Optimize renderer

This commit is contained in:
2026-09-24 18:52:20 -03:00
parent 14aba6b129
commit d12fa84b00
10 changed files with 452 additions and 149 deletions
+39
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@@ -0,0 +1,39 @@
import type { FromChunkWorker, ToChunkWorker } from "./workers/chunk_messages.ts";
// leave a core for the main thread, more than 4 doesnt help much
const POOL_SIZE = Math.max(1, Math.min(4, (navigator.hardwareConcurrency ?? 4) - 1));
export class ChunkWorkerPool {
readonly size = POOL_SIZE;
#workers: Worker[] = [];
#next = 0;
constructor(on_message: (message: FromChunkWorker) => void) {
for (let i = 0; i < this.size; i += 1) {
const worker = new Worker(new URL("./workers/chunk_worker.js", import.meta.url), { type: "module" });
worker.onmessage = (event: MessageEvent<FromChunkWorker>) => on_message(event.data);
worker.onerror = (event) => console.error("Chunk worker error:", event.message);
this.#workers.push(worker);
}
}
broadcast(message: ToChunkWorker) {
for (const worker of this.#workers) {
worker.postMessage(message);
}
}
// round robin, results can come back out of order
post(message: ToChunkWorker, transfer: Transferable[] = []) {
const worker = this.#workers[this.#next];
this.#next = (this.#next + 1) % this.#workers.length;
worker.postMessage(message, transfer);
}
terminate() {
for (const worker of this.#workers) {
worker.terminate();
}
this.#workers = [];
}
}
+218 -49
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@@ -4,10 +4,11 @@ import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.
import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, Faces, ID_MASK, VOID } from "../../common/constants.ts";
import { AssetManager } from "../assets.ts";
import { ClientWorld } from "../client_world.ts";
import { generate_chunk } from "../generation.ts";
import { ChunkWorkerPool } from "../chunk_workers.ts";
import type { FromChunkWorker } from "../workers/chunk_messages.ts";
import { ItemStack } from "../inventory.ts";
import { PlayerComponent } from "../player.ts";
import { destroy_vertex_buffer, Texture } from "../renderer/mod.ts";
import { create_vertex_buffer, destroy_vertex_buffer, Texture } from "../renderer/mod.ts";
import { Camera } from "./camera.ts";
export interface BlockData<T = unknown> {
@@ -34,16 +35,25 @@ export interface Chunk {
blocks_data: BlockData[];
generated: boolean;
dirty: boolean;
// bumped on every mesh request so late results from older requests get ignored
mesh_version: number;
opaque_vertex_buffer?: GPUBuffer;
opaque_vertex_count?: number;
transparent_vertex_buffer?: GPUBuffer;
transparent_vertex_count?: number;
}
// numeric so looking chunks up doesnt allocate a string every time, fine for |x|, |z| < 32768
export function chunk_key(x: number, z: number) {
return (x + 32768) * 65536 + (z + 32768);
}
const NEIGHBOR_OFFSETS = [[-1, 0], [1, 0], [0, -1], [0, 1]] as const;
export class Dimension extends Component {
world: ClientWorld;
image: Texture = AssetManager.instance.get("bworld:textures");
chunks: Chunk[] = [];
chunks = new Map<number, Chunk>();
second_timer = 0;
tick_timer = 0;
seed: string;
@@ -51,27 +61,55 @@ export class Dimension extends Component {
// blocks players changed from the generated terrain, per chunk, so they survive reloading chunks
changes = new Map<string, Map<string, BlockChange>>();
workers: ChunkWorkerPool;
// chunks being generated by a worker, by chunk key
pending_generation = new Map<number, { x: number; z: number }>();
constructor(world: ClientWorld, seed = "seed") {
super();
this.world = world;
this.seed = seed;
this.workers = new ChunkWorkerPool((message) => this.#on_worker_message(message));
const blocks_registry = EverythingRegistry.get_registry<BlockRegistry>("blocks");
const block_ids: Record<string, number> = {};
blocks_registry.forEach((block, nid) => block_ids[block.id] = nid);
// sent once instead of with every mesh request
this.workers.broadcast({
type: "init",
blocks_registry: strip_functions(blocks_registry),
block_ids,
textures_info: AssetManager.instance.get("bworld:textures_info"),
image: { width: this.image.width, height: this.image.height },
});
}
add_chunk(x: number, z: number) {
const chunk = {
dispose() {
this.workers.terminate();
for (const chunk of this.chunks.values()) {
this.delete_chunk_mesh(chunk);
}
this.chunks.clear();
this.pending_generation.clear();
}
add_chunk(x: number, z: number, blocks: Uint32Array = new Uint32Array(CHUNK_AREA * CHUNK_HEIGHT)) {
const chunk: Chunk = {
x,
z,
blocks: new Uint32Array(CHUNK_AREA * CHUNK_HEIGHT),
blocks,
blocks_data: [],
dirty: true,
generated: false,
mesh_version: 0,
};
this.chunks.push(chunk);
this.chunks.set(chunk_key(x, z), chunk);
return chunk;
}
get_chunk(x: number, z: number) {
return this.chunks.find((chunk) => chunk.x === x && chunk.z === z);
return this.chunks.get(chunk_key(x, z));
}
add_block(block: Block) {
@@ -253,23 +291,107 @@ export class Dimension extends Component {
}
}
load_chunk(cx: number, cz: number) {
generate_chunk(this, cx, cz, this.seed);
const chunk = this.get_chunk(cx, cz);
if (chunk) {
chunk.generated = true;
chunk.dirty = true;
is_generated(cx: number, cz: number) {
return this.get_chunk(cx, cz)?.generated ?? false;
}
is_generating(cx: number, cz: number) {
return this.pending_generation.has(chunk_key(cx, cz));
}
// generation happens in a worker, the chunk shows up in #on_generated
request_chunk(cx: number, cz: number) {
const key = chunk_key(cx, cz);
if (this.pending_generation.has(key) || this.chunks.get(key)?.generated) {
return;
}
this.pending_generation.set(key, { x: cx, z: cz });
this.workers.post({ type: "generate", chunk_x: cx, chunk_z: cz, seed: this.seed });
}
cancel_chunk_request(cx: number, cz: number) {
this.pending_generation.delete(chunk_key(cx, cz));
}
unload_chunk(cx: number, cz: number) {
const key = chunk_key(cx, cz);
const chunk = this.chunks.get(key);
if (!chunk) {
return;
}
this.delete_chunk_mesh(chunk);
this.chunks.delete(key);
}
// a chunk is only meshed once all its neighbors exist, otherwise its border faces would be wrong
// and it would have to be meshed again as each neighbor loads
can_mesh(chunk: Chunk) {
if (!chunk.generated) {
return false;
}
for (const [dx, dz] of NEIGHBOR_OFFSETS) {
if (!this.is_generated(chunk.x + dx, chunk.z + dz)) {
return false;
}
}
return true;
}
// sends every dirty chunk that can be meshed to the workers
request_meshes() {
for (const chunk of this.chunks.values()) {
if (!chunk.dirty || !this.can_mesh(chunk)) {
continue;
}
chunk.dirty = false;
chunk.mesh_version += 1;
const padded_chunk = this.create_padded_chunk(chunk);
this.workers.post({
type: "mesh",
chunk_x: chunk.x,
chunk_z: chunk.z,
version: chunk.mesh_version,
padded_chunk,
}, [padded_chunk.buffer]);
}
}
#on_worker_message(message: FromChunkWorker) {
if (message.type === "generated") {
this.#on_generated(message.chunk_x, message.chunk_z, message.blocks, message.spills);
} else {
this.#on_meshed(message);
}
}
#on_generated(cx: number, cz: number, blocks: Uint32Array, spills: Int32Array) {
const key = chunk_key(cx, cz);
// unloaded or cancelled while the worker was busy
if (!this.pending_generation.delete(key)) {
return;
}
const neighbors = [
[cx - 1, cz],
[cx + 1, cz],
[cx, cz - 1],
[cx, cz + 1],
];
let chunk = this.chunks.get(key);
if (chunk) {
// a placeholder made by a neighbor's tree, keep its blocks where generation left air
const existing = chunk.blocks;
for (let i = 0; i < blocks.length; i++) {
if (blocks[i] !== AIR) {
existing[i] = blocks[i];
}
}
} else {
chunk = this.add_chunk(cx, cz, blocks);
}
chunk.generated = true;
chunk.dirty = true;
for (const [nx, nz] of neighbors) {
const neighbor = this.chunks.find((c) => c.x === nx && c.z === nz);
for (let i = 0; i < spills.length; i += 4) {
this.#set_block_raw(spills[i], spills[i + 1], spills[i + 2], spills[i + 3]);
}
for (const [dx, dz] of NEIGHBOR_OFFSETS) {
const neighbor = this.get_chunk(cx + dx, cz + dz);
if (neighbor && neighbor.generated) {
neighbor.dirty = true;
}
@@ -283,15 +405,36 @@ export class Dimension extends Component {
}
}
unload_chunk(cx: number, cz: number) {
const chunk_i = this.chunks.findIndex((c) => c.x === cx && c.z === cz);
if (chunk_i === -1) {
console.warn("Tried unloading a chunk that doesn't exist");
#on_meshed(message: Extract<FromChunkWorker, { type: "meshed" }>) {
const chunk = this.get_chunk(message.chunk_x, message.chunk_z);
// unloaded, or remeshed again since this was requested
if (!chunk || chunk.mesh_version !== message.version) {
return;
}
this.delete_chunk_mesh(this.chunks[chunk_i]);
this.chunks.splice(chunk_i, 1);
this.delete_chunk_mesh(chunk);
chunk.opaque_vertex_buffer = create_vertex_buffer(message.opaque_vertices.subarray(0, message.opaque_count));
chunk.opaque_vertex_count = message.opaque_count / 9;
chunk.transparent_vertex_buffer = create_vertex_buffer(
message.transparent_vertices.subarray(0, message.transparent_count),
);
chunk.transparent_vertex_count = message.transparent_count / 9;
}
// sets a block from generation, no hooks, makes a placeholder chunk like add_block does
#set_block_raw(x: number, y: number, z: number, nid: number) {
if (y < 0 || y >= CHUNK_HEIGHT) {
return;
}
const chunk_x = Math.floor(x / CHUNK_SIZE);
const chunk_z = Math.floor(z / CHUNK_SIZE);
const chunk = this.get_chunk(chunk_x, chunk_z) ?? this.add_chunk(chunk_x, chunk_z);
const lx = x - chunk_x * CHUNK_SIZE;
const lz = z - chunk_z * CHUNK_SIZE;
chunk.blocks[y * CHUNK_AREA + lz * CHUNK_SIZE + lx] = nid;
chunk.dirty = true;
}
delete_chunk_mesh(chunk: Chunk) {
@@ -374,31 +517,36 @@ export class Dimension extends Component {
}
create_padded_chunk(chunk: Chunk) {
const cx = chunk.x;
const cz = chunk.z;
const size = CHUNK_SIZE + 2;
const padded = new Uint32Array(size * size * CHUNK_HEIGHT);
const layer = size * size;
const padded = new Uint32Array(layer * CHUNK_HEIGHT);
for (let y = 0; y < CHUNK_HEIGHT; y++) {
for (let z = -1; z <= CHUNK_SIZE; z++) {
for (let x = -1; x <= CHUNK_SIZE; x++) {
let block: number;
// look the 3x3 chunks up once instead of once per border block
const around: (Uint32Array | undefined)[] = [];
for (let dz = -1; dz <= 1; dz++) {
for (let dx = -1; dx <= 1; dx++) {
around.push(this.get_chunk(chunk.x + dx, chunk.z + dz)?.blocks);
}
}
if (x >= 0 && x < CHUNK_SIZE && z >= 0 && z < CHUNK_SIZE) {
const index = y * CHUNK_SIZE * CHUNK_SIZE + z * CHUNK_SIZE + x;
block = chunk.blocks[index] & ID_MASK;
} else {
const wx = cx * CHUNK_SIZE + x;
const wz = cz * CHUNK_SIZE + z;
block = this.get_block(wx, y, wz) ?? AIR;
for (let z = -1; z <= CHUNK_SIZE; z++) {
const dz = z < 0 ? -1 : z >= CHUNK_SIZE ? 1 : 0;
const lz = z - dz * CHUNK_SIZE;
for (let x = -1; x <= CHUNK_SIZE; x++) {
const dx = x < 0 ? -1 : x >= CHUNK_SIZE ? 1 : 0;
const lx = x - dx * CHUNK_SIZE;
const source = around[(dz + 1) * 3 + (dx + 1)];
const source_index = lz * CHUNK_SIZE + lx;
const padded_index = (z + 1) * size + (x + 1);
if (!source) {
for (let y = 0; y < CHUNK_HEIGHT; y++) {
padded[y * layer + padded_index] = VOID;
}
const px = x + 1;
const pz = z + 1;
const pindex = y * size * size + pz * size + px;
padded[pindex] = block;
continue;
}
for (let y = 0; y < CHUNK_HEIGHT; y++) {
padded[y * layer + padded_index] = source[y * CHUNK_AREA + source_index] & ID_MASK;
}
}
}
@@ -406,3 +554,24 @@ export class Dimension extends Component {
return padded;
}
}
// functions cant be sent to workers
// deno-lint-ignore no-explicit-any
function strip_functions<T extends Record<string, any>>(obj: T): T {
// deno-lint-ignore no-explicit-any
const out: any = Array.isArray(obj) ? [] : {};
for (const k in obj) {
const v = obj[k];
if (typeof v === "function") continue;
if (v && typeof v === "object") {
out[k] = strip_functions(v);
} else {
out[k] = v;
}
}
return out;
}
+1
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@@ -12,6 +12,7 @@ export function start_game(world: ClientWorld) {
world.clear_entities();
const dimension = new Entity("dimension");
world.dimension?.dispose();
world.dimension = new Dimension(world, world.connection?.seed);
for (const [x, y, z, id] of world.connection?.initial_changes ?? []) {
world.dimension.record_change(x, y, z, id);
+36 -9
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@@ -1,5 +1,10 @@
import { Alea, create_noise_2d, create_noise_3d, NoiseFunction2D } from "@paulaboks/rng";
import { CHUNK_SIZE, Dimension } from "./components/dimension.ts";
import { Alea, create_noise_2d, create_noise_3d, NoiseFunction2D, NoiseFunction3D } from "@paulaboks/rng";
import { CHUNK_SIZE } from "$/common/constants.ts";
// generation runs in a worker now, so it only needs somewhere to put blocks
export interface BlockSink {
add_block(block: { x: number; y: number; z: number; id: string }): void;
}
type Biome =
| "desert"
@@ -129,7 +134,7 @@ function can_place_tree(tree_map: boolean[][], local_x: number, local_z: number)
return true;
}
function place_tree(dimension: Dimension, rng: Alea, x: number, y: number, z: number, biome: Biome) {
function place_tree(dimension: BlockSink, rng: Alea, x: number, y: number, z: number, biome: Biome) {
const height = Math.floor(rng.next() * 3) + (biome === "jungle" ? 8 : 4);
const trunk_block = "bworld:log";
const leaves_block = "bworld:leaves";
@@ -171,12 +176,34 @@ function should_place_tree(feature_noise: NoiseFunction2D, biome: Biome, x: numb
return n > (TREE_THRESHOLD[biome] ?? 0.8);
}
export function generate_chunk(dimension: Dimension, cx: number, cz: number, seed = "seed") {
const height_noise = create_noise_2d(new Alea(seed + "_height"));
const temp_noise = create_noise_2d(new Alea(seed + "_temp"));
const moisture_noise = create_noise_2d(new Alea(seed + "_moisture"));
const feature_noise = create_noise_2d(new Alea(seed + "_feature"));
const ore_noises = ORES.map((ore) => create_noise_3d(new Alea(seed + "_" + ore.id)));
interface SeedNoises {
height_noise: NoiseFunction2D;
temp_noise: NoiseFunction2D;
moisture_noise: NoiseFunction2D;
feature_noise: NoiseFunction2D;
ore_noises: NoiseFunction3D[];
}
// building the permutation tables is expensive, only do it once per seed
const noise_cache = new Map<string, SeedNoises>();
function get_noises(seed: string): SeedNoises {
let noises = noise_cache.get(seed);
if (!noises) {
noises = {
height_noise: create_noise_2d(new Alea(seed + "_height")),
temp_noise: create_noise_2d(new Alea(seed + "_temp")),
moisture_noise: create_noise_2d(new Alea(seed + "_moisture")),
feature_noise: create_noise_2d(new Alea(seed + "_feature")),
ore_noises: ORES.map((ore) => create_noise_3d(new Alea(seed + "_" + ore.id))),
};
noise_cache.set(seed, noises);
}
return noises;
}
export function generate_chunk(dimension: BlockSink, cx: number, cz: number, seed = "seed") {
const { height_noise, temp_noise, moisture_noise, feature_noise, ore_noises } = get_noises(seed);
// seeded per chunk so every client generates the exact same terrain
const rng = new Alea(`${seed}_chunk_${cx}_${cz}`);
+2 -2
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@@ -19,7 +19,7 @@ export class DimensionLogicSystem extends System {
}
}
handle_second(world: ClientWorld, dimension: Dimension) {
for (const chunk of dimension.chunks) {
for (const chunk of dimension.chunks.values()) {
for (const tickable of chunk.blocks_data) {
const tile_info = EverythingRegistry.get<BlockRegistry>("blocks", tickable.id);
if (tile_info && tile_info.on_second) {
@@ -31,7 +31,7 @@ export class DimensionLogicSystem extends System {
}
handle_tick(world: ClientWorld, dimension: Dimension) {
for (const chunk of dimension.chunks) {
for (const chunk of dimension.chunks.values()) {
for (const tickable of chunk.blocks_data) {
const tile_info = EverythingRegistry.get<BlockRegistry>("blocks", tickable.id);
if (tile_info && tile_info.on_tick) {
+5 -62
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@@ -1,74 +1,17 @@
import { EverythingRegistry } from "$/common/everything_registry.ts";
import { Chunk, Dimension } from "$/client/components/dimension.ts";
import { Camera } from "$/client/components/camera.ts";
import { AssetManager } from "$/client/assets.ts";
import { create_vertex_buffer, flush_buffer, set_current_texture } from "$/client/renderer/mod.ts";
import { flush_buffer, set_current_texture } from "$/client/renderer/mod.ts";
let gdimension: Dimension;
const worker = new Worker(new URL("./workers/chunk_mesh_worker.js", import.meta.url), {
type: "module",
});
worker.onmessage = (event) => {
const { opaque_vertices, opaque_count, transparent_vertices, transparent_count, chunk_x, chunk_z } = event.data;
const chunk = gdimension.get_chunk(chunk_x, chunk_z);
if (!chunk) {
console.error("bad");
return;
}
gdimension.delete_chunk_mesh(chunk);
chunk.dirty = false;
chunk.opaque_vertex_buffer = create_vertex_buffer(opaque_vertices.subarray(0, opaque_count));
chunk.opaque_vertex_count = opaque_count / 9;
chunk.transparent_vertex_buffer = create_vertex_buffer(transparent_vertices.subarray(0, transparent_count));
chunk.transparent_vertex_count = transparent_count / 9;
};
function strip_functions<T extends Record<string, any>>(obj: T) {
const out: any = {};
for (const k in obj) {
const v = obj[k];
if (typeof v === "function") continue;
if (v && typeof v === "object") {
out[k] = strip_functions(v);
} else {
out[k] = v;
}
}
return out;
}
export function render_dimension(dimension: Dimension, camera: Camera) {
gdimension = dimension;
export function render_dimension(dimension: Dimension, _camera: Camera) {
dimension.request_meshes();
set_current_texture(dimension.image.tex);
for (const chunk of dimension.chunks) {
if (chunk.dirty && chunk.generated) {
const padded_chunk = dimension.create_padded_chunk(chunk);
worker.postMessage({
chunk_x: chunk.x,
chunk_z: chunk.z,
padded_chunk,
blocks_registry: strip_functions(EverythingRegistry.get_registry("blocks")),
textures_info: AssetManager.instance.get("bworld:textures_info"),
image: { width: dimension.image.width, height: dimension.image.height },
}, [padded_chunk.buffer]);
chunk.dirty = false;
}
}
for (const chunk of dimension.chunks) {
for (const chunk of dimension.chunks.values()) {
render_chunk_opaque(chunk);
}
for (const chunk of dimension.chunks) {
for (const chunk of dimension.chunks.values()) {
render_chunk_transparent(chunk);
}
}
+34 -14
View File
@@ -18,27 +18,47 @@ export class WorldGenerationSystem extends System {
const player_chunk_x = Math.floor(position.x / CHUNK_SIZE);
const player_chunk_z = Math.floor(position.z / CHUNK_SIZE);
const render_distance = player_component.render_distance;
// one extra ring gets generated so the edge of the render distance has neighbors to mesh against
const load_distance = player_component.render_distance + 1;
const out_of_range = (x: number, z: number) =>
Math.max(Math.abs(x - player_chunk_x), Math.abs(z - player_chunk_z)) > load_distance;
for (const chunk of dimension.chunks) {
if (Math.abs(chunk.x - player_chunk_x) > render_distance) {
dimension.unload_chunk(chunk.x, chunk.z);
// collect first, deleting from the map while iterating it skips entries
const to_unload = [];
for (const chunk of dimension.chunks.values()) {
if (out_of_range(chunk.x, chunk.z)) {
to_unload.push(chunk);
}
if (Math.abs(chunk.z - player_chunk_z) > render_distance) {
dimension.unload_chunk(chunk.x, chunk.z);
}
for (const chunk of to_unload) {
dimension.unload_chunk(chunk.x, chunk.z);
}
for (const pending of [...dimension.pending_generation.values()]) {
if (out_of_range(pending.x, pending.z)) {
dimension.cancel_chunk_request(pending.x, pending.z);
}
}
for (let i = player_chunk_x - render_distance; i <= player_chunk_x + render_distance; i += 1) {
for (let j = player_chunk_z - render_distance; j <= player_chunk_z + render_distance; j += 1) {
const maybe_chunk = dimension.chunks.find((chunk) => chunk.x === i && chunk.z === j);
if (!maybe_chunk || !maybe_chunk.generated) {
console.log("loading chunk", i, j);
dimension.load_chunk(i, j);
// only generate one chunk per frame
return;
// dont queue up the whole area at once, so walking somewhere new gets the close chunks first
const max_in_flight = dimension.workers.size * 2;
if (dimension.pending_generation.size >= max_in_flight) {
return;
}
const missing: { x: number; z: number; distance: number }[] = [];
for (let x = player_chunk_x - load_distance; x <= player_chunk_x + load_distance; x += 1) {
for (let z = player_chunk_z - load_distance; z <= player_chunk_z + load_distance; z += 1) {
if (!dimension.is_generated(x, z) && !dimension.is_generating(x, z)) {
const dx = x - player_chunk_x;
const dz = z - player_chunk_z;
missing.push({ x, z, distance: dx * dx + dz * dz });
}
}
}
missing.sort((a, b) => a.distance - b.distance);
for (const chunk of missing.slice(0, max_in_flight - dimension.pending_generation.size)) {
dimension.request_chunk(chunk.x, chunk.z);
}
}
}
+36
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@@ -0,0 +1,36 @@
import type { BlockRegistry } from "$/common/everything_registry.ts";
import type { SpriteRegion } from "$/common/constants.ts";
// messages between the main thread and the chunk workers
export type ToChunkWorker =
| {
type: "init";
// the blocks registry without its functions, indexed by numeric id
blocks_registry: BlockRegistry[];
block_ids: Record<string, number>;
textures_info: Record<string, SpriteRegion>;
image: { width: number; height: number };
}
| { type: "generate"; chunk_x: number; chunk_z: number; seed: string }
| { type: "mesh"; chunk_x: number; chunk_z: number; version: number; padded_chunk: Uint32Array };
export type FromChunkWorker =
| {
type: "generated";
chunk_x: number;
chunk_z: number;
blocks: Uint32Array;
// blocks that landed in other chunks (tree leaves), flattened as x, y, z, numeric id
spills: Int32Array;
}
| {
type: "meshed";
chunk_x: number;
chunk_z: number;
version: number;
opaque_vertices: Float32Array;
opaque_count: number;
transparent_vertices: Float32Array;
transparent_count: number;
};
@@ -3,6 +3,8 @@
import type { BlockRegistry } from "$/common/everything_registry.ts";
import type { SpriteRegion } from "$/common/constants.ts";
import type { Texture } from "../renderer/types.ts";
import type { FromChunkWorker, ToChunkWorker } from "./chunk_messages.ts";
import { generate_chunk } from "../generation.ts";
const pad = 0.5;
@@ -260,21 +262,87 @@ const FACE_PUSHING_FUNCTIONS = {
right: push_right_face,
} as const;
self.onmessage = (event) => {
const { chunk_x, chunk_z, padded_chunk, blocks_registry, textures_info, image } = event.data;
const [opaque_vertices, opaque_count, transparent_vertices, transparent_count] = make_chunk_mesh(
let blocks_registry: BlockRegistry[] = [];
let block_ids: Record<string, number> = {};
let textures_info: TexturesInfo = {};
let image: Texture;
self.onmessage = (event: MessageEvent<ToChunkWorker>) => {
const message = event.data;
switch (message.type) {
case "init":
blocks_registry = message.blocks_registry;
block_ids = message.block_ids;
textures_info = message.textures_info;
image = message.image as Texture;
break;
case "generate":
generate(message.chunk_x, message.chunk_z, message.seed);
break;
case "mesh": {
const [opaque_vertices, opaque_count, transparent_vertices, transparent_count] = make_chunk_mesh(
message.chunk_x,
message.chunk_z,
message.padded_chunk,
blocks_registry,
textures_info,
image,
);
post(
{
type: "meshed",
chunk_x: message.chunk_x,
chunk_z: message.chunk_z,
version: message.version,
opaque_vertices,
opaque_count,
transparent_vertices,
transparent_count,
},
[opaque_vertices.buffer, transparent_vertices.buffer],
);
break;
}
}
};
function post(message: FromChunkWorker, transfer: Transferable[]) {
self.postMessage(message, transfer);
}
function generate(chunk_x: number, chunk_z: number, seed: string) {
const blocks = new Uint32Array(CHUNK_SIZE * CHUNK_SIZE * CHUNK_HEIGHT);
const spills: number[] = [];
generate_chunk(
{
add_block(block) {
const nid = block_ids[block.id];
if (nid === undefined || block.y < 0 || block.y >= CHUNK_HEIGHT) {
return;
}
const block_chunk_x = Math.floor(block.x / CHUNK_SIZE);
const block_chunk_z = Math.floor(block.z / CHUNK_SIZE);
if (block_chunk_x !== chunk_x || block_chunk_z !== chunk_z) {
spills.push(block.x, block.y, block.z, nid);
return;
}
const lx = block.x - chunk_x * CHUNK_SIZE;
const lz = block.z - chunk_z * CHUNK_SIZE;
blocks[block.y * CHUNK_SIZE * CHUNK_SIZE + lz * CHUNK_SIZE + lx] = nid;
},
},
chunk_x,
chunk_z,
padded_chunk,
blocks_registry,
textures_info,
image,
seed,
);
self.postMessage(
{ opaque_vertices, opaque_count, transparent_vertices, transparent_count, chunk_x, chunk_z },
[opaque_vertices.buffer, transparent_vertices.buffer],
);
};
const spills_array = new Int32Array(spills);
post({ type: "generated", chunk_x, chunk_z, blocks, spills: spills_array }, [
blocks.buffer,
spills_array.buffer,
]);
}
function make_chunk_mesh(
chunk_x: number,