working blockstates
This commit is contained in:
148
index.html
148
index.html
@@ -40,20 +40,13 @@
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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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import {mat4Identity, mat4Ortho, mat4LookAt, mat4Multiply, mat4Translate} from './math.js';
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import {World} from './world.js';
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import {resolveBlock} from './blockstate.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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// Helper to uniquely identify a baked model
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function getVariantHash(part) {
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return `${part.model}#y=${part.y || 0},x=${part.x || 0},uvlock=${!!part.uvlock}`;
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}
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async function testPipeline() {
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@@ -61,70 +54,103 @@
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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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// 1. Manually Populate World
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const world = new World();
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const directions = ['north', 'east', 'south', 'west'];
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const instancesToDraw = [];
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// Draw a redstone line into a repeater, next to a cobblestone wall
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world.setBlock('minecraft:redstone_wire', 0, 0, 0, {
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east: 'side',
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west: 'up',
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north: 'none',
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south: 'none',
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power: '15'
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});
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world.setBlock('minecraft:redstone_wire', 1, 0, 0, {
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east: 'side',
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west: 'side',
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north: 'none',
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south: 'none',
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power: '3'
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});
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world.setBlock('minecraft:repeater', 2, 0, 0, {
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facing: 'east',
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delay: '1',
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locked: 'false',
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powered: 'true'
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});
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world.setBlock('minecraft:cobblestone_wall', 2, 0, -1, {
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up: 'true',
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north: 'tall',
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south: 'low'
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});
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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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// 2. Build Scene Pools
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const instancePool = new Map();
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const variant = resolveVariant(state, props);
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const model = await loadModel(variant.model);
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for (const block of world.blocks.values()) {
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const stateJSON = await loadBlockstate(block.id);
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const parts = resolveBlock(stateJSON, block.props);
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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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for (const part of parts) {
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const hash = getVariantHash(part);
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if (!instancePool.has(hash)) {
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instancePool.set(hash, {partDef: part, matrices: [], colors: []});
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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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mat4Translate(matrix, matrix, [block.x, block.y, block.z]);
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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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const pool = instancePool.get(hash);
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pool.matrices.push(...matrix);
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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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// Simple redstone tint calculation (if power exists)
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if (block.props.power) {
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const p = parseInt(block.props.power, 10);
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const red = (0x4B + (p * 12)) / 255;
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pool.colors.push(red, 0.0, 0.0);
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} else {
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pool.colors.push(1.0, 1.0, 1.0); // Default white
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}
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}
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}
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// 3. Bake Geometries & Create WebGL Buffers
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const webglCanvas = document.getElementById('webgl-canvas');
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const renderer = new Renderer(webglCanvas);
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const renderableMeshes = [];
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for (const [hash, pool] of instancePool.entries()) {
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const modelJSON = await loadModel(pool.partDef.model);
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// Load textures
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for (const el of modelJSON.elements || []) {
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for (const face of Object.values(el.faces || {})) {
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const texPath = resolveTexture(modelJSON, face.texture);
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if (texPath) await atlas.load(texPath);
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}
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}
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// Bake geometry with local rotations
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const geometry = buildGeometry(modelJSON, atlas, pool.partDef);
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// Pack instances
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const matrixArray = new Float32Array(pool.matrices);
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const colorArray = new Float32Array(pool.colors);
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const instanceCount = pool.matrices.length / 16;
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const mesh = renderer.createInstancedMesh(geometry, instanceCount, matrixArray, colorArray);
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renderableMeshes.push(mesh);
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}
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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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// 4. Render Setup
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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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mat4Ortho(proj, -3, 3, -3, 3, -20, 20);
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mat4LookAt(view, 6, 5, 6, 1, 0, 0, 0, 1, 0);
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mat4Multiply(viewProj, proj, view);
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function render() {
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@@ -133,20 +159,16 @@
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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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for (const mesh of renderableMeshes) {
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renderer.drawInstanced(mesh, viewProj);
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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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