Files
minecraft-clone/js/mesher.js
T
minecraft-cloneandClaude f009789c42 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>
2026-06-21 00:46:03 +02:00

193 lines
7.1 KiB
JavaScript

// Face-Culling-Mesher: baut aus Chunk-Blockdaten + Nachbar-Lookups zwei
// BufferGeometrys (opaque + transparent/Wasser). Nur Faces zu Luft/transparenten
// Nachbarn werden erzeugt.
import * as THREE from 'three';
import {
CHUNK_SIZE, CHUNK_HEIGHT, BLOCK, ATLAS_COLS, tileFor, isRenderTransparent, isSolid,
} from './constants.js';
import { AO_LEVEL } from './config.js';
// Baked Ambient Occlusion (Minecraft-"Smooth Lighting"): fuer jeden Vertex
// wird aus den soliden Nachbarbloecken in der Aussen-Schicht ein Verdunkelungs-
// wert berechnet. Billiger als SSAO und bei Voxels korrekt (keine Bildraum-
// Artifacts). Siehe 0fps "Ambient occlusion for Minecraft-like worlds".
// Index 0 = staerkste Verdeckung (dunkelste Ecke), 3 = keine Verdeckung.
// Die Stufen-Werte selbst liegen in config.js (AO_LEVEL).
// side1/side2/corner: je 0 (offen) oder 1 (solid). Liefert AO-Stufe 0..3.
function vertexAO(s1, s2, c) {
if (s1 && s2) return 0; // beide Seiten zu -> Ecke voll verdeckt
return 3 - (s1 + s2 + c);
}
// Die 6 Wuerfelseiten mit Eck-Positionen und Tile-UVs (0..1).
// side wird aus dir abgeleitet: dir[1]===1 -> 'top', -1 -> 'bottom', sonst 'side'.
// uAxis/vAxis: die zwei zu dir (Normalen-Achse) senkrechten Achsen (0=x,1=y,2=z),
// benoetigt fuer die AO-Nachbar-Lookups je Vertex.
const FACES = [
{ // links -X (normal-Achse 0)
dir: [-1, 0, 0], uAxis: 2, vAxis: 1,
corners: [
{ pos: [0, 1, 0], uv: [0, 1] },
{ pos: [0, 0, 0], uv: [0, 0] },
{ pos: [0, 1, 1], uv: [1, 1] },
{ pos: [0, 0, 1], uv: [1, 0] },
],
},
{ // rechts +X (normal-Achse 0)
dir: [1, 0, 0], uAxis: 2, vAxis: 1,
corners: [
{ pos: [1, 1, 1], uv: [0, 1] },
{ pos: [1, 0, 1], uv: [0, 0] },
{ pos: [1, 1, 0], uv: [1, 1] },
{ pos: [1, 0, 0], uv: [1, 0] },
],
},
{ // unten -Y (normal-Achse 1)
dir: [0, -1, 0], uAxis: 0, vAxis: 2,
corners: [
{ pos: [1, 0, 1], uv: [1, 0] },
{ pos: [0, 0, 1], uv: [0, 0] },
{ pos: [1, 0, 0], uv: [1, 1] },
{ pos: [0, 0, 0], uv: [0, 1] },
],
},
{ // oben +Y (normal-Achse 1)
dir: [0, 1, 0], uAxis: 0, vAxis: 2,
corners: [
{ pos: [0, 1, 1], uv: [1, 1] },
{ pos: [1, 1, 1], uv: [0, 1] },
{ pos: [0, 1, 0], uv: [1, 0] },
{ pos: [1, 1, 0], uv: [0, 0] },
],
},
{ // hinten -Z (normal-Achse 2)
dir: [0, 0, -1], uAxis: 0, vAxis: 1,
corners: [
{ pos: [1, 0, 0], uv: [0, 0] },
{ pos: [0, 0, 0], uv: [1, 0] },
{ pos: [1, 1, 0], uv: [0, 1] },
{ pos: [0, 1, 0], uv: [1, 1] },
],
},
{ // vorne +Z (normal-Achse 2)
dir: [0, 0, 1], uAxis: 0, vAxis: 1,
corners: [
{ pos: [0, 0, 1], uv: [0, 0] },
{ pos: [1, 0, 1], uv: [1, 0] },
{ pos: [0, 1, 1], uv: [0, 1] },
{ pos: [1, 1, 1], uv: [1, 1] },
],
},
];
function sideOf(dir) {
if (dir[1] === 1) return 'top';
if (dir[1] === -1) return 'bottom';
return 'side';
}
// Soll ein Face zwischen Block und Nachbar gezeichnet werden?
function shouldDrawFace(block, neighbor) {
if (neighbor === BLOCK.AIR) return true;
// Wasser/Sichtbarkeit: Face zeichnen, wenn Nachbar transparent ist und
// nicht derselbe Block (vermeidet innere Wasserfaces).
if (isRenderTransparent(neighbor)) return neighbor !== block;
return false;
}
function makeBuffer() {
return { positions: [], normals: [], uvs: [], colors: [], indices: [] };
}
function addFace(buf, x, y, z, face, block, getBlockWorld, baseX, baseZ) {
const side = sideOf(face.dir);
const tile = tileFor(block, side);
const ndx = buf.positions.length / 3;
const dir = face.dir;
const ua = face.uAxis, va = face.vAxis;
const wx = baseX + x, wz = baseZ + z; // Welt-Koordinaten des Blocks
const ao = [0, 0, 0, 0];
for (let i = 0; i < 4; i++) {
const c = face.corners[i];
buf.positions.push(x + c.pos[0], y + c.pos[1], z + c.pos[2]);
buf.normals.push(dir[0], dir[1], dir[2]);
const u = (tile.col + c.uv[0]) / ATLAS_COLS;
const v = 1 - (tile.row + 1 - c.uv[1]) / ATLAS_COLS;
buf.uvs.push(u, v);
// AO: Nachbarn in der Aussen-Schicht (Block + dir). du/dv = -1/+1 je nach
// Ecke. side1 in uAxis-, side2 in vAxis-Richtung, corner diagonal.
const du = c.pos[ua] === 1 ? 1 : -1;
const dv = c.pos[va] === 1 ? 1 : -1;
const s1 = [dir[0], dir[1], dir[2]]; s1[ua] += du;
const s2 = [dir[0], dir[1], dir[2]]; s2[va] += dv;
const co = [dir[0], dir[1], dir[2]]; co[ua] += du; co[va] += dv;
const s1Solid = isSolid(getBlockWorld(wx + s1[0], y + s1[1], wz + s1[2])) ? 1 : 0;
const s2Solid = isSolid(getBlockWorld(wx + s2[0], y + s2[1], wz + s2[2])) ? 1 : 0;
const cSolid = isSolid(getBlockWorld(wx + co[0], y + co[1], wz + co[2])) ? 1 : 0;
const level = vertexAO(s1Solid, s2Solid, cSolid);
ao[i] = level;
const b = AO_LEVEL[level];
buf.colors.push(b, b, b);
}
// Flip-Triangulation: Diagonale entlang der Eck-Paarung mit hoeherer AO-Summe
// legen -> reduziert Interpolations-Artifacts (Helligkeitssprung) an der Naht.
// Winding bleibt erhalten (geprueft: beide Varianten ergeben gleiche Normalen).
if (ao[0] + ao[3] > ao[1] + ao[2]) {
buf.indices.push(ndx, ndx + 1, ndx + 3, ndx, ndx + 3, ndx + 2);
} else {
buf.indices.push(ndx, ndx + 1, ndx + 2, ndx + 2, ndx + 1, ndx + 3);
}
}
function toGeometry(buf) {
if (buf.positions.length === 0) return null;
const g = new THREE.BufferGeometry();
g.setAttribute('position', new THREE.Float32BufferAttribute(buf.positions, 3));
g.setAttribute('normal', new THREE.Float32BufferAttribute(buf.normals, 3));
g.setAttribute('uv', new THREE.Float32BufferAttribute(buf.uvs, 2));
g.setAttribute('color', new THREE.Float32BufferAttribute(buf.colors, 3));
// WICHTIG: setIndex braucht ein BufferAttribute, kein rohes TypedArray.
// In three r0.165 speichert setIndex(rohesTypedArray) es ungepackt, so dass
// der Renderer beim Render auf attribute.array undefined trifft und crasht
// ("Cannot read properties of undefined (reading 'byteLength')").
const maxV = (buf.positions.length / 3) - 1;
const IndexAttr = maxV > 65535 ? THREE.Uint32BufferAttribute : THREE.Uint16BufferAttribute;
g.setIndex(new IndexAttr(buf.indices, 1));
return g;
}
// world.getBlockWorld(x,y,z) liefert Block auch ueber Chunk-Grenzen.
export function buildChunkGeometry(getBlockWorld, chunk) {
const opaque = makeBuffer();
const transparent = makeBuffer();
const baseX = chunk.cx * CHUNK_SIZE;
const baseZ = chunk.cz * CHUNK_SIZE;
for (let y = 0; y < CHUNK_HEIGHT; y++) {
for (let z = 0; z < CHUNK_SIZE; z++) {
for (let x = 0; x < CHUNK_SIZE; x++) {
const block = chunk.get(x, y, z);
if (block === BLOCK.AIR) continue;
const buf = isRenderTransparent(block) ? transparent : opaque;
for (const face of FACES) {
const nx = x + face.dir[0];
const ny = y + face.dir[1];
const nz = z + face.dir[2];
const neighbor = getBlockWorld(baseX + nx, ny, baseZ + nz);
if (shouldDrawFace(block, neighbor)) {
addFace(buf, x, y, z, face, block, getBlockWorld, baseX, baseZ);
}
}
}
}
}
return { opaque: toGeometry(opaque), transparent: toGeometry(transparent) };
}