Optimize terrain rendering for large exports

This commit is contained in:
2026-10-04 21:47:08 +05:00
parent 3bdf987916
commit 79d0f53a79
8 changed files with 647 additions and 274 deletions

132
renderer/mesh-buffers.mjs Normal file
View File

@@ -0,0 +1,132 @@
// Numeric section keys and one bit per opaque voxel avoid millions of coordinate
// strings. Bounds checks prevent key aliasing outside the indexed sections.
export class OpaqueIndex {
constructor(bounds, minY, maxY) {
this.minX = Math.floor(bounds.minX / 16);
this.maxX = Math.floor(bounds.maxX / 16);
this.minZ = Math.floor(bounds.minZ / 16);
this.maxZ = Math.floor(bounds.maxZ / 16);
this.minY = Math.floor(minY / 16);
this.maxY = Math.floor(maxY / 16);
this.width = this.maxX - this.minX + 1;
this.depth = this.maxZ - this.minZ + 1;
this.sections = new Map();
}
key(x, y, z) {
const cx = Math.floor(x / 16),
cy = Math.floor(y / 16),
cz = Math.floor(z / 16);
if (
cx < this.minX ||
cx > this.maxX ||
cz < this.minZ ||
cz > this.maxZ ||
cy < this.minY ||
cy > this.maxY
)
return -1;
return (
cx -
this.minX +
(cz - this.minZ) * this.width +
(cy - this.minY) * this.width * this.depth
);
}
add(x, y, z) {
const key = this.key(x, y, z);
if (key < 0) throw new Error("Terrain block outside indexed bounds");
let section = this.sections.get(key);
if (!section) {
section = new Uint32Array(128);
this.sections.set(key, section);
}
const bit = (x & 15) | ((z & 15) << 4) | ((y & 15) << 8);
section[bit >>> 5] |= 1 << (bit & 31);
}
has(x, y, z) {
const key = this.key(x, y, z);
if (key < 0) return false;
const section = this.sections.get(key);
if (!section) return false;
const bit = (x & 15) | ((z & 15) << 4) | ((y & 15) << 8);
return (section[bit >>> 5] & (1 << (bit & 31))) !== 0;
}
clear() {
this.sections.clear();
}
}
// Each buffer is bounded, keeps 16-bit triangle indices, and writes directly
// into typed arrays. No per-vertex objects or growable JS number arrays.
export class QuadBuffer {
constructor(maxQuads = 4096) {
this.maxQuads = maxQuads;
this.capacity = Math.min(32, maxQuads);
this.count = 0;
this.positions = new Float32Array(this.capacity * 12);
this.normals = new Float32Array(this.capacity * 12);
this.uvs = new Float32Array(this.capacity * 8);
this.indices = new Uint16Array(this.capacity * 6);
this.min = [Infinity, Infinity, Infinity];
this.max = [-Infinity, -Infinity, -Infinity];
}
get full() {
return this.count === this.maxQuads;
}
add(face, x, y, z) {
if (this.full) throw new Error("Geometry batch is full");
if (this.count === this.capacity) {
this.capacity = Math.min(this.maxQuads, this.capacity * 2);
for (const [key, components, Type] of [
["positions", 12, Float32Array],
["normals", 12, Float32Array],
["uvs", 8, Float32Array],
["indices", 6, Uint16Array],
]) {
const next = new Type(this.capacity * components);
next.set(this[key]);
this[key] = next;
}
}
const offset = this.count * 12;
for (let i = 0; i < 12; i += 3) {
this.positions[offset + i] = face.positions[i] + x;
this.positions[offset + i + 1] = face.positions[i + 1] + y;
this.positions[offset + i + 2] = face.positions[i + 2] + z;
// Bounds must enclose the actual Float32 positions, including rounding
// at large Minecraft coordinates, or frustum culling can cut off faces.
const px = this.positions[offset + i],
py = this.positions[offset + i + 1],
pz = this.positions[offset + i + 2];
this.normals[offset + i] = face.normal[0];
this.normals[offset + i + 1] = face.normal[1];
this.normals[offset + i + 2] = face.normal[2];
if (px < this.min[0]) this.min[0] = px;
if (py < this.min[1]) this.min[1] = py;
if (pz < this.min[2]) this.min[2] = pz;
if (px > this.max[0]) this.max[0] = px;
if (py > this.max[1]) this.max[1] = py;
if (pz > this.max[2]) this.max[2] = pz;
}
this.uvs.set(face.uvs, this.count * 8);
const base = this.count * 4,
index = this.count * 6;
this.indices[index] = base;
this.indices[index + 1] = base + 1;
this.indices[index + 2] = base + 2;
this.indices[index + 3] = base + 2;
this.indices[index + 4] = base + 1;
this.indices[index + 5] = base + 3;
this.count++;
}
finish() {
return {
positions: this.positions.slice(0, this.count * 12),
normals: this.normals.slice(0, this.count * 12),
uvs: this.uvs.slice(0, this.count * 8),
indices: this.indices.slice(0, this.count * 6),
min: this.min,
max: this.max,
};
}
}

View File

@@ -56,7 +56,7 @@ export async function renderSnapshot(
throw new Error("Invalid path");
res.setHeader(
"Content-Type",
path.endsWith(".js")
path.endsWith(".js") || path.endsWith(".mjs")
? "text/javascript"
: path.endsWith(".json")
? "application/json"
@@ -92,6 +92,11 @@ export async function renderSnapshot(
await new Promise((r) => server.close(r));
throw new Error("MINEGEO_RENDER_IDLE_SECONDS must be at least 60");
}
const backend = process.env.MINEGEO_RENDER_BACKEND || "auto";
if (!["auto", "software"].includes(backend)) {
await new Promise((r) => server.close(r));
throw new Error("MINEGEO_RENDER_BACKEND must be auto or software");
}
const watchdog = setInterval(() => {
if (Date.now() - lastActivity > idleSeconds * 1000) {
failure = new Error(
@@ -104,20 +109,52 @@ export async function renderSnapshot(
try {
if (signal?.aborted) throw new Error("Rendering cancelled");
await report({ percent: 24, message: "Starting terrain renderer" });
browser = await chromium.launch({
headless: true,
args: ["--use-angle=swiftshader", "--enable-unsafe-swiftshader"],
let page;
let selectedBackend = backend;
async function openRenderer(mode) {
browser = await chromium.launch({
headless: true,
args:
mode === "software"
? ["--use-angle=swiftshader", "--enable-unsafe-swiftshader"]
: ["--enable-gpu", "--enable-unsafe-swiftshader"],
});
if (signal?.aborted || failure)
throw failure || new Error("Rendering cancelled");
const rendererPage = await browser.newPage();
await rendererPage.exposeFunction("minegeoProgress", report);
rendererPage.on("pageerror", (err) =>
console.error("Renderer:", err.message),
);
await rendererPage.goto(`http://127.0.0.1:${server.address().port}`);
await rendererPage.waitForFunction(() => window.rendererReady);
return rendererPage;
}
try {
page = await openRenderer(backend);
} catch (error) {
if (backend === "software" || signal?.aborted || failure || !browser)
throw error;
await browser.close();
console.warn(
"GPU renderer initialization failed; falling back to software rendering.",
);
selectedBackend = "software";
page = await openRenderer("software");
}
const graphics = await page.evaluate(() => window.rendererInfo);
console.log(`MineGeo graphics (${selectedBackend}): ${graphics.renderer}`);
await report({
percent: 24,
message: `Graphics backend: ${graphics.renderer}`,
});
const page = await browser.newPage();
await page.exposeFunction("minegeoProgress", report);
page.on("pageerror", (err) => console.error("Renderer:", err.message));
await page.goto(`http://127.0.0.1:${server.address().port}`);
await page.waitForFunction(() => window.rendererReady);
const stats = await page.evaluate(async () => {
const response = await fetch("/terrain.json");
if (!response.ok) throw new Error("Unable to load terrain snapshot");
return window.buildTerrain(await response.json());
});
stats.graphics = graphics;
stats.backend = selectedBackend;
await report({
percent: 60,
message: `Terrain ready: ${stats.blocks} blocks; rendering ${viewpoints.length} panoramas`,
@@ -131,12 +168,17 @@ export async function renderSnapshot(
({ p, face, size }) => window.renderFace(p, face, size),
{ p, face, size },
);
const png = Buffer.from(data.split(",")[1], "base64");
await sharp(png)
.webp({ quality: 85 })
.toFile(`${output}/${p.id}/${face}.webp`);
const encoded = Buffer.from(data.split(",")[1], "base64");
// Chromium encodes WebP once; retain a PNG fallback for canvas runtimes
// without WebP support rather than silently writing the wrong MIME type.
if (data.startsWith("data:image/webp;"))
await writeFile(`${output}/${p.id}/${face}.webp`, encoded);
else
await sharp(encoded)
.webp({ quality: 85 })
.toFile(`${output}/${p.id}/${face}.webp`);
if (face === "nz")
await sharp(png)
await sharp(encoded)
.resize(512, 512)
.webp({ quality: 76 })
.toFile(`${output}/${p.id}/preview.webp`);
@@ -148,9 +190,11 @@ export async function renderSnapshot(
}
await report({ percent: 85, message: "Rendering the surface map" });
const map = await page.evaluate(() => window.renderMap(1024));
await sharp(Buffer.from(map.split(",")[1], "base64"))
.webp({ quality: 90 })
.toFile(`${output}/map.webp`);
const mapBytes = Buffer.from(map.split(",")[1], "base64");
if (map.startsWith("data:image/webp;"))
await writeFile(`${output}/map.webp`, mapBytes);
else
await sharp(mapBytes).webp({ quality: 90 }).toFile(`${output}/map.webp`);
await report({
percent: 90,
message: "Rendered all panoramas and the surface map",
@@ -166,7 +210,7 @@ export async function renderSnapshot(
} finally {
clearInterval(watchdog);
signal?.removeEventListener("abort", cancel);
await browser?.close();
await browser?.close().catch(() => {});
await new Promise((r) => server.close(r));
}
}

View File

@@ -1,4 +1,5 @@
import * as THREE from "/three.js";
import { buildTerrain } from "./terrain-mesh.js";
// This renderer consumes snapshots, never connects to a Minecraft server.
const renderer = new THREE.WebGLRenderer({
antialias: true,
@@ -8,6 +9,16 @@ renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.setPixelRatio(1);
document.body.append(renderer.domElement);
const scene = new THREE.Scene();
const gl = renderer.getContext();
const gpuInfo = gl.getExtension("WEBGL_debug_renderer_info");
window.rendererInfo = {
vendor: gpuInfo
? gl.getParameter(gpuInfo.UNMASKED_VENDOR_WEBGL)
: "unavailable",
renderer: gpuInfo
? gl.getParameter(gpuInfo.UNMASKED_RENDERER_WEBGL)
: "unavailable",
};
scene.background = new THREE.Color("#95c4eb");
scene.add(new THREE.HemisphereLight("#e9f3ff", "#73704e", 2.0));
const sun = new THREE.DirectionalLight("#fff4d6", 2.2);
@@ -53,11 +64,20 @@ function textureRef(m, ref) {
async function texture(ref) {
if (!ref) return null;
if (!textureCache.has(ref)) {
const t = await loader.loadAsync(resourcePath(ref, "textures") + ".png");
t.magFilter = THREE.NearestFilter;
t.minFilter = THREE.NearestFilter;
t.colorSpace = THREE.SRGBColorSpace;
textureCache.set(ref, t);
// Cache the in-flight promise and failures as well as successful textures.
// Missing vanilla assets must not trigger another request for every face.
textureCache.set(
ref,
loader
.loadAsync(resourcePath(ref, "textures") + ".png")
.then((t) => {
t.magFilter = THREE.NearestFilter;
t.minFilter = THREE.NearestFilter;
t.colorSpace = THREE.SRGBColorSpace;
return t;
})
.catch(() => null),
);
}
return textureCache.get(ref);
}
@@ -152,40 +172,9 @@ const faceData = {
],
},
};
const nonOpaque = (s) =>
/air|water|lava|leaves|glass|grass(?!_block)|fern|flower|sapling|torch|fence|wall|slab|stairs|door|pane|rail|vine|carpet/.test(
s,
);
window.buildTerrain = async (snapshot) => {
const started = performance.now(),
batches = new Map(),
unsupported = new Set();
const occupancy = new Map();
const distinctStates = new Set();
let lastProgress = 0;
async function progress(percent, message, force = false) {
if (!force && performance.now() - lastProgress < 3000) return;
lastProgress = performance.now();
// Yield to browser tasks so bindings, cancellation and timers can run.
await new Promise((resolve) => setTimeout(resolve, 0));
await window.minegeoProgress?.({ percent, message });
}
await progress(
25,
`Indexing ${snapshot.blocks.length.toLocaleString()} terrain blocks`,
true,
);
for (let i = 0; i < snapshot.blocks.length; i++) {
const b = snapshot.blocks[i];
occupancy.set(`${b[0]},${b[1]},${b[2]}`, b[3]);
distinctStates.add(b[3]);
if (i % 16384 === 0)
await progress(
25 + (5 * i) / snapshot.blocks.length,
`Indexing blocks ${i}/${snapshot.blocks.length}`,
);
}
const stateCache = new Map();
const unsupported = new Set(),
stateCache = new Map();
async function stateModels(s) {
if (stateCache.has(s)) return stateCache.get(s);
const { name, props } = parseState(s);
@@ -200,193 +189,15 @@ window.buildTerrain = async (snapshot) => {
stateCache.set(s, variants);
return variants;
}
// Preload each distinct model once before constructing batched geometry.
await progress(30, "Loading block models and textures", true);
let modelCount = 0;
for (const s of distinctStates) {
await stateModels(s);
await progress(
30 + (5 * ++modelCount) / distinctStates.size,
`Loading block model ${modelCount}/${distinctStates.size}`,
);
}
async function emit(block, m, v = {}) {
const [bx, by, bz, s] = block;
for (const e of m.elements || []) {
const from = e.from.map((n) => n / 16),
to = e.to.map((n) => n / 16);
const transform = new THREE.Matrix4();
const r = new THREE.Euler(
(-(v.x || 0) * Math.PI) / 180,
(-(v.y || 0) * Math.PI) / 180,
0,
"YXZ",
);
transform.makeRotationFromEuler(r);
for (const [dir, f] of Object.entries(e.faces)) {
const fd = faceData[dir];
if (!fd) continue;
const n = new THREE.Vector3(...fd.normal).applyMatrix4(transform);
const neighbor = occupancy.get(
`${bx + Math.round(n.x)},${by + Math.round(n.y)},${bz + Math.round(n.z)}`,
);
if (f.cullface && neighbor && !nonOpaque(neighbor)) continue;
const ref = textureRef(m, f.texture),
tex = await texture(ref).catch(() => null);
if (!tex) {
unsupported.add(s);
continue;
}
const tint =
f.tintindex !== undefined
? s.includes("water")
? "#5b9eb5"
: s.includes("leaves")
? "#7ba54c"
: "#90b650"
: "#ffffff";
const key = ref + "|" + tint;
let batch = batches.get(key);
if (!batch) {
batch = {
positions: [],
uvs: [],
normals: [],
indices: [],
tex,
tint,
};
batches.set(key, batch);
}
const uv = f.uv || [0, 0, 16, 16],
coords = [
[uv[0] / 16, 1 - uv[3] / 16],
[uv[2] / 16, 1 - uv[3] / 16],
[uv[0] / 16, 1 - uv[1] / 16],
[uv[2] / 16, 1 - uv[1] / 16],
];
const base = batch.positions.length / 3;
for (let i = 0; i < 4; i++) {
let p = new THREE.Vector3(
...fd.corners[i].map((c, j) => from[j] + c * (to[j] - from[j])),
);
if (e.rotation) {
const er = e.rotation,
origin = new THREE.Vector3(...er.origin.map((a) => a / 16)),
axis = new THREE.Vector3(
er.axis === "x" ? 1 : 0,
er.axis === "y" ? 1 : 0,
er.axis === "z" ? 1 : 0,
);
p.sub(origin).applyAxisAngle(axis, (er.angle * Math.PI) / 180);
if (er.rescale) {
const scale = 1 / Math.cos((er.angle * Math.PI) / 180);
for (const a of ["x", "y", "z"]) if (a !== er.axis) p[a] *= scale;
}
p.add(origin);
}
p.subScalar(0.5)
.applyMatrix4(transform)
.addScalar(0.5)
.add(new THREE.Vector3(bx, by, bz));
batch.positions.push(p.x, p.y, p.z);
batch.normals.push(n.x, n.y, n.z);
let index = i;
if (f.rotation) {
const order = [0, 1, 3, 2],
rank = order.indexOf(i);
index = order[(rank + f.rotation / 90) % 4];
}
batch.uvs.push(...coords[index]);
}
batch.indices.push(
base,
base + 1,
base + 2,
base + 2,
base + 1,
base + 3,
);
}
}
}
await progress(35, "Building terrain geometry", true);
for (let i = 0; i < snapshot.blocks.length; i++) {
const b = snapshot.blocks[i];
if (i % 256 === 0)
await progress(
35 + (20 * i) / snapshot.blocks.length,
`Building blocks ${i}/${snapshot.blocks.length}`,
);
if (/minecraft:(water|lava)(\[|$)/.test(b[3])) {
await emit(b, {
textures: {
all:
"minecraft:block/" +
(b[3].includes("water") ? "water_still" : "lava_still"),
},
elements: [
{
from: [0, 0, 0],
to: [16, 14, 16],
faces: Object.fromEntries(
Object.keys(faceData).map((k) => [
k,
{
texture: "#all",
tintindex: b[3].includes("water") ? 0 : undefined,
cullface: k,
},
]),
),
},
],
});
continue;
}
for (const { m, v } of await stateModels(b[3])) await emit(b, m, v);
}
occupancy.clear();
await progress(55, "Preparing the scene", true);
let batchCount = 0;
for (const batch of batches.values()) {
const g = new THREE.BufferGeometry();
g.setAttribute(
"position",
new THREE.Float32BufferAttribute(batch.positions, 3),
);
g.setAttribute(
"normal",
new THREE.Float32BufferAttribute(batch.normals, 3),
);
g.setAttribute("uv", new THREE.Float32BufferAttribute(batch.uvs, 2));
g.setIndex(batch.indices);
const mat = new THREE.MeshLambertMaterial({
map: batch.tex,
color: batch.tint,
side: THREE.DoubleSide,
alphaTest: 0.3,
transparent: batch.tex.image.src.includes("water"),
opacity: batch.tex.image.src.includes("water") ? 0.8 : 1,
});
scene.add(new THREE.Mesh(g, mat));
// Drop the JS number arrays as each GPU geometry is completed.
batch.positions.length = 0;
batch.normals.length = 0;
batch.uvs.length = 0;
batch.indices.length = 0;
await progress(
55 + (5 * ++batchCount) / batches.size,
`Preparing geometry ${batchCount}/${batches.size}`,
);
}
window.terrainBounds = snapshot.bounds;
return {
blocks: snapshot.blocks.length,
drawCalls: batches.size,
unsupported: [...unsupported],
buildMs: performance.now() - started,
};
return buildTerrain(
snapshot,
scene,
faceData,
stateModels,
textureRef,
texture,
unsupported,
);
};
const directions = {
px: [
@@ -422,7 +233,7 @@ window.renderFace = (p, face, size) => {
camera.up.set(...up);
camera.lookAt(p.x + dir[0], p.y + dir[1], p.z + dir[2]);
renderer.render(scene, camera);
return renderer.domElement.toDataURL("image/png");
return renderer.domElement.toDataURL("image/webp", 0.85);
};
window.renderMap = (size) => {
const b = window.terrainBounds;
@@ -439,6 +250,6 @@ window.renderMap = (size) => {
camera.up.set(0, 0, -1);
camera.lookAt(camera.position.x, 0, camera.position.z);
renderer.render(scene, camera);
return renderer.domElement.toDataURL("image/png");
return renderer.domElement.toDataURL("image/webp", 0.9);
};
window.rendererReady = true;

329
renderer/terrain-mesh.js Normal file
View File

@@ -0,0 +1,329 @@
import * as THREE from "/three.js";
import { OpaqueIndex, QuadBuffer } from "./mesh-buffers.mjs";
const nonOpaque =
/air|water|lava|leaves|glass|grass(?!_block)|fern|flower|sapling|torch|fence|wall|slab|stairs|door|pane|rail|vine|carpet/;
const fluid = /^minecraft:(water|lava)(\[|$)/;
const uvOrder = [0, 1, 3, 2];
// Transform each distinct state's faces once, including element rotations,
// variant rotations, tint and UV orientation. The block loop only translates.
async function compileState(
state,
variants,
faceData,
textureRef,
texture,
materials,
unsupported,
) {
const faces = [];
for (const { m, v = {} } of variants) {
const rotation = new THREE.Matrix4().makeRotationFromEuler(
new THREE.Euler(
(-(v.x || 0) * Math.PI) / 180,
(-(v.y || 0) * Math.PI) / 180,
0,
"YXZ",
),
);
for (const e of m.elements || []) {
const from = e.from.map((n) => n / 16),
to = e.to.map((n) => n / 16);
for (const [dir, f] of Object.entries(e.faces)) {
const fd = faceData[dir];
if (!fd) continue;
const ref = textureRef(m, f.texture);
const tex = await texture(ref);
if (!tex) {
unsupported.add(state);
continue;
}
const tint =
f.tintindex !== undefined
? state.includes("water")
? "#5b9eb5"
: state.includes("leaves")
? "#7ba54c"
: "#90b650"
: "#ffffff";
const key = ref + "|" + tint;
let material = materials.get(key);
if (!material) {
const water = ref?.includes("water");
material = {
id: materials.size,
mesh: new THREE.MeshLambertMaterial({
map: tex,
color: tint,
side: THREE.DoubleSide,
alphaTest: 0.3,
transparent: water,
opacity: water ? 0.8 : 1,
}),
};
materials.set(key, material);
}
const normal = new THREE.Vector3(...fd.normal).applyMatrix4(rotation);
const positions = new Float64Array(12),
uvs = new Float32Array(8);
const uv = f.uv || [0, 0, 16, 16];
const coords = [
[uv[0] / 16, 1 - uv[3] / 16],
[uv[2] / 16, 1 - uv[3] / 16],
[uv[0] / 16, 1 - uv[1] / 16],
[uv[2] / 16, 1 - uv[1] / 16],
];
for (let i = 0; i < 4; i++) {
const p = new THREE.Vector3(
...fd.corners[i].map((c, j) => from[j] + c * (to[j] - from[j])),
);
if (e.rotation) {
const er = e.rotation,
origin = new THREE.Vector3(...er.origin.map((a) => a / 16));
const axis = new THREE.Vector3(
er.axis === "x" ? 1 : 0,
er.axis === "y" ? 1 : 0,
er.axis === "z" ? 1 : 0,
);
p.sub(origin).applyAxisAngle(axis, (er.angle * Math.PI) / 180);
if (er.rescale) {
const scale = 1 / Math.cos((er.angle * Math.PI) / 180);
for (const a of ["x", "y", "z"]) if (a !== er.axis) p[a] *= scale;
}
p.add(origin);
}
p.subScalar(0.5).applyMatrix4(rotation).addScalar(0.5);
positions.set([p.x, p.y, p.z], i * 3);
const index = f.rotation
? uvOrder[(uvOrder.indexOf(i) + f.rotation / 90) % 4]
: i;
uvs.set(coords[index], i * 2);
}
faces.push({
positions,
uvs,
normal: [normal.x, normal.y, normal.z],
cull: f.cullface
? [Math.round(normal.x), Math.round(normal.y), Math.round(normal.z)]
: null,
material,
});
}
}
}
return faces;
}
function fluidModel(state, faceData) {
return {
m: {
textures: {
all:
"minecraft:block/" +
(state.includes("water") ? "water_still" : "lava_still"),
},
elements: [
{
from: [0, 0, 0],
to: [16, 14, 16],
faces: Object.fromEntries(
Object.keys(faceData).map((k) => [
k,
{
texture: "#all",
tintindex: state.includes("water") ? 0 : undefined,
cullface: k,
},
]),
),
},
],
},
};
}
export async function buildTerrain(
snapshot,
scene,
faceData,
stateModels,
textureRef,
texture,
unsupported,
) {
const started = performance.now(),
states = new Map(),
materials = new Map();
let minY = Infinity,
maxY = -Infinity,
lastProgress = 0;
async function progress(percent, message, force = false) {
if (!force && performance.now() - lastProgress < 3000) return;
lastProgress = performance.now();
await new Promise((resolve) => setTimeout(resolve, 0));
await window.minegeoProgress?.({ percent, message });
}
// Time-sliced passes keep progress/cancellation responsive for large exports.
if (!snapshot.blocks.length)
throw new Error("Terrain snapshot contains no blocks");
await progress(
25,
`Indexing ${snapshot.blocks.length.toLocaleString()} terrain blocks`,
true,
);
for (let i = 0; i < snapshot.blocks.length; i++) {
const b = snapshot.blocks[i];
if (b[1] < minY) minY = b[1];
if (b[1] > maxY) maxY = b[1];
if (!states.has(b[3]))
states.set(b[3], { opaque: !nonOpaque.test(b[3]), faces: null });
if (i % 16384 === 0)
await progress(
25 + (2 * i) / snapshot.blocks.length,
`Indexing blocks ${i}/${snapshot.blocks.length}`,
);
}
const occupancy = new OpaqueIndex(snapshot.bounds, minY, maxY);
for (let i = 0; i < snapshot.blocks.length; i++) {
const b = snapshot.blocks[i];
if (states.get(b[3]).opaque) occupancy.add(b[0], b[1], b[2]);
if (i % 16384 === 0)
await progress(
27 + (3 * i) / snapshot.blocks.length,
`Indexing hidden faces ${i}/${snapshot.blocks.length}`,
);
}
const indexMs = performance.now() - started;
await progress(30, "Compiling block models and textures", true);
const entries = [...states.entries()];
let completedModels = 0;
// Bounded parallel I/O; failed textures are negatively cached by the loader.
// Keep progress reporting serialized while compiler tasks perform I/O.
for (let i = 0; i < entries.length; i += 8) {
const end = Math.min(i + 8, entries.length);
await Promise.all(
entries.slice(i, end).map(async ([state, entry]) => {
const variants = fluid.test(state)
? [fluidModel(state, faceData)]
: await stateModels(state);
entry.faces = await compileState(
state,
variants,
faceData,
textureRef,
texture,
materials,
unsupported,
);
completedModels++;
}),
);
await progress(
30 + (5 * completedModels) / entries.length,
`Compiled block models ${completedModels}/${entries.length}`,
);
}
const modelMs = performance.now() - started - indexMs;
await progress(35, "Building cached block faces", true);
const batches = new Map(),
meshList = [],
materialCount = materials.size || 1;
const originX = Math.floor(snapshot.bounds.minX / 64),
originZ = Math.floor(snapshot.bounds.minZ / 64);
const regionWidth = Math.floor(snapshot.bounds.maxX / 64) - originX + 1;
let emittedFaces = 0,
hiddenFaces = 0;
function flush(buffer, material) {
if (!buffer.count) return;
const data = buffer.finish(),
g = new THREE.BufferGeometry();
g.setAttribute("position", new THREE.BufferAttribute(data.positions, 3));
g.setAttribute("normal", new THREE.BufferAttribute(data.normals, 3));
g.setAttribute("uv", new THREE.BufferAttribute(data.uvs, 2));
g.setIndex(new THREE.BufferAttribute(data.indices, 1));
g.boundingBox = new THREE.Box3(
new THREE.Vector3(...data.min),
new THREE.Vector3(...data.max),
);
g.boundingSphere = g.boundingBox.getBoundingSphere(new THREE.Sphere());
const mesh = new THREE.Mesh(g, material.mesh);
scene.add(mesh);
meshList.push(mesh);
}
for (let i = 0; i < snapshot.blocks.length; i++) {
const b = snapshot.blocks[i],
x = b[0],
y = b[1],
z = b[2];
const entry = states.get(b[3]);
const region =
Math.floor(x / 64) -
originX +
(Math.floor(z / 64) - originZ) * regionWidth;
for (const face of entry.faces) {
const n = face.cull;
if (n && occupancy.has(x + n[0], y + n[1], z + n[2])) {
hiddenFaces++;
continue;
}
const key = region * materialCount + face.material.id;
let batch = batches.get(key);
if (!batch) {
batch = { buffer: new QuadBuffer(), material: face.material };
batches.set(key, batch);
}
batch.buffer.add(face, x, y, z);
emittedFaces++;
if (batch.buffer.full) {
flush(batch.buffer, batch.material);
batch.buffer = new QuadBuffer();
}
}
if (i % 4096 === 0)
await progress(
35 + (20 * i) / snapshot.blocks.length,
`Building blocks ${i}/${snapshot.blocks.length}; ${Math.round(i / Math.max(0.001, (performance.now() - started - indexMs - modelMs) / 1000)).toLocaleString()} blocks/s; ${hiddenFaces.toLocaleString()} hidden faces skipped`,
);
}
occupancy.clear();
const meshMs = performance.now() - started - indexMs - modelMs;
await progress(55, "Preparing spatial meshes", true);
let prepared = 0;
for (const [key, batch] of batches) {
flush(batch.buffer, batch.material);
batches.delete(key);
await progress(
55 + (5 * ++prepared) / (prepared + batches.size),
`Preparing geometry ${prepared}/${prepared + batches.size}`,
);
}
window.terrainBounds = snapshot.bounds;
window.terrainMeshes = meshList;
const totalMs = performance.now() - started;
return {
blocks: snapshot.blocks.length,
states: states.size,
meshes: meshList.length,
drawCalls: meshList.length,
emittedFaces,
hiddenFaces,
unsupported: [...unsupported],
indexMs,
modelMs,
meshMs,
buildMs: totalMs,
blocksPerSecond: Math.round(
snapshot.blocks.length / Math.max(0.001, meshMs / 1000),
),
geometryBytes: meshList.reduce(
(sum, mesh) =>
sum +
mesh.geometry.attributes.position.array.byteLength +
mesh.geometry.attributes.normal.array.byteLength +
mesh.geometry.attributes.uv.array.byteLength +
mesh.geometry.index.array.byteLength,
0,
),
};
}