Fix transparent blocks

This commit is contained in:
2026-09-25 15:01:03 -03:00
parent dfabe40e7a
commit f8d406dcf0
13 changed files with 645 additions and 192 deletions
+44 -5
View File
@@ -1,6 +1,7 @@
import type { BlockRegistry } from "$/common/everything_registry.ts";
import type { SpriteRegion } from "$/common/constants.ts";
import type { OreJson } from "$/common/mod_data.ts";
import type { SortType } from "./translucent_sort.ts";
// messages between the main thread and the chunk workers
@@ -17,7 +18,30 @@ export type ToChunkWorker =
ores: OreJson[];
}
| { type: "generate"; chunk_x: number; chunk_z: number; seed: string }
| { type: "mesh"; chunk_x: number; chunk_z: number; version: number; padded_chunk: Uint32Array };
| {
type: "mesh";
chunk_x: number;
chunk_z: number;
version: number;
padded_chunk: Uint32Array;
// where the camera is, to sort the translucent quads
camera: number[];
}
| {
type: "sort";
chunk_x: number;
chunk_z: number;
version: number;
sort_version: number;
centers: Float32Array;
camera: number[];
};
// 4 vertices per quad
export interface LayerMesh {
vertices: Float32Array;
quad_count: number;
}
export type FromChunkWorker =
| {
@@ -33,8 +57,23 @@ export type FromChunkWorker =
chunk_x: number;
chunk_z: number;
version: number;
opaque_vertices: Float32Array;
opaque_count: number;
transparent_vertices: Float32Array;
transparent_count: number;
solid: LayerMesh;
cutout: LayerMesh;
translucent: LayerMesh & {
// sorted back to front for the camera the mesh was requested with
indices: Uint32Array;
sort_type: SortType;
// what resorting needs, see translucent_sort.ts
centers: Float32Array;
planes: [Float32Array, Float32Array, Float32Array];
};
camera: number[];
}
| {
type: "sorted";
chunk_x: number;
chunk_z: number;
version: number;
sort_version: number;
indices: Uint32Array;
};
+141 -122
View File
@@ -1,12 +1,20 @@
/// <reference lib="webworker" />
import type { BlockRegistry } from "$/common/everything_registry.ts";
import type { SpriteRegion } from "$/common/constants.ts";
import type { BlockRegistry, RenderLayer } from "$/common/everything_registry.ts";
import { AIR, type SpriteRegion } from "$/common/constants.ts";
import type { Texture } from "../renderer/types.ts";
import type { FromChunkWorker, ToChunkWorker } from "./chunk_messages.ts";
import { generate_raw_chunk, WorldgenSetup } from "$/common/generation.ts";
import { load_worldgen } from "$/common/worldgen_loader.ts";
import { default_block_value } from "$/common/utils.ts";
import {
choose_sort_type,
FACE_NORMALS,
quad_indices,
quad_planes,
sort_by_distance,
sort_quads,
} from "./translucent_sort.ts";
const pad = 0.5;
@@ -64,9 +72,6 @@ export function push_front_face(
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, y, z2, u0, 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;
@@ -99,9 +104,6 @@ export function push_back_face(
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, y, z, u0, 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;
@@ -134,9 +136,6 @@ export function push_left_face(
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, y, z, u0, 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;
@@ -170,9 +169,6 @@ export function push_right_face(
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, y, z2, u0, 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;
@@ -206,9 +202,6 @@ export function push_top_face(
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, z2, u0, 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;
@@ -241,9 +234,6 @@ export function push_bottom_face(
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, z, u0, 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;
@@ -254,18 +244,29 @@ type TexturesInfo = Record<string, SpriteRegion>;
const CHUNK_SIZE = 16;
const CHUNK_HEIGHT = 128;
const TEXTURE_SIZE = 16;
const FLOATS_PER_QUAD = 4 * 9;
const FACE_PUSHING_FUNCTIONS = {
top: push_top_face,
bottom: push_bottom_face,
front: push_front_face,
back: push_back_face,
left: push_left_face,
right: push_right_face,
} as const;
// 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,
] as const;
const SOLID = 0;
const CUTOUT = 1;
const TRANSLUCENT = 2;
const LAYER_IDS: Record<RenderLayer, number> = { solid: SOLID, cutout: CUTOUT, translucent: TRANSLUCENT };
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);
let textures_info: TexturesInfo = {};
let image: Texture;
let worldgen: WorldgenSetup | undefined;
@@ -280,6 +281,11 @@ 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,
);
textures_info = message.textures_info;
image = message.image as Texture;
default_values = blocks_registry.map((block, nid) => default_block_value(nid, block));
@@ -292,13 +298,11 @@ self.onmessage = async (event: MessageEvent<ToChunkWorker>) => {
generate(message.chunk_x, message.chunk_z, message.seed);
break;
case "mesh": {
const [opaque_vertices, opaque_count, transparent_vertices, transparent_count] = make_chunk_mesh(
const { solid, cutout, translucent } = make_chunk_mesh(
message.chunk_x,
message.chunk_z,
message.padded_chunk,
blocks_registry,
textures_info,
image,
message.camera,
);
post(
{
@@ -306,15 +310,35 @@ self.onmessage = async (event: MessageEvent<ToChunkWorker>) => {
chunk_x: message.chunk_x,
chunk_z: message.chunk_z,
version: message.version,
opaque_vertices,
opaque_count,
transparent_vertices,
transparent_count,
solid,
cutout,
translucent,
camera: message.camera,
},
[opaque_vertices.buffer, transparent_vertices.buffer],
[
solid.vertices.buffer,
cutout.vertices.buffer,
translucent.vertices.buffer,
translucent.indices.buffer,
translucent.centers.buffer,
...translucent.planes.map((planes) => planes.buffer),
],
);
break;
}
case "sort": {
const [x, y, z] = message.camera;
const indices = quad_indices(sort_by_distance(message.centers, message.centers.length / 3, x, y, z));
post({
type: "sorted",
chunk_x: message.chunk_x,
chunk_z: message.chunk_z,
version: message.version,
sort_version: message.sort_version,
indices,
}, [indices.buffer]);
break;
}
}
};
@@ -327,42 +351,38 @@ function generate(chunk_x: number, chunk_z: number, seed: string) {
post({ type: "generated", chunk_x, chunk_z, blocks, spills }, [blocks.buffer, spills.buffer]);
}
function make_chunk_mesh(
chunk_x: number,
chunk_z: number,
padded_chunk: Uint32Array,
blocks_registry: BlockRegistry[],
textures_info: TexturesInfo,
image: Texture,
): [Float32Array, number, Float32Array, number] {
let opaque_vertices = new Float32Array(2048);
let opaque_count = 0;
let transparent_vertices = new Float32Array(2048);
let transparent_count = 0;
// 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;
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 }));
// for sorting the translucent quads
let centers = new Float32Array(256);
let faces = new Uint8Array(256);
const size = CHUNK_SIZE + 2;
const layer = size * size;
const padded_index = (x: number, y: number, z: number) => {
return y * layer + z * size + x;
};
const show_face = (block: number) => {
if (block === 0) return true;
const info = blocks_registry[block];
return info?.transparent ?? false;
};
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];
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 px = x + 1;
const pz = z + 1;
const block_nid = padded_chunk[padded_index(px, y, pz)];
if (block_nid === 0) continue;
const index = y * layer_size + (z + 1) * size + (x + 1);
const block_nid = padded_chunk[index];
if (block_nid === AIR) continue;
const block_info = blocks_registry[block_nid];
const layer_id = block_layers[block_nid];
const layer = layers[layer_id];
const alpha = layer_id === TRANSLUCENT ? block_info.alpha ?? 1 : 1;
const texture_ids = {
top: "engine:missing",
@@ -402,72 +422,71 @@ function make_chunk_mesh(
const wx = chunk_x * CHUNK_SIZE + x;
const wz = chunk_z * CHUNK_SIZE + z;
const faces = {
front: show_face(padded_chunk[padded_index(px, y, pz + 1)]),
back: show_face(padded_chunk[padded_index(px, y, pz - 1)]),
left: show_face(padded_chunk[padded_index(px - 1, y, pz)]),
right: show_face(padded_chunk[padded_index(px + 1, y, pz)]),
top: show_face(padded_chunk[padded_index(px, y + 1, pz)]),
bottom: show_face(padded_chunk[padded_index(px, y - 1, pz)]),
} as const;
for (let face = 0; face < 6; face++) {
if (!show_face(block_nid, padded_chunk[index + face_offsets[face]])) {
continue;
}
for (const side of ["front", "back", "left", "right", "top", "bottom"] as const) {
if (faces[side]) {
const region = textures_info[texture_ids[side]];
const region = textures_info[texture_ids[FACES[face]]];
layer.vertices = ensure_capacity(layer.vertices, layer.floats + FLOATS_PER_QUAD);
layer.floats = FACE_PUSHING_FUNCTIONS[face](
layer.vertices,
layer.floats,
image,
wx,
y,
wz,
region.x * TEXTURE_SIZE,
region.y * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
1,
1,
1,
alpha,
);
if (block_info.transparent) {
transparent_vertices = ensure_capacity(
transparent_vertices,
transparent_count + (6 * 6 * 9),
);
transparent_count = FACE_PUSHING_FUNCTIONS[side](
transparent_vertices,
transparent_count,
image,
wx,
y,
wz,
region.x * TEXTURE_SIZE,
region.y * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
1,
1,
1,
block_info.alpha ?? 1,
);
} else {
opaque_vertices = ensure_capacity(opaque_vertices, opaque_count + (6 * 6 * 9));
opaque_count = FACE_PUSHING_FUNCTIONS[side](
opaque_vertices,
opaque_count,
image,
wx,
y,
wz,
region.x * TEXTURE_SIZE,
region.y * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
1,
1,
1,
1,
);
}
if (layer_id === TRANSLUCENT) {
const quad = layer.floats / FLOATS_PER_QUAD - 1;
centers = ensure_capacity(centers, (quad + 1) * 3);
faces = ensure_capacity(faces, quad + 1);
const [nx, ny, nz] = FACE_NORMALS[face];
centers[quad * 3] = wx + 0.5 + nx * 0.5;
centers[quad * 3 + 1] = y + 0.5 + ny * 0.5;
centers[quad * 3 + 2] = wz + 0.5 + nz * 0.5;
faces[quad] = face;
}
}
}
}
}
return [opaque_vertices, opaque_count, transparent_vertices, transparent_count];
const [solid, cutout, translucent] = layers.map((layer) => ({
vertices: layer.vertices,
quad_count: layer.floats / FLOATS_PER_QUAD,
}));
const quads = { centers, faces, count: translucent.quad_count };
const sort_type = choose_sort_type(quads);
const [camera_x, camera_y, camera_z] = camera;
return {
solid,
cutout,
translucent: {
...translucent,
indices: sort_quads(quads, sort_type, camera_x, camera_y, camera_z),
sort_type,
centers: centers.slice(0, quads.count * 3),
planes: quad_planes(quads),
},
};
}
function ensure_capacity(
buffer: Float32Array<ArrayBuffer>,
function ensure_capacity<T extends Float32Array<ArrayBuffer> | Uint8Array<ArrayBuffer>>(
buffer: T,
required: number,
) {
): T {
if (required <= buffer.length) return buffer;
let new_length = buffer.length;
@@ -475,7 +494,7 @@ function ensure_capacity(
new_length *= 2;
}
const new_buffer = new Float32Array(new_length);
new_buffer.set(buffer);
const new_buffer = new (buffer.constructor as new (length: number) => T)(new_length);
new_buffer.set(buffer as ArrayLike<number>);
return new_buffer;
}
+158
View File
@@ -0,0 +1,158 @@
// translucent quad sorting, the way sodium does it (its "translucency sorting"), simplified for quads
// that all face along an axis.
// every chunk's translucent mesh gets a sort type when it's meshed:
// - none: the order can't matter, one quad or all of them in a single plane
// - static: all quads face along one axis, so sorting them by distance along their normal once is right
// from anywhere the camera can see them
// - dynamic: sorted by distance to the camera, and sorted again only when the camera crosses one of the
// planes the chunk's quads lie on, the only time the order between them can change (sodium's GFNI)
export type SortType = "none" | "static" | "dynamic";
// same order as the mesher's faces
export const FACE_NORMALS = [
[0, 1, 0], // top
[0, -1, 0], // bottom
[0, 0, 1], // front
[0, 0, -1], // back
[-1, 0, 0], // left
[1, 0, 0], // right
] as const;
export const FACE_AXIS = [1, 1, 2, 2, 0, 0] as const;
// for each quad: its center, and which face it is
export interface TranslucentQuads {
centers: Float32Array;
faces: Uint8Array;
count: number;
}
export function choose_sort_type(quads: TranslucentQuads): SortType {
if (quads.count <= 1) {
return "none";
}
let axes = 0;
for (let q = 0; q < quads.count; q++) {
axes |= 1 << FACE_AXIS[quads.faces[q]];
}
// more than one axis, the order depends on where the camera is
if (axes & (axes - 1)) {
return "dynamic";
}
// quads facing opposite ways on the same axis are never both visible over each other, so only
// the distance along the axis matters. if they all share a plane, nothing can overlap at all
const axis = FACE_AXIS[quads.faces[0]];
const plane = quads.centers[axis];
for (let q = 1; q < quads.count; q++) {
if (quads.centers[q * 3 + axis] !== plane) {
return "static";
}
}
return "none";
}
// the unique coordinates of the planes the quads lie on, per axis, sorted. the camera crossing one of
// these is what triggers a dynamic sort
export function quad_planes(quads: TranslucentQuads): [Float32Array, Float32Array, Float32Array] {
const sets = [new Set<number>(), new Set<number>(), new Set<number>()];
for (let q = 0; q < quads.count; q++) {
const axis = FACE_AXIS[quads.faces[q]];
sets[axis].add(quads.centers[q * 3 + axis]);
}
return sets.map((set) => Float32Array.from(set).sort()) as [Float32Array, Float32Array, Float32Array];
}
// whether moving the camera from a to b crosses any of the planes
export function crosses_planes(planes: [Float32Array, Float32Array, Float32Array], a: number[], b: number[]) {
for (let axis = 0; axis < 3; axis++) {
if (a[axis] === b[axis] || planes[axis].length === 0) {
continue;
}
if (count_below(planes[axis], a[axis]) !== count_below(planes[axis], b[axis])) {
return true;
}
}
return false;
}
function count_below(sorted: Float32Array, value: number) {
let lo = 0;
let hi = sorted.length;
while (lo < hi) {
const mid = (lo + hi) >> 1;
if (sorted[mid] < value) {
lo = mid + 1;
} else {
hi = mid;
}
}
return lo;
}
// back to front, for the camera at camera_x/y/z when the sort type is dynamic
export function sort_quads(
quads: TranslucentQuads,
sort_type: SortType,
camera_x: number,
camera_y: number,
camera_z: number,
): Uint32Array {
const { centers, faces, count } = quads;
if (sort_type === "dynamic") {
return quad_indices(sort_by_distance(centers, count, camera_x, camera_y, camera_z));
}
const order = new Uint32Array(count);
for (let q = 0; q < count; q++) {
order[q] = q;
}
if (sort_type === "static") {
// for quads facing the camera, the ones further along their normal are closer to it
const keys = new Float32Array(count);
for (let q = 0; q < count; q++) {
const [nx, ny, nz] = FACE_NORMALS[faces[q]];
keys[q] = centers[q * 3] * nx + centers[q * 3 + 1] * ny + centers[q * 3 + 2] * nz;
}
order.sort((a, b) => keys[a] - keys[b]);
}
return quad_indices(order);
}
// dynamic sorting only needs the centers, so resorting doesn't need the whole mesh
export function sort_by_distance(
centers: Float32Array,
count: number,
camera_x: number,
camera_y: number,
camera_z: number,
): Uint32Array {
const order = new Uint32Array(count);
const distances = new Float32Array(count);
for (let q = 0; q < count; q++) {
order[q] = q;
const dx = centers[q * 3] - camera_x;
const dy = centers[q * 3 + 1] - camera_y;
const dz = centers[q * 3 + 2] - camera_z;
distances[q] = dx * dx + dy * dy + dz * dz;
}
return order.sort((a, b) => distances[b] - distances[a]);
}
// two triangles per quad, drawn in the given order
export function quad_indices(order: Uint32Array): Uint32Array {
const indices = new Uint32Array(order.length * 6);
for (let i = 0; i < order.length; i++) {
const v = order[i] * 4;
const o = i * 6;
indices[o] = v;
indices[o + 1] = v + 1;
indices[o + 2] = v + 2;
indices[o + 3] = v;
indices[o + 4] = v + 2;
indices[o + 5] = v + 3;
}
return indices;
}