住人のいる音量
@Lattice_Node
Components · Toggle
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<!-- UI by @Lattice_Node — ludion.ai/p/toggle-sakura-shrine (MIT) -->
<!-- UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) -->
<!-- Remixed by Claude -->
<div data-ld-part="toggle-sakura-shrine" lang="ja">
<canvas class="scene" aria-hidden="true"></canvas>
<button class="hit" type="button" role="switch" aria-checked="false" aria-label="夜"></button>
<span class="vh" role="status" aria-live="polite" data-status></span>
<span class="probe" aria-hidden="true"></span>
</div>
<style>
/* UI by @Lattice_Node — ludion.ai/p/toggle-sakura-shrine (MIT) */
/* ページの地。スイッチの中の暗さ(--night)に合わせて、昼と夜のあいだを動く */
/* UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) */
[data-ld-part="toggle-sakura-shrine"] {
/* 固定しないトークン。世界の色は、この7色を明るさ違いで並べて作る */
--_bg: var(--ld-bg, #f8ebe4);
--_surface: var(--ld-surface, #8fa35f);
--_fg: var(--ld-fg, #1f1a45);
--_muted: var(--ld-muted, #7da2c9);
--_accent: var(--ld-accent, #efa02c);
/* 公式の10色の外(朱と桜)。色の字にせず赤・緑・青の数で持つ。描画が rgb() に戻す */
--_shu: 216 64 42;
--_sakura: 244 160 186;
--_radius: var(--ld-radius, 9999px);
--_font: var(--ld-font, system-ui, sans-serif);
--_space: var(--ld-space, 8px);
--_shadow: var(--ld-shadow, 0 8px 24px rgb(31 26 69 / .2));
--_motion: var(--ld-motion, 200ms);
position: relative;
display: block;
box-sizing: border-box;
/* どの枠にも収まる。横長の丸(1 : 1.85)のまわりに、影と漏れる光の余白を含めた比率 */
width: min(100%, calc((100vh - 64px) * 1.6439));
aspect-ratio: 1.6439;
font-family: var(--_font);
color: var(--_fg);
}
/* 色を読むための見えない目印 */
[data-ld-part="toggle-sakura-shrine"] .probe {
display: none;
}
[data-ld-part="toggle-sakura-shrine"] .vh {
position: absolute;
width: 1px;
height: 1px;
overflow: hidden;
clip-path: inset(50%);
white-space: nowrap;
}
[data-ld-part="toggle-sakura-shrine"] .scene {
position: absolute;
top: 0;
left: 0;
display: block;
width: 100%;
height: 100%;
pointer-events: none;
/* 小数の表示倍率でも、ブラウザに補間させない。ピクセルをにじませないため */
image-rendering: pixelated;
}
/* 本物のスイッチ。絵は canvas が描き、ここは押す場所だけ */
[data-ld-part="toggle-sakura-shrine"] .hit {
position: absolute;
top: 12.121%;
left: 7.373%;
width: 85.253%;
height: 75.758%;
margin: 0;
padding: 0;
border: 0;
border-radius: var(--_radius);
background: transparent;
cursor: grab;
touch-action: pan-y;
user-select: none;
-webkit-user-select: none;
-webkit-tap-highlight-color: transparent;
}
[data-ld-part="toggle-sakura-shrine"] .hit:active {
cursor: grabbing;
}
[data-ld-part="toggle-sakura-shrine"] .hit:focus {
outline: none;
}
[data-ld-part="toggle-sakura-shrine"] .hit:focus-visible {
outline: 2px solid var(--_shu);
outline-offset: calc(var(--_space) * .5);
transition: outline-offset var(--_motion) ease;
}
@media (prefers-reduced-motion: reduce) {
[data-ld-part="toggle-sakura-shrine"] .hit:focus-visible {
transition: none;
}
}
</style>
<script type="module">
/* UI by @Lattice_Node — ludion.ai/p/toggle-sakura-shrine (MIT) */
/* UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) */
// part.js — ESモジュール。rootの中だけを触る
// 桜の社のスイッチ:スイッチのレールの中に、ピクセルの小さな神社があり、巫女が1人暮らしている。
//
// 世界:低い解像度で、決まった色の番号だけで描く。時刻の変化はディザの置き換えで行い、中間色を作らない。
// 外側:朱塗りの殻、窓の奥行き、液体のレンズを WebGL で描く。ピクセルは常に整数倍のまま写す。
// 灯り:世界の光る画素をぼかした「光の場」を作り、ガラスと外の面を照らす。人影が障子を横切れば、外の光も変わる。
// 時間:左端は昼、右端は夜。右へ動かすと 昼→夕方→夜。左へ戻すと 夜→深夜→夜明け→朝→昼 と、時間は前へ進む。
// 風:つまみを速く動かすと風が起き、桜がしなって花びらが舞う。夜を待つと、白い狐がやってくる。
// 色は JS に書かない。--_bg、--_surface、--_fg、--_muted、--_accent、--_shu、--_sakura の色相を、決めた明るさで並べて作る。
const CORE_W = 192; // 景色の中心の幅。窓が広いぶんは、両わきへ広がる
const CORE_H = 112;
const HORIZON = 82;
const MARGIN = 14; // レンズが窓の外を覗いてもよいよう、世界を少し広く描く
const WORLD_HZ = 30;
const PILL_RATIO = 1.85; // 縦 : 横
const CLOCK_DAY = 12;
const CLOCK_NIGHT = 21.5;
const CLOCK_SLEEP = 23.4;
const NIGHT_CREEP = 26; // 右端に着いてから、灯りを消して眠るまでの秒数の目安
const PETAL_MAX = 150; // 同時に舞う花びらの上限
// ---- パレット:トークン × 4つの明るさ。桜は、昼の明るさと夜の暗さの2列を持つ
const RAMPS = [
['bg', [0.76, 0.85, 0.93, 0.985]],
['surface', [0.4, 0.52, 0.64, 0.76]],
['fg', [0.17, 0.25, 0.33, 0.44]],
['muted', [0.5, 0.62, 0.74, 0.86]],
['accent', [0.5, 0.66, 0.8, 0.92]],
['shu', [0.34, 0.46, 0.58, 0.72]],
['sakura', [0.72, 0.8, 0.87, 0.94]],
['sakura', [0.36, 0.46, 0.56, 0.66]],
];
const C0 = 0, C1 = 1, C2 = 2, C3 = 3;
const G0 = 4, G1 = 5, G2 = 6, G3 = 7;
const I0 = 8, I1 = 9, I2 = 10, I3 = 11;
const U0 = 12, U1 = 13, U2 = 14, U3 = 15;
const A0 = 16, A1 = 17, A2 = 18, A3 = 19;
const R0 = 20, R1 = 21, R2 = 22, R3 = 23;
const P0 = 24, P1 = 25, P2 = 26, P3 = 27;
const Y0 = 28, Y1 = 29, Y2 = 30, Y3 = 31;
// ---- 材質:[昼, 夕, 宵, 夜] のパレット番号
const MATS = [
['SKY', C3, C3, C3, C3],
['HILL_FAR', U2, U1, I3, I1],
['HILL_NEAR', U1, U0, I2, I1],
['HILL_BLOOM_FAR', P2, P1, Y1, I2],
['HILL_BLOOM', P1, P0, Y1, Y0],
['TREE_FAR', G1, G0, I2, I0],
['GRASS', G2, G1, I3, I1],
['GRASS_DK', G1, G0, I2, I0],
['GRASS_LT', G3, G2, U0, I2],
['PATH', C1, C0, U0, I2],
['PATH_DK', C0, A0, I3, I1],
['WALL', C3, A3, U1, I2],
['WALL_SH', C2, A2, U0, I1],
['PLANK', C1, A1, I3, I1],
['STONE', U1, U0, I2, I1],
['STONE_LT', U2, U1, I3, I2],
['ROOF', I3, I2, I1, I0],
['ROOF_LT', U0, I3, I2, I1],
['ROOF_HI', U1, U0, I3, I1],
['WOOD', A0, A0, I2, I0],
['WOOD_LT', A1, A1, I3, I1],
['WOOD_DK', I3, I2, I1, I0],
['SHU', R2, R1, R0, R0],
['SHU_LT', R3, R2, R1, R0],
['SHU_DK', R1, R0, I2, I1],
['STRAW', A2, A1, I3, I2],
['STRAW_DK', A1, A0, I2, I1],
['SHIDE', C3, A3, U1, U2],
['GOLD', A2, A1, A0, A0],
['SHOJI', C2, A2, U0, I2],
['CHOCHIN', R2, R1, R0, I3],
['BARK', I3, I2, I1, I0],
['BARK_LT', A0, A0, I1, I0],
['BRANCH', I3, I2, I1, I0],
['SAKURA0', P0, Y3, Y1, Y0],
['SAKURA1', P1, P0, Y2, Y1],
['SAKURA2', P2, P1, Y3, Y2],
['SAKURA3', P3, P2, P0, Y3],
['PETAL', P3, P2, P1, P0],
['PETAL_G', P2, P1, Y3, Y1],
['LEAF0', G0, G0, I1, I0],
['LEAF1', G1, G0, I2, I0],
['LEAF2', G2, A0, I2, I1],
['LEAF3', G3, A1, I3, I1],
['FLOWER_A', A2, A1, A0, I2],
['FLOWER_C', C3, A3, U1, I3],
['STEM', G0, G0, I2, I0],
['GLASS_HI', U1, A1, I2, I1],
['ROOM', C1, C0, I3, I1],
['SKIN', A3, A3, U2, I3],
['HAIR', I0, I0, I0, I0],
['SHIRT', C3, A3, U2, I3],
['SHIRT_DK', C1, A2, U0, I2],
['PANTS', R2, R1, R0, R0],
['PANTS_DK', R1, R0, I2, I1],
['RIBBON', R3, R2, R1, R0],
['BOOT', C2, A2, U1, I2],
['BOOK', C3, C3, U2, I3],
['BOOK_DK', C1, C1, U0, I2],
['CLOUD', C3, A3, U1, I2],
['CLOUD_SH', P3, P1, U0, I1],
['SMOKE', C1, C1, U2, I3],
['SMOKE_DK', U2, U1, U0, I2],
['SUN', C3, C3, A3, A3],
['SUN_RIM', A3, A2, A2, A2],
['MOON', C3, C3, C3, C3],
['MOON_DK', C1, C1, C1, C1],
['STAR', C3, C3, C3, C3],
['STAR_DIM', U2, U2, U2, U2],
['LIT', A2, A2, A2, A2],
['LIT_HI', A3, A3, A3, A3],
['LIT_DK', A1, A1, A1, A1],
['SIL', I0, I0, I0, I0],
['GLIM', P3, P3, P3, P3],
['BIRD', I2, I2, I1, I0],
['MARK', I0, I0, C3, C3],
['ZZZ', U3, U3, U3, U3],
['WING', A2, A2, A1, I2],
['FOX', C3, C3, U2, U3],
['FOX_DK', R3, R2, U0, R1],
];
const M = Object.fromEntries(MATS.map((row, i) => [row[0], i]));
// ---- 時刻のかなめ:[時, 材質の列, 空の色(上から地平線へ)]
const KEYS = [
[0, 3, [I0, I0, I1, I1, I2]],
[4.8, 3, [I0, I0, I1, I1, I2]],
[5.4, 3, [I0, I1, I2, I3, Y1]],
[6.0, 2, [I1, I2, I3, Y1, Y3, P1]],
[6.7, 1, [I3, U0, U1, P0, P2, A3]],
[7.8, 0, [U1, U2, U3, C2, P3]],
[10, 0, [U2, U3, C2, C3, C3]],
[15, 0, [U1, U2, U3, C2, C3]],
[17, 1, [U0, U1, U3, P2, A3, A2]],
[18, 1, [I3, U0, Y3, P1, A2, A3]],
[19, 2, [I1, I2, I3, Y1, Y3, A1]],
[20.3, 3, [I0, I0, I1, I1, I2]],
[24, 3, [I0, I0, I1, I1, I2]],
];
// ---- 境内の灯り:石灯籠 [x, 足もと] と、提灯の x
const STONE_LANTERNS = [[30, 88], [124, 88]];
const CHOCHIN = [-8, -2, 14, 20, 26];
const clamp = (v, lo = 0, hi = 1) => Math.min(hi, Math.max(lo, v));
const mix = (a, b, t) => a + (b - a) * t;
const smoothstep = (a, b, x) => {
const t = clamp((x - a) / (b - a));
return t * t * (3 - 2 * t);
};
const BAYER = [0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5];
const bayerAt = (x, y) => BAYER[((y & 3) << 2) | (x & 3)];
function seeded(seed) {
let a = seed >>> 0;
return () => {
a = (a + 0x6d2b79f5) >>> 0;
let t = a;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
function makeNoise(seed) {
const r = seeded(seed);
const table = new Float32Array(65536);
for (let i = 0; i < 65536; i++) table[i] = r();
const at = (x, y) => table[((x & 255) << 8) | (y & 255)];
return (x, y) => {
const xi = Math.floor(x);
const yi = Math.floor(y);
const fx = x - xi;
const fy = y - yi;
const u = fx * fx * (3 - 2 * fx);
const v = fy * fy * (3 - 2 * fy);
return mix(mix(at(xi, yi), at(xi + 1, yi), u), mix(at(xi, yi + 1), at(xi + 1, yi + 1), u), v);
};
}
// ---- 色の計算(OKLab)。色の値は書かず、トークンの色相に明るさだけを与える
const toLinear = (c) => (c <= 0.04045 ? c / 12.92 : Math.pow((c + 0.055) / 1.055, 2.4));
const toGamma = (c) => (c <= 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 1 / 2.4) - 0.055);
function rgbToOklab([r8, g8, b8]) {
const r = toLinear(r8 / 255);
const g = toLinear(g8 / 255);
const b = toLinear(b8 / 255);
const l = Math.cbrt(0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b);
const m = Math.cbrt(0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b);
const s = Math.cbrt(0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b);
return [0.2104542553 * l + 0.793617785 * m - 0.0040720468 * s, 1.9779984951 * l - 2.428592205 * m + 0.4505937099 * s, 0.0259040371 * l + 0.7827717662 * m - 0.808675766 * s];
}
function oklabToLinear(L, a, b) {
const l = Math.pow(L + 0.3963377774 * a + 0.2158037573 * b, 3);
const m = Math.pow(L - 0.1055613458 * a - 0.0638541728 * b, 3);
const s = Math.pow(L - 0.0894841775 * a - 1.291485548 * b, 3);
return [4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, -0.0041960863 * l - 0.7034186147 * m + 1.707614701 * s];
}
function labTone(lab, L) {
// 明るさを決め、色域に入るまで鮮やかさを落とす
let chroma = 1;
for (let i = 0; i < 24; i++) {
const rgb = oklabToLinear(L, lab[1] * chroma, lab[2] * chroma);
if (rgb.every((v) => v >= -0.001 && v <= 1.001)) return rgb.map((v) => Math.round(toGamma(clamp(v)) * 255));
chroma *= 0.9;
}
return oklabToLinear(L, 0, 0).map((v) => Math.round(toGamma(clamp(v)) * 255));
}
// ---- 巫女と狐の絵
const CHARS = { H: 'HAIR', S: 'SKIN', E: 'HAIR', T: 'SHIRT', D: 'SHIRT_DK', P: 'PANTS', Q: 'PANTS_DK', R: 'RIBBON', B: 'BOOT', W: 'BOOK', K: 'BOOK_DK', F: 'FOX', G: 'FOX_DK' };
const makeSprite = (rows) => {
const list = [];
rows.forEach((row, y) => {
[...row].forEach((ch, x) => {
if (ch !== '.') list.push([x, y, M[CHARS[ch]], ch === 'E']);
});
});
return { list, w: rows[0].length, h: rows.length };
};
const HEAD = ['..HHH..', '.HHHHH.', '.HHSSS.', '.HHSES.', '.HHSSS.'];
const HEAD_BLINK = ['..HHH..', '.HHHHH.', '.HHSSS.', '.HHSSS.', '.HHSSS.'];
const HEAD_UP = ['..HHH..', '.HHHHH.', '.HHSES.', '.HHSSS.', '.HHSSS.'];
const BODY_STAND = ['.RTTTT.', '.HTDTT.', '.HTTTS.', '.PPPPP.', '.PQPQP.', '.PQPQP.', '..B.B..'];
const BODY_WALK1 = ['.RTTTT.', '.HTDTT.', '.HTTTS.', '.PPPPP.', '.PQPQP.', 'PPQ.PP.', '.B...B.'];
const BODY_WALK2 = ['.RTTTT.', '.HTDTT.', '.HTTTS.', '.PPPPP.', '.PQPQP.', '.PQPQP.', '..BB...'];
const BODY_WALK3 = ['.RTTTT.', '.HTDTT.', '.HTTT..', '.PPPPS.', '.PQPQP.', '.PP.QPP', '.B...B.'];
const BODY_ARMS = ['SRTTT.S', 'SHTDTTS', '.HTTT..', '.PPPPP.', '.PQPQP.', '.PQPQP.', '..B.B..'];
const person = (head, body) => makeSprite([...head, ...body]);
const SPR = {
stand: person(HEAD, BODY_STAND),
blink: person(HEAD_BLINK, BODY_STAND),
walk: [person(HEAD, BODY_WALK1), person(HEAD, BODY_WALK2), person(HEAD, BODY_WALK3), person(HEAD, BODY_WALK2)],
up: person(HEAD_UP, BODY_ARMS),
seat: makeSprite([
'....HHH..',
'...HHHHH.',
'...SSSHH.',
'...ESSHH.',
'...SSSHH.',
'...TTTTH.',
'...STDTTR',
'...STTTT.',
'PQPQPPPP.',
'BB.PQPQP.',
]),
seatBlink: makeSprite([
'....HHH..',
'...HHHHH.',
'...SSSHH.',
'...SSSHH.',
'...SSSHH.',
'...TTTTH.',
'...STDTTR',
'...STTTT.',
'PQPQPPPP.',
'BB.PQPQP.',
]),
seatUp: makeSprite([
'....HHH..',
'...HHHHH.',
'...ESSHH.',
'...SSSHH.',
'...SSSHH.',
'...TTTTH.',
'...STDTTR',
'...STTTT.',
'PQPQPPPP.',
'BB.PQPQP.',
]),
bust: makeSprite(['...HHH...', '..HHHHH..', '..HSSES..', '..HSSSH..', '..TTTTT..', '.TTTDTTT.', '.TTTTTTT.', '.TTTTTTT.']),
bustBlink: makeSprite(['...HHH...', '..HHHHH..', '..HSSSS..', '..HSSSH..', '..TTTTT..', '.TTTDTTT.', '.TTTTTTT.', '.TTTTTTT.']),
bustUp: makeSprite(['S..HHH..S', 'S.HHHHH.S', 'S.HSSES.S', 'SS.SSS.SS', '.STTTTTS.', '..TTDTT..', '..TTTTT..', '..TTTTT..']),
bustHalf: makeSprite(['...HHH...', '..HHHHH..', 'S.HSSES.S', 'SS.SSS.SS', '.STTTTTS.', '..TTDTT..', '.TTTTTTT.', '.TTTTTTT.']),
sil: makeSprite(['...HHH..', '..HHHHH.', '..HHHHH.', '...HHH..', '..HHHHH.', '.HHHHHHH', 'HHHHHHHH', 'HHHHHHHH']),
silLook: makeSprite(['....HHH.', '...HHHHH', '...HHHHH', '...HHH..', '..HHHHH.', '.HHHHHHH', 'HHHHHHHH', 'HHHHHHHH']),
// 狐:もとの絵は左向き。右へ歩くときは裏返す
foxSit: makeSprite(['.F.F....', '.FFF....', '.EFF...G', '.FFF..FG', '..FFFFF.', '..FFFFF.', '..F.FF..']),
foxWalk: [
makeSprite(['F.F.....', 'FFF.....', 'EFFFFFFG', '.FFFFFFG', '.F...F..', '.F...F..']),
makeSprite(['F.F.....', 'FFF.....', 'EFFFFFFG', '.FFFFFFG', '..F.F...', '.F...F..']),
],
};
// ---- シェーダー
const VERT = `#version 300 es
in vec2 aPos;
void main() { gl_Position = vec4(aPos, 0.0, 1.0); }`;
const FRAG = `#version 300 es
precision highp float;
uniform sampler2D uWorld, uGlowNear;
uniform vec2 uRes, uPill, uOrigin, uWorldSize, uGlowSize;
uniform vec4 uLens;
uniform float uBezel, uK, uNight, uLift, uSeam, uCalm;
uniform vec3 uShellDay, uShellNight, uInk, uLight, uHiNight, uLoNight, uSkyDay, uHomeCol, uSkyCol;
uniform vec2 uHomePos, uSkyPos;
out vec4 outColor;
float rb(vec2 p, vec2 b, float r) {
vec2 q = abs(p) - b + r;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
}
// なめらかに読む(B スプライン。光の場の格子が見えないように)
vec3 smoothTex(sampler2D t, vec2 uv, vec2 size) {
vec2 st = uv * size - 0.5;
vec2 i = floor(st);
vec2 f = st - i;
vec2 f2 = f * f;
vec2 f3 = f2 * f;
vec2 w0 = (1.0 - 3.0 * f + 3.0 * f2 - f3) / 6.0;
vec2 w1 = (4.0 - 6.0 * f2 + 3.0 * f3) / 6.0;
vec2 w2 = (1.0 + 3.0 * f + 3.0 * f2 - 3.0 * f3) / 6.0;
vec2 w3 = f3 / 6.0;
vec2 g0 = w0 + w1;
vec2 g1 = w2 + w3;
vec2 h0 = (i - 0.5 + w1 / g0 + 0.5) / size;
vec2 h1 = (i + 1.5 + w3 / g1 + 0.5) / size;
return g0.y * (g0.x * texture(t, vec2(h0.x, h0.y)).rgb + g1.x * texture(t, vec2(h1.x, h0.y)).rgb)
+ g1.y * (g0.x * texture(t, vec2(h0.x, h1.y)).rgb + g1.x * texture(t, vec2(h1.x, h1.y)).rgb);
}
vec3 glowNear(vec2 frag) { return smoothTex(uGlowNear, vec2(frag.x / uRes.x, 1.0 - frag.y / uRes.y), uGlowSize); }
// 光る画素の集まりが、まわりをどれだけ照らすか。遠くまでなだらかに届く
vec3 reach(vec2 p, vec2 pos, vec3 col, float radius) {
vec2 L = pos - p;
float r2 = radius * radius;
return col * r2 / (r2 + dot(L, L));
}
// ピクセルのあいだの、ごく細い継ぎ目。大きく写すときの密度になる
float seamAt(vec2 w, float scale) {
if (scale < 7.0) return 1.0;
vec2 f = fract(w) * scale;
vec2 g = min(f, scale - f);
float edge = min(g.x, g.y);
return 1.0 - 0.075 * (1.0 - smoothstep(0.0, uSeam, edge));
}
// 整数倍のまま、そのまま読む
vec3 worldExact(vec2 frag) {
vec2 w = vec2(frag.x - uOrigin.x, uOrigin.y - frag.y) / uK;
ivec2 t = ivec2(floor(w));
t = clamp(t, ivec2(0), ivec2(uWorldSize) - 1);
return texelFetch(uWorld, t, 0).rgb * seamAt(w, uK);
}
// レンズの中:拡大では、ピクセルの縁は立ったまま。圧縮されるところはミップで読み、模様を出さない
vec3 worldBent(vec2 frag, float scale, float foot) {
vec2 w = vec2(frag.x - uOrigin.x, uOrigin.y - frag.y) / uK;
if (foot > 1.0) return textureLod(uWorld, w / uWorldSize, log2(foot)).rgb;
vec2 r = floor(w + 0.5);
vec2 sharp = r - 0.5 + clamp((w - r) / max(foot, 1.0e-3) + 0.5, 0.0, 1.0);
return textureLod(uWorld, sharp / uWorldSize, 0.0).rgb * seamAt(w, scale);
}
vec3 envLow, envHigh;
float softBox(vec2 p, vec2 c, vec2 h, float s) {
vec2 q = abs(p - c) - h;
float d = length(max(q, 0.0)) + min(max(q.x, q.y), 0.0);
return 1.0 - smoothstep(-s, s, d);
}
// 磨かれた面に映る部屋:上の大きなやわらかい光と、下からの弱い照り返し
vec3 studio(vec3 R) {
vec3 c = mix(envLow, envHigh, smoothstep(-0.55, 0.85, R.y));
vec2 s = R.xy / (1.0 + max(R.z, 0.0));
float key = softBox(s, vec2(-0.1, 0.56), vec2(0.5, 0.11), 0.17);
float fill = softBox(s, vec2(0.34, -0.6), vec2(0.3, 0.05), 0.2);
c += envHigh * key * 1.15;
c += envHigh * fill * 0.14;
return c;
}
vec3 shellColor(vec2 p, vec2 frag, float d) {
// 外の面:丸い厚み。外側は外へ、内側は窓へ向かって傾く
vec2 q = p;
float inner = uPill.x - uPill.y;
q.x = sign(p.x) * max(abs(p.x) - inner, 0.0);
vec2 g = q / max(length(q), 1.0e-3);
float t = clamp(-d / uBezel, 0.0, 1.0);
float a = (1.0 - 2.0 * t);
a = sign(a) * pow(abs(a), 1.35) * 0.96;
vec3 N = normalize(vec3(g * a, sqrt(max(1.0 - a * a, 0.02))));
vec3 R = vec3(2.0 * N.z * N.xy, 2.0 * N.z * N.z - 1.0);
vec3 albedo = mix(uShellDay, uShellNight, uNight);
float diffuse = 0.62 + 0.38 * clamp(dot(N, normalize(vec3(-0.25, 0.75, 0.6))), 0.0, 1.0);
float fresnel = 0.05 + 0.95 * pow(1.0 - N.z, 3.5);
vec3 c = albedo * diffuse;
c = mix(c, studio(R), clamp(fresnel * 0.9 + 0.1, 0.0, 1.0));
// 窓のそばは、奥へ落ちる影
float toWindow = smoothstep(0.62, 1.0, t);
c = mix(c, c * 0.8, toWindow * 0.55);
// 灯りが、磨かれた面を照らす。光に近いところだけが、やわらかく染まる
float radius = uPill.y * 0.62;
for (int i = 0; i < 2; i++) {
vec2 pos = i == 0 ? uHomePos : uSkyPos;
vec3 col = i == 0 ? uHomeCol : uSkyCol;
vec3 e = reach(p, pos, col, radius);
vec2 toL = normalize(pos - p + 1.0e-3);
float wrap = 0.5 + 0.5 * dot(N.xy, toL);
c += e * wrap * mix(albedo * 0.9, vec3(dot(albedo, vec3(0.34))) + 0.34, 0.55) * 3.1;
// 映り込み:線にならないよう、広く弱く
vec3 Ld = normalize(vec3(pos - p, uPill.y * 0.7));
float spec = pow(max(dot(R, Ld), 0.0), 5.0);
c += reach(p, pos, col, uPill.y * 0.4) * spec * 1.4;
}
return c;
}
void main() {
vec2 frag = gl_FragCoord.xy;
vec2 p = frag - 0.5 * uRes;
envLow = mix(uShellDay * 0.74, uLoNight, uNight);
envHigh = mix(uLight, uHiNight, uNight);
float d = rb(p, uPill, uPill.y);
float dw = d + uBezel;
// ---- 外:やわらかい影と、漏れた光
vec3 premul = vec3(0.0);
float alpha = 0.0;
if (d > -2.0) {
float h = uPill.y;
float wide = rb(p + vec2(0.0, h * 0.13), uPill - vec2(h * 0.02, h * 0.02), uPill.y);
float contact = rb(p + vec2(0.0, h * 0.028), uPill, uPill.y);
float shadow = 0.24 * (1.0 - smoothstep(-h * 0.2, h * 0.28, wide)) + 0.22 * (1.0 - smoothstep(-h * 0.03, h * 0.07, contact));
alpha = shadow;
premul = uInk * shadow;
// 漏れた光は、まわりの地を染める
vec3 outside = reach(p, uHomePos, uHomeCol, uPill.y * 0.62) * exp(-max(d, 0.0) / (h * 0.2));
float amount = clamp(dot(outside, vec3(0.34)) * 2.3, 0.0, 0.85);
vec3 tint = outside / max(dot(outside, vec3(0.34)), 1.0e-3) * 0.34;
premul = mix(premul, tint * 1.25, amount);
alpha = mix(alpha, 1.0, amount);
// canvas の端までに、なめらかに消す
vec2 toEdge = 0.5 * uRes - abs(p);
float room = min(toEdge.x, toEdge.y) / (h * 0.32);
float fade = smoothstep(0.0, 1.0, clamp(room, 0.0, 1.0));
premul *= fade;
alpha *= fade;
}
vec3 color = premul;
if (d < 1.0) {
vec3 body = shellColor(p, frag, d);
if (dw < 1.0) {
// ---- 窓の奥の世界
vec3 c = worldExact(frag);
// 灯りのにじみ:ピクセルの上に、ガラスのなめらかな光が乗る
vec3 near = glowNear(frag);
c = 1.0 - (1.0 - c) * (1.0 - clamp(near * 0.82, 0.0, 1.0));
// ガラスの映り込み:広く、なだらかに。縁はなぞらない
float win = uPill.y - uBezel;
float sheen = smoothstep(win * 0.1, win * 1.02, p.y + p.x * 0.09);
c = mix(c, envHigh, sheen * sheen * mix(0.17, 0.05, uNight));
float low = smoothstep(-win * 0.5, -win * 1.05, p.y - p.x * 0.05);
c = mix(c, envHigh, low * mix(0.05, 0.015, uNight));
// くぼみ:上のふちから落ちる影と、まわりの陰り
float top = rb(p - vec2(0.0, win * 0.06), uPill - vec2(uBezel), win);
float inset = 1.0 - smoothstep(-win * 0.2, win * 0.03, top + win * 0.0);
float ring = exp(max(dw, -win) / (win * 0.075));
float depth = clamp(ring * 0.46 + (1.0 - exp(min(top, 0.0) / (win * 0.14))) * 0.0 + exp(min(top, 0.0) / (win * 0.1)) * 0.4 * inset, 0.0, 0.82);
c = mix(c, uInk, depth);
// ---- レンズ
vec2 lc = uLens.xy;
vec2 he = uLens.zw;
float lr = min(he.x, he.y);
vec2 lq = p - lc;
// レンズが窓に落とす影と、集めた光
float lift = 0.055 + uLift * 0.04;
float sd = rb(lq + vec2(0.0, lr * lift * 1.5), he, lr);
float sh = 1.0 - smoothstep(-lr * 0.16, lr * (0.2 + uLift * 0.1), sd);
c = mix(c, uInk, sh * mix(0.36, 0.55, uNight));
float ld = rb(lq, he, lr);
if (ld < 1.0) {
// 中心線からの距離で丸みを決める
vec2 axis = lq;
vec2 inner2 = max(he - lr, vec2(0.0));
axis.x = sign(lq.x) * max(abs(lq.x) - inner2.x, 0.0);
axis.y = sign(lq.y) * max(abs(lq.y) - inner2.y, 0.0);
float rad = length(axis);
vec2 gr = axis / max(rad, 1.0e-3);
float rho = clamp(rad / lr, 0.0, 1.0);
// 拡大:中ほどは平らに、少しだけ大きく見える。縁に近づくと急に曲がり、外の絵を圧縮して見せる
float mag = 1.24;
float bt = clamp((rho - 0.7) / 0.3, 0.0, 1.0);
float band = bt * bt * (3.0 - 2.0 * bt);
float strength = 1.0 - 1.0 / mag + 0.2;
float bend = pow(band, 2.2) * lr * strength;
vec2 base = lc + lq / mag;
vec2 shiftDir = gr * bend;
vec2 center = 0.5 * uRes;
// 1画素が世界の何ピクセルぶんか(曲がる帯では、圧縮されて大きくなる)
float dBand = 6.0 * bt * (1.0 - bt) / 0.3;
float foot = (1.0 / mag + 2.2 * pow(max(band, 1.0e-3), 1.2) * dBand * strength) / uK;
vec3 seen;
float scale = uK * mag;
if (band > 0.02) {
float ca = 0.05 * band;
seen.r = worldBent(center + base + shiftDir * (1.0 - ca), scale, foot).r;
seen.g = worldBent(center + base + shiftDir, scale, foot).g;
seen.b = worldBent(center + base + shiftDir * (1.0 + ca), scale, foot).b;
} else {
seen = worldBent(center + base, scale, foot);
}
vec3 throughGlow = glowNear(center + base + shiftDir);
seen = 1.0 - (1.0 - seen) * (1.0 - clamp(throughGlow * 0.8, 0.0, 1.0));
// ガラスの形:中ほどはゆるい丸み、縁で急に落ちる
vec2 tilt = gr * (0.22 * rho + 0.78 * pow(rho, 7.0));
vec3 N = normalize(vec3(tilt, sqrt(max(1.0 - dot(tilt, tilt), 0.02))));
vec3 R = vec3(2.0 * N.z * N.xy, 2.0 * N.z * N.z - 1.0);
vec2 lp = lq / lr;
vec3 lens = seen * 1.035;
// 縁の厚み:明るい線ではなく、ガラスの奥の暗さで形を見せる
float edge = pow(rho, 16.0);
lens = mix(lens, uInk, edge * 0.42);
// 下の内側に集まる光
float pool = smoothstep(0.05, 0.95, -lp.y * 0.9 + lp.x * 0.2) * smoothstep(1.0, 0.8, rho) * smoothstep(0.42, 0.86, rho);
lens += envHigh * pool * mix(0.3, 0.1, uNight);
// 反射:上の大きなやわらかい光。丸みに沿って歪むが、縁をなぞらない
vec2 sr = R.xy / (1.0 + max(R.z, 0.0));
float broad = softBox(lp, vec2(-0.1, 0.62), vec2(0.5, 0.17), 0.3) * smoothstep(0.98, 0.72, rho);
lens = mix(lens, envHigh, broad * mix(0.44, 0.1, uNight));
float fresnel = pow(1.0 - N.z, 3.0);
float dir = 0.2 + 0.8 * smoothstep(-0.6, 0.85, dot(gr, normalize(vec2(-0.42, 0.9))));
lens = mix(lens, studio(R), clamp(fresnel * dir * dir * 0.6, 0.0, 0.42));
// 灯りと月や太陽も、レンズの面に映る
for (int i = 0; i < 2; i++) {
vec2 pos = i == 0 ? uHomePos : uSkyPos;
vec3 col = i == 0 ? uHomeCol : uSkyCol;
vec2 toL = normalize(pos - p + 1.0e-3);
float side = max(dot(gr, toL), 0.0);
lens += reach(p, pos, col, uPill.y * 0.9) * side * side * side * smoothstep(0.62, 0.97, rho) * 0.6;
}
c = mix(c, lens, 1.0 - smoothstep(-0.8, 0.8, ld));
}
body = mix(body, c, 1.0 - smoothstep(-0.8, 0.8, dw));
}
float cover = 1.0 - smoothstep(-0.8, 0.8, d);
color = mix(premul, body, cover);
alpha = mix(alpha, 1.0, cover);
}
// 大きな階調が縞にならないよう、わずかに散らす
float n = fract(sin(dot(frag, vec2(12.9898, 78.233))) * 43758.5453);
n += fract(sin(dot(frag, vec2(93.989, 67.345))) * 24634.6345) - 1.0;
color += (n * 0.75) / 255.0 * min(alpha * 4.0, 1.0);
outColor = vec4(clamp(color, 0.0, 1.0), alpha);
}`;
function mount(root) {
const cleanups = [];
const on = (target, type, fn, options) => {
target.addEventListener(type, fn, options);
cleanups.push(() => target.removeEventListener(type, fn, options));
};
const canvas = root.querySelector('.scene');
const button = root.querySelector('.hit');
const statusEl = root.querySelector('[data-status]');
const probe = root.querySelector('.probe');
const motionQuery = matchMedia('(prefers-reduced-motion: reduce)');
const schemeQuery = matchMedia('(prefers-color-scheme: dark)');
let calm = motionQuery.matches;
// ---- パレットをトークンから作る
const paint = new OffscreenCanvas(1, 1).getContext('2d', { willReadFrequently: true });
const palette = new Array(RAMPS.length * 4);
const palette32 = new Uint32Array(RAMPS.length * 4);
const readPalette = () => {
const style = getComputedStyle(root);
RAMPS.forEach(([name, tones], ramp) => {
const declared = style.getPropertyValue(`--_${name}`).trim();
const channels = /^(\d{1,3}) (\d{1,3}) (\d{1,3})$/.exec(declared);
probe.style.color = channels ? `rgb(${channels[1]} ${channels[2]} ${channels[3]})` : declared;
paint.clearRect(0, 0, 1, 1);
paint.fillStyle = getComputedStyle(probe).color;
paint.fillRect(0, 0, 1, 1);
const d = paint.getImageData(0, 0, 1, 1).data;
const lab = rgbToOklab([d[0], d[1], d[2]]);
tones.forEach((L, step) => {
const rgb = labTone(lab, L);
const id = ramp * 4 + step;
palette[id] = rgb;
palette32[id] = (255 << 24) | (rgb[2] << 16) | (rgb[1] << 8) | rgb[0];
});
});
};
const unit = (id) => palette[id].map((v) => v / 255);
// ---- 材質の表:時刻のかなめごと、状態(ふつう、影、灯り)ごと
const STEP_L = RAMPS.flatMap(([, tones]) => tones);
const shadeOf = (id) => {
const step = id % 4;
if (step > 0) return id - 1;
if (id === C0) return U0;
if (id === G0) return I3;
if (id === U0) return I3;
if (id === A0) return I3;
if (id === R0) return I2;
if (id === P0) return Y3;
if (id === Y0) return I2;
return id;
};
const litOf = (dayId) => {
const L = STEP_L[dayId];
return L < 0.72 ? A0 : L < 0.9 ? A0 : A1;
};
const NM = MATS.length;
const table = KEYS.map(([, col]) => {
const t = new Uint8Array(NM * 3);
MATS.forEach((row, m) => {
const id = row[col + 1];
t[m] = id;
t[NM + m] = shadeOf(id);
// 灯りに照らされた桜は、橙ではなく桜色のまま明るくなる
t[NM * 2 + m] = row[0].startsWith('SAKURA') ? P1 : litOf(row[1]);
});
return t;
});
// ---- 世界の大きさ(整数倍が決める)
let bw = 1;
let bh = 1;
let ox = 0;
let oy = 0;
let k = 1;
let matBuf = new Uint8Array(1);
let baseBuf = new Uint8Array(1);
let varBuf = new Uint8Array(1);
let thrA = new Uint8Array(1);
let thrB = new Uint8Array(1);
let pixels = new Uint32Array(1);
let skyKeys = [];
let canopy = [];
let strands = [];
let stars = [];
const emitList = [];
const sources = [{ w: 0, x: 0, y: 0, r: 0, g: 0, b: 0 }, { w: 0, x: 0, y: 0, r: 0, g: 0, b: 0 }];
const noiseA = makeNoise(11);
const noiseB = makeNoise(29);
// ---- 描く道具
const put = (x, y, m) => {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) return;
matBuf[py * bw + px] = m;
};
const putSky = (x, y, m) => {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) return;
const i = py * bw + px;
if (matBuf[i] === 0) matBuf[i] = m;
};
const rect = (x, y, w, h, m) => {
for (let j = 0; j < h; j++) for (let i = 0; i < w; i++) put(x + i, y + j, m);
};
const get = (x, y) => {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) return -1;
return matBuf[py * bw + px];
};
const blit = (s, x, y, flip = false, force = -1) => {
for (const [dx, dy, m] of s.list) put(flip ? x + s.w - 1 - dx : x + dx, y + dy, force >= 0 ? force : m);
};
const emit = (x, y, weight, group = 2) => {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) return;
emitList.push(py * bw + px, weight);
if (group < 2) {
const c = sources[group];
c.w += weight;
c.x += px * weight;
c.y += py * weight;
c.id = group === 0 ? A2 : c.id;
}
};
// ---- 動かない背景
const hillFar = (x) => 58 + noiseA(x * 0.022 + 3, 1.5) * 16 + noiseB(x * 0.09, 4.5) * 3;
const hillNear = (x) => 69 + noiseA(x * 0.034 + 40, 7.5) * 11 + noiseB(x * 0.14 + 7, 2.5) * 2;
const pathDist = (x, y) => {
// 鳥居から手前へ下りる参道と、社の戸口から桜へ通じる横の道
const main = y >= 83 ? Math.abs(x - (108 + Math.sin(y * 0.3))) : 99;
const side = y < 100 ? Math.abs(y - (92 + Math.sin(x * 0.09) * 1.4)) * (x > 74 && x < 136 ? 1 : 99) : 99;
return Math.min(main * 0.5, side);
};
const paintGround = () => {
for (let py = 0; py < bh; py++) {
const y = py - oy;
for (let px = 0; px < bw; px++) {
const x = px - ox;
const i = py * bw + px;
if (y < HORIZON) {
if (y >= hillNear(x)) {
// 山桜が、山肌のところどころを染める
const bloom = noiseA(x * 0.11 + 70, y * 0.23) > 0.62 && bayerAt(x, y) < 12;
const tuft = noiseB(x * 0.5, y * 0.8) > 0.74 && y > hillNear(x) + 1;
matBuf[i] = bloom ? M.HILL_BLOOM : tuft ? M.TREE_FAR : M.HILL_NEAR;
} else if (y >= hillFar(x)) {
// 遠い山は、上の端を空へディザで溶かす
const fromTop = y - hillFar(x);
const bloom = noiseB(x * 0.16 + 31, y * 0.3) > 0.66 && bayerAt(x, y) < 10;
matBuf[i] = fromTop < 2 && bayerAt(x, y) > 9 ? 0 : bloom ? M.HILL_BLOOM_FAR : M.HILL_FAR;
}
continue;
}
const n = noiseA(x * 0.075 + 9, y * 0.2 + 3) + noiseB(x * 0.3, y * 0.5) * 0.28;
const depth = (y - HORIZON) / 30;
const v = n + (bayerAt(x, y) / 16 - 0.5) * 0.14 - depth * 0.14;
let m = M.GRASS;
if (v > 0.84) m = M.GRASS_LT;
else if (v < 0.5) m = M.GRASS_DK;
const pd = pathDist(x, y);
if (pd < 2.4 + depth * 2.4) {
// 敷石:段ごとに目地をずらす
const row = Math.floor(y / 3);
const joint = y % 3 === 0 || (x + (row & 1) * 3 + 280) % 7 === 0;
m = joint ? M.PATH_DK : M.PATH;
} else if (pd < 3.4 + depth * 2.4 && bayerAt(x, y) > 7) {
m = M.PATH_DK;
}
// 桜の下は、散った花びらで地面が染まる
const carpet = 1 - Math.hypot((x - 146) / 46, (y - 93) / 11);
const drift = carpet + (noiseB(x * 0.55 + 9, y * 0.8) - 0.5) * 0.8;
if (drift > 0.3 && bayerAt(x, y) < 6 + drift * 14) m = M.PETAL_G;
matBuf[i] = m;
}
}
// 地平線の濃い線と、草の穂
const r = seeded(5);
for (let x = -ox; x < bw - ox; x++) {
if (r() < 0.6) put(x, HORIZON, M.GRASS_DK);
}
for (let i = 0; i < (bw * bh) / 60; i++) {
const x = Math.floor(r() * bw) - ox;
const y = HORIZON + 2 + Math.floor(r() * (bh - oy - HORIZON));
if (pathDist(x, y) < 5) continue;
put(x, y, r() < 0.5 ? M.GRASS_LT : M.GRASS_DK);
if (r() < 0.5) put(x, y - 1, M.GRASS_LT);
}
// 境内のあちこちに落ちた花びら。木に近いほど多い
for (let i = 0; i < (bw * bh) / 14; i++) {
const x = Math.floor(r() * bw) - ox;
const y = HORIZON + 1 + Math.floor(r() * (bh - oy - HORIZON));
const d = Math.hypot((x - 146) / 62, (y - 92) / 20);
if (r() > Math.max(0.08, 1.1 - d)) continue;
put(x, y, r() < 0.6 ? M.PETAL_G : M.PETAL);
}
};
// 鳥居の奥から、山へ上がる石段
const paintStairs = () => {
for (let y = 66; y < 83; y++) {
const half = Math.round(2 + (y - 66) * 0.28);
rect(108 - half, y, half * 2 + 1, 1, (y - 66) % 2 === 0 ? M.STONE_LT : M.STONE);
}
};
// 朱の玉垣。鳥居の下だけ開ける
const paintFence = () => {
const run = (x0, x1) => {
for (let x = x0; x < x1; x += 5) {
rect(x, 75, 2, 8, M.SHU);
put(x, 75, M.SHU_LT);
rect(x, 74, 2, 1, M.ROOF);
}
rect(x0 - 1, 77, x1 - x0 + 2, 1, M.SHU_LT);
rect(x0 - 1, 80, x1 - x0 + 2, 1, M.SHU);
};
run(-30, 36);
run(88, 99);
run(120, 142);
run(156, 240);
};
const BUSH_TONES = [M.LEAF0, M.LEAF1, M.LEAF2, M.LEAF3];
const BLOSSOM_TONES = [M.SAKURA0, M.SAKURA1, M.SAKURA2, M.SAKURA3];
const paintBush = (cx, cy, rx, ry, seed, tones = BUSH_TONES) => {
const r = seeded(seed);
const blobs = Array.from({ length: 6 }, () => [cx + (r() - 0.5) * rx * 1.5, cy + (r() - 0.5) * ry, 3 + r() * (ry * 0.75)]);
const reachY = Math.ceil(ry * 1.3 + 3);
const reachX = Math.ceil(rx * 0.75 + ry * 0.75 + 4);
for (let y = cy - reachY; y <= cy + reachY; y++) {
for (let x = cx - reachX; x <= cx + reachX; x++) {
let inside = false;
let shade = 0;
for (const [bx, by, br] of blobs) {
const d = Math.hypot(x - bx, (y - by) * 1.15);
if (d < br) {
inside = true;
shade = Math.max(shade, 1 - d / br);
}
}
if (!inside) continue;
const v = shade * 0.6 + (cy - y) / (ry * 2.4) + (bayerAt(x, y) / 16 - 0.5) * 0.3 + noiseB(x * 0.4, y * 0.5) * 0.25;
put(x, y, v > 0.82 ? tones[3] : v > 0.52 ? tones[2] : v > 0.24 ? tones[1] : tones[0]);
}
}
};
// 境内の両わきの、小さな桜
const paintSmallSakura = (cx, baseY, crownY, rx, ry, seed) => {
rect(cx - 1, crownY, 3, baseY - crownY, M.BARK);
rect(cx - 1, crownY, 1, baseY - crownY, M.BARK_LT);
paintBush(cx, crownY, rx, ry, seed, BLOSSOM_TONES);
};
const paintFlowers = (x0, x1, y0, y1, count, seed) => {
const r = seeded(seed);
for (let i = 0; i < count; i++) {
const x = Math.floor(mix(x0, x1, r()));
const y = Math.floor(mix(y0, y1, r()));
if (pathDist(x, y) < 4.5) continue;
put(x, y, M.STEM);
put(x, y - 1, M.STEM);
const m = r() < 0.55 ? M.FLOWER_A : M.FLOWER_C;
put(x, y - 2, m);
if (r() < 0.5) {
put(x - 1, y - 2, m);
put(x + 1, y - 2, m);
put(x, y - 3, m);
}
}
};
// 紙垂:白いジグザグ
const shide = (x, y) => {
put(x, y, M.SHIDE);
put(x, y + 1, M.SHIDE);
put(x + 1, y + 1, M.SHIDE);
put(x + 1, y + 2, M.SHIDE);
put(x, y + 2, M.SHIDE);
put(x, y + 3, M.SHIDE);
};
const paintShrine = () => {
const X0 = 38;
const X1 = 84;
const TOP = 53;
const BASE = 85;
// 白壁
rect(X0, TOP, X1 - X0, BASE - TOP, M.WALL);
// 軒下の影。ディザで下へ薄くなる
for (let y = TOP; y < TOP + 6; y++) {
for (let x = X0; x < X1; x++) {
if (y < TOP + 3 || bayerAt(x, y) < (TOP + 6 - y) * 4) put(x, y, M.WALL_SH);
}
}
// 右の端は日陰
for (let x = X1 - 6; x < X1 - 3; x++) {
for (let y = TOP; y < BASE; y++) if (bayerAt(x, y) < (x - (X1 - 6) + 1) * 5) put(x, y, M.WALL_SH);
}
// 腰板
rect(X0, 77, X1 - X0, 5, M.WOOD);
for (let x = X0; x < X1; x += 4) rect(x, 77, 1, 5, M.WOOD_DK);
rect(X0, 77, X1 - X0, 1, M.WOOD_LT);
// 朱の柱と長押
rect(X0, TOP, 3, 29, M.SHU);
rect(X0, TOP, 1, 29, M.SHU_LT);
rect(X1 - 3, TOP, 3, 29, M.SHU);
rect(X1 - 1, TOP, 1, 29, M.SHU_DK);
rect(X0, TOP + 3, X1 - X0, 2, M.SHU);
rect(X0, TOP + 3, X1 - X0, 1, M.SHU_LT);
// 基壇の石
rect(X0 - 3, BASE - 3, X1 - X0 + 6, 3, M.STONE);
for (let x = X0 - 3; x < X1 + 3; x += 5) {
rect(x, BASE - 3, 4, 1, M.STONE_LT);
put(x + 2, BASE - 2, M.STONE_LT);
}
// 屋根:軒先へ向かって反り、縦の葺き目が走る
const RT = 34;
const MID = 61;
for (let y = RT; y < TOP; y++) {
const t = (y - RT) / (TOP - 1 - RT);
const half = mix(15, 31, Math.pow(t, 1.9));
const l = Math.round(MID - half);
const e = Math.round(MID + half);
for (let x = l; x <= e; x++) {
const col = (x + 200) % 3;
let m = col === 0 ? M.ROOF : M.ROOF_LT;
if ((y - RT) % 5 === 4) m = M.ROOF;
// 光の当たる左上
if (x - l < 4 + t * 6 && col !== 0) m = M.ROOF_HI;
put(x, y, m);
}
}
// 大棟と、棟に乗る鰹木
rect(44, 32, 34, 2, M.ROOF_HI);
rect(44, 33, 34, 1, M.ROOF);
for (const cx of [50, 58, 66]) {
rect(cx, 30, 4, 2, M.WOOD_LT);
rect(cx, 31, 4, 1, M.WOOD);
}
// 千木:棟の両端で交差する
for (const cx of [45, 77]) {
for (let i = 0; i < 7; i++) {
put(cx - i, 32 - i, M.ROOF_HI);
put(cx + i, 32 - i, M.ROOF_HI);
}
}
// 軒先と垂木、反り上がる端
for (let x = 31; x <= 91; x++) {
put(x, TOP, M.WOOD_DK);
if (x % 3 === 0) put(x, TOP + 1, M.WOOD_DK);
}
rect(29, 51, 2, 2, M.ROOF_HI);
rect(92, 51, 2, 2, M.ROOF_HI);
put(28, 50, M.GOLD);
put(94, 50, M.GOLD);
// 戸口の上の破風
const APEX = 38;
for (let y = APEX; y < TOP; y++) {
const half = Math.round(1 + (y - APEX) * 0.95);
for (let x = 73 - half; x <= 73 + half; x++) {
const edge = half - Math.abs(x - 73);
put(x, y, edge < 2 ? M.ROOF_HI : edge < 3 ? M.SHU_DK : (y + 200) % 4 === 0 ? M.WOOD : M.WOOD_LT);
}
}
put(73, APEX - 1, M.GOLD);
rect(72, 45, 3, 3, M.GOLD);
put(73, 46, M.SHU_DK);
// 戸口:朱の枠と、格子の戸
rect(67, 66, 12, 19, M.SHU);
rect(68, 67, 10, 18, M.WOOD);
for (let x = 70; x < 78; x += 3) rect(x, 67, 1, 18, M.WOOD_DK);
for (let y = 71; y < 84; y += 4) rect(68, y, 10, 1, M.WOOD_DK);
rect(66, 63, 15, 3, M.SHU);
rect(66, 63, 15, 1, M.SHU_LT);
// 注連縄と紙垂
for (let x = 66; x <= 80; x++) {
const sag = Math.round(Math.sin(((x - 66) / 14) * Math.PI) * 1.4);
put(x, 63 + sag, M.STRAW);
put(x, 64 + sag, M.STRAW_DK);
}
shide(68, 66);
shide(77, 66);
// 鈴と鈴緒
rect(72, 65, 3, 2, M.GOLD);
put(73, 67, M.STRAW_DK);
rect(73, 68, 1, 9, M.STRAW);
// 賽銭箱
rect(68, 80, 11, 5, M.WOOD_DK);
rect(68, 80, 11, 1, M.WOOD_LT);
for (let x = 69; x < 78; x += 2) put(x, 81, M.WOOD_LT);
rect(66, 85, 14, 2, M.STONE_LT);
rect(65, 87, 16, 1, M.STONE);
// 障子の枠(障子は毎フレーム描く)
rect(44, 59, 18, 16, M.SHU_DK);
rect(43, 75, 20, 2, M.SHU);
rect(43, 75, 20, 1, M.SHU_LT);
// 吊り灯籠の腕木
put(64, 63, M.WOOD_DK);
};
// 絵馬掛け
const paintEma = () => {
rect(164, 76, 1, 12, M.WOOD_DK);
rect(178, 76, 1, 12, M.WOOD_DK);
rect(162, 75, 19, 1, M.ROOF_HI);
rect(163, 76, 17, 1, M.ROOF);
rect(164, 79, 15, 1, M.WOOD_DK);
for (let x = 166; x < 177; x += 3) {
rect(x, 80, 2, 3, M.WOOD_LT);
put(x, 80, M.PLANK);
}
rect(164, 84, 15, 1, M.WOOD_DK);
for (let x = 167; x < 176; x += 3) rect(x, 85, 2, 2, M.WOOD_LT);
};
// 香炉。ここから細い煙が立つ
const paintCenser = () => {
rect(90, 84, 1, 4, M.ROOF);
rect(94, 84, 1, 4, M.ROOF);
rect(89, 80, 7, 4, M.ROOF);
rect(89, 80, 2, 4, M.ROOF_LT);
rect(88, 79, 9, 1, M.ROOF_HI);
rect(90, 77, 5, 2, M.ROOF_LT);
put(92, 76, M.GOLD);
};
const paintStoneLanterns = () => {
for (const [cx, base] of STONE_LANTERNS) {
rect(cx - 3, base - 1, 7, 1, M.STONE);
rect(cx - 1, base - 6, 3, 5, M.STONE);
put(cx - 1, base - 5, M.STONE_LT);
put(cx - 1, base - 3, M.STONE_LT);
rect(cx - 3, base - 7, 7, 1, M.STONE_LT);
rect(cx - 2, base - 11, 5, 4, M.STONE);
rect(cx - 4, base - 12, 9, 1, M.STONE_LT);
rect(cx - 3, base - 13, 7, 1, M.STONE_LT);
rect(cx - 1, base - 14, 3, 1, M.STONE);
put(cx, base - 15, M.STONE_LT);
}
};
const paintTorii = () => {
// 柱:下へ向かって少し開く
for (let y = 50; y < 86; y++) {
const lean = Math.round((y - 50) * 0.05);
for (const px of [98 - lean, 116 + lean]) {
put(px, y, M.SHU_LT);
put(px + 1, y, M.SHU);
put(px + 2, y, M.SHU_DK);
}
}
// 根巻きと礎石
rect(95, 85, 5, 3, M.ROOF);
rect(117, 85, 5, 3, M.ROOF);
rect(94, 88, 7, 1, M.STONE_LT);
rect(116, 88, 7, 1, M.STONE_LT);
// 貫
rect(90, 61, 37, 2, M.SHU);
rect(90, 61, 37, 1, M.SHU_LT);
// 島木
rect(90, 50, 37, 2, M.SHU);
rect(90, 51, 37, 1, M.SHU_DK);
// 笠木:中ほどは低く、両端が反り上がる
for (let x = 84; x <= 132; x++) {
const u = Math.abs(x - 108) / 24;
const up = Math.round(u * u * u * 3);
rect(x, 47 - up, 1, 3, M.ROOF);
put(x, 47 - up, M.ROOF_HI);
}
// 額束と額
rect(107, 52, 3, 9, M.SHU);
rect(105, 53, 7, 7, M.WOOD_DK);
rect(106, 54, 5, 5, M.SHU_DK);
rect(107, 55, 3, 3, M.GOLD);
// 注連縄と紙垂
for (let x = 101; x <= 115; x++) {
const sag = Math.round(Math.sin(((x - 101) / 14) * Math.PI) * 2);
put(x, 63 + sag, M.STRAW);
put(x, 64 + sag, M.STRAW_DK);
}
shide(104, 66);
shide(108, 67);
shide(112, 66);
};
// 小さな桜から社の軒へ渡した、提灯の線
const wireY = (x) => Math.round(x >= 9 ? mix(58, 54, (x - 9) / 22) + Math.sin(((x - 9) / 22) * Math.PI) * 2 : mix(58, 55, (9 - x) / 24) + Math.sin(((9 - x) / 24) * Math.PI) * 2);
const paintWire = () => {
for (let x = -15; x <= 31; x++) put(x, wireY(x), M.WOOD_DK);
for (const cx of CHOCHIN) {
const wy = wireY(cx);
rect(cx - 1, wy + 1, 3, 1, M.WOOD_DK);
rect(cx - 1, wy + 2, 3, 3, M.CHOCHIN);
rect(cx - 1, wy + 5, 3, 1, M.WOOD_DK);
}
};
// 屋根と笠木に積もった花びら
const dustPetals = () => {
const r = seeded(404);
for (let i = 0; i < 260; i++) {
const x = 26 + Math.floor(r() * 110);
const y = 30 + Math.floor(r() * 24);
const m = get(x, y);
if (m === M.ROOF || m === M.ROOF_LT || m === M.ROOF_HI) put(x, y, M.PETAL_G);
}
};
const buildCanopy = () => {
// 桜の花:かたまりの集まり。左上が明るい
canopy = [];
strands = [];
const r = seeded(303);
const CX = 146;
const CY = 44;
const blobs = [[CX, CY, 21]];
for (let i = 0; i < 16; i++) {
const a = r() * Math.PI * 2;
const d = 14 + r() * 13;
blobs.push([CX + Math.cos(a) * d * 1.08, CY + Math.sin(a) * d * 0.82, 6 + r() * 7]);
}
const bottom = new Map();
for (let y = CY - 36; y <= CY + 36; y++) {
for (let x = CX - 44; x <= CX + 44; x++) {
let inside = false;
let best = 0;
for (const [bx, by, br] of blobs) {
const d = Math.hypot(x - bx, y - by);
if (d < br) {
inside = true;
best = Math.max(best, 1 - d / br);
}
}
if (!inside) continue;
const lightDir = ((CX - x) * 0.4 + (CY - y) * 0.75) / 26;
const clump = best * 0.5;
const grain = noiseB(x * 0.26 + 20, y * 0.3) * 0.7 + noiseA(x * 0.7, y * 0.7) * 0.3;
const v = lightDir * 0.34 + clump + grain + (bayerAt(x, y) / 16 - 0.5) * 0.16 - 0.3;
let m = v > 0.82 ? M.SAKURA3 : v > 0.52 ? M.SAKURA2 : v > 0.26 ? M.SAKURA1 : M.SAKURA0;
// 花のあいだから、細い枝がのぞく
if (Math.abs(noiseA(x * 0.18 + 50, y * 0.18 + 50) - 0.5) < 0.012) m = M.BRANCH;
canopy.push(x, y, m);
const low = bottom.get(x);
if (low === undefined || y > low) bottom.set(x, y);
}
}
// しだれる枝。巫女が座る木の下は、顔にかからないよう短くする
for (const [x, low] of bottom) {
if (x & 1 || r() > 0.7) continue;
const y = low - 1;
const limit = x > 124 && x < 166 ? 74 : 86;
const len = Math.min(5 + Math.floor(r() * 18), limit - y);
if (len < 2) continue;
strands.push({ x, y, len, phase: r() * 6.28, gap: Math.floor(r() * 4) });
}
};
const paintTrunk = () => {
const X = 143;
for (let y = 56; y < 90; y++) {
const flare = y > 83 ? (y - 83) * 0.8 : 0;
const up = y < 66 ? (66 - y) * 0.1 : 0;
const l = Math.round(X - flare - up);
const r = Math.round(X + 7 + flare * 0.9 + up);
for (let x = l; x <= r; x++) {
const t = (x - l) / Math.max(r - l, 1);
const grain = noiseB(x * 0.9, y * 0.14) > 0.55;
put(x, y, t > 0.84 ? M.BARK : t < 0.2 ? M.WOOD_LT : grain ? M.BARK_LT : M.WOOD);
}
}
// 根もとの石
rect(156, 87, 5, 2, M.STONE);
rect(157, 86, 3, 1, M.STONE_LT);
rect(128, 95, 4, 2, M.STONE);
rect(129, 94, 2, 1, M.STONE_LT);
};
const buildBase = () => {
matBuf.fill(0);
paintGround();
paintStairs();
paintFence();
paintBush(22, 78, 16, 8, 61);
paintBush(176, 80, 14, 7, 62);
paintBush(-6, 81, 11, 6, 63);
paintBush(204, 81, 10, 5, 64);
paintSmallSakura(8, 86, 52, 20, 13, 71);
paintSmallSakura(192, 85, 54, 16, 11, 72);
paintTrunk();
paintShrine();
paintEma();
paintCenser();
paintStoneLanterns();
paintTorii();
paintWire();
dustPetals();
paintFlowers(96, 126, 85, 92, 26, 91);
paintFlowers(14, 38, 86, 96, 16, 92);
paintFlowers(150, 205, 90, 106, 24, 93);
paintFlowers(-14, 14, 88, 104, 12, 95);
paintFlowers(40, 62, 90, 104, 12, 94);
baseBuf.set(matBuf);
buildCanopy();
const r = seeded(808);
stars = [];
for (let i = 0; i < 95; i++) {
stars.push({ x: Math.floor(r() * (CORE_W + 40)) - 20, y: Math.floor(r() * 66), seed: r(), big: r() < 0.14 });
}
// 空を時刻のかなめごとに描いておく
skyKeys = KEYS.map(([, , stops]) => {
const sky = new Uint8Array(bw * bh);
const n = stops.length - 1;
for (let py = 0; py < bh; py++) {
const pos = clamp((py - oy) / HORIZON) * n;
const a = Math.min(Math.floor(pos), n);
const b = Math.min(a + 1, n);
// 帯のあいだだけを、市松の点で埋める
const f = smoothstep(0.3, 0.7, pos - a) * 4;
for (let px = 0; px < bw; px++) {
const cell = ((py & 1) << 1) | (px & 1);
sky[py * bw + px] = f > [0, 2, 3, 1][cell] ? stops[b] : stops[a];
}
}
return sky;
});
};
// ---- 巫女と世界の動き
const res = { x: 73, inside: false, face: 1, step: 0, doorOpen: 0, startle: 0, hop: 0, blink: 0, nextBlink: 2, page: 0, nextPage: 4, pageT: 0, hurry: 0 };
const fox = { x: -24, face: 1, step: 0, moving: false };
const clouds = [
{ x: 8, y: 13, w: 30, h: 9, seed: 1, speed: 0.55 },
{ x: 88, y: 24, w: 22, h: 7, seed: 2, speed: 0.8 },
{ x: 150, y: 9, w: 34, h: 10, seed: 3, speed: 0.42 },
{ x: 214, y: 30, w: 18, h: 5, seed: 4, speed: 1.05 },
].map((cloud) => {
const r = seeded(cloud.seed * 977);
const blobs = Array.from({ length: 6 }, (_, i) => [cloud.w * ((i + 0.5) / 6) + (r() - 0.5) * 3, cloud.h * (0.45 + (r() - 0.5) * 0.35), cloud.h * (0.3 + r() * 0.32)]);
const list = [];
for (let y = 0; y < cloud.h + 3; y++) {
for (let x = -2; x < cloud.w + 3; x++) {
let inside = false;
for (const [bx, by, br] of blobs) if (Math.hypot(x - bx, (y - by) * 1.25) < br) inside = true;
if (!inside) continue;
list.push(x, y, y > cloud.h * 0.62 ? 1 : 0);
}
}
return { ...cloud, list };
});
const smoke = [];
const zees = [];
const petals = [];
// 動きを減らす設定のときの、宙に止まった花びら
const calmPetals = (() => {
const r = seeded(909);
return Array.from({ length: 18 }, () => [100 + Math.floor(r() * 96), 30 + Math.floor(r() * 58)]);
})();
const birds = { t: -1, next: 8, y: 20, dir: 1 };
const shoot = { t: -1, next: 14 };
const flies = Array.from({ length: 8 }, (_, i) => ({ seed: i * 7.3 + 1, x: 150 + (i - 3) * 9, y: 66 + (i % 3) * 8 }));
const butterfly = { x: 108, y: 84 };
let anim = 0;
let smokeAcc = 0;
let zeeAcc = 0;
let petalAcc = 0;
let wind = 0;
let gustDir = 1;
let lampFlick = 1;
let windowL = 0;
let lanternL = 0;
let shutter = 0;
const hourOf = (clock) => ((clock % 24) + 24) % 24;
// 時刻から、巫女の予定を決める
const planFor = (h) => {
if (h >= 9.6 && h < 11) return { outside: true, x: 104, act: 'tend' };
if (h >= 11 && h < 16.2) return { outside: true, x: 131, act: 'read' };
if (h >= 16.2 && h < 17.2) return { outside: true, x: 88, act: 'stroll' };
return { outside: false, x: 73, act: 'in' };
};
const stepResident = (dt, h, speedHint) => {
const plan = planFor(h);
const want = plan.outside ? plan.x : 73;
if (calm) {
res.inside = !plan.outside;
res.x = want;
return plan;
}
res.startle = Math.max(0, res.startle - dt);
res.hop = res.startle > 0.55 ? Math.sin(((0.9 - res.startle) / 0.35) * Math.PI) * 3 : 0;
res.doorOpen = Math.max(0, res.doorOpen - dt);
if (res.startle > 0) return plan;
if (res.inside && plan.outside) {
res.inside = false;
res.x = 73;
res.doorOpen = 0.5;
}
if (!res.inside) {
const delta = want - res.x;
if (Math.abs(delta) > 0.5) {
const speed = 17 + clamp(speedHint, 0, 1) * 72 + (Math.abs(delta) > 34 ? 8 : 0);
const move = Math.min(Math.abs(delta), speed * dt);
res.x += Math.sign(delta) * move;
res.face = Math.sign(delta);
res.step += move * 0.28;
res.hurry = speedHint;
} else {
res.x = want;
res.step = 0;
if (!plan.outside) {
res.inside = true;
res.doorOpen = 0.45;
}
}
}
// まばたき、ページをめくる
res.nextBlink -= dt;
if (res.nextBlink <= 0) {
res.blink = 0.13;
res.nextBlink = 1.8 + Math.random() * 3.4;
}
res.blink = Math.max(0, res.blink - dt);
res.nextPage -= dt;
if (res.nextPage <= 0) {
res.pageT = 0.42;
res.nextPage = 3.6 + Math.random() * 3.2;
}
res.pageT = Math.max(0, res.pageT - dt);
return plan;
};
// 夜が更けると、白い狐が左から歩いてきて、戸口のわきに座る。朝には駆けて帰る
const stepFox = (dt, h) => {
const night = h >= 20.4 || h < 4.6;
const want = night ? 82 : -24;
if (calm) {
fox.x = want;
fox.moving = false;
return;
}
const delta = want - fox.x;
if (Math.abs(delta) > 0.5) {
const move = Math.min(Math.abs(delta), (night ? 13 : 38) * dt);
fox.x += Math.sign(delta) * move;
fox.face = Math.sign(delta);
fox.step += move * 0.22;
fox.moving = true;
} else {
fox.x = want;
fox.moving = false;
}
};
const drawFox = () => {
if (fox.x <= -23) return;
const base = 89;
const fx = Math.round(fox.x);
if (fox.moving) {
const s = SPR.foxWalk[Math.floor(fox.step) % 2];
blit(s, fx, base - s.h, fox.face > 0);
} else {
// 風が吹くと耳を立てて、少し伸び上がる
const up = wind > 0.6 ? 1 : 0;
blit(SPR.foxSit, fx, base - SPR.foxSit.h - up);
if (!calm && Math.sin(anim * 1.8) > 0.3) put(fx + 7, base - 6 - up, M.FOX_DK);
}
emit(fx + 3, base - 3, 90);
};
const drawSky = (h) => {
const dark = smoothstep(18.2, 20.2, h) + (1 - smoothstep(4.6, 6.2, h));
const night = clamp(dark);
// 星:夜だけ。またたく
if (night > 0.02) {
for (const s of stars) {
if (s.seed > night * 1.05) continue;
const twinkle = calm ? 1 : Math.sin(anim * (1.3 + s.seed * 4.4) + s.seed * 40);
if (twinkle < -0.72) continue;
const m = twinkle < 0.1 && !s.big ? M.STAR_DIM : M.STAR;
putSky(s.x, s.y, m);
if (s.big && twinkle > 0.55) {
putSky(s.x - 1, s.y, M.STAR_DIM);
putSky(s.x + 1, s.y, M.STAR_DIM);
putSky(s.x, s.y - 1, M.STAR_DIM);
putSky(s.x, s.y + 1, M.STAR_DIM);
}
}
// 流れ星
if (!calm && night > 0.9) {
if (shoot.t >= 0) {
const f = shoot.t / 0.55;
for (let i = 0; i < 7; i++) {
const u = f * 42 - i * 2;
if (u > 0 && u < 42) putSky(Math.round(shoot.x + u), Math.round(shoot.y + u * 0.45), i < 2 ? M.STAR : M.STAR_DIM);
}
}
}
}
// 太陽:空を弧を描いて動く
if (h > 5.2 && h < 19) {
const a = ((h - 6) / 12) * Math.PI;
const sx = Math.round(96 - Math.cos(a) * 102);
const sy = Math.round(HORIZON - 2 - Math.sin(a) * 70);
const low = 1 - clamp(Math.sin(a) * 1.6);
const R = 5 + Math.round(low * 2);
for (let dy = -R - 5; dy <= R + 5; dy++) {
for (let dx = -R - 5; dx <= R + 5; dx++) {
const d = Math.hypot(dx, dy);
const x = sx + dx;
const y = sy + dy;
if (d <= R - 1) {
putSky(x, y, M.SUN);
emit(x, y, 26 + low * 90, 1);
} else if (d <= R) {
putSky(x, y, M.SUN_RIM);
} else if (d <= R + 4 && bayerAt(x, y) < (R + 4.6 - d) * 2.2) {
putSky(x, y, M.SUN_RIM);
}
}
}
}
// 月
const mh = h >= 17.6 ? h : h + 24;
if (mh > 17.6 && mh < 30.4) {
const a = ((mh - 18) / 12) * Math.PI;
const mx = Math.round(96 - Math.cos(a) * 102);
const my = Math.round(HORIZON - 2 - Math.sin(a) * 66);
const R = 6;
for (let dy = -R - 3; dy <= R + 3; dy++) {
for (let dx = -R - 3; dx <= R + 3; dx++) {
const d = Math.hypot(dx, dy);
const x = mx + dx;
const y = my + dy;
if (d <= R) {
const crater = (dx === -2 && dy === -2) || (dx === 2 && dy === 1) || (dx === -3 && dy === 2) || (dx === 1 && dy === -3) || (dx === 3 && dy === -1) || (dx === -1 && dy === 3);
const shaded = dx * 0.7 + dy * 0.7 > R * 0.45;
putSky(x, y, crater || shaded ? M.MOON_DK : M.MOON);
emit(x, y, 12, 1);
} else if (d <= R + 3 && bayerAt(x, y) < (R + 3.4 - d) * 1.6) {
putSky(x, y, M.STAR_DIM);
}
}
}
}
// 雲
for (const cloud of clouds) {
const span = CORE_W + 96;
const cx = ((cloud.x + (calm ? 0 : anim * cloud.speed) + 48) % span) - 48;
const x0 = Math.round(cx);
for (let i = 0; i < cloud.list.length; i += 3) {
const x = x0 + cloud.list[i];
const y = cloud.y + cloud.list[i + 1];
const under = cloud.list[i + 2];
if (under && bayerAt(x, y) > 11) continue;
putSky(x, y, under ? M.CLOUD_SH : M.CLOUD);
}
}
// 鳥:昼に、ときどき渡る
if (!calm && h > 7 && h < 18.5 && birds.t >= 0) {
const flap = Math.floor(anim * 7) % 2;
for (let i = 0; i < 4; i++) {
const x = Math.round((birds.dir > 0 ? -12 + birds.t * 26 : CORE_W + 12 - birds.t * 26) - birds.dir * i * 6);
const y = birds.y + (i % 2) * 3 + i;
putSky(x, y, M.BIRD);
putSky(x - 1, y - flap, M.BIRD);
putSky(x + 1, y - flap, M.BIRD);
}
}
};
const drawShadows = (h) => {
if (h < 6.2 || h > 18.6) return;
const a = ((h - 6) / 12) * Math.PI;
const dir = -Math.cos(a); // 太陽が左なら、影は右へ
const fade = smoothstep(6.2, 7.6, h) * (1 - smoothstep(17.4, 18.6, h));
const reach = 3 + Math.abs(dir) * 22;
const mark = (x, y, strength) => {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) return;
const i = py * bw + px;
if (matBuf[i] !== 0 && strength * fade * 16 > bayerAt(x, y)) varBuf[i] = 1;
};
// 木の影
const tx = 146 + (-dir) * 0 - dir * -1 * reach * 0.8;
for (let y = 87; y < 101; y++) {
const t = (y - 87) / 14;
const half = 25 * Math.sqrt(1 - Math.pow(t * 2 - 1, 2)) * (1 + Math.abs(dir) * 0.3);
const cx = tx + (t - 0.5) * dir * 8;
for (let x = Math.round(cx - half); x <= cx + half; x++) mark(x, y, 1 - Math.abs(x - cx) / (half + 1) * 0.4);
}
// 社の影
for (let y = 87; y < 94; y++) {
const t = (y - 87) / 7;
const shift = dir * reach * 0.8 * t;
for (let x = Math.round(36 + Math.min(shift, 0)); x <= 86 + Math.max(shift, 0); x++) mark(x, y, 1 - t * 0.5);
}
};
const drawWindow = (h) => {
// 障子の中:14×12
const WX = 46;
const WY = 61;
const WW = 14;
const WH = 12;
const lamp = h >= 19.6 && h < 22.9;
const cook = h >= 17.2 && h < 19.6;
const morning = h >= 7 && h < 9.6;
const asleep = h >= 22.9 || h < 6.5;
// 障子の桟。人影は桟より濃いので、その上は描かない
const lattice = () => {
for (const lx of [4, 9]) {
for (let y = 0; y < WH; y++) if (get(WX + lx, WY + y) !== M.SIL) put(WX + lx, WY + y, M.WOOD_DK);
}
for (const ly of [3, 7]) {
for (let x = 0; x < WW; x++) if (get(WX + x, WY + ly) !== M.SIL) put(WX + x, WY + ly, M.WOOD_DK);
}
};
if (lamp || cook) {
const flick = lamp ? lampFlick : 0.6 + 0.08 * Math.sin(anim * 9);
const swing = lamp && !calm ? Math.round(Math.sin(anim * 0.9) * 0.7) : 0;
for (let y = 0; y < WH; y++) {
for (let x = 0; x < WW; x++) {
let m;
if (lamp) {
// 灯りの下に、広がる光の円すい
const cone = Math.abs(x - (4.5 + swing)) - (y - 2) * 0.62;
m = cone < 0 && y >= 3 ? M.LIT_HI : cone < 2.2 ? M.LIT : M.LIT_DK;
} else {
m = Math.hypot(x - 6.5, y - 8) < 5 && bayerAt(x, y) < 8 ? M.LIT : M.LIT_DK;
}
if (y >= WH - 1) m = M.LIT_DK;
put(WX + x, WY + y, m);
if (y < WH) emit(WX + x, WY + y, (m === M.LIT_HI ? 255 : m === M.LIT ? 210 : 130) * flick, 0);
}
}
if (lamp) {
// 天井から下がる灯り:コードと、かさと、火
const lx = WX + 4 + swing;
put(lx, WY, M.SIL);
put(lx, WY + 1, M.SIL);
rect(lx - 2, WY + 2, 5, 1, M.SIL);
rect(lx - 1, WY + 3, 3, 1, M.LIT_HI);
// 文机と、開いた本
rect(WX + 1, WY + 10, 9, 1, M.SIL);
rect(WX + 2, WY + 11, 1, 1, M.SIL);
rect(WX + 8, WY + 11, 1, 1, M.SIL);
const pageUp = res.pageT > 0 && !calm;
rect(WX + 4, WY + 9, 3, 1, M.SIL);
if (pageUp) put(WX + 5, WY + 8, M.SIL);
// 障子に映る人影。ときどき顔を上げる。まだ外にいるあいだは、誰もいない
if (res.inside) {
const startled = res.startle > 0;
const look = startled || (!calm && Math.sin(anim * 0.46) > 0.72);
const nod = !calm && !look && Math.sin(anim * 1.7) > 0.86 ? 1 : 0;
const hy = WY + 3 + nod - (startled ? 1 : 0);
const hx = WX + 8;
// 頭
rect(hx, hy + (look ? 0 : 1), 4, 3, M.SIL);
put(hx + 1, hy + (look ? -1 : 0), M.SIL);
put(hx + 2, hy + (look ? -1 : 0), M.SIL);
if (!look) put(hx - 1, hy + 2, M.SIL);
// 肩と背
rect(WX + 8, WY + 7, 5, 3, M.SIL);
rect(WX + 9, WY + 10, 4, 2, M.SIL);
// 机へのばした腕
rect(WX + 6, WY + 8, 3, 1, M.SIL);
}
} else {
// 夕方:行き来する人影と、湯気
const walk = calm ? 0 : Math.sin(anim * 0.8) * 3;
if (res.inside) blit(SPR.sil, Math.round(WX + 3 + walk), WY + 5, false, M.SIL);
if (!calm) {
for (let i = 0; i < 3; i++) {
const s = (anim * 0.9 + i * 0.33) % 1;
put(WX + 11 + Math.round(Math.sin(s * 8 + i)), WY + 7 - Math.round(s * 6), M.LIT_HI);
}
}
rect(WX + 10, WY + 8, 4, 1, M.SIL);
}
lattice();
} else if (morning) {
// 朝:障子を開けて、伸びをする
rect(WX, WY, WW, WH, M.ROOM);
for (let y = 0; y < 2; y++) for (let x = 0; x < WW; x++) put(WX + x, WY + y, M.GLASS_HI);
let bust = SPR.bust;
if (!calm) {
const c = (anim % 5.4) / 5.4;
if (c > 0.16 && c < 0.24) bust = SPR.bustHalf;
else if (c >= 0.24 && c < 0.5) bust = SPR.bustUp;
else if (c >= 0.5 && c < 0.58) bust = SPR.bustHalf;
else if (res.blink > 0) bust = SPR.bustBlink;
}
const dy = res.startle > 0 ? -1 : 0;
if (res.inside) blit(bust, WX + 3, WY + 4 + dy);
} else {
// 昼間と夜中:閉じた障子
rect(WX, WY, WW, WH, M.SHOJI);
lattice();
}
// 雨戸:眠る時間は閉じ、朝に開く
const closed = asleep ? 1 : 0;
shutter += calm ? closed - shutter : clamp(closed - shutter, -0.09, 0.09);
const leaf = Math.round(shutter * 7);
const drawLeaf = (x0, w) => {
for (let i = 0; i < w; i++) {
for (let y = 0; y < 14; y++) put(x0 + i, 60 + y, y % 2 === 0 ? M.WOOD : M.WOOD_LT);
}
};
// 開いている雨戸は障子の両わきに、閉じると障子の上に
const open = 4 - Math.min(4, leaf);
if (open > 0) {
drawLeaf(44 - open, open);
drawLeaf(62, open);
}
if (leaf > 0) {
drawLeaf(46, leaf);
drawLeaf(60 - leaf, leaf);
}
return { lamp, cook, asleep };
};
const drawDoor = () => {
if (res.doorOpen > 0) {
rect(68, 67, 10, 13, M.SIL);
rect(68, 67, 2, 13, M.WOOD_LT);
rect(73, 68, 1, 9, M.STRAW);
}
};
const drawResident = (plan, h) => {
if (res.inside) return;
const base = 89;
const dy = -Math.round(res.hop);
const startled = res.startle > 0;
const moving = Math.abs((plan.outside ? plan.x : 73) - res.x) > 0.5;
if (!moving && plan.act === 'read' && Math.abs(res.x - 131) < 1) {
// 桜にもたれて、本を読む
const up = startled;
const spr = up ? SPR.seatUp : res.blink > 0 ? SPR.seatBlink : SPR.seat;
const x = 131;
const y = base - 10 + dy;
blit(spr, x, y);
// 本
const bx = x - 1;
const by = y + 5;
if (!up) {
if (res.pageT > 0.28) {
rect(bx, by, 4, 3, M.BOOK);
rect(bx + 1, by - 1, 2, 1, M.BOOK_DK);
} else if (res.pageT > 0.14) {
rect(bx + 1, by - 2, 2, 5, M.BOOK);
} else {
rect(bx, by, 4, 3, M.BOOK);
rect(bx + 3, by, 1, 3, M.BOOK_DK);
put(bx + 1, by + 1, M.BOOK_DK);
}
} else {
rect(bx, by + 1, 4, 2, M.BOOK_DK);
}
// つま先が小さく動く
if (!calm && Math.sin(anim * 1.1) > 0.8) put(x + 1, y + 9, M.BOOT);
if (startled) {
rect(x + 5, y - 7, 1, 4, M.MARK);
put(x + 5, y - 2, M.MARK);
}
return;
}
if (!moving && plan.act === 'tend') {
// 竹ぼうきで、散った花びらを掃く
const rx = Math.round(res.x) - 3;
const top = base - 12;
const swing = calm ? 0 : Math.round(Math.sin(anim * 2.2) * 2);
blit(SPR.stand, rx, top);
for (let i = 0; i < 8; i++) put(rx + 6 + Math.round((swing * i) / 7), top + 4 + i, M.WOOD_LT);
rect(rx + 5 + swing, top + 10, 3, 2, M.STRAW);
rect(rx + 4 + swing, top + 11, 5, 1, M.STRAW_DK);
if (!calm && Math.abs(swing) === 2 && Math.random() < 0.08 && petals.length < PETAL_MAX) {
petals.push({ x: rx + 7 + swing, y: base - 4, t: 0, seed: Math.random() * 6.28, land: base + 1 + Math.random() * 4, rest: 0 });
}
return;
}
let spr = SPR.stand;
if (startled) spr = SPR.up;
else if (moving) spr = SPR.walk[Math.floor(res.step) % 4];
else if (res.blink > 0) spr = SPR.blink;
blit(spr, Math.round(res.x) - 3, base - 12 + dy, res.face < 0);
if (startled) {
rect(Math.round(res.x), base - 19 + dy, 1, 4, M.MARK);
put(Math.round(res.x), base - 14 + dy, M.MARK);
}
};
const drawCanopy = () => {
for (let i = 0; i < canopy.length; i += 3) {
const y = canopy[i + 1];
// 風:上ほど大きく、段ごとにずれて揺れる。つまみが起こす風で、さらにしなる
const sway = calm ? 0 : Math.round(Math.sin(anim * 0.9 + y * 0.11) * (1.15 - (y - 10) * 0.012 + wind * 1.4));
put(canopy[i] + sway, y, canopy[i + 2]);
}
// しだれる枝:先へいくほど大きく揺れる
for (const s of strands) {
for (let j = 0; j < s.len; j++) {
if ((j + s.gap) % 4 === 3) continue;
const sw = calm ? 0 : Math.round(Math.sin(anim * 0.9 + s.phase) * (j / s.len) * (1.6 + wind * 3.6));
const m = j < s.len * 0.4 ? M.SAKURA2 : j & 1 ? M.SAKURA3 : M.SAKURA1;
put(s.x + sw, s.y + j, m);
}
}
};
const drawParticles = (h, dt) => {
// 香の煙
const smoking = h >= 7 && h < 19.8;
if (!calm && smoking) {
smokeAcc += dt * 1.3;
while (smokeAcc >= 1) {
smokeAcc -= 1;
smoke.push({ x: 91.5 + Math.random(), y: 75, t: 0, seed: Math.random() * 10 });
}
}
for (let i = smoke.length - 1; i >= 0; i--) {
const s = smoke[i];
s.t += dt;
s.y -= dt * (7 - s.t * 0.8);
s.x += dt * (1.2 + Math.sin(s.t * 1.7 + s.seed) * 2.6 + gustDir * wind * 22);
if (s.t > 4.2 || s.y < -4) {
smoke.splice(i, 1);
continue;
}
const size = 1 + Math.floor(s.t * 0.45);
const thin = s.t * 2.6;
for (let dy = 0; dy < size; dy++) {
for (let dx = 0; dx < size; dx++) {
const x = Math.round(s.x) + dx;
const y = Math.round(s.y) + dy;
if (bayerAt(x, y) < 16 - thin * 1.3) put(x, y, s.t > 2.3 ? M.SMOKE_DK : M.SMOKE);
}
}
}
if (calm && smoking) {
for (let i = 0; i < 5; i++) {
const y = 73 - i * 4;
const x = 91 + i;
rect(x, y, 1 + (i >> 1), 2, M.SMOKE);
}
}
// 眠りの Z
if (!calm && (h >= 23.4 || h < 6)) {
zeeAcc += dt * 0.62;
while (zeeAcc >= 1) {
zeeAcc -= 1;
zees.push({ x: 60, y: 58, t: 0 });
}
}
for (let i = zees.length - 1; i >= 0; i--) {
const z = zees[i];
z.t += dt;
z.y -= dt * 4;
z.x += dt * (1.2 + Math.sin(z.t * 2) * 2);
if (z.t > 3 || (h >= 6 && h < 23)) {
zees.splice(i, 1);
continue;
}
const x = Math.round(z.x);
const y = Math.round(z.y);
const big = z.t > 1.2;
const n = big ? 3 : 2;
rect(x, y, n, 1, M.ZZZ);
put(x + n - 2, y + 1, M.ZZZ);
if (big) put(x, y + 2 - 0, M.ZZZ);
rect(x, y + (big ? 3 : 2), n, 1, M.ZZZ);
}
// 夜桜のあいだに浮かぶ、淡い光
const night = clamp(smoothstep(19.4, 20.8, h) + (1 - smoothstep(3.6, 5, h)));
if (night > 0.3 && !calm) {
for (const f of flies) {
const wx = f.x + Math.sin(anim * 0.33 + f.seed) * 14 + Math.sin(anim * 0.9 + f.seed * 2) * 3;
const wy = f.y + Math.sin(anim * 0.47 + f.seed * 1.4) * 5;
const pulse = Math.sin(anim * 1.4 + f.seed * 3);
if (pulse < 0.1) continue;
put(Math.round(wx), Math.round(wy), M.GLIM);
emit(Math.round(wx), Math.round(wy), 170 * pulse);
}
}
// 蝶
if (!calm && h > 8 && h < 17) {
butterfly.x = 108 + Math.sin(anim * 0.31) * 15 + Math.sin(anim * 1.1) * 2;
butterfly.y = 82 + Math.sin(anim * 0.72) * 5;
const x = Math.round(butterfly.x);
const y = Math.round(butterfly.y);
put(x, y, M.WOOD_DK);
if (Math.floor(anim * 6) % 2) {
put(x - 1, y - 1, M.WING);
put(x + 1, y - 1, M.WING);
} else {
put(x - 1, y, M.WING);
put(x + 1, y, M.WING);
}
}
// 花びら:いつも少しずつ散り、風が吹くと一度に舞う
if (calm) {
for (const [x, y] of calmPetals) put(x, y, M.PETAL);
return;
}
petalAcc += dt * ((h >= 23 || h < 5 ? 0.5 : 1.1) + wind * wind * 34);
while (petalAcc >= 1) {
petalAcc -= 1;
if (petals.length >= PETAL_MAX) continue;
const side = Math.random();
const fromMain = side < 0.78;
const px = fromMain ? 108 + Math.random() * 78 : side < 0.9 ? -8 + Math.random() * 34 : 176 + Math.random() * 28;
const py = fromMain ? 24 + Math.random() * 48 : 44 + Math.random() * 20;
petals.push({ x: px, y: py, t: 0, seed: Math.random() * 6.28, land: 86 + Math.random() * 24, rest: 0 });
}
const glowing = night > 0.3;
for (let i = petals.length - 1; i >= 0; i--) {
const p = petals[i];
const px = Math.round(p.x);
if (p.y >= p.land) {
// 地面に落ちて、しばらくしてなじむ
p.rest += dt;
if (p.rest > 6) {
petals.splice(i, 1);
continue;
}
const py = Math.round(p.y);
if (p.rest < 4.5 || bayerAt(px, py) < (6 - p.rest) * 10) put(px, py, M.PETAL_G);
continue;
}
p.t += dt;
p.y += dt * (7.5 + Math.sin(p.t * 3 + p.seed) * 2);
p.x += dt * (Math.sin(p.t * 1.9 + p.seed) * 10 - 3 + gustDir * wind * 48);
if (p.x < -40 || p.x > 240) {
petals.splice(i, 1);
continue;
}
const py = Math.round(p.y);
const nextX = Math.round(p.x);
put(nextX, py, M.PETAL);
// ひらひら:ときどき横に開いて見える
if (Math.floor(p.t * 6 + p.seed) % 3 === 0) put(nextX + 1, py, M.PETAL_G);
if (glowing) emit(nextX, py, 36);
}
};
// 灯りが落ちる場所を、ディザで照らす
const lightPool = (cx, cy, rx, ry, L) => {
if (L <= 0.01) return;
for (let y = Math.max(cy - ry, -oy); y <= cy + ry; y++) {
for (let x = cx - rx; x <= cx + rx; x++) {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) continue;
const i = py * bw + px;
const m = matBuf[i];
if (m === 0 || m === M.SIL || m === M.LIT || m === M.LIT_HI || m === M.LIT_DK) continue;
const d = Math.hypot((x - cx) / rx, (y - cy) / ry);
const v = (1 - d) * L * 1.5;
if (v * 16 > bayerAt(x, y)) varBuf[i] = 2;
}
}
};
const drawLights = (state, h) => {
// 灯りの強さ
const targetWin = state.lamp ? 1 : state.cook ? 0.46 : 0;
const targetLan = h >= 18.4 && h < 22.9 ? 1 : 0;
windowL += (targetWin - windowL) * (calm ? 1 : 0.28);
lanternL += (targetLan - lanternL) * (calm ? 1 : 0.28);
const lit = lanternL > 0.02;
const flick = calm ? 1 : 0.94 + 0.06 * Math.sin(anim * 11) * Math.sin(anim * 3.7);
// 軒の吊り灯籠
rect(63, 64, 3, 1, M.WOOD_DK);
rect(63, 65, 3, 3, lit ? M.LIT_HI : M.SHOJI);
rect(63, 68, 3, 1, M.WOOD_DK);
if (lit) {
for (let y = 65; y < 68; y++) for (let x = 63; x < 66; x++) emit(x, y, 255 * lanternL * flick, 0);
}
// 石灯籠の火袋
for (const [cx, base] of STONE_LANTERNS) {
rect(cx - 1, base - 10, 3, 2, lit ? M.LIT_HI : M.SIL);
if (lit) {
for (let y = base - 10; y < base - 8; y++) for (let x = cx - 1; x <= cx + 1; x++) emit(x, y, 420 * lanternL * flick);
}
}
// 提灯
if (lit) {
for (const cx of CHOCHIN) {
const wy = wireY(cx);
rect(cx - 1, wy + 2, 3, 3, M.LIT);
put(cx, wy + 3, M.LIT_HI);
for (let y = wy + 2; y < wy + 5; y++) for (let x = cx - 1; x <= cx + 1; x++) emit(x, y, 150 * lanternL * flick);
}
}
// 障子から地面へ落ちる光と、壁を照らす光
lightPool(53, 92, 26, 12, windowL * 0.95);
lightPool(53, 67, 17, 10, windowL * 0.36);
lightPool(65, 69, 11, 13, lanternL * 0.5);
lightPool(65, 90, 19, 7, lanternL * 0.6);
for (const [cx, base] of STONE_LANTERNS) {
lightPool(cx, base + 1, 15, 6, lanternL * 0.7);
lightPool(cx, base - 8, 8, 8, lanternL * 0.4);
}
lightPool(8, 66, 26, 14, lanternL * 0.45);
};
// 夜桜:下から灯りを受けて、花が浮かび上がる
const lightCanopy = () => {
if (lanternL <= 0.01) return;
lightPool(146, 66, 40, 26, lanternL * 0.9);
for (let y = 56; y < 78; y += 6) {
for (let x = 118; x < 176; x += 6) {
const m = get(x, y);
if (m === M.SAKURA0 || m === M.SAKURA1 || m === M.SAKURA2 || m === M.SAKURA3) emit(x, y, 60 * lanternL);
}
}
};
// ---- 世界を1枚描く
let keyA = 0;
let keyB = 1;
let keyP = 0;
const pickKeys = (h) => {
for (let i = 0; i < KEYS.length - 1; i++) {
if (h >= KEYS[i][0] && h < KEYS[i + 1][0]) {
keyA = i;
keyB = i + 1;
keyP = clamp(((h - KEYS[i][0]) / (KEYS[i + 1][0] - KEYS[i][0]) - 0.32) / 0.36);
return;
}
}
keyA = 0;
keyB = 1;
keyP = 0;
};
const renderWorld = (clock, dt, hurry) => {
const h = hourOf(clock);
if (!calm) anim += dt;
matBuf.set(baseBuf);
varBuf.fill(0);
emitList.length = 0;
for (const c of sources) {
c.w = 0;
c.x = 0;
c.y = 0;
}
lampFlick = calm ? 1 : 0.95 + 0.05 * Math.sin(anim * 13) * Math.sin(anim * 5.3);
// つまみの速さが、そのまま風になる。向きはつまみの動いた方
wind = calm ? 0 : Math.max(wind - dt * 0.7, hurry);
if (Math.abs(velocity) > 0.15) gustDir = Math.sign(velocity);
if (!calm) {
birds.next -= dt;
if (birds.t >= 0) {
birds.t += dt;
if (birds.t > 9) birds.t = -1;
} else if (birds.next <= 0) {
birds.t = 0;
birds.next = 12 + Math.random() * 14;
birds.y = 10 + Math.random() * 24;
birds.dir = Math.random() < 0.5 ? 1 : -1;
}
shoot.next -= dt;
if (shoot.t >= 0) {
shoot.t += dt;
if (shoot.t > 0.6) shoot.t = -1;
} else if (shoot.next <= 0) {
shoot.t = 0;
shoot.next = 9 + Math.random() * 16;
shoot.x = 10 + Math.random() * 130;
shoot.y = 2 + Math.random() * 20;
}
}
const plan = stepResident(dt, h, hurry);
stepFox(dt, h);
drawSky(h);
drawShadows(h);
const state = drawWindow(h);
drawDoor();
drawLights(state, h);
drawResident(plan, h);
drawFox();
drawCanopy();
lightCanopy();
drawParticles(h, dt);
// ---- 材質 → パレット。時刻のかなめのあいだは、ディザで置き換える
pickKeys(h);
const ta = table[keyA];
const tb = table[keyB];
const sa = skyKeys[keyA];
const sb = skyKeys[keyB];
const p = keyP * 16;
const n = bw * bh;
for (let i = 0; i < n; i++) {
const m = matBuf[i];
const useB = thrA[i] < p;
const idx = m === 0 ? (useB ? sb[i] : sa[i]) : (useB ? tb : ta)[varBuf[i] * NM + m];
pixels[i] = palette32[idx];
}
};
// ---- 光の場:世界の光る画素を格子に集めて、ぼかす
const GRID_W = 72;
let GRID_H = 44;
let glowRaw = new Float32Array(1);
let glowNearBuf = new Float32Array(1);
let glowFarBuf = new Float32Array(1);
let glowTemp = new Float32Array(1);
const boxBlur = (src, dst, w, h, r) => {
const size = r * 2 + 1;
for (let y = 0; y < h; y++) {
const row = y * w * 4;
for (let c = 0; c < 3; c++) {
let sum = 0;
for (let x = -r; x <= r; x++) sum += src[row + clamp(x, 0, w - 1) * 4 + c];
for (let x = 0; x < w; x++) {
dst[row + x * 4 + c] = sum / size;
sum += src[row + clamp(x + r + 1, 0, w - 1) * 4 + c] - src[row + clamp(x - r, 0, w - 1) * 4 + c];
}
}
}
for (let x = 0; x < w; x++) {
for (let c = 0; c < 3; c++) {
let sum = 0;
for (let y = -r; y <= r; y++) sum += dst[clamp(y, 0, h - 1) * w * 4 + x * 4 + c];
for (let y = 0; y < h; y++) {
src[y * w * 4 + x * 4 + c] = sum / size;
sum += dst[clamp(y + r + 1, 0, h - 1) * w * 4 + x * 4 + c] - dst[clamp(y - r, 0, h - 1) * w * 4 + x * 4 + c];
}
}
}
};
// ---- WebGL
let gl = null;
try {
gl = canvas.getContext('webgl2', { alpha: true, premultipliedAlpha: true, antialias: false, depth: false, stencil: false, powerPreference: 'high-performance' });
} catch {
gl = null;
}
let program = null;
const loc = {};
let vao = null;
let quad = null;
let texWorld = null;
let texNear = null;
const compile = (type, source) => {
const s = gl.createShader(type);
gl.shaderSource(s, source);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s) || 'shader');
return s;
};
const setupGl = () => {
if (!gl) return false;
try {
program = gl.createProgram();
const v = compile(gl.VERTEX_SHADER, VERT);
const f = compile(gl.FRAGMENT_SHADER, FRAG);
gl.attachShader(program, v);
gl.attachShader(program, f);
gl.bindAttribLocation(program, 0, 'aPos');
gl.linkProgram(program);
gl.deleteShader(v);
gl.deleteShader(f);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(program) || 'link');
} catch (error) {
console.warn('toggle-daylight: シェーダーを作れないので、2D で描く', error);
return false;
}
gl.useProgram(program);
for (const name of ['uWorld', 'uGlowNear', 'uRes', 'uPill', 'uOrigin', 'uWorldSize', 'uGlowSize', 'uLens', 'uBezel', 'uK', 'uNight', 'uLift', 'uSeam', 'uCalm', 'uShellDay', 'uShellNight', 'uInk', 'uLight', 'uHiNight', 'uLoNight', 'uSkyDay', 'uHomeCol', 'uSkyCol', 'uHomePos', 'uSkyPos']) {
loc[name] = gl.getUniformLocation(program, name);
}
vao = gl.createVertexArray();
gl.bindVertexArray(vao);
quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
const makeTex = () => {
const t = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, t);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.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);
return t;
};
texWorld = makeTex();
texNear = makeTex();
gl.uniform1i(loc.uWorld, 0);
gl.uniform1i(loc.uGlowNear, 1);
gl.disable(gl.BLEND);
return true;
};
let ready = setupGl();
let ctx2d = null;
let lowCanvas = null;
if (!ready) {
ctx2d = canvas.getContext('2d');
}
// ---- 形と大きさ
const shape = { W: 1, H: 1, cssW: 1, cssH: 1, dpr: 1, pillW: 1, pillH: 1, bezel: 1, winW: 1, winH: 1, r0: 1, travel: 1, travelCss: 1, ox: 0, oy: 0 };
let renderScale = 1;
let thumbSeam = 1;
const measure = () => {
const box = root.getBoundingClientRect();
const dpr = Math.min(2, devicePixelRatio || 1) * renderScale;
const W = Math.max(2, Math.round(box.width * dpr));
const H = Math.max(2, Math.round(box.height * dpr));
const changed = W !== shape.W || H !== shape.H;
shape.W = W;
shape.H = H;
shape.cssW = box.width;
shape.cssH = box.height;
shape.dpr = dpr;
// 丸の大きさ:根の中に、1 : 1.85 で置く
shape.pillH = H / 1.32;
shape.pillW = shape.pillH * PILL_RATIO;
shape.bezel = shape.pillH * 0.046;
shape.winW = shape.pillW - shape.bezel * 2;
shape.winH = shape.pillH - shape.bezel * 2;
const gap = shape.pillH * 0.032;
shape.r0 = shape.winH / 2 - gap;
shape.travel = shape.winW - (shape.r0 + gap) * 2;
shape.travelCss = shape.travel / dpr;
// 画素の格子に合わせる(半端な位置だと、全体がにじむ)
canvas.style.width = `${W / dpr}px`;
canvas.style.height = `${H / dpr}px`;
const fx = (box.left * dpr) % 1;
const fy = (box.top * dpr) % 1;
canvas.style.transform = `translate(${-fx / dpr}px, ${-fy / dpr}px)`;
if (!changed) return false;
canvas.width = W;
canvas.height = H;
// 整数倍を高さで決める。切れるのが 12% までなら大きい方。横は景色が両わきへ広がる
const ratio = shape.winH / CORE_H;
let kk = Math.max(1, Math.floor(ratio));
if (((kk + 1) * CORE_H) / shape.winH <= 1.12) kk += 1;
k = kk;
const needW = Math.ceil(shape.winW / k) + MARGIN * 2;
const needH = Math.ceil(shape.winH / k) + MARGIN * 2;
bw = needW + (needW & 1);
bh = needH + (needH & 1);
ox = (bw - CORE_W) >> 1;
oy = (bh - CORE_H) >> 1;
matBuf = new Uint8Array(bw * bh);
baseBuf = new Uint8Array(bw * bh);
varBuf = new Uint8Array(bw * bh);
pixels = new Uint32Array(bw * bh);
thrA = new Uint8Array(bw * bh);
for (let y = 0; y < bh; y++) {
for (let x = 0; x < bw; x++) {
// 時刻の置き換えは、空の市松と重ならないよう、位置をずらす
thrA[y * bw + x] = bayerAt(x + 1, y + 2);
}
}
buildBase();
// 世界の左上の、画面の画素での位置(必ず整数)
shape.ox = Math.floor(W / 2 - (bw * k) / 2);
shape.oy = Math.floor(H / 2 + (bh * k) / 2);
thumbSeam = Math.max(1, Math.round(k * 0.055));
GRID_H = Math.max(8, Math.round((GRID_W * H) / W));
const size = GRID_W * GRID_H * 4;
glowRaw = new Float32Array(size);
glowNearBuf = new Float32Array(size);
glowFarBuf = new Float32Array(size);
glowTemp = new Float32Array(size);
if (ready) {
gl.viewport(0, 0, W, H);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texWorld);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, bw, bh, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texNear);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, GRID_W, GRID_H, 0, gl.RGBA, gl.FLOAT, null);
} else {
lowCanvas = new OffscreenCanvas(bw, bh);
}
return true;
};
const uploadWorld = () => {
// 光の場
glowRaw.fill(0);
for (let e = 0; e < emitList.length; e += 2) {
const i = emitList[e];
const w = emitList[e + 1] / 255;
const px = i % bw;
const py = (i - px) / bw;
const fx = ((shape.ox + (px + 0.5) * k) / shape.W) * GRID_W;
const fy = ((shape.H - shape.oy + (py + 0.5) * k) / shape.H) * GRID_H;
const gx = clamp(Math.floor(fx), 0, GRID_W - 1);
const gy = clamp(Math.floor(fy), 0, GRID_H - 1);
const c = pixels[i];
const at = (gy * GRID_W + gx) * 4;
glowRaw[at] += (c & 255) * w * 0.0007;
glowRaw[at + 1] += ((c >>> 8) & 255) * w * 0.0007;
glowRaw[at + 2] += ((c >>> 16) & 255) * w * 0.0007;
}
glowNearBuf.set(glowRaw);
boxBlur(glowNearBuf, glowTemp, GRID_W, GRID_H, 1);
boxBlur(glowNearBuf, glowTemp, GRID_W, GRID_H, 1);
// 芯のにじみに、広いにじみを足す
glowFarBuf.set(glowRaw);
boxBlur(glowFarBuf, glowTemp, GRID_W, GRID_H, 3);
boxBlur(glowFarBuf, glowTemp, GRID_W, GRID_H, 3);
for (let i = 0; i < glowNearBuf.length; i++) glowNearBuf[i] += glowFarBuf[i] * 0.55;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texWorld);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, bw, bh, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(pixels.buffer));
gl.generateMipmap(gl.TEXTURE_2D);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texNear);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, GRID_W, GRID_H, gl.RGBA, gl.FLOAT, glowNearBuf);
};
// ---- つまみの状態
let x = 0; // 0 = 昼、1 = 夜
let velocity = 0;
let target = 0;
let moving = false;
let checked = false;
let stretch = 0;
let stretchV = 0;
let lift = 0;
let liftTarget = 0;
let hurry = 0;
// 時間の流れ:右へは昼から夜へ。右端から戻るときは、夜明けを通って次の昼へ
let branch = 'pm';
let amStart = CLOCK_NIGHT;
let nightClock = CLOCK_NIGHT;
const clockOf = () => {
if (branch === 'am') return mix(36, amStart, x);
if (x >= 1) return nightClock;
return CLOCK_DAY + (CLOCK_NIGHT - CLOCK_DAY) * x;
};
const beginTravel = () => {
if (x <= 0.0005) branch = 'pm';
else if (x >= 0.9995) {
branch = 'am';
amStart = nightClock;
}
};
const setStatus = (text) => {
if (statusEl.textContent !== text) statusEl.textContent = text;
};
const phaseName = (h) => (h < 5 || h >= 20 ? '夜' : h < 7 ? '夜明け' : h < 10 ? '朝' : h < 16.5 ? '昼' : '夕方');
const commit = (value) => {
const night = value >= 1;
x = night ? 1 : 0;
velocity = 0;
moving = false;
if (night) {
nightClock = branch === 'am' ? amStart : CLOCK_NIGHT;
branch = 'pm';
} else {
branch = 'pm';
}
if (checked !== night) {
checked = night;
button.setAttribute('aria-checked', String(night));
root.dispatchEvent(new CustomEvent('daylight:change', { bubbles: true, composed: true, detail: { night } }));
}
setStatus(night ? '夜' : '昼');
};
// ---- 描く
const drawGl = (night) => {
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.bindVertexArray(vao);
gl.uniform2f(loc.uRes, shape.W, shape.H);
gl.uniform2f(loc.uPill, shape.pillW / 2, shape.pillH / 2);
gl.uniform2f(loc.uOrigin, shape.ox, shape.oy);
gl.uniform2f(loc.uWorldSize, bw, bh);
gl.uniform2f(loc.uGlowSize, GRID_W, GRID_H);
gl.uniform1f(loc.uBezel, shape.bezel);
gl.uniform1f(loc.uK, k);
gl.uniform1f(loc.uNight, night);
gl.uniform1f(loc.uLift, lift);
gl.uniform1f(loc.uSeam, thumbSeam);
gl.uniform1f(loc.uCalm, calm ? 1 : 0);
// レンズの形:動くと伸び、離すと弾んで戻る
const s = clamp(stretch, -0.5, 1.2);
const r = shape.r0 * (1 + 0.012 * lift);
const halfX = r * (1 + 0.2 * s);
const halfY = r * (1 - 0.075 * s);
const lim = shape.winW / 2 - (shape.winH / 2 - shape.r0) - halfX;
const raw = (x - 0.5) * shape.travel;
const cx = clamp(raw, -lim, lim);
gl.uniform4f(loc.uLens, cx, 0, halfX, halfY);
// 殻は朱塗り。昼は鮮やかに、夜は深い赤に沈む
gl.uniform3fv(loc.uShellDay, unit(R2));
gl.uniform3fv(loc.uShellNight, unit(R0));
gl.uniform3fv(loc.uInk, unit(I0));
gl.uniform3fv(loc.uLight, unit(C3));
gl.uniform3fv(loc.uHiNight, unit(I3));
gl.uniform3fv(loc.uLoNight, unit(I0));
gl.uniform3fv(loc.uSkyDay, unit(U2));
// 光る画素の重心と強さ。人影が障子を隠せば弱くなる
const homeW = sources[0].w;
const home = unit(A2);
const homeI = (homeW / 255 / 150) * 1.05;
const hx = homeW > 0 ? shape.ox + (sources[0].x / homeW + 0.5) * k - shape.W / 2 : 0;
const hy = homeW > 0 ? shape.oy - (sources[0].y / homeW + 0.5) * k - shape.H / 2 : 0;
gl.uniform2f(loc.uHomePos, hx, hy);
gl.uniform3f(loc.uHomeCol, home[0] * homeI, home[1] * homeI, home[2] * homeI);
const skyW = sources[1].w;
const skyU = unit(A3);
const skyI = (skyW / 255 / 110) * 0.55;
const sx = skyW > 0 ? shape.ox + (sources[1].x / skyW + 0.5) * k - shape.W / 2 : 0;
const sy = skyW > 0 ? shape.oy - (sources[1].y / skyW + 0.5) * k - shape.H / 2 : 0;
gl.uniform2f(loc.uSkyPos, sx, sy);
gl.uniform3f(loc.uSkyCol, skyU[0] * skyI, skyU[1] * skyI, skyU[2] * skyI);
gl.drawArrays(gl.TRIANGLES, 0, 3);
};
const draw2d = (night) => {
// WebGL が使えないとき:世界だけを整数倍で写し、丸く切って、つまみを置く
const g = ctx2d;
const low = lowCanvas.getContext('2d');
low.putImageData(new ImageData(new Uint8ClampedArray(pixels.buffer), bw, bh), 0, 0);
g.clearRect(0, 0, shape.W, shape.H);
const px = (shape.W - shape.pillW) / 2;
const py = (shape.H - shape.pillH) / 2;
g.save();
g.beginPath();
g.roundRect(px, py, shape.pillW, shape.pillH, shape.pillH / 2);
g.clip();
g.imageSmoothingEnabled = false;
g.drawImage(lowCanvas, shape.ox, shape.H - shape.oy, bw * k, bh * k);
g.restore();
const cx = shape.W / 2 + (x - 0.5) * shape.travel;
const light = unit(C3).map((v) => Math.round(v * 255));
g.fillStyle = `rgb(${light[0]} ${light[1]} ${light[2]} / 0.5)`;
g.beginPath();
g.arc(cx, shape.H / 2, shape.r0, 0, Math.PI * 2);
g.fill();
return night;
};
// ---- 時間を進める
let raf = 0;
let last = 0;
let visible = true;
let worldAcc = 1;
let dirty = true;
let slow = 0;
let good = 0;
let frames = 0;
let lastWorldClock = -1;
let drag = null;
const nightAmount = (h) => clamp(smoothstep(17.4, 20.2, h) + (1 - smoothstep(4.8, 7.2, h)));
const adapt = (dt) => {
// どうしても遅い機械では、細かさを落とす。ピクセルは整数倍のまま
if (++frames < 40) return;
if (dt > 0.0225) slow++;
else good++;
if (slow + good < 50) return;
if (slow > 30 && renderScale > 0.5) {
renderScale = Math.max(0.5, renderScale - 0.25);
measure();
dirty = true;
lastWorldClock = -1;
}
slow = 0;
good = 0;
};
const tick = (ms) => {
raf = 0;
const t = ms / 1000;
const dt = last ? Math.min(0.05, t - last) : 1 / 60;
last = t;
if (!calm) adapt(dt);
// ---- つまみ
if (drag) {
const before = x;
x += (clamp(drag.want) - x) * (1 - Math.exp(-dt * 34));
velocity = (x - before) / Math.max(dt, 1 / 240);
dirty = true;
} else if (moving) {
// なめらかに減速して吸い付く
const omega = calm ? 16 : 9.5;
const accel = omega * omega * (target - x) - 2 * omega * velocity;
velocity += accel * dt;
x += velocity * dt;
dirty = true;
if (Math.abs(target - x) < 0.0015 && Math.abs(velocity) < 0.03) {
x = target;
if (x <= 0 || x >= 1) {
if (!calm) stretchV -= 3.2;
commit(x);
} else {
velocity = 0;
moving = false;
}
}
x = clamp(x);
} else {
velocity = 0;
}
// ---- レンズの弾み
if (!calm) {
const goal = clamp(Math.abs(velocity) * 0.42);
stretchV += (170 * (goal - stretch) - 11 * stretchV) * dt;
stretch += stretchV * dt;
lift += (liftTarget - lift) * (1 - Math.exp(-dt * 14));
if (Math.abs(stretch) > 0.002 || Math.abs(stretchV) > 0.01 || Math.abs(liftTarget - lift) > 0.002) dirty = true;
} else {
stretch = 0;
stretchV = 0;
lift = liftTarget;
}
// ---- 右端では、時間が静かに進み、やがて灯りを消して眠る
if (!calm && x >= 1 && !moving && !drag && nightClock < CLOCK_SLEEP) {
nightClock = Math.min(CLOCK_SLEEP, nightClock + (dt * (CLOCK_SLEEP - CLOCK_NIGHT)) / NIGHT_CREEP);
}
const clock = clockOf();
hurry = Math.max(hurry - dt * 1.4, clamp(Math.abs(velocity) * 0.6));
// ---- 世界は 30 コマで動く
worldAcc += dt;
const worldStep = calm ? Math.abs(clock - lastWorldClock) > 1e-4 || dirty : worldAcc >= 1 / WORLD_HZ;
if (worldStep) {
renderWorld(clock, Math.min(worldAcc, 0.1), hurry);
worldAcc = 0;
lastWorldClock = clock;
if (ready) uploadWorld();
dirty = true;
}
if (dirty) {
const night = nightAmount(hourOf(clock));
// 世界の暗さ(0 = 昼、1 = 夜)。使い手はこの値で、ページの地を合わせられる
root.style.setProperty('--night', night.toFixed(3));
if (ready) drawGl(night);
else draw2d(night);
dirty = false;
}
// 動きを減らす設定で止まっているときは、次の操作まで描かない
const idleCalm = calm && !moving && !drag;
if (visible && !idleCalm) raf = requestAnimationFrame(tick);
};
function wake() {
if (!raf && visible) {
last = 0;
raf = requestAnimationFrame(tick);
}
}
// ---- 速く動かすと、巫女が驚いて空を見上げる
let startleCool = 0;
const startle = () => {
if (calm || performance.now() < startleCool) return;
startleCool = performance.now() + 1500;
res.startle = 0.9;
};
// ---- 入力
let suppressClick = 0;
on(button, 'pointerdown', (event) => {
if (event.button !== 0) return;
beginTravel();
moving = false;
drag = { id: event.pointerId, start: event.clientX, from: x, want: x, moved: false, lastX: event.clientX, lastT: performance.now(), speed: 0 };
liftTarget = 1;
try {
button.setPointerCapture(event.pointerId);
} catch {
/* 取れなくても、動きは受けられる */
}
wake();
});
on(button, 'pointermove', (event) => {
if (!drag || event.pointerId !== drag.id) return;
const dx = event.clientX - drag.start;
if (Math.abs(dx) > 3) drag.moved = true;
drag.want = drag.from + dx / Math.max(shape.travelCss, 1);
const nowMs = performance.now();
const dtMs = Math.max(nowMs - drag.lastT, 4);
const speed = (event.clientX - drag.lastX) / Math.max(shape.travelCss, 1) / (dtMs / 1000);
drag.speed = drag.speed * 0.6 + speed * 0.4;
drag.lastX = event.clientX;
drag.lastT = nowMs;
if (Math.abs(drag.speed) > 3.4) startle();
wake();
});
const release = (event) => {
if (!drag || event.pointerId !== drag.id) return;
const wasMoved = drag.moved;
const speed = drag.speed;
drag = null;
liftTarget = 0;
if (wasMoved) {
suppressClick = performance.now() + 300;
// 近い方の端へ。勢いも少し数える
target = x + speed * 0.09 >= 0.5 ? 1 : 0;
velocity = clamp(speed, -3, 3);
moving = true;
}
wake();
};
on(button, 'pointerup', release);
on(button, 'pointercancel', release);
on(button, 'lostpointercapture', release);
const toggle = () => {
beginTravel();
target = (moving ? target >= 0.5 : x >= 0.5) ? 0 : 1;
moving = true;
wake();
};
on(button, 'click', () => {
if (performance.now() < suppressClick) return;
toggle();
});
const STEP = 0.04;
on(button, 'keydown', (event) => {
let dir = 0;
if (event.key === 'ArrowRight' || event.key === 'ArrowUp') dir = 1;
else if (event.key === 'ArrowLeft' || event.key === 'ArrowDown') dir = -1;
if (!dir) return;
event.preventDefault();
beginTravel();
const from = moving ? target : x;
target = clamp(from + dir * STEP);
moving = true;
setStatus(phaseName(hourOf(branch === 'am' ? mix(36, amStart, target) : CLOCK_DAY + (CLOCK_NIGHT - CLOCK_DAY) * target)));
wake();
});
// ---- 見えていないときは止める
const io = new IntersectionObserver((entries) => {
visible = entries.some((e) => e.isIntersecting);
if (visible) {
dirty = true;
wake();
} else if (raf) {
cancelAnimationFrame(raf);
raf = 0;
}
});
io.observe(root);
const ro = new ResizeObserver(() => {
measure();
dirty = true;
lastWorldClock = -1;
wake();
});
ro.observe(root);
const applyCalm = () => {
calm = motionQuery.matches;
dirty = true;
lastWorldClock = -1;
wake();
};
on(motionQuery, 'change', applyCalm);
on(schemeQuery, 'change', () => {
readPalette();
dirty = true;
lastWorldClock = -1;
wake();
});
on(canvas, 'webglcontextlost', (event) => {
event.preventDefault();
ready = false;
});
// ---- 組み立て
readPalette();
measure();
res.x = 131;
res.inside = false;
// 最初の絵を、はじめのフレームまでに用意する
renderWorld(clockOf(), 0, 0);
if (ready) uploadWorld();
wake();
return () => {
if (raf) cancelAnimationFrame(raf);
raf = 0;
visible = false;
io.disconnect();
ro.disconnect();
for (const off of cleanups) off();
if (gl && ready) {
gl.deleteProgram(program);
gl.deleteBuffer(quad);
gl.deleteVertexArray(vao);
gl.deleteTexture(texWorld);
gl.deleteTexture(texNear);
const lose = gl.getExtension('WEBGL_lose_context');
if (lose) lose.loseContext();
}
};
}
mount(document.querySelector('[data-ld-part="toggle-sakura-shrine"]'));
</script>
@Lattice_Node
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@Lattice_Node
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@Lattice_Node
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@Lattice_Node
@Lattice_Node
@Lattice_Node
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