501 lines
13 KiB
TypeScript
501 lines
13 KiB
TypeScript
/// <reference lib="webworker" />
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import type { BlockRegistry, RenderLayer } from "$/common/everything_registry.ts";
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import { AIR, type SpriteRegion } from "$/common/constants.ts";
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import type { Texture } from "../renderer/types.ts";
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import type { FromChunkWorker, ToChunkWorker } 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 } from "$/common/utils.ts";
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import {
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choose_sort_type,
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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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const pad = 0.5;
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function push_vertex(
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vertices: Float32Array,
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i: number,
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px: number,
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py: number,
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pz: number,
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u: number,
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v: number,
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r: number,
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g: number,
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b: number,
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a: number,
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) {
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vertices[i++] = px;
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vertices[i++] = py;
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vertices[i++] = pz;
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vertices[i++] = u;
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vertices[i++] = v;
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vertices[i++] = r;
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vertices[i++] = g;
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vertices[i++] = b;
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vertices[i++] = a;
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return i;
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}
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export function push_front_face(
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vertices: Float32Array,
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i: number,
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texture: Texture,
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x: number,
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y: number,
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z: number,
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sx: number,
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sy: number,
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sw: number,
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sh: number,
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r = 1,
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g = 1,
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b = 1,
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a = 1,
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) {
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const x2 = x + 1;
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const y2 = y + 1;
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const z2 = z + 1;
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const u0 = (sx + pad) / texture.width;
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const v0 = (sy + pad) / texture.height;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z2, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z2, u0, v0, r, g, b, a);
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return i;
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}
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export function push_back_face(
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vertices: Float32Array,
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i: number,
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texture: Texture,
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x: number,
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y: number,
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z: number,
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sx: number,
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sy: number,
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sw: number,
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sh: number,
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r = 1,
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g = 1,
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b = 1,
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a = 1,
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) {
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const x2 = x + 1;
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const y2 = y + 1;
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const u0 = (sx + pad) / texture.width;
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const v0 = (sy + pad) / texture.height;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u0, v0, r, g, b, a);
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return i;
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}
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export function push_left_face(
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vertices: Float32Array,
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i: number,
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texture: Texture,
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x: number,
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y: number,
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z: number,
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sx: number,
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sy: number,
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sw: number,
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sh: number,
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r = 1,
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g = 1,
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b = 1,
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a = 1,
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) {
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const y2 = y + 1;
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const z2 = z + 1;
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const u0 = (sx + pad) / texture.width;
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const v0 = (sy + pad) / texture.height;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z2, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
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return i;
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}
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export function push_right_face(
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vertices: Float32Array,
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i: number,
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texture: Texture,
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x: number,
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y: number,
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z: number,
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sx: number,
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sy: number,
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sw: number,
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sh: number,
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r = 1,
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g = 1,
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b = 1,
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a = 1,
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) {
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const x2 = x + 1;
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const y2 = y + 1;
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const z2 = z + 1;
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const u0 = (sx + pad) / texture.width;
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const v0 = (sy + pad) / texture.height;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u0, v0, r, g, b, a);
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return i;
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}
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export function push_top_face(
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vertices: Float32Array,
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i: number,
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texture: Texture,
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x: number,
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y: number,
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z: number,
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sx: number,
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sy: number,
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sw: number,
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sh: number,
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r = 1,
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g = 1,
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b = 1,
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a = 1,
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) {
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const x2 = x + 1;
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const z2 = z + 1;
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const y2 = y + 1;
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const u0 = (sx + pad) / texture.width;
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const v0 = (sy + pad) / texture.height;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
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return i;
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}
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export function push_bottom_face(
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vertices: Float32Array,
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i: number,
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texture: Texture,
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x: number,
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y: number,
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z: number,
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sx: number,
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sy: number,
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sw: number,
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sh: number,
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r = 1,
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g = 1,
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b = 1,
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a = 1,
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) {
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const x2 = x + 1;
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const z2 = z + 1;
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const u0 = (sx + pad) / texture.width;
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const v0 = (sy + pad) / texture.height;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z2, u0, v0, r, g, b, a);
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return i;
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}
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type TexturesInfo = Record<string, SpriteRegion>;
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const CHUNK_SIZE = 16;
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const CHUNK_HEIGHT = 128;
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const TEXTURE_SIZE = 16;
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const FLOATS_PER_QUAD = 4 * 9;
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// same order as FACE_NORMALS in translucent_sort.ts
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const FACES = ["top", "bottom", "front", "back", "left", "right"] as const;
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const FACE_PUSHING_FUNCTIONS = [
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push_top_face,
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push_bottom_face,
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push_front_face,
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push_back_face,
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push_left_face,
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push_right_face,
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] as const;
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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, checked for every face
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let block_layers = new Uint8Array(0);
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let block_cull_same = new Uint8Array(0);
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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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block_layers = Uint8Array.from(blocks_registry, (block) => LAYER_IDS[block?.render_layer ?? "solid"]);
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block_cull_same = Uint8Array.from(
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blocks_registry,
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(block) => (block?.cull_same ?? block?.render_layer === "translucent") ? 1 : 0,
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);
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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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const { solid, cutout, translucent } = make_chunk_mesh(
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message.chunk_x,
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message.chunk_z,
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message.padded_chunk,
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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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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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// 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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// unloaded (VOID) or above/below the world
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const layer = block_layers[neighbor];
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if (layer === undefined || layer === SOLID) return false;
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return !(neighbor === block && block_cull_same[block]);
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}
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function make_chunk_mesh(chunk_x: number, chunk_z: number, padded_chunk: Uint32Array, camera: number[]) {
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const layers = [SOLID, CUTOUT, TRANSLUCENT].map(() => ({ vertices: new Float32Array(2048), floats: 0 }));
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// for sorting the translucent quads
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let centers = new Float32Array(256);
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let faces = new Uint8Array(256);
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const size = CHUNK_SIZE + 2;
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const layer_size = size * size;
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// where the neighbor on each face is in padded_chunk, same order as FACES
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const face_offsets = [layer_size, -layer_size, size, -size, -1, 1];
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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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for (let x = 0; x < CHUNK_SIZE; x++) {
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const index = y * layer_size + (z + 1) * size + (x + 1);
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const block_nid = padded_chunk[index];
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if (block_nid === AIR) continue;
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const block_info = blocks_registry[block_nid];
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const layer_id = block_layers[block_nid];
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const layer = layers[layer_id];
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const alpha = layer_id === TRANSLUCENT ? block_info.alpha ?? 1 : 1;
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const texture_ids = {
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top: "engine:missing",
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bottom: "engine:missing",
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front: "engine:missing",
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back: "engine:missing",
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left: "engine:missing",
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right: "engine:missing",
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};
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const textures = block_info.textures;
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if (!textures) throw new Error(`no textures for ${block_nid}`);
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if (typeof textures === "string") {
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texture_ids.top = textures;
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texture_ids.bottom = textures;
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texture_ids.front = textures;
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texture_ids.back = textures;
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texture_ids.left = textures;
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texture_ids.right = textures;
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} else if ("top" in textures && "bottom" in textures && "side" in textures) {
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texture_ids.top = textures.top;
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texture_ids.bottom = textures.bottom;
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texture_ids.front = textures.side;
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texture_ids.back = textures.side;
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texture_ids.left = textures.side;
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texture_ids.right = textures.side;
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} else if ("front" in textures && "side" in textures) {
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texture_ids.top = textures.side;
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texture_ids.bottom = textures.side;
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texture_ids.front = textures.front;
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texture_ids.back = textures.side;
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texture_ids.left = textures.side;
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texture_ids.right = textures.side;
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}
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const wx = chunk_x * CHUNK_SIZE + x;
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const wz = chunk_z * CHUNK_SIZE + z;
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for (let face = 0; face < 6; face++) {
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if (!show_face(block_nid, padded_chunk[index + face_offsets[face]])) {
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continue;
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}
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const region = textures_info[texture_ids[FACES[face]]];
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layer.vertices = ensure_capacity(layer.vertices, layer.floats + FLOATS_PER_QUAD);
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layer.floats = FACE_PUSHING_FUNCTIONS[face](
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layer.vertices,
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layer.floats,
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image,
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wx,
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y,
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wz,
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region.x * TEXTURE_SIZE,
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region.y * TEXTURE_SIZE,
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TEXTURE_SIZE,
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TEXTURE_SIZE,
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1,
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1,
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1,
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alpha,
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);
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if (layer_id === TRANSLUCENT) {
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const quad = layer.floats / FLOATS_PER_QUAD - 1;
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centers = ensure_capacity(centers, (quad + 1) * 3);
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faces = ensure_capacity(faces, quad + 1);
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const [nx, ny, nz] = FACE_NORMALS[face];
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centers[quad * 3] = wx + 0.5 + nx * 0.5;
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centers[quad * 3 + 1] = y + 0.5 + ny * 0.5;
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centers[quad * 3 + 2] = wz + 0.5 + nz * 0.5;
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faces[quad] = face;
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}
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}
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}
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}
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}
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const [solid, cutout, translucent] = layers.map((layer) => ({
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vertices: layer.vertices,
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quad_count: layer.floats / FLOATS_PER_QUAD,
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}));
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const quads = { centers, faces, count: translucent.quad_count };
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const sort_type = choose_sort_type(quads);
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const [camera_x, camera_y, camera_z] = camera;
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return {
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solid,
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cutout,
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translucent: {
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...translucent,
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indices: sort_quads(quads, sort_type, camera_x, camera_y, camera_z),
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sort_type,
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centers: centers.slice(0, quads.count * 3),
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planes: quad_planes(quads),
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},
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};
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}
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function ensure_capacity<T extends Float32Array<ArrayBuffer> | Uint8Array<ArrayBuffer>>(
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buffer: T,
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required: number,
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): T {
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if (required <= buffer.length) return buffer;
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let new_length = buffer.length;
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while (new_length < required) {
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|
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;
|
|
}
|