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

@ -1,6 +1,6 @@
import { Color } from "../engine/render/Color" import { Color } from "../engine/render/Color"
import type { SkyConfig } from "../engine/render/Sky" import type { SkyConfig } from "../engine/render/Sky"
import type { Mesh, Vertex } from "../engine/scene/Mesh" import type { Mesh } from "../engine/scene/Mesh"
type Corner = [number, number, number] type Corner = [number, number, number]
@ -27,20 +27,30 @@ export type Level = {
} }
const ARENA = 12 const ARENA = 12
const WALL_HEIGHT = 5 const WALL_HEIGHT = 4
const CRATE = { x: -2, z: -2, half: 1, top: 1 } const CRATE = { x: -2, z: -2, half: 1, top: 1 }
/** Triangle density: grid divisions per world unit, applied to every textured
* surface (floor, walls, crate). Higher = smaller triangles = each spans less
* depth = less affine texture swim, at the cost of more geometry; lower =
* chunkier, wilder PS1 warp (below ~0.5 the floor tips into the black-wedge
* degeneration). Because it scales with surface size, one value keeps the big
* floor and the little crate equally warp-free. Edit and Vite reloads. Pairs
* with the `ps1` preset's `perspectiveCorrect`, which fights the same error
* from the render side. */
const DIVISIONS_PER_UNIT = 1.3
export function buildLevel(): Level { export function buildLevel(): Level {
const floor = mesh() const floor = mesh()
quadGrid(floor, [-ARENA, 0, -ARENA], [ARENA, 0, -ARENA], [ARENA, 0, ARENA], [-ARENA, 0, ARENA], 12, 12, 16) quadGrid(floor, [-ARENA, 0, -ARENA], [ARENA, 0, -ARENA], [ARENA, 0, ARENA], [-ARENA, 0, ARENA], 12, 12)
const walls = mesh() const walls = mesh()
const h = WALL_HEIGHT const h = WALL_HEIGHT
// Inward-facing perimeter, no ceiling so the sky shows above. // Inward-facing perimeter, no ceiling so the sky shows above.
quadGrid(walls, [-ARENA, 0, -ARENA], [ARENA, 0, -ARENA], [ARENA, h, -ARENA], [-ARENA, h, -ARENA], 12, 2.5, 12) quadGrid(walls, [-ARENA, 0, -ARENA], [ARENA, 0, -ARENA], [ARENA, h, -ARENA], [-ARENA, h, -ARENA], 12, 2.5)
quadGrid(walls, [ARENA, 0, ARENA], [-ARENA, 0, ARENA], [-ARENA, h, ARENA], [ARENA, h, ARENA], 12, 2.5, 12) quadGrid(walls, [ARENA, 0, ARENA], [-ARENA, 0, ARENA], [-ARENA, h, ARENA], [ARENA, h, ARENA], 12, 2.5)
quadGrid(walls, [ARENA, 0, -ARENA], [ARENA, 0, ARENA], [ARENA, h, ARENA], [ARENA, h, -ARENA], 12, 2.5, 12) quadGrid(walls, [ARENA, 0, -ARENA], [ARENA, 0, ARENA], [ARENA, h, ARENA], [ARENA, h, -ARENA], 12, 2.5)
quadGrid(walls, [-ARENA, 0, ARENA], [-ARENA, 0, -ARENA], [-ARENA, h, -ARENA], [-ARENA, h, ARENA], 12, 2.5, 12) quadGrid(walls, [-ARENA, 0, ARENA], [-ARENA, 0, -ARENA], [-ARENA, h, -ARENA], [-ARENA, h, ARENA], 12, 2.5)
const crate = mesh() const crate = mesh()
box(crate, CRATE.x, CRATE.z, CRATE.half, CRATE.top) box(crate, CRATE.x, CRATE.z, CRATE.half, CRATE.top)
@ -66,6 +76,13 @@ export function buildLevel(): Level {
sun: Color.rgb(255, 246, 214), sun: Color.rgb(255, 246, 214),
sunDir: { x: 0.3, y: 0.5, z: -0.8 }, sunDir: { x: 0.3, y: 0.5, z: -0.8 },
sunSize: 0.04, sunSize: 0.04,
clouds: {
color: Color.rgb(248, 250, 255),
coverage: 0.5,
scale: 0.9,
speed: 0.5,
edge: 0.02,
},
} }
return { floor, walls, crate, colliders, npcPosition: { x: 2, y: 0, z: -1 }, sky } return { floor, walls, crate, colliders, npcPosition: { x: 2, y: 0, z: -1 }, sky }
@ -79,15 +96,18 @@ function wall(minX: number, maxX: number, minZ: number, maxZ: number): Aabb {
return { minX, maxX, minZ, maxZ, top: WALL_HEIGHT, standable: false } return { minX, maxX, minZ, maxZ, top: WALL_HEIGHT, standable: false }
} }
/** A quad tessellated into an n*n grid so affine texture warp stays per-tile. /** Tessellate a quad into a grid sized by DIVISIONS_PER_UNIT, so triangle size
* Corners run a (uv 0,0) -> b (us,0) -> c (us,vs) -> d (0,vs). */ * (and thus affine warp) is consistent whatever the surface's scale. Corners
function quadGrid(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner, us: number, vs: number, n: number): void { * run a (uv 0,0) -> b (us,0) -> c (us,vs) -> d (0,vs). */
function quadGrid(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner, us: number, vs: number): void {
const nu = divisions(a, b)
const nv = divisions(a, d)
const base = m.vertices.length const base = m.vertices.length
const row = n + 1 const row = nu + 1
for (let i = 0; i <= n; i++) { for (let i = 0; i <= nv; i++) {
const t = i / n const t = i / nv
for (let j = 0; j <= n; j++) { for (let j = 0; j <= nu; j++) {
const s = j / n const s = j / nu
const wa = (1 - s) * (1 - t) const wa = (1 - s) * (1 - t)
const wb = s * (1 - t) const wb = s * (1 - t)
const wc = s * t const wc = s * t
@ -102,39 +122,31 @@ function quadGrid(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner, us: numbe
}) })
} }
} }
for (let i = 0; i < n; i++) { for (let i = 0; i < nv; i++) {
for (let j = 0; j < n; j++) { for (let j = 0; j < nu; j++) {
const p = base + i * row + j const p = base + i * row + j
m.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row) m.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row)
} }
} }
} }
/** Grid divisions along edge a->b, from its world length and the density. */
function divisions(a: Corner, b: Corner): number {
const length = Math.hypot(b[0] - a[0], b[1] - a[1], b[2] - a[2])
return Math.max(1, Math.round(length * DIVISIONS_PER_UNIT))
}
/** A box centered at (cx, cz) on the floor: top face plus four sides, one uv /** A box centered at (cx, cz) on the floor: top face plus four sides, one uv
* tile per face. No bottom (never seen). */ * tile per face. No bottom (never seen). Tessellated like every other surface,
* so it no longer warps up close. */
function box(m: Mesh, cx: number, cz: number, half: number, top: number): void { function box(m: Mesh, cx: number, cz: number, half: number, top: number): void {
const x0 = cx - half const x0 = cx - half
const x1 = cx + half const x1 = cx + half
const z0 = cz - half const z0 = cz - half
const z1 = cz + half const z1 = cz + half
quad(m, [x0, top, z0], [x1, top, z0], [x1, top, z1], [x0, top, z1]) quadGrid(m, [x0, top, z0], [x1, top, z0], [x1, top, z1], [x0, top, z1], 1, 1)
quad(m, [x0, 0, z0], [x1, 0, z0], [x1, top, z0], [x0, top, z0]) quadGrid(m, [x0, 0, z0], [x1, 0, z0], [x1, top, z0], [x0, top, z0], 1, 1)
quad(m, [x1, 0, z1], [x0, 0, z1], [x0, top, z1], [x1, top, z1]) quadGrid(m, [x1, 0, z1], [x0, 0, z1], [x0, top, z1], [x1, top, z1], 1, 1)
quad(m, [x1, 0, z0], [x1, 0, z1], [x1, top, z1], [x1, top, z0]) quadGrid(m, [x1, 0, z0], [x1, 0, z1], [x1, top, z1], [x1, top, z0], 1, 1)
quad(m, [x0, 0, z1], [x0, 0, z0], [x0, top, z0], [x0, top, z1]) quadGrid(m, [x0, 0, z1], [x0, 0, z0], [x0, top, z0], [x0, top, z1], 1, 1)
}
function quad(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner): void {
const base = m.vertices.length
const corners: [Corner, [number, number]][] = [
[a, [0, 0]],
[b, [1, 0]],
[c, [1, 1]],
[d, [0, 1]],
]
for (const [pos, uv] of corners) {
const vertex: Vertex = { pos: { x: pos[0], y: pos[1], z: pos[2] }, uv: { x: uv[0], y: uv[1] } }
m.vertices.push(vertex)
}
m.indices.push(base, base + 1, base + 2, base, base + 2, base + 3)
} }

View file

@ -15,7 +15,7 @@ const ctx = screen.getContext("2d")!
const back = document.createElement("canvas") const back = document.createElement("canvas")
const backCtx = back.getContext("2d")! const backCtx = back.getContext("2d")!
let config: RenderConfig = RenderConfig.psxish let config: RenderConfig = RenderConfig.standard
let fb = Framebuffer.create(1, 1) let fb = Framebuffer.create(1, 1)
let image = new ImageData(1, 1) let image = new ImageData(1, 1)
@ -54,7 +54,7 @@ async function main(): Promise<void> {
globalThis.addEventListener("keydown", (e) => { globalThis.addEventListener("keydown", (e) => {
keys.add(e.code) keys.add(e.code)
if (e.code === "Digit1") { if (e.code === "Digit1") {
useConfig(RenderConfig.psxish) useConfig(RenderConfig.standard)
} }
if (e.code === "Digit2") { if (e.code === "Digit2") {
useConfig(RenderConfig.soft) useConfig(RenderConfig.soft)
@ -95,7 +95,7 @@ async function main(): Promise<void> {
} }
const viewProj = Camera.viewProjection(camera, fb.width / fb.height) const viewProj = Camera.viewProjection(camera, fb.width / fb.height)
Sky.render(fb, camera, level.sky) Sky.render(fb, camera, level.sky, now / 1000)
Rasterizer.draw(fb, level.floor, textures.floor, viewProj, config) Rasterizer.draw(fb, level.floor, textures.floor, viewProj, config)
Rasterizer.draw(fb, level.walls, textures.wall, viewProj, config) Rasterizer.draw(fb, level.walls, textures.wall, viewProj, config)
Rasterizer.draw(fb, level.crate, textures.crate, viewProj, config) Rasterizer.draw(fb, level.crate, textures.crate, viewProj, config)

View file

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

View file

@ -3,7 +3,21 @@ import type { Framebuffer } from "./Framebuffer"
import { Camera } from "../scene/Camera" import { Camera } from "../scene/Camera"
import { Vec3 } from "../math/Vec3" 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 = { export type SkyConfig = {
zenith: Color zenith: Color
horizon: Color horizon: Color
@ -12,6 +26,7 @@ export type SkyConfig = {
sunDir: Vec3 sunDir: Vec3
/** Angular radius of the sun's core, in radians. */ /** Angular radius of the sun's core, in radians. */
sunSize: number sunSize: number
clouds: CloudLayer | null
} }
const UP: Vec3 = { x: 0, y: 1, z: 0 } 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 * 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 * 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 * 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 * horizon->zenith gradient by the ray's elevation, brightens toward `sun` near
* yaw), and brightens toward `sun` where the ray points near `sunDir`. * `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 { width, height, color, depth } = fb
const forward = Camera.forward(camera) const forward = Camera.forward(camera)
const right = Vec3.normalize(Vec3.cross(forward, UP)) const right = Vec3.normalize(Vec3.cross(forward, UP))
@ -35,6 +50,7 @@ export namespace Sky {
const tanX = tanY * (width / height) const tanX = tanY * (width / height)
const sun = Vec3.normalize(sky.sunDir) const sun = Vec3.normalize(sky.sunDir)
const cosSun = Math.cos(sky.sunSize) const cosSun = Math.cos(sky.sunSize)
const clouds = sky.clouds
for (let y = 0; y < height; y++) { for (let y = 0; y < height; y++) {
const ndcY = 1 - ((y + 0.5) / height) * 2 const ndcY = 1 - ((y + 0.5) / height) * 2
for (let x = 0; x < width; x++) { 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) const glow = Math.min(1, ((facing - cosSun) / (1 - cosSun)) * 1.5)
c = Color.lerp(c, sky.sun, glow) 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 const i = y * width + x
color[i] = c color[i] = c
depth[i] = 0 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)
}
} }