mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 09:10:49 +02:00
first pass at water
This commit is contained in:
+229
-14
@@ -283,8 +283,57 @@ local activeShader = nil -- the variant this pass bound
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-- resize, so the pair is stable for a session.
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local slots = {}
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local canvas, canvasW, canvasH = nil, 0, 0 -- the slot this pass bound
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local held = nil -- and the whole record for it
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local active = false
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-- A READABLE depth canvas, so a later pass in the same frame can ask the
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-- buffer questions rather than only write to it -- which is the whole of
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-- what makes screen-space reflections possible (see Water).
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--
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-- `depth = true` in the target list, which is what this used to bind,
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-- allocates an internal depth buffer that is written and tested and can
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-- never be sampled. An explicit canvas is the same buffer with a texture
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-- handle on it, and costs the same memory.
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--
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-- nil where the driver will not make one -- the format is optional in GLES
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-- and a canvas is the only honest test of it -- and beginScene falls
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-- straight back to the internal buffer, which is exactly the old behaviour
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-- minus the reflections.
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local function newDepth(w, h)
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if not (love.graphics and love.graphics.newCanvas) then return nil end
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local ok, c = pcall(love.graphics.newCanvas, w, h,
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{ format = "depth24", readable = true })
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if not (ok and c) then return nil end
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-- nearest: a depth is a distance, and a blend of two of them is a
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-- distance to nothing. The march wants the texel it landed on.
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pcall(c.setFilter, c, "nearest", "nearest")
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pcall(c.setWrap, c, "clamp", "clamp")
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-- and no compare mode: with one set, Texel returns a 0/1 shadow verdict
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-- instead of the depth, which is not what any reader here wants
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pcall(c.setDepthSampleMode, c)
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return c
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end
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-- The bound target for the slot this pass holds: the colour canvas plus
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-- either the readable depth canvas or the internal buffer.
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local function depthTarget()
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if held and held.depth then
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return { held.canvas, depthstencil = held.depth }
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end
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return { canvas, depth = true }
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end
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-- Every GPU object one slot owns. The mirror is the copy of the frame the
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-- water pass reads (see beginWater); it is only ever made if something asks
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-- for one, so a session that never sees a lake never pays for it.
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local function releaseSlot(slotHeld)
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for _, key in ipairs({ "canvas", "depth", "mirror" }) do
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local obj = slotHeld[key]
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if obj and obj.release then pcall(obj.release, obj) end
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slotHeld[key] = nil
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end
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end
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local IDENTITY = Mat4.identity()
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-- Whether the driver admits to supporting derivatives. Only a hint --
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@@ -379,6 +428,41 @@ end
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-- way either way.
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Voxel3D.camera = nil
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-- ------- which way, and how steeply, this camera looks
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--
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-- Two facts about the view direction, set alongside the eye and the focus
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-- because they ARE the eye and the focus, and read by anything that has to
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-- reason about the camera's ATTITUDE rather than about a point in front of
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-- it:
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--
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-- lookFlat the view direction flattened onto the ground plane and
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-- normalized -- "the way the horizon lies from here", which is
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-- what a reflection leans toward at the steeper rungs (Water).
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-- descent how far below horizontal the view runs, as a sine: 0 looking
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-- level, 1 looking straight down. It is the number that says
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-- whether there is a horizon in frame at all, and it answers
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-- the same way for the orbit and for a placed battle camera --
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-- which is why this is derived from the two vectors rather than
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-- read off Voxel.angle, a rung the battle camera does not have.
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--
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-- A camera looking exactly straight down has no horizontal direction at all,
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-- and lookFlat then keeps whatever it last held rather than becoming a zero
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-- vector nothing downstream could normalize.
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Voxel3D.lookFlat = { 0, 0, -1 }
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Voxel3D.descent = 0
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local function setLook(eye, focus)
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local dx = focus[1] - eye[1]
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local dy = focus[2] - eye[2]
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local dz = focus[3] - eye[3]
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local len = math.sqrt(dx * dx + dy * dy + dz * dz)
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if len < 1e-6 then return end
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Voxel3D.descent = math.max(0, math.min(1, -dy / len))
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local flat = math.sqrt(dx * dx + dz * dz)
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if flat < 1e-6 then return end
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Voxel3D.lookFlat = { dx / flat, 0, dz / flat }
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end
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-- View and projection for a `vw` x `vh` world-pixel view centred on
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-- (cx, cy) in world pixels. Returns the combined matrix.
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function Voxel3D.viewProjection(cx, cy, vw, vh)
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@@ -389,10 +473,15 @@ function Voxel3D.viewProjection(cx, cy, vw, vh)
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-- kept beside the eye for horizonY: where the sky's pale end goes is a
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-- question about which way this camera looks, and only these two answer it
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Voxel3D.focus = focus
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setLook(eye, focus)
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local dx = eye[1] - focus[1]
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local dy = eye[2] - focus[2]
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local dz = eye[3] - focus[3]
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local dist = math.max(1, math.sqrt(dx * dx + dy * dy + dz * dz))
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-- kept for the passes that measure an ANGLE against this camera rather
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-- than a position: the water's reflected sun is sized in radians, and
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-- radians per canvas pixel is exactly this over the frame height
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Voxel3D.fovY = cam.fov
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local proj = Mat4.perspective(cam.fov, vw / vh,
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math.max(1, dist * 0.05), dist * 4 + 4096)
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-- the same clip-space Y flip the orbit needs, for the same reason: we
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@@ -409,12 +498,14 @@ function Voxel3D.viewProjection(cx, cy, vw, vh)
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-- the FOV that makes a straight-down camera at `dist` frame exactly `vh`
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-- world pixels, which is the framing the flat view already has
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local fov = 2 * math.atan(1 / (2 * focal))
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Voxel3D.fovY = fov
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local focus = { cx, 0, cy }
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local eye = { cx, dist * math.cos(a), cy + dist * math.sin(a) }
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-- exposed for camera-facing billboards (VoxelScene yaws sprites at it)
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Voxel3D.eye = eye
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Voxel3D.focus = focus
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setLook(eye, focus)
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-- perpendicular to the view direction in the YZ plane: north is screen-up
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-- when looking straight down, +Y is screen-up when looking level. Never
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-- parallel to the view direction, so there is no degenerate a = 0 case.
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@@ -538,22 +629,29 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
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end
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if not sh then return false end
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local name = slot or "world"
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local held = slots[name]
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if not (held and held.w == w and held.h == h) then
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local slotHeld = slots[name]
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if not (slotHeld and slotHeld.w == w and slotHeld.h == h) then
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local ok, c = pcall(love.graphics.newCanvas, w, h)
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if not ok then return false end
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c:setFilter("nearest", "nearest")
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if held and held.canvas and held.canvas.release then
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pcall(held.canvas.release, held.canvas)
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end
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held = { canvas = c, w = w, h = h }
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slots[name] = held
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if slotHeld then releaseSlot(slotHeld) end
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-- the depth canvas is sized with its colour, so a window resize
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-- reallocates the pair together and they can never disagree
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slotHeld = { canvas = c, w = w, h = h, depth = newDepth(w, h) }
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slots[name] = slotHeld
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end
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held = slotHeld
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canvas, canvasW, canvasH = held.canvas, w, h
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-- a depth buffer is what makes occlusion real: walk behind a building and
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-- the building wins, with no y-sorting anywhere
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local ok = pcall(love.graphics.setCanvas,
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{ canvas, depth = true })
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local ok = pcall(love.graphics.setCanvas, depthTarget())
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if not ok and held.depth then
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-- the readable canvas would not bind; fall back to the internal buffer
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-- for the rest of this session rather than losing the whole 3D pass
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pcall(held.depth.release, held.depth)
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held.depth = nil
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ok = pcall(love.graphics.setCanvas, depthTarget())
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end
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if not ok then
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pcall(love.graphics.setCanvas)
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return false
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@@ -561,6 +659,14 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
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-- Ahead of the clear, because the sky's bands are placed off the ground
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-- plane's vanishing line and that is a property of this matrix.
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Voxel3D.vp = Voxel3D.viewProjection(cx, cy, vw, vh)
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-- This frame's pixels per WORLD pixel: the size a diorama pixel is on
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-- screen. The sky's dither grid is cut to it, and so is the water's --
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-- one number, so the two break up on the same checkerboard.
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Voxel3D.cell = w / math.max(1, vw or w)
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-- and where the sky's bottom edge lands, which is what the reflection
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-- reads its bands against (see Water). nil when nothing painted bands.
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Voxel3D.skyEdge = (sky and sky.bands)
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and Sky.region(h, Voxel3D.horizonY(h)) or nil
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if sky then
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love.graphics.clear(sky[1], sky[2], sky[3], sky[4] or 1, true, true)
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-- The sky goes down here, in the one window in this function where a
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@@ -573,7 +679,7 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
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-- are the same size as the world's own and follow every resize and zoom.
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-- The banded sky also hangs the hour's sun or moon (skyBody projects it
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-- through this very camera); a flat sky has no bands and hangs nothing.
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Sky.paint(w, h, sky, Voxel3D.horizonY(h), w / math.max(1, vw or w),
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Sky.paint(w, h, sky, Voxel3D.horizonY(h), Voxel3D.cell,
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sky.bands and Voxel3D.skyBody(w, h) or nil)
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else
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love.graphics.clear(0, 0, 0, 0, true, true)
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@@ -720,6 +826,108 @@ function Voxel3D.flatten(color, amount)
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end
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end
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-- ------------------------------------------------------- the water pass --
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--
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-- A reflective surface has to READ the frame it is being drawn into: the
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-- colour of what is standing around it and the depth that says where. Both
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-- are attachments of the target this pass is bound to, and a texture cannot
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-- be sampled while it is one -- so for the length of the water draw the
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-- frame is taken apart:
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--
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-- the COLOUR is copied to a mirror canvas, which is a texture like any
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-- other and is what the reflection samples.
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--
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-- the DEPTH is simply detached. The water shader does the test itself
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-- against the texture (see Water), which is the same comparison the
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-- hardware would have made -- what it gives up is depth WRITES, and water
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-- is flat, never overlaps itself, and has nothing drawn under it later.
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--
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-- `paint`, when given, is called with the MIRROR bound and the scene shader
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-- set, to add things that must be REFLECTED without being composited yet.
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--
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-- The characters are the whole reason it exists. Gen 1 draws people over
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-- the world and water is world, so the cast has to composite AFTER the
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-- water -- but a reflection can only contain what was drawn BEFORE it, and
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-- a lake with everyone standing beside it and nobody in it reads as glass.
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-- Painting them into the mirror alone settles both: they are in the picture
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-- the water reflects and not yet in the picture the water is drawn into.
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--
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-- They go down depth-TESTED and depth-WRITE-FREE. Tested, so a figure behind
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-- a building is behind it in the reflection too; write-free because the very
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-- next thing to read that buffer is the water's own depth test, and a cast
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-- that had written to it would punch itself out of the water it is standing
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-- beside.
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--
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-- Returns the two textures, or nil when there is nothing to hand over: no
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-- readable depth canvas on this driver, or no pass open. A caller that gets
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-- nil draws its water like ordinary terrain, which is what this mode always
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-- did.
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--
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-- MUST be paired with endWater, which puts the frame back together.
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function Voxel3D.beginWater(paint)
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if not (active and canvas and held and held.depth) then return nil end
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if not held.mirror then
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local ok, c = pcall(love.graphics.newCanvas, held.w, held.h)
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if not (ok and c) then return nil end
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pcall(c.setFilter, c, "nearest", "nearest")
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pcall(c.setWrap, c, "clamp", "clamp")
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held.mirror = c
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end
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love.graphics.setShader()
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-- the frame's own depth rides along, so the paint below can test against
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-- it; the copy underneath switches the test off rather than detaching it
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local ok = pcall(love.graphics.setCanvas,
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{ held.mirror, depthstencil = held.depth })
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if not ok then
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pcall(love.graphics.setCanvas, depthTarget())
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return nil
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end
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love.graphics.setDepthMode("always", false)
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-- COLOUR only. The last two arguments are what keep the depth buffer the
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-- frame's rather than this canvas's: cleared here, the water's own depth
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-- test a few lines later would find nothing in front of anything and every
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-- lake would draw straight through the buildings standing in it.
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love.graphics.clear(0, 0, 0, 0, false, false)
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-- premultiplied over a cleared target is a straight copy: every channel
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-- lands exactly as it stood, including the alpha, so the mirror is the
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-- frame rather than the frame composited against something
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love.graphics.setBlendMode("alpha", "premultiplied")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(canvas)
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love.graphics.setBlendMode("alpha")
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if paint and activeShader then
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love.graphics.setDepthMode("lequal", false)
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love.graphics.setShader(activeShader)
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pcall(paint)
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love.graphics.setShader()
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end
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love.graphics.setDepthMode()
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-- and back to the scene canvas WITHOUT its depth: that texture is about
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-- to be read
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if not pcall(love.graphics.setCanvas, canvas) then
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pcall(love.graphics.setCanvas, depthTarget())
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return nil
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end
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return held.mirror, held.depth
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end
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-- Put the frame back: depth reattached, depth test and the scene shader as
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-- the pass had them. Safe to call after a beginWater that returned nil.
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function Voxel3D.endWater()
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if not active then return end
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pcall(love.graphics.setCanvas, depthTarget())
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pcall(love.graphics.setDepthMode, "lequal", true)
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love.graphics.setColor(1, 1, 1, 1)
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if activeShader then love.graphics.setShader(activeShader) end
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end
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-- Whether a reflective water pass can run in this frame at all -- there is
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-- a depth texture to read. Callers use it to choose between the water
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-- shader and an ordinary terrain draw before they start moving canvases.
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function Voxel3D.depthReadable()
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return (active and held and held.depth) and true or false
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end
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-- Whether what is drawn next carries the voxel wireframe. false for the
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-- length of a draw, true to put it back.
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--
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@@ -931,18 +1139,25 @@ function Voxel3D.canvas()
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return canvas
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end
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-- The bound canvas's pixel size, for a pass that has to work in screen
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-- coordinates (the water's reflection marches in them).
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function Voxel3D.size()
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return canvasW, canvasH
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end
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-- Drop the GPU objects (window resize, hot reload).
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function Voxel3D.invalidate()
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for name, held in pairs(slots) do
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if held.canvas and held.canvas.release then
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pcall(held.canvas.release, held.canvas)
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end
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for name, slotHeld in pairs(slots) do
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releaseSlot(slotHeld)
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slots[name] = nil
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end
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canvas, canvasW, canvasH = nil, 0, 0
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held = nil
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ShadowMap.invalidate()
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-- the sky is part of this pass and holds a shader of its own
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Sky.invalidate()
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-- and so does the water, for the same reason
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V.require("Water").invalidate()
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-- and the glass masks are textures of this context too
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GlassMask.invalidate()
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end
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Reference in New Issue
Block a user