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4
.gitignore vendored
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@ -13,4 +13,6 @@ elm-stuff/**
!elm-stuff/packages/Zinggi/ !elm-stuff/packages/Zinggi/
!elm-stuff/packages/Zinggi/elm-obj-loader/ !elm-stuff/packages/Zinggi/elm-obj-loader/
!elm-stuff/packages/Zinggi/elm-obj-loader/1.0.3/ !elm-stuff/packages/Zinggi/elm-obj-loader/1.0.3/
!elm-stuff/packages/Zinggi/elm-obj-loader/1.0.3/** !elm-stuff/packages/Zinggi/elm-obj-loader/1.0.3/**
/public/
/project.todo

21
LICENSE Normal file
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@ -0,0 +1,21 @@
MIT License
Copyright (c) 2023 Joseph Ferano
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -1,39 +1,105 @@
### FPS Scene #+OPTIONS: toc:nil
You can walk around the scene with simple FPS controls. * FP Rendering Engine
Open `scene.html` with an http server, you can use the following; ** TL;DR
Graphics + Web + Functional Programming
```python3 -m http.server 8000``` [[https://ferano.io/3d-fp/][Play it here]]
Unfortunately, elm-reactor has issues with loading obj files so that's why the ** About
python server is needed. The goal of this project is to learn about the intersection of 3 different
topics; graphics, web, and functional programming. The FP acronym refers to both
the fact that it's a *F*irst *P*erson camera, as well as being implemented using
*F*unctional *P*rogramming. It uses Elm with WebGL to create a 3D first-person
scene implementing several lower level graphics techniques including matrix
transformations to model parent/child local transforms, texture mapping, and
basic lighting with shaders.
![alt text](screenshots/elm-fps.png "FPS Scene") This is a prototype quality level project worked on for a few weeks in 2019.
However, it was just thrown into a git repo without much consideration, along
with other another small graphics project. I felt it deserved a little bit more
TLC, so I decided to spruce it up a little bit. Here's the original [[https://github.com/JosephFerano/elm-graphics][project]].
** Showcase
*** First Person Camera
[[file:screenshots/play1.gif]]
[[https://ferano.io/3d-fp/play1.mp4][Higher Resolution Version]]
*** Sextus
[[file:screenshots/sextus.gif]]
[[https://ferano.io/3d-fp/sextus.mp4][Higher Resolution Version]]
##### Controls ** Building with Elm 0.18.0
To install the binaries manually, follow this short guide; - [[https://sirfitz.medium.com/install-elm-0-18-0-in-2021-3f64ce298801][Install Binaries]]
Mouse - Look Rotation If you want to use =npm= instead; - =npm install -g elm@elm0.18.0=
WASD - Player movement If you use =npm=, note that you will likely need an older version of Node.js, so
it is recommended to use [[https://github.com/nvm-sh/nvm][nvm]] for that. I have not attempted this method
personally, fyi.
◀ ▼ ▲ ▶ - Move the Robot Once you have the Elm compiler, go ahead and run
N and M - Rotate robot left and right =elm make Scene.elm=
Y and H - Rotate robot arm up and down And that should first pull in all the dependencies then generate an =index.html=
file.
U and J - Rotate robot hand up and down *** Issues with dependencies
One of the dependencies of this project, =Zinggi/elm-obj-loader=, is getting a 404
when Elm tries to pull in all the deps during compilation. Therefore this
dependency will be included in version control, on the off chance someone
actually wants to build this.
** Running
In order to be able to load the textures and models, the files must be served by
an HTTP server because of browser security, see [[https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy][SOP]] and [[https://developer.mozilla.org/en-US/docs/Glossary/CORS][CORS]] if curious.
### PQTorusknot You can use ~elm-reactor~, run the command and open up your browser to
~https://localhost:8000~ and then click on ~Scene.elm~ in the nice project webview
provided. If you don't want to do that and have Python 3 installed, run =python3
-m http.server=, but make sure to compile with the ~elm make Scene.elm~ command
first.
Either open up `torus.html`, or use the command `elm-reactor`, if you want to be able to modify the source file and compile; ** How to Play
You can walk around the scene and also control the robot which I have named
Emperor Sextus, Conqueror of the Luddites.
https://guide.elm-lang.org/install.html *** Keybindings
- Look Around: =Mouse=
Alternatively, here's the Ellie link - FPS Movement: =WASD=
https://ellie-app.com/vVTgpBj77ra1 - Robot Movement: =◀ ▼ ▲ ▶=
![alt text](screenshots/elm-knot.png "PQ Torus Knot") - Rotate Robot: =N | M=
- Rotate Robot Arm: =H | J=
- Rotate Robot Hand: =Y | U=
** Takeaways
The Elm WebGL library provides a few abstractions (namely =WebGL.Entity=) that
help reduce some of the boilerplate usually associated with creating a WebGL
application from scratch. While it was useful for the purposes of this
prototype, it remains to be seen if it would scale if this would become a proper
3D rendering engine.
Despite what might be potentially undiscovered performance issues, Elm was
pleasant to work with, and it sold me two ideas; functional programming and
minimalism. The touted safety and correctness were noticeable, the learning
curve wasn't as steep, and using the Elm debugger to be able to step back in
time through the game was eye-opening in showing what's possible when you
architect your state management with immutability in mind. It would be
interesting to see if a modern game engine could switch between the functional,
immutable data structures in a debug context and the cache-friendly mutable data
structures for improved performance in a release build. Thus boosting
productivity during development, while still remaining performant in the hands
of players.
** License
This project is licensed under the terms of the MIT license. For more
information, see the included LICENSE file.

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@ -107,7 +107,7 @@ update msg model =
(model.keys.a , model.keys.s , model.keys.w , model.keys.d) (model.keys.a , model.keys.s , model.keys.w , model.keys.d)
model.lookDir model.lookDir
model.pos model.pos
0.2 0.11
, robot = updateRobot model dt , robot = updateRobot model dt
, rot = model.rot + 0.001 * dt} , rot = model.rot + 0.001 * dt}
WindowResized size -> { model | winSize = size } WindowResized size -> { model | winSize = size }
@ -126,21 +126,22 @@ update msg model =
updateRobot: Model -> Time -> Robot updateRobot: Model -> Time -> Robot
updateRobot { robot , keys } dt = updateRobot { robot , keys } dt =
let rr part = part + dt * 0.005 let rotSpeed = 0.003
rl part = part - dt * 0.005 rr part = part + dt * rotSpeed
rl part = part - dt * rotSpeed
rot = radians robot.rot rot = radians robot.rot
in { pos = in { pos =
movePos movePos
(keys.left, keys.down, keys.up, keys.right) (keys.left, keys.down, keys.up, keys.right)
(vec3 (sin rot) (sin rot) (cos rot)) (vec3 (sin rot) (sin rot) (cos rot))
robot.pos robot.pos
0.1 0.05
, rot = if keys.n then rr robot.rot else if keys.m then rl robot.rot else robot.rot , rot = if keys.n then rr robot.rot else if keys.m then rl robot.rot else robot.rot
, armRot = , armRot =
let angle = if keys.y then rr robot.armRot else if keys.h then rl robot.armRot else robot.armRot let angle = if keys.j then rr robot.armRot else if keys.h then rl robot.armRot else robot.armRot
in clamp -0.5 2.5 angle in clamp -0.5 2.5 angle
, handRot = , handRot =
let angle = if keys.u then rr robot.handRot else if keys.j then rl robot.handRot else robot.handRot let angle = if keys.u then rr robot.handRot else if keys.y then rl robot.handRot else robot.handRot
in clamp -1 1 angle} in clamp -1 1 angle}
view: Model -> Html Msg view: Model -> Html Msg
@ -168,8 +169,8 @@ getRobot model =
|> Mat4.inverse |> Maybe.withDefault Mat4.identity |> Mat4.inverse |> Maybe.withDefault Mat4.identity
|> Mat4.mul (Mat4.makeTranslate3 0 0 0.6) |> Mat4.mul (Mat4.makeTranslate3 0 0 0.6)
|> Mat4.mul arm |> Mat4.mul arm
in [ getEntity3 model (body |> Mat4.scale3 0.5 0.5 0.5) cube Color.blue in [ getEntity3 model (body |> Mat4.scale3 0.5 0.5 0.5) cube Color.blue
, getEntity3 model (arm |> Mat4.scale3 0.2 0.2 0.5) cube Color.green , getEntity3 model (arm |> Mat4.scale3 0.2 0.2 0.5) cube Color.green
, getEntity3 model (hand |> Mat4.scale3 0.15 0.15 0.45) cube Color.red , getEntity3 model (hand |> Mat4.scale3 0.15 0.15 0.45) cube Color.red
] |> List.concat ] |> List.concat

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build.sh Executable file
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#!/bin/sh
elm make Scene.elm
sed -i 's/<title>Scene<\/title>/<title>3DFP<\/title>/g' index.html
mkdir -p ./public
mv index.html ./public/
cp -r ./models ./public
cp -r ./textures/ ./public
cd public
zip -r ../3dfp.zip .

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deploy.sh Executable file
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#!/bin/sh
scp 3dfp.zip joe-vps:~
ssh joe-vps 'unzip -o 3dfp.zip -d ~/websites/3d-fp/ && rm 3dfp.zip'

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