333 lines
12 KiB
JavaScript
333 lines
12 KiB
JavaScript
// engine.js
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import {mat4Identity, mat4Translate} from './math.js';
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import {Cache} from "./cache.js";
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import {Blockstate, BlockstateHandler} from "./blockstate.js";
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import {ModelHandler} from "./model.js";
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import {TextureHandler} from "./texture.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;
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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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uniform vec3 u_viewDir;
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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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float sun = max(dot(normal, normalize(u_lightDir)), 0.0);
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float head = max(dot(normal, normalize(u_viewDir)), 0.0);
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float baseLight = clamp(sun + head * 0.3, 0.0, 1.0) * 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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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)) 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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// One solitary hidden canvas to drive all WebGL multi-target logic
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this.canvas = document.createElement('canvas');
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this.canvas.style.display = 'none';
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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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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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viewDir: gl.getUniformLocation(this.program, "u_viewDir"),
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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.cache = new Cache('assets');
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this.atlas = new TextureHandler(256);
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this.cache.register('blockstates', new BlockstateHandler());
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this.cache.register('models', new ModelHandler());
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this.cache.register('textures', this.atlas);
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this.dioramas = [];
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this.worldMeshes = new Map();
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this.renderRequested = false;
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this.observedWorlds = new Set();
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this.updateRequested = false;
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window.addEventListener('resize', () => this.requestRender());
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// to make sure offscreen dioramas are rendered as soon as they become visible
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window.addEventListener('scroll', () => this.requestRender());
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}
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requestUpdate() {
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if (!this.updateRequested) {
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this.updateRequested = true;
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Promise.resolve().then(async () => {
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await this.updateAll();
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this.updateRequested = false;
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});
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}
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}
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requestRender() {
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if (!this.renderRequested) {
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this.renderRequested = true;
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requestAnimationFrame(() => {
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this.renderRequested = false;
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this.render();
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});
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}
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}
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addDiorama(diorama) {
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this.dioramas.push(diorama);
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if (!this.observedWorlds.has(diorama.world)) {
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this.observedWorlds.add(diorama.world);
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diorama.world.subscribe(() => this.requestUpdate());
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}
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}
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async updateAll() {
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const uniqueWorlds = new Set(this.dioramas.map(d => d.world));
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if (uniqueWorlds.size === 0) return;
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const uniqueBlockIds = new Set();
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for (const world of uniqueWorlds) {
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for (const block of world.blocks.values()) uniqueBlockIds.add(block.id);
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}
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await Promise.all(Array.from(uniqueBlockIds).map(id => this.cache.get(id, 'blockstates')));
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const uniqueModelIds = new Set();
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const parsedWorlds = new Map();
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for (const world of uniqueWorlds) {
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const parsedBlocks = [];
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for (const block of world.blocks.values()) {
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const state = await this.cache.get(block.id, 'blockstates');
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const parts = state.resolveParts(block.state);
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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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parsedWorlds.set(world, parsedBlocks);
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}
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await Promise.all(Array.from(uniqueModelIds).map(id => this.cache.get(id, 'models')));
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const textureTasks = [];
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const worldPools = new Map();
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for (const world of uniqueWorlds) {
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const instancePool = new Map();
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for (const {block, parts} of parsedWorlds.get(world)) {
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for (const part of parts) {
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const hash = Blockstate.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.pos);
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const pool = instancePool.get(hash);
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pool.matrices.push(...matrix);
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if (block.state.power) {
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const p = parseInt(block.state.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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for (const pool of instancePool.values()) {
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const blockModel = await this.cache.get(pool.partDef.model, 'models');
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for (const el of blockModel.elements) {
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for (const face of Object.values(el.faces || {})) {
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const texPath = blockModel.resolveTexture(face.texture);
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if (texPath) {
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textureTasks.push(this.cache.get(texPath, 'textures', 'png'));
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}
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}
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}
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}
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worldPools.set(world, instancePool);
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}
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await Promise.all(textureTasks);
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this.updateAtlasTexture();
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for (const world of uniqueWorlds) {
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const newMeshes = [];
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for (const pool of worldPools.get(world).values()) {
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const blockModel = await this.cache.get(pool.partDef.model, 'models');
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const geometry = blockModel.buildGeometry(this.atlas.uvmap, 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.worldMeshes.set(world, newMeshes);
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}
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this.requestRender();
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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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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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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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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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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.useProgram(this.program);
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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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// High-Performance Multi-Target Loop
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for (const diorama of this.dioramas) {
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const rect = diorama.canvas.getBoundingClientRect();
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// Fast Frustum Culling via native DOM properties
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if (rect.bottom < 0 || rect.top > window.innerHeight || rect.right < 0 || rect.left > window.innerWidth) continue;
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// Sync layout device-pixel ratios explicitly to prevent jagged texturing
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const dpr = window.devicePixelRatio || 1;
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const targetW = Math.floor(rect.width * dpr);
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const targetH = Math.floor(rect.height * dpr);
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// Guard: Only update diorama canvas internal buffers if physical dimensions shifted
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if (diorama.canvas.width !== targetW || diorama.canvas.height !== targetH) {
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diorama.canvas.width = targetW;
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diorama.canvas.height = targetH;
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}
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// Apply size changes to hidden canvas ONLY when growing
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if (this.canvas.width < targetW || this.canvas.height < targetH) {
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this.canvas.width = targetW;
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this.canvas.height = targetH;
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}
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gl.viewport(0, 0, targetW, targetH);
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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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const aspect = rect.width / rect.height;
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const viewProj = diorama.updateMatrices(aspect);
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gl.uniformMatrix4fv(this.uniforms.viewProj, false, viewProj);
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gl.uniform3f(this.uniforms.lightDir, 1.0, 3.0, 2.0);
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gl.uniform3f(this.uniforms.viewDir, diorama.viewDir[0], diorama.viewDir[1], diorama.viewDir[2]);
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const meshes = this.worldMeshes.get(diorama.world) || [];
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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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diorama.ctx2d.clearRect(0, 0, targetW, targetH);
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diorama.ctx2d.drawImage(
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this.canvas,
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0, 0, targetW, targetH, // Source sub-rect coordinates from WebGL
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0, 0, targetW, targetH // Destination coordinates on 2D surface
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);
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}
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}
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} |