import { TEXTURE_SIZE } from "$/common/constants.ts"; import { CHUNK_SIZE, ClientLevel } from "$/client/level/client_level.ts"; import { Camera } from "$/client/camera.ts"; import { AssetManager } from "$/client/assets.ts"; import { get_sprite_region } from "$/client/sprites.ts"; import type { MultiPlayerGameMode } from "$/client/game_mode.ts"; import type { Entity } from "$/client/entity/entity.ts"; import { RemotePlayer } from "$/client/entity/remote_player.ts"; import { ItemEntity } from "$/client/entity/item_entity.ts"; import { render_item_entity } from "./item_renderer.ts"; import { draw_terrain, flush_batch, push_back_face, push_bottom_face, push_box, push_front_face, push_left_face, push_right_face, push_top_face, set_current_texture, Texture, white_tex, } from "$/client/renderer/mod.ts"; const BREAKING_FACES = [ push_back_face, push_bottom_face, push_front_face, push_left_face, push_right_face, push_top_face, ]; // draws the level, like minecraft's LevelRenderer: terrain in layers, block breaking and entities export class LevelRenderer { // solid and cutout terrain, drawn before entities render_opaque(level: ClientLevel, camera: Camera) { level.request_meshes(camera); level.update_translucent_sorting(camera); set_current_texture(level.image.tex); for (const chunk of level.chunks.values()) { const mesh = chunk.meshes.solid; if (mesh) { draw_terrain("solid", mesh.vertex_buffer, mesh.quad_count); } } for (const chunk of level.chunks.values()) { const mesh = chunk.meshes.cutout; if (mesh) { draw_terrain("cutout", mesh.vertex_buffer, mesh.quad_count); } } } // translucent terrain, drawn after entities so they show through water and glass. // chunks go back to front, and each chunk's quads are already sorted back to front render_translucent(level: ClientLevel, camera: Camera) { const distance_sq = (x: number, z: number) => { const dx = (x + 0.5) * CHUNK_SIZE - camera.x; const dz = (z + 0.5) * CHUNK_SIZE - camera.z; return dx * dx + dz * dz; }; const chunks = [...level.chunks.values()] .filter((chunk) => chunk.meshes.translucent) .map((chunk) => ({ mesh: chunk.meshes.translucent!, distance: distance_sq(chunk.x, chunk.z) })) .sort((a, b) => b.distance - a.distance); set_current_texture(level.image.tex); for (const { mesh } of chunks) { draw_terrain("translucent", mesh.vertex_buffer, mesh.quad_count, mesh.index_buffer); } } // every entity but the one the camera is in render_entities(level: ClientLevel, camera_entity: Entity, partial_tick: number) { flush_batch(); set_current_texture(white_tex!); for (const entity of level.entities.values()) { if (entity !== camera_entity && entity instanceof RemotePlayer) { render_player(entity, partial_tick); } } flush_batch(); set_current_texture(level.image.tex); for (const entity of level.entities.values()) { if (entity instanceof ItemEntity) { render_item_entity(entity, partial_tick); } } flush_batch(); } // the cracks on the block being broken render_destroy_progress(game_mode: MultiPlayerGameMode) { const block = game_mode.destroy_pos; if (!block) { return; } const progress = Math.max(0, Math.min(1, game_mode.destroy_progress / game_mode.destroy_time)); const stage = Math.round(progress * 8); if (Number.isNaN(stage)) { return; } const tex = AssetManager.instance.get("bworld:textures"); const region = get_sprite_region(`engine:break_${stage}`); for (const push_face of BREAKING_FACES) { push_face( tex, block.x, block.y, block.z, region.x * TEXTURE_SIZE, region.y * TEXTURE_SIZE, TEXTURE_SIZE, TEXTURE_SIZE, ); } } } // a box body and head in the player's color function render_player(player: RemotePlayer, partial_tick: number) { const [r, g, b] = player.color; const { x, y, z } = player.render_position(partial_tick); // body push_box(x - 0.3, y, z - 0.15, 0.6, 1.3, 0.3, r, g, b); // head push_box(x - 0.25, y + 1.3, z - 0.25, 0.5, 0.5, 0.5, 0.95, 0.8, 0.65); }