feat: added custiomized functions to ResourceManager
This commit is contained in:
parent
a1bc6aa095
commit
3f7254ffb8
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@ -16,7 +16,7 @@ import WebGLProgramType from "../DataTypes/Rendering/WebGLProgramType";
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export default class ResourceManager {
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// Instance for the singleton class
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private static instance: ResourceManager;
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// Booleans to keep track of whether or not the ResourceManager is currently loading something
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/** Whether or not any resources are loading */
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private loading: boolean;
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@ -85,7 +85,7 @@ export default class ResourceManager {
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private gl_Textures: Map<number>;
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private gl_NextTextureID: number;
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private gl_Buffers: Map<WebGLBuffer>;
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private gl_Buffers: Map<WebGLBuffer>;
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private gl: WebGLRenderingContext;
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@ -96,7 +96,7 @@ export default class ResourceManager {
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/** A list of resources to keep until further notice */
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private resourcesToKeep: Array<ResourceReference>;
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private constructor(){
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private constructor() {
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this.loading = false;
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this.justLoaded = false;
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@ -145,7 +145,7 @@ export default class ResourceManager {
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* @returns The resource manager
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*/
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static getInstance(): ResourceManager {
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if(!this.instance){
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if (!this.instance) {
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this.instance = new ResourceManager();
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}
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@ -161,7 +161,7 @@ export default class ResourceManager {
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public useWebGL(flag: boolean, gl: WebGLRenderingContext): void {
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this.gl_WebGLActive = flag;
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if(this.gl_WebGLActive){
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if (this.gl_WebGLActive) {
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this.gl = gl;
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}
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}
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@ -172,7 +172,7 @@ export default class ResourceManager {
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* @param path The path to the image to load
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*/
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public image(key: string, path: string): void {
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this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
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this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path });
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}
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/**
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@ -190,7 +190,7 @@ export default class ResourceManager {
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*/
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public getImage(key: string): HTMLImageElement {
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let image = this.images.get(key);
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if(image === undefined){
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if (image === undefined) {
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throw `There is no image associated with key "${key}"`
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}
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return image;
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@ -202,7 +202,7 @@ export default class ResourceManager {
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* @param path The path to the spritesheet to load
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*/
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public spritesheet(key: string, path: string): void {
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this.loadonly_spritesheetLoadingQueue.enqueue({key: key, path: path});
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this.loadonly_spritesheetLoadingQueue.enqueue({ key: key, path: path });
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}
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/**
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@ -228,14 +228,14 @@ export default class ResourceManager {
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* @param path The path to the audio file to load
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*/
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public audio(key: string, path: string): void {
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this.loadonly_audioLoadingQueue.enqueue({key: key, path: path});
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this.loadonly_audioLoadingQueue.enqueue({ key: key, path: path });
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}
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/**
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* Tells the resource manager to keep this resource
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* @param key The key of the resource
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*/
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public keepAudio(key: string): void {
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public keepAudio(key: string): void {
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this.keepResource(key, ResourceType.AUDIO);
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}
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@ -254,14 +254,14 @@ export default class ResourceManager {
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* @param path The path to the tilemap to load
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*/
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public tilemap(key: string, path: string): void {
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this.loadonly_tilemapLoadingQueue.enqueue({key: key, path: path});
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this.loadonly_tilemapLoadingQueue.enqueue({ key: key, path: path });
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}
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/**
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* Tells the resource manager to keep this resource
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* @param key The key of the resource
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*/
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public keepTilemap(key: string): void {
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public keepTilemap(key: string): void {
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this.keepResource(key, ResourceType.TILEMAP);
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}
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@ -279,15 +279,15 @@ export default class ResourceManager {
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* @param key The key to associate with the loaded object
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* @param path The path to the json file to load
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*/
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public object(key: string, path: string){
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this.loadonly_jsonLoadingQueue.enqueue({key: key, path: path});
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public object(key: string, path: string) {
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this.loadonly_jsonLoadingQueue.enqueue({ key: key, path: path });
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}
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/**
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* Tells the resource manager to keep this resource
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* @param key The key of the resource
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*/
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public keepObject(key: string): void {
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public keepObject(key: string): void {
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this.keepResource(key, ResourceType.JSON);
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}
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@ -296,7 +296,7 @@ export default class ResourceManager {
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* @param key The key of the loaded object
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* @returns The object data associated with the key
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*/
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public getObject(key: string){
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public getObject(key: string) {
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return this.jsonObjects.get(key);
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}
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@ -321,8 +321,8 @@ export default class ResourceManager {
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console.log("Loaded Audio");
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this.loadObjectsFromQueue(() => {
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console.log("Loaded Objects");
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if(this.gl_WebGLActive){
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if (this.gl_WebGLActive) {
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this.gl_LoadShadersFromQueue(() => {
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console.log("Loaded Shaders");
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this.finishLoading(callback);
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@ -345,12 +345,12 @@ export default class ResourceManager {
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}
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/* ######################################## UNLOAD FUNCTION ########################################*/
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private keepResource(key: string, type: ResourceType): void {
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console.log("Keep resource...");
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for(let i = 0; i < this.resourcesToUnload.length; i++){
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for (let i = 0; i < this.resourcesToUnload.length; i++) {
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let resource = this.resourcesToUnload[i];
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if(resource.key === key && resource.resourceType === type){
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if (resource.key === key && resource.resourceType === type) {
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console.log("Found resource " + key + " of type " + type + ". Keeping.");
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let resourceToMove = this.resourcesToUnload.splice(i, 1);
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this.resourcesToKeep.push(...resourceToMove);
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@ -358,7 +358,7 @@ export default class ResourceManager {
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}
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}
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}
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/**
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* Deletes references to all resources in the resource manager
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*/
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@ -366,7 +366,7 @@ export default class ResourceManager {
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this.loading = false;
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this.justLoaded = false;
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for(let resource of this.resourcesToUnload){
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for (let resource of this.resourcesToUnload) {
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// Unload the resource
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this.unloadResource(resource);
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}
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@ -374,10 +374,10 @@ export default class ResourceManager {
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private unloadResource(resource: ResourceReference): void {
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// Delete the resource itself
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switch(resource.resourceType){
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switch (resource.resourceType) {
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case ResourceType.IMAGE:
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this.images.delete(resource.key);
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if(this.gl_WebGLActive){
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if (this.gl_WebGLActive) {
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this.gl_Textures.delete(resource.key);
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}
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break;
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@ -400,7 +400,7 @@ export default class ResourceManager {
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}
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// Delete any dependencies
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for(let dependency of resource.dependencies){
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for (let dependency of resource.dependencies) {
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this.unloadResource(dependency);
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}
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}
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@ -415,12 +415,12 @@ export default class ResourceManager {
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this.loadonly_tilemapsLoaded = 0;
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// If no items to load, we're finished
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if(this.loadonly_tilemapsToLoad === 0){
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if (this.loadonly_tilemapsToLoad === 0) {
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onFinishLoading();
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return;
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}
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while(this.loadonly_tilemapLoadingQueue.hasItems()){
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while (this.loadonly_tilemapLoadingQueue.hasItems()) {
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let tilemap = this.loadonly_tilemapLoadingQueue.dequeue();
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this.loadTilemap(tilemap.key, tilemap.path, onFinishLoading);
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}
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@ -435,25 +435,25 @@ export default class ResourceManager {
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private loadTilemap(key: string, pathToTilemapJSON: string, callbackIfLast: Function): void {
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this.loadTextFile(pathToTilemapJSON, (fileText: string) => {
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let tilemapObject = <TiledTilemapData>JSON.parse(fileText);
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// We can parse the object later - it's much faster than loading
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this.tilemaps.add(key, tilemapObject);
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let resource = new ResourceReference(key, ResourceType.TILEMAP);
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// Grab the tileset images we need to load and add them to the imageloading queue
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for(let tileset of tilemapObject.tilesets){
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if(tileset.image){
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for (let tileset of tilemapObject.tilesets) {
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if (tileset.image) {
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let key = tileset.image;
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let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
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this.loadonly_imageLoadingQueue.enqueue({key: key, path: path, isDependency: true});
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this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path, isDependency: true });
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// Add this image as a dependency to the tilemap
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resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
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} else if(tileset.tiles){
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for(let tile of tileset.tiles){
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} else if (tileset.tiles) {
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for (let tile of tileset.tiles) {
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let key = tile.image;
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let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
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this.loadonly_imageLoadingQueue.enqueue({key: key, path: path, isDependency: true});
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this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path, isDependency: true });
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// Add this image as a dependency to the tilemap
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resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
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@ -476,7 +476,7 @@ export default class ResourceManager {
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private finishLoadingTilemap(callback: Function): void {
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this.loadonly_tilemapsLoaded += 1;
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if(this.loadonly_tilemapsLoaded === this.loadonly_tilemapsToLoad){
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if (this.loadonly_tilemapsLoaded === this.loadonly_tilemapsToLoad) {
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// We're done loading tilemaps
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callback();
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}
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@ -491,12 +491,12 @@ export default class ResourceManager {
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this.loadonly_spritesheetsLoaded = 0;
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// If no items to load, we're finished
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if(this.loadonly_spritesheetsToLoad === 0){
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if (this.loadonly_spritesheetsToLoad === 0) {
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onFinishLoading();
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return;
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}
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while(this.loadonly_spritesheetLoadingQueue.hasItems()){
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while (this.loadonly_spritesheetLoadingQueue.hasItems()) {
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let spritesheet = this.loadonly_spritesheetLoadingQueue.dequeue();
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this.loadSpritesheet(spritesheet.key, spritesheet.path, onFinishLoading);
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}
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@ -511,7 +511,7 @@ export default class ResourceManager {
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private loadSpritesheet(key: string, pathToSpritesheetJSON: string, callbackIfLast: Function): void {
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this.loadTextFile(pathToSpritesheetJSON, (fileText: string) => {
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let spritesheet = <Spritesheet>JSON.parse(fileText);
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// We can parse the object later - it's much faster than loading
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this.spritesheets.add(key, spritesheet);
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@ -519,7 +519,7 @@ export default class ResourceManager {
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// Grab the image we need to load and add it to the imageloading queue
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let path = StringUtils.getPathFromFilePath(pathToSpritesheetJSON) + spritesheet.spriteSheetImage;
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this.loadonly_imageLoadingQueue.enqueue({key: spritesheet.name, path: path, isDependency: true});
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this.loadonly_imageLoadingQueue.enqueue({ key: spritesheet.name, path: path, isDependency: true });
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resource.addDependency(new ResourceReference(spritesheet.name, ResourceType.IMAGE));
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this.resourcesToUnload.push(resource);
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@ -536,7 +536,7 @@ export default class ResourceManager {
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private finishLoadingSpritesheet(callback: Function): void {
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this.loadonly_spritesheetsLoaded += 1;
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if(this.loadonly_spritesheetsLoaded === this.loadonly_spritesheetsToLoad){
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if (this.loadonly_spritesheetsLoaded === this.loadonly_spritesheetsToLoad) {
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// We're done loading spritesheets
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callback();
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}
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@ -551,12 +551,12 @@ export default class ResourceManager {
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this.loadonly_imagesLoaded = 0;
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// If no items to load, we're finished
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if(this.loadonly_imagesToLoad === 0){
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if (this.loadonly_imagesToLoad === 0) {
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onFinishLoading();
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return;
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}
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while(this.loadonly_imageLoadingQueue.hasItems()){
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while (this.loadonly_imageLoadingQueue.hasItems()) {
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let image = this.loadonly_imageLoadingQueue.dequeue();
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this.loadImage(image.key, image.path, image.isDependency, onFinishLoading);
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}
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@ -576,12 +576,12 @@ export default class ResourceManager {
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this.images.add(key, image);
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// If not a dependency, push it to the unload list. Otherwise it's managed by something else
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if(!isDependency){
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if (!isDependency) {
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this.resourcesToUnload.push(new ResourceReference(key, ResourceType.IMAGE));
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}
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// If WebGL is active, create a texture
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if(this.gl_WebGLActive){
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if (this.gl_WebGLActive) {
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this.createWebGLTexture(key, image);
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}
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@ -599,7 +599,7 @@ export default class ResourceManager {
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private finishLoadingImage(callback: Function): void {
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this.loadonly_imagesLoaded += 1;
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if(this.loadonly_imagesLoaded === this.loadonly_imagesToLoad ){
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if (this.loadonly_imagesLoaded === this.loadonly_imagesToLoad) {
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// We're done loading images
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callback();
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}
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* Loads all audio currently in the tilemap loading queue
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* @param onFinishLoading The function to call when tilemaps are done loading
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*/
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private loadAudioFromQueue(onFinishLoading: Function){
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private loadAudioFromQueue(onFinishLoading: Function) {
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this.loadonly_audioToLoad = this.loadonly_audioLoadingQueue.getSize();
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this.loadonly_audioLoaded = 0;
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// If no items to load, we're finished
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if(this.loadonly_audioToLoad === 0){
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if (this.loadonly_audioToLoad === 0) {
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onFinishLoading();
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return;
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}
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while(this.loadonly_audioLoadingQueue.hasItems()){
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while (this.loadonly_audioLoadingQueue.hasItems()) {
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let audio = this.loadonly_audioLoadingQueue.dequeue();
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this.loadAudio(audio.key, audio.path, onFinishLoading);
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}
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// Finish loading sound
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this.finishLoadingAudio(callbackIfLast);
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}, (error) =>{
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}, (error) => {
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throw "Error loading sound";
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});
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}
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private finishLoadingAudio(callback: Function): void {
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this.loadonly_audioLoaded += 1;
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if(this.loadonly_audioLoaded === this.loadonly_audioToLoad){
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if (this.loadonly_audioLoaded === this.loadonly_audioToLoad) {
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// We're done loading audio
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callback();
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}
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this.loadonly_jsonLoaded = 0;
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// If no items to load, we're finished
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if(this.loadonly_jsonToLoad === 0){
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if (this.loadonly_jsonToLoad === 0) {
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onFinishLoading();
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return;
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}
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while(this.loadonly_jsonLoadingQueue.hasItems()){
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while (this.loadonly_jsonLoadingQueue.hasItems()) {
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let obj = this.loadonly_jsonLoadingQueue.dequeue();
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this.loadObject(obj.key, obj.path, onFinishLoading);
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}
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private finishLoadingObject(callback: Function): void {
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this.loadonly_jsonLoaded += 1;
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if(this.loadonly_jsonLoaded === this.loadonly_jsonToLoad){
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if (this.loadonly_jsonLoaded === this.loadonly_jsonToLoad) {
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// We're done loading objects
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callback();
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}
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@ -762,7 +762,7 @@ export default class ResourceManager {
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private getTextureID(id: number): number {
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// Start with 9 cases - this can be expanded if needed, but for the best performance,
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// Textures should be stitched into an atlas
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switch(id){
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switch (id) {
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case 0: return this.gl.TEXTURE0;
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case 1: return this.gl.TEXTURE1;
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case 2: return this.gl.TEXTURE2;
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@ -777,7 +777,7 @@ export default class ResourceManager {
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}
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public createBuffer(key: string): void {
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if(this.gl_WebGLActive){
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if (this.gl_WebGLActive) {
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let buffer = this.gl.createBuffer();
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this.gl_Buffers.add(key, buffer);
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@ -794,14 +794,14 @@ export default class ResourceManager {
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let splitPath = vShaderFilepath.split(".");
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let end = splitPath[splitPath.length - 1];
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if(end !== "vshader"){
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if (end !== "vshader") {
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throw `${vShaderFilepath} is not a valid vertex shader - must end in ".vshader`;
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}
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splitPath = fShaderFilepath.split(".");
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end = splitPath[splitPath.length - 1];
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if(end !== "fshader"){
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if (end !== "fshader") {
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throw `${fShaderFilepath} is not a valid vertex shader - must end in ".fshader`;
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}
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@ -817,7 +817,7 @@ export default class ResourceManager {
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* Tells the resource manager to keep this resource
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* @param key The key of the resource
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*/
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public keepShader(key: string): void {
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public keepShader(key: string): void {
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this.keepResource(key, ResourceType.IMAGE);
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}
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@ -826,12 +826,12 @@ export default class ResourceManager {
|
|||
this.loadonly_gl_ShaderProgramsLoaded = 0;
|
||||
|
||||
// If webGL isn'active or there are no items to load, we're finished
|
||||
if(!this.gl_WebGLActive || this.loadonly_gl_ShaderProgramsToLoad === 0){
|
||||
if (!this.gl_WebGLActive || this.loadonly_gl_ShaderProgramsToLoad === 0) {
|
||||
onFinishLoading();
|
||||
return;
|
||||
}
|
||||
|
||||
while(this.loadonly_gl_ShaderLoadingQueue.hasItems()){
|
||||
while (this.loadonly_gl_ShaderLoadingQueue.hasItems()) {
|
||||
let shader = this.loadonly_gl_ShaderLoadingQueue.dequeue();
|
||||
this.gl_LoadShader(shader.key, shader.vpath, shader.fpath, onFinishLoading);
|
||||
}
|
||||
|
@ -867,85 +867,85 @@ export default class ResourceManager {
|
|||
private gl_FinishLoadingShader(callback: Function): void {
|
||||
this.loadonly_gl_ShaderProgramsLoaded += 1;
|
||||
|
||||
if(this.loadonly_gl_ShaderProgramsLoaded === this.loadonly_gl_ShaderProgramsToLoad){
|
||||
if (this.loadonly_gl_ShaderProgramsLoaded === this.loadonly_gl_ShaderProgramsToLoad) {
|
||||
// We're done loading shaders
|
||||
callback();
|
||||
}
|
||||
}
|
||||
|
||||
private createShaderProgram(vShaderSource: string, fShaderSource: string){
|
||||
private createShaderProgram(vShaderSource: string, fShaderSource: string) {
|
||||
const vertexShader = this.loadVertexShader(vShaderSource);
|
||||
const fragmentShader = this.loadFragmentShader(fShaderSource);
|
||||
|
||||
if(vertexShader === null || fragmentShader === null){
|
||||
|
||||
if (vertexShader === null || fragmentShader === null) {
|
||||
// We had a problem intializing - error
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
// Create a shader program
|
||||
const program = this.gl.createProgram();
|
||||
if(!program) {
|
||||
if (!program) {
|
||||
// Error creating
|
||||
console.warn("Failed to create program");
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
// Attach our vertex and fragment shader
|
||||
this.gl.attachShader(program, vertexShader);
|
||||
this.gl.attachShader(program, fragmentShader);
|
||||
|
||||
|
||||
// Link
|
||||
this.gl.linkProgram(program);
|
||||
if(!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)){
|
||||
if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
|
||||
// Error linking
|
||||
const error = this.gl.getProgramInfoLog(program);
|
||||
console.warn("Failed to link program: " + error);
|
||||
|
||||
|
||||
// Clean up
|
||||
this.gl.deleteProgram(program);
|
||||
this.gl.deleteShader(vertexShader);
|
||||
this.gl.deleteShader(fragmentShader);
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
// We successfully create a program
|
||||
return [program, vertexShader, fragmentShader];
|
||||
}
|
||||
|
||||
private loadVertexShader(shaderSource: string): WebGLShader{
|
||||
|
||||
private loadVertexShader(shaderSource: string): WebGLShader {
|
||||
// Create a new vertex shader
|
||||
return this.loadShader(this.gl.VERTEX_SHADER, shaderSource);
|
||||
}
|
||||
|
||||
private loadFragmentShader(shaderSource: string): WebGLShader{
|
||||
|
||||
private loadFragmentShader(shaderSource: string): WebGLShader {
|
||||
// Create a new fragment shader
|
||||
return this.loadShader(this.gl.FRAGMENT_SHADER, shaderSource);
|
||||
return this.loadShader(this.gl.FRAGMENT_SHADER, shaderSource);
|
||||
}
|
||||
|
||||
private loadShader(type: number, shaderSource: string): WebGLShader{
|
||||
|
||||
private loadShader(type: number, shaderSource: string): WebGLShader {
|
||||
const shader = this.gl.createShader(type);
|
||||
|
||||
|
||||
// If we couldn't create the shader, error
|
||||
if(shader === null){
|
||||
if (shader === null) {
|
||||
console.warn("Unable to create shader");
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
// Add the source to the shader and compile
|
||||
this.gl.shaderSource(shader, shaderSource);
|
||||
this.gl.compileShader(shader);
|
||||
|
||||
|
||||
// Make sure there were no errors during this process
|
||||
if(!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)){
|
||||
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
|
||||
// Not compiled - error
|
||||
const error = this.gl.getShaderInfoLog(shader);
|
||||
console.warn("Failed to compile shader: " + error);
|
||||
|
||||
|
||||
// Clean up
|
||||
this.gl.deleteShader(shader);
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
// Sucess, so return the shader
|
||||
return shader;
|
||||
}
|
||||
|
@ -967,21 +967,115 @@ export default class ResourceManager {
|
|||
/* ########## LOADING BAR INFO ########## */
|
||||
|
||||
private getLoadPercent(): number {
|
||||
return (this.loadonly_tilemapsLoaded/this.loadonly_tilemapsToLoad
|
||||
+ this.loadonly_spritesheetsLoaded/this.loadonly_spritesheetsToLoad
|
||||
+ this.loadonly_imagesLoaded/this.loadonly_imagesToLoad
|
||||
+ this.loadonly_audioLoaded/this.loadonly_audioToLoad)
|
||||
return (this.loadonly_tilemapsLoaded / this.loadonly_tilemapsToLoad
|
||||
+ this.loadonly_spritesheetsLoaded / this.loadonly_spritesheetsToLoad
|
||||
+ this.loadonly_imagesLoaded / this.loadonly_imagesToLoad
|
||||
+ this.loadonly_audioLoaded / this.loadonly_audioToLoad)
|
||||
/ this.loadonly_typesToLoad;
|
||||
}
|
||||
|
||||
// Customized funtions below
|
||||
// These funtions are NOT well tested!!!
|
||||
// Only used for shatted sword specific purpose!!!
|
||||
// Use them carefully!!!
|
||||
|
||||
public loadSingleTilemap(key: string, tiledMap: TiledTilemapData, callbackIfLast: Function): void {
|
||||
// We can parse the object later - it's much faster than loading
|
||||
this.tilemaps.add(key, tiledMap);
|
||||
let resource = new ResourceReference(key, ResourceType.TILEMAP);
|
||||
|
||||
// Grab the tileset images we need to load and add them to the imageloading queue
|
||||
for (let tileset of tiledMap.tilesets) {
|
||||
if (tileset.image) {
|
||||
let key = tileset.image;
|
||||
let path = key;
|
||||
this.loadSingleImage(key, path, true , callbackIfLast);
|
||||
|
||||
// Add this image as a dependency to the tilemap
|
||||
resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
|
||||
}
|
||||
}
|
||||
|
||||
// Add the resource reference to the list of resource to unload
|
||||
this.resourcesToUnload.push(resource);
|
||||
}
|
||||
|
||||
private loadSingleSpritesheet(key: string, pathToSpritesheetJSON: string, callbackIfLast: Function): void {
|
||||
this.loadTextFile(pathToSpritesheetJSON, (fileText: string) => {
|
||||
let spritesheet = <Spritesheet>JSON.parse(fileText);
|
||||
|
||||
// We can parse the object later - it's much faster than loading
|
||||
this.spritesheets.add(key, spritesheet);
|
||||
|
||||
let resource = new ResourceReference(key, ResourceType.SPRITESHEET);
|
||||
|
||||
// Grab the image we need to load and add it to the imageloading queue
|
||||
let path = StringUtils.getPathFromFilePath(pathToSpritesheetJSON) + spritesheet.spriteSheetImage;
|
||||
this.loadSingleImage(spritesheet.name, path, true, callbackIfLast);
|
||||
|
||||
resource.addDependency(new ResourceReference(spritesheet.name, ResourceType.IMAGE));
|
||||
this.resourcesToUnload.push(resource);
|
||||
});
|
||||
}
|
||||
|
||||
public loadSingleImage(key: string, path: string, isDependency: boolean, callbackIfLast: Function): void {
|
||||
var image = new Image();
|
||||
|
||||
image.onload = () => {
|
||||
// Add to loaded images
|
||||
this.images.add(key, image);
|
||||
|
||||
// If not a dependency, push it to the unload list. Otherwise it's managed by something else
|
||||
if (!isDependency) {
|
||||
this.resourcesToUnload.push(new ResourceReference(key, ResourceType.IMAGE));
|
||||
}
|
||||
|
||||
// If WebGL is active, create a texture
|
||||
if (this.gl_WebGLActive) {
|
||||
this.createWebGLTexture(key, image);
|
||||
}
|
||||
|
||||
// Finish image load
|
||||
this.finishLoadingSingleObject(callbackIfLast);
|
||||
}
|
||||
|
||||
image.src = path;
|
||||
}
|
||||
|
||||
private loadSingleAudio(key: string, path: string, callbackIfLast: Function): void {
|
||||
let audioCtx = AudioManager.getInstance().getAudioContext();
|
||||
|
||||
let request = new XMLHttpRequest();
|
||||
request.open('GET', path, true);
|
||||
request.responseType = 'arraybuffer';
|
||||
|
||||
request.onload = () => {
|
||||
audioCtx.decodeAudioData(request.response, (buffer) => {
|
||||
// Add to list of audio buffers
|
||||
this.audioBuffers.add(key, buffer);
|
||||
this.resourcesToUnload.push(new ResourceReference(key, ResourceType.AUDIO));
|
||||
|
||||
// Finish loading sound
|
||||
this.finishLoadingSingleObject(callbackIfLast);
|
||||
}, (error) => {
|
||||
throw "Error loading sound";
|
||||
});
|
||||
}
|
||||
request.send();
|
||||
}
|
||||
|
||||
private finishLoadingSingleObject(callback: Function): void {
|
||||
callback();
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
if(this.loading){
|
||||
if(this.onLoadProgress){
|
||||
if (this.loading) {
|
||||
if (this.onLoadProgress) {
|
||||
this.onLoadProgress(this.getLoadPercent());
|
||||
}
|
||||
} else if(this.justLoaded){
|
||||
} else if (this.justLoaded) {
|
||||
this.justLoaded = false;
|
||||
if(this.onLoadComplete){
|
||||
if (this.onLoadComplete) {
|
||||
this.onLoadComplete();
|
||||
}
|
||||
}
|
||||
|
@ -998,10 +1092,10 @@ class ResourceReference {
|
|||
resourceType: ResourceType;
|
||||
dependencies: Array<ResourceReference>;
|
||||
|
||||
constructor(key: string, resourceType: ResourceType){
|
||||
constructor(key: string, resourceType: ResourceType) {
|
||||
this.key = key;
|
||||
this.resourceType = resourceType;
|
||||
this. dependencies = new Array();
|
||||
this.dependencies = new Array();
|
||||
}
|
||||
|
||||
addDependency(resource: ResourceReference): void {
|
||||
|
|
Loading…
Reference in New Issue
Block a user