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

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@@ -2,15 +2,42 @@ import type { LiveQualityTier } from '@/scene/types';
export interface RenderQualitySettings { export interface RenderQualitySettings {
pixelRatio: number; pixelRatio: number;
roadSegments: number;
terrainSegments: number; terrainSegments: number;
terrainOctaves: 1 | 2 | 3;
particleCount: number; particleCount: number;
streakCount: number;
postEffects: boolean; postEffects: boolean;
} }
const settings: Readonly<Record<LiveQualityTier, Omit<RenderQualitySettings, 'pixelRatio'> & { dprCap: number }>> = { const settings: Readonly<Record<LiveQualityTier, Omit<RenderQualitySettings, 'pixelRatio'> & { dprCap: number }>> = {
high: { dprCap: 1.5, terrainSegments: 96, particleCount: 384, postEffects: true }, high: {
medium: { dprCap: 1.5, terrainSegments: 64, particleCount: 192, postEffects: true }, dprCap: 1.5,
low: { dprCap: 1.25, terrainSegments: 32, particleCount: 64, postEffects: false }, roadSegments: 192,
terrainSegments: 96,
terrainOctaves: 3,
particleCount: 384,
streakCount: 48,
postEffects: true,
},
medium: {
dprCap: 1.5,
roadSegments: 144,
terrainSegments: 64,
terrainOctaves: 2,
particleCount: 192,
streakCount: 28,
postEffects: true,
},
low: {
dprCap: 1.25,
roadSegments: 96,
terrainSegments: 32,
terrainOctaves: 1,
particleCount: 64,
streakCount: 12,
postEffects: false,
},
}; };
export function renderQualityFor( export function renderQualityFor(
@@ -22,8 +49,11 @@ export function renderQualityFor(
const finiteDpr = Number.isFinite(devicePixelRatio) ? Math.max(1, devicePixelRatio) : 1; const finiteDpr = Number.isFinite(devicePixelRatio) ? Math.max(1, devicePixelRatio) : 1;
return { return {
pixelRatio: Math.min(finiteDpr, selected.dprCap, mobileOrTablet ? 1.5 : 2), pixelRatio: Math.min(finiteDpr, selected.dprCap, mobileOrTablet ? 1.5 : 2),
roadSegments: selected.roadSegments,
terrainSegments: selected.terrainSegments, terrainSegments: selected.terrainSegments,
terrainOctaves: selected.terrainOctaves,
particleCount: selected.particleCount, particleCount: selected.particleCount,
streakCount: selected.streakCount,
postEffects: selected.postEffects, postEffects: selected.postEffects,
}; };
} }

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@@ -73,8 +73,8 @@ export async function createProceduralSceneGeneration(
rearLight.position.set(0, 1.2, 7); rearLight.position.set(0, 1.2, 7);
scene.add(rearLight); scene.add(rearLight);
const road = createRoad(context.resources); const road = createRoad(context.resources, quality);
const terrain = createTerrain(context.resources, quality.terrainSegments); const terrain = createTerrain(context.resources, quality);
const sun = createSun(context.resources); const sun = createSun(context.resources);
const car = createCar(context.resources); const car = createCar(context.resources);
const sign = createSign(context.resources); const sign = createSign(context.resources);
@@ -177,8 +177,13 @@ export async function createProceduralSceneGeneration(
const deltaSeconds = lastNow === null ? 0 : Math.min(0.1, Math.max(0, (now - lastNow) / 1000)); const deltaSeconds = lastNow === null ? 0 : Math.min(0.1, Math.max(0, (now - lastNow) / 1000));
lastNow = now; lastNow = now;
driveDistance += snapshot.driveSpeed * deltaSeconds * 18; driveDistance += snapshot.driveSpeed * deltaSeconds * 18;
road.update(driveDistance, snapshot.driveSpeed); road.update(driveDistance, snapshot.driveSpeed, snapshot.acceleration);
terrain.update(driveDistance); terrain.update(
driveDistance,
snapshot.driveSpeed,
snapshot.chapter,
snapshot.routeProgress,
);
sun.update(snapshot.chapter, snapshot.routeProgress); sun.update(snapshot.chapter, snapshot.routeProgress);
car.update(snapshot.driveSpeed, snapshot.acceleration, now / 1000); car.update(snapshot.driveSpeed, snapshot.acceleration, now / 1000);
sign.update(snapshot.sign); sign.update(snapshot.sign);

173
src/scene/world/palette.ts Normal file
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@@ -0,0 +1,173 @@
import * as THREE from 'three';
import type { EnvironmentChapter } from '@/journey/types';
export interface ChapterPaletteDefinition {
sky: number;
fog: number;
terrainLow: number;
terrainHigh: number;
sun: number;
haze: number;
warmth: number;
terrainEnergy: number;
starVisibility: number;
streakEnergy: number;
}
export interface MutableChapterPalette {
sky: MutableColor;
fog: MutableColor;
terrainLow: MutableColor;
terrainHigh: MutableColor;
sun: MutableColor;
haze: MutableColor;
warmth: number;
terrainEnergy: number;
starVisibility: number;
streakEnergy: number;
}
export interface MutableColor {
clone(): MutableColor;
getHex(): number;
lerpColors(from: MutableColor, to: MutableColor, progress: number): MutableColor;
setHex(value: number): MutableColor;
}
export const CHAPTER_PALETTES: Readonly<Record<EnvironmentChapter, ChapterPaletteDefinition>> = {
'deep-night': {
sky: 0x040713,
fog: 0x07101c,
terrainLow: 0x126a7c,
terrainHigh: 0xa53a74,
sun: 0xc7437e,
haze: 0x65225f,
warmth: 0.12,
terrainEnergy: 0.78,
starVisibility: 1,
streakEnergy: 0.72,
},
systems: {
sky: 0x050918,
fog: 0x081622,
terrainLow: 0x168aa0,
terrainHigh: 0xa83f79,
sun: 0xd05282,
haze: 0x6d2968,
warmth: 0.22,
terrainEnergy: 0.9,
starVisibility: 0.94,
streakEnergy: 0.86,
},
infrastructure: {
sky: 0x060a1b,
fog: 0x091a2a,
terrainLow: 0x197f98,
terrainHigh: 0xa13d7a,
sun: 0xd45b82,
haze: 0x6f2d70,
warmth: 0.3,
terrainEnergy: 0.88,
starVisibility: 0.86,
streakEnergy: 0.82,
},
builds: {
sky: 0x0b0d22,
fog: 0x111d2d,
terrainLow: 0x1a8ba0,
terrainHigh: 0xb04479,
sun: 0xe16d7a,
haze: 0x7f356c,
warmth: 0.46,
terrainEnergy: 1,
starVisibility: 0.72,
streakEnergy: 1,
},
'pre-dawn': {
sky: 0x15142a,
fog: 0x1c2433,
terrainLow: 0x277f91,
terrainHigh: 0x9c4b78,
sun: 0xf09667,
haze: 0xa45468,
warmth: 0.76,
terrainEnergy: 0.72,
starVisibility: 0.38,
streakEnergy: 0.52,
},
destination: {
sky: 0x241b31,
fog: 0x2b2b38,
terrainLow: 0x386f79,
terrainHigh: 0x87506e,
sun: 0xf4b06d,
haze: 0xbb6b65,
warmth: 1,
terrainEnergy: 0.54,
starVisibility: 0.16,
streakEnergy: 0.18,
},
};
const paletteColors = Object.fromEntries(
Object.entries(CHAPTER_PALETTES).map(([chapter, palette]) => [chapter, {
sky: new THREE.Color(palette.sky),
fog: new THREE.Color(palette.fog),
terrainLow: new THREE.Color(palette.terrainLow),
terrainHigh: new THREE.Color(palette.terrainHigh),
sun: new THREE.Color(palette.sun),
haze: new THREE.Color(palette.haze),
}]),
) as Readonly<Record<EnvironmentChapter, Pick<MutableChapterPalette,
'sky' | 'fog' | 'terrainLow' | 'terrainHigh' | 'sun' | 'haze'>>>;
export function createMutableChapterPalette(
chapter: EnvironmentChapter = 'deep-night',
): MutableChapterPalette {
const source = CHAPTER_PALETTES[chapter];
const colors = paletteColors[chapter];
return {
sky: colors.sky.clone(),
fog: colors.fog.clone(),
terrainLow: colors.terrainLow.clone(),
terrainHigh: colors.terrainHigh.clone(),
sun: colors.sun.clone(),
haze: colors.haze.clone(),
warmth: source.warmth,
terrainEnergy: source.terrainEnergy,
starVisibility: source.starVisibility,
streakEnergy: source.streakEnergy,
};
}
export function writeChapterPalette(
target: MutableChapterPalette,
from: EnvironmentChapter,
to: EnvironmentChapter,
progress: number,
): MutableChapterPalette {
const start = CHAPTER_PALETTES[from];
const end = CHAPTER_PALETTES[to];
const startColors = paletteColors[from];
const endColors = paletteColors[to];
const mix = clamp01(progress);
target.sky.lerpColors(startColors.sky, endColors.sky, mix);
target.fog.lerpColors(startColors.fog, endColors.fog, mix);
target.terrainLow.lerpColors(startColors.terrainLow, endColors.terrainLow, mix);
target.terrainHigh.lerpColors(startColors.terrainHigh, endColors.terrainHigh, mix);
target.sun.lerpColors(startColors.sun, endColors.sun, mix);
target.haze.lerpColors(startColors.haze, endColors.haze, mix);
target.warmth = lerp(start.warmth, end.warmth, mix);
target.terrainEnergy = lerp(start.terrainEnergy, end.terrainEnergy, mix);
target.starVisibility = lerp(start.starVisibility, end.starVisibility, mix);
target.streakEnergy = lerp(start.streakEnergy, end.streakEnergy, mix);
return target;
}
function lerp(from: number, to: number, progress: number): number {
return from + (to - from) * progress;
}
function clamp01(value: number): number {
return Number.isFinite(value) ? THREE.MathUtils.clamp(value, 0, 1) : 0;
}

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@@ -1,50 +1,111 @@
import * as THREE from 'three'; import * as THREE from 'three';
import type { RenderQualitySettings } from '@/scene/render-quality';
import type { SceneResourceBag } from '@/scene/resources'; import type { SceneResourceBag } from '@/scene/resources';
export function createRoad(resources: SceneResourceBag) { export interface RoadWorld {
group: WorldGroup;
update(distance: number, speed: number, acceleration: number): void;
}
interface WorldGroup {
add(...objects: unknown[]): void;
getObjectByName(name: string): unknown;
}
const ROAD_WIDTH = 22;
const ROAD_DEPTH = 300;
const ROAD_CENTER_Z = -136;
export function createRoad(
resources: SceneResourceBag,
quality: RenderQualitySettings,
): RoadWorld {
const group = new THREE.Group(); const group = new THREE.Group();
const roadGeometry = resources.own('geometry', new THREE.PlaneGeometry(18, 240)); group.name = 'road-world';
const roadMaterial = resources.own('material', new THREE.MeshStandardMaterial({
color: 0x070b16, const geometry = resources.own(
roughness: 0.88, 'geometry',
metalness: 0.12, new THREE.PlaneGeometry(ROAD_WIDTH, ROAD_DEPTH, 16, quality.roadSegments),
);
geometry.rotateX(-Math.PI / 2);
geometry.translate(0, 0, ROAD_CENTER_Z);
const uniforms = {
uDistance: { value: 0 },
uSpeed: { value: 0 },
uAcceleration: { value: 0 },
uAsphalt: { value: new THREE.Color(0x03070f) },
uAsphaltLift: { value: new THREE.Color(0x091422) },
uEdgeColor: { value: new THREE.Color(0x64d9e7) },
uLaneColor: { value: new THREE.Color(0xf1a35e) },
};
const material = resources.own('material', new THREE.ShaderMaterial({
uniforms,
vertexShader: `
varying vec2 vRoadUv;
varying float vDepth;
void main() {
vRoadUv = uv;
vDepth = smoothstep(0.0, 1.0, uv.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float uDistance;
uniform float uSpeed;
uniform float uAcceleration;
uniform vec3 uAsphalt;
uniform vec3 uAsphaltLift;
uniform vec3 uEdgeColor;
uniform vec3 uLaneColor;
varying vec2 vRoadUv;
varying float vDepth;
void main() {
float roadX = abs(vRoadUv.x - 0.5) * 2.0;
float centerValley = 1.0 - smoothstep(0.0, 0.82, roadX);
float outerEdge = smoothstep(0.82, 0.9, roadX) * (1.0 - smoothstep(0.94, 1.0, roadX));
float shoulder = smoothstep(0.66, 0.92, roadX) * 0.12;
float laneWidth = 1.0 - smoothstep(0.012, 0.03, abs(vRoadUv.x - 0.5));
float laneCycle = fract(vRoadUv.y * 34.0 + uDistance * (0.12 + uSpeed * 0.025));
float laneDash = smoothstep(0.16, 0.24, laneCycle) * (1.0 - smoothstep(0.68, 0.78, laneCycle));
float centerLane = laneWidth * laneDash * smoothstep(0.04, 0.22, vRoadUv.y);
float edgeLuminance = outerEdge * (0.58 + uAcceleration * 0.34);
float grain = sin((vRoadUv.y * 410.0 + vRoadUv.x * 37.0) + uDistance * 0.08) * 0.008;
vec3 color = mix(uAsphaltLift, uAsphalt, centerValley * 0.84);
color += uEdgeColor * (edgeLuminance + shoulder);
color += uLaneColor * centerLane * (0.66 + uSpeed * 0.18);
color += grain;
color *= mix(0.7, 1.0, smoothstep(0.0, 0.24, vRoadUv.y));
gl_FragColor = vec4(color, 1.0);
}
`,
depthWrite: true,
depthTest: true,
toneMapped: true,
})); }));
const road = new THREE.Mesh(roadGeometry, roadMaterial);
road.rotation.x = -Math.PI / 2;
road.position.z = -92;
group.add(road);
const edgeGeometry = resources.own('geometry', new THREE.BoxGeometry(0.12, 0.035, 240)); const surface = new THREE.Mesh(geometry, material);
const edgeMaterial = resources.own('material', new THREE.MeshBasicMaterial({ color: 0x38dff2 })); surface.name = 'road-surface';
for (const x of [-8.65, 8.65]) { surface.receiveShadow = true;
const edge = new THREE.Mesh(edgeGeometry, edgeMaterial); group.add(surface);
edge.position.set(x, 0.035, -92);
group.add(edge);
}
const markerGeometry = resources.own('geometry', new THREE.BoxGeometry(0.14, 0.025, 3.8));
const markerMaterial = resources.own('material', new THREE.MeshBasicMaterial({ color: 0xff9e68 }));
const markers: Array<{ position: { z: number } }> = [];
for (let index = 0; index < 22; index += 1) {
const marker = new THREE.Mesh(markerGeometry, markerMaterial);
marker.position.set(0, 0.045, 8 - index * 10);
markers.push(marker);
group.add(marker);
}
return { return {
group, group,
update(distance: number, speed: number) { update(distance, speed, acceleration) {
const flow = distance * (5 + speed * 8); uniforms.uDistance.value = finiteOrZero(distance);
for (let index = 0; index < markers.length; index += 1) { uniforms.uSpeed.value = clamp01(speed);
const marker = markers[index]; uniforms.uAcceleration.value = clamp01(acceleration);
if (!marker) continue;
marker.position.z = 8 - modulo(index * 10 - flow, 220);
}
}, },
}; };
} }
function modulo(value: number, divisor: number): number { function finiteOrZero(value: number): number {
return ((value % divisor) + divisor) % divisor; return Number.isFinite(value) ? value : 0;
}
function clamp01(value: number): number {
return THREE.MathUtils.clamp(finiteOrZero(value), 0, 1);
} }

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@@ -1,43 +1,206 @@
import * as THREE from 'three'; 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 type { SceneResourceBag } from '@/scene/resources';
import { CHAPTER_PALETTES } from '@/scene/world/palette';
export function createTerrain(resources: SceneResourceBag, segments: number) { export interface TerrainWorld {
const group = new THREE.Group(); group: WorldGroup;
const geometry = resources.own( update(
'geometry', distance: number,
new THREE.PlaneGeometry(72, 240, Math.max(4, Math.floor(segments / 4)), segments), speed: number,
); chapter: EnvironmentChapter,
const cyan = resources.own('material', new THREE.MeshBasicMaterial({ routeProgress: number,
color: 0x168fae, ): void;
wireframe: true,
transparent: true,
opacity: 0.34,
}));
const magenta = resources.own('material', new THREE.MeshBasicMaterial({
color: 0xbd317f,
wireframe: true,
transparent: true,
opacity: 0.22,
}));
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);
} }
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();
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,
depthWrite: false,
depthTest: true,
blending: THREE.AdditiveBlending,
toneMapped: true,
}));
const lines = new THREE.LineSegments(geometry, material);
lines.name = 'terrain-lines';
lines.frustumCulled = false;
group.add(lines);
return { return {
group, group,
update(distance: number) { update(distance, speed, chapter, routeProgress) {
const drift = modulo(distance * 1.4, 8); const palette = CHAPTER_PALETTES[chapter];
for (const plane of planes) plane.position.z = -92 + drift; 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 { function createIndexedTerrainGeometry(segments: number) {
return ((value % divisor) + divisor) % divisor; 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);
} }

View File

@@ -155,9 +155,33 @@ describe('scene render quality', () => {
const medium = renderQualityFor('medium', 3, false); const medium = renderQualityFor('medium', 3, false);
const low = renderQualityFor('low', 3, false); const low = renderQualityFor('low', 3, false);
expect(high).toEqual({ pixelRatio: 1.5, terrainSegments: 96, particleCount: 384, postEffects: true }); expect(high).toEqual({
expect(medium).toEqual({ pixelRatio: 1.5, terrainSegments: 64, particleCount: 192, postEffects: true }); pixelRatio: 1.5,
expect(low).toEqual({ pixelRatio: 1.25, terrainSegments: 32, particleCount: 64, postEffects: false }); roadSegments: 192,
terrainSegments: 96,
terrainOctaves: 3,
particleCount: 384,
streakCount: 48,
postEffects: true,
});
expect(medium).toEqual({
pixelRatio: 1.5,
roadSegments: 144,
terrainSegments: 64,
terrainOctaves: 2,
particleCount: 192,
streakCount: 28,
postEffects: true,
});
expect(low).toEqual({
pixelRatio: 1.25,
roadSegments: 96,
terrainSegments: 32,
terrainOctaves: 1,
particleCount: 64,
streakCount: 12,
postEffects: false,
});
}); });
it('caps mobile and tablet pixel ratio at 1.5 even for High', () => { it('caps mobile and tablet pixel ratio at 1.5 even for High', () => {

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import { describe, expect, it } from 'vitest';
import * as THREE from 'three';
import type { EnvironmentChapter } from '@/journey/types';
import { renderQualityFor } from '@/scene/render-quality';
import { SceneResourceBag } from '@/scene/resources';
import {
CHAPTER_PALETTES,
createMutableChapterPalette,
writeChapterPalette,
} from '@/scene/world/palette';
import { createRoad } from '@/scene/world/road';
import { createTerrain } from '@/scene/world/terrain';
describe('procedural world models', () => {
it('scales geometry and atmosphere work monotonically by live quality tier', () => {
const high = renderQualityFor('high', 3, false);
const medium = renderQualityFor('medium', 3, false);
const low = renderQualityFor('low', 3, false);
expect(high.roadSegments).toBeGreaterThan(medium.roadSegments);
expect(medium.roadSegments).toBeGreaterThan(low.roadSegments);
expect(high.terrainSegments).toBeGreaterThan(medium.terrainSegments);
expect(medium.terrainSegments).toBeGreaterThan(low.terrainSegments);
expect(high.streakCount).toBeGreaterThan(low.streakCount);
expect(low.postEffects).toBe(false);
});
it('builds a shader road whose motion is entirely uniform-driven', () => {
const resources = new SceneResourceBag();
const road = createRoad(resources, renderQualityFor('high', 1, false));
const surface = road.group.getObjectByName('road-surface') as ShaderRenderable;
expect(surface).toBeInstanceOf(THREE.Mesh);
expect(surface.geometry.index).not.toBeNull();
expect(surface.geometry.getAttribute('position').count).toBeGreaterThan(1_000);
expect(surface.material.uniforms).toMatchObject({
uDistance: { value: 0 },
uSpeed: { value: 0 },
uAcceleration: { value: 0 },
});
expect(surface.material.fragmentShader).toContain('centerLane');
expect(surface.material.fragmentShader).toContain('outerEdge');
const positionArray = surface.geometry.getAttribute('position').array;
const before = resources.snapshot();
for (let index = 0; index < 300; index += 1) {
road.update(index * 0.5, 0.65, 0.4);
}
expect(resources.snapshot()).toEqual(before);
expect(surface.geometry.getAttribute('position').array).toBe(positionArray);
expect(surface.material.uniforms.uDistance?.value).toBe(149.5);
expect(surface.material.uniforms.uSpeed?.value).toBe(0.65);
expect(surface.material.uniforms.uAcceleration?.value).toBe(0.4);
resources.dispose();
});
it('builds one wide indexed line terrain with a flat road-center mask', () => {
const resources = new SceneResourceBag();
const terrain = createTerrain(resources, renderQualityFor('medium', 1, false));
const lines = terrain.group.getObjectByName('terrain-lines') as ShaderRenderable;
expect(lines).toBeInstanceOf(THREE.LineSegments);
expect(lines.geometry.index).not.toBeNull();
lines.geometry.computeBoundingBox();
expect(lines.geometry.boundingBox).not.toBeNull();
expect(
(lines.geometry.boundingBox?.max.x ?? 0) - (lines.geometry.boundingBox?.min.x ?? 0),
).toBeGreaterThan(120);
const roadMask = lines.geometry.getAttribute('roadMask');
expect(roadMask).toBeDefined();
const maskValues = Array.from(roadMask.array as ArrayLike<number>);
expect(Math.min(...maskValues)).toBe(0);
expect(Math.max(...maskValues)).toBeGreaterThan(0.99);
expect(lines.material.uniforms).toMatchObject({
uDistance: { value: 0 },
uSpeed: { value: 0 },
uRouteProgress: { value: 0 },
});
expect(lines.material.vertexShader).toContain('multiOctaveNoise');
const indexArray = lines.geometry.index?.array;
const positionArray = lines.geometry.getAttribute('position').array;
const lowColor = lines.material.uniforms.uLowColor?.value;
const highColor = lines.material.uniforms.uHighColor?.value;
const before = resources.snapshot();
for (let index = 0; index < 300; index += 1) {
terrain.update(index * 0.4, 0.7, 'builds', index / 299);
}
expect(resources.snapshot()).toEqual(before);
expect(lines.geometry.index?.array).toBe(indexArray);
expect(lines.geometry.getAttribute('position').array).toBe(positionArray);
expect(lines.material.uniforms.uLowColor?.value).toBe(lowColor);
expect(lines.material.uniforms.uHighColor?.value).toBe(highColor);
expect(lines.material.uniforms.uRouteProgress?.value).toBe(1);
resources.dispose();
});
it('writes deterministic chapter blends into stable color allocations', () => {
const target = createMutableChapterPalette('deep-night');
const colorReferences = [
target.sky,
target.fog,
target.terrainLow,
target.terrainHigh,
target.sun,
target.haze,
];
expect(Object.keys(CHAPTER_PALETTES)).toEqual([
'deep-night',
'systems',
'infrastructure',
'builds',
'pre-dawn',
'destination',
] satisfies EnvironmentChapter[]);
expect(writeChapterPalette(target, 'deep-night', 'destination', 0.5)).toBe(target);
const first = paletteSnapshot(target);
expect(writeChapterPalette(target, 'deep-night', 'destination', 0.5)).toBe(target);
expect(paletteSnapshot(target)).toEqual(first);
expect([
target.sky,
target.fog,
target.terrainLow,
target.terrainHigh,
target.sun,
target.haze,
]).toEqual(colorReferences);
expect(target.warmth).toBeGreaterThan(CHAPTER_PALETTES['deep-night'].warmth);
expect(target.warmth).toBeLessThan(CHAPTER_PALETTES.destination.warmth);
});
});
function paletteSnapshot(palette: ReturnType<typeof createMutableChapterPalette>) {
return {
sky: palette.sky.getHex(),
fog: palette.fog.getHex(),
terrainLow: palette.terrainLow.getHex(),
terrainHigh: palette.terrainHigh.getHex(),
sun: palette.sun.getHex(),
haze: palette.haze.getHex(),
warmth: palette.warmth,
terrainEnergy: palette.terrainEnergy,
starVisibility: palette.starVisibility,
streakEnergy: palette.streakEnergy,
};
}
interface ShaderRenderable {
geometry: {
index: { array: ArrayLike<number> } | null;
boundingBox: { min: { x: number }; max: { x: number } } | null;
computeBoundingBox(): void;
getAttribute(name: string): { count: number; array: ArrayLike<number> };
};
material: {
uniforms: Record<string, { value: unknown }>;
vertexShader: string;
fragmentShader: string;
};
}