1],
+ textures[0],
shaders
);
diff --git a/web/pw-visualizer/src/webgl/index.ts b/web/pw-visualizer/src/webgl/index.ts
index 1742713..8d785ef 100644
--- a/web/pw-visualizer/src/webgl/index.ts
+++ b/web/pw-visualizer/src/webgl/index.ts
@@ -57,8 +57,8 @@ async function main() {
return;
}
+ // TODO: do we still need this?
const mesh = await url_to_mesh("static/res/images/earth.svg");
- console.log(Math.max(...mesh.positions), Math.min(...mesh.positions));
const renderer = new Renderer();
const factory = await ShaderFactory.create_factory(assets.simpleFragmentShader, assets.simpleVertexShader);
diff --git a/web/pw-visualizer/src/webgl/text.ts b/web/pw-visualizer/src/webgl/text.ts
index fdfbc55..1ae6f37 100644
--- a/web/pw-visualizer/src/webgl/text.ts
+++ b/web/pw-visualizer/src/webgl/text.ts
@@ -33,8 +33,8 @@ export class LabelFactory {
font: FontInfo;
shader: Shader;
- constructor(gl: WebGLRenderingContext, loc: string, font: FontInfo, shader: Shader) {
- this.texture = Texture.fromImage(gl, loc, 'font');
+ constructor(gl: WebGLRenderingContext, fontTexture: Texture, font: FontInfo, shader: Shader) {
+ this.texture = fontTexture;
this.font = font;
this.shader = shader;
}
@@ -79,7 +79,6 @@ export class Label {
const verts_pos = [];
const verts_tex = [];
- const letterHeight = this.font.letterHeight / this.font.textureHeight;
let xPos = 0;
switch (h_align) {
@@ -108,10 +107,17 @@ export class Label {
for (let i = 0; i < text.length; i++) {
const info = this.font.glyphInfos[text[i]];
if (info) {
+
const dx = info.width / this.font.letterHeight;
- const letterWidth = info.width / this.font.textureWidth;
- const x0 = info.x / this.font.textureWidth;
- const y0 = info.y / this.font.textureHeight;
+
+ // 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 = (info.x + 0.5) / this.font.textureWidth;
+ const y0 = (info.y + 0.5) / this.font.textureHeight;
+ const letterWidth = (info.width - 1) / this.font.textureWidth;
+ const letterHeight = (this.font.letterHeight - 1) / this.font.textureHeight;
+
verts_pos.push(xPos, yStart);
verts_pos.push(xPos + dx, yStart);
verts_pos.push(xPos, yStart-1);
@@ -138,7 +144,7 @@ export class Label {
}
}
-export function defaultLabelFactory(gl: WebGLRenderingContext, shader: Shader): LabelFactory {
+export function defaultLabelFactory(gl: WebGLRenderingContext, fontTexture: Texture, shader: Shader): LabelFactory {
const fontInfo = {
letterHeight: 8,
spaceWidth: 8,
@@ -189,5 +195,5 @@ export function defaultLabelFactory(gl: WebGLRenderingContext, shader: Shader):
},
};
- return new LabelFactory(gl, fontPng, fontInfo, shader);
+ return new LabelFactory(gl, fontTexture, fontInfo, shader);
}
diff --git a/web/pw-visualizer/src/webgl/texture.ts b/web/pw-visualizer/src/webgl/texture.ts
index 9d6adcf..faafe76 100644
--- a/web/pw-visualizer/src/webgl/texture.ts
+++ b/web/pw-visualizer/src/webgl/texture.ts
@@ -11,15 +11,18 @@ export class Texture {
gl: WebGLRenderingContext,
path: string,
name: string,
- ): Texture {
- const out = new Texture(gl, name);
-
- const image = new Image();
- image.onload = out.setImage.bind(out, gl, image);
- image.onerror = error;
- image.src = path;
-
- return out;
+ ): Promise<Texture> {
+ return new Promise((resolve, reject) => {
+ const out = new Texture(gl, name);
+
+ const image = new Image();
+ image.onload = () => {
+ out.setImage(gl, image);
+ resolve(out);
+ }
+ image.onerror = reject;
+ image.src = path;
+ })
}
static fromRenderer(
@@ -99,8 +102,3 @@ export class Texture {
return this.height;
}
}
-
-function error(e: any) {
- console.error("IMAGE LOAD ERROR");
- console.error(e);
-}