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
+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()