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GameStarter/src/js/net/minecraft/client/render/Tessellator.js
T

110 lines
2.9 KiB
JavaScript

import * as THREE from "../../../../../../libraries/three.module.js";
export default class Tessellator {
constructor() {
this.material = new THREE.MeshBasicMaterial({
side: THREE.FrontSide,
transparent: true,
depthTest: true,
vertexColors: true
});
this.red = 0;
this.green = 0;
this.blue = 0;
this.alpha = 0;
}
bindTexture(texture) {
this.material.map = texture;
}
startDrawing() {
this.addedVertices = 0;
this.vertices = [];
this.uv = [];
this.colors = [];
}
setColorRGB(red, green, blue) {
this.red = red;
this.green = green;
this.blue = blue;
}
setColor(red, green, blue, alpha = 1) {
this.setColorRGB(red, green, blue);
this.setAlpha(alpha);
}
multiplyColor(red, green, blue, alpha = 1) {
this.red *= red;
this.green *= green;
this.blue *= blue;
this.alpha *= alpha;
}
setAlpha(alpha) {
this.alpha = alpha;
}
addVertex(x, y, z) {
this.addedVertices++;
// Add vertex
this.vertices.push(x);
this.vertices.push(y);
this.vertices.push(z);
// Add colors
this.colors.push(this.red);
this.colors.push(this.green);
this.colors.push(this.blue);
this.colors.push(this.alpha);
}
addVertexWithUV(x, y, z, u, v) {
this.addVertex(x, y, z);
// Add UV
this.uv.push(u);
this.uv.push(v);
}
transformBrightness(brightness) {
for (let i = 0; i < this.colors.length / 4; i++) {
this.colors[i * 4 + 0] *= brightness;
this.colors[i * 4 + 1] *= brightness;
this.colors[i * 4 + 2] *= brightness;
}
}
draw(group) {
let geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(this.vertices), 3));
geometry.setAttribute('color', new THREE.BufferAttribute(new Float32Array(this.colors), 4));
if (this.uv.length > 0) {
geometry.setAttribute('uv', new THREE.BufferAttribute(new Float32Array(this.uv), 2));
}
// Create index array
let index = [];
let verticesPerFace = 4;
for (let i = 0; i < this.addedVertices / verticesPerFace; i++) {
index.push(i * verticesPerFace + 0);
index.push(i * verticesPerFace + 2);
index.push(i * verticesPerFace + 1);
index.push(i * verticesPerFace + 0);
index.push(i * verticesPerFace + 3);
index.push(i * verticesPerFace + 2);
}
geometry.setIndex(new THREE.BufferAttribute(new Uint32Array(index), 1));
let mesh = new THREE.Mesh(geometry, this.material);
group.matrixAutoUpdate = false;
group.add(mesh);
return mesh;
}
}