Fix transparent blocks
This commit is contained in:
+141
-122
@@ -1,12 +1,20 @@
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/// <reference lib="webworker" />
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import type { BlockRegistry } from "$/common/everything_registry.ts";
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import type { SpriteRegion } from "$/common/constants.ts";
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import type { BlockRegistry, RenderLayer } from "$/common/everything_registry.ts";
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import { AIR, type SpriteRegion } from "$/common/constants.ts";
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import type { Texture } from "../renderer/types.ts";
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import type { FromChunkWorker, ToChunkWorker } from "./chunk_messages.ts";
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import { generate_raw_chunk, WorldgenSetup } from "$/common/generation.ts";
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import { load_worldgen } from "$/common/worldgen_loader.ts";
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import { default_block_value } from "$/common/utils.ts";
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import {
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choose_sort_type,
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FACE_NORMALS,
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quad_indices,
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quad_planes,
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sort_by_distance,
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sort_quads,
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} from "./translucent_sort.ts";
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const pad = 0.5;
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@@ -64,9 +72,6 @@ export function push_front_face(
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i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z2, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z2, u0, v0, r, g, b, a);
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return i;
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@@ -99,9 +104,6 @@ export function push_back_face(
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i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u0, v0, r, g, b, a);
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return i;
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@@ -134,9 +136,6 @@ export function push_left_face(
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i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z2, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
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return i;
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@@ -170,9 +169,6 @@ export function push_right_face(
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i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u0, v0, r, g, b, a);
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return i;
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@@ -206,9 +202,6 @@ export function push_top_face(
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i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
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return i;
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@@ -241,9 +234,6 @@ export function push_bottom_face(
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i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z2, u0, v0, r, g, b, a);
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return i;
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@@ -254,18 +244,29 @@ type TexturesInfo = Record<string, SpriteRegion>;
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const CHUNK_SIZE = 16;
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const CHUNK_HEIGHT = 128;
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const TEXTURE_SIZE = 16;
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const FLOATS_PER_QUAD = 4 * 9;
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const FACE_PUSHING_FUNCTIONS = {
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top: push_top_face,
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bottom: push_bottom_face,
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front: push_front_face,
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back: push_back_face,
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left: push_left_face,
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right: push_right_face,
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} as const;
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// same order as FACE_NORMALS in translucent_sort.ts
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const FACES = ["top", "bottom", "front", "back", "left", "right"] as const;
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const FACE_PUSHING_FUNCTIONS = [
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push_top_face,
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push_bottom_face,
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push_front_face,
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push_back_face,
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push_left_face,
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push_right_face,
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] as const;
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const SOLID = 0;
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const CUTOUT = 1;
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const TRANSLUCENT = 2;
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const LAYER_IDS: Record<RenderLayer, number> = { solid: SOLID, cutout: CUTOUT, translucent: TRANSLUCENT };
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let blocks_registry: BlockRegistry[] = [];
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let block_ids: Record<string, number> = {};
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// by numeric id, checked for every face
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let block_layers = new Uint8Array(0);
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let block_cull_same = new Uint8Array(0);
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let textures_info: TexturesInfo = {};
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let image: Texture;
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let worldgen: WorldgenSetup | undefined;
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@@ -280,6 +281,11 @@ self.onmessage = async (event: MessageEvent<ToChunkWorker>) => {
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case "init":
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blocks_registry = message.blocks_registry;
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block_ids = message.block_ids;
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block_layers = Uint8Array.from(blocks_registry, (block) => LAYER_IDS[block?.render_layer ?? "solid"]);
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block_cull_same = Uint8Array.from(
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blocks_registry,
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(block) => (block?.cull_same ?? block?.render_layer === "translucent") ? 1 : 0,
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);
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textures_info = message.textures_info;
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image = message.image as Texture;
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default_values = blocks_registry.map((block, nid) => default_block_value(nid, block));
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@@ -292,13 +298,11 @@ self.onmessage = async (event: MessageEvent<ToChunkWorker>) => {
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generate(message.chunk_x, message.chunk_z, message.seed);
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break;
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case "mesh": {
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const [opaque_vertices, opaque_count, transparent_vertices, transparent_count] = make_chunk_mesh(
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const { solid, cutout, translucent } = make_chunk_mesh(
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message.chunk_x,
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message.chunk_z,
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message.padded_chunk,
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blocks_registry,
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textures_info,
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image,
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message.camera,
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);
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post(
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{
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@@ -306,15 +310,35 @@ self.onmessage = async (event: MessageEvent<ToChunkWorker>) => {
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chunk_x: message.chunk_x,
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chunk_z: message.chunk_z,
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version: message.version,
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opaque_vertices,
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opaque_count,
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transparent_vertices,
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transparent_count,
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solid,
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cutout,
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translucent,
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camera: message.camera,
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},
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[opaque_vertices.buffer, transparent_vertices.buffer],
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[
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solid.vertices.buffer,
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cutout.vertices.buffer,
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translucent.vertices.buffer,
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translucent.indices.buffer,
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translucent.centers.buffer,
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...translucent.planes.map((planes) => planes.buffer),
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],
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);
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break;
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}
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case "sort": {
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const [x, y, z] = message.camera;
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const indices = quad_indices(sort_by_distance(message.centers, message.centers.length / 3, x, y, z));
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post({
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type: "sorted",
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chunk_x: message.chunk_x,
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chunk_z: message.chunk_z,
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version: message.version,
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sort_version: message.sort_version,
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indices,
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}, [indices.buffer]);
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break;
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}
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}
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};
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@@ -327,42 +351,38 @@ function generate(chunk_x: number, chunk_z: number, seed: string) {
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post({ type: "generated", chunk_x, chunk_z, blocks, spills }, [blocks.buffer, spills.buffer]);
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}
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function make_chunk_mesh(
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chunk_x: number,
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chunk_z: number,
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padded_chunk: Uint32Array,
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blocks_registry: BlockRegistry[],
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textures_info: TexturesInfo,
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image: Texture,
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): [Float32Array, number, Float32Array, number] {
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let opaque_vertices = new Float32Array(2048);
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let opaque_count = 0;
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let transparent_vertices = new Float32Array(2048);
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let transparent_count = 0;
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// the rule vanilla minecraft (and so sodium) uses: solid neighbors hide a face, and some blocks
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// hide faces between two of themselves
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function show_face(block: number, neighbor: number) {
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if (neighbor === AIR) return true;
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// unloaded (VOID) or above/below the world
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const layer = block_layers[neighbor];
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if (layer === undefined || layer === SOLID) return false;
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return !(neighbor === block && block_cull_same[block]);
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}
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function make_chunk_mesh(chunk_x: number, chunk_z: number, padded_chunk: Uint32Array, camera: number[]) {
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const layers = [SOLID, CUTOUT, TRANSLUCENT].map(() => ({ vertices: new Float32Array(2048), floats: 0 }));
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// for sorting the translucent quads
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let centers = new Float32Array(256);
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let faces = new Uint8Array(256);
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const size = CHUNK_SIZE + 2;
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const layer = size * size;
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const padded_index = (x: number, y: number, z: number) => {
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return y * layer + z * size + x;
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};
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const show_face = (block: number) => {
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if (block === 0) return true;
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const info = blocks_registry[block];
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return info?.transparent ?? false;
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};
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const layer_size = size * size;
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// where the neighbor on each face is in padded_chunk, same order as FACES
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const face_offsets = [layer_size, -layer_size, size, -size, -1, 1];
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for (let y = 0; y < CHUNK_HEIGHT; y++) {
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for (let z = 0; z < CHUNK_SIZE; z++) {
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for (let x = 0; x < CHUNK_SIZE; x++) {
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const px = x + 1;
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const pz = z + 1;
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const block_nid = padded_chunk[padded_index(px, y, pz)];
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if (block_nid === 0) continue;
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const index = y * layer_size + (z + 1) * size + (x + 1);
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const block_nid = padded_chunk[index];
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if (block_nid === AIR) continue;
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const block_info = blocks_registry[block_nid];
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const layer_id = block_layers[block_nid];
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const layer = layers[layer_id];
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const alpha = layer_id === TRANSLUCENT ? block_info.alpha ?? 1 : 1;
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const texture_ids = {
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top: "engine:missing",
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@@ -402,72 +422,71 @@ function make_chunk_mesh(
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const wx = chunk_x * CHUNK_SIZE + x;
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const wz = chunk_z * CHUNK_SIZE + z;
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const faces = {
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front: show_face(padded_chunk[padded_index(px, y, pz + 1)]),
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back: show_face(padded_chunk[padded_index(px, y, pz - 1)]),
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left: show_face(padded_chunk[padded_index(px - 1, y, pz)]),
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right: show_face(padded_chunk[padded_index(px + 1, y, pz)]),
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top: show_face(padded_chunk[padded_index(px, y + 1, pz)]),
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bottom: show_face(padded_chunk[padded_index(px, y - 1, pz)]),
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} as const;
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for (let face = 0; face < 6; face++) {
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if (!show_face(block_nid, padded_chunk[index + face_offsets[face]])) {
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continue;
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}
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for (const side of ["front", "back", "left", "right", "top", "bottom"] as const) {
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if (faces[side]) {
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const region = textures_info[texture_ids[side]];
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const region = textures_info[texture_ids[FACES[face]]];
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layer.vertices = ensure_capacity(layer.vertices, layer.floats + FLOATS_PER_QUAD);
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layer.floats = FACE_PUSHING_FUNCTIONS[face](
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layer.vertices,
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layer.floats,
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image,
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wx,
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y,
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wz,
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region.x * TEXTURE_SIZE,
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region.y * TEXTURE_SIZE,
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TEXTURE_SIZE,
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TEXTURE_SIZE,
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1,
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1,
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1,
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alpha,
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);
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if (block_info.transparent) {
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transparent_vertices = ensure_capacity(
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transparent_vertices,
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transparent_count + (6 * 6 * 9),
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);
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transparent_count = FACE_PUSHING_FUNCTIONS[side](
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transparent_vertices,
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transparent_count,
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image,
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wx,
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y,
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wz,
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region.x * TEXTURE_SIZE,
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region.y * TEXTURE_SIZE,
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TEXTURE_SIZE,
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TEXTURE_SIZE,
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1,
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1,
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1,
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block_info.alpha ?? 1,
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);
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} else {
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opaque_vertices = ensure_capacity(opaque_vertices, opaque_count + (6 * 6 * 9));
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opaque_count = FACE_PUSHING_FUNCTIONS[side](
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opaque_vertices,
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opaque_count,
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image,
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wx,
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y,
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wz,
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region.x * TEXTURE_SIZE,
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region.y * TEXTURE_SIZE,
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TEXTURE_SIZE,
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TEXTURE_SIZE,
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1,
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1,
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1,
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1,
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);
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}
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if (layer_id === TRANSLUCENT) {
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const quad = layer.floats / FLOATS_PER_QUAD - 1;
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centers = ensure_capacity(centers, (quad + 1) * 3);
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faces = ensure_capacity(faces, quad + 1);
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const [nx, ny, nz] = FACE_NORMALS[face];
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centers[quad * 3] = wx + 0.5 + nx * 0.5;
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centers[quad * 3 + 1] = y + 0.5 + ny * 0.5;
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centers[quad * 3 + 2] = wz + 0.5 + nz * 0.5;
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faces[quad] = face;
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}
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}
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}
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}
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}
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return [opaque_vertices, opaque_count, transparent_vertices, transparent_count];
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const [solid, cutout, translucent] = layers.map((layer) => ({
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vertices: layer.vertices,
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quad_count: layer.floats / FLOATS_PER_QUAD,
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}));
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const quads = { centers, faces, count: translucent.quad_count };
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const sort_type = choose_sort_type(quads);
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const [camera_x, camera_y, camera_z] = camera;
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return {
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solid,
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cutout,
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translucent: {
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...translucent,
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indices: sort_quads(quads, sort_type, camera_x, camera_y, camera_z),
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sort_type,
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centers: centers.slice(0, quads.count * 3),
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planes: quad_planes(quads),
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},
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};
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}
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function ensure_capacity(
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buffer: Float32Array<ArrayBuffer>,
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function ensure_capacity<T extends Float32Array<ArrayBuffer> | Uint8Array<ArrayBuffer>>(
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buffer: T,
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required: number,
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) {
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): T {
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if (required <= buffer.length) return buffer;
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let new_length = buffer.length;
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@@ -475,7 +494,7 @@ function ensure_capacity(
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new_length *= 2;
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}
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const new_buffer = new Float32Array(new_length);
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new_buffer.set(buffer);
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const new_buffer = new (buffer.constructor as new (length: number) => T)(new_length);
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new_buffer.set(buffer as ArrayLike<number>);
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return new_buffer;
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}
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Block a user