feat: game/engine split refactor + skybox

This commit is contained in:
Dan Finch 2026-08-08 14:15:32 +02:00
parent 581e5892b0
commit eeedcb8e48
34 changed files with 610 additions and 218 deletions

View file

@ -2,6 +2,7 @@ import { Color } from "./Color"
import type { Framebuffer } from "./Framebuffer"
import { Camera } from "../scene/Camera"
import { Vec3 } from "../math/Vec3"
import { Texture } from "./Texture"
/** Fields shared by every cumulus style. */
export type CumulusBase = {
@ -35,7 +36,18 @@ export type FancyCumulus = CumulusBase & {
* branching on `kind` in the cloud shader. */
export type CloudLayer = BasicCumulus | FancyCumulus
/** Procedural sky: a vertical gradient, a sun disc, and optional moving clouds. */
/** 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. */
export type SkyConfig = {
zenith: Color
horizon: Color
@ -45,9 +57,17 @@ export type SkyConfig = {
/** Angular radius of the sun's core, in radians. */
sunSize: number
clouds: CloudLayer | null
/** Optional equirectangular panorama; when present, replaces the gradient
* base color (sun + clouds still layer over it). */
skybox?: Skybox
}
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
export namespace Sky {
/**
@ -55,14 +75,16 @@ export namespace Sky {
* frame in place of Framebuffer.clear; opaque geometry then overwrites the sky
* 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, brightens toward `sun` near
* `sunDir`, then lays crisp-edged cumulus over the top.
* 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.
*
* `step` (>= 1) renders the sky at 1/step resolution: the expensive shading
* (the per-pixel cloud fbm dominates the frame) runs once per step x step
* block and is copied across it. The sky is low-frequency, so 2 is nearly free
* visually and quarters the cloud cost; 1 is full resolution.
* 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.
*/
export function render(fb: Framebuffer, camera: Camera, sky: SkyConfig, time: number, step = 1, y0 = 0, y1 = -1): void {
const { width, height, color, depth } = fb
@ -75,48 +97,78 @@ export namespace Sky {
const sun = Vec3.normalize(sky.sunDir)
const cosSun = Math.cos(sky.sunSize)
const clouds = sky.clouds
const skybox = sky.skybox ?? null
const skyboxYaw = skybox?.yaw ?? 0
const cloud: CloudSample = { cover: 0, shade: 1 }
const s = Math.max(1, step | 0)
// Band `y0`..`bottom` must be step-aligned (callers ensure it) so the block
// grid stays global and neighboring bands don't seam.
// 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.
for (let by = y0; by < bottom; by += s) {
// Shade at the block center, then flood the whole block with that color.
const sampleY = Math.min(height - 1, by + (s >> 1))
const ndcY = 1 - ((sampleY + 0.5) / height) * 2
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
for (let bx = 0; bx < width; bx += s) {
const sampleX = Math.min(width - 1, bx + (s >> 1))
const ndcX = ((sampleX + 0.5) / width) * 2 - 1
// View ray = forward + right*ndcX*tanX + up*ndcY*tanY, then normalized.
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
// dy is the ray elevation: 0 at the horizon, 1 straight up.
const t = Math.max(0, Math.min(1, dy))
let c = Color.lerp(sky.horizon, sky.zenith, t)
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 (clouds !== null && dy > 0.02) {
if (clouds.kind === "fancy") {
fancyCumulus(dx, dy, dz, clouds, time, sun, cloud)
} else {
basicCumulus(dx, dy, dz, clouds, time, cloud)
}
if (cloud.cover > 0) {
c = Color.lerp(c, Color.scale(clouds.color, cloud.shade), cloud.cover)
}
}
const xEnd = Math.min(width, bx + s)
// Sample the clouds once for the block, from the block-center ray.
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) {
if (clouds.kind === "fancy") {
fancyCumulus(cdx, cdy, cdz, clouds, time, sun, cloud)
} else {
basicCumulus(cdx, cdy, cdz, clouds, time, cloud)
}
}
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.
for (let y = by; y < yEnd; y++) {
const ndcY = 1 - ((y + 0.5) / height) * 2
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)
}
color[o + x] = c
depth[o + x] = 0
}