webgl_game/src/js/draw.ts

214 lines
6.3 KiB
TypeScript

import { Vec3, Vec2, Color } from "./common.js"
import { Graphics, Texture } from "./graphics.js";
export function drawTriangle(gfx: Graphics, positions: [Vec2, Vec2, Vec2], color: Color) {
const a_position = gfx.getAttribute("a_position");
const a_color = gfx.getAttribute("a_color");
const points: Array<number> = [
positions[0].x, positions[0].y,
positions[1].x, positions[1].y,
positions[2].x, positions[2].y,
]
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 drawTriangleExts(gfx: Graphics, position: Vec3, exts: Vec2, color: Color) {
const a_position = gfx.getAttribute("a_position");
const a_color = gfx.getAttribute("a_color");
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: 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);
}
}
export function drawIsometricCube(gfx: Graphics, position: Vec3, exts: Vec3, color: Color | Texture) {
let points = [
position,
new Vec3(position.x, position.y + exts.y, position.z),
new Vec3(position.x + exts.x, position.y, position.z),
new Vec3(position.x + exts.x, position.y + exts.y, position.z),
new Vec3(position.x + 1.5 * exts.x, position.y - 0.5 * exts.y, position.z + 0.25 * exts.z),
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),
];
drawRectangle(
gfx,
[
points[0],
points[1],
points[3],
points[2],
],
color);
drawRectangle(
gfx,
[
points[3],
points[2],
points[4],
points[5],
],
color);
drawRectangle(
gfx,
[
points[0],
points[2],
points[4],
points[6],
],
color);
}
export function drawRectangleExts(gfx: Graphics, position: Vec3, exts: Vec2, color: 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: 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.mult(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: 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);
}