refactor project structure, implement tessellator

This commit is contained in:
LabyStudio
2022-01-31 20:15:27 +01:00
parent 192417f626
commit 293a6d9553
15 changed files with 160 additions and 36 deletions
@@ -0,0 +1,81 @@
window.BlockRenderer = class {
constructor(worldRenderer) {
this.worldRenderer = worldRenderer;
this.tessellator = new Tessellator();
this.tessellator.bindTexture(worldRenderer.terrainTexture);
}
renderBlock(world, group, typeId, x, y, z) {
let boundingBox = new BoundingBox(0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
for (let face = 0; face < 6; face++) {
this.tessellator.startDrawing();
this.renderFace(world, typeId, boundingBox, face, x, y, z);
this.tessellator.draw(group);
}
}
renderFace(world, typeId, boundingBox, face, x, y, z) {
// Vertex mappings
let minX = x + boundingBox.minX;
let minY = y + boundingBox.minY;
let minZ = z + boundingBox.minZ;
let maxX = x + boundingBox.maxX;
let maxY = y + boundingBox.maxY;
let maxZ = z + boundingBox.maxZ;
// UV Mapping
let textureIndex = typeId;
let minU = (textureIndex % 16) / 16.0;
let maxU = minU + (16 / 256);
let minV = parseInt(textureIndex / 16); // TODO Math.round
let maxV = minV + (16 / 256);
// Flip V
minV = 1 - minV;
maxV = 1 - maxV;
if (face === 0) {
this.addBlockCorner(world, face, minX, minY, maxZ, minU, maxV);
this.addBlockCorner(world, face, minX, minY, minZ, minU, minV);
this.addBlockCorner(world, face, maxX, minY, minZ, maxU, minV);
this.addBlockCorner(world, face, maxX, minY, maxZ, maxU, maxV);
}
if (face === 1) {
this.addBlockCorner(world, face, maxX, maxY, maxZ, maxU, maxV);
this.addBlockCorner(world, face, maxX, maxY, minZ, maxU, minV);
this.addBlockCorner(world, face, minX, maxY, minZ, minU, minV);
this.addBlockCorner(world, face, minX, maxY, maxZ, minU, maxV);
}
if (face === 2) {
this.addBlockCorner(world, face, minX, maxY, minZ, maxU, minV);
this.addBlockCorner(world, face, maxX, maxY, minZ, minU, minV);
this.addBlockCorner(world, face, maxX, minY, minZ, minU, maxV);
this.addBlockCorner(world, face, minX, minY, minZ, maxU, maxV);
}
if (face === 3) {
this.addBlockCorner(world, face, minX, maxY, maxZ, minU, minV);
this.addBlockCorner(world, face, minX, minY, maxZ, minU, maxV);
this.addBlockCorner(world, face, maxX, minY, maxZ, maxU, maxV);
this.addBlockCorner(world, face, maxX, maxY, maxZ, maxU, minV);
}
if (face === 4) {
this.addBlockCorner(world, face, minX, maxY, maxZ, maxU, minV);
this.addBlockCorner(world, face, minX, maxY, minZ, minU, minV);
this.addBlockCorner(world, face, minX, minY, minZ, minU, maxV);
this.addBlockCorner(world, face, minX, minY, maxZ, maxU, maxV);
}
if (face === 5) {
this.addBlockCorner(world, face, maxX, minY, maxZ, minU, maxV);
this.addBlockCorner(world, face, maxX, minY, minZ, maxU, maxV);
this.addBlockCorner(world, face, maxX, maxY, minZ, maxU, minV);
this.addBlockCorner(world, face, maxX, maxY, maxZ, minU, minV);
}
}
addBlockCorner(world, face, x, y, z, u, v) {
this.tessellator.addVertexWithUV(x, y, z, u, v);
}
}
@@ -0,0 +1,38 @@
window.Tessellator = class {
constructor() {
this.material = new THREE.MeshBasicMaterial({
color: 0xffffff,
side: THREE.BackSide
});
}
bindTexture(texture) {
this.material.map = texture;
}
startDrawing() {
this.verticies = [];
this.uv = [];
}
addVertexWithUV(x, y, z, u, v) {
this.verticies.push(x);
this.verticies.push(y);
this.verticies.push(z);
this.uv.push(u);
this.uv.push(v);
}
draw(group) {
let geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(this.verticies), 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));
let mesh = new THREE.Mesh(geometry, this.material);
group.add(mesh);
}
}
@@ -0,0 +1,99 @@
window.WorldRenderer = class {
constructor(minecraft) {
this.minecraft = minecraft;
this.supportWebGL = !!WebGLRenderingContext
&& (!!document.createElement('canvas').getContext('experimental-webgl')
|| !!document.createElement('canvas').getContext('webgl'));
// Create cameras
this.camera = new THREE.PerspectiveCamera(0, 1, 0.001, 10000);
this.camera.rotation.order = 'ZYX';
this.camera.up = new THREE.Vector3(0, 0, 1);
// Create scene
this.scene = new THREE.Scene();
// Create web renderer
this.canvasElement = document.createElement('canvas')
this.webRenderer = this.supportWebGL ? new THREE.WebGLRenderer({
canvas: this.canvasElement,
antialias: true
}) : new THREE.CanvasRenderer({
canvas: this.canvasElement,
antialias: true
});
// Settings
this.webRenderer.shadowMap.enabled = true;
this.webRenderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
this.webRenderer.autoClear = false;
this.webRenderer.setClearColor(0x000000, 0);
this.webRenderer.clear();
// Add lights
const nightLight = new THREE.AmbientLight(0x888888, 1.0);
this.scene.add(nightLight);
// Load terrain
this.terrainTexture = new THREE.TextureLoader().load( 'src/resources/terrain.png' );
this.terrainTexture.magFilter = THREE.NearestFilter;
this.terrainTexture.minFilter = THREE.LinearFilter;
// Block Renderer
this.blockRenderer = new BlockRenderer(this);
}
render(partialTicks) {
// Setup camera
this.orientCamera(partialTicks);
// Render chunks
this.renderChunks(this, partialTicks);
// Render window
this.webRenderer.render(this.scene, this.camera);
}
orientCamera(partialTicks) {
let player = this.minecraft.player;
// Rotation
this.camera.rotation.y = player.yaw * (Math.PI / 180);
this.camera.rotation.x = player.pitch * (Math.PI / 180);
// Position
let x = player.prevX + (player.x - player.prevX) * partialTicks;
let y = player.prevY + (player.y - player.prevY) * partialTicks;
let z = player.prevZ + (player.z - player.prevZ) * partialTicks;
this.camera.position.set(x, y + player.getEyeHeight(), z);
// Update FOV
this.camera.fov = 85 + player.getFOVModifier();
this.camera.updateProjectionMatrix();
}
renderChunks(renderer, partialTicks) {
let world = this.minecraft.world;
const xKeys = Object.keys(world.chunks)
for (let x = 0; x < xKeys.length; x++) {
let zArray = world.chunks[xKeys[x]];
const zKeys = Object.keys(zArray)
for (let z = 0; z < zKeys.length; z++) {
let chunk = zArray[zKeys[z]];
for (let y = 0; y < chunk.sections.length; y++) {
let section = chunk.sections[y];
if (section.dirty) {
section.rebuild(renderer);
}
}
}
}
}
}