feat: terrain

This commit is contained in:
Dan Finch 2026-08-04 12:51:07 +02:00
parent f86b4ada13
commit 81474b6bca
13 changed files with 251 additions and 279 deletions

View file

@ -35,16 +35,6 @@ export type RenderConfig = {
* jittered as the camera moved. 0 = off (smooth), 1 = one-pixel snap,
* higher = coarser and more pronounced wobble. */
vertexSnap: number
/**
* Texture-mapping correction, 0..1. At 0, texture coords interpolate linearly
* in screen space (affine): geometrically wrong on any receding surface, so
* the texture bends and swims along triangle diagonals -- the classic PS1
* artifact. Faces viewed head-on still look perfect because their depth is
* constant. At 1, coords are perspective-correct and everything is straight.
* Values in between soften the swim; subdividing geometry reduces it too,
* because each smaller triangle spans less depth.
*/
perspectiveCorrect: 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. */
@ -58,9 +48,8 @@ export type RenderConfig = {
fog: Fog | null
}
/** Ready-made looks. The demo binds keys 1/2/3 to these, and they intentionally
* sweep `perspectiveCorrect` 0 -> 0.5 -> 1 so you can watch the texture swim
* straighten out as you press through them. */
/** 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. */
export namespace RenderConfig {
export const standard: RenderConfig = {
internalWidth: 384,
@ -69,10 +58,9 @@ export namespace RenderConfig {
colorDepth: 5,
dither: 1,
vertexSnap: 1,
perspectiveCorrect: 0.25,
textureFilter: "nearest",
lighting: "flat",
fog: { color: Color.rgb(150, 170, 200), near: 6, far: 22 },
fog: { color: Color.rgb(150, 170, 200), near: 12, far: 200 },
}
export const ps1: RenderConfig = {
@ -82,10 +70,9 @@ export namespace RenderConfig {
colorDepth: 5,
dither: 1,
vertexSnap: 1,
perspectiveCorrect: 0.25,
textureFilter: "nearest",
lighting: "flat",
fog: { color: Color.rgb(150, 170, 200), near: 6, far: 22 },
fog: { color: Color.rgb(150, 170, 200), near: 12, far: 200 },
}
export const soft: RenderConfig = {
@ -95,10 +82,9 @@ export namespace RenderConfig {
colorDepth: 6,
dither: 0.5,
vertexSnap: 0.5,
perspectiveCorrect: 0.5,
textureFilter: "nearest",
lighting: "flat",
fog: { color: Color.rgb(170, 190, 215), near: 10, far: 40 },
fog: { color: Color.rgb(170, 190, 215), near: 16, far: 240 },
}
export const clean: RenderConfig = {
@ -108,7 +94,6 @@ export namespace RenderConfig {
colorDepth: 8,
dither: 0,
vertexSnap: 0,
perspectiveCorrect: 1,
textureFilter: "linear",
lighting: "flat",
fog: null,