optimizations to rendering
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This commit is contained in:
313
src/main.js
313
src/main.js
@@ -30,12 +30,22 @@ const SETTINGS = {
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files: {
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visual: './city_data.json',
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routing: './routing_graph.json'
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},
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graphics: {
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shadows: true,
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antialias: true,
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maxPixelRatio: 1.0, // lower == more blurry, 2 or 3 for high res
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materialType: 'standard', // or 'standard'
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farClip: 9000, // view distance limit
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}
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};
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let scene, camera, renderer, controls;
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let inputManager, routeManager, uiManager, gameManager, vehicleSystem;
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let cityMesh; // The single mesh containing all buildings
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let buildingRegistry = []; // Stores { data, nearestNodeId, startIndex, count } for each building
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const clock = new THREE.Clock();
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let currentViewMode = 'none'; // 'none', 'zoning', 'approval'
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@@ -101,67 +111,74 @@ function init() {
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}
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function updateBuildingColors() {
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scene.traverse((obj) => {
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if (obj.name === 'BUILDING_MESH') {
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const data = obj.userData.cityData;
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if (!data) return;
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if (!cityMesh || !buildingRegistry.length) return;
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// 1. STANDARD VIEW
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if (currentViewMode === 'none') {
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obj.material.color.copy(SETTINGS.colors.building);
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}
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const colorAttribute = cityMesh.geometry.attributes.color;
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const colorArray = colorAttribute.array;
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// 2. ZONING VIEW
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else if (currentViewMode === 'zoning') {
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if (data.type === 'residential') {
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const color = SETTINGS.colors.building.clone();
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color.lerp(SETTINGS.colors.zoningRes, data.density || 0.5);
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obj.material.color.copy(color);
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} else if (data.type === 'commercial') {
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const color = SETTINGS.colors.building.clone();
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color.lerp(SETTINGS.colors.zoningCom, data.density || 0.5);
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obj.material.color.copy(color);
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} else {
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obj.material.color.copy(SETTINGS.colors.building);
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}
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}
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// Temp variables to avoid creating objects in loop
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const _color = new THREE.Color();
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// 3. APPROVAL / COVERAGE VIEW (GRADIENT)
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else if (currentViewMode === 'approval') {
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// Get graph node position
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const nearestId = obj.userData.nearestNodeId;
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// RouteManager has logic for this
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const node = routeManager.graphData.nodes[nearestId];
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// Iterate through every building in our registry
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for (let i = 0; i < buildingRegistry.length; i++) {
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const entry = buildingRegistry[i];
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const data = entry.data;
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if (node) {
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// Calculate distance to nearest transit
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// node.y is Z in world space
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const dist = routeManager.getDistanceToNearestTransit(node.x, node.y);
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// --- 1. Determine Target Color based on Mode ---
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// Color Logic:
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// < 100m = Green (Great)
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// < 300m = Yellow (Okay)
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// > 600m = Red (Bad)
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// STANDARD VIEW
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if (currentViewMode === 'none') {
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_color.copy(SETTINGS.colors.building);
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}
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if (dist === Infinity) {
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obj.material.color.copy(SETTINGS.colors.coverageBad); // Deep Red
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} else {
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const MAX_DIST = 600;
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const factor = Math.min(1.0, dist / MAX_DIST); // 0.0 (Close) to 1.0 (Far)
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// Lerp from Green to Red
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// (Green at 0, Red at 1)
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const color = SETTINGS.colors.coverageGood.clone();
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// We can lerp to Red.
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// Or use a Yellow midpoint?
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// Simple lerp: Green -> Red
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color.lerp(SETTINGS.colors.coverageBad, factor);
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obj.material.color.copy(color);
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}
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}
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// ZONING VIEW
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else if (currentViewMode === 'zoning') {
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if (data.type === 'residential') {
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_color.copy(SETTINGS.colors.building).lerp(SETTINGS.colors.zoningRes, data.density || 0.5);
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} else if (data.type === 'commercial') {
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_color.copy(SETTINGS.colors.building).lerp(SETTINGS.colors.zoningCom, data.density || 0.5);
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} else {
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_color.copy(SETTINGS.colors.building);
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}
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}
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});
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// APPROVAL VIEW
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else if (currentViewMode === 'approval') {
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// Use the pre-calculated nearest ID from registry
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const node = routeManager.graphData.nodes[entry.nearestNodeId];
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if (node) {
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const dist = routeManager.getDistanceToNearestTransit(node.x, node.y);
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if (dist === Infinity) {
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_color.copy(SETTINGS.colors.coverageBad);
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} else {
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const MAX_DIST = 600;
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const factor = Math.min(1.0, dist / MAX_DIST);
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// Lerp Good -> Bad
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_color.copy(SETTINGS.colors.coverageGood).lerp(SETTINGS.colors.coverageBad, factor);
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}
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} else {
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// Fallback if node not found
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_color.copy(SETTINGS.colors.coverageBad);
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}
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}
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// --- 2. Apply Color to Vertices ---
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// We update the specific range of vertices belonging to this building
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const start = entry.startIndex;
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const end = start + entry.count;
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for (let v = start; v < end; v++) {
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const idx = v * 3;
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colorArray[idx] = _color.r;
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colorArray[idx + 1] = _color.g;
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colorArray[idx + 2] = _color.b;
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}
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}
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// Flag that the geometry colors have changed so GPU updates
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colorAttribute.needsUpdate = true;
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}
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@@ -173,12 +190,21 @@ function setupScene() {
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scene.background = new THREE.Color(SETTINGS.colors.background);
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scene.fog = new THREE.FogExp2(SETTINGS.colors.background, 0.0002);
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camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 20000);
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camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, SETTINGS.graphics.farClip);
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camera.position.set(0, 800, 800);
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renderer = new THREE.WebGLRenderer({ antialias: true, logarithmicDepthBuffer: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.shadowMap.enabled = true;
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renderer = new THREE.WebGLRenderer({ antialias: SETTINGS.graphics.antialias, logarithmicDepthBuffer: true });
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renderer.domElement.style.width = '100%';
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renderer.domElement.style.height = '100%';
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renderer.domElement.style.display = 'block';
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document.documentElement.style.margin = '0';
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document.documentElement.style.height = '100%';
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document.body.style.margin = '0';
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document.body.style.height = '100%';
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document.body.style.overflow = 'hidden'; // Prevents scrollbars
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renderer.shadowMap.enabled = SETTINGS.graphics.shadows;
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document.body.appendChild(renderer.domElement);
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const ambient = new THREE.HemisphereLight(0xffffff, 0x555555, 0.7);
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@@ -186,15 +212,17 @@ function setupScene() {
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const dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
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dirLight.position.set(500, 1000, 500);
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dirLight.castShadow = true;
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dirLight.shadow.mapSize.set(2048, 2048);
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dirLight.shadow.camera.left = -1500;
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dirLight.shadow.camera.right = 1500;
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dirLight.shadow.camera.top = 1500;
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dirLight.shadow.camera.bottom = -1500;
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dirLight.shadow.camera.near = 0.5;
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dirLight.shadow.camera.far = 3000; // Must be > 1225 to reach the ground
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dirLight.shadow.bias = -0.01; // Clean up shadow artifacts
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dirLight.castShadow = SETTINGS.graphics.shadows;
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if (SETTINGS.graphics.shadows) {
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dirLight.shadow.mapSize.set(2048, 2048);
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dirLight.shadow.camera.left = -1500;
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dirLight.shadow.camera.right = 1500;
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dirLight.shadow.camera.top = 1500;
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dirLight.shadow.camera.bottom = -1500;
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dirLight.shadow.camera.near = 0.5;
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dirLight.shadow.camera.far = 3000; // Must be > 1225 to reach the ground
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dirLight.shadow.bias = -0.0001; // Clean up shadow artifacts
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}
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scene.add(dirLight);
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@@ -205,26 +233,45 @@ function setupScene() {
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plane.rotation.x = -Math.PI / 2;
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plane.position.y = -0.5;
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plane.name = "GROUND";
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plane.receiveShadow = true;
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plane.receiveShadow = SETTINGS.graphics.shadows;
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scene.add(plane);
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controls = new MapControls(camera, renderer.domElement);
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controls.dampingFactor = 0.05;
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controls.dampingFactor = 0.07;
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controls.enableDamping = true;
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controls.maxPolarAngle = Math.PI / 2 - 0.1;
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window.addEventListener('resize', () => {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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});
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}
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function resizeRendererToDisplaySize() {
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const canvas = renderer.domElement;
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const rect = canvas.getBoundingClientRect();
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const pixelRatio = Math.min(window.devicePixelRatio, SETTINGS.graphics.maxPixelRatio);
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// Calculate the required resolution
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const width = Math.round(rect.width * pixelRatio);
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const height = Math.round(rect.height * pixelRatio);
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// Check if the canvas is already the right size
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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// Resize the render buffer, but do NOT change CSS style (false)
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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// ==========================================
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// 3. Visual Rendering
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// ==========================================
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function renderCity(data) {
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const createLayer = (items, color, height, lift, isExtruded) => {
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// Helper for non-interactive layers (Water, Parks, Roads) - Optimizing these too is good practice
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// We will merge these per type as well to keep draw calls low
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const createMergedLayer = (items, color, height, lift, isExtruded) => {
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if (!items || !items.length) return;
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const geometries = [];
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@@ -246,39 +293,40 @@ function renderCity(data) {
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});
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}
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let geom;
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if (isExtruded) {
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const geom = new THREE.ExtrudeGeometry(shape, { depth: item.height || height, bevelEnabled: false });
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geom.rotateX(-Math.PI / 2);
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geometries.push(geom);
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geom = new THREE.ExtrudeGeometry(shape, { depth: item.height || height, bevelEnabled: false });
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} else {
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const geom = new THREE.ShapeGeometry(shape);
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geom.rotateX(-Math.PI / 2);
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geom.translate(0, lift, 0);
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geometries.push(geom);
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geom = new THREE.ShapeGeometry(shape);
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}
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geom.rotateX(-Math.PI / 2);
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if (!isExtruded) geom.translate(0, lift, 0);
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geometries.push(geom);
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});
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if (!geometries.length) return;
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const merged = BufferGeometryUtils.mergeGeometries(geometries);
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const mat = new THREE.MeshStandardMaterial({ color: color, roughness: 0.8, side: THREE.DoubleSide });
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const mesh = new THREE.Mesh(merged, mat);
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mesh.receiveShadow = true;
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if (isExtruded) mesh.castShadow = true;
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if (geometries.length === 0) return;
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const mergedGeom = BufferGeometryUtils.mergeGeometries(geometries);
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const mat = new THREE.MeshLambertMaterial({ color: color }); // Simple color for static layers
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const mesh = new THREE.Mesh(mergedGeom, mat);
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mesh.receiveShadow = SETTINGS.graphics.shadows;
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if (isExtruded) mesh.castShadow = SETTINGS.graphics.shadows;
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scene.add(mesh);
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};
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// Dedicated Building Creator to cache Nearest Node ID
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// --- OPTIMIZED BUILDING GENERATION ---
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const createBuildingLayer = (buildings) => {
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if (!buildings || !buildings.length) return;
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const mat = new THREE.MeshStandardMaterial({
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color: SETTINGS.colors.building,
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roughness: 0.6,
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side: THREE.DoubleSide,
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shadowSide: THREE.DoubleSide
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});
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const geometries = [];
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buildingRegistry = []; // Reset registry
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let currentVertexOffset = 0;
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buildings.forEach(b => {
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// 1. Create Shape
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const shape = new THREE.Shape();
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if (b.shape.outer.length < 3) return;
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shape.moveTo(b.shape.outer[0][0], b.shape.outer[0][1]);
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@@ -293,36 +341,85 @@ function renderCity(data) {
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});
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}
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// 2. Create Geometry
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const geom = new THREE.ExtrudeGeometry(shape, { depth: b.height, bevelEnabled: false });
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geom.rotateX(-Math.PI / 2);
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const mesh = new THREE.Mesh(geom, mat.clone());
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.name = 'BUILDING_MESH';
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mesh.userData.cityData = b.data;
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// CALCULATE NEAREST NODE FOR APPROVAL MECHANIC
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// We use the first point of the outer ring as a proxy for position
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// 3. Pre-calculate Logic Data (Nearest Node)
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const bx = b.shape.outer[0][0];
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const by = b.shape.outer[0][1];
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const nearestId = routeManager.findNearestNode(bx, -by);
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mesh.userData.nearestNodeId = nearestId;
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scene.add(mesh);
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// 4. Register Metadata
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// We need to know how many vertices this building has to color it later
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const vertexCount = geom.attributes.position.count;
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buildingRegistry.push({
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data: b.data, // Zoning/Density data
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nearestNodeId: nearestId, // For approval view
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startIndex: currentVertexOffset,
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count: vertexCount
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});
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currentVertexOffset += vertexCount;
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geometries.push(geom);
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});
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if (geometries.length === 0) return;
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// 5. Merge
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const mergedGeometry = BufferGeometryUtils.mergeGeometries(geometries);
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// 6. Initialize Vertex Colors Attribute
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// Create a color buffer filled with white (1,1,1) by default
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const count = mergedGeometry.attributes.position.count;
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const colors = new Float32Array(count * 3);
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for (let i = 0; i < count * 3; i++) {
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colors[i] = 1;
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}
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mergedGeometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
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// 7. Material Setup
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let mat;
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if (SETTINGS.graphics.materialType === 'standard') {
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mat = new THREE.MeshStandardMaterial({
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vertexColors: true, // IMPORTANT: valid for merged mesh
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roughness: 0.6,
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side: THREE.DoubleSide,
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shadowSide: THREE.BackSide
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});
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} else {
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mat = new THREE.MeshLambertMaterial({
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vertexColors: true, // IMPORTANT
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roughness: 0.6,
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shadowSide: THREE.BackSide
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});
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}
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// 8. Create and Add Single Mesh
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cityMesh = new THREE.Mesh(mergedGeometry, mat);
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cityMesh.castShadow = SETTINGS.graphics.shadows;
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cityMesh.receiveShadow = SETTINGS.graphics.shadows;
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cityMesh.name = 'CITY_MESH';
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scene.add(cityMesh);
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};
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createBuildingLayer(data.buildings);
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createLayer(data.water, SETTINGS.colors.water, 0, 0.1, false);
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createLayer(data.parks, SETTINGS.colors.park, 0, 0.2, false);
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createLayer(data.roads, SETTINGS.colors.road, 0, 0.3, false);
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createMergedLayer(data.water, SETTINGS.colors.water, 0, 0.1, false);
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createMergedLayer(data.parks, SETTINGS.colors.park, 0, 0.2, false);
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createMergedLayer(data.roads, SETTINGS.colors.road, 0, 0.3, false);
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}
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function animate() {
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requestAnimationFrame(animate);
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if (resizeRendererToDisplaySize()) {
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const canvas = renderer.domElement;
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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}
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const delta = clock.getDelta(); // Get time since last frame
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controls.update();
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