Lighting system

This commit is contained in:
2026-09-25 15:40:09 -03:00
parent 25f8c683bb
commit 4539898c58
12 changed files with 634 additions and 349 deletions
+5 -1
View File
@@ -5,6 +5,9 @@ import type { SortType } from "./translucent_sort.ts";
// messages between the main thread and the chunk workers
// position 3, uv 2, color 4 (directional shade and ambient occlusion, alpha), lightmap coordinates 2
export const TERRAIN_VERTEX_FLOATS = 11;
export type ToChunkWorker =
| {
type: "init";
@@ -23,7 +26,8 @@ export type ToChunkWorker =
chunk_x: number;
chunk_z: number;
version: number;
padded_chunk: Uint32Array;
// copies of the blocks of the 3x3 chunks around it, going +x then +z from -x -z, for lighting
chunks: (Uint32Array | null)[];
// where the camera is, to sort the translucent quads
camera: number[];
}
+210 -273
View File
@@ -1,9 +1,14 @@
/// <reference lib="webworker" />
import type { BlockRegistry, RenderLayer } from "$/common/everything_registry.ts";
import { AIR, type SpriteRegion } from "$/common/constants.ts";
import {
block_light_emission,
block_light_opacity,
type BlockRegistry,
type RenderLayer,
} from "$/common/everything_registry.ts";
import { AIR, CHUNK_HEIGHT, CHUNK_SIZE, ID_MASK, type SpriteRegion, TEXTURE_SIZE } from "$/common/constants.ts";
import type { Texture } from "../renderer/types.ts";
import type { FromChunkWorker, ToChunkWorker } from "./chunk_messages.ts";
import { type FromChunkWorker, TERRAIN_VERTEX_FLOATS, type ToChunkWorker } from "./chunk_messages.ts";
import { generate_raw_chunk, WorldgenSetup } from "$/common/generation.ts";
import { load_worldgen } from "$/common/worldgen_loader.ts";
import { default_block_value } from "$/common/utils.ts";
@@ -15,247 +20,52 @@ import {
sort_by_distance,
sort_quads,
} from "./translucent_sort.ts";
const pad = 0.5;
function push_vertex(
vertices: Float32Array,
i: number,
px: number,
py: number,
pz: number,
u: number,
v: number,
r: number,
g: number,
b: number,
a: number,
) {
vertices[i++] = px;
vertices[i++] = py;
vertices[i++] = pz;
vertices[i++] = u;
vertices[i++] = v;
vertices[i++] = r;
vertices[i++] = g;
vertices[i++] = b;
vertices[i++] = a;
return i;
}
export function push_front_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + 1;
const y2 = y + 1;
const z2 = z + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u0, v0, r, g, b, a);
return i;
}
export function push_back_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + 1;
const y2 = y + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y, z, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u0, v0, r, g, b, a);
return i;
}
export function push_left_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const y2 = y + 1;
const z2 = z + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y, z2, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
return i;
}
export function push_right_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + 1;
const y2 = y + 1;
const z2 = z + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u0, v0, r, g, b, a);
return i;
}
export function push_top_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + 1;
const z2 = z + 1;
const y2 = y + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
return i;
}
export function push_bottom_face(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + 1;
const z2 = z + 1;
const u0 = (sx + pad) / texture.width;
const v0 = (sy + pad) / texture.height;
const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z2, u0, v0, r, g, b, a);
return i;
}
import {
LightRegion,
type LightTables,
region_block,
region_block_light,
REGION_LAYER,
REGION_SIZE,
region_sky,
REGION_VOID,
} from "./lighting.ts";
type TexturesInfo = Record<string, SpriteRegion>;
const CHUNK_SIZE = 16;
const CHUNK_HEIGHT = 128;
const TEXTURE_SIZE = 16;
const FLOATS_PER_QUAD = 4 * 9;
const FLOATS_PER_QUAD = 4 * TERRAIN_VERTEX_FLOATS;
// keeps texture lookups off the sprite's edge
const UV_PAD = 0.5;
// same order as FACE_NORMALS in translucent_sort.ts
const FACES = ["top", "bottom", "front", "back", "left", "right"] as const;
const FACE_PUSHING_FUNCTIONS = [
push_top_face,
push_bottom_face,
push_front_face,
push_back_face,
push_left_face,
push_right_face,
// each face's corners in drawing order (counter clockwise from outside), as offsets from the block's corner
const FACE_CORNERS = [
[[0, 1, 1], [1, 1, 1], [1, 1, 0], [0, 1, 0]],
[[0, 0, 0], [1, 0, 0], [1, 0, 1], [0, 0, 1]],
[[0, 0, 1], [1, 0, 1], [1, 1, 1], [0, 1, 1]],
[[1, 0, 0], [0, 0, 0], [0, 1, 0], [1, 1, 0]],
[[0, 0, 0], [0, 0, 1], [0, 1, 1], [0, 1, 0]],
[[1, 0, 1], [1, 0, 0], [1, 1, 0], [1, 1, 1]],
] as const;
// which end of the sprite each corner gets, u then v (0 = start, 1 = end)
const CORNER_UVS = [[0, 1], [1, 1], [1, 0], [0, 0]] as const;
// minecraft's shading by direction, so faces stay apart even in flat light
const FACE_SHADE = [1.0, 0.5, 0.8, 0.8, 0.6, 0.6];
// for each face corner, the two cells beside the cell in front of the face that touch that corner,
// as [index offset, y offset] for each. the cell touching both is at the sum of them
const CORNER_SIDES = FACE_CORNERS.map((corners, face) =>
corners.map((corner) => {
const sides: number[] = [];
for (let axis = 0; axis < 3; axis++) {
if (FACE_NORMALS[face][axis] !== 0) continue;
const d = corner[axis] * 2 - 1;
sides.push(axis === 0 ? d : axis === 1 ? d * REGION_LAYER : d * REGION_SIZE, axis === 1 ? d : 0);
}
return sides;
})
);
const SOLID = 0;
const CUTOUT = 1;
@@ -264,9 +74,18 @@ const LAYER_IDS: Record<RenderLayer, number> = { solid: SOLID, cutout: CUTOUT, t
let blocks_registry: BlockRegistry[] = [];
let block_ids: Record<string, number> = {};
// by numeric id, checked for every face
let block_layers = new Uint8Array(0);
let block_cull_same = new Uint8Array(0);
// by numeric id, looked up for every face. like sodium's light data cache, everything the mesher asks about a
// block is worked out once instead of per face
const TABLE_SIZE = ID_MASK + 1;
const block_layers = new Uint8Array(TABLE_SIZE);
const block_cull_same = new Uint8Array(TABLE_SIZE);
// darkens the corners it touches (minecraft's ambient occlusion), blocks with a full collision box do
const block_occludes = new Uint8Array(TABLE_SIZE);
// light can come around a corner past it
const block_lets_light_by = new Uint8Array(TABLE_SIZE);
const light_tables: LightTables = { opacity: new Uint8Array(TABLE_SIZE), emission: new Uint8Array(TABLE_SIZE) };
const region = new LightRegion();
let textures_info: TexturesInfo = {};
let image: Texture;
let worldgen: WorldgenSetup | undefined;
@@ -281,11 +100,7 @@ self.onmessage = async (event: MessageEvent<ToChunkWorker>) => {
case "init":
blocks_registry = message.blocks_registry;
block_ids = message.block_ids;
block_layers = Uint8Array.from(blocks_registry, (block) => LAYER_IDS[block?.render_layer ?? "solid"]);
block_cull_same = Uint8Array.from(
blocks_registry,
(block) => (block?.cull_same ?? block?.render_layer === "translucent") ? 1 : 0,
);
build_block_tables();
textures_info = message.textures_info;
image = message.image as Texture;
default_values = blocks_registry.map((block, nid) => default_block_value(nid, block));
@@ -298,12 +113,9 @@ self.onmessage = async (event: MessageEvent<ToChunkWorker>) => {
generate(message.chunk_x, message.chunk_z, message.seed);
break;
case "mesh": {
const { solid, cutout, translucent } = make_chunk_mesh(
message.chunk_x,
message.chunk_z,
message.padded_chunk,
message.camera,
);
region.fill(message.chunks);
region.compute(light_tables);
const { solid, cutout, translucent } = make_chunk_mesh(message.chunk_x, message.chunk_z, message.camera);
post(
{
type: "meshed",
@@ -351,32 +163,161 @@ function generate(chunk_x: number, chunk_z: number, seed: string) {
post({ type: "generated", chunk_x, chunk_z, blocks, spills }, [blocks.buffer, spills.buffer]);
}
function build_block_tables() {
blocks_registry.forEach((block, nid) => {
if (!block || nid === AIR) return;
const layer = LAYER_IDS[block.render_layer ?? "solid"];
const opacity = block_light_opacity(block);
block_layers[nid] = layer;
block_cull_same[nid] = (block.cull_same ?? layer === TRANSLUCENT) ? 1 : 0;
block_occludes[nid] = block.has_collision && layer !== TRANSLUCENT ? 1 : 0;
block_lets_light_by[nid] = layer !== SOLID || opacity === 0 ? 1 : 0;
light_tables.opacity[nid] = opacity;
light_tables.emission[nid] = block_light_emission(block);
});
block_lets_light_by[AIR] = 1;
block_layers[REGION_VOID] = SOLID;
block_occludes[REGION_VOID] = 1;
light_tables.opacity[REGION_VOID] = 15;
}
// the rule vanilla minecraft (and so sodium) uses: solid neighbors hide a face, and some blocks
// hide faces between two of themselves
function show_face(block: number, neighbor: number) {
if (neighbor === AIR) return true;
// unloaded (VOID) or above/below the world
const layer = block_layers[neighbor];
if (layer === undefined || layer === SOLID) return false;
if (block_layers[neighbor] === SOLID) return false;
return !(neighbor === block && block_cull_same[block]);
}
function make_chunk_mesh(chunk_x: number, chunk_z: number, padded_chunk: Uint32Array, camera: number[]) {
const layers = [SOLID, CUTOUT, TRANSLUCENT].map(() => ({ vertices: new Float32Array(2048), floats: 0 }));
// per corner of the face being built
const corner_sky = new Float32Array(4);
const corner_block = new Float32Array(4);
const corner_ao = new Float32Array(4);
// minecraft's smooth lighting: each corner averages the light of the cell in front of the face and the three
// cells around it that touch the corner, and gets darker for each of those that's a full block
function light_face_corners(face: number, front: number, front_y: number) {
const front_id = region_block(region, front, front_y);
const front_sky = region_sky(region, front, front_y);
const front_block = region_block_light(region, front, front_y);
const front_ao = block_occludes[front_id] ? 0.2 : 1;
for (let corner = 0; corner < 4; corner++) {
const [a_offset, a_dy, b_offset, b_dy] = CORNER_SIDES[face][corner];
const a = front + a_offset;
const a_y = front_y + a_dy;
const b = front + b_offset;
const b_y = front_y + b_dy;
const a_id = region_block(region, a, a_y);
const b_id = region_block(region, b, b_y);
let a_sky = region_sky(region, a, a_y);
let a_block = region_block_light(region, a, a_y);
let b_sky = region_sky(region, b, b_y);
let b_block = region_block_light(region, b, b_y);
const a_ao = block_occludes[a_id] ? 0.2 : 1;
const b_ao = block_occludes[b_id] ? 0.2 : 1;
// with both sides closed the corner cell can't be seen, vanilla uses a side's values instead
let c_sky = a_sky;
let c_block = a_block;
let c_ao = a_ao;
if (block_lets_light_by[a_id] || block_lets_light_by[b_id]) {
const c = a + b_offset;
const c_y = a_y + b_dy;
c_sky = region_sky(region, c, c_y);
c_block = region_block_light(region, c, c_y);
c_ao = block_occludes[region_block(region, c, c_y)] ? 0.2 : 1;
}
// cells with no light at all are usually inside solid blocks, vanilla counts them as the front cell
// so corners against walls don't go black
if (a_sky === 0 && a_block === 0) {
a_sky = front_sky;
a_block = front_block;
}
if (b_sky === 0 && b_block === 0) {
b_sky = front_sky;
b_block = front_block;
}
if (c_sky === 0 && c_block === 0) {
c_sky = front_sky;
c_block = front_block;
}
corner_sky[corner] = (a_sky + b_sky + c_sky + front_sky) / 4;
corner_block[corner] = (a_block + b_block + c_block + front_block) / 4;
corner_ao[corner] = (a_ao + b_ao + c_ao + front_ao) / 4;
}
}
// sodium's rule for which diagonal splits the quad: the brighter one, otherwise the ambient occlusion
// gets smeared across the whole face
function should_flip() {
const ao_02 = corner_ao[0] + corner_ao[2];
const ao_13 = corner_ao[1] + corner_ao[3];
if (ao_02 !== ao_13) {
return ao_02 < ao_13;
}
const light = (corner: number) => corner_sky[corner] * 16 + corner_block[corner];
return light(0) + light(2) > light(1) + light(3);
}
function push_quad(
vertices: Float32Array,
i: number,
face: number,
x: number,
y: number,
z: number,
sprite: SpriteRegion,
alpha: number,
) {
const u0 = (sprite.x * TEXTURE_SIZE + UV_PAD) / image.width;
const v0 = (sprite.y * TEXTURE_SIZE + UV_PAD) / image.height;
const u1 = ((sprite.x + 1) * TEXTURE_SIZE - UV_PAD) / image.width;
const v1 = ((sprite.y + 1) * TEXTURE_SIZE - UV_PAD) / image.height;
const shade = FACE_SHADE[face];
// starting from the second corner moves the diagonal, the winding stays the same
const first = should_flip() ? 1 : 0;
for (let k = 0; k < 4; k++) {
const corner = (first + k) & 3;
const [cx, cy, cz] = FACE_CORNERS[face][corner];
const [cu, cv] = CORNER_UVS[corner];
const brightness = shade * corner_ao[corner];
vertices[i++] = x + cx;
vertices[i++] = y + cy;
vertices[i++] = z + cz;
vertices[i++] = cu ? u1 : u0;
vertices[i++] = cv ? v1 : v0;
vertices[i++] = brightness;
vertices[i++] = brightness;
vertices[i++] = brightness;
vertices[i++] = alpha;
// where to read the lightmap, block light across and sky light down
vertices[i++] = (corner_block[corner] + 0.5) / 16;
vertices[i++] = (corner_sky[corner] + 0.5) / 16;
}
return i;
}
// region has to be filled and lit first
function make_chunk_mesh(chunk_x: number, chunk_z: number, camera: number[]) {
const layers = [SOLID, CUTOUT, TRANSLUCENT].map(() => ({ vertices: new Float32Array(4096), floats: 0 }));
// for sorting the translucent quads
let centers = new Float32Array(256);
let faces = new Uint8Array(256);
const size = CHUNK_SIZE + 2;
const layer_size = size * size;
// where the neighbor on each face is in padded_chunk, same order as FACES
const face_offsets = [layer_size, -layer_size, size, -size, -1, 1];
// where the neighbor on each face is, same order as FACES
const face_offsets = FACE_NORMALS.map(([nx, ny, nz]) => nx + ny * REGION_LAYER + nz * REGION_SIZE);
for (let y = 0; y < CHUNK_HEIGHT; y++) {
for (let z = 0; z < CHUNK_SIZE; z++) {
for (let x = 0; x < CHUNK_SIZE; x++) {
const index = y * layer_size + (z + 1) * size + (x + 1);
const block_nid = padded_chunk[index];
// the middle chunk of the region
const index = y * REGION_LAYER + (z + CHUNK_SIZE) * REGION_SIZE + x + CHUNK_SIZE;
const block_nid = region.blocks[index];
if (block_nid === AIR) continue;
const block_info = blocks_registry[block_nid];
@@ -423,26 +364,22 @@ function make_chunk_mesh(chunk_x: number, chunk_z: number, padded_chunk: Uint32A
const wz = chunk_z * CHUNK_SIZE + z;
for (let face = 0; face < 6; face++) {
if (!show_face(block_nid, padded_chunk[index + face_offsets[face]])) {
const front = index + face_offsets[face];
const front_y = y + FACE_NORMALS[face][1];
if (!show_face(block_nid, region_block(region, front, front_y))) {
continue;
}
const region = textures_info[texture_ids[FACES[face]]];
light_face_corners(face, front, front_y);
layer.vertices = ensure_capacity(layer.vertices, layer.floats + FLOATS_PER_QUAD);
layer.floats = FACE_PUSHING_FUNCTIONS[face](
layer.floats = push_quad(
layer.vertices,
layer.floats,
image,
face,
wx,
y,
wz,
region.x * TEXTURE_SIZE,
region.y * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
1,
1,
1,
textures_info[texture_ids[FACES[face]]],
alpha,
);
+176
View File
@@ -0,0 +1,176 @@
// minecraft's lighting: every block has a sky light and a block light level from 0 to 15.
// sky light starts at 15 above the world and goes straight down without getting weaker until it hits
// something that isn't fully clear, block light starts at blocks that give off light. both spread to
// neighbors losing max(1, the neighbor's opacity) per step.
//
// minecraft stores light and updates it as blocks change. here it's worked out from scratch for the
// 3x3 chunks around the chunk being meshed, which gives the same result: light reaches at most 15
// blocks, so nothing outside those chunks can light the middle one or its border
import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, ID_MASK } from "$/common/constants.ts";
export const REGION_SIZE = CHUNK_SIZE * 3;
export const REGION_LAYER = REGION_SIZE * REGION_SIZE;
export const REGION_VOLUME = REGION_LAYER * CHUNK_HEIGHT;
// what unloaded chunks and the space below the world are made of: opaque, dark, never shown
export const REGION_VOID = ID_MASK;
// by numeric block id
export interface LightTables {
opacity: Uint8Array;
emission: Uint8Array;
}
export class LightRegion {
// block ids without their state bits, indexed y * REGION_LAYER + z * REGION_SIZE + x
blocks = new Uint16Array(REGION_VOLUME);
sky = new Uint8Array(REGION_VOLUME);
block_light = new Uint8Array(REGION_VOLUME);
// the lowest y that still sees the sky, per column
#heights = new Int32Array(REGION_LAYER);
#queue = new Int32Array(1 << 18);
#queue_length = 0;
// the 3x3 chunks around the one being meshed, going +x then +z, starting at -x -z. missing ones are void
fill(chunks: (Uint32Array | null)[]) {
for (let i = 0; i < 9; i++) {
const source = chunks[i];
const origin = Math.floor(i / 3) * CHUNK_SIZE * REGION_SIZE + (i % 3) * CHUNK_SIZE;
for (let y = 0; y < CHUNK_HEIGHT; y++) {
for (let z = 0; z < CHUNK_SIZE; z++) {
const to = y * REGION_LAYER + origin + z * REGION_SIZE;
if (!source) {
this.blocks.fill(REGION_VOID, to, to + CHUNK_SIZE);
continue;
}
const from = y * CHUNK_AREA + z * CHUNK_SIZE;
for (let x = 0; x < CHUNK_SIZE; x++) {
this.blocks[to + x] = source[from + x] & ID_MASK;
}
}
}
}
}
compute(tables: LightTables) {
this.#compute_sky(tables);
this.#compute_block_light(tables);
}
#compute_sky({ opacity }: LightTables) {
const { blocks, sky } = this;
sky.fill(0);
this.#queue_length = 0;
// straight down from the top, until something isn't fully clear
for (let column = 0; column < REGION_LAYER; column++) {
let y = CHUNK_HEIGHT - 1;
while (y >= 0 && opacity[blocks[y * REGION_LAYER + column]] === 0) {
sky[y * REGION_LAYER + column] = 15;
y--;
}
this.#heights[column] = y + 1;
}
// only the lit cells next to a darker one can spread: the bottom of each column's sunlight,
// and the part of it that's beside a neighbor column's shade
for (let z = 0; z < REGION_SIZE; z++) {
for (let x = 0; x < REGION_SIZE; x++) {
const column = z * REGION_SIZE + x;
const height = this.#heights[column];
let highest_neighbor = height;
if (x > 0) highest_neighbor = Math.max(highest_neighbor, this.#heights[column - 1]);
if (x < REGION_SIZE - 1) highest_neighbor = Math.max(highest_neighbor, this.#heights[column + 1]);
if (z > 0) highest_neighbor = Math.max(highest_neighbor, this.#heights[column - REGION_SIZE]);
if (z < REGION_SIZE - 1) {
highest_neighbor = Math.max(highest_neighbor, this.#heights[column + REGION_SIZE]);
}
const top = Math.min(CHUNK_HEIGHT - 1, Math.max(height, highest_neighbor - 1));
for (let y = height; y <= top; y++) {
this.#push(y * REGION_LAYER + column);
}
}
}
this.#propagate(sky, opacity, true);
}
#compute_block_light({ opacity, emission }: LightTables) {
const { blocks, block_light } = this;
block_light.fill(0);
this.#queue_length = 0;
for (let i = 0; i < REGION_VOLUME; i++) {
const level = emission[blocks[i]];
if (level > 0) {
block_light[i] = level;
this.#push(i);
}
}
this.#propagate(block_light, opacity, false);
}
#push(index: number) {
if (this.#queue_length === this.#queue.length) {
const bigger = new Int32Array(this.#queue.length * 2);
bigger.set(this.#queue);
this.#queue = bigger;
}
this.#queue[this.#queue_length++] = index;
}
// breadth first from everything queued. a cell can be queued again when a brighter path reaches it
#propagate(light: Uint8Array, opacity: Uint8Array, is_sky: boolean) {
const blocks = this.blocks;
const spread = (to: number, level: number, down: boolean) => {
const block_opacity = opacity[blocks[to]];
const next = is_sky && down && level === 15 && block_opacity === 0
? 15
: level - Math.max(1, block_opacity);
if (next > light[to]) {
light[to] = next;
this.#push(to);
}
};
for (let head = 0; head < this.#queue_length; head++) {
const index = this.#queue[head];
const level = light[index];
if (level <= 1) continue;
const y = Math.floor(index / REGION_LAYER);
const rest = index - y * REGION_LAYER;
const z = Math.floor(rest / REGION_SIZE);
const x = rest - z * REGION_SIZE;
if (y > 0) spread(index - REGION_LAYER, level, true);
if (y < CHUNK_HEIGHT - 1) spread(index + REGION_LAYER, level, false);
if (x > 0) spread(index - 1, level, false);
if (x < REGION_SIZE - 1) spread(index + 1, level, false);
if (z > 0) spread(index - REGION_SIZE, level, false);
if (z < REGION_SIZE - 1) spread(index + REGION_SIZE, level, false);
}
this.#queue_length = 0;
}
}
// what a cell looks like to the mesher, including above and below the world
export function region_block(region: LightRegion, index: number, y: number) {
if (y >= CHUNK_HEIGHT) return AIR;
if (y < 0) return REGION_VOID;
return region.blocks[index];
}
export function region_sky(region: LightRegion, index: number, y: number) {
if (y >= CHUNK_HEIGHT) return 15;
if (y < 0) return 0;
return region.sky[index];
}
export function region_block_light(region: LightRegion, index: number, y: number) {
if (y >= CHUNK_HEIGHT || y < 0) return 0;
return region.block_light[index];
}