162 lines
5.4 KiB
JavaScript
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);
|
|
}
|
|
} |