Mesh chunks
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@@ -2,15 +2,33 @@ import { get_sprite_region } from "$/common/utils.ts";
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import { Chunk, CHUNK_SIDE_SIZE, Dimension } from "$/client/components/dimension.ts";
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import { TEXTURE_SIZE } from "$/common/constants.ts";
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import { EverythingRegistry, TileRegistry } from "$/common/everything_registry.ts";
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import { push_cube } from "$/client/renderer/mod.ts";
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import { flush_buffer, gl, push_cube_to_mesh, set_current_texture } from "$/client/renderer/mod.ts";
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export function render_dimension(dimension: Dimension /*, camera: Camera*/) {
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set_current_texture(dimension.image.tex);
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for (const chunk of dimension.chunks) {
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render_chunk(chunk, dimension);
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if (chunk.dirty) {
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if (chunk.vertexBuffer) {
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gl.deleteBuffer(chunk.vertexBuffer);
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}
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chunk.dirty = false;
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make_chunk_mesh(chunk, dimension);
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}
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render_chunk(chunk);
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}
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}
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function render_chunk(chunk: Chunk, dimension: Dimension) {
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function render_chunk(chunk: Chunk) {
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if (!chunk.vertexBuffer || !chunk.vertexCount) {
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return;
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}
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flush_buffer(chunk.vertexBuffer, chunk.vertexCount);
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}
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function make_chunk_mesh(chunk: Chunk, dimension: Dimension) {
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const vertices: number[] = [];
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let count = 0;
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const blocks_registry = EverythingRegistry.get_registry<TileRegistry>("blocks");
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for (let i = 0; i < chunk.blocks.length; i += 1) {
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const block_nid = chunk.blocks[i];
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@@ -40,7 +58,9 @@ function render_chunk(chunk: Chunk, dimension: Dimension) {
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const region = get_sprite_region(texture_id);
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push_cube(
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count = push_cube_to_mesh(
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vertices,
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count,
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dimension.image,
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wx,
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y,
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@@ -64,4 +84,14 @@ function render_chunk(chunk: Chunk, dimension: Dimension) {
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bottom,
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);
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}
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chunk.vertexBuffer = gl.createBuffer();
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chunk.vertexCount = count / 9;
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gl.bindBuffer(gl.ARRAY_BUFFER, chunk.vertexBuffer);
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array(vertices),
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gl.STATIC_DRAW,
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);
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}
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