265 lines
8.3 KiB
JavaScript
265 lines
8.3 KiB
JavaScript
import { Vec2, Vec4 } from "./common.js";
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export function fullscreenCanvas(gfx, id) {
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const canvas = document.getElementById(id);
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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gfx.ctx.viewport(0, 0, canvas.width, canvas.height);
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}
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function createShader(ctx, type, source) {
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var shader = ctx.createShader(type);
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if (!shader) {
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throw new Error("Couldn't create shader: " + type);
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}
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ctx.shaderSource(shader, source);
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ctx.compileShader(shader);
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var success = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
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if (!success) {
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console.log(ctx.getShaderInfoLog(shader));
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ctx.deleteShader(shader);
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throw new Error("Couldn't compile shader: " + type);
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}
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return shader;
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}
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function createProgram(ctx, vertexShaderSource, fragmentShaderSource) {
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var program = ctx.createProgram();
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if (vertexShaderSource !== null) {
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const vs = createShader(ctx, ctx.VERTEX_SHADER, vertexShaderSource);
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ctx.attachShader(program, vs);
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}
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if (fragmentShaderSource !== null) {
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const fs = createShader(ctx, ctx.FRAGMENT_SHADER, fragmentShaderSource);
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ctx.attachShader(program, fs);
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}
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ctx.linkProgram(program);
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var success = ctx.getProgramParameter(program, ctx.LINK_STATUS);
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if (!success) {
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console.log(ctx.getProgramInfoLog(program));
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ctx.deleteProgram(program);
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throw new Error("Failed to create program!");
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}
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return program;
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}
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export var DrawTag;
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(function (DrawTag) {
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DrawTag[DrawTag["ISO"] = 0] = "ISO";
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})(DrawTag || (DrawTag = {}));
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export class Graphics {
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ctx;
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program;
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attribs = new Map();
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uniforms = new Map();
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vao;
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vbo;
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toRender = [];
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texCount = 0;
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width() {
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return this.ctx.canvas.width;
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}
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height() {
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return this.ctx.canvas.height;
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}
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constructor(ctx, vs, fs) {
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this.ctx = ctx;
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this.program = createProgram(ctx, vs, fs);
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this.vao = ctx.createVertexArray();
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this.vbo = ctx.createBuffer();
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ctx.bindVertexArray(this.vao);
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ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
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ctx.useProgram(this.program);
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ctx.blendFunc(ctx.SRC_ALPHA, ctx.ONE_MINUS_SRC_ALPHA);
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ctx.enable(ctx.BLEND);
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}
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clear(r, g, b, a) {
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this.ctx.clearColor(r, g, b, a);
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this.ctx.clear(this.ctx.COLOR_BUFFER_BIT);
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}
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createAttribute(name) {
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const attrib = new Attribute(this.ctx, this.program, name);
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this.attribs.set(name, attrib);
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return attrib;
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}
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getAttribute(name) {
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const attrib = this.attribs.get(name);
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if (attrib === undefined)
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throw new Error("Tried to get uninitialized attribute: " + name);
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return attrib;
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}
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createUniform(name) {
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const loc = this.ctx.getUniformLocation(this.program, name);
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if (loc === null)
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throw new Error("Couldn't get location for uniform: " + name);
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this.uniforms.set(name, loc);
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}
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getUniform(name) {
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const loc = this.uniforms.get(name);
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if (loc === undefined)
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throw new Error("Tried to get uninitialized uniform: " + name);
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return loc;
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}
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draw() {
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for (let o of this.toRender) {
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const data = o.data;
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this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, this.vbo);
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this.ctx.bufferData(this.ctx.ARRAY_BUFFER, new Float32Array(data), this.ctx.STATIC_DRAW);
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let aid = 0;
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for (let a of o.attribs) {
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let attr = this.getAttribute(a);
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if (!attr.formatted)
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throw new Error("Tried to use unformatted attribute!");
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this.ctx.enableVertexAttribArray(attr.loc);
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this.ctx.vertexAttribPointer(attr.loc, attr.size, attr.type, attr.normalized, o.vertexSize * 4, aid * 4);
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aid += attr.size;
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}
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// Generalize the tag uniforms aka. don't hard code them
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for (let t of o.tags) {
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switch (t) {
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case DrawTag.ISO: {
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this.ctx.uniform1ui(this.getUniform("u_isIso"), 1);
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break;
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}
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}
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}
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o.sprites?.bind(this);
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this.ctx.drawArrays(this.ctx.TRIANGLES, 0, data.length / o.vertexSize);
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o.sprites?.unbind(this);
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for (let t of o.tags) {
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switch (t) {
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case DrawTag.ISO: {
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this.ctx.uniform1ui(this.getUniform("u_isIso"), 0);
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break;
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}
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}
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}
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}
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// TODO: Maybe add persistent rendering?
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this.toRender = [];
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}
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}
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export class Attribute {
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loc;
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formatted = false;
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size = 0;
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type = 0;
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offset = 0;
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normalized = false;
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constructor(ctx, program, name) {
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this.loc = ctx.getAttribLocation(program, name);
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}
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format(size, type, normalized, offset) {
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this.size = size;
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this.type = type;
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this.normalized = normalized;
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this.offset = offset;
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this.formatted = true;
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}
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}
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export class Texture {
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tex;
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texId;
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width = 0;
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height = 0;
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constructor(texId, tex, width, height) {
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this.height = height;
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this.width = width;
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this.tex = tex;
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this.texId = texId;
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}
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// TODO: Load sprite sheet only once
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// TODO: Allow changing sprite size
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static async load(gfx, path) {
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let image = await loadTexture(path);
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let tex = gfx.ctx.createTexture();
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gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, tex);
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gfx.ctx.texImage2D(gfx.ctx.TEXTURE_2D, 0, gfx.ctx.RGBA, gfx.ctx.RGBA, gfx.ctx.UNSIGNED_BYTE, image);
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gfx.ctx.texParameteri(gfx.ctx.TEXTURE_2D, gfx.ctx.TEXTURE_MAG_FILTER, gfx.ctx.NEAREST);
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gfx.ctx.texParameteri(gfx.ctx.TEXTURE_2D, gfx.ctx.TEXTURE_MIN_FILTER, gfx.ctx.NEAREST);
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gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, null);
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gfx.texCount += 1;
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return new Texture(gfx.texCount, tex, image.width, image.height);
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}
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bind(gfx) {
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gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, this.tex);
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}
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unbind(gfx) {
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gfx.ctx.bindTexture(gfx.ctx.TEXTURE_2D, null);
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}
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}
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export class Sprite {
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id = 0;
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constructor(id) {
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this.id = id;
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}
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static id(id) {
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return new Sprite(id);
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}
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static tile(id) {
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let s = new Sprite(id);
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return {
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left: s,
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top: s,
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right: s,
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};
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}
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}
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;
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export class Spritesheet {
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texture; // Texture is a horizontal spritesheet
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spriteSize; // width and height of one sprite
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spriteCount; // number of sprites
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constructor(texture, spriteSize) {
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this.texture = texture;
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this.spriteSize = spriteSize;
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this.spriteCount = texture.width / spriteSize.x;
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}
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getUVs(id) {
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return [
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new Vec2((this.spriteSize.x * id) / this.texture.width, 0),
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new Vec2((this.spriteSize.x * (id + 1)) / this.texture.width, 0),
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new Vec2((this.spriteSize.x * (id + 1)) / this.texture.width, -1),
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new Vec2((this.spriteSize.x * id) / this.texture.width, -1),
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];
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}
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bind(gfx) {
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this.texture.bind(gfx);
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}
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unbind(gfx) {
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this.texture.unbind(gfx);
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}
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}
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async function loadTexture(path) {
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return new Promise(resolve => {
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const img = new Image();
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img.addEventListener("load", () => {
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resolve(img);
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});
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img.src = path;
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});
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}
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export class Camera {
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dt = 0;
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position;
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movement;
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speed = 600;
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scale = 1.0;
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scaling;
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scaleSpeed = 1.5;
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constructor(position) {
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this.position = position;
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this.movement = new Vec4(0, 0, 0, 0);
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this.scaling = new Vec2(0, 0);
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}
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update(dt) {
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this.dt = dt;
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let newPosition = this.movement.multScalarNew(this.dt);
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this.position.x += (newPosition.x + newPosition.y) * this.speed;
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this.position.y += (newPosition.z + newPosition.w) * this.speed;
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this.scale += (this.scaling.x + this.scaling.y) * this.dt * this.scaleSpeed;
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if (this.scale < 0.5) {
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this.scale = 0.5;
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}
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if (this.scale > 1.5) {
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this.scale = 1.5;
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}
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}
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}
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