Files
bworld/client/systems/rendering/dimension.ts
T
2026-03-13 16:34:09 -03:00

201 lines
4.4 KiB
TypeScript

import { distance_point_point, get_sprite_region } from "$/common/utils.ts";
import { Chunk, CHUNK_SIZE, Dimension } from "$/client/components/dimension.ts";
import { TEXTURE_SIZE } from "$/common/constants.ts";
import { EverythingRegistry, TileRegistry } from "$/common/everything_registry.ts";
import { flush_buffer, gl, push_cube_to_mesh, set_current_texture } from "$/client/renderer/mod.ts";
import { Camera } from "$/client/components/camera.ts";
export function render_dimension(dimension: Dimension, camera: Camera) {
set_current_texture(dimension.image.tex);
for (const chunk of dimension.chunks) {
if (chunk.dirty) {
dimension.delete_chunk_mesh(chunk);
chunk.dirty = false;
make_chunk_mesh(chunk, dimension, camera);
}
render_chunk_opaque(chunk);
}
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.depthMask(false);
for (const chunk of dimension.chunks) {
render_chunk_transparent(chunk);
}
}
function render_chunk_opaque(chunk: Chunk) {
if (!chunk.vertexBuffer || !chunk.vertexCount) {
return;
}
flush_buffer(chunk.vertexBuffer, chunk.vertexCount);
}
function render_chunk_transparent(chunk: Chunk) {
if (!chunk.vertexTransparentBuffer || !chunk.vertexTransparentCount) {
return;
}
flush_buffer(chunk.vertexTransparentBuffer, chunk.vertexTransparentCount);
}
function make_chunk_mesh(chunk: Chunk, dimension: Dimension, camera: Camera) {
const vertices: number[] = [];
const transparent_vertices: number[] = [];
let count = 0;
let transparent_count = 0;
const transparent_blocks: [
number,
number,
number,
number,
number,
boolean,
boolean,
boolean,
boolean,
boolean,
boolean,
][] = [];
const blocks_registry = EverythingRegistry.get_registry<TileRegistry>("blocks");
for (let i = 0; i < chunk.blocks.length; i += 1) {
const block_nid = chunk.blocks[i];
if (block_nid === 0) {
continue;
}
const tile_info = blocks_registry[block_nid];
let texture_id = "bworld:missing";
if (tile_info?.texture_id) {
if (typeof tile_info.texture_id === "string") {
texture_id = tile_info.texture_id;
} else {
// texture_id = tile_info.texture_id(tile);
}
}
const [x, y, z] = dimension.index_to_xyz(i);
const wx = chunk.x * CHUNK_SIZE + x;
const wz = chunk.z * CHUNK_SIZE + z;
const show_face = (x: number, y: number, z: number) => {
const block = dimension.get_block(x, y, z);
if (block === 0) {
return true;
}
const block_info = blocks_registry[block];
if (block_info?.transparent) {
return true;
}
return false;
};
const front = show_face(wx, y, wz + 1);
const back = show_face(wx, y, wz - 1);
const left = show_face(wx - 1, y, wz);
const right = show_face(wx + 1, y, wz);
const top = show_face(wx, y + 1, wz);
const bottom = show_face(wx, y - 1, wz);
const region = get_sprite_region(texture_id);
if (tile_info.transparent) {
transparent_blocks.push([
wx,
y,
wz,
region.x * TEXTURE_SIZE,
region.y * TEXTURE_SIZE,
front,
back,
left,
right,
top,
bottom,
]);
} else {
count = push_cube_to_mesh(
vertices,
count,
dimension.image,
wx,
y,
wz,
1,
1,
1,
region.x * TEXTURE_SIZE,
region.y * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
1,
1,
1,
1,
front,
back,
left,
right,
top,
bottom,
);
}
}
transparent_blocks.sort((a, b) => {
const da = distance_point_point(a[0], a[1], a[2], camera.x, camera.y, camera.z);
const db = distance_point_point(b[0], b[1], b[2], camera.x, camera.y, camera.z);
return da - db;
});
for (const block of transparent_blocks) {
transparent_count = push_cube_to_mesh(
transparent_vertices,
transparent_count,
dimension.image,
block[0],
block[1],
block[2],
1,
1,
1,
block[3],
block[4],
TEXTURE_SIZE,
TEXTURE_SIZE,
1,
1,
1,
1,
block[5],
block[6],
block[7],
block[8],
block[9],
block[10],
);
}
chunk.vertexBuffer = gl.createBuffer();
chunk.vertexCount = count / 9;
gl.bindBuffer(gl.ARRAY_BUFFER, chunk.vertexBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(vertices),
gl.STATIC_DRAW,
);
chunk.vertexTransparentBuffer = gl.createBuffer();
chunk.vertexTransparentCount = transparent_count / 9;
gl.bindBuffer(gl.ARRAY_BUFFER, chunk.vertexTransparentBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(transparent_vertices),
gl.STATIC_DRAW,
);
}