MapLoader: use square tile texture rather than long Nx1 rectangle

By placing the tiles in a square texture, the dimensions are bounded by the
square root of the dimension in the old solution. This way we can fit a
significantly higher number of tiles into it without using up all the
accuracy of the coordinates.
This commit is contained in:
Matthias Schiffer 2018-10-26 23:11:14 +02:00
parent bc6d79b088
commit 4b680776a3
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C
3 changed files with 55 additions and 38 deletions

View file

@ -4,6 +4,11 @@ import MapState from '../model/state/MapState';
import MapView from './MapView';
import Renderer from './renderer/Renderer';
export interface TileMap {
texture: WebGLTexture;
tiles: Map<string, [number, number, number, number]>;
}
function loadImage(url: string): Promise<HTMLImageElement> {
return new Promise((resolve, reject) => {
const img = new Image();
@ -36,27 +41,42 @@ function mkTexture(gl: WebGLRenderingContext, src: HTMLCanvasElement|HTMLImageEl
return texture;
}
function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageElement>):
[WebGLTexture, Map<string, number>] {
const canvas = document.createElement('canvas');
canvas.width = nextPowerOf2(tiles.size) * MapView.tileSize;
canvas.height = MapView.tileSize;
function mkTileMap(
gl: WebGLRenderingContext,
tiles: Map<string, HTMLImageElement>,
): TileMap {
const tileSize = MapView.tileSize;
let i = 0;
const ret: Map<string, number> = new Map();
const canvasDim = nextPowerOf2(Math.sqrt(tiles.size));
const canvasSize = canvasDim * tileSize;
const canvas = document.createElement('canvas');
canvas.width = canvas.height = canvasSize;
let x = 0, y = 0;
const map: Map<string, [number, number, number, number]> = new Map();
const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;
for (const [k, tile] of tiles) {
ctx.drawImage(tile, i * MapView.tileSize, 0);
ret.set(k, i++);
ctx.drawImage(tile, x * tileSize, y * tileSize);
map.set(k, [x / canvasDim, y / canvasDim, (x + 1) / canvasDim, (y + 1) / canvasDim]);
x++;
if (x === canvasDim) {
x = 0;
y++;
}
}
return [mkTexture(gl, canvas), ret];
return {
texture: mkTexture(gl, canvas),
tiles: map,
};
}
export async function loadMap(r: Renderer, map: MapState): Promise<MapView> {
const tiles = await loadTiles(map.data.tiles);
const [tileTexture, tileMap] = mkTileTexture(r.getContext(), tiles);
const tileMap = mkTileMap(r.getContext(), tiles);
return new MapView(r, map, tileTexture, tileMap);
return new MapView(r, map, tileMap);
}