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import {nextPowerOf2} from '../util';
import Renderer from './Renderer';
import MapData from '../model/MapData';
class MapView {
private redrawPending: boolean = false;
private vertexBuffer: WebGLBuffer;
private textureBuffer: WebGLBuffer;
private addTile(vertexData: number[], textureData: number[], x: number, y: number, tile: string, tileCount: number) {
let tileID = this.tileMap.get(tile);
if (tileID === undefined)
throw new Error('invalid tile specifier in map data');
vertexData.push(x); vertexData.push(y);
vertexData.push(x+1); vertexData.push(y);
vertexData.push(x); vertexData.push(y+1);
vertexData.push(x); vertexData.push(y+1);
vertexData.push(x+1); vertexData.push(y);
vertexData.push(x+1); vertexData.push(y+1);
textureData.push((tileID) / tileCount); textureData.push(0);
textureData.push((tileID+1) / tileCount); textureData.push(0);
textureData.push((tileID) / tileCount); textureData.push(1);
textureData.push((tileID) / tileCount); textureData.push(1);
textureData.push((tileID+1) / tileCount); textureData.push(0);
textureData.push((tileID+1) / tileCount); textureData.push(1);
}
constructor(private r: Renderer, private map: MapData, private tileTexture: WebGLTexture, private tileMap: Map<string, number>) {
let vertexData: number[] = [];
let textureData: number[] = [];
let tileCount = nextPowerOf2(tileMap.size);
for (let x = 0; x < map.width; x++) {
for (let y = 0; y < map.height; y++) {
this.addTile(vertexData, textureData, x, y, map.layers[0][y][x], tileCount);
}
}
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);
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);
}
draw(): void {
this.r.gl.clear(this.r.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);
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);
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);
this.r.gl.drawArrays(this.r.gl.TRIANGLES, 0, 6 * this.map.width * this.map.height);
}
}
module MapView {
export const tileSize = 32;
}
export default MapView;
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