view: add support for non-square, non-power-of-2 sprites

This commit is contained in:
Matthias Schiffer 2018-11-10 20:24:25 +01:00
parent fa3dad090c
commit c9000b7c38
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C
6 changed files with 57 additions and 14 deletions

View file

@ -0,0 +1,3 @@
{
"sprite": "red_ellipse"
}

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After

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@ -1,18 +1,28 @@
import { EntityData } from '../model/data/entity'; import { EntityData } from '../model/data/entity';
import { Renderer } from './renderer/renderer'; import { Renderer } from './renderer/renderer';
import { SpriteView, SpriteViewBuilder } from './sprite'; import { SpriteCoords, SpriteView, SpriteViewBuilder } from './sprite';
import { loadImage, mkTexture } from './util/image'; import { loadImage, mkTexture } from './util/image';
import { vec2 } from 'gl-matrix';
export async function loadEntity( export async function loadEntity(
r: Renderer, r: Renderer,
data: EntityData, data: EntityData,
): Promise<SpriteView> { ): Promise<SpriteView> {
const tile = await loadImage(`resources/sprite/entity/${data.sprite}.png`); const tile = await loadImage(`resources/sprite/entity/${data.sprite}.png`);
const texture = mkTexture(r.getContext(), tile); const [texture, size, coords] = mkTexture(r, tile);
const [x, y] = data.anchor; const offset = vec2.mul(vec2.create(), data.anchor, size);
r.snapToGrid(offset, offset);
const anchorCoords: SpriteCoords = [
coords[0] - offset[0],
coords[1] - offset[1],
coords[2] - offset[0],
coords[3] - offset[1],
];
const builder = new SpriteViewBuilder(r, texture); const builder = new SpriteViewBuilder(r, texture);
builder.addSprite([-x, -y, -x + 1, -y + 1], [0, 0, 1, 1]); builder.addSprite(anchorCoords, [0, 0, 1, 1]);
return builder.build(); return builder.build();
} }

View file

@ -16,7 +16,7 @@ function loadTiles(tiles: string[]): Promise<HTMLImageElement[]> {
} }
function mkTileset( function mkTileset(
gl: WebGLRenderingContext, r: Renderer,
tiles: HTMLImageElement[], tiles: HTMLImageElement[],
): Tileset { ): Tileset {
const tileSize = 32; const tileSize = 32;
@ -42,8 +42,10 @@ function mkTileset(
} }
} }
const [texture] = mkTexture(r, canvas);
return { return {
texture: mkTexture(gl, canvas), texture,
tiles: tileCoords, tiles: tileCoords,
}; };
} }
@ -58,7 +60,7 @@ function addSprite(builder: SpriteViewBuilder, tileset: Tileset, x: number, y: n
export async function loadMap(r: Renderer, map: MapData): Promise<SpriteView> { export async function loadMap(r: Renderer, map: MapData): Promise<SpriteView> {
const tiles = await loadTiles(map.tiles); const tiles = await loadTiles(map.tiles);
const tileset = mkTileset(r.getContext(), tiles); const tileset = mkTileset(r, tiles);
const builder = new SpriteViewBuilder(r, tileset.texture); const builder = new SpriteViewBuilder(r, tileset.texture);

View file

@ -3,7 +3,8 @@ import { Shaders } from './shaders';
import { mat4, vec2 } from 'gl-matrix'; import { mat4, vec2 } from 'gl-matrix';
export class Renderer { export class Renderer {
private readonly viewScale = 64; public readonly coordScale = 32;
private readonly viewScale = 2;
private readonly gl: WebGLRenderingContext; private readonly gl: WebGLRenderingContext;
private readonly shaders: Shaders; private readonly shaders: Shaders;
@ -67,9 +68,9 @@ export class Renderer {
} }
public snapToGrid(out: vec2, a: vec2|number[]): void { public snapToGrid(out: vec2, a: vec2|number[]): void {
vec2.scale(out, a, this.viewScale); vec2.scale(out, a, this.coordScale);
vec2.round(out, out); vec2.round(out, out);
vec2.scale(out, out, 1 / this.viewScale); vec2.scale(out, out, 1 / this.coordScale);
} }
private mkContext(): WebGLRenderingContext { private mkContext(): WebGLRenderingContext {
@ -89,8 +90,10 @@ export class Renderer {
this.gl.viewport(0, 0, w, h); this.gl.viewport(0, 0, w, h);
this.clear(); this.clear();
const scale = this.viewScale * this.coordScale;
mat4.identity(this.viewport); mat4.identity(this.viewport);
mat4.scale(this.viewport, this.viewport, [2 * this.viewScale / w, -2 * this.viewScale / h, 1.0]); mat4.scale(this.viewport, this.viewport, [2 * scale / w, -2 * scale / h, 1.0]);
this.gl.uniformMatrix4fv(this.shaders.viewportLoc, false, this.viewport); this.gl.uniformMatrix4fv(this.shaders.viewportLoc, false, this.viewport);
} }
} }

View file

@ -1,3 +1,7 @@
import { nextPowerOf2 } from '../../util';
import { Renderer } from '../renderer/renderer';
import { SpriteCoords } from '../sprite';
export function loadImage(url: string): Promise<HTMLImageElement> { export function loadImage(url: string): Promise<HTMLImageElement> {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
const img = new Image(); const img = new Image();
@ -7,17 +11,38 @@ export function loadImage(url: string): Promise<HTMLImageElement> {
}); });
} }
export function mkTexture(gl: WebGLRenderingContext, src: HTMLCanvasElement|HTMLImageElement): WebGLTexture { export function mkTexture(
r: Renderer,
src: HTMLCanvasElement|HTMLImageElement,
): [WebGLTexture, [number, number], SpriteCoords] {
const gl = r.getContext();
const texture = gl.createTexture(); const texture = gl.createTexture();
if (!texture) if (!texture)
throw new Error('unable to create texture'); throw new Error('unable to create texture');
const w = src.width, h = src.height;
const w2 = nextPowerOf2(w), h2 = nextPowerOf2(h);
const canvas = document.createElement('canvas');
canvas.width = w2;
canvas.height = h2;
const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;
ctx.drawImage(src, 0, 0);
gl.bindTexture(gl.TEXTURE_2D, texture); gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src); 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_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_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return texture; const size: [number, number] = [
w / r.coordScale, h / r.coordScale,
];
const coords: SpriteCoords = [
0, 0, w2 / r.coordScale, h2 / r.coordScale,
];
return [texture, size, coords];
} }