minecraft-renderer 0.1.44 → 0.1.45
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/mesher.js +35 -35
- package/dist/mesher.js.map +4 -4
- package/dist/mesherWasm.js +61 -61
- package/dist/minecraft-renderer.js +10 -10
- package/dist/minecraft-renderer.js.meta.json +1 -1
- package/dist/threeWorker.js +35 -35
- package/package.json +1 -1
- package/src/mesher-shared/models.ts +28 -11
- package/src/mesher-shared/vertexShading.ts +35 -0
- package/src/three/modules/rain.ts +21 -3
- package/src/wasm-mesher/bridge/render-from-wasm.ts +57 -12
package/package.json
CHANGED
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@@ -6,6 +6,7 @@ import legacyJson from '../lib/preflatMap.json'
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6
6
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import { BlockType } from '../playground/shared'
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7
7
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import { World, BlockModelPartsResolved, WorldBlock as Block, WorldBlock, worldColumnKey } from './world'
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8
8
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import { BlockElement, buildRotationMatrix, elemFaces, matmul3, matmulmat3, vecadd3, vecsub3 } from './modelsGeometryCommon'
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9
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import { getSideShading, vertexLightFromAo } from './vertexShading'
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import { INVISIBLE_BLOCKS } from './worldConstants'
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import { MesherGeometryOutput, HighestBlockInfo } from './shared'
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import { collectBlockEntityMetadata } from './blockEntityMetadata'
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@@ -51,6 +52,31 @@ function prepareTints(tints) {
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}
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const calculatedBlocksEntries = Object.entries(legacyJson.clientCalculatedBlocks)
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55
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+
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/**
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* Block name + properties for model lookup. Only runs neighbor/preflat work when
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* `world.preflat` (legacy); modern block-state worlds use `fromStateId` only.
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*/
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export function resolveBlockPropertiesForMeshing(
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world: World | undefined,
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cursor: Vec3,
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blockProvider: WorldBlockProvider,
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blockStateId: number,
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PrismarineBlockCtor: { fromStateId: (id: number, biome: number) => Block }
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): { name: string, properties: Record<string, unknown> } {
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if (world?.preflat) {
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const block = world.getBlock(cursor, blockProvider, {})
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if (block) {
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let properties: Record<string, unknown> = { ...block.getProperties() }
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const patch = preflatBlockCalculation(block, world, cursor)
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if (patch) properties = { ...properties, ...patch }
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return { name: block.name, properties }
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}
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}
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const fromState = PrismarineBlockCtor.fromStateId(blockStateId, 1)
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return { name: fromState.name, properties: fromState.getProperties() }
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}
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export function preflatBlockCalculation(block: Block, world: World, position: Vec3) {
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const type = calculatedBlocksEntries.find(([name, blocks]) => blocks.includes(block.name))?.[0]
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if (!type) return
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@@ -398,13 +424,7 @@ function renderElement(world: World, cursor: Vec3, element: BlockElement, doAO:
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// 10%
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const { smoothLighting, shadingTheme, cardinalLight } = world.config
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const faceLight = world.getLight(neighborPos, undefined, undefined, block.name)
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-
const sideShading = (shadingTheme
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402
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? (0.8 + 0.5 * Math.max(0, 0.66 * dir[0] + 0.66 * dir[1] + 0.33 * dir[2])) // old directional light behavior
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: (
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cardinalLight === 'nether'
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? (0.5 + Math.abs(0.1 * dir[0] + 0.4 * dir[1] + 0.3 * dir[2]))
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: (0.75 + 0.25 * dir[1] + 0.05 * (Math.abs(dir[2]) - 3 * Math.abs(dir[0])))
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-
)
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const sideShading = getSideShading(dir, shadingTheme, cardinalLight)
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const baseLight = sideShading * faceLight / 15
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for (const pos of corners) {
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let vertex = [
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@@ -478,10 +498,7 @@ function renderElement(world: World, cursor: Vec3, element: BlockElement, doAO:
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// TODO: correctly interpolate ao light based on pos (evaluate once for each corner of the block)
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const ao = (side1Block && side2Block) ? 0 : (3 - (side1Block + side2Block + cornerBlock))
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-
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482
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const ao_scale = (shadingTheme === 'high-contrast') ? 0.25 : 0.2
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483
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// todo light should go upper on lower blocks
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484
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light = sideShading * (ao * ao_scale + ao_bias) * (cornerLightResult / 15)
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light = vertexLightFromAo(ao, cornerLightResult, sideShading, shadingTheme)
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aos.push(ao)
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// Log AO and light for this corner (corner index is aos.length - 1)
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@@ -0,0 +1,35 @@
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1
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//@ts-nocheck
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import type { MesherConfig } from './shared'
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export type FaceDirection = readonly [number, number, number]
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/** Directional face darkening (matches legacy `renderElement` in models.ts). */
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export function getSideShading(
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dir: FaceDirection,
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shadingTheme: MesherConfig['shadingTheme'],
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cardinalLight: MesherConfig['cardinalLight']
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): number {
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if (shadingTheme === 'high-contrast') {
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return 0.8 + 0.5 * Math.max(0, 0.66 * dir[0] + 0.66 * dir[1] + 0.33 * dir[2])
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}
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if (cardinalLight === 'nether') {
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return 0.5 + Math.abs(0.1 * dir[0] + 0.4 * dir[1] + 0.3 * dir[2])
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}
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return 0.75 + 0.25 * dir[1] + 0.05 * (Math.abs(dir[2]) - 3 * Math.abs(dir[0]))
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}
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/** Per-vertex brightness from AO (0–3) and corner light (0–15). */
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export function vertexLightFromAo(
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ao: number,
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cornerLight15: number,
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sideShading: number,
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shadingTheme: MesherConfig['shadingTheme']
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): number {
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const lightNorm = cornerLight15 / 15
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if (shadingTheme === 'high-contrast') {
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return sideShading * ((ao + 1) / 4) * lightNorm
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}
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const aoBias = 0.4
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const aoScale = 0.2
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return sideShading * (ao * aoScale + aoBias) * lightNorm
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}
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@@ -58,7 +58,9 @@ export class RainModule implements RendererModuleController {
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}
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render?: (deltaTime: number) => void = (deltaTime) => {
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-
if (!this.enabled || !this.instancedMesh) return
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if (!this.enabled || !this.instancedMesh || !this.material) return
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this.syncMaterialToSceneFog()
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const cameraPos = this.worldRenderer.getCameraPosition()
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this.instancedMesh.position.set(0, 0, 0)
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@@ -135,16 +137,32 @@ export class RainModule implements RendererModuleController {
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this.particles = []
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}
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/** Match scene fog so rain fades with distance instead of a flat blue sheet. */
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private syncMaterialToSceneFog(): void {
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if (!this.material) return
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const fog = this.worldRenderer.scene.fog
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if (fog instanceof THREE.Fog || fog instanceof THREE.FogExp2) {
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this.material.color.copy(fog.color)
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} else {
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this.material.color.set(0xcc_dd_ee)
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}
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this.material.fog = true
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}
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private createRain(): void {
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this.geometry = new THREE.BoxGeometry(0.03, 0.3, 0.03)
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this.material = new THREE.MeshBasicMaterial({
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-
color:
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color: 0xcc_dd_ee,
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transparent: true,
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opacity: 0.
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opacity: 0.35,
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depthWrite: false,
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fog: true,
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})
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this.instancedMesh = new THREE.InstancedMesh(this.geometry, this.material, PARTICLE_COUNT)
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this.instancedMesh.name = 'rain-particles'
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this.instancedMesh.frustumCulled = false
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this.syncMaterialToSceneFog()
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const dummy = new THREE.Matrix4()
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const position = new THREE.Vector3()
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@@ -13,6 +13,8 @@ import { elemFaces, buildRotationMatrix, matmul3, matmulmat3, vecadd3, vecsub3 }
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import type { ExportedWorldGeometry, ExportedSection } from '../../three/worldGeometryExport'
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import type { MesherGeometryOutput } from '../../mesher-shared/shared'
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import type { World } from '../../mesher-shared/world'
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import { resolveBlockPropertiesForMeshing } from '../../mesher-shared/models'
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import { getSideShading, vertexLightFromAo } from '../../mesher-shared/vertexShading'
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// Handle both default and named export
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const worldBlockProvider = (worldBlockProviderModule as any).default || worldBlockProviderModule
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@@ -134,6 +136,18 @@ export function extractColumnHeightmap(
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136
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return out
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}
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function computeMesherVertexLight(
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world: World | undefined,
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ao: number,
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cornerLight15: number,
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143
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faceDir: [number, number, number]
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): number {
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const shadingTheme = world?.config.shadingTheme ?? 'high-contrast'
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const cardinalLight = world?.config.cardinalLight ?? 'default'
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const sideShading = getSideShading(faceDir, shadingTheme, cardinalLight)
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return vertexLightFromAo(ao, cornerLight15, sideShading, shadingTheme)
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149
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}
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+
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/**
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138
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* Get or create cached block model with precomputed matrices
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*/
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@@ -141,10 +155,32 @@ function getCachedBlockModel(
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blockStateId: number,
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156
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version: string,
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143
157
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blockProvider: WorldBlockProvider,
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144
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-
PrismarineBlock: any
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158
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+
PrismarineBlock: any,
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159
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world?: World,
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160
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blockPos?: { x: number, y: number, z: number }
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): CachedBlockModel | null {
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146
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-
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147
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-
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162
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const usePreflat = !!(world?.preflat && blockPos)
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163
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let blockName: string
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164
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let blockProps: Record<string, unknown>
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165
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if (usePreflat) {
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166
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const resolved = resolveBlockPropertiesForMeshing(
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167
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world,
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168
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new Vec3(blockPos!.x, blockPos!.y, blockPos!.z),
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169
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blockProvider,
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170
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blockStateId,
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171
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PrismarineBlock
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172
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)
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173
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blockName = resolved.name
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174
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blockProps = resolved.properties
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175
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} else {
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176
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const blockObj = PrismarineBlock.fromStateId(blockStateId, 1)
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177
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blockName = blockObj.name
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blockProps = blockObj.getProperties()
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179
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}
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180
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+
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181
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const cacheKey = usePreflat
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182
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? `${version}:${blockStateId}:${blockName}:${JSON.stringify(blockProps)}`
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183
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: `${version}:${blockStateId}`
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148
184
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if (!(globalThis as any).__wasmBlockModelCache) {
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149
185
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(globalThis as any).__wasmBlockModelCache = new Map()
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150
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}
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@@ -156,11 +192,13 @@ function getCachedBlockModel(
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156
192
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157
193
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try {
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194
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const blockObj = PrismarineBlock.fromStateId(blockStateId, 1)
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159
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-
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160
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-
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195
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if (!usePreflat) {
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196
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blockName = blockObj.name
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197
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blockProps = blockObj.getProperties()
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198
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}
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161
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162
200
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const models = blockProvider.getAllResolvedModels0_1(
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163
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-
{ name: blockName, properties: blockProps },
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201
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{ name: blockName, properties: blockProps as Record<string, string | number | boolean> },
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false
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)
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@@ -505,7 +543,14 @@ export function renderWasmOutputToGeometry(
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505
543
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}
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506
544
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}
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507
545
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508
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-
const cachedModel = getCachedBlockModel(
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546
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+
const cachedModel = getCachedBlockModel(
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547
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+
blockStateId,
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548
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version,
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549
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+
blockProvider,
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550
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PrismarineBlock,
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551
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world,
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552
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{ x: bx, y: by, z: bz }
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553
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)
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509
554
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if (!cachedModel) continue
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510
555
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511
556
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if (false) {
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@@ -654,10 +699,9 @@ export function renderWasmOutputToGeometry(
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654
699
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// But WASM light calculation seems to return 0.0, so we need to handle that
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655
700
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// In the test case, TypeScript gets baseLight = 1.0 (full brightness)
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656
701
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// So we should use 1.0 as the base light value when WASM returns 0
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657
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-
const
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658
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-
const
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659
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-
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660
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-
const light = (ao + 1) / 4 * (cornerLightResult / 15)
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702
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+
const cornerLight15 = (lightValues[cornerIdx] ?? 1) * 15
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703
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+
const faceDir = transformedDir as [number, number, number]
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704
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+
const light = computeMesherVertexLight(world, ao, cornerLight15, faceDir)
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662
706
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colors.push(tint[0] * light, tint[1] * light, tint[2] * light)
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@@ -907,7 +951,8 @@ export function renderWasmOutputToGeometry(
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907
951
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}
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908
952
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909
953
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if (doAO) {
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910
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-
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954
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+
const faceDir = transformedDirI as [number, number, number]
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955
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+
light = computeMesherVertexLight(world, ao, cornerLightResult, faceDir)
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911
956
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}
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912
957
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913
958
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colors.push(tint[0] * light!, tint[1] * light!, tint[2] * light!)
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