Simplify push face code
This commit is contained in:
+24
-36
@@ -26,16 +26,13 @@ function push_vertex(
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return i;
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return i;
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}
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}
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export function pushFrontFace(
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export function push_front_face(
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vertices: Float32Array,
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vertices: Float32Array,
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i: number,
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i: number,
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texture: Texture,
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texture: Texture,
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x: number,
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x: number,
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y: number,
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y: number,
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z: number,
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z: number,
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w: number,
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h: number,
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d: number,
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sx: number,
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sx: number,
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sy: number,
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sy: number,
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sw: number,
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sw: number,
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@@ -45,9 +42,9 @@ export function pushFrontFace(
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b = 1,
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b = 1,
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a = 1,
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a = 1,
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) {
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) {
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const x2 = x + w;
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const x2 = x + 1;
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const y2 = y + h;
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const y2 = y + 1;
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const z2 = z + d;
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const z2 = z + 1;
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const u0 = sx / texture.width;
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const u0 = sx / texture.width;
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const v0 = sy / texture.height;
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const v0 = sy / texture.height;
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@@ -65,16 +62,13 @@ export function pushFrontFace(
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return i;
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return i;
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}
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}
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export function pushBackFace(
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export function push_back_face(
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vertices: Float32Array,
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vertices: Float32Array,
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i: number,
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i: number,
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texture: Texture,
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texture: Texture,
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x: number,
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x: number,
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y: number,
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y: number,
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z: number,
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z: number,
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w: number,
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h: number,
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d: number,
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sx: number,
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sx: number,
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sy: number,
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sy: number,
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sw: number,
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sw: number,
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@@ -84,7 +78,8 @@ export function pushBackFace(
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b = 1,
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b = 1,
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a = 1,
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a = 1,
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) {
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) {
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const x2 = x + w, y2 = y + h;
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const x2 = x + 1;
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const y2 = y + 1;
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const u0 = sx / texture.width;
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const u0 = sx / texture.width;
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const v0 = sy / texture.height;
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const v0 = sy / texture.height;
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@@ -102,16 +97,13 @@ export function pushBackFace(
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return i;
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return i;
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}
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}
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export function pushLeftFace(
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export function push_left_face(
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vertices: Float32Array,
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vertices: Float32Array,
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i: number,
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i: number,
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texture: Texture,
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texture: Texture,
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x: number,
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x: number,
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y: number,
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y: number,
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z: number,
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z: number,
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w: number,
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h: number,
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d: number,
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sx: number,
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sx: number,
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sy: number,
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sy: number,
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sw: number,
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sw: number,
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@@ -121,8 +113,8 @@ export function pushLeftFace(
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b = 1,
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b = 1,
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a = 1,
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a = 1,
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) {
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) {
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const y2 = y + h;
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const y2 = y + 1;
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const z2 = z + d;
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const z2 = z + 1;
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const u0 = sx / texture.width;
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const u0 = sx / texture.width;
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const v0 = sy / texture.height;
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const v0 = sy / texture.height;
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@@ -140,16 +132,13 @@ export function pushLeftFace(
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return i;
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return i;
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}
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}
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export function pushRightFace(
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export function push_right_face(
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vertices: Float32Array,
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vertices: Float32Array,
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i: number,
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i: number,
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texture: Texture,
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texture: Texture,
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x: number,
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x: number,
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y: number,
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y: number,
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z: number,
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z: number,
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w: number,
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h: number,
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d: number,
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sx: number,
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sx: number,
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sy: number,
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sy: number,
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sw: number,
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sw: number,
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@@ -159,34 +148,33 @@ export function pushRightFace(
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b = 1,
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b = 1,
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a = 1,
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a = 1,
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) {
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) {
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const x2 = x + w, y2 = y + h;
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const x2 = x + 1;
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const y2 = y + 1;
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const z2 = z + 1;
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const u0 = sx / texture.width;
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const u0 = sx / texture.width;
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const v0 = sy / texture.height;
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const v0 = sy / texture.height;
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const u1 = (sx + sw) / texture.width;
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const u1 = (sx + sw) / texture.width;
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const v1 = (sy + sh) / texture.height;
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const v1 = (sy + sh) / texture.height;
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i = push_vertex(vertices, i, x2, y, z + d, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z + d, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z + d, u0, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u0, v0, r, g, b, a);
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return i;
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return i;
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}
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}
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export function pushTopFace(
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export function push_top_face(
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vertices: Float32Array,
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vertices: Float32Array,
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i: number,
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i: number,
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texture: Texture,
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texture: Texture,
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x: number,
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x: number,
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y: number,
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y: number,
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z: number,
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z: number,
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w: number,
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h: number,
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d: number,
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sx: number,
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sx: number,
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sy: number,
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sy: number,
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sw: number,
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sw: number,
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@@ -196,7 +184,9 @@ export function pushTopFace(
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b = 1,
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b = 1,
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a = 1,
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a = 1,
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) {
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) {
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const x2 = x + w, z2 = z + d, y2 = y + h;
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const x2 = x + 1;
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const z2 = z + 1;
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const y2 = y + 1;
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const u0 = sx / texture.width;
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const u0 = sx / texture.width;
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const v0 = sy / texture.height;
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const v0 = sy / texture.height;
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@@ -214,16 +204,13 @@ export function pushTopFace(
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return i;
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return i;
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}
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}
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export function pushBottomFace(
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export function push_bottom_face(
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vertices: Float32Array,
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vertices: Float32Array,
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i: number,
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i: number,
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texture: Texture,
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texture: Texture,
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x: number,
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x: number,
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y: number,
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y: number,
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z: number,
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z: number,
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w: number,
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h: number,
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d: number,
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sx: number,
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sx: number,
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sy: number,
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sy: number,
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sw: number,
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sw: number,
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@@ -233,7 +220,8 @@ export function pushBottomFace(
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b = 1,
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b = 1,
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a = 1,
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a = 1,
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) {
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) {
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const x2 = x + w, z2 = z + d;
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const x2 = x + 1;
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const z2 = z + 1;
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const u0 = sx / texture.width;
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const u0 = sx / texture.width;
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const v0 = sy / texture.height;
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const v0 = sy / texture.height;
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@@ -5,12 +5,12 @@ import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.
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import {
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import {
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flush_buffer,
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flush_buffer,
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gl,
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gl,
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pushBackFace,
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push_back_face,
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pushBottomFace,
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push_bottom_face,
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pushFrontFace,
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push_front_face,
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pushLeftFace,
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push_left_face,
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pushRightFace,
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push_right_face,
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pushTopFace,
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push_top_face,
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set_current_texture,
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set_current_texture,
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} from "$/client/renderer/mod.ts";
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} from "$/client/renderer/mod.ts";
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import { Camera } from "$/client/components/camera.ts";
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import { Camera } from "$/client/components/camera.ts";
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@@ -40,12 +40,12 @@ function render_chunk_opaque(chunk: Chunk) {
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}
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}
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const FACE_PUSHING_FUNCTIONS = {
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const FACE_PUSHING_FUNCTIONS = {
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top: pushTopFace,
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top: push_top_face,
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bottom: pushBottomFace,
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bottom: push_bottom_face,
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front: pushFrontFace,
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front: push_front_face,
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back: pushBackFace,
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back: push_back_face,
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left: pushLeftFace,
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left: push_left_face,
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right: pushRightFace,
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right: push_right_face,
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} as const;
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} as const;
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function make_chunk_mesh(chunk: Chunk, dimension: Dimension, camera: Camera) {
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function make_chunk_mesh(chunk: Chunk, dimension: Dimension, camera: Camera) {
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@@ -139,9 +139,6 @@ function make_chunk_mesh(chunk: Chunk, dimension: Dimension, camera: Camera) {
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wx,
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wx,
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y,
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y,
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wz,
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wz,
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1,
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1,
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1,
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region.x * TEXTURE_SIZE,
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region.x * TEXTURE_SIZE,
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region.y * TEXTURE_SIZE,
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region.y * TEXTURE_SIZE,
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TEXTURE_SIZE,
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TEXTURE_SIZE,
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