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createWasmCanvas protocol

This commit is contained in:
Pabloader 2025-05-26 15:47:16 +00:00
parent f2fa4d7918
commit 691d698ba9
4 changed files with 54 additions and 242 deletions

View File

@ -56,8 +56,10 @@ export async function buildHTML(game: string, { production = false, portable = f
if (!await pwaIconFile.exists()) {
pwaIconFile = Bun.file(path.resolve(import.meta.dir, 'assets', 'pwa_icon.png'));
}
let manifest = '';
if (production) {
const pwaIcon = `data:;base64,${Buffer.from(await pwaIconFile.arrayBuffer()).toString('base64')}`;
const publishURL = process.env.PUBLISH_URL ? `${process.env.PUBLISH_URL}${game}`: '.';
const publishURL = process.env.PUBLISH_URL ? `${process.env.PUBLISH_URL}${game}` : '.';
const manifestJSON = JSON.stringify({
name: title,
short_name: title,
@ -73,7 +75,8 @@ export async function buildHTML(game: string, { production = false, portable = f
type: 'image/png'
}]
});
const manifest = `<link rel="manifest" href="data:;base64,${Buffer.from(manifestJSON).toString('base64')}" />`;
manifest = `<link rel="manifest" href="data:;base64,${Buffer.from(manifestJSON).toString('base64')}" />`;
}
let script = await scriptFile.text();
const inits = new Set<string>();
script = script.replace(/var (init_[^ ]+) = __esm\(\(\)/g, (_, $1) => {

View File

@ -14,32 +14,46 @@ export function createCanvas(width: number, height: number) {
canvas.width = width;
canvas.height = height;
canvas.style.height = '100%';
canvas.style.width = '100dvw';
canvas.style.height = '100dvh';
canvas.style.objectFit = 'contain';
canvas.style.imageRendering = 'pixelated';
document.body.style.display = 'flex';
document.body.style.justifyContent = 'center';
document.body.style.alignItems = 'center';
document.body.append(canvas);
return canvas;
}
export function createWasmCanvas(dataView: DataView, pointer: number, onFrame?: () => void) {
const imageData = loadImageData(dataView, pointer);
interface WasmModule {
data: DataView;
init?: (width: number, height: number) => number;
frame?: () => void;
}
export function createWasmCanvas(module: WasmModule, width: number, height: number) {
const pointer = module.init?.(width, height);
if (pointer) {
const imageData = loadImageData(module.data, pointer);
const canvas = createCanvas(imageData.width, imageData.height);
const context = canvas.getContext('bitmaprenderer');
const context = canvas.getContext('2d');
if (context) {
const frame = async () => {
onFrame?.();
const imageBitmap = await createImageBitmap(imageData);
context.transferFromImageBitmap(imageBitmap);
const frame = () => {
module.frame?.();
context.putImageData(imageData, 0, 0);
requestAnimationFrame(frame);
};
frame();
}
return canvas;
}
console.error(`[createWasmCanvas] WASM init's function should return pointer to image data`);
return createCanvas(width, height);
}
export function getImageData(image: HTMLImageElement): ImageData {

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@ -1,209 +1,7 @@
#include <graphics.h>
#include <math.h>
#include <stdlib.h>
static image_data_t image;
EXPORT(main) void init() {
uint32_t result = 42;
// D E F I N E S ///////////////////////////////////////////////////////////
#define NUM_ASTEROIDS 10
#define ERASE 0
#define DRAW 1
// T Y P E D E F S ///////////////////////////////////////////////////////////
// the structure for a vertex
typedef struct vertex_typ {
float x, y; // a single point in the 2-D plane.
} vertex, *vertex_ptr;
// the structure for an object
typedef struct object_typ {
int num_vertices; // number of vertices in this object
uint32_t color; // color of object
float xo, yo; // position of object
float x_velocity; // x velocity of object
float y_velocity; // y velocity of object
float scale; // scale factor
float angle; // rotation rate
vertex vertices[16]; // 16 vertices
} object, *object_ptr;
object asteroids[NUM_ASTEROIDS];
void Scale_Object(object_ptr object, float scale) {
int index;
// for all vertices scale the x and y component
for (index = 0; index < object->num_vertices; index++) {
object->vertices[index].x *= scale;
object->vertices[index].y *= scale;
} // end for index
} // end Scale_Object
//////////////////////////////////////////////////////////////////////////////
void Rotate_Object(object_ptr object, float angle) {
int index;
float x_new, y_new, cs, sn;
// pre-compute sin and cos
cs = cos(angle);
sn = sin(angle);
// for each vertex rotate it by angle
for (index = 0; index < object->num_vertices; index++) {
// rotate the vertex
x_new = object->vertices[index].x * cs - object->vertices[index].y * sn;
y_new = object->vertices[index].y * cs + object->vertices[index].x * sn;
// store the rotated vertex back into structure
object->vertices[index].x = x_new;
object->vertices[index].y = y_new;
} // end for index
} // end Rotate_Object
//////////////////////////////////////////////////////////////////////////////
void Create_Field(void) {
int index;
for (index = 0; index < NUM_ASTEROIDS; index++) {
// fill in the fields
asteroids[index].num_vertices = 6;
asteroids[index].color = 0xFF000000 | (rand());
asteroids[index].xo = 21 + rand() % (image.width - 42);
asteroids[index].yo = 21 + rand() % (image.height - 42);
asteroids[index].x_velocity = -3 + rand() % 6;
asteroids[index].y_velocity = -3 + rand() % 6;
asteroids[index].scale = (float)(rand() % 30) / 10;
asteroids[index].angle = (float)(-5 + (float)(rand() % 10)) / 100;
asteroids[index].vertices[0].x = 4.0;
asteroids[index].vertices[0].y = 3.5;
asteroids[index].vertices[1].x = 8.5;
asteroids[index].vertices[1].y = -3.0;
asteroids[index].vertices[2].x = 6;
asteroids[index].vertices[2].y = -5;
asteroids[index].vertices[3].x = 2;
asteroids[index].vertices[3].y = -3;
asteroids[index].vertices[4].x = -4;
asteroids[index].vertices[4].y = -6;
asteroids[index].vertices[5].x = -3.5;
asteroids[index].vertices[5].y = 5.5;
// now scale the asteroid to proper size
Scale_Object((object_ptr)&asteroids[index], asteroids[index].scale);
} // end for index
} // end Create_Field
//////////////////////////////////////////////////////////////////////////////
void Draw_Asteroids(int erase) {
image_color_t color = {0xFF000000};
for (int index = 0; index < NUM_ASTEROIDS; index++) {
// draw the asteroid
if (erase == DRAW) {
color.color = asteroids[index].color;
}
// get position of object
float xo = asteroids[index].xo;
float yo = asteroids[index].yo;
// moveto first vertex
for (int startVertex = 0; startVertex < asteroids[index].num_vertices; startVertex++) {
int endVertex = (startVertex + 1) % asteroids[index].num_vertices;
int x1 = (int)(xo + asteroids[index].vertices[startVertex].x);
int y1 = (int)(yo + asteroids[index].vertices[startVertex].y);
int x2 = (int)(xo + asteroids[index].vertices[endVertex].x);
int y2 = (int)(yo + asteroids[index].vertices[endVertex].y);
image_draw_line(image, x1, y1, x2, y2, color);
} // end for vertex
} // end for index
} // end Draw_Asteroids
//////////////////////////////////////////////////////////////////////////////
void Translate_Asteroids() {
int index;
for (index = 0; index < NUM_ASTEROIDS; index++) {
// translate current asteroid
asteroids[index].xo += asteroids[index].x_velocity;
asteroids[index].yo += asteroids[index].y_velocity;
// collision detection i.e. bounds check
if (asteroids[index].xo > image.width - 20 || asteroids[index].xo < 20) {
asteroids[index].x_velocity = -asteroids[index].x_velocity;
asteroids[index].xo += asteroids[index].x_velocity;
}
if (asteroids[index].yo > image.height - 20 || asteroids[index].yo < 20) {
asteroids[index].y_velocity = -asteroids[index].y_velocity;
asteroids[index].yo += asteroids[index].y_velocity;
}
} // end for index
} // end Translate_Asteroids
//////////////////////////////////////////////////////////////////////////////
void Rotate_Asteroids(void) {
int index;
for (index = 0; index < NUM_ASTEROIDS; index++) {
// rotate current asteroid
Rotate_Object((object_ptr)&asteroids[index], asteroids[index].angle);
} // end for index
} // end Rotate_Asteroids
EXPORT(cpptest) image_data_t* cpptest(uint16_t w, uint16_t h) {
image = image_create(w, h);
image_fill_rect(image, 0, 0, w, h, {0xFF000000});
Create_Field();
return &image;
}
EXPORT(step) void step() {
Draw_Asteroids(ERASE);
// transform field
Rotate_Asteroids();
Translate_Asteroids();
// draw field
Draw_Asteroids(DRAW);
printf("%d\n", result);
}

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@ -1,8 +1,5 @@
import { createWasmCanvas } from "@common/display/canvas";
import awoo from "./awoo.cpp";
export default function main() {
const data = awoo.cpptest(window.innerWidth >> 2, window.innerHeight >> 2);
const canvas = createWasmCanvas(awoo.data, data, awoo.step);
console.log(awoo, canvas.width, canvas.height);
console.log(awoo, awoo.main());
}