Merge branch 'visualisations' into prod
This commit is contained in:
commit
9f7df2320b
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@ -40,6 +40,8 @@ let smoothCameraDistance = 4;
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let mouseDragging = false;
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let mouseDragging = false;
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let frameTimes = [];
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function resizeCanvas() {
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function resizeCanvas() {
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const dpr = window.devicePixelRatio;
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const dpr = window.devicePixelRatio;
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cv.width = cv.parentElement.clientWidth * dpr;
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cv.width = cv.parentElement.clientWidth * dpr;
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@ -407,6 +409,11 @@ async function init() {
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gl.enable(gl.BLEND);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.enable( gl.LINE_SMOOTH );
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gl.enable( gl.POLYGON_SMOOTH );
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gl.hint( gl.LINE_SMOOTH_HINT, gl.NICEST );
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gl.hint( gl.POLYGON_SMOOTH_HINT, gl.NICEST )
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// start drawing
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// start drawing
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requestAnimationFrame(draw);
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requestAnimationFrame(draw);
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}
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}
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@ -439,8 +446,11 @@ function updateStats(deltaTime) {
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fpsDisplay.innerText = Math.round(frameCount / timeSinceLastUpdate)
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fpsDisplay.innerText = Math.round(frameCount / timeSinceLastUpdate)
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let msDisplay = document.getElementById("ms");
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let msDisplay = document.getElementById("ms");
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msDisplay.innerText = deltaTime * 1000 + "ms";
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if (frameTimes.length > 0) {
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msDisplay.innerText = (Math.round(frameTimes.reduce((prev, curr) => prev + curr) / frameTimes.length * 100) / 100) + "ms";
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}
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frameTimes = [];
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frameCount = 0;
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frameCount = 0;
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}
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}
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@ -449,6 +459,7 @@ let hue = 0;
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async function draw() {
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async function draw() {
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let now = Date.now();
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let now = Date.now();
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let deltaTime = (now - lastFrame) / 1000;
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let deltaTime = (now - lastFrame) / 1000;
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let frameStart = performance.now();
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hue += deltaTime / 5;
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hue += deltaTime / 5;
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if (hue > 1) hue = 0;
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if (hue > 1) hue = 0;
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@ -640,6 +651,8 @@ async function draw() {
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setAttribPointers();
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setAttribPointers();
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gl.drawArrays(gl.TRIANGLES, 0, floorVertices.length / 6);
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gl.drawArrays(gl.TRIANGLES, 0, floorVertices.length / 6);
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frameTimes.push(performance.now() - frameStart);
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lastFrame = now;
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lastFrame = now;
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requestAnimationFrame(draw);
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requestAnimationFrame(draw);
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}
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}
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