住人のいる音量
@Lattice_Node
部品 · トグル
見られた数 25コピーされた数 0
<!-- UI by @Lattice_Node — ludion.ai/p/toggle-deep-sea (MIT) -->
<!-- UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) -->
<!-- Remixed by Claude -->
<div data-ld-part="toggle-deep-sea" lang="ja">
<canvas class="scene" aria-hidden="true"></canvas>
<button class="hit" type="button" role="switch" aria-checked="false" aria-label="基地の夜間モード"></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-deep-sea (MIT) */
/* ページの地:スイッチの外も、深い水の中。消灯すると、まわりも暗くなる */
/* UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) */
[data-ld-part="toggle-deep-sea"] {
/* 固定しないトークン。世界の約20色は、この5色を明るさ違いで並べて作る */
--_bg: var(--ld-bg, #d6f5ee);
--_surface: var(--ld-surface, #2c8f86);
--_fg: var(--ld-fg, #061436);
--_muted: var(--ld-muted, #2f7fb8);
--_accent: var(--ld-accent, #ffb13d);
--_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(6 20 54 / .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-deep-sea"] .probe {
display: none;
}
[data-ld-part="toggle-deep-sea"] .vh {
position: absolute;
width: 1px;
height: 1px;
overflow: hidden;
clip-path: inset(50%);
white-space: nowrap;
}
[data-ld-part="toggle-deep-sea"] .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-deep-sea"] .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-deep-sea"] .hit:active {
cursor: grabbing;
}
[data-ld-part="toggle-deep-sea"] .hit:focus {
outline: none;
}
[data-ld-part="toggle-deep-sea"] .hit:focus-visible {
outline: 2px solid var(--_accent);
outline-offset: calc(var(--_space) * .5);
transition: outline-offset var(--_motion) ease;
}
@media (prefers-reduced-motion: reduce) {
[data-ld-part="toggle-deep-sea"] .hit:focus-visible {
transition: none;
}
}
</style>
<script type="module">
/* UI by @Lattice_Node — ludion.ai/p/toggle-deep-sea (MIT) */
/* UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) */
/* Remixed by Claude */
// part.js — ESモジュール。rootの中だけを触る
// 深海基地のスイッチ:真鍮の舷窓の奥に、ピクセルの海底があり、潜水士が1人暮らしている。
//
// 世界:低い解像度で、約20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:真鍮とリベットの枠、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。人影が窓を横切れば、外の光も変わる。
// 時間:太陽の届かない海底で、基地の時計が昼と夜を作る。左端は昼の照明、右端は夜の消灯。
// 右へ動かすと 昼→夕方→夜。左へ戻すと 夜→深夜→点灯前→朝→昼 と、時間は前へ進む。
// 太陽のかわりに探査艇が頭上を渡り、月のかわりに大きなクラゲが昇る。星はマリンスノーになる。
// 色は JS に書かない。--_bg、--_surface、--_fg、--_muted、--_accent 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
// ---- パレット:5つのトークン × 4つの明るさ = 20色
const RAMPS = [
['bg', [0.74, 0.84, 0.92, 0.985]],
['surface', [0.36, 0.48, 0.6, 0.74]],
['fg', [0.13, 0.2, 0.28, 0.36]],
['muted', [0.36, 0.48, 0.6, 0.74]],
['accent', [0.46, 0.62, 0.78, 0.92]],
];
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;
// ---- 材質:[昼, 夕, 宵, 夜] のパレット番号。0 番は「水」で、時刻ごとの水の色を使う
const MATS = [
['WATER', I0, I0, I0, I0],
['RIDGE_FAR', U0, I3, I2, I0],
['RIDGE_NEAR', I3, I2, I1, I0],
['RIDGE_TUFT', I2, I1, I0, I0],
['SAND', G3, G2, I3, I1],
['SAND_DK', G2, G1, I2, I0],
['SAND_LT', C0, G3, U0, I2],
['TRACK', G2, G1, U0, I2],
['TRACK_DK', G1, G0, I3, I1],
['ROCK', U0, I3, I2, I0],
['ROCK_LT', U1, U0, I3, I1],
['ROCK_DK', I3, I2, I1, I0],
['HULL', C2, A3, U1, I2],
['HULL_SH', C0, A2, U0, I1],
['HULL_SEAM', C1, A2, I3, I1],
['STEEL', U1, U0, I2, I1],
['STEEL_LT', U2, U1, I3, I2],
['STEEL_DK', U0, I3, I1, I0],
['DOME', I3, I2, I1, I0],
['DOME_LT', U0, I3, I2, I1],
['DOME_HI', U2, U0, I3, I1],
['BRASS', A0, A0, I2, I0],
['BRASS_LT', A1, A1, I3, I1],
['BRASS_DK', I3, I2, I1, I0],
['HAZARD', A2, A1, A0, I2],
['HAZARD_DK', I1, I1, I0, I0],
['BARK', I3, I2, I1, I0],
['BARK_LT', A0, A0, I1, I0],
['BARK_MID', A0, A0, I2, I0],
['FAN0', A0, A0, I1, I0],
['FAN1', A1, A0, I2, I0],
['FAN2', A2, A1, I2, I1],
['FAN3', A3, A2, I3, I1],
['KELP0', G0, G0, I1, I0],
['KELP1', G1, G0, I2, I0],
['KELP2', G2, G1, I2, I1],
['KELP3', G3, G2, I3, I1],
['ANEMONE_A', A2, A1, A0, I2],
['ANEMONE_C', C3, A3, U1, I3],
['STEM', G0, G0, I2, I0],
['GLASS', I2, A0, I1, I0],
['GLASS_HI', U1, A1, I2, I1],
['ROOM', C1, C0, I3, I1],
['SKIN', A3, A3, U2, I3],
['HAIR', I0, I0, I0, I0],
['SHIRT', A1, A0, I3, I1],
['SHIRT_DK', A0, A0, I2, I0],
['PANTS', I2, I2, I1, I0],
['BOOT', I0, I0, I0, I0],
['BOOK', C3, C3, U2, I3],
['BOOK_DK', C1, C1, U0, I2],
['HELMET', A2, A1, A0, I3],
['HELMET_HI', A3, A3, A1, U0],
['VISOR', U3, U2, U0, I2],
['SUIT', C2, A3, U0, I2],
['SUIT_DK', U1, U0, I3, I1],
['TANK', A1, A0, I3, I1],
['GLOVE', I2, I2, I1, I0],
['SILT', U2, U1, I3, I1],
['SILT_SH', U1, U0, I2, I1],
['SMOKE', I2, I2, I1, I1],
['SMOKE_DK', I1, I1, I0, I0],
['EMBER', A2, A2, A2, A2],
['SUB', A2, A1, A0, I3],
['SUB_DK', A1, A0, I3, I1],
['SUB_HI', A3, A2, A1, U0],
['SUB_LAMP', C3, C3, A3, A3],
['BEAM', G3, A2, U1, I3],
['JELLY', C1, C1, C1, C1],
['JELLY_DK', G3, G3, G3, G3],
['JELLY_RIM', C3, C3, C3, C3],
['TENTACLE', G2, G2, G2, G2],
['SNOW', C1, C0, U3, C2],
['SNOW_DIM', U3, U2, U1, U1],
['GLOW', G3, G3, G3, G3],
['GLOW_HI', C2, C2, C2, C2],
['LIT', A2, A2, A2, A2],
['LIT_HI', A3, A3, A3, A3],
['LIT_DK', A1, A1, A1, A1],
['SIL', I0, I0, I0, I0],
['PLANKTON', G3, G3, G3, G3],
['FISH', I2, I2, I1, I0],
['MARK', I0, I0, C3, C3],
['ZZZ', U3, U3, U3, U3],
['MINNOW', A2, A2, A1, I2],
['MINNOW_DK', I3, I3, I2, I0],
['BUBBLE', C3, C2, U2, U1],
['BUBBLE_DK', C0, U2, U0, I3],
];
const M = Object.fromEntries(MATS.map((row, i) => [row[0], i]));
// ---- 時刻のかなめ:[時, 材質の列, 水の色(上から海底へ)]
const KEYS = [
[0, 3, [I0, I0, I0, I1, I1]],
[4.8, 3, [I0, I0, I0, I1, I1]],
[5.4, 3, [I0, I0, I1, I1, I2]],
[6.0, 2, [I0, I1, I2, I3, U0]],
[6.7, 1, [I1, I2, I3, U0, G0, U1]],
[7.8, 0, [I2, I3, U0, U1, G1]],
[10, 0, [I3, U0, U1, G1, G2]],
[15, 0, [I2, I3, U0, U1, G1, G2]],
[17, 1, [I2, I3, U0, G0, U1, A0]],
[18, 1, [I1, I2, I3, I3, A0]],
[19, 2, [I0, I1, I2, I3, U0, G0]],
[20.3, 3, [I0, I0, I0, I1, I1]],
[24, 3, [I0, I0, I0, I1, I1]],
];
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));
}
// ---- 住人の絵。外では潜水服、基地の中では素顔
const INDOOR = { H: 'HAIR', S: 'SKIN', E: 'HAIR', T: 'SHIRT', D: 'SHIRT_DK', P: 'PANTS', B: 'BOOT' };
const DIVER = { O: 'HELMET', Q: 'HELMET_HI', V: 'VISOR', E: 'HAIR', T: 'SUIT', D: 'SUIT_DK', P: 'SUIT_DK', B: 'BOOT', A: 'TANK', G: 'GLOVE' };
const makeSprite = (rows, chars) => {
const list = [];
rows.forEach((row, y) => {
[...row].forEach((ch, x) => {
if (ch !== '.') list.push([x, y, M[chars[ch]]]);
});
});
return { list, w: rows[0].length, h: rows.length };
};
const HEAD = ['..OOO..', '.OOQOO.', '.OOVVV.', '.OOVEV.', '..OOOO.'];
const HEAD_BLINK = ['..OOO..', '.OOQOO.', '.OOVVV.', '.OOVVV.', '..OOOO.'];
const HEAD_UP = ['..OOO..', '.OOQOO.', '.OOVEV.', '.OOVVV.', '..OOOO.'];
const BODY_STAND = ['..TTT..', 'ATTTTT.', 'AGTTTG.', '..DDD..', '..PPP..', '..P.P..', '..B.B..'];
const BODY_WALK1 = ['..TTT..', 'ATTTTT.', 'A.TTTG.', '.GDDD..', '..PPP..', '.PP.P..', '.B..BB.'];
const BODY_WALK2 = ['..TTT..', 'ATTTTT.', 'AGTTTG.', '..DDD..', '..PPP..', '..PP...', '..BB...'];
const BODY_WALK3 = ['..TTT..', 'ATTTTT.', 'AGTTT..', '..DDDG.', '..PPP..', '..P.PP.', '.BB..B.'];
const BODY_ARMS = ['G.TTT.G', 'GTTTTTG', 'A.TTT..', '..DDD..', '..PPP..', '..P.P..', '..B.B..'];
const person = (head, body) => makeSprite([...head, ...body], DIVER);
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),
crouch: person(HEAD, ['..TTT..', 'ATTTTTG', 'A.DDD.G', '..PPP..', '.BB.B..']),
seat: makeSprite([
'....OOO..',
'...OOQOO.',
'...VVVOO.',
'...EVVOO.',
'...OOOO..',
'...TTTTA.',
'...GTTTA.',
'...GTTTA.',
'PPPPPPDD.',
'BB.PPPPP.',
], DIVER),
seatBlink: makeSprite([
'....OOO..',
'...OOQOO.',
'...VVVOO.',
'...VVVOO.',
'...OOOO..',
'...TTTTA.',
'...GTTTA.',
'...GTTTA.',
'PPPPPPDD.',
'BB.PPPPP.',
], DIVER),
seatUp: makeSprite([
'....OOO..',
'...OOQOO.',
'...EVVOO.',
'...VVVOO.',
'...OOOO..',
'...TTTTA.',
'...GTTTA.',
'...GTTTA.',
'PPPPPPDD.',
'BB.PPPPP.',
], DIVER),
bust: makeSprite(['...HHH...', '..HHHHH..', '..HSSES..', '...SSS...', '..TTTTT..', '.TTTTTTT.', '.TTTTTTT.', '.TTTTTTT.'], INDOOR),
bustBlink: makeSprite(['...HHH...', '..HHHHH..', '..HSSSS..', '...SSS...', '..TTTTT..', '.TTTTTTT.', '.TTTTTTT.', '.TTTTTTT.'], INDOOR),
bustUp: makeSprite(['S..HHH..S', 'S.HHHHH.S', 'S.HSSES.S', 'SS.SSS.SS', '.STTTTTS.', '..TTTTT..', '..TTTTT..', '..TTTTT..'], INDOOR),
bustHalf: makeSprite(['...HHH...', '..HHHHH..', 'S.HSSES.S', 'SS.SSS.SS', '.STTTTTS.', '..TTTTT..', '.TTTTTTT.', '.TTTTTTT.'], INDOOR),
sil: makeSprite(['...HHH..', '..HHHHH.', '..HHHHH.', '...HHH..', '..HHHHH.', '.HHHHHHH', 'HHHHHHHH', 'HHHHHHHH'], INDOOR),
};
// ---- 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;
uniform vec3 uShellDay, uShellNight, uInk, uLight, uHiNight, uLoNight, 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;
}
// 枠のリベット:周の4分の1に折りたたみ、いちばん近い1つとの差を返す(リベットの半径を1とする)
vec2 rivetAt(vec2 p) {
const float HALF_PI = 1.5707963;
float inner = uPill.x - uPill.y;
float R = uPill.y - uBezel * 0.5;
float rr = uBezel * 0.19;
float quarter = inner + R * HALF_PI;
float count = max(floor(quarter / (uBezel * 2.3)), 1.0);
float gap = quarter / count;
vec2 q = abs(p);
float s = q.x <= inner ? q.x : inner + R * atan(q.x - inner, q.y);
float sc = (min(floor(s / gap), count - 1.0) + 0.5) * gap;
vec2 c;
if (sc <= inner) {
c = vec2(sc, R);
} else {
float a = (sc - inner) / R;
c = vec2(inner + R * sin(a), R * cos(a));
}
vec2 v = (q - c) / rr;
return v * vec2(p.x < 0.0 ? -1.0 : 1.0, p.y < 0.0 ? -1.0 : 1.0);
}
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))));
// リベットの頭:小さな丸い盛り上がり
vec2 rv = rivetAt(p);
float rd = length(rv);
float rivet = 1.0 - smoothstep(0.82, 1.06, rd);
if (rivet > 0.0) {
vec2 rt = rv * 0.72;
vec3 Nr = vec3(rt, sqrt(max(1.0 - dot(rt, rt), 0.02)));
N = normalize(mix(N, Nr, rivet));
}
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);
// リベットの下に落ちる、小さな影
float rs = length(rv + vec2(-0.22, 0.3));
c *= 1.0 - 0.42 * (1.0 - smoothstep(0.95, 1.7, rs)) * (1.0 - rivet);
// 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 = 1.0 - smoothstep(-win * 1.05, -win * 0.5, 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);
float ring = exp(max(dw, -win) / (win * 0.075));
float depth = clamp(ring * 0.46 + 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) * (1.0 - smoothstep(0.8, 1.0, 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
float broad = softBox(lp, vec2(-0.1, 0.62), vec2(0.5, 0.17), 0.3) * (1.0 - smoothstep(0.72, 0.98, 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、探査艇やクラゲの光も、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));
};
let 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(20);
const palette32 = new Uint32Array(20);
const readPalette = () => {
const style = getComputedStyle(root);
RAMPS.forEach(([name, tones], ramp) => {
probe.style.color = style.getPropertyValue(`--_${name}`).trim();
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、暖かい灯り、白い照明)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;
return id;
};
const litOf = (dayId) => (STEP_L[dayId] < 0.9 ? A0 : A1);
const NM = MATS.length;
const table = KEYS.map(([, col]) => {
const t = new Uint8Array(NM * 4);
MATS.forEach((row, m) => {
const id = row[col + 1];
t[m] = id;
t[NM + m] = shadeOf(id);
t[NM * 2 + m] = litOf(row[1]);
t[NM * 3 + m] = id % 4 < 3 ? id + 1 : id;
});
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 pixels = new Uint32Array(1);
let skyKeys = [];
let canopy = [];
let polyps = [];
let glowers = [];
let kelp = [];
let snow = [];
let farLamp = { x: 100, y: 60 };
const emitList = [];
const sources = [{ w: 0, x: 0, y: 0 }, { w: 0, x: 0, y: 0 }];
const subLamp = { on: false, x: 0, y: 0, s: 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;
};
// 水のところにだけ塗る。先に塗った画素が勝つ
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;
}
};
// ---- 動かない背景
const ridgeFar = (x) => 56 + noiseA(x * 0.022 + 3, 1.5) * 17 + Math.abs(noiseB(x * 0.09, 4.5) - 0.5) * 9;
const ridgeNear = (x) => 69 + noiseA(x * 0.034 + 40, 7.5) * 11 + noiseB(x * 0.14 + 7, 2.5) * 2;
const pathDist = (x, y) => {
// ハッチから手前へ下る踏み跡と、サンゴへ向かう枝道
const main = Math.abs(x - (74 + Math.pow(Math.max(y - 86, 0), 1.45) * 0.62 + Math.sin(y * 0.3) * 1.5));
const toFan = y < 100 ? Math.abs(y - (92 + Math.sin(x * 0.09) * 1.4 + (x - 78) * 0.012)) * (x > 78 && x < 136 ? 1 : 99) : 99;
return Math.min(main * 0.5, toFan);
};
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 >= ridgeNear(x)) {
const crag = noiseB(x * 0.5, y * 0.8) > 0.74 && y > ridgeNear(x) + 1;
matBuf[i] = crag ? M.RIDGE_TUFT : M.RIDGE_NEAR;
} else if (y >= ridgeFar(x)) {
// 遠い海嶺は、上の端を水へディザで溶かす
const fromTop = y - ridgeFar(x);
matBuf[i] = fromTop < 2 && bayerAt(x, y) > 9 ? 0 : M.RIDGE_FAR;
}
continue;
}
// 砂紋:流れが作る細い筋
const n = noiseA(x * 0.075 + 9, y * 0.2 + 3) + noiseB(x * 0.3, y * 0.5) * 0.28;
const ripple = Math.sin(y * 1.7 + noiseA(x * 0.05, y * 0.1) * 6) * 0.1;
const depth = (y - HORIZON) / 30;
const v = n + ripple + (bayerAt(x, y) / 16 - 0.5) * 0.14 - depth * 0.14;
let m = M.SAND;
if (v > 0.84) m = M.SAND_LT;
else if (v < 0.5) m = M.SAND_DK;
const pd = pathDist(x, y);
if (pd < 2.4 + depth * 2.4) {
const pebble = noiseB(x * 0.7 + 3, y * 0.9) > 0.68;
m = pebble ? M.TRACK_DK : M.TRACK;
} else if (pd < 3.4 + depth * 2.4 && bayerAt(x, y) > 7) {
m = M.TRACK_DK;
}
matBuf[i] = m;
}
}
// 海底のふちの濃い線と、小石
const r = seeded(5);
for (let x = -ox; x < bw - ox; x++) {
if (r() < 0.6) put(x, HORIZON, M.SAND_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.SAND_LT : M.SAND_DK);
if (r() < 0.5) put(x, y - 1, M.SAND_LT);
}
};
const paintOutpost = () => {
// 遠くの海嶺に見える、もうひとつの小さな基地
const cx = 100;
const y0 = Math.round(ridgeFar(cx)) + 2;
for (let dy = -7; dy <= 0; dy++) {
const half = Math.round(Math.sqrt(1 - (dy * dy) / 49) * 7);
for (let dx = -half; dx <= half; dx++) {
const x = cx + dx;
const y = y0 + dy;
if (y >= ridgeNear(x)) continue;
put(x, y, dx < -2 && dy < -2 ? M.DOME_HI : M.STEEL_DK);
}
}
rect(cx, y0 - 9, 1, 2, M.STEEL_DK);
farLamp = { x: cx, y: y0 - 10 };
};
const paintPipe = () => {
// 基地から出る配管と、その先の計測箱
for (let x = 84; x < 124; x++) {
put(x, 74, M.STEEL_LT);
put(x, 75, M.STEEL);
put(x, 76, M.STEEL);
put(x, 77, M.STEEL_DK);
}
for (let x = 88; x < 124; x += 12) {
rect(x, 73, 2, 6, M.BRASS);
put(x, 73, M.BRASS_LT);
}
for (const x of [104, 116]) {
rect(x, 78, 2, 7, M.STEEL_DK);
rect(x - 1, 85, 4, 1, M.STEEL);
}
rect(122, 71, 8, 14, M.STEEL);
rect(122, 71, 8, 1, M.STEEL_LT);
rect(122, 71, 1, 14, M.STEEL_LT);
rect(129, 72, 1, 13, M.STEEL_DK);
rect(124, 74, 4, 3, M.GLASS);
put(125, 75, M.GLASS_HI);
rect(124, 79, 4, 1, M.HAZARD);
rect(121, 85, 10, 1, M.STEEL_DK);
// 信号灯の箱
rect(92, 84, 1, 6, M.STEEL_DK);
rect(90, 80, 6, 4, M.DOME_LT);
rect(90, 80, 6, 1, M.DOME_HI);
rect(92, 79, 1, 1, M.STEEL_DK);
};
const paintReef = (cx, cy, rx, ry, seed) => {
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)]);
for (let y = cy - ry - 3; y <= cy + ry + 1; y++) {
for (let x = cx - rx - 3; x <= cx + rx + 3; 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 ? M.KELP3 : v > 0.52 ? M.KELP2 : v > 0.24 ? M.KELP1 : M.KELP0);
}
}
};
const paintAnemones = (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.ANEMONE_A : M.ANEMONE_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);
}
// 夜に光る
glowers.push(x, y - 2);
}
};
const paintVent = () => {
// 熱水の噴き出す、岩の煙突
const spire = (cx, top, base, w) => {
for (let y = top; y < base; y++) {
const t = (y - top) / (base - top);
const half = w * (0.45 + t * 0.75) + (noiseB(cx * 0.3, y * 0.4) - 0.5) * 2;
const l = Math.round(cx - half);
const r = Math.round(cx + half);
for (let x = l; x <= r; x++) {
const side = (x - l) / Math.max(r - l, 1);
const crust = noiseA(x * 0.6, y * 0.5) > 0.62;
put(x, y, side > 0.72 ? M.ROCK_DK : side < 0.24 || crust ? M.ROCK_LT : M.ROCK);
}
}
};
spire(172, 71, 88, 3);
spire(185, 69, 89, 3);
spire(178, 61, 88, 4);
};
const paintTrunk = () => {
// サンゴの幹。根もとは岩にしがみつく
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.FAN1 : grain ? M.BARK_LT : M.BARK_MID);
}
}
// 根もとの石
rect(156, 87, 5, 2, M.ROCK);
rect(157, 86, 3, 1, M.ROCK_LT);
rect(124, 95, 4, 2, M.ROCK);
rect(125, 94, 2, 1, M.ROCK_LT);
};
const paintBase = () => {
const X0 = 38;
const X1 = 84;
const TOP = 53;
const BASE = 85;
const CX = 61;
// 排気管とアンテナ(ドームの奥)
rect(70, 29, 5, 14, M.STEEL);
rect(70, 29, 1, 14, M.STEEL_LT);
rect(74, 29, 1, 14, M.STEEL_DK);
rect(69, 27, 7, 2, M.STEEL_LT);
rect(69, 29, 7, 1, M.STEEL_DK);
rect(50, 18, 1, 20, M.STEEL_DK);
rect(48, 24, 5, 1, M.STEEL_DK);
rect(49, 21, 3, 1, M.STEEL_DK);
// 耐圧殻:鋼板の継ぎ目とリベット
rect(X0, TOP, X1 - X0, BASE - TOP, M.HULL);
for (let y = TOP + 8; y < BASE; y += 8) {
for (let x = X0; x < X1; x++) {
put(x, y, M.HULL_SEAM);
if ((x + 1) % 4 === 0) put(x, y - 1, M.HULL_SH);
}
}
for (let x = X0 + 7; x < X1; x += 14) {
const shift = (Math.floor(x / 14) & 1) * 4;
for (let y = TOP + shift; y < BASE; y += 1) if ((y - TOP) % 16 < 8) put(x, y, M.HULL_SEAM);
}
// 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.HULL_SH);
}
}
// 円筒の丸み:両端が陰る
for (let x = X1 - 6; x < X1; x++) {
for (let y = TOP; y < BASE; y++) if (bayerAt(x, y) < (x - (X1 - 6) + 1) * 3) put(x, y, M.HULL_SH);
}
for (let x = X0; x < X0 + 2; x++) {
for (let y = TOP; y < BASE; y++) if (bayerAt(x, y) < (X0 + 2 - x) * 5) put(x, y, M.HULL_SH);
}
// 注意の縞
for (let y = BASE - 7; y < BASE - 4; y++) {
for (let x = X0; x < X1; x++) put(x, y, (x + y) % 6 < 3 ? M.HAZARD : M.HAZARD_DK);
}
// 土台の輪と脚
rect(X0 - 1, BASE - 3, X1 - X0 + 2, 3, M.STEEL);
for (let x = X0 - 1; x < X1 + 1; x += 5) {
rect(x, BASE - 3, 4, 1, M.STEEL_LT);
put(x + 2, BASE - 2, M.STEEL_LT);
}
rect(X0 + 2, BASE, 4, 2, M.STEEL_DK);
rect(X0 - 2, BASE + 2, 12, 1, M.STEEL);
rect(X1 - 3, BASE, 3, 2, M.STEEL_DK);
rect(X1 - 5, BASE + 2, 8, 1, M.STEEL);
// 観測ドーム:半球に、経線と緯線
const RT = 33;
const HW = (X1 - X0) / 2 + 6;
for (let y = RT; y < TOP; y++) {
const t = (TOP - y) / (TOP - RT);
const half = Math.round(Math.sqrt(1 - t * t) * HW);
for (let x = CX - half; x <= CX + half; x++) {
const u = clamp((x - CX) / Math.max(half, 1), -1, 1);
const rib = Math.abs(Math.sin(Math.asin(u) * 7)) < 0.16;
const ring = (y - RT) % 6 === 0;
let m = M.DOME_LT;
if (rib || ring) m = M.DOME;
else if (u < -0.15 && u > -0.75 && t > 0.3 && bayerAt(x, y) < 11) m = M.DOME_HI;
else if (u > 0.45 && bayerAt(x, y) < (u - 0.45) * 30) m = M.DOME;
put(x, y, m);
}
}
// 軒の輪
for (let x = CX - HW; x <= CX + HW; x++) {
put(x, TOP, M.BRASS_DK);
if (x % 3 === 0) put(x, TOP + 1, M.BRASS_DK);
}
// エアロックのハッチ
rect(67, 66, 12, 19, M.STEEL_DK);
rect(68, 67, 10, 18, M.STEEL);
rect(68, 67, 1, 18, M.STEEL_LT);
put(67, 66, M.HULL);
put(78, 66, M.HULL);
rect(70, 68, 6, 3, M.GLASS);
put(71, 69, M.GLASS_HI);
put(72, 69, M.GLASS_HI);
// ハンドル
rect(71, 74, 5, 1, M.BRASS_LT);
rect(71, 78, 5, 1, M.BRASS);
rect(71, 74, 1, 5, M.BRASS_LT);
rect(75, 74, 1, 5, M.BRASS);
rect(73, 74, 1, 5, M.BRASS);
rect(71, 76, 5, 1, M.BRASS);
rect(66, 85, 14, 2, M.STEEL_LT);
rect(65, 87, 16, 1, M.STEEL);
// 丸窓の枠(窓の中は毎フレーム描く)
rect(44, 59, 18, 16, M.BRASS);
rect(44, 59, 18, 1, M.BRASS_LT);
rect(44, 59, 1, 16, M.BRASS_LT);
rect(44, 74, 18, 1, M.BRASS_DK);
rect(61, 59, 1, 16, M.BRASS_DK);
[3, 2, 1].forEach((n, j) => {
for (let i = 0; i < n; i++) {
put(44 + i, 59 + j, M.HULL);
put(61 - i, 59 + j, M.HULL);
put(44 + i, 74 - j, M.HULL);
put(61 - i, 74 - j, M.HULL);
}
});
// 外灯の腕木
put(64, 63, M.STEEL_DK);
put(65, 63, M.STEEL_DK);
// 殻についたフジツボ
const r = seeded(77);
for (let i = 0; i < 14; i++) {
const x = Math.floor(mix(X0, 66, r()));
const y = Math.floor(mix(BASE - 12, BASE - 8, r()));
put(x, y, r() < 0.5 ? M.KELP2 : M.HULL_SH);
}
};
const buildCanopy = () => {
// 大きなヤギ(扇のサンゴ):幹から放射する枝の網。枝のあいだは水が透ける
canopy = [];
polyps = [];
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]);
}
for (let y = CY - 36; y <= CY + 32; y++) {
for (let x = CX - 42; x <= CX + 42; 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 ang = Math.atan2(x - CX, 66 - y);
const far = Math.hypot(x - CX, 66 - y);
const ray = Math.sin(ang * 26 + noiseA(x * 0.12, y * 0.12) * 3.2);
const cross = Math.sin(far * 1.25 + ang * 3);
if (ray < -0.35 && cross < 0.55) 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;
const m = v > 0.82 ? M.FAN3 : v > 0.52 ? M.FAN2 : v > 0.26 ? M.FAN1 : M.FAN0;
canopy.push(x, y, m);
if (r() < 0.045) polyps.push(x, y);
}
}
};
const buildKelp = () => {
kelp = [];
const r = seeded(414);
const plant = (x0, x1, n, minH, maxH) => {
for (let i = 0; i < n; i++) {
kelp.push({ x: Math.round(mix(x0, x1, r())), base: 84 + Math.floor(r() * 4), h: Math.round(mix(minH, maxH, r())), seed: r() * 6.283, tone: r() < 0.4 });
}
};
plant(2, 30, 7, 18, 44);
plant(-40, -2, 7, 16, 38);
plant(162, 168, 2, 10, 20);
plant(194, 236, 7, 16, 36);
};
const buildBase = () => {
matBuf.fill(0);
glowers = [];
paintGround();
paintOutpost();
paintPipe();
paintReef(22, 78, 16, 8, 61);
paintReef(176, 83, 14, 5, 62);
paintReef(-6, 81, 11, 6, 63);
paintReef(204, 81, 10, 5, 64);
paintVent();
paintTrunk();
paintBase();
paintAnemones(96, 126, 87, 92, 26, 91);
paintAnemones(14, 38, 86, 96, 16, 92);
paintAnemones(150, 205, 90, 106, 24, 93);
paintAnemones(-14, 14, 88, 104, 12, 95);
paintAnemones(40, 62, 90, 104, 12, 94);
baseBuf.set(matBuf);
buildCanopy();
buildKelp();
const r = seeded(808);
snow = [];
const count = Math.round((bw * bh) / 230);
for (let i = 0; i < count; i++) {
snow.push({ x: Math.floor(r() * bw) - ox, y: r() * bh, seed: r(), v: 1.2 + r() * 2.8, big: r() < 0.1, fore: r() < 0.16 });
}
// 水の色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;
});
};
// ---- 住人と世界の動き
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, nextPuff: 1 };
// 流れていく濁りの層
const silts = [
{ x: 8, y: 13, w: 44, h: 5, seed: 1, speed: 0.55 },
{ x: 88, y: 24, w: 34, h: 4, seed: 2, speed: 0.8 },
{ x: 150, y: 9, w: 52, h: 6, seed: 3, speed: 0.42 },
{ x: 214, y: 30, w: 30, h: 3, seed: 4, speed: 1.05 },
].map((layer) => {
const r = seeded(layer.seed * 977);
const blobs = Array.from({ length: 6 }, (_, i) => [layer.w * ((i + 0.5) / 6) + (r() - 0.5) * 3, layer.h * (0.45 + (r() - 0.5) * 0.35), layer.h * (0.3 + r() * 0.32)]);
const list = [];
for (let y = 0; y < layer.h + 3; y++) {
for (let x = -2; x < layer.w + 3; x++) {
let inside = false;
for (const [bx, by, br] of blobs) if (Math.hypot((x - bx) * 0.4, (y - by) * 1.25) < br) inside = true;
if (!inside) continue;
list.push(x, y, y > layer.h * 0.62 ? 1 : 0);
}
}
return { ...layer, list };
});
const smoke = [];
const zees = [];
const bubbles = [];
const fish = { t: -1, next: 8, y: 20, dir: 1 };
const squid = { t: -1, next: 14, x: 0, y: 0 };
const plankton = Array.from({ length: 8 }, (_, i) => ({ seed: i * 7.3 + 1, x: 150 + (i - 3) * 9, y: 88 + (i % 3) * 6 }));
const minnow = { x: 108, y: 84 };
let anim = 0;
let smokeAcc = 0;
let ventAcc = 0;
let zeeAcc = 0;
let thumbAcc = 0;
let lampFlick = 1;
let windowL = 0;
let lanternL = 0;
let shutter = 0;
const hourOf = (clock) => ((clock % 24) + 24) % 24;
const addBubble = (bx, by, size = 0) => {
if (bubbles.length < 90) bubbles.push({ x: bx, y: by, t: 0, seed: Math.random() * 6.283, size, rise: 9 + size * 4 + Math.random() * 6 });
};
const helmet = () => {
const seated = Math.abs(res.x - 131) < 1;
return seated ? [135, 78] : [res.x, 76];
};
// 時刻から、住人の予定を決める
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;
};
// 探査艇:太陽のかわりに、頭上を弧を描いて渡る。下へ探照灯を向ける
const drawSub = (h) => {
subLamp.on = false;
if (!(h > 5.2 && h < 19)) return;
const a = ((h - 6) / 12) * Math.PI;
const sx = Math.round(96 - Math.cos(a) * 102);
const bob = calm ? 0 : Math.round(Math.sin(anim * 0.7));
const sy = Math.round(HORIZON - 14 - Math.sin(a) * 58) + bob;
const low = 1 - clamp(Math.sin(a) * 1.6);
// 灯り(最初に塗った画素が勝つので、手前のものから置く)
for (let dx = 6; dx <= 8; dx++) {
putSky(sx + dx, sy + 6, M.SUB_LAMP);
if (get(sx + dx, sy + 6) === M.SUB_LAMP) emit(sx + dx, sy + 6, 170 + low * 200, 1);
}
// のぞき窓
for (const dx of [-5, 0, 5]) {
putSky(sx + dx, sy - 1, M.LIT_HI);
putSky(sx + dx + 1, sy - 1, M.LIT);
putSky(sx + dx, sy, M.LIT);
putSky(sx + dx + 1, sy, M.LIT_DK);
}
// 潜望鏡と司令塔
for (let dy = -11; dy <= -9; dy++) putSky(sx + 1, sy + dy, M.SUB_DK);
putSky(sx + 2, sy - 11, M.SUB_DK);
putSky(sx + 3, sy - 11, M.SUB_DK);
for (let dy = -8; dy <= -5; dy++) {
for (let dx = -3; dx <= 3; dx++) putSky(sx + dx, sy + dy, dy === -8 ? M.SUB_HI : dx === 3 ? M.SUB_DK : M.SUB);
}
// スクリューと尾びれ
const spin = calm ? 0 : Math.floor(anim * 12) % 2;
for (let dy = -3; dy <= 3; dy++) {
if ((dy & 1) === spin) putSky(sx - 13, sy + dy, M.SUB_DK);
}
for (let dy = -2; dy <= 2; dy++) putSky(sx - 12, sy + dy, M.SUB_DK);
// 船体:横長のだ円。上が明るく、下に濃い帯
for (let dy = -5; dy <= 5; dy++) {
for (let dx = -11; dx <= 11; dx++) {
if ((dx * dx) / 121 + (dy * dy) / 25 > 1) continue;
let m = M.SUB;
if (dy <= -3 && dx > -7 && dx < 5) m = M.SUB_HI;
else if (dy >= 3) m = M.SUB_DK;
else if (dy === 2 && (dx & 3) === 0) m = M.SUB_DK;
putSky(sx + dx, sy + dy, m);
}
}
for (let dx = -6; dx <= 8; dx++) putSky(sx + dx, sy + 6, M.SUB_DK);
// 航跡の泡
if (!calm) {
for (let i = 0; i < 4; i++) {
putSky(sx - 16 - i * 3, sy + Math.round(Math.sin(anim * 3 + i * 1.7) * 2), M.BUBBLE_DK);
}
}
subLamp.on = sy + 7 < HORIZON;
subLamp.x = sx + 7;
subLamp.y = sy + 7;
subLamp.s = smoothstep(5.2, 6.4, h) * (1 - smoothstep(17.6, 18.6, h));
};
// 大きなミズクラゲ:月のかわりに昇り、脈打ちながら光る
const drawJelly = (h) => {
const mh = h >= 17.6 ? h : h + 24;
if (!(mh > 17.6 && mh < 30.4)) return;
const a = ((mh - 18) / 12) * Math.PI;
const pulse = calm ? 0 : Math.sin(anim * 1.6);
const jx = Math.round(96 - Math.cos(a) * 102);
const jy = Math.round(HORIZON - 14 - Math.sin(a) * 54 - Math.max(pulse, 0) * 1.2);
const Rx = 9 - pulse * 0.9;
const Ry = 7 + pulse * 0.6;
// 傘
for (let dy = -Math.ceil(Ry); dy <= 0; dy++) {
for (let dx = -Math.ceil(Rx); dx <= Math.ceil(Rx); dx++) {
const d = Math.hypot(dx / Rx, dy / Ry);
if (d > 1) continue;
const px = jx + dx;
const py = jy + dy;
const organ = Math.abs(Math.hypot(Math.abs(dx) - 3, dy + 2) - 1.5) < 0.7;
if (d <= 0.84 && !organ && bayerAt(px, py) > 12) continue; // 透ける
putSky(px, py, d > 0.84 ? M.JELLY_RIM : organ || dy > -2 ? M.JELLY_DK : M.JELLY);
// 海嶺や基地に隠れている画素は、光らせない
const seen = get(px, py);
if (seen === M.JELLY || seen === M.JELLY_RIM || seen === M.JELLY_DK) emit(px, py, 14, 1);
}
}
// 触手
for (let i = 0; i < 6; i++) {
const tx = jx + (i - 2.5) * 3;
const len = 11 + (i & 1) * 5;
for (let s = 1; s <= len; s++) {
putSky(Math.round(tx + Math.sin(anim * 1.4 + s * 0.45 + i) * (s * 0.12 + 0.5)), jy + s, M.TENTACLE);
}
}
// まわりの、ごく弱い光の輪
for (let dy = -Math.ceil(Ry) - 3; dy <= 3; dy++) {
for (let dx = -Math.ceil(Rx) - 3; dx <= Math.ceil(Rx) + 3; dx++) {
const d = Math.hypot(dx / (Rx + 3), dy / (Ry + 3));
if (d <= 1 && bayerAt(jx + dx, jy + dy) < (1 - d) * 16) putSky(jx + dx, jy + dy, M.SNOW_DIM);
}
}
};
const drawSchool = (h) => {
// 魚の群れ:昼に、ときどき渡る
if (calm || h <= 7 || h >= 18.5 || fish.t < 0) return;
const flap = Math.floor(anim * 7) % 2;
const d = fish.dir;
for (let i = 0; i < 7; i++) {
const fx = Math.round((d > 0 ? -12 + fish.t * 26 : CORE_W + 12 - fish.t * 26) - d * ((i % 4) * 7 + (i >> 2) * 3));
const fy = fish.y + (i % 3) * 3 + (i >> 1) + Math.round(Math.sin(anim * 1.6 + i) * 0.6);
putSky(fx, fy, M.FISH);
putSky(fx - d, fy, M.FISH);
putSky(fx - d * 2, fy, M.FISH);
putSky(fx - d * 3, fy - flap, M.FISH);
putSky(fx - d * 3, fy + 1 - flap, M.FISH);
}
};
const drawSquid = (night) => {
// 光る小さなイカが、暗い水を一瞬で横切る
if (calm || night <= 0.9 || squid.t < 0) return;
const f = squid.t / 0.55;
for (let i = 0; i < 7; i++) {
const u = f * 42 - i * 2;
if (u > 0 && u < 42) putSky(Math.round(squid.x + u), Math.round(squid.y + u * 0.45), i < 2 ? M.GLOW_HI : M.GLOW);
}
};
const drawSnow = (night) => {
// マリンスノー:ゆっくり降る。暗いほどよく見える
const amount = 0.4 + night * 0.7;
for (const s of snow) {
if (s.fore || s.seed > amount) continue;
const sy = Math.floor((s.y + anim * s.v) % bh) - oy;
const sx = Math.round(s.x + Math.sin(anim * 0.35 + s.seed * 30) * 1.6);
const twinkle = calm ? 1 : Math.sin(anim * (1.3 + s.seed * 4.4) + s.seed * 40);
putSky(sx, sy, twinkle < 0.1 && !s.big ? M.SNOW_DIM : M.SNOW);
if (s.big && night > 0.5 && twinkle > 0.55) {
putSky(sx - 1, sy, M.SNOW_DIM);
putSky(sx + 1, sy, M.SNOW_DIM);
putSky(sx, sy - 1, M.SNOW_DIM);
putSky(sx, sy + 1, M.SNOW_DIM);
}
}
};
const drawBeam = () => {
// 探照灯の光の筋。水に散って、下へ薄くなる
if (!subLamp.on) return;
const depth = HORIZON + 2 - subLamp.y;
for (let j = 0; j < depth; j++) {
const half = 1.5 + j * 0.3;
const fall = 1 - j / (depth + 24);
const by = subLamp.y + j;
for (let bx = Math.floor(subLamp.x - half); bx <= subLamp.x + half; bx++) {
const edge = 1 - Math.abs(bx - subLamp.x) / (half + 1);
if (edge * fall * subLamp.s * 11 > bayerAt(bx, by)) putSky(bx, by, M.BEAM);
}
}
};
const drawSilt = () => {
for (const layer of silts) {
const span = CORE_W + 96;
const cx = ((layer.x + (calm ? 0 : anim * layer.speed) + 48) % span) - 48;
const x0 = Math.round(cx);
for (let i = 0; i < layer.list.length; i += 3) {
const px = x0 + layer.list[i];
const py = layer.y + layer.list[i + 1];
const under = layer.list[i + 2];
if (bayerAt(px, py) > (under ? 5 : 9)) continue;
putSky(px, py, under ? M.SILT_SH : M.SILT);
}
}
};
const drawSky = (h) => {
const night = clamp(smoothstep(18.2, 20.2, h) + (1 - smoothstep(4.6, 6.2, h)));
drawSub(h);
drawJelly(h);
drawSchool(h);
drawSquid(night);
drawSnow(night);
drawBeam();
drawSilt();
};
const drawShadows = (h) => {
if (h < 6.2 || h > 18.6) return;
const a = ((h - 6) / 12) * Math.PI;
const dir = -Math.cos(a); // 探査艇が左なら、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;
};
// サンゴの影
const tx = 146 + dir * 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);
}
// 基地の影
for (let y = 88; y < 95; y++) {
const t = (y - 88) / 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) => {
// 丸窓の中: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;
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);
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、電球
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);
// 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);
// 机に向かう人影。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:ギャレーを行き来する人影と、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);
}
} else if (morning) {
// 朝:シャッターを開けて、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:暗いガラス。斜めの映り込み
rect(WX, WY, WW, WH, M.GLASS);
for (let i = 0; i < 6; i++) {
put(WX + 2 + i, WY + 7 - i, M.GLASS_HI);
if (i < 4) put(WX + 6 + i, WY + 8 - i, M.GLASS_HI);
}
}
// 耐圧シャッター: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.STEEL : M.STEEL_LT);
}
};
// 開いているシャッターは窓の両わきに、閉じると窓の上に
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);
}
// 窓の四隅を枠で隠して、丸くする
for (const [row, n] of [[0, 3], [1, 1], [10, 1], [11, 3]]) {
for (let i = 0; i < n; i++) {
put(WX + i, WY + row, M.BRASS);
put(WX + WW - 1 - i, WY + row, M.BRASS);
}
}
return { lamp, cook, asleep };
};
const drawDoor = () => {
if (res.doorOpen > 0) {
rect(68, 67, 10, 18, M.SIL);
rect(68, 67, 2, 18, M.STEEL_LT);
}
};
const drawResident = (plan) => {
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) {
// サンゴにもたれて、防水の本を読む
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') {
const bob = !calm && Math.sin(anim * 2.2) > 0;
blit(bob ? SPR.crouch : SPR.stand, Math.round(res.x) - 3, bob ? base - 10 : base - 12, false);
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);
}
};
// 流れ:上ほど大きく、段ごとにずれて揺れる
const swayAt = (y) => (calm ? 0 : Math.round(Math.sin(anim * 0.9 + y * 0.11) * (1.15 - (y - 10) * 0.012)));
const drawCanopy = (h) => {
for (let i = 0; i < canopy.length; i += 3) {
const y = canopy[i + 1];
put(canopy[i] + swayAt(y), y, canopy[i + 2]);
}
// 夜:サンゴのポリプに、光の波が下から上へ走る。イソギンチャクも光る
const night = clamp(smoothstep(18.6, 20.4, h) + (1 - smoothstep(4.4, 6, h)));
if (night < 0.03) return;
for (let i = 0; i < polyps.length; i += 2) {
const px = polyps[i];
const py = polyps[i + 1];
const v = (calm ? 0.7 : 0.5 + 0.5 * Math.sin(anim * 1.3 + py * 0.22 + px * 0.05)) * night;
if (v < 0.35) continue;
const sx = px + swayAt(py);
put(sx, py, v > 0.75 ? M.GLOW_HI : M.GLOW);
emit(sx, py, 90 * v);
}
for (let i = 0; i < glowers.length; i += 2) {
const px = glowers[i];
const py = glowers[i + 1];
const v = (calm ? 0.7 : 0.5 + 0.5 * Math.sin(anim * 0.8 + px * 0.4 + py * 0.3)) * night;
if (v < 0.4) continue;
put(px, py, M.GLOW);
emit(px, py, 60 * v);
}
};
const drawKelp = () => {
// 海藻:根もとは動かず、先ほど大きく流れになびく
for (const s of kelp) {
for (let j = 0; j < s.h; j++) {
const u = j / s.h;
const bend = (calm ? 0 : Math.sin(anim * 0.85 + j * 0.16 + s.seed) * u * u * 5) + u * 1.5;
const kx = Math.round(s.x + bend);
const ky = s.base - j;
put(kx, ky, s.tone ? M.KELP2 : M.KELP1);
if (j > 2 && j % 3 === 0) {
const side = (j / 3) & 1 ? 1 : -1;
put(kx + side, ky, s.tone ? M.KELP3 : M.KELP2);
put(kx + side * 2, ky - 1, s.tone ? M.KELP2 : M.KELP1);
}
}
}
};
const shedBubbles = (dt, speed) => {
// つまみを速く動かすと、レンズの後ろに泡が立つ
if (calm || speed < 0.22) {
thumbAcc = 0;
return;
}
thumbAcc += dt * speed * 24;
while (thumbAcc >= 1) {
thumbAcc -= 1;
const back = velocity > 0 ? -1 : 1;
const wx = (shape.W / 2 + (x - 0.5) * shape.travel + back * shape.r0 * 0.7 - shape.ox) / k - ox;
const wy = (shape.H / 2 + (Math.random() - 0.5) * shape.r0 * 1.3 - (shape.H - shape.oy)) / k - oy;
addBubble(wx, wy, Math.random() < 0.3 ? 1 : 0);
}
};
const drawParticles = (h, dt) => {
// 排気の泡:朝と夕方に、基地の排気管から
const venting = (h >= 17.2 && h < 19.8) || (h >= 7 && h < 8.2);
if (!calm && venting) {
smokeAcc += dt * (h >= 17 ? 3.2 : 1.4);
while (smokeAcc >= 1) {
smokeAcc -= 1;
addBubble(71 + Math.random() * 3, 26, Math.random() < 0.25 ? 1 : 0);
}
}
if (calm && venting) {
for (let i = 0; i < 5; i++) put(72 + (i & 1) * 2, 24 - i * 4, M.BUBBLE);
}
// 潜水士の吐く泡
if (!calm && !res.inside) {
res.nextPuff -= dt;
if (res.nextPuff <= 0) {
res.nextPuff = 1.6 + Math.random() * 2.2;
const [hx, hy] = helmet();
const n = 2 + Math.floor(Math.random() * 2);
for (let i = 0; i < n; i++) addBubble(hx + (Math.random() - 0.5) * 2, hy - i * 3, i === 0 ? 1 : 0);
}
}
// サンゴからも、ときどき小さな泡
if (!calm && Math.random() < dt * 0.35) addBubble(124 + Math.random() * 44, 54 + Math.random() * 14);
// 熱水の煙:黒く立ちのぼり、流れにほどける
if (!calm) {
ventAcc += dt * 5;
while (ventAcc >= 1) {
ventAcc -= 1;
const second = Math.random() < 0.35;
smoke.push({ x: (second ? 184 : 177) + Math.random() * 2, y: second ? 66 : 58, t: 0, seed: Math.random() * 10 });
}
} else {
for (let i = 0; i < 6; i++) rect(177 + i, 56 - i * 5, 2 + (i >> 1), 3, M.SMOKE);
}
for (let i = smoke.length - 1; i >= 0; i--) {
const s = smoke[i];
s.t += dt;
s.y -= dt * (11 - s.t * 0.7);
s.x += dt * (2.2 + Math.sin(s.t * 1.7 + s.seed) * 2.6);
if (s.t > 7 || s.y < -oy - 6) {
smoke.splice(i, 1);
continue;
}
const size = Math.min(4, 1 + Math.floor(s.t * 0.55));
const thin = s.t * 1.9;
for (let dy = 0; dy < size; dy++) {
for (let dx = 0; dx < size; dx++) {
const sx = Math.round(s.x) + dx;
const sy = Math.round(s.y) + dy;
if (bayerAt(sx, sy) < 16 - thin * 1.3) put(sx, sy, s.t > 2.6 ? M.SMOKE_DK : 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 zx = Math.round(z.x);
const zy = Math.round(z.y);
const big = z.t > 1.2;
const n = big ? 3 : 2;
rect(zx, zy, n, 1, M.ZZZ);
put(zx + n - 2, zy + 1, M.ZZZ);
if (big) put(zx, zy + 2, M.ZZZ);
rect(zx, zy + (big ? 3 : 2), n, 1, M.ZZZ);
}
// 発光プランクトン
const night = clamp(smoothstep(19.4, 20.8, h) + (1 - smoothstep(3.6, 5, h)));
if (night > 0.3 && !calm) {
for (const f of plankton) {
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.PLANKTON);
emit(Math.round(wx), Math.round(wy), 170 * pulse);
}
}
// 小魚:昼のあいだ、イソギンチャクのまわりを泳ぐ
if (!calm && h > 8 && h < 17) {
const before = minnow.x;
minnow.x = 108 + Math.sin(anim * 0.31) * 15 + Math.sin(anim * 1.1) * 2;
minnow.y = 82 + Math.sin(anim * 0.72) * 5;
const face = minnow.x >= before ? 1 : -1;
const fx = Math.round(minnow.x);
const fy = Math.round(minnow.y);
put(fx, fy, M.MINNOW);
put(fx - face, fy, M.MINNOW);
put(fx - face * 2, fy - (Math.floor(anim * 6) % 2), M.MINNOW_DK);
}
// 手前を降るマリンスノー
const amount = 0.4 + clamp(smoothstep(18.2, 20.2, h) + (1 - smoothstep(4.6, 6.2, h))) * 0.7;
for (const s of snow) {
if (!s.fore || s.seed > amount) continue;
put(Math.round(s.x + Math.sin(anim * 0.35 + s.seed * 30) * 1.6), Math.floor((s.y + anim * s.v) % bh) - oy, M.SNOW);
}
// 泡:ゆれながら昇る。大きいものは輪に見える
for (let i = bubbles.length - 1; i >= 0; i--) {
const b = bubbles[i];
b.t += dt;
b.y -= dt * b.rise;
b.x += Math.sin(b.t * 4 + b.seed) * dt * 5;
if (b.y < -oy - 3 || b.t > 7) {
bubbles.splice(i, 1);
continue;
}
const bx = Math.round(b.x);
const by = Math.round(b.y);
if (b.size > 0) {
put(bx - 1, by, M.BUBBLE);
put(bx, by - 1, M.BUBBLE);
put(bx + 1, by, M.BUBBLE_DK);
put(bx, by + 1, M.BUBBLE_DK);
} else {
put(bx, by, M.BUBBLE);
}
}
};
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);
// 殻の外灯
if (lanternL > 0.02) {
const flick = calm ? 1 : 0.94 + 0.06 * Math.sin(anim * 11) * Math.sin(anim * 3.7);
rect(64, 64, 3, 1, M.STEEL_DK);
rect(64, 65, 3, 3, M.LIT_HI);
rect(64, 68, 3, 1, M.STEEL_DK);
for (let y = 65; y < 68; y++) for (let lx = 64; lx < 67; lx++) emit(lx, y, 255 * lanternL * flick, 0);
} else {
rect(64, 64, 3, 1, M.STEEL_DK);
rect(64, 65, 3, 3, M.GLASS);
rect(64, 68, 3, 1, M.STEEL_DK);
}
// ドームの小窓
for (let sx = 41; sx <= 81; sx += 8) {
const lit = lanternL > 0.3;
put(sx, 47, lit ? M.LIT : M.GLASS);
put(sx + 1, 47, lit ? M.LIT_DK : M.GLASS_HI);
if (lit) emit(sx, 47, 110 * lanternL, 0);
}
// 点滅する標識灯:アンテナの先、信号灯の箱、遠くの基地
const blinker = (bx, by, period, phase, weight) => {
const v = calm ? 0.7 : Math.pow(Math.max(0, Math.sin(((anim + phase) / period) * 6.283)), 6);
put(bx, by, v > 0.12 ? M.LIT_HI : M.BRASS_DK);
if (v > 0.12) emit(bx, by, weight * v);
};
blinker(50, 17, 2.6, 0, 240);
blinker(93, 79, 3.4, 1.1, 180);
blinker(farLamp.x, farLamp.y, 4.2, 2.3, 130);
// 熱水の口:いつも赤く、夜ほど海底を染める
const ember = calm ? 1 : 0.8 + 0.2 * Math.sin(anim * 7) * Math.sin(anim * 2.9);
rect(177, 60, 3, 1, M.EMBER);
rect(184, 68, 3, 1, M.EMBER);
for (let i = 0; i < 3; i++) {
emit(177 + i, 60, 170 * ember);
emit(184 + i, 68, 120 * ember);
}
const pool = (cx, cy, rx, ry, L, kind = 2) => {
if (L <= 0.01) return;
for (let y = Math.max(cy - ry, -oy); y <= cy + ry; y++) {
for (let lx = cx - rx; lx <= cx + rx; lx++) {
const px = lx + 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((lx - cx) / rx, (y - cy) / ry);
const v = (1 - d) * L * 1.5;
if (v * 16 > bayerAt(lx, y)) varBuf[i] = kind;
}
}
};
// 探照灯が海底に作る、白い光のたまり
if (subLamp.on) pool(subLamp.x, 92, 26, 9, subLamp.s * 0.7, 3);
// 熱水の口のまわり
const dark = clamp(smoothstep(18, 20, h) + (1 - smoothstep(5, 7, h)));
pool(178, 89, 15, 6, dark * 0.42);
// 窓から地面へ落ちる光と、壁を照らす光
pool(53, 92, 26, 12, windowL * 0.95);
pool(53, 67, 17, 10, windowL * 0.36);
pool(65, 69, 11, 13, lanternL * 0.5);
pool(65, 90, 19, 7, lanternL * 0.6);
};
// ---- 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, speed) => {
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);
if (!calm) {
fish.next -= dt;
if (fish.t >= 0) {
fish.t += dt;
if (fish.t > 9) fish.t = -1;
} else if (fish.next <= 0) {
fish.t = 0;
fish.next = 12 + Math.random() * 14;
fish.y = 10 + Math.random() * 24;
fish.dir = Math.random() < 0.5 ? 1 : -1;
}
squid.next -= dt;
if (squid.t >= 0) {
squid.t += dt;
if (squid.t > 0.6) squid.t = -1;
} else if (squid.next <= 0) {
squid.t = 0;
squid.next = 9 + Math.random() * 16;
squid.x = 10 + Math.random() * 130;
squid.y = 2 + Math.random() * 20;
}
}
const plan = stepResident(dt, h, speed);
drawSky(h);
drawShadows(h);
const state = drawWindow(h);
drawDoor();
drawLights(state, h);
drawResident(plan);
drawCanopy(h);
drawKelp();
shedBubbles(dt, speed);
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 i = -r; i <= r; i++) sum += src[row + clamp(i, 0, w - 1) * 4 + c];
for (let i = 0; i < w; i++) {
dst[row + i * 4 + c] = sum / size;
sum += src[row + clamp(i + r + 1, 0, w - 1) * 4 + c] - src[row + clamp(i - r, 0, w - 1) * 4 + c];
}
}
}
for (let i = 0; i < w; i++) {
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 + i * 4 + c];
for (let y = 0; y < h; y++) {
src[y * w * 4 + i * 4 + c] = sum / size;
sum += dst[clamp(y + r + 1, 0, h - 1) * w * 4 + i * 4 + c] - dst[clamp(y - r, 0, h - 1) * w * 4 + i * 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', 'uShellDay', 'uShellNight', 'uInk', 'uLight', 'uHiNight', 'uLoNight', '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 contextLost = false;
let ctx2d = null;
let lowCanvas = null;
if (!ready) {
// WebGL を取った canvas からは 2D を取れないので、作り直す
if (gl) {
const fresh = canvas.cloneNode(false);
canvas.replaceWith(fresh);
canvas = fresh;
}
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。舷窓らしく、枠は少し厚い
shape.pillH = H / 1.32;
shape.pillW = shape.pillH * PILL_RATIO;
shape.bezel = shape.pillH * 0.056;
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 i = 0; i < bw; i++) {
// 時刻の置き換えは、水の市松と重ならないよう、位置をずらす
thrA[y * bw + i] = bayerAt(i + 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 ? '基地は消灯中' : h < 7 ? '点灯の準備' : h < 10 ? '朝の照明' : h < 16.5 ? '昼の照明' : '夕方の照明');
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 ? '基地は消灯中' : '昼の照明');
};
// ---- 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);
// 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);
// 枠は真鍮。夜は、同じ色相のまま暗くなる
gl.uniform3fv(loc.uShellDay, unit(A1));
gl.uniform3fv(loc.uShellNight, unit(A0).map((v) => v * 0.3));
gl.uniform3fv(loc.uInk, unit(I0));
gl.uniform3fv(loc.uLight, unit(C3));
gl.uniform3fv(loc.uHiNight, unit(I3));
gl.uniform3fv(loc.uLoNight, unit(I0));
// 光る画素の重心と強さ。人影が窓を隠せば弱くなる
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;
// 探査艇の灯りは暖かく、クラゲの光は青緑に
const warm = unit(A3);
const cool = unit(G3);
const skyU = warm.map((v, i) => mix(v, cool[i], night));
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 = () => {
// 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();
};
// ---- 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 && !contextLost) 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 && !contextLost) drawGl(night);
else if (ctx2d) draw2d();
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、潜水士が驚いて頭上を見上げ、泡を吐く
let startleCool = 0;
const startle = () => {
if (calm || performance.now() < startleCool) return;
startleCool = performance.now() + 1500;
res.startle = 0.9;
if (!res.inside) {
const [hx, hy] = helmet();
for (let i = 0; i < 6; i++) addBubble(hx + (Math.random() - 0.5) * 4, hy - i * 2, i % 2);
}
};
// ---- 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();
});
// GPU を失っても止まらず、戻ってきたら作り直す
on(canvas, 'webglcontextlost', (event) => {
event.preventDefault();
contextLost = true;
});
on(canvas, 'webglcontextrestored', () => {
contextLost = false;
ready = setupGl();
shape.W = 0;
measure();
dirty = true;
lastWorldClock = -1;
wake();
});
// ---- 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-deep-sea"]'));
</script>
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