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
+241 -8
View File
@@ -2,16 +2,249 @@
import type { BlockRegistry } from "$/common/everything_registry.ts";
import type { SpriteRegion } from "$/common/constants.ts";
import {
push_back_face,
push_bottom_face,
push_front_face,
push_left_face,
push_right_face,
push_top_face,
} from "../renderer/models.ts";
import type { Texture } from "../renderer/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,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + 1;
const y2 = y + 1;
const z2 = z + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
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);
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;
}
export function push_back_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + 1;
const y2 = y + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
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);
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;
}
export function push_left_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const y2 = y + 1;
const z2 = z + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
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);
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;
}
export function push_right_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + 1;
const y2 = y + 1;
const z2 = z + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
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);
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;
}
export function push_top_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + 1;
const z2 = z + 1;
const y2 = y + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
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);
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;
}
export function push_bottom_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + 1;
const z2 = z + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
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);
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;
}
type TexturesInfo = Record<string, SpriteRegion>;
const CHUNK_SIZE = 16;