reikhelm/reikhelm-web/fpv.js
Parley Hatch ed00e31009 feat(render): real-geometry depth export + first-person explorable atlas
Render actual generated dungeons through the AI pipeline — both top-down and
first-person (Eye-of-the-Beholder style) — instead of synthetic test depth.
All renderer-side: derived from the envelope's tiles+regions+theme, the core
stores none of it.

- depth.js: top-down height-field depth exporter (walls raised, pools recessed,
  pillars as bumps, subtle per-theme relief), calibrated to the proven room_depth
  levels so one tall room can't crush every floor dark.
- fpv.js: first-person depth via a Wolfenstein-style grid raycaster (16:9),
  reports straight-ahead distance for opening detection.
- explore.js: room->room nav graph derived from REAL tile openings (scan
  boundary gaps, bin by cardinal, flood the corridor to the destination room) —
  nav + open share one source of truth with the rendered passages.
- bake_atlas.py: bakes per-room x4-facing pixel-art frames; per-theme + per-facing
  (wall vs passage) prompts, fixed diffusion seed for cross-frame style coherence,
  per-run unique prefixes so re-bakes don't silently skip.
- explore.html + explore-viewer.js: WASD first-person dungeon explorer
  (room-to-room movement, turning, minimap), integer-pixel fullscreen.
- serve.py: stdlib dev server — static web root + /out tree + POST /save, no-store.
- main.js/render.js/style.css: export hooks, the depth button, distanceToWall export.
- tools/README.md: Stage 0/1/2/3 docs; .dev/2026-06-01-fpv-prompts.md: prompt
  research (cfg-1 negatives are inert; trigger words summon hands; empty-ruin
  reframe; fixed seed = consistency).

Proven end-to-end on seed 7 (17 rooms). Outputs organized under git-ignored
tools/out/. Control strength: 0.80-0.85 top-down, 0.85 first-person.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 00:02:14 -06:00

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// fpv.js — first-person (Eye-of-the-Beholder / Daggerfall style) depth exporter.
//
// A renderer concern, like depth.js: it reads the same envelope and produces an
// 8-bit depth map for the AI-render pipeline — but viewed from *inside* the
// dungeon rather than top-down. A grid dungeon is a 2D map extruded: walls are
// full-height blocks, floor and ceiling are flat planes, the eye sits at mid
// height, and you face one of four cardinal directions. So we don't need any 3D
// data from the core — a classic Wolfenstein-style raycaster turns the grid into
// a perspective depth map directly.
//
// Per screen column we cast one ray, march the grid (DDA) to the first blocking
// cell, and fill the column: a wall slice at that distance, floor ramping toward
// the camera below it, ceiling above. Distance → gray with NEAR=white/FAR=black
// (the same convention comfy.py expects). Doorways are non-blocking, so they
// read as dark recesses leading deeper — which is exactly what we want.
import { getStage, distanceToWall } from './render.js';
import { depthToCanvas } from './depth.js';
const WALL = 0, PILLAR = 3;
// Cardinal facings as (dx, dy) on the grid (y grows downward / "south").
export const DIRS = { N: [0, -1], E: [1, 0], S: [0, 1], W: [-1, 0] };
const clamp = (v, lo, hi) => v < lo ? lo : v > hi ? hi : v;
const blocks = (t) => t === WALL || t === PILLAR; // line-of-sight blockers
// Centroid of a cell list as [cx, cy].
export function centroidOf(cells) {
let cx = 0, cy = 0;
for (const [x, y] of cells) { cx += x; cy += y; }
return [cx / cells.length, cy / cells.length];
}
// The *most open* cell (max distance-to-wall) among `cells`, so a camera stands
// in open space rather than against a wall (a room centroid can land near a wall
// when the room is non-convex). Ties break toward the cell nearest the centroid,
// keeping it visually centred. `dist` is a precomputed distanceToWall field.
export function mostOpenCell(dist, w, cells) {
const [cx, cy] = centroidOf(cells);
let pick = cells[0], pmax = -1, pcen = Infinity;
for (const [x, y] of cells) {
const d = dist[y * w + x];
const cen = (x - cx) ** 2 + (y - cy) ** 2;
if (d > pmax || (d === pmax && cen < pcen)) { pmax = d; pcen = cen; pick = [x, y]; }
}
return pick;
}
// Vantage cell for one room region (its most-open cell).
export function roomVantage(env, region, opts = {}) {
const { tiles } = getStage(env, opts.stage);
return mostOpenCell(distanceToWall(tiles, env.width, env.height), env.width, region.cells);
}
// Default demo vantage: the most-open cell of the largest room (or, failing that,
// the most open floor cell anywhere).
export function vantage(env, opts = {}) {
const { tiles, regions } = getStage(env, opts.stage);
const w = env.width, h = env.height;
const dist = distanceToWall(tiles, w, h);
let best = null, bestArea = 0;
for (const r of regions) {
if (r.kind !== 'Room' || !r.cells || r.cells.length === 0) continue;
if (r.cells.length > bestArea) { bestArea = r.cells.length; best = r; }
}
if (best) return mostOpenCell(dist, w, best.cells);
const all = [];
for (let y = 0; y < h; y++) for (let x = 0; x < w; x++) if (!blocks(tiles[y][x])) all.push([x, y]);
return all.length ? mostOpenCell(dist, w, all) : [w >> 1, h >> 1];
}
// Build a first-person depth field. Returns { width, height, gray, at, dir }.
// opts: { stage?, at?[x,y], dir?'N'|'E'|'S'|'W', width?, height?, fov?deg, maxView?, gamma? }
export function computeFPVDepth(env, opts = {}) {
const { tiles } = getStage(env, opts.stage);
const w = env.width, h = env.height;
const W = opts.width ?? 1280, H = opts.height ?? 720; // 16:9 — integer-scales to 1080p/1440p
const fov = (opts.fov ?? 80) * Math.PI / 180; // wider horizontal FOV to fill the widescreen frame
const planeLen = Math.tan(fov / 2);
const maxView = opts.maxView ?? 12; // how far the eye sees (cells) before it's pure dark
const gamma = opts.gamma ?? 2.0; // >1 deepens the falloff to black (matches the proven corridor look)
const at = opts.at ?? vantage(env, opts);
const dirName = opts.dir ?? 'N';
const [dirX, dirY] = DIRS[dirName];
const posX = at[0] + 0.5, posY = at[1] + 0.5;
// Camera plane ⟂ to the view direction (rotate dir 90°), scaled to the FOV.
const planeX = -dirY * planeLen, planeY = dirX * planeLen;
const gray = new Uint8ClampedArray(W * H);
const half = H / 2;
const centerX = W >> 1;
let ahead = maxView; // straight-ahead wall distance (cells) — big = an opening leads onward
for (let x = 0; x < W; x++) {
const camX = 2 * x / W - 1; // 1 … 1 across the screen
const rayX = dirX + planeX * camX;
const rayY = dirY + planeY * camX;
// DDA grid march.
let mapX = posX | 0, mapY = posY | 0;
const deltaX = Math.abs(1 / rayX), deltaY = Math.abs(1 / rayY); // Infinity when axis-aligned — fine
let stepX, stepY, sideX, sideY;
if (rayX < 0) { stepX = -1; sideX = (posX - mapX) * deltaX; } else { stepX = 1; sideX = (mapX + 1 - posX) * deltaX; }
if (rayY < 0) { stepY = -1; sideY = (posY - mapY) * deltaY; } else { stepY = 1; sideY = (mapY + 1 - posY) * deltaY; }
let hit = false, side = 0;
const maxSteps = maxView * 2 + 4;
for (let s = 0; s < maxSteps; s++) {
if (sideX < sideY) { sideX += deltaX; mapX += stepX; side = 0; }
else { sideY += deltaY; mapY += stepY; side = 1; }
if (mapX < 0 || mapY < 0 || mapX >= w || mapY >= h) break; // off-map → open/far
if (blocks(tiles[mapY][mapX])) { hit = true; break; }
}
const perp = side === 0 ? sideX - deltaX : sideY - deltaY;
const dist = hit ? clamp(perp, 0.02, maxView) : maxView;
if (x === centerX) ahead = dist;
// Project the 1-cell-tall wall: lineH = H/dist (fills the screen at dist 1).
const lineH = H / dist;
const ds = clamp(Math.floor(half - lineH / 2), 0, H);
const de = clamp(Math.floor(half + lineH / 2), 0, H);
for (let y = 0; y < H; y++) {
let dpix;
if (y >= ds && y < de) {
dpix = dist; // wall slice
} else {
// Floor (below) / ceiling (above). (0.5·H)/p is continuous with the
// wall distance exactly at the slice edge, so the column has no seam.
const p = y < half ? (half - y) : (y - half + 1);
dpix = Math.min((0.5 * H) / p, maxView);
}
const t = clamp(dpix / maxView, 0, 1);
gray[y * W + x] = Math.round(255 * Math.pow(1 - t, gamma));
}
}
return { width: W, height: H, gray, at, dir: dirName, ahead };
}
// --- export glue (mirrors depth.js) --------------------------------------
export function exportFPVDataURL(env, opts = {}) {
const field = computeFPVDepth(env, opts);
return { url: depthToCanvas(field).toDataURL('image/png'), width: field.width, height: field.height, at: field.at, dir: field.dir, ahead: field.ahead };
}
export async function exportFPVToServer(env, name, opts = {}) {
const field = computeFPVDepth(env, opts);
const blob = await new Promise((res) => depthToCanvas(field).toBlob(res, 'image/png'));
const resp = await fetch('/save/' + encodeURIComponent(name), { method: 'POST', body: blob });
if (!resp.ok) throw new Error('save failed: ' + resp.status);
const info = await resp.json();
return { ...info, width: field.width, height: field.height, at: field.at, dir: field.dir, ahead: field.ahead };
}