implement shading

This commit is contained in:
LabyStudio
2022-01-31 21:32:35 +01:00
parent c63bf36bca
commit 00af52a66a
3 changed files with 38 additions and 2 deletions
@@ -43,13 +43,18 @@ window.BlockRenderer = class {
let textureIndex = typeId;
let minU = (textureIndex % 16) / 16.0;
let maxU = minU + (16 / 256);
let minV = parseInt(textureIndex / 16); // TODO Math.round
let minV = Math.round(textureIndex / 16);
let maxV = minV + (16 / 256);
// Flip V
minV = 1 - minV;
maxV = 1 - maxV;
// Classic lightning
let brightness = 0.9 / 15.0 * 15 + 0.1;
let color = brightness * face.getShading();
this.tessellator.setColor(color, color, color);
if (face === EnumBlockFace.BOTTOM) {
this.addBlockCorner(world, face, minX, minY, maxZ, minU, maxV);
this.addBlockCorner(world, face, minX, minY, minZ, minU, minV);
@@ -2,8 +2,10 @@ window.Tessellator = class {
constructor() {
this.material = new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors,
color: 0xffffff,
side: THREE.BackSide
side: THREE.BackSide,
overdraw: 1
});
}
@@ -15,6 +17,13 @@ window.Tessellator = class {
this.addedVertices = 0;
this.vertices = [];
this.uv = [];
this.colors = [];
}
setColor(red, green, blue) {
this.red = red;
this.green = green;
this.blue = blue;
}
addVertexWithUV(x, y, z, u, v) {
@@ -28,11 +37,17 @@ window.Tessellator = class {
// Add UV
this.uv.push(u);
this.uv.push(v);
// Add colors
this.colors.push(this.red);
this.colors.push(this.green);
this.colors.push(this.blue);
}
draw(group) {
let geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(this.vertices), 3));
geometry.addAttribute('color', new THREE.BufferAttribute(new Float32Array(this.colors), 3));
geometry.setAttribute('uv', new THREE.BufferAttribute(new Float32Array(this.uv), 2));
geometry.setIndex(new THREE.BufferAttribute(new Uint32Array([0, 2, 1, 0, 3, 2]), 1));
@@ -6,6 +6,22 @@ window.EnumBlockFace = class {
this.z = z;
}
getShading() {
return this.isXAxis() ? 0.6 : this.isYAxis() ? 1.0 : 0.8;
}
isXAxis() {
return this.x !== 0;
}
isYAxis() {
return this.y !== 0;
}
isZAxis() {
return this.z !== 0;
}
static values() {
return [
EnumBlockFace.TOP,