editor first pass

This commit is contained in:
2026-07-01 15:48:59 -05:00
parent 5ecbbe296b
commit 38b24e1c3d
10 changed files with 2630 additions and 263 deletions
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
"use strict";
// MapRenderer - a minimal, dependency-free WebGL renderer for the chunk
// preview pane. The camera formula is ported 1:1 from
// src/dusk/scene/overworld/sceneoverworld.c (lines 62-81) so the preview
// approximates the game's own fixed-angle 3rd-person camera: the eye sits
// worldH units "behind" the target along Y and a proportional distance
// "above" along Z, always looking at the target, up = (0, 1, 0).
//
// The material model mirrors SHADER_UNLIT: a texture sampler multiplied by
// a flat RGBA tint, with a 1x1 white fallback texture standing in for
// untextured models.
const MapRenderer = (() => {
const VERT_SRC = `
attribute vec2 aUV;
attribute vec3 aPos;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
varying vec2 vUV;
void main() {
vUV = aUV;
gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
}
`;
const FRAG_SRC = `
precision mediump float;
varying vec2 vUV;
uniform sampler2D uTexture;
uniform vec4 uColor;
void main() {
gl_FragColor = texture2D(uTexture, vUV) * uColor;
}
`;
function mat4Identity(out) {
out.fill(0);
out[0] = out[5] = out[10] = out[15] = 1;
return out;
}
function mat4Translation(out, v) {
mat4Identity(out);
out[12] = v[0];
out[13] = v[1];
out[14] = v[2];
return out;
}
function mat4Perspective(out, fovy, aspect, near, far) {
const f = 1.0 / Math.tan(fovy / 2);
out.fill(0);
out[0] = f / aspect;
out[5] = f;
out[10] = (far + near) / (near - far);
out[11] = -1;
out[14] = (2 * far * near) / (near - far);
return out;
}
function vec3Sub(a, b) {
return [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
}
function vec3Cross(a, b) {
return [
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0],
];
}
function vec3Normalize(a) {
const len = Math.hypot(a[0], a[1], a[2]) || 1;
return [a[0] / len, a[1] / len, a[2] / len];
}
function mat4LookAt(out, eye, center, up) {
const zAxis = vec3Normalize(vec3Sub(eye, center));
const xAxis = vec3Normalize(vec3Cross(up, zAxis));
const yAxis = vec3Cross(zAxis, xAxis);
out[0] = xAxis[0]; out[1] = yAxis[0]; out[2] = zAxis[0]; out[3] = 0;
out[4] = xAxis[1]; out[5] = yAxis[1]; out[6] = zAxis[1]; out[7] = 0;
out[8] = xAxis[2]; out[9] = yAxis[2]; out[10] = zAxis[2]; out[11] = 0;
out[12] = -(xAxis[0] * eye[0] + xAxis[1] * eye[1] + xAxis[2] * eye[2]);
out[13] = -(yAxis[0] * eye[0] + yAxis[1] * eye[1] + yAxis[2] * eye[2]);
out[14] = -(zAxis[0] * eye[0] + zAxis[1] * eye[1] + zAxis[2] * eye[2]);
out[15] = 1;
return out;
}
// Ported from sceneoverworld.c:62-81. Returns { eye, view }.
function computeCamera(target, worldH) {
const fov = Math.PI / 4; // glm_rad(45.0f)
const zDist = (worldH * 0.5) / Math.tan(fov * 0.5);
const offset = -worldH;
const eye = [target[0], target[1] + offset, target[2] + zDist];
const view = mat4LookAt(new Float32Array(16), eye, target, [0, 1, 0]);
return { eye, view, fov };
}
function compileShader(gl, type, src) {
const shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const info = gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
throw new Error(`Shader compile failed: ${info}`);
}
return shader;
}
function create(canvas) {
const gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
if(!gl) throw new Error("WebGL is not available in this browser");
const program = gl.createProgram();
gl.attachShader(program, compileShader(gl, gl.VERTEX_SHADER, VERT_SRC));
gl.attachShader(program, compileShader(gl, gl.FRAGMENT_SHADER, FRAG_SRC));
gl.linkProgram(program);
if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw new Error(`Program link failed: ${gl.getProgramInfoLog(program)}`);
}
const attribs = {
aUV: gl.getAttribLocation(program, "aUV"),
aPos: gl.getAttribLocation(program, "aPos"),
};
const uniforms = {
uModel: gl.getUniformLocation(program, "uModel"),
uView: gl.getUniformLocation(program, "uView"),
uProjection: gl.getUniformLocation(program, "uProjection"),
uTexture: gl.getUniformLocation(program, "uTexture"),
uColor: gl.getUniformLocation(program, "uColor"),
};
const whiteTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, whiteTexture);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([255, 255, 255, 255]),
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// Terrain/mesh winding isn't guaranteed consistent relative to this
// preview's fixed camera angle, so backface culling stays off - this
// is an authoring preview, not a performance-sensitive renderer, and
// an invisible mesh is a worse failure mode than a visible backface.
// Uploads interleaved [u, v, x, y, z] float data (DMF/terrain layout)
// into a GL buffer. Returns { buffer, vertexCount }.
function createMesh(floats) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, floats, gl.STATIC_DRAW);
return { buffer, vertexCount: floats.length / 5 };
}
function createTextureFromImage(image) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
return texture;
}
function drawMesh(mesh, model, texture, color, depthWrite, mode) {
gl.depthMask(depthWrite !== false);
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffer);
gl.enableVertexAttribArray(attribs.aUV);
gl.vertexAttribPointer(attribs.aUV, 2, gl.FLOAT, false, 20, 0);
gl.enableVertexAttribArray(attribs.aPos);
gl.vertexAttribPointer(attribs.aPos, 3, gl.FLOAT, false, 20, 8);
gl.uniformMatrix4fv(uniforms.uModel, false, model);
gl.uniform4f(uniforms.uColor, color[0], color[1], color[2], color[3]);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture || whiteTexture);
gl.uniform1i(uniforms.uTexture, 0);
gl.drawArrays(mode || gl.TRIANGLES, 0, mesh.vertexCount);
}
// Builds a 4-vertex outline of the tile at (x, y, z), lifted slightly
// to avoid z-fighting with the terrain surface beneath it.
function buildHighlightMesh(x, y, z) {
const eps = 0.02;
return createMesh(new Float32Array([
0, 0, x, y, z + eps,
0, 0, x + 1, y, z + eps,
0, 0, x + 1, y + 1, z + eps,
0, 0, x, y + 1, z + eps,
]));
}
// Neighboring chunks are drawn dimmer and semi-transparent, so they
// read as context rather than part of the chunk being edited.
const NEIGHBOR_ALPHA = 0.35;
const NEIGHBOR_DARKEN = 0.5;
// scene = {
// target: [x, y, z], worldH: number,
// terrain: { mesh, texture } | null,
// models: [{ mesh, texture, color: [r,g,b,a in 0..1], offset: [x,y,z] }],
// neighbors: [{
// offset: [x,y,z],
// terrain: { mesh, texture } | null,
// models: [{ mesh, texture, color, offset }],
// }],
// highlight: { x, y, z } | null,
// }
function render(scene) {
const width = canvas.width, height = canvas.height;
gl.viewport(0, 0, width, height);
gl.clearColor(0.16, 0.18, 0.22, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(program);
gl.depthMask(true);
const { view, fov } = computeCamera(scene.target, scene.worldH);
const projection = mat4Perspective(new Float32Array(16), fov, width / height, 0.1, 1000);
gl.uniformMatrix4fv(uniforms.uProjection, false, projection);
gl.uniformMatrix4fv(uniforms.uView, false, view);
const identity = mat4Identity(new Float32Array(16));
if(scene.terrain) {
drawMesh(scene.terrain.mesh, identity, scene.terrain.texture, [1, 1, 1, 1], true);
}
for(const model of scene.models) {
const modelMatrix = mat4Translation(new Float32Array(16), model.offset);
drawMesh(model.mesh, modelMatrix, model.texture, model.color, true);
}
for(const neighbor of scene.neighbors || []) {
if(neighbor.terrain) {
const modelMatrix = mat4Translation(new Float32Array(16), neighbor.offset);
drawMesh(
neighbor.terrain.mesh, modelMatrix, neighbor.terrain.texture,
[NEIGHBOR_DARKEN, NEIGHBOR_DARKEN, NEIGHBOR_DARKEN, NEIGHBOR_ALPHA], false,
);
}
for(const model of neighbor.models) {
const worldOffset = [
neighbor.offset[0] + model.offset[0],
neighbor.offset[1] + model.offset[1],
neighbor.offset[2] + model.offset[2],
];
const modelMatrix = mat4Translation(new Float32Array(16), worldOffset);
const color = [
model.color[0] * NEIGHBOR_DARKEN,
model.color[1] * NEIGHBOR_DARKEN,
model.color[2] * NEIGHBOR_DARKEN,
model.color[3] * NEIGHBOR_ALPHA,
];
drawMesh(model.mesh, modelMatrix, model.texture, color, false);
}
}
if(scene.highlight) {
const { x, y, z } = scene.highlight;
const highlightMesh = buildHighlightMesh(x, y, z);
drawMesh(highlightMesh, identity, null, [1, 0.92, 0.23, 1], false, gl.LINE_LOOP);
}
}
return { gl, createMesh, createTextureFromImage, render };
}
return Object.freeze({ create, computeCamera });
})();