working blockstates
This commit is contained in:
85
renderer.js
85
renderer.js
@@ -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);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user