/* Volumetric 3D cloud renderer - by Richard Zink. * Raymarches a horizontal cloud layer with the camera flying * slowly above and through the cloud deck. Density threshold * comes from the weather theme, so 'sunny' gives breaks in the * deck and 'stormy' puts you inside overcast most of the time. * * Reads palette + weather + speed from window globals (same * contract via window.__current* globals, theme-agnostic). */ (function() { // Progress and build diagnostics are only interesting while the debug panel // is on; a wall display must not fill the console with them. var DEBUG_LOG = !!(window.CONFIG && window.CONFIG.debug); function dbgLog() { if (DEBUG_LOG) console.log.apply(console, arguments); } function makeShader(gl, type, src) { var s = gl.createShader(type); gl.shaderSource(s, src); gl.compileShader(s); if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) { console.error('clouds3d: Shader compile error:', gl.getShaderInfoLog(s)); gl.deleteShader(s); return null; } return s; } function makeProgram(gl, vsSrc, fsSrc) { var vs = makeShader(gl, gl.VERTEX_SHADER, vsSrc); var fs = makeShader(gl, gl.FRAGMENT_SHADER, fsSrc); if (!vs || !fs) return null; var p = gl.createProgram(); gl.attachShader(p, vs); gl.attachShader(p, fs); gl.linkProgram(p); if (!gl.getProgramParameter(p, gl.LINK_STATUS)) { console.error('clouds3d: Program link error:', gl.getProgramInfoLog(p)); gl.deleteProgram(p); return null; } return p; } var VERT_SRC = [ 'attribute vec2 aPos;', 'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }' ].join('\n'); // Volumetric raymarch through a horizontal cloud layer. // Cheap 3D value noise + 3-octave fbm. 18 raymarch steps. // Tuned for low-end hardware: fewer steps + fewer noise samples // per step keep the frame within budget on integrated GPUs. // Camera path is sinusoidal so the view occasionally dips // into the cloud deck for the "fly through the edges" feel. var FRAG_SRC = [ 'precision highp float;', 'uniform vec2 uResolution;', 'uniform float uTime;', 'uniform sampler2D uGround;', 'uniform vec2 uGroundCenter;', // current mosaic centre (world units) 'uniform vec2 uGroundSize;', // mosaic side extents (canvas tiles: W x H) 'uniform vec2 uCorridorRot;', // corridor (fetch) rotation as (cos, sin) 'uniform mat4 uViewProjInv;', // inverse of (proj * view) for ray reconstruction 'uniform vec3 uSky;', 'uniform vec3 uCloud;', 'uniform vec3 uCloudShadow;', 'uniform vec3 uLight;', 'uniform vec3 uBg;', 'uniform float uSpeed;', 'uniform float uDensity;', 'uniform float uDayProgress;', 'uniform float uSunAlt;', 'uniform float uCloudTop;', // cloud deck upper edge (world Y) 'uniform float uCloudBot;', // cloud deck lower edge (world Y) 'uniform sampler2D uElev;', // terrarium RGB height grid, same UV as uGround 'uniform float uElevOn;', // terrain enabled (0/1) 'uniform float uElevScale;', // metres -> world units (incl. exaggeration) 'uniform float uTerrainExag;', // terrain vertical exaggeration 'uniform vec3 uSunDir;', // unit vector towards the sun (world X,Y,Z) 'uniform vec3 uMoonDir;', // unit vector towards the moon (world X,Y,Z) 'uniform sampler2D uSkyTex;', // baked star catalogue + Milky Way (equirect) 'uniform float uSkyOn;', // 0 until the star texture is built 'uniform float uStarLon;', // sidereal rotation offset (radians) 'uniform vec3 uPole;', // north celestial pole in world coords 'uniform int uMode;', // 0 = sky+stars, 1 = clouds, 2 = atmosphere shell 'uniform float uAtmoModelOn;', 'uniform float uAtmoHeightUnits;', 'uniform float uAtmoScaleHeightUnits;', 'uniform float uAtmoDensity;', 'uniform float uAtmoGrayTau;', 'uniform float uAtmoGain;', 'uniform float uAtmoMaxAlpha;', 'uniform float uEarthRadius;', 'uniform float uCurvatureOn;', 'uniform vec3 uCamPos;', 'uniform vec3 uAtmoBlueColor;', 'uniform vec3 uAtmoGrayColor;', 'uniform vec3 uSunColor;', // direct beam after atmospheric extinction 'uniform float uSunInt;', 'uniform vec3 uMoonColor;', 'uniform float uMoonInt;', 'uniform float uSkyAmb;', 'uniform float uStarAmb;', // diffuse starlight + airglow 'uniform float uPhysical;', 'uniform vec3 uAirColor;', // Rayleigh airlight at the horizon 'uniform vec3 uRayleighBeta;', // vertical Rayleigh optical depth RGB 'uniform float uSunAirMass;', // relative air mass of the sun beam 'uniform float uRayleighGain;', 'uniform float uPhysicalSkyOn;', 'uniform float uAirHazeOn;', 'uniform float uAirHazeDensity;', 'uniform float uAirHazeScaleHeightUnits;', 'uniform float uAirHazeGain;', 'uniform float uAirHazeMaxAlpha;', 'uniform vec3 uAirHazeColor;', 'uniform sampler2D uTerrainDistTex;', 'uniform float uCloudsOn;', 'uniform float uTerrainDistOk;', 'uniform float uFrontHazeOn;', 'uniform float uFrontHazeDensity;', 'uniform float uFrontHazeScaleHeightUnits;', 'uniform float uFrontHazeGain;', 'uniform float uFrontHazeMaxAlpha;', 'uniform vec3 uFrontHazeColor;', 'uniform float uFarPlane;', 'uniform vec3 uCloudAlbedo;', // theme-tinted but brightness-normalised 'uniform float uAirDensity;', // slant optical depth per world unit 'uniform float uCloudHaze;', // clouds sit above most of the haze: much weaker 'uniform sampler2D uMoonTex;', // equirectangular near-side lunar map 'uniform float uMoonTexOn;', // 0 until the map is loaded (flat disc) 'uniform float uMoonR;', // disc angular radius in radians 'uniform float uMoonFrac;', // illuminated fraction (drives the halo) 'uniform float uMoonEarth;', // earthshine on the dark side 'uniform float uMoonLimb;', // limb darkening strength 'uniform float uMoonBright;', // per-pixel luminance of the disc 'uniform float uMoonHalo;', 'uniform float uMoonFlipU;', 'uniform float uMoonFlipV;', 'uniform float uSunR;', // sun disc angular radius (radians) // 3D hash and value noise 'float hash3(vec3 p) {', 'p = fract(p * vec3(0.1031, 0.1030, 0.0973));', 'p += dot(p, p.yxz + 33.33);', 'return fract((p.x + p.y) * p.z);', '}', // 2D hash for per-pixel dithering. Adding uTime to the input // means the dither pattern changes each frame so noise doesn't // crawl on slow camera motion. 'float hash21(vec2 p) {', 'p = fract(p * vec2(123.34, 456.21));', 'p += dot(p, p + 45.32);', 'return fract(p.x * p.y);', '}', // Interleaved Gradient Noise: deterministic per pixel, low discrepancy. // hash21(gl_FragCoord.xy + uTime) changed every frame, which made the // cloud march start on a different phase each frame - visible as // crawling edges and flickering dark specks inside dense cloud. 'float ign(vec2 p) {', 'return fract(0.01593035 * fract(dot(p, vec2(0.06711056, 0.08056550))));', '}', 'float noise3(vec3 p) {', 'vec3 i = floor(p);', 'vec3 f = fract(p);', 'f = f * f * (3.0 - 2.0 * f);', 'return mix(', 'mix(mix(hash3(i + vec3(0,0,0)), hash3(i + vec3(1,0,0)), f.x),', 'mix(hash3(i + vec3(0,1,0)), hash3(i + vec3(1,1,0)), f.x), f.y),', 'mix(mix(hash3(i + vec3(0,0,1)), hash3(i + vec3(1,0,1)), f.x),', 'mix(hash3(i + vec3(0,1,1)), hash3(i + vec3(1,1,1)), f.x), f.y),', 'f.z);', '}', // Four octaves (the name stayed): the extra high-frequency octave breaks // up the iso-surfaces that made the deck read as stacked slabs. Sum is // renormalised to the old 0.875 range so baseThresh still means the same // cloud coverage. 'float fbm3(vec3 p) {', 'float v = 0.0;', 'float a = 0.5;', 'for (int i = 0; i < 4; i++) {', 'v += a * noise3(p);', 'p = p * 2.03 + vec3(13.7, 7.1, 19.3);', 'a *= 0.5;', '}', 'return v * 0.93333;', '}', // Density at a point in the cloud layer. Two fBm layers: the // base one at low frequency gives the large puffs, the detail // layer at higher frequency breaks up the silhouette so clouds // don't look like soft blobs. // 'soft' is the procedural equivalent of a mipmap level: 0 near the // camera, 1 for cloud far away. The detail octave is what aliases into // shimmering speckle once a cloud only covers a few pixels, so it is // dropped there and the threshold is widened - the large shapes stay, // the fine structure that cannot be resolved disappears. 'float earthDrop(vec2 xz) {', 'if (uCurvatureOn < 0.5) return 0.0;', 'vec2 d = xz - uCamPos.xz;', 'return dot(d, d) / (2.0 * max(1.0, uEarthRadius));', '}', 'float cloudDensity(vec3 p, float baseThresh, float soft) {', 'float py = p.y + earthDrop(p.xz);', 'vec3 cp = vec3(p.x, py, p.z);', 'float n = fbm3(cp * 0.22 + vec3(0.0, 0.0, uTime * 0.05));', // The detail octave weighs at most 0.20 and fades to zero with // distance; past soft = 0.95 it contributes under 1 %, so the whole // 4-octave lookup is skipped for the (numerous) far samples. 'if (soft < 0.75) {', 'float d = fbm3(cp * 1.80 + vec3(uTime * 0.045, 7.3, uTime * 0.035));', 'n = n + d * mix(0.22, 0.0, soft / 0.75);', '}', // Cloud layer between uCloudBot and uCloudTop, densest in the // middle (bell curve). The layer follows the Earth curvature. 'float h = clamp((py - uCloudBot) / (uCloudTop - uCloudBot), 0.0, 1.0);', 'float profile = 4.0 * h * (1.0 - h); // bell curve', 'profile = max(profile, 0.0);', 'return smoothstep(baseThresh, baseThresh + 0.34 + soft * 0.28, n) * profile;', '}', // Star field: project ray onto a far sphere, hash-grid for // positions. Visible above the horizon at night with a small // twinkle. 'float starField(vec3 r) {', 'vec3 sp = r * 240.0;', 'vec3 sf = floor(sp);', 'vec3 sfp = fract(sp) - 0.5;', // irrational-looking offsets break the lattice bias a plain // integer grid feeds into hash3 (stars vanished deterministically) 'float h = hash3(sf + 0.317);', 'float starD = length(sfp);', 'float size = 0.16 + 0.16 * fract(h * 7919.0);', 'float mask = step(0.915, h) * (1.0 - smoothstep(0.0, size, starD));', 'float bright = 0.45 + 0.55 * fract(h * 13.73);', 'float twinkle = 0.8 + 0.2 * sin(uTime * 0.6 + h * 47.0);', 'return mask * bright * twinkle;', '}', // Terrain height lookup: world XZ offset -> metres, via the terrarium // grid which shares the street canvas' world->UV convention. Used // by the CLOUDS pass to compute the ray-terrain hit and discard // clouds that are entirely behind the (mesh) terrain. 'float terrElev(vec2 xz) {', // euv.x is mirrored to match the mesh: heights are read with the // DEM mosaic's west-right layout against the world's east +x. 'vec2 euv = vec2(0.5 - xz.x / uGroundSize.x, xz.y / uGroundSize.y + 0.5);', 'if (euv.x < 0.0 || euv.x > 1.0 || euv.y < 0.0 || euv.y > 1.0) return 0.0;', 'vec3 t = texture2D(uElev, euv).rgb;', 'return (t.r * 256.0 + t.g + t.b / 256.0) * 255.0 - 32768.0;', '}', 'vec2 curvedLayerRoots(float layerY, vec3 ro, vec3 rd) {', 'float R = max(1.0, uEarthRadius);', 'float a = (uCurvatureOn > 0.5) ? dot(rd.xz, rd.xz) / (2.0 * R) : 0.0;', 'float b = rd.y;', 'float c = ro.y - layerY;', 'if (abs(a) < 1e-6) {', 'if (abs(b) < 1e-6) return vec2(-1.0, -1.0);', 'float t = -c / b;', 'return vec2(t, t);', '}', 'float disc = b * b - 4.0 * a * c;', 'if (disc < 0.0) return vec2(-1.0, -1.0);', 'float sq = sqrt(disc);', 'return vec2((-b - sq) / (2.0 * a), (-b + sq) / (2.0 * a));', '}', 'float minPositiveRoot(vec2 r) {', 'float m = 1e9;', 'if (r.x > 0.0) m = min(m, r.x);', 'if (r.y > 0.0) m = min(m, r.y);', 'return m;', '}', 'float maxPositiveRoot(vec2 r) {', 'float m = -1e9;', 'if (r.x > 0.0) m = max(m, r.x);', 'if (r.y > 0.0) m = max(m, r.y);', 'return m;', '}', 'vec3 sphericalRayleighTau(vec3 rd) {', 'if (uCurvatureOn < 0.5) {', 'float viewY = max(rd.y, 0.0);', 'float mView = (viewY > 0.02) ? min(38.0, 1.0 / viewY) : 38.0;', 'return uRayleighBeta * mView;', '}', 'float R = max(1.0, uEarthRadius);', 'float H = max(1.0, uAtmoHeightUnits);', 'float Hs = max(0.05, uAtmoScaleHeightUnits);', 'vec3 C = vec3(uCamPos.x, -R, uCamPos.z);', 'vec3 oc = uCamPos - C;', 'float b = dot(oc, rd);', 'float rOut = R + H;', 'float cOut = dot(oc, oc) - rOut * rOut;', 'float tStart = 0.0;', 'float tEnd = 100.0;', 'float discOut = b * b - cOut;', 'if (discOut > 0.0) {', 'float sq = sqrt(discOut);', 'float t1 = -b - sq;', 'float t2 = -b + sq;', 'if (cOut > 0.0) tStart = max(0.0, t1);', 'tEnd = max(0.0, t2);', '}', 'float cIn = dot(oc, oc) - R * R;', 'float discIn = b * b - cIn;', 'if (discIn > 0.0) {', 'float sq = sqrt(discIn);', 'float t1 = -b - sq;', 'float t2 = -b + sq;', 'if (t1 > 0.0) tEnd = min(tEnd, t1);', 'else if (t2 > 0.0) tEnd = min(tEnd, t2);', '}', 'if (tEnd <= tStart) return vec3(0.0);', 'float step = (tEnd - tStart) / 16.0;', 'float t = tStart + step * 0.5;', 'float column = 0.0;', 'for (int i = 0; i < 16; i++) {', 'vec3 p = uCamPos + rd * t;', 'float alt = max(0.0, length(p - C) - R);', 'column += exp(-alt / Hs) * step / Hs;', 't += step;', '}', 'return uRayleighBeta * column;', '}', 'float airHazeColumn(vec3 rd) {', 'if (uCurvatureOn < 0.5) {', 'float viewY = max(rd.y, 0.0);', 'float mView = (viewY > 0.02) ? min(38.0, 1.0 / viewY) : 38.0;', 'return mView;', '}', 'float R = max(1.0, uEarthRadius);', 'float H = max(1.0, uAtmoHeightUnits);', 'float Hs = max(0.05, uAirHazeScaleHeightUnits);', 'vec3 C = vec3(uCamPos.x, -R, uCamPos.z);', 'vec3 oc = uCamPos - C;', 'float b = dot(oc, rd);', 'float rOut = R + H;', 'float cOut = dot(oc, oc) - rOut * rOut;', 'float tStart = 0.0;', 'float tEnd = 100.0;', 'float discOut = b * b - cOut;', 'if (discOut > 0.0) {', 'float sq = sqrt(discOut);', 'float t1 = -b - sq;', 'float t2 = -b + sq;', 'if (cOut > 0.0) tStart = max(0.0, t1);', 'tEnd = max(0.0, t2);', '}', 'float cIn = dot(oc, oc) - R * R;', 'float discIn = b * b - cIn;', 'if (discIn > 0.0) {', 'float sq = sqrt(discIn);', 'float t1 = -b - sq;', 'float t2 = -b + sq;', 'if (t1 > 0.0) tEnd = min(tEnd, t1);', 'else if (t2 > 0.0) tEnd = min(tEnd, t2);', '}', 'if (tEnd <= tStart) return 0.0;', 'float step = (tEnd - tStart) / 16.0;', 'float t = tStart + step * 0.5;', 'float column = 0.0;', 'for (int i = 0; i < 16; i++) {', 'vec3 p = uCamPos + rd * t;', 'float alt = max(0.0, length(p - C) - R);', 'column += exp(-alt / Hs) * step / Hs;', 't += step;', '}', 'return column;', '}', 'vec2 cloudShellRoots(float alt, vec3 oc, vec3 rd) {', 'float R = max(1.0, uEarthRadius);', 'float r = R + max(0.0, alt);', 'float b = 2.0 * dot(oc, rd);', 'float c = dot(oc, oc) - r * r;', 'float disc = b * b - 4.0 * c;', 'if (disc < 0.0) return vec2(-1.0, -1.0);', 'float sq = sqrt(disc);', 'return vec2((-b - sq) * 0.5, (-b + sq) * 0.5);', '}', 'vec2 cloudLayerRoots(float layerY, vec3 rd) {', 'float camY = uCamPos.y;', 'if (uCurvatureOn < 0.5) {', 'if (abs(rd.y) < 1e-5) return vec2(-1.0, -1.0);', 'float t = (layerY - camY) / rd.y;', 'return vec2(t, t);', '}', 'float R = max(1.0, uEarthRadius);', 'float a = (rd.x * rd.x + rd.z * rd.z) / (2.0 * R);', 'float b = rd.y;', 'float c = camY - layerY;', 'if (abs(a) < 1e-8) {', 'if (abs(b) < 1e-5) return vec2(-1.0, -1.0);', 'float t = -c / b;', 'return vec2(t, t);', '}', 'float disc = b * b - 4.0 * a * c;', 'if (disc < 0.0) return vec2(-1.0, -1.0);', 'float sq = sqrt(disc);', 'return vec2((-b - sq) / (2.0 * a), (-b + sq) / (2.0 * a));', '}', 'float cloudDensitySpherical(vec3 p, float alt, float baseThresh, float soft) {', 'vec3 q = vec3(p.x, alt, p.z);', 'float n = fbm3(q * 0.22 + vec3(0.0, 0.0, uTime * 0.05));', 'if (soft < 0.75) {', 'float d = fbm3(q * 1.80 + vec3(uTime * 0.045, 7.3, uTime * 0.035));', 'n = n + d * mix(0.22, 0.0, soft / 0.75);', '}', 'float h = clamp((alt - uCloudBot) / max(0.01, uCloudTop - uCloudBot), 0.0, 1.0);', 'float profile = 4.0 * h * (1.0 - h);', 'profile = max(profile, 0.0);', 'return smoothstep(baseThresh, baseThresh + 0.34 + soft * 0.28, n) * profile;', '}', 'float hazeColumnToDistance(vec3 rd, float dist) {', 'if (dist <= 0.0) return 0.0;', 'if (uCurvatureOn < 0.5) return dist;', 'float R = max(1.0, uEarthRadius);', 'float Hs = max(0.05, uFrontHazeScaleHeightUnits);', 'vec3 C = vec3(uCamPos.x, -R, uCamPos.z);', 'float column = 0.0;', 'for (int i = 0; i < 8; i++) {', 'float t = dist * (float(i) + 0.5) / 8.0;', 'vec3 p = uCamPos + rd * t;', 'float alt = max(0.0, length(p - C) - R);', 'column += exp(-alt / Hs) * dist / 8.0 / Hs;', '}', 'return column;', '}', // Two modes driven by uMode: // 0 = SKY: full-screen pass that paints the sky gradient and // stars into the framebuffer (opaque, alpha = 1). // 1 = CLOUDS: full-screen pass that raymarches the cloud deck // and outputs the cloud's effective colour and // coverage. The render pass is alpha-blended so the // terrain mesh from the previous pass shows through // transparent cloud pixels. Clouds entirely behind // the terrain are discarded. // The world ray is reconstructed from the inverse view-projection // matrix, which is shared with the terrain mesh, so the cloud/sky // pass and the terrain mesh share exactly the same perspective. 'void main() {', 'vec2 ndc = (gl_FragCoord.xy / uResolution.xy) * 2.0 - 1.0;', 'vec4 nearH = uViewProjInv * vec4(ndc, -1.0, 1.0);', 'vec4 farH = uViewProjInv * vec4(ndc, 1.0, 1.0);', 'vec3 ro = nearH.xyz / nearH.w;', 'vec3 rd = normalize(farH.xyz / farH.w - ro);', 'if (uMode == 2) {', 'if (uAtmoModelOn < 0.5) { gl_FragColor = vec4(0.0); return; }', 'float R = max(1.0, uEarthRadius);', 'float H = max(0.1, uAtmoHeightUnits);', 'float Hs = max(0.01, uAtmoScaleHeightUnits);', 'vec3 C = vec3(ro.x, -R, ro.z);', 'vec3 oc = ro - C;', 'float b = dot(oc, rd);', 'float rOut = R + H;', 'float cOut = dot(oc, oc) - rOut * rOut;', 'float discOut = b * b - cOut;', 'float tStart = 0.0;', 'float tEnd = 100.0;', 'if (discOut > 0.0) {', 'float sq = sqrt(discOut);', 'float t1 = -b - sq;', 'float t2 = -b + sq;', 'if (dot(oc, oc) > rOut * rOut) tStart = max(0.0, t1);', 'tEnd = max(0.0, t2);', '}', 'float cIn = dot(oc, oc) - R * R;', 'float discIn = b * b - cIn;', 'float tInner = 100000.0;', 'float hitsInner = 0.0;', 'if (discIn > 0.0) {', 'float sq = sqrt(discIn);', 'float t1 = -b - sq;', 'float t2 = -b + sq;', 'if (t1 > 0.0) { tInner = t1; hitsInner = 1.0; }', 'else if (t2 > 0.0) { tInner = t2; hitsInner = 1.0; }', '}', 'if (tInner < 100000.0) tEnd = min(tEnd, tInner);', 'if (tEnd <= tStart) { gl_FragColor = vec4(0.0); return; }', 'float step = (tEnd - tStart) / 32.0;', 'float t = tStart + step * 0.5;', 'float tau = 0.0;', 'float hitsTerrain = hitsInner;', 'vec3 scatter = vec3(0.0);', 'float cosTA = dot(rd, uSunDir);', 'float cosTM = dot(rd, uMoonDir);', 'float sunPhase = 0.25 + 0.75 * pow(max(0.0, cosTA), 2.0);', 'float moonPhase = 0.25 + 0.75 * pow(max(0.0, cosTM), 2.0);', 'for (int i = 0; i < 32; i++) {', 'vec3 p = ro + rd * t;', 'float alt = max(0.0, length(p - C) - R);', 'if (uElevOn > 0.5 && alt < terrElev(p.xz) * uElevScale) hitsTerrain = 1.0;', 'float dens = exp(-alt / Hs) / Hs;', 'float dtau = uAtmoDensity * dens * step;', 'float transBefore = exp(-tau);', 'vec3 atmoCol = uAtmoGrayColor;', 'vec3 light = uSunColor * uSunInt * sunPhase + uMoonColor * uMoonInt * moonPhase * 2.0 + max(vec3(uSkyAmb), uStarAmb * vec3(0.7, 0.85, 1.0)) * 0.65;', 'scatter += atmoCol * light * dtau * transBefore;', 'tau += dtau;', 't += step;', '}', 'float rawAlpha = clamp(1.0 - exp(-tau), 0.0, 1.0);', 'float alpha = clamp(rawAlpha * uAtmoGain * hitsTerrain, 0.0, uAtmoMaxAlpha);', 'vec3 col = scatter / max(rawAlpha, 1e-4);', 'gl_FragColor = vec4(col, alpha);', 'return;', '}', 'if (uMode == 3) {', 'if (uFrontHazeOn < 0.5) { gl_FragColor = vec4(0.0); return; }', 'vec2 uv = gl_FragCoord.xy / uResolution;', 'vec4 distTex = texture2D(uTerrainDistTex, uv);', 'float column = 0.0;', 'if (distTex.a > 0.5) {', 'float distNorm = (distTex.r * 65536.0 + distTex.g * 256.0 + distTex.b) / 16777215.0;', 'column = hazeColumnToDistance(rd, distNorm * max(1.0, uFarPlane));', '} else {', 'column = airHazeColumn(rd);', '}', 'float tau = uFrontHazeDensity * column;', 'float alpha = clamp((1.0 - exp(-tau)) * uFrontHazeGain, 0.0, uFrontHazeMaxAlpha);', 'float dither = fract(sin(dot(gl_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453);', 'alpha = clamp(alpha + (dither - 0.5) / 255.0, 0.0, uFrontHazeMaxAlpha);', 'gl_FragColor = vec4(uFrontHazeColor, alpha);', 'return;', '}', 'if (uMode == 0) {', // skyT floor at 0.5: at and below the horizon the sky keeps // the exact horizon colour - the same value the terrain's // distance fog saturates to, so no seam at the silhouette. 'float skyT = clamp(rd.y * 0.45 + 0.5, 0.5, 1.0);', 'vec3 col = mix(uBg, uSky, skyT);', 'if (uPhysicalSkyOn > 0.5) {', 'float cosT = dot(rd, uSunDir);', 'float phase = 0.5 + 0.5 * cosT * cosT;', 'float sunUp = smoothstep(-0.25, 0.05, uSunAlt);', 'vec3 sunTop = uSunColor * uSunInt * sunUp;', 'vec3 tauView = sphericalRayleighTau(rd);', 'vec3 single = phase * sunTop * (1.0 - exp(-tauView));', 'vec3 multi = phase * sunTop * tauView * tauView * 0.12;', 'vec3 ambient = max(vec3(uSkyAmb), uStarAmb * vec3(0.7, 0.85, 1.0)) *', '(1.0 - exp(-tauView)) * vec3(0.35, 0.55, 1.0);', 'vec3 phys = (single + multi + ambient) * uRayleighGain;', 'col = mix(col, phys, 0.82);', '}', 'if (uAirHazeOn > 0.5) {', 'float hazeColumn = airHazeColumn(rd);', 'float hazeTau = uAirHazeDensity * hazeColumn;', 'float hazeAlpha = clamp((1.0 - exp(-hazeTau)) * uAirHazeGain, 0.0, uAirHazeMaxAlpha);', 'col = mix(col, uAirHazeColor, hazeAlpha);', '}', 'float nightFactor = 1.0 - smoothstep(-0.15, 0.05, uSunAlt);', 'float skyMask = smoothstep(-0.20, 0.40, rd.y);', // Stars must not sit on the moon: the disc is opaque, so every // star term is masked out inside (a little beyond) its rim. // 0 inside the disc, 1 outside it - the smoothstep runs along the // angular distance, so an extra "1.0 -" would blank the whole sky. 'float moonOcc = smoothstep(uMoonR * 0.92, uMoonR * 1.35, length(rd - uMoonDir));', // night darkening of the gradient BEFORE star emission is added 'col *= (1.0 - nightFactor * 0.55);', // ---- real star catalog (Yale BSC5 baked into a texture) ---- // world -> equatorial: pole tilted by the observer's latitude 'float starVis = 1.0 - smoothstep(-0.30, -0.05, uSunAlt);', 'if (uSkyOn > 0.5 && starVis > 0.02 && rd.y > -0.015) {', 'vec3 P = uPole;', 'float ydec = dot(rd, P);', 'vec3 q = rd - P * ydec;', 'vec3 b2 = normalize(vec3(0.0, P.z, -P.y));', 'float H = atan(dot(q, b2), dot(q, vec3(1.0, 0.0, 0.0)));', 'float u = fract(0.5 + (H + uStarLon) * 0.15915494);', // texture uploaded WITHOUT flipY: canvas top (v=0) = Dec +90 'float v = 0.5 - asin(clamp(ydec, -1.0, 1.0)) * 0.31830989;', 'vec3 st = texture2D(uSkyTex, vec2(u, v)).rgb;', 'float twk = 0.88 + 0.12 * sin(uTime * 0.7 + dot(rd, vec3(91.7, 43.3, 17.1)));', // stars only once the sky is actually dark: the dusk palette // is rust/blood, and additive white stars on a red sky read // as red stars 'col += st * starVis * skyMask * twk * 1.45 * moonOcc;', '}', // ---- Sun disc ------------------------------------------------ // angular radius ~0.27 deg -> chord length ~0.0047 'if (uSunAlt > -0.03) {', 'vec3 qs = rd - uSunDir;', 'float angS = length(qs);', // The disc is drawn at uSunR (CONFIG.sun.angularRadius, 12x // physical by default) but the surface brightness stays // exactly what it was: the halo profile is normalised to the // disc radius, so the sun is bigger, not brighter. 'float angN = angS * (0.00465 / uSunR);', 'float discS = 1.0 - smoothstep(uSunR * 0.86, uSunR, angS);', 'float haloS = exp(-angN * 55.0) * 0.30 + exp(-angN * 14.0) * 0.12;', 'vec3 sunCol = mix(uLight, vec3(1.0, 0.92, 0.72), 0.35);', 'col += sunCol * (discS * 1.15 + haloS) * (1.0 - nightFactor * 0.85);', '}', // ---- Moon disc: lunar map + geometric terminator -------------- // The near side always faces the observer, so the map is sampled // in a selenographic frame built from the north celestial pole: // north up, east to the right, exactly like a printed lunar map, // and it rotates as the moon crosses the sky. The terminator is // pure geometry (surface normal dot sun direction), so crescent, // gibbous and the orientation towards the sun all fall out. 'if (uMoonDir.y > -0.02) {', 'float MR = uMoonR;', 'vec3 qm = rd - uMoonDir;', 'float angM = length(qm);', 'if (angM < MR) {', 'float rr = angM / MR;', 'float z = sqrt(max(0.0, 1.0 - rr * rr));', // outward normal of the NEAR hemisphere: the offset part // plus -uMoonDir (towards the observer), not +uMoonDir. // With the wrong sign the lit side was the far side and // the disc came out black at and near full moon. 'vec3 nM = normalize(qm / MR - uMoonDir * z);', 'vec3 upTry = uPole - uMoonDir * dot(uPole, uMoonDir);', 'vec3 fb = (abs(uMoonDir.y) < 0.9) ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);', 'vec3 fb2 = fb - uMoonDir * dot(fb, uMoonDir);', 'vec3 uU = (dot(upTry, upTry) > 1e-6) ? normalize(upTry) : normalize(fb2);', 'vec3 uE = cross(uU, uMoonDir);', 'float lon = atan(dot(nM, uE), dot(nM, -uMoonDir));', 'float lat = asin(clamp(dot(nM, uU), -1.0, 1.0));', 'vec2 uv = vec2(lon / 6.2831853 + 0.5, lat / 3.14159265 + 0.5);', 'uv.x = mix(uv.x, 1.0 - uv.x, uMoonFlipU);', 'uv.y = mix(uv.y, 1.0 - uv.y, uMoonFlipV);', 'vec3 alb = mix(vec3(0.62, 0.63, 0.66), texture2D(uMoonTex, uv).rgb, uMoonTexOn);', 'float litM = dot(nM, uSunDir);', 'float phase = smoothstep(-0.05, 0.12, litM);', 'float lam = max(0.0, litM);', 'float limb = 1.0 - uMoonLimb * rr * rr * rr;', 'float shade = lam * lam * 0.85 + lam * 0.18;', 'float earth = uMoonEarth * (1.0 - phase) * (0.35 + 0.65 * (1.0 - rr));', 'float discM = 1.0 - smoothstep(MR * 0.965, MR, angM);', 'col += alb * (shade * limb + earth) * discM * uMoonBright;', '}', 'float haloM = exp(-angM * 60.0) * 0.10 + exp(-angM * 16.0) * 0.04;', 'col += vec3(0.75, 0.78, 0.85) * haloM * uMoonHalo * (0.25 + 0.75 * uMoonFrac);', '}', // faint procedural fill for stars below the catalog limit 'float stars = starField(rd) * skyMask * nightFactor;', 'col += stars * uLight * 0.85 * moonOcc;', // ---- Horizon airlight ------------------------------------- // At and below the horizon the sky shows the same scattered // column the terrain fades into. Without it the outer rim of // the ground has a different colour than the sky next to it // and reads as a hard edge. 'if (uPhysical > 0.5) {', 'float lowBand = 1.0 - smoothstep(-0.10, 0.55, rd.y);', 'float cosTA = dot(rd, uSunDir);', 'float phaseA = 0.5 + 0.5 * cosTA * cosTA;', 'col = mix(col, uAirColor * phaseA * 1.45, lowBand * 0.95);', '}', 'gl_FragColor = vec4(col, 1.0);', 'return;', '}', 'if (uMode == 1) {', 'if (uCloudsOn < 0.5) { gl_FragColor = vec4(0.0); return; }', 'float camAlt = uCamPos.y;', 'vec2 top = cloudLayerRoots(uCloudTop, rd);', 'vec2 bot = cloudLayerRoots(uCloudBot, rd);', 'float tEnter = 1e9;', 'float tExit = -1e9;', 'if (camAlt >= uCloudBot && camAlt <= uCloudTop) {', 'tEnter = 0.0;', 'tExit = max(maxPositiveRoot(top), maxPositiveRoot(bot));', '} else if (camAlt > uCloudTop) {', 'tEnter = minPositiveRoot(top);', 'tExit = maxPositiveRoot(bot);', 'if (tExit < 0.0) tExit = maxPositiveRoot(top);', '} else {', 'tEnter = minPositiveRoot(bot);', 'tExit = maxPositiveRoot(top);', 'if (tExit < 0.0) tExit = maxPositiveRoot(bot);', '}', 'if (tEnter > 1e8 || tExit <= tEnter) { gl_FragColor = vec4(0.0); return; }', 'vec2 uv = gl_FragCoord.xy / uResolution;', 'if (uTerrainDistOk > 0.5) {', 'vec4 distTex = texture2D(uTerrainDistTex, uv);', 'if (distTex.a > 0.5) {', 'float distNorm = (distTex.r * 65536.0 + distTex.g * 256.0 + distTex.b) / 16777215.0;', 'float dist = distNorm * max(1.0, uFarPlane);', 'vec3 pT = uCamPos + rd * dist;', 'float terrainAlt = (pT.y + earthDrop(pT.xz)) / max(1.0, uTerrainExag);', 'if (terrainAlt > uCloudTop + 0.05) { gl_FragColor = vec4(0.0); return; }', '}', '}', 'tExit = min(tExit, tEnter + 30.0);', 'if (tExit <= tEnter) { gl_FragColor = vec4(0.0); return; }', 'float stepSize = (tExit - tEnter) / 24.0;', 'float t = tEnter + stepSize * 0.5;', 'float coverage = clamp(uDensity, 0.0, 1.0);', 'float baseThresh = mix(0.62, 0.20, coverage);', 'float densityGain = mix(0.45, 1.0, coverage);', 'float sunUp = smoothstep(-0.20, 0.05, uSunAlt);', 'float cosT = dot(rd, uSunDir);', 'float phase = 0.30 + 0.70 * pow(max(0.0, cosT), 2.5);', 'float trans = 1.0;', 'vec3 cloudSum = vec3(0.0);', 'for (int i = 0; i < 24; i++) {', 'vec3 p = uCamPos + rd * t;', 'p += rd * (ign(gl_FragCoord.xy + vec2(float(i) * 7.13, float(i) * 3.71)) - 0.5) * stepSize * 0.25;', 'float alt = p.y + earthDrop(p.xz);', 'if (alt > uCloudTop + 0.1 || alt < uCloudBot - 0.1) break;', 'float soft = smoothstep(4.0, 20.0, t);', 'float d = cloudDensitySpherical(p, alt, baseThresh, soft);', 'if (d > 0.02) {', 'float lit = clamp((alt - uCloudBot) / max(0.01, uCloudTop - uCloudBot), 0.0, 1.0);', 'vec3 albC = uCloudAlbedo * mix(0.78, 1.0, lit);', 'float selfLit = clamp(1.0 - d * 0.8, 0.18, 1.0);', 'vec3 direct = albC * uSunColor * uSunInt * phase * sunUp * selfLit;', 'vec3 ambC = albC * max(vec3(uSkyAmb), uStarAmb * vec3(0.7, 0.85, 1.0)) * 1.7;', 'vec3 moonC = albC * uMoonColor * (0.35 + 0.65 * max(0.0, dot(rd, uMoonDir))) * uMoonInt * 3.0;', 'vec3 cloudCol = direct + ambC + moonC;', 'float alpha = clamp(d * stepSize * 3.50 * densityGain, 0.0, 1.0);', 'cloudSum += cloudCol * alpha * trans;', 'trans *= (1.0 - alpha);', 'if (trans < 0.04) break;', '}', 't += stepSize;', '}', 'float cloudAlpha = 1.0 - trans;', 'vec3 cloudColor = (cloudAlpha > 0.001) ? cloudSum / cloudAlpha : vec3(0.0);', 'gl_FragColor = vec4(cloudColor, clamp(cloudAlpha, 0.0, 1.0));', 'return;', '}', '}' ].join('\n'); // ---- Terrain mesh program ----------------------------------------------- // A real 3D heightfield mesh (one VBO, built once from the elevation // canvas) replaces the old per-pixel heightfield lookup so the ground // has actual silhouettes and parallax. The fragment shader just samples // the street texture by UV and applies lambert shading against the real // sun direction; everything else is in the geometry (positions, normals). var TERRAIN_VERT_SRC = [ 'attribute vec3 aPos;', 'attribute vec3 aNormal;', 'attribute vec2 aUV;', 'attribute vec3 aColor;', 'uniform mat4 uView;', 'uniform mat4 uProj;', 'uniform vec3 uCamPos;', 'uniform float uEarthRadius;', 'uniform float uCurvatureOn;', 'varying vec3 vNormal;', 'varying vec2 vUV;', 'varying float vY;', 'varying vec3 vViewPos;', 'varying vec3 vWorld;', 'varying vec3 vColor;', 'void main() {', 'vec3 pos = aPos;', 'vec3 n = aNormal;', 'if (uCurvatureOn > 0.5) {', 'vec2 d = pos.xz - uCamPos.xz;', 'float r = max(1.0, uEarthRadius);', 'pos.y -= dot(d, d) / (2.0 * r);', 'n.x -= d.x / r;', 'n.z -= d.y / r;', 'n = normalize(n);', '}', 'vNormal = n;', 'vUV = aUV;', 'vColor = aColor;', 'vY = pos.y;', 'vWorld = pos;', 'vec4 vp = uView * vec4(pos, 1.0);', 'vViewPos = vp.xyz;', 'gl_Position = uProj * vp;', '}' ].join('\n'); // Same noise + cloud-density functions as the sky program, so the terrain // can ask "is there a cloud above me, on the way to the sun?" and get the // exact same cloud field the eye sees in the sky pass. var CLOUD_SAMPLER_GLSL = [ 'float hash3(vec3 p) {', 'p = fract(p * vec3(0.1031, 0.1030, 0.0973));', 'p += dot(p, p.yxz + 33.33);', 'return fract((p.x + p.y) * p.z);', '}', 'float noise3(vec3 p) {', 'vec3 i = floor(p);', 'vec3 f = fract(p);', 'f = f * f * (3.0 - 2.0 * f);', 'return mix(', 'mix(mix(hash3(i + vec3(0,0,0)), hash3(i + vec3(1,0,0)), f.x),', 'mix(hash3(i + vec3(0,1,0)), hash3(i + vec3(1,1,0)), f.x), f.y),', 'mix(mix(hash3(i + vec3(0,0,1)), hash3(i + vec3(1,0,1)), f.x),', 'mix(hash3(i + vec3(0,1,1)), hash3(i + vec3(1,1,1)), f.x), f.y),', 'f.z);', '}', // Four octaves (the name stayed): the extra high-frequency octave breaks // up the iso-surfaces that made the deck read as stacked slabs. Sum is // renormalised to the old 0.875 range so baseThresh still means the same // cloud coverage. 'float fbm3(vec3 p) {', 'float v = 0.0;', 'float a = 0.5;', 'for (int i = 0; i < 4; i++) {', 'v += a * noise3(p);', 'p = p * 2.03 + vec3(13.7, 7.1, 19.3);', 'a *= 0.5;', '}', 'return v * 0.93333;', '}', // Height field lookup on the same grid the mesh was built from, so a // ridge occludes exactly the ridge you can see. 'float terrElevT(vec2 xz) {', 'vec2 euv = vec2(0.5 - xz.x / uGroundSize.x, xz.y / uGroundSize.y + 0.5);', 'if (euv.x < 0.0 || euv.x > 1.0 || euv.y < 0.0 || euv.y > 1.0) return 0.0;', 'vec3 t = texture2D(uElev, euv).rgb;', 'return (t.r * 256.0 + t.g + t.b / 256.0) * 255.0 - 32768.0;', '}', // Terrain self-shadow: march from the surface towards the sun over the // height field and keep the smallest clearance between ray and ground. // The clearance (not a hard hit test) gives a soft penumbra, and the // march stops once the ray is above the tallest terrain. 'float terrainShadow(vec3 p, vec3 L) {', 'if (uTerrainShadowOn < 0.5 || L.y < 0.01) return 1.0;', 'float stepT = 0.22;', 'float clearance = 1000.0;', 'float y = p.y;', 'float top = p.y + 1.4;', 'for (int i = 0; i < 11; i++) {', 'vec2 q = p.xz + L.xz * (stepT * (float(i) + 0.5));', 'float h = terrElevT(q) * uElevScale;', 'y += L.y * stepT;', 'clearance = min(clearance, y - h);', 'if (y > top) break;', '}', // Wide penumbra plus a floor: a shadowed slope stays clearly darker // but never goes into the black, which is what made the patches read // as hard spots on the ridges. 'return mix(uTerrainShadowFloor, 1.0, smoothstep(0.0, 0.22, clearance));', '}', 'float earthDrop(vec2 xz) {', 'if (uCurvatureOn < 0.5) return 0.0;', 'vec2 d = xz - uCamPos.xz;', 'return dot(d, d) / (2.0 * max(1.0, uEarthRadius));', '}', 'vec2 curvedLayerRoots(float layerY, vec3 ro, vec3 rd) {', 'float R = max(1.0, uEarthRadius);', 'float a = (uCurvatureOn > 0.5) ? dot(rd.xz, rd.xz) / (2.0 * R) : 0.0;', 'float b = rd.y;', 'float c = ro.y - layerY;', 'if (abs(a) < 1e-6) {', 'if (abs(b) < 1e-6) return vec2(-1.0, -1.0);', 'float t = -c / b;', 'return vec2(t, t);', '}', 'float disc = b * b - 4.0 * a * c;', 'if (disc < 0.0) return vec2(-1.0, -1.0);', 'float sq = sqrt(disc);', 'return vec2((-b - sq) / (2.0 * a), (-b + sq) / (2.0 * a));', '}', 'float cloudDensity(vec3 p, float baseThresh, float soft) {', 'float py = p.y + earthDrop(p.xz);', 'vec3 cp = vec3(p.x, py, p.z);', 'float n = fbm3(cp * 0.22 + vec3(0.0, 0.0, uTime * 0.05));', // The detail octave weighs at most 0.20 and fades to zero with // distance; past soft = 0.95 it contributes under 1 %, so the whole // 4-octave lookup is skipped for the (numerous) far samples. 'if (soft < 0.75) {', 'float d = fbm3(cp * 1.80 + vec3(uTime * 0.045, 7.3, uTime * 0.035));', 'n = n + d * mix(0.22, 0.0, soft / 0.75);', '}', 'float h = clamp((py - uCloudBot) / (uCloudTop - uCloudBot), 0.0, 1.0);', 'float profile = 4.0 * h * (1.0 - h);', 'profile = max(profile, 0.0);', 'return smoothstep(baseThresh, baseThresh + 0.34 + soft * 0.28, n) * profile;', '}', ].join('\n'); var TERRAIN_FRAG_SRC = [ 'precision highp float;', 'uniform sampler2D uGround;', 'uniform vec2 uGroundCenter;', 'uniform vec2 uGroundSize;', 'uniform vec2 uCorridorRot;', 'uniform vec3 uSunDir;', 'uniform vec3 uMoonDir;', // unit vector towards the moon (world) 'uniform vec3 uSunColor;', // direct beam after atmospheric extinction 'uniform float uSunInt;', // direct beam strength (1 = zenith noon) 'uniform vec3 uMoonColor;', // moonlight after the same extinction 'uniform float uMoonInt;', // moonlight strength 'uniform float uSkyAmb;', // diffuse skylight 'uniform vec3 uAlbedoTint;', // theme fine-tuning of the surface colour 'uniform vec3 uHorizonColor;', // fog colour taken from the same light model 'uniform float uStarAmb;', // diffuse starlight + airglow (night only) 'uniform float uTime;', // must match the sky pass: same cloud field 'uniform float uCloudBot;', 'uniform float uCloudTop;', 'uniform float uDensity;', // cloud coverage, same as the sky pass 'uniform float uCloudShadowOn;', 'uniform float uCloudShadowDensity;', // optical depth per density sample 'uniform float uCloudShadowFloor;', // darkest the shade may get 'uniform float uCloudShadowAmbient;', // how much of the skylight a cloud also blocks 'uniform sampler2D uElev;', // height field, same grid the mesh was built from 'uniform float uElevScale;', // metres -> world units (incl. exaggeration) 'uniform float uTerrainShadowOn;', 'uniform float uTerrainShadowFloor;', // brightness a fully shadowed slope keeps 'uniform vec3 uAirColor;', // Rayleigh airlight (sun-tinted, blue-biased) 'uniform float uAirDensity;', // slant optical depth per world unit 'uniform vec3 uCamPos;', // world-space camera, for the view direction 'uniform float uEarthRadius;', 'uniform float uCurvatureOn;', 'uniform float uHazeOn;', 'uniform float uHazeDensity;', 'uniform float uHazeScaleHeightUnits;', 'uniform float uHazeGain;', 'uniform float uHazeMaxAlpha;', 'uniform vec3 uHazeColor;', 'uniform float uDistancePassOn;', 'uniform float uFarPlane;', 'uniform float uEdgeFadeTiles;', 'uniform vec3 uWireColor;', // non-zero -> debug wireframe overlay (flat colour) 'varying vec3 vNormal;', 'varying vec2 vUV;', 'varying float vY;', 'varying vec3 vViewPos;', 'varying vec3 vWorld;', 'varying vec3 vColor;', CLOUD_SAMPLER_GLSL, 'float terrainHazeColumn(vec3 world) {', 'float dist = length(world - uCamPos);', 'if (dist <= 0.0) return 0.0;', 'if (uCurvatureOn < 0.5) return dist;', 'float R = max(1.0, uEarthRadius);', 'float Hs = max(0.05, uHazeScaleHeightUnits);', 'vec3 C = vec3(uCamPos.x, -R, uCamPos.z);', 'float column = 0.0;', 'for (int i = 0; i < 8; i++) {', 'vec3 p = mix(uCamPos, world, (float(i) + 0.5) / 8.0);', 'float alt = max(0.0, length(p - C) - R);', 'column += exp(-alt / Hs) * dist / 8.0 / Hs;', '}', 'return column;', '}', 'void main() {', 'if (uDistancePassOn > 0.5) {', 'float d = clamp(length(vViewPos) / max(1.0, uFarPlane), 0.0, 1.0);', 'float v = d * 16777215.0;', 'float r = floor(v / 65536.0) / 255.0;', 'float g = floor(mod(v, 65536.0) / 256.0) / 255.0;', 'float b = floor(mod(v, 256.0)) / 255.0;', 'gl_FragColor = vec4(r, g, b, 1.0);', 'return;', '}', 'vec2 gUv = vUV;', // Edge fade: beyond the canvas the texture is clamped to the // edge pixel, so the rim dissolves into the airlight instead. // Distance from the mosaic border in TILES, so the fade band has a // real width (uEdgeFadeTiles) instead of a fixed 5 % slice - the // rim dissolves into the airlight over tens of kilometres. 'float edgeX = min(gUv.x, 1.0 - gUv.x) * uGroundSize.x;', 'float edgeZ = min(gUv.y, 1.0 - gUv.y) * uGroundSize.y;', 'float edgeFade = smoothstep(0.0, uEdgeFadeTiles, min(edgeX, edgeZ));', 'float outside = step(0.0, -gUv.x) + step(1.0001, gUv.x) +', 'step(0.0, -gUv.y) + step(1.0001, gUv.y);', 'if (outside > 0.0) edgeFade = 1.0;', 'vec3 col = texture2D(uGround, gUv).rgb;', 'vec3 n = normalize(vNormal);', // House lights are not painted into the texture any more (the VIIRS // overlay was removed) - settlement lights are their own point pass // (CITY_VERT_SRC / CITY_FRAG_SRC), which also does the per-block // twilight switching. // ---- Physical lighting ----------------------------------------- // Direct beam (extinction-coloured by the JS air-mass model) + // hemispherical skylight + moonlight. No hand-picked day/night // ramp: the sun altitude drives colour and strength continuously. 'float outsideMask = clamp(outside, 0.0, 1.0);', 'vec3 alb = mix(texture2D(uGround, gUv).rgb, vColor, outsideMask) * uAlbedoTint;', 'float ndl = max(0.0, dot(n, uSunDir));', // Cloud shadow: march from the surface point towards the sun // through the cloud layer and accumulate optical depth. Same // density function, same uTime as the sky pass, so the patch of // shade on the ground sits exactly under the cloud in the sky. 'float cShadow = 1.0;', 'if (uCloudShadowOn > 0.5 && uSunDir.y > 0.02) {', 'float baseTh = mix(0.72, 0.40, uDensity);', // Sample only the part of the ray that is INSIDE the deck: // sampling the whole ground-to-cloudtop path put most // samples under the layer, where the layer profile is zero, // so the accumulated density was near nothing and no shade // appeared at all. 'vec2 bot = curvedLayerRoots(uCloudBot, vWorld, uSunDir);', 'vec2 top = curvedLayerRoots(uCloudTop, vWorld, uSunDir);', 'float tBot = 1e9;', 'if (bot.x > 0.0) tBot = min(tBot, bot.x);', 'if (bot.y > 0.0) tBot = min(tBot, bot.y);', 'if (top.x > 0.0) tBot = min(tBot, top.x);', 'if (top.y > 0.0) tBot = min(tBot, top.y);', 'float tTop = max(max(bot.x, bot.y), max(top.x, top.y));', 'float groundPy = vY + earthDrop(vWorld.xz);', 'if (groundPy >= uCloudBot && groundPy <= uCloudTop) tBot = 0.0;', 'if (tBot > 1e8) { tBot = 0.0; tTop = 14.0; }', 'if (tTop > 0.0 && tTop > tBot && tTop < 90.0) {', 'float dens = 0.0;', 'for (int ci = 0; ci < 5; ci++) {', 'float tt = mix(tBot, tTop, (float(ci) + 0.5) / 5.0);', 'dens += cloudDensity(vWorld + uSunDir * tt, baseTh, smoothstep(4.0, 18.0, tt));', '}', 'cShadow = mix(uCloudShadowFloor, 1.0,', ' exp(-dens * uCloudShadowDensity));', '}', '}', // A deck does not only block the beam: it also cuts most of the // skylight above it, so a cloud patch reads as real shade and // not as a slightly dimmer area. 'float ambShadow = mix(1.0, cShadow, uCloudShadowAmbient);', 'float tShadow = terrainShadow(vWorld + vec3(0.0, 0.004, 0.0), uSunDir);', 'vec3 direct = alb * uSunColor * ndl * uSunInt * cShadow * tShadow;', // starlight carries a cool cast, the ordinary skylight does not // max(), not a sum: skylight rules until it decays below the // starlight floor, then the floor takes over. That keeps the // evening and the morning monotonic - no dark hole in the // twilight, no brightening after sunset. 'vec3 ambT = max(vec3(uSkyAmb), uStarAmb * vec3(0.72, 0.82, 1.0));', // a ridge also cuts part of the sky visible from the valley 'vec3 sky = alb * ambT * (0.62 + 0.38 * n.y)', ' * ambShadow * mix(1.0, tShadow, 0.18);', 'vec3 moon = alb * uMoonColor * max(0.0, dot(n, uMoonDir)) * uMoonInt * ambShadow;', 'col = direct + sky + moon;', // ---- Distance fog ---------------------------------------------- // Real view-space distance, not a height proxy. 'float dist = length(vViewPos);', 'vec3 horizonCol = uHorizonColor;', // ---- Aerial perspective -------------------------------------- // Physical mode: Beer-Lambert along the view ray. The surface is // attenuated by exp(-tau) and the light scattered in the same air // column is added, so distant ground does not fade into a flat grey // veil but into the airlight itself - blue-biased (Rayleigh, // 1/lambda^4) and brighter towards the sun through the (1+cos^2)/2 // phase function. 'float hazeTau = 0.0;', 'if (uHazeOn > 0.5) {', 'hazeTau = uHazeDensity * terrainHazeColumn(vWorld);', '} else {', 'hazeTau = uAirDensity * dist * (0.75 + 0.25 * smoothstep(0.4, 0.0, vY));', '}', 'float trans = exp(-hazeTau);', 'vec3 vd = normalize(vWorld - uCamPos);', 'float cosT = dot(vd, uSunDir);', 'float rphase = 0.5 + 0.5 * cosT * cosT;', 'float hazeAlpha = clamp((1.0 - trans) * uHazeGain, 0.0, uHazeMaxAlpha);', 'vec3 hazeCol = mix(uHazeColor, uAirColor, 0.25) * (0.75 + 0.25 * rphase);', 'col = mix(col, hazeCol, hazeAlpha);', // Edge fade to the same horizon colour 'col = mix(horizonCol, col, edgeFade);', // Wireframe overlay: when CONFIG.terrain.wireframe is set the // JS sets a non-zero uWireColor; output it flat for line // primitives (the mesh edges) so the geometry is clearly // visible without the texture/lighting. 'if (length(uWireColor) > 0.0001) {', 'gl_FragColor = vec4(uWireColor, 1.0);', 'return;', '}', 'gl_FragColor = vec4(col, 1.0);', '}' ].join('\n'); function init(canvas) { // CONFIG.antialias (default on) asks for MSAA on the default framebuffer. // It costs fill rate, and at renderScale < 1 the pixel blocks dominate // anyway - set it to false if the scene is GPU bound. var AA_ON = !(window.CONFIG && window.CONFIG.antialias === false); var glOpts = { antialias: AA_ON, alpha: false, powerPreference: 'high-performance' }; var gl = canvas.getContext('webgl2', glOpts) || canvas.getContext('webgl', glOpts); if (!gl) { console.error('clouds3d: WebGL not available'); return null; } IS_WEBGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext; anisoExt = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic'); if (anisoExt) { ANISO_MAX = Math.min(8, gl.getParameter(anisoExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); } var prog = makeProgram(gl, VERT_SRC, FRAG_SRC); if (!prog) return null; var buf = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buf); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1,-1, 3,-1, -1,3 ]), gl.STATIC_DRAW); var aPos = gl.getAttribLocation(prog, 'aPos'); var uRes = gl.getUniformLocation(prog, 'uResolution'); var uTime = gl.getUniformLocation(prog, 'uTime'); var uGround = gl.getUniformLocation(prog, 'uGround'); var uGroundCenter = gl.getUniformLocation(prog, 'uGroundCenter'); var uGroundSize = gl.getUniformLocation(prog, 'uGroundSize'); var uCorridorRot = gl.getUniformLocation(prog, 'uCorridorRot'); var uViewProjInv = gl.getUniformLocation(prog, 'uViewProjInv'); var uSky = gl.getUniformLocation(prog, 'uSky'); var uCloud = gl.getUniformLocation(prog, 'uCloud'); var uCloudShadow = gl.getUniformLocation(prog, 'uCloudShadow'); var uLight = gl.getUniformLocation(prog, 'uLight'); var uBg = gl.getUniformLocation(prog, 'uBg'); var uSpeed = gl.getUniformLocation(prog, 'uSpeed'); var uDensity = gl.getUniformLocation(prog, 'uDensity'); var uDayProgress = gl.getUniformLocation(prog, 'uDayProgress'); var uSunAlt = gl.getUniformLocation(prog, 'uSunAlt'); var uCloudTop = gl.getUniformLocation(prog, 'uCloudTop'); var uCloudBot = gl.getUniformLocation(prog, 'uCloudBot'); var uElev = gl.getUniformLocation(prog, 'uElev'); var uElevOn = gl.getUniformLocation(prog, 'uElevOn'); var uElevScale = gl.getUniformLocation(prog, 'uElevScale'); var uTerrainExag = gl.getUniformLocation(prog, 'uTerrainExag'); var uSunDir = gl.getUniformLocation(prog, 'uSunDir'); var uMoonDir = gl.getUniformLocation(prog, 'uMoonDir'); var uMode = gl.getUniformLocation(prog, 'uMode'); var uAtmoModelOn = gl.getUniformLocation(prog, 'uAtmoModelOn'); var uAtmoHeightUnits = gl.getUniformLocation(prog, 'uAtmoHeightUnits'); var uAtmoScaleHeightUnits = gl.getUniformLocation(prog, 'uAtmoScaleHeightUnits'); var uAtmoDensity = gl.getUniformLocation(prog, 'uAtmoDensity'); var uAtmoGrayTau = gl.getUniformLocation(prog, 'uAtmoGrayTau'); var uAtmoGain = gl.getUniformLocation(prog, 'uAtmoGain'); var uAtmoMaxAlpha = gl.getUniformLocation(prog, 'uAtmoMaxAlpha'); var uEarthRadius = gl.getUniformLocation(prog, 'uEarthRadius'); var uCurvatureOn = gl.getUniformLocation(prog, 'uCurvatureOn'); var uCamPos = gl.getUniformLocation(prog, 'uCamPos'); var uAtmoBlueColor = gl.getUniformLocation(prog, 'uAtmoBlueColor'); var uAtmoGrayColor = gl.getUniformLocation(prog, 'uAtmoGrayColor'); var uSkyTex = gl.getUniformLocation(prog, 'uSkyTex'); var uSkyOn = gl.getUniformLocation(prog, 'uSkyOn'); var uStarLon = gl.getUniformLocation(prog, 'uStarLon'); var uPole = gl.getUniformLocation(prog, 'uPole'); var uMoonTex = gl.getUniformLocation(prog, 'uMoonTex'); var uMoonTexOn = gl.getUniformLocation(prog, 'uMoonTexOn'); var uMoonR = gl.getUniformLocation(prog, 'uMoonR'); var uMoonFrac = gl.getUniformLocation(prog, 'uMoonFrac'); var uMoonEarth = gl.getUniformLocation(prog, 'uMoonEarth'); var uMoonLimb = gl.getUniformLocation(prog, 'uMoonLimb'); var uMoonBright = gl.getUniformLocation(prog, 'uMoonBright'); var uMoonHalo = gl.getUniformLocation(prog, 'uMoonHalo'); var uMoonFlipU = gl.getUniformLocation(prog, 'uMoonFlipU'); var uMoonFlipV = gl.getUniformLocation(prog, 'uMoonFlipV'); var uSunR = gl.getUniformLocation(prog, 'uSunR'); var uSunColor = gl.getUniformLocation(prog, 'uSunColor'); var uSunInt = gl.getUniformLocation(prog, 'uSunInt'); var uMoonColor = gl.getUniformLocation(prog, 'uMoonColor'); var uMoonInt = gl.getUniformLocation(prog, 'uMoonInt'); var uSkyAmb = gl.getUniformLocation(prog, 'uSkyAmb'); var uStarAmb = gl.getUniformLocation(prog, 'uStarAmb'); var uPhysical = gl.getUniformLocation(prog, 'uPhysical'); var uAirColor = gl.getUniformLocation(prog, 'uAirColor'); var uRayleighBeta = gl.getUniformLocation(prog, 'uRayleighBeta'); var uSunAirMass = gl.getUniformLocation(prog, 'uSunAirMass'); var uRayleighGain = gl.getUniformLocation(prog, 'uRayleighGain'); var uPhysicalSkyOn = gl.getUniformLocation(prog, 'uPhysicalSkyOn'); var uAirHazeOn = gl.getUniformLocation(prog, 'uAirHazeOn'); var uAirHazeDensity = gl.getUniformLocation(prog, 'uAirHazeDensity'); var uAirHazeScaleHeightUnits = gl.getUniformLocation(prog, 'uAirHazeScaleHeightUnits'); var uAirHazeGain = gl.getUniformLocation(prog, 'uAirHazeGain'); var uAirHazeMaxAlpha = gl.getUniformLocation(prog, 'uAirHazeMaxAlpha'); var uAirHazeColor = gl.getUniformLocation(prog, 'uAirHazeColor'); var uTerrainDistTex = gl.getUniformLocation(prog, 'uTerrainDistTex'); var uCloudsOn = gl.getUniformLocation(prog, 'uCloudsOn'); var uTerrainDistOk = gl.getUniformLocation(prog, 'uTerrainDistOk'); var uFrontHazeOn = gl.getUniformLocation(prog, 'uFrontHazeOn'); var uFrontHazeDensity = gl.getUniformLocation(prog, 'uFrontHazeDensity'); var uFrontHazeScaleHeightUnits = gl.getUniformLocation(prog, 'uFrontHazeScaleHeightUnits'); var uFrontHazeGain = gl.getUniformLocation(prog, 'uFrontHazeGain'); var uFrontHazeMaxAlpha = gl.getUniformLocation(prog, 'uFrontHazeMaxAlpha'); var uFrontHazeColor = gl.getUniformLocation(prog, 'uFrontHazeColor'); var uFarPlane = gl.getUniformLocation(prog, 'uFarPlane'); var uCloudAlbedo = gl.getUniformLocation(prog, 'uCloudAlbedo'); var uAirDensity = gl.getUniformLocation(prog, 'uAirDensity'); var uCloudHaze = gl.getUniformLocation(prog, 'uCloudHaze'); // ---- Terrain mesh program ----------------------------------------- // The terrain mesh (positions, normals, UVs in a VBO) is built once // from the elevation grid, then rendered as a triangle mesh with // proper lambert shading. This replaces the per-pixel heightfield // lookup that made the ground look flat and watery. var terrainProg = makeProgram(gl, TERRAIN_VERT_SRC, TERRAIN_FRAG_SRC); if (!terrainProg) { // try to surface the failure explicitly var vs = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vs, TERRAIN_VERT_SRC); gl.compileShader(vs); var fs = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fs, TERRAIN_FRAG_SRC); gl.compileShader(fs); console.error('terrain VS log:', gl.getShaderInfoLog(vs)); console.error('terrain FS log:', gl.getShaderInfoLog(fs)); } var terrainApos = terrainProg ? gl.getAttribLocation(terrainProg, 'aPos') : -1; var terrainAnormal = terrainProg ? gl.getAttribLocation(terrainProg, 'aNormal') : -1; var terrainAuv = terrainProg ? gl.getAttribLocation(terrainProg, 'aUV') : -1; var terrainAcolor = terrainProg ? gl.getAttribLocation(terrainProg, 'aColor') : -1; var terrainUview = terrainProg ? gl.getUniformLocation(terrainProg, 'uView') : null; var terrainUproj = terrainProg ? gl.getUniformLocation(terrainProg, 'uProj') : null; var terrainUground = terrainProg ? gl.getUniformLocation(terrainProg, 'uGround') : null; var terrainUsundir = terrainProg ? gl.getUniformLocation(terrainProg, 'uSunDir') : null; var terrainUgroundcenter = terrainProg ? gl.getUniformLocation(terrainProg, 'uGroundCenter') : null; var terrainUgroundsize = terrainProg ? gl.getUniformLocation(terrainProg, 'uGroundSize') : null; var terrainUcorridor = terrainProg ? gl.getUniformLocation(terrainProg, 'uCorridorRot') : null; var terrainUcloudsOn = terrainProg ? gl.getUniformLocation(terrainProg, 'uCloudsOn') : null; var terrainUelevScale = terrainProg ? gl.getUniformLocation(terrainProg, 'uElevScale') : null; var terrainUwireColor = terrainProg ? gl.getUniformLocation(terrainProg, 'uWireColor') : null; var terrainUsunColor = terrainProg ? gl.getUniformLocation(terrainProg, 'uSunColor') : null; var terrainUsunInt = terrainProg ? gl.getUniformLocation(terrainProg, 'uSunInt') : null; var terrainUmoonColor = terrainProg ? gl.getUniformLocation(terrainProg, 'uMoonColor') : null; var terrainUmoonInt = terrainProg ? gl.getUniformLocation(terrainProg, 'uMoonInt') : null; var terrainUskyAmb = terrainProg ? gl.getUniformLocation(terrainProg, 'uSkyAmb') : null; var terrainUalbedoTint = terrainProg ? gl.getUniformLocation(terrainProg, 'uAlbedoTint') : null; var terrainUhorizon = terrainProg ? gl.getUniformLocation(terrainProg, 'uHorizonColor') : null; var terrainUairColor = terrainProg ? gl.getUniformLocation(terrainProg, 'uAirColor') : null; var terrainUairDensity = terrainProg ? gl.getUniformLocation(terrainProg, 'uAirDensity') : null; var terrainUcampos = terrainProg ? gl.getUniformLocation(terrainProg, 'uCamPos') : null; var terrainUEarthRadius = terrainProg ? gl.getUniformLocation(terrainProg, 'uEarthRadius') : null; var terrainUCurvatureOn = terrainProg ? gl.getUniformLocation(terrainProg, 'uCurvatureOn') : null; var terrainUedgeFade = terrainProg ? gl.getUniformLocation(terrainProg, 'uEdgeFadeTiles') : null; var terrainUHazeOn = terrainProg ? gl.getUniformLocation(terrainProg, 'uHazeOn') : null; var terrainUHazeDensity = terrainProg ? gl.getUniformLocation(terrainProg, 'uHazeDensity') : null; var terrainUHazeScale = terrainProg ? gl.getUniformLocation(terrainProg, 'uHazeScaleHeightUnits') : null; var terrainUHazeGain = terrainProg ? gl.getUniformLocation(terrainProg, 'uHazeGain') : null; var terrainUHazeMaxAlpha = terrainProg ? gl.getUniformLocation(terrainProg, 'uHazeMaxAlpha') : null; var terrainUHazeColor = terrainProg ? gl.getUniformLocation(terrainProg, 'uHazeColor') : null; var terrainUDistancePass = terrainProg ? gl.getUniformLocation(terrainProg, 'uDistancePassOn') : null; var terrainUFarPlane = terrainProg ? gl.getUniformLocation(terrainProg, 'uFarPlane') : null; var terrainUstarAmb = terrainProg ? gl.getUniformLocation(terrainProg, 'uStarAmb') : null; var terrainUtime = terrainProg ? gl.getUniformLocation(terrainProg, 'uTime') : null; var terrainUcloudbot = terrainProg ? gl.getUniformLocation(terrainProg, 'uCloudBot') : null; var terrainUcloudtop = terrainProg ? gl.getUniformLocation(terrainProg, 'uCloudTop') : null; var terrainUdensity = terrainProg ? gl.getUniformLocation(terrainProg, 'uDensity') : null; var terrainUcloudshadow = terrainProg ? gl.getUniformLocation(terrainProg, 'uCloudShadowOn') : null; var terrainUcsDens = terrainProg ? gl.getUniformLocation(terrainProg, 'uCloudShadowDensity') : null; var terrainUcsFloor = terrainProg ? gl.getUniformLocation(terrainProg, 'uCloudShadowFloor') : null; var terrainUcsAmb = terrainProg ? gl.getUniformLocation(terrainProg, 'uCloudShadowAmbient') : null; var terrainUelev = terrainProg ? gl.getUniformLocation(terrainProg, 'uElev') : null; var terrainUterrainShadow = terrainProg ? gl.getUniformLocation(terrainProg, 'uTerrainShadowOn') : null; var terrainUterrainShadowFloor = terrainProg ? gl.getUniformLocation(terrainProg, 'uTerrainShadowFloor') : null; // 1x1 black texture: bound wherever a real layer does not exist yet // (e.g. the basemap before the first tile, or terrain disabled) so the // shaders always sample a valid black. var blackTex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, blackTex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 255])); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.bindTexture(gl.TEXTURE_2D, null); return { gl: gl, prog: prog, buf: buf, aPos: aPos, blackTex: blackTex, uRes: uRes, uTime: uTime, uGround: uGround, uGroundCenter: uGroundCenter, uGroundSize: uGroundSize, uCorridorRot: uCorridorRot, uViewProjInv: uViewProjInv, uSky: uSky, uCloud: uCloud, uCloudShadow: uCloudShadow, uLight: uLight, uBg: uBg, uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress, uSunAlt: uSunAlt, uCloudTop: uCloudTop, uCloudBot: uCloudBot, uElev: uElev, uElevOn: uElevOn, uElevScale: uElevScale, uTerrainExag: uTerrainExag, uSunDir: uSunDir, uMoonDir: uMoonDir, uMode: uMode, uAtmoModelOn: uAtmoModelOn, uAtmoHeightUnits: uAtmoHeightUnits, uAtmoScaleHeightUnits: uAtmoScaleHeightUnits, uAtmoDensity: uAtmoDensity, uAtmoGrayTau: uAtmoGrayTau, uAtmoGain: uAtmoGain, uAtmoMaxAlpha: uAtmoMaxAlpha, uEarthRadius: uEarthRadius, uCurvatureOn: uCurvatureOn, uCamPos: uCamPos, uAtmoBlueColor: uAtmoBlueColor, uAtmoGrayColor: uAtmoGrayColor, uSunColor: uSunColor, uSunInt: uSunInt, uMoonColor: uMoonColor, uMoonInt: uMoonInt, uSkyAmb: uSkyAmb, uStarAmb: uStarAmb, uPhysical: uPhysical, uAirColor: uAirColor, uRayleighBeta: uRayleighBeta, uSunAirMass: uSunAirMass, uRayleighGain: uRayleighGain, uPhysicalSkyOn: uPhysicalSkyOn, uAirHazeOn: uAirHazeOn, uAirHazeDensity: uAirHazeDensity, uAirHazeScaleHeightUnits: uAirHazeScaleHeightUnits, uAirHazeGain: uAirHazeGain, uAirHazeMaxAlpha: uAirHazeMaxAlpha, uAirHazeColor: uAirHazeColor, uTerrainDistTex: uTerrainDistTex, uCloudsOn: uCloudsOn, uTerrainDistOk: uTerrainDistOk, uFrontHazeOn: uFrontHazeOn, uFrontHazeDensity: uFrontHazeDensity, uFrontHazeScaleHeightUnits: uFrontHazeScaleHeightUnits, uFrontHazeGain: uFrontHazeGain, uFrontHazeMaxAlpha: uFrontHazeMaxAlpha, uFrontHazeColor: uFrontHazeColor, uFarPlane: uFarPlane, uCloudAlbedo: uCloudAlbedo, uAirDensity: uAirDensity, uCloudHaze: uCloudHaze, uSkyTex: uSkyTex, uSkyOn: uSkyOn, uStarLon: uStarLon, uPole: uPole, uMoonTex: uMoonTex, uMoonTexOn: uMoonTexOn, uMoonR: uMoonR, uMoonFrac: uMoonFrac, uMoonEarth: uMoonEarth, uMoonLimb: uMoonLimb, uMoonBright: uMoonBright, uMoonHalo: uMoonHalo, uMoonFlipU: uMoonFlipU, uMoonFlipV: uMoonFlipV, uSunR: uSunR, // terrain program terrain: { prog: terrainProg, aPos: terrainApos, aNormal: terrainAnormal, aUV: terrainAuv, aColor: terrainAcolor, uView: terrainUview, uProj: terrainUproj, uGround: terrainUground, uSunDir: terrainUsundir, uGroundCenter: terrainUgroundcenter, uGroundSize: terrainUgroundsize, uCorridorRot: terrainUcorridor, uCloudsOn: terrainUcloudsOn, uElevScale: terrainUelevScale, uWireColor: terrainUwireColor, uSunColor: terrainUsunColor, uSunInt: terrainUsunInt, uMoonColor: terrainUmoonColor, uMoonInt: terrainUmoonInt, uSkyAmb: terrainUskyAmb, uAlbedoTint: terrainUalbedoTint, uHorizonColor: terrainUhorizon, uAirColor: terrainUairColor, uAirDensity: terrainUairDensity, uCamPos: terrainUcampos, uEarthRadius: terrainUEarthRadius, uCurvatureOn: terrainUCurvatureOn, uEdgeFadeTiles: terrainUedgeFade, uHazeOn: terrainUHazeOn, uHazeDensity: terrainUHazeDensity, uHazeScaleHeightUnits: terrainUHazeScale, uHazeGain: terrainUHazeGain, uHazeMaxAlpha: terrainUHazeMaxAlpha, uHazeColor: terrainUHazeColor, uDistancePassOn: terrainUDistancePass, uFarPlane: terrainUFarPlane, uStarAmb: terrainUstarAmb, uTime: terrainUtime, uCloudBot: terrainUcloudbot, uCloudTop: terrainUcloudtop, uDensity: terrainUdensity, uCloudShadowOn: terrainUcloudshadow, uCloudShadowDensity: terrainUcsDens, uCloudShadowFloor: terrainUcsFloor, uCloudShadowAmbient: terrainUcsAmb, uElev: terrainUelev, uTerrainShadowOn: terrainUterrainShadow, uTerrainShadowFloor: terrainUterrainShadowFloor // vbo / vertCount / wireVbo / wireVertCount are read from the // module-level terrainVbo/terrainVertCount/terrainWireVbo/ // terrainWireVertCount (set by buildTerrainMesh). } }; } // ---- Ground: tile fetching from ESRI World_Street_Map ------------------ // We fetch a 5x51 tile corridor (plus 2 label-margin canvas columns) of // the configured region, compose it on a 2D canvas and upload it as one // WebGL texture. As the camera drifts along the corridor the system // re-centres the mosaic (shifting the canvas by whole tiles) when the // camera approaches the forward or side buffer edge. // // 1 world unit = 1 tile at zoom 11 (~13 km). world +X = east = tileX+, // world +Z = north = tileY- (slippy tileY grows southward!). // uGroundCenter points at the CENTRE of the centre tile; uGroundSize is // the canvas extent in tiles, so the shader's world->UV mapping lands // exactly where drawTileAt drew each tile: canvas top = corridor front // = north, canvas left = west. For fetch=N that means: north up, east // right, no mirroring, and re-centring DECREASes tileY as we fly north. // Tile source per CONFIG.ground.style: // 'streets' - ESRI World_Street_Map (place names), /esri/streets/ // 'satellite' - ESRI World_Imagery (no labels), /esri/imagery/ // Both are z11 {z}/{y}/{x}.jpg (y before x). ESRI answers cross-origin // GETs with Access-Control-Allow-Origin: *, so the standalone build needs // no server at all; the same-origin nginx paths are used instead when this // page has them (proxy cache, friendlier to the upstream). The IndexedDB id // carries a style prefix so both styles can coexist in the cache. var GROUND_STYLE_CFG = (window.CONFIG && window.CONFIG.ground && window.CONFIG.ground.style) || 'streets'; var GROUND_STYLE = GROUND_STYLE_CFG === 'satellite' ? 'satellite' : 'streets'; var GROUND_TILE_DIRECT = (GROUND_STYLE === 'satellite') ? 'https://server.arcgisonline.com/ArcGIS/rest/services/World_Imagery/MapServer/tile/' : 'https://server.arcgisonline.com/ArcGIS/rest/services/World_Street_Map/MapServer/tile/'; var GROUND_TILE_PROXY = (GROUND_STYLE === 'satellite') ? '/esri/imagery/' : '/esri/streets/'; // direct by default: works from any origin, including a plain file:// open var GROUND_TILE_URL = GROUND_TILE_DIRECT; var GROUND_TILE_ID_PREFIX = GROUND_STYLE === 'satellite' ? 'sat/' : ''; // Debug tile overlays (border + N/S + x/y labels) - off unless // CONFIG.tiles.debug is true. var DEBUG_TILES = !!(window.CONFIG && window.CONFIG.tiles && window.CONFIG.tiles.debug); var GROUND_TILE_Z = 11; // Network tiles are 256px; the mosaic canvas stores them downscaled. // Halving the canvas tile size keeps texture memory constant when the // mosaic radius doubles, and the on-screen view upscales the texture // several times anyway (LINEAR filtered). var GROUND_TILE_SIZE = 128; // Fetch direction: which way the tile corridor is oriented. // Independent of flight direction (set via #fetch=N|NE|E|...). // Default N (= +Z). var GROUND_TRAVEL_COS = (window.__fetchDir && window.__fetchDir.cos) || 0.0; var GROUND_TRAVEL_SIN = (window.__fetchDir && window.__fetchDir.sin) || 1.0; var GROUND_CORRIDOR_LONG = 51; // tiles along travel direction (odd: exact centre column) var GROUND_CORRIDOR_PERP = 5; // tiles perpendicular to travel var GROUND_X_MARGIN_TILES = 2; // extra canvas columns for the x= labels // Canvas dimensions in tiles. The shader maps world coords onto the // FULL canvas (uGroundSize), so these are the single source of truth. function groundTilesX() { return GROUND_CORRIDOR_PERP + GROUND_X_MARGIN_TILES; } function groundTilesY() { return GROUND_CORRIDOR_LONG; } function groundCanvasW() { return GROUND_TILE_SIZE * groundTilesX(); } function groundCanvasH() { return GROUND_TILE_SIZE * groundTilesY(); } var GROUND_BUFFER_LONG = 11; // refetch when this close to forward edge var GROUND_BUFFER_PERP = 1; // refetch when this close to side edge // ---- Orbit mode (CONFIG.orbit) + ground fog (CONFIG.fog) --------------- // When enabled the camera flies a circle around the configured lat/lon // instead of a straight line. The mosaic becomes an axis-aligned square // centred on the config location; as long as the orbit radius plus the // fog visibility range stay inside it, no re-centring ever triggers. var _lat = (window.CONFIG && window.CONFIG.location && window.CONFIG.location.lat) || 51.5074; var KM_PER_TILE = 40075.017 / Math.pow(2, GROUND_TILE_Z) * Math.cos(_lat * Math.PI / 180); // Ground fog: distance haze fading terrain into a milky haze. Saturated // at CONFIG.fog.distanceKm (default 80); false/0 disables it. var FOG_TILES = 99999.0; if (window.CONFIG && window.CONFIG.fog && window.CONFIG.fog.distanceKm > 0) { FOG_TILES = window.CONFIG.fog.distanceKm / KM_PER_TILE; } // Cloud deck vertical extent in world units. var ALT_BOB = (window.CONFIG && window.CONFIG.orbit && window.CONFIG.orbit.altBob) || {}; var BOB_ON = ALT_BOB.enabled !== false; // Flight band 15-35 km (hard clamp). The dual sine bob is centered on the // band midline; amp ~0.77 world units (= half band of 10 km) makes the // waveform reach both limits without clipping. var FL_MIN_KM = 15, FL_MAX_KM = 35; var CAM_MID_Y = (FL_MIN_KM + FL_MAX_KM) / 2 / KM_PER_TILE; var BOB_AMP = typeof ALT_BOB.amp === 'number' ? ALT_BOB.amp : 0.77; var BOB_W = 6.2831853 / (typeof ALT_BOB.periodS === 'number' ? ALT_BOB.periodS : 90); var BOB_TILT = typeof ALT_BOB.tilt === 'number' ? ALT_BOB.tilt : 0.30; // pitch response // ---- Camera aim (CONFIG.camera) --------------------------------------- // The camera always flies the configured path; 'aim' only changes where it // looks. 'moon' turns the view to the moon - heading to its azimuth, pitch // to its altitude - while the flight path, the fetch corridor and the // traffic stay untouched. aimBob keeps a little altitude bob so the view // never looks frozen, aimEase smooths the turn. var CAM_CFG = (window.CONFIG && window.CONFIG.camera) || {}; var CAM_AIM_MOON = (CAM_CFG.aim === 'moon'); var CAM_AIM_EASE = (typeof CAM_CFG.aimEase === 'number') ? Math.max(0, Math.min(0.999, CAM_CFG.aimEase)) : 0.94; var CAM_AIM_BOB = (typeof CAM_CFG.aimBob === 'number') ? Math.max(0, Math.min(1, CAM_CFG.aimBob)) : 0.25; var aimHdX = 0, aimHdZ = 1, aimPitch = 0.45, aimReady = false; // CONFIG.clouds = { top: ..., bottom: ... } overrides the defaults; the // deck must stay below the camera and keep a minimum thickness. var CLOUD_TOP = 0.9, CLOUD_BOT = -0.3; if (window.CONFIG && window.CONFIG.clouds) { if (typeof window.CONFIG.clouds.top === 'number') CLOUD_TOP = window.CONFIG.clouds.top; if (typeof window.CONFIG.clouds.bottom === 'number') CLOUD_BOT = window.CONFIG.clouds.bottom; } CLOUD_TOP = Math.max(0.2, Math.min(CLOUD_TOP, 2.0)); CLOUD_BOT = Math.min(CLOUD_BOT, CLOUD_TOP - 0.4); var CLOUDS_ON = !(window.CONFIG && window.CONFIG.clouds && window.CONFIG.clouds.enabled === false); // Terrain elevation grid (CONFIG.terrain). Heights come from Mapzen/ // TILEZEN "terrarium" tiles (Copernicus DEM) at ELEV_Z, fetched once // per session and composited into a second canvas that uses the SAME // world->UV convention as the street canvas (64 px per z11 tile), so // the shader can sample both textures with the same UVs. // NOTE: the grid is axis-aligned to the canvas (N up). That matches // the 8-mode square mosaic and straight mode with fetch=N. var TERRAIN_CFG = (window.CONFIG && window.CONFIG.terrain) || {}; var TERRAIN_ON = TERRAIN_CFG.enabled === false ? 0.0 : 1.0; // Width of the soft rim at the mosaic border (tiles, 1 tile ~ 13 km): the // mesh sinks and the colour dissolves into the airlight over this band. var EDGE_FADE_TILES = (typeof TERRAIN_CFG.edgeFadeTiles === 'number') ? Math.max(0.5, TERRAIN_CFG.edgeFadeTiles) : 4.0; var EDGE_SINK_TILES = 0.06; var OUTER_DEM_CFG = TERRAIN_CFG.outerDem || {}; var OUTER_DEM_ON = OUTER_DEM_CFG.enabled !== false && TERRAIN_ON > 0.5; var OUTER_DEM_Z = Math.max(4, Math.min(11, (typeof OUTER_DEM_CFG.zoom === 'number') ? OUTER_DEM_CFG.zoom : 7)); var OUTER_TILES_PER = 1 << (11 - OUTER_DEM_Z); var OUTER_PX_PER_Z11 = 256 / OUTER_TILES_PER; var outerElevCanvas = null, outerElevCtx = null, outerElevData = null; var outerElevReady = false; var outerHalfX = 0, outerHalfY = 0, outerW = 0, outerH = 0; function terrainSkirtUnits() { var km = (typeof TERRAIN_CFG.edgeSkirtKm === 'number') ? Math.max(0, TERRAIN_CFG.edgeSkirtKm) : 800; return km / KM_PER_TILE; } var TERRAIN_EXAG = (typeof TERRAIN_CFG.exaggeration === 'number' && TERRAIN_CFG.exaggeration > 0) ? TERRAIN_CFG.exaggeration : 8; // metres -> world units, including the vertical exaggeration var ELEV_SCALE_UNITS = TERRAIN_EXAG / (KM_PER_TILE * 1000.0); var ORBIT_CFG = (window.CONFIG && window.CONFIG.orbit) || null; var ORBIT_R = 0; // figure-8 half-diagonal (lobe tip reach) in tiles var ORBIT_DIR = 1; // +1 forward along the path, -1 reverse var ORBIT_REORIENT = true; // pick a random bearing at each crossing if (ORBIT_CFG && ORBIT_CFG.radiusKm > 0) { // 43x43 tile square (~278 km across at z11/48deg N; half radius // ~21.5 tiles). At 128 canvas px/tile the texture stays ~127 MB. GROUND_TRAVEL_COS = 0.0; GROUND_TRAVEL_SIN = 1.0; GROUND_CORRIDOR_LONG = 43; GROUND_CORRIDOR_PERP = 43; GROUND_BUFFER_LONG = 2; GROUND_BUFFER_PERP = 2; if (typeof ORBIT_CFG.clockwise === 'boolean') ORBIT_DIR = ORBIT_CFG.clockwise ? 1 : -1; if (typeof ORBIT_CFG.reorient === 'boolean') ORBIT_REORIENT = ORBIT_CFG.reorient; // Lobe tips sweep a circle of radius ORBIT_R around the crossing // (= config location); the fog dome must still fit inside the // pre-fade area. Max ~16 tiles (~210 km) with the 43x43 square. var _maxR = groundTilesY() * 0.5 * 0.90 - Math.max(3, FOG_TILES * 0.5); ORBIT_R = Math.max(0.5, Math.min(ORBIT_CFG.radiusKm / KM_PER_TILE, _maxR)); } // ---- Figure-eight flight path (Bernoulli lemniscate) -------------------- // The curve's self-crossing sits exactly at the world origin, which is // the configured lat/lon (mosaic centre). The whole eight is rotated // about that centre by `figBearing` — so the aircraft passes through the // centre at the SAME point no matter what the bearing is. At every // crossing we pick a NEW RANDOM bearing and ease into it over one lobe // with a smoothstep: that blend is the spline transition through the // central crossing (zero slope at both ends, so the rotation starts and // settles exactly at the crossings). // The lemniscate is re-parameterised by ARC LENGTH (lookup table), // because the raw parameter would rush through the crossing and crawl // around the lobe tips. var FIG8 = null; function buildFigure8(a) { var DENSE = 4096; var xs = new Array(DENSE + 1), zs = new Array(DENSE + 1); var cum = new Array(DENSE + 1); var i; for (i = 0; i <= DENSE; i++) { var t = 2 * Math.PI * i / DENSE; var st = Math.sin(t), ct = Math.cos(t); var den = 1.0 + st * st; xs[i] = a * ct / den; zs[i] = a * st * ct / den; cum[i] = (i === 0) ? 0 : cum[i - 1] + Math.hypot(xs[i] - xs[i - 1], zs[i] - zs[i - 1]); } var L = cum[DENSE]; var N = 2880; var pts = []; var j = 0; for (i = 0; i < N; i++) { var target = L * i / N; while (j < DENSE - 1 && cum[j + 1] < target) j++; var seg = cum[j + 1] - cum[j]; var f = seg > 0 ? (target - cum[j]) / seg : 0; pts.push([xs[j] + (xs[j + 1] - xs[j]) * f, zs[j] + (zs[j + 1] - zs[j]) * f]); } return { pts: pts, N: N, L: L, half: 0.5 * L, firstCross: 0.25 * L }; } // central-difference unit tangent of the polyline at sample i function figTangentAt(i) { var N = FIG8.N; var pp = FIG8.pts[(i + N - 1) % N], pn = FIG8.pts[(i + 1) % N]; var tx = pn[0] - pp[0], tz = pn[1] - pp[1]; var tl = Math.hypot(tx, tz) || 1; return [tx / tl, tz / tl]; } // arc-length position -> {x, z, tx, tz} (unit tangent at +arc direction) // Both position AND tangent are interpolated between the bracketing // samples: a per-segment constant chord would ratchet the heading in // ~0.1s steps, which reads as stutter exactly on the tight turns. function figPoint(sMod) { var N = FIG8.N; var idx = (sMod / FIG8.L) * N; var i0 = Math.floor(idx); i0 = ((i0 % N) + N) % N; var f = idx - Math.floor(idx); var i1 = (i0 + 1) % N; var p0 = FIG8.pts[i0], p1 = FIG8.pts[i1]; var t0 = figTangentAt(i0), t1 = figTangentAt(i1); var tx = t0[0] + (t1[0] - t0[0]) * f; var tz = t0[1] + (t1[1] - t0[1]) * f; var tl = Math.hypot(tx, tz) || 1; return { x: p0[0] + (p1[0] - p0[0]) * f, z: p0[1] + (p1[1] - p0[1]) * f, tx: tx / tl, tz: tz / tl }; } // runtime state var figArc = 0; // unwrapped travelled arc length (tiles) var figPrevArc = 0; var figPrevTime = null; var figBearing = null; // current rotation of the eight (radians) var figFrom = 0, figTo = 0; var figBlendStart = -1e9, figBlendSpan = 1; function figNewTurnTarget() { // uniform-random bearing mod pi (the lemniscate is symmetric under // 180 deg rotation), reached along the SHORTEST equivalent delta var target = Math.random() * Math.PI; var d = (target - figBearing) % Math.PI; if (d > Math.PI / 2) d -= Math.PI; if (d < -Math.PI / 2) d += Math.PI; return figBearing + d; } function figure8Step(nowSec, groundSpeed) { if (!FIG8) return { x: 0, z: 0, hx: 1, hz: 0 }; if (figBearing === null) { figBearing = Math.random() * Math.PI; figFrom = figTo = figBearing; } var dt = (figPrevTime === null) ? 0 : Math.max(0, Math.min(nowSec - figPrevTime, 30)); // clamp tab-away jumps figPrevTime = nowSec; figPrevArc = figArc; figArc += groundSpeed * dt; // crossings sit at arc ≡ firstCross (mod half); count those we // passed during this frame (works even for huge dt) var first = FIG8.firstCross, h = FIG8.half; var kPrev = Math.floor((figPrevArc - first) / h); var kNow = Math.floor((figArc - first) / h); if (kNow > kPrev && ORBIT_REORIENT) { figFrom = figBearing; figTo = figNewTurnTarget(); figBlendStart = figArc; figBlendSpan = h; // finished exactly at the next crossing } var u = (figArc - figBlendStart) / figBlendSpan; u = u < 0 ? 0 : (u > 1 ? 1 : u); var e = u * u * (3 - 2 * u); figBearing = figFrom + (figTo - figFrom) * e; var sMod = ((ORBIT_DIR * figArc) % FIG8.L + FIG8.L) % FIG8.L; var p = figPoint(sMod); var cb = Math.cos(figBearing), sb = Math.sin(figBearing); return { x: p.x * cb - p.z * sb, z: p.x * sb + p.z * cb, hx: (p.tx * cb - p.tz * sb) * ORBIT_DIR, hz: (p.tx * sb + p.tz * cb) * ORBIT_DIR }; } if (ORBIT_R > 0) FIG8 = buildFigure8(ORBIT_R); // Anchor tile at zoom 11, computed from the user's CONFIG.location with // the same Web Mercator math as the OSM->world transforms (carLonToX/ // carLatToZ). Fallback if unset: central London (tile 1023/761). var _baseLoc = (window.CONFIG && window.CONFIG.location) || {}; var _baseLat = typeof _baseLoc.lat === 'number' ? _baseLoc.lat : 51.5074; var _baseLon = typeof _baseLoc.lon === 'number' ? _baseLoc.lon : -0.1278; var _baseN = 1 << GROUND_TILE_Z; var _baseRad = _baseLat * Math.PI / 180; var GROUND_BASE_X = Math.floor((_baseLon + 180) / 360 * _baseN); var GROUND_BASE_Y = Math.floor((1 - Math.log(Math.tan(_baseRad) + 1 / Math.cos(_baseRad)) / Math.PI) / 2 * _baseN); // Module-level state, shared across renderer instances var groundCanvas = null; var groundCtx = null; var groundTexture = null; var groundGl = null; // WebGL context, set by initGroundSystem // Set by init(): true when the context is WebGL2. NPOT mipmapping (the // ground mosaic is 5760x5504 - not a power of two) only works there. var IS_WEBGL2 = false; var anisoExt = null; // EXT_texture_filter_anisotropic, or null var ANISO_MAX = 1; var groundCenterTile = { x: GROUND_BASE_X, y: GROUND_BASE_Y }; var groundLoadedTiles = {}; // "x_y" -> true var groundLastCheck = 0; var groundUpdatePending = false; var groundCameraX = 0; var groundCameraZ = 0; // ---- Tile cache (IndexedDB) --------------------------------------------- // Tiles are cached as Blobs in IndexedDB (localStorage would cap out far // below the ~16 MB corridor). Map data is effectively static, so cached // tiles are kept PERMANENTLY and never re-fetched; set // CONFIG.tiles.expireDays to a number to opt back into periodic refresh. // A cached tile is only skipped by the network if it is present at all - // with a warm cache the whole app renders without any network. // The DB is also exposed via window.BackgroundCache (used by // background.html for the last weather response and geo label). var TILE_DB_NAME = 'background-tiles'; var TILE_STORE = 'tiles'; var _tileExpireCfg = window.CONFIG && window.CONFIG.tiles; var TILE_MAX_AGE_MS = (_tileExpireCfg && typeof _tileExpireCfg.expireDays === 'number' && _tileExpireCfg.expireDays > 0) ? _tileExpireCfg.expireDays * 24 * 3600 * 1000 : Infinity; var tileDbPromise = null; function openTileDB() { if (tileDbPromise) return tileDbPromise; tileDbPromise = new Promise(function (resolve) { if (!('indexedDB' in window)) { resolve(null); return; } var req; try { req = indexedDB.open(TILE_DB_NAME, 1); } catch (e) { resolve(null); return; } req.onupgradeneeded = function () { if (!req.result.objectStoreNames.contains(TILE_STORE)) { req.result.createObjectStore(TILE_STORE, { keyPath: 'id' }); } }; req.onsuccess = function () { resolve(req.result); }; req.onerror = function () { resolve(null); }; req.onblocked = function () { resolve(null); }; }); return tileDbPromise; } function tileDbGet(db, id) { return new Promise(function (resolve) { if (!db) { resolve(null); return; } try { var tx = db.transaction(TILE_STORE, 'readonly'); tx.objectStore(TILE_STORE).get(id).onsuccess = function (e) { resolve(e.target.result || null); }; tx.onerror = tx.onabort = function () { resolve(null); }; } catch (e) { resolve(null); } }); } function tileDbPut(db, rec) { if (!db) return; try { var tx = db.transaction(TILE_STORE, 'readwrite'); tx.objectStore(TILE_STORE).put(rec); } catch (e) { /* ignore */ } } // Shared cache API: background.html stores the last weather payload and // the reverse-geocoded label here as well, so the page works offline. window.BackgroundCache = { get: function (id) { return openTileDB().then(function (db) { return tileDbGet(db, id); }); }, put: function (id, fields) { return openTileDB().then(function (db) { var rec = fields || {}; rec.id = id; if (!rec.savedAt) rec.savedAt = Date.now(); tileDbPut(db, rec); }); } }; // ---- tile source selection --------------------------------------------- // Start from the public upstreams so the page works anywhere, then switch a // source over to the same-origin proxy if a probe shows it is really served // by our nginx (an image content-type is required, so a SPA fallback that // answers 200 + HTML for every path cannot hijack the switch). var _tileProxyChecked = false; function tileProbeProxy() { if (_tileProxyChecked) return; _tileProxyChecked = true; if (location.protocol === 'file:') return; function probe(path, apply) { fetch(path, { method: 'HEAD' }).then(function (r) { var type = (r.headers.get('Content-Type') || '').toLowerCase(); if (r.ok && type.indexOf('image/') === 0) { apply(); dbgLog('[clouds3d] tiles: using dev proxy ' + path); } }, function () {}); } probe(ELEV_TILE_PROXY + '11/0/0.png', function () { ELEV_TILE_URL = ELEV_TILE_PROXY; }); probe(GROUND_TILE_PROXY + GROUND_TILE_Z + '/0/0.jpg', function () { GROUND_TILE_URL = GROUND_TILE_PROXY; }); } function fetchTileBlob(tileX, tileY) { // ESRI World_Street_Map format: {z}/{y}/{x}.jpg (y before x, jpg not png) return fetch(GROUND_TILE_URL + GROUND_TILE_Z + '/' + tileY + '/' + tileX + '.jpg') .then(function (r) { if (!r.ok) throw new Error('tile http ' + r.status); return r.blob(); }); } function decodeToBitmap(blob) { if (window.createImageBitmap) return createImageBitmap(blob); return new Promise(function (resolve, reject) { var img = new Image(); img.onload = function () { resolve(img); }; img.onerror = function () { reject(new Error('tile decode failed')); }; img.src = URL.createObjectURL(blob); }); } // Resolve { img, upgrade }. upgrade (when present) is a promise of a // fresher ImageBitmap to redraw with once the background refresh lands. function loadTile(tileX, tileY) { var id = GROUND_TILE_ID_PREFIX + GROUND_TILE_Z + '/' + tileX + '/' + tileY; function fromNetwork() { return fetchTileBlob(tileX, tileY).then(function (blob) { return decodeToBitmap(blob).then(function (img) { return openTileDB().then(function (db) { tileDbPut(db, { id: id, blob: blob, savedAt: Date.now() }); return { img: img, upgrade: null }; }); }); }); } return openTileDB().then(function (db) { return tileDbGet(db, id).then(function (rec) { if (rec && (Date.now() - rec.savedAt < TILE_MAX_AGE_MS)) { // fresh cache: no network at all return decodeToBitmap(rec.blob).then( function (img) { return { img: img, upgrade: null }; }, function () { return fromNetwork(); }); } if (rec) { // stale cache: draw it now (offline-safe), refresh in background return decodeToBitmap(rec.blob).then( function (img) { return { img: img, upgrade: fromNetwork().then(function (r) { return r.img; }) }; }, function () { return fromNetwork(); }); } return fromNetwork(); // cold: network or gray placeholder }); }); } // Blit one tile plus its border and debug labels at a canvas position. // All offsets/fonts scale with GROUND_TILE_SIZE. function drawTileImage(img, canvasX, canvasY, tileX, tileY) { var T = GROUND_TILE_SIZE; var pad = Math.max(3, Math.round(T * 0.047)); groundCtx.drawImage(img, canvasX, canvasY, T, T); groundLoadedTiles[tileX + '_' + tileY] = true; // Debug tile overlays (CONFIG.tiles.debug): border + N/S + x/y labels. if (DEBUG_TILES) { // Thin border so the user can see where one tile ends and the // next begins. groundCtx.strokeStyle = 'rgba(0,0,0,0.55)'; groundCtx.lineWidth = 2; groundCtx.strokeRect(canvasX + 1, canvasY + 1, T - 2, T - 2); // Corner labels (debug aids), all in normal orientation. groundCtx.fillStyle = 'rgba(255,255,255,0.95)'; groundCtx.strokeStyle = 'rgba(0,0,0,0.85)'; groundCtx.lineWidth = Math.max(2, Math.round(T * 0.012)); groundCtx.font = 'bold ' + Math.max(10, Math.round(T * 0.156)) + 'px sans-serif'; groundCtx.textAlign = 'left'; // N at top-left of tile area (image north is at canvas top) groundCtx.strokeText('N', canvasX + pad, canvasY + Math.round(T * 0.172)); groundCtx.fillText('N', canvasX + pad, canvasY + Math.round(T * 0.172)); // S at bottom-left groundCtx.strokeText('S', canvasX + pad, canvasY + Math.round(T * 0.953)); groundCtx.fillText('S', canvasX + pad, canvasY + Math.round(T * 0.953)); // Tile coordinates groundCtx.font = Math.max(7, Math.round(T * 0.07)) + 'px monospace'; groundCtx.textAlign = 'right'; // y at top-right groundCtx.strokeText('y=' + tileY, canvasX + T - pad, canvasY + Math.round(T * 0.11)); groundCtx.fillText('y=' + tileY, canvasX + T - pad, canvasY + Math.round(T * 0.11)); // x at bottom-right groundCtx.strokeText('x=' + tileX, canvasX + T - pad, canvasY + T - pad); groundCtx.fillText('x=' + tileX, canvasX + T - pad, canvasY + T - pad); } } // Fallback tile for "offline and nothing cached": a paper-white dummy // with a border and an OFFLINE stamp. Not hashed as loaded, so a later // rebuild (or page reload once the network is back) replaces it. function drawOfflineTile(canvasX, canvasY, tileX, tileY) { var T = GROUND_TILE_SIZE; var pad = Math.max(3, Math.round(T * 0.047)); groundCtx.fillStyle = '#f4f1ea'; groundCtx.fillRect(canvasX, canvasY, T, T); groundCtx.strokeStyle = 'rgba(0,0,0,0.35)'; groundCtx.lineWidth = 2; groundCtx.strokeRect(canvasX + 1, canvasY + 1, T - 2, T - 2); groundCtx.fillStyle = '#9a958b'; groundCtx.font = 'bold ' + Math.max(9, Math.round(T * 0.133)) + 'px sans-serif'; groundCtx.textAlign = 'center'; groundCtx.fillText('OFFLINE', canvasX + T / 2, canvasY + T / 2 + Math.round(T * 0.05)); // tile coords bottom-right, same style as the real tiles groundCtx.font = Math.max(7, Math.round(T * 0.07)) + 'px monospace'; groundCtx.textAlign = 'right'; groundCtx.fillStyle = '#6b665e'; groundCtx.fillText('x=' + tileX + ' y=' + tileY, canvasX + T - pad, canvasY + T - pad); } function drawTileAt(lng, perp, dx, dz, centerTileX, centerTileY) { var tileX = centerTileX + dx; var tileY = centerTileY + dz; var halfLong = Math.floor(GROUND_CORRIDOR_LONG / 2); // Canvas placement, matching the shader mapping exactly: // - canvas columns left->right = world west->east for fetch N // (canvas col = (tilesX-1)/2 - perp, and perp = -worldX) // - tileY grows SOUTHWARD in the slippy/ESRI scheme, while world +Z // is the flight (north) direction: worldZ = BASE_Y - tileY. So the // canvas row = (halfLong + tileY-offset): the northernmost tiles // (smallest tileY) sit at canvas top. With UNPACK_FLIP_Y_WEBGL // the canvas top is texture V=1, and the shader samples corridor // front (+worldZ, north) at gUv.y = 1. // No image flipping anywhere: tile content and labels read normally. var canvasX = ((groundTilesX() - 1) / 2 - perp) * GROUND_TILE_SIZE; var canvasY = (halfLong + lng) * GROUND_TILE_SIZE; if (canvasX < 0 || canvasX >= groundCanvas.width || canvasY < 0 || canvasY >= groundCanvas.height) { return Promise.resolve(false); } return loadTile(tileX, tileY).then(function (r) { drawTileImage(r.img, canvasX, canvasY, tileX, tileY); if (r.upgrade) { r.upgrade.then(function (img) { if (!img) return; drawTileImage(img, canvasX, canvasY, tileX, tileY); groundTextureDirty = true; }).catch(function () { /* offline: keep cached draw */ }); } return true; }).catch(function () { // Offline with empty cache (or tile fetch failure): paper dummy drawOfflineTile(canvasX, canvasY, tileX, tileY); return false; }); } // Rebuild the mosaic centred on the given tile. Draws every corridor // tile that is not yet loaded (already-drawn tiles are skipped, so a // re-centre flashes nothing), then uploads the canvas to the texture. // With a 43x43 square the burst of 1849 fetch+decode+draw operations // would stutter the flight for seconds, so the work is queued: a few // tiles in flight at a time, ordered from the centre outwards (the // area under the aircraft fills first), yielding between batches so // the main thread keeps the render loop smooth. var GROUND_QUEUE_CONC = 3; // tiles fetched concurrently var GROUND_QUEUE_YIELD_MS = 24; // main-thread breathing between batches function rebuildGroundMosaic(centerTileX, centerTileY) { groundCenterTile = { x: centerTileX, y: centerTileY }; var halfLong = Math.floor(GROUND_CORRIDOR_LONG / 2); var halfPerp = Math.floor(GROUND_CORRIDOR_PERP / 2); var jobs = []; for (var perp = -halfPerp; perp <= halfPerp; perp++) { for (var lng = -halfLong; lng <= halfLong; lng++) { // Tile offset from camera in world (tile) coords, rotated // along the travel direction so the corridor follows the // camera's actual path, not just the +X axis. var dx = Math.round(lng * GROUND_TRAVEL_COS - perp * GROUND_TRAVEL_SIN); var dz = Math.round(lng * GROUND_TRAVEL_SIN + perp * GROUND_TRAVEL_COS); var tileX = centerTileX + dx; var tileY = centerTileY + dz; if (groundLoadedTiles[tileX + '_' + tileY]) continue; jobs.push({ lng: lng, perp: perp, dx: dx, dz: dz }); } } // centre-outwards: the tiles the camera sees right now come first jobs.sort(function (a, b) { return (a.lng * a.lng + a.perp * a.perp) - (b.lng * b.lng + b.perp * b.perp); }); return runGroundQueue(jobs, centerTileX, centerTileY, 0); } function runGroundQueue(jobs, centerTileX, centerTileY, idx) { if (idx >= jobs.length) { groundTextureDirty = true; return Promise.resolve(); } var batch = []; var n = Math.min(idx + GROUND_QUEUE_CONC, jobs.length); for (var i = idx; i < n; i++) { var j = jobs[i]; batch.push(drawTileAt(j.lng, j.perp, j.dx, j.dz, centerTileX, centerTileY)); } return Promise.all(batch).then(function () { // let the render loop upload at its own coalesced cadence groundTextureDirty = true; return new Promise(function (res) { setTimeout(res, GROUND_QUEUE_YIELD_MS); }) .then(function () { return runGroundQueue(jobs, centerTileX, centerTileY, n); }); }); } // Copy the mosaic canvas into the WebGL texture. pixelStorei // (UNPACK_FLIP_Y_WEBGL=true) is set once at init and persists. // 5760x5504 uploads cost tens of ms of main-thread time, so callers // should set groundTextureDirty and let the render loop coalesce them // (at most one upload per GROUND_UPLOAD_MIN_MS) instead of uploading // inline - inline uploads right on top of a rAF frame are felt as // flight jank. var groundTextureDirty = false; var groundLastUpload = 0; var GROUND_UPLOAD_MIN_MS = 1500; function uploadGroundTexture() { if (groundTexture && groundGl) { groundGl.bindTexture(groundGl.TEXTURE_2D, groundTexture); groundGl.texImage2D(groundGl.TEXTURE_2D, 0, groundGl.RGBA, groundGl.RGBA, groundGl.UNSIGNED_BYTE, groundCanvas); if (IS_WEBGL2) groundGl.generateMipmap(groundGl.TEXTURE_2D); } groundLastUpload = performance.now(); groundTextureDirty = false; } // Periodic ground maintenance, called from the render loop every ~1.5s. // Re-centres the mosaic when the camera approaches the corridor's front // or side edge. groundCameraX/Z are the camera's continuous world // position (1 world unit = 1 tile). function refreshGroundMosaic() { if (!groundCtx || groundUpdatePending) return; var cameraTileX = GROUND_BASE_X + Math.floor(groundCameraX); // world +Z = north, tileY grows south: flying forward DEcreases tileY var cameraTileY = GROUND_BASE_Y - Math.floor(groundCameraZ); var dx = cameraTileX - groundCenterTile.x; var dy = cameraTileY - groundCenterTile.y; // Project the centre->camera offset onto the corridor axes (tile space). var dLng = dx * GROUND_TRAVEL_COS + dy * GROUND_TRAVEL_SIN; var dPerp = -dx * GROUND_TRAVEL_SIN + dy * GROUND_TRAVEL_COS; var halfLong = Math.floor(GROUND_CORRIDOR_LONG / 2); var halfPerp = Math.floor(GROUND_CORRIDOR_PERP / 2); if (dLng > halfLong - GROUND_BUFFER_LONG || dLng < -halfLong + GROUND_BUFFER_LONG || dPerp > halfPerp - GROUND_BUFFER_PERP || dPerp < -halfPerp + GROUND_BUFFER_PERP) { groundUpdatePending = true; recenterGroundMosaic(cameraTileX, cameraTileY, dLng, dPerp).then(function() { groundUpdatePending = false; }); } } // Move the mosaic centre to (centerTileX, centerTileY). The canvas is // corridor-fixed, so changing the centre must not leave the already- // drawn tiles at stale positions: a tile that was at corridor coord // (lng, perp) relative to the old centre is at (lng - dLng, perp - dPerp) // relative to the new one, so its canvas position moves by // (+dPerp, -dLng) tiles (rows grow toward +lng). For the fractional // shifts that diagonal corridors produce we cannot shift whole-tile, // so wipe and redraw everything. function recenterGroundMosaic(centerTileX, centerTileY, dLng, dPerp) { var wholeShift = Math.abs(dLng - Math.round(dLng)) < 1e-9 && Math.abs(dPerp - Math.round(dPerp)) < 1e-9; if (wholeShift && (dPerp !== 0 || dLng !== 0)) { var tmp = document.createElement('canvas'); tmp.width = groundCanvas.width; tmp.height = groundCanvas.height; tmp.getContext('2d').drawImage(groundCanvas, 0, 0); groundCtx.fillStyle = '#7c9aa1'; groundCtx.fillRect(0, 0, groundCanvas.width, groundCanvas.height); groundCtx.drawImage(tmp, Math.round(dPerp) * GROUND_TILE_SIZE, -Math.round(dLng) * GROUND_TILE_SIZE); } else { // Wipe: already-loaded tiles would sit at wrong canvas positions // relative to the new centre. Drop them all and redraw. groundLoadedTiles = {}; groundCtx.fillStyle = '#7c9aa1'; groundCtx.fillRect(0, 0, groundCanvas.width, groundCanvas.height); } // Upload the shifted/wiped canvas right away: the shader already // uses the new centre, so the texture must match it even while the // newly exposed tiles are still fetching. uploadGroundTexture(); return rebuildGroundMosaic(centerTileX, centerTileY); } // ---- Terrain elevation grid (terrarium tiles) --------------------------- var ELEV_Z = 10; var ELEV_TILES_PER = 1 << (11 - ELEV_Z); // z11 tiles covered per DEM tile var ELEV_UNIT_PX = 256 / ELEV_TILES_PER; // canvas px per z11 tile // elevation-tiles-prod (AWS) answers cross-origin GETs with CORS, so the // DEM also loads without our server; /terrarium/ is preferred when present. var ELEV_TILE_DIRECT = 'https://s3.amazonaws.com/elevation-tiles-prod/terrarium/'; var ELEV_TILE_PROXY = '/terrarium/'; var ELEV_TILE_URL = ELEV_TILE_DIRECT; // (the probe needs both URL pairs assigned, so it runs here, not at the // ground-source block) tileProbeProxy(); var elevCanvas = null; var elevCtx = null; var elevTexture = null; var elevGl = null; var elevLastUpload = 0; var clouds3dState = null; // set by init(), read by buildElevationSystem/buildTerrainMesh function uploadElevTexture() { elevLastUpload = performance.now(); if (!elevGl || !elevTexture) return; elevGl.bindTexture(elevGl.TEXTURE_2D, elevTexture); elevGl.pixelStorei(elevGl.UNPACK_FLIP_Y_WEBGL, true); elevGl.texImage2D(elevGl.TEXTURE_2D, 0, elevGl.RGBA, elevGl.RGBA, elevGl.UNSIGNED_BYTE, elevCanvas); elevGl.texParameteri(elevGl.TEXTURE_2D, elevGl.TEXTURE_WRAP_S, elevGl.CLAMP_TO_EDGE); elevGl.texParameteri(elevGl.TEXTURE_2D, elevGl.TEXTURE_WRAP_T, elevGl.CLAMP_TO_EDGE); elevGl.texParameteri(elevGl.TEXTURE_2D, elevGl.TEXTURE_MIN_FILTER, elevGl.LINEAR); elevGl.texParameteri(elevGl.TEXTURE_2D, elevGl.TEXTURE_MAG_FILTER, elevGl.LINEAR); } function loadElevTile(zx, zy, halfX, halfY) { var id = 'elev/' + ELEV_Z + '/' + zx + '/' + zy; function place(img) { // canvas placement mirrors drawTileAt: left->right = worldX+, // top = worldZ max (north), via the shared flipY upload var cx = (ELEV_TILES_PER * zx - GROUND_BASE_X + halfX) * ELEV_UNIT_PX; var cy = (ELEV_TILES_PER * zy - GROUND_BASE_Y + halfY) * ELEV_UNIT_PX; elevCtx.drawImage(img, cx, cy); } return openTileDB().then(function (db) { return tileDbGet(db, id).then(function (rec) { if (rec && rec.blob) { // cached DEM is static: use it, never re-fetch return decodeToBitmap(rec.blob).then(place, function () { return fetchFresh(db); }); } return fetchFresh(db); }); }); function fetchFresh(db) { return fetch(ELEV_TILE_URL + ELEV_Z + '/' + zx + '/' + zy + '.png') .then(function (r) { if (!r.ok) throw new Error('elev http ' + r.status); return r.blob(); }) .then(function (blob) { if (db) tileDbPut(db, { id: id, blob: blob, savedAt: Date.now() }); return decodeToBitmap(blob); }) .then(place) .catch(function (e) { console.warn('[clouds3d] elev tile failed z' + ELEV_Z + '/' + zx + '/' + zy + ': ' + (e && e.message || e)); /* keep 0 m fill for this tile */ }); } } // Dripping-queue fetch of the ~22x22 z10 tiles covering the mosaic. // Cached permanently in IndexedDB (the DEM does not change). function fetchElevationGrid() { var halfX = groundTilesX() / 2; var halfY = groundTilesY() / 2; var jobs = []; var zx0 = Math.floor((GROUND_BASE_X - halfX) / ELEV_TILES_PER); var zx1 = Math.floor((GROUND_BASE_X + halfX) / ELEV_TILES_PER); var zy0 = Math.floor((GROUND_BASE_Y - halfY) / ELEV_TILES_PER); var zy1 = Math.floor((GROUND_BASE_Y + halfY) / ELEV_TILES_PER); for (var zx = zx0; zx <= zx1; zx++) for (var zy = zy0; zy <= zy1; zy++) jobs.push([zx, zy]); function next(i) { if (i >= jobs.length) { uploadElevTexture(); if (TERRAIN_ON > 0.5) { buildTerrainMesh(elevGl, clouds3dState); } return; } var n = Math.min(i + GROUND_QUEUE_CONC, jobs.length); var batch = []; for (var k = i; k < n; k++) batch.push(loadElevTile(jobs[k][0], jobs[k][1], halfX, halfY)); Promise.all(batch).then(function () { // progressive so terrain grows in, but throttled: the z10 // mosaic is 5760x5504 and every upload costs ~120 MB of // GPU traffic, so at most one per 1500 ms mid-queue. if (performance.now() - elevLastUpload > 1500) uploadElevTexture(); setTimeout(function () { next(n); }, GROUND_QUEUE_YIELD_MS); }); } next(0); } function loadOuterElevTile(zx, zy) { var id = 'elev/' + OUTER_DEM_Z + '/' + zx + '/' + zy; function place(img) { var cx = (OUTER_TILES_PER * zx - GROUND_BASE_X + outerHalfX) * OUTER_PX_PER_Z11; var cy = (OUTER_TILES_PER * zy - GROUND_BASE_Y + outerHalfY) * OUTER_PX_PER_Z11; outerElevCtx.drawImage(img, cx, cy); } return openTileDB().then(function (db) { return tileDbGet(db, id).then(function (rec) { if (rec && rec.blob) { return decodeToBitmap(rec.blob).then(place, function () { return fetchFresh(db); }); } return fetchFresh(db); }); }); function fetchFresh(db) { return fetch(ELEV_TILE_URL + OUTER_DEM_Z + '/' + zx + '/' + zy + '.png') .then(function (r) { if (!r.ok) throw new Error('outer elev http ' + r.status); return r.blob(); }) .then(function (blob) { if (db) tileDbPut(db, { id: id, blob: blob, savedAt: Date.now() }); return decodeToBitmap(blob); }) .then(place) .catch(function (e) { console.warn('[clouds3d] outer elev tile failed z' + OUTER_DEM_Z + '/' + zx + '/' + zy + ': ' + (e && e.message || e)); }); } } function fetchOuterElevationGrid() { if (!outerElevCanvas || !outerElevCtx) return; var jobs = []; var zx0 = Math.floor((GROUND_BASE_X - outerHalfX) / OUTER_TILES_PER); var zx1 = Math.floor((GROUND_BASE_X + outerHalfX) / OUTER_TILES_PER); var zy0 = Math.floor((GROUND_BASE_Y - outerHalfY) / OUTER_TILES_PER); var zy1 = Math.floor((GROUND_BASE_Y + outerHalfY) / OUTER_TILES_PER); for (var zx = zx0; zx <= zx1; zx++) for (var zy = zy0; zy <= zy1; zy++) jobs.push([zx, zy]); function next(i) { if (i >= jobs.length) { try { outerElevData = outerElevCtx.getImageData(0, 0, outerW, outerH).data; outerElevReady = true; } catch (e) { console.warn('[clouds3d] outer DEM getImageData failed: ' + (e && e.message || e)); outerElevReady = false; } if (outerElevReady && terrainVbo && elevGl) { terrainVbo = null; buildTerrainMesh(elevGl, clouds3dState); } return; } var n = Math.min(i + GROUND_QUEUE_CONC, jobs.length); var batch = []; for (var k = i; k < n; k++) batch.push(loadOuterElevTile(jobs[k][0], jobs[k][1])); Promise.all(batch).then(function () { setTimeout(function () { next(n); }, GROUND_QUEUE_YIELD_MS); }); } next(0); } function buildOuterElevationSystem() { if (!OUTER_DEM_ON || outerElevCanvas) return; var skirt = terrainSkirtUnits(); outerHalfX = groundTilesX() / 2 + skirt; outerHalfY = groundTilesY() / 2 + skirt; outerW = Math.max(16, Math.ceil(outerHalfX * 2 * OUTER_PX_PER_Z11)); outerH = Math.max(16, Math.ceil(outerHalfY * 2 * OUTER_PX_PER_Z11)); outerElevCanvas = document.createElement('canvas'); outerElevCanvas.width = outerW; outerElevCanvas.height = outerH; outerElevCtx = outerElevCanvas.getContext('2d'); outerElevCtx.fillStyle = 'rgb(128,0,0)'; outerElevCtx.fillRect(0, 0, outerW, outerH); fetchOuterElevationGrid(); } function outerHeightAt(x, z) { if (!outerElevReady || !outerElevData) return null; var px = Math.round((x + outerHalfX) * OUTER_PX_PER_Z11); var py = Math.round((outerHalfY - z) * OUTER_PX_PER_Z11); if (px < 0 || py < 0 || px >= outerW || py >= outerH) return null; var idx = (py * outerW + px) * 4; var m = outerElevData[idx] * 256 + outerElevData[idx + 1] + outerElevData[idx + 2] / 256 - 32768; return m * ELEV_SCALE_UNITS; } function skirtColorForHeight(hUnits) { var maxM = (typeof OUTER_DEM_CFG.maxMeters === 'number') ? Math.max(100, OUTER_DEM_CFG.maxMeters) : 2500; var m = hUnits / ELEV_SCALE_UNITS; var t = Math.max(0, Math.min(1, m / maxM)); var stops = [ [0.36, 0.42, 0.30], [0.55, 0.52, 0.47], [0.78, 0.75, 0.68], [0.92, 0.90, 0.84] ]; var q = t * (stops.length - 1); var i = Math.max(0, Math.min(stops.length - 2, Math.floor(q))); var f = q - i; var a = stops[i], b = stops[i + 1]; return [a[0] + (b[0] - a[0]) * f, a[1] + (b[1] - a[1]) * f, a[2] + (b[2] - a[2]) * f]; } function buildElevationSystem(glCtx) { if (elevCanvas) return; elevGl = glCtx; elevCanvas = document.createElement('canvas'); elevCanvas.width = groundTilesX() * ELEV_UNIT_PX; elevCanvas.height = groundTilesY() * ELEV_UNIT_PX; elevCtx = elevCanvas.getContext('2d'); // 0 m in terrarium encoding (R=128, G=0, B=0) elevCtx.fillStyle = 'rgb(128,0,0)'; elevCtx.fillRect(0, 0, elevCanvas.width, elevCanvas.height); elevTexture = elevGl.createTexture(); uploadElevTexture(); if (TERRAIN_ON > 0.5) { fetchElevationGrid(); buildOuterElevationSystem(); } } // ---- 3D math helpers (used by the terrain mesh + view-proj matrices) ---- // 4x4 matrix laid out column-major (the same layout gl.uniformMatrix4fv // expects) as a flat Float32Array of 16 entries. function mat4LookAt(eye, target, up) { // z axis = (eye - target) normalized (camera looks down -z) var zx = eye[0]-target[0], zy = eye[1]-target[1], zz = eye[2]-target[2]; var zl = Math.hypot(zx, zy, zz) || 1; zx /= zl; zy /= zl; zz /= zl; // x = up x z (orthonormal) var xx = up[1]*zz - up[2]*zy; var xy = up[2]*zx - up[0]*zz; var xz = up[0]*zy - up[1]*zx; var xl = Math.hypot(xx, xy, xz) || 1; xx /= xl; xy /= xl; xz /= xl; // y = z x x var yx = zy*xz - zz*xy; var yy = zz*xx - zx*xz; var yz = zx*xy - zy*xx; return new Float32Array([ xx, yx, zx, 0, xy, yy, zy, 0, xz, yz, zz, 0, -(xx*eye[0]+xy*eye[1]+xz*eye[2]), -(yx*eye[0]+yy*eye[1]+yz*eye[2]), -(zx*eye[0]+zy*eye[1]+zz*eye[2]), 1 ]); } function mat4Perspective(fovY, aspect, near, far) { var f = 1 / Math.tan(fovY / 2); var nf = 1 / (near - far); return new Float32Array([ f / aspect, 0, 0, 0, 0, f, 0, 0, 0, 0, (far + near) * nf, -1, 0, 0, 2 * far * near * nf, 0 ]); } // 4x4 matrix multiply: out = a * b (column-major Float32Array of 16). function mat4Multiply(out, a, b) { var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]; var a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; var a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; var a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; for (var i = 0; i < 4; i++) { var b0 = b[i * 4], b1 = b[i * 4 + 1], b2 = b[i * 4 + 2], b3 = b[i * 4 + 3]; out[i * 4] = a00 * b0 + a10 * b1 + a20 * b2 + a30 * b3; out[i * 4 + 1] = a01 * b0 + a11 * b1 + a21 * b2 + a31 * b3; out[i * 4 + 2] = a02 * b0 + a12 * b1 + a22 * b2 + a32 * b3; out[i * 4 + 3] = a03 * b0 + a13 * b1 + a23 * b2 + a33 * b3; } return out; } // 4x4 matrix inverse (column-major, generic). function mat4Inverse(out, m) { var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3]; var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7]; var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11]; var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15]; var b00 = m00 * m11 - m01 * m10; var b01 = m00 * m12 - m02 * m10; var b02 = m00 * m13 - m03 * m10; var b03 = m01 * m12 - m02 * m11; var b04 = m01 * m13 - m03 * m11; var b05 = m02 * m13 - m03 * m12; var b06 = m20 * m31 - m21 * m30; var b07 = m20 * m32 - m22 * m30; var b08 = m20 * m33 - m23 * m30; var b09 = m21 * m32 - m22 * m31; var b10 = m21 * m33 - m23 * m31; var b11 = m22 * m33 - m23 * m32; var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; if (!det) return null; det = 1.0 / det; out[0] = ( m11 * b11 - m12 * b10 + m13 * b09) * det; out[1] = (-m01 * b11 + m02 * b10 - m03 * b09) * det; out[2] = ( m31 * b05 - m32 * b04 + m33 * b03) * det; out[3] = (-m21 * b05 + m22 * b04 - m23 * b03) * det; out[4] = (-m10 * b11 + m12 * b08 - m13 * b07) * det; out[5] = ( m00 * b11 - m02 * b08 + m03 * b07) * det; out[6] = (-m30 * b05 + m32 * b02 - m33 * b01) * det; out[7] = ( m20 * b05 - m22 * b02 + m23 * b01) * det; out[8] = ( m10 * b10 - m11 * b08 + m13 * b06) * det; out[9] = (-m00 * b10 + m01 * b08 - m03 * b06) * det; out[10] = ( m30 * b04 - m31 * b02 + m33 * b00) * det; out[11] = (-m20 * b04 + m21 * b02 - m23 * b00) * det; out[12] = (-m10 * b09 + m11 * b07 - m12 * b06) * det; out[13] = ( m00 * b09 - m01 * b07 + m02 * b06) * det; out[14] = (-m30 * b03 + m31 * b01 - m32 * b00) * det; out[15] = ( m20 * b03 - m21 * b01 + m22 * b00) * det; return out; } // ---- Terrain mesh (real 3D heightfield) ------------------------------ // One VBO built once from the elevation canvas: a ~181x173 grid sampled // from the z10 DEM mosaic, smoothed, 6 vertices per cell (two // triangles), positions+normals+UVs pre-packed. ~186k vertices ~= 6 MB. // The terrain is rendered as a triangle mesh with hillshade; the // cloud/sky pass then alpha-blends on top of it. var terrainVbo = null; var terrainVertCount = 0; var terrainSample = null; // {h,gw,gh,s,halfX,halfY} — live smoothed grid var terrainDistFbo = null; var terrainDistTex = null; var terrainDistDepth = null; var terrainDistW = 0; var terrainDistH = 0; var terrainDistOk = false; function ensureTerrainDistFbo(gl, w, h) { if ((!FRONT_HAZE_ON && !CLOUDS_ON) || w <= 0 || h <= 0) { terrainDistOk = false; return false; } if (terrainDistFbo && terrainDistW === w && terrainDistH === h) return terrainDistOk; if (terrainDistFbo) { gl.deleteFramebuffer(terrainDistFbo); gl.deleteTexture(terrainDistTex); gl.deleteRenderbuffer(terrainDistDepth); terrainDistFbo = terrainDistTex = terrainDistDepth = null; } terrainDistW = w; terrainDistH = h; terrainDistTex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, terrainDistTex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); terrainDistDepth = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, terrainDistDepth); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h); terrainDistFbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, terrainDistFbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, terrainDistTex, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, terrainDistDepth); terrainDistOk = gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE; gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.bindTexture(gl.TEXTURE_2D, null); gl.bindRenderbuffer(gl.RENDERBUFFER, null); if (!terrainDistOk) { console.warn('[clouds3d] terrain distance FBO incomplete; front haze disabled'); } return terrainDistOk; } function buildTerrainMesh(gl, state) { if (!elevCanvas || !elevCtx || terrainVbo) return; if (typeof elevCtx.getImageData !== 'function') return; var W = elevCanvas.width, H = elevCanvas.height; var data; try { data = elevCtx.getImageData(0, 0, W, H).data; } catch (e) { console.warn('[clouds3d] buildTerrainMesh: getImageData failed: ' + e.message); return; // tainted canvas, etc. } var tilesX = groundTilesX(), tilesY = groundTilesY(); var halfX = tilesX / 2, halfY = tilesY / 2; // Decode elevation in metres on the sampling grid: one vertex per // STEP canvas px (z10 mosaic ~101 m/px source -> ~3.2 km mesh step, // 4x finer per axis than the old 13 km tile-centre grid that made // ridges look faceted). var STEP = 32; // canvas px between mesh vertices var s = STEP / ELEV_UNIT_PX; // world units (tiles) per grid step var gw = Math.floor((W - 1) / STEP) + 1; var gh = Math.floor((H - 1) / STEP) + 1; var h = new Float32Array(gw * gh); for (var j = 0; j < gh; j++) { var py = Math.min(H - 1, j * STEP); var row = j * gw; for (var i = 0; i < gw; i++) { // mirrored X: the DEM mosaic runs west-right while the world // axis +x runs east (verified against the street texture) - // read the height column mirrored so ridges sit on the same // side as the roads. var pxx = Math.max(0, W - 1 - i * STEP); var idx = (py * W + pxx) * 4; h[row + i] = data[idx] * 256 + data[idx + 1] + data[idx + 2] / 256 - 32768; } } // Separable [1,2,1] blur, one round: smooths DEM staircase noise // and tile seams without flattening the z10 detail again (two rounds // made the relief look too soft/flat). function hblur(src, out) { for (var j = 0; j < gh; j++) { var row = j * gw; for (var i = 0; i < gw; i++) { var a = src[row + (i > 0 ? i - 1 : 0)]; var b = src[row + i]; var c = src[row + (i < gw - 1 ? i + 1 : gw - 1)]; out[row + i] = (a + 2 * b + c) * 0.25; } } } function vblur(src, out) { for (var j = 0; j < gh; j++) { var jm = (j > 0 ? j - 1 : 0) * gw; var jp = (j < gh - 1 ? j + 1 : gh - 1) * gw; var row = j * gw; for (var i = 0; i < gw; i++) { out[row + i] = (src[jm + i] + 2 * src[row + i] + src[jp + i]) * 0.25; } } } var t1 = new Float32Array(gw * gh); hblur(h, t1); vblur(t1, h); // Soft rim: within EDGE_FADE_TILES of the border the height is eased // down to slightly below zero. The mesh then runs out under the // horizon instead of ending in a cut-off ridge line. for (var ej = 0; ej < gh; ej++) { var erow = ej * gw; var dz = Math.min(ej, gh - 1 - ej) * s; for (var ei = 0; ei < gw; ei++) { var dx = Math.min(ei, gw - 1 - ei) * s; var t = Math.max(0, Math.min(1, Math.min(dx, dz) / EDGE_FADE_TILES)); t = t * t * (3 - 2 * t); h[erow + ei] = h[erow + ei] * t - (1 - t) * EDGE_SINK_TILES; } } // Build vertex list: 2 triangles per cell, 6 vertices each. // Attributes: position (3), normal (3), uv (2), color (3) = 11 floats. var cols = gw - 1, rows = gh - 1; var SKIRT_UNITS = terrainSkirtUnits(); var SKIRT_RINGS = Math.max(1, (typeof TERRAIN_CFG.edgeSkirtRings === 'number') ? TERRAIN_CFG.edgeSkirtRings : 24); var SKIRT_NOISE = (typeof TERRAIN_CFG.edgeSkirtNoise === 'number') ? Math.max(0, Math.min(1, TERRAIN_CFG.edgeSkirtNoise)) : 0.28; var skirtSegs = 2 * cols + 2 * rows; var skirtVerts = SKIRT_UNITS > 0 ? skirtSegs * SKIRT_RINGS * 6 : 0; var vCount = cols * rows * 6 + skirtVerts; var verts = new Float32Array(vCount * 11); var vi = 0; // Per-vertex normals from central differences of the smoothed // heightfield (Gouraud shading - no flat facets on the slopes). function hAt(i, j) { return h[j * gw + i] * ELEV_SCALE_UNITS; } function setVertex(i, j) { var iL = Math.max(0, i - 1), iR = Math.min(gw - 1, i + 1); var jD = Math.max(0, j - 1), jU = Math.min(gh - 1, j + 1); var dx = (hAt(iR, j) - hAt(iL, j)) / ((iR - iL) * s); var dz = (hAt(i, jU) - hAt(i, jD)) / ((jU - jD) * s); var nx = -dx, ny = 1, nz = -dz; var nl = Math.hypot(nx, ny, nz) || 1; nx /= nl; ny /= nl; nz /= nl; verts[vi++] = i * s - halfX; verts[vi++] = hAt(i, j); verts[vi++] = halfY - j * s; verts[vi++] = nx; verts[vi++] = ny; verts[vi++] = nz; // Ground UV: the street canvas' texture U runs mirrored against // world +x (verified against landmarks), so u = 0.5 - x/tilesX. // Heights are read with the same mirror (see decode loop), so // ridges and roads agree. V matches the cloud-pass convention. var _x = i * s - halfX, _z = halfY - j * s; verts[vi++] = 0.5 - _x / tilesX; verts[vi++] = _z / tilesY + 0.5; // Detailed terrain uses the basemap texture; the color attribute is // only consumed by the outer skirt. verts[vi++] = 1; verts[vi++] = 1; verts[vi++] = 1; } for (var j = 0; j < rows; j++) { for (var i = 0; i < cols; i++) { var i0 = i, j0 = j, i1 = i + 1, j1 = j + 1; // Winding order kept from the tile-centre mesh: // (i0,j0) (i0,j1) (i1,j1) + (i0,j0) (i1,j1) (i1,j0) setVertex(i0, j0); setVertex(i0, j1); setVertex(i1, j1); setVertex(i0, j0); setVertex(i1, j1); setVertex(i1, j0); } } // ---- Outer skirt ------------------------------------------------- // Coarse outer terrain from reduced-resolution heightmap tiles. The // skirt has no basemap texture; its colour comes from vertex heights. function pushRaw(x, y, z, nx, ny, nz, u, v, cr, cg, cb) { verts[vi++] = x; verts[vi++] = y; verts[vi++] = z; verts[vi++] = nx; verts[vi++] = ny; verts[vi++] = nz; verts[vi++] = u; verts[vi++] = v; verts[vi++] = cr; verts[vi++] = cg; verts[vi++] = cb; } function uvFromXZ(x, z) { return [0.5 - x / tilesX, z / tilesY + 0.5]; } function skirtHeight(base, x, z, t) { var real = outerHeightAt(x, z); if (real === null) { if (SKIRT_NOISE <= 0) return base; var amp = SKIRT_NOISE * (0.15 + 0.85 * t); var n = Math.sin(x * 0.11 + t * 2.1) * Math.cos(z * 0.09 - t * 1.7) + 0.5 * Math.sin((x * 0.7 + z * 0.5) * 0.13 + t * 3.3); return base + n * amp; } if (t <= 0) return base; var blend = Math.min(1, t * 2.0); return base + (real - base) * blend; } function quadNormal(x0,y0,z0, x1,y1,z1, x2,y2,z2) { var ax = x1 - x0, ay = y1 - y0, az = z1 - z0; var bx = x2 - x0, by = y2 - y0, bz = z2 - z0; var nx = ay * bz - az * by; var ny = az * bx - ax * bz; var nz = ax * by - ay * bx; var nl = Math.hypot(nx, ny, nz); if (!(nl > 1e-6)) return [0, 1, 0]; nx /= nl; ny /= nl; nz /= nl; if (ny < 0) { nx = -nx; ny = -ny; nz = -nz; } return [nx, ny, nz]; } function ringT(k, rings) { var u = k / rings; return Math.pow(u, 1.35); } function outwardFor(i, j) { var ox = 0, oz = 0; if (j === 0) oz = 1; else if (j === gh - 1) oz = -1; if (i === 0) ox = -1; else if (i === gw - 1) ox = 1; if (ox !== 0 && oz !== 0) { var inv = 1 / Math.SQRT2; ox *= inv; oz *= inv; } return [ox, oz]; } function boundaryLoop() { var loop = []; function add(i, j) { var o = outwardFor(i, j); loop.push({ x: i * s - halfX, z: halfY - j * s, y: hAt(i, j), ox: o[0], oz: o[1] }); } for (var i = 0; i < gw; i++) add(i, 0); for (var j = 1; j < gh; j++) add(gw - 1, j); for (var i = gw - 2; i >= 0; i--) add(i, gh - 1); for (var j = gh - 2; j >= 1; j--) add(0, j); return loop; } function pushSkirtLoop() { if (SKIRT_UNITS <= 0) return; var loop = boundaryLoop(); for (var seg = 0; seg < loop.length; seg++) { var a = loop[seg], b = loop[(seg + 1) % loop.length]; for (var k = 0; k < SKIRT_RINGS; k++) { var t0 = ringT(k, SKIRT_RINGS); var t1 = ringT(k + 1, SKIRT_RINGS); var d0 = SKIRT_UNITS * t0, d1 = SKIRT_UNITS * t1; var x00 = a.x + a.ox * d0, z00 = a.z + a.oz * d0; var x01 = b.x + b.ox * d0, z01 = b.z + b.oz * d0; var x10 = a.x + a.ox * d1, z10 = a.z + a.oz * d1; var x11 = b.x + b.ox * d1, z11 = b.z + b.oz * d1; var y00 = skirtHeight(a.y, x00, z00, t0); var y01 = skirtHeight(b.y, x01, z01, t0); var y10 = skirtHeight(a.y, x10, z10, t1); var y11 = skirtHeight(b.y, x11, z11, t1); var uv00 = uvFromXZ(x00, z00), uv01 = uvFromXZ(x01, z01); var uv10 = uvFromXZ(x10, z10), uv11 = uvFromXZ(x11, z11); var nrm = quadNormal(x00,y00,z00, x01,y01,z01, x10,y10,z10); var nx = nrm[0], ny = nrm[1], nz = nrm[2]; var c00 = skirtColorForHeight(y00), c01 = skirtColorForHeight(y01); var c10 = skirtColorForHeight(y10), c11 = skirtColorForHeight(y11); pushRaw(x00, y00, z00, nx, ny, nz, uv00[0], uv00[1], c00[0], c00[1], c00[2]); pushRaw(x01, y01, z01, nx, ny, nz, uv01[0], uv01[1], c01[0], c01[1], c01[2]); pushRaw(x11, y11, z11, nx, ny, nz, uv11[0], uv11[1], c11[0], c11[1], c11[2]); pushRaw(x00, y00, z00, nx, ny, nz, uv00[0], uv00[1], c00[0], c00[1], c00[2]); pushRaw(x11, y11, z11, nx, ny, nz, uv11[0], uv11[1], c11[0], c11[1], c11[2]); pushRaw(x10, y10, z10, nx, ny, nz, uv10[0], uv10[1], c10[0], c10[1], c10[2]); } } } pushSkirtLoop(); var buf = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buf); gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW); terrainVbo = buf; terrainVertCount = vCount; // ---- Wireframe overlay buffer -------------------------------- // Edges only: (cols-1)*rows vertical + cols*(rows-1) horizontal // segments. Each segment is two vertices, position only (3 floats), // sharing the terrain program's aPos attribute. var wireVerts = ((cols - 1) * rows + cols * (rows - 1)) * 2 * 3; var wire = new Float32Array(wireVerts); var wi = 0; function pushVert(i, j) { wire[wi++] = i * s - halfX; wire[wi++] = h[j * gw + i] * ELEV_SCALE_UNITS; wire[wi++] = halfY - j * s; } for (var j = 0; j < rows; j++) { for (var i = 0; i < cols - 1; i++) { pushVert(i, j); pushVert(i + 1, j); } } for (var i = 0; i < cols; i++) { for (var j = 0; j < rows - 1; j++) { pushVert(i, j); pushVert(i, j + 1); } } var wireBuf = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, wireBuf); gl.bufferData(gl.ARRAY_BUFFER, wire, gl.STATIC_DRAW); if (state && state.terrain) { state.terrain.vbo = buf; state.terrain.vertCount = vCount; state.terrain.wireVbo = wireBuf; state.terrain.wireVertCount = (cols - 1) * rows * 2 + cols * (rows - 1) * 2; } terrainSample = { h: h, gw: gw, gh: gh, s: s, halfX: halfX, halfY: halfY }; // Terrain just became available: (re)build both off-thread layers. They // upload themselves once the worker answers, so nothing here blocks. kickCarBuild(false); kickCityBuild(); } // ---- Night dimming ------------------------------------------------------ // How far the day map is dimmed at full night (0 = pitch black, 1 = // unchanged). The NASA VIIRS city-lights layer was removed: settlement // lights come from OSM place nodes (see the settlement lights section). // ---- Motorway car-lights layer ---------------------------------------- // Motorway/trunk roads (Autobahnen) from OSM via Overpass API, fetched at // runtime in small grid cells (each cell cached permanently in IndexedDB, // retried across endpoints on transient 504s - the public instances are // unreliable for big boxes, never for single ~100 km cells over time). // Ribbons hug the terrain mesh; the shader paints individual vehicle // POINTS (no streaks): white approaching, red driving away, opposite // directions per ribbon half, jittered spacing and per-car speed wobble. // Density ramps 0 -> max -> 0 across the night, lights fade toward ~150 km. // Data (c) OpenStreetMap contributors, ODbL. // ---- Physical sun / moon light ----------------------------------------- // Direct-beam transmittance from a Kasten-Young air mass plus Rayleigh, // ozone and aerosol optical depths (Angstrom law). Everything about the // colour of daylight - neutral at noon, orange at 10 deg, deep red at 3 deg // - falls out of this instead of being painted with hand-picked gradients. var ATMO = (window.CONFIG && window.CONFIG.atmosphere) || {}; var ATMO_TURBIDITY = (typeof ATMO.turbidity === 'number') ? Math.max(0.2, ATMO.turbidity) : 1.0; var ATMO_MOON_GAIN = (typeof ATMO.moonGain === 'number') ? Math.max(0, ATMO.moonGain) : 0.16; // ---- Moon appearance (CONFIG.moon) ------------------------------------ // The real disc is 0.0046 rad; the scene draws it larger so texture and // phase are readable. Scene moonlight follows the disc, but only half of // the excess over the physical size counts (see CONFIG.moon.lightGain). var MOON_CFG = (window.CONFIG && window.CONFIG.moon) || {}; var MOON_PHYS_R = 0.0046; var MOON_ANG_R = (typeof MOON_CFG.angularRadius === 'number') ? Math.max(MOON_PHYS_R, MOON_CFG.angularRadius) : MOON_PHYS_R * 8; var MOON_LIGHT_GAIN = (typeof MOON_CFG.lightGain === 'number') ? Math.max(0, MOON_CFG.lightGain) : 1 + 0.5 * (MOON_ANG_R / MOON_PHYS_R - 1); var MOON_EARTHSHINE = (typeof MOON_CFG.earthshine === 'number') ? Math.max(0, MOON_CFG.earthshine) : 0.10; var MOON_LIMB_DARK = (typeof MOON_CFG.limbDarkening === 'number') ? Math.max(0, Math.min(0.9, MOON_CFG.limbDarkening)) : 0.30; var MOON_BRIGHT = (typeof MOON_CFG.brightness === 'number') ? Math.max(0, MOON_CFG.brightness) : 1.25; var MOON_HALO = (typeof MOON_CFG.halo === 'number') ? Math.max(0, MOON_CFG.halo) : 1.0; var MOON_FLIP_U = MOON_CFG.flipU ? 1 : 0; var MOON_FLIP_V = MOON_CFG.flipV ? 1 : 0; // The real sun is 0.00465 rad. Scaling the disc changes its size only - // the scene lighting (_beam/_beamL) is untouched. var SUN_CFG = (window.CONFIG && window.CONFIG.sun) || {}; var SUN_ANG_R = (typeof SUN_CFG.angularRadius === 'number') ? Math.max(0.00465, SUN_CFG.angularRadius) : 0.00465 * 12; var MOON_TEX_SRC = (typeof window.__moonTex === 'string' && window.__moonTex) ? window.__moonTex : ((typeof MOON_CFG.texture === 'string' && MOON_CFG.texture) ? MOON_CFG.texture : 'vendor/moon.jpg'); var ATMO_NIGHT_FLOOR = (typeof ATMO.nightFloor === 'number') ? Math.max(0.01, ATMO.nightFloor) : 0.05; var ATMO_ALBEDO_GAIN = (typeof ATMO.albedoGain === 'number') ? Math.max(0.1, ATMO.albedoGain) : 1.0; var ATMO_SKY_GAIN = (typeof ATMO.skyGain === 'number') ? Math.max(0.05, ATMO.skyGain) : 0.55; var ATMO_PHYSICAL_SKY = ATMO.physicalSky !== false; var ATMO_RAYLEIGH_GAIN = (typeof ATMO.rayleighGain === 'number') ? Math.max(0.1, Math.min(30.0, ATMO.rayleighGain)) : 8.0; // ---- Artificial light switching (CONFIG.lights) ------------------------- // Every individual light owns a sun-altitude threshold inside the window // [onDeg, offDeg]; the aggregate (road ribbon, density curves) uses the // mean of that window, which is the plain linear ramp. var LIGHT_TUN = (window.CONFIG && window.CONFIG.lights) || {}; var DEG2RAD = Math.PI / 180; var LIGHT_HI = ((typeof LIGHT_TUN.offDeg === 'number') ? LIGHT_TUN.offDeg : 5) * DEG2RAD; var LIGHT_LO = ((typeof LIGHT_TUN.onDeg === 'number') ? LIGHT_TUN.onDeg : -6) * DEG2RAD; var LIGHT_SOFT = ((typeof LIGHT_TUN.softDeg === 'number') ? LIGHT_TUN.softDeg : 1.2) * DEG2RAD; // Relative Rayleigh scattering at 680 / 550 / 450 nm (1/lambda^4), // normalised to the blue channel: the colour distant air takes when it is // lit by the same beam that lights the ground. var RAYLEIGH = [0.192, 0.451, 1.0]; var ATMO_AIR_GAIN = (typeof ATMO.airGain === 'number') ? Math.max(0.05, ATMO.airGain) : 0.55; var ATMO_HAZE_RESIDUAL = (typeof ATMO.hazeResidual === 'number') ? Math.max(0.02, Math.min(0.95, ATMO.hazeResidual)) : 0.30; var ATMO_DISTANCE_FOG = ATMO.distanceFog !== false; var ATMO_MODEL = ATMO.model || {}; var HAZE_CFG = ATMO.haze || {}; var ATMO_MODEL_ON = (typeof HAZE_CFG.enabled === 'boolean') ? HAZE_CFG.enabled : (ATMO_MODEL.enabled === true); var ATMO_MODEL_HEIGHT_KM = (typeof HAZE_CFG.heightKm === 'number') ? Math.max(1.0, Math.min(120.0, HAZE_CFG.heightKm)) : ((typeof ATMO_MODEL.heightKm === 'number') ? Math.max(1.0, Math.min(80.0, ATMO_MODEL.heightKm)) : 60.0); var ATMO_MODEL_HEIGHT_UNITS = ATMO_MODEL_HEIGHT_KM / KM_PER_TILE; var ATMO_MODEL_SCALE_HEIGHT_KM = (typeof HAZE_CFG.scaleHeightKm === 'number') ? Math.max(1.0, Math.min(30.0, HAZE_CFG.scaleHeightKm)) : ((typeof ATMO_MODEL.scaleHeightKm === 'number') ? Math.max(1.0, Math.min(30.0, ATMO_MODEL.scaleHeightKm)) : 8.5); var ATMO_MODEL_SCALE_HEIGHT_UNITS = ATMO_MODEL_SCALE_HEIGHT_KM / KM_PER_TILE; var ATMO_MODEL_DENSITY = (typeof HAZE_CFG.density === 'number') ? Math.max(0.01, Math.min(5.0, HAZE_CFG.density)) : ((typeof ATMO_MODEL.density === 'number') ? Math.max(0.01, Math.min(5.0, ATMO_MODEL.density)) : 0.25); var ATMO_MODEL_GRAY_TAU = (typeof HAZE_CFG.grayTau === 'number') ? Math.max(0.1, Math.min(10.0, HAZE_CFG.grayTau)) : ((typeof ATMO_MODEL.grayTau === 'number') ? Math.max(0.1, Math.min(10.0, ATMO_MODEL.grayTau)) : 1.2); var ATMO_MODEL_GAIN = (typeof HAZE_CFG.gain === 'number') ? Math.max(0.1, Math.min(5.0, HAZE_CFG.gain)) : ((typeof ATMO_MODEL.gain === 'number') ? Math.max(0.1, Math.min(5.0, ATMO_MODEL.gain)) : 1.0); var ATMO_MODEL_MAX_ALPHA = (typeof HAZE_CFG.maxAlpha === 'number') ? Math.max(0.05, Math.min(1.0, HAZE_CFG.maxAlpha)) : ((typeof ATMO_MODEL.maxAlpha === 'number') ? Math.max(0.05, Math.min(1.0, ATMO_MODEL.maxAlpha)) : 0.55); var TERRAIN_HAZE_CFG = ATMO.terrainHaze || {}; var TERRAIN_HAZE_ON = TERRAIN_HAZE_CFG.enabled !== false; var TERRAIN_HAZE_SCALE_HEIGHT_KM = (typeof TERRAIN_HAZE_CFG.scaleHeightKm === 'number') ? Math.max(1.0, Math.min(30.0, TERRAIN_HAZE_CFG.scaleHeightKm)) : 8.5; var TERRAIN_HAZE_SCALE_HEIGHT_UNITS = TERRAIN_HAZE_SCALE_HEIGHT_KM / KM_PER_TILE; var TERRAIN_HAZE_DENSITY = (typeof TERRAIN_HAZE_CFG.density === 'number') ? Math.max(0.01, Math.min(5.0, TERRAIN_HAZE_CFG.density)) : 0.22; var TERRAIN_HAZE_GAIN = (typeof TERRAIN_HAZE_CFG.gain === 'number') ? Math.max(0.1, Math.min(5.0, TERRAIN_HAZE_CFG.gain)) : 1.0; var TERRAIN_HAZE_MAX_ALPHA = (typeof TERRAIN_HAZE_CFG.maxAlpha === 'number') ? Math.max(0.05, Math.min(1.0, TERRAIN_HAZE_CFG.maxAlpha)) : 0.65; var TERRAIN_HAZE_COLOR = new Float32Array( Array.isArray(TERRAIN_HAZE_CFG.color) && TERRAIN_HAZE_CFG.color.length >= 3 ? [TERRAIN_HAZE_CFG.color[0], TERRAIN_HAZE_CFG.color[1], TERRAIN_HAZE_CFG.color[2]] : [0.58, 0.64, 0.72] ); var AIR_HAZE_CFG = ATMO.airHaze || TERRAIN_HAZE_CFG || {}; var AIR_HAZE_ON = (typeof AIR_HAZE_CFG.enabled === 'boolean') ? AIR_HAZE_CFG.enabled : (TERRAIN_HAZE_ON && AIR_HAZE_CFG.enabled !== false); var AIR_HAZE_SCALE_HEIGHT_KM = (typeof AIR_HAZE_CFG.scaleHeightKm === 'number') ? Math.max(1.0, Math.min(30.0, AIR_HAZE_CFG.scaleHeightKm)) : 8.5; var AIR_HAZE_SCALE_HEIGHT_UNITS = AIR_HAZE_SCALE_HEIGHT_KM / KM_PER_TILE; var AIR_HAZE_DENSITY = (typeof AIR_HAZE_CFG.density === 'number') ? Math.max(0.01, Math.min(5.0, AIR_HAZE_CFG.density)) : 0.16; var AIR_HAZE_GAIN = (typeof AIR_HAZE_CFG.gain === 'number') ? Math.max(0.1, Math.min(5.0, AIR_HAZE_CFG.gain)) : 1.0; var AIR_HAZE_MAX_ALPHA = (typeof AIR_HAZE_CFG.maxAlpha === 'number') ? Math.max(0.05, Math.min(1.0, AIR_HAZE_CFG.maxAlpha)) : 0.45; var AIR_HAZE_COLOR = new Float32Array( Array.isArray(AIR_HAZE_CFG.color) && AIR_HAZE_CFG.color.length >= 3 ? [AIR_HAZE_CFG.color[0], AIR_HAZE_CFG.color[1], AIR_HAZE_CFG.color[2]] : [0.58, 0.64, 0.72] ); var FRONT_HAZE_CFG = ATMO.frontHaze || AIR_HAZE_CFG || {}; var FRONT_HAZE_ON = FRONT_HAZE_CFG.enabled !== false; var FRONT_HAZE_SCALE_HEIGHT_KM = (typeof FRONT_HAZE_CFG.scaleHeightKm === 'number') ? Math.max(1.0, Math.min(30.0, FRONT_HAZE_CFG.scaleHeightKm)) : 8.5; var FRONT_HAZE_SCALE_HEIGHT_UNITS = FRONT_HAZE_SCALE_HEIGHT_KM / KM_PER_TILE; var FRONT_HAZE_DENSITY = (typeof FRONT_HAZE_CFG.density === 'number') ? Math.max(0.01, Math.min(5.0, FRONT_HAZE_CFG.density)) : 0.22; var FRONT_HAZE_GAIN = (typeof FRONT_HAZE_CFG.gain === 'number') ? Math.max(0.1, Math.min(5.0, FRONT_HAZE_CFG.gain)) : 1.0; var FRONT_HAZE_MAX_ALPHA = (typeof FRONT_HAZE_CFG.maxAlpha === 'number') ? Math.max(0.05, Math.min(1.0, FRONT_HAZE_CFG.maxAlpha)) : 0.65; var FRONT_HAZE_COLOR = new Float32Array( Array.isArray(FRONT_HAZE_CFG.color) && FRONT_HAZE_CFG.color.length >= 3 ? [FRONT_HAZE_CFG.color[0], FRONT_HAZE_CFG.color[1], FRONT_HAZE_CFG.color[2]] : [0.58, 0.64, 0.72] ); var CURV_CFG = (window.CONFIG && window.CONFIG.curvature) || {}; var CURVATURE_ON = CURV_CFG.enabled !== false; var CURV_EXAG = (typeof CURV_CFG.exaggeration === 'number') ? Math.max(0.25, CURV_CFG.exaggeration) : 2.0; var EARTH_RADIUS_UNITS = (typeof CURV_CFG.earthRadiusKm === 'number' ? Math.max(1000, CURV_CFG.earthRadiusKm) : 6371) / KM_PER_TILE / CURV_EXAG; var ATMO_MODEL_BLUE_COLOR = new Float32Array([0.22, 0.42, 0.95]); var ATMO_MODEL_GRAY_COLOR = new Float32Array([0.72, 0.76, 0.82]); // Integrated starlight + airglow. Physically this is about a millionth of // daylight, so it is a stylised floor (CONFIG.atmosphere.starGain) that // keeps clouds, contrails and the ground from going fully black on a // starlit night. var ATMO_CLOUD_SHADOWS = ATMO.cloudShadows !== false; var ATMO_CS_DENSITY = (typeof ATMO.cloudShadowDensity === 'number') ? Math.max(0.2, ATMO.cloudShadowDensity) : 1.8; var ATMO_CS_FLOOR = (typeof ATMO.cloudShadowFloor === 'number') ? Math.max(0.0, Math.min(0.6, ATMO.cloudShadowFloor)) : 0.06; var ATMO_CS_AMBIENT = (typeof ATMO.cloudShadowAmbient === 'number') ? Math.max(0, Math.min(1, ATMO.cloudShadowAmbient)) : 0.65; var ATMO_TERRAIN_SHADOWS = ATMO.terrainShadows !== false; // how much light a fully terrain-shadowed slope keeps (0 = black) var ATMO_TERRAIN_SHADOW_FLOOR = (typeof ATMO.terrainShadowFloor === 'number') ? Math.max(0, Math.min(1, ATMO.terrainShadowFloor)) : 0.42; var ATMO_CLOUD_HAZE = (typeof ATMO.cloudHaze === 'number') ? Math.max(0, Math.min(1, ATMO.cloudHaze)) : 0.22; var ATMO_CLOUD_BRIGHT = (typeof ATMO.cloudBrightness === 'number') ? Math.max(0.2, ATMO.cloudBrightness) : 1.0; var ATMO_STAR_GAIN = (typeof ATMO.starGain === 'number') ? Math.max(0, ATMO.starGain) : 0.18; // Extra share for the ground: a starlit landscape is what makes the night // readable, while clouds and contrails stay dimmer. var ATMO_STAR_GROUND = (typeof ATMO.starGainGround === 'number') ? Math.max(1, ATMO.starGainGround) : 2.5; function starAmbient(altRad) { // ramps from the horizon to full at -8 deg so it overlaps the decaying // skylight instead of starting after it has already bottomed out var dark = Math.max(0, Math.min(1, -altRad / 0.14)); return ATMO_STAR_GAIN * dark; } // Airlight of the view column. By day it is sunlit haze; at night the same // formula runs on the moon beam, scaled by how much of the moon is lit // (new moon = starlight only, full moon = clearly brighter haze). function airlightColor(altRad, moonAlt, moonFrac) { var beam = beamColor(altRad); var kDay = ATMO_AIR_GAIN * skyAmbient(altRad) * beamLuma(altRad); var up = Math.max(0, Math.sin(moonAlt || 0)); var mDiff = ATMO_MOON_GAIN * MOON_LIGHT_GAIN * (moonFrac === undefined ? 0.6 : moonFrac) * up * 0.9; var mBeam = beamColor(moonAlt || 0); var kMoon = ATMO_AIR_GAIN * mDiff * beamLuma(moonAlt || 0); return [RAYLEIGH[0] * (beam[0] * kDay + mBeam[0] * kMoon), RAYLEIGH[1] * (beam[1] * kDay + mBeam[1] * kMoon), RAYLEIGH[2] * (beam[2] * kDay + mBeam[2] * kMoon)]; } // ---- Theme lighting ----------------------------------------------------- // The physical model stays the base in every theme: the theme only pulls // the beam, the airlight and the moonlight toward its own hue by 'tint' // (0 = pure physics, 1 = the theme colour), and gain / nightGain scale the // day and night exposure. Configured per theme in window.THEMES[theme]. // .lighting; a theme without that block is pure physics. function hazeColorDynamic(base, air, amb, star, moonI) { var target = 0.07 + 1.15 * Math.max(0, amb) + 0.55 * Math.max(0, star) + 0.25 * Math.max(0, moonI); target = Math.max(0.06, Math.min(0.72, target)); var col = mixRgb(base, air, 0.55); var lum = 0.2126 * col[0] + 0.7152 * col[1] + 0.0722 * col[2]; var scale = target / Math.max(0.02, lum); scale = Math.max(0.05, Math.min(2.5, scale)); return [col[0] * scale, col[1] * scale, col[2] * scale]; } function themeColor(v, fallback) { if (typeof v === 'number') return hex(v); if (typeof v === 'string') { var t = v.replace('#', ''); if (t.length === 3) t = t[0] + t[0] + t[1] + t[1] + t[2] + t[2]; if (t.length !== 6 || isNaN(parseInt(t, 16))) return fallback; var n = parseInt(t, 16); return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255]; } return fallback; } function mixRgb(a, b, k) { return [a[0] + (b[0] - a[0]) * k, a[1] + (b[1] - a[1]) * k, a[2] + (b[2] - a[2]) * k]; } function themeLighting() { var name = (window.CONFIG && window.CONFIG.theme) || 'ash'; var th = (window.THEMES && window.THEMES[name]) || null; var L = th && th.lighting; if (!L) return null; var tint = (typeof L.tint === 'number') ? Math.max(0, Math.min(1, L.tint)) : 0.30; return { tint: tint, sun: themeColor(L.sun, [1, 1, 1]), sky: themeColor(L.sky, [0.55, 0.65, 0.85]), air: themeColor(L.air, [0.45, 0.60, 0.85]), moon: themeColor(L.moon, [0.80, 0.85, 0.95]), gain: (typeof L.gain === 'number') ? Math.max(0.2, L.gain) : 1, nightGain: (typeof L.nightGain === 'number') ? Math.max(0.2, L.nightGain) : 1 }; } function lightFactor(altRad) { var span = LIGHT_HI - LIGHT_LO; if (span <= 0) return 0; return Math.max(0, Math.min(1, (LIGHT_HI - altRad) / span)); } function airMass(altRad) { var h = Math.max(altRad, 0.0087) * 57.2957795; return 1 / (Math.sin(Math.max(altRad, 0.0087)) + 0.50546 * Math.pow(h + 6.07995, -1.6364)); } var TAU_RAYLEIGH = [0.0085, 0.0141, 0.0315]; var TAU_OZONE = [0.0020, 0.0700, 0.1400]; var TAU_LAMBDA = [700 / 550, 1.0, 450 / 550]; function beamTransmittance(altRad) { var m = airMass(altRad), out = [0, 0, 0]; for (var i = 0; i < 3; i++) { var tauM = 0.10 * ATMO_TURBIDITY * Math.pow(TAU_LAMBDA[i], -1.3); out[i] = Math.exp(-(TAU_RAYLEIGH[i] + TAU_OZONE[i] + tauM) * m); } return out; } var TAU_ZENITH = beamTransmittance(Math.PI / 2); // normalised so a sun at the zenith is 1.0 and a low sun only loses the // part of the spectrum the atmosphere actually scatters away function beamColor(altRad) { var t = beamTransmittance(Math.max(altRad, 0.0)); return [t[0] / TAU_ZENITH[0], t[1] / TAU_ZENITH[1], t[2] / TAU_ZENITH[2]]; } function beamLuma(altRad) { var c = beamColor(altRad); return 0.2126 * c[0] + 0.7152 * c[1] + 0.0722 * c[2]; } // Earth-Sun distance from the simulated scene date. This is not a scene // light source: it only scales the solar irradiance entering the top of // the atmosphere (perihelion ~+3.4 %, aphelion ~-3.3 %). function sunDistanceFactor(date) { var d = date || new Date(); var year = d.getUTCFullYear(); var start = Date.UTC(year, 0, 0); var day = Math.floor((d.getTime() - start) / 86400000); var g = 2 * Math.PI * (day - 3) / 365.24; var au = 1.0 - 0.0167 * Math.cos(g); return 1.0 / (au * au); } // Diffuse skylight: grows with sun altitude, then decays through civil // twilight (-6 deg) toward the night floor (airglow + starlight). function skyAmbient(altRad) { var s = Math.sin(altRad); // 0.32 at the horizon: real skylight at sunset is around a tenth of // noon, and this level has to stay above the starlight floor or the // evening would get brighter after sunset. var day = 0.32 + 0.68 * Math.pow(Math.min(1, Math.max(0, s) * 2.2), 0.6); // decay over ~8 deg per halving instead of 6, so the skylight does not // bottom out before the starlight floor takes over var tw = s > 0 ? 1 : Math.max(ATMO_NIGHT_FLOOR, Math.pow(2, altRad * 57.2957795 / 8.0)); return day * tw; } var CAR_CFG = (window.CONFIG && window.CONFIG.terrain) || {}; var CAR_ON = CAR_CFG.carLights !== false; var CITY_ON = CAR_CFG.cityLights !== false; // re-entrancy guard for the periodic fetch cycles (15 min timer) var carFetching = false, cityFetching = false; function carCells(idBase, tagRx, s, w, n, e, latStep, lonStep, extraSel) { var out = []; var sel = extraSel || ''; for (var la = s; la < n - 0.01; la += latStep) { for (var lo = w; lo < e - 0.01; lo += lonStep) { out.push({ id: idBase + '_' + la.toFixed(1) + '_' + lo.toFixed(1), box: [la, lo, Math.min(n, la + latStep), Math.min(e, lo + lonStep)], q: '[out:json][timeout:90];way["highway"~"' + tagRx + '"]' + sel + '(' + la.toFixed(1) + ',' + lo.toFixed(1) + ',' + Math.min(n, la + latStep).toFixed(1) + ',' + Math.min(e, lo + lonStep).toFixed(1) + ');out geom;' }); } } return out; } var CAR_MOTORWAY_RX = '^(motorway|motorway_link|trunk|trunk_link)$'; // "Side roads" = the through-road tiers below motorway/trunk: primary and // secondary. That is what works worldwide - trunk is barely used in France, // Italy, Spain, the UK or Poland, where the top non-motorway class is // primary, while secondary is the regional tier everywhere (US state and // county roads, routes departementales, A-roads, Staats-/Landesstrassen). // tertiary/unclassified/residential stay out: they are the mass that used to // explode a single Overpass cell to several megabytes until the mirrors // timed out and the whole layer came back empty. var CAR_SECONDARY_RX = '^(primary|primary_link|secondary|secondary_link)$'; // Side-road coverage follows the CONFIG location and matches the traffic // disc (rangeKm = 200 km ~ 1.8 deg latitude / 2.5 deg longitude at 48 deg N), // in cells small enough that no single query explodes. var SEC_LAT_SPAN = 1.8, SEC_LON_SPAN = 2.5; var SEC_LAT_STEP = 0.3, SEC_LON_STEP = 0.35; var SEC_S = Math.max(45.8, Math.round((_baseLat - SEC_LAT_SPAN) * 10) / 10); var SEC_N = Math.min(51.5, Math.round((_baseLat + SEC_LAT_SPAN) * 10) / 10); var SEC_W = Math.max(7.5, Math.round((_baseLon - SEC_LON_SPAN) * 10) / 10); var SEC_E = Math.min(18.5, Math.round((_baseLon + SEC_LON_SPAN) * 10) / 10); // Both motorway boxes use the same 1.1 x 1.3 deg grid. The west half used to // be ONE 3.3 x 4.0 deg cell: it timed out on every mirror, so everything // west of 13.4 E - the whole approach to Munich - was missing while the // east half (A3 north, A8 to Linz) loaded fine. var CAR_QUERIES = carCells('geo/mw11', CAR_MOTORWAY_RX, 46.8, 9.4, 50.1, 13.4, 1.1, 1.3).concat( carCells('geo/mw_e', CAR_MOTORWAY_RX, 46.8, 13.4, 50.1, 17.3, 1.1, 1.3), // Side roads around the configured location, in cells small enough that // no single query explodes (a 0.55 deg cell here cost 6.5 MB and the // mirrors answered 504). carCells('geo/sec10', CAR_SECONDARY_RX, SEC_S, SEC_W, SEC_N, SEC_E, SEC_LAT_STEP, SEC_LON_STEP) ); // Drop what can never be seen (the world disc is ~278 km across, so cells // far outside it cost quota and add no light), then fill it RING BY RING // instead of nearest-first: nearest-first meant the first minutes of traffic // sat in a blob under the camera while the rest of the disc was still empty. // Cells are grouped into distance bands and taken round-robin, so the whole // disc gets lights at the same time. (function orderCarQueries() { var km = ((window.CONFIG && window.CONFIG.carLights) || {}).rangeKm || 200; var kx = 111.32 * Math.cos(_baseLat * Math.PI / 180); function dist(b) { var la = Math.max(b[0], Math.min(_baseLat, b[2])); var lo = Math.max(b[1], Math.min(_baseLon, b[3])); return Math.hypot((la - _baseLat) * 111.32, (lo - _baseLon) * kx); } var keep = CAR_QUERIES.filter(function (e) { return !e.box || dist(e.box) <= km + 25; }); var BANDS = 6, band = Math.max(1, km / BANDS); var rings = []; for (var i = 0; i < keep.length; i++) { var r = Math.min(BANDS - 1, Math.floor(dist(keep[i].box) / band)); (rings[r] = rings[r] || []).push(keep[i]); } // Innermost ring first (it carries most of the visible traffic), then // one cell from every further ring in turn. rings.sort(function (x, y) { return (x && y) ? y.length - x.length : (x ? 1 : -1); }); var out = [], done = false, k = 0; while (!done) { done = true; for (var r = 0; r < rings.length; r++) { if (rings[r] && k < rings[r].length) { out.push(rings[r][k]); done = false; } } k++; } CAR_QUERIES = out; })(); // Same-origin paths through the nginx proxy in default.conf. The public // The page must work as a self-contained HTML file, so the default list is // the public CORS-enabled mirrors - no server needed. The same-origin nginx // paths are a development convenience only: they are used when a probe shows // the proxy is actually there (see opProbeProxy), otherwise they are dropped. var OP_PUBLIC = [ 'https://overpass-api.de/api/interpreter', 'https://maps.mail.ru/osm/tools/overpass/api/interpreter' ]; var OP_PROXY = ['/overpass/api/interpreter', '/overpass/mail/interpreter']; var CAR_ENDPOINTS = OP_PUBLIC.slice(); var _opProxyChecked = false; function opProbeProxy() { if (_opProxyChecked) return; _opProxyChecked = true; if (location.protocol === 'file:') return; fetch('/overpass/api/interpreter', { method: 'POST', headers: { 'Content-Type': 'application/x-www-form-urlencoded' }, body: 'data=' + encodeURIComponent('[out:json][timeout:5];out;') }).then(function (r) { if (r.status === 200) { CAR_ENDPOINTS = OP_PUBLIC.concat(OP_PROXY); dbgLog('[clouds3d] overpass: dev proxy available'); } }, function () {}); } // spread first-attempt load across the mirrors per cell index CAR_QUERIES.forEach(function (e, i) { e.start = i % CAR_ENDPOINTS.length; }); opProbeProxy(); // dev-only: switch to the nginx mirror if this page has one // ---- Polite global Overpass gate --------------------------------------- // Cars, places and airports share ONE gate: at most 2 queries in flight // and at least 900 ms between starts. Three fetchers bursting their // grids concurrently used to trip the mirrors' rate limits, which made // whole layers fail. One opQuery = one HTTP attempt (rotated mirror, // 30 s client-side timeout so a hanging instance never blocks the gate). var _opActive = 0, _opLast = 0, _opQueue = []; function isValidOverpass(t) { if (!t) return false; try { var d = JSON.parse(t); return !!(d && Array.isArray(d.elements)); } catch (e) { return false; } } // Parse once and reuse the object: validating and then re-parsing the same // multi-megabyte cell was a needless main-thread cost per cycle. function parseOverpass(t) { if (!t) return null; try { var d = JSON.parse(t); return (d && Array.isArray(d.elements)) ? d : null; } catch (e) { return null; } } // Cell manifest: one tiny record that maps every cached Overpass cell to the // time it was stored. The cached fast paths used to read every raw cell // (hundreds of multi-megabyte JSON blobs) just to prove the chain cache is // still current - the manifest answers the same question in one small read. // Records are only ever written after parseOverpass() accepted them, so a // poisoned cell cannot enter the manifest. var cellManifest = null; var _manifestPutAt = 0; function loadManifest(db) { return tileDbGet(db, 'geo/cells_v1').then(function (rec) { if (!cellManifest) cellManifest = {}; // merge, never replace: notes taken this session may not be on disk // yet (writes are throttled) and must not be lost. if (rec && rec.map) { for (var k in rec.map) { if (!cellManifest[k] || cellManifest[k] < rec.map[k]) cellManifest[k] = rec.map[k]; } } return cellManifest; }); } function manifestNote(id, savedAt) { if (!cellManifest) cellManifest = {}; if (cellManifest[id] !== savedAt) { cellManifest[id] = savedAt; manifestPersist(false); } } function manifestPersist(force) { if (!cellManifest) return; var now = Date.now(); if (!force && now - _manifestPutAt < 3000) return; _manifestPutAt = now; openTileDB().then(function (db) { if (db) tileDbPut(db, { id: 'geo/cells_v1', map: cellManifest, savedAt: now }); }); } function _opPump() { var now = Date.now(); while (_opActive < 1 && _opQueue.length && now - _opLast >= 2500) { _opActive++; _opLast = now; _opQueue.shift()(); } if (_opQueue.length) setTimeout(_opPump, Math.max(50, 2550 - (Date.now() - _opLast))); } function opGate() { return new Promise(function (go) { _opQueue.push(function () { go(function () { _opActive--; _opPump(); }); }); _opPump(); }); } var _opCool = {}; function opCool(ep, ms) { _opCool[ep] = Date.now() + ms; } function opPick(startIdx, attempt) { var n = CAR_ENDPOINTS.length, now = Date.now(); for (var i = 0; i < n; i++) { var ep = CAR_ENDPOINTS[((startIdx || 0) + (attempt || 0) + i) % n]; if ((_opCool[ep] || 0) <= now) return ep; } return CAR_ENDPOINTS[((startIdx || 0) + (attempt || 0)) % n]; // all cooling } function opQuery(q, startIdx, attempt) { var release; return opGate().then(function (r) { release = r; var ep = opPick(startIdx, attempt); var ctl = null, timer = null; try { ctl = new AbortController(); timer = setTimeout(function () { ctl.abort(); }, 125000); } catch (e) {} return fetch(ep, { method: 'POST', headers: { 'Content-Type': 'application/x-www-form-urlencoded' }, body: 'data=' + encodeURIComponent(q), signal: ctl ? ctl.signal : undefined }).then(function (resp) { if (timer) clearTimeout(timer); if (resp.status !== 200) { // a mirror that pushed back stays out of the rotation for a // while - hammering it is what gets a whole network banned opCool(ep, resp.status === 429 ? 180000 : 60000); return null; } return resp.text().then(function (t) { // only ever hand back - and cache - a valid Overpass JSON; // a stored HTML error page once poisoned a cell forever return isValidOverpass(t) ? t : null; }); }, function () { if (timer) clearTimeout(timer); opCool(ep, 45000); return null; }).then(function (txt) { release(); return txt; }, function () { // resp.text() can still reject (abort mid-body) - the gate // slot MUST be returned or the whole queue deadlocks release(); return null; }); }); } // full retry ladder over all mirrors, 2.5 s pause between failed attempts function opTry(q, startIdx) { var MAX = CAR_ENDPOINTS.length * 2; // two full mirror rounds function go(a) { if (a >= MAX) return Promise.resolve(null); return opQuery(q, startIdx, a).then(function (txt) { if (txt) return txt; return new Promise(function (r) { setTimeout(r, 5000 + Math.random() * 5000); }) .then(function () { return go(a + 1); }); }); } return go(0); } // Tuning lives in CONFIG.carLights; everything there is given in metres or // screen pixels and converted to world units here. var CAR_TUN = (window.CONFIG && window.CONFIG.carLights) || {}; function carMetres(m) { return m / 1000.0 / KM_PER_TILE; } // ---- Which side of the road do vehicles drive on? ---------------------- // Which lane a vehicle occupies depends on the country, not on the map: in // right-hand traffic a car drives on the RIGHT side of its own direction of // travel, in left-hand traffic on the LEFT. The sign is derived from the // configured location, so the same scene shows correct lanes anywhere. // CONFIG.carLights.trafficSide overrides the lookup with 'left' or 'right'. // The boxes list the countries/territories that drive on the LEFT; // everything else defaults to right-hand traffic. Mainland China drives on // the right - only Hong Kong and Macau are listed. var LEFT_TRAFFIC_BOXES = [ // [name, latMin, latMax, lonMin, lonMax] ['United Kingdom / Ireland', 50.0, 59.5, -11.0, 2.2], ['Malta', 35.7, 36.2, 14.1, 14.7], ['Cyprus', 34.4, 35.8, 32.0, 34.7], ['Japan', 30.0, 46.0, 128.0, 146.0], ['Australia', -44.0, -10.0, 112.0, 154.0], ['New Zealand', -47.5, -34.0, 166.0, 179.0], ['Papua New Guinea', -11.5, -1.0, 140.0, 148.5], ['Fiji', -19.5, -12.0, 174.0, 180.0], ['Samoa', -15.5, -13.0, -173.5, -171.0], ['India / Nepal / Bhutan', 6.0, 36.0, 68.0, 92.5], ['Bangladesh', 20.0, 27.0, 88.0, 92.7], ['Pakistan', 23.0, 37.0, 61.0, 77.0], ['Sri Lanka', 5.5, 10.0, 79.5, 82.0], ['Thailand', 5.5, 20.6, 97.0, 105.8], ['Malaysia', 0.8, 7.0, 99.5, 119.5], ['Singapore', 1.1, 1.6, 103.5, 104.2], ['Indonesia', -11.5, 6.0, 95.0, 141.0], ['Hong Kong / Macau', 21.9, 22.8, 113.4, 114.6], // Southern + Eastern Africa: Madagascar (right-hand traffic) sits east // of this box, Ethiopia and Somalia north of it ['Southern & Eastern Africa', -35.5, -11.0, 11.0, 41.5], ['Mauritius', -20.7, -10.0, 57.3, 63.6], ['Guyana / Suriname', 1.0, 9.0, -61.0, -53.5] ]; function trafficSideFor(lat, lon) { var forced = CAR_TUN.trafficSide; if (forced === 'left') return -1; if (forced === 'right') return 1; for (var i = 0; i < LEFT_TRAFFIC_BOXES.length; i++) { var b = LEFT_TRAFFIC_BOXES[i]; if (lat >= b[1] && lat <= b[2] && lon >= b[3] && lon <= b[4]) return -1; } return 1; } // +1 = right-hand traffic, -1 = left-hand traffic var CAR_TRAFFIC = trafficSideFor(_baseLat, _baseLon); var CAR_EVERY = 0.16; // world units (~2 km) between ribbon nodes // The ribbon is only the carriageway line now - the lights are points. var CAR_W = carMetres((CAR_TUN.roadWidthM || 24) / 2); // ribbon half width var CAR_Y = 0.004; // lift above terrain surface (~50 m) // Ribbon: thin line with a small pixel floor so it never disappears. var CAR_BAND_PX = CAR_TUN.bandPx || 1.2; var CAR_BAND_BRIGHT = CAR_TUN.bandBrightness || 0.3; // Lights: point sprites with a guaranteed pixel diameter, like the city dots. var CAR_MIN_PX = CAR_TUN.minPx || 3.6; var CAR_MAX_PX = Math.max(CAR_MIN_PX, CAR_TUN.maxPx || 10); var CAR_BOOST = CAR_TUN.boost || 5; // Real distance between the two traffic directions: each one sits half of it // off the way centreline, on the side its country's rule gives it. A fixed // WORLD offset (not a screen gap) so the streams never drift apart with the // camera distance - they merge into one line far away, as they do in reality. var CAR_LANE_W = carMetres((CAR_TUN.laneM || 8) / 2); // Screen floor for that offset: below it the two directions would collapse // into one stream and the traffic would read as a single road. var CAR_LANE_PX = CAR_TUN.lanePx || 2.6; var CAR_BRIGHT = CAR_TUN.brightness || 1.3; var CAR_SPEED = CAR_TUN.speed || 1; var CAR_DENS = CAR_TUN.density || 1; // Gaussian spread of traffic around the motorway network: sigma (spreadKm) // and the floor that distant side roads keep (spreadFloor). var CAR_SIGMA = carMetres((CAR_TUN.spreadKm || 25) * 1000); var CAR_FLOOR = CAR_TUN.spreadFloor || 0.18; // Traffic disc around the configured location, and the distance fade that // belongs to it: lights start fading at fadeKm and are gone at fadeSpanKm // past that. Keeping the fade just outside the disc means the whole traffic // region is readable and nothing ends in a hard cut. var CAR_RANGE = carMetres((CAR_TUN.rangeKm || 200) * 1000); var CAR_FADE_A = carMetres((CAR_TUN.fadeKm || 150) * 1000); var CAR_FADE_B = carMetres(((CAR_TUN.fadeKm || 150) + (CAR_TUN.fadeSpanKm || 60)) * 1000); // per class: mean slot spacing, slot flow speed, max vehicle density // (density is additionally shaped by the rush-hour curve: high evening / // early morning, ~35 % during the deep night 23:00-04:00) var CAR_M_DASH = carMetres(CAR_TUN.dashM || 620); // Slot rate = real driving speed / vehicle spacing: 620 m spacing at ~34 m/s // is 0.055 slots per second (~120 km/h). Side roads are spaced wider and // drive slower -> 0.017 slots/s (~68 km/h at 1116 m spacing). Their peak // density sits below the motorway peak and the gaussian falloff shapes it // further by distance to the nearest motorway. var CAR_M_SPEED = 0.055 * CAR_SPEED, CAR_M_DENS = 0.85 * CAR_DENS; var CAR_B_DASH = CAR_M_DASH * 1.15, CAR_B_SPEED = 0.017 * CAR_SPEED, CAR_B_DENS = 1.0 * CAR_DENS; var carGeo = null; // { motorway: packedChains, secondary: packedChains } var carVboM = null, carCountM = 0; var carVboB = null, carCountB = 0; var carPtsVboM = null, carPtsCountM = 0; var carPtsVboB = null, carPtsCountB = 0; var carProg = null, carAttribs = null, carUniforms = null; var carPtsProg = null, carPtsAttribs = null, carPtsUniforms = null; function carLonToX(lon) { var n = 1 << GROUND_TILE_Z; return GROUND_BASE_X - ((lon + 180) / 360) * n; } function carLatToZ(lat) { var n = 1 << GROUND_TILE_Z; var r = lat * Math.PI / 180; var yf = (1 - Math.log(Math.tan(r) + 1 / Math.cos(r)) / Math.PI) / 2 * n; return GROUND_BASE_Y - yf; } // Terrain height lookup on the smoothed mesh grid (same data the mesh // was built from, so the ribbons sit exactly on the surface). function carYAt(x, z) { var ts = terrainSample; if (!ts) return CAR_Y; var fi = (x + ts.halfX) / ts.s, fj = (ts.halfY - z) / ts.s; fi = Math.max(0, Math.min(ts.gw - 1.001, fi)); fj = Math.max(0, Math.min(ts.gh - 1.001, fj)); var i0 = fi | 0, j0 = fj | 0, u = fi - i0, v = fj - j0; var h = ts.h; var a = h[j0 * ts.gw + i0], b2 = h[j0 * ts.gw + i0 + 1]; var c = h[(j0 + 1) * ts.gw + i0], d = h[(j0 + 1) * ts.gw + i0 + 1]; var m = (a * (1 - u) + b2 * u) * (1 - v) + (c * (1 - u) + d * u) * v; return m * ELEV_SCALE_UNITS + CAR_Y; } function resamplePoly(pts) { var out = []; if (pts.length < 2) return out; var prev = { x: pts[0].x, z: pts[0].z }; out.push({ x: prev.x, z: prev.z, d: 0 }); var leftover = 0; for (var i = 1; i < pts.length; i++) { var p = pts[i]; var seg = Math.hypot(p.x - prev.x, p.z - prev.z); while (seg > 1e-9 && leftover + seg >= CAR_EVERY) { var f = (CAR_EVERY - leftover) / seg; var qx = prev.x + (p.x - prev.x) * f; var qz = prev.z + (p.z - prev.z) * f; out.push({ x: qx, z: qz, d: out[out.length - 1].d + CAR_EVERY }); prev = { x: qx, z: qz }; seg -= (CAR_EVERY - leftover); leftover = 0; } leftover += seg; prev = p; } // keep the ORIGINAL end point: OSM ways of one road share exact // junction coordinates, and carMergeChains matches those seams var end = pts[pts.length - 1]; var last = out[out.length - 1]; if (Math.hypot(end.x - last.x, end.z - last.z) > 1e-9) { out.push({ x: end.x, z: end.z, d: last.d + leftover }); } return out; } function fetchMotorways() { if (!CAR_ON || carFetching) return; carFetching = true; var fresh = 0; // cells that needed a real fetch this cycle var fpParts = []; // "id:savedAt" of every raw cell -> fp() var doneCells = 0, totalCells = CAR_QUERIES.length; dbgLog('[clouds3d] road cells: starting 0/' + totalCells); function progCell(cached) { doneCells++; if (doneCells % 10 === 0 || doneCells === totalCells) { dbgLog('[clouds3d] road cells: ' + doneCells + '/' + totalCells + (cached ? ' (cached)' : ' (fresh ' + fresh + ')')); } } carRaw.motorway.length = 0; carRaw.secondary.length = 0; function parseWays(data) { (data.elements || []).forEach(function (el) { if (el.type !== 'way' || !el.geometry || el.geometry.length < 2) return; var hw = (el.tags && el.tags.highway) || ''; var key = /^(motorway|trunk)/.test(hw) ? 'motorway' : (/^(primary|secondary)/.test(hw) ? 'secondary' : null); if (!key) return; var pts = el.geometry.map(function (g) { return { x: carLonToX(g.lon), z: carLatToZ(g.lat) }; }); var rp = resamplePoly(pts); if (rp.length > 1) { // local heading at both ends from RAW consecutive nodes // (resampled 2 km chords cut curves too aggressively for // seam-direction matching on real motorway curves) var h0 = pts[1], h1 = pts[0]; var t0 = pts[pts.length - 1], t1 = pts[pts.length - 2]; var hl = Math.hypot(h0.x - h1.x, h0.z - h1.z) || 1; var tl = Math.hypot(t0.x - t1.x, t0.z - t1.z) || 1; rp.headD = { x: (h1.x - h0.x) / hl, z: (h1.z - h0.z) / hl }; // away from body rp.tailD = { x: (t0.x - t1.x) / tl, z: (t0.z - t1.z) / tl }; carRaw[key].push(rp); } }); } function loadCell(entry) { return openTileDB().then(function (db) { return tileDbGet(db, entry.id).then(function (rec) { // validate stored JSON - a poisoned cache record (HTML error // page saved by an older build) must trigger a refetch if (rec && rec.json) { var cached = parseOverpass(rec.json); if (cached) { entry._cached = true; fpParts.push(entry.id + ':' + rec.savedAt); manifestNote(entry.id, rec.savedAt); progCell(true); return cached; } } return opTry(entry.q, entry.start).then(function (txt) { var obj = parseOverpass(txt); if (!obj) return null; if (db) { var ts = Date.now(); fpParts.push(entry.id + ':' + ts); manifestNote(entry.id, ts); tileDbPut(db, { id: entry.id, json: txt, savedAt: ts }); progCell(false); } return obj; }); }); }).then(function (obj) { if (obj) { parseWays(obj); if (!entry._cached) fresh++; // Stitching and ribbon geometry run in the geo worker. The // debounce collapses a burst of arriving cells into ONE // build, so the lights still grow region by region while the // render loop keeps running at full frame rate. if (!entry._cached || !carGeo) kickCarBuild(true); } else console.warn('[clouds3d] overpass cell failed: ' + entry.id); }); } // Fast path: merged chains are cached AND the fingerprint over all raw // cell records is unchanged -> hand the stored chains straight to the // worker for geometry. No stitching and no raw-JSON parsing at all. openTileDB().then(function (db) { if (!db) return false; return loadManifest(db).then(function (map) { return tileDbGet(db, 'geo/roadchains_v1').then(function (rec) { if (!rec || !rec.mCnts || !rec.ids) return false; // Valid as long as the chains were built from the CURRENT query // set. Individual raw cells may be missing right now - a mirror // that refuses us must not blank a network we already have. var sameSet = rec.ids.length === CAR_QUERIES.length && CAR_QUERIES.every(function (e) { return rec.ids.indexOf(e.id) >= 0; }); if (!sameSet) return false; // The manifest lists the cached cells and their timestamps, so // currency is checked without touching a single raw cell. var newest = 0, missing = 0, total = CAR_QUERIES.length; for (var i = 0; i < CAR_QUERIES.length; i++) { var at = map[CAR_QUERIES[i].id]; if (!at) missing++; else if (at > newest) newest = at; } // Reuse only when the raw set is essentially complete. A // partial build must stay rebuildable, otherwise a network // that was assembled while the mirrors were banning us would // be replayed forever and never grow. if (newest > rec.savedAt) return false; if (missing > Math.max(1, total * 0.1)) { dbgLog('[clouds3d] car layer: ' + missing + '/' + total + ' cells missing - rebuilding instead of replaying the cache'); return false; } carGeo = { motorway: { cnts: Int32Array.from(rec.mCnts), pts: b64ToF32(rec.mData) }, secondary: { cnts: Int32Array.from(rec.bCnts), pts: b64ToF32(rec.bData) } }; kickCarBuild(false); dbgLog('[clouds3d] car layer: ' + carGeo.motorway.cnts.length + ' motorway + ' + carGeo.secondary.cnts.length + ' chains (from cache' + (missing ? ', ' + missing + ' cells unavailable' : '') + ')'); return true; }); }); }).then(function (hit) { if (hit) { carFetching = false; return; } // slow path: fetch what is missing, then stitch + persist once runPool(CAR_QUERIES, 2, function (entry) { return loadCell(entry); }).then(function () { carFetching = false; manifestPersist(true); carPersistFp = geoFp(fpParts); carCycleFp = carPersistFp; kickCarBuild(true); dbgLog('[clouds3d] car layer: ' + carRaw.motorway.length + ' motorway + ' + carRaw.secondary.length + ' secondary polylines queued (' + fresh + ' cells re-fetched)'); }); }); } // ---- Settlement lights ------------------------------------------------- // OSM place nodes (city/town/suburb/village/hamlet) as small pale yellow // additive glow points scattered over the settlement footprint: bigger // settlements get more dots, a wider spread and stronger brightness (the // population tag, where present, scales all three). Static - unlike the // moving car lights - and faded in with the same sunset ramp as them. // Data (c) OpenStreetMap contributors, ODbL. var cityGeo = null; // packed Float32Array [x, z, rank, pop] var cityVbo = null, cityCount = 0; var cityProg = null, cityAttribs = null, cityUniforms = null; var PLACE_RANK = { city: 0, town: 1, suburb: 2, village: 3, hamlet: 4 }; // per rank: dot count, spread radius (world units), brightness, dot size var CITY_CLASS = [ { n: 16, r: 0.050, b: 1.00, sz: 0.040 }, { n: 8, r: 0.030, b: 0.80, sz: 0.032 }, { n: 6, r: 0.032, b: 0.70, sz: 0.028 }, { n: 3, r: 0.014, b: 0.55, sz: 0.024 }, { n: 2, r: 0.007, b: 0.45, sz: 0.020 } ]; function fetchSettlements() { if (!CITY_ON || cityFetching) return; cityFetching = true; var fresh = 0; var fpParts = []; var doneCells = 0, totalCells = 0; // totalCells set once the cell list exists function progCell(cached) { doneCells++; if (doneCells % 5 === 0 || doneCells === totalCells) { dbgLog('[clouds3d] place cells: ' + doneCells + '/' + totalCells + (cached ? ' (cached)' : ' (fresh ' + fresh + ')')); } } // fine 0.55 x 0.65 deg cells: every query answers in <20 s, which is // the only reliable regime on the public mirrors (big boxes server- // time out at any timeout: value and come back as unparseable junk). // The shared 2-lane gate keeps the 78-cell grid polite over time. var cells = []; var ci = 0; for (var la = 46.8; la < 50.09; la += 0.55) { for (var lo = 9.4; lo < 17.29; lo += 0.65) { var bb = la.toFixed(2) + ',' + lo.toFixed(2) + ',' + Math.min(50.1, la + 0.55).toFixed(2) + ',' + Math.min(17.3, lo + 0.65).toFixed(2); var rx = '["place"~"^(city|town|suburb|village|hamlet)$"]'; cells.push({ id: 'geo/place_' + la.toFixed(2) + '_' + lo.toFixed(2), start: ci % CAR_ENDPOINTS.length, // spread mirror load // node + way: way carries districts mapped as areas; the // relation tier costs the server ~3x the time for <1% extra // places and regularly timed whole cells out q: '[out:json][timeout:35];(node' + rx + '(' + bb + ');' + 'way' + rx + '(' + bb + '););out center tags;' }); ci++; } } totalCells = cells.length; dbgLog('[clouds3d] place cells: starting 0/' + totalCells); var list = []; var seenB = {}; // bucket -> index in list: dedupe node/way/rel of one place function parse(data) { (data.elements || []).forEach(function (el) { if (!el.tags) return; var rank = PLACE_RANK[el.tags.place]; if (rank == null) return; // nodes carry lat/lon; ways/relations a computed center var lat = el.lat != null ? el.lat : (el.center && el.center.lat); var lon = el.lon != null ? el.lon : (el.center && el.center.lon); if (lat == null || lon == null) return; var x = carLonToX(lon), z = carLatToZ(lat); if (Math.abs(x) > groundTilesX() / 2 + 2 || Math.abs(z) > groundTilesY() / 2 + 2) return; var popv = parseFloat(el.tags.population) || 0; // many cities exist BOTH as a named node and as a place boundary // relation - merge per ~3 km bucket instead of double-drawing var key = Math.round(x * 4) + '_' + Math.round(z * 4); var prev = seenB[key]; if (prev !== undefined) { var old = list[prev]; if (rank < old.rank) old.rank = rank; if (popv > old.pop) old.pop = popv; return; } seenB[key] = list.length; list.push({ x: x, z: z, rank: rank, pop: popv }); }); } function publish() { cityGeo = packPlaces(list); kickCityBuild(); // settlement weight feeds the car density field, so a fresh place // list must re-shape the traffic too if (carGeo) kickCarBuild(false); } function loadCell(entry) { return openTileDB().then(function (db) { return tileDbGet(db, entry.id).then(function (rec) { if (rec && rec.json) { var cached = parseOverpass(rec.json); if (cached) { entry._cached = true; fpParts.push(entry.id + ':' + rec.savedAt); manifestNote(entry.id, rec.savedAt); progCell(true); return cached; } } return opTry(entry.q, entry.start).then(function (txt) { var obj = parseOverpass(txt); if (!obj) return null; if (db) { var ts = Date.now(); fpParts.push(entry.id + ':' + ts); manifestNote(entry.id, ts); tileDbPut(db, { id: entry.id, json: txt, savedAt: ts }); progCell(false); } return obj; }); }); }).then(function (obj) { if (obj) { var before = list.length; parse(obj); if (list.length > before) dbgLog('[clouds3d] place cell ' + entry.id + ': +' + (list.length - before) + ' places (total ' + list.length + ')'); if (!entry._cached) fresh++; // dot geometry is generated in the geo worker; the debounce // keeps a burst of cells to a single build if (!entry._cached || !cityGeo) publish(); } else console.warn('[clouds3d] place cell failed: ' + entry.id); }); } // fast path: decoded settlement list cached with a matching cell fp openTileDB().then(function (db) { if (!db) return false; return loadManifest(db).then(function (map) { return tileDbGet(db, 'geo/placecache_v1').then(function (rec) { if (!rec || !rec.cnt || !rec.fp) return false; var parts = []; for (var i = 0; i < cells.length; i++) { var at = map[cells[i].id]; if (!at) return false; parts.push(cells[i].id + ':' + at); } if (geoFp(parts) !== rec.fp) return false; cityGeo = b64ToF32(rec.data); kickCityBuild(); if (carGeo) kickCarBuild(false); dbgLog('[clouds3d] settlements: ' + rec.cnt + ' places (from cache)'); return true; }); }); }).then(function (hit) { if (hit) { cityFetching = false; return; } runPool(cells, 2, function (entry) { return loadCell(entry); }).then(function () { cityFetching = false; manifestPersist(true); publish(); openTileDB().then(function (db) { if (!db) return; tileDbPut(db, { id: 'geo/placecache_v1', fp: geoFp(fpParts), cnt: list.length, data: f32ToB64(packPlaces(list)), savedAt: Date.now() }); }); dbgLog('[clouds3d] settlements: ' + list.length + ' places queued for build' + (terrainSample ? '' : ' (terrain pending)')); }); }); } var CAR_VERT_SRC = [ 'attribute vec3 aPos;', 'attribute vec4 aMeta;', // x: distance along road, y: side (+/-1), zw: tangent 'attribute float aDens;', // local vehicle density scale (secondary falloff) 'uniform mat4 uProj;', 'uniform mat4 uView;', 'uniform vec3 uCamPos;', 'uniform float uEarthRadius;', 'uniform float uCurvatureOn;', 'uniform float uGrow;', // half width needed per unit distance (px floor)', 'uniform float uHalfW;', // ribbon half width baked into the geometry', 'varying float vLen;', 'varying float vSide;', 'varying float vDens;', 'varying float vApproach;', 'varying float vDist;', 'varying float vHw;', // ribbon half width in world units (= 2 x dot radius)', 'void main() {', 'vLen = aMeta.x;', 'vSide = aMeta.y;', 'vDens = aDens;', 'vec3 pos = aPos;', 'if (uCurvatureOn > 0.5) {', 'vec2 d = pos.xz - uCamPos.xz;', 'pos.y -= dot(d, d) / (2.0 * max(1.0, uEarthRadius));', '}', 'vec3 toCam = uCamPos - pos;', 'vDist = length(toCam);', // Travel direction of a ribbon half is -tangent (see the flow sign // note in the fragment shader). The tangent is IDENTICAL on both // edges of a segment, so this dot product interpolates across the // ribbon without a sign flip; the per-lane sign is applied in the // fragment shader from vSide. Mixing the two lanes' signs here is // what used to wash out headlight vs taillight colours. 'vApproach = dot(vec3(aMeta.z, 0.0, aMeta.w), normalize(toCam));', // The ribbon is only the ROAD line now - it stays thin (bandPx) so // it follows the real carriageway instead of swallowing the // surroundings at distance. Vehicle lights are separate point // sprites (CARP_* shaders); widening this band used to paint the // A1 into the Attersee because a 3.6 px floor at 70 km is ~640 m. 'vHw = max(uHalfW, uGrow * vDist);', 'vec3 perp = vec3(-aMeta.w, 0.0, aMeta.z) * aMeta.y;', 'vec3 wp = pos + perp * (vHw - uHalfW);', 'gl_Position = uProj * uView * vec4(wp, 1.0);', '}' ].join('\n'); var CAR_FRAG_SRC = [ 'precision highp float;', 'uniform float uNight;', // brightness ramp (sunset/dusk, same as night lights)', 'uniform float uDens;', // global vehicle density (0..1), ramps 0->max->0', 'uniform float uBright;', // band brightness (CONFIG.carLights.bandBrightness)', 'uniform float uFadeA;', // distance where the fade starts', 'uniform float uFadeB;', // distance where it is fully faded', 'varying float vLen;', 'varying float vSide;', 'varying float vDens;', 'varying float vApproach;', 'varying float vDist;', 'varying float vHw;', // ribbon half width in world units', 'void main() {', // per-fragment density = global curve x local falloff 'float dens = uDens * vDens;', 'if (dens < 0.02) discard;', 'float df = 1.0 - smoothstep(uFadeA, uFadeB, vDist);', 'if (df <= 0.0) discard;', // The ribbon is the road itself: a thin carriageway glow. This is', // what a road looks like when the individual vehicle points are', // closer together than one light - the "bar" along the A-net.', 'float body = 1.0 - smoothstep(0.0, 1.0, abs(vSide));', 'float a = dens * body * uNight * df * uBright;', 'if (a <= 0.002) discard;', 'gl_FragColor = vec4(vec3(1.0, 0.82, 0.58) * a, 1.0);', '}' ].join('\n'); // ---- Vehicle lights: real point sprites ---------------------------------- // One gl.POINTS pass per road class. Positions come from the geo worker // (one point per vehicle slot per direction, walked along the chain at the // class spacing), so a light is a round sprite with a guaranteed pixel // floor - like the city dots - and never a band that swallows the terrain // around the road. var CARP_VERT_SRC = [ 'attribute vec3 aPos;', 'attribute vec4 aMeta;', // xy: unit tangent, z: direction (+/-1), w: chain phase', 'attribute float aDens;', // local density scale (secondary falloff)', 'attribute float aSeed;', // per-vehicle seed (spacing jitter + lifecycle)', 'attribute float aLen;', // length of this vehicle's own chain', 'uniform mat4 uProj;', 'uniform mat4 uView;', 'uniform vec3 uCamPos;', 'uniform float uEarthRadius;', 'uniform float uCurvatureOn;', 'uniform float uTime;', 'uniform float uSpeed;', // slots per second (frame flow)', 'uniform float uDash;', // vehicle spacing (world units)', 'uniform float uLaneW;', // world offset between the two directions', 'uniform float uLanePx;', // screen floor for that offset', 'uniform float uPxW;', // world units per pixel at unit distance', 'uniform float uTraffic;', // +1 right-hand traffic, -1 left-hand traffic', 'uniform float uMinPx;', // guaranteed light diameter', 'uniform float uMaxPx;', // ceiling for a light right above', 'uniform float uBoost;', // extra size close to the camera', 'varying float vApproach;', 'varying float vDist;', 'varying float vSeed;', 'varying float vDir;', 'varying float vDens;', 'void main() {', 'float dir = aMeta.z;', 'vDens = aDens;', 'vSeed = aSeed;', 'vDir = dir;', // Whole columns of traffic slide together: the phase is shared by a', // whole chain, so when it wraps every vehicle lands on the slot its', // neighbour just left. The constant per-vehicle jitter keeps the', // spacing natural without ever breaking that continuity.', // A vehicle never travels farther than its own chain: on a short', // side road it drives the length of that road and re-enters at the', // start, instead of sliding off the end into the terrain.', 'float span = min(uDash, aLen);', 'float off = fract(uTime * uSpeed + aMeta.w) * span + (aSeed - 0.5) * span * 0.12;', 'vec3 base = aPos - vec3(aMeta.x, 0.0, aMeta.y) * dir * off;', 'vec3 pos = base;', 'if (uCurvatureOn > 0.5) {', 'vec2 d = pos.xz - uCamPos.xz;', 'pos.y -= dot(d, d) / (2.0 * max(1.0, uEarthRadius));', '}', 'vec3 toCam = uCamPos - pos;', 'vDist = length(toCam);', 'vApproach = dot(vec3(aMeta.x, 0.0, aMeta.y), normalize(toCam));', // perp is the RIGHT of the digitisation tangent. This point travels', // along -tangent*dir, so the side of the road that belongs to it is', // -perp*dir in right-hand traffic and +perp*dir in left-hand traffic.', // The two directions really are a few metres apart, so close to the', // camera the offset is the true world distance. Farther away 8 m is', // far below one pixel and both streams would collapse onto a single', // line, so the offset gets a screen floor: the oncoming headlights', // and the departing taillights stay readable as two streams at any', // distance without ever growing into a gap wider than the road.', 'vec3 perp = vec3(-aMeta.y, 0.0, aMeta.x) * (-dir * uTraffic);', 'float gap = max(uLaneW, uLanePx * uPxW * vDist);', 'gl_PointSize = clamp(uMinPx + uBoost / max(vDist, 0.35), uMinPx, uMaxPx);', 'gl_Position = uProj * uView * vec4(pos + perp * gap, 1.0);', '}' ].join('\n'); var CARP_FRAG_SRC = [ 'precision highp float;', 'uniform float uTime;', 'uniform float uNight;', 'uniform float uSunAlt;', // current sun altitude (radians) 'uniform float uLightHi;', // altitude where no car has its lights on 'uniform float uLightLo;', // altitude where every car has them on 'uniform float uLightSoft;', // width of the individual switch 'uniform float uDens;', // global vehicle density (0..1)', 'uniform float uBright;', // overall light intensity', 'uniform float uFadeA;', // distance where the fade starts', 'uniform float uFadeB;', // distance where it is fully faded', 'varying float vApproach;', 'varying float vDist;', 'varying float vSeed;', 'varying float vDir;', 'varying float vDens;', 'float hash1(float s) {', 'return fract(sin(s * 12.9898) * 43758.5453);', '}', 'void main() {', 'float df = 1.0 - smoothstep(uFadeA, uFadeB, vDist);', 'if (df <= 0.0) discard;', 'vec2 pc = gl_PointCoord - 0.5;', 'float d = length(pc) * 2.0;', // hot core plus a wide faint halo: a round light at any size', 'float core = exp(-d * d * 4.0);', 'float halo = (1.0 - smoothstep(0.0, 1.0, d)) * 0.30;', 'float g = max(core, halo);', 'if (g <= 0.004) discard;', // soft occupancy + per-vehicle life cycle: a car fades in as the', // rush-hour curve crosses its threshold, drives for a random while', // and rests again - no hard popping, no fixed pattern', 'float dens = uDens * vDens;', 'float h = hash1(vSeed * 7.31 + 17.3);', 'float vis = smoothstep(h - 0.16, h + 0.16, dens);', 'if (vis <= 0.0) discard;', 'float life = 700.0 + 2400.0 * hash1(vSeed * 0.371 + 9.4);', 'float rest = 60.0 + 900.0 * hash1(vSeed * 0.617 + 3.2);', 'float per = life + rest;', 'float age = mod(uTime + 3607.0 * hash1(vSeed * 0.913 + 7.7), per);', 'float on = smoothstep(0.0, 25.0, age) * (1.0 - smoothstep(life - 25.0, life, age));', 'float inten = on * vis;', 'if (inten <= 0.001) discard;', 'inten = pow(inten, 1.25) * uBright;', // tangent/view dot without a lane sign, sign applied here: toward', // the camera = white headlights, away = red taillights', 'float approach = -vApproach * vDir;', 'vec3 col = mix(vec3(1.0, 0.12, 0.08), vec3(1.0, 0.96, 0.88),', 'smoothstep(-0.1, 0.1, approach));', // Switching on/off individually: this vehicle's own threshold sits // somewhere in the twilight window, so the A-net lights up piece by // piece in the evening and goes dark piece by piece in the morning. 'float thr = mix(uLightHi, uLightLo, hash1(vSeed * 1.618 + 5.13));', 'float lit = 1.0 - smoothstep(thr - uLightSoft, thr + uLightSoft, uSunAlt);', 'if (lit <= 0.001) discard;', 'gl_FragColor = vec4(col * inten * g * lit * df, 1.0);', '}' ].join('\n'); // ---- Off-main-thread geo build ------------------------------------------- // Chain stitching, the motorway distance field and the car/settlement // ribbon geometry are pure functions of plain data, so they run in a Web // Worker. This is the freeze fix: a full re-merge of the accumulated road // network used to block the main thread for tens of seconds every time an // Overpass cell landed, which stalled requestAnimationFrame and froze the // whole scene until the last cell was cached. // The worker source is an inline string (Blob URL), so build.py's // single-file bundle still needs no sibling file, and the same string is // compiled into main-thread fallbacks when Worker/Blob is unavailable. // // Transfer formats (packed, so nothing clones per-point objects): // ways { cnts, pts [x,z,d...], dirs [hx,hz,tx,tz...] } // chains { cnts, pts [x,z,d...] } // verts Float32Array (car: 8 floats/vertex, city: 5 floats/vertex) var GEO_ALGO_SRC = ` function unpackWays(w) { var out = [], k = 0; for (var i = 0; i < w.cnts.length; i++) { var arr = []; for (var j = 0; j < w.cnts[i]; j++) { arr.push({ x: w.pts[k], z: w.pts[k + 1], d: w.pts[k + 2] }); k += 3; } arr.headD = { x: w.dirs[i * 4], z: w.dirs[i * 4 + 1] }; arr.tailD = { x: w.dirs[i * 4 + 2], z: w.dirs[i * 4 + 3] }; out.push(arr); } return out; } function unpackChains(c) { var out = [], k = 0; for (var i = 0; i < c.cnts.length; i++) { var arr = []; for (var j = 0; j < c.cnts[i]; j++) { arr.push({ x: c.pts[k], z: c.pts[k + 1], d: c.pts[k + 2] }); k += 3; } out.push(arr); } return out; } function packChains(chains) { var i, j, n = chains.length, total = 0; var cnts = new Int32Array(n); for (i = 0; i < n; i++) { cnts[i] = chains[i].length; total += chains[i].length; } var pts = new Float32Array(total * 3), k = 0; for (i = 0; i < n; i++) for (j = 0; j < chains[i].length; j++) { var p = chains[i][j]; pts[k++] = p.x; pts[k++] = p.z; pts[k++] = p.d; } return { cnts: cnts, pts: pts }; } // Terrain height on the smoothed mesh grid (the same grid the mesh was // built from, so ribbons and settlement dots sit exactly on the surface). function terrainH(ts, x, z) { var fi = (x + ts.halfX) / ts.s, fj = (ts.halfY - z) / ts.s; fi = Math.max(0, Math.min(ts.gw - 1.001, fi)); fj = Math.max(0, Math.min(ts.gh - 1.001, fj)); var i0 = fi | 0, j0 = fj | 0, u = fi - i0, v = fj - j0; var h = ts.h; var a = h[j0 * ts.gw + i0], b2 = h[j0 * ts.gw + i0 + 1]; var c = h[(j0 + 1) * ts.gw + i0], d = h[(j0 + 1) * ts.gw + i0 + 1]; return (a * (1 - u) + b2 * u) * (1 - v) + (c * (1 - u) + d * u) * v; } // Chamfer distance transform of the motorway network on the terrain grid; // used to thin Bundesstrassen traffic with growing distance from the A-net. function motorwayDistField(chains, ts) { var BIG = 1e9, i, j, k, d; var f = new Float32Array(ts.gw * ts.gh); f.fill(BIG); for (var p = 0; p < chains.length; p++) { var pts = chains[p]; for (var q = 0; q < pts.length; q++) { i = Math.round((pts[q].x + ts.halfX) / ts.s); j = Math.round((ts.halfY - pts[q].z) / ts.s); if (i >= 0 && i < ts.gw && j >= 0 && j < ts.gh) f[j * ts.gw + i] = 0; } } for (j = 0; j < ts.gh; j++) { for (i = 0; i < ts.gw; i++) { k = j * ts.gw + i; d = f[k]; if (i > 0) d = Math.min(d, f[k - 1] + 1); if (j > 0) { d = Math.min(d, f[k - ts.gw] + 1); if (i > 0) d = Math.min(d, f[k - ts.gw - 1] + 1.41); if (i < ts.gw - 1) d = Math.min(d, f[k - ts.gw + 1] + 1.41); } f[k] = d; } } for (j = ts.gh - 1; j >= 0; j--) { for (i = ts.gw - 1; i >= 0; i--) { k = j * ts.gw + i; d = f[k]; if (i < ts.gw - 1) d = Math.min(d, f[k + 1] + 1); if (j < ts.gh - 1) { d = Math.min(d, f[k + ts.gw] + 1); if (i > 0) d = Math.min(d, f[k + ts.gw - 1] + 1.41); if (i < ts.gw - 1) d = Math.min(d, f[k + ts.gw + 1] + 1.41); } f[k] = Math.min(f[k], d); } } return f; } // Chain OSM road segments into continuous routes by GLOBAL best-first // stitching. Junctions are found PROXIMITY-based (not exact-node): many // German motorways end each carriageway at its own node a few metres apart // (bridges!), so exact-key matching severed chains at every overpass. A // candidate join exists when two way-ends lie within ~130 m along the // heading AND within ~32 m laterally (that lateral test is what keeps the // two carriageways of a dual road from joining each other). Candidates are // scored by directional continuity and processed best-first, so a mainline // continuation always claims a junction before any ramp or angled fork can. // Chains cap at ~580 km. Result: the A1 Munich -> Vienna reads as ONE // ribbon a light can traverse end to end. // Two stitching tiers: TIGHT seams (same carriageway - bridge splits, // shared nodes) claim junctions first; only still-open ends get the LOOSE // pass (big interchange nodes where the mainline is cut ~150-300 m apart // with a small lateral jog). Lateral tolerance is what keeps parallel // opposite carriageways from pairing with each other. // Junction and pair bookkeeping uses NUMERIC keys in Map/Set: the previous // string-keyed version allocated millions of temporary keys per merge, and // that allocation plus the resulting GC pressure was a large part of the // freeze this refactor removes. // Progress out of the worker: the merge runs over tens of thousands of ways // and the fetch cycles over hundreds of cells, so both report where they are // instead of looking idle. function geoProgress(kind, done, total) { if (typeof self !== 'undefined' && self.postMessage) { self.postMessage({ progress: 1, kind: kind, done: done, total: total }); } } function carMergeChains(polys, cfg) { var JOINED = 0; var MAX_D = 45; // world units ~ 580 km var NEAR = 0.03; // junction search radius (~390 m) var PK = 4194304; // 2^22 end-id slot width: safe up to ~2M ways var TIERS = [ { dot: 0.8, lat: 0.0012, alongLo: -0.0015, alongHi: 0.012 }, { dot: 0.92, lat: 0.0035, alongLo: -0.004, alongHi: 0.026 } ]; var i, j, k; var n = polys.length; var wayLen = new Float64Array(n); var eps = []; var grid = new Map(); var cell = function (x, z) { return Math.floor(x / NEAR) + '_' + Math.floor(z / NEAR); }; for (i = 0; i < n; i++) { if ((i & 8191) === 8191) geoProgress('index', i, n); var P = polys[i]; if (!P || P.length < 2) continue; wayLen[i] = Math.max(P[0].d, P[P.length - 1].d); var a = P[0], b = P[P.length - 1]; var ha = P.headD, ta = P.tailD; if (!ha || !ta) { var a2 = P[1], b2 = P[P.length - 2]; var al = Math.hypot(a.x - a2.x, a.z - a2.z) || 1; var bl = Math.hypot(b.x - b2.x, b.z - b2.z) || 1; ha = { x: (a.x - a2.x) / al, z: (a.z - a2.z) / al }; ta = { x: (b.x - b2.x) / bl, z: (b.z - b2.z) / bl }; } var recs = [ { w: i, e: 0, x: a.x, z: a.z, ax: ha.x, az: ha.z }, { w: i, e: 1, x: b.x, z: b.z, ax: ta.x, az: ta.z } ]; for (k = 0; k < 2; k++) { var r = recs[k]; var ck = cell(r.x, r.z); var b0 = grid.get(ck); if (!b0) { b0 = []; grid.set(ck, b0); } b0.push(r); eps.push(r); } } // canonical numeric key for an endpoint pair (way index + end side) function pairKey(A, B) { var x = A.w * 2 + A.e, y = B.w * 2 + B.e; return x < y ? x * PK + y : y * PK + x; } var pairGeom = new Map(); function geomFor(A, B) { var pk = pairKey(A, B); var g = pairGeom.get(pk); if (g !== undefined) return g; var score = (-A.ax) * B.ax + (-A.az) * B.az; var dirx = -A.ax, dirz = -A.az; // travel into junction var gpx = B.x - A.x, gpz = B.z - A.z; // gap A.end -> B.start var along = gpx * dirx + gpz * dirz; var latx = gpx - along * dirx, latz = gpz - along * dirz; g = { s: score - Math.hypot(gpx, gpz) * 5, dot: score, along: along, lat: Math.hypot(latx, latz) }; pairGeom.set(pk, g); return g; } var candsByTier = [[], []]; for (var t = 0; t < 2; t++) { var T = TIERS[t]; var cands = candsByTier[t]; var seenPair = new Set(); for (i = 0; i < eps.length; i++) { if ((i & 8191) === 8191) geoProgress('join tier ' + t, i, eps.length); var A2 = eps[i]; var gx = Math.floor(A2.x / NEAR), gz = Math.floor(A2.z / NEAR); for (var ox = -1; ox <= 1; ox++) { for (var oz = -1; oz <= 1; oz++) { var bucket = grid.get((gx + ox) + '_' + (gz + oz)); if (!bucket) continue; for (j = 0; j < bucket.length; j++) { var B2 = bucket[j]; if (B2.w === A2.w) continue; var pk2 = pairKey(A2, B2); if (seenPair.has(pk2)) continue; seenPair.add(pk2); var gm = geomFor(A2, B2); if (gm.dot <= T.dot) continue; if (gm.lat > T.lat) continue; // opposite carriageway: reject if (gm.along < T.alongLo || gm.along > T.alongHi) continue; cands.push({ a: A2, b: B2, s: gm.s }); } } } } cands.sort(function (p, q) { return q.s - p.s; }); } // union-find over ways with open-end bookkeeping var parent = new Int32Array(n); for (i = 0; i < n; i++) parent[i] = i; function find(v) { while (parent[v] !== v) { parent[v] = parent[parent[v]]; v = parent[v]; } return v; } var open = new Array(n), link = new Array(n), chainLen = new Float64Array(n); for (i = 0; i < n; i++) { open[i] = [1, 1]; link[i] = [null, null]; chainLen[i] = wayLen[i]; } for (var tc = 0; tc < 2; tc++) { var candsT = candsByTier[tc]; for (var c = 0; c < candsT.length; c++) { var ca = candsT[c].a, cb = candsT[c].b; if (!open[ca.w][ca.e] || !open[cb.w][cb.e]) continue; var ra = find(ca.w), rb = find(cb.w); if (ra === rb) continue; // would close a loop if (chainLen[ra] + chainLen[rb] > MAX_D) continue; link[ca.w][ca.e] = { w: cb.w, e: cb.e }; link[cb.w][cb.e] = { w: ca.w, e: ca.e }; open[ca.w][ca.e] = 0; open[cb.w][cb.e] = 0; parent[rb] = ra; chainLen[ra] += chainLen[rb]; JOINED++; } } // walk each component from a free end, accumulating arc length var out = [], started = new Uint8Array(n), maxD = 0; for (i = 0; i < n; i++) { if (started[i] || !polys[i] || polys[i].length < 2) continue; var startSide = open[i][0] ? 0 : (open[i][1] ? 1 : -1); if (startSide < 0) continue; var chain = [], last = null, lastD = 0, cur = i, enter = startSide, guard = 0; while (cur !== null && guard++ < 5000) { started[cur] = 1; var Q = polys[cur]; var s0 = enter === 1 ? Q.length - 1 : 0; var st = enter === 1 ? -1 : 1; for (var q = s0; q >= 0 && q < Q.length; q += st) { var pt = Q[q]; var d = last === null ? pt.d : lastD + Math.hypot(pt.x - last.x, pt.z - last.z); chain.push({ x: pt.x, z: pt.z, d: d }); last = pt; lastD = d; } var exit = enter === 0 ? 1 : 0; var nxt = link[cur][exit]; if (nxt) { cur = nxt.w; enter = nxt.e; } else cur = null; } if (chain.length > 1) { var span = Math.max(chain[0].d, chain[chain.length - 1].d); if (span > maxD) maxD = span; out.push(chain); } } // isolated ways (no joins at all) still form a chain of one for (i = 0; i < n; i++) { if (!started[i] && polys[i] && polys[i].length > 1) out.push(polys[i]); } return { out: out, n: n, joins: JOINED, maxChainKm: n ? maxD * cfg.KM_PER_TILE : 0 }; } // Ribbon geometry for both road classes. Vertices go straight into a // preallocated Float32Array (the old plain-array + new Float32Array(verts) // copy churned hundreds of MB on every rebuild). function buildCarGeometry(chainsM, chainsB, ts, cfg, places) { var limX = cfg.limX, limZ = cfg.limZ, CAR_W = cfg.CAR_W, CAR_Y = cfg.CAR_Y; // Traffic lives on a DISC around the configured location (rangeKm), not // on the full rectangular map: a road that leaves the disc simply stops // carrying vehicles, so the traffic field reads as a local region // instead of a corridor running from Munich to Vienna. var R2 = cfg.CAR_RANGE * cfg.CAR_RANGE; function inView(x, z) { return Math.abs(x) < limX && Math.abs(z) < limZ && x * x + z * z < R2; } var distField = (chainsB.length && chainsM.length) ? motorwayDistField(chainsM, ts) : null; // local density scale for secondary roads: full near the A-net (<~50km), // smoothly down to 10 % far away (>~210 km) - a gradient, never a cut // Settlement weight: traffic follows people. Every OSM place node (the // same data the city lights use) stamps a small gaussian onto the // terrain grid, weighted by rank and population. A big city pulls the // local density to 1, a village adds a modest bump - this is what keeps // the flatland and the countryside alive where no motorway passes. var settleField = null; if (places && places.length >= 4) { settleField = new Float32Array(ts.gw * ts.gh); var RANK_W = [1.0, 0.62, 0.45, 0.30, 0.18]; var RANK_R = [3, 3, 2, 2, 1]; // stamp radius in grid steps (~3.2 km) var s0, di, dj; for (s0 = 0; s0 + 3 < places.length; s0 += 4) { var px = places[s0], pz = places[s0 + 1]; var rank = places[s0 + 2] | 0, pop = places[s0 + 3]; var ci = Math.round((px + ts.halfX) / ts.s); var cj = Math.round((ts.halfY - pz) / ts.s); if (ci < 0 || ci >= ts.gw || cj < 0 || cj >= ts.gh) continue; var base = RANK_W[rank] !== undefined ? RANK_W[rank] : 0.12; var popf = pop > 0 ? Math.min(1.4, 0.45 + 0.9 * Math.sqrt(pop / 250000)) : 1; var R = RANK_R[rank] !== undefined ? RANK_R[rank] : 1; var ksum = 0; for (di = -R; di <= R; di++) for (dj = -R; dj <= R; dj++) ksum += Math.exp(-(di * di + dj * dj) / (R * R)); var amp = base * popf / ksum; for (di = -R; di <= R; di++) { var ii = ci + di; if (ii < 0 || ii >= ts.gw) continue; for (dj = -R; dj <= R; dj++) { var jj = cj + dj; if (jj < 0 || jj >= ts.gh) continue; settleField[jj * ts.gw + ii] += amp * Math.exp(-(di * di + dj * dj) / (R * R)); } } } } function settleAt(x, z) { if (!settleField) return 0; var i = Math.max(0, Math.min(ts.gw - 1, Math.round((x + ts.halfX) / ts.s))); var j = Math.max(0, Math.min(ts.gh - 1, Math.round((ts.halfY - z) / ts.s))); var v = settleField[j * ts.gw + i]; return v > 1 ? 1 : v; } // Local vehicle density: a base share everywhere, plus the gaussian // falloff around the motorway network, plus the settlement weight. // spreadKm is the sigma of the motorway distribution. function densScale(x, z) { var st = settleAt(x, z); if (!distField) return Math.min(1, 0.72 + 0.45 * st); var i = Math.max(0, Math.min(ts.gw - 1, Math.round((x + ts.halfX) / ts.s))); var j = Math.max(0, Math.min(ts.gh - 1, Math.round((ts.halfY - z) / ts.s))); var d = distField[j * ts.gw + i] * ts.s; // world units to a motorway var t = d / cfg.CAR_SIGMA; var mw = cfg.CAR_FLOOR + (1 - cfg.CAR_FLOOR) * Math.exp(-t * t); // Flat enough that a side road 60 km from the A-net still carries // clearly visible traffic; the motorway gaussian only adds a modest // boost on top instead of dominating the whole field. return Math.min(1, 0.72 + 0.28 * mw + 0.45 * st); } function build(polys, withField, dash) { var li, i, segs = 0, totalLen = 0; for (li = 0; li < polys.length; li++) { if ((li & 511) === 511) geoProgress('slots', li, polys.length); var P = polys[li]; for (i = 0; i + 1 < P.length; i++) { var p0 = P[i], p1 = P[i + 1]; if (!inView(p0.x, p0.z) || !inView(p1.x, p1.z)) continue; segs++; totalLen += Math.hypot(p1.x - p0.x, p1.z - p0.z); } } // pos(3) + meta(len, side, tangent 2) + dens = 8 floats, 6 per segment var verts = new Float32Array(segs * 48), vi = 0; // vehicle lights: x, y, z, tangent x, tangent z, direction, chainSeed, // dens, vehicleSeed, chainLen (10 floats = 40 B stride) - 2 per slot // Slots are totalLen/dash PLUS one minimum slot per chain (a chain // shorter than the spacing still gets a vehicle), so the capacity // must count both - otherwise a network of many short side roads // overflows the buffer and the tail of it is silently dropped. var pArr = new Float32Array((Math.ceil(totalLen / dash) + polys.length + 2) * 20); var pi = 0, pn = 0; for (li = 0; li < polys.length; li++) { var pts = polys[li]; // total length of this chain: a vehicle may only slide as far as // its own chain is long. Side roads are often a few hundred // metres, and sliding them by the full class spacing (1.4 km) // threw their lights off the road and into the terrain, where // the depth test ate them - which is why only the long motorway // chains showed traffic. var clen = pts.length ? pts[pts.length - 1].d : 0; var next = 0, acc = 0; for (i = 0; i + 1 < pts.length; i++) { var a = pts[i], b = pts[i + 1]; if (!inView(a.x, a.z) || !inView(b.x, b.z)) continue; var dx = b.x - a.x, dz = b.z - a.z; var L = Math.hypot(dx, dz) || 1; var tx = dx / L, tz = dz / L; var nx = -tz * CAR_W, nz = tx * CAR_W; var ya = terrainH(ts, a.x, a.z) * cfg.ELEV_SCALE_UNITS + CAR_Y; var yb = terrainH(ts, b.x, b.z) * cfg.ELEV_SCALE_UNITS + CAR_Y; var dens = withField ? densScale((a.x + b.x) / 2, (a.z + b.z) / 2) : Math.min(1, 0.55 + 0.65 * settleAt((a.x + b.x) / 2, (a.z + b.z) / 2)); verts[vi++] = a.x + nx; verts[vi++] = ya; verts[vi++] = a.z + nz; verts[vi++] = a.d; verts[vi++] = 1; verts[vi++] = tx; verts[vi++] = tz; verts[vi++] = dens; verts[vi++] = a.x - nx; verts[vi++] = ya; verts[vi++] = a.z - nz; verts[vi++] = a.d; verts[vi++] = -1; verts[vi++] = tx; verts[vi++] = tz; verts[vi++] = dens; verts[vi++] = b.x + nx; verts[vi++] = yb; verts[vi++] = b.z + nz; verts[vi++] = b.d; verts[vi++] = 1; verts[vi++] = tx; verts[vi++] = tz; verts[vi++] = dens; verts[vi++] = a.x - nx; verts[vi++] = ya; verts[vi++] = a.z - nz; verts[vi++] = a.d; verts[vi++] = -1; verts[vi++] = tx; verts[vi++] = tz; verts[vi++] = dens; verts[vi++] = b.x + nx; verts[vi++] = yb; verts[vi++] = b.z + nz; verts[vi++] = b.d; verts[vi++] = 1; verts[vi++] = tx; verts[vi++] = tz; verts[vi++] = dens; verts[vi++] = b.x - nx; verts[vi++] = yb; verts[vi++] = b.z - nz; verts[vi++] = b.d; verts[vi++] = -1; verts[vi++] = tx; verts[vi++] = tz; verts[vi++] = dens; // walk the chain at the class spacing: one light per vehicle while (acc + L >= next) { var f = next - acc; if (f < 0) f = 0; var qx = a.x + dx * f, qz = a.z + dz * f; if (inView(qx, qz) && pi + 20 <= pArr.length) { // one shared slide phase per chain: every vehicle of // a chain moves in lockstep, so a wrap lands exactly // on the slot the neighbour just left - continuous // traffic flow instead of a sawtooth that snaps back var cs = ((li * 2654435761) % 100000) / 100000; var ps = ((li * 2654435761 + pn * 40503) % 100000) / 100000; var qy = terrainH(ts, qx, qz) * cfg.ELEV_SCALE_UNITS + CAR_Y; // x, y, z, tangent x, tangent z, direction, chainSeed, // dens, vehicleSeed, chainLen (10 floats = 40 B stride) pArr[pi++] = qx; pArr[pi++] = qy; pArr[pi++] = qz; pArr[pi++] = tx; pArr[pi++] = tz; pArr[pi++] = 1; pArr[pi++] = cs; pArr[pi++] = dens; pArr[pi++] = ps; pArr[pi++] = clen; pArr[pi++] = qx; pArr[pi++] = qy; pArr[pi++] = qz; pArr[pi++] = tx; pArr[pi++] = tz; pArr[pi++] = -1; pArr[pi++] = cs; pArr[pi++] = dens; pArr[pi++] = (ps + 0.371) % 1; pArr[pi++] = clen; pn++; } next += dash; } acc += L; } } return { verts: verts, count: vi / 8, len: totalLen, pts: pArr.subarray(0, pi), pCount: pn * 2 }; } var m = build(chainsM, false, cfg.CAR_M_DASH); var b = build(chainsB, true, cfg.CAR_B_DASH); return { mVerts: m.verts, mCount: m.count, bVerts: b.verts, bCount: b.count, mLen: m.len, bLen: b.len, mPts: m.pts, mPtsCount: m.pCount, bPts: b.pts, bPtsCount: b.pCount }; } // Settlement glow dots: rank class scaled by population, jittered into a // cluster so a town reads as an area and not as one bright point. function buildCityGeometry(places, ts, cfg) { var CITY_CLASS = cfg.CITY_CLASS, limX = cfg.limX, limZ = cfg.limZ; var nPlaces = places.length / 4, total = 0, s, k; geoProgress('city dots', 0, nPlaces); function dotCount(rank, pop) { var cls = CITY_CLASS[rank]; if (!cls) return 0; var scale; if (rank === 0 && pop > 0) scale = Math.min(12.5, 0.6 + 4 * Math.sqrt(pop / 250000)); else scale = pop > 0 ? Math.min(4, 0.6 + Math.sqrt(pop / 250000)) : 1; return Math.max(1, Math.round(cls.n * scale)); } for (s = 0; s < nPlaces; s++) { var px = places[s * 4], pz = places[s * 4 + 1]; if (Math.abs(px) > limX || Math.abs(pz) > limZ) continue; total += dotCount(places[s * 4 + 2] | 0, places[s * 4 + 3]); } // pos(3) + size + bri = 5 floats per dot var verts = new Float32Array(total * 5), vi = 0; function cityRand(seed) { var x = Math.sin(seed) * 43758.5453; return x - Math.floor(x); } for (s = 0; s < nPlaces; s++) { if ((s & 63) === 63) geoProgress('city dots', s, nPlaces); var p = places[s * 4], q = places[s * 4 + 1]; var rank = places[s * 4 + 2] | 0, pop = places[s * 4 + 3]; if (Math.abs(p) > limX || Math.abs(q) > limZ) continue; var cls = CITY_CLASS[rank]; if (!cls) continue; var scale; if (rank === 0 && pop > 0) scale = Math.min(12.5, 0.6 + 4 * Math.sqrt(pop / 250000)); else scale = pop > 0 ? Math.min(4, 0.6 + Math.sqrt(pop / 250000)) : 1; var n = Math.max(1, Math.round(cls.n * scale)); var spread = cls.r * (0.7 + 0.5 * scale); var bri = cls.b * Math.min(1.4, 0.8 + 0.12 * scale); var sz = cls.sz * Math.min(1.7, 0.9 + 0.13 * scale); for (k = 0; k < n; k++) { var h1 = cityRand(s * 91.7 + k * 13.31 + 0.5); var h2 = cityRand(s * 71.3 + k * 17.19 + 2.1); var h3 = cityRand(s * 39.1 + k * 5.77 + 4.9); var ang = h1 * 6.2831853; var rad = spread * Math.sqrt(h2); var x = p + Math.cos(ang) * rad; var z = q + Math.sin(ang) * rad; var y = terrainH(ts, x, z) * cfg.ELEV_SCALE_UNITS + cfg.CAR_Y + 0.003; verts[vi++] = x; verts[vi++] = y; verts[vi++] = z; verts[vi++] = sz * (0.6 + 0.8 * h3); verts[vi++] = bri * (0.55 + 0.7 * h3); } } return { verts: verts, count: vi / 5 }; } // Worker entry points: 'car' either stitches raw ways (slow path) or takes // already-stitched chains (cache fast path); both return chains + geometry. // Vehicle LIGHTS as discrete points: walk every chain at the class spacing // and emit one point per vehicle slot per direction. Six floats per point: // x, z, tangent x, tangent z, direction (+/-1), seed. The shader slides the // point along its own tangent for the flow animation and separates the two // directions on screen, so headlight and taillight never share a pixel. function buildCarFromWays(m) { var cm = carMergeChains(unpackWays(m.motorway), m.cfg); var cb = carMergeChains(unpackWays(m.secondary), m.cfg); var g = buildCarGeometry(cm.out, cb.out, m.terrain, m.cfg, m.places); return { mVerts: g.mVerts, mCount: g.mCount, bVerts: g.bVerts, bCount: g.bCount, mLen: g.mLen, bLen: g.bLen, mPts: g.mPts, mPtsCount: g.mPtsCount, bPts: g.bPts, bPtsCount: g.bPtsCount, chainsM: packChains(cm.out), chainsB: packChains(cb.out), rawCounts: [cm.n, cb.n], joins: cm.joins + cb.joins, maxChainKm: Math.max(cm.maxChainKm, cb.maxChainKm) }; } function buildCarFromChains(m) { var cm = unpackChains(m.chainsM), cb = unpackChains(m.chainsB); var g = buildCarGeometry(cm, cb, m.terrain, m.cfg, m.places); return { mVerts: g.mVerts, mCount: g.mCount, bVerts: g.bVerts, bCount: g.bCount, mLen: g.mLen, bLen: g.bLen, mPts: g.mPts, mPtsCount: g.mPtsCount, bPts: g.bPts, bPtsCount: g.bPtsCount, chainsM: m.chainsM, chainsB: m.chainsB, rawCounts: [cm.length, cb.length], joins: 0, maxChainKm: m.maxChainKm || 0 }; } `; var GEO_DISPATCH_SRC = ` self.onmessage = function (e) { var m = e.data, r; try { if (m.op === 'car') { r = m.chains ? buildCarFromChains(m) : buildCarFromWays(m); r.id = m.id; self.postMessage(r, [r.mVerts.buffer, r.bVerts.buffer, r.mPts.buffer, r.bPts.buffer, r.chainsM.pts.buffer, r.chainsB.pts.buffer]); } else { r = buildCityGeometry(m.places, m.terrain, m.cfg); r.id = m.id; self.postMessage(r, [r.verts.buffer]); } } catch (err) { self.postMessage({ op: m.op, id: m.id, error: String((err && err.message) || err) }); } }; `; // ---- Worker plumbing (main thread) -------------------------------------- // Two worker lanes. A full road merge runs over tens of thousands of ways // and takes tens of seconds; on a single worker the settlement build queued // behind it, so the city lights stayed invisible for the whole build. var geoWorkers = { car: null, city: null }, geoWorkerBad = false, geoLocal = null; var geoSeq = 0, geoPending = {}; function geoWorkerGet(lane) { if (geoWorkerBad) return null; if (geoWorkers[lane]) return geoWorkers[lane]; try { var blob = new Blob([GEO_ALGO_SRC + GEO_DISPATCH_SRC], { type: 'text/javascript' }); var w = new Worker(URL.createObjectURL(blob)); w.onmessage = function (e) { var res = e.data || {}; if (res.progress) { dbgLog('[clouds3d] ' + lane + ' worker ' + res.kind + ': ' + res.done + '/' + res.total); return; } var cb = geoPending[res.id]; delete geoPending[res.id]; if (!cb) return; if (res.error) console.warn('[clouds3d] geo ' + res.op + ' build failed: ' + res.error); cb(res); }; w.onerror = function (ev) { console.warn('[clouds3d] geo worker (' + lane + ') unavailable, falling back to main thread: ' + ((ev && ev.message) || 'unknown')); geoWorkerBad = true; geoWorkers[lane] = null; // release every job waiting on this worker, or its single-flight // slot would stay occupied and the layer would never rebuild var ids = Object.keys(geoPending); for (var i = 0; i < ids.length; i++) { var cb = geoPending[ids[i]]; delete geoPending[ids[i]]; cb({ error: 'geo worker failed' }); } try { w.terminate(); } catch (e) {} }; geoWorkers[lane] = w; } catch (e) { geoWorkerBad = true; } return geoWorkers[lane]; } // Same source, compiled into plain functions for the no-Worker fallback. function geoLocalFns() { if (geoLocal) return geoLocal; geoLocal = new Function(GEO_ALGO_SRC + '\nreturn { buildCarFromWays: buildCarFromWays,' + ' buildCarFromChains: buildCarFromChains,' + ' buildCityGeometry: buildCityGeometry };')(); return geoLocal; } function geoRun(msg, cb) { var w = geoWorkerGet(msg.op === 'car' ? 'car' : 'city'); msg.id = ++geoSeq; if (!w) { var fns = geoLocalFns(), res; try { res = msg.op === 'car' ? (msg.chains ? fns.buildCarFromChains(msg) : fns.buildCarFromWays(msg)) : fns.buildCityGeometry(msg.places, msg.terrain, msg.cfg); res.id = msg.id; } catch (e) { console.warn('[clouds3d] geo ' + msg.op + ' build failed: ' + e.message); return; } cb(res); return; } geoPending[msg.id] = cb; // packed way arrays are throwaway -> transfer (zero copy); the terrain // grid stays on the main thread (carYAt still needs it), so it clones. var tr = []; if (msg.op === 'car' && !msg.chains) { tr = [msg.motorway.pts.buffer, msg.motorway.dirs.buffer, msg.secondary.pts.buffer, msg.secondary.dirs.buffer]; } w.postMessage(msg, tr); } // One build in flight per layer, with a trailing debounce: Overpass cells // land one by one over many minutes, and each arrival used to trigger its // own full re-merge. Now a burst of arrivals collapses into a single build, // and a build that is already running is simply re-run once when it ends. function makeGeoJob(run) { var t = null, running = false, pending = false; function fire(delay) { if (t) clearTimeout(t); t = setTimeout(function () { t = null; if (running) { pending = true; return; } running = true; run(function () { running = false; if (pending) { pending = false; fire(0); } }); }, typeof delay === 'number' ? delay : 4000); } return { kick: fire }; } // ---- Packed transfer helpers (main thread) ------------------------------ function packWays(polys) { var i, j, n = polys.length, total = 0; var cnts = new Int32Array(n), dirs = new Float32Array(n * 4); for (i = 0; i < n; i++) { var P = polys[i]; cnts[i] = P.length; total += P.length; var hd = P.headD, td = P.tailD; dirs[i * 4] = hd ? hd.x : 0; dirs[i * 4 + 1] = hd ? hd.z : 0; dirs[i * 4 + 2] = td ? td.x : 0; dirs[i * 4 + 3] = td ? td.z : 0; } var pts = new Float32Array(total * 3), k = 0; for (i = 0; i < n; i++) { var Q = polys[i]; for (j = 0; j < Q.length; j++) { pts[k++] = Q[j].x; pts[k++] = Q[j].z; pts[k++] = Q[j].d; } } return { cnts: cnts, pts: pts, dirs: dirs }; } function packPlaces(list) { var f = new Float32Array(list.length * 4); for (var i = 0; i < list.length; i++) { f[i * 4] = list[i].x; f[i * 4 + 1] = list[i].z; f[i * 4 + 2] = list[i].rank; f[i * 4 + 3] = list[i].pop; } return f; } function terrainMsg() { var ts = terrainSample; return { h: ts.h, gw: ts.gw, gh: ts.gh, s: ts.s, halfX: ts.halfX, halfY: ts.halfY }; } function carCfg() { return { limX: groundTilesX() / 2 + 1, limZ: groundTilesY() / 2 + 1, CAR_W: CAR_W, CAR_Y: CAR_Y, ELEV_SCALE_UNITS: ELEV_SCALE_UNITS, KM_PER_TILE: KM_PER_TILE, CAR_M_DASH: CAR_M_DASH, CAR_B_DASH: CAR_B_DASH, CAR_SIGMA: CAR_SIGMA, CAR_FLOOR: CAR_FLOOR, CAR_RANGE: CAR_RANGE }; } function cityCfg() { return { limX: groundTilesX() / 2 + 1, limZ: groundTilesY() / 2 + 1, CITY_CLASS: CITY_CLASS, ELEV_SCALE_UNITS: ELEV_SCALE_UNITS, CAR_Y: CAR_Y }; } // ---- Car layer: build off-thread, upload here ---------------------------- var carMaxChainKm = 0; var carRawCounts = [0, 0]; var carJoinCount = 0; var carRaw = { motorway: [], secondary: [] }; // raw ways collected this cycle var carNeedMerge = false; var carPersistFp = null; // set when a cycle finished and the chains should be saved var carCycleFp = null; // fingerprint of the raw set that cycle used var carBuildMerged = false; // did the last worker build merge fresh cells? var carLastPersistAt = 0; // Saving the whole network is a base64 encode of every chain, so an interim // save is throttled - it only exists so a closed browser does not throw away // a build that took minutes. var CAR_PERSIST_MIN_MS = 20000; function persistCarChains(fp) { if (!carGeo) return; openTileDB().then(function (db) { if (!db) return; tileDbPut(db, { id: 'geo/roadchains_v1', fp: fp, ids: CAR_QUERIES.map(function (e) { return e.id; }), mCnts: Array.from(carGeo.motorway.cnts), mData: f32ToB64(carGeo.motorway.pts), bCnts: Array.from(carGeo.secondary.cnts), bData: f32ToB64(carGeo.secondary.pts), savedAt: Date.now() }); manifestPersist(true); }); } function kickCarBuild(needMerge) { if (!CAR_ON) return; if (needMerge) carNeedMerge = true; carGeoJob.kick(needMerge ? 6000 : 1500); } function runCarBuild(done) { var gl = elevGl || (clouds3dState && clouds3dState.gl); if (!gl || !terrainSample) { done(); return; } var msg, t0 = performance.now(); if (carNeedMerge) { carNeedMerge = false; carBuildMerged = true; msg = { op: 'car', motorway: packWays(carRaw.motorway), secondary: packWays(carRaw.secondary), places: cityGeo, terrain: terrainMsg(), cfg: carCfg() }; } else { if (!carGeo) { done(); return; } carBuildMerged = false; msg = { op: 'car', chains: true, chainsM: carGeo.motorway, chainsB: carGeo.secondary, places: cityGeo, terrain: terrainMsg(), cfg: carCfg(), maxChainKm: carMaxChainKm }; } geoRun(msg, function (res) { if (!res || res.error) { done(); return; } carGeo = { motorway: res.chainsM, secondary: res.chainsB }; carRawCounts = res.rawCounts; if (res.joins) carJoinCount = res.joins; if (res.maxChainKm) carMaxChainKm = res.maxChainKm; applyCarBuild(gl, res); dbgLog('[clouds3d] car build: ' + carCountM + ' + ' + carCountB + ' ribbon verts, ' + carGeo.motorway.cnts.length + '+' + carGeo.secondary.cnts.length + ' chains, ' + carPtsCountM + ' motorway + ' + carPtsCountB + ' side lights, longest ~' + Math.round(carMaxChainKm) + ' km, ' + Math.round(performance.now() - t0) + ' ms off-thread'); dbgLog('[clouds3d] car slots: motorway ' + (carPtsCountM / 2) + ' slots on ' + Math.round(res.mLen * KM_PER_TILE) + ' km (want ' + Math.round(res.mLen / CAR_M_DASH) + ', dash ' + Math.round(CAR_M_DASH * KM_PER_TILE * 1000) + ' m) | side ' + (carPtsCountB / 2) + ' slots on ' + Math.round(res.bLen * KM_PER_TILE) + ' km (want ' + Math.round(res.bLen / CAR_B_DASH) + ', dash ' + Math.round(CAR_B_DASH * KM_PER_TILE * 1000) + ' m)'); // Persist after a finished cycle, and also in between: every merge // that brought new cells saves the network built so far, so closing // the browser mid-build does not discard the whole Overpass work. var now = performance.now(); if (carPersistFp || (carBuildMerged && now - carLastPersistAt > CAR_PERSIST_MIN_MS)) { var fp = carPersistFp || carCycleFp; carPersistFp = null; carLastPersistAt = now; persistCarChains(fp); } done(); }); } function applyCarBuild(gl, res) { if (carVboM) gl.deleteBuffer(carVboM); carVboM = null; carCountM = 0; if (res.mCount > 0) { carVboM = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, carVboM); gl.bufferData(gl.ARRAY_BUFFER, res.mVerts, gl.STATIC_DRAW); carCountM = res.mCount; } if (carVboB) gl.deleteBuffer(carVboB); carVboB = null; carCountB = 0; if (res.bCount > 0) { carVboB = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, carVboB); gl.bufferData(gl.ARRAY_BUFFER, res.bVerts, gl.STATIC_DRAW); carCountB = res.bCount; } // vehicle lights: one point sprite per vehicle per direction if (carPtsVboM) gl.deleteBuffer(carPtsVboM); carPtsVboM = null; carPtsCountM = 0; if (res.mPtsCount > 0) { carPtsVboM = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, carPtsVboM); gl.bufferData(gl.ARRAY_BUFFER, res.mPts, gl.STATIC_DRAW); carPtsCountM = res.mPtsCount; } if (carPtsVboB) gl.deleteBuffer(carPtsVboB); carPtsVboB = null; carPtsCountB = 0; if (res.bPtsCount > 0) { carPtsVboB = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, carPtsVboB); gl.bufferData(gl.ARRAY_BUFFER, res.bPts, gl.STATIC_DRAW); carPtsCountB = res.bPtsCount; } window.__carDbg = { motorwayIn: carRawCounts[0], secondaryIn: carRawCounts[1], motorwayChains: carGeo.motorway.cnts.length, secondaryChains: carGeo.secondary.cnts.length, lightsMotorway: carPtsCountM, lightsSide: carPtsCountB, trafficSide: CAR_TRAFFIC > 0 ? 'right' : 'left', maxChainKm: Math.round(carMaxChainKm * 10) / 10 }; // After deleting a VBO, any still-enabled vertex attrib slot points at a // destroyed buffer -> the sky/cloud full-screen draws warn "no buffer is // bound to enabled attribute". Re-anchor every enabled slot to the // persistent full-screen triangle buffer until the passes use them again. var safe = clouds3dState && clouds3dState.buf; if (safe) { var maxA = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); for (var i = 0; i < maxA; i++) { if (gl.getVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_ENABLED)) { gl.vertexAttribPointer(i, 1, gl.FLOAT, false, 0, 0); } } gl.bindBuffer(gl.ARRAY_BUFFER, safe); } if (!carProg && (carCountM || carCountB)) { carProg = makeProgram(gl, CAR_VERT_SRC, CAR_FRAG_SRC); if (!carProg) return; carAttribs = { pos: gl.getAttribLocation(carProg, 'aPos'), meta: gl.getAttribLocation(carProg, 'aMeta'), dens: gl.getAttribLocation(carProg, 'aDens') }; carUniforms = { proj: gl.getUniformLocation(carProg, 'uProj'), view: gl.getUniformLocation(carProg, 'uView'), camPos: gl.getUniformLocation(carProg, 'uCamPos'), earthRadius: gl.getUniformLocation(carProg, 'uEarthRadius'), curvatureOn: gl.getUniformLocation(carProg, 'uCurvatureOn'), time: gl.getUniformLocation(carProg, 'uTime'), night: gl.getUniformLocation(carProg, 'uNight'), dens: gl.getUniformLocation(carProg, 'uDens'), grow: gl.getUniformLocation(carProg, 'uGrow'), halfW: gl.getUniformLocation(carProg, 'uHalfW'), bright: gl.getUniformLocation(carProg, 'uBright'), fadeA: gl.getUniformLocation(carProg, 'uFadeA'), fadeB: gl.getUniformLocation(carProg, 'uFadeB') }; } } // ---- Settlement lights: build off-thread, upload here -------------------- var cityBuildMs = 0; function kickCityBuild() { if (!CITY_ON) return; cityGeoJob.kick(4000); } function runCityBuild(done) { var gl = elevGl || (clouds3dState && clouds3dState.gl); if (!gl || !terrainSample || !cityGeo) { // silent skip made the layer look dead: say what is still missing dbgLog('[clouds3d] city build skipped - ' + (!gl ? 'no gl context' : '') + (!gl || terrainSample ? '' : ', no elevation sample yet') + (cityGeo ? '' : ', no place nodes fetched yet')); done(); return; } dbgLog('[clouds3d] city build: ' + (cityGeo.length / 4) + ' places queued'); var t0 = performance.now(); geoRun({ op: 'city', places: cityGeo, terrain: terrainMsg(), cfg: cityCfg() }, function (res) { if (!res || res.error) { done(); return; } cityBuildMs = Math.round(performance.now() - t0); applyCityBuild(gl, res); dbgLog('[clouds3d] settlements: ' + cityCount + ' lights from ' + (cityGeo.length / 4) + ' places, ' + cityBuildMs + ' ms off-thread'); done(); }); } function applyCityBuild(gl, res) { if (cityVbo) gl.deleteBuffer(cityVbo); cityVbo = null; cityCount = 0; if (res.count > 0) { var vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, res.verts, gl.STATIC_DRAW); cityVbo = vbo; cityCount = res.count; } window.__cityDbg = { places: cityGeo ? cityGeo.length / 4 : 0, lights: cityCount, buildMs: cityBuildMs }; var safe = clouds3dState && clouds3dState.buf; if (safe) { var maxA = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); for (var i = 0; i < maxA; i++) { if (gl.getVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_ENABLED)) { gl.vertexAttribPointer(i, 1, gl.FLOAT, false, 0, 0); } } gl.bindBuffer(gl.ARRAY_BUFFER, safe); } if (!cityProg && cityCount) { cityProg = makeProgram(gl, CITY_VERT_SRC, CITY_FRAG_SRC); if (!cityProg) return; cityAttribs = { pos: gl.getAttribLocation(cityProg, 'aPos'), size: gl.getAttribLocation(cityProg, 'aSize'), bri: gl.getAttribLocation(cityProg, 'aBri') }; cityUniforms = { proj: gl.getUniformLocation(cityProg, 'uProj'), view: gl.getUniformLocation(cityProg, 'uView'), camPos: gl.getUniformLocation(cityProg, 'uCamPos'), earthRadius: gl.getUniformLocation(cityProg, 'uEarthRadius'), curvatureOn: gl.getUniformLocation(cityProg, 'uCurvatureOn'), scale: gl.getUniformLocation(cityProg, 'uScale'), night: gl.getUniformLocation(cityProg, 'uNight'), sunAlt: gl.getUniformLocation(cityProg, 'uSunAlt'), lightHi: gl.getUniformLocation(cityProg, 'uLightHi'), lightLo: gl.getUniformLocation(cityProg, 'uLightLo'), lightSoft: gl.getUniformLocation(cityProg, 'uLightSoft') }; } } var carGeoJob = makeGeoJob(runCarBuild); var cityGeoJob = makeGeoJob(runCityBuild); var CITY_VERT_SRC = [ 'attribute vec3 aPos;', 'attribute float aSize;', // world-scale factor for the glow dot 'attribute float aBri;', // per-settlement brightness (rank x pop) 'uniform mat4 uProj;', 'uniform mat4 uView;', 'uniform vec3 uCamPos;', 'uniform float uEarthRadius;', 'uniform float uCurvatureOn;', 'uniform float uScale;', // px scale (viewport height / 600)', 'varying float vBri;', 'varying float vDist;', 'varying float vSeed;', 'void main() {', 'vec3 pos = aPos;', 'if (uCurvatureOn > 0.5) {', 'vec2 d = pos.xz - uCamPos.xz;', 'pos.y -= dot(d, d) / (2.0 * max(1.0, uEarthRadius));', '}', 'vDist = length(uCamPos - pos);', 'vBri = aBri;', // stable per-dot threshold seed: derived from the dot's own position 'vSeed = fract(sin(dot(aPos.xz, vec2(12.9898, 78.233))) * 43758.5453);', 'gl_PointSize = clamp(aSize * uScale * 750.0 / max(vDist, 0.1), 1.6, 18.0);', 'gl_Position = uProj * uView * vec4(pos, 1.0);', '}' ].join('\n'); var CITY_FRAG_SRC = [ 'precision highp float;', 'uniform float uNight;', 'uniform float uSunAlt;', 'uniform float uLightHi;', 'uniform float uLightLo;', 'uniform float uLightSoft;', 'varying float vBri;', 'varying float vDist;', 'varying float vSeed;', 'void main() {', 'float df = 1.0 - smoothstep(9.0, 14.0, vDist);', // out at ~180 km', 'if (df <= 0.0) discard;', 'vec2 pc = gl_PointCoord - 0.5;', 'float d = length(pc) * 2.0;', 'float core = smoothstep(1.0, 0.0, d);', 'core = core * core * (1.4 - core * 0.4);', // hot center, soft edge', 'if (core <= 0.0) discard;', 'float thr = mix(uLightHi, uLightLo, vSeed);', 'float lit = 1.0 - smoothstep(thr - uLightSoft, thr + uLightSoft, uSunAlt);', 'if (lit <= 0.001) discard;', 'gl_FragColor = vec4(vec3(1.0, 0.80, 0.45) * core * vBri * lit * df, 1.0);', '}' ].join('\n'); // deterministic per-settlement, per-dot jitter lives in the geo worker now // (see buildCityGeometry) - the main thread never touches individual dots. // small worker pool: run per-cell fetchers with N concurrent lanes // (Overpass instances tolerate ~2-3 parallel queries politely) function runPool(entries, lanes, worker) { return new Promise(function (resolve) { var idx = 0, active = 0; function next() { if (idx >= entries.length && active === 0) { resolve(); return; } while (active < lanes && idx < entries.length) { (function (entry) { active++; worker(entry).then(function () { active--; next(); }); })(entries[idx++]); } } next(); }); } // ---- Cacheable derived geometry ----------------------------------------- // Raw Overpass JSON already lives in IndexedDB forever; the expensive // post-processing (resample + chain stitching) is PERSISTED too and only // redone when a cell is actually (re)fetched. A cellsFp() fingerprint over // "id:savedAt" of every source record detects that; the fingerprint is // built from record metadata only - no JSON parsing needed to check it. function cellsFp(parts) { var s = parts.slice().sort().join('|'); var h = 2166136261; for (var i = 0; i < s.length; i++) { h ^= s.charCodeAt(i); h = Math.imul(h, 16777619); } return (h >>> 0) + ':' + parts.length; } // The derived caches (chains, settlement dots) store ABSOLUTE world // coordinates, and carLonToX/carLatToZ anchor those at GROUND_BASE_X/Y - // i.e. at CONFIG.location. cellsFp() alone is location-blind, so after a // location change the old chains were reused at the old anchor and the // traffic kept showing up over the previous city. Salting the fingerprint // with the anchor invalidates them; the raw Overpass cells stay cached. function geoFp(parts) { return cellsFp(parts) + ':a' + GROUND_BASE_X + '_' + GROUND_BASE_Y; } function u8ToB64(u8) { var s = ''; for (var i = 0; i < u8.length; i += 8192) s += String.fromCharCode.apply(null, u8.subarray(i, Math.min(i + 8192, u8.length))); return btoa(s); } function b64ToU8(b64) { var s = atob(b64), u = new Uint8Array(s.length); for (var i = 0; i < s.length; i++) u[i] = s.charCodeAt(i); return u; } function f32ToB64(f) { return u8ToB64(new Uint8Array(f.buffer, f.byteOffset, f.byteLength)); } function b64ToF32(b64) { return new Float32Array(b64ToU8(b64).buffer); } // ---- Aircraft traffic --------------------------------------------------- // Civil aviation between the real aerodromes of the region (OSM // aeroway=aerodrome, one Overpass query, cached like the road/place // data). Each aircraft rolls a RANDOM destination airport at take-off // (hubs weighted via CONFIG.flights wHub/wField/wStrip) and flies a // gently curved leg there - a quadratic // Bezier resampled to arc-length, so constant speed means constant // ground speed - with the full profile: take-off and climb, cruise // (CONFIG.flights altitudeKm), descent, landing, a short ground hold // (holdMinS..holdMaxS), then a fresh destination. Low phase hugs the // terrain mesh (climb/descent start at field elevation, not at sea // level). By night they blink (white strobes + red beacon), by day they // cross the sky as sun-shaded low-poly silhouettes with condensation // trails (see the contrail section for all trail parameters). Traffic // density is deliberately UNIFORM around the clock - aviation does not // follow the car rush-hour curve. // Data (c) OpenStreetMap contributors, ODbL. var FLT_CFG = (window.CONFIG && window.CONFIG.flights) || {}; function fltNum(v, d) { return (typeof v === 'number' && isFinite(v)) ? v : d; } var FLT_ON = FLT_CFG.enabled !== false; var FLT_ALT_KM = fltNum(FLT_CFG.altitudeKm, 14); var FLT_Y = FLT_ALT_KM / KM_PER_TILE; // cruise altitude var FLT_CLIMB_U = fltNum(FLT_CFG.climbKm, 100) / KM_PER_TILE; var FLT_MAX = Math.max(4, Math.min(240, Math.round(fltNum(FLT_CFG.count, 84)))); var FLT_SPD = fltNum(FLT_CFG.speedKmh, 850) / 3600 / KM_PER_TILE; var FLT_SVAR = Math.max(0, Math.min(0.5, fltNum(FLT_CFG.speedVar, 0.18))); var FLT_MINLEG = fltNum(FLT_CFG.minLegKm, 60) / KM_PER_TILE; var FLT_HOLD0 = fltNum(FLT_CFG.holdMinS, 50); var FLT_HOLD1 = Math.max(FLT_HOLD0, fltNum(FLT_CFG.holdMaxS, 150)); var FLT_W = [fltNum(FLT_CFG.wHub, 4), fltNum(FLT_CFG.wField, 2), fltNum(FLT_CFG.wStrip, 1)]; var CT_CHANCE = Math.max(0, Math.min(1, fltNum(FLT_CFG.contrailChance, 0.6))); var CT_START_FRAC = Math.max(0.02, fltNum(FLT_CFG.contrailStartKm, 6) / FLT_ALT_KM); var CT_T = Math.max(10, fltNum(FLT_CFG.contrailLifeS, 300)); var CT_HALF_W = Math.max(0.002, fltNum(FLT_CFG.contrailWidthM, 310) / 2000 / KM_PER_TILE); // world units: trails are gone by contrailFadeKm, ramping from 35% of it var CT_FADE_END = Math.max(1, fltNum(FLT_CFG.contrailFadeKm, 100) / KM_PER_TILE); // Night readability. A physically scaled contrail on a starlit night is a // faint grey thread that the pixel grid removes entirely, so the night share // of its opacity and a gain on the moon/star light are configurable. var CT_NIGHT = Math.max(0, Math.min(1, fltNum(FLT_CFG.contrailNight, 0.85))); var CT_NIGHT_BOOST = 1.0 + CT_NIGHT * 2.2; var CT_FADE_START = CT_FADE_END * 0.35; var CT_MAX = FLT_MAX; var CT_SEG = 8; // curve resolution per trail // Strobe appearance. Point size shrinks with distance but never below // lightPx (same floor idea as the city dots), and the white strobe is a // real double flash: two equal flashes blinkGapS apart, then the remainder // of the cycle stays dark (blinkPeriodS - blinkGapS - blinkFlashS pause). var FLT_LPX = fltNum(FLT_CFG.lightPx, 7); var FLT_LMAX = Math.max(FLT_LPX, fltNum(FLT_CFG.lightMaxPx, 20)); var FLT_LBOOST = fltNum(FLT_CFG.lightBoost, 9); var FLT_BLINK_T = Math.max(0.3, fltNum(FLT_CFG.blinkPeriodS, 1.0)); var FLT_BLINK_GAP = Math.max(0.02, fltNum(FLT_CFG.blinkGapS, 0.12)); var FLT_BLINK_W = Math.max(0.01, fltNum(FLT_CFG.blinkFlashS, 0.07)); var fltAirs = null; // [{x,z,rank}] - destination pool var fltData = []; // live aircraft: {v,leg,s,gnd,gndEnd,seed,phase,big} var fltBuf = null, fltVbo = null, fltCount = 0; var fltState = []; // per frame render poses var fltProg = null, fltAttribs = null, fltUniforms = null; var fltFetching = false; var _fltLast = -1; function fltRand(seed) { var x = Math.sin(seed * 127.1 + 311.7) * 43758.5453; return x - Math.floor(x); } // weighted random destination at each take-off (CONFIG.flights w*) function fltPickDest(from, seed) { var i, tot = 0, wt = function (a) { var w = FLT_W[a.rank]; return (w > 0 ? w : 1); }; for (i = 0; i < fltAirs.length; i++) if (i !== from) tot += wt(fltAirs[i]); if (!tot) return -1; var r = fltRand(seed) * tot; for (i = 0; i < fltAirs.length; i++) { if (i === from) continue; r -= wt(fltAirs[i]); if (r <= 0) return i; } return -1; } // gently curved leg: quadratic Bezier A->B whose control point sits // 3-14 % of the distance off the straight line (long-radius turns), // resampled to ARC LENGTH so constant v means constant ground speed function fltMakeLeg(a, b, seed) { var A = fltAirs[a], B = fltAirs[b]; var dx = B.x - A.x, dz = B.z - A.z; var L = Math.hypot(dx, dz) || 0.01; var bend = (fltRand(seed * 3.7 + 1.1) - 0.5) * 0.28 * Math.min(L, 30); var px = -dz / L, pz = dx / L; var cx = (A.x + B.x) / 2 + px * bend * 2, cz = (A.z + B.z) / 2 + pz * bend * 2; var n = Math.max(12, Math.min(40, Math.round(L * 3))); var pts = [], lx = 0, lz = 0, dsum = 0; for (var i = 0; i <= n; i++) { var t = i / n, it = 1 - t; var x = it * it * A.x + 2 * it * t * cx + t * t * B.x; var z = it * it * A.z + 2 * it * t * cz + t * t * B.z; if (i > 0) { var sx = x - lx, sz = z - lz, sl = Math.hypot(sx, sz) || 1; pts[pts.length - 1].tx = sx / sl; pts[pts.length - 1].tz = sz / sl; dsum += sl; } pts.push({ x: x, z: z, d: dsum, tx: 0, tz: 0 }); lx = x; lz = z; } pts[pts.length - 1].tx = pts[pts.length - 2].tx; pts[pts.length - 1].tz = pts[pts.length - 2].tz; return { a: a, b: b, pts: pts, len: dsum }; } // world pos + unit tangent at arc-length dist along a leg function fltLegAt(leg, dist, out) { var p = leg.pts, i = 1; while (i < p.length - 1 && p[i].d < dist) i++; var p0 = p[i - 1], p1 = p[i]; var seg = (p1.d - p0.d) || 1; var f = Math.max(0, Math.min(1, (dist - p0.d) / seg)); out.x = p0.x + (p1.x - p0.x) * f; out.z = p0.z + (p1.z - p0.z) * f; out.tx = p0.tx; out.tz = p0.tz; return out; } function buildFlights(airports) { fltAirs = airports; fltData = []; fltState = []; if (!airports || airports.length < 2) { fltCount = 0; fltBuf = new Float32Array(0); return; } var N = FLT_MAX; for (var i = 0; i < airports.length * 6 && fltData.length < N; i++) { var from = Math.floor(fltRand(i * 2.71 + 0.3) * airports.length) % airports.length; var to = fltPickDest(from, i * 5.13 + 7.7); if (to < 0) continue; var leg = fltMakeLeg(from, to, i + 1); if (leg.len < FLT_MINLEG) continue; // skip taxi hops fltData.push({ v: FLT_SPD * (1 - FLT_SVAR + 2 * FLT_SVAR * fltRand(i * 3.1)), leg: leg, s: leg.len * fltRand(i * 7.7 + 2.2), gnd: false, gndEnd: 0, seed: i + 1, phase: fltRand(i * 13.3), big: airports[to].rank === 0 ? 1.2 : (airports[to].rank === 1 ? 1.0 : 0.75) }); } fltCount = fltData.length; fltBuf = new Float32Array(fltCount * 6); // pos3 + bri + phase + size } // advance every aircraft with the frame clock; the destination is rolled // FRESH at each take-off, so flows drift organically over the day function stepFlights(now) { var dt = _fltLast < 0 ? 0.016 : Math.min(0.25, now - _fltLast); _fltLast = now; for (var i = 0; i < fltCount; i++) { var f = fltData[i]; if (f.gnd) { if (now >= f.gndEnd) { var dest = fltPickDest(f.leg.b, now * 0.017 + f.seed * 91.7); var nl = dest >= 0 ? fltMakeLeg(f.leg.b, dest, f.seed * 17.3 + now * 0.37) : null; if (nl && nl.len >= FLT_MINLEG) { f.leg = nl; f.s = 0; f.gnd = false; f.big = fltAirs[dest].rank === 0 ? 1.2 : (fltAirs[dest].rank === 1 ? 1.0 : 0.75); } else { f.gndEnd = now + 30; // pick collapsed: brief wait, retry } } continue; } f.s += f.v * dt; if (f.s >= f.leg.len) { f.s = f.leg.len; f.gnd = true; f.gndEnd = now + FLT_HOLD0 + (FLT_HOLD1 - FLT_HOLD0) * fltRand(f.seed * 5.3 + now * 0.11); } } } // current pose: world x/z, tangent, eased altitude fraction (0..1) var _fPos = { x: 0, z: 0, tx: 1, tz: 0 }; function fltPose(f, out) { var leg = f.leg, cl = Math.min(leg.len * 0.4, FLT_CLIMB_U), a; if (f.gnd) a = 0; else if (f.s < cl) a = f.s / cl; else if (f.s > leg.len - cl) a = (leg.len - f.s) / cl; else a = 1; a = a * a * (3 - 2 * a); fltLegAt(leg, f.s, _fPos); out.x = _fPos.x; out.z = _fPos.z; out.tx = _fPos.tx; out.tz = _fPos.tz; out.alt = a; out.s = f.s; out.gnd = f.gnd; out.leg = leg; return out; } function fetchAirports() { if (!FLT_ON || fltFetching) return; fltFetching = true; var q = '[out:json][timeout:30];(node["aeroway"="aerodrome"](46.8,9.4,50.1,17.3);' + 'way["aeroway"="aerodrome"](46.8,9.4,50.1,17.3););out center tags;', id = 'geo/airports_v1'; openTileDB().then(function (db) { return tileDbGet(db, id).then(function (rec) { if (rec && rec.json && isValidOverpass(rec.json)) return rec.json; return opTry(q, 0).then(function (txt) { if (txt && db) tileDbPut(db, { id: id, json: txt, savedAt: Date.now() }); return txt; }); }); }).then(function (txt) { fltFetching = false; if (!txt) { console.warn('[clouds3d] aerodrome query failed'); return; } var data; try { data = JSON.parse(txt); } catch (e) { return; } var seenXY = [], airports = []; (data.elements || []).forEach(function (el) { var lat = el.lat != null ? el.lat : (el.center && el.center.lat); var lon = el.lon != null ? el.lon : (el.center && el.center.lon); if (lat == null || lon == null) return; var t = el.tags || {}; var rank = t.iata ? 0 : (t.icao ? 1 : (t.name ? 2 : 3)); var x = carLonToX(lon), z = carLatToZ(lat); // collapse runways of one field: aerodromes ~ >4 km apart merge for (var s2 = 0; s2 < seenXY.length; s2++) { if (Math.hypot(seenXY[s2].x - x, seenXY[s2].z - z) < 0.3) { if (rank < seenXY[s2].rank) { seenXY[s2].rank = rank; seenXY[s2].x = (seenXY[s2].x + x) / 2; seenXY[s2].z = (seenXY[s2].z + z) / 2; } return; } } if (rank > 2) return; // nameless strips: skip var a = { x: x, z: z, rank: rank }; seenXY.push(a); airports.push(a); }); if (!airports.length) return; buildFlights(airports); dbgLog('[clouds3d] flights: ' + airports.length + ' airfields -> ' + fltData.length + ' aircraft (destinations rolled per take-off)'); }); } var FLT_VERT_SRC = [ 'attribute vec3 aPos;', 'attribute vec4 aBlink;', // x: brightness, y: blink phase, z: size, w: unused 'uniform mat4 uProj;', 'uniform mat4 uView;', 'uniform vec3 uCamPos;', 'uniform float uEarthRadius;', 'uniform float uCurvatureOn;', 'uniform float uScale;', 'uniform float uMinPx;', // hard pixel floor for the light', 'uniform float uMaxPx;', // ceiling so a near jet is not a blob', 'uniform float uBoost;', // extra size close to the camera', 'varying float vBri;', 'varying float vPhase;', 'varying float vDist;', 'void main() {', 'vec3 pos = aPos;', 'if (uCurvatureOn > 0.5) {', 'vec2 d = pos.xz - uCamPos.xz;', 'pos.y -= dot(d, d) / (2.0 * max(1.0, uEarthRadius));', '}', 'vDist = length(uCamPos - pos);', 'vBri = aBlink.x;', 'vPhase = aBlink.y;', // distance aware, but never below the pixel floor - the city dots // use the same clamp; aBlink.z carries the destination rank 'gl_PointSize = clamp(uMinPx + uBoost * uScale * aBlink.z / max(vDist, 0.35),', 'uMinPx, uMaxPx);', 'gl_Position = uProj * uView * vec4(pos, 1.0);', '}' ].join('\n'); var FLT_FRAG_SRC = [ 'precision highp float;', 'uniform float uTime;', 'uniform float uNight;', 'uniform float uBlinkT;', // full strobe cycle', 'uniform float uBlinkGap;', // distance between the two flashes', 'uniform float uBlinkW;', // length of one flash', 'varying float vBri;', 'varying float vPhase;', 'varying float vDist;', 'void main() {', 'float df = 1.0 - smoothstep(10.0, 16.0, vDist);', // ~130-200 km 'if (df <= 0.0) discard;', 'vec2 pc = gl_PointCoord - 0.5;', 'float d = length(pc) * 2.0;', // hot core plus a wide faint halo, so the sprite really uses the // pixels it was given instead of burning one in the middle 'float core = exp(-d * d * 4.0);', 'float halo = (1.0 - smoothstep(0.0, 1.0, d)) * 0.30;', 'float g = max(core, halo);', 'if (g <= 0.004) discard;', // white strobe: two equal flashes uBlinkGap apart, then the rest of // the cycle stays dark - a real anti-collision double flash 'float t = fract(uTime / uBlinkT + vPhase);', 'float p1 = max(0.0, 1.0 - t / uBlinkW);', 'float p2 = max(0.0, 1.0 - abs(t - uBlinkGap) / uBlinkW);', 'float flash = p1 * p1 + p2 * p2;', // red anti-collision beacon: slower single blink 'float red = 0.35 * pow(max(0.0, sin(uTime * 2.4 + vPhase * 6.283)), 4.0);', 'vec3 col = vec3(1.0) * flash * 1.5 + vec3(1.0, 0.12, 0.06) * red;', 'float a = uNight * vBri * df; // day: never drawn', 'gl_FragColor = vec4(col * g * a, 1.0);', '}' ].join('\n'); // ---- Airliner model pass (day and night) ------------------------------- // Low-poly jet (vendor/plane3d.js, CC0-derived) for the SAME traffic, drawn // at every time of day: sun-shaded by day, cool sky-lit silhouette by night. // Scale is tied to the trail - nose-to-tail equals the FULL contrail width, // so jet and trail read as one object at any distance. var PLANE_VERT_SRC = [ 'attribute vec3 aPos;', // unit-extent mesh, forward = +Z, up = +Y 'attribute vec3 aNrm;', 'attribute float aCol;', // 0 body, 1 glass 'uniform mat4 uProj;', 'uniform mat4 uView;', 'uniform vec3 uCamPos;', 'uniform float uEarthRadius;', 'uniform float uCurvatureOn;', 'uniform vec3 uOrigin;', // world anchor (cruise position) 'uniform vec4 uOrit;', // cos(yaw), sin(yaw), sin(pitch), fade 'uniform float uS;', // model radius in world units 'varying float vCol;', 'varying vec3 vN;', 'void main() {', 'float cy = uOrit.x, sy = uOrit.y, sp = uOrit.z, cp2 = sqrt(1.0 - sp * sp);', 'vec3 p = aPos * uS;', 'p = vec3(p.x, p.y * cp2 + p.z * sp, -p.y * sp + p.z * cp2);', // pitch 'p = vec3(p.x * cy + p.z * sy, p.y, -p.x * sy + p.z * cy);', // yaw 'vec3 n = aNrm;', 'n = vec3(n.x, n.y * cp2 + n.z * sp, -n.y * sp + n.z * cp2);', 'n = vec3(n.x * cy + n.z * sy, n.y, -n.x * sy + n.z * cy);', 'vN = n; vCol = aCol;', 'vec3 origin = uOrigin;', 'if (uCurvatureOn > 0.5) {', 'vec2 d = origin.xz - uCamPos.xz;', 'origin.y -= dot(d, d) / (2.0 * max(1.0, uEarthRadius));', '}', 'gl_Position = uProj * uView * vec4(origin + p, 1.0);', '}' ].join('\n'); var PLANE_FRAG_SRC = [ 'precision highp float;', 'uniform vec3 uSun;', // world sun direction (x,y,z like __currentSunDir)', 'uniform float uLight;', // 1 = day (sun shaded), 0 = night (moon lit)', 'uniform vec3 uMoon;', // world moon direction (x,y,z like __currentMoonDir)', 'uniform float uMoonAmt;', // moon above horizon x illuminated fraction', 'varying float vCol;', 'varying vec3 vN;', 'void main() {', 'vec3 alb = vCol < 0.5 ? vec3(0.93, 0.93, 0.95) : vec3(0.14, 0.16, 0.21);', 'vec3 n = normalize(vN);', 'vec3 day = alb * (0.22 + 0.78 * max(0.0, dot(n, uSun)));', // night: moonlight from above. The moon direction is used when it is // up, otherwise the light comes straight down; a weak sky term keeps a // readable silhouette even on a new moon. Moonlight is cooler than // sunlight, so the tint is a silver blue rather than a warm white. 'vec3 mdir = (uMoon.y > 0.0) ? normalize(uMoon) : vec3(0.0, 1.0, 0.0);', 'float mdl = max(0.0, dot(n, mdir));', 'vec3 night = alb * (0.12 + 0.16 * max(0.0, n.y) + 0.62 * mdl * uMoonAmt)', ' * vec3(0.66, 0.76, 1.0) + vec3(0.03, 0.04, 0.07);', 'gl_FragColor = vec4(mix(night, day, uLight), 1.0);', '}' ].join('\n'); var planeV = null, planeVbo = null, planeProg = null, planeU = null, planeA = null, planeN = 0; // ---- Condensation trails ------------------------------------------------- // Aircraft above the configured formation altitude (CONFIG.flights // contrailStartKm) may leave a contrail - contrailChance of them do (the // ice-humidity window is not everywhere), and the stripe follows the // curved leg: the leg polyline is walked back contrailLifeS worth of // ground distance in 8 curve segments and swept into a ribbon // (contrailWidthM wide). The fragment shader dissolves it into a cloud // stripe: density patches along the length, wavy eroded edges (per-trail // noise phase), alpha ramping up toward the head. By day the stripes are // sun-lit white; by night they stay visible as dimmed moonlit streaks // (reusing the car-lights night ramp), around 40 % strength. var ctBuf = null, ctVbo = null, ctVerts = 0; var ctProg = null, ctA = null, ctU = null; function _ctVert(x, y, z, u, v, s, p) { var i = ctVerts * 7; ctBuf[i] = x; ctBuf[i + 1] = y; ctBuf[i + 2] = z; ctBuf[i + 3] = u; ctBuf[i + 4] = v; ctBuf[i + 5] = s; ctBuf[i + 6] = p; ctVerts++; } var CT_VERT_SRC = [ 'attribute vec3 aPos;', 'attribute float aU;', // 0 tail .. 1 head 'attribute float aV;', // -1 .. +1 across the ribbon 'attribute float aS;', // per-trail strength (gate x day x fade)', 'attribute float aP;', // per-trail noise phase 'uniform mat4 uProj;', 'uniform mat4 uView;', 'uniform vec3 uCamPos;', 'uniform float uEarthRadius;', 'uniform float uCurvatureOn;', 'varying float vU;', 'varying float vV;', 'varying float vS;', 'varying float vP;', 'varying vec3 vWorld;', 'void main() {', 'vU = aU; vV = aV; vS = aS; vP = aP;', 'vec3 pos = aPos;', 'if (uCurvatureOn > 0.5) {', 'vec2 d = pos.xz - uCamPos.xz;', 'pos.y -= dot(d, d) / (2.0 * max(1.0, uEarthRadius));', '}', 'vWorld = pos;', 'gl_Position = uProj * uView * vec4(pos, 1.0);', '}' ].join('\n'); var CT_FRAG_SRC = [ 'precision mediump float;', 'uniform vec3 uSunColor;', 'uniform float uSunInt;', 'uniform vec3 uMoonColor;', 'uniform float uMoonInt;', 'uniform float uSkyAmb;', 'uniform float uStarAmb;', 'uniform float uNightBoost;', // extra gain on the moon/star terms 'uniform vec3 uSunDir;', 'uniform vec3 uCamPos;', 'varying float vU;', 'varying float vV;', 'varying float vS;', 'varying float vP;', 'varying vec3 vWorld;', 'void main() {', // Procedural mip: a contrail far away is a handful of pixels wide, so // its along-stripe density and its edge wobble are higher frequency // than the pixel grid can carry - that is the shimmer. Both fade to // their mean with distance, which leaves a steady faint stripe. 'float cDist = length(vWorld - uCamPos);', 'float cSoft = smoothstep(9.0, 22.0, cDist);', // density patches drifting along the stripe 'float along = vU * 26.0 + vP * 31.0;', 'float dens = 0.62 + 0.38 * sin(along) * sin(along * 2.7 + 1.3);', 'dens = mix(dens, 0.62, cSoft);', 'if (dens < 0.0) dens = 0.0;', // eroded, uneven edges: the stripe narrows and widens along u 'float wob = 0.55 + 0.45 * (0.5 + 0.5 * sin(along * 3.1 + 7.0));', 'wob = mix(wob, 0.78, cSoft);', 'float side = abs(vV);', 'float edge = 1.0 - smoothstep(wob * 0.22, wob, side);', // older tail also thins out across its width 'edge *= 0.45 + 0.55 * pow(vU, 0.6);', 'if (edge <= 0.0) discard;', 'float a = vS * pow(vU, 1.15) * 1.15 * dens * edge;', 'if (a <= 0.004) discard;', // A contrail is a cloud: sunlit head-on, moonlit at night, and on a // dark starlit night the diffuse starlight keeps it faintly visible // instead of a hard white stripe on black. 'vec3 vd = normalize(vWorld - uCamPos);', 'float cosT = dot(vd, -uSunDir);', 'float phase = 0.35 + 0.65 * pow(max(0.0, cosT), 2.0);', // Same multipliers as the cloud deck, so the contrail/cloud // brightness ratio at night is the same as in daylight. 'vec3 light = uSunColor * uSunInt * phase * 1.25', ' + (uMoonColor * uMoonInt * 3.0', ' + max(vec3(uSkyAmb), uStarAmb * vec3(0.75, 0.85, 1.0)) * 1.7)', ' * uNightBoost;', 'gl_FragColor = vec4(vec3(0.95, 0.96, 1.0) * light, a);', '}' ].join('\n'); function decodePlaneVerts() { if (planeV || !window.__planeVerts) return; try { var bin = atob(window.__planeVerts); var buf = new ArrayBuffer(bin.length); var u8 = new Uint8Array(buf); for (var i = 0; i < bin.length; i++) u8[i] = bin.charCodeAt(i); var f = new Float32Array(buf); if (f.length % 7 === 0 && f.length > 21) { planeV = f; planeN = f.length / 7; } } catch (e) { /* malformed data: silently stay point-only */ } } // ---- Real-sky: star catalogue + Milky Way ------------------------------ // Yale Bright Star Catalog (vendor/stars.json): 8.7k real stars. // The catalogue stars are rendered as GL_POINTS (crisp discs + glow, // size from V-magnitude, tint from colour temperature, sidereal rotation) - // no bitmap texture, so they are pixel-sharp at any zoom. The Milky Way // band (low-frequency by nature) stays a baked equirect texture. var skyTexCanvas = null, skyTexture = null, skyTexGl = null; var skyPts = null; // { prog, vbo, count, a0, a1, u: {...} } var STAR_BRIGHT = (((window.CONFIG && window.CONFIG.stars) || {}).brightness !== undefined) ? Math.max(0.2, Number(window.CONFIG.stars.brightness)) : 1.6; // Star frame phase. The rotation is driven by real local sidereal time // (window.__currentSiderealRad), so RA alpha crosses the meridian exactly // when LST = alpha. STAR_PH is only a user offset (CONFIG.stars.phaseOffset). var STAR_PH = (((window.CONFIG && window.CONFIG.stars) || {}).phaseOffset) || 0; function starSidereal() { var v = window.__currentSiderealRad; return (typeof v === 'number') ? v + STAR_PH : null; } var _skyLat = ((window.CONFIG && window.CONFIG.location && window.CONFIG.location.lat) || 51.5074) * Math.PI / 180; var SKY_SIN_LAT = Math.sin(_skyLat), SKY_COS_LAT = Math.cos(_skyLat); function kelvinToRGB(k) { // crude blackbody tint if (k < 3400) return [0.98, 0.84, 0.70]; if (k < 5000) return [0.99, 0.90, 0.80]; if (k < 6300) return [1.00, 0.97, 0.94]; if (k < 8000) return [0.95, 0.97, 1.00]; return [0.88, 0.92, 1.00]; } var SKYPTS_VERT = [ 'attribute vec4 aSd;', // xyz = unit direction (equatorial frame), w = V mag 'attribute vec4 aScol;', // rgb = tint, w = twinkle phase 'uniform mat4 uMVP;', // proj * rotation-only view 'uniform vec3 uPole;', 'uniform float uLon;', // sidereal angle 'uniform float uSizeScale;', 'uniform vec3 uMoonDir;', 'uniform float uMoonR;', 'varying vec4 vC;', 'varying float vAlt;', 'varying float vSeed;', 'varying float vMoon;', 'void main() {', 'vec3 d = aSd.xyz;', // stable per-star seed: derived from the star's own direction, so it // never changes when the camera moves 'vSeed = fract(dot(d, vec3(127.1, 311.7, 74.7)));', // Rodrigues rotation of the star frame around the celestial pole 'float c = cos(uLon), s = sin(uLon);', 'vec3 rp = d * c + cross(uPole, d) * s + uPole * dot(uPole, d) * (1.0 - c);', 'vAlt = rp.y;', 'vMoon = smoothstep(uMoonR * 0.92, uMoonR * 1.35, length(rp - uMoonDir));', // finite radius (inside the far plane): w=0 would put z_ndc just // outside [-1,1] and clip every single point away 'gl_Position = uMVP * vec4(rp * 88.0, 1.0);', 'gl_PointSize = clamp((7.2 - aSd.w) * 0.60 * uSizeScale, 1.4, 9.0);', 'vC = aScol;', '}' ].join('\n'); var SKYPTS_FRAG = [ 'precision mediump float;', 'uniform float uNight;', 'uniform float uTime;', 'uniform float uBright;', // CONFIG.stars.brightness 'varying vec4 vC;', 'varying float vAlt;', 'varying float vSeed;', 'varying float vMoon;', 'void main() {', 'vec2 pc = gl_PointCoord - 0.5;', 'float d = length(pc) * 2.0;', // pure gaussian, no hard disc: a hard edge on a sub-pixel sprite // flips coverage as the star crosses the pixel grid, which is what // read as boiling/flicker while the camera moved 'float g = exp(-d * d * 3.4);', 'float twk = 0.96 + 0.04 * sin(uTime * 1.6 + vSeed * 628.0);', 'float altf = smoothstep(-0.02, 0.12, vAlt);', // vC.w = per-star brightness (mag-based, floored so faint stars // stay clearly visible), giving an even overall look 'float a = uNight * altf * twk * vC.w * vMoon;', 'gl_FragColor = vec4(vC.rgb * g * a * uBright, 1.0);', '}' ].join('\n'); function buildSkyTexture(stars) { var W = 2048, H = 1024; skyTexCanvas = document.createElement('canvas'); skyTexCanvas.width = W; skyTexCanvas.height = H; var ctx = skyTexCanvas.getContext('2d'); ctx.fillStyle = 'rgb(0,0,0)'; ctx.fillRect(0, 0, W, H); // --- Milky Way: galactic band, low res, upscaled with 'lighter' var gw = 512, gh = 256; var mc = document.createElement('canvas'); mc.width = gw; mc.height = gh; var mctx = mc.getContext('2d', { willReadFrequently: true }); var md = mctx.createImageData(gw, gh); var aNGP = 192.85 * Math.PI / 180, dNGP = 27.13 * Math.PI / 180; var lNCP = 122.93 * Math.PI / 180; function hashN(v) { var s = Math.sin(v * 127.1) * 43758.5453; return s - Math.floor(s); } for (var iy = 0; iy < gh; iy++) { var dec = (90 - (iy + 0.5) / gh * 180) * Math.PI / 180; for (var ix = 0; ix < gw; ix++) { var ra = ((ix + 0.5) / gw) * 2 * Math.PI; var sb = Math.sin(dec) * Math.cos(dNGP) + Math.cos(dec) * Math.sin(dNGP) * Math.cos(ra - aNGP); var b = Math.asin(Math.max(-1, Math.min(1, sb))); var y = Math.cos(dec) * Math.sin(ra - aNGP); var x = Math.sin(dec) * Math.sin(dNGP) - Math.cos(dec) * Math.cos(dNGP) * Math.cos(ra - aNGP); var l = Math.atan2(y, x) - lNCP; while (l < 0) l += 2 * Math.PI; l %= (2 * Math.PI); var band = Math.exp(-(b / 0.16) * (b / 0.16) * 0.5); // rift modulation along galactic longitude + fine noise var mod = 0.55 + 0.45 * Math.sin(l * 2 + 1.2) * 0.5 + hashN(ix * 7.13 + iy * 91.7) * 0.35; var rim = Math.exp(-Math.abs(b) / 0.5); var I = band * mod * rim * 0.052; var o = (iy * gw + ix) * 4; md.data[o] = (I * 190) | 0; md.data[o + 1] = (I * 200) | 0; md.data[o + 2] = (I * 235) | 0; md.data[o + 3] = 255; } } mctx.putImageData(md, 0, 0); ctx.globalCompositeOperation = 'lighter'; ctx.imageSmoothingEnabled = true; ctx.drawImage(mc, 0, 0, W, H); ctx.globalCompositeOperation = 'source-over'; var gl = skyTexGl; if (!gl) return; // Milky-Way band texture (sharpness irrelevant, LINEAR is right here) gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false); skyTexture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, skyTexture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, skyTexCanvas); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.bindTexture(gl.TEXTURE_2D, null); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); // --- catalogue stars as point geometry ------------------------------ // equatorial -> world basis with the pole tilted by the latitude: // u1 = east, u2 = cross(P, east), P = (0, sin lat, cos lat) var sLat = SKY_SIN_LAT, cLat = SKY_COS_LAT; var data = new Float32Array(stars.length * 8); var di = 0, mr = 0, mg = 0, mb = 0; for (var i = 0; i < stars.length; i++) { var raR = stars[i][0] * Math.PI / 180, decR = stars[i][1] * Math.PI / 180; var mag = stars[i][2], k = stars[i][3]; var cd = Math.cos(decR), sd = Math.sin(decR), cr = Math.cos(raR), sr = Math.sin(raR); // dir = cd*(cr*u1 + sr*u2) + sd*P var dx = cd * cr; var dy = sLat * sd + cLat * cd * sr; var dz = cLat * sd - sLat * cd * sr; var rgb = kelvinToRGB(k); // white base with only a hint of the star's real colour; the mix // factor is CONFIG.stars.tint (0 = pure white) var STAR_TUN = (window.CONFIG && window.CONFIG.stars) || {}; var TINT = STAR_TUN.tint; TINT = (typeof TINT === 'number') ? Math.max(0, Math.min(1, TINT)) : 0.15; rgb[0] = TINT * rgb[0] + (1 - TINT); rgb[1] = TINT * rgb[1] + (1 - TINT); rgb[2] = TINT * rgb[2] + (1 - TINT); // diagnostic override: CONFIG.stars.debugColor = 'blue' paints every // single catalogue point the same colour, which tells apart a colour // bug in this pass from a red cast coming from somewhere else if (STAR_TUN.debugColor === 'blue') { rgb[0] = 0.15; rgb[1] = 0.35; rgb[2] = 1.0; } mr += rgb[0]; mg += rgb[1]; mb += rgb[2]; data[di++] = dx; data[di++] = dy; data[di++] = dz; data[di++] = mag; data[di++] = rgb[0]; data[di++] = rgb[1]; data[di++] = rgb[2]; // per-star brightness: floor at 0.7 so even 6.5-mag stars glow // clearly; doubles as the twinkle phase seed var b = 0.7 + 0.3 * Math.min(1, Math.pow(2.512, -mag * 0.7) * 1.3); data[di++] = b; } dbgLog('[clouds3d] stars: ' + stars.length + ' points, mean rgb ' + (mr / stars.length).toFixed(3) + '/' + (mg / stars.length).toFixed(3) + '/' + (mb / stars.length).toFixed(3)); var prog = makeProgram(gl, SKYPTS_VERT, SKYPTS_FRAG); if (!prog) return; var vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); skyPts = { prog: prog, vbo: vbo, count: stars.length, a0: gl.getAttribLocation(prog, 'aSd'), a1: gl.getAttribLocation(prog, 'aScol'), u: { mvp: gl.getUniformLocation(prog, 'uMVP'), pole: gl.getUniformLocation(prog, 'uPole'), lon: gl.getUniformLocation(prog, 'uLon'), sizeScale: gl.getUniformLocation(prog, 'uSizeScale'), moonDir: gl.getUniformLocation(prog, 'uMoonDir'), moonR: gl.getUniformLocation(prog, 'uMoonR'), night: gl.getUniformLocation(prog, 'uNight'), time: gl.getUniformLocation(prog, 'uTime'), bright: gl.getUniformLocation(prog, 'uBright') } }; } function loadSkyTexture(gl) { if (skyTexture || skyTexCanvas) return; skyTexGl = gl; // build.py-generated standalone HTML injects the catalogue into // window.__starsData so no fetch (and no vendor/ folder) is needed if (window.__starsData) { buildSkyTexture(window.__starsData); return; } fetch('vendor/stars.json') .then(function (r) { if (!r.ok) throw new Error('stars http ' + r.status); return r.json(); }) .then(function (stars) { buildSkyTexture(stars); }) .catch(function (e) { console.warn('[clouds3d] star catalogue failed: ' + (e && e.message || e)); }); } // Initialise the ground state. Must be called once with the WebGL // context before clouds3dRender uses it. function initGroundSystem(glCtx) { if (groundCanvas) return; // already initialised groundGl = glCtx; groundCanvas = document.createElement('canvas'); // Canvas is corridor-perp + label-margin columns wide and corridor // long. The shader maps world coordinates onto these exact canvas // extents (uGroundSize), so groundCanvasW/H is the single source of // truth for both drawing and sampling. groundCanvas.width = groundCanvasW(); groundCanvas.height = groundCanvasH(); groundCtx = groundCanvas.getContext('2d'); // Pre-fill with fog colour so partially-loaded mosaic still // shows the right base colour groundCtx.fillStyle = '#7c9aa1'; groundCtx.fillRect(0, 0, groundCanvas.width, groundCanvas.height); groundTexture = groundGl.createTexture(); groundGl.bindTexture(groundGl.TEXTURE_2D, groundTexture); groundGl.pixelStorei(groundGl.UNPACK_FLIP_Y_WEBGL, true); groundGl.texImage2D(groundGl.TEXTURE_2D, 0, groundGl.RGBA, groundGl.RGBA, groundGl.UNSIGNED_BYTE, groundCanvas); groundGl.texParameteri(groundGl.TEXTURE_2D, groundGl.TEXTURE_WRAP_S, groundGl.CLAMP_TO_EDGE); groundGl.texParameteri(groundGl.TEXTURE_2D, groundGl.TEXTURE_WRAP_T, groundGl.CLAMP_TO_EDGE); groundGl.texParameteri(groundGl.TEXTURE_2D, groundGl.TEXTURE_MAG_FILTER, groundGl.LINEAR); if (IS_WEBGL2) { // NPOT mipmapping (WebGL2): removes the shimmer on distant // ground and lets the sampler read pre-filtered small mips // instead of random-accessing the 5760x5504 base level. groundGl.texParameteri(groundGl.TEXTURE_2D, groundGl.TEXTURE_MIN_FILTER, groundGl.LINEAR_MIPMAP_LINEAR); groundGl.generateMipmap(groundGl.TEXTURE_2D); if (anisoExt) { groundGl.texParameterf(groundGl.TEXTURE_2D, anisoExt.TEXTURE_MAX_ANISOTROPY_EXT, ANISO_MAX); } } else { groundGl.texParameteri(groundGl.TEXTURE_2D, groundGl.TEXTURE_MIN_FILTER, groundGl.LINEAR); } // Kick off initial fetch. The settlement grid (78 small cells) goes // first: it answers quickly and its lights are what shows progress, // while the road grid (230 heavy cells) would otherwise hold the single // request gate for many minutes and no city light would ever appear. rebuildGroundMosaic(GROUND_BASE_X, GROUND_BASE_Y); buildElevationSystem(glCtx); fetchSettlements(); fetchAirports(); setTimeout(fetchMotorways, 15000); // periodic re-runs (same rhythm as the weather poll): cached cells // short-circuit, so a cycle only ever costs the retries of cells // that previously failed; running cycles never overlap (flags) setInterval(fetchMotorways, 15 * 60 * 1000); setInterval(fetchSettlements, 15 * 60 * 1000); setInterval(fetchAirports, 15 * 60 * 1000); loadSkyTexture(glCtx); } function hex(rgb) { return [((rgb >> 16) & 255) / 255, ((rgb >> 8) & 255) / 255, (rgb & 255) / 255]; } // Cloud density per weather (0 = clear, 1 = overcast). // Names mirror the weather themes defined in background.html. var WEATHER_DENSITY = { sunny: 0.20, cloudy: 0.70, // rain and storm both map to 'stormy' (open-meteo codes 51-67, 71-77, // 80-86, 95+). Full 1.0 packed the deck so hard that the march showed // its own layering, so the top end is capped below overcast. stormy: 0.80, night: 0.45 }; if (window.CONFIG && window.CONFIG.clouds && window.CONFIG.clouds.density) { for (var _wd in window.CONFIG.clouds.density) { var _wv = window.CONFIG.clouds.density[_wd]; if (typeof _wv === 'number') WEATHER_DENSITY[_wd] = Math.max(0, Math.min(1, _wv)); } } var moonTexture = null, moonTexFailed = false; function loadMoonTexture(gl) { var img = new Image(); img.onload = function () { moonTexture = gl.createTexture(); // flip so v = 0 is the southern edge: the map is north-up gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); gl.bindTexture(gl.TEXTURE_2D, moonTexture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, img); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false); dbgLog('[clouds3d] moon map ready (' + img.width + 'x' + img.height + ')'); }; img.onerror = function () { moonTexFailed = true; console.warn('[clouds3d] moon map failed to load - flat disc instead'); }; img.src = MOON_TEX_SRC; } window.clouds3dRender = function(target) { if (!target || typeof target !== 'object') { console.error('clouds3d: invalid target'); return; } var canvas = target.__clouds3dCanvas; if (!canvas) { canvas = document.createElement('canvas'); canvas.style.position = 'absolute'; canvas.style.top = '0'; canvas.style.left = '0'; canvas.style.width = '100%'; canvas.style.height = '100%'; // Upscaling the low-res backbuffer without smoothing (pixel art). canvas.style.imageRendering = 'pixelated'; while (target.firstChild) target.removeChild(target.firstChild); target.appendChild(canvas); target.style.position = 'relative'; target.__clouds3dCanvas = canvas; } if (!canvas.__state) { canvas.__state = init(canvas); if (!canvas.__state) return; // Initialise the tile-based ground system. This sets up the // canvas + GPU texture and kicks off the initial tile corridor // fetch. Frames render normally before tiles arrive — they // sample the fog-coloured initial fill. clouds3dState = canvas.__state; initGroundSystem(canvas.__state.gl); } var s = canvas.__state; var gl = s.gl; // Only touch canvas.width/height when it actually changes: assigning // it every frame reallocates the backbuffer (visible as jank). // CONFIG.renderScale renders the 3D at lower internal resolution and the // CSS upscale (image-rendering: pixelated) blows it back up as blocks. // The internal size is snapped to an exact integer divisor of the CSS // size, otherwise some pixels become 2 wide and others 3 and the grid // looks uneven. var cw = target.clientWidth || window.innerWidth; var ch = target.clientHeight || window.innerHeight; var rs = (window.CONFIG && window.CONFIG.renderScale) || 1; rs = Math.max(0.2, Math.min(1, rs)); var k = (rs >= 1) ? 1 : Math.max(1, Math.round(1 / rs)); var rw = (k === 1) ? cw : Math.floor(cw / k); var rh = (k === 1) ? ch : Math.floor(ch / k); if (canvas.width !== rw) canvas.width = rw; if (canvas.height !== rh) canvas.height = rh; gl.viewport(0, 0, canvas.width, canvas.height); gl.useProgram(s.prog); gl.bindBuffer(gl.ARRAY_BUFFER, s.buf); gl.enableVertexAttribArray(s.aPos); gl.vertexAttribPointer(s.aPos, 2, gl.FLOAT, false, 0, 0); // Coalesced ground texture upload: at most one per GROUND_UPLOAD_MIN_MS, // never inline from a queue callback. if (groundTextureDirty && performance.now() - groundLastUpload > GROUND_UPLOAD_MIN_MS) { uploadGroundTexture(); } // Bind ground texture to texture unit 1. gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, groundTexture); gl.uniform1i(s.uGround, 1); // Elevation grid on texture unit 2 (falls back to a bound dummy // until the elev texture exists; uElevOn keeps it unused before). gl.activeTexture(gl.TEXTURE2); gl.bindTexture(gl.TEXTURE_2D, elevTexture || groundTexture); gl.uniform1i(s.uElev, 2); gl.uniform1f(s.uElevOn, (elevTexture && TERRAIN_ON > 0.5) ? 1.0 : 0.0); gl.uniform1f(s.uElevScale, ELEV_SCALE_UNITS); gl.uniform1f(s.uTerrainExag, TERRAIN_EXAG); var sd = window.__currentSunDir || [0, 0.7, 0.7]; gl.uniform3f(s.uSunDir, sd[0], sd[1], sd[2]); var md = window.__currentMoonDir || sd; gl.uniform3f(s.uMoonDir, md[0], md[1], md[2]); // the physical model is the only lighting model now gl.uniform1f(s.uPhysical, 1.0); // Star catalogue sky texture on texture unit 4 gl.activeTexture(gl.TEXTURE4); gl.bindTexture(gl.TEXTURE_2D, skyTexture || s.blackTex); gl.uniform1i(s.uSkyTex, 4); gl.uniform1f(s.uSkyOn, skyTexture ? 1.0 : 0.0); // Lunar map on texture unit 6. Until it is loaded the shader falls back // to a flat grey disc (uMoonTexOn = 0), so a missing asset never blanks // the moon. if (!moonTexture && !moonTexFailed) loadMoonTexture(gl); gl.activeTexture(gl.TEXTURE6); gl.bindTexture(gl.TEXTURE_2D, moonTexture || s.blackTex); gl.uniform1i(s.uMoonTex, 6); gl.uniform1f(s.uMoonTexOn, moonTexture ? 1.0 : 0.0); gl.uniform1f(s.uMoonR, MOON_ANG_R); gl.uniform1f(s.uMoonEarth, MOON_EARTHSHINE); gl.uniform1f(s.uMoonLimb, MOON_LIMB_DARK); gl.uniform1f(s.uMoonBright, MOON_BRIGHT); gl.uniform1f(s.uMoonHalo, MOON_HALO); gl.uniform1f(s.uMoonFlipU, MOON_FLIP_U); gl.uniform1f(s.uMoonFlipV, MOON_FLIP_V); gl.uniform1f(s.uSunR, SUN_ANG_R); // texture path: RA alpha must land at world angle alpha + PI/2 - LST, // which with u = fract(0.5 + (H + uStarLon)/2PI) means uStarLon = LST - 3PI/2 var _sidTex = starSidereal(); gl.uniform1f(s.uStarLon, _sidTex === null ? -((window.__currentDayProgress || 0) * 6.2831853) : _sidTex - 4.712388980846547); gl.uniform3f(s.uPole, 0, SKY_SIN_LAT, SKY_COS_LAT); gl.uniform2f(s.uRes, canvas.width, canvas.height); var now = performance.now() / 1000; gl.uniform1f(s.uTime, now); var pal = window.__currentPalette; if (!pal) { gl.clearColor(0, 0, 0, 1); gl.clear(gl.COLOR_BUFFER_BIT); return; } var weather = window.__currentWeatherName; var dayProgress = window.__currentDayProgress; var themeSpeed = window.__currentThemeSpeed; gl.uniform3fv(s.uSky, hex(pal.sky)); gl.uniform3fv(s.uCloud, hex(pal.cloud)); gl.uniform3fv(s.uCloudShadow, hex( pal.cloudShadow !== undefined ? pal.cloudShadow : pal.sky)); gl.uniform3fv(s.uLight, hex(pal.light)); gl.uniform3fv(s.uBg, hex(pal.bg)); var density = (weather && WEATHER_DENSITY[weather] !== undefined) ? WEATHER_DENSITY[weather] : 0.5; gl.uniform1f(s.uDensity, density); var day = (typeof dayProgress === 'number') ? Math.max(0, Math.min(1, dayProgress)) : 0.5; gl.uniform1f(s.uDayProgress, day); var sunAlt = (typeof window.__currentSunAlt === 'number') ? window.__currentSunAlt : 0; gl.uniform1f(s.uSunAlt, sunAlt); // ---- One light state for the whole frame -------------------------- // Sky, clouds, terrain, contrails and planes all get the same beam, // skylight, moonlight and starlight, so nothing is lit by a different // sun than everything else. var _moonAlt = Math.asin(Math.max(-1, Math.min(1, (window.__currentMoonDir && window.__currentMoonDir[1] !== undefined) ? window.__currentMoonDir[1] : 0))); var _moonFrac = (typeof window.__currentMoonFrac === 'number') ? window.__currentMoonFrac : 0.6; var _beam = beamColor(sunAlt), _beamL = beamLuma(sunAlt); var _sunDist = sunDistanceFactor(window.__currentSceneDate); _beamL *= _sunDist; var _star = starAmbient(sunAlt); var _mBeam = beamColor(_moonAlt), _mL = beamLuma(_moonAlt); var _moonUp = Math.max(0, Math.sin(_moonAlt)); var _moonI = ATMO_MOON_GAIN * MOON_LIGHT_GAIN * _moonFrac * _moonUp * _mL; // diffuse moonlight: the whole sky gets brighter with the phase, not // only the side the moon happens to point at var _moonDiff = ATMO_MOON_GAIN * MOON_LIGHT_GAIN * _moonFrac * _moonUp * 0.9; var _amb = skyAmbient(sunAlt) + _moonDiff; var _air = airlightColor(sunAlt, _moonAlt, _moonFrac); gl.uniform1f(s.uMoonFrac, _moonFrac); // Theme tint on top of the physics (see themeLighting above). The // exposure factor ramps from gain (day) to nightGain (night) with the // same altitude ramp the terrain uses for its night cross-fade. var _tl = themeLighting(); if (_tl) { var _nf = Math.max(0, Math.min(1, -sunAlt / 0.4)); var _exp = _tl.gain * (1 - _nf) + _tl.nightGain * _nf; _beam = mixRgb(_beam, _tl.sun, _tl.tint); _mBeam = mixRgb(_mBeam, _tl.moon, _tl.tint); _air = mixRgb(mixRgb(_air, _tl.air, _tl.tint), _tl.sky, _tl.tint * 0.45); _beamL *= _exp; _moonI *= _exp; _amb *= _exp; } var _terrainHazeColor = hazeColorDynamic(TERRAIN_HAZE_COLOR, _air, _amb, _star, _moonI); var _frontHazeColor = hazeColorDynamic(FRONT_HAZE_COLOR, _air, _amb, _star, _moonI); var _airHazeColor = hazeColorDynamic(AIR_HAZE_COLOR, _air, _amb, _star, _moonI); var _hazeMaxScale = 0.35 + 1.1 * Math.max(0, _amb) + 0.45 * Math.max(0, _star) + 0.25 * Math.max(0, _moonI); _hazeMaxScale = Math.max(0.25, Math.min(1.0, _hazeMaxScale)); gl.uniform3f(s.uAirColor, _air[0], _air[1], _air[2]); gl.uniform3f(s.uRayleighBeta, TAU_RAYLEIGH[0], TAU_RAYLEIGH[1], TAU_RAYLEIGH[2]); gl.uniform1f(s.uSunAirMass, airMass(Math.max(sunAlt, 0.0))); gl.uniform1f(s.uRayleighGain, ATMO_RAYLEIGH_GAIN); gl.uniform1f(s.uPhysicalSkyOn, ATMO_PHYSICAL_SKY ? 1.0 : 0.0); gl.uniform1f(s.uAirHazeOn, AIR_HAZE_ON ? 1.0 : 0.0); gl.uniform1f(s.uAirHazeDensity, AIR_HAZE_DENSITY); gl.uniform1f(s.uAirHazeScaleHeightUnits, AIR_HAZE_SCALE_HEIGHT_UNITS); gl.uniform1f(s.uAirHazeGain, AIR_HAZE_GAIN); gl.uniform1f(s.uAirHazeMaxAlpha, AIR_HAZE_MAX_ALPHA); gl.uniform3f(s.uAirHazeColor, _airHazeColor[0], _airHazeColor[1], _airHazeColor[2]); gl.uniform1i(s.uTerrainDistTex, 7); gl.uniform1f(s.uCloudsOn, CLOUDS_ON ? 1.0 : 0.0); gl.uniform1f(s.uFrontHazeOn, FRONT_HAZE_ON ? 1.0 : 0.0); gl.uniform1f(s.uFrontHazeDensity, FRONT_HAZE_DENSITY); gl.uniform1f(s.uFrontHazeScaleHeightUnits, FRONT_HAZE_SCALE_HEIGHT_UNITS); gl.uniform1f(s.uFrontHazeGain, FRONT_HAZE_GAIN); gl.uniform1f(s.uFrontHazeMaxAlpha, FRONT_HAZE_MAX_ALPHA * _hazeMaxScale); gl.uniform3f(s.uFrontHazeColor, _frontHazeColor[0], _frontHazeColor[1], _frontHazeColor[2]); gl.uniform1f(s.uFarPlane, 100.0); gl.uniform3f(s.uSunColor, _beam[0], _beam[1], _beam[2]); gl.uniform1f(s.uSunInt, _beamL); gl.uniform3f(s.uMoonColor, _mBeam[0], _mBeam[1], _mBeam[2]); gl.uniform1f(s.uMoonInt, _moonI); gl.uniform1f(s.uSkyAmb, _amb * ATMO_SKY_GAIN); gl.uniform1f(s.uAtmoModelOn, ATMO_MODEL_ON ? 1.0 : 0.0); gl.uniform1f(s.uAtmoHeightUnits, ATMO_MODEL_HEIGHT_UNITS); gl.uniform1f(s.uAtmoScaleHeightUnits, ATMO_MODEL_SCALE_HEIGHT_UNITS); gl.uniform1f(s.uAtmoDensity, ATMO_MODEL_DENSITY); gl.uniform1f(s.uAtmoGrayTau, ATMO_MODEL_GRAY_TAU); gl.uniform1f(s.uAtmoGain, ATMO_MODEL_GAIN); gl.uniform1f(s.uAtmoMaxAlpha, ATMO_MODEL_MAX_ALPHA); gl.uniform1f(s.uEarthRadius, EARTH_RADIUS_UNITS); gl.uniform3fv(s.uAtmoBlueColor, ATMO_MODEL_BLUE_COLOR); gl.uniform3fv(s.uAtmoGrayColor, ATMO_MODEL_GRAY_COLOR); gl.uniform1f(s.uStarAmb, _star); // Theme cloud hue kept, brightness normalised: the light model, not the // palette, decides how bright a cloud is. var _palNow = window.__currentPalette || pal; var _pc = hex(_palNow.cloud); var _pcm = (_pc[0] + _pc[1] + _pc[2]) / 3 || 1; gl.uniform1f(s.uAirDensity, -Math.log(ATMO_HAZE_RESIDUAL) / Math.max(FOG_TILES, 0.001)); gl.uniform1f(s.uCloudHaze, ATMO_CLOUD_HAZE); gl.uniform3f(s.uCloudAlbedo, Math.min(1, _pc[0] / _pcm * ATMO_CLOUD_BRIGHT), Math.min(1, _pc[1] / _pcm * ATMO_CLOUD_BRIGHT), Math.min(1, _pc[2] / _pcm * ATMO_CLOUD_BRIGHT)); var speed = (typeof themeSpeed === 'number') ? Math.max(0.1, Math.min(3, themeSpeed)) : 1.0; gl.uniform1f(s.uSpeed, speed); gl.uniform1f(s.uCloudTop, CLOUD_TOP); gl.uniform1f(s.uCloudBot, CLOUD_BOT); // Ground mosaic uniforms + periodic re-fetch trigger. // uGroundCenter is the world position (X, Z) of the centre tile's // centre, with 1 world unit = 1 tile. World +X = east (tileX+), // world +Z = north = tileY-, hence the mirrored expressions: // x: centreTile - BASE + 0.5 // y: BASE - centreTile - 0.5 // uGroundSize is the full canvas extent in tiles (width includes the // label margin); the shader maps world offsets linearly onto the // canvas UVs. var centerWorld = { x: groundCenterTile.x - GROUND_BASE_X + 0.5, y: GROUND_BASE_Y - groundCenterTile.y - 0.5 }; gl.uniform2f(s.uGroundCenter, centerWorld.x, centerWorld.y); gl.uniform2f(s.uGroundSize, groundTilesX(), groundTilesY()); gl.uniform2f(s.uCorridorRot, GROUND_TRAVEL_COS, GROUND_TRAVEL_SIN); var fd = (window.__flightDir && (window.__flightDir.dx !== undefined)) ? window.__flightDir : { dx: 0, dz: 1 }; // Camera path: figure-eight around the configured point (crossing = // config location, mosaic centre/world origin) or the classic // straight drift. figure8Step integrates arc length so ground speed // stays constant (speed * 0.12 tiles/s) and re-aims the eight's // bearing randomly through each crossing. var camX, camZ, hdX, hdZ; if (ORBIT_R > 0) { var fp = figure8Step(now, speed * 0.12); camX = fp.x; camZ = fp.z; hdX = fp.hx; hdZ = fp.hz; } else { var drift = now * speed * 0.12; camX = (fd.dx !== 0) ? drift * fd.dx : 0; camZ = (fd.dz !== 0) ? drift * fd.dz : 0; hdX = fd.dx; hdZ = fd.dz; } groundCameraX = camX; groundCameraZ = camZ; // View direction as compass bearing (world +X = east, +Z = north, // matching the sun-vector convention): 0 = north, clockwise. // The clock's compass needle reads this. window.__flightBearing = Math.atan2(hdX, hdZ); // Periodic check: when the camera approaches the corridor edge, // re-centre the mosaic (whole-tile shift of the canvas content + // fetch the newly exposed columns). At uSpeed=1 the camera moves // 0.12 tiles/s, so this fires only every few minutes. if (performance.now() - groundLastCheck > 1500) { groundLastCheck = performance.now(); refreshGroundMosaic(); } // ---- View + projection matrices (shared by the terrain mesh and the // cloud/sky passes, so the perspective lines up). // slow altitude bob: climb/dive within a window, pitch follows the // vertical rate (nose lifts while climbing, dips while descending) var bob = BOB_ON ? now * BOB_W : 0; var camY = BOB_ON ? CAM_MID_Y + BOB_AMP * 0.74 * (Math.sin(bob) + 0.35 * Math.sin(bob * 0.31 + 1.7)) : CAM_MID_Y; // hard flight band 15-35 km (1 world unit ~ 12.95 km at this latitude) var CAM_MIN_Y = FL_MIN_KM / KM_PER_TILE; var CAM_MAX_Y = FL_MAX_KM / KM_PER_TILE; if (camY < CAM_MIN_Y) camY = CAM_MIN_Y; else if (camY > CAM_MAX_Y) camY = CAM_MAX_Y; var pitch = BOB_ON ? 0.45 - BOB_TILT * Math.cos(bob) : 0.45; // ---- aim override: look at the moon, fly the same path ------------- // __currentMoonDir is a unit vector in the same world frame the view // matrix uses, so the heading is just its horizontal part and the pitch // is its altitude (negative pitch = above the horizon). Below the // horizon the view holds the moon's azimuth at the horizon line instead // of snapping back to the flight heading. if (CAM_AIM_MOON) { var _md = window.__currentMoonDir; if (_md) { var _hlen = Math.hypot(_md[0], _md[2]); if (_hlen > 1e-4) { var _alt = Math.asin(Math.max(-1, Math.min(1, _md[1]))); if (_alt < 0.02) _alt = 0.02; else if (_alt > 1.40) _alt = 1.40; var _tx = _md[0] / _hlen, _tz = _md[2] / _hlen, _tp = -_alt; if (!aimReady) { aimHdX = _tx; aimHdZ = _tz; aimPitch = _tp; aimReady = true; } var _k = 1 - CAM_AIM_EASE; aimHdX += (_tx - aimHdX) * _k; aimHdZ += (_tz - aimHdZ) * _k; aimPitch += (_tp - aimPitch) * _k; var _al = Math.hypot(aimHdX, aimHdZ) || 1; hdX = aimHdX / _al; hdZ = aimHdZ / _al; pitch = aimPitch - (BOB_ON ? BOB_TILT * Math.cos(bob) * CAM_AIM_BOB : 0); } } } var aspect = canvas.width / canvas.height; // The original cloud shader used a non-standard (wider) vertical fov // so the top of the screen looked above the horizon (rd.y ~ 0.2 at // uv.y=1). With a standard perspective we need a fovY large enough // to see the sky above the cloud deck; the terrain mesh and the // cloud pass share the same matrices so they line up exactly. var fovY = 60 * Math.PI / 180; // ~60 deg vertical fov var fovX = 2 * Math.atan(Math.tan(fovY / 2) * aspect); var near = 0.1, far = 100.0; var proj = mat4Perspective(fovY, aspect, near, far); // Forward direction = the same tilt the cloud shader uses at uv=0: // (heading.x, -0.45, heading.y), normalised. // Debug override: point at world origin so the mesh is always in view. var fwdLen = Math.hypot(hdX, pitch, hdZ) || 1; var fwdX = hdX / fwdLen, fwdY = -pitch / fwdLen, fwdZ = hdZ / fwdLen; var view = mat4LookAt( [camX, camY, camZ], [camX + fwdX * 5, camY + fwdY * 5, camZ + fwdZ * 5], [0, 1, 0] ); // Inverse of (proj * view) is uploaded to the cloud/sky shader so // both can reconstruct the world ray from gl_FragCoord identically // to the terrain mesh's projection. var viewProj = new Float32Array(16); mat4Multiply(viewProj, proj, view); var viewProjInv = new Float32Array(16); mat4Inverse(viewProjInv, viewProj); // ---- Clear color + depth ------------------------------------------ gl.clearColor(0, 0, 0, 1); gl.clearDepth(1.0); gl.enable(gl.DEPTH_TEST); gl.depthFunc(gl.LESS); gl.disable(gl.BLEND); gl.colorMask(true, true, true, true); gl.depthMask(true); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // ---- Sky + stars pass (uMode = 0) -------------------------------- // Drawn FIRST, without depth test/write, so the terrain pass can // overdraw it where the ground is in front. gl.useProgram(s.prog); gl.bindBuffer(gl.ARRAY_BUFFER, s.buf); gl.enableVertexAttribArray(s.aPos); gl.vertexAttribPointer(s.aPos, 2, gl.FLOAT, false, 0, 0); gl.uniformMatrix4fv(s.uViewProjInv, false, viewProjInv); gl.uniform3f(s.uCamPos, camX, camY, camZ); gl.uniform1f(s.uCurvatureOn, CURVATURE_ON ? 1.0 : 0.0); gl.disable(gl.DEPTH_TEST); gl.depthMask(false); gl.uniform1i(s.uMode, 0); gl.drawArrays(gl.TRIANGLES, 0, 3); // ---- Catalogue star points (crisp, additive) ---- // Drawn right after the sky gradient, before the terrain: the depth // test of the mesh pass hides them below the horizon automatically. // same ramp as starVis in the sky shader: no catalogue points while the // horizon is still in the red dusk palette var starNight = 1 - Math.max(0, Math.min(1, (sunAlt + 0.05) / 0.25)); if (skyPts && starNight > 0.02) { var viewR = new Float32Array(16); viewR[0] = view[0]; viewR[1] = view[1]; viewR[2] = view[2]; viewR[4] = view[4]; viewR[5] = view[5]; viewR[6] = view[6]; viewR[8] = view[8]; viewR[9] = view[9]; viewR[10] = view[10]; viewR[12] = 0; viewR[13] = 0; viewR[14] = 0; viewR[15] = 1; var starMVP = new Float32Array(16); mat4Multiply(starMVP, proj, viewR); gl.useProgram(skyPts.prog); gl.bindBuffer(gl.ARRAY_BUFFER, skyPts.vbo); gl.enableVertexAttribArray(skyPts.a0); gl.vertexAttribPointer(skyPts.a0, 4, gl.FLOAT, false, 32, 0); gl.enableVertexAttribArray(skyPts.a1); // colour starts at float 4 of the 8-float record (dx,dy,dz,mag,r,g,b, // brightness) -> byte offset 16. With 12 the shader read // (mag, r, g, b): mag clamped to 1.0 became the RED channel, which is // why every catalogue star looked red no matter what tint was set. gl.vertexAttribPointer(skyPts.a1, 4, gl.FLOAT, false, 32, 16); gl.uniformMatrix4fv(skyPts.u.mvp, false, starMVP); gl.uniform3f(skyPts.u.pole, 0, SKY_SIN_LAT, SKY_COS_LAT); // point path: the frame is rotated about the pole, so RA alpha sits at // world angle alpha + lon -> lon = PI/2 - LST puts alpha on the // meridian exactly when LST = alpha var _sidPts = starSidereal(); gl.uniform1f(skyPts.u.lon, _sidPts === null ? -((window.__currentDayProgress || 0) * 6.2831853) : 1.5707963267948966 - _sidPts); gl.uniform1f(skyPts.u.sizeScale, canvas.height / 900); var _mpt = window.__currentMoonDir || [0, 1, 0]; gl.uniform3f(skyPts.u.moonDir, _mpt[0], _mpt[1], _mpt[2]); gl.uniform1f(skyPts.u.moonR, MOON_ANG_R); gl.uniform1f(skyPts.u.night, starNight); gl.uniform1f(skyPts.u.time, now); gl.uniform1f(skyPts.u.bright, STAR_BRIGHT); gl.disable(gl.DEPTH_TEST); gl.depthMask(false); gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE); gl.drawArrays(gl.POINTS, 0, skyPts.count); gl.disable(gl.BLEND); gl.enable(gl.DEPTH_TEST); gl.depthMask(true); } // ---- Terrain mesh pass (real 3D heightfield) --------------------- // The mesh VBO is built once by buildTerrainMesh() after the // elevation grid finishes loading. Depth test+write on so it // overdraws the sky where the ground is in front and writes the // depth that the cloud pass needs to be depth-occluded (we // disable depth test for clouds, so we lean on the manual discard // for cloud-vs-mesh occlusion). gl.enable(gl.DEPTH_TEST); gl.depthMask(true); var terr = s.terrain; if (terr && terr.vbo && terr.prog) { gl.useProgram(terr.prog); gl.uniformMatrix4fv(terr.uView, false, view); gl.uniformMatrix4fv(terr.uProj, false, proj); gl.uniform1i(terr.uGround, 1); gl.uniform2f(terr.uGroundCenter, centerWorld.x, centerWorld.y); gl.uniform2f(terr.uGroundSize, groundTilesX(), groundTilesY()); gl.uniform2f(terr.uCorridorRot, GROUND_TRAVEL_COS, GROUND_TRAVEL_SIN); gl.uniform1f(terr.uElevScale, ELEV_SCALE_UNITS); gl.uniform1f(terr.uCloudsOn, 0.0); // mesh has no cloud logic // Cloud shadows: the terrain samples the SAME cloud field as the // sky pass (same noise, same uTime, same coverage) and marches from // the surface towards the sun through the deck. gl.uniform1f(terr.uTime, now); gl.uniform1f(terr.uCloudBot, CLOUD_BOT); gl.uniform1f(terr.uCloudTop, CLOUD_TOP); gl.uniform1f(terr.uDensity, density); gl.uniform1f(terr.uCloudShadowOn, ATMO_CLOUD_SHADOWS ? 1.0 : 0.0); gl.uniform1f(terr.uCloudShadowDensity, ATMO_CS_DENSITY); gl.uniform1f(terr.uCloudShadowFloor, ATMO_CS_FLOOR); gl.uniform1f(terr.uCloudShadowAmbient, ATMO_CS_AMBIENT); // height field on texture unit 5 for the terrain's own shadow march gl.activeTexture(gl.TEXTURE5); gl.bindTexture(gl.TEXTURE_2D, elevTexture || blackTex); gl.uniform1i(terr.uElev, 5); gl.uniform1f(terr.uTerrainShadowOn, (ATMO_TERRAIN_SHADOWS && elevTexture) ? 1.0 : 0.0); gl.uniform1f(terr.uTerrainShadowFloor, ATMO_TERRAIN_SHADOW_FLOOR); gl.uniform3f(terr.uSunDir, sd[0], sd[1], sd[2]); // ---- physical light for the terrain ---------------------------- var _pl = hex(pal.light); var _pm = (_pl[0] + _pl[1] + _pl[2]) / 3 || 1; gl.uniform3f(terr.uSunColor, _beam[0], _beam[1], _beam[2]); gl.uniform1f(terr.uSunInt, _beamL); gl.uniform3f(terr.uMoonColor, _mBeam[0], _mBeam[1], _mBeam[2]); gl.uniform1f(terr.uMoonInt, _moonI); gl.uniform1f(terr.uSkyAmb, _amb * ATMO_SKY_GAIN); gl.uniform1f(terr.uStarAmb, _star * ATMO_STAR_GROUND); gl.uniform3f(terr.uAlbedoTint, _pl[0] / _pm * ATMO_ALBEDO_GAIN, _pl[1] / _pm * ATMO_ALBEDO_GAIN, _pl[2] / _pm * ATMO_ALBEDO_GAIN); // The mosaic edge fades into the same airlight the aerial // perspective produces, so the rim of the ground matches the haze // instead of a separate grey veil. var _hor = 0.75; gl.uniform3f(terr.uHorizonColor, _air[0] * _hor, _air[1] * _hor, _air[2] * _hor); gl.uniform3f(terr.uAirColor, _air[0], _air[1], _air[2]); gl.uniform1f(terr.uAirDensity, -Math.log(ATMO_HAZE_RESIDUAL) / Math.max(FOG_TILES, 0.001)); gl.uniform3f(terr.uCamPos, camX, camY, camZ); gl.uniform1f(terr.uEarthRadius, EARTH_RADIUS_UNITS); gl.uniform1f(terr.uCurvatureOn, CURVATURE_ON ? 1.0 : 0.0); gl.uniform1f(terr.uEdgeFadeTiles, EDGE_FADE_TILES); gl.uniform1f(terr.uHazeOn, TERRAIN_HAZE_ON ? 1.0 : 0.0); gl.uniform1f(terr.uHazeDensity, TERRAIN_HAZE_DENSITY); gl.uniform1f(terr.uHazeScaleHeightUnits, TERRAIN_HAZE_SCALE_HEIGHT_UNITS); gl.uniform1f(terr.uHazeGain, TERRAIN_HAZE_GAIN); gl.uniform1f(terr.uHazeMaxAlpha, TERRAIN_HAZE_MAX_ALPHA * _hazeMaxScale); gl.uniform3f(terr.uHazeColor, _terrainHazeColor[0], _terrainHazeColor[1], _terrainHazeColor[2]); gl.bindBuffer(gl.ARRAY_BUFFER, terr.vbo); var STRIDE = 11 * 4; // 11 floats per vertex if (terr.aPos >= 0) { gl.enableVertexAttribArray(terr.aPos); gl.vertexAttribPointer(terr.aPos, 3, gl.FLOAT, false, STRIDE, 0); } if (terr.aNormal >= 0) { gl.enableVertexAttribArray(terr.aNormal); gl.vertexAttribPointer(terr.aNormal, 3, gl.FLOAT, false, STRIDE, 12); } if (terr.aUV >= 0) { gl.enableVertexAttribArray(terr.aUV); gl.vertexAttribPointer(terr.aUV, 2, gl.FLOAT, false, STRIDE, 24); } if (terr.aColor >= 0) { gl.enableVertexAttribArray(terr.aColor); gl.vertexAttribPointer(terr.aColor, 3, gl.FLOAT, false, STRIDE, 32); } var distPassOk = (FRONT_HAZE_ON || CLOUDS_ON) && ensureTerrainDistFbo(gl, canvas.width, canvas.height); if (distPassOk) { gl.bindFramebuffer(gl.FRAMEBUFFER, terrainDistFbo); gl.viewport(0, 0, terrainDistW, terrainDistH); gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.enable(gl.DEPTH_TEST); gl.depthMask(true); gl.disable(gl.BLEND); gl.uniform1f(terr.uDistancePassOn, 1.0); gl.uniform1f(terr.uFarPlane, 100.0); gl.drawArrays(gl.TRIANGLES, 0, terr.vertCount); gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.viewport(0, 0, canvas.width, canvas.height); } gl.uniform1f(terr.uDistancePassOn, 0.0); gl.uniform1f(terr.uFarPlane, 100.0); gl.drawArrays(gl.TRIANGLES, 0, terr.vertCount); // Wireframe overlay: draw the mesh edges as bright lines on top // of the textured triangles so the geometry is clearly visible. // Uses a separate position-only VBO built in buildTerrainMesh. // We disable the depth WRITE for the wireframe so the lines // don't z-fight the surface they're on, but keep the depth TEST // so terrain in front still occludes wireframe behind. if (window.CONFIG && window.CONFIG.terrain && window.CONFIG.terrain.wireframe && terr.wireVbo && terr.uWireColor) { gl.uniform3f(terr.uWireColor, 1.0, 0.45, 0.1); // bright orange gl.bindBuffer(gl.ARRAY_BUFFER, terr.wireVbo); gl.enableVertexAttribArray(terr.aPos); gl.disableVertexAttribArray(terr.aNormal); gl.disableVertexAttribArray(terr.aUV); if (terr.aColor >= 0) gl.disableVertexAttribArray(terr.aColor); gl.vertexAttribPointer(terr.aPos, 3, gl.FLOAT, false, 0, 0); gl.depthMask(false); gl.drawArrays(gl.LINES, 0, terr.wireVertCount); gl.depthMask(true); // restore the aNormal/aUV attribs for the next frame gl.enableVertexAttribArray(terr.aNormal); gl.enableVertexAttribArray(terr.aUV); gl.vertexAttribPointer(terr.aNormal, 3, gl.FLOAT, false, STRIDE, 12); gl.vertexAttribPointer(terr.aUV, 2, gl.FLOAT, false, STRIDE, 24); gl.uniform3f(terr.uWireColor, 0, 0, 0); } } // ---- Motorway car lights pass -------------------------------------- // Two additive passes (A-net + Bundesstrassen). Brightness follows // the sunset ramp; vehicle DENSITY ramps 0 -> max -> 0 with the depth // of night, and secondary roads additionally thin out by distance // from the A-net (per-vertex aDens, smooth - never a hard cut). // Aggregate artificial-light level (road ribbon, density curves, // aircraft): the mean over the per-light thresholds. var carNight = lightFactor(window.__currentSunAlt || 0); if (carProg && (carVboM || carVboB) && carNight > 0.01) { var tCurve = Math.max(0, Math.min(1, (carNight - 0.10) / 0.40)); tCurve = tCurve * tCurve * (3 - 2 * tCurve); // smoothstep // rush-hour shaping: busy evening/early morning, quiet 23:00-04:00 var rush = 1; var tDay = window.__currentDayProgress; if (typeof tDay === 'number') { var hh = tDay * 24; var nightPos = hh >= 23 ? (hh - 23) / 5 : (hh < 4 ? (hh + 1) / 5 : -1); if (nightPos >= 0) { var edge = Math.min(1, Math.min(nightPos, 1 - nightPos) * 5); edge = edge * edge * (3 - 2 * edge); rush = 1 - 0.65 * edge; // dips to 0.35 } // weekend factor (window.__flightDow: 0=Sun..6=Sat), blended // smoothly over the hour around midnight so nothing pops var dow = window.__flightDow; if (typeof dow === 'number') { var wOf = function (d) { return d === 0 ? 0.55 : (d === 6 ? 0.65 : 1); }; var fNow = wOf(dow); if (hh >= 23) { fNow = fNow + (wOf((dow + 1) % 7) - fNow) * (hh - 23); } else if (hh < 1) { fNow = wOf((dow + 6) % 7) + (fNow - wOf((dow + 6) % 7)) * hh; } rush *= fNow; } } gl.useProgram(carProg); gl.uniformMatrix4fv(carUniforms.proj, false, proj); gl.uniformMatrix4fv(carUniforms.view, false, view); gl.uniform3f(carUniforms.camPos, camX, camY, camZ); gl.uniform1f(carUniforms.earthRadius, EARTH_RADIUS_UNITS); gl.uniform1f(carUniforms.curvatureOn, CURVATURE_ON ? 1.0 : 0.0); gl.uniform1f(carUniforms.time, now); gl.uniform1f(carUniforms.night, carNight); // dot radius the light needs per unit distance to still reach // CAR_MIN_PX diameter (0.5774 = tan(fovY/2) of the 60 deg vertical fov) gl.uniform1f(carUniforms.grow, CAR_BAND_PX * 0.5774 / gl.drawingBufferHeight); gl.uniform1f(carUniforms.halfW, CAR_W); gl.uniform1f(carUniforms.bright, CAR_BAND_BRIGHT); gl.uniform1f(carUniforms.fadeA, CAR_FADE_A); gl.uniform1f(carUniforms.fadeB, CAR_FADE_B); gl.enable(gl.DEPTH_TEST); gl.depthMask(false); gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE); // additive var carDrawGroup = function (vbo, count, maxDens) { if (!vbo || !count) return; gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.enableVertexAttribArray(carAttribs.pos); gl.vertexAttribPointer(carAttribs.pos, 3, gl.FLOAT, false, 32, 0); gl.enableVertexAttribArray(carAttribs.meta); gl.vertexAttribPointer(carAttribs.meta, 4, gl.FLOAT, false, 32, 12); gl.enableVertexAttribArray(carAttribs.dens); gl.vertexAttribPointer(carAttribs.dens, 1, gl.FLOAT, false, 32, 28); gl.uniform1f(carUniforms.dens, maxDens * tCurve * rush); gl.drawArrays(gl.TRIANGLES, 0, count); }; carDrawGroup(carVboM, carCountM, CAR_M_DENS); carDrawGroup(carVboB, carCountB, CAR_B_DENS); // -- vehicle lights: round point sprites -- if (carPtsCountM || carPtsCountB) { if (!carPtsProg) { var cpp = makeProgram(gl, CARP_VERT_SRC, CARP_FRAG_SRC); if (cpp) { carPtsProg = cpp; carPtsAttribs = { pos: gl.getAttribLocation(cpp, 'aPos'), meta: gl.getAttribLocation(cpp, 'aMeta'), dens: gl.getAttribLocation(cpp, 'aDens'), seed: gl.getAttribLocation(cpp, 'aSeed'), len: gl.getAttribLocation(cpp, 'aLen') }; carPtsUniforms = { proj: gl.getUniformLocation(cpp, 'uProj'), view: gl.getUniformLocation(cpp, 'uView'), camPos: gl.getUniformLocation(cpp, 'uCamPos'), earthRadius: gl.getUniformLocation(cpp, 'uEarthRadius'), curvatureOn: gl.getUniformLocation(cpp, 'uCurvatureOn'), time: gl.getUniformLocation(cpp, 'uTime'), night: gl.getUniformLocation(cpp, 'uNight'), speed: gl.getUniformLocation(cpp, 'uSpeed'), dash: gl.getUniformLocation(cpp, 'uDash'), laneW: gl.getUniformLocation(cpp, 'uLaneW'), lanePx: gl.getUniformLocation(cpp, 'uLanePx'), pxW: gl.getUniformLocation(cpp, 'uPxW'), traffic: gl.getUniformLocation(cpp, 'uTraffic'), minPx: gl.getUniformLocation(cpp, 'uMinPx'), maxPx: gl.getUniformLocation(cpp, 'uMaxPx'), boost: gl.getUniformLocation(cpp, 'uBoost'), dens: gl.getUniformLocation(cpp, 'uDens'), bright: gl.getUniformLocation(cpp, 'uBright'), fadeA: gl.getUniformLocation(cpp, 'uFadeA'), fadeB: gl.getUniformLocation(cpp, 'uFadeB'), sunAlt: gl.getUniformLocation(cpp, 'uSunAlt'), lightHi: gl.getUniformLocation(cpp, 'uLightHi'), lightLo: gl.getUniformLocation(cpp, 'uLightLo'), lightSoft: gl.getUniformLocation(cpp, 'uLightSoft') }; } } if (carPtsProg) { gl.useProgram(carPtsProg); gl.uniformMatrix4fv(carPtsUniforms.proj, false, proj); gl.uniformMatrix4fv(carPtsUniforms.view, false, view); gl.uniform3f(carPtsUniforms.camPos, camX, camY, camZ); gl.uniform1f(carPtsUniforms.earthRadius, EARTH_RADIUS_UNITS); gl.uniform1f(carPtsUniforms.curvatureOn, CURVATURE_ON ? 1.0 : 0.0); gl.uniform1f(carPtsUniforms.time, now); gl.uniform1f(carPtsUniforms.night, carNight); gl.uniform1f(carPtsUniforms.sunAlt, window.__currentSunAlt || 0); gl.uniform1f(carPtsUniforms.lightHi, LIGHT_HI); gl.uniform1f(carPtsUniforms.lightLo, LIGHT_LO); gl.uniform1f(carPtsUniforms.lightSoft, LIGHT_SOFT); // world units covered by one pixel at unit distance: // 2*tan(fovY/2)/H = 1.1547/H for the 60 deg vertical fov gl.uniform1f(carPtsUniforms.laneW, CAR_LANE_W); gl.uniform1f(carPtsUniforms.lanePx, CAR_LANE_PX); // world units covered by one pixel at unit distance: // 2*tan(fovY/2)/H = 1.1547/H for the 60 deg vertical fov gl.uniform1f(carPtsUniforms.pxW, 1.1547 / gl.drawingBufferHeight); gl.uniform1f(carPtsUniforms.traffic, CAR_TRAFFIC); gl.uniform1f(carPtsUniforms.minPx, CAR_MIN_PX); gl.uniform1f(carPtsUniforms.maxPx, CAR_MAX_PX); gl.uniform1f(carPtsUniforms.boost, CAR_BOOST); gl.uniform1f(carPtsUniforms.bright, CAR_BRIGHT); gl.uniform1f(carPtsUniforms.fadeA, CAR_FADE_A); gl.uniform1f(carPtsUniforms.fadeB, CAR_FADE_B); var carPtsGroup = function (vbo, count, dash, speed, maxDens) { if (!vbo || !count) return; gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.enableVertexAttribArray(carPtsAttribs.pos); gl.vertexAttribPointer(carPtsAttribs.pos, 3, gl.FLOAT, false, 40, 0); gl.enableVertexAttribArray(carPtsAttribs.meta); gl.vertexAttribPointer(carPtsAttribs.meta, 4, gl.FLOAT, false, 40, 12); gl.enableVertexAttribArray(carPtsAttribs.dens); gl.vertexAttribPointer(carPtsAttribs.dens, 1, gl.FLOAT, false, 40, 28); gl.enableVertexAttribArray(carPtsAttribs.seed); gl.vertexAttribPointer(carPtsAttribs.seed, 1, gl.FLOAT, false, 40, 32); gl.enableVertexAttribArray(carPtsAttribs.len); gl.vertexAttribPointer(carPtsAttribs.len, 1, gl.FLOAT, false, 40, 36); gl.uniform1f(carPtsUniforms.dash, dash); gl.uniform1f(carPtsUniforms.speed, speed); gl.uniform1f(carPtsUniforms.dens, maxDens * tCurve * rush); gl.drawArrays(gl.POINTS, 0, count); }; carPtsGroup(carPtsVboM, carPtsCountM, CAR_M_DASH, CAR_M_SPEED, CAR_M_DENS); carPtsGroup(carPtsVboB, carPtsCountB, CAR_B_DASH, CAR_B_SPEED, CAR_B_DENS); } } gl.disable(gl.BLEND); gl.depthMask(true); } // ---- Settlement lights pass ----------------------------------------- // Static pale-yellow glow points marking towns/cities, additive like // the car lights and riding the same sunset ramp (slightly ahead of // them: street lighting switches on right at dusk). if (cityProg && cityVbo && cityCount && carNight > 0.005) { gl.useProgram(cityProg); gl.uniformMatrix4fv(cityUniforms.proj, false, proj); gl.uniformMatrix4fv(cityUniforms.view, false, view); gl.uniform3f(cityUniforms.camPos, camX, camY, camZ); gl.uniform1f(cityUniforms.earthRadius, EARTH_RADIUS_UNITS); gl.uniform1f(cityUniforms.curvatureOn, CURVATURE_ON ? 1.0 : 0.0); gl.uniform1f(cityUniforms.night, Math.min(1, carNight * 1.35)); gl.uniform1f(cityUniforms.sunAlt, window.__currentSunAlt || 0); gl.uniform1f(cityUniforms.lightHi, LIGHT_HI); gl.uniform1f(cityUniforms.lightLo, LIGHT_LO); gl.uniform1f(cityUniforms.lightSoft, LIGHT_SOFT); gl.uniform1f(cityUniforms.scale, gl.drawingBufferHeight / 600); gl.enable(gl.DEPTH_TEST); gl.depthMask(false); gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE); gl.bindBuffer(gl.ARRAY_BUFFER, cityVbo); gl.enableVertexAttribArray(cityAttribs.pos); gl.vertexAttribPointer(cityAttribs.pos, 3, gl.FLOAT, false, 20, 0); gl.enableVertexAttribArray(cityAttribs.size); gl.vertexAttribPointer(cityAttribs.size, 1, gl.FLOAT, false, 20, 12); gl.enableVertexAttribArray(cityAttribs.bri); gl.vertexAttribPointer(cityAttribs.bri, 1, gl.FLOAT, false, 20, 16); gl.drawArrays(gl.POINTS, 0, cityCount); gl.disable(gl.BLEND); gl.depthMask(true); } // ---- Aircraft pass -------------------------------------------------- // Shared position update (take-off/climb/cruise/descent/land/hold // profile), then: night = strobe point sprites, day = sun-shaded // low-poly silhouettes sized to half the contrail width, plus the // trails themselves. // Density is uniform over the whole day (flights follow neither the // car rush curve nor a night cut-off). if (ATMO_MODEL_ON) { gl.useProgram(s.prog); gl.bindBuffer(gl.ARRAY_BUFFER, s.buf); gl.enableVertexAttribArray(s.aPos); gl.vertexAttribPointer(s.aPos, 2, gl.FLOAT, false, 0, 0); gl.disable(gl.DEPTH_TEST); gl.depthMask(false); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.uniform1i(s.uMode, 2); gl.drawArrays(gl.TRIANGLES, 0, 3); } if (FRONT_HAZE_ON && terrainDistOk && terrainDistTex) { gl.useProgram(s.prog); gl.bindBuffer(gl.ARRAY_BUFFER, s.buf); gl.enableVertexAttribArray(s.aPos); gl.vertexAttribPointer(s.aPos, 2, gl.FLOAT, false, 0, 0); gl.activeTexture(gl.TEXTURE7); gl.bindTexture(gl.TEXTURE_2D, terrainDistTex); gl.uniform1i(s.uTerrainDistTex, 7); gl.disable(gl.DEPTH_TEST); gl.depthMask(false); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.uniform1i(s.uMode, 3); gl.drawArrays(gl.TRIANGLES, 0, 3); } if (CLOUDS_ON) { gl.useProgram(s.prog); gl.bindBuffer(gl.ARRAY_BUFFER, s.buf); gl.enableVertexAttribArray(s.aPos); gl.vertexAttribPointer(s.aPos, 2, gl.FLOAT, false, 0, 0); gl.activeTexture(gl.TEXTURE7); gl.bindTexture(gl.TEXTURE_2D, terrainDistTex || null); gl.uniform1i(s.uTerrainDistTex, 7); gl.uniform1f(s.uTerrainDistOk, (terrainDistOk && terrainDistTex) ? 1.0 : 0.0); gl.disable(gl.DEPTH_TEST); gl.depthMask(false); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.uniform1i(s.uMode, 1); gl.drawArrays(gl.TRIANGLES, 0, 3); } if (FLT_ON && fltCount && fltAirs) { stepFlights(now); var fl = { x: 0, z: 0, alt: 0, s: 0, tx: 1, tz: 0, gnd: false, leg: null }; for (var fi = 0; fi < fltCount; fi++) { var f = fltData[fi]; fltPose(f, fl); var gy = carYAt(fl.x, fl.z); var yF = gy + (FLT_Y - gy) * fl.alt; var k = fi * 6; fltBuf[k] = fl.x; fltBuf[k + 1] = yF; fltBuf[k + 2] = fl.z; fltBuf[k + 3] = f.big; fltBuf[k + 4] = f.phase; fltBuf[k + 5] = f.big; // destination rank also drives light size var st = fltState[fi] || (fltState[fi] = {}); st.y = yF; st.alt = fl.alt; st.s = fl.s; st.gnd = fl.gnd; st.leg = fl.leg; st.tx = fl.tx; st.tz = fl.tz; } // -- night: blinking lights -- if (carNight > 0.06) { if (!fltVbo) fltVbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, fltVbo); gl.bufferData(gl.ARRAY_BUFFER, fltBuf, gl.STREAM_DRAW); if (!fltProg) { var fp = makeProgram(gl, FLT_VERT_SRC, FLT_FRAG_SRC); if (!fp) { FLT_ON = false; } else { fltProg = fp; fltAttribs = { pos: gl.getAttribLocation(fltProg, 'aPos'), blink: gl.getAttribLocation(fltProg, 'aBlink') }; fltUniforms = { proj: gl.getUniformLocation(fltProg, 'uProj'), view: gl.getUniformLocation(fltProg, 'uView'), camPos: gl.getUniformLocation(fltProg, 'uCamPos'), earthRadius: gl.getUniformLocation(fltProg, 'uEarthRadius'), curvatureOn: gl.getUniformLocation(fltProg, 'uCurvatureOn'), scale: gl.getUniformLocation(fltProg, 'uScale'), time: gl.getUniformLocation(fltProg, 'uTime'), night: gl.getUniformLocation(fltProg, 'uNight'), minPx: gl.getUniformLocation(fltProg, 'uMinPx'), maxPx: gl.getUniformLocation(fltProg, 'uMaxPx'), boost: gl.getUniformLocation(fltProg, 'uBoost'), blinkT: gl.getUniformLocation(fltProg, 'uBlinkT'), blinkGap: gl.getUniformLocation(fltProg, 'uBlinkGap'), blinkW: gl.getUniformLocation(fltProg, 'uBlinkW') }; } } if (fltProg) { gl.useProgram(fltProg); gl.uniformMatrix4fv(fltUniforms.proj, false, proj); gl.uniformMatrix4fv(fltUniforms.view, false, view); gl.uniform3f(fltUniforms.camPos, camX, camY, camZ); gl.uniform1f(fltUniforms.earthRadius, EARTH_RADIUS_UNITS); gl.uniform1f(fltUniforms.curvatureOn, CURVATURE_ON ? 1.0 : 0.0); gl.uniform1f(fltUniforms.scale, gl.drawingBufferHeight / 600); gl.uniform1f(fltUniforms.time, now); gl.uniform1f(fltUniforms.night, Math.min(1, carNight * 1.2)); gl.uniform1f(fltUniforms.minPx, FLT_LPX); gl.uniform1f(fltUniforms.maxPx, FLT_LMAX); gl.uniform1f(fltUniforms.boost, FLT_LBOOST); gl.uniform1f(fltUniforms.blinkT, FLT_BLINK_T); gl.uniform1f(fltUniforms.blinkGap, FLT_BLINK_GAP); gl.uniform1f(fltUniforms.blinkW, FLT_BLINK_W); gl.enable(gl.DEPTH_TEST); // mountains can pass in front gl.depthMask(false); gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE); gl.enableVertexAttribArray(fltAttribs.pos); gl.vertexAttribPointer(fltAttribs.pos, 3, gl.FLOAT, false, 24, 0); gl.enableVertexAttribArray(fltAttribs.blink); gl.vertexAttribPointer(fltAttribs.blink, 3, gl.FLOAT, false, 24, 12); gl.drawArrays(gl.POINTS, 0, fltCount); gl.disable(gl.BLEND); gl.depthMask(true); } } // -- aircraft model: drawn day AND night -- decodePlaneVerts(); var sunA = window.__currentSunAlt || 0; var dayf = 1 - Math.min(1, Math.max(0, -sunA / 0.30)); if (planeN) { if (!planeVbo) { planeVbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, planeVbo); gl.bufferData(gl.ARRAY_BUFFER, planeV, gl.STATIC_DRAW); } if (!planeProg) { var pp = makeProgram(gl, PLANE_VERT_SRC, PLANE_FRAG_SRC); if (pp) { planeProg = pp; planeA = { pos: gl.getAttribLocation(pp, 'aPos'), nrm: gl.getAttribLocation(pp, 'aNrm'), col: gl.getAttribLocation(pp, 'aCol') }; planeU = { proj: gl.getUniformLocation(pp, 'uProj'), view: gl.getUniformLocation(pp, 'uView'), camPos: gl.getUniformLocation(pp, 'uCamPos'), earthRadius: gl.getUniformLocation(pp, 'uEarthRadius'), curvatureOn: gl.getUniformLocation(pp, 'uCurvatureOn'), origin: gl.getUniformLocation(pp, 'uOrigin'), orit: gl.getUniformLocation(pp, 'uOrit'), s: gl.getUniformLocation(pp, 'uS'), sun: gl.getUniformLocation(pp, 'uSun'), light: gl.getUniformLocation(pp, 'uLight'), moon: gl.getUniformLocation(pp, 'uMoon'), moonAmt: gl.getUniformLocation(pp, 'uMoonAmt') }; } } if (planeProg) { var sunv = window.__currentSunDir || [0, 1, 0]; gl.useProgram(planeProg); gl.uniformMatrix4fv(planeU.proj, false, proj); gl.uniformMatrix4fv(planeU.view, false, view); gl.uniform3f(planeU.camPos, camX, camY, camZ); gl.uniform1f(planeU.earthRadius, EARTH_RADIUS_UNITS); gl.uniform1f(planeU.curvatureOn, CURVATURE_ON ? 1.0 : 0.0); gl.uniform3f(planeU.sun, sunv[0], sunv[1], sunv[2]); gl.uniform1f(planeU.light, dayf); var moonv = window.__currentMoonDir || [0, 1, 0]; var mFrac = (typeof window.__currentMoonFrac === 'number') ? window.__currentMoonFrac : 0.6; // only the part of the moon that is actually above the horizon // lights the aircraft, scaled by how much of it is lit gl.uniform3f(planeU.moon, moonv[0], moonv[1], moonv[2]); gl.uniform1f(planeU.moonAmt, Math.max(0, Math.min(1, moonv[1] * 2.0)) * (0.30 + 0.70 * mFrac)); gl.bindBuffer(gl.ARRAY_BUFFER, planeVbo); gl.enableVertexAttribArray(planeA.pos); gl.vertexAttribPointer(planeA.pos, 3, gl.FLOAT, false, 28, 0); gl.enableVertexAttribArray(planeA.nrm); gl.vertexAttribPointer(planeA.nrm, 3, gl.FLOAT, false, 28, 12); gl.enableVertexAttribArray(planeA.col); gl.vertexAttribPointer(planeA.col, 1, gl.FLOAT, false, 28, 24); gl.enable(gl.DEPTH_TEST); gl.depthMask(true); // opaque little solids gl.disable(gl.BLEND); gl.disable(gl.CULL_FACE); // mesh spans ~2.0 along its axis: uS = CT_HALF_W * 2 puts the // nose-to-tail at twice the contrail width // CT_HALF_W doubled with the trail width, so the factor // halves: the aircraft silhouette keeps its old size. var S0 = CT_HALF_W * 1.0; var _meshDrawn = 0; for (var dj = 0; dj < fltCount; dj++) { var briJ = fltBuf[dj * 6 + 3]; if (briJ <= 0) continue; var px = fltBuf[dj * 6], py = fltBuf[dj * 6 + 1], pz = fltBuf[dj * 6 + 2]; var ddx = px - camX, ddy = py - camY, ddz = pz - camZ; var dist = Math.sqrt(ddx * ddx + ddy * ddy + ddz * ddz); var dfa = 1 - (dist - 10) / 6; if (dfa > 1) dfa = 1; else if (dfa <= 0.02) continue; var stj = fltState[dj]; var yaw = Math.atan2(stj.tx, stj.tz); var cln = Math.min(stj.leg.len * 0.4, FLT_CLIMB_U); var pitch = 0; if (stj.alt > 0.02) { if (stj.s < cln) pitch = 0.16; else if (stj.s > stj.leg.len - cln) pitch = -0.16; } // fixed physical size: nose-to-tail = full trail width var scl = S0; gl.uniform3f(planeU.origin, px, py, pz); gl.uniform4f(planeU.orit, Math.cos(yaw), Math.sin(yaw), pitch, 0); gl.uniform1f(planeU.s, scl); gl.drawArrays(gl.TRIANGLES, 0, planeN); _meshDrawn++; } gl.depthMask(true); } } // -- contrails -- // Only CONFIG.flights.contrailChance of the aircraft leave a // persistent stripe (the ice-humidity window is not everywhere), // and the stripe follows the curved leg: walked backwards from // the aircraft in fixed steps. Visible by day (sun-lit) AND by // night as dimmed moonlit streaks. var tvis = Math.max(dayf, carNight * CT_NIGHT); if (tvis > 0.02) { if (!ctBuf) ctBuf = new Float32Array(CT_MAX * CT_SEG * 6 * 7); ctVerts = 0; var _cs = { x: 0, z: 0, tx: 1, tz: 0 }; var _sk0 = { x: 0, z: 0, px: 0, pz: 0, u: 0 }; var _sk1 = { x: 0, z: 0, px: 0, pz: 0, u: 0 }; for (var cj = 0; cj < fltCount; cj++) { if (ctVerts + CT_SEG * 6 > CT_MAX * CT_SEG * 6) break; var stc = fltState[cj]; if (!stc || stc.gnd) continue; if (fltRand(cj * 3.7 + 0.77) > CT_CHANCE) continue; // formation gate: above the configured trail altitude, smooth var gt = (stc.alt - (CT_START_FRAC - 0.06)) / 0.12; gt = gt < 0 ? 0 : (gt > 1 ? 1 : gt); gt = gt * gt * (3 - 2 * gt); if (gt < 0.05) continue; var tl = Math.min(CT_T * fltData[cj].v, stc.s); if (tl < 0.05) continue; fltLegAt(stc.leg, stc.s - tl * 0.5, _cs); var cdx = _cs.x - camX, cdy = stc.y - camY, cdz = _cs.z - camZ; var distc = Math.sqrt(cdx * cdx + cdy * cdy + cdz * cdz); // distance fade: full out to 35% of contrailFadeKm, gone at // contrailFadeKm. Trails that thin only at 200-340 km were // the remaining shimmer at 4x pixel scale. var dfc = 1 - (distc - CT_FADE_START) / (CT_FADE_END - CT_FADE_START); if (dfc > 1) dfc = 1; else if (dfc <= 0.02) continue; // sun-lit by day, moonlit after dusk. dayf alone made the // stripes vanish completely at night although the pass ran. var lit = Math.max(dayf, carNight * CT_NIGHT); var strg = gt * lit * dfc; // widen with distance: a fixed 310 m ribbon is sub-pixel at // 150 km and blends away; grow it to hold ~2-4 screen px var hw = CT_HALF_W + distc * 0.0025; var ph = fltData[cj].phase; var hy = stc.y; var prev = null, cur = _sk0; for (var sk = 0; sk <= CT_SEG; sk++) { var dd = stc.s - tl + tl * (sk / CT_SEG); if (dd < 0) dd = 0; fltLegAt(stc.leg, dd, _cs); cur.x = _cs.x; cur.z = _cs.z; cur.px = _cs.tz * hw; cur.pz = -_cs.tx * hw; cur.u = sk / CT_SEG; if (prev) { _ctVert(prev.x + prev.px, hy, prev.z + prev.pz, prev.u, 1, strg, ph); _ctVert(prev.x - prev.px, hy, prev.z - prev.pz, prev.u, -1, strg, ph); _ctVert(cur.x - cur.px, hy, cur.z - cur.pz, cur.u, -1, strg, ph); _ctVert(prev.x + prev.px, hy, prev.z + prev.pz, prev.u, 1, strg, ph); _ctVert(cur.x - cur.px, hy, cur.z - cur.pz, cur.u, -1, strg, ph); _ctVert(cur.x + cur.px, hy, cur.z + cur.pz, cur.u, 1, strg, ph); } prev = cur; cur = (cur === _sk0) ? _sk1 : _sk0; } } if (ctVerts > 0) { if (!ctVbo) ctVbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, ctVbo); gl.bufferData(gl.ARRAY_BUFFER, ctBuf.subarray(0, ctVerts * 7), gl.STREAM_DRAW); if (!ctProg) { var cpm = makeProgram(gl, CT_VERT_SRC, CT_FRAG_SRC); if (cpm) { ctProg = cpm; ctA = { pos: gl.getAttribLocation(cpm, 'aPos'), u: gl.getAttribLocation(cpm, 'aU'), v: gl.getAttribLocation(cpm, 'aV'), s: gl.getAttribLocation(cpm, 'aS'), p: gl.getAttribLocation(cpm, 'aP') }; ctU = { proj: gl.getUniformLocation(cpm, 'uProj'), view: gl.getUniformLocation(cpm, 'uView'), camPos: gl.getUniformLocation(cpm, 'uCamPos'), earthRadius: gl.getUniformLocation(cpm, 'uEarthRadius'), curvatureOn: gl.getUniformLocation(cpm, 'uCurvatureOn'), sunDir: gl.getUniformLocation(cpm, 'uSunDir'), sunColor: gl.getUniformLocation(cpm, 'uSunColor'), sunInt: gl.getUniformLocation(cpm, 'uSunInt'), moonColor: gl.getUniformLocation(cpm, 'uMoonColor'), moonInt: gl.getUniformLocation(cpm, 'uMoonInt'), skyAmb: gl.getUniformLocation(cpm, 'uSkyAmb'), starAmb: gl.getUniformLocation(cpm, 'uStarAmb'), nightBoost: gl.getUniformLocation(cpm, 'uNightBoost') }; } } if (ctProg) { gl.useProgram(ctProg); gl.uniformMatrix4fv(ctU.proj, false, proj); gl.uniformMatrix4fv(ctU.view, false, view); gl.uniform3f(ctU.camPos, camX, camY, camZ); gl.uniform1f(ctU.earthRadius, EARTH_RADIUS_UNITS); gl.uniform1f(ctU.curvatureOn, CURVATURE_ON ? 1.0 : 0.0); gl.uniform3f(ctU.sunDir, sd[0], sd[1], sd[2]); gl.uniform3f(ctU.sunColor, _beam[0], _beam[1], _beam[2]); gl.uniform1f(ctU.sunInt, _beamL); gl.uniform3f(ctU.moonColor, _mBeam[0], _mBeam[1], _mBeam[2]); gl.uniform1f(ctU.moonInt, _moonI); gl.uniform1f(ctU.skyAmb, _amb * ATMO_SKY_GAIN); gl.uniform1f(ctU.starAmb, _star); gl.uniform1f(ctU.nightBoost, 1.0 + carNight * (CT_NIGHT_BOOST - 1.0)); gl.enableVertexAttribArray(ctA.pos); gl.vertexAttribPointer(ctA.pos, 3, gl.FLOAT, false, 28, 0); gl.enableVertexAttribArray(ctA.u); gl.vertexAttribPointer(ctA.u, 1, gl.FLOAT, false, 28, 12); gl.enableVertexAttribArray(ctA.v); gl.vertexAttribPointer(ctA.v, 1, gl.FLOAT, false, 28, 16); gl.enableVertexAttribArray(ctA.s); gl.vertexAttribPointer(ctA.s, 1, gl.FLOAT, false, 28, 20); gl.enableVertexAttribArray(ctA.p); gl.vertexAttribPointer(ctA.p, 1, gl.FLOAT, false, 28, 24); gl.disable(gl.DEPTH_TEST); gl.depthMask(false); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.drawArrays(gl.TRIANGLES, 0, ctVerts); gl.disable(gl.BLEND); gl.depthMask(true); gl.enable(gl.DEPTH_TEST); } } // Diagnostic snapshot: how many aircraft are in range, how many // meshes were actually drawn and how much contrail geometry made // it past the distance gates. window.__flightDbg = { aircraft: fltCount, meshDrawn: _meshDrawn, ctVerts: ctVerts, day: +dayf.toFixed(2), night: +carNight.toFixed(2), meshRangeKm: Math.round(16 * KM_PER_TILE) }; if (DEBUG_LOG && now - _flightDbgT > 5000) { _flightDbgT = now; dbgLog('[clouds3d] flights:', JSON.stringify(window.__flightDbg)); } } } // Restore default state for the next frame. gl.disable(gl.BLEND); gl.enable(gl.DEPTH_TEST); gl.depthMask(true); }; // Rebuild the terrain mesh from the current (cached) DEM canvas without // a page reload - used together with window.CLOUDS3D_UV_FLIP_U/_V to // find/fix the ground texture orientation. window.clouds3dRebuildTerrain = function() { if (!elevGl || !clouds3dState) return; terrainVbo = null; buildTerrainMesh(elevGl, clouds3dState); }; })();