feat: cumulus

This commit is contained in:
Dan Finch 2026-08-04 02:39:20 +02:00
parent fb89263930
commit b0878ad5e1
4 changed files with 136 additions and 47 deletions

View file

@ -62,7 +62,7 @@ export type RenderConfig = {
* sweep `perspectiveCorrect` 0 -> 0.5 -> 1 so you can watch the texture swim
* straighten out as you press through them. */
export namespace RenderConfig {
export const psxish: RenderConfig = {
export const standard: RenderConfig = {
internalWidth: 384,
internalHeight: 216,
upscaleFilter: "nearest",

View file

@ -3,7 +3,21 @@ import type { Framebuffer } from "./Framebuffer"
import { Camera } from "../scene/Camera"
import { Vec3 } from "../math/Vec3"
/** Procedural sky: a vertical gradient plus a sun disc. No texture needed. */
/** One procedural cloud layer. For now a single cumulus type; add more kinds
* later by giving this a `kind` field and branching in the cloud shader. */
export type CloudLayer = {
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
}
/** Procedural sky: a vertical gradient, a sun disc, and optional moving clouds. */
export type SkyConfig = {
zenith: Color
horizon: Color
@ -12,6 +26,7 @@ export type SkyConfig = {
sunDir: Vec3
/** Angular radius of the sun's core, in radians. */
sunSize: number
clouds: CloudLayer | null
}
const UP: Vec3 = { x: 0, y: 1, z: 0 }
@ -20,13 +35,13 @@ 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
* wherever it is nearer.
* wherever it is nearer. `time` (seconds) drives cloud motion.
*
* Per pixel it reconstructs the view ray from the camera basis, shades a
* horizon->zenith gradient by the ray's elevation (so it pans with pitch and
* yaw), and brightens toward `sun` where the ray points near `sunDir`.
* horizon->zenith gradient by the ray's elevation, brightens toward `sun` near
* `sunDir`, then lays crisp-edged cumulus over the top.
*/
export function render(fb: Framebuffer, camera: Camera, sky: SkyConfig): void {
export function render(fb: Framebuffer, camera: Camera, sky: SkyConfig, time: number): void {
const { width, height, color, depth } = fb
const forward = Camera.forward(camera)
const right = Vec3.normalize(Vec3.cross(forward, UP))
@ -35,6 +50,7 @@ export namespace Sky {
const tanX = tanY * (width / height)
const sun = Vec3.normalize(sky.sunDir)
const cosSun = Math.cos(sky.sunSize)
const clouds = sky.clouds
for (let y = 0; y < height; y++) {
const ndcY = 1 - ((y + 0.5) / height) * 2
for (let x = 0; x < width; x++) {
@ -55,10 +71,71 @@ export namespace Sky {
const glow = Math.min(1, ((facing - cosSun) / (1 - cosSun)) * 1.5)
c = Color.lerp(c, sky.sun, glow)
}
if (clouds !== null && dy > 0.02) {
const cover = cumulus(dx, dy, dz, clouds, time)
if (cover > 0) {
c = Color.lerp(c, clouds.color, cover)
}
}
const i = y * width + x
color[i] = c
depth[i] = 0
}
}
}
/**
* Coverage in 0..1 of a cumulus layer along a view ray. The ray is projected
* onto a flat cloud plane "at infinity" (xz / y), scrolled by wind, sampled
* with fractal noise, then hard-thresholded so the clouds have distinct puffy
* edges rather than a foggy falloff. Fades out near the horizon, where the
* projection blows up into noise.
*/
function cumulus(dx: number, dy: number, dz: number, layer: CloudLayer, time: number): number {
const u = (dx / dy) * layer.scale + time * layer.speed
const v = (dz / dy) * layer.scale
const density = fbm(u, v)
const threshold = 0.72 - layer.coverage * 0.4
const cover = smoothstep(threshold - layer.edge, threshold + layer.edge, density)
return cover * smoothstep(0.02, 0.22, dy)
}
/** 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)
}
}