first pass
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155
renderer.js
Normal file
155
renderer.js
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// renderer.js
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import {mat4Identity, mat4Multiply, mat4Ortho, mat4LookAt} from './math.js';
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const VS_SRC = `#version 300 es
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layout(location=0) in vec3 a_position;
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layout(location=1) in vec3 a_normal;
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layout(location=2) in vec2 a_uv;
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layout(location=3) in float a_tint;
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// Instanced attributes
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layout(location=4) in mat4 i_matrix;
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layout(location=8) in vec3 i_color;
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uniform mat4 u_viewProj;
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uniform vec3 u_lightDir;
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out vec2 v_uv;
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out float v_light;
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out vec3 v_color;
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void main() {
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gl_Position = u_viewProj * i_matrix * vec4(a_position, 1.0);
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v_uv = a_uv;
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// Apply geometry transform to normals for accurate lighting
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vec3 normal = normalize(mat3(i_matrix) * a_normal);
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// Simple Lambertian lighting with ambient base
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v_light = max(dot(normal, normalize(u_lightDir)), 0.0) * 0.6 + 0.4;
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v_color = mix(vec3(1.0), i_color, a_tint); // Blend tint if face is tintable
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}
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`;
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const FS_SRC = `#version 300 es
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precision highp float;
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in vec2 v_uv;
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in float v_light;
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in vec3 v_color;
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uniform sampler2D u_texture;
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out vec4 fragColor;
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void main() {
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vec4 texColor = texture(u_texture, v_uv);
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if (texColor.a < 0.1) discard; // Alpha test for foliage/glass
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fragColor = vec4(texColor.rgb * v_color * v_light, texColor.a);
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}
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`;
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function compileShader(gl, type, src) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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throw new Error(gl.getShaderInfoLog(shader));
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}
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return shader;
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}
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export class Renderer {
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constructor(canvas) {
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this.gl = canvas.getContext('webgl2', {antialias: true});
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if (!this.gl) throw new Error("WebGL2 not supported");
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const gl = this.gl;
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.CULL_FACE); // Minecraft culls inside faces
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// Compile Program
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const vs = compileShader(gl, gl.VERTEX_SHADER, VS_SRC);
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const fs = compileShader(gl, gl.FRAGMENT_SHADER, FS_SRC);
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this.program = gl.createProgram();
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gl.attachShader(this.program, vs);
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gl.attachShader(this.program, fs);
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gl.linkProgram(this.program);
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if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
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throw new Error(gl.getProgramInfoLog(this.program));
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}
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this.uniforms = {
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viewProj: gl.getUniformLocation(this.program, "u_viewProj"),
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lightDir: gl.getUniformLocation(this.program, "u_lightDir"),
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texture: gl.getUniformLocation(this.program, "u_texture")
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};
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this.atlasTexture = gl.createTexture();
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}
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updateAtlas(canvasAtlas) {
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const gl = this.gl;
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gl.bindTexture(gl.TEXTURE_2D, this.atlasTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvasAtlas);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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}
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createModelBuffer(geometry) {
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const gl = this.gl;
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const vao = gl.createVertexArray();
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gl.bindVertexArray(vao);
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const bindAttr = (loc, data, size) => {
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const buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, size, gl.FLOAT, false, 0, 0);
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};
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bindAttr(0, geometry.positions, 3);
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bindAttr(1, geometry.normals, 3);
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bindAttr(2, geometry.uvs, 2);
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bindAttr(3, geometry.tints, 1);
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const ebo = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geometry.indices, gl.STATIC_DRAW);
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gl.bindVertexArray(null);
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return {vao, indexCount: geometry.indices.length};
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}
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drawSingleInstance(modelBuffer, viewProjMatrix, modelMatrix) {
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const gl = this.gl;
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gl.useProgram(this.program);
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gl.uniformMatrix4fv(this.uniforms.viewProj, false, viewProjMatrix);
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gl.uniform3f(this.uniforms.lightDir, 1.0, 2.0, 0.5);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.atlasTexture);
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gl.uniform1i(this.uniforms.texture, 0);
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gl.bindVertexArray(modelBuffer.vao);
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gl.disableVertexAttribArray(4);
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gl.disableVertexAttribArray(5);
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gl.disableVertexAttribArray(6);
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gl.disableVertexAttribArray(7);
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gl.disableVertexAttribArray(8);
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// Push the calculated model matrix into the instanced attributes manually
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gl.vertexAttrib4f(4, modelMatrix[0], modelMatrix[1], modelMatrix[2], modelMatrix[3]);
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gl.vertexAttrib4f(5, modelMatrix[4], modelMatrix[5], modelMatrix[6], modelMatrix[7]);
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gl.vertexAttrib4f(6, modelMatrix[8], modelMatrix[9], modelMatrix[10], modelMatrix[11]);
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gl.vertexAttrib4f(7, modelMatrix[12], modelMatrix[13], modelMatrix[14], modelMatrix[15]);
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gl.vertexAttrib3f(8, 1, 1, 1); // White tint
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gl.drawElements(gl.TRIANGLES, modelBuffer.indexCount, gl.UNSIGNED_SHORT, 0);
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}
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}
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