view: do not split multi-frame sprites into multiple textures
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parent
4eb954e759
commit
236151ba9c
2 changed files with 18 additions and 31 deletions
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@ -10,25 +10,24 @@ export async function loadEntity(
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data: EntityData,
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data: EntityData,
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): Promise<SpriteView[]> {
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): Promise<SpriteView[]> {
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const tile = await loadImage(`resources/sprite/entity/${data.sprite}.png`);
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const tile = await loadImage(`resources/sprite/entity/${data.sprite}.png`);
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const [texture, size] = mkTexture(r, tile);
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const frameSize = [size[0], size[1] / data.frames];
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const offset = vec2.mul(vec2.create(), frameSize, data.anchor);
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r.snapToGrid(offset, offset);
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const coords: SpriteCoords = [
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-offset[0],
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-offset[1],
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-offset[0] + frameSize[0],
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-offset[1] + frameSize[1],
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];
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const sprites: SpriteView[] = [];
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const sprites: SpriteView[] = [];
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for (let frame = 0; frame < data.frames; frame++) {
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for (let frame = 0; frame < data.frames; frame++) {
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const [texture, coords] = mkTexture(r, tile, frame, data.frames);
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const offset = vec2.fromValues(coords[2] - coords[0], coords[3] - coords[1]);
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vec2.mul(offset, offset, data.anchor);
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r.snapToGrid(offset, offset);
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const anchorCoords: SpriteCoords = [
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coords[0] - offset[0],
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coords[1] - offset[1],
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coords[2] - offset[0],
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coords[3] - offset[1],
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];
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const builder = new SpriteViewBuilder(r, texture);
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const builder = new SpriteViewBuilder(r, texture);
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builder.addSprite(anchorCoords, [0, 0, 1, 1]);
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builder.addSprite(coords, [0, frame / data.frames, 1, (frame + 1) / data.frames]);
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sprites.push(builder.build());
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sprites.push(builder.build());
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}
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}
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@ -1,4 +1,3 @@
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import { nextPowerOf2 } from '../../util';
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import { Renderer } from '../renderer/renderer';
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import { Renderer } from '../renderer/renderer';
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import { SpriteCoords } from '../sprite';
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import { SpriteCoords } from '../sprite';
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@ -14,33 +13,22 @@ export function loadImage(url: string): Promise<HTMLImageElement> {
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export function mkTexture(
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export function mkTexture(
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r: Renderer,
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r: Renderer,
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src: HTMLCanvasElement|HTMLImageElement,
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src: HTMLCanvasElement|HTMLImageElement,
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frame: number = 0,
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): [WebGLTexture, [number, number]] {
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total: number = 1,
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): [WebGLTexture, SpriteCoords] {
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const gl = r.getContext();
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const gl = r.getContext();
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const texture = gl.createTexture();
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const texture = gl.createTexture();
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if (!texture)
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if (!texture)
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throw new Error('unable to create texture');
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throw new Error('unable to create texture');
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const w = src.width, h = src.height / total;
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const canvas = document.createElement('canvas');
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canvas.width = w;
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canvas.height = h;
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const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;
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ctx.drawImage(src, 0, frame * h, w, h, 0, 0, w, h);
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gl.bindTexture(gl.TEXTURE_2D, 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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src);
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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_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_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_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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const coords: SpriteCoords = [
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const size: [number, number] = [
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0, 0, w / r.coordScale, h / r.coordScale,
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src.width / r.coordScale, src.height / r.coordScale,
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];
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];
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return [texture, coords];
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return [texture, size];
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}
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}
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