/// 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; function push_vertex( vertices: Float32Array, i: number, px: number, py: number, pz: number, u: number, v: number, r: number, g: number, b: number, a: number, ) { vertices[i++] = px; vertices[i++] = py; vertices[i++] = pz; vertices[i++] = u; vertices[i++] = v; vertices[i++] = r; vertices[i++] = g; vertices[i++] = b; vertices[i++] = a; return i; } export function push_front_face( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const x2 = x + 1; const y2 = y + 1; const z2 = z + 1; const u0 = (sx + pad) / texture.width; const v0 = (sy + pad) / texture.height; const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; 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, y2, z2, u0, v0, r, g, b, a); return i; } export function push_back_face( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const x2 = x + 1; const y2 = y + 1; const u0 = (sx + pad) / texture.width; const v0 = (sy + pad) / texture.height; const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; 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, y2, z, u0, v0, r, g, b, a); return i; } export function push_left_face( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const y2 = y + 1; const z2 = z + 1; const u0 = (sx + pad) / texture.width; const v0 = (sy + pad) / texture.height; const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; 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, y2, z, u0, v0, r, g, b, a); return i; } export function push_right_face( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const x2 = x + 1; const y2 = y + 1; const z2 = z + 1; const u0 = (sx + pad) / texture.width; const v0 = (sy + pad) / texture.height; const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; 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, y2, z2, u0, v0, r, g, b, a); return i; } export function push_top_face( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const x2 = x + 1; const z2 = z + 1; const y2 = y + 1; const u0 = (sx + pad) / texture.width; const v0 = (sy + pad) / texture.height; const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; 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, z, u0, v0, r, g, b, a); return i; } export function push_bottom_face( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const x2 = x + 1; const z2 = z + 1; const u0 = (sx + pad) / texture.width; const v0 = (sy + pad) / texture.height; const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; 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, z2, u0, v0, r, g, b, a); return i; } type TexturesInfo = Record; const CHUNK_SIZE = 16; const CHUNK_HEIGHT = 128; const TEXTURE_SIZE = 16; const FLOATS_PER_QUAD = 4 * 9; // 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 = { solid: SOLID, cutout: CUTOUT, translucent: TRANSLUCENT }; let blocks_registry: BlockRegistry[] = []; let block_ids: Record = {}; // 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; // 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; 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)); 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": { const { solid, cutout, translucent } = make_chunk_mesh( message.chunk_x, message.chunk_z, message.padded_chunk, message.camera, ); post( { type: "meshed", chunk_x: message.chunk_x, chunk_z: message.chunk_z, version: message.version, 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]); } // 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 * 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 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", bottom: "engine:missing", front: "engine:missing", back: "engine:missing", left: "engine:missing", right: "engine:missing", }; const textures = block_info.textures; if (!textures) throw new Error(`no textures for ${block_nid}`); if (typeof textures === "string") { texture_ids.top = textures; texture_ids.bottom = textures; texture_ids.front = textures; texture_ids.back = textures; texture_ids.left = textures; texture_ids.right = textures; } else if ("top" in textures && "bottom" in textures && "side" in textures) { texture_ids.top = textures.top; texture_ids.bottom = textures.bottom; texture_ids.front = textures.side; texture_ids.back = textures.side; texture_ids.left = textures.side; texture_ids.right = textures.side; } else if ("front" in textures && "side" in textures) { texture_ids.top = textures.side; texture_ids.bottom = textures.side; texture_ids.front = textures.front; texture_ids.back = textures.side; texture_ids.left = textures.side; texture_ids.right = textures.side; } const wx = chunk_x * CHUNK_SIZE + x; const wz = chunk_z * CHUNK_SIZE + z; for (let face = 0; face < 6; face++) { if (!show_face(block_nid, padded_chunk[index + face_offsets[face]])) { continue; } 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 (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; } } } } } 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 | 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; }