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rpgedit/src/view/tile.ts

74 lines
2.1 KiB
TypeScript

import Renderer from './renderer/Renderer';
export type TileCoords = [number, number, number, number];
export class TileViewBuilder {
private static pushTile(buf: number[], coords: TileCoords): void {
const [x1, y1, x2, y2] = coords;
buf.push(x1); buf.push(y1);
buf.push(x2); buf.push(y1);
buf.push(x1); buf.push(y2);
buf.push(x1); buf.push(y2);
buf.push(x2); buf.push(y1);
buf.push(x2); buf.push(y2);
}
private readonly vertexData: number[] = [];
private readonly textureData: number[] = [];
constructor(private readonly r: Renderer, private readonly texture: WebGLTexture) {}
public addTile(vertexCoords: TileCoords, texCoords: TileCoords): void {
TileViewBuilder.pushTile(this.vertexData, vertexCoords);
TileViewBuilder.pushTile(this.textureData, texCoords);
}
public build(): TileView {
return new TileView(this.r, this.texture, this.vertexData, this.textureData);
}
}
export class TileView {
private readonly vertexCount: number;
private readonly vertexBuffer: WebGLBuffer;
private readonly textureBuffer: WebGLBuffer;
constructor(
private readonly r: Renderer,
private readonly texture: WebGLTexture,
vertexData: number[],
textureData: number[],
) {
const gl = r.getContext();
this.vertexBuffer = r.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
this.textureBuffer = r.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureData), gl.STATIC_DRAW);
this.vertexCount = vertexData.length / 2;
}
public render(): void {
const gl = this.r.getContext();
gl.clear(gl.COLOR_BUFFER_BIT);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.uniform1i(this.r.getSamplerLoc(), 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.vertexAttribPointer(this.r.getVertexPosLoc(), 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer);
gl.vertexAttribPointer(this.r.getTextureCoordLoc(), 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, this.vertexCount);
}
}