Files
CodeNavigator/web/renderer.js
T
Andy Dixon f035ecb4a5 Night city: fog, lit windows, import trails and search beacons
City mode now renders as a night scene: exponential fog into a dark sky
tuned per camera, brighter neon edges, and procedural window grids on
every wall whose lit share grows with the file's definition count.

Selecting a file draws animated screen-space ribbons from each importer
to each imported building, arcing higher with distance: cyan and solid
for known links, amber and dashed for inferred ones. Search hits raise
light columns over their buildings so matches are visible across the
city. Both effects are additive and never occlude. District names hide
when the helicopter is close.
2026-05-31 12:10:54 +01:00

564 lines
27 KiB
JavaScript

import { perspective, lookAt, multiply, transform, invert, orbitPose, direction, ORBIT_FOV } from './camera.js';
const VERTICES = new Float32Array([
// top
0,0,1, 1,0,1, 1,1,1, 0,0,1, 1,1,1, 0,1,1,
// front
0,1,0, 1,1,0, 1,1,1, 0,1,0, 1,1,1, 0,1,1,
// back
1,0,0, 0,0,0, 0,0,1, 1,0,0, 0,0,1, 1,0,1,
// left
0,0,0, 0,1,0, 0,1,1, 0,0,0, 0,1,1, 0,0,1,
// right
1,1,0, 1,0,0, 1,0,1, 1,1,0, 1,0,1, 1,1,1,
// bottom
0,1,0, 0,0,0, 1,0,0, 0,1,0, 1,0,0, 1,1,0,
]);
// Instance kinds in the box program.
export const KIND = { building: 0, block: 1, ground: 2, beacon: 3 };
const FLOATS_PER_INSTANCE = 16;
// Landscape heights are exaggerated relative to the 1000x680 map so small repositories still read as 3D.
const LANDSCAPE_HEIGHT_SCALE = 420 / 170;
const CITY_FOV = 55 * Math.PI / 180;
export const EYE_HEIGHT = 1.7;
// Shared by every program. 2D is an orthographic map; 3D goes through the same view-projection
// matrix that project() uses in JS, so WebGL, the overlay and picking agree exactly.
const PROJECT = `
uniform vec2 uCenter;
uniform vec2 uViewport;
uniform float uZoom;
uniform float uMode;
uniform mat4 uViewProj;
uniform float uHeightScale;
vec4 projectWorld(vec3 world){
if(uMode < .5){
vec2 p = (world.xy - uCenter) * uZoom;
return vec4(p.x * 2.0 / uViewport.x, -p.y * 2.0 / uViewport.y, min(world.z, 1.0) * .001, 1.0);
}
return uViewProj * vec4(world.xy, world.z * uHeightScale, 1.0);
}`;
const VS = `#version 300 es
precision highp float;
layout(location=0) in vec3 aUnit;
layout(location=1) in vec4 aRect;
layout(location=2) in vec4 aColorHeight;
layout(location=3) in vec4 aAtlas;
layout(location=4) in vec4 aMeta;
${PROJECT}
out vec4 vColor;
out vec3 vUnit;
out vec2 vAtlas;
out vec3 vSize;
out float vDepth;
flat out int vFace;
flat out ivec2 vKind;
flat out vec2 vLit;
void main(){
int kind = int(aMeta.x + .5);
float height = kind == 0 && uMode < 1.5 ? max(1.0, aColorHeight.a) : aColorHeight.a;
vec3 world = vec3(aRect.xy + aUnit.xy * aRect.zw, aUnit.z * height);
vColor = vec4(aColorHeight.rgb, 1.0);
vUnit = aUnit;
vAtlas = aAtlas.xy + aUnit.xy * aAtlas.zw;
vSize = vec3(aRect.zw, height);
vFace = gl_VertexID / 6;
vKind = ivec2(kind, int(aMeta.w + .5));
vLit = aMeta.yz;
gl_Position = projectWorld(world);
vDepth = gl_Position.w;
}`;
const FS = `#version 300 es
precision highp float;
in vec4 vColor;
in vec3 vUnit;
in vec2 vAtlas;
in vec3 vSize;
in float vDepth;
flat in int vFace;
flat in ivec2 vKind;
flat in vec2 vLit;
uniform float uMode;
uniform float uAlpha;
uniform sampler2D uCode;
uniform float uCodeOn;
uniform float uFogDensity;
uniform vec3 uFogColor;
out vec4 outColor;
float hash(vec3 p){ return fract(sin(dot(p, vec3(12.9898, 78.233, 37.719))) * 43758.5453); }
vec3 fog(vec3 color){
float amount = 1.0 - exp(-pow(vDepth * uFogDensity, 2.0));
return mix(color, uFogColor, amount);
}
void main(){
if(vKind.x == 3){
// Search beacon: a light column fading upward, open at the top.
if(vFace == 0 || vFace == 5) discard;
float fade = pow(1.0 - vUnit.z, 1.6);
outColor = vec4(vColor.rgb * fade * .55, 0.0);
return;
}
if(uMode < .5 && vFace > 0) discard;
vec2 face = vFace == 0 || vFace == 5 ? vUnit.xy : vFace < 3 ? vUnit.xz : vUnit.yz;
float edge = min(min(face.x, 1.0-face.x), min(face.y, 1.0-face.y));
float border = smoothstep(0.0, fwidth(edge)*1.35 + .009, edge);
// Tile tops match TILE_TOP in app.js so source drawn over a roof blends in; 2D gets a faint layer tint.
vec3 top = vec3(.055, .067, .094);
vec3 base = uMode < .5 ? mix(top, vColor.rgb, .07) : top;
vec3 stroke = mix(vColor.rgb, vec3(1.0), .12);
if(vKind.x == 2){
outColor = vec4(fog(vec3(.03, .036, .052)), uAlpha); // asphalt
return;
}
bool city = uMode > 1.5;
if(city) stroke = mix(vColor.rgb, vec3(1.0), .3) * 1.2; // neon edges at night
if(vKind.x == 1){
// Blocks are raised pavements tinted by their dominant layer.
base = mix(vec3(.075, .085, .11), vColor.rgb, .07);
stroke = mix(vColor.rgb, base, .55);
} else if(vFace > 0 && vFace < 5){
// Walls: a fixed key light per side and a darker foot make buildings read as solids.
float light = vFace == 1 ? .34 : vFace == 2 ? .2 : vFace == 3 ? .26 : .42;
base = mix(top, vColor.rgb, light) * (.55 + .45 * vUnit.z);
stroke = mix(stroke, base, city ? .25 : .45);
if(city){
// Windows: a grid in metres; the lit share follows the file's definition count.
float wide = vFace < 3 ? vSize.x : vSize.y;
vec2 metres = vec2((vFace < 3 ? vUnit.x : vUnit.y) * wide, vUnit.z * vSize.z);
vec2 cell = floor(metres / vec2(3.2, 3.5)), local = fract(metres / vec2(3.2, 3.5));
float pane = step(.22, local.x) * step(local.x, .78) * step(.3, local.y) * step(local.y, .78);
pane *= step(1.0, cell.y) * step(metres.y, vSize.z - 2.0) * step(1.6, metres.x) * step(metres.x, wide - 1.6);
bool lit = hash(vec3(cell, vLit.y + float(vFace) * 17.0)) < vLit.x;
vec3 glass = lit ? mix(vec3(1.0, .82, .52), vColor.rgb, .35) * (.8 + .4 * hash(vec3(cell.yx, vLit.y))) : base * .55;
base = mix(base, glass, pane);
}
} else if(vFace == 0 && uCodeOn > .5){
// Roofs sample the code overview canvas at this file's rectangle.
vec4 code = texture(uCode, vAtlas);
base = mix(base, code.rgb / max(code.a, .001), code.a * .92);
}
if(vKind.y == 1) stroke = vec3(1.0, .94, .54); // selected
vec3 color = mix(stroke, base, border);
outColor = vec4(city ? fog(color) : color, uAlpha);
}`;
const GRID_VS = `#version 300 es
precision highp float;
layout(location=0) in vec2 aPoint;
${PROJECT}
void main(){ gl_Position = projectWorld(vec3(aPoint, 0.0)); }`;
const GRID_FS = `#version 300 es
precision highp float;
out vec4 outColor;
void main(){ outColor = vec4(.59, .63, 1.0, .11); }`;
// Textured quads for city signs and facades: centre, half-width axis, half-height axis, atlas rect.
const SIGN_VS = `#version 300 es
precision highp float;
layout(location=0) in vec2 aCorner;
layout(location=1) in vec3 aCenter;
layout(location=2) in vec3 aAxisU;
layout(location=3) in vec3 aAxisV;
layout(location=4) in vec4 aUv;
uniform mat4 uViewProj;
out vec2 vUv;
out float vDepth;
void main(){
vec3 world = aCenter + aAxisU * (aCorner.x * 2.0 - 1.0) + aAxisV * (aCorner.y * 2.0 - 1.0);
vUv = aUv.xy + vec2(aCorner.x, 1.0 - aCorner.y) * aUv.zw;
gl_Position = uViewProj * vec4(world, 1.0);
vDepth = gl_Position.w;
}`;
const SIGN_FLOATS = 13;
// Import trails: screen-space ribbons along arcs, with dashes flowing from importer to imported.
const TRAIL_VS = `#version 300 es
precision highp float;
layout(location=0) in vec3 aPos;
layout(location=1) in vec3 aOther;
layout(location=2) in vec3 aSideTKind;
uniform mat4 uViewProj;
uniform vec2 uViewport;
out float vT;
flat out int vKind;
void main(){
vec4 a = uViewProj * vec4(aPos, 1.0), b = uViewProj * vec4(aOther, 1.0);
vT = aSideTKind.y; vKind = int(aSideTKind.z + .5);
if(a.w < .2 || b.w < .2){ gl_Position = vec4(2.0, 2.0, 2.0, 1.0); return; } // behind the camera
vec2 dir = normalize((b.xy / b.w - a.xy / a.w) * uViewport + 1e-6);
vec2 offset = vec2(-dir.y, dir.x) * aSideTKind.x * 2.5 / uViewport;
gl_Position = a + vec4(offset * a.w, 0.0, 0.0);
}`;
const TRAIL_FS = `#version 300 es
precision highp float;
in float vT;
flat in int vKind;
uniform float uTime;
out vec4 outColor;
void main(){
vec3 color = vKind == 0 ? vec3(.21, .83, .76) : vec3(.97, .74, .3);
float dash = fract(vT * 14.0 - uTime * .9);
float glow = .35 + .65 * smoothstep(.0, .25, dash) * (1.0 - smoothstep(.55, .8, dash));
if(vKind == 1 && dash > .6) discard; // inferred links are dashed
outColor = vec4(color * glow, 0.0);
}`;
const TRAIL_FLOATS = 9;
const SIGN_FS = `#version 300 es
precision highp float;
in vec2 vUv;
in float vDepth;
uniform sampler2D uTexture;
uniform float uFogDensity;
out vec4 outColor;
void main(){
vec4 color = texture(uTexture, vUv);
if(color.a < .02) discard;
outColor = color * exp(-pow(vDepth * uFogDensity, 2.0)); // premultiplied, so fading toward clear
}`;
function program(gl, vertex, fragment) {
const value = gl.createProgram();
gl.attachShader(value, shader(gl, gl.VERTEX_SHADER, vertex));
gl.attachShader(value, shader(gl, gl.FRAGMENT_SHADER, fragment));
gl.linkProgram(value);
if (!gl.getProgramParameter(value, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(value));
return value;
}
function shader(gl, type, source) {
const value = gl.createShader(type); gl.shaderSource(value, source); gl.compileShader(value);
if (!gl.getShaderParameter(value, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(value));
return value;
}
function uniformsOf(gl, prog) {
const out = {}, count = gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) { const name = gl.getActiveUniform(prog, i).name; out[name] = gl.getUniformLocation(prog, name); }
return out;
}
export class LandscapeRenderer {
constructor(canvas) {
this.canvas = canvas;
const gl = canvas.getContext('webgl2', { antialias: true, alpha: true, depth: true, powerPreference: 'high-performance' });
if (!gl) throw new Error('WebGL2 is required');
this.gl = gl;
this.program = program(gl, VS, FS); this.uniforms = uniformsOf(gl, this.program);
this.gridProgram = program(gl, GRID_VS, GRID_FS); this.gridUniforms = uniformsOf(gl, this.gridProgram);
const grid = [];
for (let x = -200; x <= 1200; x += 100) grid.push(x, -200, x, 900);
for (let y = -200; y <= 900; y += 100) grid.push(-200, y, 1200, y);
this.gridVao = gl.createVertexArray(); gl.bindVertexArray(this.gridVao);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(grid), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
this.gridCount = grid.length / 2;
this.codeTexture = gl.createTexture(); this.codeOn = false;
this.anisotropy = gl.getExtension('EXT_texture_filter_anisotropic');
this.cube = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, this.cube); gl.bufferData(gl.ARRAY_BUFFER, VERTICES, gl.STATIC_DRAW);
this.landscape = this.boxLayer(); this.cityLayer = this.boxLayer();
this.signProgram = program(gl, SIGN_VS, SIGN_FS); this.signUniforms = uniformsOf(gl, this.signProgram);
this.corners = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, this.corners); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), gl.STATIC_DRAW);
this.signLayer = this.quadLayer(); this.facadeLayer = this.quadLayer();
this.atlasTexture = this.texture(); this.facadeTexture = this.texture(); this.atlasGeneration = -1;
this.trailProgram = program(gl, TRAIL_VS, TRAIL_FS); this.trailUniforms = uniformsOf(gl, this.trailProgram);
this.trailLayer = { vao: gl.createVertexArray(), buffer: gl.createBuffer(), count: 0 };
gl.bindVertexArray(this.trailLayer.vao); gl.bindBuffer(gl.ARRAY_BUFFER, this.trailLayer.buffer);
[[0, 0], [1, 12], [2, 24]].forEach(([index, offset]) => { gl.enableVertexAttribArray(index); gl.vertexAttribPointer(index, 3, gl.FLOAT, false, TRAIL_FLOATS * 4, offset); });
this.beaconLayer = this.boxLayer();
this.time = 0;
this.camera = { x: 500, y: 350, zoom: 1, yaw: -.1, pitch: .78, distance: 3.5 };
// City camera: 'heli' orbits a ground target; 'walk' and 'fly' look out from an eye position.
this.city = { view: 'heli', x: 0, y: 0, yaw: -.12, pitch: .8, distance: 500, ex: 0, ey: 0, ez: EYE_HEIGHT, lookYaw: 0, lookPitch: 0 };
this.mode = '2d';
this.resize();
}
boxLayer() {
const gl = this.gl, layer = { vao: gl.createVertexArray(), buffer: gl.createBuffer(), count: 0 };
gl.bindVertexArray(layer.vao);
gl.bindBuffer(gl.ARRAY_BUFFER, this.cube); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, layer.buffer);
for (let i = 0; i < 4; i++) {
gl.enableVertexAttribArray(i + 1); gl.vertexAttribPointer(i + 1, 4, gl.FLOAT, false, FLOATS_PER_INSTANCE * 4, i * 16); gl.vertexAttribDivisor(i + 1, 1);
}
return layer;
}
quadLayer() {
const gl = this.gl, layer = { vao: gl.createVertexArray(), buffer: gl.createBuffer(), count: 0 };
gl.bindVertexArray(layer.vao);
gl.bindBuffer(gl.ARRAY_BUFFER, this.corners); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, layer.buffer);
[[1, 3, 0], [2, 3, 12], [3, 3, 24], [4, 4, 36]].forEach(([index, size, offset]) => {
gl.enableVertexAttribArray(index); gl.vertexAttribPointer(index, size, gl.FLOAT, false, SIGN_FLOATS * 4, offset); gl.vertexAttribDivisor(index, 1);
});
return layer;
}
texture() {
const gl = this.gl, texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture);
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);
return texture;
}
// quads: [{ c, u, v, uv: {u, v, du, dv} }] from city.js placement helpers.
static packQuads(quads) {
const packed = new Float32Array(quads.length * SIGN_FLOATS);
quads.forEach((q, i) => packed.set([...q.c, ...q.u, ...q.v, q.uv.u, q.uv.v, q.uv.du, q.uv.dv], i * SIGN_FLOATS));
return packed;
}
setSigns(quads, atlas) {
this.atlas = atlas;
const gl = this.gl, packed = LandscapeRenderer.packQuads(quads);
gl.bindBuffer(gl.ARRAY_BUFFER, this.signLayer.buffer); gl.bufferData(gl.ARRAY_BUFFER, packed, gl.DYNAMIC_DRAW);
this.signLayer.count = quads.length;
}
// Source code on one wall: a canvas and its quad, or null to hide.
setFacade(canvas, quad) {
const gl = this.gl;
if (!canvas || !quad) { this.facadeLayer.count = 0; return; }
if (canvas !== this.facadeSource) {
gl.bindTexture(gl.TEXTURE_2D, this.facadeTexture); gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas); gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
this.facadeSource = canvas;
}
gl.bindBuffer(gl.ARRAY_BUFFER, this.facadeLayer.buffer);
gl.bufferData(gl.ARRAY_BUFFER, LandscapeRenderer.packQuads([{ ...quad, uv: { u: 0, v: 0, du: 1, dv: 1 } }]), gl.DYNAMIC_DRAW);
this.facadeLayer.count = 1;
}
// arcs: [{ points: [[x,y,z], ...], kind: 0 known | 1 inferred }] ordered from importer to imported.
setTrails(arcs) {
const vertices = [];
for (const arc of arcs) {
const n = arc.points.length - 1;
for (let i = 0; i < n; i++) {
const a = arc.points[i], b = arc.points[i + 1], ta = i / n, tb = (i + 1) / n;
// Two triangles per segment; the far end looks back at the near end, so its side flips.
vertices.push(...a, ...b, 1, ta, arc.kind, ...a, ...b, -1, ta, arc.kind, ...b, ...a, -1, tb, arc.kind);
vertices.push(...a, ...b, -1, ta, arc.kind, ...b, ...a, 1, tb, arc.kind, ...b, ...a, -1, tb, arc.kind);
}
}
const gl = this.gl; gl.bindBuffer(gl.ARRAY_BUFFER, this.trailLayer.buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.DYNAMIC_DRAW);
this.trailLayer.count = vertices.length / TRAIL_FLOATS;
}
// beams: [{ x, y, w, h, height, color }] rising from search hits.
setBeacons(beams) {
const packed = new Float32Array(beams.length * FLOATS_PER_INSTANCE);
beams.forEach((b, i) => packed.set([b.x, b.y, b.w, b.h, ...b.color, b.height, 0, 0, 0, 0, KIND.beacon, 0, 0, 0], i * FLOATS_PER_INSTANCE));
this.upload(this.beaconLayer, packed);
}
get animating() { return this.mode === 'city' && this.trailLayer.count > 0; }
syncAtlas() {
const gl = this.gl, atlas = this.atlas; if (!atlas) return;
gl.bindTexture(gl.TEXTURE_2D, this.atlasTexture); gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
if (this.atlasGeneration === -1) { gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, atlas.canvas); this.atlasGeneration = 0; atlas.takeDirty(); this.mipmapAtlas(); return; }
const dirty = atlas.takeDirty();
if (dirty) { gl.texSubImage2D(gl.TEXTURE_2D, 0, dirty.x, dirty.y, gl.RGBA, gl.UNSIGNED_BYTE, dirty.image); this.mipmapAtlas(); }
}
// Signs are mostly seen small and at grazing angles; without mipmaps the text shimmers.
mipmapAtlas() {
const gl = this.gl;
gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
if (this.anisotropy) gl.texParameterf(gl.TEXTURE_2D, this.anisotropy.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(8, gl.getParameter(this.anisotropy.MAX_TEXTURE_MAX_ANISOTROPY_EXT)));
}
drawQuads(layer, texture) {
if (!layer.count) return;
const gl = this.gl, u = this.signUniforms;
gl.useProgram(this.signProgram); gl.bindVertexArray(layer.vao);
gl.uniformMatrix4fv(u.uViewProj, false, this.viewProj); gl.uniform1f(u.uFogDensity, this.fogDensity());
gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, texture); gl.uniform1i(u.uTexture, 0);
gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, layer.count);
}
upload(layer, packed) {
const gl = this.gl; gl.bindBuffer(gl.ARRAY_BUFFER, layer.buffer); gl.bufferData(gl.ARRAY_BUFFER, packed, gl.DYNAMIC_DRAW);
layer.count = packed.length / FLOATS_PER_INSTANCE; layer.packed = packed;
}
// Landscape tiles: items carry x,y,w,h (map units), color and height.
setData(items) {
this.items = items;
const packed = new Float32Array(items.length * FLOATS_PER_INSTANCE);
items.forEach((item, i) => packed.set([item.x, item.y, item.w, item.h, ...item.color, item.height, item.x / 1000, item.y / 680, item.w / 1000, item.h / 680, KIND.building, 0, item.id, 0], i * FLOATS_PER_INSTANCE));
this.upload(this.landscape, packed);
}
// City instances: [{x,y,w,h,height,color,atlas:[u,v,du,dv],kind,id}] in metres.
setCity(instances, bounds) {
const packed = new Float32Array(instances.length * FLOATS_PER_INSTANCE);
instances.forEach((b, i) => packed.set([b.x, b.y, b.w, b.h, ...b.color, b.height, ...(b.atlas || [0, 0, 0, 0]), b.kind, b.lit || 0, b.id || 0, 0], i * FLOATS_PER_INSTANCE));
this.cityInstances = instances; this.cityBounds = bounds;
this.upload(this.cityLayer, packed);
}
// Highlights one landscape tile and one city building by file id (0 clears).
setSelected(id) {
for (const layer of [this.landscape, this.cityLayer]) {
const packed = layer.packed; if (!packed) continue;
for (let o = 0; o < packed.length; o += FLOATS_PER_INSTANCE) packed[o + 15] = id && packed[o + 12] === KIND.building && packed[o + 14] === id ? 1 : 0;
const gl = this.gl; gl.bindBuffer(gl.ARRAY_BUFFER, layer.buffer); gl.bufferSubData(gl.ARRAY_BUFFER, 0, packed);
}
}
resize() {
// Cache the CSS size once per frame: project() runs tens of thousands of times per frame,
// and reading clientWidth there forces layout queries that dominated 3D frame time.
this.width = Math.max(1, this.canvas.clientWidth); this.height = Math.max(1, this.canvas.clientHeight);
const dpr = Math.min(devicePixelRatio || 1, 2), w = Math.max(1, Math.floor(this.width * dpr)), h = Math.max(1, Math.floor(this.height * dpr));
if (this.canvas.width !== w || this.canvas.height !== h) { this.canvas.width = w; this.canvas.height = h; }
this.dpr = dpr; this.gl.viewport(0, 0, w, h); this.updateView();
}
// Uploads the code overview canvas as the roof texture; call again after it changes.
setCodeTexture(source) {
const gl = this.gl; gl.bindTexture(gl.TEXTURE_2D, this.codeTexture);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); // mipmaps of straight alpha get dark fringes around glyphs
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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);
if (this.anisotropy) gl.texParameterf(gl.TEXTURE_2D, this.anisotropy.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(8, gl.getParameter(this.anisotropy.MAX_TEXTURE_MAX_ANISOTROPY_EXT)));
}
setCameraUniforms(u) {
const gl = this.gl;
gl.uniform2f(u.uCenter, this.camera.x, this.camera.y);
gl.uniform2f(u.uViewport, this.width, this.height);
gl.uniform1f(u.uZoom, this.camera.zoom);
gl.uniform1f(u.uMode, this.mode === '2d' ? 0 : this.mode === '3d' ? 1 : 2);
if (u.uViewProj) gl.uniformMatrix4fv(u.uViewProj, false, this.viewProj);
if (u.uHeightScale) gl.uniform1f(u.uHeightScale, this.heightScale);
}
// Eye and look direction of the current city camera.
cityPose() {
const c = this.city;
if (c.view === 'heli') {
const cy = Math.cos(c.yaw), sy = Math.sin(c.yaw), cp = Math.cos(c.pitch), sp = Math.sin(c.pitch);
const eye = [c.x + sy * cp * c.distance, c.y + cy * cp * c.distance, sp * c.distance];
return { eye, forward: [-sy * cp, -cy * cp, -sp] };
}
return { eye: [c.ex, c.ey, c.ez], forward: direction(c.lookYaw, c.lookPitch) };
}
// Recomputes the 3D view-projection from the active camera; runs on every resize check.
updateView() {
const aspect = this.width / this.height;
if (this.mode === 'city') {
this.heightScale = 1;
const { eye, forward } = this.cityPose(), c = this.city;
const size = Math.max(this.cityBounds?.width || 1000, this.cityBounds?.height || 1000);
const near = c.view === 'heli' ? Math.max(.5, c.distance * .002) : .1, far = c.view === 'heli' ? c.distance * 3 + size * 2 : size * 2.5 + 2000;
this.eye = eye; this.forward = forward;
this.viewProj = multiply(perspective(CITY_FOV, aspect, near, far), lookAt(eye, [eye[0] + forward[0], eye[1] + forward[1], eye[2] + forward[2]], Math.abs(forward[2]) > .999 ? [0, -1, 0] : [0, 0, 1]));
} else {
this.heightScale = LANDSCAPE_HEIGHT_SCALE;
const pose = orbitPose(this.camera);
this.eye = pose.eye;
this.viewProj = multiply(perspective(ORBIT_FOV, aspect, 4, 60000), lookAt(pose.eye, pose.target, pose.up));
}
this.inverseViewProj = null;
}
// Night fog: thick enough to give depth, thin enough to keep the city legible from the air.
fogDensity() {
if (this.mode !== 'city') return 0;
const c = this.city, size = Math.max(this.cityBounds?.width || 1000, this.cityBounds?.height || 1000);
if (c.view === 'heli') return 1.1 / (c.distance * 2.4 + size * .8);
return 1 / (c.view === 'walk' ? 520 : 700 + c.ez * 5);
}
render(alpha = 1) {
const gl = this.gl; this.resize();
const fogColor = [.027, .031, .05], fog = this.fogDensity();
if (this.mode === 'city') gl.clearColor(...fogColor, 1); else gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST); gl.depthFunc(gl.LEQUAL); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
if (this.mode === '3d') {
// Ground grid first without writing depth; buildings then cover it where they stand.
gl.useProgram(this.gridProgram); gl.bindVertexArray(this.gridVao); this.setCameraUniforms(this.gridUniforms);
gl.depthMask(false); gl.drawArrays(gl.LINES, 0, this.gridCount); gl.depthMask(true);
}
const u = this.uniforms, layer = this.mode === 'city' ? this.cityLayer : this.landscape;
gl.useProgram(this.program); gl.bindVertexArray(layer.vao); this.setCameraUniforms(u);
gl.uniform1f(u.uAlpha, alpha);
gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, this.codeTexture); gl.uniform1i(u.uCode, 0);
gl.uniform1f(u.uCodeOn, this.codeOn && this.mode !== '2d' ? 1 : 0);
gl.uniform1f(u.uFogDensity, fog); gl.uniform3f(u.uFogColor, ...fogColor);
gl.drawArraysInstanced(gl.TRIANGLES, 0, 36, layer.count);
if (this.mode === 'city') {
// Light effects add colour and never occlude: additive blending without depth writes.
gl.depthMask(false); gl.blendFunc(gl.ONE, gl.ONE);
if (this.beaconLayer.count) { gl.bindVertexArray(this.beaconLayer.vao); gl.drawArraysInstanced(gl.TRIANGLES, 0, 36, this.beaconLayer.count); }
if (this.trailLayer.count) {
const t = this.trailUniforms;
gl.useProgram(this.trailProgram); gl.bindVertexArray(this.trailLayer.vao);
gl.uniformMatrix4fv(t.uViewProj, false, this.viewProj); gl.uniform2f(t.uViewport, this.width, this.height); gl.uniform1f(t.uTime, performance.now() / 1000);
gl.drawArrays(gl.TRIANGLES, 0, this.trailLayer.count);
}
gl.depthMask(true); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// Signs sit on or just off surfaces: test depth, don't write it, and pull them forward a touch.
this.syncAtlas();
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.depthMask(false);
gl.enable(gl.POLYGON_OFFSET_FILL); gl.polygonOffset(-2, -8);
this.drawQuads(this.facadeLayer, this.facadeTexture);
this.drawQuads(this.signLayer, this.atlasTexture);
gl.disable(gl.POLYGON_OFFSET_FILL); gl.depthMask(true); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
}
}
// Geometry of an item in the active world: map units for 2D/3D, metres in the city.
geom(item) { return this.mode === 'city' ? item.city || item : item; }
screenRect(item) {
const g = this.geom(item);
if (this.mode === '2d') return { x: (g.x - this.camera.x) * this.camera.zoom + this.width / 2, y: (g.y - this.camera.y) * this.camera.zoom + this.height / 2, w: g.w * this.camera.zoom, h: g.h * this.camera.zoom };
let x0 = Infinity, y0 = Infinity, x1 = -Infinity, y1 = -Infinity;
for (const [x, y] of [[g.x, g.y], [g.x + g.w, g.y], [g.x, g.y + g.h], [g.x + g.w, g.y + g.h]]) {
const p = this.project([x, y, g.height]);
if (p.x < x0) x0 = p.x; if (p.x > x1) x1 = p.x; if (p.y < y0) y0 = p.y; if (p.y > y1) y1 = p.y;
}
return { x: x0, y: y0, w: x1 - x0, h: y1 - y0 };
}
// Screen position of a world point; depth is the view distance, and points behind the camera are NaN.
project([x, y, z = 0]) {
const [cx, cy, , cw] = transform(this.viewProj, x, y, z * this.heightScale);
if (cw <= 1e-3) return { x: NaN, y: NaN, depth: Infinity };
return { x: (cx / cw + 1) / 2 * this.width, y: (1 - cy / cw) / 2 * this.height, depth: cw };
}
// World-space ray through a screen point (3D modes), with z in the active height units.
ray(screenX, screenY) {
this.inverseViewProj ||= invert(this.viewProj);
const m = this.inverseViewProj, nx = screenX / this.width * 2 - 1, ny = 1 - screenY / this.height * 2;
const point = z => { const [x, y, w, q] = transform(m, nx, ny, z); return [x / q, y / q, w / q]; };
const a = point(-1), b = point(1), len = Math.hypot(b[0] - a[0], b[1] - a[1], b[2] - a[2]);
return { origin: a, dir: [(b[0] - a[0]) / len, (b[1] - a[1]) / len, (b[2] - a[2]) / len] };
}
worldAt(clientX, clientY) {
return { x: this.camera.x + (clientX - this.width / 2) / this.camera.zoom, y: this.camera.y + (clientY - this.height / 2) / this.camera.zoom };
}
}