Created
December 9, 2012 02:45
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class WebGL | |
getWebGLContext: (id) -> | |
elm = document.getElementById(id) | |
ctx = elm.getContext("webgl") || elm.getContext("experimental-webgl") | |
getShader: (id) -> | |
shaderScript = document.getElementById(id) | |
theSource = shaderScript.textContent | |
if shaderScript.type == "x-shader/x-fragment" | |
shader = @gl.createShader(@gl.FRAGMENT_SHADER) | |
else | |
shader = @gl.createShader(@gl.VERTEX_SHADER) | |
@gl.shaderSource(shader, theSource) | |
@gl.compileShader(shader) | |
if not @gl.getShaderParameter(shader, @gl.COMPILE_STATUS) | |
console.log @gl.getShaderInfoLog(shader) | |
return | |
return shader | |
createProgram: (shaders...) -> | |
program = @gl.createProgram() | |
for shader in shaders | |
@gl.attachShader(program, shader) | |
@gl.linkProgram(program) | |
if not @gl.getProgramParameter(program, @gl.LINK_STATUS) | |
return | |
return program | |
class Game extends WebGL | |
constructor: -> | |
@stats = new Stats | |
document.getElementById("stats").appendChild(@stats.getDomElement()) | |
@bg = document.getElementById("bg").getContext("2d") | |
@fg = document.getElementById("fg").getContext("2d") | |
@gl = this.getWebGLContext("game") | |
@gW = document.getElementById("game").getAttribute("width") | |
@gH = document.getElementById("game").getAttribute("height") | |
@spriteMap = new Image | |
@spriteMap.onload = => this.initGraphics() | |
@spriteMap.src = "mario_sprite_map.png" | |
initGraphics: -> | |
@textureProgram = this.createProgram(this.getShader("2d-texture-vertex-shader"), this.getShader("2d-texture-fragment-shader")) | |
@gl.useProgram(@textureProgram) | |
@shader = { | |
vertexPosition : @gl.getAttribLocation(@textureProgram, "aVertexPosition") | |
, texturePosition : @gl.getAttribLocation(@textureProgram, "aTexturePosition") | |
, windowResolution : @gl.getUniformLocation(@textureProgram, "uWindowResolution") | |
, textureResolution : @gl.getUniformLocation(@textureProgram, "uTextureResolution") | |
, texture : @gl.getUniformLocation(@textureProgram, "uTexture") | |
} | |
@gl.enableVertexAttribArray(@shader.vertexPosition) | |
@gl.enableVertexAttribArray(@shader.texturePosition) | |
@gl.uniform2f(@shader.windowResolution, @gW, @gH) | |
@gl.uniform2f(@shader.textureResolution, @spriteMap.width, @spriteMap.height) | |
@spriteMapTexture = @gl.createTexture() | |
@gl.bindTexture(@gl.TEXTURE_2D, @spriteMapTexture) | |
@gl.texImage2D(@gl.TEXTURE_2D, 0, @gl.RGBA, @gl.RGBA, @gl.UNSIGNED_BYTE, @spriteMap) | |
@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.texParameteri(@gl.TEXTURE_2D, @gl.TEXTURE_MAG_FILTER, @gl.LINEAR) | |
@gl.texParameteri(@gl.TEXTURE_2D, @gl.TEXTURE_MIN_FILTER, @gl.LINEAR) | |
@gl.bindTexture(@gl.TEXTURE_2D, null) | |
@gl.activeTexture(@gl.TEXTURE0) | |
@gl.bindTexture(@gl.TEXTURE_2D, @spriteMapTexture) | |
@gl.uniform1i(@shader.texture, 0) | |
this.draw() | |
gridPositionToCoords: (x, y) -> | |
x1 = x * 16 | |
y1 = y * 16 | |
x2 = x1 + 16 | |
y2 = y1 + 16 | |
return [ | |
x1, y1 | |
, x2, y1 | |
, x1, y2 | |
, x2, y2 | |
] | |
draw: -> | |
@coords = [] | |
@textureCoords = [] | |
for x in [0..10] | |
@coords = @coords.concat(this.gridPositionToCoords(x, 0)) | |
@textureCoords = @textureCoords.concat(this.gridPositionToCoords(5, 0)) | |
vertexBuf = @gl.createBuffer() | |
@gl.bindBuffer(@gl.ARRAY_BUFFER, vertexBuf) | |
@gl.vertexAttribPointer(@shader.vertexPosition, 2, @gl.FLOAT, false, 0, 0) | |
@gl.bufferData(@gl.ARRAY_BUFFER, new Float32Array(@coords), @gl.STATIC_DRAW) | |
textureBuf = @gl.createBuffer() | |
@gl.bindBuffer(@gl.ARRAY_BUFFER, textureBuf) | |
@gl.vertexAttribPointer(@shader.texturePosition, 2, @gl.FLOAT, false, 0, 0) | |
@gl.bufferData(@gl.ARRAY_BUFFER, new Float32Array(@textureCoords), @gl.STATIC_DRAW) | |
@gl.drawArrays(@gl.TRIANGLE_STRIP, 0, @coords.length / 2) | |
game = new Game |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>Sprite Map Testing</title> | |
<link rel="stylesheet" type="text/css" href="game.css" /> | |
</head> | |
<body> | |
<div id="c"> | |
<canvas id="bg" width="800" height="600"></canvas> | |
<canvas id="game" width="800" height="600"></canvas> | |
<canvas id="fg" width="800" height="600">Your browser does not support this game.</canvas> | |
<div id="stats"></div> | |
</div> | |
<script type="x-shader/x-vertex" id="2d-texture-vertex-shader"> | |
attribute vec2 aVertexPosition; | |
attribute vec2 aTexturePosition; | |
uniform vec2 uWindowResolution; | |
varying vec2 vTexturePosition; | |
void main() { | |
vec2 clipSpace = (aVertexPosition / uWindowResolution) * 2.0 - 1.0; | |
clipSpace = clipSpace * vec2(1.0, -1.0); | |
gl_Position = vec4(clipSpace, 0.0, 1.0); | |
vTexturePosition = aTexturePosition; | |
} | |
</script> | |
<script type="x-shader/x-fragment" id="2d-texture-fragment-shader"> | |
precision mediump float; | |
uniform sampler2D uTexture; | |
uniform vec2 uTextureResolution; | |
varying vec2 vTexturePosition; | |
void main() { | |
gl_FragColor = texture2D(uTexture, vTexturePosition / uTextureResolution); | |
} | |
</script> | |
<script type="text/javascript" src="Stats.js"></script> | |
<script type="text/javascript" src="requestAnimFrame.js"></script> | |
<script type="text/javascript" src="webgl-debug.js"></script> | |
<script type="text/javascript" src="game.js"></script> | |
</body> | |
</html> |
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