Merge pull request 'feat-shader-background' (#95) from feat-shader-background into main
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Reviewed-on: #95
This commit was merged in pull request #95.
This commit is contained in:
@@ -1,151 +1,121 @@
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<script setup lang="ts">
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import noise from "~/assets/shaders/noise.frag?raw"
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const canvas = ref<HTMLCanvasElement | null>(null)
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const settingsStore = useSettingsStore()
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declare const webglUtils: {
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createProgramFromSources: (gl: WebGLRenderingContext, array: [string, string]) => WebGLProgram,
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resizeCanvasToDisplaySize: (e: HTMLCanvasElement | OffscreenCanvas) => any
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}
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declare const resolveLygiaAsync: (source: string) => Promise<string>
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import gsap from 'gsap';
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import ShaderWorker from '~/assets/workers/ShaderWorker?worker'
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import goStore from '~/netcode';
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const worker = new ShaderWorker()
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const canvas = ref<HTMLCanvasElement | null>(null)
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const canvas_resize_temp = ref<HTMLCanvasElement | null>(null)
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export interface Props {
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colorStart?: [number, number, number]
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colorEnd?: [number, number, number]
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}
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const props = withDefaults(defineProps<Props>(), {
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colorStart: () => [0, .3, 0],
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colorEnd: () => [0, 1, 0]
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})
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const targetFramerate = 1000 / settingsStore.shaderFramerate
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const _colorStart = reactive(props.colorStart)
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const _colorEnd = reactive(props.colorEnd)
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const interval = ref<ReturnType<typeof setInterval>>()
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let fragmentShader = await resolveLygiaAsync(noise);
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async function main(canvas: HTMLCanvasElement, fragmentShader2: string) {
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// Get A WebGL context
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/** @type {HTMLCanvasElement} */
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const gl = canvas.getContext("webgl");
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if (!gl) {
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return;
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function initShader() {
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if (!canvas.value) { return }
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const offscreen = canvas.value?.transferControlToOffscreen()
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worker.postMessage({
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command: "initShader",
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canvas: offscreen,
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screen: { height: window.innerHeight * devicePixelRatio, width: window.innerWidth * devicePixelRatio, devicePixelRatio },
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shaderOptions: { quality: settingsStore.shaderQuality, framerate: settingsStore.shaderFramerate },
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}, [offscreen])
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if (settingsStore.shaderFramerate == 0) {
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killShader()
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}
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const vs = `attribute vec4 a_position;void main() {gl_Position = a_position;}`;
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// setup GLSL program
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const program = webglUtils.createProgramFromSources(gl, [vs, fragmentShader2]);
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// look up where the vertex data needs to go.
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const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
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// look up uniform locations
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const offset = gl.getUniformLocation(program, "u_offset");
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const resolutionLocation = gl.getUniformLocation(program, "u_resolution");
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const colorStart = gl.getUniformLocation(program, "u_color_start");
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const quality = gl.getUniformLocation(program, "u_quality");
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const colorEnd = gl.getUniformLocation(program, "u_color_end");
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const timeLocation = gl.getUniformLocation(program, "u_time");
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// Create a buffer to put three 2d clip space points in
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const positionBuffer = gl.createBuffer();
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// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// fill it with a 2 triangles that cover clipspace
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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-1, -1, // first triangle
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1, -1,
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-1, 1,
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-1, 1, // second triangle
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1, -1,
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1, 1,
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]), gl.STATIC_DRAW);
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const gl2 = gl
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function render(time: number) {
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time *= 0.001; // convert to seconds
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webglUtils.resizeCanvasToDisplaySize(gl2.canvas);
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// Tell WebGL how to convert from clip space to pixels
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gl2.viewport(0, 0, gl2.canvas.width, gl2.canvas.height);
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// Tell it to use our program (pair of shaders)
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gl2.useProgram(program);
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// Turn on the attribute
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gl2.enableVertexAttribArray(positionAttributeLocation);
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// Bind the position buffer.
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gl2.bindBuffer(gl2.ARRAY_BUFFER, positionBuffer);
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// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
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gl2.vertexAttribPointer(
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positionAttributeLocation,
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2, // 2 components per iteration
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gl2.FLOAT, // the data is 32bit floats
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false, // don't normalize the data
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0, // 0 = move forward size * sizeof(type) each iteration to get the next position
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0, // start at the beginning of the buffer
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);
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const bounds = canvas.getBoundingClientRect()
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const aspectRatio = Math.max(window.screen.width, window.screen.height) * devicePixelRatio
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gl2.uniform2f(offset, bounds.left, -bounds.bottom);
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// console.log(canvas.getBoundingClientRect().left * window.devicePixelRatio)
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gl2.uniform1i(quality, settingsStore.shaderQuality)
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gl2.uniform2f(resolutionLocation, aspectRatio, aspectRatio);
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gl2.uniform3f(colorStart, props.colorStart[0], props.colorStart[1], props.colorStart[2]);
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gl2.uniform3f(colorEnd, props.colorEnd[0], props.colorEnd[1], props.colorEnd[2]);
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gl2.uniform1f(timeLocation, time);
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gl2.drawArrays(
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gl2.TRIANGLES,
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0, // offset
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6, // num vertices to process
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);
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}
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clearInterval(interval.value)
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interval.value = setInterval(() => requestAnimationFrame(render), targetFramerate)
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resizeShader()
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}
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async function reloadShader() {
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nextTick(() => {
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if (!canvas.value) { return }
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let fragmentShader2 = fragmentShader.replace("#define FBM_OCTAVES 6", "#define FBM_OCTAVES " + settingsStore.shaderQuality);
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clearInterval(interval.value)
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main(canvas.value, fragmentShader2);
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function recolorShader() {
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worker.postMessage({
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command: 'recolorShader',
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colorStart: [..._colorStart],
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colorEnd: [..._colorEnd]
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})
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}
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watch(() => settingsStore.shaderQuality, (newValue, oldValue) => {
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reloadShader()
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function resizeShader() {
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worker.postMessage({
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command: 'resizeShader',
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screen: { height: window.innerHeight * devicePixelRatio, width: window.innerWidth * devicePixelRatio, devicePixelRatio },
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shaderOptions: { quality: settingsStore.shaderQuality, framerate: settingsStore.shaderFramerate },
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})
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}
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function killShader() {
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worker.postMessage({
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command: 'killShader'
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})
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}
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function resumeShader() {
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worker.postMessage({
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command: 'resumeShader',
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shaderOptions: { quality: settingsStore.shaderQuality, framerate: settingsStore.shaderFramerate },
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})
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}
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watch(() => [settingsStore.shaderFramerate], () => {
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if (settingsStore.shaderFramerate == 0) {
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killShader()
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return
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}
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resumeShader()
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})
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watch(() => settingsStore.shaderFramerate, (newValue, oldValue) => {
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reloadShader()
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watch(() => [settingsStore.shaderQuality], () => {
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resizeShader()
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})
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watch(() => [goStore.current_game?.current_turn], () => {
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if (goStore.current_game?.current_turn != goStore.self?.team) {
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gsap.to(_colorStart, { duration: 0.5, 0: 0, 1: .2, 2: .3 })
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gsap.to(_colorEnd, { duration: 0.5, 0: 0, 1: 1, 2: 1 })
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} else {
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gsap.to(_colorStart, { duration: 0.5, 0: 0, 1: .3, 2: 0 })
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gsap.to(_colorEnd, { duration: 0.5, 0: 0, 1: 1, 2: 0 })
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}
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}, { immediate: true })
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watch([_colorEnd, _colorStart], () => {
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recolorShader()
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})
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onMounted(async () => {
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reloadShader()
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nextTick(() => {
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recolorShader()
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initShader()
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window.addEventListener("resize", resizeShader, true)
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})
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})
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onUnmounted(() => {
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clearInterval(interval.value)
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window.removeEventListener("resize", resizeShader)
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killShader()
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})
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</script>
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<template>
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<canvas v-if="settingsStore.shaderQuality != 0" ref="canvas" id="background">test</canvas>
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<canvas ref="canvas" id="background" :class="{ pixelated: settingsStore.shaderPixelated }" width="480"
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height="270">test</canvas>
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</template>
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<style scoped>
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@@ -154,5 +124,10 @@ onUnmounted(() => {
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position: absolute;
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height: 100%;
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width: 100%;
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image-rendering: smooth;
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}
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#background.pixelated {
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image-rendering: crisp-edges;
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}
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</style>
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@@ -6,6 +6,9 @@ export interface Props {
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isVisible: boolean;
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}
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const _devicePixelRatio = computed(() => devicePixelRatio)
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const _window = computed(() => window)
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const props = withDefaults(defineProps<Props>(), {
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})
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@@ -15,10 +18,6 @@ const close = () => {
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emit('close')
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}
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watch(() => settingsStore.shaderQuality, async () => {
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console.log(settingsStore.shaderQuality)
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})
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</script>
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<template>
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@@ -40,27 +39,29 @@ watch(() => settingsStore.shaderQuality, async () => {
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<span>Shader Quality</span>
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</div>
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<div class="dialog-body">
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<input type="range" min="0" max="10" v-model="settingsStore.shaderQuality">
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<input type="range" min="1" max="10" v-model="settingsStore.shaderQuality"
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:disabled="settingsStore.shaderFramerate == 0">
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</div>
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<div class="dialog-footer">
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<span>
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<template v-if="settingsStore.shaderQuality == 0">
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Disabled
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</template>
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<template v-if="settingsStore.shaderQuality > 0">
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{{ settingsStore.shaderQuality }}
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</template>
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</span>
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<span>{{ Math.floor(_window.innerWidth * _devicePixelRatio * settingsStore.shaderQuality / 10) }}x{{
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Math.floor(_window.innerHeight *
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_devicePixelRatio * settingsStore.shaderQuality / 10) }}</span>
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</div>
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<div class="dialog-header">
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<span>Shader Framerate</span>
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</div>
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<div class="dialog-body">
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<input type="range" min="10" max="60" step="5" v-model="settingsStore.shaderFramerate"
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:disabled="settingsStore.shaderQuality == 0">
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<input type="range" min="0" max="65" step="5" v-model="settingsStore.shaderFramerate">
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</div>
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<div class="dialog-footer">
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<span>{{ settingsStore.shaderFramerate }} fps</span>
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<span v-if="settingsStore.shaderFramerate == 65">vsync</span>
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<span v-else>{{ settingsStore.shaderFramerate }} fps</span>
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</div>
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<div class="dialog-header">
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<span>Pixelated</span>
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</div>
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<div class="dialog-body">
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<input type="checkbox" v-model="settingsStore.shaderPixelated">
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</div>
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</div>
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</div>
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@@ -60,7 +60,6 @@ function can_buy_fire_gem(): boolean {
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function checkEndTurn() {
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// TODO: Add a confirmation dialog if resources are left
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console.log("Checking end turn")
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if (
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(!warning.value)
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&& has_actions_remaining()) {
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