move graphics stuff to own file

This commit is contained in:
Zutatensuppe 2020-11-09 00:29:07 +01:00
parent fa71849bd5
commit d4ddf91259
2 changed files with 244 additions and 229 deletions

View file

@ -6,217 +6,16 @@ import {run} from './gameloop.js'
import Camera from './Camera.js'
import EventAdapter from './EventAdapter.js'
import WsClient from './WsClient.js'
import Graphics from './Graphics.js'
if (!GAME_ID) throw '[ GAME_ID not set ]'
if (!WS_ADDRESS) throw '[ WS_ADDRESS not set ]'
function createCanvas(width = 0, height = 0) {
const canvas = document.createElement('canvas')
canvas.width = width === 0 ? window.innerWidth : width
canvas.height = height === 0 ? window.innerHeight : height
return canvas
}
function addCanvasToDom(canvas) {
document.body.append(canvas)
return canvas
}
function fillBitmap (bitmap, rgba) {
const len = bitmap.width * bitmap.height * 4
bitmap._data = new Uint8ClampedArray(len)
for (let i = 0; i < len; i+=4) {
bitmap._data[i] = rgba[0]
bitmap._data[i + 1] = rgba[1]
bitmap._data[i + 2] = rgba[2]
bitmap._data[i + 3] = rgba[3]
}
}
function fillBitmapCapped(bitmap, rgba, rects_cap) {
if (!rects_cap) {
return fillBitmap(bitmap, rgba)
}
for (let rect_cap of rects_cap) {
let startX = Math.floor(rect_cap.x0)
let startY = Math.floor(rect_cap.y0)
let endX = Math.ceil(rect_cap.x1)
let endY = Math.ceil(rect_cap.y1)
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
bitmap.putPix(x, y, rgba)
}
}
}
}
function mapBitmapToBitmap(
/** @type {Bitmap} */src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {Bitmap} */ dst,
/** @type {BoundingRectangle} */ rect_dst
) {
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
let startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
let endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
function mapBitmapToBitmapCapped(
/** @type {Bitmap} */ src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {Bitmap} */ dst,
/** @type {BoundingRectangle} */ rect_dst,
rects_cap
) {
if (!rects_cap) {
return mapBitmapToBitmap(src, rect_src, dst, rect_dst)
}
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
for (let rect_cap of rects_cap) {
let startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
let endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
}
function mapBitmapToAdapterCapped (
/** @type {Bitmap} */ src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {CanvasAdapter} */ dst,
/** @type {BoundingRectangle} */ rect_dst,
rects_cap
) {
if (!rects_cap) {
return mapBitmapToAdapter(src, rect_src, dst, rect_dst)
}
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
for (let rect_cap of rects_cap) {
let startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
let endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
}
function mapBitmapToAdapter(
/** @type {Bitmap} */ src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {CanvasAdapter} */ dst,
/** @type {BoundingRectangle} */ rect_dst
) {
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
let startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
let endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
function copy(src) {
var arr = new Uint8ClampedArray(src.length)
arr.set(new Uint8ClampedArray(src));
return arr
}
function dataToBitmap(w, h, data) {
const bitmap = new Bitmap(w, h)
bitmap._data = copy(data)
return bitmap
}
function canvasToBitmap(
/** @type {HTMLCanvasElement} */ c,
/** @type {CanvasRenderingContext2D} */ ctx
) {
const data = ctx.getImageData(0, 0, c.width, c.height).data
return dataToBitmap(c.width, c.height, data)
}
function imageToBitmap(img) {
const c = createCanvas(img.width, img.height)
const ctx = c.getContext('2d')
ctx.drawImage(img, 0, 0)
return canvasToBitmap(c, ctx)
}
async function loadImageToBitmap(imagePath) {
console.log(imagePath)
const img = new Image()
await new Promise((resolve) => {
img.onload = resolve
img.src = imagePath
});
return imageToBitmap(img)
}
function pointInBounds(pt, rect) {
return pt.x >= rect.x0
&& pt.x <= rect.x1
@ -224,17 +23,6 @@ function pointInBounds(pt, rect) {
&& pt.y <= rect.y1
}
const resizeBitmap = (bitmap, width, height) => {
const tmp = new Bitmap(width, height)
mapBitmapToBitmap(
bitmap,
bitmap.getBoundingRect(),
tmp,
tmp.getBoundingRect()
)
return tmp
}
function getSurroundingTilesByIdx(puzzle, idx) {
var _X = puzzle.info.coords[idx].x
var _Y = puzzle.info.coords[idx].y
@ -314,7 +102,8 @@ async function createPuzzleTileBitmaps(bitmap, tiles, info) {
const srcRect = srcRectByIdx(info, tile.idx)
const path = pathForShape(info.shapes[tile.idx])
const c = createCanvas(tileDrawSize, tileDrawSize)
const c = Graphics.createCanvas(tileDrawSize, tileDrawSize)
const ctx = c.getContext('2d')
// -----------------------------------------------------------
// -----------------------------------------------------------
@ -338,7 +127,7 @@ async function createPuzzleTileBitmaps(bitmap, tiles, info) {
ctx.stroke(path)
ctx.restore();
const bitmap = canvasToBitmap(c, ctx)
const bitmap = Graphics.canvasToBitmap(c, ctx)
bitmaps[tile.idx] = bitmap
}
@ -391,12 +180,12 @@ const unfinishedTileByPos = (puzzle, pos) => {
async function loadPuzzleBitmaps(puzzle) {
// load bitmap, to determine the original size of the image
const bmp = await loadImageToBitmap(puzzle.info.imageUrl)
const bmp = await Graphics.loadImageToBitmap(puzzle.info.imageUrl)
// creation of tile bitmaps
// then create the final puzzle bitmap
// NOTE: this can decrease OR increase in size!
const bmpResized = resizeBitmap(bmp, puzzle.info.width, puzzle.info.height)
const bmpResized = Graphics.resizeBitmap(bmp, puzzle.info.width, puzzle.info.height)
return await createPuzzleTileBitmaps(bmpResized, puzzle.tiles, puzzle.info)
}
@ -421,13 +210,11 @@ function setupNetwork(me) {
}
async function main () {
// todo: maybe put in protocols, same as `me()`
let gameId = GAME_ID // uniqId()
let gameId = GAME_ID
let me = initme()
let cursorGrab = await loadImageToBitmap('/grab.png')
let cursorHand = await loadImageToBitmap('/hand.png')
let cursorGrab = await Graphics.loadImageToBitmap('/grab.png')
let cursorHand = await Graphics.loadImageToBitmap('/hand.png')
let conn = setupNetwork(me + '|' + gameId)
conn.send(JSON.stringify({ type: 'init' }))
@ -508,7 +295,7 @@ async function main () {
}
// Create a dom and attach adapters to it so we can work with it
const canvas = addCanvasToDom(createCanvas())
const canvas = addCanvasToDom(Graphics.createCanvas())
const adapter = new CanvasAdapter(canvas)
const evts = new EventAdapter(canvas)
@ -894,11 +681,11 @@ async function main () {
// draw the puzzle table
if (rerenderTable) {
fillBitmapCapped(puzzleTable, puzzleTableColor, rectTable.get())
Graphics.fillBitmapCapped(puzzleTable, puzzleTableColor, rectTable.get())
checkpoint('after fill')
// draw the puzzle board on the table
mapBitmapToBitmapCapped(board, board.getBoundingRect(), puzzleTable, new BoundingRectangle(
Graphics.mapBitmapToBitmapCapped(board, board.getBoundingRect(), puzzleTable, new BoundingRectangle(
boardPos.x,
boardPos.x + board.width - 1,
boardPos.y,
@ -916,7 +703,7 @@ async function main () {
puzzle.info.tileDrawOffset + tile.pos.y + puzzle.info.tileDrawSize,
)
let bmp = bitmaps[tile.idx]
mapBitmapToBitmapCapped(
Graphics.mapBitmapToBitmapCapped(
bmp,
bmp.getBoundingRect(),
puzzleTable,
@ -937,7 +724,7 @@ async function main () {
// TODO: improve the rendering
// atm it is pretty slow (~40-50ms)
mapBitmapToAdapter(
Graphics.mapBitmapToAdapter(
puzzleTable,
viewport.rect(),
adapter,
@ -947,7 +734,7 @@ async function main () {
} else if (rerenderPlayer) {
adapter.clearRect(rectPlayer.get())
checkpoint('afterclear_2')
mapBitmapToAdapterCapped(
Graphics.mapBitmapToAdapterCapped(
puzzleTable,
viewport.rect(),
adapter,
@ -962,7 +749,7 @@ async function main () {
let p = players[id]
let cursor = p.down ? cursorGrab : cursorHand
let back = viewport.worldToViewport(p)
mapBitmapToAdapter(
Graphics.mapBitmapToAdapter(
cursor,
cursor.getBoundingRect(),
adapter,