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4 Commits

Author SHA1 Message Date
Maciej Samborski 859cf6aaec Added support for scaling into frustum culling 2025-01-16 23:15:34 +01:00
Maciej Samborski 1fd21affde Added `push` and `get` to wasmgl module 2025-01-16 23:07:37 +01:00
Maciej Samborski 2bf6e33350 Added basic occlusion culling 2025-01-16 00:11:48 +01:00
Maciej Samborski b5910d8c97 Optimized batching and drawing 2025-01-06 22:44:41 +01:00
18 changed files with 481 additions and 189 deletions

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@ -5,6 +5,7 @@ export const Colors = {
Green: [0, 1, 0, 1],
Blue: [0, 0, 1, 1],
Brown: [0.341, 0.337, 0.204, 1],
Gray: [0.66, 0.66, 0.66, 1],
};
export class Assets {
assets = new Map();

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@ -4,10 +4,11 @@ import {Graphics, Texture, Spritesheet} from "./graphics.js";
export type Color = [number, number, number, number]
export const Colors = {
Red : [1, 0, 0, 1] as Color,
Green : [0, 1, 0, 1] as Color,
Blue : [0, 0, 1, 1] as Color,
Brown : [0.341, 0.337, 0.204, 1] as Color,
Red : [1, 0, 0, 1] as Color,
Green : [0, 1, 0, 1] as Color,
Blue : [0, 0, 1, 1] as Color,
Brown : [0.341, 0.337, 0.204, 1] as Color,
Gray : [0.66, 0.66, 0.66, 1] as Color,
}
export type Asset = Texture | Spritesheet;

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@ -1,15 +1,24 @@
function initializeContext(canvasId) {
export function initializeContext(canvasId) {
const canvas = document.getElementById(canvasId);
const ctx = canvas.getContext("webgl2", { antialias: false });
return ctx;
}
class Vec2 {
export class Vec2 {
x;
y;
constructor(x, y) {
this.x = x;
this.y = y;
}
from(scalar) {
return new Vec2(scalar, scalar);
}
static ZERO() {
return new Vec2(0, 0);
}
static ID() {
return new Vec2(1, 1);
}
copy() {
return new Vec2(this.x, this.y);
}
@ -84,7 +93,7 @@ class Vec2 {
return new Vec2(x, y);
}
}
class Vec3 {
export class Vec3 {
x;
y;
z;
@ -93,6 +102,27 @@ class Vec3 {
this.y = y;
this.z = z;
}
from(scalar) {
return new Vec3(scalar, scalar, scalar);
}
addScalar(scalar) {
this.x += scalar;
this.y += scalar;
this.z += scalar;
}
addScalarNew(scalar) {
let vec = this.copy();
vec.x += scalar;
vec.y += scalar;
vec.z += scalar;
return vec;
}
static ZERO() {
return new Vec3(0, 0, 0);
}
static ID() {
return new Vec3(1, 1, 1);
}
copy() {
return new Vec3(this.x, this.y, this.z);
}
@ -164,7 +194,7 @@ class Vec3 {
return [this.x, this.y, this.z];
}
}
class Vec4 {
export class Vec4 {
x;
y;
z;
@ -175,6 +205,15 @@ class Vec4 {
this.z = z;
this.w = w;
}
from(scalar) {
return new Vec4(scalar, scalar, scalar, scalar);
}
static ZERO() {
return new Vec4(0, 0, 0, 0);
}
static ID() {
return new Vec4(1, 1, 1, 1);
}
copy() {
return new Vec4(this.x, this.y, this.z, this.w);
}
@ -192,6 +231,20 @@ class Vec4 {
vec.w += other.w;
return vec;
}
addScalar(scalar) {
this.x += scalar;
this.y += scalar;
this.z += scalar;
this.w += scalar;
}
addScalarNew(scalar) {
let vec = this.copy();
vec.x += scalar;
vec.y += scalar;
vec.z += scalar;
vec.w += scalar;
return vec;
}
sub(other) {
this.x -= other.x;
this.y -= other.y;
@ -253,7 +306,7 @@ class Vec4 {
throw new Error("Can't extend Vec4");
}
}
class Mat4 {
export class Mat4 {
data;
constructor(i) {
if (i instanceof Float32Array) {
@ -297,8 +350,8 @@ class Mat4 {
}
static isometric_inverse() {
return new Mat4(new Float32Array([
0.5, -0.5, 0, 0,
0.5, 0.5, 0, 0,
-0.5, 0.5, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]));
@ -370,10 +423,10 @@ class Mat4 {
this.data[i * 4 + col] = data[i];
}
transform(v) {
let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
v.x = x;
v.y = y;
v.z = z;
@ -381,10 +434,10 @@ class Mat4 {
}
transformNew(v) {
let vec = v.copy();
let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
vec.x = x;
vec.y = y;
vec.z = z;
@ -409,4 +462,3 @@ class Mat4 {
}
}
}
export { initializeContext, Mat4, Vec2, Vec3, Vec4 };

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@ -1,4 +1,4 @@
function initializeContext(canvasId: string): WebGL2RenderingContext | null {
export function initializeContext(canvasId: string): WebGL2RenderingContext | null {
const canvas = document.getElementById(canvasId) as HTMLCanvasElement;
const ctx = canvas.getContext("webgl2", {antialias: false});
@ -9,9 +9,14 @@ function initializeContext(canvasId: string): WebGL2RenderingContext | null {
interface Vector<P, T, N> {
copy(): T;
from(scalar: number): T;
add(other: T): void;
addNew(other: T): T;
addScalar(scalar: number): void;
addScalarNew(scalar: number): T;
sub(other: T): void;
subNew(other: T): T;
@ -23,9 +28,10 @@ interface Vector<P, T, N> {
reduce(): P;
extend(value: number): N;
}
class Vec2 implements Vector<void, Vec2, Vec3> {
export class Vec2 implements Vector<void, Vec2, Vec3> {
x: number;
y: number;
@ -34,6 +40,18 @@ class Vec2 implements Vector<void, Vec2, Vec3> {
this.y = y;
}
from(scalar: number): Vec2 {
return new Vec2(scalar, scalar);
}
static ZERO(): Vec2 {
return new Vec2(0, 0);
}
static ID(): Vec2 {
return new Vec2(1, 1);
}
copy(): Vec2 {
return new Vec2(this.x, this.y);
}
@ -134,7 +152,7 @@ class Vec2 implements Vector<void, Vec2, Vec3> {
}
}
class Vec3 implements Vector<Vec2, Vec3, Vec4> {
export class Vec3 implements Vector<Vec2, Vec3, Vec4> {
x: number;
y: number;
z: number;
@ -145,6 +163,34 @@ class Vec3 implements Vector<Vec2, Vec3, Vec4> {
this.z = z;
}
from(scalar: number): Vec3 {
return new Vec3(scalar, scalar, scalar);
}
addScalar(scalar: number): void {
this.x += scalar;
this.y += scalar;
this.z += scalar;
}
addScalarNew(scalar: number): Vec3 {
let vec = this.copy();
vec.x += scalar;
vec.y += scalar;
vec.z += scalar;
return vec;
}
static ZERO(): Vec3 {
return new Vec3(0, 0, 0);
}
static ID(): Vec3 {
return new Vec3(1, 1, 1);
}
copy(): Vec3 {
return new Vec3(this.x, this.y, this.z);
}
@ -240,7 +286,7 @@ class Vec3 implements Vector<Vec2, Vec3, Vec4> {
}
}
class Vec4 implements Vector<Vec3, Vec4, void> {
export class Vec4 implements Vector<Vec3, Vec4, void> {
x: number;
y: number;
z: number;
@ -253,6 +299,18 @@ class Vec4 implements Vector<Vec3, Vec4, void> {
this.w = w;
}
from(scalar: number): Vec4 {
return new Vec4(scalar, scalar, scalar, scalar);
}
static ZERO(): Vec4 {
return new Vec4(0, 0, 0, 0);
}
static ID(): Vec4 {
return new Vec4(1, 1, 1, 1);
}
copy(): Vec4 {
return new Vec4(this.x, this.y, this.z, this.w);
}
@ -275,6 +333,24 @@ class Vec4 implements Vector<Vec3, Vec4, void> {
return vec;
}
addScalar(scalar: number): void {
this.x += scalar;
this.y += scalar;
this.z += scalar;
this.w += scalar;
}
addScalarNew(scalar: number): Vec4 {
let vec = this.copy();
vec.x += scalar;
vec.y += scalar;
vec.z += scalar;
vec.w += scalar;
return vec;
}
sub(other: Vec4) {
this.x -= other.x;
this.y -= other.y;
@ -356,14 +432,14 @@ class Vec4 implements Vector<Vec3, Vec4, void> {
type Mat4Init = number | Float32Array;
type Mat4Row = 0 | 1 | 2 | 3
type Mat4Col = Mat4Row
type Mat4X = Mat4Row
type Mat4Y = Mat4Row
type Mat4Z = Mat4Row
type Mat4W = Mat4Row
export type Mat4Row = 0 | 1 | 2 | 3
export type Mat4Col = Mat4Row
export type Mat4X = Mat4Row
export type Mat4Y = Mat4Row
export type Mat4Z = Mat4Row
export type Mat4W = Mat4Row
class Mat4 {
export class Mat4 {
data: Float32Array;
constructor(i: Mat4Init) {
@ -414,8 +490,8 @@ class Mat4 {
static isometric_inverse(): Mat4 {
return new Mat4(new Float32Array([
0.5, 0.5, 0, 0,
-0.5, 0.5, 0, 0,
0.5, -0.5, 0, 0,
0.5, 0.5, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]));
@ -503,10 +579,10 @@ class Mat4 {
}
transform(v: Vec4) {
let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
v.x = x;
v.y = y;
@ -517,10 +593,10 @@ class Mat4 {
transformNew(v: Vec4): Vec4 {
let vec = v.copy();
let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
vec.x = x;
vec.y = y;
@ -551,5 +627,3 @@ class Mat4 {
}
}
}
export { initializeContext, Mat4, Vec2, Vec3, Vec4 };

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@ -1,4 +1,4 @@
import { Vec3 } from "./common.js";
import { Vec3, Mat4, Vec4 } from "./common.js";
import { DrawTag, Sprite } from "./graphics.js";
import { TileEdge } from "./world.js";
import * as Assets from "./assets.js";
@ -28,49 +28,61 @@ export class Rectangle {
draw(corners, fill) {
if (fill instanceof Sprite) {
let uvs = Assets.assets.get("sprites").getUVs(fill.id);
this.data.push([
let data = [
corners[0].x, corners[0].y, corners[0].z, 0, 0, 0, 0, uvs[0].x, uvs[0].y, 1,
corners[1].x, corners[1].y, corners[1].z, 0, 0, 0, 0, uvs[1].x, uvs[1].y, 1,
corners[3].x, corners[3].y, corners[3].z, 0, 0, 0, 0, uvs[3].x, uvs[3].y, 1,
corners[2].x, corners[2].y, corners[2].z, 0, 0, 0, 0, uvs[2].x, uvs[2].y, 1,
corners[1].x, corners[1].y, corners[1].z, 0, 0, 0, 0, uvs[1].x, uvs[1].y, 1,
corners[3].x, corners[3].y, corners[3].z, 0, 0, 0, 0, uvs[3].x, uvs[3].y, 1,
]);
];
for (let i = 0; i < data.length; ++i) {
this.data.push(data[i]);
}
}
else {
let color = fill;
this.data.push([
let data = [
corners[0].x, corners[0].y, corners[0].z, color[0], color[1], color[2], color[3], 0, 0, 0,
corners[1].x, corners[1].y, corners[1].z, color[0], color[1], color[2], color[3], 0, 0, 0,
corners[3].x, corners[3].y, corners[3].z, color[0], color[1], color[2], color[3], 0, 0, 0,
corners[2].x, corners[2].y, corners[2].z, color[0], color[1], color[2], color[3], 0, 0, 0,
corners[1].x, corners[1].y, corners[1].z, color[0], color[1], color[2], color[3], 0, 0, 0,
corners[3].x, corners[3].y, corners[3].z, color[0], color[1], color[2], color[3], 0, 0, 0,
]);
];
for (let i = 0; i < data.length; ++i) {
this.data.push(data[i]);
}
}
}
drawExts(position, exts, fill) {
if (fill instanceof Sprite) {
let uvs = Assets.assets.get("sprites").getUVs(fill.id);
this.data.push([
let data = [
position.x, position.y, position.z, 0, 0, 0, 0, uvs[0].x, uvs[0].y, 1,
position.x + exts.x, position.y, position.z, 0, 0, 0, 0, uvs[1].x, uvs[1].y, 1,
position.x, position.y + exts.y, position.z, 0, 0, 0, 0, uvs[3].x, uvs[3].y, 1,
position.x + exts.x, position.y + exts.y, position.z, 0, 0, 0, 0, uvs[2].x, uvs[2].y, 1,
position.x + exts.x, position.y, position.z, 0, 0, 0, 0, uvs[1].x, uvs[1].y, 1,
position.x, position.y + exts.y, position.z, 0, 0, 0, 0, uvs[3].x, uvs[3].y, 1,
]);
];
for (let i = 0; i < data.length; ++i) {
this.data.push(data[i]);
}
}
else {
let color = fill;
this.data.push([
position.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
position.x + exts.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
position.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
position.x + exts.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
position.x + exts.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
position.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
]);
let data = [
position.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
position.x + exts.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
position.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
position.x + exts.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
position.x + exts.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
position.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
];
for (let i = 0; i < data.length; ++i) {
this.data.push(data[i]);
}
}
}
}
@ -115,29 +127,49 @@ export function drawIsometricCube(position, exts, r, fill, edge) {
], fill.left);
}
}
export function drawIsometricGrid(gfx, grid) {
let position = { ...grid.position };
// TODO: Optimize the shit out of this function
export function drawIsometricGrid(gfx, camera, grid) {
let position = grid.position.copy();
let exts = new Vec3(grid.tileSize, grid.tileSize, 0);
let tileCoord = new Vec3(0, 0, 0);
let rect = new Rectangle([
DrawTag.ISO,
]);
// 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) {
let mt = Mat4.translate(camera.position.multScalarNew(-1.0));
let ms = Mat4.scale(new Vec3(1 / camera.scale, 1 / camera.scale, 0));
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 mi = Mat4.isometric();
let bias = 4 * grid.tileSize;
let bb = [
new Vec3(-bias, -bias, 0),
new Vec3(gfx.width() + bias, -bias, 0),
new Vec3(gfx.width() + bias, gfx.height() + bias, 0),
new Vec3(-bias, gfx.height() + bias, 0),
];
for (let i = 0; i < bb.length; ++i) {
bb[i] = mt.transformNew(bb[i].extend(1.0)).reduce();
bb[i] = mr.transformNew(bb[i].extend(1.0)).reduce();
bb[i] = ms.transformNew(bb[i].extend(1.0)).reduce();
bb[i] = mc.transformNew(bb[i].extend(1.0)).reduce();
}
for (let k = 0; k < grid.topHeight; ++k) {
for (let j = 0; j < grid.breadth; ++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;
}
const ipos = mi.transformNew(new Vec4(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, 1.0, 1.0)).reduce();
if (ipos.x >= bb[2].x || ipos.x <= bb[0].x ||
ipos.y >= bb[2].y || ipos.y <= bb[0].y) {
position.x += grid.tileSize;
continue;
}
drawIsometricCube(new Vec3(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, position.z), exts, rect, tile.fill, tile.edge);
position.x += grid.tileSize;
}

View File

@ -1,7 +1,8 @@
import { Vec3, Vec2 } from "./common.js"
import { Graphics, Drawable, DrawTag, Sprite, Spritesheet } from "./graphics.js";
import { Vec3, Vec2, Mat4, Vec4 } from "./common.js"
import { Graphics, Drawable, DrawTag, Sprite, Spritesheet, Camera } from "./graphics.js";
import { TileEdge, TileFill, TileFillament, Grid } from "./world.js";
import * as Assets from "./assets.js";
import {Input} from "./input.js";
// Attrib format
// position color uv
@ -11,7 +12,7 @@ export class Rectangle implements Drawable {
attribs: string[] = ["a_position", "a_color", "a_tex"];
tags: Array<DrawTag> = [];
data: number[][] = [];
data: number[] = [];
vertexSize: number = 10;
sprites: Spritesheet = Assets.assets.get("sprites") as Spritesheet;
@ -38,7 +39,7 @@ export class Rectangle implements Drawable {
if (fill instanceof Sprite) {
let uvs = (Assets.assets.get("sprites") as Spritesheet).getUVs(fill.id);
this.data.push([
let data = [
corners[0].x, corners[0].y, corners[0].z, 0, 0, 0, 0, uvs[0].x, uvs[0].y, 1,
corners[1].x, corners[1].y, corners[1].z, 0, 0, 0, 0, uvs[1].x, uvs[1].y, 1,
corners[3].x, corners[3].y, corners[3].z, 0, 0, 0, 0, uvs[3].x, uvs[3].y, 1,
@ -46,11 +47,15 @@ export class Rectangle implements Drawable {
corners[2].x, corners[2].y, corners[2].z, 0, 0, 0, 0, uvs[2].x, uvs[2].y, 1,
corners[1].x, corners[1].y, corners[1].z, 0, 0, 0, 0, uvs[1].x, uvs[1].y, 1,
corners[3].x, corners[3].y, corners[3].z, 0, 0, 0, 0, uvs[3].x, uvs[3].y, 1,
]);
];
for (let i = 0; i < data.length; ++i) {
this.data.push(data[i]);
}
} else {
let color = fill;
this.data.push([
let data = [
corners[0].x, corners[0].y, corners[0].z, color[0], color[1], color[2], color[3], 0, 0, 0,
corners[1].x, corners[1].y, corners[1].z, color[0], color[1], color[2], color[3], 0, 0, 0,
corners[3].x, corners[3].y, corners[3].z, color[0], color[1], color[2], color[3], 0, 0, 0,
@ -58,7 +63,11 @@ export class Rectangle implements Drawable {
corners[2].x, corners[2].y, corners[2].z, color[0], color[1], color[2], color[3], 0, 0, 0,
corners[1].x, corners[1].y, corners[1].z, color[0], color[1], color[2], color[3], 0, 0, 0,
corners[3].x, corners[3].y, corners[3].z, color[0], color[1], color[2], color[3], 0, 0, 0,
]);
];
for (let i = 0; i < data.length; ++i) {
this.data.push(data[i]);
}
}
}
@ -66,7 +75,7 @@ export class Rectangle implements Drawable {
if (fill instanceof Sprite) {
let uvs = (Assets.assets.get("sprites") as Spritesheet).getUVs(fill.id);
this.data.push([
let data = [
position.x, position.y, position.z, 0, 0, 0, 0, uvs[0].x, uvs[0].y, 1,
position.x + exts.x, position.y, position.z, 0, 0, 0, 0, uvs[1].x, uvs[1].y, 1,
position.x, position.y + exts.y, position.z, 0, 0, 0, 0, uvs[3].x, uvs[3].y, 1,
@ -74,19 +83,27 @@ export class Rectangle implements Drawable {
position.x + exts.x, position.y + exts.y, position.z, 0, 0, 0, 0, uvs[2].x, uvs[2].y, 1,
position.x + exts.x, position.y, position.z, 0, 0, 0, 0, uvs[1].x, uvs[1].y, 1,
position.x, position.y + exts.y, position.z, 0, 0, 0, 0, uvs[3].x, uvs[3].y, 1,
]);
];
for (let i = 0; i < data.length; ++i) {
this.data.push(data[i]);
}
} else {
let color = fill;
this.data.push([
position.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
position.x + exts.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
position.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
let data = [
position.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
position.x + exts.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
position.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
position.x + exts.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
position.x + exts.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
position.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0,
]);
position.x + exts.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
position.x + exts.x, position.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
position.x, position.y + exts.y, position.z, color[0], color[1], color[2], color[3], 0, 0, 0,
];
for (let i = 0; i < data.length; ++i) {
this.data.push(data[i]);
}
}
}
}
@ -145,26 +162,53 @@ export function drawIsometricCube(position: Vec3, exts: Vec3, r: Rectangle, fill
}
}
export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
let position = {...grid.position} as Vec3;
// TODO: Optimize the shit out of this function
export function drawIsometricGrid(gfx: Graphics, camera: Camera, grid: Grid) {
let position = grid.position.copy();
let exts = new Vec3(grid.tileSize, grid.tileSize, 0);
let tileCoord = new Vec3(0, 0, 0);
let rect = new Rectangle([
DrawTag.ISO,
]);
// 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) {
let mt = Mat4.translate(camera.position.multScalarNew(-1.0));
let ms = Mat4.scale(new Vec3(1 / camera.scale, 1 /camera.scale, 0));
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 mi = Mat4.isometric();
let bias = 4*grid.tileSize;
let bb: [Vec3, Vec3, Vec3, Vec3] = [
new Vec3(-bias, -bias, 0),
new Vec3(gfx.width() + bias, -bias, 0),
new Vec3(gfx.width() + bias, gfx.height() + bias, 0),
new Vec3(-bias, gfx.height() + bias, 0),
];
for (let i = 0; i < bb.length; ++i) {
bb[i] = mt.transformNew(bb[i].extend(1.0)).reduce();
bb[i] = mr.transformNew(bb[i].extend(1.0)).reduce();
bb[i] = ms.transformNew(bb[i].extend(1.0)).reduce();
bb[i] = mc.transformNew(bb[i].extend(1.0)).reduce();
}
for (let k = 0; k < grid.topHeight; ++k) {
for (let j = 0; j < grid.breadth; ++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) {
@ -172,6 +216,15 @@ export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
continue;
}
const ipos = mi.transformNew(new Vec4(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, 1.0, 1.0)).reduce();
if (ipos.x >= bb[2].x || ipos.x <= bb[0].x ||
ipos.y >= bb[2].y || ipos.y <= bb[0].y) {
position.x += grid.tileSize;
continue;
}
drawIsometricCube(
new Vec3(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, position.z),
exts,
@ -187,6 +240,5 @@ export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
}
position.y = grid.position.y;
}
rect.commit(gfx);
}

View File

@ -52,6 +52,12 @@ export class Graphics {
vbo;
toRender = [];
texCount = 0;
width() {
return this.ctx.canvas.width;
}
height() {
return this.ctx.canvas.height;
}
constructor(ctx, vs, fs) {
this.ctx = ctx;
this.program = createProgram(ctx, vs, fs);
@ -92,7 +98,7 @@ export class Graphics {
}
draw() {
for (let o of this.toRender) {
const data = o.data.flat();
const data = o.data;
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, this.vbo);
this.ctx.bufferData(this.ctx.ARRAY_BUFFER, new Float32Array(data), this.ctx.STATIC_DRAW);
let aid = 0;

View File

@ -60,7 +60,7 @@ export interface Drawable {
attribs: string[];
tags: Array<DrawTag>;
data: number[][];
data: number[];
vertexSize: number;
sprites: Spritesheet | undefined;
@ -77,6 +77,14 @@ export class Graphics {
toRender: Array<Drawable> = [];
texCount: number = 0;
width(): number {
return this.ctx.canvas.width;
}
height(): number {
return this.ctx.canvas.height;
}
constructor(ctx: WebGL2RenderingContext, vs: string, fs: string) {
this.ctx = ctx;
this.program = createProgram(ctx, vs, fs);
@ -131,7 +139,7 @@ export class Graphics {
draw() {
for (let o of this.toRender) {
const data = o.data.flat();
const data = o.data;
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, this.vbo);
this.ctx.bufferData(this.ctx.ARRAY_BUFFER, new Float32Array(data), this.ctx.STATIC_DRAW);

View File

@ -1,3 +1,4 @@
import { Vec2 } from "./common.js";
class KeyAction {
key;
keyup;
@ -12,6 +13,7 @@ class KeyAction {
}
export class Input {
handlers = new Map();
mousePosition = Vec2.ZERO();
constructor() {
window.addEventListener("keyup", e => {
this.handlers.forEach(ka => {
@ -27,6 +29,10 @@ export class Input {
}
});
});
window.addEventListener("mousemove", (e) => {
this.mousePosition.x = e.x;
this.mousePosition.y = e.y;
});
}
//TODO: add modifier key support
addKeyAction(key, modifiers, data, keydown, keyup) {

View File

@ -1,3 +1,5 @@
import { Vec2 } from "./common.js";
type Action = ((data: any) => void);
class KeyAction {
@ -15,6 +17,7 @@ class KeyAction {
export class Input {
handlers: Map<string, KeyAction> = new Map();
mousePosition: Vec2 = Vec2.ZERO();
constructor() {
window.addEventListener("keyup", e => {
this.handlers.forEach(ka => {
@ -30,6 +33,11 @@ export class Input {
}
});
});
window.addEventListener("mousemove", (e) => {
this.mousePosition.x = e.x;
this.mousePosition.y = e.y;
})
}
//TODO: add modifier key support

View File

@ -1,4 +1,4 @@
import { initializeContext, Vec3, Mat4, Vec4, Vec2 } from "./common.js";
import { initializeContext, Vec3, Mat4, Vec4 } from "./common.js";
import { Graphics, fullscreenCanvas, Camera, Sprite } from "./graphics.js";
import * as drawing from "./draw.js";
import * as wasm from "./wasm.js";
@ -80,7 +80,7 @@ function draw(gfx, camera, dt, grid) {
m = m.multNew(mt);
m = m.multNew(mo);
gfx.ctx.uniformMatrix4fv(gfx.getUniform("u_matrix"), false, m.splat());
drawing.drawIsometricGrid(gfx, grid);
drawing.drawIsometricGrid(gfx, camera, grid);
gfx.draw();
}
function addDefaultKeybinds(input, camera) {
@ -134,17 +134,27 @@ function addDefaultKeybinds(input, camera) {
await Assets.assets.load(gfx);
let m = Mat4.isometric();
let size = 100;
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 24, size, size, 10);
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 32, size, size, 10);
grid.fillLayer(new Tile({
top: Assets.Colors.Gray,
right: Assets.Colors.Gray,
left: Assets.Colors.Gray,
}), 0);
grid.fillLayer(new Tile({
top: Assets.Colors.Gray,
right: Assets.Colors.Gray,
left: Assets.Colors.Gray,
}), 1);
grid.fillLayer(new Tile({
top: Sprite.id(0),
right: Assets.Colors.Brown,
left: Assets.Colors.Brown,
}), 0);
tree(grid, new Vec2(5, 5));
//for (let i = 0; i < 10; i++) {
// tree(grid, new Vec2(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1)));
//}
//grid.setTile(new Tile(Assets.AssetToTileFill("log"), TileEdge.Both), new Vec3(0, 29, 1));
}), 2);
for (let i = 0; i <= size / 2; i++) {
tree(grid, new Vec3(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1), 2));
}
const input = new Input();
addDefaultKeybinds(input, camera);
let prevTimestamp = 0;
const frame = (timestamp) => {
const deltaTime = (timestamp - prevTimestamp) / 1000;
@ -157,7 +167,5 @@ function addDefaultKeybinds(input, camera) {
prevTimestamp = timestamp;
window.requestAnimationFrame(frame);
});
const input = new Input();
addDefaultKeybinds(input, camera);
const wasmgl = new wasm.WASMGL(await wasm.loadWasmModule("./src/wasm/module.wasm"));
})();

View File

@ -1,5 +1,5 @@
import { initializeContext, Vec3, Mat4, Vec4, Vec2 } from "./common.js";
import { Graphics, fullscreenCanvas, Camera, Sprite } from "./graphics.js";
import { Graphics, fullscreenCanvas, Camera, Sprite, DrawTag } from "./graphics.js";
import * as drawing from "./draw.js";
import * as wasm from "./wasm.js";
import { Input } from "./input.js";
@ -107,7 +107,8 @@ function draw(gfx: Graphics, camera: Camera, dt: number, grid: Grid) {
m.splat()
);
drawing.drawIsometricGrid(gfx, grid);
drawing.drawIsometricGrid(gfx, camera, grid);
gfx.draw();
}
@ -186,18 +187,32 @@ function addDefaultKeybinds(input: Input, camera: Camera) {
let m = Mat4.isometric();
let size = 100;
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 24, size, size, 10);
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 32, size, size, 10);
grid.fillLayer(new Tile({
top: Assets.Colors.Gray,
right: Assets.Colors.Gray,
left: Assets.Colors.Gray,
}), 0);
grid.fillLayer(new Tile({
top: Assets.Colors.Gray,
right: Assets.Colors.Gray,
left: Assets.Colors.Gray,
}), 1);
grid.fillLayer(new Tile({
top: Sprite.id(0),
right: Assets.Colors.Brown,
left: Assets.Colors.Brown,
}), 0);
tree(grid, new Vec2(5, 5));
//for (let i = 0; i < 10; i++) {
// tree(grid, new Vec2(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1)));
//}
}), 2);
//grid.setTile(new Tile(Assets.AssetToTileFill("log"), TileEdge.Both), new Vec3(0, 29, 1));
for (let i = 0; i <= size / 2; i++) {
tree(grid, new Vec3(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1), 2));
}
const input = new Input();
addDefaultKeybinds(input, camera);
let prevTimestamp = 0;
const frame = (timestamp: number) => {
@ -215,8 +230,5 @@ function addDefaultKeybinds(input: Input, camera: Camera) {
window.requestAnimationFrame(frame);
});
const input = new Input();
addDefaultKeybinds(input, camera);
const wasmgl: wasm.WASMGL = new wasm.WASMGL(await wasm.loadWasmModule("./src/wasm/module.wasm"));
})();

View File

@ -1,11 +1,3 @@
export class WASMGLvalue {
ptr;
size;
constructor(ptr, size) {
this.ptr = ptr;
this.size = size;
}
}
export async function loadWasmModule(path) {
return WebAssembly.instantiateStreaming(fetch(path));
}
@ -34,4 +26,18 @@ export class WASMGL {
});
return ptr;
}
push(data) {
let ptr = this.alloc(data.length);
data.forEach((v, i) => {
this.mem[ptr + i] = v;
});
return ptr;
}
get(ptr, length) {
let a = new Array(length);
for (let i = 0; i < length; ++i) {
a[i] = this.mem[ptr + i];
}
return a;
}
}

View File

@ -1,13 +1,3 @@
export class WASMGLvalue {
ptr: number;
size: number;
constructor(ptr: number, size: number) {
this.ptr = ptr;
this.size = size;
}
}
export interface WASMGLEnvironment {
exports: any,
mem: Float32Array,
@ -58,4 +48,24 @@ export class WASMGL {
return ptr;
}
push(data: number[]): number {
let ptr = this.alloc(data.length);
data.forEach((v, i) => {
this.mem[ptr + i] = v;
});
return ptr;
}
get(ptr: number, length: number): Array<number> {
let a = new Array(length);
for (let i = 0; i < length; ++i) {
a[i] = this.mem[ptr + i];
}
return a;
}
}

View File

@ -33,36 +33,42 @@ export class Grid {
tiles3d;
tileSize;
width;
length;
breadth;
height;
constructor(position, tileSize, width, length, height) {
topHeight;
constructor(position, tileSize, width, breadth, height) {
this.tiles3d = new Array(height);
this.position = position;
this.tileSize = tileSize;
this.width = width;
this.length = length;
this.breadth = breadth;
this.height = height;
let layer = new Array(width * length);
this.topHeight = 0;
let layer = new Array(width * breadth);
for (let i = 0; i < this.height; ++i)
this.tiles3d[i] = { ...layer };
}
fillLayer(tile, z) {
if (z + 1 > this.topHeight)
this.topHeight = z + 1;
for (let i = 0; i < this.width; ++i) {
for (let j = 0; j < this.length; ++j) {
for (let j = 0; j < this.breadth; ++j) {
this.tiles3d[z][i + j * this.width] = { ...tile };
}
}
for (let i = 0; i < this.width; ++i) {
this.tiles3d[z][this.length * i - 1] = { ...tile, edge: TileEdge.Right };
this.tiles3d[z][this.breadth * i - 1] = { ...tile, edge: TileEdge.Right };
}
for (let i = 0; i < this.length - 1; ++i) {
this.tiles3d[z][this.width * (this.length - 1) + i] = { ...tile, edge: TileEdge.Left };
for (let i = 0; i < this.breadth - 1; ++i) {
this.tiles3d[z][this.width * (this.breadth - 1) + i] = { ...tile, edge: TileEdge.Left };
}
this.tiles3d[z][this.width * this.length - 1] = { ...tile, edge: TileEdge.Both };
this.tiles3d[z][this.width * this.breadth - 1] = { ...tile, edge: TileEdge.Both };
}
setTile(tile, coord) {
let index = coord.x + coord.y * this.width;
this.tiles3d[coord.z][index] = { ...tile };
if (coord.z + 1 > this.topHeight)
this.topHeight = coord.z + 1;
}
getTile(coord) {
let index = coord.x + coord.y * this.width;
@ -75,18 +81,18 @@ export class Grid {
export function tree(grid, position) {
let log = Sprite.tile(2);
let leaves = Sprite.tile(1);
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 1));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 2));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 3));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 4));
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 5));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 1));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 2));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 3));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 4));
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 5));
}
export function bush(grid, position) {
let leaves = Sprite.tile(1);

View File

@ -47,46 +47,56 @@ export class Grid {
tileSize: number;
width: number;
length: number;
breadth: number;
height: number;
constructor(position: Vec3, tileSize: number, width: number, length: number, height: number) {
topHeight: number;
constructor(position: Vec3, tileSize: number, width: number, breadth: number, height: number) {
this.tiles3d = new Array<Tile[]>(height);
this.position = position;
this.tileSize = tileSize;
this.width = width;
this.length = length;
this.breadth = breadth;
this.height = height;
let layer = new Array(width * length);
this.topHeight = 0;
let layer = new Array(width * breadth);
for (let i = 0; i < this.height; ++i)
this.tiles3d[i] = {...layer};
}
fillLayer(tile: Tile, z: number) {
if (z + 1 > this.topHeight)
this.topHeight = z + 1;
for (let i = 0; i < this.width; ++i) {
for (let j = 0; j < this.length; ++j) {
for (let j = 0; j < this.breadth; ++j) {
this.tiles3d[z][i + j * this.width] = {...tile};
}
}
for (let i = 0; i < this.width; ++i) {
this.tiles3d[z][this.length * i - 1] = {...tile, edge: TileEdge.Right};
this.tiles3d[z][this.breadth * i - 1] = {...tile, edge: TileEdge.Right};
}
for (let i = 0; i < this.length - 1; ++i) {
this.tiles3d[z][this.width * (this.length - 1) + i] = {...tile, edge: TileEdge.Left};
for (let i = 0; i < this.breadth - 1; ++i) {
this.tiles3d[z][this.width * (this.breadth - 1) + i] = {...tile, edge: TileEdge.Left};
}
this.tiles3d[z][this.width * this.length - 1] = {...tile, edge: TileEdge.Both};
this.tiles3d[z][this.width * this.breadth - 1] = {...tile, edge: TileEdge.Both};
}
setTile(tile: Tile, coord: Vec3) {
let index = coord.x + coord.y * this.width;
this.tiles3d[coord.z][index] = {...tile};
if (coord.z + 1 > this.topHeight)
this.topHeight = coord.z + 1;
}
getTile(coord: Vec3): Tile | null {
@ -99,22 +109,22 @@ export class Grid {
}
}
export function tree(grid: Grid, position: Vec2) {
export function tree(grid: Grid, position: Vec3) {
let log = Sprite.tile(2);
let leaves = Sprite.tile(1);
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 1));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 2));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 3));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 4));
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 5));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 1));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 2));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 3));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 4));
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 5));
}
export function bush(grid: Grid, position: Vec2) {

View File

@ -1,20 +1,20 @@
#include "wasmgl.h"
void doubel(WASMGLvalue(0))
void doubel(WASMGLvalue(data))
{
for (int i = 0; i < size_0; ++i)
WASMGLset(ptr_0 + i, WASMGLmemory[ptr_0 + i] * 2.0);
for (int i = 0; i < size_data; ++i)
WASMGLset(ptr_data + i, WASMGLmemory[ptr_data + i] * 2.0);
}
void uppercase(WASMGLvalue(0)) {
void uppercase(WASMGLvalue(data)) {
int val = 0;
for (int i = 0; i < size_0; ++i)
for (int i = 0; i < size_data; ++i)
{
val = WASMGLmemory[ptr_0 + i] - 32;
val = WASMGLmemory[ptr_data + i] - 32;
if (val < 65 || val > 122) val = WASMGLmemory[ptr_0 + i];
if (val < 65 || val > 122) val = WASMGLmemory[ptr_data + i];
WASMGLset(ptr_0 + i, val);
WASMGLset(ptr_data + i, val);
}
}

View File

@ -17,7 +17,7 @@ extern float WASMGLmemory[WASMGLmemory_size];
typedef unsigned int WASMGLptr;
typedef unsigned int WASMGLsize;
#define WASMGLvalue(n) WASMGLptr ptr_##n, WASMGLsize size_##n
#define WASMGLvalue(name) WASMGLptr ptr_##name, WASMGLsize size_##name
WASMGLptr WASMGLmalloc(WASMGLsize size);
void WASMGLset(WASMGLptr ptr, int value);