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area.js
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function Area(board) {
var seed = Math.random() * 4294967296 >>> 0;
var rand = new LCGRandomGenerator(seed);
var colorRandomizer = new ColorRandomizer(TERRAIN_COLOR_DELTA, rand.randInt);
var w = board.getWidth();
var h = board.getHeight();
var gridVertices;
var gridTexCoords;
var gridColors;
var gridElements;
var vertexBuffer;
var texCoordBuffer;
var elementBuffer;
var tex;
var gl;
this.init = function (glCtx) {
gl = glCtx;
gridVertices = new Float32Array([0, h, w, h, 0, 0, w, 0]);
gridElements = new Uint16Array([0, 1, 2, 1, 2, 3]);
gridTexCoords = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
vertexBuffer = gl.createBuffer();
texCoordBuffer = gl.createBuffer();
elementBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, gridTexCoords, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, gridVertices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, gridElements, gl.STATIC_DRAW);
};
this.updateAll = function () {
generateTextureImageData();
};
this.draw = function (posAttr, texCordAttr, texSamplerUnif) {
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(posAttr, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.vertexAttribPointer(texCordAttr, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.uniform1i(texSamplerUnif, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
gl.drawElements(gl.TRIANGLES, gridElements.length, gl.UNSIGNED_SHORT, 0);
};
function generateTextureImageData() {
rand.seed(seed);
var black = new Color(0, 0, 0);
var color = new Color(0, 0, 0);
var data = new Uint8Array(w * h * 3);
board.iteratePositions((x, y, v) => {
var idx = (x + y * w) * 3;
if (v >= 0)
color.setToColor(TERRAIN_COLORS[v]);
else
color.setToColor(black);
colorRandomizer.randomize(color, true);
data[idx + 0] = color.r;
data[idx + 1] = color.g;
data[idx + 2] = color.b;
});
tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, w, h, 0, gl.RGB, gl.UNSIGNED_BYTE, data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_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);
gl.bindTexture(gl.TEXTURE_2D, null);
}
}