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3 Commits

Author SHA1 Message Date
Maciej Samborski 2e9ec2565b Fixed scaling event lag 2025-01-05 14:50:05 +01:00
Maciej Samborski 87ad6fbd9d Added camera scaling 2025-01-02 19:39:39 +01:00
Maciej Samborski 912487d264 Added basic Object Batching 2025-01-01 21:10:49 +01:00
12 changed files with 532 additions and 441 deletions

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@ -26,12 +26,10 @@ export class Assets {
throw new Error("Tried to assess assets without loading them!");
return this.assets.get(name);
}
async load(ctx) {
assets.push("city", await Texture.load(ctx, "../../assets/genetica/rt/City Night.jpg"));
assets.push("wall", await Texture.load(ctx, "../../assets/wall.png"));
assets.push("grass", await Texture.load(ctx, "../../assets/grass.png"));
assets.push("leaves", await Texture.load(ctx, "../../assets/greenary.png"));
assets.push("log", await Texture.load(ctx, "../../assets/log.png"));
async load(gfx) {
assets.push("grass", await Texture.load(gfx, "../../assets/grass2.png"));
assets.push("leaves", await Texture.load(gfx, "../../assets/greenary.png"));
assets.push("log", await Texture.load(gfx, "../../assets/log.png"));
this.loaded = true;
}
}

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@ -1,4 +1,4 @@
import {Texture} from "./graphics.js";
import {Graphics, Texture} from "./graphics.js";
import {TileFill} from "./world.js";
export type Color = [number, number, number, number]
@ -40,12 +40,11 @@ export class Assets {
return this.assets.get(name)!;
}
async load(ctx: WebGL2RenderingContext) {
assets.push("city", await Texture.load(ctx, "../../assets/genetica/rt/City Night.jpg"));
assets.push("wall", await Texture.load(ctx, "../../assets/wall.png"));
assets.push("grass", await Texture.load(ctx, "../../assets/grass.png"));
assets.push("leaves", await Texture.load(ctx, "../../assets/greenary.png"));
assets.push("log", await Texture.load(ctx, "../../assets/log.png"));
async load(gfx: Graphics) {
assets.push("grass", await Texture.load(gfx, "../../assets/grass2.png"));
assets.push("leaves", await Texture.load(gfx, "../../assets/greenary.png"));
assets.push("log", await Texture.load(gfx, "../../assets/log.png"));
this.loaded = true;
}
}

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@ -267,6 +267,14 @@ class Mat4 {
}
this.data = new Float32Array(16);
}
static IDENTITY() {
return new Mat4(new Float32Array([
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]));
}
static orthographic(left, right, bottom, top, near, far) {
let data = new Float32Array([
2 / (right - left), 0, 0, 0,
@ -330,6 +338,14 @@ class Mat4 {
t.x, t.y, t.z, 1,
]));
}
static scale(scales) {
return new Mat4(new Float32Array([
scales.x, 0, 0, 0,
0, scales.y, 0, 0,
0, 0, scales.z, 0,
0, 0, 0, 1,
]));
}
x(n) {
return this.data[n];
}

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@ -379,6 +379,15 @@ class Mat4 {
this.data = new Float32Array(16);
}
static IDENTITY(): Mat4 {
return new Mat4(new Float32Array([
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]));
}
static orthographic(left: number, right: number, bottom: number, top: number, near: number, far: number): Mat4 {
let data = new Float32Array([
2 / (right - left), 0, 0, 0,
@ -454,6 +463,15 @@ class Mat4 {
]));
}
static scale(scales: Vec3) {
return new Mat4(new Float32Array([
scales.x, 0, 0, 0,
0, scales.y, 0, 0,
0, 0, scales.z, 0,
0, 0, 0, 1,
]));
}
x(n: Mat4X) {
return this.data[n];
}

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@ -1,5 +1,5 @@
import { Vec3, Vec2, Vec4 } from "./common.js";
import { Texture } from "./graphics.js";
import { Vec3 } from "./common.js";
import { Texture, DrawTag } from "./graphics.js";
import { TileEdge } from "./world.js";
// TODO: Don't assume tile size is same in all directions
function cull(point, screen, tileSize) {
@ -13,76 +13,80 @@ function cull(point, screen, tileSize) {
return true;
return false;
}
export function drawTriangle(gfx, positions, color) {
const a_position = gfx.getAttribute("a_position");
const a_color = gfx.getAttribute("a_color");
const points = [
positions[0].x, positions[0].y,
positions[1].x, positions[1].y,
positions[2].x, positions[2].y,
];
const colors = [
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 drawTriangleExts(gfx, position, exts, color) {
const a_position = gfx.getAttribute("a_position");
const a_color = gfx.getAttribute("a_color");
const points = [
position.x, position.y, position.z,
position.x + exts.x, position.y, position.z,
position.x, position.y + exts.y, position.z,
];
const colors = [
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, corners, color) {
const a_position = gfx.getAttribute("a_position");
const points = [
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 = [
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);
// Attrib format
// position color uv
// (3) (4) (2) => 3 + 4 + 2 = 9 <=> data.len % 9 == 0
export class Rectangle {
fill;
attribs = ["a_position", "a_color", "a_tex_position"];
tags = [];
data = [];
stride = 0;
vertexStride = 0;
constructor(fill, tags, attribs) {
this.fill = fill;
if (attribs !== undefined) {
this.attribs = attribs;
}
if (tags !== undefined) {
this.tags = tags;
}
}
else {
const a_color = gfx.getAttribute("a_color");
const colors = 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);
overrideDraw(draw) {
this.draw = draw;
}
draw(gfx, corners) {
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, position, exts) {
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, camera, position, exts, color, edge) {
export function drawIsometricCube(gfx, position, exts, color, edge) {
let points = [
// Left Top
position,
@ -97,52 +101,58 @@ export function drawIsometricCube(gfx, camera, position, exts, color, edge) {
new Vec3(position.x + 1.5 * exts.x, position.y + 0.5 * exts.y, position.z + 0.25 * exts.z),
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(gfx, [
r.draw(gfx, [
points[0],
points[1],
points[3],
points[2],
], color.top);
]);
// Right Edge
if (edge == TileEdge.Right || edge == TileEdge.Both) {
drawRectangle(gfx, [
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(gfx, [
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, camera, grid) {
export function drawIsometricGrid(gfx, grid) {
let position = { ...grid.position };
let exts = new Vec3(grid.tileSize, grid.tileSize, 0);
let tileCoord = new Vec3(0, 0, 0);
// TODO: Optimize this
// 1. Grid based occlusion culling
// 2. frustum culling
for (let k = 0; k < grid.height; ++k) {
for (let j = 0; j < grid.length; ++j) {
for (let i = 0; i < grid.width; ++i) {
tileCoord.x = i;
tileCoord.y = j;
tileCoord.z = k;
// getTile is sus (it uses a lot of time in the profiler) (i don't know why, it is a pretty simple function)
// (Prolly cuz i call it a lot) (Maybe change grid to use spatial hashmap?)
let tile = grid.getTile(tileCoord);
if (tile === null) {
position.x += grid.tileSize;
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;
}
position.y -= grid.tileSize;
@ -151,71 +161,3 @@ export function drawIsometricGrid(gfx, camera, grid) {
position.y = grid.position.y;
}
}
export function drawRectangleExts(gfx, position, exts, color) {
const a_position = gfx.getAttribute("a_position");
const points = [
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 = [
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 = 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, position, radius, color) {
const points = new Array();
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, A, B, color) {
const a_position = gfx.getAttribute("a_position");
const a_color = gfx.getAttribute("a_color");
let points = [
A.x, A.y,
B.x, B.y,
];
const colors = [
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);
}

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@ -1,6 +1,6 @@
import { Vec3, Vec2, Vec4, Mat4 } from "./common.js"
import { Camera, Graphics, Texture } from "./graphics.js";
import {Grid, TileEdge, TileFill} from "./world.js";
import { Vec3, Vec2, Vec4 } from "./common.js"
import { Graphics, Texture, Drawable, DrawTag } from "./graphics.js";
import { TileEdge, TileFill, Grid } from "./world.js";
import * as Assets from "./assets.js";
// TODO: Don't assume tile size is same in all directions
@ -20,93 +20,93 @@ function cull(point: Vec3, screen: Vec4, tileSize: number): boolean {
return false;
}
export function drawTriangle(gfx: Graphics, positions: [Vec2, Vec2, Vec2], color: Assets.Color) {
const a_position = gfx.getAttribute("a_position");
const a_color = gfx.getAttribute("a_color");
// Attrib format
// position color uv
// (3) (4) (2) => 3 + 4 + 2 = 9 <=> data.len % 9 == 0
const points: Array<number> = [
positions[0].x, positions[0].y,
positions[1].x, positions[1].y,
positions[2].x, positions[2].y,
]
export class Rectangle implements Drawable {
fill: Texture | Assets.Color;
attribs: string[] = ["a_position", "a_color", "a_tex_position"];
tags: Array<DrawTag> = [];
const colors: Array<number[]> = [
color,
color,
color,
];
data: number[] = [];
stride: number = 0;
vertexStride: number = 0;
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);
}
constructor(fill: Texture | Assets.Color, tags?: Array<DrawTag>, attribs?: string[]) {
this.fill = fill;
export function drawTriangleExts(gfx: Graphics, position: Vec3, exts: Vec2, color: Assets.Color) {
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],
@ -139,44 +135,48 @@ 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);
// TODO: Optimize this
// 1. Grid based occlusion culling
// 2. frustum culling
for (let k = 0; k < grid.height; ++k) {
for (let j = 0; j < grid.length; ++j) {
for (let i = 0; i < grid.width; ++i) {
@ -184,6 +184,8 @@ export function drawIsometricGrid(gfx: Graphics, camera: Camera, grid: Grid) {
tileCoord.y = j;
tileCoord.z = k;
// getTile is sus (it uses a lot of time in the profiler) (i don't know why, it is a pretty simple function)
// (Prolly cuz i call it a lot) (Maybe change grid to use spatial hashmap?)
let tile = grid.getTile(tileCoord);
if (tile === null) {
@ -191,7 +193,7 @@ 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 +203,3 @@ 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);
}

View File

@ -1,4 +1,4 @@
import { Vec4 } from "./common.js";
import { Vec2, Vec4 } from "./common.js";
export function fullscreenCanvas(gfx, id) {
const canvas = document.getElementById(id);
canvas.width = window.innerWidth;
@ -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) {
@ -152,14 +197,25 @@ export class Camera {
position;
movement;
speed = 600;
scale = 1.0;
scaling;
scaleSpeed = 1.5;
constructor(position) {
this.position = position;
this.movement = new Vec4(0, 0, 0, 0);
this.scaling = new Vec2(0, 0);
}
update(dt) {
this.dt = dt;
let newPosition = this.movement.multScalarNew(this.dt);
this.position.x += (newPosition.x + newPosition.y) * this.speed;
this.position.y += (newPosition.z + newPosition.w) * this.speed;
this.scale += (this.scaling.x + this.scaling.y) * this.dt * this.scaleSpeed;
if (this.scale < 0.5) {
this.scale = 0.5;
}
if (this.scale > 1.5) {
this.scale = 1.5;
}
}
}

View File

@ -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);
}
}
@ -194,13 +263,19 @@ async function loadTexture(path: string): Promise<HTMLImageElement> {
export class Camera {
dt: number = 0;
position: Vec3;
movement: Vec4;
speed: number = 600;
scale: number = 1.0;
scaling: Vec2;
scaleSpeed: number = 1.5;
constructor(position: Vec3) {
this.position = position;
this.movement = new Vec4(0, 0, 0, 0);
this.scaling = new Vec2(0, 0);
}
update(dt: number) {
@ -209,6 +284,16 @@ export class Camera {
let newPosition = this.movement.multScalarNew(this.dt);
this.position.x += (newPosition.x + newPosition.y) * this.speed;
this.position.y += (newPosition.z + newPosition.w) * this.speed;
this.scale += (this.scaling.x + this.scaling.y) * this.dt * this.scaleSpeed;
if (this.scale < 0.5) {
this.scale = 0.5;
}
if (this.scale > 1.5) {
this.scale = 1.5;
}
}
}

View File

@ -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,
@ -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) {
@ -65,18 +67,26 @@ const fragmentShader = `#version 300 es
function draw(gfx, camera, dt, grid) {
gfx.clear(0, 0, 0, 0);
camera.update(dt);
let zoom = 1;
let right = gfx.ctx.canvas.width * zoom;
let right = gfx.ctx.canvas.width;
let left = 0;
let top = gfx.ctx.canvas.height * zoom;
let top = gfx.ctx.canvas.height;
let bottom = 0;
let near = -100;
let far = 100;
let m = Mat4.IDENTITY();
let mo = Mat4.orthographic(left, right, bottom, top, near, far);
let mc = Mat4.translate(new Vec3((gfx.ctx.canvas.width / 2 - camera.position.x), (gfx.ctx.canvas.height / 2 - camera.position.y), 1.0));
let mr = Mat4.translate(new Vec3(-(gfx.ctx.canvas.width / 2 - camera.position.x), -(gfx.ctx.canvas.height / 2 - camera.position.y), 1.0));
let mt = Mat4.translate(camera.position);
let m = mt.multNew(mo);
let ms = Mat4.scale(new Vec3(camera.scale, camera.scale, 1));
m = m.multNew(mr);
m = m.multNew(ms);
m = m.multNew(mc);
m = m.multNew(mt);
m = m.multNew(mo);
gfx.ctx.uniformMatrix4fv(gfx.getUniform("u_matrix"), false, m.splat());
drawing.drawIsometricGrid(gfx, camera, grid);
drawing.drawIsometricGrid(gfx, grid);
gfx.draw();
}
function addDefaultKeybinds(input, camera) {
input.addKeyAction("KeyA", [], camera, (c) => {
@ -99,6 +109,16 @@ function addDefaultKeybinds(input, camera) {
}, (c) => {
c.movement.w = 1;
});
input.addKeyAction("KeyQ", [], camera, (c) => {
c.scaling.x = 0.0;
}, (c) => {
c.scaling.x = 1.0;
});
input.addKeyAction("KeyE", [], camera, (c) => {
c.scaling.y = 0.0;
}, (c) => {
c.scaling.y = -1.0;
});
}
(async () => {
const canvasId = "game";
@ -107,19 +127,19 @@ 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"),

View File

@ -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,
@ -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) {
@ -71,17 +73,38 @@ function draw(gfx: Graphics, camera: Camera, dt: number, grid: Grid) {
gfx.clear(0, 0, 0, 0);
camera.update(dt);
let zoom = 1;
let right = gfx.ctx.canvas.width * zoom;
let right = gfx.ctx.canvas.width;
let left = 0;
let top = gfx.ctx.canvas.height * zoom;
let top = gfx.ctx.canvas.height;
let bottom = 0;
let near = -100;
let far = 100;
let m = Mat4.IDENTITY();
let mo = Mat4.orthographic(left, right, bottom, top, near, far);
let mc = Mat4.translate(
new Vec3(
(gfx.ctx.canvas.width / 2 - camera.position.x),
(gfx.ctx.canvas.height / 2 - camera.position.y),
1.0));
let mr = Mat4.translate(
new Vec3(
-(gfx.ctx.canvas.width / 2 - camera.position.x),
-(gfx.ctx.canvas.height / 2 - camera.position.y),
1.0));
let mt = Mat4.translate(camera.position);
let m = mt.multNew(mo);
let ms = Mat4.scale(new Vec3(camera.scale, camera.scale, 1));
m = m.multNew(mr);
m = m.multNew(ms);
m = m.multNew(mc);
m = m.multNew(mt);
m = m.multNew(mo);
gfx.ctx.uniformMatrix4fv(
gfx.getUniform("u_matrix"),
@ -89,7 +112,8 @@ function draw(gfx: Graphics, camera: Camera, dt: number, grid: Grid) {
m.splat()
);
drawing.drawIsometricGrid(gfx, camera, grid);
drawing.drawIsometricGrid(gfx, grid);
gfx.draw();
}
function addDefaultKeybinds(input: Input, camera: Camera) {
@ -124,6 +148,22 @@ function addDefaultKeybinds(input: Input, camera: Camera) {
(c) => {
c.movement.w = 1;
});
input.addKeyAction("KeyQ", [], camera,
(c) => {
c.scaling.x = 0.0;
},
(c) => {
c.scaling.x = 1.0;
});
input.addKeyAction("KeyE", [], camera,
(c) => {
c.scaling.y = 0.0;
},
(c) => {
c.scaling.y = -1.0;
});
}
(async () => {
@ -134,26 +174,24 @@ 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"),