working blockstates

This commit is contained in:
2026-07-03 22:32:48 -04:00
parent 2fa76da8bc
commit a702916de3
7 changed files with 380 additions and 178 deletions

View File

@@ -35,9 +35,9 @@ export async function loadModel(id) {
// Parents sometimes use block/ or item/ prefixes directly
const parentId = model.parent.includes(':') ? model.parent : `minecraft:${model.parent}`;
const parent = await loadModel(parentId);
// Merge textures
model.textures = { ...parent.textures, ...model.textures };
model.textures = {...parent.textures, ...model.textures};
// Inherit elements if child doesn't override them
if (!model.elements) model.elements = parent.elements;
}
@@ -49,12 +49,8 @@ export class TextureAtlas {
this.canvas = document.createElement('canvas');
this.canvas.width = size;
this.canvas.height = size;
this.ctx = this.canvas.getContext('2d', { willReadFrequently: true });
this.ctx = this.canvas.getContext('2d', {willReadFrequently: true});
this.ctx.imageSmoothingEnabled = false;
// Magenta background for missing textures
this.ctx.fillStyle = '#ff00ff';
this.ctx.fillRect(0, 0, size, size);
this.map = new Map();
this.cellSize = 16;
@@ -67,7 +63,17 @@ export class TextureAtlas {
if (this.map.has(id)) return this.map.get(id);
const url = resolveResourceLocation(id, 'textures', 'png');
// Calculate position before trying to load, so we can draw a fallback if it fails
if (this.x + this.cellSize > this.canvas.width) {
this.x = 0;
this.y += this.rowHeight;
this.rowHeight = 0;
}
const currentX = this.x;
const currentY = this.y;
try {
const img = await new Promise((resolve, reject) => {
const i = new Image();
@@ -77,29 +83,32 @@ export class TextureAtlas {
i.src = url;
});
if (this.x + this.cellSize > this.canvas.width) {
this.x = 0;
this.y += this.rowHeight;
this.rowHeight = 0;
}
this.ctx.drawImage(img, this.x, this.y, this.cellSize, this.cellSize);
const uvData = {
u: this.x / this.canvas.width,
v: this.y / this.canvas.height,
du: this.cellSize / this.canvas.width,
dv: this.cellSize / this.canvas.height
};
this.map.set(id, uvData);
this.x += this.cellSize;
this.rowHeight = Math.max(this.rowHeight, this.cellSize);
return uvData;
this.ctx.drawImage(img, currentX, currentY, this.cellSize, this.cellSize);
} catch (e) {
console.warn(`Texture missing: ${id}`);
return null;
// Draw magenta square ONLY for missing textures
this.ctx.fillStyle = '#ff00ff';
this.ctx.fillRect(currentX, currentY, this.cellSize, this.cellSize);
}
const epsU = 0.1 / this.canvas.width;
const epsV = 0.1 / this.canvas.height;
const uvData = {
// Push the start coordinate slightly inward
u: (currentX / this.canvas.width) + epsU,
v: (currentY / this.canvas.height) + epsV,
// Shrink the total width/height to account for the inset on both sides
du: (this.cellSize / this.canvas.width) - (epsU * 2),
dv: (this.cellSize / this.canvas.height) - (epsV * 2)
};
this.map.set(id, uvData);
this.map.set(id, uvData);
this.x += this.cellSize;
this.rowHeight = Math.max(this.rowHeight, this.cellSize);
return uvData;
}
}

46
blockstate.js Normal file
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@@ -0,0 +1,46 @@
function evaluateWhen(properties, condition) {
if (!condition) return true;
if (condition.OR) return condition.OR.some(sub => evaluateWhen(properties, sub));
if (condition.AND) return condition.AND.every(sub => evaluateWhen(properties, sub));
for (const [key, val] of Object.entries(condition)) {
if (key === 'OR' || key === 'AND') continue;
const prop = properties[key];
if (typeof val === 'string' && val.includes('|')) {
if (!val.split('|').includes(prop)) return false;
} else if (prop !== val) {
return false;
}
}
return true;
}
export function resolveBlock(state, properties) {
const parts = [];
if (state.variants) {
// Handle standard variants
const propStr = Object.keys(properties).sort().map(k => `${k}=${properties[k]}`).join(',');
let variantDef = state.variants[propStr] || state.variants[""] || state.variants["normal"];
if (Array.isArray(variantDef)) variantDef = variantDef[0]; // Take first random model
if (variantDef) parts.push(variantDef);
} else if (state.multipart) {
// Handle multipart
for (const part of state.multipart) {
if (evaluateWhen(properties, part.when)) {
let applyDef = part.apply;
if (Array.isArray(applyDef)) applyDef = applyDef[0];
parts.push(applyDef);
}
}
}
// Returns an array of definitions: [{ model: "block/wall_post", y: 90, uvlock: true }, ...]
return parts;
}
export function getVariantHash(part) {
// Uniquely identifies a baked geometry variant so we can pool instances
return `${part.model}#y=${part.y || 0},x=${part.x || 0},uvlock=${!!part.uvlock}`;
}

View File

@@ -1,88 +1,134 @@
// geometry.js
import {mat4Identity, mat4RotateY, mat4Translate} from './math.js'; // Assuming you have mat4RotateX too
const FACES = {
down: { n: [0, -1, 0], c: [[0, 0, 0], [1, 0, 0], [1, 0, 1], [0, 0, 1]] },
up: { n: [0, 1, 0], c: [[0, 1, 1], [1, 1, 1], [1, 1, 0], [0, 1, 0]] },
north: { n: [0, 0, -1], c: [[1, 0, 0], [0, 0, 0], [0, 1, 0], [1, 1, 0]] },
south: { n: [0, 0, 1], c: [[0, 0, 1], [1, 0, 1], [1, 1, 1], [0, 1, 1]] },
west: { n: [-1, 0, 0], c: [[0, 0, 0], [0, 0, 1], [0, 1, 1], [0, 1, 0]] },
east: { n: [1, 0, 0], c: [[1, 0, 1], [1, 0, 0], [1, 1, 0], [1, 1, 1]] }
down: {n: [0, -1, 0], c: [[0, 0, 0], [1, 0, 0], [1, 0, 1], [0, 0, 1]]},
up: {n: [0, 1, 0], c: [[0, 1, 1], [1, 1, 1], [1, 1, 0], [0, 1, 0]]},
north: {n: [0, 0, -1], c: [[1, 0, 0], [0, 0, 0], [0, 1, 0], [1, 1, 0]]},
south: {n: [0, 0, 1], c: [[0, 0, 1], [1, 0, 1], [1, 1, 1], [0, 1, 1]]},
west: {n: [-1, 0, 0], c: [[0, 0, 0], [0, 0, 1], [0, 1, 1], [0, 1, 0]]},
east: {n: [1, 0, 0], c: [[1, 0, 1], [1, 0, 0], [1, 1, 0], [1, 1, 1]]}
};
// Calculates missing UVs by projecting the element bounds onto the face plane
function calculateDefaultUV(faceName, from, to) {
switch (faceName) {
case 'up':
return [from[0], from[2], to[0], to[2]];
case 'down':
return [from[0], 16 - to[2], to[0], 16 - from[2]];
case 'north':
return [16 - to[0], 16 - to[1], 16 - from[0], 16 - from[1]];
case 'south':
return [from[0], 16 - to[1], to[0], 16 - from[1]];
case 'west':
return [from[2], 16 - to[1], to[2], 16 - from[1]];
case 'east':
return [16 - to[2], 16 - to[1], 16 - from[2], 16 - from[1]];
default:
return [0, 0, 16, 16];
}
}
export function resolveTexture(model, ref) {
if (!ref) return null;
if (ref[0] !== '#') return ref;
let key = ref.slice(1);
let val = model.textures?.[key];
// Follow variable chain
while (typeof val === 'string' && val[0] === '#') {
key = val.slice(1);
val = model.textures?.[key];
}
// Handle modern object-style textures
if (val && typeof val === 'object' && val.sprite) {
val = val.sprite;
}
if (val && typeof val === 'object' && val.sprite) val = val.sprite;
return val || null;
}
export function buildGeometry(model, atlas) {
const pos = [];
const norm = [];
const uv = [];
const tint = [];
const idx = [];
// Takes the blockstate variant object to apply y/x rotations and uvlock
export function buildGeometry(model, atlas, variant = {}) {
const pos = [], norm = [], uv = [], tint = [], shade = [], idx = [];
let vOffset = 0;
// 1. Pre-calculate the blockstate rotation matrix (around block center)
const blockMatrix = mat4Identity(new Float32Array(16));
mat4Translate(blockMatrix, blockMatrix, [0.5, 0.5, 0.5]);
// NOTE: Vanilla blockstates also support `x` rotation. You'd add mat4RotateX here if needed.
if (variant.y) mat4RotateY(blockMatrix, blockMatrix, -variant.y * Math.PI / 180);
mat4Translate(blockMatrix, blockMatrix, [-0.5, -0.5, -0.5]);
for (const el of model.elements || []) {
// Map 0-16 voxel scale to 0.0-1.0 world scale
const [fx, fy, fz] = el.from.map(x => x / 16);
const [tx, ty, tz] = el.to.map(x => x / 16);
const size = [tx - fx, ty - fy, tz - fz];
// Element-level shading flag. Used to make repeater torches/redstone dust emissive.
const elementShade = el.shade === false ? 0.0 : 1.0;
for (const [name, face] of Object.entries(el.faces || {})) {
const tmpl = FACES[name];
const texPath = resolveTexture(model, face.texture);
const a = texPath ? atlas.map.get(texPath) : null;
// Skip faces with missing textures in the atlas
if (!a) continue;
// Basic UV fallback if omitted: this is a placeholder.
// Real implementation needs mapping based on face direction and element bounds.
const u1 = (face.uv?.[0] ?? 0) / 16;
const v1 = (face.uv?.[1] ?? 0) / 16;
const u2 = (face.uv?.[2] ?? 16) / 16;
const v2 = (face.uv?.[3] ?? 16) / 16;
// DYNAMIC UV PROJECTION (remains the same)
const rawUV = face.uv || calculateDefaultUV(name, el.from, el.to);
let u1 = rawUV[0] / 16, v1 = rawUV[1] / 16;
let u2 = rawUV[2] / 16, v2 = rawUV[3] / 16;
const au1 = a.u + u1 * a.du;
const au2 = a.u + u2 * a.du;
// WebGL wants V flipped natively compared to Three.js canvas
const av1 = a.v + v1 * a.dv;
const av2 = a.v + v2 * a.dv;
let texRot = face.rotation || 0;
// uvlock compensation
if (variant.uvlock && (name === 'up' || name === 'down') && variant.y) {
texRot = (texRot - variant.y + 360) % 360;
}
const au1 = a.u + u1 * a.du, au2 = a.u + u2 * a.du;
const av1 = a.v + v1 * a.dv, av2 = a.v + v2 * a.dv;
// CORRECTED UV ARRAY MAPPING
// Corner Order: 0:Bottom-Left, 1:Bottom-Right, 2:Top-Right, 3:Top-Left
let faceUVs;
if (texRot === 90) {
// Shift UVs clockwise by 1 corner
faceUVs = [au2, av2, au2, av1, au1, av1, au1, av2];
} else if (texRot === 180) {
// Shift UVs by 2 corners
faceUVs = [au2, av1, au1, av1, au1, av2, au2, av2];
} else if (texRot === 270) {
// Shift UVs by 3 corners
faceUVs = [au1, av1, au1, av2, au2, av2, au2, av1];
} else {
// 0 degrees: av2 (bottom) goes to corners 0 and 1. av1 (top) goes to corners 2 and 3.
faceUVs = [au1, av2, au2, av2, au2, av1, au1, av1];
}
const tintable = face.tintindex !== undefined ? 1.0 : 0.0;
for (let i = 0; i < 4; i++) {
const [cx, cy, cz] = tmpl.c[i];
// TODO: Apply el.rotation matrix here later
pos.push(fx + cx * size[0], fy + cy * size[1], fz + cz * size[2]);
norm.push(...tmpl.n);
let vx = fx + cx * size[0];
let vy = fy + cy * size[1];
let vz = fz + cz * size[2];
// Apply Blockstate Rotation
let wx = blockMatrix[0] * vx + blockMatrix[4] * vy + blockMatrix[8] * vz + blockMatrix[12];
let wy = blockMatrix[1] * vx + blockMatrix[5] * vy + blockMatrix[9] * vz + blockMatrix[13];
let wz = blockMatrix[2] * vx + blockMatrix[6] * vy + blockMatrix[10] * vz + blockMatrix[14];
pos.push(wx, wy, wz);
// Note: Normal rotation should technically use the inverse-transpose of the matrix,
// but since we only have pure rotations, direct multiplication works fine here.
let nx = blockMatrix[0] * tmpl.n[0] + blockMatrix[4] * tmpl.n[1] + blockMatrix[8] * tmpl.n[2];
let ny = blockMatrix[1] * tmpl.n[0] + blockMatrix[5] * tmpl.n[1] + blockMatrix[9] * tmpl.n[2];
let nz = blockMatrix[2] * tmpl.n[0] + blockMatrix[6] * tmpl.n[1] + blockMatrix[10] * tmpl.n[2];
norm.push(nx, ny, nz);
tint.push(tintable);
shade.push(elementShade);
}
uv.push(au1, av1, au2, av1, au2, av2, au1, av2);
// Push 2 triangles per quad
idx.push(
vOffset, vOffset + 1, vOffset + 2,
vOffset, vOffset + 2, vOffset + 3
);
uv.push(...faceUVs);
idx.push(vOffset, vOffset + 1, vOffset + 2, vOffset, vOffset + 2, vOffset + 3);
vOffset += 4;
}
}
@@ -92,6 +138,7 @@ export function buildGeometry(model, atlas) {
normals: new Float32Array(norm),
uvs: new Float32Array(uv),
tints: new Float32Array(tint),
shades: new Float32Array(shade),
indices: new Uint16Array(idx)
};
}

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@@ -40,20 +40,13 @@
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';
import {mat4Identity, mat4Ortho, mat4LookAt, mat4Multiply, mat4Translate} from './math.js';
import {World} from './world.js';
import {resolveBlock} from './blockstate.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;
// Helper to uniquely identify a baked model
function getVariantHash(part) {
return `${part.model}#y=${part.y || 0},x=${part.x || 0},uvlock=${!!part.uvlock}`;
}
async function testPipeline() {
@@ -61,70 +54,103 @@
const atlas = new TextureAtlas(512);
document.getElementById('atlas-container').appendChild(atlas.canvas);
const stateId = 'minecraft:repeater';
const state = await loadBlockstate(stateId);
// 1. Manually Populate World
const world = new World();
const directions = ['north', 'east', 'south', 'west'];
const instancesToDraw = [];
// 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'
});
// 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()
};
// 2. Build Scene Pools
const instancePool = new Map();
const variant = resolveVariant(state, props);
const model = await loadModel(variant.model);
for (const block of world.blocks.values()) {
const stateJSON = await loadBlockstate(block.id);
const parts = resolveBlock(stateJSON, block.props);
// 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 (const part of parts) {
const hash = getVariantHash(part);
if (!instancePool.has(hash)) {
instancePool.set(hash, {partDef: part, matrices: [], colors: []});
}
// 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));
mat4Translate(matrix, matrix, [block.x, block.y, block.z]);
// 1. Move to grid slot
mat4Translate(matrix, matrix, [x * 1.5, 0, z * 1.5]);
const pool = instancePool.get(hash);
pool.matrices.push(...matrix);
// 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});
// 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 = [];
for (const [hash, pool] of instancePool.entries()) {
const modelJSON = await loadModel(pool.partDef.model);
// 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);
}
}
// Bake geometry with local rotations
const geometry = buildGeometry(modelJSON, atlas, pool.partDef);
// Pack instances
const matrixArray = new Float32Array(pool.matrices);
const colorArray = new Float32Array(pool.colors);
const instanceCount = pool.matrices.length / 16;
const mesh = renderer.createInstancedMesh(geometry, instanceCount, matrixArray, colorArray);
renderableMeshes.push(mesh);
}
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
// 4. Render Setup
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
);
mat4Ortho(proj, -3, 3, -3, 3, -20, 20);
mat4LookAt(view, 6, 5, 6, 1, 0, 0, 0, 1, 0);
mat4Multiply(viewProj, proj, view);
function render() {
@@ -133,20 +159,16 @@
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);
for (const mesh of renderableMeshes) {
renderer.drawInstanced(mesh, viewProj);
}
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;
}
}

View File

@@ -1,4 +1,3 @@
// renderer.js
import {mat4Identity, mat4Multiply, mat4Ortho, mat4LookAt} from './math.js';
const VS_SRC = `#version 300 es
@@ -6,10 +5,11 @@ 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; // 0.0 = emissive, 1.0 = shaded
// Instanced attributes
layout(location=4) in mat4 i_matrix;
layout(location=8) in vec3 i_color;
// Instanced attributes shifted to account for a_shade
layout(location=5) in mat4 i_matrix;
layout(location=9) in vec3 i_color;
uniform mat4 u_viewProj;
uniform vec3 u_lightDir;
@@ -22,30 +22,28 @@ void main() {
gl_Position = u_viewProj * i_matrix * vec4(a_position, 1.0);
v_uv = a_uv;
// Apply geometry transform to normals for accurate lighting
vec3 normal = normalize(mat3(i_matrix) * a_normal);
// Simple Lambertian lighting with ambient base
v_light = max(dot(normal, normalize(u_lightDir)), 0.0) * 0.6 + 0.4;
v_color = mix(vec3(1.0), i_color, a_tint); // Blend tint if face is tintable
// Lambertian lighting
float baseLight = max(dot(normal, normalize(u_lightDir)), 0.0) * 0.6 + 0.4;
// Mix between full brightness (1.0) and shaded based on the element's shade flag
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; // Alpha test for foliage/glass
if (texColor.a < 0.1) discard;
fragColor = vec4(texColor.rgb * v_color * v_light, texColor.a);
}
`;
@@ -97,12 +95,13 @@ export class Renderer {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
}
createModelBuffer(geometry) {
createInstancedMesh(geometry, instanceCount, matrices, colors) {
const gl = this.gl;
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
const bindAttr = (loc, data, size) => {
// 1. Bind standard geometry (divisor = 0)
const bindGeomAttr = (loc, data, size) => {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
@@ -110,20 +109,43 @@ export class Renderer {
gl.vertexAttribPointer(loc, size, gl.FLOAT, false, 0, 0);
};
bindAttr(0, geometry.positions, 3);
bindAttr(1, geometry.normals, 3);
bindAttr(2, geometry.uvs, 2);
bindAttr(3, geometry.tints, 1);
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);
// 2. Bind Index Buffer
const ebo = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geometry.indices, gl.STATIC_DRAW);
// 3. Bind Instanced Attributes (divisor = 1)
const matrixBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, matrixBuffer);
gl.bufferData(gl.ARRAY_BUFFER, matrices, gl.STATIC_DRAW);
// Mat4 requires 4 separate vec4 attributes in WebGL
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};
return {vao, indexCount: geometry.indices.length, instanceCount};
}
drawSingleInstance(modelBuffer, viewProjMatrix, modelMatrix) {
drawInstanced(mesh, viewProjMatrix) {
const gl = this.gl;
gl.useProgram(this.program);
@@ -134,22 +156,7 @@ export class Renderer {
gl.bindTexture(gl.TEXTURE_2D, this.atlasTexture);
gl.uniform1i(this.uniforms.texture, 0);
gl.bindVertexArray(modelBuffer.vao);
gl.disableVertexAttribArray(4);
gl.disableVertexAttribArray(5);
gl.disableVertexAttribArray(6);
gl.disableVertexAttribArray(7);
gl.disableVertexAttribArray(8);
// Push the calculated model matrix into the instanced attributes manually
gl.vertexAttrib4f(4, modelMatrix[0], modelMatrix[1], modelMatrix[2], modelMatrix[3]);
gl.vertexAttrib4f(5, modelMatrix[4], modelMatrix[5], modelMatrix[6], modelMatrix[7]);
gl.vertexAttrib4f(6, modelMatrix[8], modelMatrix[9], modelMatrix[10], modelMatrix[11]);
gl.vertexAttrib4f(7, modelMatrix[12], modelMatrix[13], modelMatrix[14], modelMatrix[15]);
gl.vertexAttrib3f(8, 1, 1, 1); // White tint
gl.drawElements(gl.TRIANGLES, modelBuffer.indexCount, gl.UNSIGNED_SHORT, 0);
gl.bindVertexArray(mesh.vao);
gl.drawElementsInstanced(gl.TRIANGLES, mesh.indexCount, gl.UNSIGNED_SHORT, 0, mesh.instanceCount);
}
}

48
scene.js Normal file
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@@ -0,0 +1,48 @@
// scene.js
import { resolveBlock } from './blockstate.js';
import { mat4Identity, mat4Translate } from './math.js';
// ... imports for loading assets ...
export class SceneBuilder {
constructor(renderer, atlas) {
this.renderer = renderer;
this.atlas = atlas;
// Cache parsed geometries by model ID so we only build them once
this.geometryCache = new Map();
}
async buildFromWorld(world) {
// 1. Group all instances by their resolved Model ID
const instancePool = new Map(); // "block/stone" -> [ matrix1, matrix2, ... ]
for (const block of world.blocks.values()) {
const stateJSON = await loadBlockstate(block.id);
const parts = resolveBlock(stateJSON, block.props);
for (const part of parts) {
if (!instancePool.has(part.model)) {
instancePool.set(part.model, {
parts: [],
modelId: part.model
});
}
// Calculate the world position matrix
const matrix = mat4Identity(new Float32Array(16));
mat4Translate(matrix, matrix, [block.x, block.y, block.z]);
instancePool.get(part.model).parts.push({
matrix: matrix,
variant: part // Pass variant so geometry builder handles local rotation
});
}
}
// 2. We now have a list of models and every place they appear.
// The next step is to ensure geometry is built, and pack those matrices
// into Float32Arrays for the WebGL instanced buffers.
return instancePool;
}
}

23
world.js Normal file
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@@ -0,0 +1,23 @@
// world.js
export class World {
constructor() {
this.blocks = new Map(); // Keyed by "x,y,z"
}
setBlock(id, x, y, z, props = {}) {
const key = `${x},${y},${z}`;
this.blocks.set(key, { id, x, y, z, props });
}
updateBlock(x, y, z, newProps) {
const key = `${x},${y},${z}`;
const block = this.blocks.get(key);
if (block) {
block.props = { ...block.props, ...newProps };
}
}
getBlock(x, y, z) {
return this.blocks.get(`${x},${y},${z}`);
}
}