actually useful

This commit is contained in:
2026-07-03 22:54:51 -04:00
parent a702916de3
commit 38feb21951
4 changed files with 149 additions and 126 deletions

View File

@@ -37,138 +37,73 @@
</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} from './math.js';
import {World} from './world.js';
import {resolveBlock} from './blockstate.js';
// Helper to uniquely identify a baked model
function getVariantHash(part) {
return `${part.model}#y=${part.y || 0},x=${part.x || 0},uvlock=${!!part.uvlock}`;
}
import {Renderer} from './renderer.js';
async function testPipeline() {
try {
const atlas = new TextureAtlas(512);
document.getElementById('atlas-container').appendChild(atlas.canvas);
// 1. Manually Populate World
const world = new World();
// Draw a redstone line into a repeater, next to a cobblestone wall
world.setBlock('minecraft:redstone_wire', 0, 0, 0, {
east: 'side',
west: 'up',
north: 'none',
south: 'none',
power: '15'
});
world.setBlock('minecraft:redstone_wire', 1, 0, 0, {
east: 'side',
west: 'side',
north: 'none',
south: 'none',
power: '3'
});
world.setBlock('minecraft:repeater', 2, 0, 0, {
facing: 'east',
delay: '1',
locked: 'false',
powered: 'true'
});
world.setBlock('minecraft:cobblestone_wall', 2, 0, -1, {
up: 'true',
north: 'tall',
south: 'low'
});
// 2. Build Scene Pools
const instancePool = new Map();
for (const block of world.blocks.values()) {
const stateJSON = await loadBlockstate(block.id);
const parts = resolveBlock(stateJSON, block.props);
for (const part of parts) {
const hash = getVariantHash(part);
if (!instancePool.has(hash)) {
instancePool.set(hash, {partDef: part, matrices: [], colors: []});
}
const matrix = mat4Identity(new Float32Array(16));
mat4Translate(matrix, matrix, [block.x, block.y, block.z]);
const pool = instancePool.get(hash);
pool.matrices.push(...matrix);
// Simple redstone tint calculation (if power exists)
if (block.props.power) {
const p = parseInt(block.props.power, 10);
const red = (0x4B + (p * 12)) / 255;
pool.colors.push(red, 0.0, 0.0);
} else {
pool.colors.push(1.0, 1.0, 1.0); // Default white
}
}
}
// 3. Bake Geometries & Create WebGL Buffers
const webglCanvas = document.getElementById('webgl-canvas');
const renderer = new Renderer(webglCanvas);
const renderableMeshes = [];
// Adjusted camera slightly to see the block underneath
renderer.setCamera(-3, 3, -3, 3, 5, 4, 5, 0, 0, 0);
for (const [hash, pool] of instancePool.entries()) {
const modelJSON = await loadModel(pool.partDef.model);
document.getElementById('atlas-container').appendChild(renderer.atlas.canvas);
// Load textures
for (const el of modelJSON.elements || []) {
for (const face of Object.values(el.faces || {})) {
const texPath = resolveTexture(modelJSON, face.texture);
if (texPath) await atlas.load(texPath);
}
}
const world = new World();
// Bake geometry with local rotations
const geometry = buildGeometry(modelJSON, atlas, pool.partDef);
// Initial State: Closed trapdoor, no redstone block
world.setBlock('minecraft:oak_trapdoor', 0, 0, 0, {
facing: 'east',
open: 'false',
half: 'bottom'
});
world.setBlock('minecraft:glass', -1, 0, 0);
world.setBlock('minecraft:glass', 0, 0, -1);
world.setBlock('minecraft:coal_block', 0, -1, 0);
world.setBlock('minecraft:repeater', 1, -1, 0, {facing: 'west', delay: 1, locked: false, powered: false});
world.setBlock('minecraft:comparator', 0, -1, 1, {facing: 'north', mode: 'compare', powered: false});
// Pack instances
const matrixArray = new Float32Array(pool.matrices);
const colorArray = new Float32Array(pool.colors);
const instanceCount = pool.matrices.length / 16;
await renderer.updateWorld(world);
const mesh = renderer.createInstancedMesh(geometry, instanceCount, matrixArray, colorArray);
renderableMeshes.push(mesh);
// Render Loop (Static, just drawing the current buffers)
function animate() {
renderer.render();
requestAnimationFrame(animate);
}
renderer.updateAtlas(atlas.canvas);
animate();
// 4. Render Setup
const proj = new Float32Array(16);
const view = new Float32Array(16);
const viewProj = new Float32Array(16);
// --- THE STATE MACHINE LOOP ---
let isOpen = false;
mat4Ortho(proj, -3, 3, -3, 3, -20, 20);
mat4LookAt(view, 6, 5, 6, 1, 0, 0, 0, 1, 0);
mat4Multiply(viewProj, proj, view);
setInterval(async () => {
isOpen = !isOpen;
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);
// 1. Mutate the world data
world.updateBlock(0, 0, 0, {open: isOpen.toString()});
for (const mesh of renderableMeshes) {
renderer.drawInstanced(mesh, viewProj);
if (isOpen) {
world.setBlock('minecraft:redstone_block', 0, -1, 0);
world.updateBlock(1, -1, 0, {powered: true})
world.updateBlock(0, -1, 1, {powered: true})
} else {
world.removeBlock(0, -1, 0);
world.updateBlock(1, -1, 0, {powered: false})
world.updateBlock(0, -1, 1, {mode: 'subtract', powered: false})
}
requestAnimationFrame(render);
}
render();
// 2. Tell the renderer to sync with the new world state
await renderer.updateWorld(world);
document.getElementById('output').innerHTML = `<strong>State Demo:</strong> Trapdoor is ${isOpen ? 'OPEN' : 'CLOSED'}`;
// await return new Promise((resolve) => setTimeout(resolve, time));
}, 1000);
} catch (err) {
console.error(err);
document.getElementById('output').textContent = 'Error: ' + err.message;
}
}