Support rotating icon using arrow keys, and use a triangle strip instead of triangles for BG again

This commit is contained in:
yellows111 2023-10-18 15:28:34 +01:00
parent 3ee8d20894
commit f22a8118a0
2 changed files with 101 additions and 35 deletions

View File

@ -161,8 +161,8 @@ function readIconFile(input) {
r: (i & 0xff),
g: ((i & 0xff00) >> 8),
b: ((i & 0xff0000) >> 16),
//a: (i > 0x7fffffff ? 255 : (((i & 0xff000000) >>> 24) * 2)+1)
a: 255 // I don't think alpha transparency is actually USED in icons?
a: (i > 0x7fffffff ? 255 : (((i & 0xff000000) >>> 24) * 2)+1)
// I don't think alpha transparency is actually USED in icons?, rendering with it looks strange.
}};
const magic = u32le(0);
if (magic !== 0x010000) {

128
input.htm
View File

@ -2,9 +2,9 @@
<html lang="en">
<head>
<meta charset="utf-8"></meta>
<meta name="viewport" content="initial-scale=2.0"></meta>
<meta name="viewport" content="initial-scale=1.5"></meta>
<meta name="description" content="A HTML client for icondumper2"></meta>
<title>input validation test</title>
<title>icondumper2 - HTML reference client</title>
<script src="icon.js"></script>
<style>
html {color: #ccc; background: black; font-family: sans-serif}
@ -27,15 +27,23 @@
attribute vec2 a_textureCoords;
attribute vec4 a_color;
uniform float u_rotation;
uniform highp vec3 u_ambientLight;
//uniform highp vec3 u_lightColorA;
//uniform highp vec3 u_lightColorB;
//uniform highp vec3 u_lightColorC;
varying lowp vec4 v_color;
varying lowp vec2 v_textureCoords;
void main() {
float angle = radians(360.0) * u_rotation;
vec2 pos = vec2(cos(angle), sin(angle));
// x, y, z, scale (w)
gl_Position = vec4(
a_position.x,
(a_position.x * pos.x) + (a_position.z * pos.y), //transform the x position
(0.0 - a_position.y) - 2.75, // invert the y position and move down -2.75, which will center the model
a_position.z,
(a_position.x * -pos.y) + (a_position.z * pos.x), //transform the z position
3.0
);
// flip it, scale it
@ -46,16 +54,23 @@
<script type="text/plain" id="shader-icon-f">
varying lowp vec4 v_color;
uniform highp vec3 u_ambientLight;
void main() {
gl_FragColor = v_color;
highp vec3 ambientColor = (u_ambientLight * vec3(v_color));
gl_FragColor = vec4(ambientColor, v_color.a);
}
</script>
<script type="text/plain" id="shader-icon-f2">
varying lowp vec2 v_textureCoords;
uniform sampler2D u_sampler;
uniform highp vec3 u_ambientLight;
void main() {
gl_FragColor = texture2D(u_sampler, v_textureCoords);
mediump vec4 texture = texture2D(u_sampler, v_textureCoords);
highp vec3 ambientColor = (u_ambientLight * vec3(texture));
gl_FragColor = vec4(ambientColor, texture.a);
}
</script>
<meta data-comment="WebGL Shader: Background">
@ -72,7 +87,7 @@
}
</script>
<script type="text/plain" id="shader-bg-f">
precision mediump float;
precision lowp float;
varying lowp vec4 vColor;
void main() {
@ -124,6 +139,27 @@
<span>File comments: </span><span id="fileCommentGame">(no title)</span></span><span> - </span><span id="fileCommentName">(no description)</span>
</p>
<script>
const rotationDensity = 60;
rotations = 2;
document.body.onkeydown = function(ev) {
if(glBgContext === null) {return;}
if(typeof URotation !== "undefined") {
switch(ev.code) {
case "ArrowLeft": {
rotations--;
if(rotations < -rotationDensity) {rotations = -1;}
break;
}
case "ArrowRight": {
rotations++;
if(rotations > rotationDensity) {rotations = 1;}
break;
}
};
glFgContext.uniform1f(URotation, (rotations/rotationDensity));
glFgContext.drawArrays(glFgContext.TRIANGLES, 0, ULength);
} else {return;}
}
// 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];
@ -165,7 +201,21 @@
document.getElementById("fileCommentGame").textContent = "(no title)";
document.getElementById("fileCommentName").textContent = "(no description)";
}
function renderIcon(iconData) {
function renderIcon(iconData, fileMetadata = null) {
console.log("rats", fileMetadata);
if(fileMetadata === null) {
fileMetadata = {
"lighting": {
"points": [{x:0,y:0,z:0},{x:0,y:0,z:0},{x:0,y:0,z:0}],
"colors": [
{r:1,g:1,b:1,a:1}, //ambient
{r:1,g:0,b:0,a:1}, //p[0]
{r:0,g:1,b:0,a:1}, //p[1]
{r:0,g:0,b:1,a:1} //p[2]
]
}
};
}
if(glFgContext === null) {return -1;} else {
const texture = glFgContext.createTexture();
glFgContext.bindTexture(glFgContext.TEXTURE_2D, texture);
@ -188,7 +238,7 @@
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);
let iconProgram = createProgram(glFgContext, iconVertexShader, iconFragmentShader);
glFgContext.useProgram(iconProgram);
if(iconData.textureFormat !== "N") {
var attributes = {
@ -196,13 +246,19 @@
textureCoords: glFgContext.getAttribLocation(iconProgram, "a_textureCoords")
};
var uniforms = {
sampler: glFgContext.getUniformLocation(iconProgram, "u_sampler")
rotation: glFgContext.getUniformLocation(iconProgram, "u_rotation"),
ambientLighting: glFgContext.getUniformLocation(iconProgram, "u_ambientLight")
}
} else {
var attributes = {
position: glFgContext.getAttribLocation(iconProgram, "a_position"),
color: glFgContext.getAttribLocation(iconProgram, "a_color")
color: glFgContext.getAttribLocation(iconProgram, "a_color"),
};
var uniforms = {
sampler: glFgContext.getUniformLocation(iconProgram, "u_sampler"),
rotation: glFgContext.getUniformLocation(iconProgram, "u_rotation"),
ambientLighting: glFgContext.getUniformLocation(iconProgram, "u_ambientLight")
}
}
//.section SETUP
let verticesArray = new Array();
@ -215,7 +271,7 @@
colourArray.push(vertexObject.color.r/255);
colourArray.push(vertexObject.color.g/255);
colourArray.push(vertexObject.color.b/255);
colourArray.push(vertexObject.color.a/255);
colourArray.push((vertexObject.color.a > 1) ? (vertexObject.color.a/255): 1);
uvArray.push(vertexObject.uv.u);
uvArray.push(vertexObject.uv.v);
});
@ -244,8 +300,22 @@
glFgContext.bindTexture(glFgContext.TEXTURE_2D, texture);
glFgContext.uniform1i(uniforms.sampler, 0);
}
//.section ROTATE
// sets the angle uniform to 2/rotationDensity, this puts the icon at an angle.
// globalize uniform rotation
URotation = uniforms.rotation;
rotations = 2;
glFgContext.uniform1f(URotation, rotations/rotationDensity);
//.section LIGHTING
let colours = fileMetadata.lighting.colors[0];
//glFgContext.uniform3f(uniforms.ambientLighting, colours.r, colours.g, colours.b);
glFgContext.uniform3f(uniforms.ambientLighting, 1, 1, 1);
//.section WRITE
glFgContext.drawArrays(glFgContext.TRIANGLES, 0, (verticesArray.length/3));
//globalize count of triangles, as well
ULength = (verticesArray.length/3);
glFgContext.drawArrays(glFgContext.TRIANGLES, 0, ULength);
}
}
document.getElementById("strictnessOption").onchange = function(e) {
@ -304,7 +374,7 @@
Object.keys(output.filenames).forEach(function(file) {
output2[file] = readIconFile(vFilesystem[vFilesystem.rootDirectory][output.filenames[file]].data);
});
renderIcon(output2.n);
renderIcon(output2.n, output);
let cTime = vFilesystem.timestamps.created;
let mTime = vFilesystem.timestamps.modified;
//TODO: use Time() to align JST times to user-local timezone
@ -329,7 +399,7 @@
let inputData = readPsvFile(d);
let output = readPS2D(inputData["icon.sys"]);
updateDisplay(output);
renderIcon(readIconFile(inputData.icons.n));
renderIcon(readIconFile(inputData.icons.n), output);
let cTime = inputData.timestamps.created;
let mTime = inputData.timestamps.modified;
//TODO: use Time() to align JST times to user-local timezone
@ -357,7 +427,7 @@
Object.keys(output.filenames).forEach(function(file) {
output2[file] = readIconFile(vFilesystem[vFilesystem.rootDirectory][output.filenames[file]].data);
});
renderIcon(output2.n);
renderIcon(output2.n, output);
let cTime = vFilesystem.timestamps.created;
let mTime = vFilesystem.timestamps.modified;
//TODO: use Time() to align JST times to user-local timezone
@ -374,23 +444,23 @@
});
}
function createShader(gl, type, source) {
var shader = gl.createShader(type);
let shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
console.log(gl.getShaderInfoLog(shader), source);
gl.deleteShader(shader);
}
function createProgram(gl, vertexShader, fragmentShader) {
var program = gl.createProgram();
let program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
var success = gl.getProgramParameter(program, gl.LINK_STATUS);
let success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
@ -413,25 +483,21 @@
color: glBgContext.getAttribLocation(backgroundProgram, "a_color")
};
//.section POSITION
const positions = [-1,1, 1,1, -1,-1, 1,-1, -1,-1, 1,1];
const positions = [-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 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 colors = (Array.isArray(colorInput)) ? colorInput : [1,0,0,1, 0,1,0,1, 0,0,1,1, 1,1,1,1];
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
glBgContext.drawArrays(glBgContext.TRIANGLES, 0, 6);
glBgContext.drawArrays(glBgContext.TRIANGLE_STRIP, 0, 4);
}
if(glBgContext !== null) {
@ -441,7 +507,7 @@
//.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);
glFgContext.clear(glFgContext.COLOR_BUFFER_BIT | glFgContext.DEPTH_BUFFER_BIT);
drawBackground();
} else {
bgCanvas.style.display = "none";
@ -452,8 +518,8 @@
}
//todo: Animation parsing, animation tweening
</script>
<span id="version">icondumper2 <span id="iconjsVersion">(unknown icon.js version)</span> [C: <span id="clientVersion">Loading...</span>] - &copy; 2023 yellows111</span>
<span id="version">icondumper2 <span id="iconjsVersion">(unknown icon.js version)</span> [C: <span id="clientVersion">Loading...</span>] &mdash; &copy; 2023 yellows111</span>
<script>document.getElementById("iconjsVersion").textContent = ICONJS_VERSION;</script>
<script>document.getElementById("clientVersion").textContent = "0.5.2";</script>
<script>document.getElementById("clientVersion").textContent = "0.6.1";</script>
</body>
</html>