Throw in tslint and fix style
This commit is contained in:
parent
06b2c5bec7
commit
9770eaf432
9 changed files with 303 additions and 170 deletions
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@ -1,63 +1,62 @@
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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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import MapView from './MapView';
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import Renderer from './Renderer';
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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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return new Promise((resolve, reject) => {
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const 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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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/${t}.png`, tiles));
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return loadImages(mapValues((t) => `resources/sprite/tile/${t}.png`, tiles));
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}
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function mkTexture(gl: WebGLRenderingContext, src: HTMLCanvasElement|HTMLImageElement): WebGLTexture {
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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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const 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, 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_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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gl.bindTexture(gl.TEXTURE_2D, texture);
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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_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;
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return texture;
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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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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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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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let i = 0;
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const ret: Map<string, number> = new Map();
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const 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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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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}
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return [mkTexture(gl, canvas), ret];
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return [mkTexture(gl, canvas), 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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const tiles = await loadTiles(mapData.tiles);
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const [tileTexture, tileMap] = mkTileTexture(r.gl, tiles);
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return new MapView(r, mapData, tileTexture, tileMap);
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return new MapView(r, mapData, tileTexture, tileMap);
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}
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@ -1,49 +1,30 @@
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import {nextPowerOf2} from '../util';
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import Renderer from './Renderer';
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import MapData from '../model/MapData';
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import Renderer from './Renderer';
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export default class MapView {
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public static readonly tileSize: number = 32;
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class MapView {
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private redrawPending: boolean = false;
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private redrawPending: boolean = false;
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private vertexBuffer: WebGLBuffer;
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private textureBuffer: WebGLBuffer;
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constructor(
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private r: Renderer,
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private map: MapData,
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private tileTexture: WebGLTexture,
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private tileMap: Map<string, number>,
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) {
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const vertexData: number[] = [];
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const textureData: number[] = [];
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private addTile(vertexData: number[], textureData: number[], x: number, y: number, tile: string, tileCount: number) {
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let tileID = this.tileMap.get(tile);
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if (tileID === undefined)
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throw new Error('invalid tile specifier in map data');
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const tileCount = nextPowerOf2(tileMap.size);
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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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}
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constructor(private r: Renderer, private map: MapData, private tileTexture: WebGLTexture, private tileMap: Map<string, number>) {
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let vertexData: number[] = [];
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let textureData: number[] = [];
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let tileCount = nextPowerOf2(tileMap.size);
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for (let x = 0; x < map.width; x++) {
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for (let y = 0; y < map.height; y++) {
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this.addTile(vertexData, textureData, x, y, map.layers[0][y][x], tileCount);
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}
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}
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for (let x = 0; x < map.width; x++)
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for (let y = 0; y < map.height; y++)
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this.addTile(vertexData, textureData, x, y, map.layers[0][y][x], tileCount);
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this.vertexBuffer = r.createBuffer();
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r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.vertexBuffer);
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this.textureBuffer = r.createBuffer();
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r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.textureBuffer);
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r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(textureData), r.gl.STATIC_DRAW);
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}
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}
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draw(): void {
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public draw(): void {
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this.r.gl.clear(this.r.gl.COLOR_BUFFER_BIT);
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this.r.gl.activeTexture(this.r.gl.TEXTURE0);
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this.r.gl.vertexAttribPointer(this.r.textureCoordLoc, 2, this.r.gl.FLOAT, false, 0, 0);
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this.r.gl.drawArrays(this.r.gl.TRIANGLES, 0, 6 * this.map.width * this.map.height);
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}
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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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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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}
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}
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module MapView {
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export const tileSize = 32;
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}
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export default MapView;
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@ -1,85 +1,62 @@
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import {mat4} from 'gl-matrix';
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import vertexShaderSrc from './default.vs';
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import fragmentShaderSrc from './default.fs';
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import vertexShaderSrc from './default.vs';
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export default class Renderer {
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public gl: WebGLRenderingContext;
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public vertexPosLoc!: number;
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public textureCoordLoc!: number;
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private viewportLoc!: WebGLUniformLocation;
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private translateLoc!: WebGLUniformLocation;
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public samplerLoc!: WebGLUniformLocation;
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private viewport: mat4 = mat4.create();
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private mkContext(): WebGLRenderingContext {
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let gl = (this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl')) as WebGLRenderingContext|null;
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if (!gl)
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throw new Error('unable to initialize WebGL context');
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private viewportLoc!: WebGLUniformLocation;
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private translateLoc!: WebGLUniformLocation;
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return gl;
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constructor(private canvas: HTMLCanvasElement) {
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this.gl = this.mkContext();
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this.initShaders();
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this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
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this.setSize();
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}
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getAttribLocation(program: WebGLProgram, name: string): number {
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let ret = this.gl.getAttribLocation(program, name);
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if (ret < 0)
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throw new Error("unable to get location of attribute '" + name + "'");
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return ret;
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}
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getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation {
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let ret = this.gl.getUniformLocation(program, name);
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if (!ret)
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throw new Error("unable to get location of uniform '" + name + "'");
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return ret;
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}
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createBuffer(): WebGLBuffer {
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let ret = this.gl.createBuffer();
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public createBuffer(): WebGLBuffer {
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const ret = this.gl.createBuffer();
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if (!ret)
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throw new Error('unable to create buffer');
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return ret;
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}
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compileShader(type: number, src: string): WebGLShader {
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let shader = this.gl.createShader(type);
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if (!shader)
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throw new Error('Unable to create shader');
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private mkContext(): WebGLRenderingContext {
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const gl = (
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this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl')
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) as WebGLRenderingContext|null;
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if (!gl)
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throw new Error('unable to initialize WebGL context');
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this.gl.shaderSource(shader, src);
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this.gl.compileShader(shader);
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if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
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let err = this.gl.getShaderInfoLog(shader);
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this.gl.deleteShader(shader);
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throw new Error('Unable to compile shader: ' + err);
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}
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return shader;
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return gl;
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}
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private initShaders(): void {
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let shaderProgram = this.gl.createProgram();
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const shaderProgram = this.gl.createProgram();
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if (!shaderProgram)
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throw new Error('Unable to create shader program');
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let vertexShader = this.compileShader(this.gl.VERTEX_SHADER, vertexShaderSrc);
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let fragmentShader = this.compileShader(this.gl.FRAGMENT_SHADER, fragmentShaderSrc);
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const vertexShader = this.compileShader(this.gl.VERTEX_SHADER, vertexShaderSrc);
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const fragmentShader = this.compileShader(this.gl.FRAGMENT_SHADER, fragmentShaderSrc);
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this.gl.attachShader(shaderProgram, vertexShader);
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this.gl.attachShader(shaderProgram, fragmentShader);
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this.gl.linkProgram(shaderProgram);
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if (!this.gl.getProgramParameter(shaderProgram, this.gl.LINK_STATUS)) {
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let err = this.gl.getProgramInfoLog(shaderProgram);
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const err = this.gl.getProgramInfoLog(shaderProgram);
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this.gl.deleteShader(vertexShader);
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this.gl.deleteShader(fragmentShader);
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@ -102,8 +79,8 @@ export default class Renderer {
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}
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private setSize(): void {
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let w = this.canvas.width;
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let h = this.canvas.height;
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const w = this.canvas.width;
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const h = this.canvas.height;
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this.gl.viewport(0, 0, w, h);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
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this.gl.uniform2f(this.translateLoc, -5.0, -5.0);
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}
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constructor(private canvas: HTMLCanvasElement) {
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this.gl = this.mkContext();
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private getAttribLocation(program: WebGLProgram, name: string): number {
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const ret = this.gl.getAttribLocation(program, name);
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if (ret < 0)
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throw new Error("unable to get location of attribute '" + name + "'");
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this.initShaders();
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return ret;
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}
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this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
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private getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation {
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const ret = this.gl.getUniformLocation(program, name);
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if (!ret)
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throw new Error("unable to get location of uniform '" + name + "'");
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this.setSize();
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return ret;
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}
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private compileShader(type: number, src: string): WebGLShader {
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const shader = this.gl.createShader(type);
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if (!shader)
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throw new Error('Unable to create shader');
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this.gl.shaderSource(shader, src);
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this.gl.compileShader(shader);
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if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
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const err = this.gl.getShaderInfoLog(shader);
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this.gl.deleteShader(shader);
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throw new Error('Unable to compile shader: ' + err);
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}
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return shader;
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}
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}
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