Optimize renderer
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@@ -1,5 +1,5 @@
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import { TEXTURE_SIZE } from "$/common/constants.ts";
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import { CHUNK_SIZE, ClientLevel } from "$/client/level/client_level.ts";
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import { type Chunk, CHUNK_SIZE, type ChunkMesh, ClientLevel } from "$/client/level/client_level.ts";
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import { Camera } from "$/client/camera.ts";
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import { AssetManager } from "$/client/assets.ts";
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import { get_sprite_region } from "$/client/sprites.ts";
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@@ -20,8 +20,13 @@ import {
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push_top_face,
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set_current_texture,
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Texture,
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view_projection,
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white_tex,
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} from "$/client/renderer/mod.ts";
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import type { RenderLayer } from "$/common/everything_registry.ts";
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import { FACE_GROUPS, UNALIGNED_GROUP } from "$/client/workers/chunk_messages.ts";
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import { FACE_AXIS, FACE_NORMALS } from "$/client/workers/translucent_sort.ts";
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import { Frustum } from "./frustum.ts";
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const BREAKING_FACES = [
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push_back_face,
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@@ -34,48 +39,59 @@ const BREAKING_FACES = [
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// draws the level, like minecraft's LevelRenderer: terrain in layers, block breaking and entities
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export class LevelRenderer {
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frustum = new Frustum();
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// chunks in view this frame, worked out once for all the layers
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#visible: Chunk[] = [];
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// solid and cutout terrain, drawn before entities
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render_opaque(level: ClientLevel, camera: Camera) {
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level.request_meshes(camera);
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level.update_translucent_sorting(camera);
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set_current_texture(level.image.tex);
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this.frustum.update(view_projection());
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this.#visible.length = 0;
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for (const chunk of level.chunks.values()) {
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const mesh = chunk.meshes.solid;
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if (mesh) {
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draw_terrain("solid", mesh.vertex_buffer, mesh.quad_count);
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if (Object.keys(chunk.meshes).length > 0 && this.#in_view(chunk)) {
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this.#visible.push(chunk);
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}
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}
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for (const chunk of level.chunks.values()) {
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const mesh = chunk.meshes.cutout;
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if (mesh) {
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draw_terrain("cutout", mesh.vertex_buffer, mesh.quad_count);
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set_current_texture(level.image.tex);
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for (const layer of ["solid", "cutout"] as const) {
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for (const chunk of this.#visible) {
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const mesh = chunk.meshes[layer];
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if (mesh) {
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draw_facing_camera(layer, mesh, camera);
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}
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}
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}
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}
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// translucent terrain, drawn after entities so they show through water and glass.
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// chunks go back to front, and each chunk's quads are already sorted back to front
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render_translucent(level: ClientLevel, camera: Camera) {
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render_translucent(_level: ClientLevel, camera: Camera) {
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const distance_sq = (x: number, z: number) => {
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const dx = (x + 0.5) * CHUNK_SIZE - camera.x;
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const dz = (z + 0.5) * CHUNK_SIZE - camera.z;
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return dx * dx + dz * dz;
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};
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const chunks = [...level.chunks.values()]
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const chunks = this.#visible
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.filter((chunk) => chunk.meshes.translucent)
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.map((chunk) => ({ mesh: chunk.meshes.translucent!, distance: distance_sq(chunk.x, chunk.z) }))
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.sort((a, b) => b.distance - a.distance);
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set_current_texture(level.image.tex);
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for (const { mesh } of chunks) {
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draw_terrain("translucent", mesh.vertex_buffer, mesh.quad_count, mesh.index_buffer);
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draw_terrain("translucent", mesh.vertex_buffer, 0, mesh.quad_count, mesh.index_buffer);
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}
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}
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#in_view(chunk: Chunk) {
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const x = chunk.x * CHUNK_SIZE;
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const z = chunk.z * CHUNK_SIZE;
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return this.frustum.intersects_box(x, chunk.min_y, z, x + CHUNK_SIZE, chunk.max_y, z + CHUNK_SIZE);
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}
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// every entity but the one the camera is in
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render_entities(level: ClientLevel, camera_entity: Entity, partial_tick: number) {
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flush_batch();
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@@ -127,6 +143,44 @@ export class LevelRenderer {
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}
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}
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// only the face groups that can face the camera: quads facing +x can only be seen from beyond the lowest x plane any
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// of them lie on. neighboring groups that are both drawn go in one draw call
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function draw_facing_camera(layer: RenderLayer, mesh: ChunkMesh, camera: Camera) {
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const groups = mesh.groups;
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if (!groups) {
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draw_terrain(layer, mesh.vertex_buffer, 0, mesh.quad_count);
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return;
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}
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let start = 0;
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let end = 0;
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for (let g = 0; g < FACE_GROUPS; g++) {
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const group = groups[g];
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if (group.count === 0 || !group_faces_camera(g, group.min, group.max, camera)) {
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continue;
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}
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if (group.first !== end) {
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draw_terrain(layer, mesh.vertex_buffer, start, end - start);
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start = group.first;
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}
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end = group.first + group.count;
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}
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draw_terrain(layer, mesh.vertex_buffer, start, end - start);
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}
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export function group_faces_camera(
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group: number,
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min: number,
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max: number,
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camera: { x: number; y: number; z: number },
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) {
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if (group === UNALIGNED_GROUP) {
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return true;
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}
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const axis = FACE_AXIS[group];
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const position = axis === 0 ? camera.x : axis === 1 ? camera.y : camera.z;
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return FACE_NORMALS[group][axis] > 0 ? position > min : position < max;
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}
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// a box body and head in the player's color
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function render_player(player: RemotePlayer, partial_tick: number) {
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const [r, g, b] = player.color;
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