feat: fancy clouds, fps meter
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5 changed files with 120 additions and 26 deletions
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@ -3,9 +3,8 @@ import type { Framebuffer } from "./Framebuffer"
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import { Camera } from "../scene/Camera"
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import { Vec3 } from "../math/Vec3"
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/** One procedural cloud layer. For now a single cumulus type; add more kinds
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* later by giving this a `kind` field and branching in the cloud shader. */
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export type CloudLayer = {
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/** Fields shared by every cumulus style. */
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export type CumulusBase = {
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color: Color
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/** Roughly the fraction of sky covered, 0..1. */
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coverage: number
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@ -17,6 +16,25 @@ export type CloudLayer = {
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edge: number
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}
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/** Flat, hard-thresholded white cumulus. Cheap: one noise lookup per pixel. */
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export type BasicCumulus = CumulusBase & { kind: "basic" }
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/** Domain-warped, heightfield-shaded cumulus with faked volume. Pricier
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* (~5 noise lookups per pixel) but reads as billowing 3D puffs. */
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export type FancyCumulus = CumulusBase & {
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kind: "fancy"
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/** Domain-warp amount: bends the noise into bulbous, cauliflower puffs.
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* 0 = round blobs, higher = more billowing. */
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warp: number
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/** Fake vertical relief for lighting: 0 = flat, higher = deeper, more
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* three-dimensional bulges (bright sun-side, shaded underside). */
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relief: number
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}
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/** One procedural cloud layer. Add more styles by extending this union and
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* branching on `kind` in the cloud shader. */
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export type CloudLayer = BasicCumulus | FancyCumulus
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/** Procedural sky: a vertical gradient, a sun disc, and optional moving clouds. */
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export type SkyConfig = {
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zenith: Color
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@ -51,6 +69,7 @@ export namespace Sky {
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const sun = Vec3.normalize(sky.sunDir)
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const cosSun = Math.cos(sky.sunSize)
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const clouds = sky.clouds
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const cloud: CloudSample = { cover: 0, shade: 1 }
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for (let y = 0; y < height; y++) {
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const ndcY = 1 - ((y + 0.5) / height) * 2
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for (let x = 0; x < width; x++) {
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@ -72,9 +91,13 @@ export namespace Sky {
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c = Color.lerp(c, sky.sun, glow)
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}
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if (clouds !== null && dy > 0.02) {
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const cover = cumulus(dx, dy, dz, clouds, time)
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if (cover > 0) {
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c = Color.lerp(c, clouds.color, cover)
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if (clouds.kind === "fancy") {
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fancyCumulus(dx, dy, dz, clouds, time, sun, cloud)
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} else {
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basicCumulus(dx, dy, dz, clouds, time, cloud)
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}
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if (cloud.cover > 0) {
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c = Color.lerp(c, Color.scale(clouds.color, cloud.shade), cloud.cover)
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}
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}
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const i = y * width + x
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@ -84,20 +107,51 @@ export namespace Sky {
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}
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}
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/**
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* Coverage in 0..1 of a cumulus layer along a view ray. The ray is projected
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* onto a flat cloud plane "at infinity" (xz / y), scrolled by wind, sampled
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* with fractal noise, then hard-thresholded so the clouds have distinct puffy
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* edges rather than a foggy falloff. Fades out near the horizon, where the
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* projection blows up into noise.
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*/
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function cumulus(dx: number, dy: number, dz: number, layer: CloudLayer, time: number): number {
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/** Reusable per-pixel cloud result, to avoid allocating in the sky loop. */
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type CloudSample = { cover: number; shade: number }
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/** Hard-threshold a noise density into cloud coverage (distinct puffy edges),
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* then fade it out near the horizon where the cloud-plane projection breaks
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* down. Shared by both cumulus styles. */
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function coverage(dy: number, layer: CumulusBase, density: number): number {
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const threshold = 0.72 - layer.coverage * 0.4
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return smoothstep(threshold - layer.edge, threshold + layer.edge, density) * smoothstep(0.02, 0.22, dy)
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}
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/** basicCumulus -- flat, hard-thresholded white puffs, no lighting. Cheap:
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* one noise lookup per pixel. `shade` stays 1 (uniform white). */
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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
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const v = (dz / dy) * layer.scale
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const density = fbm(u, v)
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const threshold = 0.72 - layer.coverage * 0.4
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const cover = smoothstep(threshold - layer.edge, threshold + layer.edge, density)
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return cover * smoothstep(0.02, 0.22, dy)
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out.cover = coverage(dy, layer, fbm(u, v))
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out.shade = 1
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}
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/** fancyCumulus -- domain-warped clouds with faked volume. The noise doubles
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* as a heightfield whose gradient is a fake surface normal, lit so up-facing
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* tops read bright and steep bulge sides shade into shadow (the sun picks the
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* lit side). ~5 noise lookups per pixel, so noticeably pricier. */
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function fancyCumulus(dx: number, dy: number, dz: number, layer: FancyCumulus, time: number, sun: Vec3, out: CloudSample): void {
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const u = (dx / dy) * layer.scale + time * layer.speed
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const v = (dz / dy) * layer.scale
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// Domain warp: nudge the sample point by another noise field for bulges.
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const wu = u + layer.warp * fbm(u * 0.5 + 5.2, v * 0.5 + 1.3)
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const wv = v + layer.warp * fbm(u * 0.5 + 9.1, v * 0.5 + 4.7)
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const density = fbm(wu, wv)
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out.cover = coverage(dy, layer, density)
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if (out.cover <= 0) {
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return
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}
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// Treat density as height; its gradient is a fake surface normal (nx, ny, 1).
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const e = 0.15
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const nx = -(fbm(wu + e, wv) - density) * layer.relief
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const ny = -(fbm(wu, wv + e) - density) * layer.relief
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const inv = 1 / Math.hypot(nx, ny, 1)
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// Up-facing tops read bright; steep bulge sides fall into shadow, and the
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// sun (mapped x -> u, z -> v, y -> up) picks out the lit side.
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const up = inv
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const sunFace = Math.max(0, (nx * sun.x + ny * sun.z + sun.y) * inv)
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out.shade = Math.min(1, 0.4 + 0.35 * up + 0.35 * sunFace)
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}
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/** Fractal (value-noise) sum, ~0..1, giving lumpy cumulus shapes. */
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