fixed water not animating in red++

This commit is contained in:
DramaticShape
2026-07-26 19:21:45 -04:00
parent 8de6c36a62
commit 08246b03e5
3 changed files with 290 additions and 11 deletions
+53 -3
View File
@@ -208,11 +208,16 @@ love.image = { newImageData = function(a, b)
return fakePixels() -- the "decoded from a path" overload
end }
-- animate() only uploads when the animation step actually turns over, so
-- counting replacePixels is how the suite sees the step move from outside
local patches = 0
-- counting replacePixels is how the suite sees the step move from outside.
-- builds counts entries made, and uploadFails forces the upload to throw.
local patches, builds, uploadFails = 0, 0, false
love.graphics.newImage = function()
builds = builds + 1
return { setFilter = function() end,
replacePixels = function() patches = patches + 1 end }
replacePixels = function()
if uploadFails then error("transient upload failure", 0) end
patches = patches + 1
end }
end
-- a tileset whose water tile rotates, i.e. one specsFor will accept
@@ -281,6 +286,51 @@ T.eq(love.graphics.getCanvas(), passCanvas,
love.graphics.newCanvas = realNewCanvas
love.graphics.setCanvas()
-- 3c. RED++ WITH the renderer's data in hand: the atlas is rebuilt on the
-- CPU from the raw art and the map's palette groups, so water animates
-- under RED++ without asking the driver for anything. This is the case
-- that was actually broken on hardware -- RED++ is the only mode where
-- staticAtlas declines to bake, so it was the only mode whose animated
-- tiles depended on a readback, and it stood still.
TerrainAtlas.invalidate()
local realNewCanvas2 = love.graphics.newCanvas
love.graphics.newCanvas = function() error("driver refuses canvas readback", 0) end
local redppMap = animatedMap("REDPP",
{ image = base, gbcAtlas = true, data = Data })
redppMap.id = "PALLET_TOWN" -- a map the palette groups know about
redppMap.tileset.id = "OVERWORLD"
local PaletteFX = require("src.render.PaletteFX")
local modeWas = PaletteFX.mode
PaletteFX.mode = "redpp"
local okRedpp, redppImg = pcall(TerrainAtlas.animate, redppMap, nil, base, false)
T.check(okRedpp and redppImg ~= nil,
"RED++ animates from a CPU rebuild, with no readback available at all")
PaletteFX.mode = modeWas
love.graphics.newCanvas = realNewCanvas2
-- 3d. A failure that might not repeat must not cost the animation for the
-- rest of the session. It used to: the key was condemned on the first
-- miss and nothing rebuilt it, so water stopped and stayed stopped.
TerrainAtlas.invalidate()
uploadFails = true
T.eq(TerrainAtlas.animate(plain, nil, base, false), nil,
"a patch that throws declines the frame")
uploadFails = false
local okRetry, retryImg = pcall(TerrainAtlas.animate, plain, nil, base, false)
T.check(okRetry and retryImg ~= nil,
"and the next frame rebuilds, rather than staying dead until a hot reload")
-- but a key that keeps failing is given up on, not rebuilt every frame
TerrainAtlas.invalidate()
uploadFails = true
for _ = 1, 6 do TerrainAtlas.animate(plain, nil, base, false) end
local settledBuilds = builds
for _ = 1, 6 do TerrainAtlas.animate(plain, nil, base, false) end
T.eq(builds, settledBuilds,
"a key that fails repeatedly is condemned rather than rebuilt forever")
uploadFails = false
TerrainAtlas.invalidate()
-- 4. the reported path end to end: cycle every palette mode over a map with
-- animated tiles. PaletteFX.pal returns nil for a mode with no world
-- palette, which is the `colors = nil` that flips staticAtlas to no-bake.
+119
View File
@@ -0,0 +1,119 @@
-- Driver: WHY is the terrain animation not moving?
--
-- Water and flowers animate by rewriting their slots in a private copy of
-- the tileset atlas once per step. That chain has several links and every
-- one of them fails quietly -- the mode just keeps drawing a still atlas.
-- This walks the chain in the LIVE game and prints where it stops, for the
-- palette mode currently active.
--
-- POKEPORT_DRIVER=mods/DRAMATIC_SHAPE/tests/voxel_water_probe.lua lovec .
--
-- knobs (env):
-- WATER_MAP map id (default PALLET_TOWN)
-- WATER_SPOT "x,y[,facing]" (default 5,6,down)
-- WATER_MODE palette mode to force (default: leave as-is)
-- WATER_LEVEL voxel rung (default 3)
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local TileRenderer = require("src.render.TileRenderer")
local PaletteFX = require("src.render.PaletteFX")
local mapId = os.getenv("WATER_MAP") or "PALLET_TOWN"
local level = math.floor(tonumber(os.getenv("WATER_LEVEL")) or 3)
local sx, sy, facing = (os.getenv("WATER_SPOT") or "5,6,down")
:match("^%s*(%d+)%s*,%s*(%d+)%s*,?%s*(%a*)")
facing = (facing ~= "" and facing) or "down"
local function say(...) print("[water] " .. string.format(...)) end
if os.getenv("WATER_MODE") then PaletteFX.setMode(os.getenv("WATER_MODE")) end
U.teleport(game, mapId, tonumber(sx), tonumber(sy), facing)
U.wait(20)
Pipelines.setLevel("voxel", level)
U.wait(30) -- outlast the camera tween
local V = game.mods.exports["DRAMATIC_SHAPE"]
V = V and V.lib
if not V then return say("mod exports unreachable -- is it enabled?") end
local TerrainAtlas = V.require("TerrainAtlas")
local ow = game.overworld
local map = ow and ow.map
if not map then return say("no live map") end
say("mode=%s (%s)", tostring(PaletteFX.mode),
tostring(PaletteFX.modeLabel()))
say("map=%s tileset=%s animation=%s", tostring(map.id),
tostring(map.tileset.id), tostring(map.tileset.animation))
-- 1. does the engine think this tileset animates at all?
local specs = TileRenderer.defaultAnimatedTiles(map.tileset)
say("engine animated specs: %d", specs and #specs or 0)
if not specs or #specs == 0 then
return say("STOP: this tileset declares no animated tiles")
end
-- 2. is the clock advancing? this is the seam the engine does not export
local clock = TerrainAtlas._animFrame
if not clock then return say("STOP: no clock accessor on TerrainAtlas") end
local t0 = clock()
U.wait(30)
local t1 = clock()
say("clock: %s -> %s (%s)", tostring(t0), tostring(t1),
(t1 > t0) and "advancing" or "FROZEN")
if t1 <= t0 then
return say("STOP: the tile clock is not advancing -- animFrame seam lost")
end
-- 3. which pixel source is in play, and is an animated copy being made?
local gbc = map.renderer and map.renderer.gbcAtlas
say("renderer.gbcAtlas=%s renderer.data=%s",
tostring(gbc and true or false),
tostring(map.renderer and map.renderer.data ~= nil))
if gbc then
local groups = PaletteFX.worldGroupColors(map.renderer.data,
map.tileset.id, map.id, nil)
say("worldGroupColors: %s", groups and "present (CPU rebuild can run)"
or "MISSING (CPU rebuild cannot run)")
end
local colors = nil
local VoxelScene = V.require("VoxelScene")
if VoxelScene._modeColors then
colors = VoxelScene._modeColors(function(m)
return PaletteFX.pal(game.data, ow:paletteNameFor(m or map))
end, map)
end
say("colours for the bake: %s", colors and "present" or "nil (art as-is)")
local img = TerrainAtlas.forMap(map, colors)
local isCopy = img ~= nil and img ~= map.renderer.image
say("forMap -> %s", img == nil and "NIL"
or (isCopy and "an ANIMATED copy" or "the STATIC atlas (no animation)"))
if not isCopy then
return say("STOP: no animated copy -- the entry could not be built")
end
-- 4. does the copy actually change as the clock turns over?
local seen, order = {}, {}
for i = 1, 6 do
local before = clock()
U.wait(25) -- more than one 20-frame period
local step = math.floor(clock() / 20) % 8
if not seen[step] then seen[step] = true; order[#order + 1] = step end
say(" sample %d: clock %s -> %s, water step %d",
i, tostring(before), tostring(clock()), step)
end
say("distinct water steps seen: %d", #order)
if #order <= 1 then
say("STOP: the step is not turning over -- clock is moving but the")
say(" period maths is not reaching a new step")
else
say("OK: the atlas is being repatched; if the WATER still looks still,")
say(" the animated tiles are not in the terrain quads -- run")
say(" voxel_anim_probe.lua, which dumps the atlas and counts where")
say(" tile $14 ended up in the geometry")
end
end