Camera
This commit is contained in:
+71
-12
@@ -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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user