ruby2d 0.2.1 → 0.3.0
Sign up to get free protection for your applications and to get access to all the features.
- checksums.yaml +4 -4
- data/assets/README.md +1 -0
- data/assets/opal.js +19532 -0
- data/assets/simple2d.js +1180 -0
- data/assets/template.html +18 -0
- data/bin/ruby2d +161 -46
- data/ext/ruby2d/extconf.rb +17 -8
- data/ext/ruby2d/ruby2d-opal.rb +219 -0
- data/ext/ruby2d/ruby2d.c +665 -154
- data/lib/ruby2d.rb +7 -4
- data/lib/ruby2d/application.rb +14 -2
- data/lib/ruby2d/color.rb +56 -33
- data/lib/ruby2d/dsl.rb +21 -12
- data/lib/ruby2d/exceptions.rb +2 -3
- data/lib/ruby2d/image.rb +22 -9
- data/lib/ruby2d/music.rb +17 -0
- data/lib/ruby2d/quad.rb +24 -15
- data/lib/ruby2d/rectangle.rb +2 -5
- data/lib/ruby2d/sound.rb +6 -9
- data/lib/ruby2d/sprite.rb +91 -0
- data/lib/ruby2d/square.rb +2 -5
- data/lib/ruby2d/text.rb +19 -23
- data/lib/ruby2d/triangle.rb +29 -15
- data/lib/ruby2d/version.rb +1 -1
- data/lib/ruby2d/window.rb +121 -67
- metadata +27 -7
data/assets/simple2d.js
ADDED
@@ -0,0 +1,1180 @@
|
|
1
|
+
// Simple2D.js — v0.1.0, built 03-01-2017
|
2
|
+
|
3
|
+
// start.js - Open the anonymous function defining the Simple 2D module
|
4
|
+
|
5
|
+
(function(undefined) {
|
6
|
+
|
7
|
+
// Check if Simple 2D is already loaded
|
8
|
+
if (typeof(this.S2D) !== 'undefined') {
|
9
|
+
console.warn("Simple 2D already loaded! Loading twice may cause problems.");
|
10
|
+
return this.S2D;
|
11
|
+
}
|
12
|
+
|
13
|
+
// Create the Simple 2D module
|
14
|
+
var S2D = this.S2D = {};
|
15
|
+
|
16
|
+
// ... Simple 2D library starts here ...
|
17
|
+
|
18
|
+
|
19
|
+
// simple2d.js
|
20
|
+
|
21
|
+
// Simple 2D OpenGL namespace
|
22
|
+
S2D.GL = {};
|
23
|
+
|
24
|
+
// Simple 2D definitions
|
25
|
+
Object.defineProperty(S2D, "KEYDOWN", { value: 1 });
|
26
|
+
Object.defineProperty(S2D, "KEY", { value: 2 });
|
27
|
+
Object.defineProperty(S2D, "KEYUP", { value: 3 });
|
28
|
+
|
29
|
+
// Viewport scaling modes
|
30
|
+
Object.defineProperty(S2D, "FIXED", { value: 1 });
|
31
|
+
Object.defineProperty(S2D, "SCALE", { value: 2 });
|
32
|
+
Object.defineProperty(S2D, "STRETCH", { value: 3 });
|
33
|
+
|
34
|
+
// Color
|
35
|
+
S2D.Color = {
|
36
|
+
r: 1.0,
|
37
|
+
g: 1.0,
|
38
|
+
b: 1.0,
|
39
|
+
a: 1.0
|
40
|
+
};
|
41
|
+
|
42
|
+
// Window
|
43
|
+
S2D.Window = {
|
44
|
+
title: null,
|
45
|
+
width: null,
|
46
|
+
height: null,
|
47
|
+
orig_width: null,
|
48
|
+
orig_height: null,
|
49
|
+
viewport: {
|
50
|
+
width: null,
|
51
|
+
height: null,
|
52
|
+
mode: null
|
53
|
+
},
|
54
|
+
pixel_ratio: null,
|
55
|
+
update: null,
|
56
|
+
render: null,
|
57
|
+
mouse: {
|
58
|
+
x: 0,
|
59
|
+
y: 0
|
60
|
+
},
|
61
|
+
on_key: null,
|
62
|
+
on_mouse: null,
|
63
|
+
element: null, // The HTML element to append the canvas
|
64
|
+
canvas: null,
|
65
|
+
background: null,
|
66
|
+
frames: 0,
|
67
|
+
close: false
|
68
|
+
};
|
69
|
+
|
70
|
+
// Image
|
71
|
+
S2D.Image = {
|
72
|
+
texture: null,
|
73
|
+
data: null,
|
74
|
+
color: null,
|
75
|
+
x: 0,
|
76
|
+
y: 0,
|
77
|
+
width: null,
|
78
|
+
height: null,
|
79
|
+
orig_width: null,
|
80
|
+
orig_height: null
|
81
|
+
};
|
82
|
+
|
83
|
+
// Sprite
|
84
|
+
S2D.Sprite = {
|
85
|
+
img: null,
|
86
|
+
x: 0,
|
87
|
+
y: 0,
|
88
|
+
width: null,
|
89
|
+
height: null,
|
90
|
+
tx1: null,
|
91
|
+
ty1: null,
|
92
|
+
tx2: null,
|
93
|
+
ty2: null,
|
94
|
+
tx3: null,
|
95
|
+
ty3: null,
|
96
|
+
tx4: null,
|
97
|
+
ty4: null
|
98
|
+
};
|
99
|
+
|
100
|
+
// Text
|
101
|
+
S2D.Text = {
|
102
|
+
texture: null,
|
103
|
+
data: null,
|
104
|
+
color: null,
|
105
|
+
x: 0,
|
106
|
+
y: 0,
|
107
|
+
width: null,
|
108
|
+
height: null,
|
109
|
+
font: null,
|
110
|
+
size: null,
|
111
|
+
msg: null
|
112
|
+
};
|
113
|
+
|
114
|
+
// Sound
|
115
|
+
S2D.Sound = {
|
116
|
+
data: null
|
117
|
+
};
|
118
|
+
|
119
|
+
// Music
|
120
|
+
S2D.Music = {
|
121
|
+
data: null
|
122
|
+
};
|
123
|
+
|
124
|
+
// Global current music playing
|
125
|
+
S2D.current_music = null;
|
126
|
+
|
127
|
+
// Collection of keys currently pressed
|
128
|
+
S2D.keys_down = [];
|
129
|
+
|
130
|
+
// On keyboard starting at top row, left to right
|
131
|
+
S2D.key_map = {
|
132
|
+
27: "Escape",
|
133
|
+
|
134
|
+
192: "`",
|
135
|
+
189: "-",
|
136
|
+
187: "=",
|
137
|
+
8: "Backspace",
|
138
|
+
|
139
|
+
9: "Tab",
|
140
|
+
219: "[",
|
141
|
+
221: "]",
|
142
|
+
220: "\\",
|
143
|
+
|
144
|
+
20: "CapsLock",
|
145
|
+
186: ";",
|
146
|
+
222: "'",
|
147
|
+
13: "Return",
|
148
|
+
|
149
|
+
16: "Shift",
|
150
|
+
188: ",",
|
151
|
+
190: ".",
|
152
|
+
191: "/",
|
153
|
+
|
154
|
+
17: "Ctrl",
|
155
|
+
18: "Option",
|
156
|
+
91: "Left Command",
|
157
|
+
32: "Space",
|
158
|
+
93: "Right Command",
|
159
|
+
37: "Left",
|
160
|
+
38: "Up",
|
161
|
+
39: "Right",
|
162
|
+
40: "Down"
|
163
|
+
};
|
164
|
+
|
165
|
+
// Web-specific helpers
|
166
|
+
|
167
|
+
// Looks up a key from a given keycode
|
168
|
+
S2D.GetKey = function(keycode) {
|
169
|
+
if (typeof(keycode) == "string") {
|
170
|
+
return keycode;
|
171
|
+
} else if (S2D.key_map[keycode]) {
|
172
|
+
return S2D.key_map[keycode];
|
173
|
+
} else {
|
174
|
+
return String.fromCharCode(keycode);
|
175
|
+
}
|
176
|
+
};
|
177
|
+
|
178
|
+
// Trim transparent pixels from canvas
|
179
|
+
// Adapted from: https://gist.github.com/remy/784508
|
180
|
+
S2D.TrimCanvas = function(c) {
|
181
|
+
var ctx = c.getContext('2d'),
|
182
|
+
copy = document.createElement('canvas').getContext('2d'),
|
183
|
+
pixels = ctx.getImageData(0, 0, c.width, c.height),
|
184
|
+
l = pixels.data.length,
|
185
|
+
i,
|
186
|
+
bound = {
|
187
|
+
top: null,
|
188
|
+
left: null,
|
189
|
+
right: null,
|
190
|
+
bottom: null
|
191
|
+
},
|
192
|
+
x, y;
|
193
|
+
|
194
|
+
for (i = 0; i < l; i += 4) {
|
195
|
+
if (pixels.data[i+3] !== 0) {
|
196
|
+
x = (i / 4) % c.width;
|
197
|
+
y = ~~((i / 4) / c.width);
|
198
|
+
|
199
|
+
if (bound.top === null) {
|
200
|
+
bound.top = y;
|
201
|
+
}
|
202
|
+
|
203
|
+
if (bound.left === null) {
|
204
|
+
bound.left = x;
|
205
|
+
} else if (x < bound.left) {
|
206
|
+
bound.left = x;
|
207
|
+
}
|
208
|
+
|
209
|
+
if (bound.right === null) {
|
210
|
+
bound.right = x;
|
211
|
+
} else if (bound.right < x) {
|
212
|
+
bound.right = x;
|
213
|
+
}
|
214
|
+
|
215
|
+
if (bound.bottom === null) {
|
216
|
+
bound.bottom = y;
|
217
|
+
} else if (bound.bottom < y) {
|
218
|
+
bound.bottom = y;
|
219
|
+
}
|
220
|
+
}
|
221
|
+
}
|
222
|
+
|
223
|
+
var trimHeight = bound.bottom - bound.top,
|
224
|
+
trimWidth = bound.right - bound.left,
|
225
|
+
trimmed = ctx.getImageData(bound.left, bound.top, trimWidth, trimHeight);
|
226
|
+
|
227
|
+
copy.canvas.width = trimWidth;
|
228
|
+
copy.canvas.height = trimHeight;
|
229
|
+
copy.putImageData(trimmed, 0, 0);
|
230
|
+
|
231
|
+
// open new window with trimmed image:
|
232
|
+
return copy.canvas;
|
233
|
+
};
|
234
|
+
|
235
|
+
|
236
|
+
// shapes.js
|
237
|
+
|
238
|
+
/*
|
239
|
+
* Draw a triangle
|
240
|
+
*/
|
241
|
+
S2D.DrawTriangle = function(x1, y1, c1r, c1g, c1b, c1a,
|
242
|
+
x2, y2, c2r, c2g, c2b, c2a,
|
243
|
+
x3, y3, c3r, c3g, c3b, c3a) {
|
244
|
+
|
245
|
+
S2D.GL.DrawTriangle(x1, y1, c1r, c1g, c1b, c1a,
|
246
|
+
x2, y2, c2r, c2g, c2b, c2a,
|
247
|
+
x3, y3, c3r, c3g, c3b, c3a);
|
248
|
+
};
|
249
|
+
|
250
|
+
|
251
|
+
/*
|
252
|
+
* Draw a quad, using two triangles
|
253
|
+
*/
|
254
|
+
S2D.DrawQuad = function(x1, y1,
|
255
|
+
c1r, c1g, c1b, c1a,
|
256
|
+
x2, y2,
|
257
|
+
c2r, c2g, c2b, c2a,
|
258
|
+
x3, y3,
|
259
|
+
c3r, c3g, c3b, c3a,
|
260
|
+
x4, y4,
|
261
|
+
c4r, c4g, c4b, c4a) {
|
262
|
+
|
263
|
+
S2D.GL.DrawTriangle(x1, y1, c1r, c1g, c1b, c1a,
|
264
|
+
x2, y2, c2r, c2g, c2b, c2a,
|
265
|
+
x3, y3, c3r, c3g, c3b, c3a);
|
266
|
+
|
267
|
+
S2D.GL.DrawTriangle(x3, y3, c3r, c3g, c3b, c3a,
|
268
|
+
x4, y4, c4r, c4g, c4b, c4a,
|
269
|
+
x1, y1, c1r, c1g, c1b, c1a);
|
270
|
+
};
|
271
|
+
|
272
|
+
|
273
|
+
// image.js
|
274
|
+
|
275
|
+
/*
|
276
|
+
* Create an image
|
277
|
+
* Params: path = image file path
|
278
|
+
*/
|
279
|
+
S2D.CreateImage = function(path, loadedCallback) {
|
280
|
+
|
281
|
+
// TODO: Check if image file exists
|
282
|
+
|
283
|
+
// Create image object
|
284
|
+
var img = Object.create(S2D.Image);
|
285
|
+
img.data = new Image();
|
286
|
+
img.color = Object.create(S2D.Color);
|
287
|
+
|
288
|
+
img.data.onload = function() {
|
289
|
+
img.texture = S2D.GL.CreateTexture(this);
|
290
|
+
if (!img.width) img.width = this.width;
|
291
|
+
if (!img.height) img.height = this.height;
|
292
|
+
if (loadedCallback) loadedCallback();
|
293
|
+
};
|
294
|
+
|
295
|
+
// Causes image to be loaded
|
296
|
+
img.data.src = path;
|
297
|
+
|
298
|
+
return img;
|
299
|
+
};
|
300
|
+
|
301
|
+
|
302
|
+
/*
|
303
|
+
* Draw an image
|
304
|
+
*/
|
305
|
+
S2D.DrawImage = function(img) {
|
306
|
+
if (!img) return;
|
307
|
+
S2D.GL.DrawImage(img);
|
308
|
+
};
|
309
|
+
|
310
|
+
|
311
|
+
// sprite.js
|
312
|
+
|
313
|
+
/*
|
314
|
+
* Create a sprite, given an image file path
|
315
|
+
*/
|
316
|
+
S2D.CreateSprite = function(path) {
|
317
|
+
|
318
|
+
// TODO: Check if sprite image file exists
|
319
|
+
|
320
|
+
var spr = Object.create(S2D.Sprite);
|
321
|
+
spr.img = S2D.CreateImage(path, function() {
|
322
|
+
spr.width = spr.img.width;
|
323
|
+
spr.height = spr.img.height;
|
324
|
+
});
|
325
|
+
|
326
|
+
spr.tx1 = 0.0;
|
327
|
+
spr.ty1 = 0.0;
|
328
|
+
spr.tx2 = 1.0;
|
329
|
+
spr.ty2 = 0.0;
|
330
|
+
spr.tx3 = 1.0;
|
331
|
+
spr.ty3 = 1.0;
|
332
|
+
spr.tx4 = 0.0;
|
333
|
+
spr.ty4 = 1.0;
|
334
|
+
|
335
|
+
return spr;
|
336
|
+
};
|
337
|
+
|
338
|
+
|
339
|
+
/*
|
340
|
+
* Clip a sprite
|
341
|
+
*/
|
342
|
+
S2D.ClipSprite = function(spr, x, y, w, h) {
|
343
|
+
if (!spr) return;
|
344
|
+
|
345
|
+
// Calculate ratios
|
346
|
+
// rw = ratio width; rh = ratio height
|
347
|
+
var rw = w / spr.img.width;
|
348
|
+
var rh = h / spr.img.height;
|
349
|
+
|
350
|
+
// Apply ratios to x, y coordinates
|
351
|
+
// cx = crop x coord; cy = crop y coord
|
352
|
+
var cx = x * rw;
|
353
|
+
var cy = y * rh;
|
354
|
+
|
355
|
+
// Convert given width, height to doubles
|
356
|
+
// cw = crop width; ch = crop height
|
357
|
+
var cw = w;
|
358
|
+
var ch = h;
|
359
|
+
|
360
|
+
// Apply ratio to texture width and height
|
361
|
+
// tw = texture width; th = texture height
|
362
|
+
var tw = rw * w;
|
363
|
+
var th = rh * h;
|
364
|
+
|
365
|
+
// Calculate and store sprite texture values
|
366
|
+
|
367
|
+
spr.tx1 = cx / cw;
|
368
|
+
spr.ty1 = cy / ch;
|
369
|
+
|
370
|
+
spr.tx2 = (cx + tw) / cw;
|
371
|
+
spr.ty2 = cy / ch;
|
372
|
+
|
373
|
+
spr.tx3 = (cx + tw) / cw;
|
374
|
+
spr.ty3 = (cy + th) / ch;
|
375
|
+
|
376
|
+
spr.tx4 = cx / cw;
|
377
|
+
spr.ty4 = (cy + th) / ch;
|
378
|
+
|
379
|
+
// Store the sprite width and height
|
380
|
+
spr.width = w;
|
381
|
+
spr.height = h;
|
382
|
+
};
|
383
|
+
|
384
|
+
|
385
|
+
/*
|
386
|
+
* Draw a sprite
|
387
|
+
*/
|
388
|
+
S2D.DrawSprite = function(spr) {
|
389
|
+
if (!spr) return;
|
390
|
+
S2D.GL.DrawSprite(spr);
|
391
|
+
};
|
392
|
+
|
393
|
+
|
394
|
+
// text.js
|
395
|
+
|
396
|
+
/*
|
397
|
+
* Create text, given a font file path, the message, and size
|
398
|
+
*/
|
399
|
+
S2D.CreateText = function(font, msg, size) {
|
400
|
+
|
401
|
+
// Create image object
|
402
|
+
var txt = Object.create(S2D.Text);
|
403
|
+
txt.color = Object.create(S2D.Color);
|
404
|
+
txt.font = font;
|
405
|
+
txt.msg = msg;
|
406
|
+
txt.size = size;
|
407
|
+
|
408
|
+
return txt;
|
409
|
+
};
|
410
|
+
|
411
|
+
|
412
|
+
/*
|
413
|
+
* Sets the text message
|
414
|
+
*/
|
415
|
+
S2D.SetText = function(txt, msg) {
|
416
|
+
if (msg == "") return; // no need to create a texture
|
417
|
+
|
418
|
+
S2D.GL.FreeTexture(txt.texture);
|
419
|
+
|
420
|
+
// Create a canvas element to make a texture
|
421
|
+
var ctx = document.createElement("canvas").getContext("2d");
|
422
|
+
|
423
|
+
// TODO: Width and height should probably be variable, based on
|
424
|
+
// `ctx.measureText(msg).width` or something.
|
425
|
+
var w = 1000;
|
426
|
+
var h = 1000;
|
427
|
+
|
428
|
+
// Double size of font for high DPI
|
429
|
+
var size = txt.size * 2;
|
430
|
+
|
431
|
+
// Set context attributes and draw text
|
432
|
+
ctx.canvas.width = w;
|
433
|
+
ctx.canvas.height = h;
|
434
|
+
ctx.font = `${size}px ${txt.font}`;
|
435
|
+
ctx.textAlign = "right";
|
436
|
+
ctx.textBaseline = "bottom";
|
437
|
+
ctx.fillStyle = "white";
|
438
|
+
ctx.fillText(msg, w, h);
|
439
|
+
|
440
|
+
txt.data = S2D.TrimCanvas(ctx.canvas); // trim the transparent pixels
|
441
|
+
txt.texture = S2D.GL.CreateTexture(txt.data);
|
442
|
+
txt.width = txt.data.width / 2; // half size of texture for high DPI
|
443
|
+
txt.height = txt.data.height / 2;
|
444
|
+
};
|
445
|
+
|
446
|
+
|
447
|
+
/*
|
448
|
+
* Draw text
|
449
|
+
*/
|
450
|
+
S2D.DrawText = function(txt) {
|
451
|
+
if (!txt) return;
|
452
|
+
|
453
|
+
if (!txt.texture) {
|
454
|
+
S2D.SetText(txt, txt.msg);
|
455
|
+
}
|
456
|
+
|
457
|
+
S2D.GL.DrawText(txt);
|
458
|
+
};
|
459
|
+
|
460
|
+
|
461
|
+
// sound.js
|
462
|
+
|
463
|
+
/*
|
464
|
+
* Create a sound, given an audio file path
|
465
|
+
*/
|
466
|
+
S2D.CreateSound = function(path) {
|
467
|
+
|
468
|
+
// TODO: Check if audio file exists
|
469
|
+
|
470
|
+
var sound = Object.create(S2D.Sound);
|
471
|
+
sound.data = new Audio(path);
|
472
|
+
|
473
|
+
return sound;
|
474
|
+
};
|
475
|
+
|
476
|
+
|
477
|
+
/*
|
478
|
+
* Play the sound
|
479
|
+
*/
|
480
|
+
S2D.PlaySound = function(sound) {
|
481
|
+
// Clone sound and play so audio can overlap
|
482
|
+
sound.data.cloneNode(true).play();
|
483
|
+
};
|
484
|
+
|
485
|
+
|
486
|
+
// music.js
|
487
|
+
|
488
|
+
/*
|
489
|
+
* Create the music, given an audio file path
|
490
|
+
*/
|
491
|
+
S2D.CreateMusic = function(path) {
|
492
|
+
|
493
|
+
// TODO: Check if audio file exists
|
494
|
+
|
495
|
+
var music = Object.create(S2D.Music);
|
496
|
+
music.data = new Audio(path);
|
497
|
+
|
498
|
+
return music;
|
499
|
+
};
|
500
|
+
|
501
|
+
|
502
|
+
/*
|
503
|
+
* Play the music
|
504
|
+
*/
|
505
|
+
S2D.PlayMusic = function(music, loop) {
|
506
|
+
S2D.StopMusic();
|
507
|
+
music.data.loop = loop;
|
508
|
+
S2D.current_music = music.data;
|
509
|
+
S2D.current_music.play();
|
510
|
+
};
|
511
|
+
|
512
|
+
|
513
|
+
/*
|
514
|
+
* Pause the playing music
|
515
|
+
*/
|
516
|
+
S2D.PauseMusic = function() {
|
517
|
+
if (!S2D.current_music) return;
|
518
|
+
S2D.current_music.pause();
|
519
|
+
};
|
520
|
+
|
521
|
+
|
522
|
+
/*
|
523
|
+
* Resume the current music
|
524
|
+
*/
|
525
|
+
S2D.ResumeMusic = function() {
|
526
|
+
if (!S2D.current_music) return;
|
527
|
+
S2D.current_music.play();
|
528
|
+
};
|
529
|
+
|
530
|
+
|
531
|
+
/*
|
532
|
+
* Stops the playing music; interrupts fader effects
|
533
|
+
*/
|
534
|
+
S2D.StopMusic = function() {
|
535
|
+
if (!S2D.current_music) return;
|
536
|
+
S2D.current_music.pause();
|
537
|
+
S2D.current_music.currentTime = 0;
|
538
|
+
};
|
539
|
+
|
540
|
+
|
541
|
+
/*
|
542
|
+
* Fade out the playing music
|
543
|
+
*/
|
544
|
+
S2D.FadeOutMusic = function(ms) {
|
545
|
+
if (!S2D.current_music) return;
|
546
|
+
|
547
|
+
if (S2D.current_music.paused) {
|
548
|
+
S2D.StopMusic();
|
549
|
+
return;
|
550
|
+
}
|
551
|
+
|
552
|
+
var fadeAudio = setInterval(function () {
|
553
|
+
if (S2D.current_music.volume >= 0.05) {
|
554
|
+
S2D.current_music.volume -= 0.05;
|
555
|
+
} else {
|
556
|
+
S2D.StopMusic();
|
557
|
+
S2D.current_music.volume = 1.0;
|
558
|
+
clearInterval(fadeAudio);
|
559
|
+
}
|
560
|
+
|
561
|
+
}, ms / 20);
|
562
|
+
};
|
563
|
+
|
564
|
+
|
565
|
+
// input.js
|
566
|
+
|
567
|
+
/*
|
568
|
+
* Get the mouse coordinates relative to the viewport
|
569
|
+
*/
|
570
|
+
S2D.GetMouseOnViewport = function(win, wx, wy) {
|
571
|
+
|
572
|
+
var scale; // viewport scale factor
|
573
|
+
var w, h; // width and height of scaled viewport
|
574
|
+
var x, y; // mouse positions to be returned
|
575
|
+
|
576
|
+
switch (win.viewport.mode) {
|
577
|
+
|
578
|
+
case S2D.FIXED:
|
579
|
+
x = wx / (win.orig_width / win.viewport.width);
|
580
|
+
y = wy / (win.orig_height / win.viewport.height);
|
581
|
+
break;
|
582
|
+
|
583
|
+
case S2D.SCALE:
|
584
|
+
var o = S2D.GL.GetViewportScale(win);
|
585
|
+
x = wx * 1 / o.scale - (win.width - o.w) / (2.0 * o.scale);
|
586
|
+
y = wy * 1 / o.scale - (win.height - o.h) / (2.0 * o.scale);
|
587
|
+
break;
|
588
|
+
|
589
|
+
case S2D.STRETCH:
|
590
|
+
x = wx * win.viewport.width / win.width;
|
591
|
+
y = wy * win.viewport.height / win.height;
|
592
|
+
break;
|
593
|
+
}
|
594
|
+
|
595
|
+
return {
|
596
|
+
x: x,
|
597
|
+
y: y
|
598
|
+
};
|
599
|
+
};
|
600
|
+
|
601
|
+
|
602
|
+
// window.js
|
603
|
+
|
604
|
+
/*
|
605
|
+
* Create a window
|
606
|
+
*/
|
607
|
+
S2D.CreateWindow = function(title, width, height, update, render, element, opts) {
|
608
|
+
|
609
|
+
var win = Object.create(S2D.Window);
|
610
|
+
|
611
|
+
win.title = title;
|
612
|
+
win.width = width;
|
613
|
+
win.height = height;
|
614
|
+
win.orig_width = width;
|
615
|
+
win.orig_height = height;
|
616
|
+
win.viewport.width = width;
|
617
|
+
win.viewport.height = height;
|
618
|
+
win.viewport.mode = S2D.SCALE;
|
619
|
+
win.update = update;
|
620
|
+
win.render = render;
|
621
|
+
win.background = Object.create(S2D.Color);
|
622
|
+
win.background.r = 0;
|
623
|
+
win.background.g = 0;
|
624
|
+
win.background.b = 0;
|
625
|
+
win.background.a = 1;
|
626
|
+
|
627
|
+
// `element` can be an ID string (e.g. "#game") or an actual DOM element
|
628
|
+
if (typeof(element) == 'string') {
|
629
|
+
win.element = document.getElementById(element);
|
630
|
+
} else {
|
631
|
+
win.element = element;
|
632
|
+
}
|
633
|
+
|
634
|
+
return win;
|
635
|
+
};
|
636
|
+
|
637
|
+
|
638
|
+
/*
|
639
|
+
* Show the window
|
640
|
+
*/
|
641
|
+
S2D.Show = function(win) {
|
642
|
+
|
643
|
+
// Create the canvas element
|
644
|
+
|
645
|
+
var el = document.createElement('canvas');
|
646
|
+
win.element.appendChild(el);
|
647
|
+
|
648
|
+
el.setAttribute('width', win.width);
|
649
|
+
el.setAttribute('height', win.height);
|
650
|
+
el.innerHTML = "Your browser doesn't appear to support" +
|
651
|
+
"the <code><canvas></code> element.";
|
652
|
+
|
653
|
+
win.canvas = el;
|
654
|
+
|
655
|
+
// Detect and set up canvas for high DPI
|
656
|
+
|
657
|
+
win.canvas.style.width = win.width + "px";
|
658
|
+
win.canvas.style.height = win.height + "px";
|
659
|
+
|
660
|
+
var ratio = window.devicePixelRatio ||
|
661
|
+
window.webkitDevicePixelRatio ||
|
662
|
+
window.mozDevicePixelRatio ||
|
663
|
+
window.opDevicePixelRatio || 1;
|
664
|
+
|
665
|
+
win.canvas.width = win.width * devicePixelRatio;
|
666
|
+
win.canvas.height = win.height * devicePixelRatio;
|
667
|
+
win.pixel_ratio = ratio;
|
668
|
+
|
669
|
+
// Initialize WebGL
|
670
|
+
S2D.GL.Init(win);
|
671
|
+
|
672
|
+
S2D.onkeydown = function(e) {
|
673
|
+
var key = S2D.GetKey(e.keyCode);
|
674
|
+
if (!S2D.keys_down.includes(key)) {
|
675
|
+
S2D.keys_down.push(key);
|
676
|
+
if (win.on_key) win.on_key(S2D.KEYDOWN, key);
|
677
|
+
}
|
678
|
+
};
|
679
|
+
document.addEventListener("keydown", S2D.onkeydown);
|
680
|
+
|
681
|
+
S2D.onkeyup = function(e) {
|
682
|
+
var key = S2D.GetKey(e.keyCode);
|
683
|
+
var i = S2D.keys_down.indexOf(key);
|
684
|
+
if (i > -1) S2D.keys_down.splice(i, 1);
|
685
|
+
if (win.on_key) win.on_key(S2D.KEYUP, key);
|
686
|
+
};
|
687
|
+
document.addEventListener("keyup", S2D.onkeyup);
|
688
|
+
|
689
|
+
// Clear keys down list when focus is lost
|
690
|
+
window.addEventListener("blur", function functionName() {
|
691
|
+
var e = {};
|
692
|
+
S2D.keys_down.slice().forEach(function(key) {
|
693
|
+
e.keyCode = key;
|
694
|
+
S2D.onkeyup(e);
|
695
|
+
});
|
696
|
+
});
|
697
|
+
|
698
|
+
S2D.onmousedown = function(e) {
|
699
|
+
var x = e.pageX - win.canvas.offsetLeft;
|
700
|
+
var y = e.pageY - win.canvas.offsetTop;
|
701
|
+
var o = S2D.GetMouseOnViewport(win, x, y);
|
702
|
+
if (win.on_mouse) win.on_mouse(o.x, o.y);
|
703
|
+
};
|
704
|
+
document.addEventListener("mousedown", S2D.onmousedown);
|
705
|
+
|
706
|
+
// Get and store mouse position
|
707
|
+
S2D.onmousemove = function(e) {
|
708
|
+
var x = e.pageX - win.canvas.offsetLeft;
|
709
|
+
var y = e.pageY - win.canvas.offsetTop;
|
710
|
+
var o = S2D.GetMouseOnViewport(win, x, y);
|
711
|
+
win.mouse.x = o.x;
|
712
|
+
win.mouse.y = o.y;
|
713
|
+
};
|
714
|
+
document.addEventListener("mousemove", S2D.onmousemove);
|
715
|
+
|
716
|
+
// Main loop
|
717
|
+
|
718
|
+
var req; // the animation frame request
|
719
|
+
var start_ms = new Date();
|
720
|
+
var end_ms = new Date();
|
721
|
+
var elapsed_ms;
|
722
|
+
|
723
|
+
function mainLoop(win) {
|
724
|
+
|
725
|
+
if (win.close) {
|
726
|
+
cancelAnimationFrame(req);
|
727
|
+
return;
|
728
|
+
}
|
729
|
+
|
730
|
+
S2D.GL.Clear(win.background);
|
731
|
+
|
732
|
+
// Update frame counter
|
733
|
+
win.frames++;
|
734
|
+
|
735
|
+
// Calculate and store FPS
|
736
|
+
end_ms = new Date();
|
737
|
+
elapsed_ms = end_ms.getTime() - start_ms.getTime();
|
738
|
+
win.fps = win.frames / (elapsed_ms / 1000.0);
|
739
|
+
|
740
|
+
// Detect keys held down
|
741
|
+
S2D.keys_down.forEach(function(key) {
|
742
|
+
if (win.on_key) win.on_key(S2D.KEY, key);
|
743
|
+
});
|
744
|
+
|
745
|
+
if (win.update) win.update();
|
746
|
+
if (win.render) win.render();
|
747
|
+
|
748
|
+
requestAnimationFrame(function() { mainLoop(win); });
|
749
|
+
}
|
750
|
+
|
751
|
+
req = requestAnimationFrame(function() { mainLoop(win); });
|
752
|
+
};
|
753
|
+
|
754
|
+
|
755
|
+
/*
|
756
|
+
* Close the window
|
757
|
+
*/
|
758
|
+
S2D.Close = function(win) {
|
759
|
+
win.close = true;
|
760
|
+
// win.canvas.remove();
|
761
|
+
};
|
762
|
+
|
763
|
+
|
764
|
+
// gl.js
|
765
|
+
|
766
|
+
var gl = null, // The WebGL context
|
767
|
+
canvas, // The HTML canvas element
|
768
|
+
indices = [0, 1, 2, 2, 3, 0],
|
769
|
+
// Triangle shader
|
770
|
+
shaderProgram,
|
771
|
+
positionLocation,
|
772
|
+
colorLocation,
|
773
|
+
// Texture shader
|
774
|
+
texShaderProgram,
|
775
|
+
texPositionLocation,
|
776
|
+
texColorLocation,
|
777
|
+
texCoordLocation,
|
778
|
+
samplerLocation;
|
779
|
+
|
780
|
+
var orthoMatrix = [
|
781
|
+
0, 0, 0, 0,
|
782
|
+
0, 0, 0, 0,
|
783
|
+
0, 0, 0, 0,
|
784
|
+
-1.0, 1.0, -1.0, 1.0
|
785
|
+
];
|
786
|
+
|
787
|
+
|
788
|
+
/*
|
789
|
+
* Initialize WebGL
|
790
|
+
*/
|
791
|
+
S2D.GL.Init = function(win) {
|
792
|
+
|
793
|
+
// Initialize the GL context
|
794
|
+
try {
|
795
|
+
// Try to grab the standard context. If it fails, fallback to experimental.
|
796
|
+
gl = win.canvas.getContext("webgl") || win.canvas.getContext("experimental-webgl");
|
797
|
+
} catch(e) {
|
798
|
+
console.log("GL error caught");
|
799
|
+
}
|
800
|
+
|
801
|
+
// If we don't have a GL context, give up now
|
802
|
+
if (!gl) {
|
803
|
+
console.error("Unable to initialize WebGL. Your browser may not support it.");
|
804
|
+
return null;
|
805
|
+
}
|
806
|
+
|
807
|
+
S2D.GL.WebGLInit();
|
808
|
+
S2D.GL.SetViewport(win);
|
809
|
+
};
|
810
|
+
|
811
|
+
|
812
|
+
/*
|
813
|
+
* Initialize WebGL
|
814
|
+
*/
|
815
|
+
S2D.GL.WebGLInit = function() {
|
816
|
+
|
817
|
+
// Enable transparency
|
818
|
+
gl.enable(gl.BLEND);
|
819
|
+
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
820
|
+
|
821
|
+
// Vertex shader source string
|
822
|
+
var vertexSource = `
|
823
|
+
uniform mat4 u_matrix;
|
824
|
+
attribute vec4 a_position;
|
825
|
+
attribute vec4 a_color;
|
826
|
+
attribute vec2 a_texcoord;
|
827
|
+
varying vec4 v_color;
|
828
|
+
varying vec2 v_texcoord;
|
829
|
+
void main(void) {
|
830
|
+
v_color = a_color;
|
831
|
+
v_texcoord = a_texcoord;
|
832
|
+
gl_Position = u_matrix * a_position;
|
833
|
+
}`;
|
834
|
+
|
835
|
+
// Fragment shader source string
|
836
|
+
var fragmentSource = `
|
837
|
+
precision mediump float;
|
838
|
+
varying vec4 v_color;
|
839
|
+
void main(void) {
|
840
|
+
gl_FragColor = v_color;
|
841
|
+
}`;
|
842
|
+
|
843
|
+
// Fragment shader source string for textures
|
844
|
+
var texFragmentSource = `
|
845
|
+
precision mediump float;
|
846
|
+
varying vec4 v_color;
|
847
|
+
varying vec2 v_texcoord;
|
848
|
+
uniform sampler2D s_texture;
|
849
|
+
void main(void) {
|
850
|
+
gl_FragColor = texture2D(s_texture, v_texcoord) * v_color;
|
851
|
+
}`;
|
852
|
+
|
853
|
+
// Load the vertex and fragment shaders
|
854
|
+
var vertexShader = S2D.GL.LoadShader( gl.VERTEX_SHADER, vertexSource, "Vertex");
|
855
|
+
var fragmentShader = S2D.GL.LoadShader(gl.FRAGMENT_SHADER, fragmentSource, "Fragment");
|
856
|
+
var texFragmentShader = S2D.GL.LoadShader(gl.FRAGMENT_SHADER, texFragmentSource, "Texture Fragment");
|
857
|
+
|
858
|
+
// Triangle Shader //
|
859
|
+
|
860
|
+
// Create the texture shader program object
|
861
|
+
shaderProgram = gl.createProgram();
|
862
|
+
|
863
|
+
// Attach the shader objects to the program object
|
864
|
+
gl.attachShader(shaderProgram, vertexShader);
|
865
|
+
gl.attachShader(shaderProgram, fragmentShader);
|
866
|
+
|
867
|
+
// Link the shader program
|
868
|
+
gl.linkProgram(shaderProgram);
|
869
|
+
|
870
|
+
// Check if linked
|
871
|
+
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
|
872
|
+
console.error("Unable to initialize the shader program.");
|
873
|
+
}
|
874
|
+
|
875
|
+
// Get the attribute locations
|
876
|
+
positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
|
877
|
+
colorLocation = gl.getAttribLocation(shaderProgram, "a_color");
|
878
|
+
|
879
|
+
// Texture Shader //
|
880
|
+
|
881
|
+
// Create the texture shader program object
|
882
|
+
texShaderProgram = gl.createProgram();
|
883
|
+
|
884
|
+
// Attach the shader objects to the program object
|
885
|
+
gl.attachShader(texShaderProgram, vertexShader);
|
886
|
+
gl.attachShader(texShaderProgram, texFragmentShader);
|
887
|
+
|
888
|
+
// Link the shader program
|
889
|
+
gl.linkProgram(texShaderProgram);
|
890
|
+
|
891
|
+
// Check if linked
|
892
|
+
if (!gl.getProgramParameter(texShaderProgram, gl.LINK_STATUS)) {
|
893
|
+
console.error("Unable to initialize the texture shader program.");
|
894
|
+
}
|
895
|
+
|
896
|
+
// Get the attribute locations
|
897
|
+
texPositionLocation = gl.getAttribLocation(texShaderProgram, "a_position");
|
898
|
+
texColorLocation = gl.getAttribLocation(texShaderProgram, "a_color");
|
899
|
+
texCoordLocation = gl.getAttribLocation(texShaderProgram, "a_texcoord");
|
900
|
+
|
901
|
+
// Get the sampler location
|
902
|
+
samplerLocation = gl.getUniformLocation(texShaderProgram, "s_texture");
|
903
|
+
};
|
904
|
+
|
905
|
+
|
906
|
+
/*
|
907
|
+
* Creates a shader object, loads shader string, and compiles.
|
908
|
+
*/
|
909
|
+
S2D.GL.LoadShader = function(type, shaderSrc, shaderName) {
|
910
|
+
|
911
|
+
var shader = gl.createShader(type);
|
912
|
+
|
913
|
+
gl.shaderSource(shader, shaderSrc);
|
914
|
+
gl.compileShader(shader);
|
915
|
+
|
916
|
+
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
917
|
+
console.error("Error compiling shader \"" + shaderName + "\":\n" + gl.getShaderInfoLog(shader));
|
918
|
+
return null;
|
919
|
+
}
|
920
|
+
|
921
|
+
return shader;
|
922
|
+
};
|
923
|
+
|
924
|
+
|
925
|
+
/*
|
926
|
+
* Calculate the viewport's scaled width and height
|
927
|
+
*/
|
928
|
+
S2D.GL.GetViewportScale = function(win) {
|
929
|
+
|
930
|
+
var s = Math.min(
|
931
|
+
win.width / win.viewport.width,
|
932
|
+
win.height / win.viewport.height
|
933
|
+
);
|
934
|
+
|
935
|
+
var w = win.viewport.width * s;
|
936
|
+
var h = win.viewport.height * s;
|
937
|
+
|
938
|
+
return {
|
939
|
+
w: w,
|
940
|
+
h: h,
|
941
|
+
scale: s
|
942
|
+
};
|
943
|
+
};
|
944
|
+
|
945
|
+
|
946
|
+
/*
|
947
|
+
* Sets the viewport and matrix projection
|
948
|
+
*/
|
949
|
+
S2D.GL.SetViewport = function(win) {
|
950
|
+
|
951
|
+
var ortho_w = win.viewport.width;
|
952
|
+
var ortho_h = win.viewport.height;
|
953
|
+
var x, y, w, h; // calculated GL viewport values
|
954
|
+
|
955
|
+
x = 0; y = 0; w = win.width; h = win.height;
|
956
|
+
|
957
|
+
switch (win.viewport.mode) {
|
958
|
+
|
959
|
+
case S2D.FIXED:
|
960
|
+
w = win.orig_width;
|
961
|
+
h = win.orig_height;
|
962
|
+
y = win.height - h;
|
963
|
+
break;
|
964
|
+
|
965
|
+
case S2D.SCALE:
|
966
|
+
var o = S2D.GL.GetViewportScale(win);
|
967
|
+
// Center the viewport
|
968
|
+
x = win.width / 2.0 - o.w/2.0;
|
969
|
+
y = win.height / 2.0 - o.h/2.0;
|
970
|
+
break;
|
971
|
+
|
972
|
+
case S2D.STRETCH:
|
973
|
+
break;
|
974
|
+
}
|
975
|
+
|
976
|
+
gl.viewport(
|
977
|
+
x * win.pixel_ratio,
|
978
|
+
y * win.pixel_ratio,
|
979
|
+
w * win.pixel_ratio,
|
980
|
+
h * win.pixel_ratio
|
981
|
+
);
|
982
|
+
|
983
|
+
orthoMatrix[0] = 2.0 / ortho_w;
|
984
|
+
orthoMatrix[5] = -2.0 / ortho_h;
|
985
|
+
|
986
|
+
gl.useProgram(shaderProgram);
|
987
|
+
|
988
|
+
gl.uniformMatrix4fv(
|
989
|
+
gl.getUniformLocation(shaderProgram, "u_matrix"),
|
990
|
+
false, new Float32Array(orthoMatrix)
|
991
|
+
);
|
992
|
+
|
993
|
+
gl.useProgram(texShaderProgram);
|
994
|
+
|
995
|
+
gl.uniformMatrix4fv(
|
996
|
+
gl.getUniformLocation(texShaderProgram, "u_matrix"),
|
997
|
+
false, new Float32Array(orthoMatrix)
|
998
|
+
);
|
999
|
+
};
|
1000
|
+
|
1001
|
+
|
1002
|
+
/*
|
1003
|
+
* Clear buffers to given color values
|
1004
|
+
*/
|
1005
|
+
S2D.GL.Clear = function(clr) {
|
1006
|
+
gl.clearColor(clr.r, clr.g, clr.b, clr.a);
|
1007
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
1008
|
+
};
|
1009
|
+
|
1010
|
+
|
1011
|
+
/*
|
1012
|
+
* Creates a texture for rendering
|
1013
|
+
*/
|
1014
|
+
S2D.GL.CreateTexture = function(data) {
|
1015
|
+
|
1016
|
+
var texture = gl.createTexture();
|
1017
|
+
|
1018
|
+
// Bind the named texture to a texturing target
|
1019
|
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1020
|
+
|
1021
|
+
// Specifies the 2D texture image
|
1022
|
+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, data);
|
1023
|
+
|
1024
|
+
// Set the filtering mode
|
1025
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
1026
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
1027
|
+
|
1028
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
1029
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
1030
|
+
|
1031
|
+
gl.bindTexture(gl.TEXTURE_2D, null);
|
1032
|
+
|
1033
|
+
return texture;
|
1034
|
+
};
|
1035
|
+
|
1036
|
+
|
1037
|
+
/*
|
1038
|
+
* Free a texture
|
1039
|
+
*/
|
1040
|
+
S2D.GL.FreeTexture = function(texture) {
|
1041
|
+
gl.deleteTexture(texture);
|
1042
|
+
};
|
1043
|
+
|
1044
|
+
|
1045
|
+
/*
|
1046
|
+
* Draw triangle
|
1047
|
+
*/
|
1048
|
+
S2D.GL.DrawTriangle = function(x1, y1, c1r, c1g, c1b, c1a,
|
1049
|
+
x2, y2, c2r, c2g, c2b, c2a,
|
1050
|
+
x3, y3, c3r, c3g, c3b, c3a) {
|
1051
|
+
|
1052
|
+
var vertices = [
|
1053
|
+
x1, y1, 0.0,
|
1054
|
+
x2, y2, 0.0,
|
1055
|
+
x3, y3, 0.0
|
1056
|
+
];
|
1057
|
+
|
1058
|
+
var colors = [
|
1059
|
+
c1r, c1g, c1b, c1a,
|
1060
|
+
c2r, c2g, c2b, c2a,
|
1061
|
+
c3r, c3g, c3b, c3a
|
1062
|
+
];
|
1063
|
+
|
1064
|
+
gl.useProgram(shaderProgram);
|
1065
|
+
|
1066
|
+
// Vertex
|
1067
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
1068
|
+
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
|
1069
|
+
|
1070
|
+
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
|
1071
|
+
gl.enableVertexAttribArray(positionLocation);
|
1072
|
+
|
1073
|
+
// Colors
|
1074
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
1075
|
+
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
|
1076
|
+
|
1077
|
+
gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0);
|
1078
|
+
gl.enableVertexAttribArray(colorLocation);
|
1079
|
+
|
1080
|
+
// Draw
|
1081
|
+
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
1082
|
+
};
|
1083
|
+
|
1084
|
+
|
1085
|
+
/*
|
1086
|
+
* Draw a texture
|
1087
|
+
*/
|
1088
|
+
S2D.GL.DrawTexture = function(x, y, w, h,
|
1089
|
+
r, g, b, a,
|
1090
|
+
tx1, ty1, tx2, ty2, tx3, ty3, tx4, ty4,
|
1091
|
+
texture) {
|
1092
|
+
|
1093
|
+
var vertices =
|
1094
|
+
// x, y coords | x, y texture coords
|
1095
|
+
[ x, y, 0.0, tx1, ty1,
|
1096
|
+
x + w, y, 0.0, tx2, ty2,
|
1097
|
+
x + w, y + h, 0.0, tx3, ty3,
|
1098
|
+
x, y + h, 0.0, tx4, ty4 ];
|
1099
|
+
|
1100
|
+
var colors = [
|
1101
|
+
r, g, b, a,
|
1102
|
+
r, g, b, a,
|
1103
|
+
r, g, b, a,
|
1104
|
+
r, g, b, a
|
1105
|
+
];
|
1106
|
+
|
1107
|
+
gl.useProgram(texShaderProgram);
|
1108
|
+
|
1109
|
+
// Vertex
|
1110
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
1111
|
+
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
|
1112
|
+
|
1113
|
+
gl.vertexAttribPointer(texPositionLocation, 3, gl.FLOAT, false, 5*4, 0);
|
1114
|
+
gl.enableVertexAttribArray(texPositionLocation);
|
1115
|
+
|
1116
|
+
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 5*4, 3*4);
|
1117
|
+
gl.enableVertexAttribArray(texCoordLocation);
|
1118
|
+
|
1119
|
+
// Colors
|
1120
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
1121
|
+
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
|
1122
|
+
|
1123
|
+
gl.vertexAttribPointer(texColorLocation, 4, gl.FLOAT, false, 0, 0);
|
1124
|
+
gl.enableVertexAttribArray(texColorLocation);
|
1125
|
+
|
1126
|
+
gl.activeTexture(gl.TEXTURE0);
|
1127
|
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1128
|
+
|
1129
|
+
gl.uniform1i(samplerLocation, 0);
|
1130
|
+
|
1131
|
+
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
|
1132
|
+
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
|
1133
|
+
|
1134
|
+
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
|
1135
|
+
};
|
1136
|
+
|
1137
|
+
|
1138
|
+
/*
|
1139
|
+
* Draw image
|
1140
|
+
*/
|
1141
|
+
S2D.GL.DrawImage = function(img) {
|
1142
|
+
S2D.GL.DrawTexture(
|
1143
|
+
img.x, img.y, img.width, img.height,
|
1144
|
+
img.color.r, img.color.g, img.color.b, img.color.a,
|
1145
|
+
0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
|
1146
|
+
img.texture
|
1147
|
+
);
|
1148
|
+
};
|
1149
|
+
|
1150
|
+
|
1151
|
+
/*
|
1152
|
+
* Draw sprite
|
1153
|
+
*/
|
1154
|
+
S2D.GL.DrawSprite = function(spr) {
|
1155
|
+
S2D.GL.DrawTexture(
|
1156
|
+
spr.x, spr.y, spr.width, spr.height,
|
1157
|
+
spr.img.color.r, spr.img.color.g, spr.img.color.b, spr.img.color.a,
|
1158
|
+
spr.tx1, spr.ty1, spr.tx2, spr.ty2, spr.tx3, spr.ty3, spr.tx4, spr.ty4,
|
1159
|
+
spr.img.texture
|
1160
|
+
);
|
1161
|
+
};
|
1162
|
+
|
1163
|
+
|
1164
|
+
/*
|
1165
|
+
* Draw text
|
1166
|
+
*/
|
1167
|
+
S2D.GL.DrawText = function(txt) {
|
1168
|
+
S2D.GL.DrawTexture(
|
1169
|
+
txt.x, txt.y, txt.width, txt.height,
|
1170
|
+
txt.color.r, txt.color.g, txt.color.b, txt.color.a,
|
1171
|
+
0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
|
1172
|
+
txt.texture
|
1173
|
+
);
|
1174
|
+
};
|
1175
|
+
|
1176
|
+
|
1177
|
+
// end.js - Close the anonymous function defining the Simple 2D module
|
1178
|
+
|
1179
|
+
// Call anonymous and the Simple 2D module to the global scope
|
1180
|
+
}).call(this);
|