faster texture loading
This commit is contained in:
162
engine.js
162
engine.js
@@ -11,7 +11,6 @@ layout(location=2) in vec2 a_uv;
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layout(location=3) in float a_tint;
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layout(location=4) in float a_shade;
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// Instanced attributes
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layout(location=5) in mat4 i_matrix;
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layout(location=9) in vec3 i_color;
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@@ -25,13 +24,9 @@ out vec3 v_color;
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void main() {
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gl_Position = u_viewProj * i_matrix * vec4(a_position, 1.0);
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v_uv = a_uv;
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vec3 normal = normalize(mat3(i_matrix) * a_normal);
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// Lambertian lighting
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float baseLight = max(dot(normal, normalize(u_lightDir)), 0.0) * 0.6 + 0.4;
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v_light = mix(1.0, baseLight, a_shade);
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v_color = mix(vec3(1.0), i_color, a_tint);
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}
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`;
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@@ -54,15 +49,12 @@ function compileShader(gl, type, src) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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throw new Error(gl.getShaderInfoLog(shader));
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}
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(shader));
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return shader;
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}
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export class Engine {
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constructor() {
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// Global canvas sits fixed behind everything
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this.canvas = document.createElement('canvas');
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this.canvas.style.position = 'fixed';
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this.canvas.style.top = '0';
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@@ -73,12 +65,10 @@ export class Engine {
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document.body.appendChild(this.canvas);
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this.gl = this.canvas.getContext('webgl2', {antialias: true, alpha: true});
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if (!this.gl) throw new Error("WebGL2 not supported");
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const gl = this.gl;
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.CULL_FACE);
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gl.enable(gl.SCISSOR_TEST); // Critical for virtual viewports
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gl.enable(gl.SCISSOR_TEST);
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const vs = compileShader(gl, gl.VERTEX_SHADER, VS_SRC);
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const fs = compileShader(gl, gl.FRAGMENT_SHADER, FS_SRC);
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@@ -97,18 +87,14 @@ export class Engine {
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this.atlas = new TextureAtlas(256);
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this.dioramas = [];
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this.dioramaMeshes = new Map(); // Global Mesh Storage: Diorama -> Array of meshes
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this.renderRequested = false;
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// Re-render when the page moves or changes size
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window.addEventListener('resize', () => {
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this.resize();
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this.requestRender();
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});
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window.addEventListener('resize', () => { this.resize(); this.requestRender(); });
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window.addEventListener('scroll', () => this.requestRender(), {passive: true});
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this.resize();
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}
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// Debounced render trigger to save battery
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requestRender() {
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if (!this.renderRequested) {
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this.renderRequested = true;
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@@ -126,63 +112,93 @@ export class Engine {
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addDiorama(diorama) {
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this.dioramas.push(diorama);
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this.dioramaMeshes.set(diorama, []);
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}
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// Transforms a World's data grid into baked WebGL geometry pools
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async buildMeshes(world) {
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const instancePool = new Map();
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// 1. Resolve states and matrices
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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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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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const matrix = mat4Identity(new Float32Array(16));
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mat4Translate(matrix, matrix, [block.x, block.y, block.z]);
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const pool = instancePool.get(hash);
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pool.matrices.push(...matrix);
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// Simple power level tint
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if (block.props.power) {
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const p = parseInt(block.props.power, 10);
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pool.colors.push((0x4B + (p * 12)) / 255, 0.0, 0.0);
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} else {
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pool.colors.push(1.0, 1.0, 1.0);
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}
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}
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// O(1) Cascade: Fetch all resources breadth-first across ALL dioramas
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async updateAll() {
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// --- SWEEP 1: Collect & Fetch Blockstates ---
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const uniqueBlockIds = new Set();
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for (const d of this.dioramas) {
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for (const block of d.world.blocks.values()) uniqueBlockIds.add(block.id);
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}
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await Promise.all(Array.from(uniqueBlockIds).map(id => loadBlockstate(id)));
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// 2. Build geometries & instantiate WebGL buffers
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const load_tasks = [];
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const newMeshes = [];
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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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// --- SWEEP 2: Resolve Parts & Fetch Models ---
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const uniqueModelIds = new Set();
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const parsedDioramas = new Map(); // Diorama -> Array of {block, parts}
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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) load_tasks.push(this.atlas.load(texPath));
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for (const d of this.dioramas) {
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const parsedBlocks = [];
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for (const block of d.world.blocks.values()) {
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const stateJSON = await loadBlockstate(block.id); // Returns instantly from cache
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const parts = resolveBlock(stateJSON, block.props);
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parsedBlocks.push({block, parts});
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for (const p of parts) uniqueModelIds.add(p.model);
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}
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parsedDioramas.set(d, parsedBlocks);
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}
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await Promise.all(Array.from(uniqueModelIds).map(id => loadModel(id)));
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// --- SWEEP 3: Pool Instances & Fetch Textures ---
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const uniqueTexturePaths = new Set();
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const dioramaPools = new Map(); // Diorama -> instancePool
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for (const d of this.dioramas) {
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const instancePool = new Map();
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for (const {block, parts} of parsedDioramas.get(d)) {
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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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const matrix = mat4Identity(new Float32Array(16));
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mat4Translate(matrix, matrix, [block.x, block.y, block.z]);
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const pool = instancePool.get(hash);
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pool.matrices.push(...matrix);
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if (block.props.power) {
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const p = parseInt(block.props.power, 10);
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pool.colors.push((0x4B + (p * 12)) / 255, 0.0, 0.0);
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} else {
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pool.colors.push(1.0, 1.0, 1.0);
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}
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}
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}
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const geometry = buildGeometry(modelJSON, this.atlas, pool.partDef);
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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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newMeshes.push(this.createInstancedMesh(geometry, instanceCount, matrixArray, colorArray));
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// Collect required textures from the resolved models
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for (const pool of instancePool.values()) {
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const modelJSON = await loadModel(pool.partDef.model); // Instant
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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) uniqueTexturePaths.add(texPath);
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}
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}
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}
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dioramaPools.set(d, instancePool);
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}
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await Promise.all(load_tasks)
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this.updateAtlasTexture()
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return newMeshes;
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// Fire all texture image requests concurrently
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await Promise.all(Array.from(uniqueTexturePaths).map(path => this.atlas.load(path)));
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this.updateAtlasTexture();
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// --- SWEEP 4: Bake Geometry ---
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for (const d of this.dioramas) {
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const newMeshes = [];
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for (const pool of dioramaPools.get(d).values()) {
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const modelJSON = await loadModel(pool.partDef.model); // Instant
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const geometry = buildGeometry(modelJSON, this.atlas, pool.partDef);
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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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newMeshes.push(this.createInstancedMesh(geometry, instanceCount, matrixArray, colorArray));
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}
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this.dioramaMeshes.set(d, newMeshes);
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}
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this.requestRender();
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}
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updateAtlasTexture() {
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@@ -235,18 +251,13 @@ export class Engine {
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gl.vertexAttribDivisor(9, 1);
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gl.bindVertexArray(null);
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return {vao, indexCount: geometry.indices.length, instanceCount};
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}
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render() {
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const gl = this.gl;
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// Reset full viewport for clearing
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);
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// Use transparent background so the HTML body flows underneath
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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@@ -257,14 +268,8 @@ export class Engine {
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for (const diorama of this.dioramas) {
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const rect = diorama.element.getBoundingClientRect();
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if (rect.bottom < 0 || rect.top > gl.canvas.height || rect.right < 0 || rect.left > gl.canvas.width) continue;
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// Culling: Skip rendering if element is off-screen
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if (rect.bottom < 0 || rect.top > gl.canvas.height ||
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rect.right < 0 || rect.left > gl.canvas.width) {
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continue;
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}
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// Map DOM rect to WebGL screen coordinates
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const bottom = gl.canvas.height - rect.bottom;
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gl.viewport(rect.left, bottom, rect.width, rect.height);
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gl.scissor(rect.left, bottom, rect.width, rect.height);
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@@ -274,7 +279,8 @@ export class Engine {
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gl.uniformMatrix4fv(this.uniforms.viewProj, false, viewProj);
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gl.uniform3f(this.uniforms.lightDir, 1.0, 2.0, 0.5);
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for (const mesh of diorama.meshes) {
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const meshes = this.dioramaMeshes.get(diorama) || [];
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for (const mesh of meshes) {
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gl.bindVertexArray(mesh.vao);
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gl.drawElementsInstanced(gl.TRIANGLES, mesh.indexCount, gl.UNSIGNED_SHORT, 0, mesh.instanceCount);
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}
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