cloudspin 0.1.0__py3-none-any.whl
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.
- cloudspin/__init__.py +3 -0
- cloudspin/__main__.py +4 -0
- cloudspin/app.py +497 -0
- cloudspin/canvas.py +321 -0
- cloudspin/cli.py +98 -0
- cloudspin/color.py +78 -0
- cloudspin/config.py +105 -0
- cloudspin/library.py +140 -0
- cloudspin/mood.py +245 -0
- cloudspin/player.py +447 -0
- cloudspin/screens.py +130 -0
- cloudspin/sky.py +829 -0
- cloudspin/songlook.py +116 -0
- cloudspin/spectrum.py +83 -0
- cloudspin/themes.py +100 -0
- cloudspin/vinyl.py +182 -0
- cloudspin/weather.py +310 -0
- cloudspin/widgets.py +750 -0
- cloudspin-0.1.0.dist-info/METADATA +206 -0
- cloudspin-0.1.0.dist-info/RECORD +23 -0
- cloudspin-0.1.0.dist-info/WHEEL +4 -0
- cloudspin-0.1.0.dist-info/entry_points.txt +2 -0
- cloudspin-0.1.0.dist-info/licenses/LICENSE +21 -0
cloudspin/sky.py
ADDED
|
@@ -0,0 +1,829 @@
|
|
|
1
|
+
"""The living sky: a small procedural landscape that follows weather and time.
|
|
2
|
+
|
|
3
|
+
``SkyScene`` knows nothing about Textual or the network. Feed it a ``Weather``
|
|
4
|
+
(how cloudy, how wet, how windy) and a ``Daylight`` (where the sun or moon is),
|
|
5
|
+
call ``step`` to advance the animation and ``render`` to paint a ``Canvas``.
|
|
6
|
+
Every weather value is eased toward its target, so scenes melt into each other
|
|
7
|
+
instead of cutting.
|
|
8
|
+
"""
|
|
9
|
+
|
|
10
|
+
from __future__ import annotations
|
|
11
|
+
|
|
12
|
+
import math
|
|
13
|
+
import random
|
|
14
|
+
from dataclasses import dataclass
|
|
15
|
+
|
|
16
|
+
from .canvas import Canvas
|
|
17
|
+
from .color import RGB, approach, clamp, lerp, ramp, scale, smoothstep
|
|
18
|
+
|
|
19
|
+
|
|
20
|
+
@dataclass
|
|
21
|
+
class Weather:
|
|
22
|
+
"""What the sky should be doing. All amounts run 0..1."""
|
|
23
|
+
|
|
24
|
+
cover: float = 0.12 # how much of the sky is cloud
|
|
25
|
+
rain: float = 0.0
|
|
26
|
+
snow: float = 0.0
|
|
27
|
+
fog: float = 0.0
|
|
28
|
+
storm: float = 0.0
|
|
29
|
+
wind: float = 6.0 # km/h; clouds drift left to right
|
|
30
|
+
|
|
31
|
+
|
|
32
|
+
@dataclass
|
|
33
|
+
class Daylight:
|
|
34
|
+
"""Where the lights are. ``elevation`` is 1 at solar noon, 0 at the
|
|
35
|
+
horizon and -1 at the middle of the night."""
|
|
36
|
+
|
|
37
|
+
elevation: float = 0.8
|
|
38
|
+
sun_x: float = 0.4 # 0..1 along the sun's arc
|
|
39
|
+
moon_x: float = 0.0 # 0..1 along the moon's arc
|
|
40
|
+
moon_phase: float = 0.5 # 0 new, 0.5 full
|
|
41
|
+
|
|
42
|
+
|
|
43
|
+
# (elevation, zenith, mid-sky, horizon)
|
|
44
|
+
_CLEAR_SKY: list[tuple[float, RGB, RGB, RGB]] = [
|
|
45
|
+
(-0.30, (4, 6, 18), (9, 14, 36), (20, 30, 62)),
|
|
46
|
+
(-0.12, (12, 14, 40), (40, 34, 80), (128, 70, 104)),
|
|
47
|
+
(0.00, (32, 38, 90), (146, 84, 128), (255, 150, 92)),
|
|
48
|
+
(0.14, (52, 100, 178), (136, 168, 214), (255, 208, 154)),
|
|
49
|
+
(0.40, (34, 100, 198), (82, 154, 232), (166, 210, 247)),
|
|
50
|
+
]
|
|
51
|
+
_GREY_DAY: tuple[RGB, RGB, RGB] = ((88, 98, 114), (122, 132, 148), (164, 172, 184))
|
|
52
|
+
_GREY_NIGHT: tuple[RGB, RGB, RGB] = ((9, 10, 15), (17, 19, 27), (29, 32, 43))
|
|
53
|
+
|
|
54
|
+
# (elevation, lit side, shadow side)
|
|
55
|
+
_CLOUD_TONES: list[tuple[float, RGB, RGB]] = [
|
|
56
|
+
(-0.30, (58, 68, 98), (20, 24, 42)),
|
|
57
|
+
(0.00, (255, 212, 168), (146, 94, 132)),
|
|
58
|
+
(0.30, (255, 255, 255), (170, 192, 224)),
|
|
59
|
+
]
|
|
60
|
+
|
|
61
|
+
_SUN_TONES: list[tuple[float, RGB]] = [
|
|
62
|
+
(0.0, (255, 110, 58)),
|
|
63
|
+
(0.15, (255, 190, 104)),
|
|
64
|
+
(0.5, (255, 244, 216)),
|
|
65
|
+
]
|
|
66
|
+
|
|
67
|
+
|
|
68
|
+
def _triple(a: tuple[RGB, RGB, RGB], b: tuple[RGB, RGB, RGB], t: float) -> tuple[RGB, RGB, RGB]:
|
|
69
|
+
return (lerp(a[0], b[0], t), lerp(a[1], b[1], t), lerp(a[2], b[2], t))
|
|
70
|
+
|
|
71
|
+
|
|
72
|
+
def clear_sky(elevation: float) -> tuple[RGB, RGB, RGB]:
|
|
73
|
+
keys = _CLEAR_SKY
|
|
74
|
+
if elevation <= keys[0][0]:
|
|
75
|
+
return keys[0][1:]
|
|
76
|
+
for lo, hi in zip(keys, keys[1:]):
|
|
77
|
+
if elevation <= hi[0]:
|
|
78
|
+
return _triple(lo[1:], hi[1:], (elevation - lo[0]) / (hi[0] - lo[0]))
|
|
79
|
+
return keys[-1][1:]
|
|
80
|
+
|
|
81
|
+
|
|
82
|
+
def _cloud_tones(elevation: float) -> tuple[RGB, RGB]:
|
|
83
|
+
keys = _CLOUD_TONES
|
|
84
|
+
if elevation <= keys[0][0]:
|
|
85
|
+
return keys[0][1], keys[0][2]
|
|
86
|
+
for lo, hi in zip(keys, keys[1:]):
|
|
87
|
+
if elevation <= hi[0]:
|
|
88
|
+
t = (elevation - lo[0]) / (hi[0] - lo[0])
|
|
89
|
+
return lerp(lo[1], hi[1], t), lerp(lo[2], hi[2], t)
|
|
90
|
+
return keys[-1][1], keys[-1][2]
|
|
91
|
+
|
|
92
|
+
|
|
93
|
+
class _Cloud:
|
|
94
|
+
__slots__ = ("w", "h", "alpha", "x", "y", "speed", "near", "opacity", "leaving")
|
|
95
|
+
|
|
96
|
+
def __init__(self, rng: random.Random, wide: int, tall: int, near: bool) -> None:
|
|
97
|
+
self.w = wide
|
|
98
|
+
self.h = tall
|
|
99
|
+
self.near = near
|
|
100
|
+
self.x = 0.0
|
|
101
|
+
self.y = 0
|
|
102
|
+
self.speed = rng.uniform(0.8, 1.2) * (1.0 if near else 0.55)
|
|
103
|
+
self.opacity = 0.0
|
|
104
|
+
self.leaving = False
|
|
105
|
+
puffs = []
|
|
106
|
+
count = max(3, round(wide / max(2.5, tall * 0.55)))
|
|
107
|
+
for k in range(count):
|
|
108
|
+
u = (k + 0.5) / count
|
|
109
|
+
crown = 1.0 - abs(2.0 * u - 1.0) ** 1.6
|
|
110
|
+
radius = max(2.0, tall * (0.34 + 0.34 * crown * rng.uniform(0.75, 1.0)))
|
|
111
|
+
cx = wide * u + rng.uniform(-1.0, 1.0)
|
|
112
|
+
cy = tall - 1 - radius * 0.42
|
|
113
|
+
puffs.append((cx, cy, radius))
|
|
114
|
+
alpha = bytearray(wide * tall)
|
|
115
|
+
for py in range(tall):
|
|
116
|
+
for px in range(wide):
|
|
117
|
+
best = 0.0
|
|
118
|
+
for cx, cy, radius in puffs:
|
|
119
|
+
v = (radius - math.hypot(px - cx, (py - cy) * 1.15)) / max(1.3, radius * 0.45)
|
|
120
|
+
if v > best:
|
|
121
|
+
best = v
|
|
122
|
+
# A low elliptical body keeps the puffs joined along the base.
|
|
123
|
+
bx = (px - (wide - 1) / 2.0) / max(1.0, wide / 2.0 - 1.0)
|
|
124
|
+
by = (py - (tall - 1)) / max(1.0, tall * 0.4)
|
|
125
|
+
best = max(best, (1.0 - bx * bx - by * by) * 2.5)
|
|
126
|
+
if best > 0.0:
|
|
127
|
+
alpha[py * wide + px] = int(min(1.0, best * 1.2) * 255)
|
|
128
|
+
self.alpha = bytes(alpha)
|
|
129
|
+
|
|
130
|
+
|
|
131
|
+
class SkyScene:
|
|
132
|
+
def __init__(self, seed: int = 11) -> None:
|
|
133
|
+
self.rng = random.Random(seed)
|
|
134
|
+
self.seed = seed
|
|
135
|
+
self.w = 0
|
|
136
|
+
self.h = 0
|
|
137
|
+
self.t = 0.0
|
|
138
|
+
self.foreground = 0 # extra flat ground, in pixels, for overlays to sit on
|
|
139
|
+
self.ground_override: RGB | None = None
|
|
140
|
+
self.scrim = 0 # columns on the left to darken behind text
|
|
141
|
+
|
|
142
|
+
self.target = Weather()
|
|
143
|
+
self.now = Weather()
|
|
144
|
+
self.light_target = Daylight()
|
|
145
|
+
self.light = Daylight()
|
|
146
|
+
self._settled = False
|
|
147
|
+
|
|
148
|
+
self.horizon = 0
|
|
149
|
+
self.ground: RGB = (10, 14, 24)
|
|
150
|
+
self.natural_ground: RGB = (10, 14, 24)
|
|
151
|
+
self.accents: tuple[RGB, RGB] = ((255, 202, 98), (112, 182, 255))
|
|
152
|
+
self._tones: tuple[RGB, RGB, RGB] = clear_sky(0.8)
|
|
153
|
+
self._tones_key: tuple | None = None
|
|
154
|
+
self._bg = Canvas()
|
|
155
|
+
|
|
156
|
+
self._far: list[float] = []
|
|
157
|
+
self._mid: list[float] = []
|
|
158
|
+
self._near: list[float] = []
|
|
159
|
+
self._stars: list[tuple[int, int, float, float, float, RGB]] = []
|
|
160
|
+
self._clouds: list[_Cloud] = []
|
|
161
|
+
self._cloud_clock = 0.0
|
|
162
|
+
self._drops: list[list[float]] = []
|
|
163
|
+
self._splashes: list[list[float]] = []
|
|
164
|
+
self._flakes: list[list[float]] = []
|
|
165
|
+
self._fog: list[tuple[float, float, float, float, float]] = []
|
|
166
|
+
self._flash = 0.0
|
|
167
|
+
self._bolt: list[tuple[float, float]] = []
|
|
168
|
+
self._bolt_ttl = 0.0
|
|
169
|
+
self._strike_in = 2.5
|
|
170
|
+
self._aftershock = 0.0
|
|
171
|
+
self._meteor: list[float] | None = None
|
|
172
|
+
self._meteor_in = 9.0
|
|
173
|
+
self._scrim_tables: dict[int, bytes] = {}
|
|
174
|
+
self._cloud_fade: list[int] = []
|
|
175
|
+
|
|
176
|
+
# -- inputs --------------------------------------------------------------
|
|
177
|
+
|
|
178
|
+
def set_weather(self, weather: Weather) -> None:
|
|
179
|
+
self.target = weather
|
|
180
|
+
|
|
181
|
+
def set_daylight(self, light: Daylight) -> None:
|
|
182
|
+
self.light_target = light
|
|
183
|
+
|
|
184
|
+
def resize(self, w: int, h: int) -> None:
|
|
185
|
+
if (w, h) == (self.w, self.h):
|
|
186
|
+
return
|
|
187
|
+
self.w, self.h = w, h
|
|
188
|
+
self._bg.resize(w, h)
|
|
189
|
+
self._tones_key = None
|
|
190
|
+
self._build_land()
|
|
191
|
+
self._build_stars()
|
|
192
|
+
self._clouds.clear()
|
|
193
|
+
self._drops.clear()
|
|
194
|
+
self._flakes.clear()
|
|
195
|
+
self._splashes.clear()
|
|
196
|
+
self._build_fog()
|
|
197
|
+
self._settled = False
|
|
198
|
+
|
|
199
|
+
def set_foreground(self, pixels: int) -> None:
|
|
200
|
+
if pixels != self.foreground:
|
|
201
|
+
self.foreground = pixels
|
|
202
|
+
if self.w:
|
|
203
|
+
self._build_land()
|
|
204
|
+
self._build_stars()
|
|
205
|
+
|
|
206
|
+
# -- construction --------------------------------------------------------
|
|
207
|
+
|
|
208
|
+
def _build_land(self) -> None:
|
|
209
|
+
w, h = self.w, self.h
|
|
210
|
+
rng = random.Random(self.seed * 7 + 1)
|
|
211
|
+
band = clamp(h * 0.30, 5, 18)
|
|
212
|
+
base = float(self.foreground)
|
|
213
|
+
p = [rng.uniform(0, math.tau) for _ in range(8)]
|
|
214
|
+
span = max(40.0, w * 0.55)
|
|
215
|
+
far, mid, near = [], [], []
|
|
216
|
+
for x in range(w):
|
|
217
|
+
ridge = 0.62 * (1.0 - abs(math.sin(x * math.pi / span + p[0]))) + 0.38 * (
|
|
218
|
+
1.0 - abs(math.sin(x * math.pi / (span * 0.37) + p[1]))
|
|
219
|
+
)
|
|
220
|
+
far.append(base + band * (0.40 + 0.60 * ridge))
|
|
221
|
+
roll = 0.5 + 0.32 * math.sin(x * math.tau / (span * 0.9) + p[2]) + 0.18 * math.sin(
|
|
222
|
+
x * math.tau / (span * 0.31) + p[3]
|
|
223
|
+
)
|
|
224
|
+
mid.append(base + band * (0.26 + 0.26 * roll))
|
|
225
|
+
low = 0.5 + 0.5 * math.sin(x * math.tau / (span * 1.3) + p[4])
|
|
226
|
+
near.append(max(2.0, base + band * (0.10 + 0.08 * low)))
|
|
227
|
+
self._far, self._mid, self._near = far, mid, near
|
|
228
|
+
self.horizon = int(h - base - band * 0.42)
|
|
229
|
+
|
|
230
|
+
def _build_stars(self) -> None:
|
|
231
|
+
rng = random.Random(self.seed * 13 + 5)
|
|
232
|
+
limit = max(1, self.horizon)
|
|
233
|
+
count = int(self.w * limit / 34)
|
|
234
|
+
stars = []
|
|
235
|
+
for _ in range(count):
|
|
236
|
+
tint = rng.choice(((255, 255, 255), (255, 255, 255), (200, 216, 255), (255, 236, 210)))
|
|
237
|
+
stars.append(
|
|
238
|
+
(
|
|
239
|
+
rng.randrange(max(1, self.w)),
|
|
240
|
+
rng.randrange(limit),
|
|
241
|
+
rng.uniform(0.25, 1.0) ** 1.8,
|
|
242
|
+
rng.uniform(0.6, 2.4),
|
|
243
|
+
rng.uniform(0, math.tau),
|
|
244
|
+
tint,
|
|
245
|
+
)
|
|
246
|
+
)
|
|
247
|
+
self._stars = stars
|
|
248
|
+
|
|
249
|
+
def _build_fog(self) -> None:
|
|
250
|
+
rng = random.Random(self.seed * 3 + 9)
|
|
251
|
+
bands = []
|
|
252
|
+
for k in range(5):
|
|
253
|
+
y = self.h * (0.30 + 0.10 * k) + rng.uniform(-1, 1)
|
|
254
|
+
bands.append((y, rng.uniform(3.5, 6.5), rng.uniform(0.02, 0.06), rng.uniform(0, 9), rng.uniform(0.12, 0.4)))
|
|
255
|
+
self._fog = bands
|
|
256
|
+
|
|
257
|
+
def _spawn_cloud(self, anywhere: bool) -> _Cloud:
|
|
258
|
+
rng = self.rng
|
|
259
|
+
wet = max(self.now.rain, self.now.snow, self.now.storm)
|
|
260
|
+
near = rng.random() < 0.55
|
|
261
|
+
big = self.now.cover > 0.7
|
|
262
|
+
if near:
|
|
263
|
+
wide = rng.randint(18, 34 if not big else 52)
|
|
264
|
+
else:
|
|
265
|
+
wide = rng.randint(11, 22 if not big else 36)
|
|
266
|
+
wide = max(8, min(wide, max(10, self.w // 2)))
|
|
267
|
+
tall = max(4, min(int(wide * rng.uniform(0.24, 0.34)), max(4, self.horizon // 2)))
|
|
268
|
+
cloud = _Cloud(rng, wide, tall, near)
|
|
269
|
+
sky = max(6, self.horizon)
|
|
270
|
+
top = 0.02 if wet > 0.3 else 0.08
|
|
271
|
+
depth = 0.34 if wet > 0.3 else 0.56
|
|
272
|
+
cloud.y = int(sky * (top + depth * rng.random() ** (1.4 if big else 1.0))) - (1 if near else 0)
|
|
273
|
+
cloud.x = rng.uniform(-wide, self.w) if anywhere else float(-wide - rng.uniform(0, 12))
|
|
274
|
+
return cloud
|
|
275
|
+
|
|
276
|
+
# -- animation -----------------------------------------------------------
|
|
277
|
+
|
|
278
|
+
def step(self, dt: float) -> None:
|
|
279
|
+
if not self.w or not self.h:
|
|
280
|
+
return
|
|
281
|
+
self.t += dt
|
|
282
|
+
now, target = self.now, self.target
|
|
283
|
+
instant = not self._settled
|
|
284
|
+
k = 1.0 if instant else 1.0 - math.exp(-dt / 1.5)
|
|
285
|
+
now.cover += (target.cover - now.cover) * k
|
|
286
|
+
now.rain += (target.rain - now.rain) * k
|
|
287
|
+
now.snow += (target.snow - now.snow) * k
|
|
288
|
+
now.fog += (target.fog - now.fog) * k
|
|
289
|
+
now.storm += (target.storm - now.storm) * k
|
|
290
|
+
now.wind += (target.wind - now.wind) * k
|
|
291
|
+
light, goal = self.light, self.light_target
|
|
292
|
+
kl = 1.0 if instant else 1.0 - math.exp(-dt / 1.1)
|
|
293
|
+
light.elevation += (goal.elevation - light.elevation) * kl
|
|
294
|
+
light.sun_x += (goal.sun_x - light.sun_x) * kl
|
|
295
|
+
light.moon_x += (goal.moon_x - light.moon_x) * kl
|
|
296
|
+
light.moon_phase = goal.moon_phase
|
|
297
|
+
|
|
298
|
+
self._update_tones(instant, dt)
|
|
299
|
+
self._step_clouds(dt, instant)
|
|
300
|
+
self._step_rain(dt)
|
|
301
|
+
self._step_snow(dt)
|
|
302
|
+
self._step_storm(dt)
|
|
303
|
+
self._step_meteor(dt)
|
|
304
|
+
self._settled = True
|
|
305
|
+
|
|
306
|
+
def _update_tones(self, instant: bool, dt: float) -> None:
|
|
307
|
+
now, elev = self.now, self.light.elevation
|
|
308
|
+
dayness = smoothstep(-0.15, 0.25, elev)
|
|
309
|
+
tones = clear_sky(elev)
|
|
310
|
+
grey = _triple(_GREY_NIGHT, _GREY_DAY, dayness)
|
|
311
|
+
wet = max(now.rain, now.storm, now.snow * 0.8)
|
|
312
|
+
overcast = max(smoothstep(0.35, 0.95, now.cover) * 0.92, min(1.0, wet * 1.4) * 0.92)
|
|
313
|
+
tones = _triple(tones, grey, overcast)
|
|
314
|
+
if now.snow > 0.01:
|
|
315
|
+
pale = _triple(((30, 34, 46),) * 3, ((150, 160, 176), (176, 184, 198), (204, 210, 220)), dayness)
|
|
316
|
+
tones = _triple(tones, pale, now.snow * 0.6)
|
|
317
|
+
if now.fog > 0.01:
|
|
318
|
+
flat = lerp((34, 38, 48), (172, 178, 188), dayness)
|
|
319
|
+
tones = _triple(tones, (flat, flat, flat), now.fog * 0.72)
|
|
320
|
+
dark = 1.0 - 0.42 * now.storm - 0.14 * now.rain * (1.0 - now.storm)
|
|
321
|
+
if dark < 0.999:
|
|
322
|
+
tones = (scale(tones[0], dark), scale(tones[1], dark), scale(tones[2], dark))
|
|
323
|
+
self._tones = tones
|
|
324
|
+
|
|
325
|
+
self.natural_ground = lerp((9, 11, 17), scale(lerp(tones[0], tones[2], 0.3), 0.2), 0.75)
|
|
326
|
+
self.ground = self.ground_override if self.ground_override is not None else self.natural_ground
|
|
327
|
+
|
|
328
|
+
if now.storm > 0.5:
|
|
329
|
+
want = ((184, 164, 255), (255, 238, 150))
|
|
330
|
+
elif now.snow > 0.3:
|
|
331
|
+
want = ((206, 228, 255), (140, 190, 255))
|
|
332
|
+
elif now.rain > 0.25:
|
|
333
|
+
want = ((112, 172, 238), (92, 216, 222))
|
|
334
|
+
elif now.fog > 0.5:
|
|
335
|
+
want = ((196, 202, 214), (146, 156, 180))
|
|
336
|
+
else:
|
|
337
|
+
night = ((150, 172, 255), (196, 146, 255))
|
|
338
|
+
gold = ((255, 156, 92), (244, 114, 172))
|
|
339
|
+
day = ((255, 202, 98), (112, 182, 255))
|
|
340
|
+
if elev < 0:
|
|
341
|
+
t = smoothstep(-0.25, 0.0, elev)
|
|
342
|
+
want = (lerp(night[0], gold[0], t), lerp(night[1], gold[1], t))
|
|
343
|
+
else:
|
|
344
|
+
t = smoothstep(0.0, 0.3, elev)
|
|
345
|
+
want = (lerp(gold[0], day[0], t), lerp(gold[1], day[1], t))
|
|
346
|
+
if now.cover > 0.7:
|
|
347
|
+
t = (now.cover - 0.7) / 0.3 * 0.55
|
|
348
|
+
want = (lerp(want[0], (164, 184, 214), t), lerp(want[1], (122, 152, 204), t))
|
|
349
|
+
if instant:
|
|
350
|
+
self.accents = want
|
|
351
|
+
else:
|
|
352
|
+
ka = 1.0 - math.exp(-dt / 0.9)
|
|
353
|
+
self.accents = (approach(self.accents[0], want[0], ka), approach(self.accents[1], want[1], ka))
|
|
354
|
+
|
|
355
|
+
def _step_clouds(self, dt: float, instant: bool) -> None:
|
|
356
|
+
clouds = self._clouds
|
|
357
|
+
want = int(round(self.now.cover * self.w / 6.5))
|
|
358
|
+
if self.now.cover > 0.05:
|
|
359
|
+
want = max(1, want)
|
|
360
|
+
alive = [c for c in clouds if not c.leaving]
|
|
361
|
+
if instant:
|
|
362
|
+
clouds.clear()
|
|
363
|
+
for _ in range(want):
|
|
364
|
+
cloud = self._spawn_cloud(anywhere=True)
|
|
365
|
+
cloud.opacity = 1.0
|
|
366
|
+
clouds.append(cloud)
|
|
367
|
+
else:
|
|
368
|
+
self._cloud_clock -= dt
|
|
369
|
+
if self._cloud_clock <= 0.0:
|
|
370
|
+
self._cloud_clock = 0.12
|
|
371
|
+
if len(alive) < want:
|
|
372
|
+
clouds.append(self._spawn_cloud(anywhere=True))
|
|
373
|
+
elif len(alive) > want:
|
|
374
|
+
self.rng.choice(alive).leaving = True
|
|
375
|
+
drift = (0.35 + abs(self.now.wind) / 11.0) * (1.0 if self.now.wind >= 0 else -1.0)
|
|
376
|
+
drift = max(-6.0, min(6.0, drift))
|
|
377
|
+
fade = dt / 1.6
|
|
378
|
+
for cloud in clouds:
|
|
379
|
+
cloud.x += drift * cloud.speed * dt
|
|
380
|
+
if cloud.leaving:
|
|
381
|
+
cloud.opacity -= fade
|
|
382
|
+
elif cloud.opacity < 1.0:
|
|
383
|
+
cloud.opacity = min(1.0, cloud.opacity + fade)
|
|
384
|
+
if drift >= 0 and cloud.x > self.w + 2:
|
|
385
|
+
cloud.x = float(-cloud.w - self.rng.uniform(0, 10))
|
|
386
|
+
elif drift < 0 and cloud.x < -cloud.w - 2:
|
|
387
|
+
cloud.x = float(self.w + self.rng.uniform(0, 10))
|
|
388
|
+
if any(c.leaving and c.opacity <= 0.0 for c in clouds):
|
|
389
|
+
self._clouds = [c for c in clouds if not (c.leaving and c.opacity <= 0.0)]
|
|
390
|
+
# Paint far clouds first.
|
|
391
|
+
self._clouds.sort(key=lambda c: c.near)
|
|
392
|
+
|
|
393
|
+
def _ground_at(self, x: float) -> float:
|
|
394
|
+
near = self._near
|
|
395
|
+
if not near:
|
|
396
|
+
return float(self.h)
|
|
397
|
+
return self.h - near[min(len(near) - 1, max(0, int(x)))]
|
|
398
|
+
|
|
399
|
+
def _step_rain(self, dt: float) -> None:
|
|
400
|
+
rng = self.rng
|
|
401
|
+
amount = max(self.now.rain, 0.0)
|
|
402
|
+
want = int(self.w * (0.2 + 0.95 * amount)) if amount > 0.03 else 0
|
|
403
|
+
drops = self._drops
|
|
404
|
+
while len(drops) < want:
|
|
405
|
+
near = rng.random() < 0.6
|
|
406
|
+
drops.append(
|
|
407
|
+
[
|
|
408
|
+
rng.uniform(-self.w * 0.2, self.w * 1.2),
|
|
409
|
+
rng.uniform(-self.h, self.h),
|
|
410
|
+
rng.uniform(46, 68) if near else rng.uniform(26, 38),
|
|
411
|
+
1.0 if near else 0.0,
|
|
412
|
+
]
|
|
413
|
+
)
|
|
414
|
+
slant = max(-0.45, min(0.45, self.now.wind / 55.0))
|
|
415
|
+
keep = []
|
|
416
|
+
for drop in drops:
|
|
417
|
+
drop[1] += drop[2] * dt
|
|
418
|
+
drop[0] += drop[2] * slant * dt
|
|
419
|
+
if drop[1] >= self._ground_at(drop[0]):
|
|
420
|
+
if drop[3] and 0 <= drop[0] < self.w and len(self._splashes) < 80:
|
|
421
|
+
self._splashes.append([drop[0], self._ground_at(drop[0]) - 1, 0.0])
|
|
422
|
+
if len(keep) + 1 > want:
|
|
423
|
+
continue # the rain is easing off
|
|
424
|
+
drop[0] = rng.uniform(-self.w * 0.2, self.w * 1.2)
|
|
425
|
+
drop[1] = rng.uniform(-6, 0)
|
|
426
|
+
keep.append(drop)
|
|
427
|
+
self._drops = keep
|
|
428
|
+
if self._splashes:
|
|
429
|
+
for splash in self._splashes:
|
|
430
|
+
splash[2] += dt
|
|
431
|
+
self._splashes = [s for s in self._splashes if s[2] < 0.22]
|
|
432
|
+
|
|
433
|
+
def _step_snow(self, dt: float) -> None:
|
|
434
|
+
rng = self.rng
|
|
435
|
+
amount = self.now.snow
|
|
436
|
+
want = int(self.w * (0.25 + 0.9 * amount)) if amount > 0.03 else 0
|
|
437
|
+
flakes = self._flakes
|
|
438
|
+
while len(flakes) < want:
|
|
439
|
+
depth = rng.random()
|
|
440
|
+
flakes.append(
|
|
441
|
+
[
|
|
442
|
+
rng.uniform(0, self.w),
|
|
443
|
+
rng.uniform(-self.h, self.h),
|
|
444
|
+
3.5 + 6.0 * depth,
|
|
445
|
+
rng.uniform(0.6, 2.2),
|
|
446
|
+
rng.uniform(0.6, 1.6),
|
|
447
|
+
rng.uniform(0, math.tau),
|
|
448
|
+
depth,
|
|
449
|
+
]
|
|
450
|
+
)
|
|
451
|
+
push = self.now.wind / 9.0
|
|
452
|
+
keep = []
|
|
453
|
+
for flake in flakes:
|
|
454
|
+
flake[1] += flake[2] * dt
|
|
455
|
+
flake[0] = (flake[0] + push * (0.4 + flake[6]) * dt) % max(1, self.w)
|
|
456
|
+
if flake[1] >= self._ground_at(flake[0]):
|
|
457
|
+
if len(keep) + 1 > want:
|
|
458
|
+
continue
|
|
459
|
+
flake[1] = rng.uniform(-4, 0)
|
|
460
|
+
flake[0] = rng.uniform(0, self.w)
|
|
461
|
+
keep.append(flake)
|
|
462
|
+
self._flakes = keep
|
|
463
|
+
|
|
464
|
+
def _step_storm(self, dt: float) -> None:
|
|
465
|
+
if self._flash > 0.0:
|
|
466
|
+
self._flash *= math.exp(-dt / 0.16)
|
|
467
|
+
if self._flash < 0.02:
|
|
468
|
+
self._flash = 0.0
|
|
469
|
+
if self._bolt_ttl > 0.0:
|
|
470
|
+
self._bolt_ttl -= dt
|
|
471
|
+
if self._aftershock > 0.0:
|
|
472
|
+
self._aftershock -= dt
|
|
473
|
+
if self._aftershock <= 0.0:
|
|
474
|
+
self._flash = max(self._flash, 0.7)
|
|
475
|
+
if self.now.storm < 0.5:
|
|
476
|
+
return
|
|
477
|
+
self._strike_in -= dt
|
|
478
|
+
if self._strike_in <= 0.0:
|
|
479
|
+
rng = self.rng
|
|
480
|
+
self._strike_in = rng.uniform(2.8, 8.0)
|
|
481
|
+
self._flash = 1.0
|
|
482
|
+
if rng.random() < 0.65:
|
|
483
|
+
self._aftershock = rng.uniform(0.09, 0.16)
|
|
484
|
+
x = rng.uniform(self.w * 0.3, self.w * 0.95)
|
|
485
|
+
y = max(2.0, self.horizon * 0.22)
|
|
486
|
+
path = [(x, y)]
|
|
487
|
+
end = self.h - self._far[min(self.w - 1, max(0, int(x)))] + 1
|
|
488
|
+
while y < end:
|
|
489
|
+
y += rng.uniform(1.5, 3.2)
|
|
490
|
+
x += rng.uniform(-2.4, 2.4)
|
|
491
|
+
path.append((x, min(y, end)))
|
|
492
|
+
self._bolt = path
|
|
493
|
+
self._bolt_ttl = 0.2
|
|
494
|
+
|
|
495
|
+
def _step_meteor(self, dt: float) -> None:
|
|
496
|
+
if self._meteor is not None:
|
|
497
|
+
m = self._meteor
|
|
498
|
+
m[4] += dt
|
|
499
|
+
m[0] += m[2] * dt
|
|
500
|
+
m[1] += m[3] * dt
|
|
501
|
+
if m[4] > 0.9:
|
|
502
|
+
self._meteor = None
|
|
503
|
+
return
|
|
504
|
+
if self.light.elevation > -0.2 or self.now.cover > 0.45:
|
|
505
|
+
return
|
|
506
|
+
self._meteor_in -= dt
|
|
507
|
+
if self._meteor_in <= 0.0:
|
|
508
|
+
rng = self.rng
|
|
509
|
+
self._meteor_in = rng.uniform(14, 34)
|
|
510
|
+
direction = rng.choice((-1.0, 1.0))
|
|
511
|
+
self._meteor = [
|
|
512
|
+
rng.uniform(self.w * 0.35, self.w * 0.9),
|
|
513
|
+
rng.uniform(1, max(2, self.horizon * 0.4)),
|
|
514
|
+
direction * rng.uniform(34, 52),
|
|
515
|
+
rng.uniform(9, 16),
|
|
516
|
+
0.0,
|
|
517
|
+
]
|
|
518
|
+
|
|
519
|
+
# -- painting ------------------------------------------------------------
|
|
520
|
+
|
|
521
|
+
def _paint_backdrop(self) -> None:
|
|
522
|
+
key = (self._tones, self.horizon)
|
|
523
|
+
if key == self._tones_key:
|
|
524
|
+
return
|
|
525
|
+
self._tones_key = key
|
|
526
|
+
top, mid, low = self._tones
|
|
527
|
+
span = max(1, self.horizon)
|
|
528
|
+
stops = ((0.0, top), (0.55, mid), (1.0, low))
|
|
529
|
+
self._bg.fill_rows([ramp(stops, min(1.0, y / span)) for y in range(self.h)])
|
|
530
|
+
|
|
531
|
+
def render(self, cv: Canvas) -> None:
|
|
532
|
+
w, h = self.w, self.h
|
|
533
|
+
if cv.w != w or cv.h != h or not w or not h:
|
|
534
|
+
return
|
|
535
|
+
now, light = self.now, self.light
|
|
536
|
+
elev = light.elevation
|
|
537
|
+
self._paint_backdrop()
|
|
538
|
+
cv.blit(self._bg)
|
|
539
|
+
if self._flash > 0.0:
|
|
540
|
+
cv.lighten(int(self._flash * 150))
|
|
541
|
+
|
|
542
|
+
clearness = 1.0 - min(1.0, max(now.cover * 0.9, now.fog * 0.85, now.rain, now.snow * 0.9))
|
|
543
|
+
night = clamp((-elev - 0.02) / 0.22)
|
|
544
|
+
if night > 0.0 and clearness > 0.05:
|
|
545
|
+
self._paint_stars(cv, night * clearness)
|
|
546
|
+
if self._meteor is not None:
|
|
547
|
+
self._paint_meteor(cv)
|
|
548
|
+
self._paint_sun_and_moon(cv, clearness)
|
|
549
|
+
self._paint_clouds(cv)
|
|
550
|
+
if self._bolt_ttl > 0.0:
|
|
551
|
+
self._paint_bolt(cv)
|
|
552
|
+
if self.scrim > 0:
|
|
553
|
+
self._paint_scrim(cv)
|
|
554
|
+
self._paint_land(cv)
|
|
555
|
+
if self._drops:
|
|
556
|
+
self._paint_rain(cv)
|
|
557
|
+
if self._flakes:
|
|
558
|
+
self._paint_snow(cv)
|
|
559
|
+
if now.fog > 0.02:
|
|
560
|
+
self._paint_fog(cv)
|
|
561
|
+
|
|
562
|
+
def _paint_stars(self, cv: Canvas, amount: float) -> None:
|
|
563
|
+
t = self.t
|
|
564
|
+
add = cv.add
|
|
565
|
+
for x, y, base, speed, phase, tint in self._stars:
|
|
566
|
+
glint = base * (0.62 + 0.38 * math.sin(t * speed + phase)) * amount
|
|
567
|
+
if glint > 0.04:
|
|
568
|
+
add(x, y, tint, int(glint * 256))
|
|
569
|
+
if glint > 0.72:
|
|
570
|
+
a = int((glint - 0.6) * 150)
|
|
571
|
+
add(x - 1, y, tint, a)
|
|
572
|
+
add(x + 1, y, tint, a)
|
|
573
|
+
|
|
574
|
+
def _paint_meteor(self, cv: Canvas) -> None:
|
|
575
|
+
x, y, vx, vy, age = self._meteor # type: ignore[misc]
|
|
576
|
+
fade = 1.0 - age / 0.9
|
|
577
|
+
speed = math.hypot(vx, vy)
|
|
578
|
+
ux, uy = vx / speed, vy / speed
|
|
579
|
+
for k in range(9):
|
|
580
|
+
px, py = x - ux * k, y - uy * k
|
|
581
|
+
if py < self.horizon:
|
|
582
|
+
cv.add(int(px), int(py), (255, 250, 236), int(256 * fade * (1.0 - k / 9.0) ** 1.5))
|
|
583
|
+
|
|
584
|
+
def _paint_sun_and_moon(self, cv: Canvas, clearness: float) -> None:
|
|
585
|
+
w, light = self.w, self.light
|
|
586
|
+
elev = light.elevation
|
|
587
|
+
horizon = self.horizon
|
|
588
|
+
arc = max(4.0, horizon - 3.0)
|
|
589
|
+
radius = clamp(self.h * 0.085, 2.2, 5.5)
|
|
590
|
+
left, right = w * 0.44, w * 0.93
|
|
591
|
+
veil = 0.18 + 0.82 * clearness
|
|
592
|
+
if elev > -0.14:
|
|
593
|
+
sx = left + (right - left) * clamp(light.sun_x)
|
|
594
|
+
sy = horizon - max(elev, -0.14) * arc
|
|
595
|
+
tone = ramp(_SUN_TONES, max(0.0, elev))
|
|
596
|
+
warm = 1.0 - smoothstep(0.0, 0.35, elev)
|
|
597
|
+
cv.glow(sx, sy, radius * (4.2 + 3.2 * warm), tone, (0.30 + 0.25 * warm) * veil)
|
|
598
|
+
cv.glow(sx, sy, radius * 2.1, tone, 0.55 * veil)
|
|
599
|
+
cv.disc(sx, sy, radius, lerp(tone, (255, 255, 244), 0.45), int(256 * veil))
|
|
600
|
+
if elev < 0.1:
|
|
601
|
+
mx = left + (right - left) * clamp(light.moon_x)
|
|
602
|
+
my = horizon - max(-elev, -0.1) * arc
|
|
603
|
+
show = smoothstep(0.1, -0.12, elev) * veil
|
|
604
|
+
if show > 0.02:
|
|
605
|
+
self._paint_moon(cv, mx, my, radius * 0.92, light.moon_phase, show)
|
|
606
|
+
|
|
607
|
+
def _paint_moon(self, cv: Canvas, cx: float, cy: float, radius: float, phase: float, show: float) -> None:
|
|
608
|
+
k = math.cos(math.tau * phase)
|
|
609
|
+
waxing = phase < 0.5
|
|
610
|
+
lit_amount = (1.0 - k) / 2.0
|
|
611
|
+
cv.glow(cx, cy, radius * 4.5, (120, 142, 210), 0.34 * show * (0.25 + 0.75 * lit_amount))
|
|
612
|
+
bright = (232, 236, 246)
|
|
613
|
+
maria = (192, 198, 214)
|
|
614
|
+
dark = lerp(self._tones[1], (70, 80, 110), 0.35)
|
|
615
|
+
y0, y1 = int(cy - radius - 1), int(cy + radius + 2)
|
|
616
|
+
x0, x1 = int(cx - radius - 1), int(cx + radius + 2)
|
|
617
|
+
craters = ((-0.30, -0.25, 0.26), (0.28, 0.22, 0.2), (-0.05, 0.42, 0.16))
|
|
618
|
+
for y in range(y0, y1 + 1):
|
|
619
|
+
ny = (y - cy) / radius
|
|
620
|
+
for x in range(x0, x1 + 1):
|
|
621
|
+
nx = (x - cx) / radius
|
|
622
|
+
dist = math.hypot(nx, ny)
|
|
623
|
+
cover = (1.0 - dist) * radius + 0.5
|
|
624
|
+
if cover <= 0.0:
|
|
625
|
+
continue
|
|
626
|
+
cover = min(1.0, cover)
|
|
627
|
+
edge = math.sqrt(max(0.0, 1.0 - ny * ny))
|
|
628
|
+
side = (nx - k * edge) if waxing else (-k * edge - nx)
|
|
629
|
+
lit = clamp(side * radius + 0.5)
|
|
630
|
+
tone = bright
|
|
631
|
+
for ox, oy, size in craters:
|
|
632
|
+
if math.hypot(nx - ox, ny - oy) < size:
|
|
633
|
+
tone = maria
|
|
634
|
+
break
|
|
635
|
+
cv.blend(x, y, lerp(dark, tone, lit), int(256 * cover * show * (0.3 + 0.7 * lit)))
|
|
636
|
+
|
|
637
|
+
def _paint_clouds(self, cv: Canvas) -> None:
|
|
638
|
+
if not self._clouds:
|
|
639
|
+
return
|
|
640
|
+
now = self.now
|
|
641
|
+
elev = self.light.elevation
|
|
642
|
+
dayness = smoothstep(-0.15, 0.25, elev)
|
|
643
|
+
lit, shade = _cloud_tones(elev)
|
|
644
|
+
heavy = max(smoothstep(0.55, 1.0, now.cover), min(1.0, now.rain * 1.5), now.snow)
|
|
645
|
+
grey_lit = lerp((46, 50, 62), (196, 202, 212), dayness)
|
|
646
|
+
grey_shade = lerp((18, 20, 28), (112, 120, 134), dayness)
|
|
647
|
+
lit = lerp(lit, grey_lit, heavy * 0.8)
|
|
648
|
+
shade = lerp(shade, grey_shade, heavy * 0.85)
|
|
649
|
+
if now.storm > 0.01:
|
|
650
|
+
lit = lerp(lit, lerp((36, 38, 48), (104, 108, 122), dayness), now.storm * 0.9)
|
|
651
|
+
shade = lerp(shade, lerp((12, 13, 18), (42, 44, 56), dayness), now.storm * 0.9)
|
|
652
|
+
if self._flash > 0.0:
|
|
653
|
+
lit = lerp(lit, (236, 232, 255), self._flash * 0.8)
|
|
654
|
+
shade = lerp(shade, (150, 150, 190), self._flash * 0.6)
|
|
655
|
+
haze = self._tones[1]
|
|
656
|
+
far_lit, far_shade = lerp(lit, haze, 0.38), lerp(shade, haze, 0.38)
|
|
657
|
+
|
|
658
|
+
W, H = cv.w, cv.h
|
|
659
|
+
R, G, B = cv.r, cv.g, cv.b
|
|
660
|
+
fade = self._cloud_fade
|
|
661
|
+
if len(fade) != W or (fade and (fade[0] < 256) != (self.scrim > 0)):
|
|
662
|
+
# Clouds thin out as they drift behind the weather text.
|
|
663
|
+
span = min(self.scrim, W)
|
|
664
|
+
fade = self._cloud_fade = [
|
|
665
|
+
int(256 * (0.34 + 0.66 * smoothstep(0.45, 1.0, x / span))) if x < span else 256 for x in range(W)
|
|
666
|
+
]
|
|
667
|
+
for cloud in self._clouds:
|
|
668
|
+
if cloud.opacity <= 0.0:
|
|
669
|
+
continue
|
|
670
|
+
top_tone, low_tone = (lit, shade) if cloud.near else (far_lit, far_shade)
|
|
671
|
+
strength = int(cloud.opacity * (256 if cloud.near else 205))
|
|
672
|
+
ox = math.floor(cloud.x)
|
|
673
|
+
f1 = int((cloud.x - ox) * 256)
|
|
674
|
+
f0 = 256 - f1
|
|
675
|
+
sw, sh, alpha = cloud.w, cloud.h, cloud.alpha
|
|
676
|
+
x_lo = max(0, ox)
|
|
677
|
+
x_hi = min(W - 1, ox + sw)
|
|
678
|
+
if x_lo > x_hi:
|
|
679
|
+
continue
|
|
680
|
+
for sy in range(sh):
|
|
681
|
+
y = cloud.y + sy
|
|
682
|
+
if y < 0 or y >= H:
|
|
683
|
+
continue
|
|
684
|
+
t = sy / (sh - 1) if sh > 1 else 0.0
|
|
685
|
+
cr, cg, cb = lerp(top_tone, low_tone, t * t)
|
|
686
|
+
base = sy * sw - ox
|
|
687
|
+
row = y * W
|
|
688
|
+
for x in range(x_lo, x_hi + 1):
|
|
689
|
+
sx = x - ox
|
|
690
|
+
a = (alpha[base + x] * f0 if sx < sw else 0) + (alpha[base + x - 1] * f1 if sx > 0 else 0)
|
|
691
|
+
a = (a * strength >> 16) * fade[x] >> 8
|
|
692
|
+
if a < 3:
|
|
693
|
+
continue
|
|
694
|
+
i = row + x
|
|
695
|
+
v = R[i]
|
|
696
|
+
R[i] = v + ((cr - v) * a >> 8)
|
|
697
|
+
v = G[i]
|
|
698
|
+
G[i] = v + ((cg - v) * a >> 8)
|
|
699
|
+
v = B[i]
|
|
700
|
+
B[i] = v + ((cb - v) * a >> 8)
|
|
701
|
+
|
|
702
|
+
def _paint_bolt(self, cv: Canvas) -> None:
|
|
703
|
+
strength = clamp(self._bolt_ttl / 0.2)
|
|
704
|
+
core = (255, 252, 240)
|
|
705
|
+
halo = (170, 150, 255)
|
|
706
|
+
for (x0, y0), (x1, y1) in zip(self._bolt, self._bolt[1:]):
|
|
707
|
+
steps = max(1, int(abs(y1 - y0) + abs(x1 - x0)))
|
|
708
|
+
for s in range(steps + 1):
|
|
709
|
+
t = s / steps
|
|
710
|
+
x, y = int(x0 + (x1 - x0) * t), int(y0 + (y1 - y0) * t)
|
|
711
|
+
cv.blend(x, y, core, int(256 * strength))
|
|
712
|
+
cv.add(x - 1, y, halo, int(120 * strength))
|
|
713
|
+
cv.add(x + 1, y, halo, int(120 * strength))
|
|
714
|
+
|
|
715
|
+
def _paint_scrim(self, cv: Canvas) -> None:
|
|
716
|
+
"""Shade the left of the sky, where the weather is written, fading out to the right."""
|
|
717
|
+
width = min(self.scrim, self.w)
|
|
718
|
+
far, h = self._far, self.h
|
|
719
|
+
tables = self._scrim_tables
|
|
720
|
+
for x in range(width):
|
|
721
|
+
level = int(24 * (1.0 - smoothstep(0.55, 1.0, x / width)))
|
|
722
|
+
if level <= 0:
|
|
723
|
+
continue
|
|
724
|
+
table = tables.get(level)
|
|
725
|
+
if table is None:
|
|
726
|
+
keep = 1.0 - level / 24 * 0.4
|
|
727
|
+
table = tables[level] = bytes(int(v * keep) for v in range(256))
|
|
728
|
+
cv.remap_column(x, int(h - far[x]) + 1, table)
|
|
729
|
+
|
|
730
|
+
def _paint_land(self, cv: Canvas) -> None:
|
|
731
|
+
h = self.h
|
|
732
|
+
low = self._tones[2]
|
|
733
|
+
ground = self.ground
|
|
734
|
+
dayness = smoothstep(-0.15, 0.25, self.light.elevation)
|
|
735
|
+
far_tone = lerp(low, ground, 0.52)
|
|
736
|
+
mid_tone = lerp(low, ground, 0.80)
|
|
737
|
+
if self.now.snow > 0.02:
|
|
738
|
+
frost = scale((204, 214, 230), 0.22 + 0.78 * dayness)
|
|
739
|
+
far_tone = lerp(far_tone, frost, self.now.snow * 0.42)
|
|
740
|
+
mid_tone = lerp(mid_tone, frost, self.now.snow * 0.24)
|
|
741
|
+
if self._flash > 0.0:
|
|
742
|
+
far_tone = lerp(far_tone, (150, 150, 180), self._flash * 0.25)
|
|
743
|
+
for heights, tone in ((self._far, far_tone), (self._mid, mid_tone), (self._near, ground)):
|
|
744
|
+
for x, height in enumerate(heights):
|
|
745
|
+
top = h - height
|
|
746
|
+
y = int(math.ceil(top))
|
|
747
|
+
edge = y - top
|
|
748
|
+
if edge > 0.02:
|
|
749
|
+
cv.blend(x, y - 1, tone, int(256 * edge))
|
|
750
|
+
cv.fill_column(x, y, tone)
|
|
751
|
+
|
|
752
|
+
def _paint_rain(self, cv: Canvas) -> None:
|
|
753
|
+
dayness = smoothstep(-0.15, 0.25, self.light.elevation)
|
|
754
|
+
tone = lerp((120, 140, 190), (214, 228, 250), dayness)
|
|
755
|
+
slant = max(-0.45, min(0.45, self.now.wind / 55.0))
|
|
756
|
+
blend = cv.blend
|
|
757
|
+
for x, y, speed, near in self._drops:
|
|
758
|
+
if near:
|
|
759
|
+
blend(int(x), int(y), tone, 190)
|
|
760
|
+
blend(int(x - slant), int(y) - 1, tone, 120)
|
|
761
|
+
blend(int(x - slant * 2), int(y) - 2, tone, 60)
|
|
762
|
+
else:
|
|
763
|
+
blend(int(x), int(y), tone, 84)
|
|
764
|
+
blend(int(x - slant), int(y) - 1, tone, 40)
|
|
765
|
+
for x, y, age in self._splashes:
|
|
766
|
+
a = int(170 * (1.0 - age / 0.22))
|
|
767
|
+
if age < 0.09:
|
|
768
|
+
blend(int(x), int(y), tone, a)
|
|
769
|
+
else:
|
|
770
|
+
blend(int(x) - 1, int(y), tone, a)
|
|
771
|
+
blend(int(x) + 1, int(y), tone, a)
|
|
772
|
+
|
|
773
|
+
def _paint_snow(self, cv: Canvas) -> None:
|
|
774
|
+
t = self.t
|
|
775
|
+
dayness = smoothstep(-0.15, 0.25, self.light.elevation)
|
|
776
|
+
tone = lerp((170, 180, 210), (255, 255, 255), dayness)
|
|
777
|
+
blend = cv.blend
|
|
778
|
+
for x, y, _speed, sway, rate, phase, depth in self._flakes:
|
|
779
|
+
px = int(x + sway * math.sin(t * rate + phase))
|
|
780
|
+
blend(px, int(y), tone, int(90 + 150 * depth))
|
|
781
|
+
if depth > 0.82:
|
|
782
|
+
blend(px + 1, int(y), tone, 70)
|
|
783
|
+
|
|
784
|
+
def _paint_fog(self, cv: Canvas) -> None:
|
|
785
|
+
amount = self.now.fog
|
|
786
|
+
dayness = smoothstep(-0.15, 0.25, self.light.elevation)
|
|
787
|
+
tone = lerp((62, 68, 84), (206, 212, 222), dayness)
|
|
788
|
+
cr, cg, cb = tone
|
|
789
|
+
W, H = cv.w, cv.h
|
|
790
|
+
R, G, B = cv.r, cv.g, cv.b
|
|
791
|
+
t = self.t
|
|
792
|
+
floor = H - int(max(self._near)) - 1 if self._near else H - 1
|
|
793
|
+
# A veil that thickens toward the ground, so the hills sink into it.
|
|
794
|
+
start = int(self.horizon * 0.35)
|
|
795
|
+
depth = max(1, floor - start)
|
|
796
|
+
for y in range(max(0, start), floor + 1):
|
|
797
|
+
a = int(amount * 150 * ((y - start) / depth) ** 0.8)
|
|
798
|
+
if a < 4:
|
|
799
|
+
continue
|
|
800
|
+
keep = 256 - a
|
|
801
|
+
lut_r = bytes((v * keep + cr * a) >> 8 for v in range(256))
|
|
802
|
+
lut_g = bytes((v * keep + cg * a) >> 8 for v in range(256))
|
|
803
|
+
lut_b = bytes((v * keep + cb * a) >> 8 for v in range(256))
|
|
804
|
+
i = y * W
|
|
805
|
+
R[i : i + W] = R[i : i + W].translate(lut_r)
|
|
806
|
+
G[i : i + W] = G[i : i + W].translate(lut_g)
|
|
807
|
+
B[i : i + W] = B[i : i + W].translate(lut_b)
|
|
808
|
+
# Slow drifting banks on top of the veil.
|
|
809
|
+
for center, thick, freq, phase, speed in self._fog:
|
|
810
|
+
y0 = max(0, int(center - thick))
|
|
811
|
+
y1 = min(floor, int(center + thick))
|
|
812
|
+
wave = [0.5 + 0.5 * math.sin(x * freq + phase + t * speed) for x in range(W)]
|
|
813
|
+
for y in range(y0, y1 + 1):
|
|
814
|
+
fall = 1.0 - abs(y - center) / thick
|
|
815
|
+
if fall <= 0.0:
|
|
816
|
+
continue
|
|
817
|
+
peak = amount * fall * fall * 96.0
|
|
818
|
+
row = y * W
|
|
819
|
+
for x in range(W):
|
|
820
|
+
a = int(peak * wave[x])
|
|
821
|
+
if a < 4:
|
|
822
|
+
continue
|
|
823
|
+
i = row + x
|
|
824
|
+
v = R[i]
|
|
825
|
+
R[i] = v + ((cr - v) * a >> 8)
|
|
826
|
+
v = G[i]
|
|
827
|
+
G[i] = v + ((cg - v) * a >> 8)
|
|
828
|
+
v = B[i]
|
|
829
|
+
B[i] = v + ((cb - v) * a >> 8)
|