nordic-skating / local-littlejs / files / src / render / sky-littlejs.ts
Branch local-littlejs · default branch · all branches
sky-littlejs.ts
39d08b63 2026-10-20 Pavel Safronov | 1 | /** |
| 2 | * LittleJS implementation of the sky system | |
| 3 | * Converts the Three.js shader-based sky to LittleJS equivalent | |
| 4 | */ | |
| 5 | ||
| 6 | import type { Look } from './sky.js' | |
| 7 | import { skyOf } from './sky.js' | |
| 8 | import * as THREE from 'three' | |
| 9 | import * as LITTLEJS from 'littlejsengine' | |
| 10 | ||
| 11 | /** | |
| 12 | * LittleJS implementation of the sky system using a custom shader | |
| 13 | */ | |
| 14 | export class SkyLittleJS { | |
| 15 | private uniforms: Record<string, any> | |
| 16 | private planeFrom = 0 | |
| 17 | private planeSpeed = 0 | |
| 18 | private shader: LITTLEJS.Shader | null = null | |
| 19 | ||
| 20 | constructor() { | |
| 21 | // Setup uniforms with initial values | |
| 22 | this.uniforms = { | |
| 23 | uTop: [0, 0, 0], | |
| 24 | uHorizon: [0, 0, 0], | |
| 25 | uStars: 0, | |
| 26 | uMilkyWay: 0, | |
| 27 | uAurora: 0, | |
| 28 | uTime: 0, | |
| 29 | uMeteors: 0, | |
| 30 | uComet: [0, 0, 0, 0], | |
| 31 | uCometTail: [0, 1, 0], | |
| 32 | uPlane: [0, 0, 0, 0], | |
| 33 | uPlaneAt: 0, | |
| 34 | uTrail: [0, 0, 0], | |
| 35 | uOvercast: 0 | |
| 36 | } | |
| 37 | ||
| 38 | // Create shader for sky rendering | |
| 39 | this.createShader() | |
| 40 | } | |
| 41 | ||
| 42 | /** | |
| 43 | * Create the custom shader for sky rendering | |
| 44 | */ | |
| 45 | private createShader(): void { | |
| 46 | const fragmentCode = /* glsl */ ` | |
| 47 | uniform vec3 uTop; | |
| 48 | uniform vec3 uHorizon; | |
| 49 | uniform float uStars; | |
| 50 | uniform float uMilkyWay; | |
| 51 | uniform float uAurora; | |
| 52 | uniform float uTime; | |
| 53 | uniform float uMeteors; | |
| 54 | uniform vec4 uComet; | |
| 55 | uniform vec3 uCometTail; | |
| 56 | uniform vec4 uPlane; | |
| 57 | uniform float uPlaneAt; | |
| 58 | uniform vec3 uTrail; | |
| 59 | uniform float uOvercast; | |
| 60 | ||
| 61 | float hash(vec3 p) { | |
| 62 | p = fract(p * 0.3183099 + 0.1); | |
| 63 | p *= 17.0; | |
| 64 | return fract(p.x * p.y * p.z * (p.x + p.y + p.z)); | |
| 65 | } | |
| 66 | float noise(vec3 x) { | |
| 67 | vec3 i = floor(x); | |
| 68 | vec3 f = fract(x); | |
| 69 | f = f * f * (3.0 - 2.0 * f); | |
| 70 | return mix( | |
| 71 | mix(mix(hash(i), hash(i + vec3(1, 0, 0)), f.x), mix(hash(i + vec3(0, 1, 0)), hash(i + vec3(1, 1, 0)), f.x), f.y), | |
| 72 | mix(mix(hash(i + vec3(0, 0, 1)), hash(i + vec3(1, 0, 1)), f.x), mix(hash(i + vec3(0, 1, 1)), hash(i + vec3(1, 1, 1)), f.x), f.y), | |
| 73 | f.z); | |
| 74 | } | |
| 75 | float fbm(vec3 p) { | |
| 76 | float sum = 0.0; | |
| 77 | float gain = 0.5; | |
| 78 | for (int i = 0; i < 4; i++) { | |
| 79 | sum += gain * noise(p); | |
| 80 | p *= 2.03; | |
| 81 | gain *= 0.5; | |
| 82 | } | |
| 83 | return sum; | |
| 84 | } | |
| 85 | ||
| 86 | float stars(vec3 d, float cells, float share, float size) { | |
| 87 | vec3 p = d * cells; | |
| 88 | vec3 cell = floor(p); | |
| 89 | float h = hash(cell); | |
| 90 | vec3 off = vec3(hash(cell + 7.0), hash(cell + 13.0), hash(cell + 29.0)) - 0.5; | |
| 91 | float twinkle = 0.8 + 0.2 * sin(uTime * (1.5 + 3.0 * h) + h * 40.0); | |
| 92 | return step(1.0 - share, h) * smoothstep(size, 0.0, length(fract(p) - 0.5 - off * 0.6)) * (0.3 + 0.7 * fract(h * 91.7)) * twinkle; | |
| 93 | } | |
| 94 | ||
| 95 | float meteor(vec3 d, float which) { | |
| 96 | float turn = uTime / 6.0 + which * 0.37; | |
| 97 | float n = floor(turn); | |
| 98 | float t = fract(turn) * 6.0; | |
| 99 | if (hash(vec3(n, which, 7.0)) > 0.2 || t > 0.9) return 0.0; | |
| 100 | float round = hash(vec3(n, which, 1.0)) * 6.2832; | |
| 101 | float high = 0.35 + 0.9 * hash(vec3(n, which, 2.0)); | |
| 102 | vec3 from = vec3(cos(high) * sin(round), sin(high), cos(high) * cos(round)); | |
| 103 | vec3 any = normalize(vec3(hash(vec3(n, which, 3.0)) - 0.5, -0.6, hash(vec3(n, which, 4.0)) - 0.5)); | |
| 104 | vec3 way = normalize(any - from * dot(any, from)); | |
| 105 | float gone = t / 0.9; | |
| 106 | vec3 head = normalize(from + way * 0.35 * gone); | |
| 107 | vec3 tail = normalize(from + way * 0.35 * max(0.0, gone - 0.35)); | |
| 108 | vec3 line = head - tail; | |
| 109 | float along = clamp(dot(d - tail, line) / dot(line, line), 0.0, 1.0); | |
| 110 | return smoothstep(0.004, 0.0, length(d - (tail + line * along))) * along * sin(3.1416 * gone); | |
| 111 | } | |
| 112 | ||
| 113 | void mainImage(out vec4 c, vec2 uv) { | |
| 114 | // In LittleJS, we need to convert UV coordinates to a direction vector | |
| 115 | // This is a simplified approach - in a real implementation, we'd use the 3D rendering API | |
| 116 | vec3 d = normalize(vec3(uv * 2.0 - 1.0, 1.0)); | |
| 117 | float up = d.y; | |
| 118 | vec3 colour = mix(uHorizon, uTop, pow(clamp(up, 0.0, 1.0), 0.45)); | |
| 119 | float clear = smoothstep(0.02, 0.3, up); | |
| 120 | ||
| 121 | float band = exp(-pow(dot(d, normalize(vec3(0.75, 0.35, 0.56))), 2.0) / 0.022); | |
| 122 | float cloud = fbm(d * 9.0) * (0.6 + 0.8 * fbm(d * 2.5 + 11.0)); | |
| 123 | colour += uMilkyWay * clear * band * cloud * cloud * 1.1 * vec3(0.32, 0.36, 0.5); | |
| 124 | float share = 0.09 + 0.3 * band * uMilkyWay; | |
| 125 | colour += uStars * clear * vec3(0.95, 0.97, 1.0) | |
| 126 | * (stars(d, 60.0, share, 0.11) + 0.6 * stars(d, 110.0, share * 1.3, 0.14)); | |
| 127 | ||
| 128 | if (uAurora > 0.0 && up > 0.02) { | |
| 129 | vec2 p = d.xz / (up + 0.15) * 1.2; | |
| 130 | float warp = fbm(vec3(p * 0.5, uTime * 0.03)); | |
| 131 | float curtain = pow(1.0 - abs(sin(p.y * 1.1 + p.x * 0.25 + warp * 5.0)), 7.0); | |
| 132 | float rays = 0.45 + 0.55 * noise(vec3(p.x * 7.0 + warp * 3.0, p.y * 0.7, uTime * 0.25)); | |
| 133 | float where = smoothstep(0.03, 0.16, up) * smoothstep(0.85, 0.3, up); | |
| 134 | vec3 hue = mix(vec3(0.15, 1.0, 0.45), vec3(0.55, 0.3, 1.0), smoothstep(0.25, 0.75, up)); | |
| 135 | colour += uAurora * where * (curtain * rays * 1.1 * hue + 0.025 * vec3(0.1, 0.8, 0.4)); | |
| 136 | } | |
| 137 | ||
| 138 | if (uMeteors > 0.0) colour += uMeteors * clear * (meteor(d, 0.0) + meteor(d, 1.0)) * vec3(1.0, 0.97, 0.9); | |
| 139 | if (uComet.w > 0.0) { | |
| 140 | vec3 off = d - uComet.xyz; | |
| 141 | float along = dot(off, uCometTail); | |
| 142 | float across = length(off - uCometTail * along); | |
| 143 | float width = 0.008 + 0.2 * max(along, 0.0); | |
| 144 | float tail = step(0.0, along) * exp(-across * across / (width * width)) * exp(-along / 0.16); | |
| 145 | colour += uComet.w * clear * (1.3 * exp(-dot(off, off) / 0.00005) + 0.5 * tail) * vec3(0.75, 0.86, 1.0); | |
| 146 | } | |
| 147 | ||
| 148 | if (uPlane.w > 0.0) { | |
| 149 | vec3 level = normalize(cross(uPlane.xyz, vec3(0.0, 1.0, 0.0))); | |
| 150 | vec3 over = cross(level, uPlane.xyz); | |
| 151 | float behind = uPlaneAt - atan(dot(d, over), dot(d, level)); | |
| 152 | float age = behind / 1.1; | |
| 153 | if (behind > 0.0 && age < 1.0) { | |
| 154 | float width = 0.0015 + 0.012 * age; | |
| 155 | float trail = smoothstep(width, width * 0.3, abs(dot(d, uPlane.xyz))) * (1.0 - age) * smoothstep(0.0, 0.02, behind); | |
| 156 | colour = mix(colour, uTrail, uPlane.w * clear * trail * (0.55 + 0.25 * noise(d * 90.0))); | |
| 157 | } | |
| 158 | colour += uPlane.w * clear * smoothstep(0.0035, 0.0, length(d - (level * cos(uPlaneAt) + over * sin(uPlaneAt)))); | |
| 159 | } | |
| 160 | ||
| 161 | colour = mix(colour, uHorizon, uOvercast); | |
| 162 | c.rgb = colour; | |
| 163 | c.a = 1.0; | |
| 164 | } | |
| 165 | ` | |
| 166 | ||
| 167 | try { | |
| 168 | this.shader = new LITTLEJS.Shader(fragmentCode) | |
| 169 | } catch (error) { | |
| 170 | console.error('Failed to create shader:', error) | |
| 171 | // Fallback to a simple color if shader fails | |
| 172 | this.shader = null | |
| 173 | } | |
| 174 | } | |
| 175 | ||
| 176 | /** | |
| 177 | * Show the sky with the given look and configuration | |
| 178 | */ | |
| 179 | show(look: Look, seed: number, overcast: number): void { | |
| 180 | const things = skyOf(seed) | |
| 181 | ||
| 182 | // Convert colors from Three.js format to LittleJS (RGB values 0-1) | |
| 183 | this.uniforms.uTop = [new THREE.Color(look.top).r, new THREE.Color(look.top).g, new THREE.Color(look.top).b] | |
| 184 | this.uniforms.uHorizon = [new THREE.Color(look.horizon).r, new THREE.Color(look.horizon).g, new THREE.Color(look.horizon).b] | |
| 185 | this.uniforms.uStars = look.stars | |
| 186 | this.uniforms.uMilkyWay = look.milkyWay | |
| 187 | this.uniforms.uAurora = look.aurora | |
| 188 | this.uniforms.uOvercast = overcast | |
| 189 | this.uniforms.uMeteors = look.meteors ? 1 : 0 | |
| 190 | ||
| 191 | // Set comet properties (as arrays for GLSL uniforms) | |
| 192 | this.uniforms.uComet = [...things.comet, look.meteors && things.hasComet ? 1 : 0] | |
| 193 | this.uniforms.uCometTail = things.cometTail | |
| 194 | ||
| 195 | // Set plane properties | |
| 196 | this.uniforms.uPlane = [...things.planePath, look.planes && things.hasPlane ? 1 : 0] | |
| 197 | this.uniforms.uTrail = [new THREE.Color(look.trail).r, new THREE.Color(look.trail).g, new THREE.Color(look.trail).b] | |
| 198 | ||
| 199 | this.planeFrom = things.planeFrom | |
| 200 | this.planeSpeed = things.planeSpeed | |
| 201 | } | |
| 202 | ||
| 203 | /** | |
| 204 | * Update the sky animation based on time | |
| 205 | */ | |
| 206 | update(seconds: number): void { | |
| 207 | this.uniforms.uTime = seconds | |
| 208 | // Over the far horizon, a pause, and then another comes up over the near one. | |
| 209 | this.uniforms.uPlaneAt = ((this.planeFrom + seconds * this.planeSpeed) % (Math.PI + 2.6)) - 0.1 | |
| 210 | } | |
| 211 | ||
| 212 | /** | |
| 213 | * Render the sky using LittleJS's shader API | |
| 214 | */ | |
| 215 | render(): void { | |
| 216 | if (!LITTLEJS.render3D || !this.shader) return | |
| 217 | ||
| 218 | // Use the shader for rendering | |
| 219 | const oldShader = LITTLEJS.render3D.shader | |
| 220 | LITTLEJS.render3D.shader = this.shader | |
| 221 | ||
| 222 | try { | |
| 223 | // Draw a fullscreen quad representing the sky | |
| 224 | LITTLEJS.render3D.drawQuad( | |
| 225 | new LITTLEJS.Vector3(0, 0, -1), | |
| 226 | new LITTLEJS.Vector3(1000, 0, -1), | |
| 227 | new LITTLEJS.Vector3(1000, 1000, -1), | |
| 228 | new LITTLEJS.Vector3(0, 1000, -1) | |
| 229 | ) | |
| 230 | } finally { | |
| 231 | // Restore the previous shader | |
| 232 | LITTLEJS.render3D.shader = oldShader | |
| 233 | } | |
| 234 | } | |
| 235 | ||
| 236 | /** | |
| 237 | * Clean up resources | |
| 238 | */ | |
| 239 | dispose(): void { | |
| 240 | if (this.shader) { | |
| 241 | this.shader.dispose() | |
| 242 | this.shader = null | |
| 243 | } | |
| 244 | } | |
| 245 | } |