107 lines
3.3 KiB
TypeScript
107 lines
3.3 KiB
TypeScript
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 { OreJson } from "$/common/mod_data.ts";
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import type { ModelJson } from "$/common/block_models.ts";
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import type { SortType } from "./translucent_sort.ts";
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// messages between the main thread and the chunk workers
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// a terrain vertex, 24 bytes: position as float32x3, atlas uv as unorm16x2, directional shade times ambient occlusion
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// and alpha as unorm8x4 (shade repeated in rgb), and lightmap coordinates as unorm8x2 plus two unused bytes
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export const TERRAIN_VERTEX_BYTES = 24;
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export const TERRAIN_QUAD_BYTES = 4 * TERRAIN_VERTEX_BYTES;
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// solid and cutout quads are grouped by the way they face, so groups facing away from the camera can be skipped, like
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// sodium's block face culling. the groups follow FACE_NORMALS' order, then the quads that aren't axis aligned
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export const FACE_GROUPS = 7;
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export const UNALIGNED_GROUP = 6;
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export interface FaceGroup {
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first: number;
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count: number;
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// the lowest and highest plane the group's quads lie on, along its axis
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min: number;
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max: number;
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}
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export type ToChunkWorker =
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| {
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type: "init";
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// the blocks registry without its functions, indexed by numeric id
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blocks_registry: BlockRegistry[];
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block_ids: Record<string, number>;
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// mods' block models by id, the engine's are built in
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models: Record<string, ModelJson>;
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textures_info: Record<string, SpriteRegion>;
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image: { width: number; height: number };
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// mods' worldgen scripts and ores, so generation matches the server
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worldgen_scripts: { mod: string; url: string }[];
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ores: OreJson[];
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}
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| { type: "generate"; chunk_x: number; chunk_z: number; seed: string }
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| {
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type: "mesh";
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chunk_x: number;
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chunk_z: number;
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version: number;
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// copies of the blocks of the 3x3 chunks around it, going +x then +z from -x -z, for lighting
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chunks: (Uint32Array | null)[];
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// where the camera is, to sort the translucent quads
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camera: number[];
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}
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| {
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type: "sort";
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chunk_x: number;
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chunk_z: number;
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version: number;
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sort_version: number;
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centers: Float32Array;
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camera: number[];
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};
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// 4 vertices per quad, TERRAIN_VERTEX_BYTES each
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export interface LayerMesh {
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vertices: Uint8Array<ArrayBuffer>;
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quad_count: number;
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// solid and cutout only, see FACE_GROUPS. the quads are stored group after group
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groups?: FaceGroup[];
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}
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export type FromChunkWorker =
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| {
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type: "generated";
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chunk_x: number;
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chunk_z: number;
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blocks: Uint32Array;
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// blocks that landed in other chunks (from features like a mod's trees), flattened as x, y, z, numeric id
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spills: Int32Array;
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}
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| {
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type: "meshed";
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chunk_x: number;
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chunk_z: number;
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version: number;
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// the lowest and highest y of the chunk's quads, for frustum culling
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min_y: number;
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max_y: number;
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solid: LayerMesh;
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cutout: LayerMesh;
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translucent: LayerMesh & {
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// sorted back to front for the camera the mesh was requested with
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indices: Uint32Array;
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sort_type: SortType;
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// what resorting needs, see translucent_sort.ts
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centers: Float32Array;
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planes: [Float32Array, Float32Array, Float32Array];
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};
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camera: number[];
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}
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| {
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type: "sorted";
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chunk_x: number;
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chunk_z: number;
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version: number;
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sort_version: number;
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indices: Uint32Array;
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};
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