Icon rendering, basic texture support (bit broken, though)

This commit is contained in:
yellows111 2023-10-17 15:26:08 +01:00
parent a8f47aa7fb
commit af1359ed5b
1 changed files with 271 additions and 64 deletions

335
input.htm
View File

@ -18,19 +18,78 @@
}
#version {position: fixed;bottom:4px;right:4px}
#advanced {display: none}
#iconcanvas {position: absolute; left: 8px}
</style>
<script type="text/plain" id="verts1">
attribute vec4 a_position;
<meta data-comment="WebGL Shader: Icon">
<script type="text/plain" id="shader-icon-v">
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_textureCoords;
attribute vec4 a_color;
varying lowp vec4 v_color;
void main() {
// x, y, z, scale (w)
gl_Position = vec4(
a_position.x,
(0.0 - a_position.y) - 2.75, // invert the y position and move down -2.75, which will center the model
a_position.z,
3.0
);
// flip it, scale it
v_color = a_color;
}
</script>
<script type="text/plain" id="shader-icon-v2">
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_textureCoords;
attribute vec4 a_color;
varying highp vec2 v_textureCoords;
void main() {
// x, y, z, scale (w)
gl_Position = vec4(
a_position.x,
(0.0 - a_position.y) - 2.75, // invert the y position and move down -2.75, which will center the model
a_position.z,
3.0
);
// flip it, scale it
v_textureCoords = a_textureCoords;
}
</script>
<script type="text/plain" id="shader-icon-f">
varying lowp vec4 v_color;
void main() {
gl_FragColor = v_color;
}
</script>
<script type="text/plain" id="shader-icon-f2">
varying highp vec2 v_textureCoords;
uniform sampler2D u_sampler;
void main() {
gl_FragColor = texture2D(u_sampler, v_textureCoords);
}
</script>
<meta data-comment="WebGL Shader: Background">
<script type="text/plain" id="shader-bg-v">
attribute vec2 a_position;
attribute vec4 a_color;
varying lowp vec4 vColor;
void main() {
gl_Position = a_position;
// x, y, z, scale (w)
gl_Position = vec4(a_position, 0.99, 1.0);
vColor = a_color;
}
</script>
<script type="text/plain" id="frags1">
<script type="text/plain" id="shader-bg-f">
precision mediump float;
varying lowp vec4 vColor;
@ -49,12 +108,11 @@
<br>
<h1 id="title1">&#xFF2E;&#xFF4F;&#x3000;&#xFF26;&#xFF49;&#xFF4C;&#xFF45;</h1>
<h1 id="title2">&#xFF2C;&#xFF4F;&#xFF41;&#xFF44;&#xFF45;&#xFF44;</h1>
<span>Background preview:</span><br>
<canvas id="iconcanvas" width="240" height="240"></canvas>
<span>Background/icon preview:</span><br>
<canvas id="bgcanvas" width="360" height="360"></canvas>
<canvas id="iconcanvas" width="360" height="360"></canvas>
<hr>
<p>Normal: <kbd id="iconn">(no file)</kbd></p>
<p>Copying: <kbd id="iconc">(no file)</kbd></p>
<p>Deleting: <kbd id="icond">(no file)</kbd></p>
<p>Normal: <kbd id="iconn">(no file)</kbd> Copying: <kbd id="iconc">(no file)</kbd> Deleting: <kbd id="icond">(no file)</kbd></p>
<div id="advanced">
<hr>
<label for="input">icon.sys goes here:</label>
@ -82,36 +140,35 @@
<p>
<span>File comments: </span><span id="fileCommentGame">(no title)</span></span><span> - </span><span id="fileCommentName">(no description)</span>
</p>
<!-- TODO MAKE NEW DISPLAY BOXES !-->
<script>
// i know this is sinful, but i don't want to load from an event again
// I usually don't do in-body <script>'s, but I didn't want to do an await onload again
function updateDisplay(input) {
document.getElementById("title1").textContent = input.title[0];
document.getElementById("title2").textContent = input.title[1];
document.getElementById("iconn").textContent = input.filenames.n;
document.getElementById("iconc").textContent = input.filenames.c;
document.getElementById("icond").textContent = input.filenames.d;
if(glContext !== null) {
let colours = input.background;
if(glBgContext !== null) {
colors = [
input.background.colors[0].r/255,
input.background.colors[0].g/255,
input.background.colors[0].b/255,
input.background.alpha*2,
input.background.colors[1].r/255,
input.background.colors[1].g/255,
input.background.colors[1].b/255,
input.background.alpha*2,
input.background.colors[2].r/255,
input.background.colors[2].g/255,
input.background.colors[2].b/255,
input.background.alpha*2,
input.background.colors[3].r/255,
input.background.colors[3].g/255,
input.background.colors[3].b/255,
input.background.alpha*2
colours.colors[0].r/255,
colours.colors[0].g/255,
colours.colors[0].b/255,
(colours.alpha*2)/255,
colours.colors[1].r/255,
colours.colors[1].g/255,
colours.colors[1].b/255,
(colours.alpha*2)/255,
colours.colors[2].r/255,
colours.colors[2].g/255,
colours.colors[2].b/255,
(colours.alpha*2)/255,
colours.colors[3].r/255,
colours.colors[3].g/255,
colours.colors[3].b/255,
(colours.alpha*2)/255
];
glContext.bufferData(glContext.ARRAY_BUFFER, new Float32Array(colors), glContext.STATIC_DRAW);
glContext.drawArrays(glContext.TRIANGLE_STRIP, 0, 4);
drawBackground(colors);
}
}
function resetDisplay() {
@ -123,6 +180,132 @@
document.getElementById("dateCreated").textContent = "--:--:-- --/--/----";
document.getElementById("dateModified").textContent = "--:--:-- --/--/----";
}
function uncompressTexture(texData) {
const view = new DataView(texData);
const u16le = function(i){return view.getUint16(i, 1)}
let uncompressed = new Uint16Array(16384);
for (let index = 0; index < 16384; index++) {
currentValue = u16le(index);
console.log(index, currentValue);
if (currentValue >= 0xff00) {
//do a raw copy
let length = ((0x10000 - currentValue));
for (let enumerator = 0; enumerator < length; enumerator++) {
console.log("i'm here", index, (index*2), u16le(index), u16le(index *2), ((index * 2) -2), u16le((index * 2) -2))
uncompressed[index-1] = u16le((index * 2) -2);
index++;
}
} else {
//repeat next byte rleType times
let original = index;
for (let indey = 0; indey < currentValue; indey++) {
uncompressed[index++] = u16le(original+2);
}
}
}
return uncompressed;
}
function renderIcon(iconData) {
if(glFgContext === null) {return -1;} else {
const texture = glFgContext.createTexture();
glFgContext.bindTexture(glFgContext.TEXTURE_2D, texture);
if (iconData.textureFormat === "U") {
glFgContext.texImage2D(glFgContext.TEXTURE_2D, 0, glFgContext.RGBA, 128, 128, 0, glFgContext.RGBA, glFgContext.UNSIGNED_SHORT_5_5_5_1, iconData.texture);
glFgContext.generateMipmap(glFgContext.TEXTURE_2D);
}
if (iconData.textureFormat === "C") {
let uncompressed = uncompressTexture(iconData.texture.data);
console.log(uncompressed);
/*
let uncompressed = new Uint16Array([
63551, 63551, 1, 1, 63551, 63551, 1, 1,
63551, 63551, 1, 1, 63551, 63551, 1, 1,
1, 1, 63551, 63551, 1, 1, 63551, 63551,
1, 1, 63551, 63551, 1, 1, 63551, 63551,
63551, 63551, 1, 1, 63551, 63551, 1, 1,
63551, 63551, 1, 1, 63551, 63551, 1, 1,
1, 1, 63551, 63551, 1, 1, 63551, 63551,
1, 1, 63551, 63551, 1, 1, 63551, 63551,
63551, 63551, 1, 1, 63551, 63551, 1, 1,
63551, 63551, 1, 1, 63551, 63551, 1, 1,
1, 1, 63551, 63551, 1, 1, 63551, 63551,
1, 1, 63551, 63551, 1, 1, 63551, 63551,
63551, 63551, 1, 1, 63551, 63551, 1, 1,
63551, 63551, 1, 1, 63551, 63551, 1, 1,
1, 1, 63551, 63551, 1, 1, 63551, 63551,
1, 1, 63551, 63551, 1, 1, 63551, 63551,
]);*/
glFgContext.texImage2D(glFgContext.TEXTURE_2D, 0, glFgContext.RGBA, 128, 128, 0, glFgContext.RGBA, glFgContext.UNSIGNED_SHORT_5_5_5_1, uncompressed);
glFgContext.generateMipmap(glFgContext.TEXTURE_2D);
}
//.section PROGRAM.icon
if(iconData.textureFormat !== "N") {
var iconVertexShader = createShader(glFgContext, glFgContext.VERTEX_SHADER, document.getElementById("shader-icon-v2").text);
var iconFragmentShader = createShader(glFgContext, glFgContext.FRAGMENT_SHADER, document.getElementById("shader-icon-f2").text);
} else {
var iconVertexShader = createShader(glFgContext, glFgContext.VERTEX_SHADER, document.getElementById("shader-icon-v").text);
var iconFragmentShader = createShader(glFgContext, glFgContext.FRAGMENT_SHADER, document.getElementById("shader-icon-f").text);
}
var iconProgram = createProgram(glFgContext, iconVertexShader, iconFragmentShader);
glFgContext.useProgram(iconProgram);
if(iconData.textureFormat !== "N") {
var attributes = {
position: glFgContext.getAttribLocation(iconProgram, "a_position"),
textureCoords: glFgContext.getAttribLocation(iconProgram, "a_textureCoords")
};
var uniforms = {
sampler: glFgContext.getUniformLocation(iconProgram, "u_sampler")
}
} else {
var attributes = {
position: glFgContext.getAttribLocation(iconProgram, "a_position"),
color: glFgContext.getAttribLocation(iconProgram, "a_color")
};
}
//.section SETUP
let verticesArray = new Array();
let colourArray = new Array();
let uvArray = new Array();
iconData.vertices.forEach(function(vertexObject){
verticesArray.push(vertexObject.shapes[0].x);
verticesArray.push(vertexObject.shapes[0].y);
verticesArray.push(vertexObject.shapes[0].z);
colourArray.push(vertexObject.color.r/255);
colourArray.push(vertexObject.color.g/255);
colourArray.push(vertexObject.color.b/255);
colourArray.push(vertexObject.color.a/255);
uvArray.push(vertexObject.uv.u);
uvArray.push(vertexObject.uv.v);
});
//.section VERTICES
const positionBuffer = glFgContext.createBuffer();
glFgContext.bindBuffer(glFgContext.ARRAY_BUFFER, positionBuffer);
glFgContext.enableVertexAttribArray(attributes.position);
glFgContext.bufferData(glFgContext.ARRAY_BUFFER, new Float32Array(verticesArray), glFgContext.STATIC_DRAW);
glFgContext.vertexAttribPointer(attributes.position, 3, glFgContext.FLOAT, false, 0, 0);
if(iconData.textureFormat === "N") {
//.section COLOURS
const colorBuffer = glFgContext.createBuffer();
glFgContext.bindBuffer(glFgContext.ARRAY_BUFFER, colorBuffer);
glFgContext.enableVertexAttribArray(attributes.color);
glFgContext.bufferData(glFgContext.ARRAY_BUFFER, new Float32Array(colourArray), glFgContext.STATIC_DRAW);
glFgContext.vertexAttribPointer(attributes.color, 4, glFgContext.FLOAT, false, 0, 0);
} else {
//.section UV
const uvBuffer = glFgContext.createBuffer();
glFgContext.bindBuffer(glFgContext.ARRAY_BUFFER, uvBuffer);
glFgContext.enableVertexAttribArray(attributes.textureCoords);
glFgContext.bufferData(glFgContext.ARRAY_BUFFER, new Float32Array(uvArray), glFgContext.STATIC_DRAW);
glFgContext.vertexAttribPointer(attributes.textureCoords, 2, glFgContext.FLOAT, false, 0, 0);
//.section TEXTURE
glFgContext.activeTexture(glFgContext.TEXTURE0);
glFgContext.bindTexture(glFgContext.TEXTURE_2D, texture);
glFgContext.uniform1i(uniforms.sampler, 0);
}
//.section WRITE
glFgContext.drawArrays(glFgContext.TRIANGLES, 0, (verticesArray.length/3));
}
}
document.getElementById("strictnessOption").onchange = function(e) {
setStrictness(e.target.checked);
if(!!filebox.files.length) {filebox.onchange();}
@ -141,7 +324,7 @@
console.log("icon.sys", output);
updateDisplay(output);
} catch(e) {
if(glContext!==null){glContext.clear(glContext.COLOR_BUFFER_BIT);}
if(glBgContext!==null){glBgContext.clear(glBgContext.COLOR_BUFFER_BIT);}
alert(e);
}
});
@ -154,8 +337,10 @@
iconbox.files[0].arrayBuffer().then(function(d){
try {
let output = readIconFile(d);
renderIcon(output);
console.log("model data",output);
} catch(e) {
if(glFgContext!==null){glFgContext.clear(glFgContext.COLOR_BUFFER_BIT | glFgContext.DEPTH_BUFFER_BIT);}
alert(e);
}
});
@ -175,6 +360,7 @@
Object.keys(output.filenames).forEach(function(file) {
output2[file] = readIconFile(vFilesystem[vFilesystem.rootDirectory][output.filenames[file]].data);
});
renderIcon(output2.n);
let cTime = vFilesystem.timestamps.created;
let mTime = vFilesystem.timestamps.modified;
//TODO: use Time() to align JST times to user-local timezone
@ -182,7 +368,8 @@
document.getElementById("dateModified").textContent = `${mTime.hours.toString().padStart("2","0")}:${mTime.minutes.toString().padStart("2","0")}:${mTime.seconds.toString().padStart("2","0")} ${mTime.day.toString().padStart("2","0")}/${mTime.month.toString().padStart("2","0")}/${mTime.year}`;
console.log("model files", output2);
} catch(e) {
if(glContext!==null){glContext.clear(glContext.COLOR_BUFFER_BIT);}
if(glBgContext!==null){glBgContext.clear(glBgContext.COLOR_BUFFER_BIT);}
if(glFgContext!==null){glFgContext.clear(glFgContext.COLOR_BUFFER_BIT | glFgContext.DEPTH_BUFFER_BIT);}
alert(e);
}
});
@ -198,13 +385,15 @@
let inputData = readPsvFile(d);
let output = readPS2D(inputData["icon.sys"]);
updateDisplay(output);
renderIcon(inputData.icons.n);
let cTime = inputData.timestamps.created;
let mTime = inputData.timestamps.modified;
//TODO: use Time() to align JST times to user-local timezone
document.getElementById("dateCreated").textContent = `${cTime.hours.toString().padStart("2","0")}:${cTime.minutes.toString().padStart("2","0")}:${cTime.seconds.toString().padStart("2","0")} ${cTime.day.toString().padStart("2","0")}/${cTime.month.toString().padStart("2","0")}/${cTime.year}`;
document.getElementById("dateModified").textContent = `${mTime.hours.toString().padStart("2","0")}:${mTime.minutes.toString().padStart("2","0")}:${mTime.seconds.toString().padStart("2","0")} ${mTime.day.toString().padStart("2","0")}/${mTime.month.toString().padStart("2","0")}/${mTime.year}`;
} catch(e) {
if(glContext!==null){glContext.clear(glContext.COLOR_BUFFER_BIT);}
if(glBgContext!==null){glBgContext.clear(glBgContext.COLOR_BUFFER_BIT);}
if(glFgContext!==null){glFgContext.clear(glFgContext.COLOR_BUFFER_BIT | glFgContext.DEPTH_BUFFER_BIT);}
alert(e);
}
});
@ -224,6 +413,7 @@
Object.keys(output.filenames).forEach(function(file) {
output2[file] = readIconFile(vFilesystem[vFilesystem.rootDirectory][output.filenames[file]].data);
});
renderIcon(output2.n);
let cTime = vFilesystem.timestamps.created;
let mTime = vFilesystem.timestamps.modified;
//TODO: use Time() to align JST times to user-local timezone
@ -233,7 +423,8 @@
document.getElementById("fileCommentName").textContent = vFilesystem.comments.name;
console.log("model files", output2);
} catch(e) {
if(glContext!==null){glContext.clear(glContext.COLOR_BUFFER_BIT);}
if(glBgContext!==null){glBgContext.clear(glBgContext.COLOR_BUFFER_BIT);}
if(glFgContext!==null){glFgContext.clear(glFgContext.COLOR_BUFFER_BIT | glFgContext.DEPTH_BUFFER_BIT);}
alert(e);
}
});
@ -263,46 +454,62 @@
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
const canvas = document.getElementById("iconcanvas");
const glContext = canvas.getContext("webgl");
if(glContext !== null) {
//.section PROGRAM
var vertexShader = createShader(glContext, glContext.VERTEX_SHADER, document.getElementById("verts1").text);
var fragmentShader = createShader(glContext, glContext.FRAGMENT_SHADER, document.getElementById("frags1").text);
var program = createProgram(glContext, vertexShader, fragmentShader);
glContext.useProgram(program);
var attributes = {
position: glContext.getAttribLocation(program, "a_position"),
color: glContext.getAttribLocation(program, "a_color")
const bgCanvas = document.getElementById("bgcanvas");
const glBgContext = bgCanvas.getContext("webgl");
const fgCanvas = document.getElementById("iconcanvas");
const glFgContext = fgCanvas.getContext("webgl");
function drawBackground(colorInput) {
//.section PROGRAM.background
let backgroundVertexShader = createShader(glBgContext, glBgContext.VERTEX_SHADER, document.getElementById("shader-bg-v").text);
let backgroundFragmentShader = createShader(glBgContext, glBgContext.FRAGMENT_SHADER, document.getElementById("shader-bg-f").text);
let backgroundProgram = createProgram(glBgContext, backgroundVertexShader, backgroundFragmentShader);
glBgContext.useProgram(backgroundProgram);
let attributes = {
position: glBgContext.getAttribLocation(backgroundProgram, "a_position"),
color: glBgContext.getAttribLocation(backgroundProgram, "a_color")
};
//.section POSITION
const positions = [-1,1, 1,1, -1,-1, 1,-1];
const positionBuffer = glContext.createBuffer();
glContext.bindBuffer(glContext.ARRAY_BUFFER, positionBuffer);
glContext.enableVertexAttribArray(attributes.position);
glContext.bufferData(glContext.ARRAY_BUFFER, new Float32Array(positions), glContext.STATIC_DRAW);
glContext.vertexAttribPointer(attributes.position, 2, glContext.FLOAT, false, 0, 0);
const positions = [-1,1, 1,1, -1,-1, 1,-1, -1,-1, 1,1];
const positionBuffer = glBgContext.createBuffer();
glBgContext.bindBuffer(glBgContext.ARRAY_BUFFER, positionBuffer);
glBgContext.enableVertexAttribArray(attributes.position);
glBgContext.bufferData(glBgContext.ARRAY_BUFFER, new Float32Array(positions), glBgContext.STATIC_DRAW);
glBgContext.vertexAttribPointer(attributes.position, 2, glBgContext.FLOAT, false, 0, 0);
//.section COLOR
const colors = [1,0,0,1, 0,1,0,1, 0,0,1,1, 1,1,1,1];
const colorBuffer = glContext.createBuffer();
glContext.bindBuffer(glContext.ARRAY_BUFFER, colorBuffer);
glContext.enableVertexAttribArray(attributes.color);
glContext.bufferData(glContext.ARRAY_BUFFER, new Float32Array(colors), glContext.STATIC_DRAW);
glContext.vertexAttribPointer(attributes.color, 4, glContext.FLOAT, false, 0, 0);
//.section CLEAR
glContext.clearColor(0.1,0.1,0.4,1);
glContext.clear(glContext.COLOR_BUFFER_BIT);
const colorTemp = (Array.isArray(colorInput)) ? colorInput : [1,0,0,1, 0,1,0,1, 0,0,1,1, 1,1,1,1];
const colors = [...colorTemp,
colorTemp[8], colorTemp[9], colorTemp[10], colorTemp[11],
colorTemp[4], colorTemp[5], colorTemp[6], colorTemp[7]
];
const colorBuffer = glBgContext.createBuffer();
glBgContext.bindBuffer(glBgContext.ARRAY_BUFFER, colorBuffer);
glBgContext.enableVertexAttribArray(attributes.color);
glBgContext.bufferData(glBgContext.ARRAY_BUFFER, new Float32Array(colors), glBgContext.STATIC_DRAW);
glBgContext.vertexAttribPointer(attributes.color, 4, glBgContext.FLOAT, false, 0, 0);
//.section WRITE
glContext.drawArrays(glContext.TRIANGLE_STRIP, 0, 4);
glBgContext.drawArrays(glBgContext.TRIANGLES, 0, 6);
}
if(glBgContext !== null) {
//.section CONFIGURATION
glBgContext.enable(glBgContext.DEPTH_TEST);
glFgContext.enable(glFgContext.DEPTH_TEST);
//.section CLEAR
glBgContext.clearColor(0.1,0.1,0.4,1);
glBgContext.clear(glBgContext.COLOR_BUFFER_BIT | glBgContext.DEPTH_BUFFER_BIT);
glFgContext.clear(glBgContext.COLOR_BUFFER_BIT | glBgContext.DEPTH_BUFFER_BIT);
drawBackground();
} else {
canvas.style.display = "none";
bgCanvas.style.display = "none";
fgCanvas.style.display = "none";
}
document.getElementById("showExtractedInputOption").onchange = function(e) {
document.getElementById("advanced").style.display = ((e.target.checked) ? "block" : "none");
}
//todo: Model rendering, animation parsing, animation tweening
//todo: Texture parsing, Animation parsing, animation tweening
</script>
<span id="version">icondumper2 <span id="iconjsVersion">(unknown icon.js version)</span> - &copy; 2023 yellows111</span>
<span id="version">icondumper2 <span id="iconjsVersion">(unknown icon.js version)</span> [C: <span id="clientVersion">Loading...</span>] - &copy; 2023 yellows111</span>
<script>document.getElementById("iconjsVersion").textContent = ICONJS_VERSION;</script>
<script>document.getElementById("clientVersion").textContent = "0.4.3";</script>
</body>
</html>