// render.js — atmospheric Canvas 2D renderer for reikhelm map envelopes. // // This module is a *renderer*: it reads the JSON envelope the WASM bridge // produces (tiles as integer codes, regions, edges) and paints it. It holds NO // generation logic and knows nothing about how a dungeon is built — exactly the // same contract the Rust renderers honor. All art (color, light, depth) lives // here; the core stores none of it. const WALL = 0, FLOOR = 1, DOOR = 2, PILLAR = 3; // Palette — renderer-owned. Warm stone on near-black, amber thresholds. const PAL = { bg: '#07070a', stoneWarm: [158, 144, 118], stoneCool: [118, 122, 136], wallBody: [40, 37, 47], // visible dark slate (distinct from the void bg) wallTop: [92, 84, 100], // lit top edge of a raised wall block wallFace: [58, 53, 64], // lit vertical face at the base of a wall wallRim: [120, 110, 128], // rim where stone meets carved floor doorWarm: [212, 165, 74], doorDark: [120, 84, 32], pillarTop: [122, 112, 100], // lit top-left of a stone column pillarBody: [60, 54, 54], // shadowed lower-right outlineRoom: 'rgba(122, 184, 240, 0.85)', outlineCorr: 'rgba(150, 150, 170, 0.40)', edge: 'rgba(232, 96, 84, 0.85)', grid: 'rgba(255,255,255,0.045)', }; // Lighting tunables (tweaked by eye via screenshots). const LIGHT = { ambient: 0.44, // floor brightness with no room glow corridorFloor: 0.36, // ambient for cells in no room (corridors) glow: 0.78, // peak extra brightness at a room's lit core aoFloor: 0.64, // brightness multiplier right next to a wall aoDepth: 2.6, // cells from wall at which AO is fully open maxB: 1.2, // clamp so highlights don't blow out vignette: 0.30, // strength of the screen-edge darkening }; // --- small helpers ------------------------------------------------------- function lerp(a, b, t) { return a + (b - a) * t; } function lerp3(a, b, t) { return [lerp(a[0], b[0], t), lerp(a[1], b[1], t), lerp(a[2], b[2], t)]; } function scale3(c, s) { return [c[0] * s, c[1] * s, c[2] * s]; } function rgb(c) { return `rgb(${c[0] | 0},${c[1] | 0},${c[2] | 0})`; } // Deterministic per-cell value noise in [0,1) — stable floor texture. function hash2(x, y) { let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263)) >>> 0; h = (Math.imul(h ^ (h >>> 13), 1274126177)) >>> 0; return (h >>> 0) % 1000 / 1000; } // Resolve the stage to draw: snapshots[stage], defaulting to the final stage. export function getStage(env, stage) { const snaps = env.snapshots || []; if (snaps.length === 0) { return { tiles: env.tiles, regions: env.regions, edges: env.edges, label: 'final' }; } const i = Math.max(0, Math.min(snaps.length - 1, stage ?? snaps.length - 1)); return snaps[i]; } // --- precomputed fields -------------------------------------------------- // Multi-source BFS distance (in cells) from every floor cell to the nearest // wall. Wall cells are 0; open cells grow outward. Drives ambient occlusion. function distanceToWall(tiles, w, h) { const dist = new Float32Array(w * h).fill(Infinity); const q = new Int32Array(w * h); let tail = 0; for (let y = 0; y < h; y++) { for (let x = 0; x < w; x++) { if (tiles[y][x] === WALL) { dist[y * w + x] = 0; q[tail++] = y * w + x; } } } let head = 0; while (head < tail) { const idx = q[head++]; const d = dist[idx]; const x = idx % w, y = (idx / w) | 0; if (x > 0) { const n = idx - 1; if (dist[n] > d + 1) { dist[n] = d + 1; q[tail++] = n; } } if (x < w - 1) { const n = idx + 1; if (dist[n] > d + 1) { dist[n] = d + 1; q[tail++] = n; } } if (y > 0) { const n = idx - w; if (dist[n] > d + 1) { dist[n] = d + 1; q[tail++] = n; } } if (y < h - 1) { const n = idx + w; if (dist[n] > d + 1) { dist[n] = d + 1; q[tail++] = n; } } } return dist; } // Per-cell room glow in [0,1]: bright at each room's core, fading to its edge. // Applied per-region over that region's own cells, so light never bleeds // through a wall into the next room — cheap, and it makes rooms pool light. function roomGlow(regions, w, h) { const glow = new Float32Array(w * h).fill(0); for (const r of regions) { if (r.kind !== 'Room' || !r.cells || r.cells.length === 0) continue; let cx = 0, cy = 0; for (const [x, y] of r.cells) { cx += x; cy += y; } cx /= r.cells.length; cy /= r.cells.length; const radius = Math.max(2.2, Math.sqrt(r.cells.length) * 0.78); for (const [x, y] of r.cells) { const dx = x - cx, dy = y - cy; const dd = Math.sqrt(dx * dx + dy * dy); const g = Math.max(0, 1 - dd / (radius * 1.7)); const i = y * w + x; if (g > glow[i]) glow[i] = g; } } return glow; } // --- main entry ---------------------------------------------------------- // Draw `env` at stage `opts.stage` into a `vw`×`vh` viewport (CSS pixels). export function renderMap(ctx, vw, vh, env, opts = {}) { const { tiles, regions, edges } = getStage(env, opts.stage); const w = env.width, h = env.height; ctx.fillStyle = PAL.bg; ctx.fillRect(0, 0, vw, vh); if (!tiles || w === 0 || h === 0) return null; // Layout: integer cell size, centered (letterboxed). const pad = 18; const cell = Math.max(2, Math.floor(Math.min((vw - pad * 2) / w, (vh - pad * 2) / h))); const gw = cell * w, gh = cell * h; const ox = Math.floor((vw - gw) / 2); const oy = Math.floor((vh - gh) / 2); const layout = { cell, ox, oy, w, h }; const lit = opts.lighting !== false; const dist = lit ? distanceToWall(tiles, w, h) : null; const glow = lit ? roomGlow(regions, w, h) : null; const px = (x) => ox + x * cell; const py = (y) => oy + y * cell; const isFloor = (x, y) => x >= 0 && y >= 0 && x < w && y < h && tiles[y][x] !== WALL; const isWall = (x, y) => x < 0 || y < 0 || x >= w || y >= h || tiles[y][x] === WALL; // 1) Floor + doors, lit. for (let y = 0; y < h; y++) { for (let x = 0; x < w; x++) { const t = tiles[y][x]; if (t === WALL) continue; const i = y * w + x; let b; if (lit) { const ao = Math.min(1, dist[i] / LIGHT.aoDepth); const aoMul = lerp(LIGHT.aoFloor, 1, ao); const g = glow[i]; const ambient = g > 0 ? LIGHT.ambient : LIGHT.corridorFloor; b = Math.min(LIGHT.maxB, (ambient + LIGHT.glow * g) * aoMul); } else { b = 0.85; } // Calm stone: low-frequency patches mottle warm↔cool (sampled per ~4×4 // block, not per cell, so it reads as stone rather than static), with a // faint per-cell grain on top. Torchlight (room glow) warms the lit core. const coarse = hash2((x >> 2) + 11, (y >> 2) + 7); const grain = 0.93 + 0.09 * hash2(x, y); const stone = lerp3(PAL.stoneCool, PAL.stoneWarm, 0.5 + 0.4 * coarse); let col = scale3(stone, b * grain); if (lit) { const warm = glow[i] * 58; // torchlight pools warm in room cores col = [col[0] + warm, col[1] + warm * 0.56, col[2] + warm * 0.12]; } ctx.fillStyle = rgb(col); ctx.fillRect(px(x), py(y), cell, cell); // Shadow cast by a wall to the north, falling onto this floor cell. if (lit && isWall(x, y - 1)) { const grd = ctx.createLinearGradient(0, py(y), 0, py(y) + cell * 0.7); grd.addColorStop(0, 'rgba(0,0,0,0.45)'); grd.addColorStop(1, 'rgba(0,0,0,0)'); ctx.fillStyle = grd; ctx.fillRect(px(x), py(y), cell, Math.ceil(cell * 0.7)); } } } // 2) Walls that border open space, drawn as raised stone blocks for depth. const rim = Math.max(1, Math.round(cell * 0.12)); for (let y = 0; y < h; y++) { for (let x = 0; x < w; x++) { if (tiles[y][x] !== WALL) continue; // Only paint walls adjacent to floor (interior rock stays background). let visible = false; for (let dy = -1; dy <= 1 && !visible; dy++) for (let dx = -1; dx <= 1; dx++) if ((dx || dy) && isFloor(x + dx, y + dy)) { visible = true; break; } if (!visible) continue; const X = px(x), Y = py(y); const grain = 0.82 + 0.34 * hash2(x * 5 + 3, y * 9 + 1); if (isFloor(x, y + 1)) { // Floor to the south: this is a room's north wall, presenting a face to // the lit room. Light the top (the block's top surface), shadow the base. const grd = ctx.createLinearGradient(0, Y, 0, Y + cell); grd.addColorStop(0, rgb(scale3(PAL.wallTop, grain))); grd.addColorStop(0.45, rgb(scale3(PAL.wallBody, grain))); grd.addColorStop(1, rgb(scale3(PAL.wallBody, grain * 0.78))); ctx.fillStyle = grd; } else { ctx.fillStyle = rgb(scale3(PAL.wallBody, grain)); } ctx.fillRect(X, Y, cell, cell); // Rim-light every edge where this stone meets carved floor, so the room // boundary reads crisply on all sides (catches the floor's glow). ctx.fillStyle = rgb(scale3(PAL.wallRim, 0.6 * grain)); if (isFloor(x, y - 1)) ctx.fillRect(X, Y, cell, rim); if (isFloor(x, y + 1)) ctx.fillRect(X, Y + cell - rim, cell, rim); if (isFloor(x - 1, y)) ctx.fillRect(X, Y, rim, cell); if (isFloor(x + 1, y)) ctx.fillRect(X + cell - rim, Y, rim, cell); } } // 3) Doors — amber threshold slabs with jamb posts; archways stay plain floor. for (let y = 0; y < h; y++) { for (let x = 0; x < w; x++) { if (tiles[y][x] !== DOOR) continue; const horizontal = isWall(x, y - 1) && isWall(x, y + 1); // jambs N/S → door faces E/W const cx = px(x), cy = py(y); const grd = ctx.createLinearGradient(cx, cy, cx + cell, cy + cell); grd.addColorStop(0, rgb(PAL.doorWarm)); grd.addColorStop(1, rgb(PAL.doorDark)); ctx.fillStyle = grd; const inset = Math.max(1, cell * 0.12); ctx.fillRect(cx + inset, cy + inset, cell - inset * 2, cell - inset * 2); // Jamb posts on the wall sides. ctx.fillStyle = rgb(scale3(PAL.doorWarm, 0.5)); const t = Math.max(1, cell * 0.16); if (horizontal) { ctx.fillRect(cx, cy, cell, t); ctx.fillRect(cx, cy + cell - t, cell, t); } else { ctx.fillRect(cx, cy, t, cell); ctx.fillRect(cx + cell - t, cy, t, cell); } } } // 3.5) Pillars — free-standing stone columns standing on the lit floor (the // floor under them was already painted in pass 1). for (let y = 0; y < h; y++) { for (let x = 0; x < w; x++) { if (tiles[y][x] !== PILLAR) continue; const cxp = px(x) + cell / 2, cyp = py(y) + cell / 2; const r = cell * 0.36; // Contact shadow pooled at the base. ctx.fillStyle = 'rgba(0,0,0,0.45)'; ctx.beginPath(); ctx.ellipse(cxp, cyp + cell * 0.18, r * 1.05, r * 0.62, 0, 0, Math.PI * 2); ctx.fill(); // Column body, lit from the top-left. const grd = ctx.createRadialGradient(cxp - r * 0.4, cyp - r * 0.45, r * 0.1, cxp, cyp, r * 1.1); grd.addColorStop(0, rgb(PAL.pillarTop)); grd.addColorStop(1, rgb(PAL.pillarBody)); ctx.fillStyle = grd; ctx.beginPath(); ctx.arc(cxp, cyp, r, 0, Math.PI * 2); ctx.fill(); } } // 4) Vignette over the whole grid for mood. if (lit && LIGHT.vignette > 0) { const cxp = ox + gw / 2, cyp = oy + gh / 2; const grd = ctx.createRadialGradient(cxp, cyp, Math.min(gw, gh) * 0.30, cxp, cyp, Math.max(gw, gh) * 0.72); grd.addColorStop(0, 'rgba(0,0,0,0)'); grd.addColorStop(1, `rgba(0,0,0,${LIGHT.vignette})`); ctx.fillStyle = grd; ctx.fillRect(ox, oy, gw, gh); } // 5) Optional semantic overlays. if (opts.outlines) drawOutlines(ctx, regions, layout); if (opts.graph) drawGraph(ctx, regions, edges, layout); if (opts.grid) drawGrid(ctx, layout); return layout; } // Trace each region's true cell-set boundary (shows polygonal room shapes). function drawOutlines(ctx, regions, { cell, ox, oy }) { for (const r of regions) { if (!r.cells || r.cells.length === 0) continue; const inRegion = new Set(r.cells.map(([x, y]) => x + ',' + y)); ctx.strokeStyle = r.kind === 'Room' ? PAL.outlineRoom : PAL.outlineCorr; ctx.lineWidth = Math.max(1, cell * 0.1); ctx.beginPath(); for (const [x, y] of r.cells) { const X = ox + x * cell, Y = oy + y * cell; if (!inRegion.has(x + ',' + (y - 1))) { ctx.moveTo(X, Y); ctx.lineTo(X + cell, Y); } if (!inRegion.has(x + ',' + (y + 1))) { ctx.moveTo(X, Y + cell); ctx.lineTo(X + cell, Y + cell); } if (!inRegion.has((x - 1) + ',' + y)) { ctx.moveTo(X, Y); ctx.lineTo(X, Y + cell); } if (!inRegion.has((x + 1) + ',' + y)) { ctx.moveTo(X + cell, Y); ctx.lineTo(X + cell, Y + cell); } } ctx.stroke(); } } // Draw the connectivity graph: a line between each edge's region centers. function drawGraph(ctx, regions, edges, { cell, ox, oy }) { if (!edges) return; const center = (r) => [ox + (r.bounds.x + r.bounds.w / 2) * cell, oy + (r.bounds.y + r.bounds.h / 2) * cell]; ctx.strokeStyle = PAL.edge; ctx.lineWidth = Math.max(1.5, cell * 0.14); ctx.fillStyle = PAL.edge; for (const e of edges) { const ra = regions[e.a], rb = regions[e.b]; if (!ra || !rb) continue; const [ax, ay] = center(ra), [bx, by] = center(rb); ctx.beginPath(); ctx.moveTo(ax, ay); ctx.lineTo(bx, by); ctx.stroke(); } for (const r of regions) { const [x, y] = center(r); ctx.beginPath(); ctx.arc(x, y, Math.max(2, cell * 0.18), 0, Math.PI * 2); ctx.fill(); } } function drawGrid(ctx, { cell, ox, oy, w, h }) { ctx.strokeStyle = PAL.grid; ctx.lineWidth = 1; ctx.beginPath(); for (let x = 0; x <= w; x++) { ctx.moveTo(ox + x * cell, oy); ctx.lineTo(ox + x * cell, oy + h * cell); } for (let y = 0; y <= h; y++) { ctx.moveTo(ox, oy + y * cell); ctx.lineTo(ox + w * cell, oy + y * cell); } ctx.stroke(); }