The loader walks MATERIALS to swap painted files over the procedural bakes, and the two ground planes were never added to it — so floor.png and ceiling.png sat served-but-unread while the renderer kept its own flagstones. Eight materials in the list now, all eight paintable. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
138 lines
5.2 KiB
TypeScript
138 lines
5.2 KiB
TypeScript
// The first-person materials. Each has two lives: a hand-paintable file
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// at /textures/<name>.png (the one to improve — any size, sampled by
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// column like the token art is swapped by file), and the procedural bake
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// below that ships as the default and stands in while a file loads.
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const FACE: Record<string, [number, number, number]> = {
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wall: [126, 118, 100],
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stone: [96, 96, 104],
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door: [130, 92, 48],
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rim: [82, 76, 66],
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firewall: [214, 92, 28],
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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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export 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},${base[2] * jit | 0})`;
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c.fillRect(b * (TEX / 2) + offset, r * rh, TEX / 2 - 2, rh - 2);
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}
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}
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c.fillStyle = mortar;
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for (let r = 0; r <= rows; r++) c.fillRect(0, r * rh - 1, TEX, 2);
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});
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}
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export const MATERIALS = ["wall", "rim", "stone", "door", "firewall", "warp", "floor", "ceiling"] as const;
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/** The built-in bake: what ships when no painted file overrides it. */
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export function proceduralTextures(): Record<string, HTMLCanvasElement> {
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return {
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wall: brickTexture(FACE.wall!, 4, "rgba(28,24,18,0.9)"),
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rim: brickTexture(FACE.rim!, 3, "rgba(16,14,12,0.95)"),
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stone: brickTexture(FACE.stone!, 2, "rgba(20,20,26,0.9)"),
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door: bake((c) => {
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const [r, g, b] = FACE.door!;
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for (let p = 0; p < 4; p++) {
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const jit = 0.86 + 0.22 * h2(p, 7);
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c.fillStyle = `rgb(${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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floor: bake((c) => {
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// Flagstones: a 2x2 of worn slabs per cell, the mortar border carrying
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// the tile seam so every cell reads as one square of the maze.
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c.fillStyle = "#3a3226";
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c.fillRect(0, 0, TEX, TEX);
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for (let r = 0; r < 2; r++) {
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for (let q = 0; q < 2; q++) {
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const jit = 0.8 + 0.3 * h2(r * 3 + 1, q * 7 + 2);
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c.fillStyle = `rgb(${74 * jit | 0},${64 * jit | 0},${48 * jit | 0})`;
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c.fillRect(q * (TEX / 2) + 2, r * (TEX / 2) + 2, TEX / 2 - 4, TEX / 2 - 4);
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}
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}
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c.strokeStyle = "rgba(16,12,8,0.9)";
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c.lineWidth = 3;
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c.strokeRect(0.5, 0.5, TEX - 1, TEX - 1);
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}),
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ceiling: bake((c) => {
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// Heavy dark slabs overhead, barely catching the torchlight.
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c.fillStyle = "#161310";
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c.fillRect(0, 0, TEX, TEX);
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for (let r = 0; r < 2; r++) {
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for (let q = 0; q < 2; q++) {
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const jit = 0.75 + 0.3 * h2(r * 5 + 3, q * 11 + 4);
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c.fillStyle = `rgb(${34 * jit | 0},${30 * jit | 0},${26 * jit | 0})`;
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c.fillRect(q * (TEX / 2) + 1, r * (TEX / 2) + 1, TEX / 2 - 2, TEX / 2 - 2);
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}
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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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}
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/** The material set the renderer draws from: procedural now, each entry
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* replaced in place the moment its painted file arrives. */
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export function materialTextures(): Record<string, CanvasImageSource & { width: number; height: number }> {
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const set: Record<string, CanvasImageSource & { width: number; height: number }> = proceduralTextures();
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for (const name of MATERIALS) {
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const img = new Image();
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img.onload = () => { set[name] = img; };
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img.src = `/textures/${name}.png`;
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}
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return set;
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}
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