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wireless-docs/renderer.js
2026-07-03 22:32:48 -04:00

162 lines
5.4 KiB
JavaScript

import {mat4Identity, mat4Multiply, mat4Ortho, mat4LookAt} from './math.js';
const VS_SRC = `#version 300 es
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 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;
out vec2 v_uv;
out float v_light;
out vec3 v_color;
void main() {
gl_Position = u_viewProj * i_matrix * vec4(a_position, 1.0);
v_uv = a_uv;
vec3 normal = normalize(mat3(i_matrix) * a_normal);
// 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;
fragColor = vec4(texColor.rgb * v_color * v_light, texColor.a);
}
`;
function compileShader(gl, type, src) {
const shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(shader));
}
return shader;
}
export class Renderer {
constructor(canvas) {
this.gl = canvas.getContext('webgl2', {antialias: true});
if (!this.gl) throw new Error("WebGL2 not supported");
const gl = this.gl;
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE); // Minecraft culls inside faces
// Compile Program
const vs = compileShader(gl, gl.VERTEX_SHADER, VS_SRC);
const fs = compileShader(gl, gl.FRAGMENT_SHADER, FS_SRC);
this.program = gl.createProgram();
gl.attachShader(this.program, vs);
gl.attachShader(this.program, fs);
gl.linkProgram(this.program);
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
throw new Error(gl.getProgramInfoLog(this.program));
}
this.uniforms = {
viewProj: gl.getUniformLocation(this.program, "u_viewProj"),
lightDir: gl.getUniformLocation(this.program, "u_lightDir"),
texture: gl.getUniformLocation(this.program, "u_texture")
};
this.atlasTexture = gl.createTexture();
}
updateAtlas(canvasAtlas) {
const gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, this.atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvasAtlas);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
}
createInstancedMesh(geometry, instanceCount, matrices, colors) {
const gl = this.gl;
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
// 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);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, size, gl.FLOAT, false, 0, 0);
};
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, instanceCount};
}
drawInstanced(mesh, viewProjMatrix) {
const gl = this.gl;
gl.useProgram(this.program);
gl.uniformMatrix4fv(this.uniforms.viewProj, false, viewProjMatrix);
gl.uniform3f(this.uniforms.lightDir, 1.0, 2.0, 0.5);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.atlasTexture);
gl.uniform1i(this.uniforms.texture, 0);
gl.bindVertexArray(mesh.vao);
gl.drawElementsInstanced(gl.TRIANGLES, mesh.indexCount, gl.UNSIGNED_SHORT, 0, mesh.instanceCount);
}
}