Lighting system
This commit is contained in:
+149
-23
@@ -1,6 +1,7 @@
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import { Camera } from "../components/camera.ts";
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import { mat4 } from "gl-matrix";
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import type { RenderLayer } from "$/common/everything_registry.ts";
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import { TERRAIN_VERTEX_FLOATS } from "../workers/chunk_messages.ts";
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export let device: GPUDevice;
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export let canvas: HTMLCanvasElement;
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@@ -28,6 +29,9 @@ let quad_index_capacity = 0;
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let uniform_layout: GPUBindGroupLayout;
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let texture_layout: GPUBindGroupLayout;
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let sampler: GPUSampler;
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// minecraft's lightmap: the color for every block light (x) and sky light (y) pair, see update_lightmap
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let lightmap: GPUTexture;
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let lightmap_bind_group: GPUBindGroup;
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const vertex_data = new Float32Array(MAX_SPRITES * VERTS_PER_SPRITE * FLOATS_PER_VERT);
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let vert_index = 0;
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@@ -106,22 +110,73 @@ fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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}
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return color;
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}
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`;
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const terrain_shader_src = /* wgsl */ `
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struct Uniforms {
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mvp: mat4x4<f32>,
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}
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@group(0) @binding(0) var<uniform> uniforms: Uniforms;
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@group(1) @binding(0) var texture0: texture_2d<f32>;
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@group(1) @binding(1) var sampler0: sampler;
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@group(2) @binding(0) var lightmap: texture_2d<f32>;
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@group(2) @binding(1) var lightmap_sampler: sampler;
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struct VertexOut {
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@builtin(position) position: vec4<f32>,
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@location(0) @interpolate(perspective, centroid) tex_coord: vec2<f32>,
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// directional shade times ambient occlusion, and alpha
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@location(1) @interpolate(perspective, centroid) color: vec4<f32>,
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// block light, sky light, as lightmap coordinates
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@location(2) @interpolate(perspective, centroid) light: vec2<f32>,
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}
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@vertex
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fn vs_terrain(
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@location(0) position: vec3<f32>,
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@location(1) tex_coord: vec2<f32>,
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@location(2) color: vec4<f32>,
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@location(3) light: vec2<f32>,
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) -> VertexOut {
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var out: VertexOut;
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out.position = uniforms.mvp * vec4<f32>(position, 1.0);
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out.tex_coord = tex_coord;
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out.color = color;
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out.light = light;
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return out;
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}
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fn lit(in: VertexOut) -> vec4<f32> {
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let texel = textureSample(texture0, sampler0, in.tex_coord);
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let light = textureSample(lightmap, lightmap_sampler, in.light).rgb;
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return vec4<f32>(texel.rgb * in.color.rgb * light, texel.a * in.color.a);
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}
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// no discard, so the gpu can reject hidden fragments before running the shader
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@fragment
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fn fs_solid(in: VertexOut) -> @location(0) vec4<f32> {
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return vec4<f32>((textureSample(texture0, sampler0, in.tex_coord) * in.color).rgb, 1.0);
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return vec4<f32>(lit(in).rgb, 1.0);
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}
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// alpha tested instead of blended, so it doesn't need sorting
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@fragment
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fn fs_cutout(in: VertexOut) -> @location(0) vec4<f32> {
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let color = textureSample(texture0, sampler0, in.tex_coord) * in.color;
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let color = lit(in);
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if (color.a < 0.1) {
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discard;
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}
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return vec4<f32>(color.rgb, 1.0);
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}
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@fragment
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fn fs_translucent(in: VertexOut) -> @location(0) vec4<f32> {
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let color = lit(in);
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if (color.a < 0.01) {
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discard;
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}
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return color;
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}
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`;
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export async function init_window(canvas_element: HTMLCanvasElement) {
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@@ -164,6 +219,47 @@ export async function init_window(canvas_element: HTMLCanvasElement) {
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create_uniform_buffer(64);
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create_white_texture();
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create_lightmap();
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}
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// how bright the sky is, 1 at noon. only the lightmap changes, the chunk meshes stay the same
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export function update_lightmap(daylight = 1) {
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// minecraft's LightTexture, with its default brightness setting and no flicker
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const gamma = 0.5;
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const brightness = (level: number) => {
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const f = level / 15;
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return f / (4 - 3 * f);
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};
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const lerp = (from: number, to: number, t: number) => from + (to - from) * t;
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const clamp = (value: number) => Math.min(1, Math.max(0, value));
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const not_gamma = (value: number) => 1 - (1 - value) ** 4;
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const sky_factor = daylight * 0.95 + 0.05;
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// sky light turns blue as it gets dark
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const sky_color = [lerp(daylight, 1, 0.35), lerp(daylight, 1, 0.35), 1];
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const block_boost = 1.5;
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const pixels = new Uint8Array(16 * 16 * 4);
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for (let sky = 0; sky < 16; sky++) {
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for (let block = 0; block < 16; block++) {
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const s = brightness(sky) * sky_factor;
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// block light is warm, it loses blue and green faster as it dims
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const b = brightness(block) * block_boost;
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const color = [
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b + sky_color[0] * s,
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b * ((b * 0.6 + 0.4) * 0.6 + 0.4) + sky_color[1] * s,
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b * (b * b * 0.6 + 0.4) + sky_color[2] * s,
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].map((c) => clamp(lerp(c, 0.75, 0.04)))
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.map((c) => clamp(lerp(lerp(c, not_gamma(c), gamma), 0.75, 0.04)));
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const i = (sky * 16 + block) * 4;
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pixels[i] = Math.round(color[0] * 255);
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pixels[i + 1] = Math.round(color[1] * 255);
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pixels[i + 2] = Math.round(color[2] * 255);
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pixels[i + 3] = 255;
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}
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}
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device.queue.writeTexture({ texture: lightmap }, pixels, { bytesPerRow: 16 * 4 }, [16, 16]);
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}
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export function begin_drawing() {
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@@ -303,6 +399,7 @@ export function draw_terrain(
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render_pass.setBindGroup(0, uniform_bind_group, [uniform_slot * UNIFORM_SLOT_SIZE]);
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render_pass.setBindGroup(1, get_texture_bind_group(current_texture));
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render_pass.setBindGroup(2, lightmap_bind_group);
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render_pass.setVertexBuffer(0, vertex_buffer);
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render_pass.setIndexBuffer(index_buffer, "uint32");
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render_pass.drawIndexed(quad_count * 6);
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@@ -657,31 +754,41 @@ function create_pipelines() {
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depthStencil: depth_3d,
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});
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const terrain_module = device.createShaderModule({ code: terrain_shader_src });
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const terrain_layout = device.createPipelineLayout({
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bindGroupLayouts: [uniform_layout, texture_layout, texture_layout],
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});
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const terrain_vertex: GPUVertexState = {
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module: terrain_module,
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entryPoint: "vs_terrain",
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buffers: [{
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arrayStride: TERRAIN_VERTEX_FLOATS * 4,
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attributes: [
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{ shaderLocation: 0, offset: 0, format: "float32x3" },
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{ shaderLocation: 1, offset: 12, format: "float32x2" },
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{ shaderLocation: 2, offset: 20, format: "float32x4" },
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{ shaderLocation: 3, offset: 36, format: "float32x2" },
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],
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}],
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};
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// like sodium and vanilla: solid and cutout don't blend, translucent blends and still writes depth
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// since it's drawn sorted back to front
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const unblended = (entryPoint: string): GPUFragmentState => ({
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module,
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entryPoint,
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targets: [{ format: canvas_format }],
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});
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const terrain_pipeline = (entryPoint: string, blend?: GPUBlendState) =>
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device.createRenderPipeline({
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layout: terrain_layout,
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vertex: terrain_vertex,
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fragment: { module: terrain_module, entryPoint, targets: [{ format: canvas_format, blend }] },
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multisample,
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primitive: primitive_3d,
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depthStencil: depth_3d,
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});
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terrain_pipelines = {
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solid: device.createRenderPipeline({
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layout,
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vertex,
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fragment: unblended("fs_solid"),
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multisample,
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primitive: primitive_3d,
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depthStencil: depth_3d,
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solid: terrain_pipeline("fs_solid"),
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cutout: terrain_pipeline("fs_cutout"),
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translucent: terrain_pipeline("fs_translucent", {
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color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
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alpha: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
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}),
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cutout: device.createRenderPipeline({
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layout,
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vertex,
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fragment: unblended("fs_cutout"),
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multisample,
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primitive: primitive_3d,
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depthStencil: depth_3d,
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}),
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translucent: pipeline_3d,
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};
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}
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@@ -715,6 +822,25 @@ function get_texture_bind_group(texture: GPUTexture) {
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return bind_group;
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}
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function create_lightmap() {
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lightmap = create_texture(16, 16);
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// linear, so light fades smoothly between levels across a face like in minecraft
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const lightmap_sampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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addressModeU: "clamp-to-edge",
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addressModeV: "clamp-to-edge",
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});
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lightmap_bind_group = device.createBindGroup({
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layout: texture_layout,
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entries: [
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{ binding: 0, resource: lightmap.createView() },
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{ binding: 1, resource: lightmap_sampler },
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],
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});
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update_lightmap();
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}
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function create_white_texture() {
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const tex = create_texture(1, 1);
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device.queue.writeTexture({ texture: tex }, new Uint8Array([255, 255, 255, 255]), { bytesPerRow: 4 }, [1, 1]);
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