Files
bworld/client/renderer/core.ts
T

286 lines
6.9 KiB
TypeScript

import { Camera } from "../components/camera.ts";
const MAX_SPRITES = 10000;
const VERTS_PER_SPRITE = 6;
const FLOATS_PER_VERT = 8;
export let gl: WebGLRenderingContext;
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;
let current_texture: WebGLTexture | null = null;
export let white_tex: WebGLTexture | null = null;
const vertex_src = `
attribute vec2 aPos;
attribute vec2 aUV;
attribute vec4 aColor;
varying vec2 vUV;
varying vec4 vColor;
uniform vec2 uResolution;
uniform vec2 uCameraPos;
uniform float uCameraZoom;
uniform float uCameraRot;
uniform vec2 uCameraOffset;
void main(){
// 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(1.0,-1.0),0.0,1.0);
vUV = aUV;
vColor = aColor;
}
`;
const fragment_src = `
precision mediump float;
varying vec2 vUV;
varying vec4 vColor;
uniform sampler2D uTex;
void main() {
vec4 texColor = texture2D(uTex, vUV);
gl_FragColor = texColor * vColor;
}
`;
export function init_window(canvas_element: HTMLCanvasElement) {
canvas = canvas_element;
canvas.width = 1800;
canvas.height = 900;
const ctx = canvas.getContext("webgl");
if (!ctx) {
throw new Error("WebGL not supported");
}
gl = ctx;
program = create_program(vertex_src, fragment_src);
buffer = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
const stride = FLOATS_PER_VERT * 4;
pos_loc = gl.getAttribLocation(program, "aPos");
gl.enableVertexAttribArray(pos_loc);
gl.vertexAttribPointer(pos_loc, 2, gl.FLOAT, false, stride, 0);
uv_loc = gl.getAttribLocation(program, "aUV");
gl.enableVertexAttribArray(uv_loc);
gl.vertexAttribPointer(uv_loc, 2, gl.FLOAT, false, stride, 8);
const color_loc = gl.getAttribLocation(program, "aColor");
gl.enableVertexAttribArray(color_loc);
gl.vertexAttribPointer(color_loc, 4, gl.FLOAT, false, FLOATS_PER_VERT * 4, 16);
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);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
create_white_texture();
}
export function begin_drawing() {
vert_index = 0;
}
export function end_drawing() {
flush_batch();
}
export function begin_mode_2d(new_camera: Camera) {
camera = new_camera;
}
export function end_mode_2d() {
flush_batch();
camera = default_camera;
}
export function begin_clip(x: number, y: number, width: number, height: number) {
gl.enable(gl.SCISSOR_TEST);
const flipped_y = canvas.height - (y + height);
gl.scissor(x, flipped_y, width, height);
}
export function end_clip() {
gl.disable(gl.SCISSOR_TEST);
}
export function clear_background(r: number, g: number, b: number, a = 1) {
gl.clearColor(r, g, b, a);
gl.clear(gl.COLOR_BUFFER_BIT);
}
export function flush_batch() {
if (vert_index === 0 || !current_texture) {
return;
}
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertex_data.subarray(0, vert_index), gl.STREAM_DRAW);
gl.useProgram(program);
// const stride = FLOATS_PER_VERT * 4;
// gl.enableVertexAttribArray(pos_loc);
// gl.vertexAttribPointer(pos_loc, 2, gl.FLOAT, false, stride, 0);
// gl.enableVertexAttribArray(uv_loc);
// gl.vertexAttribPointer(uv_loc, 2, gl.FLOAT, false, stride, 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 / 8);
vert_index = 0;
}
export function push_quad(
dx: number,
dy: number,
dw: number,
dh: number,
u0: number,
v0: number,
u1: number,
v1: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = dx + dw;
const y2 = dy + dh;
// deno-fmt-ignore
const v = [
dx, dy, u0, v0, r, g, b, a,
x2, dy, u1, v0, r, g, b, a,
dx, y2, u0, v1, r, g, b, a,
x2, dy, u1, v0, r, g, b, a,
x2, y2, u1, v1, r, g, b, a,
dx, y2, u0, v1, r, g, b, a,
];
for (let i = 0; i < v.length; i += 1) {
vertex_data[vert_index++] = v[i];
}
}
export function resize_canvas() {
const width = self.innerWidth;
const height = self.innerHeight;
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
canvas.style.width = canvas.width + "px";
canvas.style.height = canvas.height + "px";
gl.viewport(0, 0, width, height);
gl.useProgram(program);
gl.uniform2f(resolution_loc, width, height);
}
}
export function get_current_texture(): WebGLTexture | null {
return current_texture;
}
export function set_current_texture(texture: WebGLTexture) {
current_texture = texture;
}
function create_shader(type: number, src: string): WebGLShader {
const s = gl.createShader(type)!;
gl.shaderSource(s, src);
gl.compileShader(s);
return s;
}
function create_program(vs: string, fs: string): WebGLProgram {
const program = gl.createProgram();
const v = create_shader(gl.VERTEX_SHADER, vs);
const f = create_shader(gl.FRAGMENT_SHADER, fs);
gl.attachShader(program, v);
gl.attachShader(program, f);
gl.linkProgram(program);
return program;
}
function create_white_texture() {
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
const white_pixel = new Uint8Array([255, 255, 255, 255]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, white_pixel);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
white_tex = tex;
}