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support for dt (naive)

This commit is contained in:
Andy Killorin 2023-09-16 20:06:21 -05:00
parent d6b8e589fb
commit b221f65748
Signed by: ank
GPG key ID: B6241CA3B552BCA4
5 changed files with 82 additions and 44 deletions

View file

@ -4,8 +4,12 @@ members = [
"client",
]
[profile.release]
lto = true
opt-level = 3
[profile.minsized]
inherits = "release"
lto = true
opt-level = 'z'
opt-level = 's'
strip = true

View file

@ -1,3 +1,5 @@
use std::time::{Duration, SystemTime};
use minifb::{Key, ScaleMode, Window, WindowOptions, Scale};
extern crate pirates;
use pirates::{WIDTH, HEIGHT};
@ -45,9 +47,16 @@ fn main() {
#[cfg(feature = "gamepad")]
let mut gamepad_handle = None;
let mut frame_start: SystemTime = SystemTime::now();
while window.is_open() && !window.is_key_down(Key::Escape) {
let last_frame = frame_start.elapsed().unwrap().as_micros();
frame_start = SystemTime::now();
buffer.clear();
unsafe {
pirates::LAST_FRAME_TIME = last_frame as f32 / 1000.0;
pirates::frame_entry();
for pix in pirates::BUFFER {
// AABBGGRR to 00RRGGBB

View file

@ -6,7 +6,18 @@ const width = 160;
const height = 144;
function blit_frame() {
ctx.putImageData(image, 0, 0);
// this has an insane performance impact, but it is required when using an
// allocator from wasm, as there is no way to update the internal pointer
image = new ImageData(
new Uint8ClampedArray(
memory.buffer,
exports.BUFFER.value,
4 * width * height,
),
width,
);
ctx.putImageData(image, 0, 0, 0, 0, width-1, height-1);
}
function blit_text(text, len, x, y, size) {
@ -47,21 +58,27 @@ async function init() {
document.getElementById("body").onkeydown=keyboard_callback;
memory = instance.exports.memory
const buffer_address = instance.exports.BUFFER.value;
image = new ImageData(
new Uint8ClampedArray(
memory.buffer,
buffer_address,
4 * width * height,
),
width,
);
instance.exports.frame_entry();
ctx.textBaseline = 'top'
ctx.textAlign = 'left';
const render = () => {
var last;
var elapsed;
const render = (time) => {
if(!last) { elapsed = 0; }
else {
elapsed = time-last;
}
last=time;
if(!elapsed) {
elapsed = 0.0;
}
const FRAME_TIME = new Float32Array(exports.memory.buffer, exports.LAST_FRAME_TIME, 1);
FRAME_TIME[0] = elapsed;
instance.exports.frame_entry();
requestAnimationFrame(render);

View file

@ -7,10 +7,6 @@ edition = "2021"
default = ["wasm"]
wasm = ["wee_alloc"]
[profile.release]
lto = true
opt-level = 's'
[lib]
crate-type = ["lib", "cdylib"]

View file

@ -45,6 +45,9 @@ fn draw_text(text: &str, x: i32, y: i32, size: u8) {
pub const WIDTH: usize = 160;
pub const HEIGHT: usize = 144;
#[no_mangle]
pub static mut LAST_FRAME_TIME: f32 = 0.0;
#[no_mangle]
pub static mut BUFFER: [u32; WIDTH * HEIGHT] = [0; WIDTH * HEIGHT];
@ -75,7 +78,12 @@ static MAP: [u8; MAP_WIDTH * MAP_HEIGHT] = [ // should deflate to smaller than b
static CAMERA: Mutex<[f32; 3]> = Mutex::new([0.0, 0.0, 0.18]);
static BOAT: Mutex<Boat> = Mutex::new(Boat { x: 0.0, y: 0.0, theta: 0.0, vel: 0.0 });
static BOAT: Mutex<Boat> = Mutex::new(Boat {
x: 0.0, y: 0.0,
theta: 0.0,
vel: 0.0,
sail: 1.0,
});
#[no_mangle]
pub unsafe extern fn keyboard_input() {
@ -103,24 +111,31 @@ fn render_frame(buffer: &mut [u32; WIDTH*HEIGHT]) {
let mut camera = CAMERA.lock();
let mut boat = BOAT.lock();
//camera[0] += 1.0;
let gain = unsafe { // very much an approximation of constant-velocity animation
LAST_FRAME_TIME.min(100.0) / (1000.0 / 20.0) // normalize to 20fps, cap simulation at 10fps
};
while let Some(key) = INPUTS.lock().pop() {
match key[0] { // [tag:input_handler]
38 => camera[1] -= 10.0*camera[2], // up
40 => camera[1] += 10.0*camera[2], // down
37 => camera[0] -= 10.0*camera[2], // left
39 => camera[0] += 10.0*camera[2], // right
191 => *camera = [0.0, 0.0, 0.18], // reset camera (/)
38 => camera[1] -= gain*10.0*camera[2], // up
40 => camera[1] += gain*10.0*camera[2], // down
37 => camera[0] -= gain*10.0*camera[2], // left
39 => camera[0] += gain*10.0*camera[2], // right
191 => {
*camera = [
noise::lerp(camera[0], 0.00, (gain * 0.25).min(1.0)),
noise::lerp(camera[1], 0.00, (gain * 0.25).min(1.0)),
noise::lerp(camera[2], 0.18, (gain * 0.25).min(1.0)),
]
}, // reset camera (/)
82 => boat.set_pos(Vector2::zeros()), // reset boat (r)
61 => camera[2] *= 0.9, // +
173 => camera[2] *= 1.1, // -
65 => boat.theta -= 10.0, // A
68 => boat.theta += 10.0, // D
0 => camera[2] *= 1.0 - (key[1] as f32 - 127.0) * 0.0004, // analog zoom
1 => boat.theta += (key[1] as f32 - 127.0) * 0.031, // analog rudder
3 => camera[1] -= (key[1] as f32 - 127.0) * 0.004, // pan[y]
4 => camera[0] += (key[1] as f32 - 127.0) * 0.004, // pan[x]
61 => camera[2] *= 1.0 - 0.1*gain, // +
173 => camera[2] *= 1.0 + 0.1*gain, // -
65 => boat.theta -= gain*10.0, // A
68 => boat.theta += gain*10.0, // D
0 => camera[2] *= 1.0 - (key[1] as f32 - 127.0) * 0.0004 * gain, // analog zoom
1 => boat.theta += gain * (key[1] as f32 - 127.0) * 0.062, // analog rudder
3 => camera[1] -= gain * (key[1] as f32 - 127.0) * 0.1 * camera[2], // pan[y]
4 => camera[0] += gain * (key[1] as f32 - 127.0) * 0.1 * camera[2], // pan[x]
_ => {}
}
}
@ -135,11 +150,12 @@ fn render_frame(buffer: &mut [u32; WIDTH*HEIGHT]) {
if depth < -0.04 {
boat.vel = 0.0;
} else if depth < 0.0 {
boat.vel *= (1.0 - depth) * 0.25;
boat.vel *= 1.0 + (depth * gain * 30.2).min(0.0);
}
if depth > -0.04 {
boat.go_smooth(-vel * 0.42);
boat.vel = noise::lerp(boat.vel, vel * 0.82, 0.13 * gain);
boat.go(gain);
}
// draw sea
@ -256,6 +272,8 @@ struct Boat {
y: f32,
theta: f32,
vel: f32,
/// sail height 0-1
sail: f32,
}
impl Boat {
@ -269,26 +287,20 @@ impl Boat {
}
fn get_intensity(self: &Self, wind_direction: f32) -> f32 {
libm::sinf((self.theta-wind_direction)/RAD_TO_DEG)
libm::sinf((self.theta-wind_direction)/RAD_TO_DEG) * self.sail
}
fn get_velocity(self: &Self, wind_direction: f32) -> f32 {
libm::fabsf(self.get_intensity(wind_direction))
}
fn go_smooth(self: &mut Self, vel: f32) {
self.vel = noise::lerp(self.vel, vel, 0.09);
self.go(self.vel);
}
fn go(self: &mut Self, velocity: f32) {
fn go(self: &mut Self, gain: f32) {
let cos = libm::cosf((self.theta+ 45.0)/RAD_TO_DEG);
let sin = libm::sinf((self.theta+ 45.0)/RAD_TO_DEG);
let unit = Vector2::new(
cos - sin,
sin + cos);
self.set_pos(self.get_pos() + unit * velocity);
self.set_pos(self.get_pos() + unit * -self.vel * gain);
}
}