view/MapLoader: refactor texture creation into a method
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23bee802a5
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1 changed files with 16 additions and 12 deletions
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@ -22,6 +22,21 @@ function loadTiles(tiles: Map<string, string>): Promise<Map<string, HTMLImageEle
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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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}
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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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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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}
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function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageElement>): [WebGLTexture, Map<string, number>] {
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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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let canvas = document.createElement('canvas');
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canvas.width = nextPowerOf2(tiles.size) * MapView.tileSize;
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canvas.width = nextPowerOf2(tiles.size) * MapView.tileSize;
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@ -36,18 +51,7 @@ function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageEl
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ret.set(k, i++);
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ret.set(k, i++);
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}
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}
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let texture = gl.createTexture();
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return [mkTexture(gl, canvas), ret];
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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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}
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