feat: foilage
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9 changed files with 270 additions and 19 deletions
31
AGENTS.md
31
AGENTS.md
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@ -69,7 +69,9 @@ rules live in `.agents/rules/*.md`.
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(procedural low-poly oak/spruce geometry, sapling..full via a `growth` knob;
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`Tree.build` appends into shared trunk + foliage meshes), `Boulder`
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(procedural low-poly rock: a squashed, jittered, part-buried sphere;
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`Boulder.build` appends into a shared mesh).
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`Boulder.build` appends into a shared mesh), `Bush` (cluster of small leaf
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blobs, shares the oak leaf texture/mesh), `Flower` (thin stem + colored bloom;
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samples a 2x2 color-atlas texture, drawn double-sided).
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- `app/` — browser glue.
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- `main.ts` — game loop, input, preset switching, canvas blit, FPS meter.
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- `assets.ts` — load `/assets/*.png` → `Texture` (zero-copy; ImageData bytes
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@ -77,12 +79,13 @@ rules live in `.agents/rules/*.md`.
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- `level.ts` — builds the playground: a flat stone-floored room (three thick
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walls via `slab`, north side open) always drawn, in the center of a big grassy
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`Terrain` world (~20x across). Props are placed first (`placeTrees` /
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`placeBoulders` → instance lists + colliders; `TREE_/BOULDER_COUNT`/`_SEED`/
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`_REACH`), then `buildChunks` bakes terrain + props into a `CHUNK_GRID` x
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`CHUNK_GRID` grid of `Chunk`s (each = per-texture meshes grass/bark/leaf/needle/
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rock + a tight AABB) that `main` frustum-culls. `Aabb` colliders (walls, crate,
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grown trunks, big boulders), NPC position, `TERRAIN`/`TERRAIN_SUBDIV`/`GROUND_UV`,
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sky/cloud config. The stone floor is lifted by `FLOOR_LIFT` (a z-bias) so it
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`placeBoulders` / `placeBushes` / `placeFlowers` → instance lists + colliders;
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`TREE_/BOULDER_/BUSH_/FLOWER_COUNT`/`_SEED`/`_REACH`), then `buildChunks` bakes
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terrain + props into a `CHUNK_GRID` x `CHUNK_GRID` grid of `Chunk`s (each =
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per-texture meshes grass/bark/leaf/needle/rock/flowers + a tight AABB) that
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`main` frustum-culls; bushes fold into the leaf mesh, flowers get their own
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(drawn double-sided). `Aabb` colliders (walls, crate, grown trunks, big
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boulders), NPC position, `TERRAIN`/`TERRAIN_SUBDIV`/`GROUND_UV`, sky/cloud config. The stone floor is lifted by `FLOOR_LIFT` (a z-bias) so it
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stays clean over the terrain skirt that laps under the room edges. Room surfaces
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are single flat quads -- no subdivision needed since texturing is
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perspective-correct.
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@ -94,9 +97,10 @@ rules live in `.agents/rules/*.md`.
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`#fps` meter div (styled inline).
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- `scripts/gen-assets.ts` — procedurally draws the placeholder textures and
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writes PNGs (hand-rolled encoder via `node:zlib`). Run via `bun run assets`.
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- `assets/` — generated `floor/grass/bark/leaf/needle/rock/wall/crate/npc` PNGs
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(`floor` = room stone, `grass` = outdoor ground, `bark`/`leaf`/`needle` = tree
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trunk/oak/spruce, `rock` = boulders). Swap for real art anytime;
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- `assets/` — generated `floor/grass/bark/leaf/needle/rock/flower/wall/crate/npc`
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PNGs (`floor` = room stone, `grass` = outdoor ground, `bark`/`leaf`/`needle` =
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tree trunk/oak/spruce, `rock` = boulders, `flower` = 2x2 bloom-color atlas).
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Swap for real art anytime;
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filenames are the contract.
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- `server/` — Bun server stub. `shared/` — isomorphic slot.
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@ -106,7 +110,8 @@ rules live in `.agents/rules/*.md`.
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`Sky.render` at 1/`SKY_STEP` res (fills color + resets depth, replaces a clear) →
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`Rasterizer.draw` floor, walls, crate (room, always) → `Frustum.fromViewProj`,
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then for each `Chunk` that `Frustum.intersectsAabb` passes: draw its grass, rock,
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bark, leaf, needle (backface-culled) → `Sprite.billboard(npc)` (double-sided) →
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bark, leaf, needle (backface-culled) + flowers (double-sided) →
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`Sprite.billboard(npc)` (double-sided) →
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`Framebuffer.quantize` → `present` (integer-scale, letterboxed blit;
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`imageSmoothingEnabled` follows `upscaleFilter`).
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@ -190,7 +195,9 @@ canopy blobs (oak) / tiers (spruce); `seed` gives each tree its own wobble.
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appends a squashed, per-vertex-jittered low-poly sphere (seam/pole-safe so it
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never cracks) into one shared rock mesh, sunk partway into the ground.
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`scatterBoulders` sizes them small→big (biased small) and drops colliders on the
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big ones.
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big ones. `Bush` (leaf-blob clusters) and `Flower` (stem + colored bloom, atlas
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UVs) are the same again — ground detail scattered near the play area, no
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colliders; add a new prop type by cloning the pattern (generator + scatter).
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## Controls
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@ -2,6 +2,7 @@ import type { Texture } from "../engine/render/Texture"
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import barkUrl from "../assets/bark.png"
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import crateUrl from "../assets/crate.png"
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import floorUrl from "../assets/floor.png"
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import flowerUrl from "../assets/flower.png"
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import grassUrl from "../assets/grass.png"
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import leafUrl from "../assets/leaf.png"
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import needleUrl from "../assets/needle.png"
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@ -16,6 +17,7 @@ export type Textures = {
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leaf: Texture
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needle: Texture
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rock: Texture
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flower: Texture
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wall: Texture
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crate: Texture
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npc: Texture
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@ -23,18 +25,19 @@ export type Textures = {
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/** Load every game texture up front. Call once before starting the loop. */
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export async function loadTextures(): Promise<Textures> {
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const [floor, grass, bark, leaf, needle, rock, wall, crate, npc] = await Promise.all([
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const [floor, grass, bark, leaf, needle, rock, flower, wall, crate, npc] = await Promise.all([
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loadTexture(floorUrl),
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loadTexture(grassUrl),
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loadTexture(barkUrl),
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loadTexture(leafUrl),
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loadTexture(needleUrl),
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loadTexture(rockUrl),
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loadTexture(flowerUrl),
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loadTexture(wallUrl),
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loadTexture(crateUrl),
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loadTexture(npcUrl),
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])
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return { floor, grass, bark, leaf, needle, rock, wall, crate, npc }
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return { floor, grass, bark, leaf, needle, rock, flower, wall, crate, npc }
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}
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function loadTexture(url: string): Promise<Texture> {
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75
app/level.ts
75
app/level.ts
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@ -2,6 +2,8 @@ import { Color } from "../engine/render/Color"
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import type { CloudLayer, SkyConfig } from "../engine/render/Sky"
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import { STRIDE, type Mesh } from "../engine/scene/Mesh"
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import { Boulder } from "../engine/scene/Boulder"
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import { Bush } from "../engine/scene/Bush"
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import { Flower, type FlowerColor } from "../engine/scene/Flower"
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import { Terrain } from "../engine/scene/Terrain"
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import { Tree } from "../engine/scene/Tree"
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@ -35,6 +37,8 @@ export type Chunk = {
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leaf: Mesh
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needle: Mesh
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rock: Mesh
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/** Flowers (color-atlas texture); drawn double-sided, so kept separate. */
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flowers: Mesh
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}
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/** The playground: a flat-floored room dropped into the center of a big open
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@ -91,6 +95,16 @@ const BOULDER_COUNT = 70
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const BOULDER_SEED = 0xB0142
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const BOULDER_REACH = 0.7
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/** Bushes + flowers: ground detail, kept to the nearer band since they're small
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* and fog/size hides them far out. Flowers roll white/red/yellow. */
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const BUSH_COUNT = 140
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const BUSH_SEED = 0xB554
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const BUSH_REACH = 0.35
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const FLOWER_COUNT = 340
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const FLOWER_SEED = 0xF10E
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const FLOWER_REACH = 0.3
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const FLOWER_COLORS: FlowerColor[] = ["white", "red", "yellow"]
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/** Spatial partition of the world for frustum culling: `CHUNK_GRID` x
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* `CHUNK_GRID` square cells over [-outer, outer]. Smaller cells cull tighter
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* (less drawn off-screen) but cost more per-cell tests + bounds; this is the
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@ -175,15 +189,18 @@ export function buildLevel(): Level {
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// frustum-cullable spatial chunks.
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const trees = placeTrees(colliders)
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const boulders = placeBoulders(colliders)
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const chunks = buildChunks(trees, boulders)
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const bushes = placeBushes()
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const flowers = placeFlowers()
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const chunks = buildChunks(trees, boulders, bushes, flowers)
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return { floor, walls, crate, chunks, colliders, npcPosition, terrain: TERRAIN, sky }
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}
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/** Bake the terrain + props into a `CHUNK_GRID` x `CHUNK_GRID` set of spatial
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* chunks. Each prop lands in the cell holding its base; the cell's bounds are
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* grown to the real geometry so overhanging canopies never get culled early. */
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function buildChunks(trees: Tree[], boulders: Boulder[]): Chunk[] {
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* grown to the real geometry so overhanging canopies never get culled early.
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* Bushes share the oak leaf mesh; flowers get their own (double-sided) mesh. */
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function buildChunks(trees: Tree[], boulders: Boulder[], bushes: Bush[], flowers: Flower[]): Chunk[] {
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const cell = (TERRAIN.outer * 2) / CHUNK_GRID
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const chunks: Chunk[] = []
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for (let ci = 0; ci < CHUNK_GRID; ci++) {
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@ -197,6 +214,7 @@ function buildChunks(trees: Tree[], boulders: Boulder[]): Chunk[] {
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const leaf = mesh()
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const needle = mesh()
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const rock = mesh()
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const flowerMesh = mesh()
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Terrain.patch(TERRAIN, grass, x0, z0, x1, z1, TERRAIN_SUBDIV, TERRAIN_SUBDIV, GROUND_UV)
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for (const tree of trees) {
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if (inCell(tree.position, x0, z0, x1, z1)) {
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@ -208,11 +226,21 @@ function buildChunks(trees: Tree[], boulders: Boulder[]): Chunk[] {
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Boulder.build(boulder, rock)
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}
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}
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const b = bounds([grass, bark, leaf, needle, rock])
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for (const bush of bushes) {
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if (inCell(bush.position, x0, z0, x1, z1)) {
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Bush.build(bush, leaf)
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}
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}
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for (const flower of flowers) {
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if (inCell(flower.position, x0, z0, x1, z1)) {
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Flower.build(flower, flowerMesh)
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}
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}
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const b = bounds([grass, bark, leaf, needle, rock, flowerMesh])
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if (b === null) {
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continue
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}
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chunks.push({ ...b, grass, bark, leaf, needle, rock })
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chunks.push({ ...b, grass, bark, leaf, needle, rock, flowers: flowerMesh })
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}
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}
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return chunks
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@ -302,6 +330,43 @@ function placeBoulders(colliders: Aabb[]): Boulder[] {
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return boulders
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}
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/** Scatter bushes on the grass near the play area (no colliders -- walk through). */
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function placeBushes(): Bush[] {
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const rand = mulberry(BUSH_SEED)
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const maxDist = TERRAIN.outer * BUSH_REACH
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const bushes: Bush[] = []
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for (let guard = 0; bushes.length < BUSH_COUNT && guard < BUSH_COUNT * 20; guard++) {
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const angle = rand() * Math.PI * 2
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const dist = ARENA + 3 + rand() * (maxDist - ARENA - 3)
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const x = Math.cos(angle) * dist
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const z = Math.sin(angle) * dist
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if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 2) {
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continue
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}
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bushes.push({ position: { x, y: Terrain.height(TERRAIN, x, z), z }, size: 0.8 + rand() * 1, seed: (rand() * 0xFFFFFFFF) | 0 })
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}
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return bushes
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}
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/** Scatter small flowers on the grass near the play area, colors rolled. */
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function placeFlowers(): Flower[] {
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const rand = mulberry(FLOWER_SEED)
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const maxDist = TERRAIN.outer * FLOWER_REACH
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const flowers: Flower[] = []
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for (let guard = 0; flowers.length < FLOWER_COUNT && guard < FLOWER_COUNT * 20; guard++) {
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const angle = rand() * Math.PI * 2
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const dist = ARENA + 2 + rand() * (maxDist - ARENA - 2)
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const x = Math.cos(angle) * dist
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const z = Math.sin(angle) * dist
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if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 1) {
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continue
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}
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const color = FLOWER_COLORS[(rand() * FLOWER_COLORS.length) | 0]
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flowers.push({ position: { x, y: Terrain.height(TERRAIN, x, z), z }, color, size: 0.28 + rand() * 0.22, seed: (rand() * 0xFFFFFFFF) | 0 })
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}
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return flowers
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}
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/** Deterministic 0..1 generator (mulberry32) for tree placement. */
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function mulberry(seed: number): () => number {
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let a = seed >>> 0
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@ -128,6 +128,7 @@ async function main(): Promise<void> {
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Rasterizer.draw(fb, c.bark, textures.bark, viewProj, config, true)
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Rasterizer.draw(fb, c.leaf, textures.leaf, viewProj, config, true)
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Rasterizer.draw(fb, c.needle, textures.needle, viewProj, config, true)
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Rasterizer.draw(fb, c.flowers, textures.flower, viewProj, config)
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}
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Rasterizer.draw(fb, Sprite.billboard(npc, camera), npc.texture, viewProj, config)
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Framebuffer.quantize(fb, config)
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BIN
assets/flower.png
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BIN
assets/flower.png
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Binary file not shown.
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After Width: | Height: | Size: 4.1 KiB |
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@ -94,6 +94,7 @@ export namespace RenderConfig {
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colorDepth: 8,
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dither: 0,
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vertexSnap: 0,
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perspectiveCorrect: 1,
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textureFilter: "linear",
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lighting: "flat",
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fog: null,
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76
engine/scene/Bush.ts
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76
engine/scene/Bush.ts
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import type { Vec3 } from "../math/Vec3"
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import { STRIDE, type Mesh } from "./Mesh"
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const TAU = Math.PI * 2
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/** A low shrub: a tight cluster of small leafy blobs sitting on the ground.
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* Textured with the same leaf sheet as oak canopies, so it batches into the
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* chunk's foliage mesh. `size` is the overall spread; `seed` the per-bush wobble. */
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export type Bush = {
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position: Vec3
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size: number
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seed: number
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}
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/** Low-poly bush geometry, same faceted flat-shaded style as the trees. A few
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* overlapping jittered spheres read as a rounded shrub; blobs are closed and
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* wound outward, so backface culling is safe. `build` appends into a shared
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* (leaf-textured) mesh. */
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export namespace Bush {
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export function build(bush: Bush, mesh: Mesh): void {
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const rand = rng(bush.seed)
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// A handful of smaller overlapping lumps reads as a soft shrub; one big
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// sphere reads as a boulder.
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const blobs = 3 + Math.floor(rand() * 3)
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const r = bush.size * 0.42
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for (let i = 0; i < blobs; i++) {
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const angle = rand() * TAU
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const dist = i === 0 ? 0 : bush.size * 0.5 * rand()
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const cx = bush.position.x + Math.cos(angle) * dist
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const cz = bush.position.z + Math.sin(angle) * dist
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const cy = bush.position.y + r * (0.5 + rand() * 0.4)
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blob(mesh, cx, cy, cz, r * (0.55 + rand() * 0.3), rand)
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}
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}
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/** A small lumpy low-poly sphere, wound outward (matches the oak canopy blob). */
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function blob(mesh: Mesh, cx: number, cy: number, cz: number, radius: number, rand: () => number): void {
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const seg = 6
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const rings = 4
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const start = mesh.verts.length / STRIDE
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for (let r = 0; r <= rings; r++) {
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const phi = (r / rings) * Math.PI
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const cyv = Math.cos(phi)
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const crv = Math.sin(phi)
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const scale = radius * (0.9 + rand() * 0.18)
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for (let s = 0; s <= seg; s++) {
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const theta = (s / seg) * TAU
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mesh.verts.push(
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cx + crv * Math.cos(theta) * scale,
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cy + cyv * scale,
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cz + crv * Math.sin(theta) * scale,
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(s / seg) * 2,
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(r / rings) * 2,
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)
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}
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}
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const row = seg + 1
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for (let r = 0; r < rings; r++) {
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for (let s = 0; s < seg; s++) {
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const p = start + r * row + s
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mesh.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row)
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}
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}
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}
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/** Deterministic 0..1 generator (mulberry32) seeded per bush. */
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function rng(seed: number): () => number {
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let a = seed >>> 0
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return () => {
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a = (a + 0x6D2B79F5) | 0
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let t = Math.imul(a ^ (a >>> 15), 1 | a)
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t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296
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}
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}
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}
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79
engine/scene/Flower.ts
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79
engine/scene/Flower.ts
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@ -0,0 +1,79 @@
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import type { Vec3 } from "../math/Vec3"
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import { Mesh } from "./Mesh"
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const TAU = Math.PI * 2
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/** Flower bloom color, indexing a region of the `flower` texture atlas. */
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export type FlowerColor = "white" | "red" | "yellow"
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/** A single small flower: a thin crossed-quad stem plus a shallow fan of petals.
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* Tiny, so it is drawn double-sided (no backface cull) and carries no collider.
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* `size` is roughly its height; `seed` jitters the petals. */
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export type Flower = {
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position: Vec3
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color: FlowerColor
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size: number
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seed: number
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}
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/**
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* Low-poly flower geometry. The `flower` texture is a 2x2 color atlas -- green
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* (stem) plus white / red / yellow blooms -- and every vertex samples the flat
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* center of one region, so a flower is solid-colored with no per-flower texture
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||||
* or draw call. `build` appends into one shared flower mesh.
|
||||
*/
|
||||
export namespace Flower {
|
||||
/** uv center of each bloom color's atlas region (tile units). */
|
||||
const BLOOM_UV: Record<FlowerColor, [number, number]> = {
|
||||
white: [0.75, 0.25],
|
||||
red: [0.25, 0.75],
|
||||
yellow: [0.75, 0.75],
|
||||
}
|
||||
/** uv center of the green stem region. */
|
||||
const STEM_U = 0.25
|
||||
const STEM_V = 0.25
|
||||
|
||||
export function build(flower: Flower, mesh: Mesh): void {
|
||||
const rand = rng(flower.seed)
|
||||
const p = flower.position
|
||||
const height = flower.size * (0.8 + rand() * 0.4)
|
||||
const bloomY = p.y + height
|
||||
const w = flower.size * 0.04
|
||||
// Stem: two thin crossed quads so it reads from any angle.
|
||||
stem(mesh, p.x, p.y, p.z, bloomY, w, 0)
|
||||
stem(mesh, p.x, p.y, p.z, bloomY, 0, w)
|
||||
// Bloom: a shallow fan of petals, center raised a touch so it domes.
|
||||
const [bu, bv] = BLOOM_UV[flower.color]
|
||||
const rad = flower.size * 0.38
|
||||
const center = Mesh.push(mesh, p.x, bloomY + rad * 0.3, p.z, bu, bv)
|
||||
const ring = center + 1
|
||||
const petals = 5
|
||||
for (let i = 0; i <= petals; i++) {
|
||||
const angle = (i / petals) * TAU + rand() * 0.4
|
||||
Mesh.push(mesh, p.x + Math.cos(angle) * rad, bloomY, p.z + Math.sin(angle) * rad, bu, bv)
|
||||
}
|
||||
for (let i = 0; i < petals; i++) {
|
||||
mesh.indices.push(center, ring + i, ring + i + 1)
|
||||
}
|
||||
}
|
||||
|
||||
/** A thin vertical quad from the ground to `y1`, width along (dx, dz). */
|
||||
function stem(mesh: Mesh, x: number, y0: number, z: number, y1: number, dx: number, dz: number): void {
|
||||
const a = Mesh.push(mesh, x - dx, y0, z - dz, STEM_U, STEM_V)
|
||||
const b = Mesh.push(mesh, x + dx, y0, z + dz, STEM_U, STEM_V)
|
||||
const c = Mesh.push(mesh, x + dx, y1, z + dz, STEM_U, STEM_V)
|
||||
const d = Mesh.push(mesh, x - dx, y1, z - dz, STEM_U, STEM_V)
|
||||
mesh.indices.push(a, b, c, a, c, d)
|
||||
}
|
||||
|
||||
/** Deterministic 0..1 generator (mulberry32) seeded per flower. */
|
||||
function rng(seed: number): () => number {
|
||||
let a = seed >>> 0
|
||||
return () => {
|
||||
a = (a + 0x6D2B79F5) | 0
|
||||
let t = Math.imul(a ^ (a >>> 15), 1 | a)
|
||||
t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
|
||||
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -151,6 +151,24 @@ const rock: Shade = (x, y) => {
|
|||
return [g, g + 3, g + 8, 255]
|
||||
}
|
||||
|
||||
// Flower color atlas (2x2): green stem (top-left), white / red / yellow blooms.
|
||||
// Geometry samples each region's flat center, so a flower is one solid color.
|
||||
const flower: Shade = (x, y) => {
|
||||
const n = noise(x, y) * 8
|
||||
const left = x < 32
|
||||
const top = y < 32
|
||||
if (top && left) {
|
||||
return [66 + n, 128 + n, 58 + n, 255]
|
||||
}
|
||||
if (top) {
|
||||
return [238 + n, 240 + n, 245 + n, 255]
|
||||
}
|
||||
if (left) {
|
||||
return [202 + n, 52 + n, 58 + n, 255]
|
||||
}
|
||||
return [240 + n, 208 + n, 72 + n, 255]
|
||||
}
|
||||
|
||||
const wall: Shade = (x, y) => {
|
||||
const row = Math.floor(y / 16)
|
||||
const bx = (x + (row % 2) * 16) % 32
|
||||
|
|
@ -209,6 +227,7 @@ const assets: Array<[string, number, number, Shade]> = [
|
|||
["leaf", 64, 64, leaf],
|
||||
["needle", 64, 64, needle],
|
||||
["rock", 64, 64, rock],
|
||||
["flower", 64, 64, flower],
|
||||
["wall", 64, 64, wall],
|
||||
["crate", 64, 64, crate],
|
||||
["npc", 48, 64, npc],
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue