diff options
Diffstat (limited to 'src/view')
-rw-r--r-- | src/view/MapLoader.ts | 4 | ||||
-rw-r--r-- | src/view/MapView.ts | 44 | ||||
-rw-r--r-- | src/view/renderer/Renderer.ts | 100 | ||||
-rw-r--r-- | src/view/renderer/Shaders.ts (renamed from src/view/Renderer.ts) | 86 | ||||
-rw-r--r-- | src/view/renderer/default.fs (renamed from src/view/default.fs) | 0 | ||||
-rw-r--r-- | src/view/renderer/default.vs (renamed from src/view/default.vs) | 0 |
6 files changed, 145 insertions, 89 deletions
diff --git a/src/view/MapLoader.ts b/src/view/MapLoader.ts index f178c69..31e6484 100644 --- a/src/view/MapLoader.ts +++ b/src/view/MapLoader.ts @@ -2,7 +2,7 @@ import {mapValues, mapValuesAsync, nextPowerOf2} from '../util'; import MapData from '../model/MapData'; import MapView from './MapView'; -import Renderer from './Renderer'; +import Renderer from './renderer/Renderer'; function loadImage(url: string): Promise<HTMLImageElement> { return new Promise((resolve, reject) => { @@ -56,7 +56,7 @@ function mkTileTexture(gl: WebGLRenderingContext, tiles: Map<string, HTMLImageEl export async function loadMap(r: Renderer, mapData: MapData): Promise<MapView> { const tiles = await loadTiles(mapData.tiles); - const [tileTexture, tileMap] = mkTileTexture(r.gl, tiles); + const [tileTexture, tileMap] = mkTileTexture(r.getContext(), tiles); return new MapView(r, mapData, tileTexture, tileMap); } diff --git a/src/view/MapView.ts b/src/view/MapView.ts index 97d5d7d..edcbfbb 100644 --- a/src/view/MapView.ts +++ b/src/view/MapView.ts @@ -1,21 +1,21 @@ import {nextPowerOf2} from '../util'; import MapData from '../model/MapData'; -import Renderer from './Renderer'; +import Renderer from './renderer/Renderer'; export default class MapView { public static readonly tileSize: number = 32; private redrawPending: boolean = false; - private vertexBuffer: WebGLBuffer; - private textureBuffer: WebGLBuffer; + private readonly vertexBuffer: WebGLBuffer; + private readonly textureBuffer: WebGLBuffer; constructor( - private r: Renderer, - private map: MapData, - private tileTexture: WebGLTexture, - private tileMap: Map<string, number>, + private readonly r: Renderer, + private readonly map: MapData, + private readonly tileTexture: WebGLTexture, + private readonly tileMap: Map<string, number>, ) { const vertexData: number[] = []; const textureData: number[] = []; @@ -26,29 +26,33 @@ export default class MapView { for (let y = 0; y < map.height; y++) this.addTile(vertexData, textureData, x, y, map.layers[0][y][x], tileCount); + const gl = r.getContext(); + this.vertexBuffer = r.createBuffer(); - r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.vertexBuffer); - r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(vertexData), r.gl.STATIC_DRAW); + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW); this.textureBuffer = r.createBuffer(); - r.gl.bindBuffer(r.gl.ARRAY_BUFFER, this.textureBuffer); - r.gl.bufferData(r.gl.ARRAY_BUFFER, new Float32Array(textureData), r.gl.STATIC_DRAW); + gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureData), gl.STATIC_DRAW); } public draw(): void { - this.r.gl.clear(this.r.gl.COLOR_BUFFER_BIT); + const gl = this.r.getContext(); + + gl.clear(gl.COLOR_BUFFER_BIT); - this.r.gl.activeTexture(this.r.gl.TEXTURE0); - this.r.gl.bindTexture(this.r.gl.TEXTURE_2D, this.tileTexture); - this.r.gl.uniform1i(this.r.samplerLoc, 0); + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, this.tileTexture); + gl.uniform1i(this.r.getSamplerLoc(), 0); - this.r.gl.bindBuffer(this.r.gl.ARRAY_BUFFER, this.vertexBuffer); - this.r.gl.vertexAttribPointer(this.r.vertexPosLoc, 2, this.r.gl.FLOAT, false, 0, 0); + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.vertexAttribPointer(this.r.getVertexPosLoc(), 2, gl.FLOAT, false, 0, 0); - this.r.gl.bindBuffer(this.r.gl.ARRAY_BUFFER, this.textureBuffer); - this.r.gl.vertexAttribPointer(this.r.textureCoordLoc, 2, this.r.gl.FLOAT, false, 0, 0); + gl.bindBuffer(gl.ARRAY_BUFFER, this.textureBuffer); + gl.vertexAttribPointer(this.r.getTextureCoordLoc(), 2, gl.FLOAT, false, 0, 0); - this.r.gl.drawArrays(this.r.gl.TRIANGLES, 0, 6 * this.map.width * this.map.height); + gl.drawArrays(gl.TRIANGLES, 0, 6 * this.map.width * this.map.height); } private addTile(vertexData: number[], textureData: number[], x: number, y: number, tile: string, tileCount: number) { diff --git a/src/view/renderer/Renderer.ts b/src/view/renderer/Renderer.ts new file mode 100644 index 0000000..6e3897d --- /dev/null +++ b/src/view/renderer/Renderer.ts @@ -0,0 +1,100 @@ +import {mat4} from 'gl-matrix'; + +import Shaders from './Shaders'; + +export default class Renderer { + private readonly gl: WebGLRenderingContext; + private readonly shaders: Shaders; + private readonly viewport: mat4 = mat4.create(); + + constructor(private readonly canvas: HTMLCanvasElement) { + this.gl = this.mkContext(); + + this.shaders = new Shaders(this.gl); + + this.gl.clearColor(0.0, 0.0, 0.0, 1.0); + + this.setSize(); + } + + public createBuffer(): WebGLBuffer { + const ret = this.gl.createBuffer(); + if (!ret) + throw new Error('unable to create buffer'); + + return ret; + } + + public getContext(): WebGLRenderingContext { + return this.gl; + } + + public getVertexPosLoc(): number { + return this.shaders.vertexPosLoc; + } + + public getTextureCoordLoc(): number { + return this.shaders.textureCoordLoc; + } + + public getSamplerLoc(): WebGLUniformLocation { + return this.shaders.samplerLoc; + } + + private mkContext(): WebGLRenderingContext { + const gl = ( + this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl') + ); + if (!gl) + throw new Error('unable to initialize WebGL context'); + + return gl; + } + + private setSize(): void { + const w = this.canvas.width; + const h = this.canvas.height; + + this.gl.viewport(0, 0, w, h); + this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT); + + mat4.identity(this.viewport); + mat4.scale(this.viewport, this.viewport, [2 * 64 / w, -2 * 64 / h, 1.0]); + this.gl.uniformMatrix4fv(this.shaders.viewportLoc, false, this.viewport); + + this.gl.uniform2f(this.shaders.translateLoc, -5.0, -5.0); + } + + private getAttribLocation(program: WebGLProgram, name: string): number { + const ret = this.gl.getAttribLocation(program, name); + if (ret < 0) + throw new Error("unable to get location of attribute '" + name + "'"); + + return ret; + } + + private getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation { + const ret = this.gl.getUniformLocation(program, name); + if (!ret) + throw new Error("unable to get location of uniform '" + name + "'"); + + return ret; + } + + private compileShader(type: number, src: string): WebGLShader { + const shader = this.gl.createShader(type); + if (!shader) + throw new Error('Unable to create shader'); + + this.gl.shaderSource(shader, src); + this.gl.compileShader(shader); + + if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) { + const err = this.gl.getShaderInfoLog(shader); + this.gl.deleteShader(shader); + throw new Error('Unable to compile shader: ' + err); + } + + return shader; + } +} diff --git a/src/view/Renderer.ts b/src/view/renderer/Shaders.ts index ae3c6e7..da75a18 100644 --- a/src/view/Renderer.ts +++ b/src/view/renderer/Shaders.ts @@ -1,49 +1,15 @@ -import {mat4} from 'gl-matrix'; - import fragmentShaderSrc from './default.fs'; import vertexShaderSrc from './default.vs'; -export default class Renderer { - public gl: WebGLRenderingContext; - - public vertexPosLoc!: number; - public textureCoordLoc!: number; - public samplerLoc!: WebGLUniformLocation; - - private viewport: mat4 = mat4.create(); - - private viewportLoc!: WebGLUniformLocation; - private translateLoc!: WebGLUniformLocation; - - constructor(private canvas: HTMLCanvasElement) { - this.gl = this.mkContext(); - - this.initShaders(); +export default class Shaders { + public readonly viewportLoc: WebGLUniformLocation; + public readonly translateLoc: WebGLUniformLocation; - this.gl.clearColor(0.0, 0.0, 0.0, 1.0); + public readonly vertexPosLoc: number; + public readonly textureCoordLoc: number; + public readonly samplerLoc: WebGLUniformLocation; - this.setSize(); - } - - public createBuffer(): WebGLBuffer { - const ret = this.gl.createBuffer(); - if (!ret) - throw new Error('unable to create buffer'); - - return ret; - } - - private mkContext(): WebGLRenderingContext { - const gl = ( - this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl') - ) as WebGLRenderingContext|null; - if (!gl) - throw new Error('unable to initialize WebGL context'); - - return gl; - } - - private initShaders(): void { + constructor(private readonly gl: WebGLRenderingContext) { const shaderProgram = this.gl.createProgram(); if (!shaderProgram) throw new Error('Unable to create shader program'); @@ -78,18 +44,21 @@ export default class Renderer { this.samplerLoc = this.getUniformLocation(shaderProgram, 'uSampler'); } - private setSize(): void { - const w = this.canvas.width; - const h = this.canvas.height; + private compileShader(type: number, src: string): WebGLShader { + const shader = this.gl.createShader(type); + if (!shader) + throw new Error('Unable to create shader'); - this.gl.viewport(0, 0, w, h); - this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT); + this.gl.shaderSource(shader, src); + this.gl.compileShader(shader); - mat4.identity(this.viewport); - mat4.scale(this.viewport, this.viewport, [2 * 64 / w, -2 * 64 / h, 1.0]); - this.gl.uniformMatrix4fv(this.viewportLoc, false, this.viewport); + if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) { + const err = this.gl.getShaderInfoLog(shader); + this.gl.deleteShader(shader); + throw new Error('Unable to compile shader: ' + err); + } - this.gl.uniform2f(this.translateLoc, -5.0, -5.0); + return shader; } private getAttribLocation(program: WebGLProgram, name: string): number { @@ -107,21 +76,4 @@ export default class Renderer { return ret; } - - private compileShader(type: number, src: string): WebGLShader { - const shader = this.gl.createShader(type); - if (!shader) - throw new Error('Unable to create shader'); - - this.gl.shaderSource(shader, src); - this.gl.compileShader(shader); - - if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) { - const err = this.gl.getShaderInfoLog(shader); - this.gl.deleteShader(shader); - throw new Error('Unable to compile shader: ' + err); - } - - return shader; - } } diff --git a/src/view/default.fs b/src/view/renderer/default.fs index 351fed7..351fed7 100644 --- a/src/view/default.fs +++ b/src/view/renderer/default.fs diff --git a/src/view/default.vs b/src/view/renderer/default.vs index 4715a17..4715a17 100644 --- a/src/view/default.vs +++ b/src/view/renderer/default.vs |