meat/engine/render/RenderConfig.ts

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import { Color } from "./Color"
/** Linear distance fog: pixels are untouched at/before `near`, fully `color`
* at/after `far`, and blended in between. */
export type Fog = {
color: Color
near: number
far: number
}
/**
* Every PS1-look trait as a live dial. Nothing here is baked into the renderer;
* the same scene rendered with two configs gives two eras of hardware, so this
* is the object you tweak to experiment. Presets live in the namespace below.
*/
export type RenderConfig = {
/** Internal render resolution before upscaling. The core chunkiness dial:
* the whole frame is drawn at this size then scaled up to the display, so
* lower numbers mean bigger, blockier pixels. PS1 output was ~320x240. */
internalWidth: number
internalHeight: number
/** How the low-res buffer is scaled to the screen. `nearest` keeps crisp,
* blocky pixels (authentic); `linear` smooths them into a soft blur. */
upscaleFilter: "nearest" | "linear"
/** Bits per color channel. The PS1 framebuffer was 15-bit (5 bits each),
* which steps smooth gradients into visible bands. 8 = full 24-bit color,
* no banding. */
colorDepth: number
/** Ordered (Bayer 4x4) dither strength, 0..1. Trades color banding for a
* fixed crosshatch of alternating pixels, exactly how the PS1 masked its
* 15-bit output. 0 = no dithering. */
dither: number
/** Screen-space vertex snap grid in pixels. The PS1 transformed vertices in
* low-precision fixed point, so they popped between pixels and models
* jittered as the camera moved. 0 = off (smooth), 1 = one-pixel snap,
* higher = coarser and more pronounced wobble. */
vertexSnap: number
/** Texture sampling. `nearest` point-samples for crunchy PS1 texels;
* `linear` does bilinear smoothing (cleaner, but not period-accurate).
* Neither uses mipmaps, so distant textures shimmer regardless. */
textureFilter: "nearest" | "linear"
/** `flat` gives one directional shade per face (the PS1 used cheap flat /
* per-vertex lighting); `none` draws the texture unlit at full brightness. */
lighting: "none" | "flat"
/** Distance fog, or null to disable. PS1 games leaned on fog to hide the
* short draw distance and the shimmer of far geometry. It also colors pixels
* no triangle covers, so the frame's clear color should match `fog.color`. */
fog: Fog | null
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/** Beyond this distance (world units) trees + boulders draw as cheap low-poly
* impostors instead of full geometry, cutting per-triangle work in dense
* views. Kept inside `fog.far` so far detail is already fog-dimmed at the
* switch; `Infinity` disables LOD. */
lodDistance: number
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}
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/** Ready-made looks. The demo binds keys 1/2/3 to these, sweeping resolution,
* color depth, dither, vertex snap, and filtering from crunchy PS1 to clean. */
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export namespace RenderConfig {
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export const standard: RenderConfig = {
internalWidth: 384,
internalHeight: 216,
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upscaleFilter: "nearest",
colorDepth: 5,
dither: 1,
vertexSnap: 1,
textureFilter: "nearest",
lighting: "flat",
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fog: { color: Color.rgb(150, 170, 200), near: 12, far: 200 },
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lodDistance: 60,
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}
export const ps1: RenderConfig = {
internalWidth: 320,
internalHeight: 240,
upscaleFilter: "nearest",
colorDepth: 5,
dither: 1,
vertexSnap: 1,
textureFilter: "nearest",
lighting: "flat",
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fog: { color: Color.rgb(150, 170, 200), near: 12, far: 200 },
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lodDistance: 60,
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}
export const soft: RenderConfig = {
internalWidth: 480,
internalHeight: 270,
upscaleFilter: "nearest",
colorDepth: 6,
dither: 0.5,
vertexSnap: 0.5,
textureFilter: "nearest",
lighting: "flat",
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fog: { color: Color.rgb(170, 190, 215), near: 16, far: 240 },
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lodDistance: 70,
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}
export const clean: RenderConfig = {
internalWidth: 960,
internalHeight: 540,
upscaleFilter: "linear",
colorDepth: 8,
dither: 0,
vertexSnap: 0,
textureFilter: "linear",
lighting: "flat",
fog: null,
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lodDistance: Infinity,
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}
}