hud.ts
examples/doom/hud.ts · raw · open the example · all examples · site home
Exports: FrameModeViewRectDoomHudLoadingPanel
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// The 2D layer over the splat view, all from the sim: the software frame
// (alpha from the sim's overlay mask: menus, status bar, messages, title and
// intermission pages; the 3D view area see-through) drawn as one splat per
// pixel, or blitted to a canvas for comparison; the palette flash as a
// tint; the control hint; the player's weapon sprites placed like
// R_DrawPSprite; and the LoadingPanel.
//
// While following the player the frame and the weapon are drawn by a second
// SplatRenderer in an overlay scene, over the world (depth cleared), from a
// fixed camera at the origin with the main camera's projection, so their
// matrices stay in view space and its order (view "hud") is sorted only
// when its collection or the frame's mask changes. In free fly they move
// into the world renderer, posed at the view following ended at.
import * as THREE from "three";
import type { WebGPURenderer } from "three/webgpu";
import { ArrayData, GpuArrayReader, GpuArrays, GpuSplats, SplatCollection, SplatRenderer, TSL, defineBundle, type AnySplatObject, type SplatGenerator } from "@sparkjsdev/radix";
import type { DoomGame } from "./game.js";
import type { DoomLighting } from "./lighting.js";
import { FF_FRAMEMASK, FF_FULLBRIGHT, PLAYER } from "./sim/DoomSim.js";
import { SpriteObject, type SpriteAtlas } from "./things.js";
const { float, uint, uniform, vec3, vec4 } = TSL;
const SCREEN_WIDTH = 320;
const SCREEN_HEIGHT = 200;
// Vanilla 4:3 display of the 320x200 frame (1.2 pixel aspect)
const DISPLAY_ASPECT = 4 / 3;
// Frame splat radius in pixels (the bake's texel splat scale)
const PIXEL_RADIUS = 0.7;
// Doom's horizontal fov across the view window (FIELDOFVIEW = ANG90)
const TAN_HALF_FOV = 1;
// The frame screen's distance ahead of the view: in front of the weapon
// over the world, 1 m (about 2 m wide) as a screen in the world
const FRAME_DISTANCE_OVERLAY = 0.2;
const FRAME_DISTANCE_WORLD = 1;
// Weapon plane distance (m) and the scale making one sprite texel span
// 1/320 of the 90 degree view
const WEAPON_DISTANCE = 0.4;
const WEAPON_SCALE = WEAPON_DISTANCE / 5;
const RGBA = defineBundle({ rgba: "unorm8x4" });
export type FrameMode = "splats" | "canvas" | "off";
// The engine's 3D view window inside the frame (pixels)
export interface ViewRect {
x: number;
y: number;
width: number;
height: number;
}
// ST_doPaletteStuff
const NUMREDPALS = 8;
const STARTREDPALS = 1;
const NUMBONUSPALS = 4;
const STARTBONUSPALS = 9;
const RADIATIONPAL = 13;
const PW_STRENGTH = 1;
const PW_INVISIBILITY = 2;
const PW_IRONFEET = 3;
// The software frame as splats: pixel (col, row) at (col + 0.5, height - row
// - 0.5) in pixel units, colored by the frame's RGBA (uploaded per frame)
class FrameSplats {
readonly generator: SplatGenerator<{ rgba: GpuArrays }>;
readonly rgba: GpuArrays;
private readonly data = new ArrayData({ count: SCREEN_WIDTH * SCREEN_HEIGHT }).addBundle("rgba", RGBA);
private made = new Map<THREE.Matrix4, AnySplatObject>();
private mask = 0;
constructor(renderer: WebGPURenderer) {
this.rgba = new GpuArrays({ renderer, bundles: { rgba: RGBA }, capacity: SCREEN_WIDTH * SCREEN_HEIGHT });
const reader = new GpuArrayReader(RGBA);
const width = uniform(SCREEN_WIDTH, "uint");
this.generator = {
generateSplat: (i) => {
const color = reader.load("rgba", i).toVar();
const col = float(i.mod(width)).add(0.5);
const row = float(SCREEN_HEIGHT).sub(float(i.div(width))).sub(0.5);
return GpuSplats.Splat(vec3(col, row, 0), vec3(PIXEL_RADIUS, PIXEL_RADIUS, PIXEL_RADIUS * 0.1), vec4(0, 0, 0, 1), color.xyz, color.w, uint(i));
},
bind: ({ rgba }) => reader.bind(rgba, "rgba"),
};
}
// A new frame; whether its overlay mask changed (which splats are drawn)
update(frame: ImageData): boolean {
const dst = this.data.bundles.rgba.channels.rgba.data;
dst.set(frame.data);
let mask = 0;
for (let i = 3; i < dst.length; i += 4) {
mask = (Math.imul(mask, 31) + dst[i]) | 0;
}
this.rgba.upload(this.data);
const changed = mask !== this.mask;
this.mask = mask;
return changed;
}
// The frame's object at `matrixWorld` (one per matrix)
object(matrixWorld: THREE.Matrix4) {
let object = this.made.get(matrixWorld);
if (!object) {
object = SplatCollection.object({ generator: this.generator, data: { rgba: this.rgba }, count: SCREEN_WIDTH * SCREEN_HEIGHT, matrixWorld });
this.made.set(matrixWorld, object);
}
return object;
}
}
export class DoomHud {
readonly scene = new THREE.Scene();
readonly camera = new THREE.PerspectiveCamera();
readonly splatRenderer: SplatRenderer;
frameMode: FrameMode = "splats";
showWeapon = true;
// Bumped when the objects the world draws for the HUD change
version = 0;
private readonly game: DoomGame;
private readonly renderer: WebGPURenderer;
private readonly frameSplats: FrameSplats;
private readonly weapon: SpriteObject[];
// Local poses (view space) and world poses (frozen view x local)
private readonly frameLocal = new THREE.Matrix4();
private readonly frameWorld = new THREE.Matrix4();
private readonly weaponWorld = [new THREE.Matrix4(), new THREE.Matrix4()];
private following = true;
private shown: AnySplatObject[] = [];
private drawnVersion = -1;
private vanillaFrame = false;
private readonly root: HTMLDivElement;
private readonly frameCanvas: HTMLCanvasElement;
private readonly overlay: HTMLCanvasElement;
private readonly tint: HTMLDivElement;
private readonly hint: HTMLDivElement;
private hintText?: string;
constructor(game: DoomGame, renderer: WebGPURenderer, lighting: DoomLighting, atlas: SpriteAtlas, sortMode: "gpu" | "cpu") {
this.game = game;
this.renderer = renderer;
this.frameSplats = new FrameSplats(renderer);
this.weapon = [new SpriteObject(lighting, atlas), new SpriteObject(lighting, atlas)];
this.splatRenderer = new SplatRenderer({ renderer, sortMode, autoSort: false, viewKey: () => "hud" });
// Made now: with autoSort off a view made at its first render never sorts
// unless asked, and requestSort() only reaches views that exist
this.splatRenderer.viewFor("hud");
this.scene.add(this.splatRenderer);
this.root = document.createElement("div");
this.root.style.cssText = "position:fixed;inset:0;pointer-events:none;";
document.body.appendChild(this.root);
this.frameCanvas = document.createElement("canvas");
this.frameCanvas.width = SCREEN_WIDTH;
this.frameCanvas.height = SCREEN_HEIGHT;
this.tint = document.createElement("div");
this.tint.style.cssText = "position:absolute;inset:0;background:transparent;";
this.overlay = document.createElement("canvas");
this.overlay.style.cssText = "position:absolute;left:0;top:0;width:100%;height:100%;image-rendering:pixelated;";
this.hint = document.createElement("div");
this.hint.style.cssText = "position:absolute;left:50%;bottom:22%;transform:translateX(-50%);padding:6px 12px;"
+ "background:rgba(0,0,0,0.6);border-radius:3px;color:white;font:15px monospace;text-shadow:0 1px 2px black;white-space:pre;";
this.root.append(this.tint, this.overlay, this.hint);
addEventListener("resize", () => this.resize());
this.resize();
}
// Debug: the whole software frame opaque (the vanilla view) for comparison
get vanilla() {
return this.vanillaFrame;
}
set vanilla(on: boolean) {
this.vanillaFrame = on;
this.game.setOpaqueFrame(on);
}
// Per frame, after the game update: `alpha` interpolates the weapon bob,
// `view` is the frozen view in free fly (undefined while following),
// `projection` the main camera (copied for the overlay camera)
update(alpha: number, view: THREE.Matrix4 | undefined, rect: ViewRect, projection: THREE.PerspectiveCamera) {
const { game } = this;
if (game.frame && game.frameVersion !== this.drawnVersion) {
this.drawnVersion = game.frameVersion;
if (this.frameSplats.update(game.frame)) {
this.splatRenderer.requestSort();
}
this.blit(game.frame);
}
this.camera.copy(projection);
this.camera.position.set(0, 0, 0);
this.camera.quaternion.identity();
this.camera.updateMatrixWorld();
this.following = !view;
const distance = view ? FRAME_DISTANCE_WORLD : FRAME_DISTANCE_OVERLAY;
const pixel = (2 * distance * TAN_HALF_FOV) / rect.width;
this.frameLocal.makeTranslation(0, 0, -distance)
.multiply(scratch.makeScale(pixel, pixel, pixel))
.multiply(scratch2.makeTranslation(-(rect.x + rect.width / 2), -(SCREEN_HEIGHT - (rect.y + rect.height / 2)), 0));
this.updateWeapon(alpha);
if (view) {
this.frameWorld.multiplyMatrices(view, this.frameLocal);
this.weapon.forEach((sprite, i) => this.weaponWorld[i].multiplyMatrices(view, sprite.matrix));
}
this.updateTint();
this.updateHint();
this.updateCollection();
}
// The HUD objects the world renderer draws (free fly)
worldObjects(): AnySplatObject[] {
return this.following ? [] : this.objects();
}
// Drawn over the world while following
render() {
if (!this.following || this.splatRenderer.collection.count === 0) {
return;
}
const { renderer } = this;
renderer.autoClear = false;
renderer.clearDepth();
renderer.render(this.scene, this.camera);
renderer.autoClear = true;
}
private objects(): AnySplatObject[] {
const out: AnySplatObject[] = [];
if (this.frameMode === "splats" && this.game.frame) {
out.push(this.frameSplats.object(this.following ? this.frameLocal : this.frameWorld));
}
this.weapon.forEach((sprite, i) => {
const object = sprite.object(this.following ? sprite.matrix : this.weaponWorld[i]);
if (object) {
out.push(object);
}
});
return out;
}
// A new collection (and a sort) only when the objects change
private updateCollection() {
const objects = this.objects();
if (objects.length === this.shown.length && objects.every((object, i) => object === this.shown[i])) {
return;
}
this.shown = objects;
this.version += 1;
this.splatRenderer.collection = this.following ? new SplatCollection(objects) : SplatCollection.EMPTY;
this.splatRenderer.requestSort();
}
// R_DrawPSprite: the sprite point (leftOffset, topOffset) sits at screen
// (sx, sy) in 320x200 pixels; a baked view's origin is that point moved
// down by its floor-clip lift. One pixel of the 90 degree view is
// WEAPON_DISTANCE / 160 at the weapon's plane; sx / sy carry vanilla's bob
// and raise / lower ramps per tic, interpolated between snapshots.
private updateWeapon(alpha: number) {
const { game } = this;
const show = this.showWeapon && game.inLevel && !this.vanillaFrame;
const p = game.curr.player;
const q = game.prev.player;
const invisibility = p[PLAYER.POWERS + PW_INVISIBILITY];
const fuzz = invisibility > 4 * 32 || (invisibility & 8) !== 0;
this.weapon.forEach((sprite, slot) => {
const base = PLAYER.PSPRITES + slot * 4;
const index = p[base];
const rawFrame = p[base + 1];
const atlas = sprite.atlas;
const name = atlas.spriteNames[index];
const view = show && index >= 0 && rawFrame >= 0 && name ? atlas.view(name, rawFrame & FF_FRAMEMASK, 0) : undefined;
sprite.view = view;
if (!view) {
return;
}
sprite.light.light = sprite.lighting.lightOf(p[PLAYER.SECTOR]);
sprite.light.depth = 0;
sprite.light.fullbright = (rawFrame & FF_FULLBRIGHT) !== 0;
sprite.light.fuzz = fuzz;
let sx = p[base + 2] / 65536;
let sy = p[base + 3] / 65536;
if (game.prev.hasPlayer && q[base] === index && q[base + 1] === rawFrame) {
sx = q[base + 2] / 65536 + (sx - q[base + 2] / 65536) * alpha;
sy = q[base + 3] / 65536 + (sy - q[base + 3] / 65536) * alpha;
}
sy += view.lift;
const pixel = WEAPON_DISTANCE / 160;
sprite.matrix.compose(
position.set((sx - SCREEN_WIDTH / 2) * pixel, (SCREEN_HEIGHT / 2 - sy) * pixel, -WEAPON_DISTANCE),
identity,
scale.setScalar(WEAPON_SCALE),
);
});
}
private resize() {
this.overlay.width = innerWidth;
this.overlay.height = innerHeight;
this.drawnVersion = -1;
}
private blit(frame: ImageData) {
const ctx = this.overlay.getContext("2d")!;
ctx.imageSmoothingEnabled = false;
ctx.clearRect(0, 0, this.overlay.width, this.overlay.height);
if (this.frameMode !== "canvas") {
return;
}
this.frameCanvas.getContext("2d")!.putImageData(frame, 0, 0);
let width = this.overlay.width;
let height = width / DISPLAY_ASPECT;
if (height > this.overlay.height) {
height = this.overlay.height;
width = height * DISPLAY_ASPECT;
}
ctx.drawImage(this.frameCanvas, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, (this.overlay.width - width) / 2, (this.overlay.height - height) / 2, width, height);
}
// Redraw the current frame (after a frame mode switch)
redraw() {
this.drawnVersion = -1;
}
private updateTint() {
const { game } = this;
let css = "transparent";
if (game.inLevel && !this.vanillaFrame) {
const p = game.curr.player;
let cnt = p[PLAYER.DAMAGECOUNT];
const strength = p[PLAYER.POWERS + PW_STRENGTH];
if (strength) {
cnt = Math.max(cnt, 12 - (strength >> 6));
}
const ironfeet = p[PLAYER.POWERS + PW_IRONFEET];
if (cnt) {
const pal = Math.min((cnt + 7) >> 3, NUMREDPALS - 1) + STARTREDPALS;
css = `rgba(255, 0, 0, ${((pal - STARTREDPALS + 1) / (NUMREDPALS + 1)).toFixed(3)})`;
} else if (p[PLAYER.BONUSCOUNT]) {
const pal = Math.min((p[PLAYER.BONUSCOUNT] + 7) >> 3, NUMBONUSPALS - 1) + STARTBONUSPALS;
css = `rgba(215, 186, 69, ${((pal - STARTBONUSPALS + 1) / (NUMBONUSPALS + 4)).toFixed(3)})`;
} else if (ironfeet > 4 * 32 || (ironfeet & 8)) {
css = `rgba(0, 255, 0, ${RADIATIONPAL / 100})`;
}
}
if (this.tint.style.background !== css) {
this.tint.style.background = css;
}
}
private updateHint() {
const { game } = this;
let text = "";
if (game.holdPaused) {
text = "";
} else if (!game.started) {
text = "Click to capture the mouse (enables sound) \\: pause / free fly";
} else if (!game.mouseCaptured) {
text = game.captureRetry
? "the browser needs a moment after Esc; click again to capture the mouse"
: game.userPaused
? "PAUSED - free fly: WASD, shift run, ctrl slow \\: play click to capture the mouse"
: game.menuActive
? "Doom menu: arrows/Enter/Backspace, Esc closes - click to capture the mouse"
: "click to capture the mouse \\: pause / free fly";
} else if (game.userPaused) {
text = "PAUSED - free fly: WASD + mouse, shift run, ctrl slow \\: play Esc: release the mouse";
}
if (text !== this.hintText) {
this.hintText = text;
this.hint.textContent = text;
this.hint.style.display = text ? "block" : "none";
}
}
}
const scratch = new THREE.Matrix4();
const scratch2 = new THREE.Matrix4();
const position = new THREE.Vector3();
const scale = new THREE.Vector3();
const identity = new THREE.Quaternion();
// Centered progress panel for the phases where nothing (or only part of the
// world) can be shown yet
export class LoadingPanel {
visible = false;
private readonly root: HTMLDivElement;
private readonly title: HTMLDivElement;
private readonly detail: HTMLDivElement;
private readonly bar: HTMLDivElement;
private readonly fill: HTMLDivElement;
constructor() {
this.root = document.createElement("div");
this.root.style.cssText = "position:fixed;left:50%;top:50%;transform:translate(-50%,-50%);min-width:340px;"
+ "padding:14px 18px;background:rgba(0,0,0,0.75);border:1px solid rgba(255,255,255,0.25);border-radius:4px;"
+ "color:white;font:14px monospace;text-shadow:0 1px 2px black;pointer-events:none;display:none;z-index:10;";
this.title = document.createElement("div");
this.title.style.cssText = "font-size:16px;margin-bottom:8px;";
this.detail = document.createElement("div");
this.detail.style.cssText = "opacity:0.85;margin-bottom:8px;white-space:pre-wrap;";
this.bar = document.createElement("div");
this.bar.style.cssText = "height:8px;background:rgba(255,255,255,0.15);border-radius:2px;overflow:hidden;";
this.fill = document.createElement("div");
this.fill.style.cssText = "height:100%;width:0%;background:#c33;transition:width 0.15s linear;";
this.bar.appendChild(this.fill);
this.root.append(this.title, this.detail, this.bar);
document.body.appendChild(this.root);
}
show(title: string) {
this.title.textContent = title;
this.detail.textContent = "";
this.detail.style.color = "";
this.bar.style.display = "block";
this.fill.style.width = "0%";
this.root.style.display = "block";
this.visible = true;
}
// `fraction` 0..1 fills the bar; omitted keeps the current fill
step(detail: string, fraction?: number) {
if (!this.visible) {
return;
}
this.detail.textContent = detail;
if (fraction !== undefined) {
this.fill.style.width = `${Math.round(Math.max(0, Math.min(1, fraction)) * 100)}%`;
}
}
// Stays up with an error instead of a progress bar
fail(message: string) {
this.root.style.display = "block";
this.visible = true;
this.detail.textContent = message;
this.detail.style.color = "#f66";
this.bar.style.display = "none";
}
hide() {
this.root.style.display = "none";
this.visible = false;
}
}