105 lines
4.4 KiB
JavaScript
105 lines
4.4 KiB
JavaScript
// Lighting overlay at night (Minecraft-style: offscreen lightmap, wall occlusion, warm flicker)
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import { state } from '../core/state.js';
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import { TILE } from '../core/constants.js';
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import { BLOCKS } from '../data/blocks.js';
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import { getBlock } from '../world/world-storage.js';
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export function renderLighting(ctx, W, H, camX, camY, lightC, lightCtx, dpr, blocks, minGX, maxGX, minGY, maxGY, now) {
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// 1) Рисуем тёмный оверлей на offscreen canvas
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lightC.width = W * dpr;
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lightC.height = H * dpr;
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lightCtx.setTransform(dpr, 0, 0, dpr, 0, 0);
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lightCtx.fillStyle = 'rgba(0,0,12,0.82)';
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lightCtx.fillRect(0, 0, W, H);
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// 2) Вырезаем «окна света» через destination-out — свет не проходит сквозь стены
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lightCtx.globalCompositeOperation = 'destination-out';
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// Функция: рисуем мягкий луч света с затуханием за стенами
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function castLight(sx, sy, radius) {
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const flick = 0.97 + Math.sin(now / 300 + sx * 0.01) * 0.015 + Math.sin(now / 470 + sy * 0.02) * 0.015;
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const r = radius * flick;
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// 12 лучей — достаточно для мягкого круга
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const steps = 24;
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// Собираем дистанции до стен по лучам
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const dists = new Float32Array(steps);
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for (let i = 0; i < steps; i++) {
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const angle = (i / steps) * Math.PI * 2;
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const dx = Math.cos(angle);
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const dy = Math.sin(angle);
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let maxDist = r;
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// Идём по лучу пока не упрёмся в стену
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for (let step = TILE * 0.3; step < r; step += TILE * 0.35) {
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const gx = Math.floor((sx + dx * step) / TILE);
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const gy = Math.floor((sy + dy * step) / TILE);
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const blk = getBlock(gx, gy);
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if (blk && !blk.dead && BLOCKS[blk.t] && BLOCKS[blk.t].solid && step > TILE * 0.3) {
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maxDist = step;
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break;
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}
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}
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dists[i] = maxDist;
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}
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// Рисуем сглаженный полигон по dists
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const cx = sx - camX, cy = sy - camY;
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// Центр: яркая точка
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const maxR = Math.max(...dists);
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const grad = lightCtx.createRadialGradient(cx, cy, 0, cx, cy, maxR);
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grad.addColorStop(0, 'rgba(255,255,255,1)');
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grad.addColorStop(0.5, 'rgba(255,255,255,0.65)');
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grad.addColorStop(1, 'rgba(255,255,255,0)');
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lightCtx.fillStyle = grad;
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// Рисуем shape по dists (звездоподобный полигон)
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lightCtx.beginPath();
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for (let i = 0; i <= steps; i++) {
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const idx = i % steps;
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const nextIdx = (i + 1) % steps;
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const avgD = (dists[idx] + dists[nextIdx]) / 2;
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const angle = (idx / steps) * Math.PI * 2;
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const px = cx + Math.cos(angle) * dists[idx];
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const py = cy + Math.sin(angle) * dists[idx];
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if (i === 0) lightCtx.moveTo(px, py);
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else lightCtx.lineTo(px, py);
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}
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lightCtx.closePath();
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lightCtx.fill();
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}
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// Источники света
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for (const b of blocks) {
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if (b.dead) continue;
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if (b.gx < minGX - 5 || b.gx > maxGX + 5 || b.gy < minGY - 5 || b.gy > maxGY + 5) continue;
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const def = BLOCKS[b.t];
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if (def.lightRadius) {
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castLight(b.gx * TILE + TILE / 2, b.gy * TILE + TILE / 2, def.lightRadius);
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}
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}
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// 3) Накладываем lightmap на основной canvas
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lightCtx.globalCompositeOperation = 'source-over';
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ctx.drawImage(lightC, 0, 0, W, H);
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// 4) Тёплый оверлей от источников света (additive, мягкий)
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ctx.save();
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ctx.globalCompositeOperation = 'lighter';
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for (const b of blocks) {
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if (b.dead) continue;
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if (b.gx < minGX - 3 || b.gx > maxGX + 3 || b.gy < minGY - 3 || b.gy > maxGY + 3) continue;
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const def = BLOCKS[b.t];
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if (def.lightRadius) {
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const flick = 0.9 + Math.sin(now / 350 + b.gx * 3.7) * 0.05 + Math.sin(now / 530 + b.gy * 2.3) * 0.05;
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const wx = b.gx * TILE + TILE / 2 - camX;
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const wy = b.gy * TILE + TILE / 2 - camY;
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const r = def.lightRadius * 0.85;
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const grad = ctx.createRadialGradient(wx, wy, 0, wx, wy, r);
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grad.addColorStop(0, `rgba(255,180,80,0.28)`);
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grad.addColorStop(0.5, `rgba(255,140,40,0.13)`);
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grad.addColorStop(1, 'rgba(255,100,20,0)');
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ctx.fillStyle = grad;
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ctx.beginPath();
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ctx.arc(wx, wy, r, 0, Math.PI * 2);
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ctx.fill();
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}
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}
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ctx.restore();
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} |