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