Added basic occlusion culling
This commit is contained in:
parent
b5910d8c97
commit
2bf6e33350
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@ -5,6 +5,7 @@ export const Colors = {
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Green: [0, 1, 0, 1],
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Blue: [0, 0, 1, 1],
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Brown: [0.341, 0.337, 0.204, 1],
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Gray: [0.66, 0.66, 0.66, 1],
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};
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export class Assets {
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assets = new Map();
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@ -4,10 +4,11 @@ import {Graphics, Texture, Spritesheet} from "./graphics.js";
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export type Color = [number, number, number, number]
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export const Colors = {
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Red : [1, 0, 0, 1] as Color,
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Green : [0, 1, 0, 1] as Color,
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Blue : [0, 0, 1, 1] as Color,
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Brown : [0.341, 0.337, 0.204, 1] as Color,
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Red : [1, 0, 0, 1] as Color,
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Green : [0, 1, 0, 1] as Color,
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Blue : [0, 0, 1, 1] as Color,
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Brown : [0.341, 0.337, 0.204, 1] as Color,
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Gray : [0.66, 0.66, 0.66, 1] as Color,
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}
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export type Asset = Texture | Spritesheet;
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@ -10,6 +10,12 @@ export class Vec2 {
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this.x = x;
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this.y = y;
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}
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static ZERO() {
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return new Vec2(0, 0);
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}
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static ID() {
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return new Vec2(1, 1);
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}
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copy() {
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return new Vec2(this.x, this.y);
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}
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@ -93,6 +99,24 @@ export class Vec3 {
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this.y = y;
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this.z = z;
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}
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addScalar(scalar) {
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this.x += scalar;
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this.y += scalar;
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this.z += scalar;
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}
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addScalarNew(scalar) {
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let vec = this.copy();
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vec.x += scalar;
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vec.y += scalar;
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vec.z += scalar;
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return vec;
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}
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static ZERO() {
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return new Vec3(0, 0, 0);
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}
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static ID() {
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return new Vec3(1, 1, 1);
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}
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copy() {
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return new Vec3(this.x, this.y, this.z);
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}
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@ -175,6 +199,12 @@ export class Vec4 {
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this.z = z;
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this.w = w;
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}
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static ZERO() {
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return new Vec4(0, 0, 0, 0);
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}
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static ID() {
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return new Vec4(1, 1, 1, 1);
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}
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copy() {
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return new Vec4(this.x, this.y, this.z, this.w);
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}
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@ -192,6 +222,20 @@ export class Vec4 {
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vec.w += other.w;
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return vec;
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}
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addScalar(scalar) {
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this.x += scalar;
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this.y += scalar;
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this.z += scalar;
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this.w += scalar;
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}
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addScalarNew(scalar) {
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let vec = this.copy();
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vec.x += scalar;
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vec.y += scalar;
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vec.z += scalar;
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vec.w += scalar;
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return vec;
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}
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sub(other) {
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this.x -= other.x;
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this.y -= other.y;
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@ -297,8 +341,8 @@ export class Mat4 {
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}
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static isometric_inverse() {
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return new Mat4(new Float32Array([
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0.5, -0.5, 0, 0,
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0.5, 0.5, 0, 0,
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-0.5, 0.5, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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]));
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@ -370,10 +414,10 @@ export class Mat4 {
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this.data[i * 4 + col] = data[i];
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}
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transform(v) {
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let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
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let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
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let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
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let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
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let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
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let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
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let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
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let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
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v.x = x;
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v.y = y;
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v.z = z;
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@ -381,10 +425,10 @@ export class Mat4 {
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}
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transformNew(v) {
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let vec = v.copy();
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let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
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let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
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let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
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let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
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let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
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let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
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let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
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let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
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vec.x = x;
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vec.y = y;
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vec.z = z;
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@ -12,6 +12,9 @@ interface Vector<P, T, N> {
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add(other: T): void;
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addNew(other: T): T;
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addScalar(scalar: number): void;
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addScalarNew(scalar: number): T;
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sub(other: T): void;
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subNew(other: T): T;
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@ -34,6 +37,14 @@ export class Vec2 implements Vector<void, Vec2, Vec3> {
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this.y = y;
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}
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static ZERO(): Vec2 {
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return new Vec2(0, 0);
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}
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static ID(): Vec2 {
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return new Vec2(1, 1);
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}
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copy(): Vec2 {
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return new Vec2(this.x, this.y);
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}
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@ -145,6 +156,30 @@ export class Vec3 implements Vector<Vec2, Vec3, Vec4> {
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this.z = z;
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}
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addScalar(scalar: number): void {
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this.x += scalar;
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this.y += scalar;
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this.z += scalar;
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}
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addScalarNew(scalar: number): Vec3 {
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let vec = this.copy();
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vec.x += scalar;
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vec.y += scalar;
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vec.z += scalar;
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return vec;
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}
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static ZERO(): Vec3 {
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return new Vec3(0, 0, 0);
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}
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static ID(): Vec3 {
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return new Vec3(1, 1, 1);
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}
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copy(): Vec3 {
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return new Vec3(this.x, this.y, this.z);
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}
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@ -253,6 +288,14 @@ export class Vec4 implements Vector<Vec3, Vec4, void> {
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this.w = w;
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}
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static ZERO(): Vec4 {
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return new Vec4(0, 0, 0, 0);
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}
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static ID(): Vec4 {
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return new Vec4(1, 1, 1, 1);
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}
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copy(): Vec4 {
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return new Vec4(this.x, this.y, this.z, this.w);
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}
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@ -275,6 +318,24 @@ export class Vec4 implements Vector<Vec3, Vec4, void> {
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return vec;
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}
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addScalar(scalar: number): void {
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this.x += scalar;
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this.y += scalar;
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this.z += scalar;
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this.w += scalar;
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}
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addScalarNew(scalar: number): Vec4 {
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let vec = this.copy();
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vec.x += scalar;
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vec.y += scalar;
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vec.z += scalar;
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vec.w += scalar;
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return vec;
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}
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sub(other: Vec4) {
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this.x -= other.x;
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this.y -= other.y;
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@ -414,8 +475,8 @@ export class Mat4 {
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static isometric_inverse(): Mat4 {
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return new Mat4(new Float32Array([
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0.5, 0.5, 0, 0,
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-0.5, 0.5, 0, 0,
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0.5, -0.5, 0, 0,
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0.5, 0.5, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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]));
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@ -503,10 +564,10 @@ export class Mat4 {
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}
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transform(v: Vec4) {
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let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
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let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
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let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
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let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
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let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
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let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
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let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
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let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
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v.x = x;
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v.y = y;
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@ -517,10 +578,10 @@ export class Mat4 {
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transformNew(v: Vec4): Vec4 {
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let vec = v.copy();
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let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
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let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
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let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
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let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
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let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
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let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
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let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
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let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
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vec.x = x;
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vec.y = y;
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@ -1,4 +1,4 @@
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import { Vec3 } from "./common.js";
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import { Vec3, Mat4, Vec4 } from "./common.js";
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import { DrawTag, Sprite } from "./graphics.js";
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import { TileEdge } from "./world.js";
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import * as Assets from "./assets.js";
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@ -127,29 +127,43 @@ export function drawIsometricCube(position, exts, r, fill, edge) {
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], fill.left);
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}
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}
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export function drawIsometricGrid(gfx, grid) {
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let position = { ...grid.position };
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// TODO: Optimize the shit out of this function
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export function drawIsometricGrid(gfx, camera, grid) {
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let position = grid.position.copy();
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let exts = new Vec3(grid.tileSize, grid.tileSize, 0);
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let tileCoord = new Vec3(0, 0, 0);
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let rect = new Rectangle([
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DrawTag.ISO,
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]);
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// TODO: Optimize this
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// 1. Grid based occlusion culling
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// 2. frustum culling
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let mt = Mat4.translate(camera.position.multScalarNew(-1.0));
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let mi = Mat4.isometric();
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let bias = 4 * grid.tileSize;
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let bb = [
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new Vec3(-bias, -bias, 0),
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new Vec3(gfx.width() + bias, -bias, 0),
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new Vec3(gfx.width() + bias, gfx.height() + bias, 0),
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new Vec3(-bias, gfx.height() + bias, 0),
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];
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for (let i = 0; i < bb.length; ++i) {
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bb[i] = mt.transformNew(bb[i].extend(1.0)).reduce();
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}
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for (let k = 0; k < grid.topHeight; ++k) {
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for (let j = 0; j < grid.breadth; ++j) {
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for (let i = 0; i < grid.width; ++i) {
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tileCoord.x = i;
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tileCoord.y = j;
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tileCoord.z = k;
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// getTile is sus (it uses a lot of time in the profiler) (i don't know why, it is a pretty simple function)
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// (Prolly cuz i call it a lot) (Maybe change grid to use spatial hashmap?)
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let tile = grid.getTile(tileCoord);
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if (tile === null) {
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position.x += grid.tileSize;
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continue;
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}
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const ipos = mi.transformNew(new Vec4(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, 1.0, 1.0)).reduce();
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if (ipos.x >= bb[2].x || ipos.x <= bb[0].x ||
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ipos.y >= bb[2].y || ipos.y <= bb[0].y) {
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position.x += grid.tileSize;
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continue;
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}
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drawIsometricCube(new Vec3(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, position.z), exts, rect, tile.fill, tile.edge);
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position.x += grid.tileSize;
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}
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@ -1,7 +1,8 @@
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import { Vec3, Vec2 } from "./common.js"
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import { Graphics, Drawable, DrawTag, Sprite, Spritesheet } from "./graphics.js";
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import { Vec3, Vec2, Mat4, Vec4 } from "./common.js"
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import { Graphics, Drawable, DrawTag, Sprite, Spritesheet, Camera } from "./graphics.js";
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import { TileEdge, TileFill, TileFillament, Grid } from "./world.js";
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import * as Assets from "./assets.js";
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import {Input} from "./input.js";
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// Attrib format
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// position color uv
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@ -161,17 +162,31 @@ export function drawIsometricCube(position: Vec3, exts: Vec3, r: Rectangle, fill
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}
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}
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export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
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let position = {...grid.position} as Vec3;
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// TODO: Optimize the shit out of this function
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export function drawIsometricGrid(gfx: Graphics, camera: Camera, grid: Grid) {
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let position = grid.position.copy();
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let exts = new Vec3(grid.tileSize, grid.tileSize, 0);
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let tileCoord = new Vec3(0, 0, 0);
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let rect = new Rectangle([
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DrawTag.ISO,
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]);
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// TODO: Optimize this
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// 1. Grid based occlusion culling
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// 2. frustum culling
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let mt = Mat4.translate(camera.position.multScalarNew(-1.0));
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let mi = Mat4.isometric();
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let bias = 4*grid.tileSize;
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let bb: [Vec3, Vec3, Vec3, Vec3] = [
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new Vec3(-bias, -bias, 0),
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new Vec3(gfx.width() + bias, -bias, 0),
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new Vec3(gfx.width() + bias, gfx.height() + bias, 0),
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new Vec3(-bias, gfx.height() + bias, 0),
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];
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for (let i = 0; i < bb.length; ++i) {
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bb[i] = mt.transformNew(bb[i].extend(1.0)).reduce();
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}
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for (let k = 0; k < grid.topHeight; ++k) {
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for (let j = 0; j < grid.breadth; ++j) {
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for (let i = 0; i < grid.width; ++i) {
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@ -179,8 +194,6 @@ export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
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tileCoord.y = j;
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tileCoord.z = k;
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// getTile is sus (it uses a lot of time in the profiler) (i don't know why, it is a pretty simple function)
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// (Prolly cuz i call it a lot) (Maybe change grid to use spatial hashmap?)
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let tile = grid.getTile(tileCoord);
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if (tile === null) {
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@ -188,6 +201,15 @@ export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
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continue;
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}
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const ipos = mi.transformNew(new Vec4(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, 1.0, 1.0)).reduce();
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if (ipos.x >= bb[2].x || ipos.x <= bb[0].x ||
|
||||
ipos.y >= bb[2].y || ipos.y <= bb[0].y) {
|
||||
position.x += grid.tileSize;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
drawIsometricCube(
|
||||
new Vec3(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, position.z),
|
||||
exts,
|
||||
|
@ -203,6 +225,5 @@ export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
|
|||
}
|
||||
position.y = grid.position.y;
|
||||
}
|
||||
|
||||
rect.commit(gfx);
|
||||
}
|
||||
|
|
|
@ -52,6 +52,12 @@ export class Graphics {
|
|||
vbo;
|
||||
toRender = [];
|
||||
texCount = 0;
|
||||
width() {
|
||||
return this.ctx.canvas.width;
|
||||
}
|
||||
height() {
|
||||
return this.ctx.canvas.height;
|
||||
}
|
||||
constructor(ctx, vs, fs) {
|
||||
this.ctx = ctx;
|
||||
this.program = createProgram(ctx, vs, fs);
|
||||
|
|
|
@ -77,6 +77,14 @@ export class Graphics {
|
|||
toRender: Array<Drawable> = [];
|
||||
texCount: number = 0;
|
||||
|
||||
width(): number {
|
||||
return this.ctx.canvas.width;
|
||||
}
|
||||
|
||||
height(): number {
|
||||
return this.ctx.canvas.height;
|
||||
}
|
||||
|
||||
constructor(ctx: WebGL2RenderingContext, vs: string, fs: string) {
|
||||
this.ctx = ctx;
|
||||
this.program = createProgram(ctx, vs, fs);
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
import { Vec2 } from "./common.js";
|
||||
class KeyAction {
|
||||
key;
|
||||
keyup;
|
||||
|
@ -12,6 +13,7 @@ class KeyAction {
|
|||
}
|
||||
export class Input {
|
||||
handlers = new Map();
|
||||
mousePosition = Vec2.ZERO();
|
||||
constructor() {
|
||||
window.addEventListener("keyup", e => {
|
||||
this.handlers.forEach(ka => {
|
||||
|
@ -27,6 +29,10 @@ export class Input {
|
|||
}
|
||||
});
|
||||
});
|
||||
window.addEventListener("mousemove", (e) => {
|
||||
this.mousePosition.x = e.x;
|
||||
this.mousePosition.y = e.y;
|
||||
});
|
||||
}
|
||||
//TODO: add modifier key support
|
||||
addKeyAction(key, modifiers, data, keydown, keyup) {
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
import { Vec2 } from "./common.js";
|
||||
|
||||
type Action = ((data: any) => void);
|
||||
|
||||
class KeyAction {
|
||||
|
@ -15,6 +17,7 @@ class KeyAction {
|
|||
|
||||
export class Input {
|
||||
handlers: Map<string, KeyAction> = new Map();
|
||||
mousePosition: Vec2 = Vec2.ZERO();
|
||||
constructor() {
|
||||
window.addEventListener("keyup", e => {
|
||||
this.handlers.forEach(ka => {
|
||||
|
@ -30,6 +33,11 @@ export class Input {
|
|||
}
|
||||
});
|
||||
});
|
||||
|
||||
window.addEventListener("mousemove", (e) => {
|
||||
this.mousePosition.x = e.x;
|
||||
this.mousePosition.y = e.y;
|
||||
})
|
||||
}
|
||||
|
||||
//TODO: add modifier key support
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import { initializeContext, Vec3, Mat4, Vec4, Vec2 } from "./common.js";
|
||||
import { initializeContext, Vec3, Mat4, Vec4 } from "./common.js";
|
||||
import { Graphics, fullscreenCanvas, Camera, Sprite } from "./graphics.js";
|
||||
import * as drawing from "./draw.js";
|
||||
import * as wasm from "./wasm.js";
|
||||
|
@ -80,7 +80,7 @@ function draw(gfx, camera, dt, grid) {
|
|||
m = m.multNew(mt);
|
||||
m = m.multNew(mo);
|
||||
gfx.ctx.uniformMatrix4fv(gfx.getUniform("u_matrix"), false, m.splat());
|
||||
drawing.drawIsometricGrid(gfx, grid);
|
||||
drawing.drawIsometricGrid(gfx, camera, grid);
|
||||
gfx.draw();
|
||||
}
|
||||
function addDefaultKeybinds(input, camera) {
|
||||
|
@ -134,16 +134,27 @@ function addDefaultKeybinds(input, camera) {
|
|||
await Assets.assets.load(gfx);
|
||||
let m = Mat4.isometric();
|
||||
let size = 100;
|
||||
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 24, size, size, 10);
|
||||
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 32, size, size, 10);
|
||||
grid.fillLayer(new Tile({
|
||||
top: Assets.Colors.Gray,
|
||||
right: Assets.Colors.Gray,
|
||||
left: Assets.Colors.Gray,
|
||||
}), 0);
|
||||
grid.fillLayer(new Tile({
|
||||
top: Assets.Colors.Gray,
|
||||
right: Assets.Colors.Gray,
|
||||
left: Assets.Colors.Gray,
|
||||
}), 1);
|
||||
grid.fillLayer(new Tile({
|
||||
top: Sprite.id(0),
|
||||
right: Assets.Colors.Brown,
|
||||
left: Assets.Colors.Brown,
|
||||
}), 0);
|
||||
//grid.setTile(new Tile(Sprite.tile(0), TileEdge.Both), new Vec3(1, 1, 1));
|
||||
}), 2);
|
||||
for (let i = 0; i <= size / 2; i++) {
|
||||
tree(grid, new Vec2(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1)));
|
||||
tree(grid, new Vec3(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1), 2));
|
||||
}
|
||||
const input = new Input();
|
||||
addDefaultKeybinds(input, camera);
|
||||
let prevTimestamp = 0;
|
||||
const frame = (timestamp) => {
|
||||
const deltaTime = (timestamp - prevTimestamp) / 1000;
|
||||
|
@ -156,7 +167,5 @@ function addDefaultKeybinds(input, camera) {
|
|||
prevTimestamp = timestamp;
|
||||
window.requestAnimationFrame(frame);
|
||||
});
|
||||
const input = new Input();
|
||||
addDefaultKeybinds(input, camera);
|
||||
const wasmgl = new wasm.WASMGL(await wasm.loadWasmModule("./src/wasm/module.wasm"));
|
||||
})();
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
import { initializeContext, Vec3, Mat4, Vec4, Vec2 } from "./common.js";
|
||||
import { Graphics, fullscreenCanvas, Camera, Sprite } from "./graphics.js";
|
||||
import { Graphics, fullscreenCanvas, Camera, Sprite, DrawTag } from "./graphics.js";
|
||||
import * as drawing from "./draw.js";
|
||||
import * as wasm from "./wasm.js";
|
||||
import { Input } from "./input.js";
|
||||
|
@ -107,7 +107,8 @@ function draw(gfx: Graphics, camera: Camera, dt: number, grid: Grid) {
|
|||
m.splat()
|
||||
);
|
||||
|
||||
drawing.drawIsometricGrid(gfx, grid);
|
||||
drawing.drawIsometricGrid(gfx, camera, grid);
|
||||
|
||||
gfx.draw();
|
||||
}
|
||||
|
||||
|
@ -186,19 +187,33 @@ function addDefaultKeybinds(input: Input, camera: Camera) {
|
|||
let m = Mat4.isometric();
|
||||
|
||||
let size = 100;
|
||||
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 24, size, size, 10);
|
||||
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 32, size, size, 10);
|
||||
|
||||
grid.fillLayer(new Tile({
|
||||
top: Assets.Colors.Gray,
|
||||
right: Assets.Colors.Gray,
|
||||
left: Assets.Colors.Gray,
|
||||
}), 0);
|
||||
|
||||
grid.fillLayer(new Tile({
|
||||
top: Assets.Colors.Gray,
|
||||
right: Assets.Colors.Gray,
|
||||
left: Assets.Colors.Gray,
|
||||
}), 1);
|
||||
|
||||
grid.fillLayer(new Tile({
|
||||
top: Sprite.id(0),
|
||||
right: Assets.Colors.Brown,
|
||||
left: Assets.Colors.Brown,
|
||||
}), 0);
|
||||
|
||||
//grid.setTile(new Tile(Sprite.tile(0), TileEdge.Both), new Vec3(1, 1, 1));
|
||||
}), 2);
|
||||
|
||||
for (let i = 0; i <= size / 2; i++) {
|
||||
tree(grid, new Vec2(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1)));
|
||||
tree(grid, new Vec3(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1), 2));
|
||||
}
|
||||
|
||||
const input = new Input();
|
||||
addDefaultKeybinds(input, camera);
|
||||
|
||||
let prevTimestamp = 0;
|
||||
const frame = (timestamp: number) => {
|
||||
const deltaTime = (timestamp - prevTimestamp)/1000;
|
||||
|
@ -215,8 +230,5 @@ function addDefaultKeybinds(input: Input, camera: Camera) {
|
|||
window.requestAnimationFrame(frame);
|
||||
});
|
||||
|
||||
const input = new Input();
|
||||
addDefaultKeybinds(input, camera);
|
||||
|
||||
const wasmgl: wasm.WASMGL = new wasm.WASMGL(await wasm.loadWasmModule("./src/wasm/module.wasm"));
|
||||
})();
|
||||
|
|
|
@ -81,18 +81,18 @@ export class Grid {
|
|||
export function tree(grid, position) {
|
||||
let log = Sprite.tile(2);
|
||||
let leaves = Sprite.tile(1);
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 1));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 2));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 3));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 4));
|
||||
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 5));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 1));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 2));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 3));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 4));
|
||||
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, position.z + 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, position.z + 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 5));
|
||||
}
|
||||
export function bush(grid, position) {
|
||||
let leaves = Sprite.tile(1);
|
||||
|
|
|
@ -109,22 +109,22 @@ export class Grid {
|
|||
}
|
||||
}
|
||||
|
||||
export function tree(grid: Grid, position: Vec2) {
|
||||
export function tree(grid: Grid, position: Vec3) {
|
||||
let log = Sprite.tile(2);
|
||||
let leaves = Sprite.tile(1);
|
||||
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 1));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 2));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 3));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 4));
|
||||
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 5));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 1));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 2));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 3));
|
||||
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 4));
|
||||
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, position.z + 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, position.z + 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 5));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 4));
|
||||
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 5));
|
||||
}
|
||||
|
||||
export function bush(grid: Grid, position: Vec2) {
|
||||
|
|
Loading…
Reference in New Issue