Lighting system
This commit is contained in:
@@ -1,13 +1,20 @@
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import { Component } from "$/common/ecs/mod.ts";
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import { block_value, chunk_key, default_block_value } from "$/common/utils.ts";
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import { AIR_ID, BlockChange } from "$/common/protocol.ts";
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import { BlockRegistry, EverythingRegistry, RENDER_LAYERS, RenderLayer } from "$/common/everything_registry.ts";
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import {
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block_light_emission,
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block_light_opacity,
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BlockRegistry,
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EverythingRegistry,
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RENDER_LAYERS,
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RenderLayer,
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} from "$/common/everything_registry.ts";
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import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, Faces, ID_MASK, VOID } from "../../common/constants.ts";
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import { AssetManager } from "../assets.ts";
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import { ClientWorld } from "../client_world.ts";
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import { ChunkWorkerPool } from "../chunk_workers.ts";
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import { worldgen_mods } from "../mods.ts";
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import type { FromChunkWorker } from "../workers/chunk_messages.ts";
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import { type FromChunkWorker, TERRAIN_VERTEX_FLOATS } from "../workers/chunk_messages.ts";
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import { create_index_buffer, create_vertex_buffer, destroy_buffer, Texture } from "../renderer/mod.ts";
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import { crosses_planes } from "../workers/translucent_sort.ts";
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import { Camera } from "./camera.ts";
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@@ -53,11 +60,13 @@ interface TranslucentSort {
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applied: number;
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}
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const FLOATS_PER_QUAD = 4 * 9;
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const FLOATS_PER_QUAD = 4 * TERRAIN_VERTEX_FLOATS;
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export { chunk_key };
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const NEIGHBOR_OFFSETS = [[-1, 0], [1, 0], [0, -1], [0, 1]] as const;
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// light spreads diagonally too, so meshing and lighting need all 8
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const ALL_NEIGHBOR_OFFSETS = [...NEIGHBOR_OFFSETS, [-1, -1], [1, -1], [-1, 1], [1, 1]] as const;
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export class Dimension extends Component {
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world: ClientWorld;
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@@ -71,6 +80,7 @@ export class Dimension extends Component {
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changes = new Map<string, Map<string, BlockChange>>();
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workers: ChunkWorkerPool;
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#blocks = EverythingRegistry.get_registry<BlockRegistry>("blocks");
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// chunks being generated by a worker, by chunk key
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pending_generation = new Map<number, { x: number; z: number }>();
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@@ -140,9 +150,10 @@ export class Dimension extends Component {
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const index = ly * CHUNK_SIZE * CHUNK_SIZE + lz * CHUNK_SIZE + lx;
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const old_nid = chunk.blocks[index] & ID_MASK;
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chunk.blocks[index] = state === undefined ? default_block_value(nid, info) : block_value(nid, state);
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chunk.dirty = true;
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this.#mark_border_neighbors_dirty(block_chunk_x, block_chunk_z, lx, lz);
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this.#mark_neighbors_dirty(block_chunk_x, block_chunk_z, lx, lz, old_nid, nid);
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}
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// the id with its state bits, VOID outside loaded chunks
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@@ -190,13 +201,37 @@ export class Dimension extends Component {
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const ly = y;
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const index = ly * CHUNK_SIZE * CHUNK_SIZE + lz * CHUNK_SIZE + lx;
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const old_nid = chunk.blocks[index] & ID_MASK;
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chunk.blocks[index] = AIR;
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chunk.dirty = true;
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this.#mark_border_neighbors_dirty(block_chunk_x, block_chunk_z, lx, lz);
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this.#mark_neighbors_dirty(block_chunk_x, block_chunk_z, lx, lz, old_nid, AIR);
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}
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// a block on a chunk's edge changes which faces its neighbor shows
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#mark_border_neighbors_dirty(block_chunk_x: number, block_chunk_z: number, lx: number, lz: number) {
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// a block that lets through or gives off a different amount of light changes the light up to 15 blocks
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// away, so in every neighbor. otherwise only a block on a chunk's edge matters, for its neighbor's faces
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#mark_neighbors_dirty(
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block_chunk_x: number,
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block_chunk_z: number,
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lx: number,
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lz: number,
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old_nid: number,
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new_nid: number,
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) {
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const old_block = this.#blocks[old_nid];
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const new_block = this.#blocks[new_nid];
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if (
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block_light_opacity(old_block) !== block_light_opacity(new_block) ||
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block_light_emission(old_block) !== block_light_emission(new_block)
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) {
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for (const [dx, dz] of ALL_NEIGHBOR_OFFSETS) {
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const n = this.get_chunk(block_chunk_x + dx, block_chunk_z + dz);
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if (n) {
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n.dirty = true;
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}
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}
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return;
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}
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if (lx === 0) {
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const n = this.get_chunk(block_chunk_x - 1, block_chunk_z);
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if (n) {
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@@ -301,13 +336,13 @@ export class Dimension extends Component {
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this.chunks.delete(key);
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}
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// a chunk is only meshed once all its neighbors exist, otherwise its border faces would be wrong
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// and it would have to be meshed again as each neighbor loads
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// a chunk is only meshed once all its neighbors exist, otherwise its border faces and light would be
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// wrong and it would have to be meshed again as each neighbor loads
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can_mesh(chunk: Chunk) {
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if (!chunk.generated) {
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return false;
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}
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for (const [dx, dz] of NEIGHBOR_OFFSETS) {
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for (const [dx, dz] of ALL_NEIGHBOR_OFFSETS) {
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if (!this.is_generated(chunk.x + dx, chunk.z + dz)) {
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return false;
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}
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@@ -323,15 +358,21 @@ export class Dimension extends Component {
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}
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chunk.dirty = false;
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chunk.mesh_version += 1;
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const padded_chunk = this.create_padded_chunk(chunk);
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// copies, the worker lights the whole 3x3 area
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const chunks: (Uint32Array | null)[] = [];
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for (let dz = -1; dz <= 1; dz++) {
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for (let dx = -1; dx <= 1; dx++) {
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chunks.push(this.get_chunk(chunk.x + dx, chunk.z + dz)?.blocks.slice() ?? null);
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}
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}
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this.workers.post({
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type: "mesh",
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chunk_x: chunk.x,
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chunk_z: chunk.z,
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version: chunk.mesh_version,
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padded_chunk,
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chunks,
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camera: [camera.x, camera.y, camera.z],
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}, [padded_chunk.buffer]);
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}, chunks.filter((blocks) => blocks !== null).map((blocks) => blocks.buffer));
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}
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}
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@@ -394,7 +435,7 @@ export class Dimension extends Component {
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this.#set_block_raw(spills[i], spills[i + 1], spills[i + 2], spills[i + 3]);
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}
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for (const [dx, dz] of NEIGHBOR_OFFSETS) {
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for (const [dx, dz] of ALL_NEIGHBOR_OFFSETS) {
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const neighbor = this.get_chunk(cx + dx, cz + dz);
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if (neighbor && neighbor.generated) {
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neighbor.dirty = true;
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@@ -476,6 +517,7 @@ export class Dimension extends Component {
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if (chunk.blocks[index] === AIR) {
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chunk.blocks[index] = nid;
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chunk.dirty = true;
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this.#mark_neighbors_dirty(chunk_x, chunk_z, lx, lz, AIR, nid & ID_MASK);
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}
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}
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@@ -557,44 +599,6 @@ export class Dimension extends Component {
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return undefined;
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}
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create_padded_chunk(chunk: Chunk) {
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const size = CHUNK_SIZE + 2;
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const layer = size * size;
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const padded = new Uint32Array(layer * CHUNK_HEIGHT);
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// look the 3x3 chunks up once instead of once per border block
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const around: (Uint32Array | undefined)[] = [];
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for (let dz = -1; dz <= 1; dz++) {
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for (let dx = -1; dx <= 1; dx++) {
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around.push(this.get_chunk(chunk.x + dx, chunk.z + dz)?.blocks);
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}
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}
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for (let z = -1; z <= CHUNK_SIZE; z++) {
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const dz = z < 0 ? -1 : z >= CHUNK_SIZE ? 1 : 0;
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const lz = z - dz * CHUNK_SIZE;
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for (let x = -1; x <= CHUNK_SIZE; x++) {
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const dx = x < 0 ? -1 : x >= CHUNK_SIZE ? 1 : 0;
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const lx = x - dx * CHUNK_SIZE;
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const source = around[(dz + 1) * 3 + (dx + 1)];
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const source_index = lz * CHUNK_SIZE + lx;
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const padded_index = (z + 1) * size + (x + 1);
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if (!source) {
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for (let y = 0; y < CHUNK_HEIGHT; y++) {
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padded[y * layer + padded_index] = VOID;
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}
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continue;
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}
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for (let y = 0; y < CHUNK_HEIGHT; y++) {
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padded[y * layer + padded_index] = source[y * CHUNK_AREA + source_index] & ID_MASK;
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}
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}
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}
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return padded;
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}
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}
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// functions cant be sent to workers
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