first pass

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2026-07-03 22:04:34 -04:00
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Pipeline Test</title>
<style>
body {
background: #222;
color: #eee;
font-family: monospace;
padding: 20px;
}
#canvas-container {
display: flex;
gap: 20px;
margin-top: 20px;
}
canvas {
border: 1px solid #444;
}
#webgl-canvas {
width: 512px;
height: 512px;
}
</style>
</head>
<body>
<h2>Renderer Data Pipeline Prototype</h2>
<div id="output">Loading and building geometry...</div>
<div id="canvas-container">
<canvas id="webgl-canvas" width="1024" height="1024"></canvas>
<div id="atlas-container"></div>
</div>
<script type="module">
import {loadBlockstate, loadModel, TextureAtlas} from './assets.js';
import {resolveTexture, buildGeometry} from './geometry.js';
import {Renderer} from './renderer.js';
import {
mat4Identity,
mat4Ortho,
mat4LookAt,
mat4Multiply,
mat4Translate,
mat4RotateY
} from './math.js';
// Matches block properties against vanilla variant strings
function resolveVariant(blockstate, properties) {
const propStr = Object.keys(properties).sort().map(k => `${k}=${properties[k]}`).join(',');
let variantDef = blockstate.variants[propStr] || blockstate.variants[""];
return Array.isArray(variantDef) ? variantDef[0] : variantDef;
}
async function testPipeline() {
try {
const atlas = new TextureAtlas(512);
document.getElementById('atlas-container').appendChild(atlas.canvas);
const stateId = 'minecraft:repeater';
const state = await loadBlockstate(stateId);
const directions = ['north', 'east', 'south', 'west'];
const instancesToDraw = [];
// Generate a 4x4 grid covering all repeater states
for (let x = 0; x < 4; x++) {
for (let z = 0; z < 4; z++) {
const props = {
facing: directions[x],
delay: (z + 1).toString(),
locked: (x % 2 === 0).toString(),
powered: (z % 2 === 0).toString()
};
const variant = resolveVariant(state, props);
const model = await loadModel(variant.model);
// Load textures
for (const el of model.elements || []) {
for (const face of Object.values(el.faces || {})) {
const texPath = resolveTexture(model, face.texture);
if (texPath) await atlas.load(texPath);
}
}
// For now, we rebuild geometry per block.
// Later, we will cache buffers by model ID.
const geometry = buildGeometry(model, atlas);
// Calculate instance matrix
const matrix = mat4Identity(new Float32Array(16));
// 1. Move to grid slot
mat4Translate(matrix, matrix, [x * 1.5, 0, z * 1.5]);
// 2. Minecraft rotates around block center (0.5, 0.5, 0.5)
mat4Translate(matrix, matrix, [0.5, 0.5, 0.5]);
if (variant.y) mat4RotateY(matrix, matrix, -variant.y * Math.PI / 180);
mat4Translate(matrix, matrix, [-0.5, -0.5, -0.5]);
instancesToDraw.push({geometry, matrix});
}
}
const webglCanvas = document.getElementById('webgl-canvas');
const renderer = new Renderer(webglCanvas);
renderer.updateAtlas(atlas.canvas);
// Convert raw geometries into WebGL VAOs
const buffers = instancesToDraw.map(inst => renderer.createModelBuffer(inst.geometry));
// Camera setup to fit the grid
const proj = new Float32Array(16);
const view = new Float32Array(16);
const viewProj = new Float32Array(16);
mat4Ortho(proj, -4, 4, -4, 4, -20, 20);
mat4LookAt(view,
8, 6, 8, // Eye
2.25, 0, 2.25, // Look at center of grid
0, 1, 0
);
mat4Multiply(viewProj, proj, view);
function render() {
const gl = renderer.gl;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0.1, 0.1, 0.12, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
for (let i = 0; i < instancesToDraw.length; i++) {
renderer.drawSingleInstance(buffers[i], viewProj, instancesToDraw[i].matrix);
}
requestAnimationFrame(render);
}
render();
document.getElementById('output').innerHTML = `<strong>Repeater Stress Test Active</strong>`;
} catch (err) {
console.error(err);
document.getElementById('output').textContent = 'Error: ' + err.message;
}
}
testPipeline();
</script>
</body>
</html>