forked from phenom/healer-man
215 lines
12 KiB
TypeScript
215 lines
12 KiB
TypeScript
import * as THREE from "three";
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import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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import { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";
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import { MeshoptDecoder } from "three/examples/jsm/libs/meshopt_decoder.module.js";
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import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
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import compressedCampaign from "../../src/game/generated/dungeonCampaignCatalog.compressed";
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import { gunzipSync, strFromU8 } from "fflate";
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import { WAILING_CAVERNS_DEFINITION } from "../../src/game/dungeons/wailingCaverns";
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import { createBiteSizedStockadesDefinition } from "../../src/game/dungeons/biteSizedStockades";
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import { withWowDungeonEnvironment } from "../../src/game/wowDungeonEnvironment";
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import type { DungeonDefinition } from "../../src/game/dungeonTypes";
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import { resolveDungeonAssets } from "../../src/game/dungeonAssets";
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import { prepareDungeonMaterial } from "../../src/scene/productionDungeonMaterials";
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import { applyDungeonMeshGraphics } from "../../src/scene/graphicsMaterialQuality";
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import { setDungeonShadowLightPose } from "../../src/scene/dungeonShadowLightRuntime";
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import type { ShadowQuality } from "../../src/game/graphicsSettings";
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import { cacheStaticMatrices, instanceRepeatedStaticMeshes } from "../../src/scene/staticSceneInstancing";
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import { createStaticVisibilityCells, registerStaticVisibility } from "../../src/scene/staticSceneVisibility";
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import { materialTextures } from "../../src/scene/threeResourceDisposal";
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import { configureWowTerrainLoader } from "../../src/scene/wowTerrainMaterial";
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// Isolated asset QA uses shipping assets and the production material/light helpers.
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// It intentionally does not claim gameplay, collision or encounter certification.
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const params = new URLSearchParams(location.search);
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const id = params.get("dungeon") ?? "bite-sized-stormwind-stockade";
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// Only environment data is needed. Avoid importing combat/encounter adapters
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// into this isolated renderer; the registry uses this same environment adapter.
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const campaign = JSON.parse(strFromU8(gunzipSync(Uint8Array.from(atob(compressedCampaign), (char) => char.charCodeAt(0))))) as { definitions: DungeonDefinition[] };
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const definitions = campaign.definitions.filter((entry) => entry.expansion !== "runewaker")
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.map((entry) => withWowDungeonEnvironment(entry.id === "wailing-caverns" ? WAILING_CAVERNS_DEFINITION : entry));
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const stockade = definitions.find((entry) => entry.id === "stormwind-stockade")!;
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definitions.push(createBiteSizedStockadesDefinition(stockade, "wow-environment-review-2026-10-06"));
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function findDefinition(): DungeonDefinition {
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const entry = definitions.find((candidate) => candidate.id === id);
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if (!entry) throw new Error(`Unknown WoW dungeon: ${id}`);
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return entry;
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}
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const definition = findDefinition();
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if (definition.expansion === "runewaker") throw new Error(`Expected WoW dungeon: ${id}`);
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const p = definition.presentation;
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const renderer = new THREE.WebGLRenderer({ antialias: true, preserveDrawingBuffer: true });
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renderer.setSize(innerWidth, innerHeight);
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renderer.setPixelRatio(1);
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.body.append(renderer.domElement);
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(p.fog.color);
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scene.fog = new THREE.Fog(p.fog.color, p.fog.near, p.fog.far);
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scene.add(new THREE.AmbientLight(p.ambientLight.color, p.ambientLight.intensity));
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scene.add(new THREE.HemisphereLight(p.hemisphereLight.skyColor, p.hemisphereLight.groundColor, p.hemisphereLight.intensity));
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const light = new THREE.DirectionalLight(p.directionalLight.color, p.directionalLight.intensity);
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light.shadow.bias = -0.00025;
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scene.add(light, light.target);
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for (const entry of p.pointLights ?? []) {
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const point = new THREE.PointLight(entry.color, entry.intensity, entry.distance, 2);
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point.position.fromArray(entry.position);
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scene.add(point);
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}
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const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 0.1, 2000);
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const controls = new OrbitControls(camera, renderer.domElement);
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const loader = new GLTFLoader();
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const decoder = new KTX2Loader().setTranscoderPath("/basis/").detectSupport(renderer);
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loader.setKTX2Loader(decoder).setMeshoptDecoder(MeshoptDecoder);
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configureWowTerrainLoader(loader);
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const root = new THREE.Group();
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root.position.fromArray(definition.transform.position);
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root.rotation.fromArray([...definition.transform.rotation, "XYZ"]);
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root.scale.setScalar(definition.transform.scale);
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scene.add(root);
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const assets = resolveDungeonAssets(definition);
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if (assets.visual.length !== definition.assets.visual.length) throw new Error(`Missing shipping visual for ${id}`);
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const visualOverride = params.get("visualOverride");
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const runtimePreparation = params.get("runtimePreparation") === "1";
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const preparationReports: { batches: number; instances: number; removedMeshes: number; visibilityCells: number }[] = [];
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if (visualOverride && (assets.visual.length !== 1
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|| !/^\/artifacts\/dungeon-pipeline\/[a-zA-Z0-9_./-]+\.glb$/.test(visualOverride)
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|| visualOverride.includes(".."))) {
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throw new Error("A review override must be a single GLB in artifacts/dungeon-pipeline.");
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}
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for (const url of assets.visual) {
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const reviewUrl = visualOverride ?? (id === "shadowfang-keep" && params.get("stage") === "before-shadowfang"
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? "/artifacts/playtest/wow-environment-quality/before-shadowfang/visual.glb"
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: id === "shadowfang-keep" && params.get("stage") === "repacked-shadowfang"
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? "/artifacts/dungeon-pipeline/shadowfang-keep-visual.reoptimized-repacked.glb"
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: id === "shadowfang-keep" && params.get("stage") === "selective-shadowfang"
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? "/artifacts/dungeon-pipeline/shadowfang-keep-selective-error-0012.glb" : url);
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const gltf = await loader.loadAsync(reviewUrl);
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const preparedMaterials = new Map<string, THREE.Material>();
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const prepare = (material: THREE.Material) => {
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if (runtimePreparation && preparedMaterials.has(material.uuid)) return preparedMaterials.get(material.uuid)!;
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const next = prepareDungeonMaterial(material, p.materials, definition.environmentMode);
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preparedMaterials.set(material.uuid, next);
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return next;
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};
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gltf.scene.traverse((node) => {
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if (!(node instanceof THREE.Mesh)) return;
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node.material = Array.isArray(node.material)
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? node.material.map(prepare) : prepare(node.material);
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if (runtimePreparation) {
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node.castShadow = false;
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node.receiveShadow = true;
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}
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if (runtimePreparation && node instanceof THREE.InstancedMesh) {
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node.computeBoundingBox();
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node.computeBoundingSphere();
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}
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});
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if (runtimePreparation) {
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const instancing = instanceRepeatedStaticMeshes(gltf.scene, 3, undefined, definition.id === "scholomance");
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const cells = createStaticVisibilityCells(gltf.scene);
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cacheStaticMatrices(gltf.scene);
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registerStaticVisibility(scene, cells);
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preparationReports.push({ ...instancing, visibilityCells: cells.length });
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}
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root.add(gltf.scene);
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}
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let quality: ShadowQuality = "standard";
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function setQuality(value: ShadowQuality) {
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quality = value;
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const extent = quality === "high" ? 26 : 5;
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light.castShadow = quality !== "off";
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light.shadow.map?.dispose();
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light.shadow.map = null;
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light.shadow.mapSize.set(quality === "high" ? 2048 : 1024, quality === "high" ? 2048 : 1024);
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Object.assign(light.shadow.camera, { left: -extent, right: extent, top: extent, bottom: -extent, near: 0.5, far: 90 });
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light.shadow.camera.updateProjectionMatrix();
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applyDungeonMeshGraphics(root, "environment", quality, quality === "high" ? 16 : 1, renderer.capabilities.getMaxAnisotropy());
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setDungeonShadowLightPose(light, new THREE.Vector3(...definition.entrance.footPosition), new THREE.Vector3(...p.directionalLight.offset));
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updateStatus();
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}
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const viewpoints = [
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{ name: "entrance", position: definition.entrance.footPosition, forward: definition.entrance.forward },
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...definition.bosses.map((boss) => ({ name: boss.name, position: boss.position, forward: definition.entrance.forward })),
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];
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let selectedView = 0;
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function updateStatus() {
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document.querySelector("#status")!.textContent = `${definition.title} · ${viewpoints[selectedView].name} · ${quality} shadows / ${quality === "high" ? "16×" : "1×"} filtering`;
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}
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function view(index: number, yaw = 0) {
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selectedView = Math.max(0, Math.min(index, viewpoints.length - 1));
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const entry = viewpoints[selectedView];
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const eye = new THREE.Vector3(...entry.position).add(new THREE.Vector3(0, 2.2, 0));
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const forward = new THREE.Vector3(...entry.forward).normalize().applyAxisAngle(new THREE.Vector3(0, 1, 0), yaw);
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camera.position.copy(eye);
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controls.target.copy(eye).add(forward.multiplyScalar(8)).add(new THREE.Vector3(0, -1.2, 0));
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controls.update();
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updateStatus();
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}
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function diagnostics() {
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let meshes = 0, casters = 0;
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const textures = new Map<string, { name: string; width: number; height: number; anisotropy: number }>();
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root.traverse((node) => {
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if (!(node instanceof THREE.Mesh)) return;
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meshes++;
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if (node.castShadow) casters++;
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for (const material of Array.isArray(node.material) ? node.material : [node.material]) {
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for (const texture of materialTextures(material)) {
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textures.set(texture.uuid, { name: texture.name, width: texture.image?.width,
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height: texture.image?.height, anisotropy: texture.anisotropy });
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}
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}
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});
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return { meshes, casters, textures: [...textures.values()], runtimePreparation, preparationReports, drawCalls: renderer.info.render.calls,
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renderedTriangles: renderer.info.render.triangles, geometries: renderer.info.memory.geometries,
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lightTarget: light.target.position.toArray(), camera: camera.position.toArray(), maxAnisotropy: renderer.capabilities.getMaxAnisotropy() };
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}
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function setCamera(eye: [number, number, number], target: [number, number, number]) {
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camera.position.fromArray(eye);
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controls.target.fromArray(target);
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controls.update();
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}
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function groundSamples() {
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root.updateMatrixWorld(true);
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const ray = new THREE.Raycaster();
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return viewpoints.map((entry) => {
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const origin = new THREE.Vector3(...entry.position).add(new THREE.Vector3(0, 20, 0));
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ray.set(origin, new THREE.Vector3(0, -1, 0));
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ray.far = 80;
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const seen = new Set<string>();
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const hits = ray.intersectObject(root, true).flatMap((hit) => {
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const mesh = hit.object as THREE.Mesh;
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const material = (Array.isArray(mesh.material)
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? mesh.material[hit.face?.materialIndex ?? 0] : mesh.material) as THREE.MeshStandardMaterial;
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const key = `${mesh.uuid}:${hit.instanceId}:${Math.round(hit.point.y * 1000)}`;
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if (seen.has(key)) return [];
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seen.add(key);
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return [{ mesh: mesh.name, material: material.name, textured: materialTextures(material).length > 0,
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height: hit.point.y, heightAboveFoot: hit.point.y - entry.position[1], point: hit.point.toArray() }];
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}).slice(0, 8);
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return { name: entry.name, position: entry.position, hits };
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});
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}
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view(0);
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setQuality("standard");
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let frames = 0;
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let frameStart = performance.now();
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function resetFrameSample() {
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frames = 0;
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frameStart = performance.now();
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}
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function frameSample() {
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const elapsedMs = performance.now() - frameStart;
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return { frames, elapsedMs, fps: elapsedMs > 0 ? frames * 1000 / elapsedMs : null };
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}
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renderer.setAnimationLoop(() => {
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controls.update();
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if (quality === "high") setDungeonShadowLightPose(light, camera.position, new THREE.Vector3(...p.directionalLight.offset));
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renderer.render(scene, camera);
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frames++;
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});
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Object.assign(window, { wowEnvironmentReview: { ready: true, id, viewpoints, view, setCamera, setQuality, diagnostics, groundSamples, resetFrameSample, frameSample, presentation: p,
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catalog: definitions.filter((entry) => !entry.id.includes("bite-sized")).map((entry) => ({ id: entry.id, title: entry.title })) } });
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