allow textured icons to use vertex colours
caveat: some icons aren't meant to do this and will be over-saturated. Some icons are meant to over-saturate, but I don't mind that as much as the one's that aren't. The criteria that allows this is unknown to me.
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parent
f22a8118a0
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d5ec733b07
2
icon.js
2
icon.js
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@ -1,7 +1,7 @@
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//todo: Make this a module/mjs file. C6 compatibility can stay, if needed.
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ICONJS_DEBUG = false;
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ICONJS_STRICT = true;
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ICONJS_VERSION = "0.4.1";
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ICONJS_VERSION = "0.4.2";
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function setDebug(value) {
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ICONJS_DEBUG = !!value;
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47
input.htm
47
input.htm
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@ -44,7 +44,7 @@
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(a_position.x * pos.x) + (a_position.z * pos.y), //transform the x position
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(0.0 - a_position.y) - 2.75, // invert the y position and move down -2.75, which will center the model
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(a_position.x * -pos.y) + (a_position.z * pos.x), //transform the z position
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3.0
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3.5
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);
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// flip it, scale it
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v_textureCoords = a_textureCoords;
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@ -63,14 +63,21 @@
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</script>
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<script type="text/plain" id="shader-icon-f2">
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varying lowp vec2 v_textureCoords;
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varying lowp vec4 v_color;
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uniform sampler2D u_sampler;
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uniform highp vec3 u_ambientLight;
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void main() {
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mediump vec4 texture = texture2D(u_sampler, v_textureCoords);
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highp vec3 ambientColor = (u_ambientLight * vec3(texture));
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gl_FragColor = vec4(ambientColor, texture.a);
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mediump vec4 texture_c = texture2D(u_sampler, v_textureCoords);
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highp vec3 ambientColorT = (u_ambientLight * vec3(texture_c));
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highp vec3 ambientColorV = (u_ambientLight * vec3(v_color));
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//This has issues with oversaturation, but it means blended icons work.
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if(v_color == vec4(1.0,1.0,1.0,1.0)) {
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gl_FragColor = vec4((ambientColorT * ambientColorV), texture_c.a);
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} else {
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gl_FragColor = vec4((ambientColorT * ambientColorV) * 2.0, texture_c.a);
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}
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}
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</script>
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<meta data-comment="WebGL Shader: Background">
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@ -106,11 +113,11 @@
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<h1 id="title1">No File</h1>
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<h1 id="title2">Loaded</h1>
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</div>
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<span>Background/icon preview:</span><br>
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<span>Background/icon preview (rotate: ←/→ keys):</span><br>
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<canvas id="bgcanvas" width="360" height="360"></canvas>
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<canvas id="iconcanvas" width="360" height="360"></canvas>
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<hr>
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<p>Normal: <kbd id="iconn">(no file)</kbd> Copying: <kbd id="iconc">(no file)</kbd> Deleting: <kbd id="icond">(no file)</kbd></p>
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<p>Normal: <kbd id="iconn">(no file)<wbr></kbd> Copying: <kbd id="iconc">(no file)<wbr></kbd> Deleting: <kbd id="icond">(no file)</kbd></p>
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<div id="advanced">
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<hr>
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<label for="input">icon.sys goes here:</label>
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@ -131,9 +138,9 @@
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<input type="file" id="spsinput" name="spsinput" accept=".sps, .xps" />
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<br>
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<p>
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<span>Date created: </span><span id="dateCreated">--:--:-- --/--/----</span><span> UTC+09:00</span>
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<span> | </span>
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<span>Date modified: </span><span id="dateModified">--:--:-- --/--/----</span><span> UTC+09:00</span>
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<span>Date created: </span><span id="dateCreated">--:--:-- --/--/----</span><span> UTC+09:00</span>
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<wbr><span>–</span>
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<span>Date modified: </span><span id="dateModified">--:--:-- --/--/----</span><span> UTC+09:00</span>
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</p>
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<p>
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<span>File comments: </span><span id="fileCommentGame">(no title)</span></span><span> - </span><span id="fileCommentName">(no description)</span>
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document.getElementById("fileCommentName").textContent = "(no description)";
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}
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function renderIcon(iconData, fileMetadata = null) {
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console.log("rats", fileMetadata);
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if(fileMetadata === null) {
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fileMetadata = {
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"lighting": {
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@ -243,7 +249,8 @@
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if(iconData.textureFormat !== "N") {
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var attributes = {
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position: glFgContext.getAttribLocation(iconProgram, "a_position"),
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textureCoords: glFgContext.getAttribLocation(iconProgram, "a_textureCoords")
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textureCoords: glFgContext.getAttribLocation(iconProgram, "a_textureCoords"),
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color: glFgContext.getAttribLocation(iconProgram, "a_color"),
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};
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var uniforms = {
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rotation: glFgContext.getUniformLocation(iconProgram, "u_rotation"),
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glFgContext.enableVertexAttribArray(attributes.position);
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glFgContext.bufferData(glFgContext.ARRAY_BUFFER, new Float32Array(verticesArray), glFgContext.STATIC_DRAW);
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glFgContext.vertexAttribPointer(attributes.position, 3, glFgContext.FLOAT, false, 0, 0);
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if(iconData.textureFormat === "N") {
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//.section COLOURS
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const colorBuffer = glFgContext.createBuffer();
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glFgContext.bindBuffer(glFgContext.ARRAY_BUFFER, colorBuffer);
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glFgContext.enableVertexAttribArray(attributes.color);
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glFgContext.bufferData(glFgContext.ARRAY_BUFFER, new Float32Array(colourArray), glFgContext.STATIC_DRAW);
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glFgContext.vertexAttribPointer(attributes.color, 4, glFgContext.FLOAT, false, 0, 0);
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} else {
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//.section COLOURS
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const colorBuffer = glFgContext.createBuffer();
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glFgContext.bindBuffer(glFgContext.ARRAY_BUFFER, colorBuffer);
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glFgContext.enableVertexAttribArray(attributes.color);
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glFgContext.bufferData(glFgContext.ARRAY_BUFFER, new Float32Array(colourArray), glFgContext.STATIC_DRAW);
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glFgContext.vertexAttribPointer(attributes.color, 4, glFgContext.FLOAT, false, 0, 0);
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if(iconData.textureFormat !== "N") {
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//.section UV
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const uvBuffer = glFgContext.createBuffer();
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glFgContext.bindBuffer(glFgContext.ARRAY_BUFFER, uvBuffer);
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let output = readPS2D(inputData["icon.sys"]);
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updateDisplay(output);
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renderIcon(readIconFile(inputData.icons.n), output);
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console.log(readIconFile(inputData.icons.n));
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let cTime = inputData.timestamps.created;
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let mTime = inputData.timestamps.modified;
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//TODO: use Time() to align JST times to user-local timezone
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</script>
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<span id="version">icondumper2 <span id="iconjsVersion">(unknown icon.js version)</span> [C: <span id="clientVersion">Loading...</span>] — © 2023 yellows111</span>
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<script>document.getElementById("iconjsVersion").textContent = ICONJS_VERSION;</script>
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<script>document.getElementById("clientVersion").textContent = "0.6.1";</script>
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<script>document.getElementById("clientVersion").textContent = "0.6.2";</script>
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</body>
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</html>
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