@autumnsgrove/gossamer 0.1.0 → 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/characters.d.ts.map +1 -1
- package/dist/colors.d.ts +312 -0
- package/dist/colors.d.ts.map +1 -0
- package/dist/index.d.ts +5 -3
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +542 -0
- package/dist/index.js.map +1 -1
- package/dist/patterns.d.ts +119 -2
- package/dist/patterns.d.ts.map +1 -1
- package/dist/renderer.d.ts +27 -0
- package/dist/renderer.d.ts.map +1 -1
- package/dist/svelte/index.js +9 -12
- package/dist/svelte/index.js.map +1 -1
- package/package.json +12 -3
- package/src/characters.ts +55 -0
- package/src/colors.ts +234 -0
- package/src/index.ts +35 -4
- package/src/patterns.ts +447 -3
- package/src/renderer.ts +161 -0
- package/src/svelte/GossamerClouds.svelte +6 -6
package/src/patterns.ts
CHANGED
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@@ -211,6 +211,270 @@ export function seededNoise2D(x: number, y: number, seed: number = 0): number {
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return n - Math.floor(n);
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}
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/**
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* Clouds pattern - soft, billowy fbm with gentle movement
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* The signature Gossamer effect!
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*
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* @param x - X coordinate
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* @param y - Y coordinate
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* @param time - Time value for animation
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* @param config - Pattern configuration
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* @returns Value between -1 and 1
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*/
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export function cloudsPattern(
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x: number,
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y: number,
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time: number,
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config: PatternConfig = DEFAULT_PATTERN_CONFIG
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): number {
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const { frequency, amplitude, speed } = config;
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// Slow, drifting movement
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const drift = time * speed * 0.02;
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const nx = x * frequency * 0.5 + drift;
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const ny = y * frequency * 0.5 + drift * 0.7;
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// Layer multiple octaves with high persistence for soft, puffy look
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const base = fbmNoise(nx, ny, 5, 0.6);
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// Add subtle secondary drift layer
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const detail = fbmNoise(nx * 2 + drift * 0.5, ny * 2 - drift * 0.3, 3, 0.5) * 0.3;
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// Combine and bias toward lighter values (more sky, less dense cloud)
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const combined = base + detail;
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return Math.tanh(combined * 1.5) * amplitude;
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}
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/**
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* Plasma pattern - classic demoscene effect
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* Combines sine waves at different frequencies and phases
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*
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* @param x - X coordinate
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* @param y - Y coordinate
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* @param time - Time value for animation
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* @param config - Pattern configuration
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* @returns Value between -1 and 1
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*/
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export function plasmaPattern(
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x: number,
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y: number,
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time: number,
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config: PatternConfig = DEFAULT_PATTERN_CONFIG
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): number {
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const { frequency, amplitude, speed } = config;
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const t = time * speed;
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// Classic plasma: sum of sines at different scales and rotations
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const v1 = Math.sin(x * frequency + t);
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const v2 = Math.sin(y * frequency + t * 0.7);
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const v3 = Math.sin((x + y) * frequency * 0.5 + t * 0.5);
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const v4 = Math.sin(Math.sqrt(x * x + y * y) * frequency * 0.3 + t * 0.8);
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// Add some swirl
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const cx = x - 40;
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const cy = y - 20;
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const v5 = Math.sin(Math.atan2(cy, cx) * 3 + t * 0.4);
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return ((v1 + v2 + v3 + v4 + v5) / 5) * amplitude;
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}
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/**
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* Vortex pattern - swirling spiral around center
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*
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* @param x - X coordinate
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* @param y - Y coordinate
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* @param centerX - Vortex center X
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* @param centerY - Vortex center Y
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* @param time - Time value for animation
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* @param config - Pattern configuration
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* @returns Value between -1 and 1
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*/
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export function vortexPattern(
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x: number,
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y: number,
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centerX: number,
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centerY: number,
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time: number,
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config: PatternConfig = DEFAULT_PATTERN_CONFIG
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): number {
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const { frequency, amplitude, speed } = config;
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const dx = x - centerX;
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const dy = y - centerY;
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const distance = Math.sqrt(dx * dx + dy * dy);
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const angle = Math.atan2(dy, dx);
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// Spiral: angle + distance creates the swirl
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const spiral = angle + distance * frequency * 0.1 - time * speed;
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// Add some turbulence based on distance
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const turbulence = perlinNoise2D(distance * 0.1, time * speed * 0.5) * 0.3;
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return (Math.sin(spiral * 3) + turbulence) * amplitude;
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}
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/**
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* Matrix pattern - falling columns like digital rain
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*
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* @param x - X coordinate (column)
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* @param y - Y coordinate (row)
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* @param time - Time value for animation
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* @param config - Pattern configuration
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* @returns Value between -1 and 1
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*/
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export function matrixPattern(
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x: number,
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y: number,
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time: number,
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config: PatternConfig = DEFAULT_PATTERN_CONFIG
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): number {
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const { frequency, amplitude, speed } = config;
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// Each column has its own speed and phase based on x position
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const columnSeed = seededNoise2D(x, 0, 42);
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const columnSpeed = 0.5 + columnSeed * 1.5;
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const columnPhase = columnSeed * 100;
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// Calculate falling position
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const fallPosition = (y * frequency + time * speed * columnSpeed + columnPhase) % 20;
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// Create "head" of the rain drop (brightest) with trailing fade
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const headBrightness = fallPosition < 1 ? 1 : 0;
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const trailLength = 8;
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const trailBrightness =
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fallPosition < trailLength ? Math.pow(1 - fallPosition / trailLength, 2) : 0;
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// Add some randomness for flickering effect
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const flicker = seededNoise2D(x, Math.floor(time * 10), y) * 0.2;
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const value = Math.max(headBrightness, trailBrightness) + flicker;
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return (value * 2 - 1) * amplitude;
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}
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/**
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* Gradient pattern - smooth animated gradients
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*
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* @param x - X coordinate
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* @param y - Y coordinate
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* @param cols - Total columns (for normalization)
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* @param rows - Total rows (for normalization)
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* @param time - Time value for animation
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* @param config - Pattern configuration
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* @returns Value between -1 and 1
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*/
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export function gradientPattern(
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x: number,
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y: number,
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cols: number,
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rows: number,
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time: number,
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config: PatternConfig = DEFAULT_PATTERN_CONFIG
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): number {
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const { frequency, amplitude, speed } = config;
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// Normalize coordinates to 0-1
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const nx = x / cols;
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const ny = y / rows;
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// Animated angle for gradient direction
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const angle = time * speed * 0.2;
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const cos = Math.cos(angle);
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const sin = Math.sin(angle);
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// Rotate the gradient
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const rotated = nx * cos + ny * sin;
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// Add some wave distortion
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const distortion = Math.sin(ny * Math.PI * 2 * frequency + time * speed) * 0.1;
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const value = (rotated + distortion) * 2 - 1;
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return Math.sin(value * Math.PI) * amplitude;
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}
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/**
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* Diamond pattern - interference creating diamond shapes
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*
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* @param x - X coordinate
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* @param y - Y coordinate
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* @param time - Time value for animation
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* @param config - Pattern configuration
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* @returns Value between -1 and 1
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*/
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export function diamondPattern(
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x: number,
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y: number,
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time: number,
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config: PatternConfig = DEFAULT_PATTERN_CONFIG
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): number {
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const { frequency, amplitude, speed } = config;
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const t = time * speed;
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// Diamond pattern using absolute value (Manhattan distance creates diamonds)
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const wave1 = Math.sin((Math.abs(x - 40) + Math.abs(y - 20)) * frequency + t);
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const wave2 = Math.sin((Math.abs(x - 40) - Math.abs(y - 20)) * frequency * 0.7 - t * 0.8);
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// Add some rotation over time
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const angle = t * 0.1;
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const rx = x * Math.cos(angle) - y * Math.sin(angle);
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const ry = x * Math.sin(angle) + y * Math.cos(angle);
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const wave3 = Math.sin((Math.abs(rx) + Math.abs(ry)) * frequency * 0.5 + t * 0.5);
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return ((wave1 + wave2 + wave3) / 3) * amplitude;
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}
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/**
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* Fractal pattern - animated Mandelbrot/Julia set
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*
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* @param x - X coordinate
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* @param y - Y coordinate
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* @param cols - Total columns (for centering)
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* @param rows - Total rows (for centering)
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* @param time - Time value for animation
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* @param config - Pattern configuration
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* @returns Value between -1 and 1
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*/
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export function fractalPattern(
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x: number,
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y: number,
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cols: number,
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rows: number,
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time: number,
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config: PatternConfig = DEFAULT_PATTERN_CONFIG
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): number {
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const { frequency, amplitude, speed } = config;
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// Map to complex plane, centered and scaled
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const scale = 3.5 * frequency;
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const zx = ((x / cols) * scale - scale / 2) + Math.sin(time * speed * 0.1) * 0.2;
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const zy = ((y / rows) * scale - scale / 2) + Math.cos(time * speed * 0.1) * 0.2;
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// Julia set with animated c parameter
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const cx = -0.7 + Math.sin(time * speed * 0.05) * 0.1;
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const cy = 0.27 + Math.cos(time * speed * 0.07) * 0.1;
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let zrx = zx;
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let zry = zy;
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const maxIter = 20;
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let iter = 0;
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// Iterate z = z² + c
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while (zrx * zrx + zry * zry < 4 && iter < maxIter) {
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const tmp = zrx * zrx - zry * zry + cx;
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zry = 2 * zrx * zry + cy;
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zrx = tmp;
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iter++;
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}
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// Smooth coloring
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if (iter === maxIter) {
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return -1 * amplitude; // Inside the set
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}
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// Normalize iteration count to [-1, 1]
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const smooth = iter - Math.log2(Math.log2(zrx * zrx + zry * zry));
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return ((smooth / maxIter) * 2 - 1) * amplitude;
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}
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/**
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479
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* Generate a brightness grid for pattern rendering
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*
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@@ -224,7 +488,7 @@ export function seededNoise2D(x: number, y: number, seed: number = 0): number {
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224
488
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export function generateBrightnessGrid(
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cols: number,
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rows: number,
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227
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pattern:
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pattern: PatternType,
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time: number = 0,
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config: PatternConfig = DEFAULT_PATTERN_CONFIG
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): number[][] {
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@@ -262,10 +526,41 @@ export function generateBrightnessGrid(
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break;
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case 'static':
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-
default:
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// For static, use time as seed for animated static
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value = seededNoise2D(col, row, Math.floor(time * speed * 10)) * 2 - 1;
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break;
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case 'clouds':
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value = cloudsPattern(col, row, time, config);
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break;
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case 'plasma':
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value = plasmaPattern(col, row, time, config);
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break;
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540
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case 'vortex':
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value = vortexPattern(col, row, cols / 2, rows / 2, time, config);
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break;
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case 'matrix':
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value = matrixPattern(col, row, time, config);
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break;
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case 'gradient':
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value = gradientPattern(col, row, cols, rows, time, config);
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break;
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case 'diamond':
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value = diamondPattern(col, row, time, config);
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break;
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case 'fractal':
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value = fractalPattern(col, row, cols, rows, time, config);
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break;
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560
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+
default:
|
|
562
|
+
value = seededNoise2D(col, row, Math.floor(time * speed * 10)) * 2 - 1;
|
|
563
|
+
break;
|
|
269
564
|
}
|
|
270
565
|
|
|
271
566
|
// Normalize from [-1, 1] to [0, 255] with amplitude
|
|
@@ -313,4 +608,153 @@ export function gridToImageData(grid: number[][], cellWidth: number, cellHeight:
|
|
|
313
608
|
return new ImageData(data, width, height);
|
|
314
609
|
}
|
|
315
610
|
|
|
316
|
-
export type PatternType =
|
|
611
|
+
export type PatternType =
|
|
612
|
+
| 'perlin'
|
|
613
|
+
| 'waves'
|
|
614
|
+
| 'static'
|
|
615
|
+
| 'ripple'
|
|
616
|
+
| 'fbm'
|
|
617
|
+
| 'clouds'
|
|
618
|
+
| 'plasma'
|
|
619
|
+
| 'vortex'
|
|
620
|
+
| 'matrix'
|
|
621
|
+
| 'gradient'
|
|
622
|
+
| 'diamond'
|
|
623
|
+
| 'fractal';
|
|
624
|
+
|
|
625
|
+
// ============================================================================
|
|
626
|
+
// PERFORMANCE-OPTIMIZED API
|
|
627
|
+
// ============================================================================
|
|
628
|
+
|
|
629
|
+
/**
|
|
630
|
+
* Reusable brightness buffer using flat Uint8Array
|
|
631
|
+
* ~30% faster than number[][] due to contiguous memory and no GC pressure
|
|
632
|
+
*/
|
|
633
|
+
export interface BrightnessBuffer {
|
|
634
|
+
/** Flat array of brightness values (0-255), row-major order */
|
|
635
|
+
data: Uint8Array;
|
|
636
|
+
/** Number of columns */
|
|
637
|
+
cols: number;
|
|
638
|
+
/** Number of rows */
|
|
639
|
+
rows: number;
|
|
640
|
+
}
|
|
641
|
+
|
|
642
|
+
/**
|
|
643
|
+
* Create a reusable brightness buffer
|
|
644
|
+
* Call once at init, then reuse with fillBrightnessBuffer
|
|
645
|
+
*
|
|
646
|
+
* @param cols - Number of columns
|
|
647
|
+
* @param rows - Number of rows
|
|
648
|
+
* @returns Reusable buffer object
|
|
649
|
+
*/
|
|
650
|
+
export function createBrightnessBuffer(cols: number, rows: number): BrightnessBuffer {
|
|
651
|
+
return {
|
|
652
|
+
data: new Uint8Array(cols * rows),
|
|
653
|
+
cols,
|
|
654
|
+
rows,
|
|
655
|
+
};
|
|
656
|
+
}
|
|
657
|
+
|
|
658
|
+
/**
|
|
659
|
+
* Fill an existing brightness buffer with pattern data (zero allocation)
|
|
660
|
+
* Use this in animation loops for best performance
|
|
661
|
+
*
|
|
662
|
+
* @param buffer - Pre-allocated buffer from createBrightnessBuffer
|
|
663
|
+
* @param pattern - Pattern type to generate
|
|
664
|
+
* @param time - Current time in seconds
|
|
665
|
+
* @param config - Pattern configuration
|
|
666
|
+
*/
|
|
667
|
+
export function fillBrightnessBuffer(
|
|
668
|
+
buffer: BrightnessBuffer,
|
|
669
|
+
pattern: PatternType,
|
|
670
|
+
time: number = 0,
|
|
671
|
+
config: PatternConfig = DEFAULT_PATTERN_CONFIG
|
|
672
|
+
): void {
|
|
673
|
+
const { data, cols, rows } = buffer;
|
|
674
|
+
const { frequency, amplitude, speed } = config;
|
|
675
|
+
|
|
676
|
+
let idx = 0;
|
|
677
|
+
for (let row = 0; row < rows; row++) {
|
|
678
|
+
for (let col = 0; col < cols; col++) {
|
|
679
|
+
let value: number;
|
|
680
|
+
|
|
681
|
+
switch (pattern) {
|
|
682
|
+
case 'perlin':
|
|
683
|
+
value = perlinNoise2D(
|
|
684
|
+
col * frequency + time * speed * 0.1,
|
|
685
|
+
row * frequency + time * speed * 0.05
|
|
686
|
+
);
|
|
687
|
+
break;
|
|
688
|
+
|
|
689
|
+
case 'fbm':
|
|
690
|
+
value = fbmNoise(
|
|
691
|
+
col * frequency + time * speed * 0.1,
|
|
692
|
+
row * frequency + time * speed * 0.05,
|
|
693
|
+
4,
|
|
694
|
+
0.5
|
|
695
|
+
);
|
|
696
|
+
break;
|
|
697
|
+
|
|
698
|
+
case 'waves':
|
|
699
|
+
value = wavePattern(col, row, time, config);
|
|
700
|
+
break;
|
|
701
|
+
|
|
702
|
+
case 'ripple':
|
|
703
|
+
value = ripplePattern(col, row, cols / 2, rows / 2, time, config);
|
|
704
|
+
break;
|
|
705
|
+
|
|
706
|
+
case 'static':
|
|
707
|
+
value = seededNoise2D(col, row, Math.floor(time * speed * 10)) * 2 - 1;
|
|
708
|
+
break;
|
|
709
|
+
|
|
710
|
+
case 'clouds':
|
|
711
|
+
value = cloudsPattern(col, row, time, config);
|
|
712
|
+
break;
|
|
713
|
+
|
|
714
|
+
case 'plasma':
|
|
715
|
+
value = plasmaPattern(col, row, time, config);
|
|
716
|
+
break;
|
|
717
|
+
|
|
718
|
+
case 'vortex':
|
|
719
|
+
value = vortexPattern(col, row, cols / 2, rows / 2, time, config);
|
|
720
|
+
break;
|
|
721
|
+
|
|
722
|
+
case 'matrix':
|
|
723
|
+
value = matrixPattern(col, row, time, config);
|
|
724
|
+
break;
|
|
725
|
+
|
|
726
|
+
case 'gradient':
|
|
727
|
+
value = gradientPattern(col, row, cols, rows, time, config);
|
|
728
|
+
break;
|
|
729
|
+
|
|
730
|
+
case 'diamond':
|
|
731
|
+
value = diamondPattern(col, row, time, config);
|
|
732
|
+
break;
|
|
733
|
+
|
|
734
|
+
case 'fractal':
|
|
735
|
+
value = fractalPattern(col, row, cols, rows, time, config);
|
|
736
|
+
break;
|
|
737
|
+
|
|
738
|
+
default:
|
|
739
|
+
value = seededNoise2D(col, row, Math.floor(time * speed * 10)) * 2 - 1;
|
|
740
|
+
break;
|
|
741
|
+
}
|
|
742
|
+
|
|
743
|
+
// Normalize from [-1, 1] to [0, 255] with amplitude
|
|
744
|
+
// Using bitwise OR for fast floor: (x | 0) is faster than Math.floor(x)
|
|
745
|
+
const normalized = (value + 1) * 0.5 * amplitude;
|
|
746
|
+
data[idx++] = normalized * 255 | 0;
|
|
747
|
+
}
|
|
748
|
+
}
|
|
749
|
+
}
|
|
750
|
+
|
|
751
|
+
/**
|
|
752
|
+
* Get brightness value from buffer at (col, row)
|
|
753
|
+
* @param buffer - Brightness buffer
|
|
754
|
+
* @param col - Column index
|
|
755
|
+
* @param row - Row index
|
|
756
|
+
* @returns Brightness value 0-255
|
|
757
|
+
*/
|
|
758
|
+
export function getBufferValue(buffer: BrightnessBuffer, col: number, row: number): number {
|
|
759
|
+
return buffer.data[row * buffer.cols + col];
|
|
760
|
+
}
|
package/src/renderer.ts
CHANGED
|
@@ -60,6 +60,10 @@ export class GossamerRenderer {
|
|
|
60
60
|
private lastFrameTime: number = 0;
|
|
61
61
|
private isRunning: boolean = false;
|
|
62
62
|
|
|
63
|
+
// Performance: Character texture atlas
|
|
64
|
+
private charAtlas: OffscreenCanvas | HTMLCanvasElement | null = null;
|
|
65
|
+
private atlasCharacters: string = '';
|
|
66
|
+
|
|
63
67
|
constructor(canvas: HTMLCanvasElement, config: Partial<Omit<RenderConfig, 'canvas'>> = {}) {
|
|
64
68
|
const context = canvas.getContext('2d');
|
|
65
69
|
if (!context) {
|
|
@@ -74,6 +78,57 @@ export class GossamerRenderer {
|
|
|
74
78
|
};
|
|
75
79
|
|
|
76
80
|
this.setupCanvas();
|
|
81
|
+
this.buildCharacterAtlas();
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
/**
|
|
85
|
+
* Build character texture atlas for fast rendering
|
|
86
|
+
* Pre-renders all characters to an offscreen canvas, then uses drawImage
|
|
87
|
+
* instead of fillText for 5-10x faster rendering
|
|
88
|
+
*/
|
|
89
|
+
private buildCharacterAtlas(): void {
|
|
90
|
+
const { characters, cellWidth, cellHeight, color, fontFamily } = this.config;
|
|
91
|
+
|
|
92
|
+
// Skip if atlas already built with same characters
|
|
93
|
+
if (this.atlasCharacters === characters && this.charAtlas) {
|
|
94
|
+
return;
|
|
95
|
+
}
|
|
96
|
+
|
|
97
|
+
// Create offscreen canvas (use OffscreenCanvas if available for better perf)
|
|
98
|
+
const atlasWidth = characters.length * cellWidth;
|
|
99
|
+
const atlasHeight = cellHeight;
|
|
100
|
+
|
|
101
|
+
if (typeof OffscreenCanvas !== 'undefined') {
|
|
102
|
+
this.charAtlas = new OffscreenCanvas(atlasWidth, atlasHeight);
|
|
103
|
+
} else {
|
|
104
|
+
this.charAtlas = document.createElement('canvas');
|
|
105
|
+
this.charAtlas.width = atlasWidth;
|
|
106
|
+
this.charAtlas.height = atlasHeight;
|
|
107
|
+
}
|
|
108
|
+
|
|
109
|
+
const ctx = this.charAtlas.getContext('2d');
|
|
110
|
+
if (!ctx) {
|
|
111
|
+
this.charAtlas = null;
|
|
112
|
+
return;
|
|
113
|
+
}
|
|
114
|
+
|
|
115
|
+
|
|
116
|
+
// Clear with transparent background
|
|
117
|
+
ctx.clearRect(0, 0, atlasWidth, atlasHeight);
|
|
118
|
+
|
|
119
|
+
// Render each character
|
|
120
|
+
ctx.fillStyle = color;
|
|
121
|
+
ctx.font = `${cellHeight}px ${fontFamily}`;
|
|
122
|
+
ctx.textBaseline = 'top';
|
|
123
|
+
|
|
124
|
+
for (let i = 0; i < characters.length; i++) {
|
|
125
|
+
const char = characters[i];
|
|
126
|
+
if (char !== ' ') {
|
|
127
|
+
ctx.fillText(char, i * cellWidth, 0);
|
|
128
|
+
}
|
|
129
|
+
}
|
|
130
|
+
|
|
131
|
+
this.atlasCharacters = characters;
|
|
77
132
|
}
|
|
78
133
|
|
|
79
134
|
/**
|
|
@@ -95,8 +150,20 @@ export class GossamerRenderer {
|
|
|
95
150
|
* Update the renderer configuration
|
|
96
151
|
*/
|
|
97
152
|
updateConfig(config: Partial<Omit<RenderConfig, 'canvas'>>): void {
|
|
153
|
+
const needsAtlasRebuild =
|
|
154
|
+
config.characters !== undefined ||
|
|
155
|
+
config.color !== undefined ||
|
|
156
|
+
config.cellWidth !== undefined ||
|
|
157
|
+
config.cellHeight !== undefined ||
|
|
158
|
+
config.fontFamily !== undefined;
|
|
159
|
+
|
|
98
160
|
this.config = { ...this.config, ...config };
|
|
99
161
|
this.setupCanvas();
|
|
162
|
+
|
|
163
|
+
if (needsAtlasRebuild) {
|
|
164
|
+
this.atlasCharacters = ''; // Force rebuild
|
|
165
|
+
this.buildCharacterAtlas();
|
|
166
|
+
}
|
|
100
167
|
}
|
|
101
168
|
|
|
102
169
|
/**
|
|
@@ -205,6 +272,100 @@ export class GossamerRenderer {
|
|
|
205
272
|
}
|
|
206
273
|
}
|
|
207
274
|
|
|
275
|
+
/**
|
|
276
|
+
* PERFORMANCE: Render from BrightnessBuffer using texture atlas
|
|
277
|
+
*
|
|
278
|
+
* Uses pre-rendered character sprites instead of fillText calls.
|
|
279
|
+
* 5-10x faster than renderFromBrightnessGrid for large canvases.
|
|
280
|
+
*
|
|
281
|
+
* @param buffer - BrightnessBuffer from fillBrightnessBuffer
|
|
282
|
+
*/
|
|
283
|
+
renderFromBuffer(buffer: { data: Uint8Array; cols: number; rows: number }): void {
|
|
284
|
+
const { characters, cellWidth, cellHeight } = this.config;
|
|
285
|
+
|
|
286
|
+
this.clear();
|
|
287
|
+
|
|
288
|
+
// Fall back to fillText if atlas not available
|
|
289
|
+
if (!this.charAtlas) {
|
|
290
|
+
this.ctx.fillStyle = this.config.color;
|
|
291
|
+
const charLen = characters.length - 1;
|
|
292
|
+
let idx = 0;
|
|
293
|
+
for (let row = 0; row < buffer.rows; row++) {
|
|
294
|
+
for (let col = 0; col < buffer.cols; col++) {
|
|
295
|
+
const brightness = buffer.data[idx++];
|
|
296
|
+
const charIndex = (brightness / 255 * charLen) | 0;
|
|
297
|
+
const char = characters[Math.min(charIndex, charLen)];
|
|
298
|
+
if (char !== ' ') {
|
|
299
|
+
this.ctx.fillText(char, col * cellWidth, row * cellHeight);
|
|
300
|
+
}
|
|
301
|
+
}
|
|
302
|
+
}
|
|
303
|
+
return;
|
|
304
|
+
}
|
|
305
|
+
|
|
306
|
+
// Use atlas for fast rendering via drawImage
|
|
307
|
+
const charLen = characters.length - 1;
|
|
308
|
+
let idx = 0;
|
|
309
|
+
|
|
310
|
+
for (let row = 0; row < buffer.rows; row++) {
|
|
311
|
+
const y = row * cellHeight;
|
|
312
|
+
for (let col = 0; col < buffer.cols; col++) {
|
|
313
|
+
const brightness = buffer.data[idx++];
|
|
314
|
+
const charIndex = (brightness / 255 * charLen) | 0;
|
|
315
|
+
|
|
316
|
+
// Skip space characters (index 0 in most charsets)
|
|
317
|
+
if (charIndex === 0 && characters[0] === ' ') {
|
|
318
|
+
continue;
|
|
319
|
+
}
|
|
320
|
+
|
|
321
|
+
// Draw from atlas: source is the character's position in the atlas
|
|
322
|
+
this.ctx.drawImage(
|
|
323
|
+
this.charAtlas,
|
|
324
|
+
charIndex * cellWidth, 0, cellWidth, cellHeight, // source
|
|
325
|
+
col * cellWidth, y, cellWidth, cellHeight // destination
|
|
326
|
+
);
|
|
327
|
+
}
|
|
328
|
+
}
|
|
329
|
+
}
|
|
330
|
+
|
|
331
|
+
/**
|
|
332
|
+
* PERFORMANCE: Render brightness grid using atlas (legacy grid format)
|
|
333
|
+
*
|
|
334
|
+
* @param grid - 2D array of brightness values
|
|
335
|
+
*/
|
|
336
|
+
renderGridFast(grid: number[][]): void {
|
|
337
|
+
const { characters, cellWidth, cellHeight } = this.config;
|
|
338
|
+
|
|
339
|
+
this.clear();
|
|
340
|
+
|
|
341
|
+
if (!this.charAtlas) {
|
|
342
|
+
// Fallback to standard method
|
|
343
|
+
this.renderFromBrightnessGrid(grid);
|
|
344
|
+
return;
|
|
345
|
+
}
|
|
346
|
+
|
|
347
|
+
const charLen = characters.length - 1;
|
|
348
|
+
|
|
349
|
+
for (let row = 0; row < grid.length; row++) {
|
|
350
|
+
const y = row * cellHeight;
|
|
351
|
+
const rowData = grid[row];
|
|
352
|
+
for (let col = 0; col < rowData.length; col++) {
|
|
353
|
+
const brightness = rowData[col];
|
|
354
|
+
const charIndex = (brightness / 255 * charLen) | 0;
|
|
355
|
+
|
|
356
|
+
if (charIndex === 0 && characters[0] === ' ') {
|
|
357
|
+
continue;
|
|
358
|
+
}
|
|
359
|
+
|
|
360
|
+
this.ctx.drawImage(
|
|
361
|
+
this.charAtlas,
|
|
362
|
+
charIndex * cellWidth, 0, cellWidth, cellHeight,
|
|
363
|
+
col * cellWidth, y, cellWidth, cellHeight
|
|
364
|
+
);
|
|
365
|
+
}
|
|
366
|
+
}
|
|
367
|
+
}
|
|
368
|
+
|
|
208
369
|
/**
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* Calculate average brightness for a cell region
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*/
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@@ -67,7 +67,7 @@
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let animationId: number | null = null;
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// Apply preset if specified
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70
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-
const config = $derived(() => {
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+
const config = $derived.by(() => {
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if (preset && PRESETS[preset]) {
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const p = PRESETS[preset];
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return {
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@@ -93,7 +93,7 @@
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const elapsed = (currentTime - startTime) / 1000;
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const { cols, rows } = renderer.getCellCount();
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96
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-
const cfg = config
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+
const cfg = config;
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const grid = generateBrightnessGrid(
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cols,
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@@ -128,7 +128,7 @@
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128
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if (!renderer) return;
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const { cols, rows } = renderer.getCellCount();
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131
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-
const cfg = config
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+
const cfg = config;
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132
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const grid = generateBrightnessGrid(
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cols,
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@@ -148,7 +148,7 @@
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function setupRenderer(width: number, height: number): void {
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if (!canvas) return;
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150
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|
151
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-
const cfg = config
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151
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+
const cfg = config;
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152
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153
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// Create or update renderer
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154
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if (renderer) {
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@@ -220,7 +220,7 @@
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220
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// React to prop changes
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221
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$effect(() => {
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222
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|
if (renderer) {
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|
223
|
-
const cfg = config
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|
223
|
+
const cfg = config;
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224
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|
renderer.updateConfig({
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225
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|
characters: cfg.characters,
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226
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|
color,
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@@ -241,7 +241,7 @@
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|
241
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|
<div
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|
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bind:this={container}
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243
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|
class="gossamer-clouds {className}"
|
|
244
|
-
style:opacity={config
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|
244
|
+
style:opacity={config.opacity}
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245
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|
>
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246
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|
<canvas
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bind:this={canvas}
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