diff --git a/examples/configure.ml b/examples/configure.ml index 0d52a80a..ba5f8729 100644 --- a/examples/configure.ml +++ b/examples/configure.ml @@ -62,6 +62,7 @@ let () = add_executable "spritesheet" [ "spritesheet.png" ]; add_executable "draw" [ "colors.png" ]; add_executable "window_with_textbox" []; + add_executable "suncities" []; add_executable "demo1" []; add_executable "demo2" []; diff --git a/examples/dune.inc b/examples/dune.inc index ce2c343f..e2ecc16c 100644 --- a/examples/dune.inc +++ b/examples/dune.inc @@ -175,6 +175,14 @@ (libraries ocaml-canvas react)) +(executable + (name suncities) + (public_name ocaml-canvas-suncities) + (modes byte_complete native js) + (modules suncities) + (libraries ocaml-canvas react)) + + (executable (name demo1) (public_name ocaml-canvas-demo1) diff --git a/examples/make_index/make_index.ml b/examples/make_index/make_index.ml index 4b5e31b0..60612523 100644 --- a/examples/make_index/make_index.ml +++ b/examples/make_index/make_index.ml @@ -1,16 +1,18 @@ let gen_sample_index file = - let tl = open_in "sample_template.html" in - let out = open_out (file ^ ".html") in - try - while true do - let l = input_line tl in - let l' = Str.global_replace (Str.regexp_string "%%FILE%%") file l in - Printf.fprintf out "%s\n" l' - done; - with End_of_file -> - close_in tl; - close_out out + let filename = file ^ ".html" in + if Sys.file_exists filename then () else + let tl = open_in "sample_template.html" in + let out = open_out filename in + try + while true do + let l = input_line tl in + let l' = Str.global_replace (Str.regexp_string "%%FILE%%") file l in + Printf.fprintf out "%s\n" l' + done; + with End_of_file -> + close_in tl; + close_out out let gen_global_index file files = let tl = open_in "global_template.html" in diff --git a/examples/suncities.html b/examples/suncities.html new file mode 100644 index 00000000..7e1c5562 --- /dev/null +++ b/examples/suncities.html @@ -0,0 +1,26 @@ + + + + + + Sun Empire + + + + + +
+

Cities under the Sun

+
+
+ +
+
+ + diff --git a/examples/suncities.ml b/examples/suncities.ml new file mode 100644 index 00000000..0f779f04 --- /dev/null +++ b/examples/suncities.ml @@ -0,0 +1,535 @@ +open OcamlCanvas.V1 +open Const + +module Color = struct + include Color + + let (~$) = of_int + let sun = ~$ 0xffffbd + let red_sun = ~$ 0xff4d00 + let sky = ~$ 0x82e4f5 + let red_sky = ~$ 0xff9933 + let night_sky = ~$ 0x050f24 + let sand = ~$ 0xfcbf4e + let building = ~$ 0xfaf2d4 + let shade_building = ~$ 0x857960 + let night_filter = ~$ 0x1a1a51 + + let interpolate f c1 c2 = + let interp x y = int_of_float (float_of_int x *. (1.-.f) +. (float_of_int y) *. f) in + let r1, g1, b1 = Color.to_rgb c1 in + let r2, g2, b2 = Color.to_rgb c2 in + Color.of_rgb (interp r1 r2) (interp g1 g2) (interp b1 b2) + +end + +module Coord = struct + type t = { x : float; y : float; z : float } + + let _org = { x = 0.; y = 0.; z = 0. } + + let mk x y z = {x;y;z} + + let add p1 p2 = { x = p1.x +. p2.x; y = p1.y +. p2.y; z = p1.z +. p2.z; } + + let sub p1 p2 = { x = p1.x -. p2.x; y = p1.y -. p2.y; z = p1.z -. p2.z; } + + let mul p s = { x = p.x *. s; y = p.y *. s; z = p.z *. s; } + + let dot p1 p2 = p1.x *. p2.x +. p1.y *. p2.y +. p1.z *. p2.z + + let length p = sqrt (dot p p) + + let normalize p = + let l = length p in + mul p (1./.l) + + let of_angles theta phi = + let x = cos theta *. cos phi in + let y = sin theta *. cos phi in + let z = sin phi in + normalize (mk x y z) + + let to_point va_p va_z : t -> Point.t = + let xx, xy = -. sin va_p, -. sin va_z *. cos va_p in + let yx, yy = cos va_p, -. sin va_z *. sin va_p in + let zx, zy = 0., cos va_z in + fun p -> + (p.x *. xx +. p.y *. yx +. p.z *. zx), + (p.x *. xy +. p.y *. yy +. p.z *. zy) + +end + +module Block = struct + + type t = { + pos : Coord.t; + size : Coord.t; + shape : shape; + } + and shape = + | Full + | Empty + | Frag of t array (* 8 parts *) + + let z_rotate (p: Coord.t) ~around ~theta = + let z_axis = Coord.(around.x, around.y) in + let (x, y) = + Point.rotate (p.x,p.y) ~around:z_axis ~theta + in + { p with x;y } + + let center b = Coord.(add b.pos (mul b.size 0.5)) + + let face_x b view_angle = + let o = b.pos in + let p = Coord.add o b.size in + if cos view_angle > 0. then + [ { p with z=o.z }; + { p with z=o.z; y=o.y}; + { p with y=o.y }; + p; + ] + else + [ { o with z=p.z }; + { o with z=p.z; y=p.y}; + { o with y=p.y }; + o; + ] + + let face_y b view_angle = + let o = b.pos in + let p = Coord.add o b.size in + if sin view_angle > 0. then + [ { p with z=o.z }; + { p with z=o.z; x=o.x}; + { p with x=o.x }; + p; + ] + else + [ { o with z=p.z }; + { o with z=p.z; x=p.x}; + { o with x=p.x }; + o; + ] + + let face_z b _view_angle = + let o = b.pos in + let p = Coord.add o b.size in + [ { p with x=o.x }; + { p with x=o.x; y=o.y}; + { p with y=o.y }; + p; + ] + + let outline light_angle = + let theta = (pi /.2. *. (floor ((light_angle +. pi) /. (pi /.2.)))) in + fun b -> + let o = b.pos in + let p = Coord.add o b.size in + List.map (z_rotate ~around:(center b) ~theta) + [ { p with x=o.x }; + { p with x=o.x; y=o.y}; + { p with y=o.y }; + { p with y=o.y; z=o.z}; + { p with z=o.z; }; + { p with x=o.x; z=o.z }; + ] + +end + +let gen_block_better init_fuel = + Random.self_init (); + let rec aux fuel pos size = + if Random.int init_fuel >= fuel + then if Random.bool () + then Block.{ pos; size; shape = Full } + else Block.{ pos; size; shape = Empty } + else + let ssize = Coord.mul size 0.5 in + let frag = Block.[| + { pos; size = ssize; shape = Full} ; + { pos = { pos with x = pos.x +. ssize.x }; + size = ssize; shape = Full} ; + { pos = { pos with y = pos.y +. ssize.y }; + size = ssize; shape = Full} ; + { pos = { pos with x = pos.x +. ssize.x; + y = pos.y +. ssize.y }; + size = ssize; shape = Full} ; + { pos = { pos with z = pos.z +. ssize.z }; + size = ssize; shape = Full} ; + { pos = { pos with z = pos.z +. ssize.z ; + x = pos.x +. ssize.x }; + size = ssize; shape = Full} ; + { pos = { pos with z = pos.z +. ssize.z; + y = pos.y +. ssize.y }; + size = ssize; shape = Full} ; + { pos = { z = pos.z +. ssize.z; + x = pos.x +. ssize.x; + y = pos.y +. ssize.y }; + size = ssize; shape = Full } ; + |] + in + frag.(0) <- aux (fuel -1) frag.(0).pos ssize; + frag.(1) <- aux (fuel -1) frag.(1).pos ssize; + frag.(2) <- aux (fuel -1) frag.(2).pos ssize; + frag.(3) <- aux (fuel -1) frag.(3).pos ssize; + frag.(4) <- if frag.(0).shape = Full + then aux (fuel -1) frag.(4).pos ssize + else Block.{ pos; size; shape = Empty }; + frag.(5) <- if frag.(1).shape = Full + then aux (fuel -1) frag.(5).pos ssize + else Block.{ pos; size; shape = Empty }; + frag.(6) <- if frag.(2).shape = Full + then aux (fuel -1) frag.(6).pos ssize + else Block.{ pos; size; shape = Empty }; + frag.(7) <- if frag.(3).shape = Full + then aux (fuel -1) frag.(7).pos ssize + else Block.{ pos; size; shape = Empty }; + Block.{ pos; size; shape = Frag frag } + in + aux init_fuel (Coord.mk (-.50.) (-.50.) (0.)) (Coord.mk 100. 100. 100.) + +type scene = { + blocks : Block.t; + shadows : Coord.t list list; + sun_angle_xy : float; + sun_angle_z : float; + view_angle_z : float; + view_angle_xy : float; + projection : Coord.t -> Point.t; +} + +let lightvec_of_scene scene = + let vec = Coord.of_angles scene.sun_angle_xy scene.sun_angle_z in + if vec.z >= 0. + then Coord.mul vec (-.1.) + else vec + +let light_factor_of_scene scene = + let sa = sin (scene.sun_angle_z +. pi) in + let evening_thres = 0.3 in + let dusk_thres = 0.1 in + if sa > evening_thres then 1. + else if sa > 0. then sa /. evening_thres + else if sa > -. dusk_thres then sa /. dusk_thres + else -. 1. + +let shadow_plane scene = + let sunvec = lightvec_of_scene scene in + let light_factor = light_factor_of_scene scene in + let block_outline = + Block.outline + (if light_factor < 0. + then scene.sun_angle_xy +. pi + else scene.sun_angle_xy) + in + let ztransform p = + let zproj = Coord.{ p with z=0. } in + let pz = Coord.sub zproj p in + let d = Coord.dot pz sunvec in + if d <= 0. then zproj else + Coord.(add p (mul sunvec (abs_float (p.Coord.z/.sunvec.Coord.z)))) + in + let rec aux polys block = + match block.Block.shape with + | Empty -> polys + | Full -> + let outline = block_outline block in + let ztrans_outline = List.map ztransform outline in + ztrans_outline::polys + | Frag frag -> + Array.fold_left aux polys frag + in + aux [] scene.blocks + +let draw_poly c clr pl = + let round (x, y) = floor x, floor y in + let p = Path.create () in + List.iter (fun pt -> Path.lineTo p (round pt)) pl; + Canvas.setFillColor c clr; + Canvas.fillPath c p ~nonzero:true + +let draw_face c scene face color = + let trans_coord = scene.projection in + draw_poly c color (List.map trans_coord face) + +let draw_block c scene = + let perm, xnorm, ynorm = + let cosv = cos scene.view_angle_xy in + let sinv = sin scene.view_angle_xy in + if cosv >= 0. && sinv >= 0. then + [|0;1;2;3;4;5;6;7|], + Coord.mk 1. 0. 0., + Coord.mk 0. 1. 0. + else if cosv >= 0. && sinv < 0. then + [|2;0;3;1;6;4;7;5|], + Coord.mk 1. 0. 0., + Coord.mk 0. (-.1.) 0. + else if cosv < 0. && sinv < 0. then + [|3;2;1;0;7;6;5;4|], + Coord.mk (-.1.) 0. 0., + Coord.mk 0. (-.1.) 0. + else + [|1;3;0;2;5;7;4;6|], + Coord.mk (-.1.) 0. 0., + Coord.mk 0. 1. 0. + in + let sunvec = lightvec_of_scene scene in + let light_factor = light_factor_of_scene scene in + let shade_blend = 0.1 +. abs_float light_factor in + let night_blend = if light_factor < 0. then -. light_factor *. 0.7 else 0. in + let color_of_norm n = + let na = max 0. (-. Coord.dot n sunvec) in + Color.(interpolate + night_blend + (interpolate + (na *. shade_blend) + shade_building + building) + night_filter) + in + let xcolor = color_of_norm xnorm in + let ycolor = color_of_norm ynorm in + let zcolor = color_of_norm Coord.(mk 0. 0. 1.) in + let rec aux b = + match b.Block.shape with + | Empty -> () + | Full -> + draw_face c scene (Block.face_y b scene.view_angle_xy) ycolor; + draw_face c scene (Block.face_x b scene.view_angle_xy) xcolor; + draw_face c scene (Block.face_z b scene.view_angle_xy) zcolor + | Frag frag -> + Array.iter (fun i -> aux frag.(i)) perm + in + aux + +let draw_sky_and_ground scene c = + let x, y = Point.of_ints (Canvas.getSize c) in + let h = + let baseh = y*.0.6 in + floor @@ baseh -. (sin scene.view_angle_z *. baseh) + in + let light_factor = light_factor_of_scene scene in + let sun_size = min x y *. 0.05 in + let sun_pos = + let perspective_factor = 3. in + let axy = + if light_factor > 0. + then pi +. scene.sun_angle_xy -. scene.view_angle_xy + else scene.sun_angle_xy -. scene.view_angle_xy + in + if cos axy > 0. then -. sun_size, -. sun_size else + let sx = sin axy *. x *. perspective_factor +. (x *. 0.5) in + let sy = h -. y *. abs_float (sin scene.sun_angle_z) in + sx, sy + in + let dark_sand = Color.(interpolate 0.5 (~$0x800800) sand) in + let sand_color = + if light_factor > 0. then + Color.(interpolate + light_factor + dark_sand + sand) + else + Color.(interpolate (-. light_factor *. 0.8) dark_sand night_sky) + in + let shade_sand_color = + let blend_fact = if light_factor > 0. then 0.5 else 0.3 in + Color.(interpolate + ((abs_float light_factor +. 0.1) *. blend_fact) + sand_color + black) + in + let sky_color = + if light_factor > 0. then + Color.(interpolate light_factor red_sky sky) + else + Color.(interpolate + (-. light_factor) + red_sky night_sky) + in + let sun_color = + if light_factor > 0. then + Color.(interpolate light_factor red_sun sun) + else Color.sun + in + let draw_ground () = + Canvas.setFillColor c sand_color; + Canvas.fillRect c ~pos:(0.,h) ~size:(x,y-.h); + List.iter + (fun pl -> draw_poly c shade_sand_color + (List.map scene.projection pl)) + scene.shadows; + in + let draw_sun () = + Canvas.setFillColor c sun_color; + Canvas.ellipse c ~center:sun_pos ~radius:(sun_size, sun_size) + ~rotation:0. ~theta1:0. ~theta2:(pi *.2.) ~ccw:false; + Canvas.fill c ~nonzero:false; + Canvas.clearPath c; + if light_factor < 0. then begin + Canvas.setFillColor c sky_color; + Canvas.ellipse c ~center:(fst sun_pos -. sun_size *. 0.5,snd sun_pos) + ~radius:(sun_size, sun_size) ~rotation:0. ~theta1:0. + ~theta2:(pi *.2.) ~ccw:false; + Canvas.fill c ~nonzero:false; + Canvas.clearPath c; + end + in + let draw_sky () = + Canvas.setFillColor c sky_color; + Canvas.fillRect c ~pos:(0.,0.) ~size:(x,h); + draw_sun () + in + if snd sun_pos > 0. then + (draw_sky (); draw_ground ()) + else + (draw_ground (); draw_sky ()) + +let gen () = gen_block_better 6 + +let sun_z_of_xy xy = + let f = sin (xy -. 0.2 +. pi) in + -. (pi *. 0.2 *. f +. 0.2) + +let scene = + let blocks = gen () in + let sun_angle_xy = -. pi /. 3. in + let sun_angle_z = sun_z_of_xy sun_angle_xy in + let scene = { + view_angle_xy = pi_4; + view_angle_z = pi /. 12.; + sun_angle_xy; + sun_angle_z; + blocks; + shadows = []; + projection = fun ({x;y;_} : Coord.t) -> (x,y); + } + in + let shadows = shadow_plane scene in + ref { scene with shadows } + +let canvas_transform c = + let x, y = Canvas.getSize c |> Point.of_ints in + let scl = 0.004*.(min x y) in + Transform.(id + |> fun t -> translate t (x/.2., y*.0.6) + |> fun t -> scale t (scl,-.scl)) + +let compute_projection c = + let vaxy = !scene.view_angle_xy in + let vaz = !scene.view_angle_z in + let canvas_proj = canvas_transform c in + let projection coord = + Point.transform + (Coord.to_point vaxy vaz coord) + canvas_proj + in + scene := { !scene with projection } + +let regen_shadows () = + let shadows = shadow_plane !scene in + scene := { !scene with shadows } + +let regen () = + let blocks = gen () in + scene := { !scene with blocks }; + regen_shadows () + +let draw_scene c = + draw_sky_and_ground !scene c; + draw_block c !scene !scene.blocks + +let rotate_view c x y = + let cx, cy = Point.of_ints (Canvas.getSize c) in + let f = 2.6 in + let rx = f*. float_of_int x /. cx in + let ry = f*. float_of_int y /. cy in + let clamp a = + max 0. (min a pi_2) + in + let view_angle_xy = !scene.view_angle_xy +. rx in + let view_angle_z = clamp (!scene.view_angle_z +. ry) in + scene := { !scene with view_angle_xy; view_angle_z }; + compute_projection c + +let rotate_light c x _y = + let cx, _cy = Point.of_ints (Canvas.getSize c) in + let f = -.6. in + let dx = f*. float_of_int x /. cx in + let sun_angle_xy = !scene.sun_angle_xy +. dx in + let sun_angle_z = sun_z_of_xy sun_angle_xy in + scene := { !scene with sun_angle_xy; sun_angle_z }; + regen_shadows () + +let stored_ev = ref [] + +let store ev = stored_ev := ev::!stored_ev + +type maction = + | NoAction + | ViewRot of int * int + | LightRot of int * int + +let () = + let size_x, size_y = 1600, 800 in + Backend.init (); + let c = + Canvas.createOnscreen ~title:"Sun Empire" + ~pos:(0,0) ~size:(size_x, size_y) + ~target:"can" ~decorated:false () + in + + compute_projection c; + draw_scene c; + Canvas.show c; + + let ev_regen = React.E.map + (fun ({ data = { Event.key; char = _; flags = _ }; _ } : _ Event.canvas_event) -> + if key = KeySpacebar then + (regen (); draw_scene c) + ) Event.key_down + in + + let ev_resize = React.E.map + (fun ({ data = size; _ } : _ Event.canvas_event) -> + (Canvas.setSize c size; compute_projection c; draw_scene c) + ) Event.resize + in + + let mpos = ref NoAction in + + let ev_mousedown = React.E.map + (fun ({ data = { position = (x,y); button }; _ } : Event.button_data Event.canvas_event) -> + match button with + | ButtonLeft -> mpos := ViewRot (x,y) + | ButtonRight -> mpos := LightRot (x,y) + | _ -> () + ) Event.button_down + in + + let ev_mouseup = React.E.map + (fun ({ data = { button = _; _ }; _ } : Event.button_data Event.canvas_event) -> + mpos := NoAction + ) Event.button_up + in + + let ev_mouse = React.E.map + (fun ({ data = (x, y); _ } : _ Event.canvas_event) -> + match !mpos with + | NoAction -> () + | ViewRot (ox, oy) -> + mpos := ViewRot (x,y); + rotate_view c (ox-x) (y-oy); + draw_scene c + | LightRot (ox, oy) -> + mpos := LightRot (x,y); + rotate_light c (ox-x) (y-oy); + draw_scene c) + Event.mouse_move + in + + List.iter store [ev_resize; ev_regen; ev_mouse; ev_mousedown; ev_mouseup]; + + Backend.run (fun () -> ())