pxl8/demo/mod/sky.fnl

272 lines
12 KiB
Text
Raw Normal View History

(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 NUM_RANDOM_STARS 300)
(local NUM_TINY_STARS 7000)
(local STAR_SEED 0xDEADBEEF)
(local STAR_CYCLE_PERIOD 7200)
;; Use existing bright palette colors
;; Silver/white: indices 14-15 (brightest grays)
(local IDX_SILVER 14)
;; Warm/torch: indices 216-218 (bright creams/yellows)
(local IDX_TORCH 216)
;; Blue/magic: indices 176-178 (purples - brightest of the range)
(local IDX_MAGIC 176)
(var sky-mesh nil)
(var star-time 0)
(var last-gradient-key nil)
(var random-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) math.pi 0.5)
theta1 (* (/ (+ i 1) sky-rings) math.pi 0.5)
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
(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})
(table.insert indices base-idx)
(table.insert indices (+ base-idx 2))
(table.insert indices (+ base-idx 1)))
(do
(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})
(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 galactic-band-factor [dx dy dz]
(let [band-len (math.sqrt (+ (* 0.6 0.6) (* 0.3 0.3) (* 0.742 0.742)))
bx (/ 0.6 band-len)
by (/ 0.3 band-len)
bz (/ 0.742 band-len)
dist-from-band (math.abs (+ (* dx bx) (* dy by) (* dz bz)))
in-band (- 1 (math.min (* dist-from-band 3) 1))]
(* in-band in-band)))
(fn generate-stars []
(set random-stars [])
(set tiny-stars [])
;; Generate random stars - use full upper hemisphere (dy > -0.1)
(for [i 0 (- NUM_RANDOM_STARS 1)]
(let [h1 (pxl8.hash32 (+ STAR_SEED (* i 5)))
h2 (pxl8.hash32 (+ STAR_SEED (* i 5) 1))
h3 (pxl8.hash32 (+ STAR_SEED (* i 5) 2))
h4 (pxl8.hash32 (+ STAR_SEED (* i 5) 3))
theta (* (/ h1 0xFFFFFFFF) math.pi 2)
phi (math.acos (- 1 (* (/ h2 0xFFFFFFFF) 1.0)))
sin-phi (math.sin phi)
cos-phi (math.cos phi)
dx (* sin-phi (math.cos theta))
dy cos-phi
dz (* sin-phi (math.sin theta))
brightness-raw (/ (% h3 256) 255)
brightness (math.floor (+ 60 (* brightness-raw brightness-raw 195)))
color-type (% h4 100)
color (if (< color-type 8) (+ IDX_TORCH (% (bit.rshift h4 8) 2))
(< color-type 16) (+ IDX_MAGIC (% (bit.rshift h4 8) 2))
(+ IDX_SILVER (% (bit.rshift h4 8) 2)))]
(when (> dy -0.1)
(table.insert random-stars {:dx dx :dy dy :dz dz
:brightness brightness
:color color}))))
(let [tiny-seed (+ STAR_SEED 0xCAFEBABE)]
(for [i 0 (- NUM_TINY_STARS 1)]
(let [h1 (pxl8.hash32 (+ tiny-seed (* i 4)))
h2 (pxl8.hash32 (+ tiny-seed (* i 4) 1))
h3 (pxl8.hash32 (+ tiny-seed (* i 4) 2))
h4 (pxl8.hash32 (+ tiny-seed (* i 4) 3))
theta (* (/ h1 0xFFFFFFFF) math.pi 2)
phi (math.acos (- 1 (* (/ h2 0xFFFFFFFF) 1.0)))
sin-phi (math.sin phi)
cos-phi (math.cos phi)
dx (* sin-phi (math.cos theta))
dy cos-phi
dz (* sin-phi (math.sin theta))
band-boost (galactic-band-factor dx dy dz)
base-bright (+ 40 (% h3 50))
brightness (+ base-bright (math.floor (* band-boost 40)))
color-shift (% h4 100)
color (if (< color-shift 3) (+ IDX_TORCH (% (bit.rshift h4 8) 2))
(< color-shift 12) (+ IDX_MAGIC (% (bit.rshift h4 8) 2))
(+ IDX_SILVER (% (bit.rshift h4 8) 2)))]
(when (> dy -0.1)
(table.insert tiny-stars {:dx dx :dy dy :dz dz
:brightness brightness
:color color}))))))
(fn project-direction [dir-x dir-y dir-z yaw pitch cos-rot sin-rot width height]
(let [rot-x (- (* dir-x cos-rot) (* dir-z sin-rot))
rot-z (+ (* dir-x sin-rot) (* dir-z cos-rot))
cos-yaw (math.cos yaw)
sin-yaw (math.sin yaw)
cos-pitch (math.cos pitch)
sin-pitch (math.sin pitch)
rotated-x (+ (* rot-x cos-yaw) (* rot-z sin-yaw))
rotated-z (+ (* (- rot-x) sin-yaw) (* rot-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 dt]
(set star-time (+ star-time (or dt 0)))
(when (> intensity 0)
(let [width (pxl8.get_width)
height (pxl8.get_height)
glows []
fade-in (* intensity intensity)
time-factor (/ star-time 60)
star-rotation (/ (* star-time math.pi 2) STAR_CYCLE_PERIOD)
cos-rot (math.cos star-rotation)
sin-rot (math.sin star-rotation)]
(each [i star (ipairs tiny-stars)]
(let [screen (project-direction star.dx star.dy star.dz yaw pitch cos-rot sin-rot width height)]
(when screen
(let [int (math.floor (* star.brightness fade-in))]
(when (> int 8)
(table.insert glows {:x screen.x :y screen.y
:radius 1
:intensity int
:color star.color
:shape effects.GLOW_CIRCLE}))))))
(each [i star (ipairs random-stars)]
(let [screen (project-direction star.dx star.dy star.dz yaw pitch cos-rot sin-rot width height)]
(when screen
(let [phase (+ (* i 2.137) (* time-factor 3.0))
twinkle (+ 0.75 (* 0.25 (math.sin (* phase 6.28))))
int (math.floor (* star.brightness fade-in twinkle))]
(if (> star.brightness 220)
(do
(table.insert glows {:x screen.x :y screen.y
:radius 3
:intensity (math.floor (* int 1.5))
:color star.color
:shape effects.GLOW_DIAMOND})
(table.insert glows {:x screen.x :y screen.y
:radius 5
:intensity (math.floor (/ int 2))
:color star.color
:shape effects.GLOW_CIRCLE}))
(> star.brightness 180)
(do
(table.insert glows {:x screen.x :y screen.y
:radius 2
:intensity int
:color star.color
:shape effects.GLOW_DIAMOND})
(table.insert glows {:x screen.x :y screen.y
:radius 4
:intensity (math.floor (/ int 3))
:color star.color
:shape effects.GLOW_CIRCLE}))
(> star.brightness 120)
(do
(table.insert glows {:x screen.x :y screen.y
:radius 2
:intensity (math.floor (* int 0.67))
:color star.color
:shape effects.GLOW_DIAMOND})
(table.insert glows {:x screen.x :y screen.y
:radius 3
:intensity (math.floor (/ int 4))
:color star.color
:shape effects.GLOW_CIRCLE}))
(table.insert glows {:x screen.x :y screen.y
:radius 2
:intensity (math.floor (* int 0.5))
:color star.color
:shape effects.GLOW_CIRCLE}))))))
(when (> (length glows) 0)
(effects.glows glows)))))
(fn render [cam-x cam-y cam-z wireframe]
(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 :wireframe wireframe})))
{: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}