Feat/map-environment #6

Merged
math-pixel merged 116 commits from feat/map-environment into develop 2026-05-29 00:00:51 +00:00
9 changed files with 126 additions and 8 deletions
Showing only changes of commit d6d3d5b685 - Show all commits
@@ -25,6 +25,23 @@ function applyTerrainMaterialSettings(
scene.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.receiveShadow = receiveShadow;
const materials = Array.isArray(child.material)
? child.material
: [child.material];
for (const material of materials) {
const materialWithAlphaMap = material as THREE.Material & {
alphaMap?: THREE.Texture | null;
};
material.depthTest = true;
material.depthWrite = true;
if (material.opacity >= 1 && !materialWithAlphaMap.alphaMap) {
material.transparent = false;
}
}
}
});
}
+1 -1
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@@ -8,7 +8,7 @@ export const TERRAIN_SURFACE_PROJECTION = {
offsetX: 0,
offsetZ: 0,
};
export const TERRAIN_WATER_HEIGHT = 0;
export const TERRAIN_WATER_HEIGHT = 0.8;
export const TERRAIN_TILE_SIZE = 1;
export const GRASS_BASE_COLOR = "#1a3a1a";
+6 -3
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@@ -11,7 +11,10 @@ export interface WaterSurfaceConfig {
export const WATER_SHADER_CONFIG = {
enabled: true,
height: TERRAIN_WATER_HEIGHT,
scale: 0.3,
depthOffset: -0.04,
borderRadius: 0.18,
borderSoftness: 0.035,
scale: 0.4,
smoothness: 0.55,
edgeThreshold: 0.067,
edgeSoftness: 0.01,
@@ -31,9 +34,9 @@ export const WATER_SHADER_CONFIG = {
export const WATER_SURFACES: WaterSurfaceConfig[] = [
{
position: [62, TERRAIN_WATER_HEIGHT, -82],
position: [40, TERRAIN_WATER_HEIGHT, -102],
rotation: [0, 0, 0],
size: [75, 42],
size: [75, 45],
renderOrder: 0,
},
];
+9
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@@ -13,3 +13,12 @@ export const WIND_BOUNDS = {
};
export type WindState = typeof WIND_DEFAULTS;
export function getWindVector(wind: WindState): { x: number; z: number } {
const intensity = wind.speed * wind.strength;
return {
x: Math.cos(wind.direction) * intensity,
z: Math.sin(wind.direction) * intensity,
};
}
+49
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@@ -0,0 +1,49 @@
import { WIND_BOUNDS } from "@/data/world/windConfig";
import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
import { useWorldSettingsStore } from "@/managers/stores/useWorldSettingsStore";
export function useEnvironmentDebug(): void {
useDebugFolder("Environment", (folder) => {
const { setWind, wind } = useWorldSettingsStore.getState();
const controls = { ...wind };
folder
.add(controls, "speed", WIND_BOUNDS.speed.min, WIND_BOUNDS.speed.max)
.step(WIND_BOUNDS.speed.step)
.name("Wind speed")
.onChange((speed: number) => setWind({ speed }));
folder
.add(
controls,
"direction",
WIND_BOUNDS.direction.min,
WIND_BOUNDS.direction.max,
)
.step(WIND_BOUNDS.direction.step)
.name("Wind direction")
.onChange((direction: number) => setWind({ direction }));
folder
.add(
controls,
"strength",
WIND_BOUNDS.strength.min,
WIND_BOUNDS.strength.max,
)
.step(WIND_BOUNDS.strength.step)
.name("Wind strength")
.onChange((strength: number) => setWind({ strength }));
folder
.add(
controls,
"noiseScale",
WIND_BOUNDS.noiseScale.min,
WIND_BOUNDS.noiseScale.max,
)
.step(WIND_BOUNDS.noiseScale.step)
.name("Wind noise scale")
.onChange((noiseScale: number) => setWind({ noiseScale }));
});
}
+1
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@@ -18,6 +18,7 @@ interface DebugEvents {
const DEBUG_FOLDER_ORDER = [
"Lighting",
"Environment",
"Game",
"Interaction",
"Hand Tracking",
+2
View File
@@ -5,6 +5,7 @@ import {
PLAYER_SPAWN_POSITION_PHYSICS,
} from "@/data/player/playerConfig";
import { useCameraMode } from "@/hooks/debug/useCameraMode";
import { useEnvironmentDebug } from "@/hooks/debug/useEnvironmentDebug";
import { useMapPerformanceDebug } from "@/hooks/debug/useMapPerformanceDebug";
import { useSceneMode } from "@/hooks/debug/useSceneMode";
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
@@ -36,6 +37,7 @@ interface WorldProps {
}
export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
useEnvironmentDebug();
useMapPerformanceDebug();
const cameraMode = useCameraMode();
+22 -4
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@@ -1,8 +1,10 @@
import { useMemo, useRef } from "react";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
import { getWindVector } from "@/data/world/windConfig";
import { WATER_SHADER_CONFIG } from "@/data/world/waterConfig";
import type { WaterSurfaceConfig } from "@/data/world/waterConfig";
import { useWind } from "@/hooks/world/useWind";
import {
WATER_FRAGMENT_SHADER,
WATER_VERTEX_SHADER,
@@ -15,6 +17,7 @@ export function WaterSurface({
size,
}: WaterSurfaceConfig): React.JSX.Element {
const materialRef = useRef<THREE.ShaderMaterial>(null);
const wind = useWind();
const uniforms = useMemo(
() => ({
uTime: { value: 0 },
@@ -28,6 +31,8 @@ export function WaterSurface({
uNoiseScale: { value: WATER_SHADER_CONFIG.noiseScale },
uNoiseFlowSpeed: { value: WATER_SHADER_CONFIG.noiseFlowSpeed },
uDistortAmount: { value: WATER_SHADER_CONFIG.distortAmount },
uBorderRadius: { value: WATER_SHADER_CONFIG.borderRadius },
uBorderSoftness: { value: WATER_SHADER_CONFIG.borderSoftness },
uDeepColor: { value: new THREE.Color(WATER_SHADER_CONFIG.deepColor) },
uMidColor: { value: new THREE.Color(WATER_SHADER_CONFIG.midColor) },
uMidPos: { value: WATER_SHADER_CONFIG.midPos },
@@ -41,15 +46,28 @@ export function WaterSurface({
);
useFrame(({ clock }) => {
const uniform = materialRef.current?.uniforms.uTime;
if (uniform) {
uniform.value = clock.getElapsedTime();
const material = materialRef.current;
if (!material) return;
const windVector = getWindVector(wind);
const { uFlowX, uFlowZ, uNoiseScale, uTime } = material.uniforms;
if (uTime) uTime.value = clock.getElapsedTime();
if (uFlowX) uFlowX.value = WATER_SHADER_CONFIG.flowX + windVector.x;
if (uFlowZ) uFlowZ.value = WATER_SHADER_CONFIG.flowZ + windVector.z;
if (uNoiseScale) {
uNoiseScale.value = WATER_SHADER_CONFIG.noiseScale * wind.noiseScale;
}
});
return (
<mesh
position={position}
position={[
position[0],
position[1] + WATER_SHADER_CONFIG.depthOffset,
position[2],
]}
rotation={[-Math.PI / 2 + rotation[0], rotation[1], rotation[2]]}
renderOrder={renderOrder}
>
+19
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@@ -1,7 +1,9 @@
export const WATER_VERTEX_SHADER = /* glsl */ `
varying vec2 vUv;
varying vec2 vWorldPos;
void main() {
vUv = uv;
vec4 worldPosition = modelMatrix * vec4(position, 1.0);
vWorldPos = worldPosition.xz;
gl_Position = projectionMatrix * viewMatrix * worldPosition;
@@ -20,6 +22,8 @@ export const WATER_FRAGMENT_SHADER = /* glsl */ `
uniform float uNoiseScale;
uniform float uNoiseFlowSpeed;
uniform float uDistortAmount;
uniform float uBorderRadius;
uniform float uBorderSoftness;
uniform vec3 uDeepColor;
uniform vec3 uMidColor;
uniform float uMidPos;
@@ -27,8 +31,18 @@ export const WATER_FRAGMENT_SHADER = /* glsl */ `
uniform float uOpacity;
uniform float uDeepOpacity;
varying vec2 vUv;
varying vec2 vWorldPos;
float roundedBoxMask(vec2 uv, float radius, float softness) {
vec2 centeredUv = uv * 2.0 - 1.0;
vec2 boxSize = vec2(1.0 - radius);
vec2 distanceToEdge = abs(centeredUv) - boxSize;
float outsideDistance = length(max(distanceToEdge, 0.0)) - radius;
return 1.0 - smoothstep(-softness, softness, outsideDistance);
}
vec2 hash2(vec2 p) {
p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
return fract(sin(p) * 43758.5453);
@@ -126,6 +140,11 @@ export const WATER_FRAGMENT_SHADER = /* glsl */ `
inSecondSegment
);
float alpha = mix(uDeepOpacity, 1.0, ramp) * uOpacity;
alpha *= roundedBoxMask(vUv, uBorderRadius, uBorderSoftness);
if (alpha < 0.01) {
discard;
}
gl_FragColor = vec4(color, alpha);
}