Files
bworld/client/systems/rendering/dimension.ts
T

137 lines
3.2 KiB
TypeScript

import { get_sprite_region } from "$/common/utils.ts";
import { Chunk, CHUNK_AREA, CHUNK_SIZE, Dimension } from "$/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);
// only generate one mesh per frame
break;
}
}
for (const chunk of dimension.chunks) {
render_chunk_opaque(chunk);
}
}
function render_chunk_opaque(chunk: Chunk) {
if (!chunk.vertex_buffer || !chunk.vertex_count) {
return;
}
flush_buffer(chunk.vertex_buffer, chunk.vertex_count);
}
function make_chunk_mesh(chunk: Chunk, dimension: Dimension, camera: Camera) {
let vertices = new Float32Array(CHUNK_AREA * 24 * 6 * 9);
let count = 0;
const blocks_registry = EverythingRegistry.get_registry<TileRegistry>("blocks");
const show_face = (x: number, y: number, z: number) => {
const block = dimension.get_block(x, y, z);
if (block === -1) {
return false;
}
if (block === 0) {
return true;
}
const block_info = blocks_registry[block];
if (block_info?.transparent) {
return true;
}
return false;
};
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 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);
vertices = ensure_capacity(vertices, count + (6 * 6 * 9));
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,
);
}
chunk.vertex_buffer = gl.createBuffer();
chunk.vertex_count = count / 9;
gl.bindBuffer(gl.ARRAY_BUFFER, chunk.vertex_buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
vertices.subarray(0, count),
gl.STATIC_DRAW,
);
}
function ensure_capacity(
buffer: Float32Array<ArrayBuffer>,
required: number,
) {
if (required <= buffer.length) return buffer;
let new_length = buffer.length;
while (new_length < required) {
new_length *= 2;
}
const new_buffer = new Float32Array(new_length);
new_buffer.set(buffer);
return new_buffer;
}