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room.js
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228 lines (195 loc) · 5.46 KB
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import Adt from './adt.js'
import Bin from './bin.js'
import H from '../boot/hex.js'
import Tim from './tim.js'
import File from './file.js'
import Shader from './shader.js'
import Res from '../boot/resource.js'
// const roomcut = Bin.load('common/bin/itemdata.bin');
const roomcut = Bin.load('common/bin/roomcut.bin');
const roomCache = Res.createLimitCache(loadRoom, freeRoom, 10);
const z = 0.99999;
let background;
let bgtex;
let mask;
let draw_order;
let camera;
// 上下颠倒
const vertices = new Float32Array([
// positions // texture coords
1, 1, z, 1.0, 0.0,
1, -1, z, 1.0, 1.0,
-1, -1, z, 0.0, 1.0,
-1, 1, z, 0.0, 0.0,
]);
const indices = new Uint32Array([
0, 1, 3, // first triangle
1, 2, 3 // second triangle
]);
export default {
switchRoom,
setMask,
switchWith,
showPic,
init,
count : roomcut.count,
};
function init(window, _order, _camera) {
Shader.check_init();
draw_order = _order;
camera = _camera;
background = Shader.createBasicDrawObject();
background.addVerticesElements(vertices, indices);
background.setAttr({ index: 0, vsize: 3, stride: 5*gl.sizeof$float });
background.setAttr({ index: 2, vsize: 2, stride: 5*gl.sizeof$float,
offset: 3*gl.sizeof$float });
draw_order.setBackground(background);
bgtex = background.getTexture();
}
function loadRoom(id) {
// console.log("load from file");
var binbuf = roomcut.get8(id);
if (!binbuf) {
return;
}
return Adt.room(binbuf);
}
function freeRoom(id, room) {
// console.log('free room', id);
}
//
// 用图像索引切换背景
//
function switchRoom(id, mask_dat) {
let room = roomCache.get(id);
if (room) {
room.bindTexTo(bgtex);
// 测试: 显示蒙版, 可能崩溃
// if (room.bindMaskTexTo) {
// room.bindMaskTexTo(bgtex);
// }
setMask(mask_dat, room.maskbuf, room.buf,
room.width, room.height, room.maskw, room.maskh);
return true;
}
return false;
}
//
// 用房间信息切换背景
// stage - 关卡编号, 总是从 1 开始
// room - 房间编号, 从 0 开始
// carame - 摄像机编号, 从 0 开始, 最多 0xF 个.
//
function switchWith(stage, room, carame, mask) {
let id = (stage-1) *512 + room*16 + carame;
return switchRoom(id, mask);
}
//
// 在背景上显示图像, 方便调试
//
function showPic(file) {
let check = file.toLowerCase();
if (check.indexOf(".adt") >= 0) {
Adt.load(file).bindTexTo(bgtex);
}
else if (check.indexOf(".tim") >= 0) {
let vi = File.openDataView(file);
Tim.parseStream(vi).bindTexTo(bgtex);
}
}
//
// 在切换房间之前设置遮掩数据
// maskbuf - 背景蒙版缓冲区
// bg部分- 背景图像缓冲区
//
function setMask(m, maskbuf, bgbuf, ow, oh, mw, mh) {
// 删除之前的蒙版数据
if (mask) {
draw_order.setMask(null);
mask.free();
mask = null;
}
if (!m || m.length == 0) {
return;
}
const BUFLEN = 5;
// 纹理缓冲区
const texbuf = new Uint32Array(mw * mh);
// | x,y,z | u, v | 顶点缓冲区
const buf = new Float32Array(m.length * BUFLEN * 4);
// 索引缓冲区
const idx = new Uint32Array(m.length * 6);
let bi = 0, ii = 0, vi = 0;
let dx, dy, sx, sy, z, ww, hh, alpha, r, g, b, c1555;
let rw = ow/2;
let rh = oh/2;
// {"src_x":8,"src_y":48,"dst_x":80,"dst_y":0,"depth":86,
// "x":232,"y":120,"width":8,"height":8}
for (let i=0, len=m.length; i < len; ++i) {
dx = m[i].dst_x;
dy = m[i].dst_y;
sx = m[i].src_x;
sy = m[i].src_y;
ww = m[i].w;
hh = m[i].h;
z = Shader.maskDepth(m[i].depth, camera);
// console.log(i, m[i].depth, z, 1-z, z-1);
bi = i * BUFLEN * 4;
buf[bi + 0] = dx / rw -1;
buf[bi + 1] = -dy / rh +1;
buf[bi + 2] = z;
buf[bi + 3] = sx / mw;
buf[bi + 4] = sy / mh;
bi += BUFLEN;
buf[bi + 0] = (dx + ww) / rw -1;
buf[bi + 1] = -dy / rh +1;
buf[bi + 2] = z;
buf[bi + 3] = (sx + ww) / mw;
buf[bi + 4] = sy / mh;
bi += BUFLEN;
buf[bi + 0] = (dx + ww) / rw -1;
buf[bi + 1] = -(dy + hh) / rh +1;
buf[bi + 2] = z;
buf[bi + 3] = (sx + ww) / mw;
buf[bi + 4] = (sy + hh) / mh;
bi += BUFLEN;
buf[bi + 0] = dx / rw -1;
buf[bi + 1] = -(dy + hh) / rh +1;
buf[bi + 2] = z;
buf[bi + 3] = sx / mw;
buf[bi + 4] = (sy + hh) / mh;
vi = i * 4;
ii = i * 6;
idx[ii + 0] = 0 + vi;
idx[ii + 1] = 1 + vi;
idx[ii + 2] = 2 + vi;
idx[ii + 3] = 0 + vi;
idx[ii + 4] = 3 + vi;
idx[ii + 5] = 2 + vi;
for (ii = 0; ii < hh; ++ii) {
let y0 = sy * mw;
let y1 = dy * ow;
for (vi = 0; vi < ww; ++vi) {
alpha = maskbuf[sx + vi + y0] >0 ? 0xFF : 0;
c1555 = bgbuf[dx + vi + y1];
b = (c1555 & 0x7c00) >> 10;
g = (c1555 & 0x3e0) >> 5;
r = (c1555 & 0x1F);
// r = g = b= 0xfff; // 白色测试
texbuf[sx + vi + y0] = (r << 27) | (g << 19) | (b << 11) | alpha;
}
++sy; ++dy;
}
};
mask = Shader.createBasicDrawObject();
mask.addVerticesElements(buf, idx);
mask.setAttr({ index: 0, vsize: 3, stride: BUFLEN*gl.sizeof$float });
mask.setAttr({ index: 2, vsize: 2, stride: BUFLEN*gl.sizeof$float,
offset: 3*gl.sizeof$float });
let tex = mask.getTexture();
tex.bindTexImage(texbuf, mw, mh,
gl.GL_RGBA, gl.GL_UNSIGNED_INT_8_8_8_8, gl.GL_RGBA);
tex.setParameter(gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST);
draw_order.setMask(mask);
return true;
}