feat: foilage

This commit is contained in:
Dan Finch 2026-08-04 23:03:55 +02:00
parent 67cd54fe33
commit 6fb46573da
9 changed files with 270 additions and 19 deletions

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@ -69,7 +69,9 @@ rules live in `.agents/rules/*.md`.
(procedural low-poly oak/spruce geometry, sapling..full via a `growth` knob;
`Tree.build` appends into shared trunk + foliage meshes), `Boulder`
(procedural low-poly rock: a squashed, jittered, part-buried sphere;
`Boulder.build` appends into a shared mesh).
`Boulder.build` appends into a shared mesh), `Bush` (cluster of small leaf
blobs, shares the oak leaf texture/mesh), `Flower` (thin stem + colored bloom;
samples a 2x2 color-atlas texture, drawn double-sided).
- `app/` — browser glue.
- `main.ts` — game loop, input, preset switching, canvas blit, FPS meter.
- `assets.ts` — load `/assets/*.png``Texture` (zero-copy; ImageData bytes
@ -77,12 +79,13 @@ rules live in `.agents/rules/*.md`.
- `level.ts` — builds the playground: a flat stone-floored room (three thick
walls via `slab`, north side open) always drawn, in the center of a big grassy
`Terrain` world (~20x across). Props are placed first (`placeTrees` /
`placeBoulders` → instance lists + colliders; `TREE_/BOULDER_COUNT`/`_SEED`/
`_REACH`), then `buildChunks` bakes terrain + props into a `CHUNK_GRID` x
`CHUNK_GRID` grid of `Chunk`s (each = per-texture meshes grass/bark/leaf/needle/
rock + a tight AABB) that `main` frustum-culls. `Aabb` colliders (walls, crate,
grown trunks, big boulders), NPC position, `TERRAIN`/`TERRAIN_SUBDIV`/`GROUND_UV`,
sky/cloud config. The stone floor is lifted by `FLOOR_LIFT` (a z-bias) so it
`placeBoulders` / `placeBushes` / `placeFlowers` → instance lists + colliders;
`TREE_/BOULDER_/BUSH_/FLOWER_COUNT`/`_SEED`/`_REACH`), then `buildChunks` bakes
terrain + props into a `CHUNK_GRID` x `CHUNK_GRID` grid of `Chunk`s (each =
per-texture meshes grass/bark/leaf/needle/rock/flowers + a tight AABB) that
`main` frustum-culls; bushes fold into the leaf mesh, flowers get their own
(drawn double-sided). `Aabb` colliders (walls, crate, grown trunks, big
boulders), NPC position, `TERRAIN`/`TERRAIN_SUBDIV`/`GROUND_UV`, sky/cloud config. The stone floor is lifted by `FLOOR_LIFT` (a z-bias) so it
stays clean over the terrain skirt that laps under the room edges. Room surfaces
are single flat quads -- no subdivision needed since texturing is
perspective-correct.
@ -94,9 +97,10 @@ rules live in `.agents/rules/*.md`.
`#fps` meter div (styled inline).
- `scripts/gen-assets.ts` — procedurally draws the placeholder textures and
writes PNGs (hand-rolled encoder via `node:zlib`). Run via `bun run assets`.
- `assets/` — generated `floor/grass/bark/leaf/needle/rock/wall/crate/npc` PNGs
(`floor` = room stone, `grass` = outdoor ground, `bark`/`leaf`/`needle` = tree
trunk/oak/spruce, `rock` = boulders). Swap for real art anytime;
- `assets/` — generated `floor/grass/bark/leaf/needle/rock/flower/wall/crate/npc`
PNGs (`floor` = room stone, `grass` = outdoor ground, `bark`/`leaf`/`needle` =
tree trunk/oak/spruce, `rock` = boulders, `flower` = 2x2 bloom-color atlas).
Swap for real art anytime;
filenames are the contract.
- `server/` — Bun server stub. `shared/` — isomorphic slot.
@ -106,7 +110,8 @@ rules live in `.agents/rules/*.md`.
`Sky.render` at 1/`SKY_STEP` res (fills color + resets depth, replaces a clear) →
`Rasterizer.draw` floor, walls, crate (room, always) → `Frustum.fromViewProj`,
then for each `Chunk` that `Frustum.intersectsAabb` passes: draw its grass, rock,
bark, leaf, needle (backface-culled) → `Sprite.billboard(npc)` (double-sided) →
bark, leaf, needle (backface-culled) + flowers (double-sided) →
`Sprite.billboard(npc)` (double-sided) →
`Framebuffer.quantize``present` (integer-scale, letterboxed blit;
`imageSmoothingEnabled` follows `upscaleFilter`).
@ -190,7 +195,9 @@ canopy blobs (oak) / tiers (spruce); `seed` gives each tree its own wobble.
appends a squashed, per-vertex-jittered low-poly sphere (seam/pole-safe so it
never cracks) into one shared rock mesh, sunk partway into the ground.
`scatterBoulders` sizes them small→big (biased small) and drops colliders on the
big ones.
big ones. `Bush` (leaf-blob clusters) and `Flower` (stem + colored bloom, atlas
UVs) are the same again — ground detail scattered near the play area, no
colliders; add a new prop type by cloning the pattern (generator + scatter).
## Controls

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@ -2,6 +2,7 @@ import type { Texture } from "../engine/render/Texture"
import barkUrl from "../assets/bark.png"
import crateUrl from "../assets/crate.png"
import floorUrl from "../assets/floor.png"
import flowerUrl from "../assets/flower.png"
import grassUrl from "../assets/grass.png"
import leafUrl from "../assets/leaf.png"
import needleUrl from "../assets/needle.png"
@ -16,6 +17,7 @@ export type Textures = {
leaf: Texture
needle: Texture
rock: Texture
flower: Texture
wall: Texture
crate: Texture
npc: Texture
@ -23,18 +25,19 @@ export type Textures = {
/** Load every game texture up front. Call once before starting the loop. */
export async function loadTextures(): Promise<Textures> {
const [floor, grass, bark, leaf, needle, rock, wall, crate, npc] = await Promise.all([
const [floor, grass, bark, leaf, needle, rock, flower, wall, crate, npc] = await Promise.all([
loadTexture(floorUrl),
loadTexture(grassUrl),
loadTexture(barkUrl),
loadTexture(leafUrl),
loadTexture(needleUrl),
loadTexture(rockUrl),
loadTexture(flowerUrl),
loadTexture(wallUrl),
loadTexture(crateUrl),
loadTexture(npcUrl),
])
return { floor, grass, bark, leaf, needle, rock, wall, crate, npc }
return { floor, grass, bark, leaf, needle, rock, flower, wall, crate, npc }
}
function loadTexture(url: string): Promise<Texture> {

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@ -2,6 +2,8 @@ import { Color } from "../engine/render/Color"
import type { CloudLayer, SkyConfig } from "../engine/render/Sky"
import { STRIDE, type Mesh } from "../engine/scene/Mesh"
import { Boulder } from "../engine/scene/Boulder"
import { Bush } from "../engine/scene/Bush"
import { Flower, type FlowerColor } from "../engine/scene/Flower"
import { Terrain } from "../engine/scene/Terrain"
import { Tree } from "../engine/scene/Tree"
@ -35,6 +37,8 @@ export type Chunk = {
leaf: Mesh
needle: Mesh
rock: Mesh
/** Flowers (color-atlas texture); drawn double-sided, so kept separate. */
flowers: Mesh
}
/** The playground: a flat-floored room dropped into the center of a big open
@ -91,6 +95,16 @@ const BOULDER_COUNT = 70
const BOULDER_SEED = 0xB0142
const BOULDER_REACH = 0.7
/** Bushes + flowers: ground detail, kept to the nearer band since they're small
* and fog/size hides them far out. Flowers roll white/red/yellow. */
const BUSH_COUNT = 140
const BUSH_SEED = 0xB554
const BUSH_REACH = 0.35
const FLOWER_COUNT = 340
const FLOWER_SEED = 0xF10E
const FLOWER_REACH = 0.3
const FLOWER_COLORS: FlowerColor[] = ["white", "red", "yellow"]
/** Spatial partition of the world for frustum culling: `CHUNK_GRID` x
* `CHUNK_GRID` square cells over [-outer, outer]. Smaller cells cull tighter
* (less drawn off-screen) but cost more per-cell tests + bounds; this is the
@ -175,15 +189,18 @@ export function buildLevel(): Level {
// frustum-cullable spatial chunks.
const trees = placeTrees(colliders)
const boulders = placeBoulders(colliders)
const chunks = buildChunks(trees, boulders)
const bushes = placeBushes()
const flowers = placeFlowers()
const chunks = buildChunks(trees, boulders, bushes, flowers)
return { floor, walls, crate, chunks, colliders, npcPosition, terrain: TERRAIN, sky }
}
/** Bake the terrain + props into a `CHUNK_GRID` x `CHUNK_GRID` set of spatial
* chunks. Each prop lands in the cell holding its base; the cell's bounds are
* grown to the real geometry so overhanging canopies never get culled early. */
function buildChunks(trees: Tree[], boulders: Boulder[]): Chunk[] {
* grown to the real geometry so overhanging canopies never get culled early.
* Bushes share the oak leaf mesh; flowers get their own (double-sided) mesh. */
function buildChunks(trees: Tree[], boulders: Boulder[], bushes: Bush[], flowers: Flower[]): Chunk[] {
const cell = (TERRAIN.outer * 2) / CHUNK_GRID
const chunks: Chunk[] = []
for (let ci = 0; ci < CHUNK_GRID; ci++) {
@ -197,6 +214,7 @@ function buildChunks(trees: Tree[], boulders: Boulder[]): Chunk[] {
const leaf = mesh()
const needle = mesh()
const rock = mesh()
const flowerMesh = mesh()
Terrain.patch(TERRAIN, grass, x0, z0, x1, z1, TERRAIN_SUBDIV, TERRAIN_SUBDIV, GROUND_UV)
for (const tree of trees) {
if (inCell(tree.position, x0, z0, x1, z1)) {
@ -208,11 +226,21 @@ function buildChunks(trees: Tree[], boulders: Boulder[]): Chunk[] {
Boulder.build(boulder, rock)
}
}
const b = bounds([grass, bark, leaf, needle, rock])
for (const bush of bushes) {
if (inCell(bush.position, x0, z0, x1, z1)) {
Bush.build(bush, leaf)
}
}
for (const flower of flowers) {
if (inCell(flower.position, x0, z0, x1, z1)) {
Flower.build(flower, flowerMesh)
}
}
const b = bounds([grass, bark, leaf, needle, rock, flowerMesh])
if (b === null) {
continue
}
chunks.push({ ...b, grass, bark, leaf, needle, rock })
chunks.push({ ...b, grass, bark, leaf, needle, rock, flowers: flowerMesh })
}
}
return chunks
@ -302,6 +330,43 @@ function placeBoulders(colliders: Aabb[]): Boulder[] {
return boulders
}
/** Scatter bushes on the grass near the play area (no colliders -- walk through). */
function placeBushes(): Bush[] {
const rand = mulberry(BUSH_SEED)
const maxDist = TERRAIN.outer * BUSH_REACH
const bushes: Bush[] = []
for (let guard = 0; bushes.length < BUSH_COUNT && guard < BUSH_COUNT * 20; guard++) {
const angle = rand() * Math.PI * 2
const dist = ARENA + 3 + rand() * (maxDist - ARENA - 3)
const x = Math.cos(angle) * dist
const z = Math.sin(angle) * dist
if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 2) {
continue
}
bushes.push({ position: { x, y: Terrain.height(TERRAIN, x, z), z }, size: 0.8 + rand() * 1, seed: (rand() * 0xFFFFFFFF) | 0 })
}
return bushes
}
/** Scatter small flowers on the grass near the play area, colors rolled. */
function placeFlowers(): Flower[] {
const rand = mulberry(FLOWER_SEED)
const maxDist = TERRAIN.outer * FLOWER_REACH
const flowers: Flower[] = []
for (let guard = 0; flowers.length < FLOWER_COUNT && guard < FLOWER_COUNT * 20; guard++) {
const angle = rand() * Math.PI * 2
const dist = ARENA + 2 + rand() * (maxDist - ARENA - 2)
const x = Math.cos(angle) * dist
const z = Math.sin(angle) * dist
if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 1) {
continue
}
const color = FLOWER_COLORS[(rand() * FLOWER_COLORS.length) | 0]
flowers.push({ position: { x, y: Terrain.height(TERRAIN, x, z), z }, color, size: 0.28 + rand() * 0.22, seed: (rand() * 0xFFFFFFFF) | 0 })
}
return flowers
}
/** Deterministic 0..1 generator (mulberry32) for tree placement. */
function mulberry(seed: number): () => number {
let a = seed >>> 0

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@ -128,6 +128,7 @@ async function main(): Promise<void> {
Rasterizer.draw(fb, c.bark, textures.bark, viewProj, config, true)
Rasterizer.draw(fb, c.leaf, textures.leaf, viewProj, config, true)
Rasterizer.draw(fb, c.needle, textures.needle, viewProj, config, true)
Rasterizer.draw(fb, c.flowers, textures.flower, viewProj, config)
}
Rasterizer.draw(fb, Sprite.billboard(npc, camera), npc.texture, viewProj, config)
Framebuffer.quantize(fb, config)

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@ -94,6 +94,7 @@ export namespace RenderConfig {
colorDepth: 8,
dither: 0,
vertexSnap: 0,
perspectiveCorrect: 1,
textureFilter: "linear",
lighting: "flat",
fog: null,

76
engine/scene/Bush.ts Normal file
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@ -0,0 +1,76 @@
import type { Vec3 } from "../math/Vec3"
import { STRIDE, type Mesh } from "./Mesh"
const TAU = Math.PI * 2
/** A low shrub: a tight cluster of small leafy blobs sitting on the ground.
* Textured with the same leaf sheet as oak canopies, so it batches into the
* chunk's foliage mesh. `size` is the overall spread; `seed` the per-bush wobble. */
export type Bush = {
position: Vec3
size: number
seed: number
}
/** Low-poly bush geometry, same faceted flat-shaded style as the trees. A few
* overlapping jittered spheres read as a rounded shrub; blobs are closed and
* wound outward, so backface culling is safe. `build` appends into a shared
* (leaf-textured) mesh. */
export namespace Bush {
export function build(bush: Bush, mesh: Mesh): void {
const rand = rng(bush.seed)
// A handful of smaller overlapping lumps reads as a soft shrub; one big
// sphere reads as a boulder.
const blobs = 3 + Math.floor(rand() * 3)
const r = bush.size * 0.42
for (let i = 0; i < blobs; i++) {
const angle = rand() * TAU
const dist = i === 0 ? 0 : bush.size * 0.5 * rand()
const cx = bush.position.x + Math.cos(angle) * dist
const cz = bush.position.z + Math.sin(angle) * dist
const cy = bush.position.y + r * (0.5 + rand() * 0.4)
blob(mesh, cx, cy, cz, r * (0.55 + rand() * 0.3), rand)
}
}
/** A small lumpy low-poly sphere, wound outward (matches the oak canopy blob). */
function blob(mesh: Mesh, cx: number, cy: number, cz: number, radius: number, rand: () => number): void {
const seg = 6
const rings = 4
const start = mesh.verts.length / STRIDE
for (let r = 0; r <= rings; r++) {
const phi = (r / rings) * Math.PI
const cyv = Math.cos(phi)
const crv = Math.sin(phi)
const scale = radius * (0.9 + rand() * 0.18)
for (let s = 0; s <= seg; s++) {
const theta = (s / seg) * TAU
mesh.verts.push(
cx + crv * Math.cos(theta) * scale,
cy + cyv * scale,
cz + crv * Math.sin(theta) * scale,
(s / seg) * 2,
(r / rings) * 2,
)
}
}
const row = seg + 1
for (let r = 0; r < rings; r++) {
for (let s = 0; s < seg; s++) {
const p = start + r * row + s
mesh.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row)
}
}
}
/** Deterministic 0..1 generator (mulberry32) seeded per bush. */
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
}
}
}

79
engine/scene/Flower.ts Normal file
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@ -0,0 +1,79 @@
import type { Vec3 } from "../math/Vec3"
import { Mesh } from "./Mesh"
const TAU = Math.PI * 2
/** Flower bloom color, indexing a region of the `flower` texture atlas. */
export type FlowerColor = "white" | "red" | "yellow"
/** A single small flower: a thin crossed-quad stem plus a shallow fan of petals.
* Tiny, so it is drawn double-sided (no backface cull) and carries no collider.
* `size` is roughly its height; `seed` jitters the petals. */
export type Flower = {
position: Vec3
color: FlowerColor
size: number
seed: number
}
/**
* Low-poly flower geometry. The `flower` texture is a 2x2 color atlas -- green
* (stem) plus white / red / yellow blooms -- and every vertex samples the flat
* center of one region, so a flower is solid-colored with no per-flower texture
* 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
}
}
}

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@ -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],