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- import { CanvasSource, Container, Sprite, Texture } from 'pixi.js';
- import { CHUNK_SIZE, MATERIAL_EMPTY, OUTLINE_PX, RENDER_MARGIN } from '../../shared/constants';
- import { parseHexColor, type MaterialRegistry } from '../../shared/materials';
- import type { TerrainBitmap } from '../../shared/terrain/bitmap';
- import type { TerrainEvent } from '../../shared/terrain/events';
- import { rleDecode } from '../../shared/terrain/rle';
- import {
- CAVITY_DARKEN,
- CAVITY_SHADOW_DEPTH,
- DROP_SHADOW_ALPHA,
- DROP_SHADOW_DX,
- DROP_SHADOW_DY,
- DROP_SHADOW_SOFTNESS,
- OUTLINE_COLOR,
- RIM_LIGHT_DEPTH,
- RIM_LIGHT_WHITE,
- TERRAIN_AA,
- TERRAIN_SUPERSAMPLE,
- UNDERSIDE_DARKEN,
- UNDERSIDE_DEPTH,
- } from '../config';
- import { sampleBilinear, signedDistance } from './distance';
- import { hash2, makeThicknessTile, makeTile, scaledTileIndex, tileIndex } from './textures';
- interface ChunkSprite {
- ctx: CanvasRenderingContext2D;
- image: ImageData;
- texture: Texture;
- sprite: Sprite;
- }
- const S = TERRAIN_SUPERSAMPLE;
- /** Texture side of one terrain chunk. */
- const TEX = CHUNK_SIZE * S;
- /** The distance field window around a chunk: enough for the outline, the shading and the drop shadow. */
- const M = RENDER_MARGIN;
- const WIN = CHUNK_SIZE + 2 * M;
- /** Column scan margin: how far above/below the chunk the lighting looks. */
- const SCAN = Math.max(RIM_LIGHT_DEPTH, UNDERSIDE_DEPTH, CAVITY_SHADOW_DEPTH) + OUTLINE_PX + 1;
- const OR = OUTLINE_COLOR >> 16;
- const OG = (OUTLINE_COLOR >> 8) & 0xff;
- const OB = OUTLINE_COLOR & 0xff;
- /** 0..1 coverage of a signed distance (positive inside), antialiased over TERRAIN_AA pixels. */
- function coverage(sd: number): number {
- const c = sd / TERRAIN_AA + 0.5;
- return c <= 0 ? 0 : c >= 1 ? 1 : c;
- }
- /**
- * Renders the terrain bitmap as one canvas-backed sprite per 64 px chunk, supersampled
- * (TERRAIN_SUPERSAMPLE texels per pixel). Edges come from a signed distance field, so they are
- * smooth and antialiased whatever the zoom: textured materials, an irregular felt-pen outline,
- * rim light on top faces, darker undersides, a soft drop shadow, and holes that show the inside
- * of the cake.
- */
- export class TerrainView {
- readonly container = new Container();
- private readonly chunks = new Map<number, ChunkSprite>();
- private readonly tiles: (Uint32Array | undefined)[] = [];
- private readonly thickness = makeThicknessTile(OUTLINE_PX);
- /** The map as loaded: pixels solid here but empty now are cavities. */
- private readonly original: Uint8Array;
- // Per-column scratch: distance to the nearest empty pixel above / below, and to solid above.
- private readonly solidUp = new Int16Array(CHUNK_SIZE);
- private readonly solidDown = new Int16Array(CHUNK_SIZE);
- private readonly emptyUp = new Int16Array(CHUNK_SIZE);
- /** Signed distance of the current terrain, and coverage of the original one, around the chunk being drawn. */
- private readonly sd = new Float32Array(WIN * WIN);
- private readonly orig = new Float32Array(WIN * WIN);
- // Per-pixel shading of the chunk being drawn: brightness, tint toward white, cavity darkening.
- private readonly shadeK = new Float32Array(CHUNK_SIZE * CHUNK_SIZE);
- private readonly shadeW = new Float32Array(CHUNK_SIZE * CHUNK_SIZE);
- private readonly cavityK = new Float32Array(CHUNK_SIZE * CHUNK_SIZE);
- constructor(
- private readonly bitmap: TerrainBitmap,
- materials: MaterialRegistry,
- ) {
- this.original = bitmap.data.slice();
- materials.byId.forEach((m, id) => {
- if (m && id !== MATERIAL_EMPTY) this.tiles[id] = makeTile(parseHexColor(m.color), m.texture, S);
- });
- }
- /**
- * Keeps the "as loaded" copy in sync with pieces that move: a detached chunk takes its
- * pixels away (the gap shows the background, not the inside of the cake), and a merged
- * chunk brings them back. Call after applying the event to the bitmap.
- */
- onEvent(ev: TerrainEvent): void {
- if (ev.kind === 'op') return;
- const cells = rleDecode(ev.kind === 'detach' ? ev.mask : ev.patch, ev.w * ev.h);
- const { width, height } = this.bitmap;
- for (let ly = 0; ly < ev.h; ly++) {
- for (let lx = 0; lx < ev.w; lx++) {
- const v = cells[ly * ev.w + lx];
- const x = ev.x + lx;
- const y = ev.y + ly;
- if (v === MATERIAL_EMPTY || x < 0 || y < 0 || x >= width || y >= height) continue;
- const i = y * width + x;
- this.original[i] = ev.kind === 'detach' ? MATERIAL_EMPTY : this.bitmap.data[i];
- }
- }
- }
- /**
- * Draws a falling chunk's mask with the same textures (sampled at its original map
- * position, so it looks unchanged at the moment it breaks off) and a felt outline.
- * The texture is 1 px larger than the mask on each side (see ChunkView's pivot).
- */
- makeChunkTexture(mask: Uint8Array, w: number, h: number, ox: number, oy: number): Texture {
- const pad = 1;
- const m = OUTLINE_PX + 2;
- const ww = w + 2 * m;
- const wh = h + 2 * m;
- const sd = new Float32Array(ww * wh);
- signedDistance(
- (i) => {
- const x = (i % ww) - m;
- const y = ((i / ww) | 0) - m;
- return x >= 0 && y >= 0 && x < w && y < h && mask[y * w + x] !== MATERIAL_EMPTY;
- },
- ww,
- wh,
- sd,
- m,
- );
- const cw = (w + pad * 2) * S;
- const ch = (h + pad * 2) * S;
- const canvas = document.createElement('canvas');
- canvas.width = cw;
- canvas.height = ch;
- const ctx = canvas.getContext('2d')!;
- const image = ctx.createImageData(cw, ch);
- const out = image.data;
- for (let ty = 0; ty < ch; ty++) {
- for (let tx = 0; tx < cw; tx++) {
- // Local mask coordinates of this texel's center.
- const lx = (tx + 0.5) / S - pad;
- const ly = (ty + 0.5) / S - pad;
- const d = sampleBilinear(sd, ww, wh, lx + m, ly + m);
- const a = coverage(d);
- if (a === 0) continue;
- const px = Math.max(0, Math.min(w - 1, Math.floor(lx)));
- const py = Math.max(0, Math.min(h - 1, Math.floor(ly)));
- const t = this.thickness[tileIndex(ox + px, oy + py)];
- const ink = 1 - coverage(d - t);
- let r = OR;
- let g = OG;
- let b = OB;
- const mat = mask[py * w + px];
- if (ink < 1 && mat !== MATERIAL_EMPTY) {
- const c = this.tiles[mat]![scaledTileIndex((ox + px) * S + (tx % S), (oy + py) * S + (ty % S), S)];
- r = (c >> 16) * (1 - ink) + OR * ink;
- g = ((c >> 8) & 0xff) * (1 - ink) + OG * ink;
- b = (c & 0xff) * (1 - ink) + OB * ink;
- }
- const o = (ty * cw + tx) * 4;
- out[o] = r;
- out[o + 1] = g;
- out[o + 2] = b;
- out[o + 3] = a * 255;
- }
- }
- ctx.putImageData(image, 0, 0);
- return new Texture({ source: new CanvasSource({ resource: canvas, resolution: S, scaleMode: 'linear' }) });
- }
- /** Redraws every chunk flagged dirty in the bitmap. */
- update(): void {
- for (const index of this.bitmap.takeDirtyChunks()) this.redraw(index);
- }
- private redraw(index: number): void {
- const { x0, y0, x1, y1 } = this.bitmap.chunkRect(index);
- const { width, height, data } = this.bitmap;
- const original = this.original;
- let any = false;
- for (let y = y0; y < y1 && !any; y++) {
- for (let x = x0; x < x1; x++) {
- const i = y * width + x;
- // Anything solid, any cavity, or any solid casting a shadow into this chunk needs drawing.
- if (data[i] !== MATERIAL_EMPTY || original[i] !== MATERIAL_EMPTY) {
- any = true;
- break;
- }
- }
- }
- if (!any) any = this.receivesShadow(x0, y0, x1, y1);
- let chunk = this.chunks.get(index);
- if (!any) {
- if (chunk) chunk.sprite.visible = false;
- return;
- }
- chunk ??= this.createChunk(index, x0, y0);
- chunk.sprite.visible = true;
- // Distance fields over the window around the chunk (clamped to the map: no outline on the map border).
- const wx0 = x0 - M;
- const wy0 = y0 - M;
- const at = (i: number): number => {
- const x = Math.max(0, Math.min(width - 1, wx0 + (i % WIN)));
- const y = Math.max(0, Math.min(height - 1, wy0 + ((i / WIN) | 0)));
- return y * width + x;
- };
- signedDistance((i) => data[at(i)] !== MATERIAL_EMPTY, WIN, WIN, this.sd, M);
- for (let i = 0; i < WIN * WIN; i++) this.orig[i] = original[at(i)] !== MATERIAL_EMPTY ? 1 : 0;
- // Per-pixel lighting from column scans: rim light on top faces, darker undersides, cavity shade.
- const { solidUp, solidDown, emptyUp, shadeK, shadeW, cavityK } = this;
- const cw = x1 - x0;
- for (let x = x0; x < x1; x++) {
- this.scanColumn(x, y0, y1);
- for (let y = y0; y < y1; y++) {
- const p = (y - y0) * CHUNK_SIZE + (x - x0);
- const t = this.thickness[tileIndex(x, y)];
- const up = solidUp[y - y0];
- const down = solidDown[y - y0];
- let k = 1;
- let white = 0;
- if (up <= t + RIM_LIGHT_DEPTH) white = Math.max(0, RIM_LIGHT_WHITE * (1 - (up - t) / (RIM_LIGHT_DEPTH + 1)));
- else if (down <= t + UNDERSIDE_DEPTH) k = UNDERSIDE_DARKEN;
- shadeK[p] = k;
- shadeW[p] = Math.min(RIM_LIGHT_WHITE, white);
- let ck = CAVITY_DARKEN;
- const e = emptyUp[y - y0];
- if (e < CAVITY_SHADOW_DEPTH) ck *= 0.6 + (0.4 * e) / CAVITY_SHADOW_DEPTH;
- cavityK[p] = ck;
- }
- }
- const out = chunk.image.data;
- out.fill(0);
- const sd = this.sd;
- const origCov = this.orig;
- const shadowA = DROP_SHADOW_ALPHA / 255;
- const texW = cw * S;
- const texH = (y1 - y0) * S;
- for (let ty = 0; ty < texH; ty++) {
- const py = ty / S;
- const y = y0 + Math.floor(py);
- // Window coordinates of the texel center.
- const v = py + 0.5 / S + M;
- for (let tx = 0; tx < texW; tx++) {
- const px = tx / S;
- const x = x0 + Math.floor(px);
- const u = px + 0.5 / S + M;
- const p = (y - y0) * CHUNK_SIZE + (x - x0);
- const o = (ty * TEX + tx) * 4;
- const i = y * width + x;
- // Background layer: the inside of the cake where it was dug, and the drop shadow.
- let bgR = 0;
- let bgG = 0;
- let bgB = 0;
- let bgA = 0;
- const cav = Math.min(1, Math.max(0, (sampleBilinear(origCov, WIN, WIN, u, v) - 0.5) / TERRAIN_AA + 0.5));
- const sh = shadowA * Math.min(1, Math.max(0, sampleBilinear(sd, WIN, WIN, u - DROP_SHADOW_DX, v - DROP_SHADOW_DY) / DROP_SHADOW_SOFTNESS + 0.5));
- if (cav > 0) {
- let om = original[i];
- if (om === MATERIAL_EMPTY) om = this.nearbyMaterial(original, x, y);
- if (om !== MATERIAL_EMPTY) {
- const c = this.tiles[om]![scaledTileIndex(x0 * S + tx, y0 * S + ty, S)];
- const k = cavityK[p] * (1 - sh * 0.55);
- bgR = (c >> 16) * k;
- bgG = ((c >> 8) & 0xff) * k * 0.95;
- bgB = (c & 0xff) * k * 0.9;
- bgA = cav;
- }
- }
- if (sh > 0 && bgA < 1) {
- const a = sh * (1 - bgA);
- const na = bgA + a;
- bgR = (bgR * bgA + OR * a) / na;
- bgG = (bgG * bgA + OG * a) / na;
- bgB = (bgB * bgA + OB * a) / na;
- bgA = na;
- }
- // Terrain layer: textured fill inside a felt-pen outline.
- const d = sampleBilinear(sd, WIN, WIN, u, v);
- const fa = coverage(d);
- let fr = 0;
- let fg = 0;
- let fb = 0;
- if (fa > 0) {
- const t = this.thickness[tileIndex(x, y)];
- const ink = 1 - coverage(d - t);
- // Felt pen: slightly uneven ink.
- const inkK = 1 + (hash2(x >> 1, y >> 1, 99) - 0.5) * 0.35;
- fr = OR * inkK;
- fg = OG * inkK;
- fb = OB * inkK;
- const mat = data[i];
- if (ink < 1 && mat !== MATERIAL_EMPTY) {
- const c = this.tiles[mat]![scaledTileIndex(x0 * S + tx, y0 * S + ty, S)];
- const k = shadeK[p];
- const w = shadeW[p];
- const r = (c >> 16) * k;
- const g = ((c >> 8) & 0xff) * k;
- const b = (c & 0xff) * k;
- fr = (r + (255 - r) * w) * (1 - ink) + fr * ink;
- fg = (g + (255 - g) * w) * (1 - ink) + fg * ink;
- fb = (b + (255 - b) * w) * (1 - ink) + fb * ink;
- }
- }
- // Terrain over background.
- const a = fa + bgA * (1 - fa);
- if (a <= 0) continue;
- out[o] = (fr * fa + bgR * bgA * (1 - fa)) / a;
- out[o + 1] = (fg * fa + bgG * bgA * (1 - fa)) / a;
- out[o + 2] = (fb * fa + bgB * bgA * (1 - fa)) / a;
- out[o + 3] = a * 255;
- }
- }
- chunk.ctx.putImageData(chunk.image, 0, 0);
- chunk.texture.source.update();
- }
- /** A material of the original map next to (x, y), for antialiased cavity edges. */
- private nearbyMaterial(original: Uint8Array, x: number, y: number): number {
- const { width, height } = this.bitmap;
- for (const [dx, dy] of [
- [1, 0],
- [-1, 0],
- [0, 1],
- [0, -1],
- [1, 1],
- [-1, -1],
- [1, -1],
- [-1, 1],
- ]) {
- const nx = x + dx;
- const ny = y + dy;
- if (nx < 0 || ny < 0 || nx >= width || ny >= height) continue;
- const m = original[ny * width + nx];
- if (m !== MATERIAL_EMPTY) return m;
- }
- return MATERIAL_EMPTY;
- }
- /** Fills the per-column distance tables for column x over rows [y0, y1). */
- private scanColumn(x: number, y0: number, y1: number): void {
- const { width, height, data } = this.bitmap;
- const solid = (y: number): boolean => y >= 0 && y < height && data[y * width + x] !== MATERIAL_EMPTY;
- let runSolid = 0;
- let sinceSolid = SCAN;
- for (let y = y0 - SCAN; y < y1; y++) {
- if (solid(y)) {
- runSolid++;
- sinceSolid = 0;
- } else {
- runSolid = 0;
- sinceSolid++;
- }
- if (y >= y0) {
- this.solidUp[y - y0] = runSolid;
- this.emptyUp[y - y0] = sinceSolid;
- }
- }
- runSolid = 0;
- for (let y = y1 + SCAN - 1; y >= y0; y--) {
- runSolid = solid(y) ? runSolid + 1 : 0;
- if (y < y1) this.solidDown[y - y0] = runSolid;
- }
- }
- private receivesShadow(x0: number, y0: number, x1: number, y1: number): boolean {
- const bm = this.bitmap;
- for (let y = y0 - DROP_SHADOW_DY - 2; y < y1 - DROP_SHADOW_DY + 2; y++) {
- for (let x = x0 - DROP_SHADOW_DX - 2; x < x1 - DROP_SHADOW_DX + 2; x++) if (bm.isSolid(x, y)) return true;
- }
- return false;
- }
- private createChunk(index: number, x0: number, y0: number): ChunkSprite {
- const canvas = document.createElement('canvas');
- canvas.width = TEX;
- canvas.height = TEX;
- const ctx = canvas.getContext('2d')!;
- const image = ctx.createImageData(TEX, TEX);
- const texture = new Texture({ source: new CanvasSource({ resource: canvas, resolution: S, scaleMode: 'linear' }) });
- const sprite = new Sprite(texture);
- sprite.position.set(x0, y0);
- this.container.addChild(sprite);
- const chunk = { ctx, image, texture, sprite };
- this.chunks.set(index, chunk);
- return chunk;
- }
- }
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