import { Framebuffer } from "../engine/render/Framebuffer" import { Frustum } from "../engine/render/Frustum" import { Rasterizer } from "../engine/render/Rasterizer" import type { RenderConfig } from "../engine/render/RenderConfig" import { Sky, type SkyConfig } from "../engine/render/Sky" import type { Camera } from "../engine/scene/Camera" import type { Mat4 } from "../engine/math/Mat4" import type { Mesh } from "../engine/scene/Mesh" import { Sprite } from "../engine/scene/Sprite" import type { Vec2 } from "../engine/math/Vec2" import type { Vec3 } from "../engine/math/Vec3" import type { Textures } from "./assets" import type { Chunk } from "./level" /** Everything needed to render the world: the room, the cullable chunks, the NPC * billboard source, sky, and textures. Bundled so it can be handed to a worker * whole (it is plain data + typed arrays, structured-clone friendly). */ export type Scene = { chunks: Chunk[] floor: Mesh walls: Mesh crate: Mesh npc: { position: Vec3; size: Vec2 } sky: SkyConfig textures: Textures } /** Chunk indices whose bounding box is inside the view frustum. Computed once on * the main thread and shared with every worker (so they don't each re-cull). */ export function visibleChunks(chunks: Chunk[], viewProj: Mat4): number[] { const frustum = Frustum.fromViewProj(viewProj) const out: number[] = [] for (let i = 0; i < chunks.length; i++) { const c = chunks[i] if (Frustum.intersectsAabb(frustum, c.minX, c.minY, c.minZ, c.maxX, c.maxY, c.maxZ)) { out.push(i) } } return out } /** * Render rows [y0, y1) of one frame into `fb`. This is the single source of * render truth: the single-thread path calls it with the full height, and each * worker calls it with its own disjoint band -- same output either way, and no * two bands touch the same pixel (so the shared framebuffer needs no locking). */ export function renderBand( fb: Framebuffer, scene: Scene, camera: Camera, viewProj: Mat4, visible: number[], config: RenderConfig, skyStep: number, time: number, y0: number, y1: number, ): void { const tx = scene.textures Sky.render(fb, camera, scene.sky, time, skyStep, y0, y1) // Room: small and always near, drawn unconditionally (double-sided). Rasterizer.draw(fb, scene.floor, tx.floor, viewProj, config, false, y0, y1) Rasterizer.draw(fb, scene.walls, tx.wall, viewProj, config, false, y0, y1) Rasterizer.draw(fb, scene.crate, tx.crate, viewProj, config, false, y0, y1) for (const i of visible) { const c = scene.chunks[i] Rasterizer.draw(fb, c.grass, tx.grass, viewProj, config, true, y0, y1) // Past lodDistance, swap full tree/boulder geometry for cheap impostors. // `chunkFar` is pure (camera + chunk bounds + config), so every worker band // makes the identical choice -- no full/impostor seam across bands. if (chunkFar(c, camera.position, config.lodDistance)) { Rasterizer.draw(fb, c.rockFar, tx.rock, viewProj, config, true, y0, y1) Rasterizer.draw(fb, c.barkFar, tx.bark, viewProj, config, true, y0, y1) Rasterizer.draw(fb, c.leafFar, tx.leaf, viewProj, config, true, y0, y1) Rasterizer.draw(fb, c.needleFar, tx.needle, viewProj, config, true, y0, y1) } else { Rasterizer.draw(fb, c.rock, tx.rock, viewProj, config, true, y0, y1) Rasterizer.draw(fb, c.bark, tx.bark, viewProj, config, true, y0, y1) Rasterizer.draw(fb, c.leaf, tx.leaf, viewProj, config, true, y0, y1) Rasterizer.draw(fb, c.needle, tx.needle, viewProj, config, true, y0, y1) Rasterizer.draw(fb, c.flowers, tx.flower, viewProj, config, false, y0, y1) } } const sprite: Sprite = { position: scene.npc.position, size: scene.npc.size, texture: tx.npc } Rasterizer.draw(fb, Sprite.billboard(sprite, camera), tx.npc, viewProj, config, false, y0, y1) Framebuffer.quantize(fb, config, y0, y1) } /** Whether a chunk is far enough to draw its impostor meshes: squared distance * from the camera to the chunk's AABB vs `lodDistance²`. Pure -- depends only on * camera, the chunk's baked bounds, and the config constant, all of which every * worker already holds, so the choice is identical across bands. */ export function chunkFar(chunk: Chunk, eye: Vec3, lodDistance: number): boolean { if (!(lodDistance < Infinity)) { return false } const dx = eye.x - Math.max(chunk.minX, Math.min(chunk.maxX, eye.x)) const dy = eye.y - Math.max(chunk.minY, Math.min(chunk.maxY, eye.y)) const dz = eye.z - Math.max(chunk.minZ, Math.min(chunk.maxZ, eye.z)) return dx * dx + dy * dy + dz * dz > lodDistance * lodDistance }