multiview. camera controls

This commit is contained in:
David Allemang
2026-07-04 10:43:11 -04:00
parent b4029d1bdf
commit 8249c4dd52
5 changed files with 352 additions and 141 deletions

281
engine.js Normal file
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// engine.js
import {mat4Identity, mat4Translate} from './math.js';
import {loadBlockstate, loadModel, TextureAtlas} from './assets.js';
import {resolveTexture, buildGeometry} from './geometry.js';
import {resolveBlock, getVariantHash} from './blockstate.js';
const VS_SRC = `#version 300 es
layout(location=0) in vec3 a_position;
layout(location=1) in vec3 a_normal;
layout(location=2) in vec2 a_uv;
layout(location=3) in float a_tint;
layout(location=4) in float a_shade;
// Instanced attributes
layout(location=5) in mat4 i_matrix;
layout(location=9) in vec3 i_color;
uniform mat4 u_viewProj;
uniform vec3 u_lightDir;
out vec2 v_uv;
out float v_light;
out vec3 v_color;
void main() {
gl_Position = u_viewProj * i_matrix * vec4(a_position, 1.0);
v_uv = a_uv;
vec3 normal = normalize(mat3(i_matrix) * a_normal);
// Lambertian lighting
float baseLight = max(dot(normal, normalize(u_lightDir)), 0.0) * 0.6 + 0.4;
v_light = mix(1.0, baseLight, a_shade);
v_color = mix(vec3(1.0), i_color, a_tint);
}
`;
const FS_SRC = `#version 300 es
precision highp float;
in vec2 v_uv;
in float v_light;
in vec3 v_color;
uniform sampler2D u_texture;
out vec4 fragColor;
void main() {
vec4 texColor = texture(u_texture, v_uv);
if (texColor.a < 0.1) discard;
fragColor = vec4(texColor.rgb * v_color * v_light, texColor.a);
}
`;
function compileShader(gl, type, src) {
const shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(shader));
}
return shader;
}
export class Engine {
constructor() {
// Global canvas sits fixed behind everything
this.canvas = document.createElement('canvas');
this.canvas.style.position = 'fixed';
this.canvas.style.top = '0';
this.canvas.style.left = '0';
this.canvas.style.width = '100vw';
this.canvas.style.height = '100vh';
this.canvas.style.zIndex = '-1';
document.body.appendChild(this.canvas);
this.gl = this.canvas.getContext('webgl2', {antialias: true, alpha: true});
if (!this.gl) throw new Error("WebGL2 not supported");
const gl = this.gl;
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.enable(gl.SCISSOR_TEST); // Critical for virtual viewports
const vs = compileShader(gl, gl.VERTEX_SHADER, VS_SRC);
const fs = compileShader(gl, gl.FRAGMENT_SHADER, FS_SRC);
this.program = gl.createProgram();
gl.attachShader(this.program, vs);
gl.attachShader(this.program, fs);
gl.linkProgram(this.program);
this.uniforms = {
viewProj: gl.getUniformLocation(this.program, "u_viewProj"),
lightDir: gl.getUniformLocation(this.program, "u_lightDir"),
texture: gl.getUniformLocation(this.program, "u_texture")
};
this.atlasTexture = gl.createTexture();
this.atlas = new TextureAtlas(512);
this.dioramas = [];
this.renderRequested = false;
// Re-render when the page moves or changes size
window.addEventListener('resize', () => {
this.resize();
this.requestRender();
});
window.addEventListener('scroll', () => this.requestRender(), {passive: true});
this.resize();
}
// Debounced render trigger to save battery
requestRender() {
if (!this.renderRequested) {
this.renderRequested = true;
requestAnimationFrame(() => {
this.renderRequested = false;
this.render();
});
}
}
resize() {
this.canvas.width = window.innerWidth;
this.canvas.height = window.innerHeight;
}
addDiorama(diorama) {
this.dioramas.push(diorama);
}
// Transforms a World's data grid into baked WebGL geometry pools
async buildMeshes(world) {
const instancePool = new Map();
// 1. Resolve states and matrices
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 power level tint
if (block.props.power) {
const p = parseInt(block.props.power, 10);
pool.colors.push((0x4B + (p * 12)) / 255, 0.0, 0.0);
} else {
pool.colors.push(1.0, 1.0, 1.0);
}
}
}
// 2. Build geometries & instantiate WebGL buffers
const newMeshes = [];
for (const [hash, pool] of instancePool.entries()) {
const modelJSON = await loadModel(pool.partDef.model);
for (const el of modelJSON.elements || []) {
for (const face of Object.values(el.faces || {})) {
const texPath = resolveTexture(modelJSON, face.texture);
if (texPath) await this.atlas.load(texPath);
}
}
const geometry = buildGeometry(modelJSON, this.atlas, pool.partDef);
const matrixArray = new Float32Array(pool.matrices);
const colorArray = new Float32Array(pool.colors);
const instanceCount = pool.matrices.length / 16;
newMeshes.push(this.createInstancedMesh(geometry, instanceCount, matrixArray, colorArray));
}
this.updateAtlasTexture();
return newMeshes;
}
updateAtlasTexture() {
const gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, this.atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.atlas.canvas);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
}
createInstancedMesh(geometry, instanceCount, matrices, colors) {
const gl = this.gl;
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
const bindGeomAttr = (loc, data, size) => {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, size, gl.FLOAT, false, 0, 0);
};
bindGeomAttr(0, geometry.positions, 3);
bindGeomAttr(1, geometry.normals, 3);
bindGeomAttr(2, geometry.uvs, 2);
bindGeomAttr(3, geometry.tints, 1);
bindGeomAttr(4, geometry.shades, 1);
const ebo = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geometry.indices, gl.STATIC_DRAW);
const matrixBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, matrixBuffer);
gl.bufferData(gl.ARRAY_BUFFER, matrices, gl.STATIC_DRAW);
for (let i = 0; i < 4; i++) {
const loc = 5 + i;
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, 4, gl.FLOAT, false, 64, i * 16);
gl.vertexAttribDivisor(loc, 1);
}
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
gl.enableVertexAttribArray(9);
gl.vertexAttribPointer(9, 3, gl.FLOAT, false, 0, 0);
gl.vertexAttribDivisor(9, 1);
gl.bindVertexArray(null);
return {vao, indexCount: geometry.indices.length, instanceCount};
}
render() {
const gl = this.gl;
// Reset full viewport for clearing
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);
// Use transparent background so the HTML body flows underneath
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(this.program);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.atlasTexture);
gl.uniform1i(this.uniforms.texture, 0);
for (const diorama of this.dioramas) {
const rect = diorama.element.getBoundingClientRect();
// Culling: Skip rendering if element is off-screen
if (rect.bottom < 0 || rect.top > gl.canvas.height ||
rect.right < 0 || rect.left > gl.canvas.width) {
continue;
}
// Map DOM rect to WebGL screen coordinates
const bottom = gl.canvas.height - rect.bottom;
gl.viewport(rect.left, bottom, rect.width, rect.height);
gl.scissor(rect.left, bottom, rect.width, rect.height);
const aspect = rect.width / rect.height;
const viewProj = diorama.camera.updateMatrices(aspect);
gl.uniformMatrix4fv(this.uniforms.viewProj, false, viewProj);
gl.uniform3f(this.uniforms.lightDir, 1.0, 2.0, 0.5);
for (const mesh of diorama.meshes) {
gl.bindVertexArray(mesh.vao);
gl.drawElementsInstanced(gl.TRIANGLES, mesh.indexCount, gl.UNSIGNED_SHORT, 0, mesh.instanceCount);
}
}
}
}