Optimize renderer
This commit is contained in:
@@ -0,0 +1,39 @@
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import type { FromChunkWorker, ToChunkWorker } from "./workers/chunk_messages.ts";
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// leave a core for the main thread, more than 4 doesnt help much
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const POOL_SIZE = Math.max(1, Math.min(4, (navigator.hardwareConcurrency ?? 4) - 1));
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export class ChunkWorkerPool {
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readonly size = POOL_SIZE;
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#workers: Worker[] = [];
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#next = 0;
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constructor(on_message: (message: FromChunkWorker) => void) {
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for (let i = 0; i < this.size; i += 1) {
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const worker = new Worker(new URL("./workers/chunk_worker.js", import.meta.url), { type: "module" });
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worker.onmessage = (event: MessageEvent<FromChunkWorker>) => on_message(event.data);
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worker.onerror = (event) => console.error("Chunk worker error:", event.message);
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this.#workers.push(worker);
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}
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}
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broadcast(message: ToChunkWorker) {
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for (const worker of this.#workers) {
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worker.postMessage(message);
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}
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}
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// round robin, results can come back out of order
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post(message: ToChunkWorker, transfer: Transferable[] = []) {
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const worker = this.#workers[this.#next];
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this.#next = (this.#next + 1) % this.#workers.length;
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worker.postMessage(message, transfer);
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}
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terminate() {
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for (const worker of this.#workers) {
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worker.terminate();
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}
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this.#workers = [];
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}
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}
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+218
-49
@@ -4,10 +4,11 @@ import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.
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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 { generate_chunk } from "../generation.ts";
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import { ChunkWorkerPool } from "../chunk_workers.ts";
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import type { FromChunkWorker } from "../workers/chunk_messages.ts";
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import { ItemStack } from "../inventory.ts";
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import { PlayerComponent } from "../player.ts";
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import { destroy_vertex_buffer, Texture } from "../renderer/mod.ts";
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import { create_vertex_buffer, destroy_vertex_buffer, Texture } from "../renderer/mod.ts";
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import { Camera } from "./camera.ts";
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export interface BlockData<T = unknown> {
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@@ -34,16 +35,25 @@ export interface Chunk {
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blocks_data: BlockData[];
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generated: boolean;
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dirty: boolean;
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// bumped on every mesh request so late results from older requests get ignored
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mesh_version: number;
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opaque_vertex_buffer?: GPUBuffer;
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opaque_vertex_count?: number;
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transparent_vertex_buffer?: GPUBuffer;
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transparent_vertex_count?: number;
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}
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// numeric so looking chunks up doesnt allocate a string every time, fine for |x|, |z| < 32768
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export function chunk_key(x: number, z: number) {
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return (x + 32768) * 65536 + (z + 32768);
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}
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const NEIGHBOR_OFFSETS = [[-1, 0], [1, 0], [0, -1], [0, 1]] as const;
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export class Dimension extends Component {
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world: ClientWorld;
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image: Texture = AssetManager.instance.get("bworld:textures");
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chunks: Chunk[] = [];
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chunks = new Map<number, Chunk>();
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second_timer = 0;
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tick_timer = 0;
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seed: string;
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@@ -51,27 +61,55 @@ export class Dimension extends Component {
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// blocks players changed from the generated terrain, per chunk, so they survive reloading chunks
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changes = new Map<string, Map<string, BlockChange>>();
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workers: ChunkWorkerPool;
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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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constructor(world: ClientWorld, seed = "seed") {
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super();
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this.world = world;
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this.seed = seed;
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this.workers = new ChunkWorkerPool((message) => this.#on_worker_message(message));
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const blocks_registry = EverythingRegistry.get_registry<BlockRegistry>("blocks");
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const block_ids: Record<string, number> = {};
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blocks_registry.forEach((block, nid) => block_ids[block.id] = nid);
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// sent once instead of with every mesh request
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this.workers.broadcast({
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type: "init",
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blocks_registry: strip_functions(blocks_registry),
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block_ids,
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textures_info: AssetManager.instance.get("bworld:textures_info"),
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image: { width: this.image.width, height: this.image.height },
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});
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}
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add_chunk(x: number, z: number) {
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const chunk = {
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dispose() {
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this.workers.terminate();
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for (const chunk of this.chunks.values()) {
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this.delete_chunk_mesh(chunk);
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}
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this.chunks.clear();
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this.pending_generation.clear();
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}
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add_chunk(x: number, z: number, blocks: Uint32Array = new Uint32Array(CHUNK_AREA * CHUNK_HEIGHT)) {
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const chunk: Chunk = {
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x,
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z,
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blocks: new Uint32Array(CHUNK_AREA * CHUNK_HEIGHT),
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blocks,
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blocks_data: [],
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dirty: true,
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generated: false,
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mesh_version: 0,
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};
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this.chunks.push(chunk);
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this.chunks.set(chunk_key(x, z), chunk);
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return chunk;
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}
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get_chunk(x: number, z: number) {
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return this.chunks.find((chunk) => chunk.x === x && chunk.z === z);
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return this.chunks.get(chunk_key(x, z));
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}
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add_block(block: Block) {
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@@ -253,23 +291,107 @@ export class Dimension extends Component {
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}
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}
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load_chunk(cx: number, cz: number) {
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generate_chunk(this, cx, cz, this.seed);
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const chunk = this.get_chunk(cx, cz);
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if (chunk) {
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chunk.generated = true;
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chunk.dirty = true;
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is_generated(cx: number, cz: number) {
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return this.get_chunk(cx, cz)?.generated ?? false;
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}
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is_generating(cx: number, cz: number) {
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return this.pending_generation.has(chunk_key(cx, cz));
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}
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// generation happens in a worker, the chunk shows up in #on_generated
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request_chunk(cx: number, cz: number) {
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const key = chunk_key(cx, cz);
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if (this.pending_generation.has(key) || this.chunks.get(key)?.generated) {
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return;
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}
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this.pending_generation.set(key, { x: cx, z: cz });
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this.workers.post({ type: "generate", chunk_x: cx, chunk_z: cz, seed: this.seed });
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}
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cancel_chunk_request(cx: number, cz: number) {
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this.pending_generation.delete(chunk_key(cx, cz));
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}
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unload_chunk(cx: number, cz: number) {
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const key = chunk_key(cx, cz);
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const chunk = this.chunks.get(key);
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if (!chunk) {
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return;
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}
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this.delete_chunk_mesh(chunk);
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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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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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if (!this.is_generated(chunk.x + dx, chunk.z + dz)) {
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return false;
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}
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}
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return true;
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}
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// sends every dirty chunk that can be meshed to the workers
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request_meshes() {
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for (const chunk of this.chunks.values()) {
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if (!chunk.dirty || !this.can_mesh(chunk)) {
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continue;
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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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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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}, [padded_chunk.buffer]);
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}
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}
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#on_worker_message(message: FromChunkWorker) {
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if (message.type === "generated") {
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this.#on_generated(message.chunk_x, message.chunk_z, message.blocks, message.spills);
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} else {
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this.#on_meshed(message);
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}
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}
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#on_generated(cx: number, cz: number, blocks: Uint32Array, spills: Int32Array) {
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const key = chunk_key(cx, cz);
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// unloaded or cancelled while the worker was busy
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if (!this.pending_generation.delete(key)) {
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return;
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}
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const neighbors = [
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[cx - 1, cz],
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[cx + 1, cz],
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[cx, cz - 1],
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[cx, cz + 1],
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];
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let chunk = this.chunks.get(key);
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if (chunk) {
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// a placeholder made by a neighbor's tree, keep its blocks where generation left air
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const existing = chunk.blocks;
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for (let i = 0; i < blocks.length; i++) {
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if (blocks[i] !== AIR) {
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existing[i] = blocks[i];
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}
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}
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} else {
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chunk = this.add_chunk(cx, cz, blocks);
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}
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chunk.generated = true;
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chunk.dirty = true;
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for (const [nx, nz] of neighbors) {
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const neighbor = this.chunks.find((c) => c.x === nx && c.z === nz);
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for (let i = 0; i < spills.length; i += 4) {
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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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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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}
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@@ -283,15 +405,36 @@ export class Dimension extends Component {
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}
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}
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unload_chunk(cx: number, cz: number) {
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const chunk_i = this.chunks.findIndex((c) => c.x === cx && c.z === cz);
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if (chunk_i === -1) {
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console.warn("Tried unloading a chunk that doesn't exist");
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#on_meshed(message: Extract<FromChunkWorker, { type: "meshed" }>) {
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const chunk = this.get_chunk(message.chunk_x, message.chunk_z);
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// unloaded, or remeshed again since this was requested
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if (!chunk || chunk.mesh_version !== message.version) {
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return;
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}
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this.delete_chunk_mesh(this.chunks[chunk_i]);
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this.chunks.splice(chunk_i, 1);
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this.delete_chunk_mesh(chunk);
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chunk.opaque_vertex_buffer = create_vertex_buffer(message.opaque_vertices.subarray(0, message.opaque_count));
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chunk.opaque_vertex_count = message.opaque_count / 9;
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chunk.transparent_vertex_buffer = create_vertex_buffer(
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message.transparent_vertices.subarray(0, message.transparent_count),
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);
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chunk.transparent_vertex_count = message.transparent_count / 9;
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}
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// sets a block from generation, no hooks, makes a placeholder chunk like add_block does
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#set_block_raw(x: number, y: number, z: number, nid: number) {
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if (y < 0 || y >= CHUNK_HEIGHT) {
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return;
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}
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const chunk_x = Math.floor(x / CHUNK_SIZE);
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const chunk_z = Math.floor(z / CHUNK_SIZE);
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const chunk = this.get_chunk(chunk_x, chunk_z) ?? this.add_chunk(chunk_x, chunk_z);
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const lx = x - chunk_x * CHUNK_SIZE;
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const lz = z - chunk_z * CHUNK_SIZE;
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chunk.blocks[y * CHUNK_AREA + lz * CHUNK_SIZE + lx] = nid;
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chunk.dirty = true;
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}
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delete_chunk_mesh(chunk: Chunk) {
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@@ -374,31 +517,36 @@ export class Dimension extends Component {
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}
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create_padded_chunk(chunk: Chunk) {
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const cx = chunk.x;
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const cz = chunk.z;
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const size = CHUNK_SIZE + 2;
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const padded = new Uint32Array(size * size * CHUNK_HEIGHT);
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const layer = size * size;
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const padded = new Uint32Array(layer * CHUNK_HEIGHT);
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for (let y = 0; y < CHUNK_HEIGHT; y++) {
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for (let z = -1; z <= CHUNK_SIZE; z++) {
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for (let x = -1; x <= CHUNK_SIZE; x++) {
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let block: number;
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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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if (x >= 0 && x < CHUNK_SIZE && z >= 0 && z < CHUNK_SIZE) {
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const index = y * CHUNK_SIZE * CHUNK_SIZE + z * CHUNK_SIZE + x;
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block = chunk.blocks[index] & ID_MASK;
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} else {
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const wx = cx * CHUNK_SIZE + x;
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const wz = cz * CHUNK_SIZE + z;
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block = this.get_block(wx, y, wz) ?? AIR;
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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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const px = x + 1;
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const pz = z + 1;
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const pindex = y * size * size + pz * size + px;
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padded[pindex] = block;
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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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@@ -406,3 +554,24 @@ export class Dimension extends Component {
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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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// deno-lint-ignore no-explicit-any
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function strip_functions<T extends Record<string, any>>(obj: T): T {
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// deno-lint-ignore no-explicit-any
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const out: any = Array.isArray(obj) ? [] : {};
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for (const k in obj) {
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const v = obj[k];
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if (typeof v === "function") continue;
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if (v && typeof v === "object") {
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out[k] = strip_functions(v);
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} else {
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out[k] = v;
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}
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}
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return out;
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}
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@@ -12,6 +12,7 @@ export function start_game(world: ClientWorld) {
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world.clear_entities();
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const dimension = new Entity("dimension");
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world.dimension?.dispose();
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world.dimension = new Dimension(world, world.connection?.seed);
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for (const [x, y, z, id] of world.connection?.initial_changes ?? []) {
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world.dimension.record_change(x, y, z, id);
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+36
-9
@@ -1,5 +1,10 @@
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import { Alea, create_noise_2d, create_noise_3d, NoiseFunction2D } from "@paulaboks/rng";
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import { CHUNK_SIZE, Dimension } from "./components/dimension.ts";
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import { Alea, create_noise_2d, create_noise_3d, NoiseFunction2D, NoiseFunction3D } from "@paulaboks/rng";
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import { CHUNK_SIZE } from "$/common/constants.ts";
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// generation runs in a worker now, so it only needs somewhere to put blocks
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export interface BlockSink {
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add_block(block: { x: number; y: number; z: number; id: string }): void;
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}
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type Biome =
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| "desert"
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@@ -129,7 +134,7 @@ function can_place_tree(tree_map: boolean[][], local_x: number, local_z: number)
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return true;
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}
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function place_tree(dimension: Dimension, rng: Alea, x: number, y: number, z: number, biome: Biome) {
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function place_tree(dimension: BlockSink, rng: Alea, x: number, y: number, z: number, biome: Biome) {
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const height = Math.floor(rng.next() * 3) + (biome === "jungle" ? 8 : 4);
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const trunk_block = "bworld:log";
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const leaves_block = "bworld:leaves";
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@@ -171,12 +176,34 @@ function should_place_tree(feature_noise: NoiseFunction2D, biome: Biome, x: numb
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return n > (TREE_THRESHOLD[biome] ?? 0.8);
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}
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export function generate_chunk(dimension: Dimension, cx: number, cz: number, seed = "seed") {
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const height_noise = create_noise_2d(new Alea(seed + "_height"));
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const temp_noise = create_noise_2d(new Alea(seed + "_temp"));
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const moisture_noise = create_noise_2d(new Alea(seed + "_moisture"));
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const feature_noise = create_noise_2d(new Alea(seed + "_feature"));
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const ore_noises = ORES.map((ore) => create_noise_3d(new Alea(seed + "_" + ore.id)));
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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}_${cz}`);
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@ export class DimensionLogicSystem extends System {
|
||||
}
|
||||
}
|
||||
handle_second(world: ClientWorld, dimension: Dimension) {
|
||||
for (const chunk of dimension.chunks) {
|
||||
for (const chunk of dimension.chunks.values()) {
|
||||
for (const tickable of chunk.blocks_data) {
|
||||
const tile_info = EverythingRegistry.get<BlockRegistry>("blocks", tickable.id);
|
||||
if (tile_info && tile_info.on_second) {
|
||||
@@ -31,7 +31,7 @@ export class DimensionLogicSystem extends System {
|
||||
}
|
||||
|
||||
handle_tick(world: ClientWorld, dimension: Dimension) {
|
||||
for (const chunk of dimension.chunks) {
|
||||
for (const chunk of dimension.chunks.values()) {
|
||||
for (const tickable of chunk.blocks_data) {
|
||||
const tile_info = EverythingRegistry.get<BlockRegistry>("blocks", tickable.id);
|
||||
if (tile_info && tile_info.on_tick) {
|
||||
|
||||
@@ -1,74 +1,17 @@
|
||||
import { EverythingRegistry } from "$/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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
Reference in New Issue
Block a user