use texture for rendering ships
This commit is contained in:
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6e494aca46
commit
d092f5d89c
6 changed files with 96 additions and 88 deletions
BIN
web/pw-visualizer/assets/res/ship.png
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BIN
web/pw-visualizer/assets/res/ship.png
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After Width: | Height: | Size: 4.8 KiB |
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@ -53,7 +57,6 @@
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Before Width: | Height: | Size: 3.3 KiB After Width: | Height: | Size: 3.3 KiB |
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@ -5,6 +5,7 @@ export {default as marsSvg} from "../assets/res/mars.svg";
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export {default as venusSvg} from "../assets/res/venus.svg";
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export {default as earthPng} from "../assets/res/earth.png";
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export {default as shipPng} from "../assets/res/ship.png";
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export {default as fontPng} from "../assets/res/font.png";
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@ -1,6 +1,4 @@
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import { Game } from "planetwars-rs";
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// import { memory } from "planetwars-rs/planetwars_rs_bg";
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// const memory = planetwars_bg.memory;
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import type { Dictionary } from './webgl/util';
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import type { BBox } from "./voronoi/voronoi-core";
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@ -8,8 +6,6 @@ import {
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Resizer,
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resizeCanvasToDisplaySize,
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FPSCounter,
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url_to_mesh,
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Mesh,
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} from "./webgl/util";
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import {
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Shader,
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@ -40,14 +36,6 @@ function to_bbox(box: number[]): BBox {
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};
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}
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// function f32v(ptr: number, size: number): Float32Array {
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// return new Float32Array(memory.buffer, ptr, size);
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// }
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// function i32v(ptr: number, size: number): Int32Array {
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// return new Int32Array(memory.buffer, ptr, size);
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// }
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export function set_game_name(name: string) {
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ELEMENTS["name"].innerHTML = name;
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}
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@ -142,6 +130,7 @@ export class GameInstance {
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ship_ibo: IndexBuffer;
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ship_vao: VertexArray;
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ship_texture: Texture;
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// TODO: find a better way
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max_num_ships: number;
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@ -161,8 +150,9 @@ export class GameInstance {
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constructor(
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game: Game,
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meshes: Mesh[],
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ship_mesh: Mesh,
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planets_textures: Texture[],
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ship_texture: Texture,
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font_texture: Texture,
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shaders: Dictionary<ShaderFactory>
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) {
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this.game = game;
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@ -178,10 +168,12 @@ export class GameInstance {
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});
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this.masked_image_shader = shaders["masked_image"].create_shader(GL);
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this.text_factory = defaultLabelFactory(GL, this.image_shader);
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this.text_factory = defaultLabelFactory(GL, font_texture, this.image_shader);
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this.planet_labels = [];
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this.ship_labels = [];
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this.ship_texture = ship_texture
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this.resizer = new Resizer(CANVAS, [...game.get_viewbox()], true);
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this.renderer = new Renderer();
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this.game.update_turn(0);
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@ -191,15 +183,8 @@ export class GameInstance {
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// List of [(x, y, r)] for all planets
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this._create_voronoi(planets);
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this._create_planets(planets, meshes);
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this._create_planets(planets, planets_textures);
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// create_shipes
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this.ship_ibo = new IndexBuffer(GL, ship_mesh.cells);
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const ship_positions = new VertexBuffer(GL, ship_mesh.positions);
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const ship_layout = new VertexBufferLayout();
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ship_layout.push(GL.FLOAT, 3, 4, "a_position");
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this.ship_vao = new VertexArray();
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this.ship_vao.addBuffer(ship_positions, ship_layout);
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this.max_num_ships = 0;
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// Set slider correctly
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@ -236,9 +221,7 @@ export class GameInstance {
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this.renderer.addRenderable(this.vor_builder.getRenderable(), LAYERS.vor);
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}
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_create_planets(planets: Float32Array, meshes: Mesh[]) {
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const earth = Texture.fromImage(GL, assets.earthPng, 'earth');
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_create_planets(planets: Float32Array, planets_textures: Texture[]) {
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for (let i = 0; i < this.planet_count; i++) {
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{
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const transform = new UniformMatrix3fv([
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@ -280,7 +263,7 @@ export class GameInstance {
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u_trans_next: transform,
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};
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const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [earth], uniforms);
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const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [planets_textures[0]], uniforms);
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this.renderer.addRenderable(renderable, LAYERS.planet);
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const ship_colours = this.game.get_ship_colours();
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for (let i = this.max_num_ships; i < ship_counts.length; i++) {
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this.renderer.addToDraw(
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this.ship_ibo,
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this.ship_vao,
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this.shader,
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{},
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[],
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LAYERS.ship
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);
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const gl = GL;
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const ib = new IndexBuffer(gl, [
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0, 1, 2,
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1, 2, 3
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]);
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const ratio = this.ship_texture.getWidth() / this.ship_texture.getHeight();
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const vb_pos = new VertexBuffer(gl, [
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-ratio, 1,
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ratio, 1,
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-ratio, -1,
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ratio, -1
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]);
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const vb_tex = new VertexBuffer(gl, [
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0, 0,
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1, 0,
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0, 1,
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1, 1,
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]);
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const layout_pos = new VertexBufferLayout();
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layout_pos.push(gl.FLOAT, 2, 4, "a_position");
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const layout_tex = new VertexBufferLayout();
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layout_tex.push(gl.FLOAT, 2, 4, "a_texCoord");
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const vao = new VertexArray();
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vao.addBuffer(vb_pos, layout_pos);
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vao.addBuffer(vb_tex, layout_tex);
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const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [this.ship_texture], {});
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this.renderer.addRenderable(renderable, LAYERS.ship);
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const label = this.text_factory.build(GL);
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this.ship_labels.push(label);
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this.renderer.addRenderable(label.getRenderable(), LAYERS.ship_label);
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}
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}
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var game_instance: GameInstance;
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var meshes: Mesh[];
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var textures: Texture[];
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var shaders: Dictionary<ShaderFactory>;
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export async function set_instance(source: string): Promise<GameInstance> {
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// TODO: embed shader programs
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if (!meshes || !shaders) {
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const mesh_promises = [
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assets.shipSvg,
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assets.earthSvg,
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assets.marsSvg,
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assets.venusSvg,
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].map(url_to_mesh);
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if (!textures || !shaders) {
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const texture_promises = [
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Texture.fromImage(GL, assets.fontPng, "font"),
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Texture.fromImage(GL, assets.shipPng, "ship"),
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Texture.fromImage(GL, assets.earthPng, "earth")
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];
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const shader_promies = [
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(async () =>
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];
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let shaders_array: [string, ShaderFactory][];
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[meshes, shaders_array] = await Promise.all([
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Promise.all(mesh_promises),
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[textures, shaders_array] = await Promise.all([
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Promise.all(texture_promises),
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Promise.all(shader_promies),
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]);
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game_instance = new GameInstance(
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Game.new(source),
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meshes.slice(1),
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meshes[0],
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textures.slice(2),
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textures[1],
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textures[0],
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shaders
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);
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@ -33,8 +33,8 @@ export class LabelFactory {
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font: FontInfo;
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shader: Shader;
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constructor(gl: WebGLRenderingContext, loc: string, font: FontInfo, shader: Shader) {
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this.texture = Texture.fromImage(gl, loc, 'font');
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constructor(gl: WebGLRenderingContext, fontTexture: Texture, font: FontInfo, shader: Shader) {
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this.texture = fontTexture;
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this.font = font;
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this.shader = shader;
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}
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}
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}
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export function defaultLabelFactory(gl: WebGLRenderingContext, shader: Shader): LabelFactory {
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export function defaultLabelFactory(gl: WebGLRenderingContext, fontTexture: Texture, shader: Shader): LabelFactory {
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const fontInfo = {
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letterHeight: 8,
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spaceWidth: 8,
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@ -195,5 +195,5 @@ export function defaultLabelFactory(gl: WebGLRenderingContext, shader: Shader):
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},
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};
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return new LabelFactory(gl, fontPng, fontInfo, shader);
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return new LabelFactory(gl, fontTexture, fontInfo, shader);
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}
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@ -11,15 +11,18 @@ export class Texture {
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gl: WebGLRenderingContext,
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path: string,
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name: string,
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): Texture {
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): Promise<Texture> {
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return new Promise((resolve, reject) => {
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const out = new Texture(gl, name);
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const image = new Image();
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image.onload = out.setImage.bind(out, gl, image);
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image.onerror = error;
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image.onload = () => {
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out.setImage(gl, image);
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resolve(out);
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}
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image.onerror = reject;
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image.src = path;
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return out;
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})
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}
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static fromRenderer(
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@ -99,8 +102,3 @@ export class Texture {
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return this.height;
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}
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}
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function error(e: any) {
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console.error("IMAGE LOAD ERROR");
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console.error(e);
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}
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