Files
misode.github.io/src/app/components/previews/DecoratorPreview.tsx
Misode 00029a2010 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
2023-01-26 01:21:02 +01:00

87 lines
3.2 KiB
TypeScript

import { BlockPos, ChunkPos, LegacyRandom, PerlinNoise } from 'deepslate'
import type { mat3 } from 'gl-matrix'
import { useCallback, useMemo, useRef, useState } from 'preact/hooks'
import { useLocale } from '../../contexts/index.js'
import { computeIfAbsent, iterateWorld2D, randomSeed } from '../../Utils.js'
import { Btn } from '../index.js'
import type { PlacedFeature, PlacementContext } from './Decorator.js'
import { decorateChunk } from './Decorator.js'
import type { PreviewProps } from './index.js'
import { InteractiveCanvas2D } from './InteractiveCanvas2D.jsx'
export const DecoratorPreview = ({ data, version, shown }: PreviewProps) => {
const { locale } = useLocale()
const [seed, setSeed] = useState(randomSeed())
const state = JSON.stringify(data)
const { context, chunkFeatures } = useMemo(() => {
const random = new LegacyRandom(seed)
const context: PlacementContext = {
placements: [],
features: [],
random,
biomeInfoNoise: new PerlinNoise(random.fork(), 0, [1]),
seaLevel: 63,
version: version,
nextFloat: () => random.nextFloat(),
nextInt: (max: number) => random.nextInt(max),
nextGaussian: () => Math.sqrt(-2 * Math.log(1 - random.nextFloat())) * Math.cos(2 * Math.PI * random.nextFloat()),
}
return {
context,
chunkFeatures: new Map<string, PlacedFeature[]>(),
}
}, [state, version, seed])
const ctx = useRef<CanvasRenderingContext2D>()
const imageData = useRef<ImageData>()
const [focused, setFocused] = useState<string[]>([])
const onSetup = useCallback(function onSetup(canvas: HTMLCanvasElement) {
const ctx2D = canvas.getContext('2d')
if (!ctx2D) return
ctx.current = ctx2D
}, [])
const onResize = useCallback(function onResize(width: number, height: number) {
if (!ctx.current) return
imageData.current = ctx.current.getImageData(0, 0, width, height)
}, [])
const onDraw = useCallback(function onDraw(transform: mat3) {
if (!ctx.current || !imageData.current || !shown) return
iterateWorld2D(imageData.current, transform, (x, y) => {
const pos = ChunkPos.create(Math.floor(x / 16), Math.floor(-y / 16))
const features = computeIfAbsent(chunkFeatures, `${pos[0]} ${pos[1]}`, () => decorateChunk(pos, data, context))
return features.find(f => f.pos[0] === x && f.pos[2] == -y) ?? { pos: BlockPos.create(x, 0, -y) }
}, (feature) => {
if ('color' in feature) {
return feature.color
}
if ((Math.floor(feature.pos[0] / 16) + Math.floor(feature.pos[2] / 16)) % 2 === 0) {
return [0.85 * 256, 0.85 * 256, 0.85 * 256]
}
return [256, 256, 256]
})
ctx.current.putImageData(imageData.current, 0, 0)
}, [context, chunkFeatures, shown])
const onHover = useCallback(function onHover(pos: [number, number] | undefined) {
if (!pos) {
setFocused([])
} else {
const [x, y] = pos
setFocused([`X=${x} Z=${-y}`])
}
}, [])
return <>
<div class="controls preview-controls">
{focused.map(s => <Btn label={s} class="no-pointer" /> )}
<Btn icon="sync" tooltip={locale('generate_new_seed')}
onClick={() => setSeed(randomSeed())} />
</div>
<div class="full-preview">
<InteractiveCanvas2D onSetup={onSetup} onResize={onResize} onDraw={onDraw} onHover={onHover} pixelSize={4} startScale={1/8} minScale={1/32} maxScale={1} />
</div>
</>
}