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.
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bc6d79b088
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4b680776a3
3 changed files with 55 additions and 38 deletions
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@ -4,6 +4,11 @@ import MapState from '../model/state/MapState';
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import MapView from './MapView';
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import Renderer from './renderer/Renderer';
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export interface TileMap {
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texture: WebGLTexture;
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tiles: Map<string, [number, number, number, number]>;
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}
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function loadImage(url: string): Promise<HTMLImageElement> {
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return new Promise((resolve, reject) => {
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const img = new Image();
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@ -36,27 +41,42 @@ function mkTexture(gl: WebGLRenderingContext, src: HTMLCanvasElement|HTMLImageEl
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return texture;
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}
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function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageElement>):
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[WebGLTexture, Map<string, number>] {
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const 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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function mkTileMap(
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gl: WebGLRenderingContext,
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tiles: Map<string, HTMLImageElement>,
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): TileMap {
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const tileSize = MapView.tileSize;
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let i = 0;
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const ret: Map<string, number> = new Map();
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const canvasDim = nextPowerOf2(Math.sqrt(tiles.size));
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const canvasSize = canvasDim * tileSize;
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const canvas = document.createElement('canvas');
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canvas.width = canvas.height = canvasSize;
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let x = 0, y = 0;
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const map: Map<string, [number, number, number, number]> = new Map();
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const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;
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for (const [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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ctx.drawImage(tile, x * tileSize, y * tileSize);
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map.set(k, [x / canvasDim, y / canvasDim, (x + 1) / canvasDim, (y + 1) / canvasDim]);
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x++;
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if (x === canvasDim) {
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x = 0;
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y++;
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}
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}
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return [mkTexture(gl, canvas), ret];
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return {
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texture: mkTexture(gl, canvas),
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tiles: map,
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};
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}
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export async function loadMap(r: Renderer, map: MapState): Promise<MapView> {
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const tiles = await loadTiles(map.data.tiles);
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const [tileTexture, tileMap] = mkTileTexture(r.getContext(), tiles);
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const tileMap = mkTileMap(r.getContext(), tiles);
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return new MapView(r, map, tileTexture, tileMap);
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return new MapView(r, map, tileMap);
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}
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@ -1,6 +1,5 @@
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import {nextPowerOf2} from '../util';
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import MapState from '../model/state/MapState';
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import {TileMap} from './MapLoader';
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import Renderer from './renderer/Renderer';
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export default class MapView {
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@ -14,17 +13,14 @@ export default class MapView {
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constructor(
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private readonly r: Renderer,
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private readonly map: MapState,
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private readonly tileTexture: WebGLTexture,
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private readonly tileMap: Map<string, number>,
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private readonly tileMap: TileMap,
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) {
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const vertexData: number[] = [];
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const textureData: number[] = [];
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const tileCount = nextPowerOf2(tileMap.size);
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for (let x = 0; x < map.data.width; x++)
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for (let y = 0; y < map.data.height; y++)
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this.addTile(vertexData, textureData, x, y, map.data.layers[0][y][x], tileCount);
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this.addTile(vertexData, textureData, x, y, map.data.layers[0][y][x]);
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const gl = r.getContext();
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@ -43,7 +39,7 @@ export default class MapView {
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.tileTexture);
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gl.bindTexture(gl.TEXTURE_2D, this.tileMap.texture);
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gl.uniform1i(this.r.getSamplerLoc(), 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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@ -55,25 +51,24 @@ export default class MapView {
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gl.drawArrays(gl.TRIANGLES, 0, 6 * this.map.data.width * this.map.data.height);
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}
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private addTile(vertexData: number[], textureData: number[], x: number, y: number, tile: string, tileCount: number) {
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const tileID = this.tileMap.get(tile);
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if (tileID === undefined)
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private pushTile(buf: number[], coords: [number, number, number, number]) {
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const [x1, y1, x2, y2] = coords;
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buf.push(x1); buf.push(y1);
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buf.push(x2); buf.push(y1);
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buf.push(x1); buf.push(y2);
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buf.push(x1); buf.push(y2);
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buf.push(x2); buf.push(y1);
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buf.push(x2); buf.push(y2);
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}
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private addTile(vertexData: number[], textureData: number[], x: number, y: number, tile: string) {
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const tilePos = this.tileMap.tiles.get(tile);
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if (!tilePos)
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throw new Error('invalid tile specifier in map data');
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vertexData.push(x); vertexData.push(y);
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vertexData.push(x + 1); vertexData.push(y);
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vertexData.push(x); vertexData.push(y + 1);
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vertexData.push(x); vertexData.push(y + 1);
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vertexData.push(x + 1); vertexData.push(y);
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vertexData.push(x + 1); vertexData.push(y + 1);
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textureData.push(tileID / tileCount); textureData.push(0);
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textureData.push((tileID + 1) / tileCount); textureData.push(0);
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textureData.push(tileID / tileCount); textureData.push(1);
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textureData.push(tileID / tileCount); textureData.push(1);
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textureData.push((tileID + 1) / tileCount); textureData.push(0);
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textureData.push((tileID + 1) / tileCount); textureData.push(1);
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this.pushTile(vertexData, [x, y, x + 1, y + 1]);
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this.pushTile(textureData, tilePos);
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}
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}
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@ -7,7 +7,9 @@
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"rules": {
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"curly": [true, "as-needed"],
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"indent": [true, "tabs"],
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"interface-name": false,
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"no-bitwise": false,
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"one-variable-per-declaration": false,
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"quotemark": [true, "single", "avoid-escape", "avoid-template"]
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},
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"rulesDirectory": []
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