235 lines
8.5 KiB
JavaScript
235 lines
8.5 KiB
JavaScript
import {mat4Identity, mat4Multiply, mat4Ortho, mat4LookAt, mat4Translate} from './math.js';
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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 {resolveBlock, getVariantHash} from './blockstate.js';
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const VS_SRC = `#version 300 es
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layout(location=0) in vec3 a_position;
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layout(location=1) in vec3 a_normal;
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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; // 0.0 = emissive, 1.0 = shaded
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// Instanced attributes shifted to account for a_shade
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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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uniform mat4 u_viewProj;
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uniform vec3 u_lightDir;
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out vec2 v_uv;
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out float v_light;
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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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// Mix between full brightness (1.0) and shaded based on the element's shade flag
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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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const FS_SRC = `#version 300 es
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precision highp float;
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in vec2 v_uv;
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in float v_light;
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in vec3 v_color;
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uniform sampler2D u_texture;
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out vec4 fragColor;
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void main() {
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vec4 texColor = texture(u_texture, v_uv);
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if (texColor.a < 0.1) discard;
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fragColor = vec4(texColor.rgb * v_color * v_light, texColor.a);
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}
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`;
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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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return shader;
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}
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export class Renderer {
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constructor(canvas) {
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this.gl = canvas.getContext('webgl2', {antialias: 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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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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this.program = gl.createProgram();
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gl.attachShader(this.program, vs);
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gl.attachShader(this.program, fs);
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gl.linkProgram(this.program);
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this.uniforms = {
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viewProj: gl.getUniformLocation(this.program, "u_viewProj"),
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lightDir: gl.getUniformLocation(this.program, "u_lightDir"),
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texture: gl.getUniformLocation(this.program, "u_texture")
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};
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this.atlasTexture = gl.createTexture();
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this.atlas = new TextureAtlas(512);
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this.meshes = []; // Array of renderable VAO objects
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// Default Camera Setup
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this.projMatrix = new Float32Array(16);
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this.viewMatrix = new Float32Array(16);
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this.viewProjMatrix = new Float32Array(16);
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this.setCamera(-4, 4, -4, 4, 8, 6, 8, 1, 0, 1);
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}
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setCamera(left, right, bottom, top, eyeX, eyeY, eyeZ, targetX, targetY, targetZ) {
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mat4Ortho(this.projMatrix, left, right, bottom, top, -20, 20);
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mat4LookAt(this.viewMatrix, eyeX, eyeY, eyeZ, targetX, targetY, targetZ, 0, 1, 0);
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mat4Multiply(this.viewProjMatrix, this.projMatrix, this.viewMatrix);
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}
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// This method takes a World object and rebuilds the WebGL buffers
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async updateWorld(world) {
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const instancePool = new Map();
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// 1. Resolve all blocks in the world into part definitions
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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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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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// 2. Build geometries, load textures, and create WebGL buffers
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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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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 this.atlas.load(texPath);
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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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}
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// 3. Upload updated atlas and swap the active meshes
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this.updateAtlasTexture();
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this.meshes = newMeshes;
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}
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updateAtlasTexture() {
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const gl = this.gl;
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gl.bindTexture(gl.TEXTURE_2D, this.atlasTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.atlas.canvas);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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}
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createInstancedMesh(geometry, instanceCount, matrices, colors) {
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const gl = this.gl;
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const vao = gl.createVertexArray();
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gl.bindVertexArray(vao);
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// 1. Bind standard geometry (divisor = 0)
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const bindGeomAttr = (loc, data, size) => {
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const buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, size, gl.FLOAT, false, 0, 0);
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};
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bindGeomAttr(0, geometry.positions, 3);
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bindGeomAttr(1, geometry.normals, 3);
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bindGeomAttr(2, geometry.uvs, 2);
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bindGeomAttr(3, geometry.tints, 1);
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bindGeomAttr(4, geometry.shades, 1);
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// 2. Bind Index Buffer
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const ebo = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geometry.indices, gl.STATIC_DRAW);
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// 3. Bind Instanced Attributes (divisor = 1)
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const matrixBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, matrixBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, matrices, gl.STATIC_DRAW);
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// Mat4 requires 4 separate vec4 attributes in WebGL
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for (let i = 0; i < 4; i++) {
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const loc = 5 + i;
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, 4, gl.FLOAT, false, 64, i * 16);
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gl.vertexAttribDivisor(loc, 1);
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}
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const colorBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(9);
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gl.vertexAttribPointer(9, 3, gl.FLOAT, false, 0, 0);
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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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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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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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gl.useProgram(this.program);
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gl.uniformMatrix4fv(this.uniforms.viewProj, false, this.viewProjMatrix);
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gl.uniform3f(this.uniforms.lightDir, 1.0, 2.0, 0.5);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.atlasTexture);
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gl.uniform1i(this.uniforms.texture, 0);
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for (const mesh of this.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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}
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} |