feat: cumulus
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fb89263930
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4 changed files with 136 additions and 47 deletions
88
app/level.ts
88
app/level.ts
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@ -1,6 +1,6 @@
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import { Color } from "../engine/render/Color"
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import type { SkyConfig } from "../engine/render/Sky"
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import type { Mesh, Vertex } from "../engine/scene/Mesh"
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import type { Mesh } from "../engine/scene/Mesh"
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type Corner = [number, number, number]
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@ -27,20 +27,30 @@ export type Level = {
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}
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const ARENA = 12
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const WALL_HEIGHT = 5
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const WALL_HEIGHT = 4
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const CRATE = { x: -2, z: -2, half: 1, top: 1 }
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/** Triangle density: grid divisions per world unit, applied to every textured
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* surface (floor, walls, crate). Higher = smaller triangles = each spans less
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* depth = less affine texture swim, at the cost of more geometry; lower =
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* chunkier, wilder PS1 warp (below ~0.5 the floor tips into the black-wedge
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* degeneration). Because it scales with surface size, one value keeps the big
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* floor and the little crate equally warp-free. Edit and Vite reloads. Pairs
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* with the `ps1` preset's `perspectiveCorrect`, which fights the same error
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* from the render side. */
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const DIVISIONS_PER_UNIT = 1.3
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export function buildLevel(): Level {
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const floor = mesh()
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quadGrid(floor, [-ARENA, 0, -ARENA], [ARENA, 0, -ARENA], [ARENA, 0, ARENA], [-ARENA, 0, ARENA], 12, 12, 16)
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quadGrid(floor, [-ARENA, 0, -ARENA], [ARENA, 0, -ARENA], [ARENA, 0, ARENA], [-ARENA, 0, ARENA], 12, 12)
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const walls = mesh()
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const h = WALL_HEIGHT
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// Inward-facing perimeter, no ceiling so the sky shows above.
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quadGrid(walls, [-ARENA, 0, -ARENA], [ARENA, 0, -ARENA], [ARENA, h, -ARENA], [-ARENA, h, -ARENA], 12, 2.5, 12)
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quadGrid(walls, [ARENA, 0, ARENA], [-ARENA, 0, ARENA], [-ARENA, h, ARENA], [ARENA, h, ARENA], 12, 2.5, 12)
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quadGrid(walls, [ARENA, 0, -ARENA], [ARENA, 0, ARENA], [ARENA, h, ARENA], [ARENA, h, -ARENA], 12, 2.5, 12)
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quadGrid(walls, [-ARENA, 0, ARENA], [-ARENA, 0, -ARENA], [-ARENA, h, -ARENA], [-ARENA, h, ARENA], 12, 2.5, 12)
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quadGrid(walls, [-ARENA, 0, -ARENA], [ARENA, 0, -ARENA], [ARENA, h, -ARENA], [-ARENA, h, -ARENA], 12, 2.5)
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quadGrid(walls, [ARENA, 0, ARENA], [-ARENA, 0, ARENA], [-ARENA, h, ARENA], [ARENA, h, ARENA], 12, 2.5)
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quadGrid(walls, [ARENA, 0, -ARENA], [ARENA, 0, ARENA], [ARENA, h, ARENA], [ARENA, h, -ARENA], 12, 2.5)
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quadGrid(walls, [-ARENA, 0, ARENA], [-ARENA, 0, -ARENA], [-ARENA, h, -ARENA], [-ARENA, h, ARENA], 12, 2.5)
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const crate = mesh()
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box(crate, CRATE.x, CRATE.z, CRATE.half, CRATE.top)
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@ -66,6 +76,13 @@ export function buildLevel(): Level {
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sun: Color.rgb(255, 246, 214),
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sunDir: { x: 0.3, y: 0.5, z: -0.8 },
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sunSize: 0.04,
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clouds: {
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color: Color.rgb(248, 250, 255),
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coverage: 0.5,
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scale: 0.9,
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speed: 0.5,
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edge: 0.02,
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},
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}
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return { floor, walls, crate, colliders, npcPosition: { x: 2, y: 0, z: -1 }, sky }
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@ -79,15 +96,18 @@ function wall(minX: number, maxX: number, minZ: number, maxZ: number): Aabb {
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return { minX, maxX, minZ, maxZ, top: WALL_HEIGHT, standable: false }
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}
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/** A quad tessellated into an n*n grid so affine texture warp stays per-tile.
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* Corners run a (uv 0,0) -> b (us,0) -> c (us,vs) -> d (0,vs). */
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function quadGrid(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner, us: number, vs: number, n: number): void {
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/** Tessellate a quad into a grid sized by DIVISIONS_PER_UNIT, so triangle size
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* (and thus affine warp) is consistent whatever the surface's scale. Corners
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* run a (uv 0,0) -> b (us,0) -> c (us,vs) -> d (0,vs). */
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function quadGrid(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner, us: number, vs: number): void {
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const nu = divisions(a, b)
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const nv = divisions(a, d)
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const base = m.vertices.length
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const row = n + 1
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for (let i = 0; i <= n; i++) {
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const t = i / n
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for (let j = 0; j <= n; j++) {
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const s = j / n
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const row = nu + 1
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for (let i = 0; i <= nv; i++) {
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const t = i / nv
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for (let j = 0; j <= nu; j++) {
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const s = j / nu
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const wa = (1 - s) * (1 - t)
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const wb = s * (1 - t)
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const wc = s * t
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@ -102,39 +122,31 @@ function quadGrid(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner, us: numbe
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})
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}
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}
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for (let i = 0; i < n; i++) {
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for (let j = 0; j < n; j++) {
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for (let i = 0; i < nv; i++) {
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for (let j = 0; j < nu; j++) {
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const p = base + i * row + j
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m.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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/** Grid divisions along edge a->b, from its world length and the density. */
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function divisions(a: Corner, b: Corner): number {
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const length = Math.hypot(b[0] - a[0], b[1] - a[1], b[2] - a[2])
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return Math.max(1, Math.round(length * DIVISIONS_PER_UNIT))
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}
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/** A box centered at (cx, cz) on the floor: top face plus four sides, one uv
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* tile per face. No bottom (never seen). */
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* tile per face. No bottom (never seen). Tessellated like every other surface,
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* so it no longer warps up close. */
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function box(m: Mesh, cx: number, cz: number, half: number, top: number): void {
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const x0 = cx - half
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const x1 = cx + half
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const z0 = cz - half
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const z1 = cz + half
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quad(m, [x0, top, z0], [x1, top, z0], [x1, top, z1], [x0, top, z1])
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quad(m, [x0, 0, z0], [x1, 0, z0], [x1, top, z0], [x0, top, z0])
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quad(m, [x1, 0, z1], [x0, 0, z1], [x0, top, z1], [x1, top, z1])
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quad(m, [x1, 0, z0], [x1, 0, z1], [x1, top, z1], [x1, top, z0])
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quad(m, [x0, 0, z1], [x0, 0, z0], [x0, top, z0], [x0, top, z1])
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}
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function quad(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner): void {
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const base = m.vertices.length
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const corners: [Corner, [number, number]][] = [
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[a, [0, 0]],
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[b, [1, 0]],
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[c, [1, 1]],
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[d, [0, 1]],
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]
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for (const [pos, uv] of corners) {
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const vertex: Vertex = { pos: { x: pos[0], y: pos[1], z: pos[2] }, uv: { x: uv[0], y: uv[1] } }
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m.vertices.push(vertex)
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}
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m.indices.push(base, base + 1, base + 2, base, base + 2, base + 3)
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quadGrid(m, [x0, top, z0], [x1, top, z0], [x1, top, z1], [x0, top, z1], 1, 1)
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quadGrid(m, [x0, 0, z0], [x1, 0, z0], [x1, top, z0], [x0, top, z0], 1, 1)
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quadGrid(m, [x1, 0, z1], [x0, 0, z1], [x0, top, z1], [x1, top, z1], 1, 1)
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quadGrid(m, [x1, 0, z0], [x1, 0, z1], [x1, top, z1], [x1, top, z0], 1, 1)
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quadGrid(m, [x0, 0, z1], [x0, 0, z0], [x0, top, z0], [x0, top, z1], 1, 1)
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}
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@ -15,7 +15,7 @@ const ctx = screen.getContext("2d")!
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const back = document.createElement("canvas")
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const backCtx = back.getContext("2d")!
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let config: RenderConfig = RenderConfig.psxish
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let config: RenderConfig = RenderConfig.standard
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let fb = Framebuffer.create(1, 1)
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let image = new ImageData(1, 1)
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@ -54,7 +54,7 @@ async function main(): Promise<void> {
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globalThis.addEventListener("keydown", (e) => {
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keys.add(e.code)
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if (e.code === "Digit1") {
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useConfig(RenderConfig.psxish)
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useConfig(RenderConfig.standard)
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}
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if (e.code === "Digit2") {
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useConfig(RenderConfig.soft)
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@ -95,7 +95,7 @@ async function main(): Promise<void> {
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}
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const viewProj = Camera.viewProjection(camera, fb.width / fb.height)
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Sky.render(fb, camera, level.sky)
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Sky.render(fb, camera, level.sky, now / 1000)
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Rasterizer.draw(fb, level.floor, textures.floor, viewProj, config)
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Rasterizer.draw(fb, level.walls, textures.wall, viewProj, config)
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Rasterizer.draw(fb, level.crate, textures.crate, viewProj, config)
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