Files
bworld/client/rendering/game_renderer.ts
T
2026-09-26 11:03:07 -03:00

54 lines
2.0 KiB
TypeScript

import type { Client } from "$/client/client.ts";
import { begin_mode_3d, clear_background, end_mode_3d, update_lightmap } from "$/client/renderer/mod.ts";
import { daylight } from "$/common/time.ts";
import { Hud } from "$/client/gui/hud.ts";
import { DebugOverlay } from "$/client/gui/debug_overlay.ts";
import { LevelRenderer } from "./level_renderer.ts";
// the sky at noon and in the middle of the night
const DAY_SKY = [0.69, 0.8, 1];
const NIGHT_SKY = [0.02, 0.03, 0.08];
// minecraft's darkest sky: moonlight still lights things a little
const NIGHT_SKY_LIGHT = 0.2;
// draws a frame, like minecraft's GameRenderer: the level from the camera, then the hud and screens on top
export class GameRenderer {
level_renderer = new LevelRenderer();
hud = new Hud();
debug_overlay = new DebugOverlay();
// what the lightmap was last made for, so it's only rebuilt when the light changes
#lightmap_daylight = -1;
// sky color and sky light for the time of day
#setup_sky(client: Client, partial_tick: number) {
const light = daylight(client.level.time + partial_tick);
const [r, g, b] = DAY_SKY.map((day, i) => NIGHT_SKY[i] + (day - NIGHT_SKY[i]) * light);
clear_background(r, g, b, 1);
if (Math.abs(light - this.#lightmap_daylight) > 0.001) {
this.#lightmap_daylight = light;
update_lightmap(NIGHT_SKY_LIGHT + (1 - NIGHT_SKY_LIGHT) * light);
}
}
// partial_tick is how far this frame is between the last tick and the next, entities are drawn in between
render(client: Client, partial_tick: number) {
const camera = client.camera;
camera.setup(client.player, partial_tick);
this.#setup_sky(client, partial_tick);
begin_mode_3d(camera);
this.level_renderer.render_opaque(client.level, camera);
this.level_renderer.render_destroy_progress(client.game_mode);
this.level_renderer.render_entities(client.level, client.player, partial_tick);
this.level_renderer.render_translucent(client.level, camera);
end_mode_3d();
this.hud.render(client);
client.screen?.on_render();
if (client.debugging) {
this.debug_overlay.render(client);
}
}
}