Voxel rendering + refactor interactive canvas (#322)

* Add voxel rendering to density function preview

* InteractiveCanvas component

* Use interactive canvas for noise preview

* Use interactive canvas for noise settings preview

* Extract common iterateWorld2D logic

* Use InteractiveCanvas2D for biome source preview

* Display final density in noise settings preview hover

* Move remaining preview code

* Hide noise router info for checkerboard and fixed

* Add higher resolution biome map

* User interactive canvas for decorator preview
This commit is contained in:
Misode
2023-01-26 01:21:02 +01:00
committed by GitHub
parent 23b3046dee
commit 00029a2010
32 changed files with 996 additions and 1085 deletions

View File

@@ -1,77 +1,132 @@
import { useEffect, useRef, useState } from 'preact/hooks'
import { useLocale, useProject } from '../../contexts/index.js'
import { useCanvas } from '../../hooks/index.js'
import type { ColormapType } from '../../previews/Colormap.js'
import { densityFunction, densityPoint } from '../../previews/index.js'
import { DataModel } from '@mcschema/core'
import type { Voxel } from 'deepslate/render'
import { clampedMap, VoxelRenderer } from 'deepslate/render'
import type { mat3, mat4 } from 'gl-matrix'
import { useCallback, useEffect, useRef, useState } from 'preact/hooks'
import { getProjectData, useLocale, useProject, useVersion } from '../../contexts/index.js'
import { useAsync } from '../../hooks/useAsync.js'
import { Store } from '../../Store.js'
import { randomSeed } from '../../Utils.js'
import { Btn, BtnMenu } from '../index.js'
import { iterateWorld2D, randomSeed } from '../../Utils.js'
import { Btn, BtnMenu, NumberInput } from '../index.js'
import type { ColormapType } from './Colormap.js'
import { getColormap } from './Colormap.js'
import { ColormapSelector } from './ColormapSelector.jsx'
import { DEEPSLATE } from './Deepslate.js'
import type { PreviewProps } from './index.js'
import { InteractiveCanvas2D } from './InteractiveCanvas2D.jsx'
import { InteractiveCanvas3D } from './InteractiveCanvas3D.jsx'
export const DensityFunctionPreview = ({ data, shown, version }: PreviewProps) => {
export const DensityFunctionPreview = ({ data, shown }: PreviewProps) => {
const { locale } = useLocale()
const { project } = useProject()
const { version } = useVersion()
const [voxelMode, setVoxelMode] = useState(false)
const [seed, setSeed] = useState(randomSeed())
const [minY] = useState(0)
const [height] = useState(256)
const [autoScroll, setAutoScroll] = useState(false)
const serializedData = JSON.stringify(data)
const { value: df } = useAsync(async () => {
await DEEPSLATE.loadVersion(version, getProjectData(project))
const df = DEEPSLATE.loadDensityFunction(DataModel.unwrapLists(data), minY, height, seed)
return df
}, [version, project, minY, height, seed, serializedData])
// === 2D ===
const imageData = useRef<ImageData>()
const ctx = useRef<CanvasRenderingContext2D>()
const [focused, setFocused] = useState<string[]>([])
const [colormap, setColormap] = useState<ColormapType>(Store.getColormap() ?? 'viridis')
const offset = useRef(0)
const scrollInterval = useRef<number | undefined>(undefined)
const state = JSON.stringify([data])
const size = 256
const { canvas, redraw } = useCanvas({
size() {
return [size, size]
},
async draw(img) {
const options = { offset: offset.current, width: img.width, seed, version, project, minY, height, colormap }
await densityFunction(data, img, options)
},
async onDrag(dx) {
offset.current += dx * size
redraw()
},
async onHover(x, y) {
const worldX = Math.floor(x * size)
const worldY = Math.floor(y * (height - minY))
const options = { offset: offset.current, width: size, seed, version, project, minY, height, colormap }
const density = await densityPoint(data, worldX, worldY, options)
setFocused([density.toPrecision(3), `X=${Math.floor(worldX - offset.current)} Y=${(height - minY) - worldY}`])
},
onLeave() {
const onSetup2D = useCallback((canvas: HTMLCanvasElement) => {
const ctx2D = canvas.getContext('2d')
if (!ctx2D) return
ctx.current = ctx2D
}, [voxelMode])
const onResize2D = useCallback((width: number, height: number) => {
if (!ctx.current) return
imageData.current = ctx.current.getImageData(0, 0, width, height)
}, [voxelMode])
const onDraw2D = useCallback((transform: mat3) => {
if (!ctx.current || !imageData.current || !df) return
const colormapFn = getColormap(colormap)
const colorPicker = (t: number) => colormapFn(t <= 0.5 ? t - 0.08 : t + 0.08)
let limit = 0.01
iterateWorld2D(imageData.current, transform, (x, y) => {
const density = df.compute({ x, y, z: 0 })
limit = Math.max(limit, Math.min(1, Math.abs(density)))
return density
}, (density) => {
const color = colorPicker(clampedMap(density, -limit, limit, 1, 0))
return [color[0] * 256, color[1] * 256, color[2] * 256]
})
ctx.current.putImageData(imageData.current, 0, 0)
}, [voxelMode, df, colormap])
const onHover2D = useCallback((pos: [number, number] | undefined) => {
if (!pos || !df) {
setFocused([])
},
}, [version, state, seed, minY, height, colormap, project])
useEffect(() => {
if (scrollInterval.current) {
clearInterval(scrollInterval.current)
} else {
const [x, y] = pos
const output = df.compute({ x: x, y: -y, z: 0 })
setFocused([output.toPrecision(3), `X=${x} Y=${-y}`])
}
if (shown) {
redraw()
if (autoScroll) {
scrollInterval.current = setInterval(() => {
offset.current -= 8
redraw()
}, 100) as any
}, [voxelMode, df])
// === 3D ===
const renderer = useRef<VoxelRenderer | undefined>(undefined)
const [state, setState] = useState(0)
const [cutoff, setCutoff] = useState(0)
const onSetup3D = useCallback((canvas: HTMLCanvasElement) => {
const gl = canvas.getContext('webgl')
if (!gl) return
renderer.current = new VoxelRenderer(gl)
}, [voxelMode])
const onResize3D = useCallback((width: number, height: number) => {
renderer.current?.setViewport(0, 0, width, height)
}, [voxelMode])
const onDraw3D = useCallback((transform: mat4) => {
renderer.current?.draw(transform)
}, [voxelMode])
useEffect(() => {
if (!renderer.current || !shown || !df || !voxelMode) return
const voxels: Voxel[] = []
const maxY = minY + height
for (let x = 0; x < 16; x += 1) {
for (let y = minY; y < maxY; y += 1) {
for (let z = 0; z < 16; z += 1) {
const density = df.compute({ x, y, z })
if (density > cutoff) {
voxels.push({ x, y, z, color: [200, 200, 200] })
}
}
}
}
}, [version, state, seed, minY, height, colormap, project, shown, autoScroll])
renderer.current.setVoxels(voxels)
setState(state => state + 1)
}, [voxelMode, df, cutoff])
return <>
<div class="controls preview-controls">
{focused.map(s => <Btn label={s} class="no-pointer" /> )}
<ColormapSelector value={colormap} onChange={setColormap} />
<BtnMenu icon="gear" tooltip={locale('terrain_settings')}>
<Btn icon={autoScroll ? 'square_fill' : 'square'} label={locale('preview.auto_scroll')} onClick={() => setAutoScroll(!autoScroll)} />
</BtnMenu>
{voxelMode ? <>
<BtnMenu icon="gear">
<div class="btn btn-input" onClick={e => e.stopPropagation()}>
<span>{locale('cutoff')}</span>
<NumberInput value={cutoff} onChange={setCutoff} />
</div>
</BtnMenu>
</> : <>
<ColormapSelector value={colormap} onChange={setColormap} />
</>}
<Btn label={voxelMode ? locale('3d') : locale('2d')} onClick={() => setVoxelMode(!voxelMode)} />
<Btn icon="sync" tooltip={locale('generate_new_seed')}
onClick={() => setSeed(randomSeed())} />
</div>
<canvas ref={canvas} width={size} height={size}></canvas>
<div class="full-preview">{voxelMode
? <InteractiveCanvas3D onSetup={onSetup3D} onDraw={onDraw3D} onResize={onResize3D} state={state} startDistance={100} startPosition={[8, 120, 8]} />
: <InteractiveCanvas2D onSetup={onSetup2D} onDraw={onDraw2D} onHover={onHover2D} onResize={onResize2D} state={state} pixelSize={4} />
}</div>
</>
}