const vs = `#version 300 es
precision mediump float;
uniform mat4 uVIEW;
uniform mat4 uPROJECTION;
uniform mat4 uMODEL;
uniform mat4 uTEXMATRIX;
layout(location = 0) in vec4 aPOSITION;
layout(location = 1) in vec4 aTEXCOORD;
out vec2 vTEXCOORD;
void main()
{
vTEXCOORD = (uTEXMATRIX * aTEXCOORD).xy;
gl_Position = uPROJECTION * uVIEW * uMODEL * aPOSITION;
}
`;
const fs = `#version 300 es
precision mediump float;
precision mediump usampler2D;
uniform usampler2D uMAP;
uniform sampler2D uATLAS;
uniform vec2 uTILESET_SIZE; // how many tiles across and down the tileset
in vec2 vTEXCOORD;
out vec4 oFRAG;
void main()
{
// the integer portion of vTEXCOORD is the tilemap coord
ivec2 mapCoord = ivec2(vTEXCOORD);
uvec4 data = texelFetch(uMAP, mapCoord, 0);
// the fractional portion of vTEXCOORD is the UV across the tile
vec2 texcoord = fract(vTEXCOORD);
vec2 uv = (vec2(data.xy) + texcoord) / uTILESET_SIZE;
// sample the tileset
oFRAG = texture(uATLAS, uv);
}
`;
const tileWidth = 32;
const tileHeight = 32;
const tilesAcross = 8;
const tilesDown = 4;
const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) alert('need WebGL2');
// compile shaders, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// gl.createBuffer, bindBuffer, bufferData
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
aPOSITION: {
numComponents: 2,
data: [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
],
},
aTEXCOORD: {
numComponents: 2,
data: [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
],
},
});
function r(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return min + (max - min) * Math.random();
}
// make some tiles
const ctx = document.createElement('canvas').getContext('2d');
ctx.canvas.width = tileWidth * tilesAcross;
ctx.canvas.height = tileHeight * tilesDown;
ctx.font = "bold 24px sans-serif";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
const f = '0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ~';
for (let y = 0; y < tilesDown; ++y) {
for (let x = 0; x < tilesAcross; ++x) {
const color = `hsl(${r(360) | 0},${r(50,100)}%,50%)`;
ctx.fillStyle = color;
const tx = x * tileWidth;
const ty = y * tileHeight;
ctx.fillRect(tx, ty, tileWidth, tileHeight);
ctx.fillStyle = "#FFF";
ctx.fillText(f.substr(y * 8 + x, 1), tx + tileWidth * .5, ty + tileHeight * .5);
}
}
document.body.appendChild(ctx.canvas);
const tileTexture = twgl.createTexture(gl, {
src: ctx.canvas,
minMag: gl.NEAREST,
});
// make a tilemap
const mapWidth = 400;
const mapHeight = 300;
const tilemap = new Uint32Array(mapWidth * mapHeight);
const tilemapU8 = new Uint8Array(tilemap.buffer);
const totalTiles = tilesAcross * tilesDown;
for (let i = 0; i < tilemap.length; ++i) {
const off = i * 4;
// mostly tile 9
const tileId = r(4) < 1
? (r(totalTiles) | 0)
: 9;
tilemapU8[off + 0] = tileId % tilesAcross;
tilemapU8[off + 1] = tileId / tilesAcross | 0;
}
const mapTexture = twgl.createTexture(gl, {
internalFormat: gl.RGBA8UI,
src: tilemapU8,
width: mapWidth,
minMag: gl.NEAREST,
});
function ease(t) {
return Math.cos(t) * .5 + .5;
}
function lerp(a, b, t) {
return a + (b - a) * t;
}
function easeLerp(a, b, t) {
return lerp(a, b, ease(t));
}
function render(time) {
time *= 0.001; // convert to seconds;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// these mats affects where the quad is drawn
const projection = m4.ortho(0, gl.canvas.width, gl.canvas.height, 0, -1, 1);
const view = m4.identity();
const model =
m4.scaling([gl.canvas.width, gl.canvas.height, 1]);
const tilesAcrossQuad = 10;//easeLerp(.5, 2, time * 1.1);
const tilesDownQuad = 5;//easeLerp(.5, 2, time * 1.1);
// scroll position in tiles
// set this to 0,0 and the top left corner of the quad
// will be the start of the map.
const scrollX = time % mapWidth;
const scrollY = 0;//time % (mapHeight * tileHeight);
const tmat = m4.identity();
// sets where in the map to look at in tile coordinates
// so 3,4 means start drawing 3 tiles over, 4 tiles down
m4.translate(tmat, [scrollX, scrollY, 0], tmat);
// sets how many tiles to display
m4.scale(tmat, [tilesAcrossQuad, tilesDownQuad, 1], tmat);
twgl.setUniforms(programInfo, {
uPROJECTION: projection,
uVIEW: view,
uMODEL: model,
uTEXMATRIX: tmat,
uMAP: mapTexture,
uATLAS: tileTexture,
uTILESET_SIZE: [tilesAcross, tilesDown],
});
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
canvas { border: 1px solid black; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>