visual improvements to the grass

This commit is contained in:
Davi D'artemis
2026-08-07 05:25:37 -03:00
parent a46f194009
commit 5a4979303b
4 changed files with 92 additions and 20 deletions
+3 -1
View File
@@ -821,7 +821,9 @@ local function quadsMesh(quads, grass)
local uv = q.uv and q.uv[i] or { q.u, q.v }
local v = { c[1], c[2], c[3], uv[1], uv[2], q.shade }
if grass then
v[7], v[8], v[9] = q.sway or 0, q.cx or 0, q.cz or 0
v[7], v[8], v[9], v[10] = q.sway or 0, q.cx or 0,
q.cz or 0,
q.firefly and 2 or (q.leaf and 1 or 0)
end
verts[#verts + 1] = v
end
+32
View File
@@ -3521,6 +3521,38 @@ function Structures.buildGrass(S, map, x0, x1, y0, y1, data)
cx = wx + 4, cz = wz + 4,
}
end
-- Sparse wind-borne leaf. It reuses one opaque grass texel and is
-- animated entirely on the GPU, so no per-frame Lua particles exist.
if #tpl > 0 and ((tx * 13 + ty * 7) % 11 == 0) then
local src = tpl[1]
local uv = src.uv and src.uv[1] or { src.u, src.v }
local lx = wx + 2 + ((tx * 5 + ty * 3) % 5)
local lz = wz + 4
local ly, size = 9 + ((tx + ty) % 3), 1.25
quads[#quads + 1] = {
{ lx - size, ly, lz }, { lx + size, ly, lz },
{ lx + size, ly + size, lz }, { lx - size, ly + size, lz },
uv = { uv, uv, uv, uv }, shade = 1, sway = sway + 0.73,
cx = lx, cz = lz, leaf = true,
}
end
-- Rarer one-pixel firefly. Geometry exists all day, but the shader
-- gives it zero glow outside outdoor night.
if #tpl > 0 and ((tx * 17 + ty * 11) % 29 == 0) then
local src = tpl[1]
local uv = src.uv and src.uv[1] or { src.u, src.v }
local fx = wx + 2 + ((tx * 3 + ty * 5) % 5)
local fz = wz + 4
local fy, half = 9 + ((tx + ty) % 4), 0.5
quads[#quads + 1] = {
{ fx - half, fy, fz }, { fx + half, fy, fz },
{ fx + half, fy + 1, fz }, { fx - half, fy + 1, fz },
uv = { uv, uv, uv, uv }, shade = 1, sway = sway + 1.37,
cx = fx, cz = fz, firefly = true,
}
end
end
end
end
+54 -19
View File
@@ -55,7 +55,7 @@ Voxel3D.GRASS_FORMAT = {
{ "VertexPosition", "float", 3 },
{ "VertexTexCoord", "float", 2 },
{ "VertexShade", "float", 1 },
{ "VertexGrass", "float", 3 }, -- phase, clump centre x, clump centre z
{ "VertexGrass", "float", 4 }, -- phase, clump centre x/z, effect kind
}
Voxel3D.GRASS_WIND_PIXELS = 1.15
@@ -88,6 +88,8 @@ local SHADER = [[
varying float vShade;
varying vec3 vSun; // this fragment's place in the sun's view
varying float vFog; // how deep into the map's haze it stands
varying float vFirefly; // zero normally, night glow on firefly cards
uniform float fireflyNight; // shared safely by vertex and pixel stages
#ifdef VOXEL_CULL
// where this fragment stands in the FLAT world, for the diorama's
// viewport to measure. Same precision reasoning as vGrid below: a
@@ -115,9 +117,10 @@ local SHADER = [[
uniform vec4 grassPlayer; // world x, world z, radius, push pixels
uniform vec2 grassPrevious; // previous player world xz for swept contact
attribute float VertexShade;
attribute vec3 VertexGrass;
attribute vec4 VertexGrass;
vec4 position(mat4 transform_projection, vec4 vertex_position) {
vShade = VertexShade;
vFirefly = 0.0;
#ifdef VOXEL_GRID
// MODEL space, deliberately: every mesh here is built a unit per
// voxel in its own frame, so the seams ride the model however it is
@@ -144,23 +147,51 @@ local SHADER = [[
float bend = clamp(vertex_position.y / 8.0, 0.0, 1.0);
bend *= bend;
float wave = sin(grassWind.y * grassWind.w + VertexGrass.x);
vec2 offset = vec2(wave * grassWind.z, 0.0);
// Move each touched tuft rigidly a little to the left or right. The
// baked clump centre is identical for all its vertices, preventing
// stretching, twisting and the ugly crushed-grass silhouette.
vec2 clump = VertexGrass.yz;
float bodyDist = length(clump - grassPlayer.xy);
float touch = 1.0 - smoothstep(grassPlayer.z * 0.45,
grassPlayer.z, bodyDist);
float side = clump.x < grassPlayer.x ? -1.0 : 1.0;
if (abs(clump.x - grassPlayer.x) < 0.5)
side = sin(VertexGrass.x) < 0.0 ? -1.0 : 1.0;
// Preserve the existing wind bend. Player contact is only a small,
// uniform X translation, just enough to suggest the grass parting.
w.xz += offset * bend;
w.x += side * touch * grassPlayer.w;
if (VertexGrass.w > 1.5) {
// One-pixel firefly with a full behaviour loop: a long rest on the
// grass, smooth take-off, an irregular short flight, descent, landing
// and another pause. The baked phase keeps every insect independent.
float cycle = fract(grassWind.y * 0.052 + VertexGrass.x * 0.173);
float takeoff = smoothstep(0.30, 0.39, cycle);
float landing = 1.0 - smoothstep(0.68, 0.79, cycle);
float airborne = takeoff * landing;
float drift = grassWind.y * 0.83 + VertexGrass.x * 3.7;
float wander = sin(drift) * 2.8 + sin(drift * 0.37 + 1.3) * 1.5;
float lift = 2.5 + sin(drift * 1.19) * 1.1
+ sin(drift * 0.53 + 0.8) * 0.7;
w.x += airborne * wander;
w.y += airborne * lift;
// Mostly dim while resting, visibly brighter in flight, with a soft
// asynchronous pulse rather than a hard on/off blink.
float blink = 0.68 + 0.32 * (sin(drift * 2.11) * 0.5 + 0.5);
vFirefly = fireflyNight * blink * mix(0.14, 0.92, airborne);
} else if (VertexGrass.w > 0.5) {
// The first 72% of the cycle is airborne. A leaf gets an initial
// upward lift, travels with the wind, then gravity accelerates it
// down to the ground. It rests there for the remainder before a new
// leaf is emitted. Z remains fixed, preserving sprite depth order.
float life = fract(grassWind.y * 0.085 + VertexGrass.x * 0.159);
float fall = min(life / 0.72, 1.0);
float travel = fall * 44.0 - 6.0;
float flutter = grassWind.y * 3.0 + VertexGrass.x * 4.7;
float lift = sin(fall * 3.14159265) * 5.0;
float gravity = 9.0 * fall * fall;
float flutterFade = 1.0 - smoothstep(0.62, 1.0, fall);
w.x += travel + sin(flutter) * 1.2 * flutterFade;
w.y += lift - gravity
+ sin(flutter * 0.61) * 0.8 * flutterFade;
} else {
vec2 offset = vec2(wave * grassWind.z, 0.0);
vec2 clump = VertexGrass.yz;
float bodyDist = length(clump - grassPlayer.xy);
float touch = 1.0 - smoothstep(grassPlayer.z * 0.45,
grassPlayer.z, bodyDist);
float side = clump.x < grassPlayer.x ? -1.0 : 1.0;
if (abs(clump.x - grassPlayer.x) < 0.5)
side = sin(VertexGrass.x) < 0.0 ? -1.0 : 1.0;
w.xz += offset * bend;
w.x += side * touch * grassPlayer.w;
}
}
// THE MAP'S HAZE (see ForestAtmos): how much fog stands between the
// eye and this vertex -- distance dissolves into it, altitude climbs
@@ -389,6 +420,9 @@ local SHADER = [[
// solid silhouette. Last in the chain, so neither the sun nor a voxel
// seam can mottle it.
rgb = mix(rgb, ghostColor, ghost);
// Emissive but still coloured: increasingly visible as Lua raises the
// night factor, without adding more insects or washing the scene white.
rgb = mix(rgb, vec3(0.82, 1.00, 0.22), vFirefly);
// the viewport's rim is an ALPHA, so the last of the model blends into
// whatever the frame opened with -- the sky, or the chroma key. 1
// everywhere without the cut compiled in, which is every flat frame.
@@ -1116,6 +1150,7 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
pcall(sh.send, sh, "ghostColor", Voxel3D.GHOST_COLOR)
-- the hour's light, as the caller last set it (see Voxel3D.tint)
pcall(sh.send, sh, "dayTint", Voxel3D.tint or { 1, 1, 1 })
pcall(sh.send, sh, "fireflyNight", Voxel3D.fireflyNight or 0)
-- and the map's haze (see Voxel3D.fog), density 0 when there is none
local fog = Voxel3D.fog
pcall(sh.send, sh, "fogColor", (fog and fog.color) or { 0, 0, 0 })
+3
View File
@@ -913,6 +913,9 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
local GlassMask = V.require("GlassMask")
Voxel3D.glassMask = outdoor and GlassMask.texture(state.map.tileset) or nil
Voxel3D.glassNight = outdoor and DayNight.windowLight() or 0
-- The existing day/night ramp is also a darkness factor. Fireflies fade
-- in naturally at dusk and reach full contrast only at deepest night.
Voxel3D.fireflyNight = outdoor and DayNight.windowLight() or 0
local g = VoxelScene.glintStep(glint, cx, cy)
Voxel3D.glassPhase, Voxel3D.glassGlint = g.phase, g.amp
-- and the map's atmosphere, if it has one (see ForestAtmos): the haze