03광원이 한 바퀴 돌며 달의 위상을 점으로 만드는 구체 셰이딩
구 표면 법선과 회전하는 광원 방향의 내적을 밝기로 삼아 디더링하면 초승달에서 보름달까지 위상이 점의 밀도로 바뀐다.
쓰임달 위상 위젯·야간 모드 장식
LIGHT_SPEEDSPHERE_RAMBIENTATKINSON_KEEP

<main class="stage">
<div class="sc is-demo" id="scRoot">
<canvas class="sc__canvas" id="scCanvas" width="480" height="300" tabindex="0" aria-label="광원이 한 바퀴 돌며 달의 위상을 점으로 만드는 구체 셰이딩"></canvas>
<p class="sc__status" id="scStatus" aria-live="polite">보름달 — 점이 가장 촘촘하다</p>
<button class="sc__btn" id="scBtn" type="button">멈춤</button>
<p class="sc__caption">광원이 한 바퀴 돌며 달의 위상을 점으로 만드는 구체 셰이딩</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.sc {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
background: $subject-ink;
}
.sc__canvas {
display: block;
width: 100%;
height: 100%;
touch-action: none;
image-rendering: pixelated;
}
.sc__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.sc__status {
position: absolute;
left: $sp-3;
top: $sp-3;
max-width: 62%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.sc__btn {
position: absolute;
right: $sp-3;
bottom: $sp-3;
margin: 0;
padding: $sp-1 $sp-3;
border: 0;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
}
.sc__btn:focus-visible {
outline: 2px solid #ffffff;
outline-offset: 2px;
}
.sc__caption {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 68%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.sc__caption, .sc__btn { font-size: 10px; padding: $sp-1 $sp-2; }
.sc__status { font-size: 10px; }
}
@media (prefers-reduced-motion: reduce) {
.sc { cursor: default; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #17141a;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.sc {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
background: #17141a;
}
.sc__canvas {
display: block;
width: 100%;
height: 100%;
touch-action: none;
image-rendering: pixelated;
}
.sc__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.sc__status {
position: absolute;
left: 12px;
top: 12px;
max-width: 62%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.sc__btn {
position: absolute;
right: 12px;
bottom: 12px;
margin: 0;
padding: 4px 12px;
border: 0;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
}
.sc__btn:focus-visible {
outline: 2px solid #ffffff;
outline-offset: 2px;
}
.sc__caption {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 68%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.sc__caption, .sc__btn {
font-size: 10px;
padding: 4px 8px;
}
.sc__status {
font-size: 10px;
}
}
@media (prefers-reduced-motion: reduce) {
.sc {
cursor: default;
}
}(function () {
const W = 480;
const H = 300;
const PI2 = Math.PI * 2;
const FIXED_DT = 16;
const REDUCE_STEP_MS = 900;
const KEY_STEP = 14;
const IDLE_TICKS = 150;
const BTN_PAUSE = '멈춤';
const BTN_PLAY = '재생';
const BTN_NEXT = '다음 장면';
// 점을 찍는 작은 격자 — 화면에는 3배로 확대해 올린다
const GW = 160;
const GH = 100;
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, k) { return a + (b - a) * k; }
function smooth(x) { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function frac(x) { return x - Math.floor(x); }
// 시드 고정 난수 — 같은 시드면 언제나 같은 수열 (선형 합동 방식)
function lcg(seed) {
let s = seed >>> 0;
return function () {
s = (Math.imul(s, 1664525) + 1013904223) >>> 0;
return s / 4294967296;
};
}
// 좌표 두 개와 시드로 0 이상 1 미만의 값을 만드는 정수 해시 (난수 함수 없이도 같은 좌표는 늘 같은 값)
function hash2(x, y, seed) {
let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(seed | 0, 1442695041)) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
// 격자 네 점의 해시를 smooth 로 이어 붙인 값 노이즈
function vnoise(x, y, seed) {
const xi = Math.floor(x);
const yi = Math.floor(y);
const fx = smooth(x - xi);
const fy = smooth(y - yi);
const a = lerp(hash2(xi, yi, seed), hash2(xi + 1, yi, seed), fx);
const b = lerp(hash2(xi, yi + 1, seed), hash2(xi + 1, yi + 1, seed), fx);
return lerp(a, b, fy);
}
// 베이어 임계 행렬 — n 은 2 의 거듭제곱. 값은 0 초과 1 미만으로 맞춘다
function makeBayer(n) {
let size = 2;
let m = [0, 2, 3, 1];
const quad = [0, 2, 3, 1];
while (size < n) {
const s2 = size * 2;
const next = [];
for (let y = 0; y < s2; y += 1) {
for (let x = 0; x < s2; x += 1) {
const q = (y >= size ? 2 : 0) + (x >= size ? 1 : 0);
next.push(4 * m[(y % size) * size + (x % size)] + quad[q]);
}
}
m = next;
size = s2;
}
const out = new Float32Array(n * n);
for (let i = 0; i < out.length; i += 1) {
out[i] = (m[i] + 0.5) / (n * n);
}
return out;
}
// 색 하나를 캔버스 픽셀 한 개(리틀 엔디언 RGBA)로 묶는다
function pack(c) {
return ((255 << 24) | (Math.round(c[2]) << 16) | (Math.round(c[1]) << 8) | Math.round(c[0])) >>> 0;
}
function mixPack(a, b, k) {
return pack([lerp(a[0], b[0], k), lerp(a[1], b[1], k), lerp(a[2], b[2], k)]);
}
function makeBuf() {
const off = document.createElement('canvas');
off.width = GW;
off.height = GH;
const octx = off.getContext('2d');
if (!octx) {
throw new Error('2d context unavailable');
}
const img = octx.createImageData(GW, GH);
return { off: off, octx: octx, img: img, px: new Uint32Array(img.data.buffer) };
}
// 작은 격자를 큰 캔버스에 보간 없이 확대해 올린다
function flush(ctx, b) {
b.octx.putImageData(b.img, 0, 0);
ctx.imageSmoothingEnabled = false;
ctx.drawImage(b.off, 0, 0, W, H);
}
function start(root, canvas, statusEl, btnEl, make) {
const ctx0 = canvas.getContext('2d');
if (!ctx0) {
return function () { return; };
}
const ctx = ctx0;
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(W * dpr);
canvas.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
const inp = { x: W / 2, y: H / 2, idle: 99999 };
const scene = make(inp, reduce);
let paused = false;
let rafId = 0;
let lastTs = -1;
let accMs = 0;
let lastLabel = '';
const cleaners = [];
function listen(target, type, fn) {
target.addEventListener(type, fn);
cleaners.push(function () { target.removeEventListener(type, fn); });
}
function show() {
scene.draw(ctx);
const t = scene.label();
if (t !== lastLabel) {
lastLabel = t;
statusEl.textContent = t;
}
}
function advance(ms) {
const n = Math.round(ms / FIXED_DT);
for (let i = 0; i < n; i += 1) {
inp.idle += 1;
scene.step();
}
}
function refresh() {
if (reduce) {
advance(FIXED_DT * 6);
show();
}
}
function toLocal(e) {
const r = canvas.getBoundingClientRect();
inp.x = clamp((e.clientX - r.left) * W / r.width, 0, W);
inp.y = clamp((e.clientY - r.top) * H / r.height, 0, H);
inp.idle = 0;
}
function tick(ts) {
if (lastTs < 0) {
lastTs = ts;
}
const frameDt = Math.min(ts - lastTs, 160);
lastTs = ts;
if (!paused) {
accMs += frameDt;
while (accMs >= FIXED_DT) {
inp.idle += 1;
scene.step();
accMs -= FIXED_DT;
}
show();
}
rafId = requestAnimationFrame(tick);
}
btnEl.textContent = reduce ? BTN_NEXT : BTN_PAUSE;
if (reduce) {
root.classList.remove('is-demo');
advance(1400);
show();
}
listen(btnEl, 'click', function () {
if (reduce) {
advance(REDUCE_STEP_MS);
show();
return;
}
paused = !paused;
if (paused) {
root.classList.remove('is-demo');
}
else {
root.classList.add('is-demo');
}
btnEl.textContent = paused ? BTN_PLAY : BTN_PAUSE;
});
listen(canvas, 'pointermove', function (e) {
toLocal(e);
refresh();
});
listen(canvas, 'pointerdown', function (e) {
toLocal(e);
scene.tap();
refresh();
});
listen(canvas, 'keydown', function (e) {
const k = e.key;
let dx = 0;
let dy = 0;
if (k === 'Enter' || k === ' ') {
e.preventDefault();
scene.tap();
refresh();
return;
}
if (k === 'ArrowLeft') {
dx = -KEY_STEP;
}
else if (k === 'ArrowRight') {
dx = KEY_STEP;
}
else if (k === 'ArrowUp') {
dy = -KEY_STEP;
}
else if (k === 'ArrowDown') {
dy = KEY_STEP;
}
else {
return;
}
e.preventDefault();
inp.x = clamp(inp.x + dx, 0, W);
inp.y = clamp(inp.y + dy, 0, H);
inp.idle = 0;
refresh();
});
if (!reduce) {
rafId = requestAnimationFrame(tick);
}
return function () {
cancelAnimationFrame(rafId);
for (let i = 0; i < cleaners.length; i += 1) {
cleaners[i]();
}
};
}
const LIGHT_SPEED = 0.05;
const SPHERE_R = 40;
const AMBIENT = 0.04;
const ATKINSON_KEEP = 0.125;
const HALO_W = 9;
const HALO_GAIN = 0.34;
const DARK_03 = [36, 34, 56];
const LIGHT_03 = [255, 244, 214];
const TXT_FULL = '보름달 — 점이 가장 촘촘하다';
const TXT_HALF = '반달 — 절반만 켜진다';
const TXT_CRESCENT = '초승달 — 얇은 점의 띠';
const TXT_NEW = '그믐 — 점이 거의 꺼진다';
function makeScene(inp, reduce) {
const buf = makeBuf();
const err = new Float32Array(GW * GH);
const dark = pack(DARK_03);
const light = pack(LIGHT_03);
const rnd = lcg(453303);
const stars = [];
for (let i = 0; i < 26; i += 1) {
stars.push(Math.floor(rnd() * GW), Math.floor(rnd() * GH));
}
const sx = new Set();
for (let i = 0; i < stars.length; i += 2) {
sx.add(stars[i + 1] * GW + stars[i]);
}
const cx = GW / 2;
const cy = GH / 2;
let phi = 0;
let dir = 1;
function addErr(i, x, y, e) {
if (x >= 0 && x < GW && y < GH) {
err[i] += e;
}
}
const scene = {
step() {
if (inp.idle < IDLE_TICKS) {
const target = (inp.x / W) * PI2;
const diff = Math.atan2(Math.sin(target - phi), Math.cos(target - phi));
phi += diff * 0.15;
}
else {
phi += LIGHT_SPEED * dir;
}
},
draw(ctx) {
// 광원 방향 — phi 가 0 이면 보는 쪽 정면, π 면 구 뒤쪽
let lx = Math.sin(phi);
let ly = 0.22;
let lz = Math.cos(phi);
const ln = Math.hypot(lx, ly, lz);
lx /= ln;
ly /= ln;
lz /= ln;
const lit = (1 + Math.cos(phi)) / 2;
err.fill(0);
for (let y = 0; y < GH; y += 1) {
for (let x = 0; x < GW; x += 1) {
const i = y * GW + x;
const dx = x + 0.5 - cx;
const dy = y + 0.5 - cy;
const r = Math.hypot(dx, dy);
let v = 0;
if (r < SPHERE_R) {
const nx = dx / SPHERE_R;
const ny = dy / SPHERE_R;
const nz = Math.sqrt(Math.max(0, 1 - nx * nx - ny * ny));
// 법선과 광원 방향의 내적이 곧 밝기
v = clamp(Math.max(0, nx * lx + ny * ly + nz * lz) + AMBIENT, 0, 1);
}
else {
v = HALO_GAIN * lit * Math.exp(-(r - SPHERE_R) / HALO_W);
if (sx.has(i) && r > SPHERE_R + 4) {
v = Math.max(v, 0.9);
}
}
const val = v + err[i];
const on = val > 0.5 ? 1 : 0;
buf.px[i] = on === 1 ? light : dark;
// Atkinson — 여섯 이웃이 오차의 1/8 씩만 받고 나머지는 버린다
const e = (val - on) * ATKINSON_KEEP;
addErr(i + 1, x + 1, y, e);
addErr(i + 2, x + 2, y, e);
if (y + 1 < GH) {
addErr(i + GW - 1, x - 1, y + 1, e);
addErr(i + GW, x, y + 1, e);
addErr(i + GW + 1, x + 1, y + 1, e);
}
if (y + 2 < GH) {
addErr(i + 2 * GW, x, y + 2, e);
}
}
}
flush(ctx, buf);
},
label() {
const c = Math.cos(phi);
if (c > 0.6) {
return TXT_FULL;
}
if (c > -0.1) {
return TXT_HALF;
}
return c > -0.7 ? TXT_CRESCENT : TXT_NEW;
},
tap() {
dir = -dir;
}
};
if (reduce) {
for (let i = 0; i < 30; i += 1) {
scene.step();
}
}
return scene;
}
start(document.getElementById('scRoot'), document.getElementById('scCanvas'), document.getElementById('scStatus'), document.getElementById('scBtn'), makeScene);
})();import { useEffect, useRef } from "react";
import styles from "./DtLitSphereMoonPhase.module.scss";
const W = 480;
const H = 300;
const PI2 = Math.PI * 2;
const FIXED_DT = 16;
const REDUCE_STEP_MS = 900;
const KEY_STEP = 14;
const IDLE_TICKS = 150;
const BTN_PAUSE = '멈춤';
const BTN_PLAY = '재생';
const BTN_NEXT = '다음 장면';
// 점을 찍는 작은 격자 — 화면에는 3배로 확대해 올린다
const GW = 160;
const GH = 100;
type RGB = [number, number, number];
interface Input { x: number; y: number; idle: number; }
interface Scene {
step(): void;
draw(ctx: CanvasRenderingContext2D): void;
label(): string;
tap(): void;
}
type Maker = (inp: Input, reduce: boolean) => Scene;
interface Buf {
off: HTMLCanvasElement;
octx: CanvasRenderingContext2D;
img: ImageData;
px: Uint32Array;
}
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, k: number): number { return a + (b - a) * k; }
function smooth(x: number): number { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function frac(x: number): number { return x - Math.floor(x); }
// 시드 고정 난수 — 같은 시드면 언제나 같은 수열 (선형 합동 방식)
function lcg(seed: number): () => number {
let s = seed >>> 0;
return function (): number {
s = (Math.imul(s, 1664525) + 1013904223) >>> 0;
return s / 4294967296;
};
}
// 좌표 두 개와 시드로 0 이상 1 미만의 값을 만드는 정수 해시 (난수 함수 없이도 같은 좌표는 늘 같은 값)
function hash2(x: number, y: number, seed: number): number {
let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(seed | 0, 1442695041)) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
// 격자 네 점의 해시를 smooth 로 이어 붙인 값 노이즈
function vnoise(x: number, y: number, seed: number): number {
const xi = Math.floor(x);
const yi = Math.floor(y);
const fx = smooth(x - xi);
const fy = smooth(y - yi);
const a = lerp(hash2(xi, yi, seed), hash2(xi + 1, yi, seed), fx);
const b = lerp(hash2(xi, yi + 1, seed), hash2(xi + 1, yi + 1, seed), fx);
return lerp(a, b, fy);
}
// 베이어 임계 행렬 — n 은 2 의 거듭제곱. 값은 0 초과 1 미만으로 맞춘다
function makeBayer(n: number): Float32Array {
let size = 2;
let m: number[] = [0, 2, 3, 1];
const quad = [0, 2, 3, 1];
while (size < n) {
const s2 = size * 2;
const next: number[] = [];
for (let y = 0; y < s2; y += 1) {
for (let x = 0; x < s2; x += 1) {
const q = (y >= size ? 2 : 0) + (x >= size ? 1 : 0);
next.push(4 * m[(y % size) * size + (x % size)] + quad[q]);
}
}
m = next;
size = s2;
}
const out = new Float32Array(n * n);
for (let i = 0; i < out.length; i += 1) {
out[i] = (m[i] + 0.5) / (n * n);
}
return out;
}
// 색 하나를 캔버스 픽셀 한 개(리틀 엔디언 RGBA)로 묶는다
function pack(c: RGB): number {
return ((255 << 24) | (Math.round(c[2]) << 16) | (Math.round(c[1]) << 8) | Math.round(c[0])) >>> 0;
}
function mixPack(a: RGB, b: RGB, k: number): number {
return pack([lerp(a[0], b[0], k), lerp(a[1], b[1], k), lerp(a[2], b[2], k)]);
}
function makeBuf(): Buf {
const off = document.createElement('canvas');
off.width = GW;
off.height = GH;
const octx = off.getContext('2d');
if (!octx) {
throw new Error('2d context unavailable');
}
const img = octx.createImageData(GW, GH);
return { off: off, octx: octx, img: img, px: new Uint32Array(img.data.buffer) };
}
// 작은 격자를 큰 캔버스에 보간 없이 확대해 올린다
function flush(ctx: CanvasRenderingContext2D, b: Buf): void {
b.octx.putImageData(b.img, 0, 0);
ctx.imageSmoothingEnabled = false;
ctx.drawImage(b.off, 0, 0, W, H);
}
function start(root: HTMLElement, canvas: HTMLCanvasElement, statusEl: HTMLElement, btnEl: HTMLButtonElement, make: Maker): () => void {
const ctx0 = canvas.getContext('2d');
if (!ctx0) {
return function (): void { return; };
}
const ctx: CanvasRenderingContext2D = ctx0;
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(W * dpr);
canvas.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
const inp: Input = { x: W / 2, y: H / 2, idle: 99999 };
const scene = make(inp, reduce);
let paused = false;
let rafId = 0;
let lastTs = -1;
let accMs = 0;
let lastLabel = '';
const cleaners: Array<() => void> = [];
function listen(target: EventTarget, type: string, fn: (e: Event) => void): void {
target.addEventListener(type, fn);
cleaners.push(function (): void { target.removeEventListener(type, fn); });
}
function show(): void {
scene.draw(ctx);
const t = scene.label();
if (t !== lastLabel) {
lastLabel = t;
statusEl.textContent = t;
}
}
function advance(ms: number): void {
const n = Math.round(ms / FIXED_DT);
for (let i = 0; i < n; i += 1) {
inp.idle += 1;
scene.step();
}
}
function refresh(): void {
if (reduce) {
advance(FIXED_DT * 6);
show();
}
}
function toLocal(e: PointerEvent): void {
const r = canvas.getBoundingClientRect();
inp.x = clamp((e.clientX - r.left) * W / r.width, 0, W);
inp.y = clamp((e.clientY - r.top) * H / r.height, 0, H);
inp.idle = 0;
}
function tick(ts: number): void {
if (lastTs < 0) {
lastTs = ts;
}
const frameDt = Math.min(ts - lastTs, 160);
lastTs = ts;
if (!paused) {
accMs += frameDt;
while (accMs >= FIXED_DT) {
inp.idle += 1;
scene.step();
accMs -= FIXED_DT;
}
show();
}
rafId = requestAnimationFrame(tick);
}
btnEl.textContent = reduce ? BTN_NEXT : BTN_PAUSE;
if (reduce) {
root.classList.remove('is-demo');
advance(1400);
show();
}
listen(btnEl, 'click', function (): void {
if (reduce) {
advance(REDUCE_STEP_MS);
show();
return;
}
paused = !paused;
if (paused) {
root.classList.remove('is-demo');
} else {
root.classList.add('is-demo');
}
btnEl.textContent = paused ? BTN_PLAY : BTN_PAUSE;
});
listen(canvas, 'pointermove', function (e: Event): void {
toLocal(e as PointerEvent);
refresh();
});
listen(canvas, 'pointerdown', function (e: Event): void {
toLocal(e as PointerEvent);
scene.tap();
refresh();
});
listen(canvas, 'keydown', function (e: Event): void {
const k = (e as KeyboardEvent).key;
let dx = 0;
let dy = 0;
if (k === 'Enter' || k === ' ') {
e.preventDefault();
scene.tap();
refresh();
return;
}
if (k === 'ArrowLeft') { dx = -KEY_STEP; }
else if (k === 'ArrowRight') { dx = KEY_STEP; }
else if (k === 'ArrowUp') { dy = -KEY_STEP; }
else if (k === 'ArrowDown') { dy = KEY_STEP; }
else { return; }
e.preventDefault();
inp.x = clamp(inp.x + dx, 0, W);
inp.y = clamp(inp.y + dy, 0, H);
inp.idle = 0;
refresh();
});
if (!reduce) {
rafId = requestAnimationFrame(tick);
}
return function (): void {
cancelAnimationFrame(rafId);
for (let i = 0; i < cleaners.length; i += 1) {
cleaners[i]();
}
};
}
const LIGHT_SPEED = 0.05;
const SPHERE_R = 40;
const AMBIENT = 0.04;
const ATKINSON_KEEP = 0.125;
const HALO_W = 9;
const HALO_GAIN = 0.34;
const DARK_03: RGB = [36, 34, 56];
const LIGHT_03: RGB = [255, 244, 214];
const TXT_FULL = '보름달 — 점이 가장 촘촘하다';
const TXT_HALF = '반달 — 절반만 켜진다';
const TXT_CRESCENT = '초승달 — 얇은 점의 띠';
const TXT_NEW = '그믐 — 점이 거의 꺼진다';
function makeScene(inp: Input, reduce: boolean): Scene {
const buf = makeBuf();
const err = new Float32Array(GW * GH);
const dark = pack(DARK_03);
const light = pack(LIGHT_03);
const rnd = lcg(453303);
const stars: number[] = [];
for (let i = 0; i < 26; i += 1) {
stars.push(Math.floor(rnd() * GW), Math.floor(rnd() * GH));
}
const sx = new Set<number>();
for (let i = 0; i < stars.length; i += 2) {
sx.add(stars[i + 1] * GW + stars[i]);
}
const cx = GW / 2;
const cy = GH / 2;
let phi = 0;
let dir = 1;
function addErr(i: number, x: number, y: number, e: number): void {
if (x >= 0 && x < GW && y < GH) {
err[i] += e;
}
}
const scene: Scene = {
step(): void {
if (inp.idle < IDLE_TICKS) {
const target = (inp.x / W) * PI2;
const diff = Math.atan2(Math.sin(target - phi), Math.cos(target - phi));
phi += diff * 0.15;
} else {
phi += LIGHT_SPEED * dir;
}
},
draw(ctx: CanvasRenderingContext2D): void {
// 광원 방향 — phi 가 0 이면 보는 쪽 정면, π 면 구 뒤쪽
let lx = Math.sin(phi);
let ly = 0.22;
let lz = Math.cos(phi);
const ln = Math.hypot(lx, ly, lz);
lx /= ln;
ly /= ln;
lz /= ln;
const lit = (1 + Math.cos(phi)) / 2;
err.fill(0);
for (let y = 0; y < GH; y += 1) {
for (let x = 0; x < GW; x += 1) {
const i = y * GW + x;
const dx = x + 0.5 - cx;
const dy = y + 0.5 - cy;
const r = Math.hypot(dx, dy);
let v = 0;
if (r < SPHERE_R) {
const nx = dx / SPHERE_R;
const ny = dy / SPHERE_R;
const nz = Math.sqrt(Math.max(0, 1 - nx * nx - ny * ny));
// 법선과 광원 방향의 내적이 곧 밝기
v = clamp(Math.max(0, nx * lx + ny * ly + nz * lz) + AMBIENT, 0, 1);
} else {
v = HALO_GAIN * lit * Math.exp(-(r - SPHERE_R) / HALO_W);
if (sx.has(i) && r > SPHERE_R + 4) {
v = Math.max(v, 0.9);
}
}
const val = v + err[i];
const on = val > 0.5 ? 1 : 0;
buf.px[i] = on === 1 ? light : dark;
// Atkinson — 여섯 이웃이 오차의 1/8 씩만 받고 나머지는 버린다
const e = (val - on) * ATKINSON_KEEP;
addErr(i + 1, x + 1, y, e);
addErr(i + 2, x + 2, y, e);
if (y + 1 < GH) {
addErr(i + GW - 1, x - 1, y + 1, e);
addErr(i + GW, x, y + 1, e);
addErr(i + GW + 1, x + 1, y + 1, e);
}
if (y + 2 < GH) {
addErr(i + 2 * GW, x, y + 2, e);
}
}
}
flush(ctx, buf);
},
label(): string {
const c = Math.cos(phi);
if (c > 0.6) {
return TXT_FULL;
}
if (c > -0.1) {
return TXT_HALF;
}
return c > -0.7 ? TXT_CRESCENT : TXT_NEW;
},
tap(): void {
dir = -dir;
}
};
if (reduce) {
for (let i = 0; i < 30; i += 1) {
scene.step();
}
}
return scene;
}
export default function DtLitSphereMoonPhase() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const statusRef = useRef<HTMLParagraphElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
const statusEl = statusRef.current;
const btnEl = btnRef.current;
if (!root || !canvas || !statusEl || !btnEl) return;
return start(root, canvas, statusEl, btnEl, makeScene);
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.sc} is-demo`} ref={rootRef}>
<canvas className={styles.sc__canvas} ref={canvasRef} width={480} height={300} tabIndex={0} aria-label="광원이 한 바퀴 돌며 달의 위상을 점으로 만드는 구체 셰이딩" />
<p className={styles.sc__status} ref={statusRef} aria-live="polite">보름달 — 점이 가장 촘촘하다</p>
<button className={styles.sc__btn} ref={btnRef} type="button">멈춤</button>
<p className={styles.sc__caption}>광원이 한 바퀴 돌며 달의 위상을 점으로 만드는 구체 셰이딩</p>
</div>
</main>
);
}03 광원이 한 바퀴 돌며 달의 위상을 점으로 만드는 구체 셰이딩 — 측정 누적면적 30.397% · 움직인 프레임 22/23GODRICH 원작 · zip 에 SCSS·React 포함 · css dither 9가지 — 움직이는 화면을 점의 배치로 그리는 디더링
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