Mesh chunks

This commit is contained in:
2026-03-13 09:30:41 -03:00
parent e890c561cd
commit 9db229dde4
6 changed files with 141 additions and 54 deletions
+61 -43
View File
@@ -1,7 +1,8 @@
import { flush_batch, get_current_texture, push_vertex, set_current_texture } from "./core.ts";
import { Texture } from "./types.ts";
export function push_cube(
export function push_cube_to_mesh(
vertices: number[],
vertex_count: number,
texture: Texture,
x: number,
y: number,
@@ -24,11 +25,6 @@ export function push_cube(
top = true,
bottom = true,
) {
if (get_current_texture() !== texture.tex) {
flush_batch();
set_current_texture(texture.tex);
}
const x2 = x + w;
const y2 = y + h;
const z2 = z + d;
@@ -38,63 +34,85 @@ export function push_cube(
const u1 = (sx + sw) / texture.width;
const v1 = (sy + sh) / texture.height;
let i = vertex_count;
const push = (px: number, py: number, pz: number, u: number, vv: number) => {
vertices[i++] = px;
vertices[i++] = py;
vertices[i++] = pz;
vertices[i++] = u;
vertices[i++] = vv;
vertices[i++] = r;
vertices[i++] = g;
vertices[i++] = b;
vertices[i++] = a;
};
// front (+z)
if (front) {
push_vertex(x, y, z2, u0, v0, r, g, b, a);
push_vertex(x2, y, z2, u1, v0, r, g, b, a);
push_vertex(x, y2, z2, u0, v1, r, g, b, a);
push_vertex(x2, y, z2, u1, v0, r, g, b, a);
push_vertex(x2, y2, z2, u1, v1, r, g, b, a);
push_vertex(x, y2, z2, u0, v1, r, g, b, a);
push(x, y, z2, u0, v1);
push(x2, y, z2, u1, v1);
push(x2, y2, z2, u1, v0);
push(x, y, z2, u0, v1);
push(x2, y2, z2, u1, v0);
push(x, y2, z2, u0, v0);
}
// back (-z)
if (back) {
push_vertex(x2, y, z, u0, v0, r, g, b, a);
push_vertex(x, y, z, u1, v0, r, g, b, a);
push_vertex(x2, y2, z, u0, v1, r, g, b, a);
push_vertex(x, y, z, u1, v0, r, g, b, a);
push_vertex(x, y2, z, u1, v1, r, g, b, a);
push_vertex(x2, y2, z, u0, v1, r, g, b, a);
push(x2, y, z, u0, v1);
push(x, y, z, u1, v1);
push(x, y2, z, u1, v0);
push(x2, y, z, u0, v1);
push(x, y2, z, u1, v0);
push(x2, y2, z, u0, v0);
}
// left (-x)
if (left) {
push_vertex(x, y, z, u0, v0, r, g, b, a);
push_vertex(x, y, z2, u1, v0, r, g, b, a);
push_vertex(x, y2, z, u0, v1, r, g, b, a);
push_vertex(x, y, z2, u1, v0, r, g, b, a);
push_vertex(x, y2, z2, u1, v1, r, g, b, a);
push_vertex(x, y2, z, u0, v1, r, g, b, a);
push(x, y, z, u0, v1);
push(x, y, z2, u1, v1);
push(x, y2, z2, u1, v0);
push(x, y, z, u0, v1);
push(x, y2, z2, u1, v0);
push(x, y2, z, u0, v0);
}
// right (+x)
if (right) {
push_vertex(x2, y, z2, u0, v0, r, g, b, a);
push_vertex(x2, y, z, u1, v0, r, g, b, a);
push_vertex(x2, y2, z2, u0, v1, r, g, b, a);
push_vertex(x2, y, z, u1, v0, r, g, b, a);
push_vertex(x2, y2, z, u1, v1, r, g, b, a);
push_vertex(x2, y2, z2, u0, v1, r, g, b, a);
push(x2, y, z2, u0, v1);
push(x2, y, z, u1, v1);
push(x2, y2, z, u1, v0);
push(x2, y, z2, u0, v1);
push(x2, y2, z, u1, v0);
push(x2, y2, z2, u0, v0);
}
// top (+y)
if (top) {
push_vertex(x, y2, z2, u0, v0, r, g, b, a);
push_vertex(x2, y2, z2, u1, v0, r, g, b, a);
push_vertex(x, y2, z, u0, v1, r, g, b, a);
push_vertex(x2, y2, z2, u1, v0, r, g, b, a);
push_vertex(x2, y2, z, u1, v1, r, g, b, a);
push_vertex(x, y2, z, u0, v1, r, g, b, a);
push(x, y2, z2, u0, v1);
push(x2, y2, z2, u1, v1);
push(x2, y2, z, u1, v0);
push(x, y2, z2, u0, v1);
push(x2, y2, z, u1, v0);
push(x, y2, z, u0, v0);
}
// bottom (-y)
if (bottom) {
push_vertex(x, y, z, u0, v0, r, g, b, a);
push_vertex(x2, y, z, u1, v0, r, g, b, a);
push_vertex(x, y, z2, u0, v1, r, g, b, a);
push_vertex(x2, y, z, u1, v0, r, g, b, a);
push_vertex(x2, y, z2, u1, v1, r, g, b, a);
push_vertex(x, y, z2, u0, v1, r, g, b, a);
push(x, y, z, u0, v1);
push(x2, y, z, u1, v1);
push(x2, y, z2, u1, v0);
push(x, y, z, u0, v1);
push(x2, y, z2, u1, v0);
push(x, y, z2, u0, v0);
}
return i;
}