Support rotating icon using arrow keys, and use a triangle strip instead of triangles for BG again
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parent
3ee8d20894
commit
f22a8118a0
4
icon.js
4
icon.js
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@ -161,8 +161,8 @@ function readIconFile(input) {
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r: (i & 0xff),
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g: ((i & 0xff00) >> 8),
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b: ((i & 0xff0000) >> 16),
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//a: (i > 0x7fffffff ? 255 : (((i & 0xff000000) >>> 24) * 2)+1)
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a: 255 // I don't think alpha transparency is actually USED in icons?
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a: (i > 0x7fffffff ? 255 : (((i & 0xff000000) >>> 24) * 2)+1)
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// I don't think alpha transparency is actually USED in icons?, rendering with it looks strange.
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}};
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const magic = u32le(0);
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if (magic !== 0x010000) {
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132
input.htm
132
input.htm
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@ -2,9 +2,9 @@
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<html lang="en">
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<head>
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<meta charset="utf-8"></meta>
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<meta name="viewport" content="initial-scale=2.0"></meta>
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<meta name="viewport" content="initial-scale=1.5"></meta>
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<meta name="description" content="A HTML client for icondumper2"></meta>
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<title>input validation test</title>
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<title>icondumper2 - HTML reference client</title>
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<script src="icon.js"></script>
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<style>
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html {color: #ccc; background: black; font-family: sans-serif}
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@ -26,16 +26,24 @@
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attribute vec3 a_normal;
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attribute vec2 a_textureCoords;
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attribute vec4 a_color;
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uniform float u_rotation;
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uniform highp vec3 u_ambientLight;
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//uniform highp vec3 u_lightColorA;
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//uniform highp vec3 u_lightColorB;
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//uniform highp vec3 u_lightColorC;
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varying lowp vec4 v_color;
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varying lowp vec2 v_textureCoords;
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void main() {
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void main() {
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float angle = radians(360.0) * u_rotation;
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vec2 pos = vec2(cos(angle), sin(angle));
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// x, y, z, scale (w)
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gl_Position = vec4(
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a_position.x,
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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.z,
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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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);
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// flip it, scale it
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@ -46,16 +54,23 @@
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<script type="text/plain" id="shader-icon-f">
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varying lowp vec4 v_color;
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uniform highp vec3 u_ambientLight;
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void main() {
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gl_FragColor = v_color;
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highp vec3 ambientColor = (u_ambientLight * vec3(v_color));
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gl_FragColor = vec4(ambientColor, v_color.a);
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}
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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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uniform sampler2D u_sampler;
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uniform highp vec3 u_ambientLight;
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void main() {
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gl_FragColor = texture2D(u_sampler, v_textureCoords);
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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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}
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</script>
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<meta data-comment="WebGL Shader: Background">
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@ -72,7 +87,7 @@
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}
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</script>
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<script type="text/plain" id="shader-bg-f">
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precision mediump float;
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precision lowp float;
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varying lowp vec4 vColor;
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void main() {
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@ -124,6 +139,27 @@
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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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</p>
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<script>
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const rotationDensity = 60;
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rotations = 2;
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document.body.onkeydown = function(ev) {
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if(glBgContext === null) {return;}
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if(typeof URotation !== "undefined") {
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switch(ev.code) {
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case "ArrowLeft": {
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rotations--;
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if(rotations < -rotationDensity) {rotations = -1;}
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break;
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}
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case "ArrowRight": {
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rotations++;
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if(rotations > rotationDensity) {rotations = 1;}
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break;
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}
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};
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glFgContext.uniform1f(URotation, (rotations/rotationDensity));
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glFgContext.drawArrays(glFgContext.TRIANGLES, 0, ULength);
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} else {return;}
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}
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// I usually don't do in-body <script>'s, but I didn't want to do an await onload again
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function updateDisplay(input) {
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document.getElementById("title1").textContent = input.title[0];
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@ -165,7 +201,21 @@
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document.getElementById("fileCommentGame").textContent = "(no title)";
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document.getElementById("fileCommentName").textContent = "(no description)";
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}
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function renderIcon(iconData) {
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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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"points": [{x:0,y:0,z:0},{x:0,y:0,z:0},{x:0,y:0,z:0}],
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"colors": [
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{r:1,g:1,b:1,a:1}, //ambient
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{r:1,g:0,b:0,a:1}, //p[0]
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{r:0,g:1,b:0,a:1}, //p[1]
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{r:0,g:0,b:1,a:1} //p[2]
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]
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}
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};
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}
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if(glFgContext === null) {return -1;} else {
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const texture = glFgContext.createTexture();
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glFgContext.bindTexture(glFgContext.TEXTURE_2D, texture);
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@ -188,7 +238,7 @@
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var iconVertexShader = createShader(glFgContext, glFgContext.VERTEX_SHADER, document.getElementById("shader-icon-v").text);
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var iconFragmentShader = createShader(glFgContext, glFgContext.FRAGMENT_SHADER, document.getElementById("shader-icon-f").text);
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}
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var iconProgram = createProgram(glFgContext, iconVertexShader, iconFragmentShader);
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let iconProgram = createProgram(glFgContext, iconVertexShader, iconFragmentShader);
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glFgContext.useProgram(iconProgram);
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if(iconData.textureFormat !== "N") {
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var attributes = {
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@ -196,13 +246,19 @@
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textureCoords: glFgContext.getAttribLocation(iconProgram, "a_textureCoords")
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};
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var uniforms = {
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sampler: glFgContext.getUniformLocation(iconProgram, "u_sampler")
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rotation: glFgContext.getUniformLocation(iconProgram, "u_rotation"),
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ambientLighting: glFgContext.getUniformLocation(iconProgram, "u_ambientLight")
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}
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} else {
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var attributes = {
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position: glFgContext.getAttribLocation(iconProgram, "a_position"),
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color: glFgContext.getAttribLocation(iconProgram, "a_color")
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color: glFgContext.getAttribLocation(iconProgram, "a_color"),
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};
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var uniforms = {
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sampler: glFgContext.getUniformLocation(iconProgram, "u_sampler"),
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rotation: glFgContext.getUniformLocation(iconProgram, "u_rotation"),
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ambientLighting: glFgContext.getUniformLocation(iconProgram, "u_ambientLight")
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}
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}
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//.section SETUP
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let verticesArray = new Array();
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@ -215,7 +271,7 @@
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colourArray.push(vertexObject.color.r/255);
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colourArray.push(vertexObject.color.g/255);
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colourArray.push(vertexObject.color.b/255);
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colourArray.push(vertexObject.color.a/255);
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colourArray.push((vertexObject.color.a > 1) ? (vertexObject.color.a/255): 1);
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uvArray.push(vertexObject.uv.u);
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uvArray.push(vertexObject.uv.v);
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});
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@ -244,8 +300,22 @@
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glFgContext.bindTexture(glFgContext.TEXTURE_2D, texture);
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glFgContext.uniform1i(uniforms.sampler, 0);
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}
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//.section ROTATE
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// sets the angle uniform to 2/rotationDensity, this puts the icon at an angle.
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// globalize uniform rotation
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URotation = uniforms.rotation;
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rotations = 2;
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glFgContext.uniform1f(URotation, rotations/rotationDensity);
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//.section LIGHTING
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let colours = fileMetadata.lighting.colors[0];
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//glFgContext.uniform3f(uniforms.ambientLighting, colours.r, colours.g, colours.b);
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glFgContext.uniform3f(uniforms.ambientLighting, 1, 1, 1);
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//.section WRITE
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glFgContext.drawArrays(glFgContext.TRIANGLES, 0, (verticesArray.length/3));
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//globalize count of triangles, as well
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ULength = (verticesArray.length/3);
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glFgContext.drawArrays(glFgContext.TRIANGLES, 0, ULength);
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}
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}
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document.getElementById("strictnessOption").onchange = function(e) {
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@ -304,7 +374,7 @@
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Object.keys(output.filenames).forEach(function(file) {
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output2[file] = readIconFile(vFilesystem[vFilesystem.rootDirectory][output.filenames[file]].data);
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});
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renderIcon(output2.n);
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renderIcon(output2.n, output);
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let cTime = vFilesystem.timestamps.created;
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let mTime = vFilesystem.timestamps.modified;
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//TODO: use Time() to align JST times to user-local timezone
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@ -329,7 +399,7 @@
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let inputData = readPsvFile(d);
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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));
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renderIcon(readIconFile(inputData.icons.n), output);
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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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@ -357,7 +427,7 @@
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Object.keys(output.filenames).forEach(function(file) {
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output2[file] = readIconFile(vFilesystem[vFilesystem.rootDirectory][output.filenames[file]].data);
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});
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renderIcon(output2.n);
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renderIcon(output2.n, output);
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let cTime = vFilesystem.timestamps.created;
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let mTime = vFilesystem.timestamps.modified;
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//TODO: use Time() to align JST times to user-local timezone
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@ -374,23 +444,23 @@
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});
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}
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function createShader(gl, type, source) {
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var shader = gl.createShader(type);
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let shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (success) {
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return shader;
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}
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console.log(gl.getShaderInfoLog(shader));
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console.log(gl.getShaderInfoLog(shader), source);
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gl.deleteShader(shader);
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}
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function createProgram(gl, vertexShader, fragmentShader) {
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var program = gl.createProgram();
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let program = gl.createProgram();
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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var success = gl.getProgramParameter(program, gl.LINK_STATUS);
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let success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (success) {
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return program;
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}
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@ -413,25 +483,21 @@
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color: glBgContext.getAttribLocation(backgroundProgram, "a_color")
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};
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//.section POSITION
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const positions = [-1,1, 1,1, -1,-1, 1,-1, -1,-1, 1,1];
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const positions = [-1,1, 1,1, -1,-1, 1,-1];
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const positionBuffer = glBgContext.createBuffer();
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glBgContext.bindBuffer(glBgContext.ARRAY_BUFFER, positionBuffer);
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glBgContext.enableVertexAttribArray(attributes.position);
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glBgContext.bufferData(glBgContext.ARRAY_BUFFER, new Float32Array(positions), glBgContext.STATIC_DRAW);
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glBgContext.vertexAttribPointer(attributes.position, 2, glBgContext.FLOAT, false, 0, 0);
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//.section COLOR
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const colorTemp = (Array.isArray(colorInput)) ? colorInput : [1,0,0,1, 0,1,0,1, 0,0,1,1, 1,1,1,1];
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const colors = [...colorTemp,
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colorTemp[8], colorTemp[9], colorTemp[10], colorTemp[11],
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colorTemp[4], colorTemp[5], colorTemp[6], colorTemp[7]
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];
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const colors = (Array.isArray(colorInput)) ? colorInput : [1,0,0,1, 0,1,0,1, 0,0,1,1, 1,1,1,1];
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const colorBuffer = glBgContext.createBuffer();
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glBgContext.bindBuffer(glBgContext.ARRAY_BUFFER, colorBuffer);
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glBgContext.enableVertexAttribArray(attributes.color);
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glBgContext.bufferData(glBgContext.ARRAY_BUFFER, new Float32Array(colors), glBgContext.STATIC_DRAW);
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glBgContext.vertexAttribPointer(attributes.color, 4, glBgContext.FLOAT, false, 0, 0);
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//.section WRITE
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glBgContext.drawArrays(glBgContext.TRIANGLES, 0, 6);
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glBgContext.drawArrays(glBgContext.TRIANGLE_STRIP, 0, 4);
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}
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if(glBgContext !== null) {
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@ -441,7 +507,7 @@
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//.section CLEAR
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glBgContext.clearColor(0.1,0.1,0.4,1);
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glBgContext.clear(glBgContext.COLOR_BUFFER_BIT | glBgContext.DEPTH_BUFFER_BIT);
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glFgContext.clear(glBgContext.COLOR_BUFFER_BIT | glBgContext.DEPTH_BUFFER_BIT);
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glFgContext.clear(glFgContext.COLOR_BUFFER_BIT | glFgContext.DEPTH_BUFFER_BIT);
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drawBackground();
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} else {
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bgCanvas.style.display = "none";
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@ -452,8 +518,8 @@
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}
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//todo: Animation parsing, animation tweening
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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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<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 = "0.5.2";</script>
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<script>document.getElementById("clientVersion").textContent = "0.6.1";</script>
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</body>
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</html>
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