seed-engine
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A Lightweight 2D game engine using WebGL2. The engine is designed on the focus of creating a bridge between creating and publishing games to the Seed Network as modules.
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<div class="content" data-ice="content"><h1 data-ice="title">src/manager/TextureManager.js</h1>
<pre class="source-code line-number raw-source-code"><code class="prettyprint linenums" data-ice="content">import Manager from './Manager';
import DOMManager from './DOMManager';
import AudioManager from './AudioManager';
/**
* Manages textures in the engine so the RendererManager and Renderables
* can reference one location for Textures. Essentially a texture library.
*/
export class _TextureManager extends Manager {
constructor() {
super();
this.textures = {};
this.textureIDs = [];
}
/**
* Returns a texture JSON Object containing the texture, texture data, name and id.
*
* @param {number} texID Name of the texture.
*
* @returns {Texture Object} Returns a JSON object with Texture data.
*/
getTexture(texID) {
if (this.textures[texID] == null)
return null;
return this.textures[texID];
}
_setAvailableTextureID() {
for (let i = 0; i < this.textureIDs.length; i++)
if (!this.textureIDs[i]) {
this.textureIDs[i] = true;
return i;
}
this.textureIDs.push(true);
return this.textureIDs.length - 1;
}
/**
* Creates a Texture JSON Object and initializes the Texture with WebGL.
* The Texture is added to the textures array.
*
* @param {string} texName Name of the texture.
* @param {string} textureImageAsset Path to the texture image to load.
* @param {number} frameWidth Width of sprite in spritesheet. -1 for full.
* @param {number} frameHeight Height of sprite in spritesheet. -1 for full.
* @param {JSON Object} glyphInfo Object defining additional info for letters to be used as a mapping for writing text.
* Fonts should have these for displaying letters. Format the ojject like so:
* {
* //height of all letters
* height: 8,
*
* //letter corrosponding to the location and size defined inside.
* 'A': {
* //the x position in pixels for this character.
* x: 0,
*
* //width in pixels for this character.
* width: 8
* }
* }
*
* @returns {Promise} A pending promise which will return the texture reference after complete.
*/
addTexture(texName, textureImageAsset, frameWidth, frameHeight, glyphInfo = null) {
return this._createTextureFromAsset(textureImageAsset).then((textureData) => {
let texObj = this.textures[texName] = Object.assign({
name: texName,
id: this._setAvailableTextureID(),
frameWidth,
frameHeight,
glyphInfo,
}, textureData);
this.textures[texName].framesWidth = texObj.width / texObj.frameWidth;
this.textures[texName].framesHeight = texObj.height / texObj.frameHeight;
return this.textures[texName];
})
}
/**
*
* @param {string} texName The name of the texture.
* @param {Array *} textureData An array object of data, array type depending on the textureInternalFormat.
* @param {GLint} textureInternalFormat Internal texture format type.
* @param {GLint} textureFormat Texture format type.
* @param {number} frameWidth Width of each sub sprite frame.
* @param {number} frameHeight Height of each sub sprite frame.
* @param {number} width Width of the texture.
* @param {number} height Height of the texture.
*/
addDataTexture(texName, textureData, textureInternalFormat, textureFormat, textureByteType, frameWidth, frameHeight, width, height) {
let tex = this._createTextureFromData(textureData, textureInternalFormat, textureFormat, textureByteType, width, height);
this.textures[texName] = Object.assign({
name: texName,
id: this._setAvailableTextureID(),
frameWidth,
frameHeight,
width,
height,
framesWidth: width / frameWidth,
framesHeight: height / frameHeight,
textureInternalFormat,
textureFormat,
textureByteType,
}, {tex});
return this.textures[texName];
}
removeTexture(texName) {
if (this.textures[texName] == null)
return;
let id = this.textures[texName].id;
this.textureIDs[id] = false;
this.textures[texName] = null;
}
updateDataTexture(texName, textureData, x1, y1, width, height) {
let texture = this.getTexture(texName);
DOMManager.GL.bindTexture(DOMManager.GL.TEXTURE_2D, texture.tex);
DOMManager.GL.texSubImage2D(DOMManager.GL.TEXTURE_2D, 0, x1, y1, width, height, texture.textureFormat, texture.textureByteType, textureData);
return texture;
}
addGlyphInfoToTexture(texName, glyphInfo) {
let texture = this.getTexture(texName);
if (texture == null) {
console.error('Texture does not exist!');
return false;
}
texture.glyphInfo = glyphInfo;
}
_createTextureFromData(texData, textureInternalFormat, textureFormat, textureByteType, width, height) {
let tex = DOMManager.GL.createTexture();
DOMManager.GL.bindTexture(DOMManager.GL.TEXTURE_2D, tex);
DOMManager.GL.pixelStorei(DOMManager.GL.UNPACK_FLIP_Y_WEBGL, false);
DOMManager.GL.texParameteri(DOMManager.GL.TEXTURE_2D, DOMManager.GL.TEXTURE_MIN_FILTER, DOMManager.GL.NEAREST);
DOMManager.GL.texParameteri(DOMManager.GL.TEXTURE_2D, DOMManager.GL.TEXTURE_MAG_FILTER, DOMManager.GL.NEAREST);
DOMManager.GL.texParameteri(DOMManager.GL.TEXTURE_2D, DOMManager.GL.TEXTURE_WRAP_S, DOMManager.GL.CLAMP_TO_EDGE);
DOMManager.GL.texParameteri(DOMManager.GL.TEXTURE_2D, DOMManager.GL.TEXTURE_WRAP_T, DOMManager.GL.CLAMP_TO_EDGE);
DOMManager.GL.texImage2D(DOMManager.GL.TEXTURE_2D, 0, textureInternalFormat, width, height, 0, textureFormat, textureByteType, texData);
return tex;
}
/**
* Private function used for initializing a Texture from a path and
* binding it with WebGL.
*
* @param {string} asset Path to texture file.
*
* @returns {Promise} Returns a pending promise.
*/
_createTextureFromAsset(asset) {
let texInfo = {
tex: DOMManager.GL.createTexture(),
width: 0,
height: 0,
framesWidth: 0,
framesHeight: 0,
};
return new Promise((res, rej) => {
let assetLoaded = new Image();
assetLoaded.addEventListener('load', () => {
texInfo.width = assetLoaded.width;
texInfo.height = assetLoaded.height;
DOMManager.GL.bindTexture(DOMManager.GL.TEXTURE_2D, texInfo.tex);
DOMManager.GL.texParameteri(DOMManager.GL.TEXTURE_2D, DOMManager.GL.TEXTURE_WRAP_S, DOMManager.GL.CLAMP_TO_EDGE);
DOMManager.GL.texParameteri(DOMManager.GL.TEXTURE_2D, DOMManager.GL.TEXTURE_WRAP_T, DOMManager.GL.CLAMP_TO_EDGE);
DOMManager.GL.bindTexture(DOMManager.GL.TEXTURE_2D, texInfo.tex);
DOMManager.GL.texImage2D(DOMManager.GL.TEXTURE_2D, 0, DOMManager.GL.RGBA, DOMManager.GL.RGBA, DOMManager.GL.UNSIGNED_BYTE, assetLoaded);
DOMManager.GL.generateMipmap(DOMManager.GL.TEXTURE_2D);
return res(texInfo);
});
assetLoaded.src = asset;
})
}
}
/**
* Singleton reference to the WebGL Program Manager.
*/
const TextureManager = new _TextureManager();
export default TextureManager;</code></pre>
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