Visuals:
- PCFSoftShadowMap (2048²), directional light follows player with a tight
shadow frustum (SHADOW_AREA) for high texel density; opak blocks cast+receive,
water receives.
- Baked vertex ambient occlusion ("smooth lighting"): per-vertex solid-neighbor
lookup (0fps algorithm) written into a color attribute, with flip-triangulation
to avoid brightness seams across quad diagonals.
- EffectComposer: RenderPass -> UnrealBloomPass (subtle) -> OutputPass with
ACES filmic tone-mapping + sRGB. HalfFloat render target (anti-banding) + MSAA.
Controls:
- Sprint moved from Ctrl to Shift (Ctrl is problematic in browsers). Shift in
fly mode still means "descend" (no conflict, sprint only applies when walking).
config.js:
- New central js/config.js for all tweakable values (world, performance,
renderer/tone-mapping, sky & fog, camera, lighting, shadows, bloom, AO,
player physics, mouse sensitivity, reach) with SHADOWS_ENABLED / BLOOM_ENABLED
feature toggles. Structural engine constants stay in constants.js.
- SEA_LEVEL / WORLD_SEED moved constants.js -> config.js (consumers rewired).
Co-Authored-By: Claude <noreply@anthropic.com>
193 lines
7.1 KiB
JavaScript
193 lines
7.1 KiB
JavaScript
// Face-Culling-Mesher: baut aus Chunk-Blockdaten + Nachbar-Lookups zwei
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// BufferGeometrys (opaque + transparent/Wasser). Nur Faces zu Luft/transparenten
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// Nachbarn werden erzeugt.
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import * as THREE from 'three';
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import {
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CHUNK_SIZE, CHUNK_HEIGHT, BLOCK, ATLAS_COLS, tileFor, isRenderTransparent, isSolid,
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} from './constants.js';
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import { AO_LEVEL } from './config.js';
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// Baked Ambient Occlusion (Minecraft-"Smooth Lighting"): fuer jeden Vertex
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// wird aus den soliden Nachbarbloecken in der Aussen-Schicht ein Verdunkelungs-
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// wert berechnet. Billiger als SSAO und bei Voxels korrekt (keine Bildraum-
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// Artifacts). Siehe 0fps "Ambient occlusion for Minecraft-like worlds".
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// Index 0 = staerkste Verdeckung (dunkelste Ecke), 3 = keine Verdeckung.
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// Die Stufen-Werte selbst liegen in config.js (AO_LEVEL).
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// side1/side2/corner: je 0 (offen) oder 1 (solid). Liefert AO-Stufe 0..3.
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function vertexAO(s1, s2, c) {
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if (s1 && s2) return 0; // beide Seiten zu -> Ecke voll verdeckt
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return 3 - (s1 + s2 + c);
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}
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// Die 6 Wuerfelseiten mit Eck-Positionen und Tile-UVs (0..1).
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// side wird aus dir abgeleitet: dir[1]===1 -> 'top', -1 -> 'bottom', sonst 'side'.
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// uAxis/vAxis: die zwei zu dir (Normalen-Achse) senkrechten Achsen (0=x,1=y,2=z),
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// benoetigt fuer die AO-Nachbar-Lookups je Vertex.
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const FACES = [
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{ // links -X (normal-Achse 0)
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dir: [-1, 0, 0], uAxis: 2, vAxis: 1,
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corners: [
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{ pos: [0, 1, 0], uv: [0, 1] },
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{ pos: [0, 0, 0], uv: [0, 0] },
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{ pos: [0, 1, 1], uv: [1, 1] },
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{ pos: [0, 0, 1], uv: [1, 0] },
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],
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},
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{ // rechts +X (normal-Achse 0)
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dir: [1, 0, 0], uAxis: 2, vAxis: 1,
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corners: [
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{ pos: [1, 1, 1], uv: [0, 1] },
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{ pos: [1, 0, 1], uv: [0, 0] },
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{ pos: [1, 1, 0], uv: [1, 1] },
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{ pos: [1, 0, 0], uv: [1, 0] },
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],
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},
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{ // unten -Y (normal-Achse 1)
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dir: [0, -1, 0], uAxis: 0, vAxis: 2,
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corners: [
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{ pos: [1, 0, 1], uv: [1, 0] },
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{ pos: [0, 0, 1], uv: [0, 0] },
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{ pos: [1, 0, 0], uv: [1, 1] },
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{ pos: [0, 0, 0], uv: [0, 1] },
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],
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},
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{ // oben +Y (normal-Achse 1)
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dir: [0, 1, 0], uAxis: 0, vAxis: 2,
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corners: [
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{ pos: [0, 1, 1], uv: [1, 1] },
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{ pos: [1, 1, 1], uv: [0, 1] },
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{ pos: [0, 1, 0], uv: [1, 0] },
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{ pos: [1, 1, 0], uv: [0, 0] },
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],
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},
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{ // hinten -Z (normal-Achse 2)
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dir: [0, 0, -1], uAxis: 0, vAxis: 1,
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corners: [
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{ pos: [1, 0, 0], uv: [0, 0] },
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{ pos: [0, 0, 0], uv: [1, 0] },
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{ pos: [1, 1, 0], uv: [0, 1] },
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{ pos: [0, 1, 0], uv: [1, 1] },
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],
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},
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{ // vorne +Z (normal-Achse 2)
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dir: [0, 0, 1], uAxis: 0, vAxis: 1,
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corners: [
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{ pos: [0, 0, 1], uv: [0, 0] },
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{ pos: [1, 0, 1], uv: [1, 0] },
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{ pos: [0, 1, 1], uv: [0, 1] },
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{ pos: [1, 1, 1], uv: [1, 1] },
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],
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},
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];
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function sideOf(dir) {
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if (dir[1] === 1) return 'top';
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if (dir[1] === -1) return 'bottom';
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return 'side';
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}
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// Soll ein Face zwischen Block und Nachbar gezeichnet werden?
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function shouldDrawFace(block, neighbor) {
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if (neighbor === BLOCK.AIR) return true;
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// Wasser/Sichtbarkeit: Face zeichnen, wenn Nachbar transparent ist und
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// nicht derselbe Block (vermeidet innere Wasserfaces).
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if (isRenderTransparent(neighbor)) return neighbor !== block;
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return false;
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}
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function makeBuffer() {
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return { positions: [], normals: [], uvs: [], colors: [], indices: [] };
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}
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function addFace(buf, x, y, z, face, block, getBlockWorld, baseX, baseZ) {
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const side = sideOf(face.dir);
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const tile = tileFor(block, side);
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const ndx = buf.positions.length / 3;
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const dir = face.dir;
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const ua = face.uAxis, va = face.vAxis;
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const wx = baseX + x, wz = baseZ + z; // Welt-Koordinaten des Blocks
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const ao = [0, 0, 0, 0];
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for (let i = 0; i < 4; i++) {
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const c = face.corners[i];
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buf.positions.push(x + c.pos[0], y + c.pos[1], z + c.pos[2]);
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buf.normals.push(dir[0], dir[1], dir[2]);
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const u = (tile.col + c.uv[0]) / ATLAS_COLS;
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const v = 1 - (tile.row + 1 - c.uv[1]) / ATLAS_COLS;
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buf.uvs.push(u, v);
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// AO: Nachbarn in der Aussen-Schicht (Block + dir). du/dv = -1/+1 je nach
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// Ecke. side1 in uAxis-, side2 in vAxis-Richtung, corner diagonal.
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const du = c.pos[ua] === 1 ? 1 : -1;
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const dv = c.pos[va] === 1 ? 1 : -1;
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const s1 = [dir[0], dir[1], dir[2]]; s1[ua] += du;
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const s2 = [dir[0], dir[1], dir[2]]; s2[va] += dv;
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const co = [dir[0], dir[1], dir[2]]; co[ua] += du; co[va] += dv;
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const s1Solid = isSolid(getBlockWorld(wx + s1[0], y + s1[1], wz + s1[2])) ? 1 : 0;
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const s2Solid = isSolid(getBlockWorld(wx + s2[0], y + s2[1], wz + s2[2])) ? 1 : 0;
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const cSolid = isSolid(getBlockWorld(wx + co[0], y + co[1], wz + co[2])) ? 1 : 0;
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const level = vertexAO(s1Solid, s2Solid, cSolid);
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ao[i] = level;
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const b = AO_LEVEL[level];
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buf.colors.push(b, b, b);
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}
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// Flip-Triangulation: Diagonale entlang der Eck-Paarung mit hoeherer AO-Summe
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// legen -> reduziert Interpolations-Artifacts (Helligkeitssprung) an der Naht.
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// Winding bleibt erhalten (geprueft: beide Varianten ergeben gleiche Normalen).
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if (ao[0] + ao[3] > ao[1] + ao[2]) {
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buf.indices.push(ndx, ndx + 1, ndx + 3, ndx, ndx + 3, ndx + 2);
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} else {
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buf.indices.push(ndx, ndx + 1, ndx + 2, ndx + 2, ndx + 1, ndx + 3);
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}
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}
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function toGeometry(buf) {
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if (buf.positions.length === 0) return null;
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const g = new THREE.BufferGeometry();
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g.setAttribute('position', new THREE.Float32BufferAttribute(buf.positions, 3));
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g.setAttribute('normal', new THREE.Float32BufferAttribute(buf.normals, 3));
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g.setAttribute('uv', new THREE.Float32BufferAttribute(buf.uvs, 2));
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g.setAttribute('color', new THREE.Float32BufferAttribute(buf.colors, 3));
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// WICHTIG: setIndex braucht ein BufferAttribute, kein rohes TypedArray.
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// In three r0.165 speichert setIndex(rohesTypedArray) es ungepackt, so dass
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// der Renderer beim Render auf attribute.array undefined trifft und crasht
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// ("Cannot read properties of undefined (reading 'byteLength')").
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const maxV = (buf.positions.length / 3) - 1;
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const IndexAttr = maxV > 65535 ? THREE.Uint32BufferAttribute : THREE.Uint16BufferAttribute;
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g.setIndex(new IndexAttr(buf.indices, 1));
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return g;
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}
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// world.getBlockWorld(x,y,z) liefert Block auch ueber Chunk-Grenzen.
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export function buildChunkGeometry(getBlockWorld, chunk) {
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const opaque = makeBuffer();
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const transparent = makeBuffer();
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const baseX = chunk.cx * CHUNK_SIZE;
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const baseZ = chunk.cz * CHUNK_SIZE;
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for (let y = 0; y < CHUNK_HEIGHT; y++) {
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for (let z = 0; z < CHUNK_SIZE; z++) {
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for (let x = 0; x < CHUNK_SIZE; x++) {
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const block = chunk.get(x, y, z);
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if (block === BLOCK.AIR) continue;
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const buf = isRenderTransparent(block) ? transparent : opaque;
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for (const face of FACES) {
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const nx = x + face.dir[0];
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const ny = y + face.dir[1];
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const nz = z + face.dir[2];
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const neighbor = getBlockWorld(baseX + nx, ny, baseZ + nz);
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if (shouldDrawFace(block, neighbor)) {
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addFace(buf, x, y, z, face, block, getBlockWorld, baseX, baseZ);
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}
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}
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}
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}
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}
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return { opaque: toGeometry(opaque), transparent: toGeometry(transparent) };
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}
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