Files
bworld/client/systems/rendering/dimension.ts
T
2026-03-14 19:56:12 -03:00

184 lines
4.5 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 "$/common/constants.ts";
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import {
flush_buffer,
gl,
pushBackFace,
pushBottomFace,
pushFrontFace,
pushLeftFace,
pushRightFace,
pushTopFace,
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);
}
const FACE_PUSHING_FUNCTIONS = {
top: pushTopFace,
bottom: pushBottomFace,
front: pushFrontFace,
back: pushBackFace,
left: pushLeftFace,
right: pushRightFace,
} as const;
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<BlockRegistry>("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 block_info = blocks_registry[block_nid];
const texture_ids = {
top: "bworld:missing",
bottom: "bworld:missing",
front: "bworld:missing",
back: "bworld:missing",
left: "bworld:missing",
right: "bworld:missing",
};
const textures = block_info.textures;
if (!textures) {
throw new Error(`no textures for ${block_nid}`);
}
if (typeof textures === "string") {
texture_ids.top = textures;
texture_ids.bottom = textures;
texture_ids.front = textures;
texture_ids.back = textures;
texture_ids.left = textures;
texture_ids.right = textures;
} else if ("top" in textures && "bottom" in textures && "side" in textures) {
texture_ids.top = textures.top;
texture_ids.bottom = textures.bottom;
texture_ids.front = textures.side;
texture_ids.back = textures.side;
texture_ids.left = textures.side;
texture_ids.right = textures.side;
} else if ("front" in textures && "side" in textures) {
texture_ids.top = textures.side;
texture_ids.bottom = textures.side;
texture_ids.front = textures.front;
texture_ids.back = textures.side;
texture_ids.left = textures.side;
texture_ids.right = textures.side;
}
const [x, y, z] = dimension.index_to_xyz(i);
const wx = chunk.x * CHUNK_SIZE + x;
const wz = chunk.z * CHUNK_SIZE + z;
const faces = {
front: show_face(wx, y, wz + 1),
back: show_face(wx, y, wz - 1),
left: show_face(wx - 1, y, wz),
right: show_face(wx + 1, y, wz),
top: show_face(wx, y + 1, wz),
bottom: show_face(wx, y - 1, wz),
} as const;
for (const side of ["front", "back", "left", "right", "top", "bottom"] as const) {
if (faces[side]) {
const region = get_sprite_region(texture_ids[side]);
vertices = ensure_capacity(vertices, count + (6 * 6 * 9));
count = FACE_PUSHING_FUNCTIONS[side](
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,
);
}
}
}
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;
}