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frustum-grass

0.0.3
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    • License MIT

    Package Exports

    • frustum-grass
    • frustum-grass/dist/index.js

    This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (frustum-grass) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

    Readme

    frustum-grass

    This is an incomplete a-frame component that provides an easy to use/performant grass renderer. You can check it out here.

    What it does

    You give frustum-grass a set of vertices representing your scene, and it adds a bunch of grass to your scene. It has a couple tricks to keep your framerate high.

    • It uses Web Workers to perform spawning and culling calculations in a background thread, which help keep framerate stable.
    • It improves rendering performance using instanced meshes via the aframe-instanced-mesh package.

    How to use it

    Since frustum-grass uses Web Workers, you'll have to make sure the frustum-grass-worker.js file isn't bundled in with everything else.

    I'm using webpack in my projects, so I always add something like this to my webpack.config.js:

    {
      module: {
        rules: [
          {
            test: /frustum-grass-worker/,
            generator: {
              // You'll have to change your publicPath and outputPath
              // values to suit your exact desired output structure.
              publicPath: "assets/scripts/",
              outputPath: "assets/scripts",
              filename: "frustum-grass-worker.js"
            }
          },
        ]
      }
    }

    Once the Web Worker script is in its own file, you'll have to pass its location to the component.

      const grassWorkerUrl = new URL("frustum-grass/frustum-grass-worker", import.meta.url)
      grassWorkerUrl.searchParams.append("isFile", "true")
    
      const grassWrapper = document.querySelector("#frustumGrass") as any
      grassWrapper.setAttribute("frustum-grass", {
        workerUrl: grassWorkerUrl,
        fov: Math.PI / 1.5,
        density: 32,
        color: "rgb(102, 244, 76)"
      })

    Finally, you'll have to give your grass component some vertices so it can start spawning terrain. I built frustum-grass to be used with Terrainosaurus, my procedural terrain generator. You can pass the vertices generated by Terrainosaurus to frustum-grass, and it'll figure out everything from there.

    terrain.addEventListener("terrainInitialized", (event: CustomEvent) => {
      const { detail: { terrainClient: { vertices } } } = event
      const isTerrainosaurus = true
      const grassWrapper = document.querySelector("#frustumGrass") as any
      grassWrapper.components["frustum-grass"].setVertices(vertices, isTerrainosaurus)
    })

    What needs improvement

    There are several things that aren't working that are must-haves before I consider this project truly complete.

    • Grass doesn't sway. I have a custom material with a vertex shader that accomplish this, but to make it work I need to update a uniform every tick, and I cannot figure out how to do this.
    • Instanced meshes seem to interfere with vertex shaders. I had a simplified vertex shader that did work but didn't have a good lighting model. However, even this shader stopped working as soon as I started using instanced meshes.

    Other things I would like to do.

    • Since I am constantly adding and removing objects from the scene, it seems logical to use a-frame's object pooling feature, but I can't get this to work with instanced meshes. I don't know enough about object pooling and/or instanced meshes to say whether this is an optimization worth making.
    • Dynamically set the fov based on current viewport (and camera height?).