feat: add chunked grass and organize environment systems
This commit is contained in:
@@ -0,0 +1,280 @@
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import { useEffect, useMemo, useRef } from "react";
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import { useFrame } from "@react-three/fiber";
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import * as THREE from "three";
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import { TERRAIN_SURFACE_PROJECTION } from "@/data/world/terrainConfig";
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import { useTerrainHeightSampler } from "@/hooks/three/useTerrainHeight";
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import { useWind } from "@/hooks/world/useWind";
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import type { TerrainSurfaceData } from "@/types/world/terrainSurface";
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import { sampleTerrainSurfaceAtXZ } from "@/utils/world/terrainSurfaceSampler";
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import {
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getGrassTipColor,
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GRASS_CONFIG,
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GRASS_SURFACE_KEYS,
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} from "@/world/grass/grassConfig";
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import {
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grassFragmentShader,
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grassVertexShader,
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} from "@/world/grass/grassShaders";
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interface GrassPatchProps {
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chunkX: number;
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chunkZ: number;
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density: number;
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terrainSurfaceData: TerrainSurfaceData;
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}
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interface GrassBladeVertexData {
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color: number[];
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heightFactor: number;
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position: number[];
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}
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function random01(seed: number): number {
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const value = Math.sin(seed * 12.9898) * 43758.5453;
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return value - Math.floor(value);
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}
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function lerp(min: number, max: number, ratio: number): number {
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return min + (max - min) * ratio;
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}
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function createGrassMaterial(): THREE.ShaderMaterial {
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return new THREE.ShaderMaterial({
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side: THREE.DoubleSide,
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vertexColors: true,
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vertexShader: grassVertexShader,
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fragmentShader: grassFragmentShader,
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uniforms: {
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uTime: { value: 0 },
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uWindDirection: { value: 0 },
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uWindSpeed: { value: 0 },
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uWindStrength: { value: 0 },
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uWindNoiseScale: { value: GRASS_CONFIG.windNoiseScale },
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uBendStrength: { value: GRASS_CONFIG.windBendStrength },
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},
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});
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}
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function addGrassBlade(
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positions: number[],
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colors: number[],
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bladeBases: number[],
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heightFactors: number[],
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windPhases: number[],
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basePosition: THREE.Vector3,
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yaw: number,
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width: number,
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height: number,
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baseColor: THREE.Color,
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tipColor: THREE.Color,
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windPhase: number,
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): void {
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const rightX = Math.cos(yaw) * width * 0.5;
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const rightZ = Math.sin(yaw) * width * 0.5;
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const leanX = Math.cos(yaw + Math.PI * 0.5) * width * 0.22;
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const leanZ = Math.sin(yaw + Math.PI * 0.5) * width * 0.22;
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const vertexData: GrassBladeVertexData[] = [
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{
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position: [
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basePosition.x - rightX,
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basePosition.y,
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basePosition.z - rightZ,
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],
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color: [baseColor.r, baseColor.g, baseColor.b],
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heightFactor: 0,
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},
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{
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position: [
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basePosition.x + rightX,
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basePosition.y,
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basePosition.z + rightZ,
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],
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color: [baseColor.r, baseColor.g, baseColor.b],
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heightFactor: 0,
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},
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{
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position: [
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basePosition.x + leanX,
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basePosition.y + height,
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basePosition.z + leanZ,
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],
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color: [tipColor.r, tipColor.g, tipColor.b],
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heightFactor: 1,
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},
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];
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for (const vertex of vertexData) {
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positions.push(...vertex.position);
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colors.push(...vertex.color);
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bladeBases.push(basePosition.x, basePosition.y, basePosition.z);
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heightFactors.push(vertex.heightFactor);
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windPhases.push(windPhase);
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}
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}
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function createGrassGeometry(
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chunkX: number,
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chunkZ: number,
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density: number,
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terrainSurfaceData: TerrainSurfaceData,
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getHeight: (x: number, z: number) => number | null,
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): THREE.BufferGeometry | null {
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const positions: number[] = [];
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const colors: number[] = [];
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const bladeBases: number[] = [];
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const heightFactors: number[] = [];
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const windPhases: number[] = [];
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const baseColor = new THREE.Color(GRASS_CONFIG.baseColor);
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const startX = chunkX * GRASS_CONFIG.chunkSize;
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const startZ = chunkZ * GRASS_CONFIG.chunkSize;
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const endX = startX + GRASS_CONFIG.chunkSize;
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const endZ = startZ + GRASS_CONFIG.chunkSize;
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const bladeBudget = Math.round(GRASS_CONFIG.maxBladesPerChunk * density);
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let bladeCount = 0;
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for (let x = startX; x < endX; x += GRASS_CONFIG.sampleStep) {
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for (let z = startZ; z < endZ; z += GRASS_CONFIG.sampleStep) {
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for (
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let bladeIndex = 0;
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bladeIndex < GRASS_CONFIG.bladesPerCell;
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bladeIndex++
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) {
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if (bladeCount >= bladeBudget) break;
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const seed =
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(chunkX + 101) * 92821 +
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(chunkZ + 103) * 68917 +
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Math.round(x * 13) * 193 +
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Math.round(z * 17) * 389 +
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bladeIndex * 997;
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if (random01(seed) > density) continue;
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const sampleX = x + (random01(seed + 1) - 0.5) * GRASS_CONFIG.jitter;
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const sampleZ = z + (random01(seed + 2) - 0.5) * GRASS_CONFIG.jitter;
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const sample = sampleTerrainSurfaceAtXZ(
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terrainSurfaceData.imageData,
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sampleX,
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sampleZ,
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terrainSurfaceData.bounds,
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TERRAIN_SURFACE_PROJECTION,
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);
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if (!sample.key || !GRASS_SURFACE_KEYS.has(sample.key as never))
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continue;
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const height = getHeight(sampleX, sampleZ);
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if (height === null) continue;
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const heightRatio = random01(seed + 3);
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const widthRatio = random01(seed + 4);
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const tipColor = new THREE.Color(getGrassTipColor(sample.key));
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const basePosition = new THREE.Vector3(
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sampleX,
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height + GRASS_CONFIG.surfaceOffset,
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sampleZ,
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);
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addGrassBlade(
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positions,
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colors,
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bladeBases,
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heightFactors,
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windPhases,
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basePosition,
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random01(seed + 5) * Math.PI * 2,
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GRASS_CONFIG.bladeWidth * lerp(0.75, 1.25, widthRatio),
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lerp(
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GRASS_CONFIG.minBladeHeight,
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GRASS_CONFIG.maxBladeHeight,
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heightRatio,
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),
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baseColor,
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tipColor,
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random01(seed + 6) * Math.PI * 2,
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);
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bladeCount += 1;
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}
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}
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}
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if (bladeCount === 0) return null;
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute(
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"position",
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new THREE.Float32BufferAttribute(positions, 3),
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);
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geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
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geometry.setAttribute(
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"aBladeBase",
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new THREE.Float32BufferAttribute(bladeBases, 3),
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);
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geometry.setAttribute(
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"aHeightFactor",
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new THREE.Float32BufferAttribute(heightFactors, 1),
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);
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geometry.setAttribute(
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"aWindPhase",
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new THREE.Float32BufferAttribute(windPhases, 1),
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);
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geometry.computeVertexNormals();
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geometry.computeBoundingSphere();
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return geometry;
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}
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export function GrassPatch({
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chunkX,
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chunkZ,
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density,
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terrainSurfaceData,
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}: GrassPatchProps): React.JSX.Element | null {
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const terrainHeight = useTerrainHeightSampler();
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const wind = useWind();
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const materialRef = useRef<THREE.ShaderMaterial | null>(null);
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const geometry = useMemo(
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() =>
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createGrassGeometry(
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chunkX,
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chunkZ,
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density,
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terrainSurfaceData,
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terrainHeight.getHeight,
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),
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[chunkX, chunkZ, density, terrainHeight.getHeight, terrainSurfaceData],
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);
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const material = useMemo(() => createGrassMaterial(), []);
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useEffect(() => {
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materialRef.current = material;
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return () => {
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materialRef.current = null;
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material.dispose();
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};
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}, [material]);
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useEffect(() => {
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return () => {
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geometry?.dispose();
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};
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}, [geometry]);
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useFrame(({ clock }) => {
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const currentMaterial = materialRef.current;
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if (!currentMaterial) return;
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const uniforms = currentMaterial.uniforms;
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if (uniforms.uTime) uniforms.uTime.value = clock.elapsedTime;
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if (uniforms.uWindDirection) uniforms.uWindDirection.value = wind.direction;
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if (uniforms.uWindSpeed) uniforms.uWindSpeed.value = wind.speed;
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if (uniforms.uWindStrength) uniforms.uWindStrength.value = wind.strength;
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if (uniforms.uWindNoiseScale) {
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uniforms.uWindNoiseScale.value =
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GRASS_CONFIG.windNoiseScale * wind.noiseScale;
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}
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});
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if (!geometry) return null;
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return <mesh geometry={geometry} material={material} frustumCulled />;
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}
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