reorganize graphics code

This commit is contained in:
Evan Scamehorn
2025-11-26 01:45:14 -06:00
parent 28fef62e66
commit 7ebd9f9051

View File

@@ -1,119 +1,235 @@
import * as THREE from 'three';
import { MapControls } from 'three/addons/controls/MapControls.js';
// 1. Setup Scene
const scene = new THREE.Scene();
scene.background = new THREE.Color(0xcccccc);
scene.fog = new THREE.FogExp2(0xcccccc, 0.0001);
// ==========================================
// 1. Configuration & Constants
// ==========================================
const SETTINGS = {
colors: {
background: 0xcccccc,
ground: 0x999999,
building: 0xccffff,
sun: 0xffffff,
ambient: 0x444444,
},
camera: {
fov: 60,
near: 0.1,
far: 20000,
initialPos: { x: 500, y: 400, z: 400 }
},
shadows: {
enabled: true,
mapSize: 4096,
areaSize: 2000, // Size of the shadow camera view
bias: -0.0005
},
dataUrl: './city_data.json'
};
const camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
0.1,
20000);
// Global variables for core components
let scene, camera, renderer, controls;
let sunLight; // Needs to be global to update position in render loop
const renderer = new THREE.WebGLRenderer({
antialias: true,
logarithmicDepthBuffer: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Optional: Makes them look nicer
document.body.appendChild(renderer.domElement);
// ==========================================
// 2. Initialization Logic
// ==========================================
// 2. Lights
function init() {
// Setup core Three.js components
setupScene();
setupLighting();
createGround();
const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.6);
scene.add(hemiLight);
// Initialize controls
setupControls();
const dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
dirLight.position.set(200, 400, 100);
dirLight.castShadow = true;
// Load external data
loadCityData();
dirLight.shadow.mapSize.width = 4096;
dirLight.shadow.mapSize.height = 4096;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 4000;
// Start event listeners and loop
window.addEventListener('resize', onWindowResize);
animate();
}
const d = 2000;
dirLight.shadow.camera.left = -d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = -d;
dirLight.shadow.bias = -0.0005;
/**
* Sets up the Scene, Camera, and Renderer.
*/
function setupScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color(SETTINGS.colors.background);
// Fog blends the floor into the background at distance for depth perception
scene.fog = new THREE.FogExp2(SETTINGS.colors.background, 0.0001);
scene.add(dirLight);
camera = new THREE.PerspectiveCamera(
SETTINGS.camera.fov,
window.innerWidth / window.innerHeight,
SETTINGS.camera.near,
SETTINGS.camera.far
);
camera.position.set(
SETTINGS.camera.initialPos.x,
SETTINGS.camera.initialPos.y,
SETTINGS.camera.initialPos.z
);
// 3. Helpers (Ground)
const plane = new THREE.Mesh(
new THREE.PlaneGeometry(5000, 5000),
new THREE.MeshStandardMaterial({ color: 0x999999 })
);
plane.rotation.x = -Math.PI / 2;
plane.receiveShadow = true;
scene.add(plane);
renderer = new THREE.WebGLRenderer({
antialias: true,
logarithmicDepthBuffer: true // Prevents z-fighting on large scale scenes
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = SETTINGS.shadows.enabled;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// 4. Load Data & Create Buildings
fetch('./city_data.json')
.then(res => res.json())
.then(buildings => {
createCity(buildings);
})
.catch(e => console.error("Data load failed", e));
document.body.appendChild(renderer.domElement);
}
function createCity(data) {
/**
* Creates ambient and directional lighting.
* Configures shadow properties for the directional light.
*/
function setupLighting() {
// Ambient light for general illumination (so shadows aren't pitch black)
const hemiLight = new THREE.HemisphereLight(
SETTINGS.colors.sun,
SETTINGS.colors.ambient,
0.6
);
scene.add(hemiLight);
// Directional light acting as the Sun
sunLight = new THREE.DirectionalLight(SETTINGS.colors.sun, 1.5);
sunLight.position.set(200, 400, 100);
sunLight.castShadow = true;
// Optimize shadow quality
sunLight.shadow.mapSize.width = SETTINGS.shadows.mapSize;
sunLight.shadow.mapSize.height = SETTINGS.shadows.mapSize;
// Define the box in which shadows are calculated
const d = SETTINGS.shadows.areaSize;
sunLight.shadow.camera.left = -d;
sunLight.shadow.camera.right = d;
sunLight.shadow.camera.top = d;
sunLight.shadow.camera.bottom = -d;
sunLight.shadow.camera.near = 0.5;
sunLight.shadow.camera.far = 4000;
sunLight.shadow.bias = SETTINGS.shadows.bias; // Reduces shadow artifacts (striping)
scene.add(sunLight);
}
function setupControls() {
controls = new MapControls(camera, renderer.domElement);
controls.enableDamping = true; // Adds weight to movement for smoother feel
controls.dampingFactor = 0.05;
controls.target.set(-100, 0, 200);
}
// ==========================================
// 3. Scene Content Generation
// ==========================================
function createGround() {
const geometry = new THREE.PlaneGeometry(5000, 5000);
const material = new THREE.MeshStandardMaterial({
color: SETTINGS.colors.ground
});
const ground = new THREE.Mesh(geometry, material);
ground.rotation.x = -Math.PI / 2; // Rotate to lie flat
ground.receiveShadow = true;
scene.add(ground);
}
function loadCityData() {
fetch(SETTINGS.dataUrl)
.then(res => {
if (!res.ok) throw new Error(`HTTP Error: ${res.status}`);
return res.json();
})
.then(buildingData => {
generateCityMesh(buildingData);
})
.catch(error => {
console.error("Failed to load city data:", error);
// Optional: Add UI feedback here
});
}
/**
* efficiently renders thousands of buildings using InstancedMesh.
* @param {Array} data - Array of arrays [x, z, width, depth, height]
*/
function generateCityMesh(data) {
if (!data || data.length === 0) return;
// Create a single geometry template
const geometry = new THREE.BoxGeometry(1, 1, 1);
// Move pivot to bottom of box so scaling works comfortably
// Shift pivot point to bottom of box so scaling grows upwards
geometry.translate(0, 0.5, 0);
const material = new THREE.MeshStandardMaterial({
color: 0xccffff,
color: SETTINGS.colors.building,
roughness: 0.5,
metalness: 0.1
});
const mesh = new THREE.InstancedMesh(geometry, material, data.length);
mesh.castShadow = true; // Buildings cast shadows
mesh.receiveShadow = true; // Buildings receive shadows from others
mesh.frustumCulled = false;
const instancedMesh = new THREE.InstancedMesh(geometry, material, data.length);
instancedMesh.castShadow = true;
instancedMesh.receiveShadow = true;
const dummy = new THREE.Object3D();
// Disable frustum culling to prevent flickering if the bounding sphere
// calculation is off for the entire group. Re-enable if performance is an issue.
instancedMesh.frustumCulled = false;
data.forEach((b, i) => {
const [x, z, w, d, h] = b;
const transformHelper = new THREE.Object3D();
dummy.position.set(x, 0, z);
dummy.scale.set(w, h, d);
dummy.updateMatrix();
data.forEach((building, index) => {
const [posX, posZ, width, depth, height] = building;
mesh.setMatrixAt(i, dummy.matrix);
transformHelper.position.set(posX, 0, posZ);
transformHelper.scale.set(width, height, depth);
transformHelper.updateMatrix();
instancedMesh.setMatrixAt(index, transformHelper.matrix);
});
scene.add(mesh);
scene.add(instancedMesh);
}
// 5. Controls & Animation
const controls = new MapControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.target.set(-100, 0, 200);
camera.position.set(500, 400, 400);
// ==========================================
// 4. Animation & Event Loop
// ==========================================
function animate() {
requestAnimationFrame(animate);
controls.update();
dirLight.position.x = camera.position.x + 100;
dirLight.position.z = camera.position.z + 100;
// You also need to move the shadow target to match
dirLight.target.position.set(camera.position.x, 0, camera.position.z);
dirLight.target.updateMatrixWorld();
renderer.render(scene, camera);
}
window.addEventListener('resize', () => {
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
}
animate();
function updateSunPosition() {
// Move the light with the camera to simulate a "sun" that always
// casts high-res shadows near the player (Pseudo-Cascaded Shadow Map)
if (sunLight && camera) {
sunLight.position.x = camera.position.x + 100;
sunLight.position.z = camera.position.z + 100;
// Ensure the light points at the camera's ground position
sunLight.target.position.set(camera.position.x, 0, camera.position.z);
sunLight.target.updateMatrixWorld();
}
}
function animate() {
requestAnimationFrame(animate);
controls.update();
updateSunPosition();
renderer.render(scene, camera);
}
// Start the application
init();