feat: shadows, baked vertex AO, post-processing + central config.js

Visuals:
- PCFSoftShadowMap (2048²), directional light follows player with a tight
  shadow frustum (SHADOW_AREA) for high texel density; opak blocks cast+receive,
  water receives.
- Baked vertex ambient occlusion ("smooth lighting"): per-vertex solid-neighbor
  lookup (0fps algorithm) written into a color attribute, with flip-triangulation
  to avoid brightness seams across quad diagonals.
- EffectComposer: RenderPass -> UnrealBloomPass (subtle) -> OutputPass with
  ACES filmic tone-mapping + sRGB. HalfFloat render target (anti-banding) + MSAA.

Controls:
- Sprint moved from Ctrl to Shift (Ctrl is problematic in browsers). Shift in
  fly mode still means "descend" (no conflict, sprint only applies when walking).

config.js:
- New central js/config.js for all tweakable values (world, performance,
  renderer/tone-mapping, sky & fog, camera, lighting, shadows, bloom, AO,
  player physics, mouse sensitivity, reach) with SHADOWS_ENABLED / BLOOM_ENABLED
  feature toggles. Structural engine constants stay in constants.js.
- SEA_LEVEL / WORLD_SEED moved constants.js -> config.js (consumers rewired).

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
minecraft-cloneandClaude committed 2026-06-21 00:46:03 +02:00
1 parent 1049253d54
commit f009789c42
9 files changed
+282 -59

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@@ -1,8 +1,22 @@
// Haupt-Einstiegspunkt: Scene/Camera/Renderer, Licht, Welt, Spieler, Loop.
import * as THREE from 'three';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
import {
CHUNK_SIZE, BLOCK, BIOME, HOTBAR, BLOCK_COLOR,
BLOCK, BIOME, HOTBAR, BLOCK_COLOR,
} from './constants.js';
import {
RENDER_DISTANCE, MAX_OPS_PER_FRAME, MAX_PIXEL_RATIO,
ANTIALIAS, MSAA_SAMPLES, TONE_MAPPING, TONE_MAPPING_EXPOSURE,
SKY_COLOR, FOG_NEAR, FOG_FAR,
CAMERA_FOV, CAMERA_NEAR, CAMERA_FAR,
HEMISPHERE, SUN, SUN_DIRECTION,
SHADOWS_ENABLED, SHADOW_MAP_SIZE, SHADOW_AREA, SHADOW_BIAS, SHADOW_NORMAL_BIAS,
BLOOM_ENABLED, BLOOM,
PLAYER, SPAWN, REACH,
} from './config.js';
import { buildAtlasTexture } from './textures.js';
import { World } from './world.js';
import { Player } from './player.js';
@@ -10,42 +24,83 @@ import { Input } from './input.js';
import { raycastVoxel } from './raycast.js';
import { getBiome } from './worldgen.js';
const RENDER_DISTANCE = 6; // Chunks in jede Richtung
const REACH = 6; // maximale Bau/Abbau-Reichweite
const MAX_OPS_PER_FRAME = 2; // Chunk-Generierung/Meshing pro Frame
const BIOME_NAME = { [BIOME.PLAINS]: 'Plains', [BIOME.FOREST]: 'Wald', [BIOME.DESERT]: 'Wüste' };
// ---------- Renderer / Scene / Camera ----------
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
const renderer = new THREE.WebGLRenderer({ canvas, antialias: ANTIALIAS });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, MAX_PIXEL_RATIO));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.shadowMap.enabled = SHADOWS_ENABLED;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.toneMapping = TONE_MAPPING;
renderer.toneMappingExposure = TONE_MAPPING_EXPOSURE;
const scene = new THREE.Scene();
const SKY = new THREE.Color(0x8fc3ff);
scene.background = SKY;
scene.fog = new THREE.Fog(SKY, (RENDER_DISTANCE - 2) * CHUNK_SIZE, RENDER_DISTANCE * CHUNK_SIZE);
scene.background = new THREE.Color(SKY_COLOR);
scene.fog = new THREE.Fog(SKY_COLOR, FOG_NEAR, FOG_FAR);
const camera = new THREE.PerspectiveCamera(72, window.innerWidth / window.innerHeight, 0.1, 1000);
const camera = new THREE.PerspectiveCamera(CAMERA_FOV, window.innerWidth / window.innerHeight, CAMERA_NEAR, CAMERA_FAR);
camera.rotation.order = 'YXZ';
// ---------- Licht ----------
const hemi = new THREE.HemisphereLight(0xbfdfff, 0x5a6b3a, 0.9);
const hemi = new THREE.HemisphereLight(HEMISPHERE.sky, HEMISPHERE.ground, HEMISPHERE.intensity);
scene.add(hemi);
const sun = new THREE.DirectionalLight(0xfff4d6, 0.85);
sun.position.set(60, 120, 30);
const sun = new THREE.DirectionalLight(SUN.color, SUN.intensity);
// Schattenwerfer: orthografische Shadow-Camera, die pro Frame dem Spieler folgt
// (kleines Frustum -> hohe Texeldichte + performant, da ferne Chunks cullt).
sun.castShadow = SHADOWS_ENABLED;
sun.shadow.mapSize.set(SHADOW_MAP_SIZE, SHADOW_MAP_SIZE);
sun.shadow.camera.near = 1;
sun.shadow.camera.far = 260;
// halbe Kantenlaenge (Welt-Einheiten) um den Spieler = SHADOW_AREA aus config
sun.shadow.camera.left = -SHADOW_AREA;
sun.shadow.camera.right = SHADOW_AREA;
sun.shadow.camera.top = SHADOW_AREA;
sun.shadow.camera.bottom = -SHADOW_AREA;
sun.shadow.bias = SHADOW_BIAS;
sun.shadow.normalBias = SHADOW_NORMAL_BIAS;
scene.add(sun);
scene.add(sun.target);
// Konstanter Richtungs-Offset; Position/Target werden in der Loop ans Spieler-Auge gesetzt.
const SUN_DIR = new THREE.Vector3(...SUN_DIRECTION).normalize();
const _sunOffset = SUN_DIR.clone().multiplyScalar(120);
// ---------- Texturen & Materialien ----------
// vertexColors aktiviert: der Mesher liefert pro Vertex einen AO-Wert (Grau-
// stufe), der in den Beleuchtungsterm multipliziert wird -> "Smooth Lighting".
const atlas = buildAtlasTexture();
const matOpaque = new THREE.MeshLambertMaterial({ map: atlas });
const matOpaque = new THREE.MeshLambertMaterial({ map: atlas, vertexColors: true });
const matWater = new THREE.MeshLambertMaterial({
map: atlas, transparent: true, depthWrite: false, side: THREE.DoubleSide,
map: atlas, vertexColors: true, transparent: true, depthWrite: false, side: THREE.DoubleSide,
});
// ---------- Post-Processing ----------
// EffectComposer: RenderPass -> UnrealBloomPass (subtiler Glanz auf hellen
// Flaechen) -> OutputPass (wendet renderer.toneMapping=ACES + sRGB an).
// HalfFloat-Target verhindert Banding im HDR-Bereich; samples=4 aktiviert MSAA,
// da der Composer ansonsten ohne Kantenglaettung in sein Puffer rendert.
const rt = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, {
type: THREE.HalfFloatType,
});
const composer = new EffectComposer(renderer, rt);
// MSAA auf beiden internen Puffern (WebGL2 erlaubt MSAA auf Float-Targets),
// damit die Szene im Composer kantengeglättet wird. Vorsichtshalber auf beiden
// Targets explizit setzen, falls clone() die Property nicht forterbt.
composer.renderTarget1.samples = MSAA_SAMPLES;
composer.renderTarget2.samples = MSAA_SAMPLES;
composer.addPass(new RenderPass(scene, camera));
const bloom = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
BLOOM.strength,
BLOOM.radius,
BLOOM.threshold,
);
if (BLOOM_ENABLED) composer.addPass(bloom);
composer.addPass(new OutputPass());
// ---------- Welt & Spieler ----------
const world = new World(scene, { opaque: matOpaque, water: matWater });
const player = new Player(world);
@@ -53,11 +108,11 @@ const input = new Input(canvas);
// Spawn-Punkt
{
const sx = 8, sz = 8;
const sx = SPAWN.x, sz = SPAWN.z;
const groundY = world.highestSolidY(sx, sz);
player.setSpawn(sx + 0.5, groundY + 2, sz + 0.5);
}
camera.position.set(player.pos[0], player.pos[1] + 1.62, player.pos[2]);
camera.position.set(player.pos[0], player.pos[1] + PLAYER.EYE, player.pos[2]);
// Vorab die naechsten Chunks um den Spawn bauen (Boden unter den Fuessen ist
// durch highestSolidY ohnehin gesichert; hier geht's nur um den Start-Blick).
@@ -111,6 +166,7 @@ window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
});
// ---------- HUD ----------
@@ -128,9 +184,9 @@ function aimDir(out) {
// Blockplatzierung pruefen: nicht in den Spieler hineinsetzen
function wouldIntersectPlayer(bx, by, bz) {
const minX = player.pos[0] - 0.3, maxX = player.pos[0] + 0.3;
const minY = player.pos[1], maxY = player.pos[1] + 1.8;
const minZ = player.pos[2] - 0.3, maxZ = player.pos[2] + 0.3;
const minX = player.pos[0] - PLAYER.HALF, maxX = player.pos[0] + PLAYER.HALF;
const minY = player.pos[1], maxY = player.pos[1] + PLAYER.HEIGHT;
const minZ = player.pos[2] - PLAYER.HALF, maxZ = player.pos[2] + PLAYER.HALF;
return (bx + 1 > minX && bx < maxX &&
by + 1 > minY && by < maxY &&
bz + 1 > minZ && bz < maxZ);
@@ -186,7 +242,14 @@ function frame(now) {
// Streaming (immer, auch im Pause-Menue, damit die Welt laedt)
world.updateStreaming(player.pos[0], player.pos[2], RENDER_DISTANCE, MAX_OPS_PER_FRAME);
renderer.render(scene, camera);
// Sonne folgt dem Spieler -> Shadow-Frustum bleibt um den Spieler zentriert.
sun.position.set(
player.pos[0] + _sunOffset.x, player.pos[1] + _sunOffset.y, player.pos[2] + _sunOffset.z
);
sun.target.position.set(player.pos[0], player.pos[1], player.pos[2]);
sun.target.updateMatrixWorld();
composer.render();
// HUD
fpsAcc += dt; fpsFrames++;