177 lines
6.1 KiB
TypeScript
177 lines
6.1 KiB
TypeScript
// minecraft's lighting: every block has a sky light and a block light level from 0 to 15.
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// sky light starts at 15 above the world and goes straight down without getting weaker until it hits
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// something that isn't fully clear, block light starts at blocks that give off light. both spread to
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// neighbors losing max(1, the neighbor's opacity) per step.
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//
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// minecraft stores light and updates it as blocks change. here it's worked out from scratch for the
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// 3x3 chunks around the chunk being meshed, which gives the same result: light reaches at most 15
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// blocks, so nothing outside those chunks can light the middle one or its border
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import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, ID_MASK } from "$/common/constants.ts";
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export const REGION_SIZE = CHUNK_SIZE * 3;
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export const REGION_LAYER = REGION_SIZE * REGION_SIZE;
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export const REGION_VOLUME = REGION_LAYER * CHUNK_HEIGHT;
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// what unloaded chunks and the space below the world are made of: opaque, dark, never shown
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export const REGION_VOID = ID_MASK;
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// by numeric block id
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export interface LightTables {
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opacity: Uint8Array;
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emission: Uint8Array;
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}
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export class LightRegion {
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// block ids without their state bits, indexed y * REGION_LAYER + z * REGION_SIZE + x
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blocks = new Uint16Array(REGION_VOLUME);
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sky = new Uint8Array(REGION_VOLUME);
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block_light = new Uint8Array(REGION_VOLUME);
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// the lowest y that still sees the sky, per column
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#heights = new Int32Array(REGION_LAYER);
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#queue = new Int32Array(1 << 18);
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#queue_length = 0;
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// the 3x3 chunks around the one being meshed, going +x then +z, starting at -x -z. missing ones are void
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fill(chunks: (Uint32Array | null)[]) {
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for (let i = 0; i < 9; i++) {
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const source = chunks[i];
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const origin = Math.floor(i / 3) * CHUNK_SIZE * REGION_SIZE + (i % 3) * CHUNK_SIZE;
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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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const to = y * REGION_LAYER + origin + z * REGION_SIZE;
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if (!source) {
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this.blocks.fill(REGION_VOID, to, to + CHUNK_SIZE);
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continue;
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}
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const from = y * CHUNK_AREA + z * CHUNK_SIZE;
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for (let x = 0; x < CHUNK_SIZE; x++) {
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this.blocks[to + x] = source[from + x] & ID_MASK;
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}
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}
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}
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}
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}
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compute(tables: LightTables) {
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this.#compute_sky(tables);
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this.#compute_block_light(tables);
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}
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#compute_sky({ opacity }: LightTables) {
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const { blocks, sky } = this;
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sky.fill(0);
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this.#queue_length = 0;
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// straight down from the top, until something isn't fully clear
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for (let column = 0; column < REGION_LAYER; column++) {
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let y = CHUNK_HEIGHT - 1;
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while (y >= 0 && opacity[blocks[y * REGION_LAYER + column]] === 0) {
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sky[y * REGION_LAYER + column] = 15;
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y--;
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}
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this.#heights[column] = y + 1;
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}
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// only the lit cells next to a darker one can spread: the bottom of each column's sunlight,
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// and the part of it that's beside a neighbor column's shade
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for (let z = 0; z < REGION_SIZE; z++) {
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for (let x = 0; x < REGION_SIZE; x++) {
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const column = z * REGION_SIZE + x;
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const height = this.#heights[column];
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let highest_neighbor = height;
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if (x > 0) highest_neighbor = Math.max(highest_neighbor, this.#heights[column - 1]);
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if (x < REGION_SIZE - 1) highest_neighbor = Math.max(highest_neighbor, this.#heights[column + 1]);
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if (z > 0) highest_neighbor = Math.max(highest_neighbor, this.#heights[column - REGION_SIZE]);
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if (z < REGION_SIZE - 1) {
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highest_neighbor = Math.max(highest_neighbor, this.#heights[column + REGION_SIZE]);
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}
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const top = Math.min(CHUNK_HEIGHT - 1, Math.max(height, highest_neighbor - 1));
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for (let y = height; y <= top; y++) {
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this.#push(y * REGION_LAYER + column);
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}
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}
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}
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this.#propagate(sky, opacity, true);
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}
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#compute_block_light({ opacity, emission }: LightTables) {
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const { blocks, block_light } = this;
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block_light.fill(0);
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this.#queue_length = 0;
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for (let i = 0; i < REGION_VOLUME; i++) {
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const level = emission[blocks[i]];
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if (level > 0) {
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block_light[i] = level;
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this.#push(i);
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}
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}
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this.#propagate(block_light, opacity, false);
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}
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#push(index: number) {
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if (this.#queue_length === this.#queue.length) {
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const bigger = new Int32Array(this.#queue.length * 2);
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bigger.set(this.#queue);
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this.#queue = bigger;
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}
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this.#queue[this.#queue_length++] = index;
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}
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// breadth first from everything queued. a cell can be queued again when a brighter path reaches it
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#propagate(light: Uint8Array, opacity: Uint8Array, is_sky: boolean) {
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const blocks = this.blocks;
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const spread = (to: number, level: number, down: boolean) => {
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const block_opacity = opacity[blocks[to]];
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const next = is_sky && down && level === 15 && block_opacity === 0
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? 15
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: level - Math.max(1, block_opacity);
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if (next > light[to]) {
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light[to] = next;
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this.#push(to);
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}
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};
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for (let head = 0; head < this.#queue_length; head++) {
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const index = this.#queue[head];
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const level = light[index];
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if (level <= 1) continue;
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const y = Math.floor(index / REGION_LAYER);
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const rest = index - y * REGION_LAYER;
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const z = Math.floor(rest / REGION_SIZE);
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const x = rest - z * REGION_SIZE;
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if (y > 0) spread(index - REGION_LAYER, level, true);
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if (y < CHUNK_HEIGHT - 1) spread(index + REGION_LAYER, level, false);
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if (x > 0) spread(index - 1, level, false);
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if (x < REGION_SIZE - 1) spread(index + 1, level, false);
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if (z > 0) spread(index - REGION_SIZE, level, false);
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if (z < REGION_SIZE - 1) spread(index + REGION_SIZE, level, false);
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}
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this.#queue_length = 0;
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}
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}
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// what a cell looks like to the mesher, including above and below the world
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export function region_block(region: LightRegion, index: number, y: number) {
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if (y >= CHUNK_HEIGHT) return AIR;
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if (y < 0) return REGION_VOID;
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return region.blocks[index];
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}
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export function region_sky(region: LightRegion, index: number, y: number) {
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if (y >= CHUNK_HEIGHT) return 15;
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if (y < 0) return 0;
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return region.sky[index];
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}
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export function region_block_light(region: LightRegion, index: number, y: number) {
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if (y >= CHUNK_HEIGHT || y < 0) return 0;
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return region.block_light[index];
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}
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