Add shading and backface culling to landscape

This commit is contained in:
Richard Zink committed 2026-10-06 15:47:15 +02:00
1 parent df19192118
commit 29de731e11
1 file changed
+105 -57
+105 -57
View File
@@ -62,19 +62,88 @@
} }
} }
class Landscape { class Triangle {
constructor() { constructor(p1, p2, p3) {
this.gridSize = 80; this.p1 = p1;
this.gridRange = 50; this.p2 = p2;
this.offsetX = 0; this.p3 = p3;
this.offsetZ = 0; this.calculateNormal();
this.points = new Map(); this.visible = true;
this.waterLevel = -10;
this.updateOffset();
} }
getKey(x, z) { calculateNormal() {
return `${Math.round(x / this.gridSize)},${Math.round(z / this.gridSize)}`; const v1 = { x: this.p2.x - this.p1.x, y: this.p2.y - this.p1.y, z: this.p2.z - this.p1.z };
const v2 = { x: this.p3.x - this.p1.x, y: this.p3.y - this.p1.y, z: this.p3.z - this.p1.z };
this.normal = {
x: v1.y * v2.z - v1.z * v2.y,
y: v1.z * v2.x - v1.x * v2.z,
z: v1.x * v2.y - v1.y * v2.x
};
const len = Math.sqrt(this.normal.x**2 + this.normal.y**2 + this.normal.z**2);
if (len > 0) {
this.normal.x /= len;
this.normal.y /= len;
this.normal.z /= len;
}
const light = { x: 0.5, y: 0.5, z: 1 };
const dot = this.normal.x * light.x + this.normal.y * light.y + this.normal.z * light.z;
this.intensity = Math.max(0, dot);
}
isBackfaceCulled() {
const v1 = { x: this.p2.x - this.p1.x, y: this.p2.y - this.p1.y, z: this.p2.z - this.p1.z };
const v2 = { x: this.p3.x - this.p1.x, y: this.p3.y - this.p1.y, z: this.p3.z - this.p1.z };
const crossZ = v1.x * v2.y - v1.y * v2.x;
return crossZ >= 0;
}
drawFilled() {
const proj1 = this.p1.project();
const proj2 = this.p2.project();
const proj3 = this.p3.project();
if (this.isBackfaceCulled()) return;
const colorVal = Math.floor(30 + this.intensity * 150);
const color = `rgba(0, ${colorVal}, 0, 0.8)`;
ctx.beginPath();
ctx.moveTo(proj1.x, proj1.y);
ctx.lineTo(proj2.x, proj2.y);
ctx.lineTo(proj3.x, proj3.y);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
}
drawWireframe() {
const proj1 = this.p1.project();
const proj2 = this.p2.project();
const proj3 = this.p3.project();
if (this.isBackfaceCulled()) return;
const color = this.p1.isWater || this.p2.isWater || this.p3.isWater ? '#00ccff' : '#00ff00';
ctx.strokeStyle = color;
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(proj1.x, proj1.y);
ctx.lineTo(proj2.x, proj2.y);
ctx.lineTo(proj3.x, proj3.y);
ctx.closePath();
ctx.stroke();
}
}
class Landscape {
constructor() {
this.gridSize = 60;
this.gridRange = 40;
this.offsetX = 0;
this.offsetZ = 0;
this.triangles = [];
this.waterLevel = -10;
} }
generateHeight(x, z) { generateHeight(x, z) {
@@ -92,9 +161,31 @@
return y < this.waterLevel; return y < this.waterLevel;
} }
updateOffset() { update() {
this.offsetX -= 1; this.offsetX -= 1;
this.offsetZ -= 1; this.offsetZ -= 1;
this.generateTriangles();
}
generateTriangles() {
this.triangles = [];
const minIdx = -this.gridRange;
const maxIdx = this.gridRange;
for (let x = minIdx; x <= maxIdx; x++) {
for (let z = minIdx; z <= maxIdx; z++) {
const p1 = this.getPoint(x, z);
const p2 = this.getPoint(x + 1, z);
const p3 = this.getPoint(x + 1, z + 1);
const p4 = this.getPoint(x, z + 1);
const tri1 = new Triangle(p1, p2, p3);
const tri2 = new Triangle(p1, p3, p4);
this.triangles.push(tri1);
this.triangles.push(tri2);
}
}
} }
getPoint(x, z) { getPoint(x, z) {
@@ -106,52 +197,9 @@
return point; return point;
} }
update() {
this.updateOffset();
}
draw() { draw() {
ctx.lineWidth = 1; this.triangles.forEach(tri => tri.drawFilled());
ctx.globalAlpha = 0.6; this.triangles.forEach(tri => tri.drawWireframe());
const minIdx = -this.gridRange;
const maxIdx = this.gridRange;
for (let x = minIdx; x <= maxIdx; x++) {
for (let z = minIdx; z <= maxIdx; z++) {
const p1 = this.getPoint(x, z);
const p2 = this.getPoint(x + 1, z);
const p3 = this.getPoint(x, z + 1);
const proj1 = p1.project();
const proj2 = p2.project();
const proj3 = p3.project();
if (p1.isWater || p2.isWater || p3.isWater) {
ctx.strokeStyle = '#00ccff';
ctx.globalAlpha = 0.5;
} else {
ctx.strokeStyle = '#00ff00';
ctx.globalAlpha = 0.6;
}
if (x < maxIdx) {
ctx.beginPath();
ctx.moveTo(proj1.x, proj1.y);
ctx.lineTo(proj2.x, proj2.y);
ctx.stroke();
}
if (z < maxIdx) {
ctx.beginPath();
ctx.moveTo(proj1.x, proj1.y);
ctx.lineTo(proj3.x, proj3.y);
ctx.stroke();
}
}
}
ctx.globalAlpha = 1;
} }
} }