pxl8/demo/mod/sky.fnl

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(local ffi (require :ffi))
(local pxl8 (require :pxl8))
(local effects (require :pxl8.effects))
(local SKY_GRADIENT_START 144)
(local SKY_GRADIENT_COUNT 16)
(local sky-radius 900)
(local sky-segments 16)
(local sky-rings 16)
(local max-theta (* math.pi 0.55))
(local STAR_COUNT 200)
(local TINY_STAR_COUNT 5000)
(local STAR_SILVER_START 160)
(local STAR_BLUE_START 168)
(local STAR_RED_START 176)
(var sky-mesh nil)
(var last-gradient-key nil)
(var stars [])
(var tiny-stars [])
(fn generate-sky-gradient [zenith-r zenith-g zenith-b horizon-r horizon-g horizon-b]
(for [i 0 (- SKY_GRADIENT_COUNT 1)]
(let [t (/ i (- SKY_GRADIENT_COUNT 1))
r (math.floor (+ zenith-r (* t (- horizon-r zenith-r))))
g (math.floor (+ zenith-g (* t (- horizon-g zenith-g))))
b (math.floor (+ zenith-b (* t (- horizon-b zenith-b))))]
(pxl8.set_palette_rgb (+ SKY_GRADIENT_START i) r g b))))
(fn create-sky-dome []
(let [verts []
indices []]
(for [i 0 (- sky-rings 1)]
(let [theta0 (* (/ i sky-rings) max-theta)
theta1 (* (/ (+ i 1) sky-rings) max-theta)
sin-t0 (math.sin theta0)
cos-t0 (math.cos theta0)
sin-t1 (math.sin theta1)
cos-t1 (math.cos theta1)
y0 (* sky-radius cos-t0)
y1 (* sky-radius cos-t1)
r0 (* sky-radius sin-t0)
r1 (* sky-radius sin-t1)
t0 (/ i sky-rings)
t1 (/ (+ i 1) sky-rings)
c0 (math.floor (+ SKY_GRADIENT_START (* t0 (- SKY_GRADIENT_COUNT 1)) 0.5))
c1 (math.floor (+ SKY_GRADIENT_START (* t1 (- SKY_GRADIENT_COUNT 1)) 0.5))]
(for [j 0 (- sky-segments 1)]
(let [phi0 (* (/ j sky-segments) math.pi 2)
phi1 (* (/ (+ j 1) sky-segments) math.pi 2)
cos-p0 (math.cos phi0)
sin-p0 (math.sin phi0)
cos-p1 (math.cos phi1)
sin-p1 (math.sin phi1)
x00 (* r0 cos-p0) z00 (* r0 sin-p0)
x01 (* r0 cos-p1) z01 (* r0 sin-p1)
x10 (* r1 cos-p0) z10 (* r1 sin-p0)
x11 (* r1 cos-p1) z11 (* r1 sin-p1)
nx00 (- (* sin-t0 cos-p0)) ny00 (- cos-t0) nz00 (- (* sin-t0 sin-p0))
nx01 (- (* sin-t0 cos-p1)) ny01 (- cos-t0) nz01 (- (* sin-t0 sin-p1))
nx10 (- (* sin-t1 cos-p0)) ny10 (- cos-t1) nz10 (- (* sin-t1 sin-p0))
nx11 (- (* sin-t1 cos-p1)) ny11 (- cos-t1) nz11 (- (* sin-t1 sin-p1))
base-idx (# verts)]
(if (= i 0)
(do
;; First ring is degenerate - just a triangle from pole
;; Vertices: v00 (pole, c0), v11 (bottom-right, c1), v10 (bottom-left, c1)
(table.insert verts {:x x00 :y y0 :z z00 :nx nx00 :ny ny00 :nz nz00 :color c0 :light 255})
(table.insert verts {:x x11 :y y1 :z z11 :nx nx11 :ny ny11 :nz nz11 :color c1 :light 255})
(table.insert verts {:x x10 :y y1 :z z10 :nx nx10 :ny ny10 :nz nz10 :color c1 :light 255})
;; Triangle: base, base+2, base+1
(table.insert indices base-idx)
(table.insert indices (+ base-idx 2))
(table.insert indices (+ base-idx 1)))
(do
;; Regular quad: v00 (top-left), v01 (top-right), v11 (bottom-right), v10 (bottom-left)
(table.insert verts {:x x00 :y y0 :z z00 :nx nx00 :ny ny00 :nz nz00 :color c0 :light 255})
(table.insert verts {:x x01 :y y0 :z z01 :nx nx01 :ny ny01 :nz nz01 :color c0 :light 255})
(table.insert verts {:x x11 :y y1 :z z11 :nx nx11 :ny ny11 :nz nz11 :color c1 :light 255})
(table.insert verts {:x x10 :y y1 :z z10 :nx nx10 :ny ny10 :nz nz10 :color c1 :light 255})
;; push_quad(base, base+3, base+2, base+1) = triangles (base,base+3,base+2) and (base,base+2,base+1)
(table.insert indices base-idx)
(table.insert indices (+ base-idx 3))
(table.insert indices (+ base-idx 2))
(table.insert indices base-idx)
(table.insert indices (+ base-idx 2))
(table.insert indices (+ base-idx 1))))))))
(set sky-mesh (pxl8.create_mesh verts indices))))
(fn update-gradient [zenith-r zenith-g zenith-b horizon-r horizon-g horizon-b]
(let [key (.. zenith-r "," zenith-g "," zenith-b "," horizon-r "," horizon-g "," horizon-b)]
(when (not= key last-gradient-key)
(generate-sky-gradient zenith-r zenith-g zenith-b horizon-r horizon-g horizon-b)
(set last-gradient-key key))))
(fn palette-ramp [start c0 c1]
(let [r0 (bit.rshift (bit.band c0 0xFF0000) 16)
g0 (bit.rshift (bit.band c0 0x00FF00) 8)
b0 (bit.band c0 0x0000FF)
r1 (bit.rshift (bit.band c1 0xFF0000) 16)
g1 (bit.rshift (bit.band c1 0x00FF00) 8)
b1 (bit.band c1 0x0000FF)]
(for [i 0 7]
(let [t (/ i 7)
r (math.floor (+ r0 (* t (- r1 r0))))
g (math.floor (+ g0 (* t (- g1 g0))))
b (math.floor (+ b0 (* t (- b1 b0))))]
(pxl8.set_palette_rgb (+ start i) r g b)))))
(fn init-star-palette []
(palette-ramp STAR_SILVER_START 0x707888 0xFFFFFF) ;; silver
(palette-ramp STAR_BLUE_START 0x5070B0 0xD0E8FF) ;; blue
(palette-ramp STAR_RED_START 0x802020 0xFF9090)) ;; red
(fn generate-stars [seed]
(set stars [])
(set tiny-stars [])
(init-star-palette)
(pxl8.rng_seed seed)
(for [i 1 STAR_COUNT]
(let [theta (math.acos (- 1 (* (pxl8.rng_f32) 0.85)))
phi (* (pxl8.rng_f32) math.pi 2)
brightness (pxl8.rng_range 1 4)
color-type (pxl8.rng_range 0 100)
shade (pxl8.rng_range 0 5)
color (if (< color-type 3) (+ STAR_RED_START shade)
(< color-type 15) (+ STAR_BLUE_START shade)
(+ STAR_SILVER_START shade))
sin-t (math.sin theta)
cos-t (math.cos theta)]
(table.insert stars {:dx (* sin-t (math.cos phi))
:dy cos-t
:dz (* sin-t (math.sin phi))
:brightness brightness
:color color})))
(pxl8.rng_seed (+ seed 0xCAFEBABE))
(for [i 1 TINY_STAR_COUNT]
(let [theta (math.acos (- 1 (* (pxl8.rng_f32) 0.95)))
phi (* (pxl8.rng_f32) math.pi 2)
brightness (+ 25 (pxl8.rng_range 0 40))
shade (pxl8.rng_range 0 3)
color-type (pxl8.rng_range 0 100)
color (if (< color-type 15) (+ STAR_BLUE_START shade)
(+ STAR_SILVER_START shade))
sin-t (math.sin theta)
cos-t (math.cos theta)]
(table.insert tiny-stars {:dx (* sin-t (math.cos phi))
:dy cos-t
:dz (* sin-t (math.sin phi))
:brightness brightness
:color color}))))
(fn project-direction [dir-x dir-y dir-z yaw pitch width height]
(let [cos-yaw (math.cos yaw)
sin-yaw (math.sin yaw)
cos-pitch (math.cos pitch)
sin-pitch (math.sin pitch)
rotated-x (+ (* dir-x cos-yaw) (* dir-z sin-yaw))
rotated-z (+ (* (- dir-x) sin-yaw) (* dir-z cos-yaw))
rotated-y (- (* dir-y cos-pitch) (* rotated-z sin-pitch))
final-z (+ (* dir-y sin-pitch) (* rotated-z cos-pitch))]
(when (> final-z 0.01)
(let [fov 1.047
aspect (/ width height)
half-fov-tan (math.tan (* fov 0.5))
ndc-x (/ rotated-x (* final-z half-fov-tan aspect))
ndc-y (/ rotated-y (* final-z half-fov-tan))]
(when (and (>= ndc-x -1) (<= ndc-x 1) (>= ndc-y -1) (<= ndc-y 1))
{:x (math.floor (* (+ 1 ndc-x) 0.5 width))
:y (math.floor (* (- 1 ndc-y) 0.5 height))})))))
(fn render-stars [yaw pitch intensity]
(when (> intensity 0)
(let [width (pxl8.get_width)
height (pxl8.get_height)
glows []
fade-sq (* intensity intensity)]
(each [_ star (ipairs tiny-stars)]
(let [screen (project-direction star.dx star.dy star.dz yaw pitch width height)]
(when screen
(let [int (math.floor (* star.brightness fade-sq))]
(when (> int 8)
(table.insert glows {:x screen.x :y screen.y
:radius 1
:intensity int
:color star.color
:shape effects.GLOW_CIRCLE}))))))
(each [_ star (ipairs stars)]
(let [screen (project-direction star.dx star.dy star.dz yaw pitch width height)]
(when screen
(let [base-int (math.floor (* star.brightness 50 fade-sq 1.5))]
(if (>= star.brightness 4)
(do
(table.insert glows {:x screen.x :y screen.y
:radius 4
:intensity (math.floor (/ base-int 4))
:color star.color
:shape effects.GLOW_CIRCLE})
(table.insert glows {:x screen.x :y screen.y
:radius 2
:intensity base-int
:color star.color
:shape effects.GLOW_DIAMOND}))
(>= star.brightness 3)
(do
(table.insert glows {:x screen.x :y screen.y
:radius 3
:intensity (math.floor (/ base-int 4))
:color star.color
:shape effects.GLOW_CIRCLE})
(table.insert glows {:x screen.x :y screen.y
:radius 2
:intensity base-int
:color star.color
:shape effects.GLOW_DIAMOND}))
(>= star.brightness 2)
(table.insert glows {:x screen.x :y screen.y
:radius 2
:intensity base-int
:color star.color
:shape effects.GLOW_DIAMOND})
(table.insert glows {:x screen.x :y screen.y
:radius 1
:intensity (math.floor (* base-int 0.7))
:color star.color
:shape effects.GLOW_CIRCLE}))))))
(when (> (length glows) 0)
(effects.glows glows)))))
(fn render [cam-x cam-y cam-z]
(when (not sky-mesh) (create-sky-dome))
(when sky-mesh
(pxl8.draw_mesh sky-mesh {:x cam-x :y cam-y :z cam-z :passthrough true})))
{:render render
:render-stars render-stars
:generate-stars generate-stars
:update-gradient update-gradient
:SKY_GRADIENT_START SKY_GRADIENT_START
:SKY_GRADIENT_COUNT SKY_GRADIENT_COUNT}