first pass
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index.html
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156
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>Pipeline Test</title>
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<style>
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body {
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background: #222;
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color: #eee;
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font-family: monospace;
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padding: 20px;
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}
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#canvas-container {
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display: flex;
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gap: 20px;
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margin-top: 20px;
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}
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canvas {
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border: 1px solid #444;
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}
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#webgl-canvas {
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width: 512px;
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height: 512px;
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}
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</style>
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</head>
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<body>
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<h2>Renderer Data Pipeline Prototype</h2>
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<div id="output">Loading and building geometry...</div>
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<div id="canvas-container">
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<canvas id="webgl-canvas" width="1024" height="1024"></canvas>
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<div id="atlas-container"></div>
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</div>
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<script type="module">
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import {loadBlockstate, loadModel, TextureAtlas} from './assets.js';
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import {resolveTexture, buildGeometry} from './geometry.js';
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import {Renderer} from './renderer.js';
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import {
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mat4Identity,
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mat4Ortho,
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mat4LookAt,
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mat4Multiply,
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mat4Translate,
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mat4RotateY
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} from './math.js';
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// Matches block properties against vanilla variant strings
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function resolveVariant(blockstate, properties) {
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const propStr = Object.keys(properties).sort().map(k => `${k}=${properties[k]}`).join(',');
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let variantDef = blockstate.variants[propStr] || blockstate.variants[""];
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return Array.isArray(variantDef) ? variantDef[0] : variantDef;
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}
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async function testPipeline() {
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try {
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const atlas = new TextureAtlas(512);
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document.getElementById('atlas-container').appendChild(atlas.canvas);
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const stateId = 'minecraft:repeater';
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const state = await loadBlockstate(stateId);
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const directions = ['north', 'east', 'south', 'west'];
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const instancesToDraw = [];
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// Generate a 4x4 grid covering all repeater states
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for (let x = 0; x < 4; x++) {
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for (let z = 0; z < 4; z++) {
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const props = {
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facing: directions[x],
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delay: (z + 1).toString(),
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locked: (x % 2 === 0).toString(),
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powered: (z % 2 === 0).toString()
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};
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const variant = resolveVariant(state, props);
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const model = await loadModel(variant.model);
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// Load textures
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for (const el of model.elements || []) {
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for (const face of Object.values(el.faces || {})) {
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const texPath = resolveTexture(model, face.texture);
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if (texPath) await atlas.load(texPath);
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}
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}
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// For now, we rebuild geometry per block.
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// Later, we will cache buffers by model ID.
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const geometry = buildGeometry(model, atlas);
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// Calculate instance matrix
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const matrix = mat4Identity(new Float32Array(16));
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// 1. Move to grid slot
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mat4Translate(matrix, matrix, [x * 1.5, 0, z * 1.5]);
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// 2. Minecraft rotates around block center (0.5, 0.5, 0.5)
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mat4Translate(matrix, matrix, [0.5, 0.5, 0.5]);
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if (variant.y) mat4RotateY(matrix, matrix, -variant.y * Math.PI / 180);
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mat4Translate(matrix, matrix, [-0.5, -0.5, -0.5]);
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instancesToDraw.push({geometry, matrix});
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}
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}
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const webglCanvas = document.getElementById('webgl-canvas');
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const renderer = new Renderer(webglCanvas);
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renderer.updateAtlas(atlas.canvas);
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// Convert raw geometries into WebGL VAOs
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const buffers = instancesToDraw.map(inst => renderer.createModelBuffer(inst.geometry));
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// Camera setup to fit the grid
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const proj = new Float32Array(16);
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const view = new Float32Array(16);
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const viewProj = new Float32Array(16);
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mat4Ortho(proj, -4, 4, -4, 4, -20, 20);
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mat4LookAt(view,
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8, 6, 8, // Eye
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2.25, 0, 2.25, // Look at center of grid
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0, 1, 0
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);
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mat4Multiply(viewProj, proj, view);
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function render() {
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const gl = renderer.gl;
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor(0.1, 0.1, 0.12, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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for (let i = 0; i < instancesToDraw.length; i++) {
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renderer.drawSingleInstance(buffers[i], viewProj, instancesToDraw[i].matrix);
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}
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requestAnimationFrame(render);
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}
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render();
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document.getElementById('output').innerHTML = `<strong>Repeater Stress Test Active</strong>`;
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} catch (err) {
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console.error(err);
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document.getElementById('output').textContent = 'Error: ' + err.message;
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}
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}
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testPipeline();
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</script>
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</body>
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</html>
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