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