- Remove all hardcoded fallback hex/rgb values - Skip draw until __currentPalette is published by parent - applyWeatherTheme now also mixes cloudShadow (was dropped)
239 lines
8.4 KiB
JavaScript
239 lines
8.4 KiB
JavaScript
/* Custom 2D WebGL cloud renderer.
|
|
* Much lighter than Vanta's volumetric raymarching while still
|
|
* GPU-accelerated. Renders a fullscreen quad and uses a custom
|
|
* fragment shader to produce animated cloud-like patterns.
|
|
*
|
|
* Drop-in replacement for Vanta when CONFIG.renderer === 'clouds2d'.
|
|
* Reads day/night palette + weather theme from window globals set
|
|
* by the parent (background.html's animate() loop).
|
|
*/
|
|
|
|
(function() {
|
|
|
|
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('clouds2d: 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('clouds2d: 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');
|
|
|
|
// Fragment shader: animates an fBm cloud field, modulates density
|
|
// by weather, blends day/night palette colours, and adds a soft
|
|
// horizon gradient so the sky transitions naturally.
|
|
var FRAG_SRC = [
|
|
'precision highp float;',
|
|
'uniform vec2 uResolution;',
|
|
'uniform float uTime;',
|
|
'uniform vec3 uSky;',
|
|
'uniform vec3 uCloud;',
|
|
'uniform vec3 uCloudShadow;',
|
|
'uniform vec3 uLight;',
|
|
'uniform vec3 uBg;',
|
|
'uniform float uSpeed;',
|
|
'uniform float uDensity;', // 0..1 how thick the clouds are
|
|
'uniform float uDayProgress;', // 0..1 (day vs night)
|
|
'float hash(vec2 p) {',
|
|
'p = fract(p * vec2(123.34, 456.21));',
|
|
'p += dot(p, p + 45.32);',
|
|
'return fract(p.x * p.y);',
|
|
'}',
|
|
'float noise(vec2 p) {',
|
|
'vec2 i = floor(p);',
|
|
'vec2 f = fract(p);',
|
|
'float a = hash(i);',
|
|
'float b = hash(i + vec2(1.0, 0.0));',
|
|
'float c = hash(i + vec2(0.0, 1.0));',
|
|
'float d = hash(i + vec2(1.0, 1.0));',
|
|
'vec2 u = f * f * (3.0 - 2.0 * f);',
|
|
'return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;',
|
|
'}',
|
|
'float fbm(vec2 p) {',
|
|
'float v = 0.0;',
|
|
'float a = 0.5;',
|
|
'for (int i = 0; i < 5; i++) {',
|
|
'v += a * noise(p);',
|
|
'p *= 2.02;',
|
|
'a *= 0.5;',
|
|
'}',
|
|
'return v;',
|
|
'}',
|
|
'void main() {',
|
|
'vec2 uv = gl_FragCoord.xy / uResolution.xy;',
|
|
'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);',
|
|
'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);',
|
|
'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;',
|
|
// Density threshold widens with uDensity (1 = always cloudy, 0 = clear sky)
|
|
'float thresh = mix(0.85, 0.30, uDensity);',
|
|
'float cloud = smoothstep(thresh - 0.10, thresh + 0.10, n);',
|
|
// Soft horizon: top of frame is more sky, bottom more clouds
|
|
'float horizon = smoothstep(0.0, 0.5, uv.y);',
|
|
// Sky gradient (top vs bottom)
|
|
'vec3 sky = mix(uBg, uSky, horizon);',
|
|
// Cloud body (lit top + shadow bottom)
|
|
'vec3 cloudCol = mix(uCloudShadow, uCloud, horizon);',
|
|
// Add light tint to the lit side
|
|
'cloudCol = mix(cloudCol, uLight, cloud * horizon * 0.4 * uDayProgress);',
|
|
// Final composite: sky where there's no cloud, cloud where there is
|
|
'vec3 col = mix(sky, cloudCol, cloud);',
|
|
// At night, blend everything toward bg color (darken)
|
|
'col = mix(col, mix(uBg, cloudCol, 0.3), (1.0 - uDayProgress) * 0.5);',
|
|
'gl_FragColor = vec4(col, 1.0);',
|
|
'}'
|
|
].join('\n');
|
|
|
|
function init(canvas) {
|
|
var gl = canvas.getContext('webgl', { antialias: false, alpha: false });
|
|
if (!gl) {
|
|
console.error('clouds2d: WebGL not available');
|
|
return null;
|
|
}
|
|
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 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');
|
|
|
|
return {
|
|
gl: gl, prog: prog, buf: buf, aPos: aPos,
|
|
uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud,
|
|
uCloudShadow: uCloudShadow, uLight: uLight, uBg: uBg,
|
|
uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress
|
|
};
|
|
}
|
|
|
|
// Convert 24-bit int (0xRRGGBB) to [r,g,b] 0..1 floats.
|
|
// Theme-agnostic: caller decides what colour value to pass in.
|
|
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,
|
|
stormy: 1.00,
|
|
night: 0.45
|
|
};
|
|
|
|
window.clouds2dRender = function(target) {
|
|
if (!target || typeof target !== 'object') {
|
|
console.error('clouds2d: invalid target');
|
|
return;
|
|
}
|
|
var canvas = target.__clouds2dCanvas;
|
|
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%';
|
|
while (target.firstChild) target.removeChild(target.firstChild);
|
|
target.appendChild(canvas);
|
|
target.style.position = 'relative';
|
|
target.__clouds2dCanvas = canvas;
|
|
}
|
|
|
|
if (!canvas.__state) {
|
|
canvas.__state = init(canvas);
|
|
if (!canvas.__state) return;
|
|
}
|
|
|
|
var s = canvas.__state;
|
|
var gl = s.gl;
|
|
canvas.width = target.clientWidth || window.innerWidth;
|
|
canvas.height = target.clientHeight || window.innerHeight;
|
|
gl.viewport(0, 0, canvas.width, canvas.height);
|
|
|
|
gl.clearColor(0, 0, 0, 1);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
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.uniform2f(s.uRes, canvas.width, canvas.height);
|
|
gl.uniform1f(s.uTime, performance.now() / 1000);
|
|
|
|
// Pull palette + weather from globals (set by animate() in background.html).
|
|
// No hardcoded fallbacks: until the parent has published a palette we
|
|
// skip the draw and leave the WebGL context cleared. This keeps the
|
|
// renderer 100% theme-agnostic — the parent fully owns colour decisions.
|
|
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 speed = (typeof themeSpeed === 'number')
|
|
? Math.max(0.1, Math.min(3, themeSpeed)) : 1.0;
|
|
gl.uniform1f(s.uSpeed, speed);
|
|
|
|
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
|
};
|
|
|
|
})(); |