Visuak break progress !

This commit is contained in:
2026-03-30 14:41:18 -03:00
parent 43b00b556e
commit d9206b0488
15 changed files with 340 additions and 100 deletions
+37 -86
View File
@@ -1,36 +1,9 @@
import { push_vertex } from "./core.ts";
import type { Texture } from "./types.ts";
const pad = 0.5;
function push_vertex(
vertices: Float32Array,
i: number,
px: number,
py: number,
pz: number,
u: number,
v: number,
r: number,
g: number,
b: number,
a: number,
) {
vertices[i++] = px;
vertices[i++] = py;
vertices[i++] = pz;
vertices[i++] = u;
vertices[i++] = v;
vertices[i++] = r;
vertices[i++] = g;
vertices[i++] = b;
vertices[i++] = a;
return i;
}
export function push_front_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
@@ -53,20 +26,16 @@ export function push_front_face(
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a);
push_vertex(x, y, z2, u0, v1, r, g, b, a);
push_vertex(x2, y, z2, u1, v1, r, g, b, a);
push_vertex(x2, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u0, v0, r, g, b, a);
return i;
push_vertex(x, y, z2, u0, v1, r, g, b, a);
push_vertex(x2, y2, z2, u1, v0, r, g, b, a);
push_vertex(x, y2, z2, u0, v0, r, g, b, a);
}
export function push_back_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
@@ -88,20 +57,16 @@ export function push_back_face(
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y, z, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a);
push_vertex(x2, y, z, u0, v1, r, g, b, a);
push_vertex(x, y, z, u1, v1, r, g, b, a);
push_vertex(x, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u0, v0, r, g, b, a);
return i;
push_vertex(x2, y, z, u0, v1, r, g, b, a);
push_vertex(x, y2, z, u1, v0, r, g, b, a);
push_vertex(x2, y2, z, u0, v0, r, g, b, a);
}
export function push_left_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
@@ -123,20 +88,16 @@ export function push_left_face(
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y, z2, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a);
push_vertex(x, y, z, u0, v1, r, g, b, a);
push_vertex(x, y, z2, u1, v1, r, g, b, a);
push_vertex(x, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
return i;
push_vertex(x, y, z, u0, v1, r, g, b, a);
push_vertex(x, y2, z2, u1, v0, r, g, b, a);
push_vertex(x, y2, z, u0, v0, r, g, b, a);
}
export function push_right_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
@@ -159,20 +120,16 @@ export function push_right_face(
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
push_vertex(x2, y, z2, u0, v1, r, g, b, a);
push_vertex(x2, y, z, u1, v1, r, g, b, a);
push_vertex(x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u0, v0, r, g, b, a);
return i;
push_vertex(x2, y, z2, u0, v1, r, g, b, a);
push_vertex(x2, y2, z, u1, v0, r, g, b, a);
push_vertex(x2, y2, z2, u0, v0, r, g, b, a);
}
export function push_top_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
@@ -195,20 +152,16 @@ export function push_top_face(
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
push_vertex(x, y2, z2, u0, v1, r, g, b, a);
push_vertex(x2, y2, z2, u1, v1, r, g, b, a);
push_vertex(x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
return i;
push_vertex(x, y2, z2, u0, v1, r, g, b, a);
push_vertex(x2, y2, z, u1, v0, r, g, b, a);
push_vertex(x, y2, z, u0, v0, r, g, b, a);
}
export function push_bottom_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
@@ -230,13 +183,11 @@ export function push_bottom_face(
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a);
push_vertex(x, y, z, u0, v1, r, g, b, a);
push_vertex(x2, y, z, u1, v1, r, g, b, a);
push_vertex(x2, y, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z2, u0, v0, r, g, b, a);
return i;
push_vertex(x, y, z, u0, v1, r, g, b, a);
push_vertex(x2, y, z2, u1, v0, r, g, b, a);
push_vertex(x, y, z2, u0, v0, r, g, b, a);
}