feat: rebuild the nightdrive road and terrain

This commit is contained in:
2026-09-02 14:30:03 +03:00
parent f2dd3f85dd
commit 3c932cb840
7 changed files with 694 additions and 74 deletions

View File

@@ -1,43 +1,206 @@
import * as THREE from 'three';
import type { EnvironmentChapter } from '@/journey/types';
import type { RenderQualitySettings } from '@/scene/render-quality';
import type { SceneResourceBag } from '@/scene/resources';
import { CHAPTER_PALETTES } from '@/scene/world/palette';
export function createTerrain(resources: SceneResourceBag, segments: number) {
export interface TerrainWorld {
group: WorldGroup;
update(
distance: number,
speed: number,
chapter: EnvironmentChapter,
routeProgress: number,
): void;
}
interface WorldGroup {
add(...objects: unknown[]): void;
getObjectByName(name: string): unknown;
}
const TERRAIN_WIDTH = 160;
const TERRAIN_DEPTH = 300;
const NEAR_Z = 14;
const ROAD_CLEAR_HALF_WIDTH = 11.4;
const RIDGE_START = 24;
export function createTerrain(
resources: SceneResourceBag,
quality: RenderQualitySettings,
): TerrainWorld {
const group = new THREE.Group();
const geometry = resources.own(
'geometry',
new THREE.PlaneGeometry(72, 240, Math.max(4, Math.floor(segments / 4)), segments),
);
const cyan = resources.own('material', new THREE.MeshBasicMaterial({
color: 0x168fae,
wireframe: true,
group.name = 'terrain-world';
const geometry = resources.own('geometry', createIndexedTerrainGeometry(quality.terrainSegments));
const initialPalette = CHAPTER_PALETTES['deep-night'];
const lowColor = new THREE.Color(initialPalette.terrainLow);
const highColor = new THREE.Color(initialPalette.terrainHigh);
const uniforms = {
uDistance: { value: 0 },
uSpeed: { value: 0 },
uRouteProgress: { value: 0 },
uTerrainEnergy: { value: initialPalette.terrainEnergy },
uOctaves: { value: quality.terrainOctaves },
uLowColor: { value: lowColor },
uHighColor: { value: highColor },
};
const material = resources.own('material', new THREE.ShaderMaterial({
uniforms,
vertexShader: `
attribute float roadMask;
uniform float uDistance;
uniform float uSpeed;
uniform float uRouteProgress;
uniform float uTerrainEnergy;
uniform float uOctaves;
varying float vHeight;
varying float vRoadMask;
varying float vDepthFade;
varying float vFlow;
float hash21(vec2 point) {
point = fract(point * vec2(123.34, 456.21));
point += dot(point, point + 45.32);
return fract(point.x * point.y);
}
float valueNoise(vec2 point) {
vec2 cell = floor(point);
vec2 local = fract(point);
local = local * local * (3.0 - 2.0 * local);
return mix(
mix(hash21(cell), hash21(cell + vec2(1.0, 0.0)), local.x),
mix(hash21(cell + vec2(0.0, 1.0)), hash21(cell + vec2(1.0)), local.x),
local.y
);
}
float multiOctaveNoise(vec2 point) {
float result = valueNoise(point) * 0.58;
if (uOctaves > 1.5) result += valueNoise(point * 2.03 + 17.2) * 0.28;
if (uOctaves > 2.5) result += valueNoise(point * 4.07 - 9.4) * 0.14;
return result;
}
void main() {
vec3 displaced = position;
float wrappedPhase = mod(uDistance * (0.18 + uSpeed * 0.06), 96.0);
float ridgeNoise = multiOctaveNoise(vec2(position.x * 0.038, (position.z - wrappedPhase) * 0.028));
float macroRidge = multiOctaveNoise(vec2(position.x * 0.014 + 31.0, position.z * 0.012));
float edgeGrowth = mix(0.6, 1.0, smoothstep(0.0, 72.0, abs(position.x)));
float height = roadMask * (0.25 + ridgeNoise * ridgeNoise * 8.8 + macroRidge * 2.4);
height *= edgeGrowth * uTerrainEnergy;
displaced.y += height - 0.22;
vHeight = clamp(height / 10.0, 0.0, 1.0);
vRoadMask = roadMask;
vDepthFade = smoothstep(-286.0, -205.0, position.z) * (1.0 - smoothstep(7.0, 14.0, position.z));
vFlow = fract((-position.z + uDistance * (0.9 + uSpeed * 0.25)) / 11.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4(displaced, 1.0);
}
`,
fragmentShader: `
uniform vec3 uLowColor;
uniform vec3 uHighColor;
uniform float uRouteProgress;
varying float vHeight;
varying float vRoadMask;
varying float vDepthFade;
varying float vFlow;
void main() {
float ridgeMix = smoothstep(0.16, 0.78, vHeight);
vec3 color = mix(uLowColor, uHighColor, ridgeMix);
float pulse = 0.78 + 0.22 * smoothstep(0.18, 0.52, vFlow);
float routeCalm = mix(1.0, 0.9, smoothstep(0.82, 1.0, uRouteProgress));
float alpha = vRoadMask * vDepthFade * pulse * routeCalm * mix(0.34, 0.66, ridgeMix);
gl_FragColor = vec4(color, alpha);
}
`,
transparent: true,
opacity: 0.34,
}));
const magenta = resources.own('material', new THREE.MeshBasicMaterial({
color: 0xbd317f,
wireframe: true,
transparent: true,
opacity: 0.22,
depthWrite: false,
depthTest: true,
blending: THREE.AdditiveBlending,
toneMapped: true,
}));
const planes: Array<{ position: { z: number } }> = [];
for (const [x, material] of [[-44, magenta], [44, cyan]] as const) {
const plane = new THREE.Mesh(geometry, material);
plane.rotation.x = -Math.PI / 2;
plane.position.set(x, -0.2, -92);
planes.push(plane);
group.add(plane);
}
const lines = new THREE.LineSegments(geometry, material);
lines.name = 'terrain-lines';
lines.frustumCulled = false;
group.add(lines);
return {
group,
update(distance: number) {
const drift = modulo(distance * 1.4, 8);
for (const plane of planes) plane.position.z = -92 + drift;
update(distance, speed, chapter, routeProgress) {
const palette = CHAPTER_PALETTES[chapter];
uniforms.uDistance.value = finiteOrZero(distance);
uniforms.uSpeed.value = clamp01(speed);
uniforms.uRouteProgress.value = clamp01(routeProgress);
uniforms.uTerrainEnergy.value = palette.terrainEnergy;
lowColor.setHex(palette.terrainLow);
highColor.setHex(palette.terrainHigh);
},
};
}
function modulo(value: number, divisor: number): number {
return ((value % divisor) + divisor) % divisor;
function createIndexedTerrainGeometry(segments: number) {
const zSegments = Math.max(16, Math.floor(segments));
const xSegments = Math.max(24, Math.floor(zSegments * 0.75 / 2) * 2);
const columnCount = xSegments + 1;
const rowCount = zSegments + 1;
const positions = new Float32Array(columnCount * rowCount * 3);
const roadMasks = new Float32Array(columnCount * rowCount);
let vertexOffset = 0;
let maskOffset = 0;
for (let row = 0; row < rowCount; row += 1) {
const z = NEAR_Z - (row / zSegments) * TERRAIN_DEPTH;
for (let column = 0; column < columnCount; column += 1) {
const x = -TERRAIN_WIDTH / 2 + (column / xSegments) * TERRAIN_WIDTH;
positions[vertexOffset] = x;
positions[vertexOffset + 1] = 0;
positions[vertexOffset + 2] = z;
vertexOffset += 3;
roadMasks[maskOffset] = smoothstep(ROAD_CLEAR_HALF_WIDTH, RIDGE_START, Math.abs(x));
maskOffset += 1;
}
}
const indices: number[] = [];
const vertexIndex = (column: number, row: number): number => row * columnCount + column;
for (let row = 0; row < rowCount; row += 1) {
for (let column = 0; column < columnCount; column += 1) {
const x = -TERRAIN_WIDTH / 2 + (column / xSegments) * TERRAIN_WIDTH;
if (row < zSegments && Math.abs(x) > ROAD_CLEAR_HALF_WIDTH) {
indices.push(vertexIndex(column, row), vertexIndex(column, row + 1));
}
if (column < xSegments) {
const nextX = -TERRAIN_WIDTH / 2 + ((column + 1) / xSegments) * TERRAIN_WIDTH;
const midpoint = (x + nextX) * 0.5;
if (Math.abs(midpoint) > ROAD_CLEAR_HALF_WIDTH) {
indices.push(vertexIndex(column, row), vertexIndex(column + 1, row));
}
}
}
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('roadMask', new THREE.BufferAttribute(roadMasks, 1));
geometry.setIndex(indices);
geometry.computeBoundingSphere();
return geometry;
}
function smoothstep(edge0: number, edge1: number, value: number): number {
const progress = THREE.MathUtils.clamp((value - edge0) / (edge1 - edge0), 0, 1);
return progress * progress * (3 - 2 * progress);
}
function finiteOrZero(value: number): number {
return Number.isFinite(value) ? value : 0;
}
function clamp01(value: number): number {
return THREE.MathUtils.clamp(finiteOrZero(value), 0, 1);
}