Files
2026-09-25 00:08:01 -03:00

146 lines
2.4 KiB
TypeScript

import {
create_texture,
device,
flush_batch,
get_current_texture,
push_quad,
push_quad_vertices,
set_current_texture,
} from "./core.ts";
import { Texture } from "./types.ts";
export function load_texture(image: HTMLImageElement | ImageBitmap): Texture {
const texture = create_texture(image.width, image.height);
device.queue.copyExternalImageToTexture({ source: image }, { texture }, [image.width, image.height]);
return {
tex: texture,
width: image.width,
height: image.height,
};
}
export function draw_texture(
texture: Texture,
x: number,
y: number,
w: number,
h: number,
flip_x = false,
flip_y = false,
) {
if (get_current_texture() !== texture.tex) {
flush_batch();
set_current_texture(texture.tex);
}
let u0 = 0, v0 = 0, u1 = 1, v1 = 1;
if (flip_x) {
[u0, u1] = [u1, u0];
}
if (flip_y) {
[v0, v1] = [v1, v0];
}
push_quad(x, y, w, h, u0, v0, u1, v1);
}
export function draw_texture_region(
texture: Texture,
sx: number,
sy: number,
sw: number,
sh: number,
dx: number,
dy: number,
dw: number,
dh: number,
flip_x = false,
flip_y = false,
r = 1,
g = 1,
b = 1,
a = 1,
) {
if (get_current_texture() !== texture.tex) {
flush_batch();
set_current_texture(texture.tex);
}
let u0 = sx / texture.width;
let v0 = sy / texture.height;
let u1 = (sx + sw) / texture.width;
let v1 = (sy + sh) / texture.height;
if (flip_x) {
[u0, u1] = [u1, u0];
}
if (flip_y) {
[v0, v1] = [v1, v0];
}
push_quad(dx, dy, dw, dh, u0, v0, u1, v1, r, g, b, a);
}
export function draw_texture_region_skewed(
texture: Texture,
sx: number,
sy: number,
sw: number,
sh: number,
points: [
{ x: number; y: number }, // top-left
{ x: number; y: number }, // top-right
{ x: number; y: number }, // bottom-right
{ x: number; y: number }, // bottom-left
],
r = 1,
g = 1,
b = 1,
a = 1,
flip_x = false,
flip_y = false,
) {
if (get_current_texture() !== texture.tex) {
flush_batch();
set_current_texture(texture.tex);
}
let u0 = sx / texture.width;
let v0 = sy / texture.height;
let u1 = (sx + sw) / texture.width;
let v1 = (sy + sh) / texture.height;
if (flip_x) {
[u0, u1] = [u1, u0];
}
if (flip_y) {
[v0, v1] = [v1, v0];
}
const p0 = points[0];
const p1 = points[1];
const p2 = points[2];
const p3 = points[3];
push_quad_vertices(
p0.x,
p0.y,
p1.x,
p1.y,
p2.x,
p2.y,
p3.x,
p3.y,
u0,
v0,
u1,
v1,
r,
g,
b,
a,
);
}