Added basic Object Batching
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@ -26,12 +26,10 @@ export class Assets {
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throw new Error("Tried to assess assets without loading them!");
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return this.assets.get(name);
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}
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async load(ctx) {
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assets.push("city", await Texture.load(ctx, "../../assets/genetica/rt/City Night.jpg"));
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assets.push("wall", await Texture.load(ctx, "../../assets/wall.png"));
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assets.push("grass", await Texture.load(ctx, "../../assets/grass.png"));
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assets.push("leaves", await Texture.load(ctx, "../../assets/greenary.png"));
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assets.push("log", await Texture.load(ctx, "../../assets/log.png"));
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async load(gfx) {
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assets.push("grass", await Texture.load(gfx, "../../assets/grass.png"));
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assets.push("leaves", await Texture.load(gfx, "../../assets/greenary.png"));
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assets.push("log", await Texture.load(gfx, "../../assets/log.png"));
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this.loaded = true;
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}
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}
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@ -1,4 +1,4 @@
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import {Texture} from "./graphics.js";
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import {Graphics, Texture} from "./graphics.js";
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import {TileFill} from "./world.js";
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export type Color = [number, number, number, number]
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@ -40,12 +40,11 @@ export class Assets {
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return this.assets.get(name)!;
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}
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async load(ctx: WebGL2RenderingContext) {
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assets.push("city", await Texture.load(ctx, "../../assets/genetica/rt/City Night.jpg"));
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assets.push("wall", await Texture.load(ctx, "../../assets/wall.png"));
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assets.push("grass", await Texture.load(ctx, "../../assets/grass.png"));
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assets.push("leaves", await Texture.load(ctx, "../../assets/greenary.png"));
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assets.push("log", await Texture.load(ctx, "../../assets/log.png"));
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async load(gfx: Graphics) {
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assets.push("grass", await Texture.load(gfx, "../../assets/grass.png"));
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assets.push("leaves", await Texture.load(gfx, "../../assets/greenary.png"));
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assets.push("log", await Texture.load(gfx, "../../assets/log.png"));
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this.loaded = true;
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}
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}
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234
src/js/draw.js
234
src/js/draw.js
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@ -1,5 +1,5 @@
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import { Vec3, Vec2, Vec4 } from "./common.js";
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import { Texture } from "./graphics.js";
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import { Vec3 } from "./common.js";
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import { Texture, DrawTag } from "./graphics.js";
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import { TileEdge } from "./world.js";
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// TODO: Don't assume tile size is same in all directions
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function cull(point, screen, tileSize) {
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@ -13,76 +13,80 @@ function cull(point, screen, tileSize) {
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return true;
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return false;
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}
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export function drawTriangle(gfx, positions, color) {
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const a_position = gfx.getAttribute("a_position");
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const a_color = gfx.getAttribute("a_color");
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const points = [
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positions[0].x, positions[0].y,
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positions[1].x, positions[1].y,
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positions[2].x, positions[2].y,
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];
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const colors = [
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color,
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color,
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color,
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];
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_color.data(gfx.ctx, colors.flat(), gfx.ctx.STATIC_DRAW);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3);
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}
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export function drawTriangleExts(gfx, position, exts, color) {
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const a_position = gfx.getAttribute("a_position");
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const a_color = gfx.getAttribute("a_color");
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const points = [
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position.x, position.y, position.z,
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position.x + exts.x, position.y, position.z,
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position.x, position.y + exts.y, position.z,
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];
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const colors = [
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color,
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color,
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color,
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];
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_color.data(gfx.ctx, colors.flat(), gfx.ctx.STATIC_DRAW);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3);
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}
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export function drawRectangle(gfx, corners, color) {
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const a_position = gfx.getAttribute("a_position");
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const points = [
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corners[0].x, corners[0].y, corners[0].z,
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corners[1].x, corners[1].y, corners[1].z,
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corners[3].x, corners[3].y, corners[3].z,
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corners[2].x, corners[2].y, corners[2].z,
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corners[1].x, corners[1].y, corners[1].z,
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corners[3].x, corners[3].y, corners[3].z,
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];
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if (color instanceof Texture) {
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const a_tex_position = gfx.getAttribute("a_tex_position");
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const uv = [
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0.0, 0.0,
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-1.0, 0.0,
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0.0, -1.0,
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-1.0, -1.0,
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-1.0, 0.0,
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0.0, -1.0,
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];
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_tex_position.data(gfx.ctx, uv, gfx.ctx.STATIC_DRAW);
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color.bind(gfx);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
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color.unbind(gfx);
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// Attrib format
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// position color uv
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// (3) (4) (2) => 3 + 4 + 2 = 9 <=> data.len % 9 == 0
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export class Rectangle {
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fill;
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attribs = ["a_position", "a_color", "a_tex_position"];
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tags = [];
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data = [];
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stride = 0;
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vertexStride = 0;
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constructor(fill, tags, attribs) {
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this.fill = fill;
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if (attribs !== undefined) {
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this.attribs = attribs;
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}
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if (tags !== undefined) {
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this.tags = tags;
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}
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}
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else {
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const a_color = gfx.getAttribute("a_color");
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const colors = new Array(6);
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colors.fill(color);
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_color.data(gfx.ctx, colors.flat(), gfx.ctx.STATIC_DRAW);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
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overrideDraw(draw) {
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this.draw = draw;
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}
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draw(gfx, corners) {
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if (this.fill instanceof Texture) {
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this.data = [
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corners[0].x, corners[0].y, corners[0].z, 0, 0, 0, 0, 0, 0,
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corners[1].x, corners[1].y, corners[1].z, 0, 0, 0, 0, -1, 0,
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corners[3].x, corners[3].y, corners[3].z, 0, 0, 0, 0, 0, -1,
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corners[2].x, corners[2].y, corners[2].z, 0, 0, 0, 0, -1, -1,
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corners[1].x, corners[1].y, corners[1].z, 0, 0, 0, 0, -1, 0,
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corners[3].x, corners[3].y, corners[3].z, 0, 0, 0, 0, 0, -1,
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];
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}
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else {
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this.data = [
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corners[0].x, corners[0].y, corners[0].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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corners[1].x, corners[1].y, corners[1].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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corners[3].x, corners[3].y, corners[3].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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corners[2].x, corners[2].y, corners[2].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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corners[1].x, corners[1].y, corners[1].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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corners[3].x, corners[3].y, corners[3].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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];
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}
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this.vertexStride = 9;
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this.stride = this.vertexStride * 4;
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gfx.toRender.push({ ...this });
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}
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drawExts(gfx, position, exts) {
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if (this.fill instanceof Texture) {
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this.data = [
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position.x, position.y, position.z, 0, 0, 0, 0, 0, 0,
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position.x + exts.x, position.y, position.z, 0, 0, 0, 0, -1, 0,
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position.x, position.y + exts.y, position.z, 0, 0, 0, 0, 0, -1,
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position.x + exts.x, position.y + exts.y, position.z, 0, 0, 0, 0, -1, -1,
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position.x + exts.x, position.y, position.z, 0, 0, 0, 0, -1, 0,
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position.x, position.y + exts.y, position.z, 0, 0, 0, 0, 0, -1,
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];
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}
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else {
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this.data = [
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position.x, position.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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position.x + exts.x, position.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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position.x, position.y + exts.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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position.x + exts.x, position.y + exts.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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position.x + exts.x, position.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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position.x, position.y + exts.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
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];
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}
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this.vertexStride = 9;
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this.stride = this.vertexStride * 4;
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gfx.toRender.push(this);
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}
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}
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export function drawIsometricCube(gfx, camera, position, exts, color, edge) {
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export function drawIsometricCube(gfx, position, exts, color, edge) {
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let points = [
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// Left Top
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position,
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@ -97,36 +101,38 @@ export function drawIsometricCube(gfx, camera, position, exts, color, edge) {
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new Vec3(position.x + 1.5 * exts.x, position.y + 0.5 * exts.y, position.z + 0.25 * exts.z),
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new Vec3(position.x + 0.5 * exts.x, position.y - 0.5 * exts.y, position.z + 0.25 * exts.z),
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];
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let screen = new Vec4(-camera.position.x, -camera.position.y, gfx.ctx.canvas.width, gfx.ctx.canvas.height);
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gfx.ctx.uniform1i(gfx.getUniform("u_isIso"), 1);
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let r = new Rectangle(color.top, [
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DrawTag.ISO,
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]);
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// Top
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drawRectangle(gfx, [
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r.draw(gfx, [
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points[0],
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points[1],
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points[3],
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points[2],
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], color.top);
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]);
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// Right Edge
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if (edge == TileEdge.Right || edge == TileEdge.Both) {
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drawRectangle(gfx, [
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r.fill = color.right;
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r.draw(gfx, [
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points[3],
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points[2],
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points[4],
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points[5],
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], color.right);
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]);
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}
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// Left Edge
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if (edge == TileEdge.Left || edge == TileEdge.Both) {
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drawRectangle(gfx, [
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r.fill = color.left;
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r.draw(gfx, [
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points[0],
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points[2],
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points[4],
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points[6],
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], color.left);
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]);
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}
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gfx.ctx.uniform1i(gfx.getUniform("u_isIso"), 0);
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}
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export function drawIsometricGrid(gfx, camera, grid) {
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export function drawIsometricGrid(gfx, grid) {
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let position = { ...grid.position };
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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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@ -142,7 +148,7 @@ export function drawIsometricGrid(gfx, camera, grid) {
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position.x += grid.tileSize;
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continue;
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}
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drawIsometricCube(gfx, camera, new Vec3(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, position.z), exts, tile.fill, tile.edge);
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drawIsometricCube(gfx, new Vec3(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, position.z), exts, tile.fill, tile.edge);
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position.x += grid.tileSize;
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}
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position.y -= grid.tileSize;
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@ -151,71 +157,3 @@ export function drawIsometricGrid(gfx, camera, grid) {
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position.y = grid.position.y;
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}
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}
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export function drawRectangleExts(gfx, position, exts, color) {
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const a_position = gfx.getAttribute("a_position");
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const points = [
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position.x, position.y, position.z,
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position.x + exts.x, position.y, position.z,
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position.x, position.y + exts.y, position.z,
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position.x + exts.x, position.y + exts.y, position.z,
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position.x + exts.x, position.y, position.z,
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position.x, position.y + exts.y, position.z,
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];
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if (color instanceof Texture) {
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const a_tex_position = gfx.getAttribute("a_tex_position");
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const uv = [
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0.0, 0.0,
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-1.0, 0.0,
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0.0, -1.0,
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-1.0, -1.0,
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-1.0, 0.0,
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0.0, -1.0,
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];
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_tex_position.data(gfx.ctx, uv, gfx.ctx.STATIC_DRAW);
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color.bind(gfx);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
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color.unbind(gfx);
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}
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else {
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const a_color = gfx.getAttribute("a_color");
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const colors = new Array(6);
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colors.fill(color);
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_color.data(gfx.ctx, colors.flat(), gfx.ctx.STATIC_DRAW);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
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}
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}
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export function drawCircle(gfx, position, radius, color) {
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const points = new Array();
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const precision = 40;
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const angle = 2.0 * Math.PI / precision;
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let a = 0;
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for (let i = 0; i < precision; ++i) {
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var vec = Vec2.angle(a);
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vec.multScalar(radius);
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a += angle;
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points.push(vec);
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}
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for (let i = 0; i < points.length; i++) {
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const current = points[i];
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const next = points[(i + 1) % points.length];
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let center = position;
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drawTriangle(gfx, [center, center.addNew(current), center.addNew(next)], color);
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}
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}
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export function drawLine(gfx, A, B, color) {
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const a_position = gfx.getAttribute("a_position");
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const a_color = gfx.getAttribute("a_color");
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let points = [
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A.x, A.y,
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B.x, B.y,
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];
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const colors = [
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color,
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color,
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];
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_color.data(gfx.ctx, colors.flat(), gfx.ctx.STATIC_DRAW);
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gfx.ctx.drawArrays(gfx.ctx.LINES, 0, 2);
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}
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281
src/js/draw.ts
281
src/js/draw.ts
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@ -1,6 +1,6 @@
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import { Vec3, Vec2, Vec4, Mat4 } from "./common.js"
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import { Camera, Graphics, Texture } from "./graphics.js";
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import {Grid, TileEdge, TileFill} from "./world.js";
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import { Vec3, Vec2, Vec4 } from "./common.js"
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import { Graphics, Texture, Drawable, DrawTag } from "./graphics.js";
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import { TileEdge, TileFill, Grid } from "./world.js";
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import * as Assets from "./assets.js";
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// TODO: Don't assume tile size is same in all directions
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@ -20,93 +20,93 @@ function cull(point: Vec3, screen: Vec4, tileSize: number): boolean {
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return false;
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}
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export function drawTriangle(gfx: Graphics, positions: [Vec2, Vec2, Vec2], color: Assets.Color) {
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const a_position = gfx.getAttribute("a_position");
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const a_color = gfx.getAttribute("a_color");
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// Attrib format
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// position color uv
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// (3) (4) (2) => 3 + 4 + 2 = 9 <=> data.len % 9 == 0
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const points: Array<number> = [
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positions[0].x, positions[0].y,
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positions[1].x, positions[1].y,
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positions[2].x, positions[2].y,
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]
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export class Rectangle implements Drawable {
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fill: Texture | Assets.Color;
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attribs: string[] = ["a_position", "a_color", "a_tex_position"];
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tags: Array<DrawTag> = [];
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const colors: Array<number[]> = [
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color,
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color,
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color,
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];
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data: number[] = [];
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stride: number = 0;
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vertexStride: number = 0;
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a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
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a_color.data(gfx.ctx, colors.flat(), gfx.ctx.STATIC_DRAW);
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gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3);
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}
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constructor(fill: Texture | Assets.Color, tags?: Array<DrawTag>, attribs?: string[]) {
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this.fill = fill;
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export function drawTriangleExts(gfx: Graphics, position: Vec3, exts: Vec2, color: Assets.Color) {
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const a_position = gfx.getAttribute("a_position");
|
||||
const a_color = gfx.getAttribute("a_color");
|
||||
if (attribs !== undefined) {
|
||||
this.attribs = attribs;
|
||||
}
|
||||
|
||||
const points: Array<number> = [
|
||||
position.x, position.y, position.z,
|
||||
position.x + exts.x, position.y, position.z,
|
||||
position.x, position.y + exts.y, position.z,
|
||||
]
|
||||
|
||||
const colors: Array<number[]> = [
|
||||
color,
|
||||
color,
|
||||
color,
|
||||
];
|
||||
|
||||
a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
|
||||
a_color.data(gfx.ctx, colors.flat(), gfx.ctx.STATIC_DRAW);
|
||||
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 3);
|
||||
}
|
||||
|
||||
export function drawRectangle(gfx: Graphics, corners: [Vec3, Vec3, Vec3, Vec3], color: Assets.Color | Texture) {
|
||||
const a_position = gfx.getAttribute("a_position");
|
||||
|
||||
const points: Array<number> = [
|
||||
corners[0].x, corners[0].y, corners[0].z,
|
||||
corners[1].x, corners[1].y, corners[1].z,
|
||||
corners[3].x, corners[3].y, corners[3].z,
|
||||
|
||||
corners[2].x, corners[2].y, corners[2].z,
|
||||
corners[1].x, corners[1].y, corners[1].z,
|
||||
corners[3].x, corners[3].y, corners[3].z,
|
||||
|
||||
]
|
||||
|
||||
if (color instanceof Texture) {
|
||||
const a_tex_position = gfx.getAttribute("a_tex_position");
|
||||
|
||||
const uv: Array<number> = [
|
||||
0.0, 0.0,
|
||||
-1.0, 0.0,
|
||||
0.0, -1.0,
|
||||
-1.0, -1.0,
|
||||
-1.0, 0.0,
|
||||
0.0, -1.0,
|
||||
];
|
||||
|
||||
a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
|
||||
a_tex_position.data(gfx.ctx, uv, gfx.ctx.STATIC_DRAW);
|
||||
color.bind(gfx);
|
||||
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
|
||||
color.unbind(gfx);
|
||||
} else {
|
||||
const a_color = gfx.getAttribute("a_color");
|
||||
|
||||
const colors: Array<number[]> = new Array(6);
|
||||
colors.fill(color);
|
||||
|
||||
a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
|
||||
a_color.data(gfx.ctx, colors.flat(), gfx.ctx.STATIC_DRAW);
|
||||
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
|
||||
if (tags !== undefined) {
|
||||
this.tags = tags;
|
||||
}
|
||||
}
|
||||
|
||||
overrideDraw(draw: (...args: any[]) => void) {
|
||||
this.draw = draw;
|
||||
}
|
||||
|
||||
draw(gfx: Graphics, corners: [Vec3, Vec3, Vec3, Vec3]) {
|
||||
if (this.fill instanceof Texture) {
|
||||
this.data = [
|
||||
corners[0].x, corners[0].y, corners[0].z, 0, 0, 0, 0, 0, 0,
|
||||
corners[1].x, corners[1].y, corners[1].z, 0, 0, 0, 0, -1, 0,
|
||||
corners[3].x, corners[3].y, corners[3].z, 0, 0, 0, 0, 0, -1,
|
||||
|
||||
corners[2].x, corners[2].y, corners[2].z, 0, 0, 0, 0, -1, -1,
|
||||
corners[1].x, corners[1].y, corners[1].z, 0, 0, 0, 0, -1, 0,
|
||||
corners[3].x, corners[3].y, corners[3].z, 0, 0, 0, 0, 0, -1,
|
||||
]
|
||||
} else {
|
||||
this.data = [
|
||||
corners[0].x, corners[0].y, corners[0].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
corners[1].x, corners[1].y, corners[1].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
corners[3].x, corners[3].y, corners[3].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
|
||||
corners[2].x, corners[2].y, corners[2].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
corners[1].x, corners[1].y, corners[1].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
corners[3].x, corners[3].y, corners[3].z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
]
|
||||
}
|
||||
|
||||
this.vertexStride = 9;
|
||||
this.stride = this.vertexStride * 4
|
||||
gfx.toRender.push({...this});
|
||||
}
|
||||
|
||||
drawExts(gfx: Graphics, position: Vec3, exts: Vec2) {
|
||||
if (this.fill instanceof Texture) {
|
||||
this.data = [
|
||||
position.x, position.y, position.z, 0, 0, 0, 0, 0, 0,
|
||||
position.x + exts.x, position.y, position.z, 0, 0, 0, 0, -1, 0,
|
||||
position.x, position.y + exts.y, position.z, 0, 0, 0, 0, 0, -1,
|
||||
|
||||
position.x + exts.x, position.y + exts.y, position.z, 0, 0, 0, 0, -1, -1,
|
||||
position.x + exts.x, position.y, position.z, 0, 0, 0, 0, -1, 0,
|
||||
position.x, position.y + exts.y, position.z, 0, 0, 0, 0, 0, -1,
|
||||
]
|
||||
} else {
|
||||
this.data = [
|
||||
position.x, position.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
position.x + exts.x, position.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
position.x, position.y + exts.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
|
||||
position.x + exts.x, position.y + exts.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
position.x + exts.x, position.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
position.x, position.y + exts.y, position.z, this.fill[0], this.fill[1], this.fill[2], this.fill[3], 0, 0,
|
||||
]
|
||||
}
|
||||
|
||||
this.vertexStride = 9;
|
||||
this.stride = this.vertexStride * 4
|
||||
gfx.toRender.push(this);
|
||||
}
|
||||
}
|
||||
|
||||
export function drawIsometricCube(gfx: Graphics, camera: Camera, position: Vec3, exts: Vec3, color: TileFill, edge: TileEdge) {
|
||||
export function drawIsometricCube(gfx: Graphics, position: Vec3, exts: Vec3, color: TileFill, edge: TileEdge) {
|
||||
let points = [
|
||||
// Left Top
|
||||
position,
|
||||
|
@ -122,16 +122,12 @@ export function drawIsometricCube(gfx: Graphics, camera: Camera, position: Vec3,
|
|||
new Vec3(position.x + 0.5 * exts.x, position.y - 0.5 * exts.y, position.z + 0.25 * exts.z),
|
||||
];
|
||||
|
||||
let screen = new Vec4(
|
||||
-camera.position.x,
|
||||
-camera.position.y,
|
||||
gfx.ctx.canvas.width,
|
||||
gfx.ctx.canvas.height);
|
||||
|
||||
gfx.ctx.uniform1i(gfx.getUniform("u_isIso"), 1);
|
||||
let r = new Rectangle(color.top, [
|
||||
DrawTag.ISO,
|
||||
]);
|
||||
|
||||
// Top
|
||||
drawRectangle(
|
||||
r.draw(
|
||||
gfx,
|
||||
[
|
||||
points[0],
|
||||
|
@ -139,39 +135,41 @@ export function drawIsometricCube(gfx: Graphics, camera: Camera, position: Vec3,
|
|||
points[3],
|
||||
points[2],
|
||||
],
|
||||
color.top);
|
||||
);
|
||||
|
||||
// Right Edge
|
||||
|
||||
if (edge == TileEdge.Right || edge == TileEdge.Both) {
|
||||
drawRectangle(
|
||||
r.fill = color.right;
|
||||
|
||||
r.draw(
|
||||
gfx,
|
||||
[
|
||||
points[3],
|
||||
points[2],
|
||||
points[4],
|
||||
points[5],
|
||||
],
|
||||
color.right);
|
||||
]
|
||||
);
|
||||
}
|
||||
|
||||
// Left Edge
|
||||
if (edge == TileEdge.Left || edge == TileEdge.Both) {
|
||||
drawRectangle(
|
||||
r.fill = color.left;
|
||||
|
||||
r.draw(
|
||||
gfx,
|
||||
[
|
||||
points[0],
|
||||
points[2],
|
||||
points[4],
|
||||
points[6],
|
||||
],
|
||||
color.left);
|
||||
]
|
||||
);
|
||||
}
|
||||
|
||||
gfx.ctx.uniform1i(gfx.getUniform("u_isIso"), 0);
|
||||
}
|
||||
|
||||
export function drawIsometricGrid(gfx: Graphics, camera: Camera, grid: Grid) {
|
||||
export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
|
||||
let position = {...grid.position} as Vec3;
|
||||
let exts = new Vec3(grid.tileSize, grid.tileSize, 0);
|
||||
let tileCoord = new Vec3(0, 0, 0);
|
||||
|
@ -191,7 +189,7 @@ export function drawIsometricGrid(gfx: Graphics, camera: Camera, grid: Grid) {
|
|||
continue;
|
||||
}
|
||||
|
||||
drawIsometricCube(gfx, camera, new Vec3(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, position.z), exts, tile.fill, tile.edge);
|
||||
drawIsometricCube(gfx, new Vec3(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, position.z), exts, tile.fill, tile.edge);
|
||||
|
||||
position.x += grid.tileSize;
|
||||
}
|
||||
|
@ -201,86 +199,3 @@ export function drawIsometricGrid(gfx: Graphics, camera: Camera, grid: Grid) {
|
|||
position.y = grid.position.y;
|
||||
}
|
||||
}
|
||||
|
||||
export function drawRectangleExts(gfx: Graphics, position: Vec3, exts: Vec2, color: Assets.Color | Texture) {
|
||||
const a_position = gfx.getAttribute("a_position");
|
||||
|
||||
const points: Array<number> = [
|
||||
position.x, position.y, position.z,
|
||||
position.x + exts.x, position.y, position.z,
|
||||
position.x, position.y + exts.y, position.z,
|
||||
|
||||
position.x + exts.x, position.y + exts.y, position.z,
|
||||
position.x + exts.x, position.y, position.z,
|
||||
position.x, position.y + exts.y, position.z,
|
||||
]
|
||||
|
||||
if (color instanceof Texture) {
|
||||
const a_tex_position = gfx.getAttribute("a_tex_position");
|
||||
|
||||
const uv: Array<number> = [
|
||||
0.0, 0.0,
|
||||
-1.0, 0.0,
|
||||
0.0, -1.0,
|
||||
-1.0, -1.0,
|
||||
-1.0, 0.0,
|
||||
0.0, -1.0,
|
||||
];
|
||||
|
||||
a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
|
||||
a_tex_position.data(gfx.ctx, uv, gfx.ctx.STATIC_DRAW);
|
||||
color.bind(gfx);
|
||||
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
|
||||
color.unbind(gfx);
|
||||
} else {
|
||||
const a_color = gfx.getAttribute("a_color");
|
||||
|
||||
const colors: Array<number[]> = new Array(6);
|
||||
colors.fill(color);
|
||||
|
||||
a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
|
||||
a_color.data(gfx.ctx, colors.flat(), gfx.ctx.STATIC_DRAW);
|
||||
gfx.ctx.drawArrays(gfx.ctx.TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export function drawCircle(gfx: Graphics, position: Vec2, radius: number, color: Assets.Color) {
|
||||
const points: Array<Vec2> = new Array<Vec2>();
|
||||
|
||||
const precision = 40;
|
||||
const angle = 2.0*Math.PI/precision;
|
||||
let a = 0;
|
||||
for (let i = 0; i < precision; ++i) {
|
||||
var vec = Vec2.angle(a);
|
||||
vec.multScalar(radius);
|
||||
a += angle;
|
||||
points.push(vec);
|
||||
}
|
||||
|
||||
for (let i = 0; i < points.length; i++) {
|
||||
const current = points[i];
|
||||
const next = points[(i + 1) % points.length];
|
||||
let center = position;
|
||||
drawTriangle(gfx, [center, center.addNew(current), center.addNew(next)], color);
|
||||
}
|
||||
}
|
||||
|
||||
export function drawLine(gfx: Graphics, A: Vec2, B: Vec2, color: Assets.Color) {
|
||||
const a_position = gfx.getAttribute("a_position");
|
||||
const a_color = gfx.getAttribute("a_color");
|
||||
|
||||
let points: Array<number> = [
|
||||
A.x, A.y,
|
||||
B.x, B.y,
|
||||
];
|
||||
|
||||
const colors: Array<number[]> = [
|
||||
color,
|
||||
color,
|
||||
];
|
||||
|
||||
a_position.data(gfx.ctx, points, gfx.ctx.STATIC_DRAW);
|
||||
a_color.data(gfx.ctx, colors.flat(), gfx.ctx.STATIC_DRAW);
|
||||
gfx.ctx.drawArrays(gfx.ctx.LINES, 0, 2);
|
||||
}
|
||||
|
|
|
@ -39,16 +39,24 @@ function createProgram(ctx, vertexShaderSource, fragmentShaderSource) {
|
|||
}
|
||||
return program;
|
||||
}
|
||||
export var DrawTag;
|
||||
(function (DrawTag) {
|
||||
DrawTag[DrawTag["ISO"] = 0] = "ISO";
|
||||
})(DrawTag || (DrawTag = {}));
|
||||
export class Graphics {
|
||||
ctx;
|
||||
program;
|
||||
attribs = new Map();
|
||||
uniforms = new Map();
|
||||
vao;
|
||||
vbo;
|
||||
toRender = [];
|
||||
texCount = 0;
|
||||
constructor(ctx, vs, fs) {
|
||||
this.ctx = ctx;
|
||||
this.program = createProgram(ctx, vs, fs);
|
||||
this.vao = ctx.createVertexArray();
|
||||
this.vbo = ctx.createBuffer();
|
||||
ctx.bindVertexArray(this.vao);
|
||||
ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
|
||||
ctx.useProgram(this.program);
|
||||
|
@ -82,60 +90,97 @@ export class Graphics {
|
|||
throw new Error("Tried to get uninitialized uniform: " + name);
|
||||
return loc;
|
||||
}
|
||||
draw() {
|
||||
for (let o of this.toRender) {
|
||||
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, this.vbo);
|
||||
this.ctx.bufferData(this.ctx.ARRAY_BUFFER, new Float32Array(o.data), this.ctx.STATIC_DRAW);
|
||||
let aid = 0;
|
||||
for (let a of o.attribs) {
|
||||
let attr = this.getAttribute(a);
|
||||
if (!attr.formatted)
|
||||
throw new Error("Tried to use unformatted attribute!");
|
||||
this.ctx.enableVertexAttribArray(attr.loc);
|
||||
this.ctx.vertexAttribPointer(attr.loc, attr.size, attr.type, attr.normalized, o.stride, aid * 4);
|
||||
aid += attr.size;
|
||||
}
|
||||
// Generalize the tag uniforms aka. don't hard code them
|
||||
for (let t of o.tags) {
|
||||
switch (t) {
|
||||
case DrawTag.ISO: {
|
||||
this.ctx.uniform1ui(this.getUniform("u_isIso"), 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (o.fill instanceof Texture) {
|
||||
this.ctx.uniform1i(this.getUniform("u_isTex"), 1);
|
||||
o.fill.bind(this);
|
||||
}
|
||||
this.ctx.drawArrays(this.ctx.TRIANGLES, 0, o.data.length / o.vertexStride);
|
||||
if (o.fill instanceof Texture) {
|
||||
this.ctx.uniform1i(this.getUniform("u_isTex"), 0);
|
||||
o.fill.unbind(this);
|
||||
}
|
||||
for (let t of o.tags) {
|
||||
switch (t) {
|
||||
case DrawTag.ISO: {
|
||||
this.ctx.uniform1ui(this.getUniform("u_isIso"), 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// TODO: Maybe add persistent rendering?
|
||||
this.toRender = [];
|
||||
}
|
||||
}
|
||||
export class Attribute {
|
||||
loc;
|
||||
buffer;
|
||||
// TODO: maybe use undefined as default value?
|
||||
formatted = false;
|
||||
size = 0;
|
||||
type = 0;
|
||||
normalized = false;
|
||||
stride = 0;
|
||||
offset = 0;
|
||||
normalized = false;
|
||||
constructor(ctx, program, name) {
|
||||
this.loc = ctx.getAttribLocation(program, name);
|
||||
this.buffer = ctx.createBuffer();
|
||||
}
|
||||
format(size, type, normalized, stride, offset) {
|
||||
format(size, type, normalized, offset) {
|
||||
this.size = size;
|
||||
this.type = type;
|
||||
this.normalized = normalized;
|
||||
this.stride = stride;
|
||||
this.offset = offset;
|
||||
}
|
||||
data(ctx, data, usage) {
|
||||
ctx.enableVertexAttribArray(this.loc);
|
||||
ctx.bindBuffer(ctx.ARRAY_BUFFER, this.buffer);
|
||||
ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(data), usage);
|
||||
ctx.vertexAttribPointer(this.loc, this.size, this.type, this.normalized, this.stride, this.offset);
|
||||
this.formatted = true;
|
||||
}
|
||||
}
|
||||
export class Texture {
|
||||
tex;
|
||||
texId;
|
||||
width = 0;
|
||||
height = 0;
|
||||
constructor(tex, width, height) {
|
||||
constructor(texId, tex, width, height) {
|
||||
this.height = height;
|
||||
this.width = width;
|
||||
this.tex = tex;
|
||||
this.texId = texId;
|
||||
}
|
||||
static async load(ctx, path) {
|
||||
// TODO: Load sprite sheet only once
|
||||
// TODO: Allow changing sprite size
|
||||
static async load(gfx, path) {
|
||||
let image = await loadTexture(path);
|
||||
let tex = ctx.createTexture();
|
||||
ctx.bindTexture(ctx.TEXTURE_2D, tex);
|
||||
ctx.texImage2D(ctx.TEXTURE_2D, 0, ctx.RGBA, ctx.RGBA, ctx.UNSIGNED_BYTE, image);
|
||||
ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.NEAREST);
|
||||
ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.NEAREST);
|
||||
ctx.bindTexture(ctx.TEXTURE_2D, null);
|
||||
return new Texture(tex, image.width, image.height);
|
||||
let tex = gfx.ctx.createTexture();
|
||||
gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, tex);
|
||||
gfx.ctx.texImage2D(gfx.ctx.TEXTURE_2D, 0, gfx.ctx.RGBA, gfx.ctx.RGBA, gfx.ctx.UNSIGNED_BYTE, image);
|
||||
gfx.ctx.texParameteri(gfx.ctx.TEXTURE_2D, gfx.ctx.TEXTURE_MAG_FILTER, gfx.ctx.NEAREST);
|
||||
gfx.ctx.texParameteri(gfx.ctx.TEXTURE_2D, gfx.ctx.TEXTURE_MIN_FILTER, gfx.ctx.NEAREST);
|
||||
gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, null);
|
||||
gfx.texCount += 1;
|
||||
return new Texture(gfx.texCount, tex, image.width, image.height);
|
||||
}
|
||||
bind(gfx) {
|
||||
gfx.ctx.uniform1i(gfx.getUniform("u_isTex"), 1);
|
||||
gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, this.tex);
|
||||
}
|
||||
unbind(gfx) {
|
||||
gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, null);
|
||||
gfx.ctx.uniform1i(gfx.getUniform("u_isTex"), 0);
|
||||
}
|
||||
}
|
||||
async function loadTexture(path) {
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
import * as Assets from "./assets.js";
|
||||
import {Vec2, Vec3, Vec4} from "./common.js";
|
||||
|
||||
export function fullscreenCanvas(gfx: Graphics, id: string) {
|
||||
|
@ -51,16 +52,36 @@ function createProgram(ctx: WebGL2RenderingContext, vertexShaderSource: string |
|
|||
return program;
|
||||
}
|
||||
|
||||
export enum DrawTag {
|
||||
ISO,
|
||||
}
|
||||
|
||||
export interface Drawable {
|
||||
fill: Texture | Assets.Color;
|
||||
attribs: string[];
|
||||
tags: Array<DrawTag>;
|
||||
|
||||
data: Array<number>;
|
||||
vertexStride: number;
|
||||
stride: number;
|
||||
}
|
||||
|
||||
export class Graphics {
|
||||
ctx: WebGL2RenderingContext;
|
||||
program: WebGLProgram;
|
||||
attribs: Map<string, Attribute> = new Map();
|
||||
uniforms: Map<string, WebGLUniformLocation> = new Map();
|
||||
vao: WebGLVertexArrayObject;
|
||||
vbo: WebGLBuffer;
|
||||
|
||||
toRender: Array<Drawable> = [];
|
||||
texCount: number = 0;
|
||||
|
||||
constructor(ctx: WebGL2RenderingContext, vs: string, fs: string) {
|
||||
this.ctx = ctx;
|
||||
this.program = createProgram(ctx, vs, fs);
|
||||
this.vao = ctx.createVertexArray();
|
||||
this.vbo = ctx.createBuffer();
|
||||
|
||||
ctx.bindVertexArray(this.vao);
|
||||
ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
|
||||
|
@ -107,78 +128,126 @@ export class Graphics {
|
|||
|
||||
return loc;
|
||||
}
|
||||
|
||||
draw() {
|
||||
for (let o of this.toRender) {
|
||||
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, this.vbo);
|
||||
this.ctx.bufferData(this.ctx.ARRAY_BUFFER, new Float32Array(o.data), this.ctx.STATIC_DRAW);
|
||||
|
||||
let aid = 0;
|
||||
for (let a of o.attribs) {
|
||||
let attr = this.getAttribute(a);
|
||||
if (!attr.formatted)
|
||||
throw new Error("Tried to use unformatted attribute!");
|
||||
|
||||
this.ctx.enableVertexAttribArray(attr.loc);
|
||||
this.ctx.vertexAttribPointer(attr.loc, attr.size, attr.type, attr.normalized, o.stride, aid * 4);
|
||||
aid += attr.size;
|
||||
}
|
||||
|
||||
// Generalize the tag uniforms aka. don't hard code them
|
||||
for (let t of o.tags) {
|
||||
switch (t) {
|
||||
case DrawTag.ISO: {
|
||||
this.ctx.uniform1ui(this.getUniform("u_isIso"), 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (o.fill instanceof Texture)
|
||||
{
|
||||
this.ctx.uniform1i(this.getUniform("u_isTex"), 1);
|
||||
o.fill.bind(this);
|
||||
}
|
||||
|
||||
this.ctx.drawArrays(this.ctx.TRIANGLES, 0, o.data.length / o.vertexStride);
|
||||
|
||||
if (o.fill instanceof Texture)
|
||||
{
|
||||
this.ctx.uniform1i(this.getUniform("u_isTex"), 0);
|
||||
o.fill.unbind(this);
|
||||
}
|
||||
|
||||
for (let t of o.tags) {
|
||||
switch (t) {
|
||||
case DrawTag.ISO: {
|
||||
this.ctx.uniform1ui(this.getUniform("u_isIso"), 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// TODO: Maybe add persistent rendering?
|
||||
this.toRender = [];
|
||||
}
|
||||
}
|
||||
|
||||
export class Attribute {
|
||||
loc: GLint;
|
||||
buffer: WebGLBuffer;
|
||||
formatted: boolean = false;
|
||||
|
||||
// TODO: maybe use undefined as default value?
|
||||
size: GLint = 0;
|
||||
type: GLenum = 0;
|
||||
normalized: GLboolean = false;
|
||||
stride: GLsizei = 0;
|
||||
offset: GLintptr = 0;
|
||||
normalized: GLboolean = false;
|
||||
|
||||
constructor(ctx: WebGL2RenderingContext, program: WebGLProgram, name: string) {
|
||||
this.loc = ctx.getAttribLocation(program, name);
|
||||
this.buffer = ctx.createBuffer();
|
||||
}
|
||||
|
||||
format(
|
||||
size: GLint,
|
||||
type: GLenum,
|
||||
normalized: GLboolean,
|
||||
stride: GLsizei,
|
||||
offset: GLintptr)
|
||||
{
|
||||
this.size = size;
|
||||
this.type = type;
|
||||
this.normalized = normalized;
|
||||
this.stride = stride;
|
||||
this.offset = offset;
|
||||
}
|
||||
|
||||
data(ctx: WebGL2RenderingContext, data: Array<number>, usage: GLenum) {
|
||||
ctx.enableVertexAttribArray(this.loc);
|
||||
ctx.bindBuffer(ctx.ARRAY_BUFFER, this.buffer);
|
||||
ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array(data), usage);
|
||||
ctx.vertexAttribPointer(this.loc, this.size, this.type, this.normalized, this.stride, this.offset);
|
||||
this.formatted = true;
|
||||
}
|
||||
}
|
||||
|
||||
export class Texture {
|
||||
tex: WebGLTexture | null;
|
||||
texId: number;
|
||||
width: number = 0;
|
||||
height: number = 0;
|
||||
|
||||
constructor(tex: WebGLTexture, width: number, height: number) {
|
||||
constructor(texId: number, tex: WebGLTexture, width: number, height: number) {
|
||||
this.height = height;
|
||||
this.width = width;
|
||||
this.tex = tex;
|
||||
this.texId = texId;
|
||||
}
|
||||
|
||||
static async load(ctx: WebGL2RenderingContext, path: string): Promise<Texture> {
|
||||
// TODO: Load sprite sheet only once
|
||||
// TODO: Allow changing sprite size
|
||||
static async load(gfx: Graphics, path: string): Promise<Texture> {
|
||||
let image = await loadTexture(path);
|
||||
|
||||
let tex = ctx.createTexture();
|
||||
ctx.bindTexture(ctx.TEXTURE_2D, tex);
|
||||
ctx.texImage2D(ctx.TEXTURE_2D, 0, ctx.RGBA, ctx.RGBA, ctx.UNSIGNED_BYTE, image);
|
||||
ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MAG_FILTER, ctx.NEAREST);
|
||||
ctx.texParameteri(ctx.TEXTURE_2D, ctx.TEXTURE_MIN_FILTER, ctx.NEAREST);
|
||||
ctx.bindTexture(ctx.TEXTURE_2D, null);
|
||||
let tex = gfx.ctx.createTexture();
|
||||
gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, tex);
|
||||
gfx.ctx.texImage2D(gfx.ctx.TEXTURE_2D, 0, gfx.ctx.RGBA, gfx.ctx.RGBA, gfx.ctx.UNSIGNED_BYTE, image);
|
||||
gfx.ctx.texParameteri(gfx.ctx.TEXTURE_2D, gfx.ctx.TEXTURE_MAG_FILTER, gfx.ctx.NEAREST);
|
||||
gfx.ctx.texParameteri(gfx.ctx.TEXTURE_2D, gfx.ctx.TEXTURE_MIN_FILTER, gfx.ctx.NEAREST);
|
||||
gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, null);
|
||||
|
||||
return new Texture(tex, image.width, image.height);
|
||||
gfx.texCount += 1;
|
||||
return new Texture(gfx.texCount, tex, image.width, image.height);
|
||||
}
|
||||
|
||||
bind(gfx: Graphics) {
|
||||
gfx.ctx.uniform1i(gfx.getUniform("u_isTex"), 1);
|
||||
gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, this.tex);
|
||||
}
|
||||
|
||||
unbind(gfx: Graphics) {
|
||||
gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, null);
|
||||
gfx.ctx.uniform1i(gfx.getUniform("u_isTex"), 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -7,14 +7,16 @@ import { bush, Grid, Tile, tree } from "./world.js";
|
|||
import * as Assets from "./assets.js";
|
||||
const vertexShader = `#version 300 es
|
||||
|
||||
in vec3 a_position;
|
||||
in vec2 a_tex_position;
|
||||
out vec2 v_tex_position;
|
||||
in vec4 a_color;
|
||||
layout(location = 0) in vec3 a_position;
|
||||
layout(location = 1) in vec2 a_tex_position;
|
||||
layout(location = 2) in vec4 a_color;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex_position;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform bool u_isTex;
|
||||
uniform bool u_isIso;
|
||||
uniform bool u_isTex;
|
||||
|
||||
mat4 Iso = mat4(
|
||||
1, -1, 0, 0,
|
||||
|
@ -22,7 +24,7 @@ const vertexShader = `#version 300 es
|
|||
0, 0, 1, 0,
|
||||
0, 0, 0, 1
|
||||
);
|
||||
|
||||
|
||||
void main() {
|
||||
vec4 orthographic;
|
||||
|
||||
|
@ -47,12 +49,12 @@ const fragmentShader = `#version 300 es
|
|||
|
||||
precision highp float;
|
||||
|
||||
in vec2 v_tex_position;
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex_position;
|
||||
out vec4 outColor;
|
||||
uniform bool u_isTex;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
uniform bool u_isTex;
|
||||
|
||||
void main() {
|
||||
if (u_isTex) {
|
||||
|
@ -76,7 +78,20 @@ function draw(gfx, camera, dt, grid) {
|
|||
let mt = Mat4.translate(camera.position);
|
||||
let m = mt.multNew(mo);
|
||||
gfx.ctx.uniformMatrix4fv(gfx.getUniform("u_matrix"), false, m.splat());
|
||||
drawing.drawIsometricGrid(gfx, camera, grid);
|
||||
drawing.drawIsometricGrid(gfx, grid);
|
||||
//let r = new drawing.Rectangle(Assets.assets.get("grass"), [
|
||||
// DrawTag.ISO,
|
||||
// DrawTag.TEXTURED,
|
||||
//]);
|
||||
//r.draw(
|
||||
// gfx,
|
||||
// [
|
||||
// new Vec3(0, 0, 0),
|
||||
// new Vec3(100, 0, 0),
|
||||
// new Vec3(100, 100, 0),
|
||||
// new Vec3(0, 100, 0),
|
||||
// ]);
|
||||
gfx.draw();
|
||||
}
|
||||
function addDefaultKeybinds(input, camera) {
|
||||
input.addKeyAction("KeyA", [], camera, (c) => {
|
||||
|
@ -107,19 +122,19 @@ function addDefaultKeybinds(input, camera) {
|
|||
return;
|
||||
const gfx = new Graphics(ctx, vertexShader, fragmentShader);
|
||||
fullscreenCanvas(gfx, canvasId);
|
||||
const a_position = gfx.createAttribute("a_position");
|
||||
a_position.format(3, gfx.ctx.FLOAT, false, 0, 0);
|
||||
const a_color = gfx.createAttribute("a_color");
|
||||
a_color.format(4, gfx.ctx.FLOAT, false, 0, 0);
|
||||
const a_tex_position = gfx.createAttribute("a_tex_position");
|
||||
a_tex_position.format(2, gfx.ctx.FLOAT, false, 0, 0);
|
||||
let a = gfx.createAttribute("a_position");
|
||||
a.format(3, ctx.FLOAT, false, 0);
|
||||
a = gfx.createAttribute("a_color");
|
||||
a.format(4, ctx.FLOAT, false, 0);
|
||||
a = gfx.createAttribute("a_tex_position");
|
||||
a.format(2, ctx.FLOAT, false, 0);
|
||||
gfx.createUniform("u_matrix");
|
||||
gfx.createUniform("u_isTex");
|
||||
gfx.createUniform("u_isIso");
|
||||
gfx.createUniform("u_isTex");
|
||||
let camera = new Camera(new Vec3(0, 0, -1));
|
||||
await Assets.assets.load(ctx);
|
||||
await Assets.assets.load(gfx);
|
||||
let m = Mat4.isometric();
|
||||
let size = 20;
|
||||
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);
|
||||
grid.fillLayer(new Tile({
|
||||
top: Assets.assets.get("grass"),
|
||||
|
|
|
@ -1,22 +1,24 @@
|
|||
import { initializeContext, Vec3, Mat4, Vec4, Vec2 } from "./common.js";
|
||||
import { Graphics, fullscreenCanvas, Camera } from "./graphics.js";
|
||||
import { Graphics, fullscreenCanvas, Camera, DrawTag } from "./graphics.js";
|
||||
import * as drawing from "./draw.js";
|
||||
import * as wasm from "./wasm.js";
|
||||
import { Input } from "./input.js";
|
||||
import {bush, Grid, Tile, tree} from "./world.js";
|
||||
import {bush, Grid, Tile, TileEdge, tree} from "./world.js";
|
||||
import * as Assets from "./assets.js";
|
||||
|
||||
const vertexShader =
|
||||
`#version 300 es
|
||||
|
||||
in vec3 a_position;
|
||||
in vec2 a_tex_position;
|
||||
out vec2 v_tex_position;
|
||||
in vec4 a_color;
|
||||
layout(location = 0) in vec3 a_position;
|
||||
layout(location = 1) in vec2 a_tex_position;
|
||||
layout(location = 2) in vec4 a_color;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex_position;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform bool u_isTex;
|
||||
uniform bool u_isIso;
|
||||
uniform bool u_isTex;
|
||||
|
||||
mat4 Iso = mat4(
|
||||
1, -1, 0, 0,
|
||||
|
@ -24,7 +26,7 @@ const vertexShader =
|
|||
0, 0, 1, 0,
|
||||
0, 0, 0, 1
|
||||
);
|
||||
|
||||
|
||||
void main() {
|
||||
vec4 orthographic;
|
||||
|
||||
|
@ -51,12 +53,12 @@ const fragmentShader =
|
|||
|
||||
precision highp float;
|
||||
|
||||
in vec2 v_tex_position;
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex_position;
|
||||
out vec4 outColor;
|
||||
uniform bool u_isTex;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
uniform bool u_isTex;
|
||||
|
||||
void main() {
|
||||
if (u_isTex) {
|
||||
|
@ -89,7 +91,23 @@ function draw(gfx: Graphics, camera: Camera, dt: number, grid: Grid) {
|
|||
m.splat()
|
||||
);
|
||||
|
||||
drawing.drawIsometricGrid(gfx, camera, grid);
|
||||
drawing.drawIsometricGrid(gfx, grid);
|
||||
|
||||
//let r = new drawing.Rectangle(Assets.assets.get("grass"), [
|
||||
// DrawTag.ISO,
|
||||
// DrawTag.TEXTURED,
|
||||
//]);
|
||||
|
||||
//r.draw(
|
||||
// gfx,
|
||||
// [
|
||||
// new Vec3(0, 0, 0),
|
||||
// new Vec3(100, 0, 0),
|
||||
// new Vec3(100, 100, 0),
|
||||
// new Vec3(0, 100, 0),
|
||||
// ]);
|
||||
|
||||
gfx.draw();
|
||||
}
|
||||
|
||||
function addDefaultKeybinds(input: Input, camera: Camera) {
|
||||
|
@ -134,26 +152,24 @@ function addDefaultKeybinds(input: Input, camera: Camera) {
|
|||
const gfx = new Graphics(ctx, vertexShader, fragmentShader);
|
||||
fullscreenCanvas(gfx, canvasId);
|
||||
|
||||
const a_position = gfx.createAttribute("a_position");
|
||||
a_position.format(3, gfx.ctx.FLOAT, false, 0, 0);
|
||||
|
||||
const a_color = gfx.createAttribute("a_color");
|
||||
a_color.format(4, gfx.ctx.FLOAT, false, 0, 0);
|
||||
|
||||
const a_tex_position = gfx.createAttribute("a_tex_position");
|
||||
a_tex_position.format(2, gfx.ctx.FLOAT, false, 0, 0);
|
||||
let a = gfx.createAttribute("a_position");
|
||||
a.format(3, ctx.FLOAT, false, 0)
|
||||
a = gfx.createAttribute("a_color");
|
||||
a.format(4, ctx.FLOAT, false, 0)
|
||||
a = gfx.createAttribute("a_tex_position");
|
||||
a.format(2, ctx.FLOAT, false, 0)
|
||||
|
||||
gfx.createUniform("u_matrix");
|
||||
gfx.createUniform("u_isTex");
|
||||
gfx.createUniform("u_isIso");
|
||||
gfx.createUniform("u_isTex");
|
||||
|
||||
let camera = new Camera(new Vec3(0, 0, -1));
|
||||
|
||||
await Assets.assets.load(ctx);
|
||||
await Assets.assets.load(gfx);
|
||||
|
||||
let m = Mat4.isometric();
|
||||
|
||||
let size = 20;
|
||||
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);
|
||||
grid.fillLayer(new Tile({
|
||||
top: Assets.assets.get("grass"),
|
||||
|
|
Loading…
Reference in New Issue