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