Blocks with sides !

This commit is contained in:
2026-03-14 19:56:12 -03:00
parent ea6a6acfbe
commit 5e7719207f
18 changed files with 334 additions and 160 deletions
+88 -41
View File
@@ -2,7 +2,17 @@ import { get_sprite_region } from "$/common/utils.ts";
import { Chunk, CHUNK_AREA, CHUNK_SIZE, Dimension } from "$/client/components/dimension.ts";
import { TEXTURE_SIZE } from "$/common/constants.ts";
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { flush_buffer, gl, push_cube_to_mesh, set_current_texture } from "$/client/renderer/mod.ts";
import {
flush_buffer,
gl,
pushBackFace,
pushBottomFace,
pushFrontFace,
pushLeftFace,
pushRightFace,
pushTopFace,
set_current_texture,
} from "$/client/renderer/mod.ts";
import { Camera } from "$/client/components/camera.ts";
export function render_dimension(dimension: Dimension, camera: Camera) {
@@ -29,6 +39,15 @@ function render_chunk_opaque(chunk: Chunk) {
flush_buffer(chunk.vertex_buffer, chunk.vertex_count);
}
const FACE_PUSHING_FUNCTIONS = {
top: pushTopFace,
bottom: pushBottomFace,
front: pushFrontFace,
back: pushBackFace,
left: pushLeftFace,
right: pushRightFace,
} as const;
function make_chunk_mesh(chunk: Chunk, dimension: Dimension, camera: Camera) {
let vertices = new Float32Array(CHUNK_AREA * 24 * 6 * 9);
let count = 0;
@@ -57,13 +76,41 @@ function make_chunk_mesh(chunk: Chunk, dimension: Dimension, camera: Camera) {
const block_info = blocks_registry[block_nid];
let texture_id = "bworld:missing";
if (block_info?.texture_id) {
if (typeof block_info.texture_id === "string") {
texture_id = block_info.texture_id;
} else {
// texture_id = block_info.texture_id(block);
}
const texture_ids = {
top: "bworld:missing",
bottom: "bworld:missing",
front: "bworld:missing",
back: "bworld:missing",
left: "bworld:missing",
right: "bworld:missing",
};
const textures = block_info.textures;
if (!textures) {
throw new Error(`no textures for ${block_nid}`);
}
if (typeof textures === "string") {
texture_ids.top = textures;
texture_ids.bottom = textures;
texture_ids.front = textures;
texture_ids.back = textures;
texture_ids.left = textures;
texture_ids.right = textures;
} else if ("top" in textures && "bottom" in textures && "side" in textures) {
texture_ids.top = textures.top;
texture_ids.bottom = textures.bottom;
texture_ids.front = textures.side;
texture_ids.back = textures.side;
texture_ids.left = textures.side;
texture_ids.right = textures.side;
} else if ("front" in textures && "side" in textures) {
texture_ids.top = textures.side;
texture_ids.bottom = textures.side;
texture_ids.front = textures.front;
texture_ids.back = textures.side;
texture_ids.left = textures.side;
texture_ids.right = textures.side;
}
const [x, y, z] = dimension.index_to_xyz(i);
@@ -71,41 +118,41 @@ function make_chunk_mesh(chunk: Chunk, dimension: Dimension, camera: Camera) {
const wx = chunk.x * CHUNK_SIZE + x;
const wz = chunk.z * CHUNK_SIZE + z;
const front = show_face(wx, y, wz + 1);
const back = show_face(wx, y, wz - 1);
const left = show_face(wx - 1, y, wz);
const right = show_face(wx + 1, y, wz);
const top = show_face(wx, y + 1, wz);
const bottom = show_face(wx, y - 1, wz);
const faces = {
front: show_face(wx, y, wz + 1),
back: show_face(wx, y, wz - 1),
left: show_face(wx - 1, y, wz),
right: show_face(wx + 1, y, wz),
top: show_face(wx, y + 1, wz),
bottom: show_face(wx, y - 1, wz),
} as const;
const region = get_sprite_region(texture_id);
for (const side of ["front", "back", "left", "right", "top", "bottom"] as const) {
if (faces[side]) {
const region = get_sprite_region(texture_ids[side]);
vertices = ensure_capacity(vertices, count + (6 * 6 * 9));
count = push_cube_to_mesh(
vertices,
count,
dimension.image,
wx,
y,
wz,
1,
1,
1,
region.x * TEXTURE_SIZE,
region.y * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
1,
1,
1,
1,
front,
back,
left,
right,
top,
bottom,
);
vertices = ensure_capacity(vertices, count + (6 * 6 * 9));
count = FACE_PUSHING_FUNCTIONS[side](
vertices,
count,
dimension.image,
wx,
y,
wz,
1,
1,
1,
region.x * TEXTURE_SIZE,
region.y * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
1,
1,
1,
1,
);
}
}
}
chunk.vertex_buffer = gl.createBuffer();