add skybox

This commit is contained in:
DramaticShape
2026-07-29 19:53:12 -04:00
parent c3ba10e17a
commit 8dc046f72e
5 changed files with 418 additions and 31 deletions
+51 -17
View File
@@ -20,6 +20,7 @@ local SpriteBillboards = V.require("SpriteBillboards")
local TileShape = V.require("TileShape")
local TerrainAtlas = V.require("TerrainAtlas")
local Voxel = V.require("VoxelState")
local Sky = V.require("Sky")
local PaletteFX = require("src.render.PaletteFX")
local Map = require("src.world.Map")
@@ -49,12 +50,16 @@ VoxelScene._modeColors = modeColors -- named for the suite
-- ------------------------------------------------------------------ sky --
--
-- At the top rung the camera is pitched far enough over that the horizon
-- comes into frame and a good part of the picture is void -- so the void
-- becomes the sky, and the diorama reads as standing under something
-- rather than floating on a black plate. Below that rung the camera looks
-- down steeply enough that the horizon is off-screen, and painting the
-- void only tints the gaps between meshes, so it stays transparent.
-- The void behind the diorama is SKY, at every rung -- so the world reads as
-- standing under something rather than floating on a black plate.
--
-- What is up there differs by rung, and the sky follows it rather than being
-- retuned for each. At 75 degrees the camera is pitched far enough over that
-- the horizon is genuinely in frame, and the bands run down to meet it. At the
-- steeper rungs the horizon is above the top edge and the void that shows is
-- where the ground runs OUT -- past the map edge, past the curve -- so the
-- bands take a fixed slice of the frame instead (lib/Sky.lua, Sky.SPAN) and the
-- haze below them fills the rest.
--
-- INDOORS THERE IS NO SKY. A house, a cave or a gym is a room with a
-- ceiling, and the void past its walls is the outside of a box, not open
@@ -67,42 +72,71 @@ VoxelScene._modeColors = modeColors -- named for the suite
-- CLASSIC a green one, GBC INV a dark one, and the colour modes the blue.
-- A hardcoded blue would sit wrong in every non-colour mode -- the same
-- mismatch the terrain bake had.
--
-- This ramp is the FLAT sky -- what a caller clears the void to. The free-roam
-- camera's banded sky has a palette of its own (lib/Sky.lua), transformed the
-- same way by the same seam; they are separate because the flat one also has to
-- serve an indoor void and a battle's arena, which want a colour rather than a
-- sky.
local SKY_SHADES = { { 222, 242, 255 }, { 135, 196, 240 },
{ 64, 120, 192 }, { 16, 40, 80 } }
local SKY_SHADE = 2 -- the ramp's "sky" proper; 1 is its highlight
-- fade across the approach to the top rung, so the sky arrives with the
-- camera tween instead of popping in on the keypress
-- the ramp as the display mode has it, which is the only form anything here
-- should be reading it in
local function skyRamp()
return PaletteFX.effectiveColors(SKY_SHADES) or SKY_SHADES
end
-- Full strength at every rung: the sky is painted wherever the diorama is.
--
-- The ramp that is left is for ARRIVAL alone. Switching the mode on eases the
-- camera up from flat, and the sky comes up with it over the first few degrees
-- rather than appearing whole on the keypress -- which is also what keeps a
-- top-down camera, where there is no void worth speaking of, from painting one.
local SKY_FADE_DEG = 8
local function skyStrength(angleRad)
local deg = math.deg(angleRad or 0)
local from = Voxel.ANGLES_DEG[Voxel.MAX_LEVEL] or 50 -- the rung below
local to = Voxel.ANGLES_DEG[Voxel.MAX_LEVEL + 1] or 75 -- the top rung
if to <= from then return deg >= to and 1 or 0 end
local t = (deg - from) / (to - from)
if t < 0 then return 0 end
if t > 1 then return 1 end
return t
if deg <= 0 then return 0 end
local t = deg / SKY_FADE_DEG
return t < 1 and t or 1
end
-- One shade off the sky ramp, transformed by the display mode, as an
-- {r, g, b, a} in 0..1. `shade` picks the rung (SKY_SHADE is the sky
-- proper; 4 is its darkest, which is what an indoor void wants).
function VoxelScene.skyShade(shade, alpha)
local shades = PaletteFX.effectiveColors(SKY_SHADES) or SKY_SHADES
local shades = skyRamp()
local c = shades[shade] or SKY_SHADES[shade] or SKY_SHADES[SKY_SHADE]
return { c[1] / 255, c[2] / 255, c[3] / 255, alpha or 1 }
end
-- The sky `map` stands under at strength `t`, or nil where there is no sky
-- to paint: indoors, or with the horizon out of frame.
--
-- One flat colour, which is what a caller that only needs something to clear the
-- void to wants -- the overworld battle's arena shot is one of those. The
-- gradient is added on top of this by skyFor, for the free-roam camera alone.
function VoxelScene.skyColor(map, t)
if not (map and map.def and Map.isOutdoor(map.def)) then return nil end
if not t or t <= 0 then return nil end
return VoxelScene.skyShade(SKY_SHADE, t)
end
-- The free-roam sky: the flat one above, dressed with the banded gradient
-- (lib/Sky.lua).
--
-- Only here, and deliberately. This is the sky the walking camera stands under,
-- where the horizon is a quarter of the way down the frame at the top rung and
-- one flat blue reads as a wall of paint. A battle is a staged shot with its own
-- placed camera whose horizon sits above the frame entirely, so it keeps the
-- flat fill it has always had -- there is no gradient to see from down there,
-- and the arena's look is not this rung's to change.
local function skyFor(map)
return VoxelScene.skyColor(map, skyStrength(Voxel.angle))
local sky = VoxelScene.skyColor(map, skyStrength(Voxel.angle))
if not sky then return nil end
return Sky.dress(sky)
end
VoxelScene._skyFor = skyFor -- named for the suite