refactor: move world concepts into engine
This commit is contained in:
parent
eeedcb8e48
commit
2d15c7ab8d
52 changed files with 3298 additions and 1558 deletions
29
engine/render/Chunk.ts
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29
engine/render/Chunk.ts
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import type { DrawGroup } from "./Material"
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import type { Vec3 } from "../math/Vec3"
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export type Bounds3 = {
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minX: number
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minY: number
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minZ: number
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maxX: number
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maxY: number
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maxZ: number
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}
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/** One cullable section of static world geometry with two engine-supported LODs. */
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export type Chunk = Bounds3 & {
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readonly near: readonly DrawGroup[]
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readonly far: readonly DrawGroup[]
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}
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export namespace Chunk {
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export function isFar(chunk: Chunk, eye: Vec3, lodDistance: number): boolean {
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if (!(lodDistance < Infinity)) {
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return false
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}
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const dx = eye.x - Math.max(chunk.minX, Math.min(chunk.maxX, eye.x))
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const dy = eye.y - Math.max(chunk.minY, Math.min(chunk.maxY, eye.y))
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const dz = eye.z - Math.max(chunk.minZ, Math.min(chunk.maxZ, eye.z))
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return dx * dx + dy * dy + dz * dz > lodDistance * lodDistance
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}
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}
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123
engine/render/ChunkBuilder.ts
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123
engine/render/ChunkBuilder.ts
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@ -0,0 +1,123 @@
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import { STRIDE, type Mesh } from "../scene/Mesh"
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import type { Chunk, Bounds3 } from "./Chunk"
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import type { DrawGroup, Material } from "./Material"
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export type MeshBatch = {
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mesh: (material: Material) => Mesh
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use: (material: Material, mesh: Mesh) => void
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}
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export type ChunkItem = {
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position: { x: number; z: number }
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bakeNear: (batch: MeshBatch) => void
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bakeFar?: (batch: MeshBatch) => void
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}
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export type ChunkCell = {
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x0: number
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z0: number
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x1: number
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z1: number
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}
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export type ChunkBuilder = {
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minX: number
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minZ: number
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maxX: number
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maxZ: number
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columns: number
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rows: number
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bakeCell: (near: MeshBatch, far: MeshBatch, cell: ChunkCell) => void
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}
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export namespace ChunkBuilder {
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export function build(config: ChunkBuilder, items: ChunkItem[]): Chunk[] {
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const width = (config.maxX - config.minX) / config.columns
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const depth = (config.maxZ - config.minZ) / config.rows
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const chunks: Chunk[] = []
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for (let column = 0; column < config.columns; column++) {
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const x0 = config.minX + column * width
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const x1 = x0 + width
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for (let row = 0; row < config.rows; row++) {
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const z0 = config.minZ + row * depth
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const z1 = z0 + depth
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const nearMeshes = new Map<Material, Mesh>()
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const farMeshes = new Map<Material, Mesh>()
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const near = batch(nearMeshes)
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const far = batch(farMeshes)
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config.bakeCell(near, far, { x0, z0, x1, z1 })
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for (const item of items) {
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if (inCell(item.position, x0, z0, x1, z1)) {
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item.bakeNear(near)
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item.bakeFar?.(far)
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}
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}
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const nearGroups = groups(nearMeshes)
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const farGroups = groups(farMeshes)
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const box = bounds([...nearMeshes.values(), ...farMeshes.values()])
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if (box !== null) {
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chunks.push({ ...box, near: nearGroups, far: farGroups })
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}
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}
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}
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return chunks
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}
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function batch(meshes: Map<Material, Mesh>): MeshBatch {
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return {
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mesh(material) {
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let mesh = meshes.get(material)
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if (mesh === undefined) {
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mesh = { verts: [], indices: [] }
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meshes.set(material, mesh)
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}
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return mesh
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},
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use(material, mesh) {
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meshes.set(material, mesh)
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},
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}
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}
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function groups(meshes: Map<Material, Mesh>): DrawGroup[] {
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const result: DrawGroup[] = []
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for (const [material, mesh] of meshes) {
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if (mesh.indices.length > 0) {
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result.push({ mesh, material })
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}
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}
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return result
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}
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function inCell(
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position: { x: number; z: number },
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x0: number,
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z0: number,
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x1: number,
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z1: number,
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): boolean {
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return (
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position.x >= x0 && position.x < x1 && position.z >= z0 && position.z < z1
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)
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}
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function bounds(meshes: Mesh[]): Bounds3 | null {
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let minX = Infinity
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let minY = Infinity
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let minZ = Infinity
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let maxX = -Infinity
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let maxY = -Infinity
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let maxZ = -Infinity
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for (const mesh of meshes) {
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for (let i = 0; i < mesh.verts.length; i += STRIDE) {
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minX = Math.min(minX, mesh.verts[i])
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minY = Math.min(minY, mesh.verts[i + 1])
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minZ = Math.min(minZ, mesh.verts[i + 2])
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maxX = Math.max(maxX, mesh.verts[i])
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maxY = Math.max(maxY, mesh.verts[i + 1])
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maxZ = Math.max(maxZ, mesh.verts[i + 2])
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}
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}
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return maxX < minX ? null : { minX, minY, minZ, maxX, maxY, maxZ }
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}
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}
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@ -115,8 +115,8 @@ export namespace Rasterizer {
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* NEAR_W) with a single Sutherland-Hodgman pass, writing the result (0, 3, or
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* 4 verts) to `dst` and returning its vertex count.
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*
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* This matters even when standing inside the room: a wall to your side has
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* vertices both in front of and behind the eye. Without clipping, the behind
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* Geometry intersecting the camera plane has vertices both in front of and
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* behind the eye. Without clipping, the behind
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* vertices have w <= 0 and invert under the perspective divide, smearing the
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* triangle across the whole screen (and risking divide-by-zero).
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*/
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@ -201,7 +201,7 @@ export namespace Rasterizer {
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return
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}
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// Backface cull: a back-facing triangle has positive area here. Only for
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// solid, consistently-wound meshes; sprites/room stay double-sided.
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// solid, consistently-wound meshes; other materials may stay double-sided.
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if (cull && area > 0) {
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return
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}
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@ -46,10 +46,8 @@ export type RenderConfig = {
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* short draw distance and the shimmer of far geometry. It also colors pixels
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* no triangle covers, so the frame's clear color should match `fog.color`. */
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fog: Fog | null
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/** Beyond this distance (world units) trees + boulders draw as cheap low-poly
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* impostors instead of full geometry, cutting per-triangle work in dense
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* views. Kept inside `fog.far` so far detail is already fog-dimmed at the
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* switch; `Infinity` disables LOD. */
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/** Beyond this distance (world units), chunks draw their cheaper far groups
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* instead of near geometry. `Infinity` disables LOD. */
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lodDistance: number
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}
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123
engine/render/RenderProtocol.ts
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123
engine/render/RenderProtocol.ts
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import type { Mat4 } from "../math/Mat4"
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import type { Camera } from "../scene/Camera"
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import type { RenderConfig } from "./RenderConfig"
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import type { RenderInstance, RenderScene } from "./RenderScene"
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export type RenderWorkerInit = {
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colorSAB: SharedArrayBuffer
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depthSAB: SharedArrayBuffer
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width: number
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height: number
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scene: RenderScene
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band: [number, number]
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config: RenderConfig
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skyStep: number
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ctrlSAB: SharedArrayBuffer
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cameraSAB: SharedArrayBuffer
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viewProjectionSAB: SharedArrayBuffer
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visibleChunkSAB: SharedArrayBuffer
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instanceIdSAB: SharedArrayBuffer
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instanceTransformSAB: SharedArrayBuffer
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timesSAB: SharedArrayBuffer
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workerIndex: number
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}
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export type RenderFrameCamera = {
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camera: Camera
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time: number
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}
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/** Shared frame-buffer layout used by browser driver and render workers. */
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export namespace RenderProtocol {
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export const FRAME = 0
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export const DONE = 1
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export const VISIBLE_CHUNKS = 2
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export const VISIBLE_INSTANCES = 3
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export const CONTROL_LENGTH = 4
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export const CAMERA_X = 0
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export const CAMERA_Y = 1
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export const CAMERA_Z = 2
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export const CAMERA_YAW = 3
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export const CAMERA_PITCH = 4
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export const CAMERA_FOV = 5
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export const CAMERA_TIME = 6
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export const CAMERA_LENGTH = 7
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export const VIEW_PROJECTION_LENGTH = 16
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export const TRANSFORM_FLOATS = 5
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export function writeCamera(
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output: Float64Array<ArrayBufferLike>,
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camera: Camera,
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time: number,
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): void {
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output[CAMERA_X] = camera.position.x
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output[CAMERA_Y] = camera.position.y
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output[CAMERA_Z] = camera.position.z
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output[CAMERA_YAW] = camera.yaw
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output[CAMERA_PITCH] = camera.pitch
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output[CAMERA_FOV] = camera.fov
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output[CAMERA_TIME] = time
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}
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export function readCamera(input: Float64Array<ArrayBufferLike>): RenderFrameCamera {
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return {
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camera: {
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position: {
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x: input[CAMERA_X],
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y: input[CAMERA_Y],
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z: input[CAMERA_Z],
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},
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yaw: input[CAMERA_YAW],
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pitch: input[CAMERA_PITCH],
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fov: input[CAMERA_FOV],
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},
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time: input[CAMERA_TIME],
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}
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}
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export function writeViewProjection(
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output: Float32Array<ArrayBufferLike>,
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viewProjection: Mat4,
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): void {
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output.set(viewProjection)
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}
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export function writeInstances(
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ids: Int32Array<ArrayBufferLike>,
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transforms: Float32Array<ArrayBufferLike>,
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instances: RenderInstance[],
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): number {
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const count = Math.min(instances.length, ids.length)
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for (let i = 0; i < count; i++) {
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const instance = instances[i]
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const offset = i * TRANSFORM_FLOATS
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ids[i] = instance.prototype
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transforms[offset] = instance.x
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transforms[offset + 1] = instance.y
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transforms[offset + 2] = instance.z
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transforms[offset + 3] = instance.heading
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transforms[offset + 4] = instance.scale
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}
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return count
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}
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export function readInstances(
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ids: Int32Array<ArrayBufferLike>,
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transforms: Float32Array<ArrayBufferLike>,
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count: number,
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output: RenderInstance[],
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): void {
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output.length = 0
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for (let i = 0; i < count; i++) {
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const offset = i * TRANSFORM_FLOATS
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output.push({
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prototype: ids[i],
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x: transforms[offset],
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y: transforms[offset + 1],
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z: transforms[offset + 2],
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heading: transforms[offset + 3],
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scale: transforms[offset + 4],
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})
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}
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}
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}
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224
engine/render/RenderScene.ts
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224
engine/render/RenderScene.ts
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import { Mat4 as Matrix, type Mat4 } from "../math/Mat4"
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import type { Vec2 } from "../math/Vec2"
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import type { Vec3 } from "../math/Vec3"
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import type { Camera } from "../scene/Camera"
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import { Sprite } from "../scene/Sprite"
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import { Framebuffer, type Framebuffer as Frame } from "./Framebuffer"
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import { Frustum } from "./Frustum"
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import type { DrawGroup, Material } from "./Material"
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import { Rasterizer } from "./Rasterizer"
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import type { RenderConfig } from "./RenderConfig"
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import { Sky, type SkyConfig } from "./Sky"
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import { Chunk, type Chunk as RenderChunk } from "./Chunk"
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export type Billboard = {
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position: Vec3
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size: Vec2
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material: Material
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}
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export type RenderPrototype = {
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readonly groups: readonly DrawGroup[]
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readonly radius: number
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readonly minY: number
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readonly maxY: number
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}
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export type RenderTransform = {
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x: number
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y: number
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z: number
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heading: number
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scale: number
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}
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export type RenderInstance = RenderTransform & {
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prototype: number
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}
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/** Clone-safe render projection of a live level. Contains no behavior callbacks or
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* game-content registries, so workers need only engine code. */
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export type RenderScene = {
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readonly chunks: readonly RenderChunk[]
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readonly staticGroups: readonly DrawGroup[]
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readonly billboards: readonly Billboard[]
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readonly prototypes: readonly RenderPrototype[]
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readonly maxInstances: number
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readonly sky: SkyConfig
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}
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export namespace RenderScene {
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export function visibleChunks(
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scene: RenderScene,
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viewProjection: Mat4,
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): number[] {
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const frustum = Frustum.fromViewProj(viewProjection)
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const visible: number[] = []
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for (let i = 0; i < scene.chunks.length; i++) {
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const chunk = scene.chunks[i]
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if (
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Frustum.intersectsAabb(
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frustum,
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chunk.minX,
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chunk.minY,
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chunk.minZ,
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chunk.maxX,
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chunk.maxY,
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chunk.maxZ,
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)
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) {
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visible.push(i)
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}
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}
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return visible
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}
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export function visibleInstances(
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scene: RenderScene,
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instances: RenderInstance[],
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viewProjection: Mat4,
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): RenderInstance[] {
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const frustum = Frustum.fromViewProj(viewProjection)
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const visible: RenderInstance[] = []
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for (const instance of instances) {
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const prototype = scene.prototypes[instance.prototype]
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if (prototype === undefined) {
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continue
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}
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const radius = prototype.radius * instance.scale
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if (
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Frustum.intersectsAabb(
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frustum,
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instance.x - radius,
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instance.y + prototype.minY * instance.scale,
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instance.z - radius,
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instance.x + radius,
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instance.y + prototype.maxY * instance.scale,
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instance.z + radius,
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)
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) {
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visible.push(instance)
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}
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}
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return visible
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}
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export function renderBand(
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framebuffer: Frame,
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scene: RenderScene,
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camera: Camera,
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viewProjection: Mat4,
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visible: number[],
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instances: RenderInstance[],
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config: RenderConfig,
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skyStep: number,
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time: number,
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y0: number,
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y1: number,
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): void {
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Sky.render(framebuffer, camera, scene.sky, time, skyStep, y0, y1)
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drawGroups(framebuffer, scene.staticGroups, viewProjection, config, y0, y1)
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for (const index of visible) {
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const chunk = scene.chunks[index]
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const groups = Chunk.isFar(chunk, camera.position, config.lodDistance)
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? chunk.far
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: chunk.near
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drawGroups(framebuffer, groups, viewProjection, config, y0, y1)
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}
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for (const billboard of scene.billboards) {
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const sprite = {
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position: billboard.position,
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size: billboard.size,
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texture: billboard.material.texture,
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}
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Rasterizer.draw(
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framebuffer,
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Sprite.billboard(sprite, camera),
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billboard.material.texture,
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viewProjection,
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config,
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billboard.material.cull,
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y0,
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y1,
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)
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}
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for (const instance of instances) {
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const prototype = scene.prototypes[instance.prototype]
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if (prototype === undefined) {
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continue
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}
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const modelViewProjection = Matrix.multiply(
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viewProjection,
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Matrix.compose(
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instance.x,
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instance.y,
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instance.z,
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instance.heading,
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instance.scale,
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),
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)
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drawGroups(
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framebuffer,
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prototype.groups,
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modelViewProjection,
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config,
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y0,
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y1,
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)
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}
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Framebuffer.quantize(framebuffer, config, y0, y1)
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}
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export function triangleCount(
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scene: RenderScene,
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visible: number[],
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instances: RenderInstance[],
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eye: Vec3,
|
||||
lodDistance: number,
|
||||
): number {
|
||||
let indices = groupIndices(scene.staticGroups) + scene.billboards.length * 6
|
||||
for (const index of visible) {
|
||||
const chunk = scene.chunks[index]
|
||||
indices += groupIndices(
|
||||
Chunk.isFar(chunk, eye, lodDistance) ? chunk.far : chunk.near,
|
||||
)
|
||||
}
|
||||
for (const instance of instances) {
|
||||
const prototype = scene.prototypes[instance.prototype]
|
||||
if (prototype !== undefined) {
|
||||
indices += groupIndices(prototype.groups)
|
||||
}
|
||||
}
|
||||
return (indices / 3) | 0
|
||||
}
|
||||
|
||||
function drawGroups(
|
||||
framebuffer: Frame,
|
||||
groups: readonly DrawGroup[],
|
||||
matrix: Mat4,
|
||||
config: RenderConfig,
|
||||
y0: number,
|
||||
y1: number,
|
||||
): void {
|
||||
for (const group of groups) {
|
||||
Rasterizer.draw(
|
||||
framebuffer,
|
||||
group.mesh,
|
||||
group.material.texture,
|
||||
matrix,
|
||||
config,
|
||||
group.material.cull,
|
||||
y0,
|
||||
y1,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
function groupIndices(groups: readonly DrawGroup[]): number {
|
||||
let count = 0
|
||||
for (const group of groups) {
|
||||
count += group.mesh.indices.length
|
||||
}
|
||||
return count
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue