This commit is contained in:
2026-03-06 20:39:55 -03:00
parent caa4c39e71
commit 3074316606
6 changed files with 98 additions and 35 deletions
+3
View File
@@ -5,6 +5,9 @@ export class Camera extends Component {
x: number;
y: number;
zoom: number;
rotation = 0;
offset_x = 0;
offset_y = 0;
constructor(x = 0, y = 0, zoom = 1) {
super();
+71 -12
View File
@@ -1,3 +1,5 @@
import { Camera } from "./components/camera.ts";
const MAX_SPRITES = 10000;
const VERTS_PER_SPRITE = 6;
const FLOATS_PER_VERT = 4;
@@ -7,9 +9,19 @@ export let canvas: HTMLCanvasElement;
let program: WebGLProgram;
let buffer: WebGLBuffer;
const default_camera = new Camera();
let camera: Camera = default_camera;
let camera_pos_loc: WebGLUniformLocation | null;
let camera_zoom_loc: WebGLUniformLocation | null;
let camera_rot_loc: WebGLUniformLocation | null;
let camera_offset_loc: WebGLUniformLocation | null;
const vertex_data = new Float32Array(MAX_SPRITES * VERTS_PER_SPRITE * FLOATS_PER_VERT);
let vert_index = 0;
let pos_loc: GLint;
let uv_loc: GLint;
let resolution_loc: WebGLUniformLocation | null;
let _texture_loc: WebGLUniformLocation | null;
@@ -22,18 +34,46 @@ const glyphs: Record<string, { u0: number; v0: number; u1: number; v1: number }>
const vertex_src = `
attribute vec2 aPos;
attribute vec2 aUV;
varying vec2 vUV;
uniform vec2 uResolution;
uniform vec2 uCameraPos;
uniform float uCameraZoom;
uniform float uCameraRot;
uniform vec2 uCameraOffset;
void main(){
vec2 zero = aPos / uResolution;
// world → camera space
vec2 pos = aPos - uCameraPos;
// rotation
float c = cos(uCameraRot);
float s = sin(uCameraRot);
pos = vec2(
pos.x * c - pos.y * s,
pos.x * s + pos.y * c
);
// zoom
pos *= uCameraZoom;
// screen offset (center camera)
pos += uCameraOffset;
// convert to clip space
vec2 zero = pos / uResolution;
vec2 clip = zero * 2.0 - 1.0;
gl_Position = vec4(clip * vec2(1,-1),0,1);
gl_Position = vec4(clip * vec2(1.0,-1.0),0.0,1.0);
vUV = aUV;
}
`;
const fragmentSrc = `
const fragment_src = `
precision mediump float;
varying vec2 vUV;
uniform sampler2D uTex;
@@ -60,7 +100,7 @@ export function init_window(canvas_element: HTMLCanvasElement) {
gl = ctx;
program = create_program(vertex_src, fragmentSrc);
program = create_program(vertex_src, fragment_src);
buffer = gl.createBuffer()!;
@@ -68,17 +108,22 @@ export function init_window(canvas_element: HTMLCanvasElement) {
const stride = FLOATS_PER_VERT * 4;
const pos_loc = gl.getAttribLocation(program, "aPos");
pos_loc = gl.getAttribLocation(program, "aPos");
gl.enableVertexAttribArray(pos_loc);
gl.vertexAttribPointer(pos_loc, 2, gl.FLOAT, false, stride, 0);
const uv_loc = gl.getAttribLocation(program, "aUV");
uv_loc = gl.getAttribLocation(program, "aUV");
gl.enableVertexAttribArray(uv_loc);
gl.vertexAttribPointer(uv_loc, 2, gl.FLOAT, false, stride, 8);
resolution_loc = gl.getUniformLocation(program, "uResolution");
_texture_loc = gl.getUniformLocation(program, "uTex");
camera_pos_loc = gl.getUniformLocation(program, "uCameraPos");
camera_zoom_loc = gl.getUniformLocation(program, "uCameraZoom");
camera_rot_loc = gl.getUniformLocation(program, "uCameraRot");
camera_offset_loc = gl.getUniformLocation(program, "uCameraOffset");
gl.useProgram(program);
gl.uniform2f(resolution_loc, canvas.width, canvas.height);
@@ -250,12 +295,17 @@ function flush_batch() {
gl.useProgram(program);
const posLoc = gl.getAttribLocation(program, "aPos");
const uvLoc = gl.getAttribLocation(program, "aUV");
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(uvLoc);
gl.vertexAttribPointer(uvLoc, 2, gl.FLOAT, false, 16, 8);
//const posLoc = gl.getAttribLocation(program, "aPos");
//const uvLoc = gl.getAttribLocation(program, "aUV");
gl.enableVertexAttribArray(pos_loc);
gl.vertexAttribPointer(pos_loc, 2, gl.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(uv_loc);
gl.vertexAttribPointer(uv_loc, 2, gl.FLOAT, false, 16, 8);
gl.uniform2f(camera_pos_loc, Math.floor(camera.x), Math.floor(camera.y));
gl.uniform1f(camera_zoom_loc, camera.zoom);
gl.uniform1f(camera_rot_loc, camera.rotation);
gl.uniform2f(camera_offset_loc, camera.offset_x, camera.offset_y);
gl.bindTexture(gl.TEXTURE_2D, current_texture);
gl.drawArrays(gl.TRIANGLES, 0, vert_index / 4);
@@ -356,3 +406,12 @@ export function resize_canvas() {
gl.uniform2f(resolution_loc, width, height);
}
}
export function begin_mode_2d(new_camera: Camera) {
camera = new_camera;
}
export function end_mode_2d() {
flush_batch();
camera = default_camera;
}
+3 -13
View File
@@ -7,6 +7,7 @@ import { PlayerControls } from "../components/player_controls.ts";
import { PlayerInventory } from "../components/inventory.ts";
import { Camera } from "../components/camera.ts";
import { Position } from "../../common/components/position.ts";
import { canvas } from "../renderer.ts";
export class PlayerControlsSystem extends System {
constructor() {
@@ -66,6 +67,8 @@ export class PlayerControlsSystem extends System {
camera.x = Math.round(position.x);
camera.y = Math.round(position.y);
camera.offset_x = Math.floor(canvas.width / 2);
camera.offset_y = Math.floor(canvas.height / 2);
const scroll = InputManager.get_wheel_delta();
if (scroll > 0) {
@@ -73,18 +76,5 @@ export class PlayerControlsSystem extends System {
} else if (scroll < 0) {
player_inventory.hotbar_selected = Math.max(0, player_inventory.hotbar_selected - 1);
}
// --- APPLY BOUNDS ---
/*if (camera.bounds) {
camera.x = Math.max(
camera.bounds.min_x,
Math.min(camera.x, camera.bounds.max_x),
);
camera.y = Math.max(
camera.bounds.min_y,
Math.min(camera.y, camera.bounds.max_y),
);
}*/
}
}
+9 -2
View File
@@ -9,6 +9,7 @@ import { Camera } from "$/client/components/camera.ts";
import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts";
import { render_dimension } from "./rendering/dimension.ts";
import { render_player_inventory } from "./rendering/player.ts";
import { begin_mode_2d, end_mode_2d } from "../renderer.ts";
export class RenderSystem extends System {
constructor() {
@@ -23,18 +24,20 @@ export class RenderSystem extends System {
return;
}
begin_mode_2d(camera);
for (const entity of world.get_entities()) {
const position = entity.get(Position);
const sprite = entity.get(Sprite);
if (sprite && position) {
render_sprite(sprite, position);
render_sprite(sprite, position, camera);
}
const animated_sprite = entity.get(AnimatedSprite);
if (animated_sprite && position) {
render_animated_sprite(animated_sprite, position);
render_animated_sprite(animated_sprite, position, camera);
}
const dimension = entity.get(Dimension);
@@ -42,7 +45,11 @@ export class RenderSystem extends System {
if (dimension) {
render_dimension(dimension, camera);
}
}
end_mode_2d();
for (const entity of world.get_entities()) {
const player_inventory = entity.get(PlayerInventory);
if (player_inventory && player_inventory.is_open) {
+4 -4
View File
@@ -2,10 +2,10 @@ import { get_sprite_region } from "$/common/utils.ts";
import { Dimension } from "$/client/components/dimension.ts";
import { TEXTURE_SIZE, TILE_SIZE } from "$/common/constants.ts";
import { Camera, world_to_screen } from "$/client/components/camera.ts";
import { canvas, draw_texture_region } from "../../renderer.ts";
import { canvas, draw_texture_region } from "$/client/renderer.ts";
export function render_dimension(tilemap: Dimension, camera: Camera) {
for (const tile of tilemap.tiles) {
export function render_dimension(dimension: Dimension, camera: Camera) {
for (const tile of dimension.tiles) {
const region = get_sprite_region(tile.id);
const x = tile.x * TILE_SIZE;
@@ -20,7 +20,7 @@ export function render_dimension(tilemap: Dimension, camera: Camera) {
}
draw_texture_region(
tilemap.image,
dimension.image,
region.x * TEXTURE_SIZE,
region.y * TEXTURE_SIZE,
TEXTURE_SIZE,
+8 -4
View File
@@ -1,9 +1,12 @@
import { Position } from "$/common/components/position.ts";
import { AnimatedSprite, Sprite } from "$/client/components/sprite.ts";
import { draw_texture_region } from "../../renderer.ts";
import { AssetManager } from "../../assets.ts";
import { draw_texture_region } from "$/client/renderer.ts";
import { Camera } from "$/client/components/camera.ts";
export function render_sprite(sprite: Sprite, position: Position) {
// TODO: camera scale
// TODO: only render if inside screen
export function render_sprite(sprite: Sprite, position: Position, _camera: Camera) {
draw_texture_region(
sprite.image,
sprite.source_x,
@@ -22,6 +25,7 @@ export function render_sprite(sprite: Sprite, position: Position) {
export function render_animated_sprite(
animated_sprite: AnimatedSprite,
position: Position,
_camera: Camera,
) {
const current_animation = animated_sprite.states[animated_sprite.current_state];
if (!current_animation) {
@@ -30,7 +34,7 @@ export function render_animated_sprite(
}
draw_texture_region(
AssetManager.instance.get("bworld:player"),
animated_sprite.image,
current_animation.source_x[animated_sprite.animation_frame],
current_animation.source_y[animated_sprite.animation_frame],
current_animation.source_width,