split up renderers into different classes
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@@ -15,15 +15,6 @@ window.WorldRenderer = class {
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// Block Renderer
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this.blockRenderer = new BlockRenderer(this);
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// Initialize renderers
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this.initializeRenderer();
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this.initializeGui();
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// Load renderer into window
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this.window.loadRenderer(this);
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}
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initializeRenderer() {
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// Create world camera
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this.camera = new THREE.PerspectiveCamera(0, 1, 0.001, 1000);
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this.camera.rotation.order = 'ZYX';
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@@ -52,47 +43,6 @@ window.WorldRenderer = class {
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this.webRenderer.clear();
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}
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initializeGui() {
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// Update camera size
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this.window.canvas2d.width = this.window.width;
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this.window.canvas2d.height = this.window.height;
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// Get context stack of 2d canvas
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this.stack2d = this.window.canvas2d.getContext('2d');
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this.stack2d.webkitImageSmoothingEnabled = false;
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this.stack2d.mozImageSmoothingEnabled = false;
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this.stack2d.imageSmoothingEnabled = false;
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// Create texture from rendered graphics.
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//this.frameBuffer = new THREE.Texture(this.canvas2d)
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//this.frameBuffer.needsUpdate = true;
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//this.frameBuffer.minFilter = THREE.LinearFilter;
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//this.frameBuffer.maxFilter = THREE.LinearFilter;
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// Create HUD material.
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//let material = new THREE.MeshBasicMaterial({
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// map: this.frameBuffer,
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// transparent: true
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//});
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// Create plane to render the HUD. This plane fill the whole screen.
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//let geometry = new THREE.PlaneGeometry(this.canvas2d.width, this.canvas2d.height);
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//let plane = new THREE.Mesh(geometry, material);
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// Create also a custom scene for HUD.
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//this.scene2d = new THREE.Scene();
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//this.scene2d.add(plane);
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// Create 2D camera
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/*this.camera2d = new THREE.OrthographicCamera(0, 0, 0, 0, 0, 30);
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this.camera2d.aspect = this.window.width / this.window.height;
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this.camera2d.left = -this.window.width / 2;
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this.camera2d.right = this.window.width / 2;
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this.camera2d.top = this.window.height / 2;
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this.camera2d.bottom = -this.window.height / 2;
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this.camera2d.updateProjectionMatrix();*/
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}
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render(partialTicks) {
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// Setup camera
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this.orientCamera(partialTicks);
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@@ -103,19 +53,6 @@ window.WorldRenderer = class {
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let cameraChunkZ = Math.floor(player.z >> 4);
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this.renderChunks(cameraChunkX, cameraChunkZ);
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// Reset 2d canvas
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this.stack2d.clearRect(0, 0, this.window.width, this.window.height);
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// Render in-game overlay
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let mouseX = this.minecraft.window.mouseX;
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let mouseY = this.minecraft.window.mouseY;
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this.minecraft.ingameOverlay.render(this.stack2d, mouseX, mouseY, partialTicks);
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// Render current screen
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if (!(this.minecraft.currentScreen === null)) {
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this.minecraft.currentScreen.drawScreen(this.stack2d, mouseX, mouseY, partialTicks);
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}
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// Render actual scene and hud
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this.webRenderer.render(this.scene, this.camera);
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}
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