meat/engine/render/Sky.ts

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import { Color } from "./Color"
import type { Framebuffer } from "./Framebuffer"
import { Camera } from "../scene/Camera"
import { Vec3 } from "../math/Vec3"
import { Texture } from "./Texture"
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/** Fields shared by every cumulus style. */
export type CumulusBase = {
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color: Color
/** Roughly the fraction of sky covered, 0..1. */
coverage: number
/** Puff size: larger = smaller, busier clouds. */
scale: number
/** Scroll speed (wind), in noise units per second. */
speed: number
/** Edge softness: small = crisp cumulus rims, large = hazy. */
edge: number
}
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/** Flat, hard-thresholded white cumulus. Cheap: one noise lookup per pixel. */
export type BasicCumulus = CumulusBase & { kind: "basic" }
/** Domain-warped, heightfield-shaded cumulus with faked volume. Pricier
* (~5 noise lookups per pixel) but reads as billowing 3D puffs. */
export type FancyCumulus = CumulusBase & {
kind: "fancy"
/** Domain-warp amount: bends the noise into bulbous, cauliflower puffs.
* 0 = round blobs, higher = more billowing. */
warp: number
/** Fake vertical relief for lighting: 0 = flat, higher = deeper, more
* three-dimensional bulges (bright sun-side, shaded underside). */
relief: number
}
/** One procedural cloud layer. Add more styles by extending this union and
* branching on `kind` in the cloud shader. */
export type CloudLayer = BasicCumulus | FancyCumulus
/** An equirectangular panorama used as the sky's base color in place of the
* vertical gradient. The sun glow and clouds still layer over it. Set it on
* `SkyConfig.skybox` to switch a level over. */
export type Skybox = {
texture: Texture
/** Azimuth offset in turns (0..1) to spin the panorama to taste. Default 0. */
yaw?: number
}
/** Procedural sky: a vertical gradient, a sun disc, and optional moving clouds.
* If `skybox` is set, the panorama replaces the gradient base while the sun and
* clouds still draw over it. */
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export type SkyConfig = {
zenith: Color
horizon: Color
sun: Color
/** World-space direction toward the sun (need not be normalized). */
sunDir: Vec3
/** Angular radius of the sun's core, in radians. */
sunSize: number
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clouds: CloudLayer | null
/** Optional equirectangular panorama; when present, replaces the gradient
* base color (sun + clouds still layer over it). */
skybox?: Skybox
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}
const UP: Vec3 = { x: 0, y: 1, z: 0 }
const INV_TAU = 1 / (2 * Math.PI)
const INV_PI = 1 / Math.PI
/** Keep equirect V a hair off the exact poles: Texture wraps V, so a ray pointing
* straight up/down would otherwise blend the panorama's top row into its bottom. */
const POLE_EPS = 1e-3
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export namespace Sky {
/**
* Fill the whole framebuffer with the sky and reset depth to 0. Run first each
* frame in place of Framebuffer.clear; opaque geometry then overwrites the sky
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* wherever it is nearer. `time` (seconds) drives cloud motion.
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*
* Per pixel it reconstructs the view ray from the camera basis, shades the
* base (the equirect panorama if `sky.skybox` is set, else a horizon->zenith
* gradient), brightens toward `sun` near `sunDir`, then composites cumulus
* over the top.
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*
* The base + sun are shaded per pixel so they stay crisp. `step` (>= 1) only
* lowers the *cloud* resolution: the cloud fbm dominates the frame, so it is
* sampled once per step x step block and composited across it. Clouds are
* low-frequency, so 2 is nearly free visually and quarters the cloud cost; 1
* is full cloud resolution.
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*/
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export function render(fb: Framebuffer, camera: Camera, sky: SkyConfig, time: number, step = 1, y0 = 0, y1 = -1): void {
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const { width, height, color, depth } = fb
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const bottom = y1 < 0 ? height : y1
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const forward = Camera.forward(camera)
const right = Vec3.normalize(Vec3.cross(forward, UP))
const up = Vec3.cross(right, forward)
const tanY = Math.tan(camera.fov / 2)
const tanX = tanY * (width / height)
const sun = Vec3.normalize(sky.sunDir)
const cosSun = Math.cos(sky.sunSize)
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const clouds = sky.clouds
const skybox = sky.skybox ?? null
const skyboxYaw = skybox?.yaw ?? 0
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const cloud: CloudSample = { cover: 0, shade: 1 }
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const s = Math.max(1, step | 0)
// The cheap base (skybox/gradient + sun) is shaded per pixel so it stays
// crisp; only the pricey cloud fbm is amortized -- sampled once per `s`x`s`
// block and composited over every pixel in it. So `step` lowers cloud
// resolution, not the whole sky. Bands must be step-aligned (callers ensure
// it) so the cloud block grid stays global and neighboring bands don't seam.
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for (let by = y0; by < bottom; by += s) {
const yEnd = Math.min(bottom, by + s)
// Block-center elevation, used only for the shared cloud sample.
const sampleY = Math.min(height - 1, by + (s >> 1))
const ndcYc = 1 - ((sampleY + 0.5) / height) * 2
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for (let bx = 0; bx < width; bx += s) {
const xEnd = Math.min(width, bx + s)
// Sample the clouds once for the block, from the block-center ray.
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const sampleX = Math.min(width - 1, bx + (s >> 1))
const ndcXc = ((sampleX + 0.5) / width) * 2 - 1
let cdx = forward.x + right.x * ndcXc * tanX + up.x * ndcYc * tanY
let cdy = forward.y + right.y * ndcXc * tanX + up.y * ndcYc * tanY
let cdz = forward.z + right.z * ndcXc * tanX + up.z * ndcYc * tanY
const cinv = 1 / Math.hypot(cdx, cdy, cdz)
cdx *= cinv
cdy *= cinv
cdz *= cinv
cloud.cover = 0
cloud.shade = 1
if (clouds !== null && cdy > 0.02) {
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if (clouds.kind === "fancy") {
fancyCumulus(cdx, cdy, cdz, clouds, time, sun, cloud)
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} else {
basicCumulus(cdx, cdy, cdz, clouds, time, cloud)
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}
}
const cover = cloud.cover
const cloudColor = clouds !== null ? Color.scale(clouds.color, cloud.shade) : 0
// Per-pixel base: reconstruct this pixel's ray, shade the panorama (or
// gradient) + sun, then composite the block's shared cloud on top.
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for (let y = by; y < yEnd; y++) {
const ndcY = 1 - ((y + 0.5) / height) * 2
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const o = y * width
for (let x = bx; x < xEnd; x++) {
const ndcX = ((x + 0.5) / width) * 2 - 1
let dx = forward.x + right.x * ndcX * tanX + up.x * ndcY * tanY
let dy = forward.y + right.y * ndcX * tanX + up.y * ndcY * tanY
let dz = forward.z + right.z * ndcX * tanX + up.z * ndcY * tanY
const inv = 1 / Math.hypot(dx, dy, dz)
dx *= inv
dy *= inv
dz *= inv
let c: Color
if (skybox !== null) {
// Equirectangular lookup: azimuth -> u (wraps at the seam, which
// Texture.sample handles), elevation -> v, clamped off the poles
// (Texture also wraps V, which would smear top into bottom).
const u = Math.atan2(dx, -dz) * INV_TAU + 0.5 + skyboxYaw
const lat = Math.acos(Math.max(-1, Math.min(1, dy))) * INV_PI
const v = Math.min(1 - POLE_EPS, Math.max(POLE_EPS, lat))
c = Texture.sample(skybox.texture, u, v, "linear")
} else {
// dy is the ray elevation: 0 at the horizon, 1 straight up.
c = Color.lerp(sky.horizon, sky.zenith, Math.max(0, Math.min(1, dy)))
}
const facing = dx * sun.x + dy * sun.y + dz * sun.z
if (facing > cosSun) {
const glow = Math.min(1, ((facing - cosSun) / (1 - cosSun)) * 1.5)
c = Color.lerp(c, sky.sun, glow)
}
if (cover > 0) {
c = Color.lerp(c, cloudColor, cover)
}
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color[o + x] = c
depth[o + x] = 0
}
}
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}
}
}
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/** Reusable per-pixel cloud result, to avoid allocating in the sky loop. */
type CloudSample = { cover: number; shade: number }
/** Hard-threshold a noise density into cloud coverage (distinct puffy edges),
* then fade it out near the horizon where the cloud-plane projection breaks
* down. Shared by both cumulus styles. */
function coverage(dy: number, layer: CumulusBase, density: number): number {
const threshold = 0.72 - layer.coverage * 0.4
return smoothstep(threshold - layer.edge, threshold + layer.edge, density) * smoothstep(0.02, 0.22, dy)
}
/** basicCumulus -- flat, hard-thresholded white puffs, no lighting. Cheap:
* one noise lookup per pixel. `shade` stays 1 (uniform white). */
function basicCumulus(dx: number, dy: number, dz: number, layer: CloudLayer, time: number, out: CloudSample): void {
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const u = (dx / dy) * layer.scale + time * layer.speed
const v = (dz / dy) * layer.scale
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out.cover = coverage(dy, layer, fbm(u, v))
out.shade = 1
}
/** fancyCumulus -- domain-warped clouds with faked volume. The noise doubles
* as a heightfield whose gradient is a fake surface normal, lit so up-facing
* tops read bright and steep bulge sides shade into shadow (the sun picks the
* lit side). ~5 noise lookups per pixel, so noticeably pricier. */
function fancyCumulus(dx: number, dy: number, dz: number, layer: FancyCumulus, time: number, sun: Vec3, out: CloudSample): void {
const u = (dx / dy) * layer.scale + time * layer.speed
const v = (dz / dy) * layer.scale
// Domain warp: nudge the sample point by another noise field for bulges.
const wu = u + layer.warp * fbm(u * 0.5 + 5.2, v * 0.5 + 1.3)
const wv = v + layer.warp * fbm(u * 0.5 + 9.1, v * 0.5 + 4.7)
const density = fbm(wu, wv)
out.cover = coverage(dy, layer, density)
if (out.cover <= 0) {
return
}
// Treat density as height; its gradient is a fake surface normal (nx, ny, 1).
const e = 0.15
const nx = -(fbm(wu + e, wv) - density) * layer.relief
const ny = -(fbm(wu, wv + e) - density) * layer.relief
const inv = 1 / Math.hypot(nx, ny, 1)
// Up-facing tops read bright; steep bulge sides fall into shadow, and the
// sun (mapped x -> u, z -> v, y -> up) picks out the lit side.
const up = inv
const sunFace = Math.max(0, (nx * sun.x + ny * sun.z + sun.y) * inv)
out.shade = Math.min(1, 0.4 + 0.35 * up + 0.35 * sunFace)
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}
/** Fractal (value-noise) sum, ~0..1, giving lumpy cumulus shapes. */
function fbm(x: number, y: number): number {
let sum = 0
let amplitude = 0.5
let frequency = 1
for (let octave = 0; octave < 4; octave++) {
sum += amplitude * valueNoise(x * frequency, y * frequency)
frequency *= 2
amplitude *= 0.5
}
return sum
}
function valueNoise(x: number, y: number): number {
const xi = Math.floor(x)
const yi = Math.floor(y)
const xf = x - xi
const yf = y - yi
const u = xf * xf * (3 - 2 * xf)
const v = yf * yf * (3 - 2 * yf)
const a = hash(xi, yi)
const b = hash(xi + 1, yi)
const c = hash(xi, yi + 1)
const d = hash(xi + 1, yi + 1)
return a + (b - a) * u + (c - a) * v + (a - b - c + d) * u * v
}
/** Deterministic 0..1 hash of an integer lattice point. */
function hash(x: number, y: number): number {
let h = (Math.imul(x, 374761393) + Math.imul(y, 668265263)) | 0
h = Math.imul(h ^ (h >>> 13), 1274126177)
return ((h ^ (h >>> 16)) >>> 0) / 4294967295
}
function smoothstep(a: number, b: number, x: number): number {
const t = Math.max(0, Math.min(1, (x - a) / (b - a || 1e-4)))
return t * t * (3 - 2 * t)
}
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}