window.BlockRenderer = class { static CLASSIC_LIGHTNING = false; constructor(worldRenderer) { this.worldRenderer = worldRenderer; this.tessellator = new Tessellator(); this.tessellator.bindTexture(worldRenderer.textureTerrain); } renderBlock(world, block, x, y, z) { let boundingBox = block.getBoundingBox(world, x, y, z); // Render all faces let values = EnumBlockFace.values(); for (let i = 0; i < values.length; i++) { let face = values[i]; // Check if face is hidden by other block if (block.shouldRenderFace(world, x, y, z, face)) { // Render face this.renderFace(world, block, boundingBox, face, x, y, z); } } } renderFace(world, block, 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 = block.getTextureForFace(face); let minU = (textureIndex % 16) / 16.0; let maxU = minU + (16 / 256); let minV = Math.floor(textureIndex / 16) / 16.0; let maxV = minV + (16 / 256); // Flip V minV = 1 - minV; maxV = 1 - maxV; // Classic lightning if (BlockRenderer.CLASSIC_LIGHTNING) { let level = world === null ? 15 : world.getTotalLightAt(minX + face.x, minY + face.y, minZ + face.z); let brightness = 0.9 / 15.0 * level + 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); this.addBlockCorner(world, face, maxX, minY, minZ, maxU, minV); this.addBlockCorner(world, face, maxX, minY, maxZ, maxU, maxV); } if (face === EnumBlockFace.TOP) { 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 === EnumBlockFace.NORTH) { 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 === EnumBlockFace.SOUTH) { 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 === EnumBlockFace.WEST) { 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 === EnumBlockFace.EAST) { 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) { // Smooth lightning if (!BlockRenderer.CLASSIC_LIGHTNING) { this.setAverageColor(world, face, x, y, z); } this.tessellator.addVertexWithUV(x, y, z, u, v); } setAverageColor(world, face, x, y, z) { // Get the average light level of all 4 blocks at this corner let lightLevelAtThisCorner = this.getAverageLightLevelAt(world, x, y, z); // Convert light level from [0 - 15] to [0.1 - 1.0] let brightness = 0.9 / 15.0 * lightLevelAtThisCorner + 0.1; let color = brightness * face.getShading(); // Set color with shading this.tessellator.setColor(color, color, color); } getAverageLightLevelAt(world, x, y, z) { if (world === null) { return 15; } let totalLightLevel = 0; let totalBlocks = 0; // For all blocks around this corner for (let offsetX = -1; offsetX <= 0; offsetX++) { for (let offsetY = -1; offsetY <= 0; offsetY++) { for (let offsetZ = -1; offsetZ <= 0; offsetZ++) { let typeId = world.getBlockAt(x + offsetX, y + offsetY, z + offsetZ); // Does it contain air? if (typeId === 0 || Block.getById(typeId).isTransparent()) { // Sum up the light levels totalLightLevel += world.getTotalLightAt(x + offsetX, y + offsetY, z + offsetZ); totalBlocks++; } } } } // Calculate the average light level of all surrounding blocks return totalBlocks === 0 ? 0 : totalLightLevel / totalBlocks; } renderGuiBlock(group, block, x, y, size) { this.tessellator.startDrawing(); let boundingBox = block.getBoundingBox(null, 0, 0, 0); this.renderFace(null, block, boundingBox, EnumBlockFace.TOP, 0, 0, 0); this.renderFace(null, block, boundingBox, EnumBlockFace.NORTH, 0, 0, 0); this.renderFace(null, block, boundingBox, EnumBlockFace.EAST, 0, 0, 0); let mesh = this.tessellator.draw(group); mesh.geometry.center(); mesh.rotation.x = -MathHelper.toRadians(45 / 1.5); mesh.rotation.y = MathHelper.toRadians(45); mesh.position.x = x; mesh.position.y = -y; mesh.position.z = -3; //let scale = Math.cos(Date.now() / 1000) * 100; mesh.scale.x = size; mesh.scale.y = size; mesh.scale.z = size; } }