The masonry becomes files: first-person textures join the paintable art
The six materials move out of the renderer into public/textures/*.png — repaint any of them (any size; the sampler reads each file's own scale) and refresh, exactly as the token SVGs work. fpv/textures.ts keeps the procedural bake as the shipped default and the stand-in while files load, and the /?tokens gallery grows a masonry section showing the set beside the tokens they will someday match. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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@@ -4,6 +4,7 @@
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// billboarded for whatever stands in the corridors, occluded per column
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// by the same depth buffer the walls wrote.
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import { castRay, billboards, type Billboard } from "./raycast";
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import { materialTextures } from "./textures";
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import { tokenArt } from "../art";
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import type { GameView } from "@wizwar/engine";
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@@ -52,84 +53,10 @@
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warp: [96, 60, 160],
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};
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// Textures are baked once at 64x64 and sampled one column at a time —
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// perspective-correct verticals for the price of a single drawImage.
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const TEX = 64;
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function bake(paint: (c: CanvasRenderingContext2D) => void): HTMLCanvasElement {
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const t = document.createElement("canvas");
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t.width = TEX; t.height = TEX;
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const c = t.getContext("2d")!;
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paint(c);
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return t;
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}
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function h2(a: number, b: number): number {
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// Cheap deterministic jitter for brick shading.
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const n = Math.sin(a * 127.1 + b * 311.7) * 43758.5453;
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return n - Math.floor(n);
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}
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function brickTexture(base: [number, number, number], rows: number, mortar: string): HTMLCanvasElement {
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return bake((c) => {
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const rh = TEX / rows;
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for (let r = 0; r < rows; r++) {
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const offset = (r % 2) * (TEX / 4);
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for (let b = -1; b < 3; b++) {
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const jit = 0.82 + 0.30 * h2(r, b);
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c.fillStyle = `rgb(${base[0] * jit | 0},${base[1] * jit | 0},${base[2] * jit | 0})`;
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c.fillRect(b * (TEX / 2) + offset, r * rh, TEX / 2 - 2, rh - 2);
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}
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}
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c.fillStyle = mortar;
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for (let r = 0; r <= rows; r++) c.fillRect(0, r * rh - 1, TEX, 2);
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});
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}
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const textures: Record<string, HTMLCanvasElement> = {
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wall: brickTexture(FACE.wall!, 4, "rgba(28,24,18,0.9)"),
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rim: brickTexture(FACE.rim!, 3, "rgba(16,14,12,0.95)"),
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stone: brickTexture(FACE.stone!, 2, "rgba(20,20,26,0.9)"),
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door: bake((c) => {
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const [r, g, b] = FACE.door!;
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for (let p = 0; p < 4; p++) {
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const jit = 0.86 + 0.22 * h2(p, 7);
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c.fillStyle = `rgb(${r * jit | 0},${g * jit | 0},${b * jit | 0})`;
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c.fillRect(p * (TEX / 4), 0, TEX / 4 - 2, TEX);
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}
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c.fillStyle = "rgba(30,20,10,0.9)";
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for (let p = 0; p <= 4; p++) c.fillRect(p * (TEX / 4) - 1, 0, 2, TEX);
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c.fillRect(0, 0, TEX, 4); // lintel
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c.fillStyle = "rgba(60,60,66,0.9)"; // iron band and handle
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c.fillRect(0, TEX * 0.42, TEX, 3);
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c.beginPath();
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c.arc(TEX * 0.78, TEX * 0.52, 2.5, 0, Math.PI * 2);
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c.fill();
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}),
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firewall: bake((c) => {
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const grad = c.createLinearGradient(0, 0, 0, TEX);
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grad.addColorStop(0, "#7c1a14");
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grad.addColorStop(0.55, "#d65c1c");
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grad.addColorStop(1, "#f0a13a");
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c.fillStyle = grad;
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c.fillRect(0, 0, TEX, TEX);
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for (let i = 0; i < 20; i++) {
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c.fillStyle = `rgba(255,${180 + (h2(i, 3) * 60) | 0},80,${0.25 + h2(i, 5) * 0.3})`;
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const w = 2 + h2(i, 9) * 4;
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c.fillRect(h2(i, 1) * TEX, TEX - h2(i, 7) * TEX, w, h2(i, 7) * TEX);
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}
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}),
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warp: bake((c) => {
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const grad = c.createLinearGradient(0, 0, TEX, TEX);
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grad.addColorStop(0, "#2c1a4e");
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grad.addColorStop(0.5, "#7a4ccc");
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grad.addColorStop(1, "#3a2266");
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c.fillStyle = grad;
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c.fillRect(0, 0, TEX, TEX);
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c.strokeStyle = "rgba(200,170,255,0.5)";
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for (let i = 0; i < 6; i++) {
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c.beginPath();
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c.arc(TEX / 2, TEX / 2, 6 + i * 5, i, i + 4.2);
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c.stroke();
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}
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}),
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};
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// Materials come from /textures/*.png when those files exist — the
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// independently paintable set — with the baked procedurals underneath
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// so a missing or still-loading file never leaves a wall naked.
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const textures = materialTextures();
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function draw(time: number) {
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const ctx = canvas?.getContext("2d");
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@@ -193,7 +120,9 @@
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const wallH = Math.min(H * 2.5, H / Math.max(depth, 0.05));
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const top = half - wallH / 2;
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const tex = textures[hit.kind] ?? textures.wall!;
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ctx.drawImage(tex, hit.u * TEX, 0, 1, TEX, col, top, 1, wallH);
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// Sample by the texture's own size: painted files may be any scale.
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ctx.drawImage(tex, Math.min(tex.width - 1, hit.u * tex.width), 0,
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Math.max(1, tex.width / 96), tex.height, col, top, 1, wallH);
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// Distance and orientation carve the light; overlays animate it.
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let dark = 1 - Math.min(1, 1.35 / (1 + depth * 0.45));
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if (hit.axis === "y") dark = 1 - (1 - dark) * 0.8;
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