water updates

This commit is contained in:
DramaticShape
2026-07-31 23:05:54 -04:00
parent 9a9441899a
commit 8f38aeb36e
8 changed files with 1589 additions and 24 deletions
+32
View File
@@ -259,10 +259,15 @@ local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
-- the mons themselves, as the same cards the camera will see. Their alpha
-- is the silhouette, so what lands on the ground is the shape of the
-- Pokemon rather than a blob standing in for one.
-- marked as the CAST, so a fight staged at the water's edge does not lay a
-- cut-out of a Pokemon across the lake (see ShadowMap.sprites); the arena's
-- own floor still takes them, which is the shadow that matters here
ShadowMap.sprites(true)
for _, card in ipairs(cards or {}) do
ShadowMap.draw(BattleBillboard.mesh(), card.tex,
ShadowMap.snug(card.model))
end
ShadowMap.sprites(false)
ShadowMap.finish(sig)
end
@@ -309,9 +314,36 @@ end
BattleScene.FLASH_COLOR = { 1, 1, 1 }
BattleScene.FLASH_STRENGTH = 0.5
-- ------- the tile clock, while the overworld is not the one drawing
--
-- Water and flowers animate off TileRenderer's 60Hz counter, and the ENGINE
-- only advances it from OverworldState:drawWorld -- which runs under dialogs
-- and menus, but not under a battle, because a battle draws instead of the
-- overworld rather than over it. So for the length of a staged fight the
-- counter stood still: the water tiles stopped rotating their pixels and the
-- wave field, which is driven off the same number so the two cannot drift
-- (see Water), stopped with them. A lake in the background of a battle was a
-- photograph.
--
-- Ticked HERE rather than from the mod's update hook, because here is the
-- one place that means "a staged battle is drawing this frame, and the
-- overworld is not". From the update hook the condition would have to be
-- guessed at, and a frame where both ran would double the rate.
local function tickTiles()
local Game = require("src.core.Game")
local ow = Game and Game.overworld
local top = Game and Game.stack and Game.stack:top()
-- during the wipe INTO a battle the overworld can still be the one
-- drawing, and it is ticking the clock itself; two ticks in a frame would
-- run the water at double speed
if top and ow and top == ow then return end
pcall(require("src.render.TileRenderer").tick)
end
function BattleScene.render(state, arena, textures, token)
if not (state and state.map and arena) then return nil end
if not Voxel3D.available() then return nil end
tickTiles()
-- the floor the fight is staged on: normally the player's own, sometimes
-- another floor of the same cave or building (see BattleArena)
+30 -2
View File
@@ -130,17 +130,23 @@ local SHADER = [[
}
#endif
#ifdef PIXEL
uniform float sprite; // 1 while the CAST is being drawn; see ShadowMap.sprites
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
// the same alpha discard the main pass uses: a sprite card casts its
// silhouette, not its 16x16 bounding box
if (Texel(tex, tc).a < 0.5) discard;
// pack into two channels: the high byte in red, the low in green
// pack into two channels: the high byte in red, the low in green.
// Blue says WHAT cast this, which costs a channel that was zero anyway
// and lets a surface decline one kind of caster -- water does, for the
// people (see Water's sunLit).
float d = clamp(vDepth, 0.0, 1.0) * 255.0;
return vec4(floor(d) / 255.0, fract(d), 0.0, 1.0);
return vec4(floor(d) / 255.0, fract(d), sprite, 1.0);
}
#endif
]]
ShadowMap._source = function() return SHADER end -- named for the suite
local shader = nil -- nil = untried, false = unavailable
local canvas = nil -- nil = untried, false = unavailable
local canvasRes = 0 -- the edge `canvas` was made at
@@ -440,6 +446,9 @@ function ShadowMap.begin(cx, cy, vw, vh)
love.graphics.setShader(sh)
love.graphics.setColor(1, 1, 1, 1)
pcall(sh.send, sh, "lightVP", "row", ShadowMap.clipVP)
-- the world until a cast pass says otherwise, reset per pass so one that
-- forgot to put it back cannot leak into the next map's terrain
pcall(sh.send, sh, "sprite", 0)
drawing = true
ready = false
return true
@@ -448,6 +457,25 @@ end
-- Draw one caster. Same signature as Voxel3D.draw minus the camera-ward
-- pull, which is a trick for the VIEW's depth buffer and would drag a
-- shadow off whatever throws it.
-- Whether what is drawn next is one of the CAST -- a walker, an authored
-- figure, a battle's Pokemon -- rather than part of the world. false for the
-- length of such a pass, true to put it back.
--
-- The map records it per texel (the shader's blue channel) so a surface can
-- decline that kind of caster, and exactly one does: water. A character
-- standing at a lake's edge threw a hard cut-out of its own sprite across
-- the surface, which on something showing the sky and the shoreline reads as
-- a sticker rather than as a shadow in the water. Everything else -- ground,
-- roofs, ledges, the characters themselves -- still takes them.
--
-- Sent rather than branched, so a caller that forgets to put it back only
-- mislabels casters rather than losing them; begin() resets it per pass.
function ShadowMap.sprites(on)
if not drawing then return end
local sh = getShader()
if sh then pcall(sh.send, sh, "sprite", on and 1 or 0) end
end
function ShadowMap.draw(mesh, texture, model)
if not (drawing and mesh) then return end
local sh = getShader()
+29 -16
View File
@@ -699,6 +699,11 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
ShadowMap.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
-- From here down it is the CAST, marked as such in the map (see
-- ShadowMap.sprites) so water can decline them: everything the world casts
-- still shades a lake, a silhouette of somebody standing beside it does
-- not. Ground, roofs and the characters themselves take them as before.
ShadowMap.sprites(true)
-- authored figures cast too, for the same reason the flowers do: a
-- handful of cards per map, and a person with no shadow reads as pasted on
eachFigure(state.map, 0, 0, function(mesh, _, caster)
@@ -720,6 +725,7 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
mirror)))
end
end
ShadowMap.sprites(false)
ShadowMap.finish(sig)
end
@@ -779,8 +785,30 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
Mat4.translate(nb.ox, 0, nb.oy))
end
-- Without a shadow map (headless, or a driver that could not make the
-- canvas) the old flat decals stand in: ground-only, characters only,
-- but better than a world with nothing under anybody. They go down
-- first, as decals the characters then stand over -- depth-tested
-- against the terrain just drawn (a shadow behind a building stays
-- hidden) but never depth-writing, so the grass pass at the end of the
-- frame still wins its feet-overdraw fights.
if not Voxel3D.shadowsActive() then
Voxel3D.beginShadows()
for _, p in ipairs(posed) do
drawShadow(p.sprite, p.px, p.py, p.facing, p.phase, p.flip, p.gh,
p.lift)
end
Voxel3D.endShadows()
end
-- and the water over the top of it, reflecting everything just drawn plus
-- the sky the frame opened with (see drawWater)
-- the sky the frame opened with (see drawWater).
--
-- After the fallback decals deliberately: those are the stand-in drop
-- shadows for a frame with no shadow map, they write no depth, and a
-- lake would otherwise wear one as a black smear. Water covers them,
-- which is the same answer the shadow map's own pass gives (see
-- ShadowMap.sprites) -- people do not shadow water either way.
local waterDraws = {}
if water then
waterDraws[#waterDraws + 1] = { water, atlasFor(state.map), nil }
@@ -800,21 +828,6 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
end)
end
-- Without a shadow map (headless, or a driver that could not make the
-- canvas) the old flat decals stand in: ground-only, characters only,
-- but better than a world with nothing under anybody. They go down
-- first, as decals the characters then stand over -- depth-tested
-- against the terrain just drawn (a shadow behind a building stays
-- hidden) but never depth-writing, so the grass pass at the end of the
-- frame still wins its feet-overdraw fights.
if not Voxel3D.shadowsActive() then
Voxel3D.beginShadows()
for _, p in ipairs(posed) do
drawShadow(p.sprite, p.px, p.py, p.facing, p.phase, p.flip, p.gh,
p.lift)
end
Voxel3D.endShadows()
end
-- Sprite sheets from here to the figure pass: their texture coordinates
-- mean nothing to the tileset-shaped glass mask, so the glass is off or
+1201
View File
File diff suppressed because it is too large Load Diff
+36 -6
View File
@@ -1675,6 +1675,31 @@ T.check(math.abs(math.sin(Water.LEAN_ELEV) - Water.LEAN_FROM) < 1e-12,
VoxelState.angle, Voxel3D.camera = wasAngle, wasCam
end
-- ------- people do not shadow water
--
-- The sun pass is ONE map, so a surface cannot ask what threw a shadow
-- unless the map says -- and it does, in the blue channel, which was zero
-- anyway. Water is the only surface that asks: a character standing at a
-- lake's edge laid a hard cut-out of its own sprite across a surface already
-- showing the sky and the shoreline, which reads as a sticker rather than as
-- a shadow. Everything the world casts still shades it.
do
local ShadowMap = run.loader.exports.DRAMATIC_SHAPE.lib.require("ShadowMap")
T.check(type(ShadowMap.sprites) == "function",
"the sun pass can be told it is drawing the cast rather than the world")
-- inert outside a pass, like every other toggle on it -- a caller that
-- brackets a draw it never made must not send to a shader that is not bound
T.check(pcall(ShadowMap.sprites, true) and pcall(ShadowMap.sprites, false),
"and saying so outside one is harmless")
local shadowSrc = ShadowMap._source and ShadowMap._source() or nil
if shadowSrc then
T.check(shadowSrc:find("fract(d), sprite", 1, true) ~= nil,
"the marker rides the channel the depth pack left free, so it costs "
.. "nothing: the map is still two channels of depth")
end
end
-- ------- the compiled variants
local plain = Water._source(false)
local gridded = Water._source(true)
@@ -1704,14 +1729,19 @@ T.check(plain:find("relief(vBent, view, hit, col, face, axis)", 1, true) ~= nil,
-- the march's reach grows as one over the ray's descent, so a grazing camera
-- asks for hundreds of world pixels of it from a fixed number of samples --
-- which stepped over whole crests and smeared the surface into streaks
-- a sample is worth a SCREEN pixel of surface, so that is the stride: held
-- at a world pixel up close (finer buys nothing and skipping costs the
-- pepper) and opened out with distance (holding it there just runs the march
-- out of samples part-way down the slab, which flattened the lowest rung's
-- whole middle distance)
T.check(plain:find("#define WAVE_STRIDE", 1, true) ~= nil
and plain:find("float maxSpan = float(WAVE_STEPS) * WAVE_STRIDE;",
1, true) ~= nil,
"and its span is capped to a stride a sample can actually resolve")
and plain:find("max(WAVE_STRIDE, dist * pxAngle / dy)", 1, true) ~= nil,
"the relief stride is a screen pixel's worth of surface, floored at a "
.. "world pixel")
T.check(Water.WAVE_STRIDE <= 1,
"which is at most ONE world pixel, because a column is one world pixel "
.. "wide -- a longer stride steps over columns, and which ones it misses "
.. "changes fragment to fragment, which is the peppery noise")
"and that floor is at most ONE world pixel, because a column is one world "
.. "pixel wide -- a longer one steps over columns, and which ones it "
.. "misses changes fragment to fragment, which is the peppery noise")
-- and the art is read off the COLUMN rather than by offsetting the
-- fragment's own uv by however far the march happened to travel: one world
-- pixel is one texel, so a column's texel follows from where it stands and
+71
View File
@@ -0,0 +1,71 @@
-- Driver: one overworld-battle screenshot per species, the mon fighting
-- ITSELF -- its back pic on the player's mark and its front pic on the
-- enemy's, so a single frame shows both sprites the 3D mode draws for it.
--
-- The point is a visual sweep for pic glitches (holes the paper-fill missed,
-- a silhouette cut wrong, a pin that leaves the mon floating), so every shot
-- is staged identically: same map, same cells, same beat -- the battle menu,
-- both HUD panels up. Whatever differs between two shots is the mon.
--
-- SHOT_DIR=.scratchpad/mon_shots \
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mon_shots.lua love .
--
-- Files land as NNN_species.png in dex order.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/mon_shots"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
-- every real species the merged data carries, walked in dex order
local species = {}
for id, def in pairs(game.data.pokemon) do
if type(id) == "string" and type(def) == "table"
and def.dex and def.dex >= 1 and def.dex <= 151 then
species[#species + 1] = { id = id, dex = def.dex }
end
end
table.sort(species, function(a, b) return a.dex < b.dex end)
U.log(("%d species"):format(#species))
game.save.player.name = "RED"
for _, s in ipairs(species) do
-- level 50 both sides: high enough that nothing about the staging is
-- species-specific, and a wild battle never awards exp off a menu shot
game.save.party = { Pokemon.new(game.data, s.id, 50) }
U.teleport(game, "ROUTE_1", 5, 8, "down")
-- let the neighbourhood's meshes land so the first battle frame is the
-- real arena rather than the flat fallback
U.wait(60)
local battle = BattleState.newWild(game, s.id, 50)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
-- the wipe, then tap through "Wild X appeared!" and the send-out until
-- the battle MENU is actually up -- a fixed tap count lands on whatever
-- beat the intro happened to be on, which is how a shot ends up with the
-- trainer still standing where the mon should be
U.wait(70)
for _ = 1, 200 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(6)
end
if battle.phase ~= "menu" then
U.log(("STUCK before menu: %s (phase %s)"):format(s.id, tostring(battle.phase)))
end
-- let the send-out slide/ball beat finish so the mon is standing still
U.wait(40)
U.shot(game, ("%s/%03d_%s.png"):format(DIR, s.dex, s.id:lower()))
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(10)
end
U.log("done -- " .. DIR)
end
+63
View File
@@ -0,0 +1,63 @@
-- Driver: dump the exact pic textures a live 3D battle draws, per stage --
-- the sprite as loaded (raw) and what picImage hands the billboard after the
-- palette bake and BattlePics' paper fill (final). Diagnostic for pics that
-- render with holes: whichever stage the transparency first appears in is
-- the stage that made it.
--
-- SHOT_DIR=.scratchpad/pic_dump \
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/pic_dump.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/pic_dump"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local function save(img, path)
if not img then U.log("NIL image for " .. path) return end
local w, h = img:getDimensions()
local g = love.graphics
local prev = g.getCanvas()
local canvas = g.newCanvas(w, h, { dpiscale = 1 })
g.setCanvas(canvas)
g.clear(0, 0, 0, 0)
g.setBlendMode("replace", "premultiplied")
g.setColor(1, 1, 1, 1)
g.draw(img, 0, 0)
g.setCanvas(prev)
g.setBlendMode("alpha")
local f = assert(io.open(path, "wb"))
f:write(canvas:newImageData():encode("png"):getString())
f:close()
end
local SPECIES = os.getenv("PIC_SPECIES")
local list = {}
if SPECIES then
for id in SPECIES:gmatch("[^,%s]+") do list[#list + 1] = id:upper() end
else
list = { "PIKACHU", "SEEL", "BULBASAUR", "MEWTWO" }
end
for _, id in ipairs(list) do
game.save.party = { Pokemon.new(game.data, id, 50) }
U.teleport(game, "ROUTE_1", 5, 8, "down")
U.wait(30)
local battle = BattleState.newWild(game, id, 50)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
U.wait(80)
local lo = id:lower()
save(battle.enemy.sprite, ("%s/%s_front_raw.png"):format(DIR, lo))
save(battle:picImage(battle.enemy.sprite), ("%s/%s_front_final.png"):format(DIR, lo))
save(battle.player.sprite, ("%s/%s_back_raw.png"):format(DIR, lo))
save(battle:picImage(battle.player.sprite), ("%s/%s_back_final.png"):format(DIR, lo))
U.log("dumped " .. id)
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(5)
end
U.log("done -- " .. DIR)
love.event.quit()
end
+127
View File
@@ -0,0 +1,127 @@
-- Driver: WHY is the water not reflecting anything?
--
-- The reflective pass has several links and every one of them fails quietly
-- back to flat water, which looks exactly like the row being off. This walks
-- the chain in the LIVE game and prints where it stops.
--
-- POKEPORT_DRIVER=mods/DRAMATIC_SHAPE/tests/water_reflect_probe.lua lovec .
--
-- knobs (env):
-- REFL_MAP map id (default PALLET_TOWN)
-- REFL_SPOT "x,y[,facing]" (default 5,6,down)
-- REFL_LEVEL voxel rung (default 5, the 75-degree camera,
-- which is where a reflection is
-- most of what you can see)
-- REFL_TIME daytime pin (day/dusk/...) (default: leave as-is)
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local mapId = os.getenv("REFL_MAP") or "PALLET_TOWN"
local level = math.floor(tonumber(os.getenv("REFL_LEVEL")) or 5)
local sx, sy, facing = (os.getenv("REFL_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-ssr] " .. string.format(...)) end
U.teleport(game, mapId, tonumber(sx), tonumber(sy), facing)
U.wait(20)
Pipelines.setLevel("voxel", level)
U.wait(40) -- outlast the camera tween and the build
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 Water = V.require("Water")
local Voxel3D = V.require("Voxel3D")
local ChunkMesher = V.require("ChunkMesher")
local Sky = V.require("Sky")
local DayNight = V.require("DayNight")
if os.getenv("REFL_TIME") then
DayNight.setting:sync(os.getenv("REFL_TIME"))
U.wait(5)
end
local ow = game.overworld
local map = ow and ow.map
if not map then return say("no live map") end
-- 1. is the row on at all?
say("row=%s level=%d", tostring(Water.setting:get()), Water.level())
if not Water.enabled() then
return say("STOP: WATER is OFF -- press 9, or set the row")
end
-- 2. is there any water on this map to reflect in?
local terrain, water = ChunkMesher.pair(map, false)
if not terrain then terrain, water = ChunkMesher.pair(map, true) end
say("terrain mesh=%s water mesh=%s", tostring(terrain ~= nil),
tostring(water ~= nil))
if not terrain then
return say("STOP: no terrain mesh yet -- the build is still cooking")
end
if not water then
say("STOP: this map has no water surface. That is not a fault unless")
say(" you can see a lake: check the tileset's water tiles reach")
say(" TileShape (run voxel_survey.lua for the shape breakdown).")
return
end
-- 3. did the driver give us a depth texture to read? This is the one
-- hardware requirement the rest of the mode does not already have.
say("depth canvas readable: %s", tostring(Voxel3D.depthReadable()))
if not Voxel3D.depthReadable() then
say("STOP: no readable depth canvas on this driver (depth24/readable).")
say(" The water falls back to the flat scene shader, which is")
say(" exactly what it looked like before this feature existed.")
return
end
-- 4. did the shader build? Both variants -- the wireframe one needs
-- derivatives, which a driver may refuse on its own.
say("shader plain=%s grid=%s",
tostring(Water.shader(false) ~= nil), tostring(Water.shader(true) ~= nil))
if not Water.shader(false) then
return say("STOP: the water shader did not compile -- the mod log has "
.. "the driver's own message")
end
-- 5. is there a sky to reflect, and something hanging in it?
local ramp, count = Sky.ramp()
say("sky ramp=%s bands=%s edge=%s", tostring(ramp ~= nil), tostring(count),
tostring(Voxel3D.skyEdge))
local body = DayNight.body()
if body then
local amt = DayNight.glow()
local w, h = Voxel3D.size()
local rpx = Sky.discRadius(h, Voxel3D.cell or 1,
{ moon = body.moon, glowAmt = amt })
local ang = rpx / ((h or 1) / math.max(1e-4, Voxel3D.fovY or 1))
say("body=%s dir=(%.2f, %.2f, %.2f) disc=%.1fpx (%.2f deg)",
body.moon and "moon" or "sun", body.dx, body.dy, body.dz, rpx,
math.deg(ang))
else
say("body: none in the sky right now (set REFL_TIME=day or =night)")
end
if not ramp then
say("NOTE: no band ramp -- indoors, or the ramp could not be built. The")
say(" sky half of the reflection is off; the ray march still runs.")
end
-- 6. how much reflection this camera is actually asking for. Both numbers
-- fall out of the rung, and between them they explain every "it only
-- works at 75" report: Fresnel decides how much shows, and the lean
-- decides whether what shows has anything in it.
local f = Water.FRESNEL_FLOOR + (Water.FRESNEL_CEIL - Water.FRESNEL_FLOOR)
* (1 - Voxel3D.descent) ^ Water.FRESNEL_POWER
say("camera: descent %.3f -> fresnel about %.2f, horizon lean %.2f",
Voxel3D.descent, f, Water.lean(Voxel3D.descent))
say("waves: %d px columns, phase %.2f", Water.WAVE_HEIGHT, Water._waveTime())
say("OK: every link is live. The effect is strongest at REFL_LEVEL=5 (the")
say(" 75-degree rung, where Fresnel is highest and the reflection is")
say(" exact) and with a low sun (REFL_TIME=dusk).")
end