A numbers float file adapts decimal literals to a fixed operand or slot, and refuses to promote a computed int to a float implicitly: there it is almost always float bits. Explicit float(x) is always allowed. render3d's numbers are float, converted by tools/migrate/floatbits.py - a whole-program inference of which ints carried IEEE bits (union-find over flows, calls, returns, buffers, nested buffers and lexical scopes) and a rewriter to operators, Math.* and float literals, with float_bits / float_from_bits left only where bits really cross (runtime scratch buffers, mixed buffers). Seed regenerated. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
302 lines
17 KiB
Text
302 lines
17 KiB
Text
# ============================================================================
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# daylight.ludic — a time of day over the HDRI sky. The photograph is one late
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# morning; the game wants a whole day. The sun's direction and colour follow a
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# simple solar arc from the time (`daylight_set`), the sky image turns to keep
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# its disc under that sun, the image-based light is scaled toward a deep-blue
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# night (`u_ibl_scale`), and after dusk the light becomes a moon so the world
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# still has shadows and form. A campfire is the one point light (`u_fire_*`).
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# The convolved sky maps are rebuilt only when the sky has turned far from the
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# angle they were baked at; the height-field shadow rebakes as the sun moves.
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# ============================================================================
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var day_on: bool = false
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var day_hours: float = 0.0 # float bits, 0 .. 24
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var day_light: float = 0.0 # 0 night .. 1 full day (float bits)
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var day_ibl: floats = null # rgb scale on the sky's light
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var day_sun_base: floats = null # the HDRI's sun radiance, kept
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var day_az0: float = 0.0 # the sun's azimuth at the reference hour (radians, yaw convention)
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var day_yaw0: float = 0.0 # the sky yaw the scene was tuned at
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var day_hour0: float = 0.0 # the hour the photograph was taken (10.5)
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var day_dir: float = 0.0 # +1 / -1: which way the sun travels in yaw
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var day_az: float = 0.0
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var day_el: float = 0.0
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var day_gen: int = 0 # bumps when the light moved enough to rebake the terrain shadow
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var day_baked_az: float = 0.0
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var day_baked_el: float = 0.0
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var day_sky_baked: float = 0.0 # the sky yaw the convolutions were baked at
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var fire_pos: floats = null
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var fire_color: floats = null
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var day_moon: bool = false
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# The moon's place in its month, 0 new .. 0.5 full .. 1 new again. It decides the disc's
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# terminator, how much light reaches the ground, and where in the sky it rides: a full
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# moon is opposite the sun and rises at sunset, a new one travels with it.
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var day_moon_phase: float = 0.5 # 0.5: full, which is where the game used to be
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var day_moon_illum: float = 1.0 # the lit fraction, derived from the phase
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var day_moon_dir: floats = null # toward the moon, whether or not it is up
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var hand_pos: floats = null
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var hand_color: floats = null
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var hand_dir: floats = null
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var hand_cone: float = 0.0
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var hand_reach: float = 0.0 # metres the hand light reaches (float bits)
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var day_overcast: float = 0.0 # 0 clear .. 1 a low grey sky (float bits): dims the sun and the sky's light
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var day_flash: float = 0.0 # a lightning flash this frame (0..1): the sun brightens for it
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var day_fog_mul: float = 1.0 # multiplies the base fog density (rain and snow thicken the air)
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var day_fog_base: float = 0.0
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function daylight_init() -> void {
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day_ibl = v3_new(1.0, 1.0, 1.0)
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day_sun_base = v3_new(sun_color[0], sun_color[1], sun_color[2])
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fire_pos = v3_new(0.0, -1000.0, 0.0)
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fire_color = v3_new(0.0, 0.0, 0.0)
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day_moon_dir = v3_new(0.0, 1.0, 0.0)
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hand_pos = v3_new(0.0, -1000.0, 0.0); hand_color = v3_new(0.0, 0.0, 0.0); hand_dir = v3_new(0.0, 0.0, -1.0); hand_cone = -2.0; hand_reach = 12.0
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day_light = 1.0
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}
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# Start the clock: the scene as tuned (sky yaw `yaw0`) is the photograph's hour `hour0`;
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# the sun rises and sets toward `set_yaw` (the direction it should be in at 19:00).
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function daylight_start(yaw0: float, hour0: float, set_yaw: float) -> void {
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day_yaw0 = yaw0; day_hour0 = hour0
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day_az0 = Math.atan2(-sun_dir[0], -sun_dir[2])
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day_sky_baked = yaw0
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# which way does the sun travel? the way that puts it nearest `set_yaw` at 19:00
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let step = (19.0 - hour0) * Math.deg_to_rad(15.0)
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let da = Math.abs(day_wrap(day_az0 + step - set_yaw))
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let db = Math.abs(day_wrap(day_az0 - step - set_yaw))
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day_dir = 1.0
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if db < da { day_dir = -1.0 }
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day_on = true
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day_baked_az = 1000.0
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daylight_set(hour0)
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}
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function day_wrap(a: float) -> float {
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let two_pi = 2.0 * PI
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var d = a
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while d > PI { d = d - two_pi }
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while d < -PI { d = d + two_pi }
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return d
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}
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function smoothf(a: float, b: float, x: float) -> float {
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let t = Math.clamp((x - a) / (b - a), 0.0, 1.0)
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return t * t * (3.0 - 2.0 * t)
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}
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function daylight_set(hours: float) -> void {
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var h = hours % 24.0
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if h < 0.0 { h = h + 24.0 }
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day_hours = h
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# the arc: up at 5:30, highest (about 57 degrees) at 12:45, down at 20:00
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let t = (h - 5.5) / 14.5 * PI
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let el = Math.deg_to_rad(-6.0 + 63.0 * Math.sin(t))
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let az = day_az0 + (h - day_hour0) * Math.deg_to_rad(15.0) * day_dir
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day_az = az; day_el = el
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let d = smoothf(Math.deg_to_rad(-8.0), Math.deg_to_rad(12.0), el)
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day_light = d
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# the sun, warm and dim near the horizon; past dusk, the moon from across the sky
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var laz = az; var lel = Math.max(el, Math.deg_to_rad(3.0))
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var warm_r = 1.0; var warm_g = 1.0; var warm_b = 1.0
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let low = smoothf(0.0, Math.deg_to_rad(24.0), el)
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warm_g = Math.lerp(0.55, 1.0, low); warm_b = Math.lerp(0.28, 1.0, low)
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# an overcast sky: the sun goes diffuse and grey, a lightning flash brings it back white
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let oc = Math.clamp(day_overcast, 0.0, 1.0)
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let sunk = 1.0 - 0.92 * oc + 2.5 * day_flash
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var sr = day_sun_base[0] * (d * warm_r * sunk)
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var sg = day_sun_base[1] * (d * warm_g * sunk)
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var sb = day_sun_base[2] * (d * warm_b * sunk)
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# The moon rides a lag behind the sun that is its phase: full is opposite (half a turn),
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# new is alongside. Its elevation follows the same arc, offset by the same amount, so a
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# full moon rises as the sun sets and a new moon is up all day and invisible.
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# The moon is where the sun was `lag` of a day ago: at full that is half a day, so it
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# rises as the sun sets; at new it is alongside the sun and up all day, invisible. The
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# sign matters — a waxing crescent has to set AFTER the sun, not before it.
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let moon_lag = 2.0 * PI * day_moon_phase
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let maz = az - moon_lag * day_dir
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let mel = Math.deg_to_rad(-6.0 + 63.0 * Math.sin(t - moon_lag))
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let mce = Math.cos(mel)
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v3_set(day_moon_dir, -(Math.sin(maz) * mce), Math.sin(mel), -(Math.cos(maz) * mce))
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day_moon = false
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if el < Math.deg_to_rad(-7.0) {
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day_moon = true
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laz = maz
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lel = Math.clamp(mel, Math.deg_to_rad(6.0), Math.deg_to_rad(70.0))
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let m = smoothf(Math.deg_to_rad(-7.0), Math.deg_to_rad(-16.0), el)
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# what the moon is worth on the ground, by how much of it is lit. A new moon is a
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# properly dark night, which is what makes a torch and a lantern matter.
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let up = smoothf(Math.deg_to_rad(-4.0), Math.deg_to_rad(8.0), mel)
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let lit = m * up * (0.06 + 0.94 * day_moon_illum)
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sr = day_sun_base[0] * (0.0130 * lit)
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sg = day_sun_base[1] * (0.0165 * lit)
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sb = day_sun_base[2] * (0.0250 * lit)
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}
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let ce = Math.cos(lel)
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v3_set(sun_dir, -(Math.sin(laz) * ce), Math.sin(lel), -(Math.cos(laz) * ce))
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v3_set(sun_color, sr, sg, sb)
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# the sky's light: full by day, a deep blue by night, amber through the dusk
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let dusk = smoothf(Math.deg_to_rad(-10.0), Math.deg_to_rad(2.0), el) * (1.0 - smoothf(Math.deg_to_rad(2.0), Math.deg_to_rad(18.0), el))
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# a full moon lifts the night's own ambient nearly threefold; a new moon leaves it alone
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var moonlit = 1.0
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if day_moon { moonlit = 1.0 + 1.8 * day_moon_illum }
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v3_set(day_ibl, Math.lerp(0.020 * moonlit, 1.0, d), Math.lerp(0.026 * moonlit, 1.0, d), Math.lerp(0.045 * moonlit, 1.0, d))
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day_ibl[0] = day_ibl[0] * (1.0 + 0.35 * dusk)
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day_ibl[2] = day_ibl[2] * (1.0 - 0.25 * dusk)
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# clouds: less light, and greyer (the blue and the warmth both fade)
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let grey = (day_ibl[0] + (day_ibl[1] + day_ibl[2])) * 0.3333 + 0.6 * day_flash
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let dim = 1.0 - 0.55 * oc
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for i in 0 .. 3 { day_ibl[i] = Math.lerp(day_ibl[i], grey, 0.7 * oc) * dim }
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# ---- the air ---------------------------------------------------------------------------
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# Aerial perspective is a CURVE, not the one constant it was. A low sun is shining through
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# far more air than a high one, and it is shining ALONG the ground rather than down onto it,
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# so three things move together with its elevation: how much air there is, how hard that air
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# scatters the sun forward, and how low in the valley it lies. `lowsun` peaks at the horizon
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# and falls away on both sides - it has to fall away BELOW it too, or the middle of the night
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# gets a dawn's haze with no dawn to justify it. Overcast thickens the air and flattens the
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# scatter, because a grey sky has no disc to scatter from. The player's slider still
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# multiplies the result, so nobody loses the setting they chose.
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if day_fog_base == 0.0 { day_fog_base = r3d_fog_density }
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let fog_rise = smoothf(Math.deg_to_rad(-12.0), Math.deg_to_rad(1.0), el)
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let fog_high = smoothf(Math.deg_to_rad(2.0), Math.deg_to_rad(26.0), el)
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let lowsun = fog_rise * (1.0 - fog_high)
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var dens = day_fog_base * (1.0 + 1.5 * lowsun)
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dens = dens * (1.0 + 1.2 * oc)
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r3d_fog_density = dens * day_fog_mul * r3d_fog_scale
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# how fast the haze thins with height: a settled morning's lies IN the valley, a noon sky is
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# thin all the way up, so the falloff rises as the sun drops
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r3d_fog_falloff = 0.002 * (1.0 + 1.6 * lowsun)
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# the glow a ridge is silhouetted against when you look into a low sun
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r3d_fog_inscatter = (0.012 + 0.16 * lowsun) * (1.0 - 0.7 * oc)
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# and distance takes colour away at every hour, harder under cloud
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# 1.9 was tuned on a valley whose rock was grey anyway. Maroon's air is thin, dry and at
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# 2900 m, and the Bells are only a couple of kilometres from the lake - in the photograph
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# everybody knows, they are still plainly RED at that distance. Desaturating them to a pale
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# grey-pink is physically defensible and loses the one thing the range is named for, so the
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# basin's own air gets a gentler figure and overcast still takes colour away faster.
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r3d_fog_desat = 1.15 + 0.7 * oc
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# ---- the grade -------------------------------------------------------------------------
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# The look of an hour is not only how much air is in front of the mountain; it is what colour
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# the light is and what the shadows are filled with. Noon is the case worth naming: direct
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# sun is warm-white and the ONLY thing filling a midday shadow is a blue sky, so a midday
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# frame wants a cool, lifted shadow and a hard contrast between it and the lit ground. Dawn
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# and dusk are the opposite - a warm low sun, warm shadow fill off the whole sky, and less
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# contrast because the light is coming through so much air. Overcast flattens and drains both.
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# `night` is deliberately NOT `1 - d`: d is already falling while the sun is still on the
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# horizon, so the two curves would fight and the warmest minute of the day would come out
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# half-cooled. It only begins under the horizon.
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let night = 1.0 - smoothf(Math.deg_to_rad(-14.0), Math.deg_to_rad(-4.0), el)
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let hi = fog_high
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post_wb_r = 1.02 + (0.10 * lowsun - (0.03 * hi + 0.06 * night))
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post_wb_g = 1.0 + 0.012 * lowsun
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post_wb_b = 0.97 + (0.055 * hi + 0.13 * night - 0.09 * lowsun)
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# the shadows' floor: warm and open into a low sun, blue at noon, cold and crushed at night
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post_lift_r = 0.004 + 0.013 * lowsun - 0.002 * (hi + night)
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post_lift_g = 0.004 + 0.008 * lowsun - 0.001 * night
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post_lift_b = 0.012 + (0.004 * lowsun + 0.013 * hi)
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# Gain is left alone on purpose. It looks like a highlight control and is not: the grade is
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# `c * gain + lift * (1 - c)`, so warming the gain warms the WHOLE frame, and warming it at
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# noon undid the cool white balance above and turned one o'clock yellower than seven in the
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# morning - the opposite of the thing this grade exists to do. Midday's punch comes from
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# contrast, and midday's colour from a cool balance over a blue shadow.
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post_gain_r = 0.99
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post_gain_g = 0.995
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post_gain_b = 1.0
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post_contrast = 1.12 + 0.11 * hi - (0.17 * oc + 0.06 * night)
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post_saturation = 1.04 + 0.12 * lowsun - (0.20 * oc + 0.12 * night)
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# The visible sky is relit by the hour (sky.frag). It fades out under the horizon, where the
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# night's own tint, stars and moon take over, and it eases off under heavy cloud - a relit
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# overcast is still overcast, and driving a clear-sky model hard through one paints a blue
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# zenith onto a grey day.
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r3d_sky_relight = smoothf(Math.deg_to_rad(-10.0), Math.deg_to_rad(1.0), el) * (1.0 - 0.75 * oc)
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# ---- what is IN the air -------------------------------------------------------------
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# The volumetric march (post.ludic) needs the same story the analytic fog tells, or the
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# shafts and the haze disagree. Density rides the sun's elevation like everything else; the
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# MIST is separate and is the thing a valley actually does - a shallow layer that forms in
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# the cold at either end of the day, lies ON the ground rather than filling the basin, and
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# burns off by mid-morning. Cloud thickens the air and kills the shafts, because a shaft
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# needs a disc to come from.
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post_vol_density = (0.00030 + 0.00070 * lowsun) * (1.0 - 0.55 * oc)
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post_vol_mist = 0.40 * lowsun * (1.0 - 0.4 * oc)
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post_vol_falloff = 0.006 + 0.004 * lowsun
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# R3D_NOAIR=1: the air as it was before any of the above - one density, one falloff, the
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# inscatter the shader used to hard-code, and no distance desaturation at all. It is here
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# so a before-and-after can be shot from ONE binary at one hour, which is the only kind of
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# comparison worth looking at, and it joins R3D_NOCLOUD / R3D_NOSHADOW / R3D_NOGI.
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if r3d_env_has("R3D_NOAIR") {
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r3d_fog_density = day_fog_base * day_fog_mul * r3d_fog_scale
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r3d_fog_falloff = 0.002
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r3d_fog_inscatter = 0.02
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r3d_fog_desat = 0.0
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post_wb_r = 1.02; post_wb_g = 1.0; post_wb_b = 0.97
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post_lift_r = 0.004; post_lift_g = 0.004; post_lift_b = 0.012
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post_gain_r = 0.99; post_gain_g = 0.995; post_gain_b = 1.0
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post_contrast = 1.12; post_saturation = 1.04
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r3d_sky_relight = 0.0
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post_vol_density = 0.0; post_vol_mist = 0.0
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}
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# exposure: auto-exposure must not turn the night into day
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# the ceiling has to move with the moon or auto-exposure eats the difference between a
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# full-moon night and a new-moon one
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var night_max = 4.5
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if day_moon { night_max = 4.5 + 3.5 * day_moon_illum }
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post_exposure_max = Math.lerp(night_max, 20.0, d)
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# the visible sky turns with the sun (cheap); its convolutions rebake when far off
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let sky_yaw_now = day_yaw0 + (h - day_hour0) * Math.deg_to_rad(15.0) * day_dir
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sky_set_rot(sky_yaw_now)
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if Math.abs(day_wrap(sky_yaw_now - day_sky_baked)) > Math.deg_to_rad(35.0) and d > 0.05 {
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day_sky_baked = sky_yaw_now
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sky_precompute()
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}
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# the terrain's baked shadow follows the light in steps
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if Math.abs(day_wrap(laz - day_baked_az)) > Math.deg_to_rad(4.0) or Math.abs(lel - day_baked_el) > Math.deg_to_rad(3.0) {
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day_baked_az = laz; day_baked_el = lel
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day_gen += 1
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}
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}
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# where the moon is in its month; the game advances this each morning
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function daylight_moon(phase: float) -> void {
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var p = phase % 1.0
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if p < 0.0 { p = p + 1.0 }
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day_moon_phase = p
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# illuminated fraction: (1 - cos(2 pi p)) / 2, which is 0 at new and 1 at full
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day_moon_illum = (1.0 - Math.cos(2.0 * PI * p)) * 0.5
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daylight_set(day_hours)
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}
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# the weather over the valley: overcast 0..1, a fog multiplier, a lightning flash 0..1
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function daylight_weather(overcast: float, fog_mul: float, flash: float) -> void {
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day_overcast = overcast; day_fog_mul = fog_mul; day_flash = flash
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}
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# the campfire: a point light at (x, y, z) of `strength` (0 = out)
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function daylight_fire(x: float, y: float, z: float, strength: float) -> void {
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v3_set(fire_pos, x, y, z)
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v3_set(fire_color, 9.0 * strength, 4.6 * strength, 1.4 * strength)
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}
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# the light in the hand: a point light (cone < -1) or a cone along dir (cone = cos half-angle)
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# A torch or a flashlight in the hand. `reach` is how far it carries, in metres: the
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# falloff is a gentle power out to it and nothing past it (lighting.glsl handLight), which
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# is what a pool of firelight looks like. It used to be a windowed inverse square with the
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# window and the scale both hard-coded, so every hand light in every game had the reach of
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# a candle whatever it was meant to be.
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function daylight_hand(x: float, y: float, z: float, dx: float, dy: float, dz: float, cone: float, reach: float, r: float, g: float, b: float) -> void {
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v3_set(hand_pos, x, y, z); v3_set(hand_dir, dx, dy, dz); hand_cone = cone
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v3_set(hand_color, r, g, b)
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hand_reach = reach
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}
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function daylight_bind(prog: int) -> void {
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u_v3(gpu_uniform(prog, "u_hand_pos"), hand_pos)
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u_v3(gpu_uniform(prog, "u_hand_color"), hand_color)
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u_v3(gpu_uniform(prog, "u_hand_dir"), hand_dir)
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u_f(gpu_uniform(prog, "u_hand_cone"), hand_cone)
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u_f(gpu_uniform(prog, "u_hand_reach"), hand_reach)
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u_v3(gpu_uniform(prog, "u_ibl_scale"), day_ibl)
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u_v3(gpu_uniform(prog, "u_moon_dir"), day_moon_dir)
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u_f(gpu_uniform(prog, "u_moon_phase"), day_moon_phase)
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u_f(gpu_uniform(prog, "u_moon_illum"), day_moon_illum)
|
|
u_f(gpu_uniform(prog, "u_moon_haze"), day_overcast)
|
|
u_f(gpu_uniform(prog, "u_daylight"), day_light)
|
|
u_v3(gpu_uniform(prog, "u_fire_pos"), fire_pos)
|
|
u_v3(gpu_uniform(prog, "u_fire_color"), fire_color)
|
|
}
|