Implement simple map renderer
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13 changed files with 259 additions and 74 deletions
59
src/view/MapLoader.ts
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59
src/view/MapLoader.ts
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import {mapValues, mapValuesAsync, nextPowerOf2} from '../util';
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import Renderer from './Renderer';
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import MapView from './MapView';
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import MapData from '../model/MapData';
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function loadImage(url: string): Promise<HTMLImageElement> {
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return new Promise(function(resolve, reject) {
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let img = new Image();
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img.addEventListener('load', () => { resolve(img); });
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img.addEventListener('error', () => { reject(Error('failed to load ' + url)); });
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img.src = url;
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});
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}
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function loadImages(urls: Map<string, string>): Promise<Map<string, HTMLImageElement>> {
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return mapValuesAsync(loadImage, urls);
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}
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function loadTiles(tiles: Map<string, string>): Promise<Map<string, HTMLImageElement>> {
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return loadImages(mapValues(t => `resources/sprite/tile/${t}.png`, tiles));
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}
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function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageElement>): [WebGLTexture, Map<string, number>] {
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let canvas = document.createElement('canvas');
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canvas.width = nextPowerOf2(tiles.size) * MapView.tileSize;
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canvas.height = MapView.tileSize;
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let i = 0;
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let ret: Map<string, number> = new Map();
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let ctx = canvas.getContext('2d') as CanvasRenderingContext2D;
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for (let [k, tile] of tiles) {
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ctx.drawImage(tile, i * MapView.tileSize, 0);
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ret.set(k, i++);
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}
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let texture = gl.createTexture();
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if (!texture)
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throw new Error('unable to create texture');
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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return [texture, ret];
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}
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export async function loadMap(r: Renderer, mapData: MapData): Promise<MapView> {
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let tiles = await loadTiles(mapData.tiles);
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let [tileTexture, tileMap] = mkTileTexture(r.gl, tiles);
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return new MapView(r, mapData, tileTexture, tileMap);
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}
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