Files
2026-09-25 16:26:45 -03:00

140 lines
4.0 KiB
TypeScript

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<Texture>("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);
}