view/MapLoader: refactor texture creation into a method

This commit is contained in:
Matthias Schiffer 2018-10-24 00:26:47 +02:00
parent 23bee802a5
commit ad0f256724
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C

View file

@ -22,6 +22,21 @@ function loadTiles(tiles: Map<string, string>): Promise<Map<string, HTMLImageEle
return loadImages(mapValues(t => `resources/sprite/tile/${t}.png`, tiles)); return loadImages(mapValues(t => `resources/sprite/tile/${t}.png`, tiles));
} }
function mkTexture(gl: WebGLRenderingContext, src: HTMLCanvasElement|HTMLImageElement): WebGLTexture {
let texture = gl.createTexture();
if (!texture)
throw new Error('unable to create texture');
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return texture;
}
function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageElement>): [WebGLTexture, Map<string, number>] { function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageElement>): [WebGLTexture, Map<string, number>] {
let canvas = document.createElement('canvas'); let canvas = document.createElement('canvas');
canvas.width = nextPowerOf2(tiles.size) * MapView.tileSize; canvas.width = nextPowerOf2(tiles.size) * MapView.tileSize;
@ -36,18 +51,7 @@ function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageEl
ret.set(k, i++); ret.set(k, i++);
} }
let texture = gl.createTexture(); return [mkTexture(gl, canvas), ret];
if (!texture)
throw new Error('unable to create texture');
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return [texture, ret];
} }