mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 06:11:10 +02:00
add diorama vr modes
This commit is contained in:
+304
@@ -0,0 +1,304 @@
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-- The DIORAMA modes: Kanto as a model you can pick up.
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--
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-- STANDARD VR presents whatever rung the player is on -- the orbit rungs
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-- become a tabletop, 1ST stands you inside the world (see lib/VR.lua).
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-- DIORAMA is a different promise, and it is one promise rather than a
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-- ladder: the world is ALWAYS the model on the table, seen from outside,
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-- and what the headset adds is that the model is a THING IN THE ROOM --
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-- grab it, turn it, set it down somewhere else, decide how much of it you
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-- want to be holding.
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--
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-- Two pieces make that read, and this file owns both.
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--
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-- THE VIEWPORT. Everything outside an invisible BOX centred on the view
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-- is simply not drawn -- the Final Fantasy Tactics read, a square slab
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-- of the world sitting in the air rather than a map running off to a
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-- horizon. A square cut with a HARD edge, because a flat world is a
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-- thing with sides and the sides are what say so.
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--
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-- V-CURVE is what changes its shape. With the bend on, the world is not
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-- flat any more -- it is a little globe curling away over its own
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-- horizon -- and a square cut through a globe is a lie about what is
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-- being looked at. So the box becomes a BALL, and its rim becomes a
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-- GRADIENT that dissolves into the sky rather than an edge that
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-- guillotines it. One click of the left stick (which throws V-CURVE --
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-- see lib/VR) swaps between the two readings of the same model.
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--
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-- A staged fight ignores both and cuts a vertical PILLAR about the
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-- arena, which lifts the fight out of the map as a floating disc.
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--
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-- (A BASE was built under all this once -- the ground extruded a tile
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-- deep, cut to the viewport's shape, wearing Mt Moon's cave floor down
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-- its sides -- and it was REMOVED at the user's request. The cut ends at
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-- the ground plane now; don't put a plinth back under it.)
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--
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-- THE GRIP. Squeeze one and the model follows that hand through the
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-- room; squeeze both and it turns with them and the viewport resizes
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-- to whatever you open your hands to. All of it is arithmetic on the
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-- XR-to-world mapping lib/VRRig already had (an anchor, a yaw and a
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-- scale), so nothing about the world's own geometry knows this is
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-- happening.
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--
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-- DIORAMA-MR is the same mode with the background keyed pure green, for
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-- a mixed-reality capture that composites the model into the room the
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-- player is actually standing in.
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--
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-- Nothing here reaches the flat screen: every field is set by lib/VR for
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-- the length of one headset frame and cleared with the session.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local Diorama = {}
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-- ------- the viewport
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--
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-- The half-size at rest, as a fraction of the view height the flat screen
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-- frames. Sized off the VIEW rather than fixed in world pixels so the zoom
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-- rows keep meaning what they mean -- a zoomed-in rung frames less world
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-- and gets a smaller model, exactly as it frames a smaller picture.
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--
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-- The BOX takes half of it, so the square is exactly the view the standard
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-- rung would have shown, edge to edge. The BALL takes rather more: a ball
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-- inscribed in that square holds noticeably less world (its corners are
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-- the four biggest pieces of it), and the point of the V-CURVE throw is to
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-- see the same model curl, not to lose a quarter of it.
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Diorama.BOX_FRAC = 0.5
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Diorama.BALL_FRAC = 0.62
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-- How far the grips may open and close it, as a multiplier on that.
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Diorama.SCALE_MIN = 0.3
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Diorama.SCALE_MAX = 4
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-- The rim under V-CURVE, as a fraction of the radius: where the world
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-- starts fading and where it has finished. Wide enough to read as a
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-- dissolve rather than an edge, narrow enough that the middle of the model
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-- is solid. The BOX has no fade at all -- see fadeFor.
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Diorama.FADE_FRAC = 0.16
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-- The staged fight's disc: the arena's own half-length plus an apron, in
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-- world pixels (a map cell is 16). The two mons stand three cells apart,
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-- so this is a disc about seven cells across -- the fight, the ground it
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-- is fought on, and nothing else.
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Diorama.ARENA_APRON = 32
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-- ------- what the live frame is
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--
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-- All three set by lib/VR for the length of one headset frame, and by
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-- nothing else. `on` is the whole mode's gate; VoxelScene reads it once
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-- per frame and every diorama-shaped thing hangs off that read.
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Diorama.on = false
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Diorama.keyed = false
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Diorama.cull = nil -- { x, y, z, r, invFade, kind }
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-- Chroma green, and PURE green deliberately: a keyer wants the one colour
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-- nothing in the picture can accidentally be, and no palette this mod can
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-- paint the world in reaches 0,255,0.
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Diorama.KEY_COLOR = { 0, 1, 0 }
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-- ------- what the grips have done to it
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--
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-- Kept across frames (this is where the model IS, as far as the player is
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-- concerned) and cleared only when the session ends. `offset` is in LOCAL
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-- metres and rides the mapping's anchor, `yaw` turns the mapping, `zoom`
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-- multiplies the viewport's radius.
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Diorama.offset = { 0, 0, 0 }
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Diorama.yaw = 0
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Diorama.zoom = 1
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function Diorama.reset()
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Diorama.on, Diorama.keyed, Diorama.cull = false, false, nil
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Diorama.offset = { 0, 0, 0 }
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Diorama.yaw, Diorama.zoom = 0, 1
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Diorama.release()
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end
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-- Open a diorama frame. `mode` is VR.mode()'s answer; anything that is
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-- not a diorama mode closes it.
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function Diorama.begin(mode)
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Diorama.on = (mode == "diorama" or mode == "diorama-mr")
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Diorama.keyed = Diorama.on and mode == "diorama-mr"
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if not Diorama.on then Diorama.cull = nil end
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return Diorama.on
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end
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function Diorama.stop()
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Diorama.on, Diorama.keyed, Diorama.cull = false, false, nil
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end
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-- What the world's background must be cleared to, or nil to leave the sky
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-- alone. Only ever a colour in DIORAMA-MR, and only while a frame is open.
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function Diorama.keyColor()
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if not (Diorama.on and Diorama.keyed) then return nil end
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return Diorama.KEY_COLOR
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end
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-- ------- the viewport, as the shaders take it
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--
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-- `kind` is the shader's own switch: 0 no cut, 1 the box, 2 the ball, 3
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-- the fight's pillar. `invFade` is one over the fade band in world pixels,
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-- so the rim is a single multiply out there -- and a hard edge is simply a
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-- band under a pixel wide, which costs the shader no branch of its own.
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Diorama.BOX = 1
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Diorama.BALL = 2
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Diorama.PILLAR = 3
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-- The half-size the viewport stands at right now, for a view `vh` world
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-- pixels tall -- the flat framing this rung would have shown -- and for
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-- the shape it is currently in.
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function Diorama.radius(vh, curved)
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local frac = curved and Diorama.BALL_FRAC or Diorama.BOX_FRAC
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return math.max(24, (vh or 288) * frac * Diorama.zoom)
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end
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-- Whether the world is BENT right now, which is the whole of what decides
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-- the viewport's shape: a square cut suits a flat slab of map, and a
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-- curved world rolling away over its own horizon wants a ball with a
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-- dissolve. Asked of the row rather than remembered, so the V-CURVE the
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-- stick click throws (and the "7" key, and the OPTIONS row) all reach it.
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function Diorama.curved()
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local ok, on = pcall(function()
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return V.require("WorldCurve").active()
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end)
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return ok and on or false
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end
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-- The fade band for a cut of half-size `r`: the curve's dissolve, or a
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-- hard edge (band 0) for the box.
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function Diorama.fadeFor(r, curved)
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if not curved then return 0 end
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return math.max(1, r * Diorama.FADE_FRAC)
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end
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local function volume(kind, x, y, z, r, fade)
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return { x = x, y = y, z = z, r = r,
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-- a zero band is a hard edge: half a pixel of ramp, which is
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-- one pixel of antialiasing rather than a stair
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invFade = 1 / math.max(fade or 0, 0.5), kind = kind }
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end
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-- The viewport this frame, centred on the world point the model is pinned
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-- by: the BOX ordinarily, and the BALL while the world is curved.
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function Diorama.viewport(cx, cy, vh)
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local curved = Diorama.curved()
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local r = Diorama.radius(vh, curved)
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Diorama.cull = volume(curved and Diorama.BALL or Diorama.BOX,
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cx, 0, cy, r, Diorama.fadeFor(r, curved))
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return Diorama.cull
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end
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-- The staged fight's disc: a vertical pillar about the arena's midpoint,
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-- wide enough for both mons and their apron. Vertical means UNBOUNDED --
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-- a tree standing on the disc keeps all of its height, which is what
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-- makes the cut read as the ground having been lifted out rather than as
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-- the world having been sliced through at eye level.
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function Diorama.pillar(arena)
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if not (arena and arena.mid) then return nil end
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local mx, mz = arena.mid[1], arena.mid[2]
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local r = Diorama.ARENA_APRON
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if arena.player and arena.enemy then
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local dx = arena.player[1] - mx
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local dz = arena.player[2] - mz
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r = r + math.sqrt(dx * dx + dz * dz)
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end
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-- Round whatever the curve is doing -- a fight is a disc, and a square
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-- arena tile floating in the air is not the picture -- and ALWAYS
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-- dissolved at the rim, curve or no curve. The box's hard edge is there
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-- to say "this is a flat slab of map with sides"; a fight is a thing
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-- lifted out of the world and hanging in the air, and a hard edge on it
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-- reads as a cookie cutter rather than as a piece of ground.
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Diorama.cull = volume(Diorama.PILLAR, mx, 0, mz, r,
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Diorama.fadeFor(r, true))
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return Diorama.cull
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end
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-- ------- the grips
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--
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-- One hand carries the model; two turn it and open the viewport. The
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-- gesture is measured as a DELTA per frame rather than from where the
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-- squeeze started, so letting go and taking hold again never snaps
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-- anything -- the model simply stops following and starts again.
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Diorama.GRIP = 0.6 -- squeezed past this counts as holding on
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Diorama.SPREAD_MIN = 0.08 -- hands closer than this give no scale
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local lastOne = nil -- the carrying hand's position, last frame
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local lastMid = nil -- both hands' midpoint
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local lastAngle = nil -- and the bearing of the line between them
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local lastSpread = nil -- and its length
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local function clearGrab()
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lastOne, lastMid, lastAngle, lastSpread = nil, nil, nil, nil
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end
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Diorama.releaseGrab = clearGrab
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-- Advance the grab from this frame's controller state (lib/VRXR's table:
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-- gripL/gripR in 0..1, handl/handr as { pos, quat } when tracked).
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-- Returns true while the model is being held.
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function Diorama.gesture(ctl)
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if not ctl then
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clearGrab()
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return false
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end
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local gl, gr = ctl.gripL or 0, ctl.gripR or 0
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local hl = (gl > Diorama.GRIP) and ctl.handl or nil
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local hr = (gr > Diorama.GRIP) and ctl.handr or nil
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if hl and hr then
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lastOne = nil
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local lp, rp = hl.pos, hr.pos
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local mid = { (lp[1] + rp[1]) / 2, (lp[2] + rp[2]) / 2,
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(lp[3] + rp[3]) / 2 }
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local dx, dy, dz = rp[1] - lp[1], rp[2] - lp[2], rp[3] - lp[3]
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local spread = math.sqrt(dx * dx + dy * dy + dz * dz)
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-- the bearing of the line between the hands, in the same convention
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-- the mapping's yaw turns through (see VRRig.eyeCamera): atan2 of the
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-- x component over the z one, so a hand-over-hand turn and the model's
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-- turn are the same number
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local angle = math.atan2(dx, dz)
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if lastMid then
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for i = 1, 3 do
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Diorama.offset[i] = Diorama.offset[i] + (mid[i] - lastMid[i])
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end
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end
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if lastAngle then
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local d = (angle - lastAngle + math.pi) % (2 * math.pi) - math.pi
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Diorama.yaw = (Diorama.yaw + d + math.pi) % (2 * math.pi) - math.pi
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end
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if lastSpread and lastSpread > Diorama.SPREAD_MIN
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and spread > Diorama.SPREAD_MIN then
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Diorama.zoom = math.max(Diorama.SCALE_MIN,
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math.min(Diorama.SCALE_MAX,
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Diorama.zoom * (spread / lastSpread)))
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end
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lastMid, lastAngle, lastSpread = mid, angle, spread
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return true
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end
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lastMid, lastAngle, lastSpread = nil, nil, nil
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local one = hl or hr
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if one then
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if lastOne then
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for i = 1, 3 do
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Diorama.offset[i] = Diorama.offset[i] + (one.pos[i] - lastOne[i])
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end
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end
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lastOne = { one.pos[1], one.pos[2], one.pos[3] }
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return true
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end
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lastOne = nil
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return false
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end
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-- Nothing here owns a GPU object any more (the base did, and it is gone --
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-- see the header), so this is only the grab's own hand-to-hand state: a
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-- window resize or a hot reload should not leave the model following a
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-- delta measured against a frame that no longer exists.
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function Diorama.release()
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clearGrab()
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end
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Diorama.invalidate = Diorama.release
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return Diorama
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@@ -0,0 +1,162 @@
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-- Driver: the DIORAMA mode's own frame, without a headset.
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--
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-- The diorama is drawn through VoxelScene's `eyes` path, and that path only
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-- ever runs from lib/VR -- so with no OpenXR runtime on the machine there is
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-- nothing to look at and nothing to check. This builds ONE eye by hand (the
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-- same VRRig mapping the headset would have built), opens a diorama frame,
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-- and encodes the eye canvas straight to a PNG.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/diorama_shots.lua \
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-- SHOT_DIR=<dir> lovec.exe .
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--
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-- knobs (env):
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-- SHOT_DIR output directory under the LOVE save dir (default "diorama")
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-- DIO_MAP map id (default VIRIDIAN_CITY)
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-- DIO_SPOT "x,y[,facing]" (default 20,26,up)
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-- DIO_RUNG the voxel camera rung (default 5, the 75 one)
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--
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-- It also prints whether each shader the mode touches actually COMPILED,
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-- which is the part a headless suite cannot answer: the cull is new source
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-- in the scene shader, the water shader and both forest ones, and a shader
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-- that will not build fails soft everywhere in this mod -- the picture just
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-- quietly loses a pass.
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local Pipelines = require("src.render.Pipelines")
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local ROOT = os.getenv("SHOT_DIR") or "diorama"
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local handle = game.mods.exports["DRAMATIC_SHAPE"]
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if not (handle and handle.lib) then
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print("[dio] DRAMATIC_SHAPE mod not loaded -- nothing to shoot")
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return
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end
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local V = handle.lib
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local Voxel = V.require("VoxelState")
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local Voxel3D = V.require("Voxel3D")
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local VoxelScene = V.require("VoxelScene")
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local VRRig = V.require("VRRig")
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local Diorama = V.require("Diorama")
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local Water = V.require("Water")
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local ChunkMesher = V.require("ChunkMesher")
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local DayNight = V.require("DayNight")
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local VR = V.require("VR")
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local Curve = V.require("WorldCurve")
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local MAP = os.getenv("DIO_MAP") or "VIRIDIAN_CITY"
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local SPOT = os.getenv("DIO_SPOT") or "20,26,up"
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local RUNG = math.floor(tonumber(os.getenv("DIO_RUNG")) or 5)
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local sx, sy, sf = SPOT:match("^(%-?%d+),%s*(%-?%d+),?%s*(%a*)$")
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sx, sy = tonumber(sx) or 20, tonumber(sy) or 26
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if sf == "" then sf = "up" end
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require("src.world.OverworldController").rollEncounter = function() return nil end
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DayNight.setting:sync("day")
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U.teleport(game, MAP, sx, sy, sf)
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Pipelines.setLevel("voxel", RUNG)
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Pipelines.setLevel("tiltshift", 0)
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local function settle()
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for _ = 1, 900 do
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if ChunkMesher.pending() == 0 then break end
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U.wait(1)
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end
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for _ = 1, 300 do
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if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then
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break
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end
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U.wait(1)
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end
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U.wait(20)
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end
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settle()
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settle()
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print(("[dio] scene shader %s | grid variant %s | water %s")
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:format(tostring(Voxel3D.shader() ~= nil),
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tostring(Voxel3D.shader(true) ~= nil),
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tostring(Water.shader(false) ~= nil)))
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-- one eye, straight ahead from the resting head: the mapping lib/VR would
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-- have built for this rung, with no pose to read off a runtime
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local POSE = { pos = { 0, 0, 0 }, quat = { 0, 0, 0, 1 } }
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local FOV = { angleLeft = -0.8, angleRight = 0.8,
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angleUp = 0.7, angleDown = -0.7 }
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local function shoot(name, opts)
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local ow = game.overworld
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local vw, vh = 320, 288
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pcall(function() vw, vh = game.renderer:worldViewSize() end)
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local cx = ow.camera.x + vw / 2
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local cy = ow.camera.y + vh / 2
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Diorama.begin(opts.mode or "diorama")
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||||
Diorama.zoom = opts.zoom or 1
|
||||
Diorama.yaw = opts.yaw or 0
|
||||
-- the cut's SHAPE is the V-CURVE row's (box while flat, ball while
|
||||
-- bent), so the driver throws the row rather than asking for a shape
|
||||
Curve.setting:sync(opts.curve or 0)
|
||||
if opts.arena then
|
||||
Diorama.pillar(opts.arena)
|
||||
else
|
||||
Diorama.viewport(cx, cy, vh)
|
||||
end
|
||||
local pivot = VRRig.dioramaPivot(Diorama.cull.x, Diorama.cull.z)
|
||||
local anchor = VRRig.dioramaAnchor(Voxel.angle, Diorama.offset)
|
||||
-- the same framing lib/VR picks: the view ordinarily, the DISC while a
|
||||
-- fight is staged
|
||||
local frame = opts.arena and (Diorama.cull.r * 2.6) or vh
|
||||
local scale = VRRig.dioramaScale(frame, Voxel.FOCAL)
|
||||
-- the bend the diorama asks its eyes for (lib/VR does the same)
|
||||
local curveK = Curve.k(vh)
|
||||
local eyes = {
|
||||
{ camera = VRRig.eyeCamera(POSE, FOV, pivot, anchor, scale,
|
||||
opts.yaw ~= 0 and opts.yaw or nil, curveK),
|
||||
w = 720, h = 720, slot = "vrL", adopt = false },
|
||||
cx = pivot[1], cy = pivot[3],
|
||||
}
|
||||
VoxelScene.spriteLean = math.rad(75)
|
||||
local ok, out = pcall(VoxelScene.render, ow, 0, 0, vw, vh,
|
||||
VR.paletteFor, eyes)
|
||||
VoxelScene.spriteLean = nil
|
||||
if not (ok and out and out[1]) then
|
||||
print("[dio] " .. name .. ": no frame (" .. tostring(out) .. ")")
|
||||
Diorama.stop()
|
||||
return
|
||||
end
|
||||
local okE, err = pcall(function()
|
||||
love.filesystem.createDirectory(ROOT)
|
||||
local data = out[1]:newImageData()
|
||||
data:encode("png", ROOT .. "/" .. name .. ".png")
|
||||
end)
|
||||
print("[dio] " .. name
|
||||
.. (okE and " written" or (" ENCODE FAILED: " .. tostring(err))))
|
||||
Diorama.stop()
|
||||
end
|
||||
|
||||
shoot("box", { mode = "diorama" })
|
||||
shoot("box-turned", { mode = "diorama", yaw = math.rad(35) })
|
||||
shoot("box-tight", { mode = "diorama", zoom = 0.5 })
|
||||
shoot("ball-3", { mode = "diorama", curve = 3 })
|
||||
shoot("ball-4", { mode = "diorama", curve = 4 })
|
||||
shoot("ball-5", { mode = "diorama", curve = 5 })
|
||||
shoot("ball-wide", { mode = "diorama", curve = 5, zoom = 1.9 })
|
||||
shoot("keyed", { mode = "diorama-mr" })
|
||||
shoot("keyed-ball", { mode = "diorama-mr", curve = 3 })
|
||||
do
|
||||
-- a fight's disc, cut about the arena the map would actually stage on
|
||||
local BattleArena = V.require("BattleArena")
|
||||
local ow = game.overworld
|
||||
local arena = BattleArena.find(ow.map, ow.player.cellX, ow.player.cellY,
|
||||
false)
|
||||
if arena then
|
||||
shoot("arena-disc", { mode = "diorama", arena = arena })
|
||||
else
|
||||
print("[dio] no arena on this map -- disc shot skipped")
|
||||
end
|
||||
end
|
||||
|
||||
Diorama.stop()
|
||||
print("[dio] done; PNGs are under the LOVE save directory / " .. ROOT)
|
||||
love.event.quit()
|
||||
end
|
||||
Reference in New Issue
Block a user