///
import {
block_light_emission,
block_light_opacity,
type BlockRegistry,
type RenderLayer,
} from "$/common/everything_registry.ts";
import {
AIR,
CHUNK_AREA,
CHUNK_HEIGHT,
CHUNK_SIZE,
ID_MASK,
type SpriteRegion,
TEXTURE_SIZE,
} from "$/common/constants.ts";
import type { Texture } from "../renderer/types.ts";
import {
FACE_GROUPS,
type FaceGroup,
type FromChunkWorker,
TERRAIN_QUAD_BYTES,
TERRAIN_VERTEX_BYTES,
type ToChunkWorker,
UNALIGNED_GROUP,
} 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, get_state_value } from "$/common/utils.ts";
import { bake_model, block_variant, FACE_CORNERS, find_model, type ModelJson } from "$/common/block_models.ts";
import {
choose_sort_type,
FACE_AXIS,
FACE_NORMALS,
quad_indices,
quad_planes,
sort_by_distance,
sort_quads,
} from "./translucent_sort.ts";
import {
LightRegion,
type LightTables,
region_block,
region_block_light,
REGION_LAYER,
REGION_SIZE,
region_sky,
REGION_VOID,
} from "./lighting.ts";
type TexturesInfo = Record;
// keeps texture lookups off the sprite's edge
const UV_PAD = 0.5;
// same order as FACE_NORMALS in translucent_sort.ts, and FACE_CORNERS and CORNER_UVS in block_models.ts
// minecraft's shading by direction, so faces stay apart even in flat light
const FACE_SHADE = [1.0, 0.5, 0.8, 0.8, 0.6, 0.6];
// for each face corner, the two cells beside the cell in front of the face that touch that corner,
// as [index offset, y offset] for each. the cell touching both is at the sum of them
const CORNER_SIDES = FACE_CORNERS.map((corners, face) =>
corners.map((corner) => {
const sides: number[] = [];
for (let axis = 0; axis < 3; axis++) {
if (FACE_NORMALS[face][axis] !== 0) continue;
const d = corner[axis] * 2 - 1;
sides.push(axis === 0 ? d : axis === 1 ? d * REGION_LAYER : d * REGION_SIZE, axis === 1 ? d : 0);
}
return sides;
})
);
const SOLID = 0;
const CUTOUT = 1;
const TRANSLUCENT = 2;
const LAYER_IDS: Record = { solid: SOLID, cutout: CUTOUT, translucent: TRANSLUCENT };
let blocks_registry: BlockRegistry[] = [];
let block_ids: Record = {};
// by numeric id, looked up for every face. like sodium's light data cache, everything the mesher asks about a
// block is worked out once instead of per face
const TABLE_SIZE = ID_MASK + 1;
const block_layers = new Uint8Array(TABLE_SIZE);
const block_cull_same = new Uint8Array(TABLE_SIZE);
// darkens the corners it touches (minecraft's ambient occlusion), blocks with a full collision box do
const block_occludes = new Uint8Array(TABLE_SIZE);
// light can come around a corner past it
const block_lets_light_by = new Uint8Array(TABLE_SIZE);
const light_tables: LightTables = { opacity: new Uint8Array(TABLE_SIZE), emission: new Uint8Array(TABLE_SIZE) };
const region = new LightRegion();
// a model's quad ready for the mesher: uvs in the atlas, and for each corner how much of each of the face's
// four corner lights it gets, so faces smaller than the block are lit like minecraft's
interface MeshQuad {
positions: number[];
uvs: number[];
face: number;
cull: number;
flush: boolean;
// the face group it goes in, see FACE_GROUPS
group: number;
shade: number;
sprite: SpriteRegion;
// 4 weights per corner
light_weights: number[];
}
let models: Record = {};
// by block value, or by numeric id for blocks without variants
const baked = new Map();
let textures_info: TexturesInfo = {};
let image: Texture;
let worldgen: WorldgenSetup | undefined;
// numeric id to what a generated block stores, with its default states. matches the server
let default_values: number[] = [];
// generating has to wait for mods' worldgen scripts, or this worker's terrain wouldn't match the server's
let worldgen_ready: Promise = Promise.resolve();
self.onmessage = async (event: MessageEvent) => {
const message = event.data;
switch (message.type) {
case "init":
blocks_registry = message.blocks_registry;
block_ids = message.block_ids;
models = message.models;
baked.clear();
build_block_tables();
textures_info = message.textures_info;
image = message.image as Texture;
default_values = blocks_registry.map((block, nid) => default_block_value(nid, block));
worldgen_ready = load_worldgen(message.worldgen_scripts, message.ores).then((setup) => {
worldgen = setup;
});
break;
case "generate":
await worldgen_ready;
generate(message.chunk_x, message.chunk_z, message.seed);
break;
case "mesh": {
region.fill(message.chunks);
region.compute(light_tables);
const { solid, cutout, translucent, min_y, max_y } = make_chunk_mesh(
message.chunk_x,
message.chunk_z,
message.chunks[4]!,
message.camera,
);
post(
{
type: "meshed",
chunk_x: message.chunk_x,
chunk_z: message.chunk_z,
version: message.version,
min_y,
max_y,
solid,
cutout,
translucent,
camera: message.camera,
},
[
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;
}
}
};
function post(message: FromChunkWorker, transfer: Transferable[]) {
self.postMessage(message, transfer);
}
function generate(chunk_x: number, chunk_z: number, seed: string) {
const { blocks, spills } = generate_raw_chunk(chunk_x, chunk_z, seed, block_ids, worldgen, default_values);
post({ type: "generated", chunk_x, chunk_z, blocks, spills }, [blocks.buffer, spills.buffer]);
}
function build_block_tables() {
blocks_registry.forEach((block, nid) => {
if (!block || nid === AIR) return;
const layer = LAYER_IDS[block.render_layer ?? "solid"];
const opacity = block_light_opacity(block);
block_layers[nid] = layer;
block_cull_same[nid] = (block.cull_same ?? layer === TRANSLUCENT) ? 1 : 0;
block_occludes[nid] = block.has_collision && layer !== TRANSLUCENT ? 1 : 0;
block_lets_light_by[nid] = layer !== SOLID || opacity === 0 ? 1 : 0;
light_tables.opacity[nid] = opacity;
light_tables.emission[nid] = block_light_emission(block);
});
block_lets_light_by[AIR] = 1;
block_layers[REGION_VOID] = SOLID;
block_occludes[REGION_VOID] = 1;
light_tables.opacity[REGION_VOID] = 15;
}
// 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;
if (block_layers[neighbor] === SOLID) return false;
return !(neighbor === block && block_cull_same[block]);
}
// per corner of the face being built
const corner_sky = new Float32Array(4);
const corner_block = new Float32Array(4);
const corner_ao = new Float32Array(4);
// minecraft's smooth lighting: each corner averages the light of the cell in front of the face and the three
// cells around it that touch the corner, and gets darker for each of those that's a full block
function light_face_corners(face: number, front: number, front_y: number) {
const front_id = region_block(region, front, front_y);
const front_sky = region_sky(region, front, front_y);
const front_block = region_block_light(region, front, front_y);
const front_ao = block_occludes[front_id] ? 0.2 : 1;
for (let corner = 0; corner < 4; corner++) {
const [a_offset, a_dy, b_offset, b_dy] = CORNER_SIDES[face][corner];
const a = front + a_offset;
const a_y = front_y + a_dy;
const b = front + b_offset;
const b_y = front_y + b_dy;
const a_id = region_block(region, a, a_y);
const b_id = region_block(region, b, b_y);
let a_sky = region_sky(region, a, a_y);
let a_block = region_block_light(region, a, a_y);
let b_sky = region_sky(region, b, b_y);
let b_block = region_block_light(region, b, b_y);
const a_ao = block_occludes[a_id] ? 0.2 : 1;
const b_ao = block_occludes[b_id] ? 0.2 : 1;
// with both sides closed the corner cell can't be seen, vanilla uses a side's values instead
let c_sky = a_sky;
let c_block = a_block;
let c_ao = a_ao;
if (block_lets_light_by[a_id] || block_lets_light_by[b_id]) {
const c = a + b_offset;
const c_y = a_y + b_dy;
c_sky = region_sky(region, c, c_y);
c_block = region_block_light(region, c, c_y);
c_ao = block_occludes[region_block(region, c, c_y)] ? 0.2 : 1;
}
// cells with no light at all are usually inside solid blocks, vanilla counts them as the front cell
// so corners against walls don't go black
if (a_sky === 0 && a_block === 0) {
a_sky = front_sky;
a_block = front_block;
}
if (b_sky === 0 && b_block === 0) {
b_sky = front_sky;
b_block = front_block;
}
if (c_sky === 0 && c_block === 0) {
c_sky = front_sky;
c_block = front_block;
}
corner_sky[corner] = (a_sky + b_sky + c_sky + front_sky) / 4;
corner_block[corner] = (a_block + b_block + c_block + front_block) / 4;
corner_ao[corner] = (a_ao + b_ao + c_ao + front_ao) / 4;
}
}
// sodium's rule for which diagonal splits the quad: the brighter one, otherwise the ambient occlusion
// gets smeared across the whole face
function should_flip() {
const ao_02 = corner_ao[0] + corner_ao[2];
const ao_13 = corner_ao[1] + corner_ao[3];
if (ao_02 !== ao_13) {
return ao_02 < ao_13;
}
const light = (corner: number) => corner_sky[corner] * 16 + corner_block[corner];
return light(0) + light(2) > light(1) + light(3);
}
// quads being built, in the terrain vertex format
class QuadBuffer {
count = 0;
bytes = new Uint8Array(TERRAIN_QUAD_BYTES * 64);
f32 = new Float32Array(this.bytes.buffer);
u16 = new Uint16Array(this.bytes.buffer);
// room for one more quad
reserve() {
if ((this.count + 1) * TERRAIN_QUAD_BYTES <= this.bytes.length) return;
const bytes = new Uint8Array(this.bytes.length * 2);
bytes.set(this.bytes);
this.bytes = bytes;
this.f32 = new Float32Array(bytes.buffer);
this.u16 = new Uint16Array(bytes.buffer);
}
}
// the lowest and highest y of any quad in the chunk being meshed
let mesh_min_y = Infinity;
let mesh_max_y = -Infinity;
function push_quad(buffer: QuadBuffer, quad: MeshQuad, x: number, y: number, z: number, alpha: number) {
buffer.reserve();
const { f32, u16, bytes } = buffer;
const sprite = quad.sprite;
// starting from the second corner moves the diagonal, the winding stays the same
const first = should_flip() ? 1 : 0;
const alpha_byte = Math.round(alpha * 255);
for (let k = 0; k < 4; k++) {
const corner = (first + k) & 3;
const byte = (buffer.count * 4 + k) * TERRAIN_VERTEX_BYTES;
const vy = y + quad.positions[corner * 3 + 1];
f32[byte / 4] = x + quad.positions[corner * 3];
f32[byte / 4 + 1] = vy;
f32[byte / 4 + 2] = z + quad.positions[corner * 3 + 2];
u16[byte / 2 + 6] = Math.round(atlas_u(sprite, quad.uvs[corner * 2]) * 65535);
u16[byte / 2 + 7] = Math.round(atlas_v(sprite, quad.uvs[corner * 2 + 1]) * 65535);
const brightness = Math.round(quad.shade * corner_ao[corner] * 255);
bytes[byte + 16] = brightness;
bytes[byte + 17] = brightness;
bytes[byte + 18] = brightness;
bytes[byte + 19] = alpha_byte;
// where to read the lightmap, block light across and sky light down
bytes[byte + 20] = Math.round((corner_block[corner] + 0.5) / 16 * 255);
bytes[byte + 21] = Math.round((corner_sky[corner] + 0.5) / 16 * 255);
if (vy < mesh_min_y) mesh_min_y = vy;
if (vy > mesh_max_y) mesh_max_y = vy;
}
buffer.count += 1;
}
// pixels of a sprite to atlas coordinates, kept off the sprite's edge
function atlas_u(sprite: SpriteRegion, u: number) {
return (sprite.x * TEXTURE_SIZE + Math.min(Math.max(u, UV_PAD), TEXTURE_SIZE - UV_PAD)) / image.width;
}
function atlas_v(sprite: SpriteRegion, v: number) {
return (sprite.y * TEXTURE_SIZE + Math.min(Math.max(v, UV_PAD), TEXTURE_SIZE - UV_PAD)) / image.height;
}
// the model quads for a block value, baked the first time it's seen
function block_quads(value: number): MeshQuad[] {
const nid = value & ID_MASK;
const block = blocks_registry[nid];
const key = block.variants ? value : nid;
let quads = baked.get(key);
if (quads) return quads;
let states: Record | undefined;
if (block.variants && block.states) {
states = {};
for (const state of block.states) states[state.name] = get_state_value(value, block, state.name)!;
}
const variant = block_variant(block, states);
const model = find_model(variant.model, models) ?? find_model("engine:cube", models)!;
quads = bake_model(model, variant.textures, variant.y).map((quad) => ({
positions: quad.positions,
uvs: quad.uvs,
face: quad.face,
cull: quad.cull,
flush: quad.flush,
group: quad.aligned ? quad.face : UNALIGNED_GROUP,
shade: quad.shade ? FACE_SHADE[quad.face] : 1,
sprite: textures_info[quad.texture] ?? textures_info["engine:missing"],
light_weights: light_weights(quad.face, quad.positions),
}));
baked.set(key, quads);
return quads;
}
// bilinear weights of the face's four corners at each of the quad's corners
function light_weights(face: number, positions: number[]) {
const axes = [0, 1, 2].filter((axis) => FACE_NORMALS[face][axis] === 0);
const weights: number[] = [];
for (let k = 0; k < 4; k++) {
for (const corner of FACE_CORNERS[face]) {
let weight = 1;
for (const axis of axes) {
const t = Math.min(Math.max(positions[k * 3 + axis], 0), 1);
weight *= corner[axis] ? t : 1 - t;
}
weights.push(weight);
}
}
return weights;
}
// light for a quad smaller than a face, or not on the block's edge at all
const face_sky = new Float32Array(4);
const face_block = new Float32Array(4);
const face_ao = new Float32Array(4);
function light_quad(quad: MeshQuad, index: number, y: number, face_offsets: number[]) {
if (quad.flush) {
light_face_corners(quad.face, index + face_offsets[quad.face], y + FACE_NORMALS[quad.face][1]);
face_sky.set(corner_sky);
face_block.set(corner_block);
face_ao.set(corner_ao);
const w = quad.light_weights;
for (let k = 0; k < 4; k++) {
let sky = 0;
let block = 0;
let ao = 0;
for (let c = 0; c < 4; c++) {
sky += w[k * 4 + c] * face_sky[c];
block += w[k * 4 + c] * face_block[c];
ao += w[k * 4 + c] * face_ao[c];
}
corner_sky[k] = sky;
corner_block[k] = block;
corner_ao[k] = ao;
}
return;
}
// inside the block: its own cell's light, or the cell it faces if the block stops light itself
let cell = index;
let cell_y = y;
if (light_tables.opacity[region_block(region, index, y)] === 15) {
cell = index + face_offsets[quad.face];
cell_y = y + FACE_NORMALS[quad.face][1];
}
corner_sky.fill(region_sky(region, cell, cell_y));
corner_block.fill(region_block_light(region, cell, cell_y));
corner_ao.fill(1);
}
// region has to be filled and lit first
// values is the middle chunk's blocks with their states, for models that change with them
function make_chunk_mesh(chunk_x: number, chunk_z: number, values: Uint32Array, camera: number[]) {
// solid and cutout get a buffer per face group, translucent one for everything since it's sorted instead
const opaque = [SOLID, CUTOUT].map(() =>
Array.from({ length: FACE_GROUPS }, () => ({ buffer: new QuadBuffer(), min: Infinity, max: -Infinity }))
);
const translucent_quads = new QuadBuffer();
mesh_min_y = Infinity;
mesh_max_y = -Infinity;
// for sorting the translucent quads
let centers = new Float32Array(256);
let faces = new Uint8Array(256);
// where the neighbor on each face is, same order as FACE_NORMALS
const face_offsets = FACE_NORMALS.map(([nx, ny, nz]) => nx + ny * REGION_LAYER + nz * REGION_SIZE);
for (let y = 0; y < CHUNK_HEIGHT; y++) {
for (let z = 0; z < CHUNK_SIZE; z++) {
for (let x = 0; x < CHUNK_SIZE; x++) {
// the middle chunk of the region
const index = y * REGION_LAYER + (z + CHUNK_SIZE) * REGION_SIZE + x + CHUNK_SIZE;
const block_nid = region.blocks[index];
if (block_nid === AIR) continue;
const block_info = blocks_registry[block_nid];
const layer_id = block_layers[block_nid];
const alpha = layer_id === TRANSLUCENT ? block_info.alpha ?? 1 : 1;
const wx = chunk_x * CHUNK_SIZE + x;
const wz = chunk_z * CHUNK_SIZE + z;
for (const quad of block_quads(values[y * CHUNK_AREA + z * CHUNK_SIZE + x])) {
if (quad.cull >= 0) {
const neighbor = region_block(
region,
index + face_offsets[quad.cull],
y + FACE_NORMALS[quad.cull][1],
);
if (!show_face(block_nid, neighbor)) continue;
}
light_quad(quad, index, y, face_offsets);
if (layer_id !== TRANSLUCENT) {
const group = opaque[layer_id][quad.group];
push_quad(group.buffer, quad, wx, y, wz, alpha);
if (quad.group !== UNALIGNED_GROUP) {
const axis = FACE_AXIS[quad.face];
const plane = (axis === 0 ? wx : axis === 1 ? y : wz) + quad.positions[axis];
if (plane < group.min) group.min = plane;
if (plane > group.max) group.max = plane;
}
} else {
push_quad(translucent_quads, quad, wx, y, wz, alpha);
// sorting treats every quad as facing along an axis, rotated ones too
const q = translucent_quads.count - 1;
centers = ensure_capacity(centers, (q + 1) * 3);
faces = ensure_capacity(faces, q + 1);
const p = quad.positions;
centers[q * 3] = wx + (p[0] + p[6]) / 2;
centers[q * 3 + 1] = y + (p[1] + p[7]) / 2;
centers[q * 3 + 2] = wz + (p[2] + p[8]) / 2;
faces[q] = quad.face;
}
}
}
}
}
// each layer's groups one after another, in one buffer
const [solid, cutout] = opaque.map((groups) => {
const quad_count = groups.reduce((sum, group) => sum + group.buffer.count, 0);
const vertices = new Uint8Array(quad_count * TERRAIN_QUAD_BYTES);
const ranges: FaceGroup[] = [];
let first = 0;
for (const { buffer, min, max } of groups) {
vertices.set(buffer.bytes.subarray(0, buffer.count * TERRAIN_QUAD_BYTES), first * TERRAIN_QUAD_BYTES);
ranges.push({ first, count: buffer.count, min, max });
first += buffer.count;
}
return { vertices, quad_count, groups: ranges };
});
const translucent = {
vertices: translucent_quads.bytes.slice(0, translucent_quads.count * TERRAIN_QUAD_BYTES),
quad_count: translucent_quads.count,
};
const quads = { centers, faces, count: translucent.quad_count };
const sort_type = choose_sort_type(quads);
const [camera_x, camera_y, camera_z] = camera;
return {
min_y: mesh_min_y === Infinity ? 0 : mesh_min_y,
max_y: mesh_max_y === -Infinity ? 0 : mesh_max_y,
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 | Uint8Array>(
buffer: T,
required: number,
): T {
if (required <= buffer.length) return buffer;
let new_length = buffer.length;
while (new_length < required) {
new_length *= 2;
}
const new_buffer = new (buffer.constructor as new (length: number) => T)(new_length);
new_buffer.set(buffer as ArrayLike);
return new_buffer;
}