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
+118 -8
View File
@@ -29,12 +29,32 @@
local Assets = require("src.render.Assets")
local TileRenderer = require("src.render.TileRenderer")
local PaletteFX = require("src.render.PaletteFX")
local TerrainAtlas = {}
local cache = {}
local cacheData = {} -- the pixels behind the atlases we baked ourselves
local animated = {} -- key -> one map's private, mutable animated atlas
-- false = given up on; nil = not built (or retrying)
local attempts = {} -- key -> consecutive failures, for the retry budget
-- A failure that might not repeat -- a driver refusing one readback, an
-- asset briefly unreadable, a patch that threw once mid-reload -- must not
-- cost the animation for the rest of the session. It used to: the key was
-- condemned to `false` on the first miss and nothing ever rebuilt it, so
-- water stopped moving and stayed stopped until a hot reload.
--
-- Retry a few times, then give up for good so a genuinely broken atlas is
-- not rebuilt on every frame forever.
local MAX_ATTEMPTS = 3
local function attemptFailed(key)
local n = (attempts[key] or 0) + 1
attempts[key] = n
if n >= MAX_ATTEMPTS then return false end -- condemn it
return nil -- rebuild next frame
end
local function paletteKey(colors)
local parts = {}
@@ -207,6 +227,9 @@ local function readback(image)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(image, 0, 0)
love.graphics.setBlendMode("alpha", "alphamultiply")
-- LOVE refuses newImageData on the currently-active canvas, so the
-- previous target has to come back BEFORE the read, not just after
love.graphics.setCanvas(prev)
local out = canvas:newImageData()
if canvas.release then canvas:release() end
return out
@@ -215,6 +238,72 @@ local function readback(image)
return ok and data or nil
end
-- RED++'s per-map atlas, rebuilt on the CPU.
--
-- This is the case that has no pixels anywhere: `getGbcAtlas` bakes one
-- ImageData per map, hands the texture to the renderer and drops the
-- pixels on the floor. Without them the animated tiles cannot be patched,
-- which is why water and flowers stood still under RED++ and nowhere else.
--
-- The readback below can recover them from the texture, but it is at the
-- mercy of whether the driver will read a canvas back, and it costs a GPU
-- sync mid-frame. Everything the engine baked FROM is public, so bake it
-- again instead: the raw art, the per-tile palette group, the group's
-- colours, and the same recolorSample cutoffs. Deterministic, no driver
-- involved, and it can be tested without a GPU.
--
-- It does mirror engine logic and could drift from getGbcAtlas if that
-- changes -- the readback stays behind it as the exact-but-fragile route.
local function gbcPixels(map)
local renderer, tileset = map.renderer, map.tileset
local data = renderer and renderer.data
if not (data and tileset and love.image and love.image.newImageData) then
return nil
end
local ok, out = pcall(function()
local groupColors = PaletteFX.worldGroupColors(data, tileset.id, map.id, nil)
if not groupColors then return nil end
local src = Assets.imageData(tileset.image)
local iw, ih = src:getDimensions()
local perRow = tileset.tilesPerRow or 16
local total = (iw / 8) * (ih / 8)
local dst = love.image.newImageData(iw, ih)
local function bake(from, to, colors)
local sxo, syo = (from % perRow) * 8, math.floor(from / perRow) * 8
local dxo, dyo = (to % perRow) * 8, math.floor(to / perRow) * 8
for py = 0, 7 do
for px = 0, 7 do
local r, g, b, a = src:getPixel(sxo + px, syo + py)
r, g, b, a = TileRenderer.recolorSample(r, g, b, a, colors)
dst:setPixel(dxo + px, dyo + py, r, g, b, a)
end
end
end
local tileColors = {}
for t = 0, total - 1 do
local colors = tileColors[t]
if colors == nil then
local group = PaletteFX.worldGroupAt(tileset.id, map.id, t)
colors = (group and groupColors[group + 1]) or false
tileColors[t] = colors
end
bake(t, t, colors)
end
-- duplicate-tile aliases: the same graphic baked into a spare slot
-- under a second palette group, so cells drawing the alias colour apart
for _, al in ipairs(PaletteFX.TILE_ALIASES
and PaletteFX.TILE_ALIASES[map.id] or {}) do
if al.alias < total then
bake(al.tile, al.alias, groupColors[al.group + 1])
end
end
return dst
end)
return ok and out or nil
end
-- The pixels behind the atlas texture the engine is drawing with, for the
-- frames where we did not bake one ourselves (staticAtlas returns `false`
-- for its own bake whenever the palette is absent, RED++ already baked, or
@@ -238,7 +327,9 @@ local function rendererPixels(map)
local ok, data = pcall(TileRenderer.atlasImageData, renderer)
if ok and data then return data end
end
if renderer.gbcAtlas then return readback(renderer.image) end
if renderer.gbcAtlas then
return gbcPixels(map) or readback(renderer.image)
end
local ok, data = pcall(Assets.imageData, map.tileset.image)
return ok and data or nil
end
@@ -294,18 +385,23 @@ end
TerrainAtlas._animFrame = animFrame -- named for the suite
-- false = this can never work and asking again is waste; nil = it did not
-- work THIS time and might next. The caller latches the first and retries
-- the second (see attemptFailed).
local function newEntry(map, base, baked)
local tileset = map.tileset
local specs = specsFor(tileset)
if not specs then return false end
if not specs then return false end -- nothing on this tileset animates
if not (love.image and love.image.newImageData
and base.replacePixels) then
return false
return false -- no pixel access on this machine
end
-- the pixels the atlas texture was built from: our own SGB bake when we
-- made one, else whatever the engine's renderer is drawing with
-- made one, else whatever the engine's renderer is drawing with. A
-- readback can fail for one frame and work the next, so this is a
-- retryable miss rather than a verdict.
local src = baked or rendererPixels(map)
if not src then return false end
if not src then return nil end
local ok, entry = pcall(function()
local w, h = src:getDimensions()
@@ -351,8 +447,14 @@ function TerrainAtlas.animate(map, colors, base, baked)
local entry = animated[key]
if entry == nil then
entry = newEntry(map, base, baked)
if entry then entry.mapId = perMap end
animated[key] = entry
if entry then
entry.mapId = perMap
animated[key] = entry
else
-- false from newEntry is a verdict (nothing animates on this tileset,
-- no pixel access at all); nil is a miss that may not repeat
animated[key] = (entry == false) and false or attemptFailed(key)
end
end
if not entry then return nil end
@@ -375,10 +477,17 @@ function TerrainAtlas.animate(map, colors, base, baked)
entry.image:replacePixels(entry.data)
end)
if not ok then
animated[key] = false
-- drop the entry rather than condemning the key: the next frame
-- rebuilds and tries again, and attemptFailed gives up eventually
animated[key] = attemptFailed(key)
return nil
end
end
-- Only a frame that got all the way here counts as healthy. Clearing the
-- budget on a successful BUILD instead would never let it run out: an
-- entry that builds fine and fails on upload would rebuild every frame,
-- forever, which is worse than either animating or giving up.
if attempts[key] then attempts[key] = nil end
return entry.image
end
@@ -446,6 +555,7 @@ end
function TerrainAtlas.invalidate()
cache = {}
cacheData = {}
attempts = {}
for _, entry in pairs(animated) do
if entry and entry.image and entry.image.release then
pcall(entry.image.release, entry.image)
+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
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@@ -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