Implement simple map renderer

This commit is contained in:
Matthias Schiffer 2017-09-12 09:20:19 +02:00
parent a5e69edc5a
commit 02758a69ac
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C
13 changed files with 259 additions and 74 deletions

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@ -1,8 +1,8 @@
{
"tiles": {
"G": {"file": "grass"},
"<": {"file": "road", "subtile": 0},
">": {"file": "road", "subtile": 1}
"G": "grass",
"<": "road_left",
">": "road_right"
},
"collision": [
"00000000000110000000000000000000",

9
package-lock.json generated
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@ -8,6 +8,12 @@
"integrity": "sha512-8xmF+Zx+HsfSU4vABlqdjNSDZVKY8JLx8bjD5INcESmO7nXmcYatry1LPYPK/XMuYNxrGrrvkcXJdS1pgtRfQg==",
"dev": true
},
"@types/lodash": {
"version": "4.14.74",
"resolved": "https://registry.npmjs.org/@types/lodash/-/lodash-4.14.74.tgz",
"integrity": "sha512-BZknw3E/z3JmCLqQVANcR17okqVTPZdlxvcIz0fJiJVLUCbSH1hK3zs9r634PVSmrzAxN+n/fxlVRiYoArdOIQ==",
"dev": true
},
"accepts": {
"version": "1.3.4",
"resolved": "https://registry.npmjs.org/accepts/-/accepts-1.3.4.tgz",
@ -1702,8 +1708,7 @@
"lodash": {
"version": "4.17.4",
"resolved": "https://registry.npmjs.org/lodash/-/lodash-4.17.4.tgz",
"integrity": "sha1-eCA6TRwyiuHYbcpkYONptX9AVa4=",
"dev": true
"integrity": "sha1-eCA6TRwyiuHYbcpkYONptX9AVa4="
},
"loglevel": {
"version": "1.4.1",

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@ -6,6 +6,7 @@
},
"devDependencies": {
"@types/gl-matrix": "^2.3.0",
"@types/lodash": "^4.14.74",
"raw-loader": "^0.5.1",
"ts-loader": "^2.3.6",
"typescript": "^2.5.2",
@ -14,6 +15,7 @@
"webpack-dev-server": "^2.7.1"
},
"dependencies": {
"gl-matrix": "^2.4.0"
"gl-matrix": "^2.4.0",
"lodash": "^4.17.4"
}
}

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@ -1,13 +1,24 @@
import MapData from './model/MapData';
import Renderer from './view/Renderer';
import Scene from './view/Scene';
import {loadMap} from './view/MapLoader';
(() => {
window.onload = () => {
const canvas = document.getElementById('rpgedit') as HTMLCanvasElement;
if (!canvas)
return;
const renderer = new Renderer(canvas);
const scene = new Scene(renderer);
scene.draw();
})();
let xhr = new XMLHttpRequest();
xhr.addEventListener('load', async function() {
let mapDef = new MapData(JSON.parse(this.responseText));
let mapView = await loadMap(renderer, mapDef);
mapView.draw();
});
xhr.open('GET', 'resources/map/test.json', true);
xhr.send();
};

26
src/model/MapData.ts Normal file
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@ -0,0 +1,26 @@
import {mapFromObject} from '../util';
interface Input {
tiles: {[key: string]: string};
collision: string[];
layers: string[][][];
}
export default class MapData {
tiles: Map<string, string>;
collision: string[];
layers: string[][][];
width: number;
height: number;
constructor(data: Input) {
this.tiles = mapFromObject(data.tiles);
this.collision = data.collision;
this.layers = data.layers;
this.height = this.collision.length;
this.width = this.collision[0].length;
}
}

33
src/util.ts Normal file
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@ -0,0 +1,33 @@
import * as _ from 'lodash';
export function mapFromObject<T>(obj: {[key: string]: T}): Map<string, T> {
return new Map(_.toPairs(obj));
}
export function mapValues<K, V1, V2>(f: (v: V1) => V2, map: Map<K, V1>): Map<K, V2> {
let ret: Map<K, V2> = new Map();
for (let [k, v] of map)
ret.set(k, f(v));
return ret;
}
export async function mapValuesAsync<K, V1, V2>(f: (v: V1) => Promise<V2>, map: Map<K, V1>): Promise<Map<K, V2>> {
let ret: Map<K, V2> = new Map();
for (let [k, v] of mapValues(f, map))
ret.set(k, await v);
return ret;
}
export function nextPowerOf2(n: number): number {
let i = 1;
while (i < n)
i *= 2;
return i;
}

59
src/view/MapLoader.ts Normal file
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@ -0,0 +1,59 @@
import {mapValues, mapValuesAsync, nextPowerOf2} from '../util';
import Renderer from './Renderer';
import MapView from './MapView';
import MapData from '../model/MapData';
function loadImage(url: string): Promise<HTMLImageElement> {
return new Promise(function(resolve, reject) {
let img = new Image();
img.addEventListener('load', () => { resolve(img); });
img.addEventListener('error', () => { reject(Error('failed to load ' + url)); });
img.src = url;
});
}
function loadImages(urls: Map<string, string>): Promise<Map<string, HTMLImageElement>> {
return mapValuesAsync(loadImage, urls);
}
function loadTiles(tiles: Map<string, string>): Promise<Map<string, HTMLImageElement>> {
return loadImages(mapValues(t => `resources/sprite/tile/${t}.png`, tiles));
}
function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageElement>): [WebGLTexture, Map<string, number>] {
let canvas = document.createElement('canvas');
canvas.width = nextPowerOf2(tiles.size) * MapView.tileSize;
canvas.height = MapView.tileSize;
let i = 0;
let ret: Map<string, number> = new Map();
let ctx = canvas.getContext('2d') as CanvasRenderingContext2D;
for (let [k, tile] of tiles) {
ctx.drawImage(tile, i * MapView.tileSize, 0);
ret.set(k, i++);
}
let texture = gl.createTexture();
if (!texture)
throw new Error('unable to create texture');
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return [texture, ret];
}
export async function loadMap(r: Renderer, mapData: MapData): Promise<MapView> {
let tiles = await loadTiles(mapData.tiles);
let [tileTexture, tileMap] = mkTileTexture(r.gl, tiles);
return new MapView(r, mapData, tileTexture, tileMap);
}

81
src/view/MapView.ts Normal file
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@ -0,0 +1,81 @@
import * as _ from 'lodash';
import {nextPowerOf2} from '../util';
import Renderer from './Renderer';
import MapData from '../model/MapData';
class MapView {
private redrawPending: boolean = false;
private vertexBuffer: WebGLBuffer;
private textureBuffer: WebGLBuffer;
private addTile(vertexData: number[], textureData: number[], x: number, y: number, tile: string, tileCount: number) {
let tileID = this.tileMap.get(tile);
if (tileID === undefined)
throw new Error('invalid tile specifier in map data');
vertexData.push(x); vertexData.push(y);
vertexData.push(x+1); vertexData.push(y);
vertexData.push(x); vertexData.push(y+1);
vertexData.push(x); vertexData.push(y+1);
vertexData.push(x+1); vertexData.push(y);
vertexData.push(x+1); vertexData.push(y+1);
textureData.push((tileID) / tileCount); textureData.push(0);
textureData.push((tileID+1) / tileCount); textureData.push(0);
textureData.push((tileID) / tileCount); textureData.push(1);
textureData.push((tileID) / tileCount); textureData.push(1);
textureData.push((tileID+1) / tileCount); textureData.push(0);
textureData.push((tileID+1) / tileCount); textureData.push(1);
}
constructor(private r: Renderer, private map: MapData, private tileTexture: WebGLTexture, private tileMap: Map<string, number>) {
let vertexData: number[] = [];
let textureData: number[] = [];
let tileCount = nextPowerOf2(tileMap.size);
for (let x = 0; x < map.width; x++) {
for (let y = 0; y < map.height; y++) {
this.addTile(vertexData, textureData, x, y, map.layers[0][y][x], tileCount);
}
}
this.vertexBuffer = r.createBuffer();
r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.vertexBuffer);
r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(vertexData), r.gl.STATIC_DRAW);
this.textureBuffer = r.createBuffer();
r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.textureBuffer);
r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(textureData), r.gl.STATIC_DRAW);
}
draw(): void {
this.r.gl.clear(this.r.gl.COLOR_BUFFER_BIT);
this.r.gl.activeTexture(this.r.gl.TEXTURE0);
this.r.gl.bindTexture(this.r.gl.TEXTURE_2D, this.tileTexture);
this.r.gl.uniform1i(this.r.samplerLoc, 0);
this.r.gl.bindBuffer(this.r.gl.ARRAY_BUFFER, this.vertexBuffer);
this.r.gl.vertexAttribPointer(this.r.vertexPosLoc, 2, this.r.gl.FLOAT, false, 0, 0);
this.r.gl.bindBuffer(this.r.gl.ARRAY_BUFFER, this.textureBuffer);
this.r.gl.vertexAttribPointer(this.r.textureCoordLoc, 2, this.r.gl.FLOAT, false, 0, 0);
this.r.gl.drawArrays(this.r.gl.TRIANGLES, 0, 6 * this.map.width * this.map.height);
}
}
module MapView {
export const tileSize = 32;
}
export default MapView;

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@ -1,15 +1,16 @@
import {mat4} from 'gl-matrix';
class Renderer {
export default class Renderer {
public gl: WebGLRenderingContext;
public vertexPosLoc: number;
public textureCoordLoc: number;
private viewportLoc: WebGLUniformLocation;
private translateLoc: WebGLUniformLocation;
public samplerLoc: WebGLUniformLocation;
private viewport: mat4 = mat4.create();
private translate: mat4 = mat4.create();
private mkContext(): WebGLRenderingContext {
let gl = (this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl')) as WebGLRenderingContext|null;
@ -45,9 +46,8 @@ class Renderer {
compileShader(type: number, src: string): WebGLShader {
let shader = this.gl.createShader(type);
if (!shader) {
if (!shader)
throw new Error('Unable to create shader');
}
this.gl.shaderSource(shader, src);
this.gl.compileShader(shader);
@ -63,9 +63,8 @@ class Renderer {
private initShaders(): void {
let shaderProgram = this.gl.createProgram();
if (!shaderProgram) {
if (!shaderProgram)
throw new Error('Unable to create shader program');
}
let vertexShader = this.compileShader(this.gl.VERTEX_SHADER, require('./default.vs'));
let fragmentShader = this.compileShader(this.gl.FRAGMENT_SHADER, require('./default.fs'));
@ -87,11 +86,15 @@ class Renderer {
this.gl.useProgram(shaderProgram);
this.vertexPosLoc = this.getAttribLocation(shaderProgram, 'vertexPos');
this.vertexPosLoc = this.getAttribLocation(shaderProgram, 'aVertexPos');
this.gl.enableVertexAttribArray(this.vertexPosLoc);
this.viewportLoc = this.getUniformLocation(shaderProgram, 'viewport');
this.translateLoc = this.getUniformLocation(shaderProgram, 'translate');
this.textureCoordLoc = this.getAttribLocation(shaderProgram, 'aTextureCoord');
this.gl.enableVertexAttribArray(this.textureCoordLoc);
this.viewportLoc = this.getUniformLocation(shaderProgram, 'uViewport');
this.translateLoc = this.getUniformLocation(shaderProgram, 'uTranslate');
this.samplerLoc = this.getUniformLocation(shaderProgram, 'uSampler');
}
private setSize(): void {
@ -102,11 +105,10 @@ class Renderer {
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
mat4.identity(this.viewport);
mat4.scale(this.viewport, this.viewport, [64 / w, 64 / h, 1.0]);
mat4.scale(this.viewport, this.viewport, [2 * 64 / w, -2 * 64 / h, 1.0]);
this.gl.uniformMatrix4fv(this.viewportLoc, false, this.viewport);
mat4.identity(this.translate);
this.gl.uniformMatrix4fv(this.translateLoc, false, this.translate);
this.gl.uniform2f(this.translateLoc, -5.0, -5.0);
}
constructor(private canvas: HTMLCanvasElement) {
@ -115,10 +117,7 @@ class Renderer {
this.initShaders();
this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
this.gl.enable(this.gl.DEPTH_TEST);
this.setSize();
}
}
export default Renderer;

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@ -1,41 +0,0 @@
import Renderer from './Renderer';
class Scene {
private triangleVertexPositionBuffer: WebGLBuffer;
private squareVertexPositionBuffer: WebGLBuffer;
constructor(private r: Renderer) {
this.triangleVertexPositionBuffer = r.createBuffer();
r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.triangleVertexPositionBuffer);
const triangleVertices = [
-1.5, 1.0,
-2.5, -1.0,
-0.5, -1.0,
];
r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(triangleVertices), r.gl.STATIC_DRAW);
this.squareVertexPositionBuffer = r.createBuffer();
r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.squareVertexPositionBuffer);
const squareVertices = [
2.5, 1.0,
0.5, 1.0,
2.5, -1.0,
0.5, -1.0,
];
r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(squareVertices), r.gl.STATIC_DRAW);
}
draw(): void {
this.r.gl.clear(this.r.gl.COLOR_BUFFER_BIT | this.r.gl.DEPTH_BUFFER_BIT);
this.r.gl.bindBuffer(this.r.gl.ARRAY_BUFFER, this.triangleVertexPositionBuffer);
this.r.gl.vertexAttribPointer(this.r.vertexPosLoc, 2, this.r.gl.FLOAT, false, 0, 0);
this.r.gl.drawArrays(this.r.gl.TRIANGLES, 0, 3);
this.r.gl.bindBuffer(this.r.gl.ARRAY_BUFFER, this.squareVertexPositionBuffer);
this.r.gl.vertexAttribPointer(this.r.vertexPosLoc, 2, this.r.gl.FLOAT, false, 0, 0);
this.r.gl.drawArrays(this.r.gl.TRIANGLE_STRIP, 0, 4);
}
}
export default Scene;

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@ -1,3 +1,8 @@
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));
}

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@ -1,8 +1,13 @@
attribute vec2 vertexPos;
attribute vec2 aVertexPos;
attribute vec2 aTextureCoord;
uniform mat4 uViewport;
uniform vec2 uTranslate;
varying highp vec2 vTextureCoord;
uniform mat4 viewport;
uniform mat4 translate;
void main(void) {
gl_Position = viewport * translate * vec4(vertexPos, 0.0, 1.0);
gl_Position = uViewport * vec4(aVertexPos + uTranslate, 0.0, 1.0);
vTextureCoord = aTextureCoord;
}

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@ -3,7 +3,7 @@
"outDir": "./dist/",
"sourceMap": true,
"module": "commonjs",
"target": "es5",
"target": "ES2015",
"lib": [ "es2015", "dom" ],
"strict": true
}