mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 08:01:09 +02:00
+10
-3
@@ -812,18 +812,25 @@ function ChunkMesher.build(map, bodyOnly, masks, split)
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return sink.finish(), waterSink and waterSink.finish() or nil
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end
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local function quadsMesh(quads)
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local function quadsMesh(quads, grass)
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if #quads == 0 then return nil end
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local verts, indices, n = {}, {}, 0
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for _, q in ipairs(quads) do
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for i = 1, 4 do
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local c = q[i]
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local uv = q.uv and q.uv[i] or { q.u, q.v }
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verts[#verts + 1] = { c[1], c[2], c[3], uv[1], uv[2], q.shade }
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local v = { c[1], c[2], c[3], uv[1], uv[2], q.shade }
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if grass then
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v[7], v[8], v[9], v[10] = q.sway or 0, q.cx or 0,
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q.cz or 0,
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q.firefly and 2 or (q.leaf and 1 or 0)
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end
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verts[#verts + 1] = v
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end
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Voxel3D.pushQuad(indices, n)
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n = n + 1
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end
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if grass then return Voxel3D.newGrassMesh(verts, indices) end
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return Voxel3D.newMesh(verts, indices)
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end
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@@ -832,7 +839,7 @@ end
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-- walker's feet (characters stamp over terrain, Gen 1 style, so ordinary
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-- terrain could never do this).
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local function buildGrassMesh(map)
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return quadsMesh(Structures.forMap(map).grassQuads)
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return quadsMesh(Structures.forMap(map).grassQuads, true)
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end
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-- The flower billboards as their own mesh, for the same reason as the
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+37
-1
@@ -3508,13 +3508,49 @@ function Structures.buildGrass(S, map, x0, x1, y0, y1, data)
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templates[tileId] = tpl
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end
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local wx, wz = tx * 8, ty * 8
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-- Stable diagonal phase per tuft. Both ends of every quad receive
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-- the same value, so a gust bends the slab without shearing it.
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local sway = wx * 0.050 + wz * 0.031
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for _, q in ipairs(tpl) do
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quads[#quads + 1] = {
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{ q[1][1] + wx, q[1][2], q[1][3] + wz },
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{ q[2][1] + wx, q[2][2], q[2][3] + wz },
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{ q[3][1] + wx, q[3][2], q[3][3] + wz },
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{ q[4][1] + wx, q[4][2], q[4][3] + wz },
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uv = q.uv, shade = q.shade,
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uv = q.uv, shade = q.shade, sway = sway,
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cx = wx + 4, cz = wz + 4,
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}
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end
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-- Sparse wind-borne leaf. It reuses one opaque grass texel and is
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-- animated entirely on the GPU, so no per-frame Lua particles exist.
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if #tpl > 0 and ((tx * 13 + ty * 7) % 11 == 0) then
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local src = tpl[1]
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local uv = src.uv and src.uv[1] or { src.u, src.v }
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local lx = wx + 2 + ((tx * 5 + ty * 3) % 5)
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local lz = wz + 4
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local ly, size = 9 + ((tx + ty) % 3), 1.25
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quads[#quads + 1] = {
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{ lx - size, ly, lz }, { lx + size, ly, lz },
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{ lx + size, ly + size, lz }, { lx - size, ly + size, lz },
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uv = { uv, uv, uv, uv }, shade = 1, sway = sway + 0.73,
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cx = lx, cz = lz, leaf = true,
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}
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end
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-- Rarer one-pixel firefly. Geometry exists all day, but the shader
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-- gives it zero glow outside outdoor night.
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if #tpl > 0 and ((tx * 17 + ty * 11) % 29 == 0) then
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local src = tpl[1]
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local uv = src.uv and src.uv[1] or { src.u, src.v }
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local fx = wx + 2 + ((tx * 3 + ty * 5) % 5)
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local fz = wz + 4
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local fy, half = 9 + ((tx + ty) % 4), 0.5
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quads[#quads + 1] = {
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{ fx - half, fy, fz }, { fx + half, fy, fz },
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{ fx + half, fy + 1, fz }, { fx - half, fy + 1, fz },
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uv = { uv, uv, uv, uv }, shade = 1, sway = sway + 1.37,
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cx = fx, cz = fz, firefly = true,
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}
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end
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end
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+111
@@ -48,6 +48,21 @@ Voxel3D.FORMAT = {
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{ "VertexShade", "float", 1 },
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}
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-- Tall grass carries one extra value: a stable phase shared by every
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-- vertex in a tuft. Keeping it constant prevents the two ends of a blade
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-- from shearing apart while the gust travels across the map.
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Voxel3D.GRASS_FORMAT = {
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{ "VertexPosition", "float", 3 },
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{ "VertexTexCoord", "float", 2 },
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{ "VertexShade", "float", 1 },
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{ "VertexGrass", "float", 4 }, -- phase, clump centre x/z, effect kind
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}
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Voxel3D.GRASS_WIND_PIXELS = 1.15
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Voxel3D.GRASS_WIND_SPEED = 2.35
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Voxel3D.GRASS_INTERACT_RADIUS = 12
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Voxel3D.GRASS_INTERACT_PIXELS = 2.5
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-- Face shading by direction id: top faces stay
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-- full brightness, sides step down so an extruded block reads as solid
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-- instead of a flat sticker, and the faces turned away from the sun are
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@@ -73,6 +88,8 @@ local SHADER = [[
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varying float vShade;
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varying vec3 vSun; // this fragment's place in the sun's view
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varying float vFog; // how deep into the map's haze it stands
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varying float vFirefly; // zero normally, night glow on firefly cards
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uniform float fireflyNight; // shared safely by vertex and pixel stages
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#ifdef VOXEL_CULL
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// where this fragment stands in the FLAT world, for the diorama's
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// viewport to measure. Same precision reasoning as vGrid below: a
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@@ -96,9 +113,14 @@ local SHADER = [[
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uniform float pull;
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uniform vec3 curve; // xy = the focus in world XZ, z = k; 0 = off
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uniform vec4 fogInfo; // density, start, heightK; density 0 = clear
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uniform vec4 grassWind; // enabled, time, wind pixels, speed
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uniform vec4 grassPlayer; // world x, world z, radius, push pixels
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uniform vec2 grassPrevious; // previous player world xz for swept contact
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attribute float VertexShade;
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attribute vec4 VertexGrass;
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vec4 position(mat4 transform_projection, vec4 vertex_position) {
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vShade = VertexShade;
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vFirefly = 0.0;
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#ifdef VOXEL_GRID
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// MODEL space, deliberately: every mesh here is built a unit per
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// voxel in its own frame, so the seams ride the model however it is
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@@ -117,6 +139,60 @@ local SHADER = [[
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// answered. (The pull below is excluded for the same reason: it is a
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// depth trick aimed at the camera's own buffer.)
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vSun = (sunVP * (sunModel * vertex_position)).xyz;
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// Wind and player contact are applied in world space, before the curved
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// world and camera pull. vertex y is 0..8 for these tuft meshes, which
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// pins the root and lets the tip receive the full displacement.
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if (grassWind.x > 0.5) {
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float bend = clamp(vertex_position.y / 8.0, 0.0, 1.0);
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bend *= bend;
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float wave = sin(grassWind.y * grassWind.w + VertexGrass.x);
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if (VertexGrass.w > 1.5) {
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// One-pixel firefly with a full behaviour loop: a long rest on the
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// grass, smooth take-off, an irregular short flight, descent, landing
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// and another pause. The baked phase keeps every insect independent.
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float cycle = fract(grassWind.y * 0.052 + VertexGrass.x * 0.173);
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float takeoff = smoothstep(0.30, 0.39, cycle);
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float landing = 1.0 - smoothstep(0.68, 0.79, cycle);
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float airborne = takeoff * landing;
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float drift = grassWind.y * 0.83 + VertexGrass.x * 3.7;
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float wander = sin(drift) * 2.8 + sin(drift * 0.37 + 1.3) * 1.5;
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float lift = 2.5 + sin(drift * 1.19) * 1.1
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+ sin(drift * 0.53 + 0.8) * 0.7;
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w.x += airborne * wander;
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w.y += airborne * lift;
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// Mostly dim while resting, visibly brighter in flight, with a soft
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// asynchronous pulse rather than a hard on/off blink.
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float blink = 0.68 + 0.32 * (sin(drift * 2.11) * 0.5 + 0.5);
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vFirefly = fireflyNight * blink * mix(0.14, 0.92, airborne);
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} else if (VertexGrass.w > 0.5) {
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// The first 72% of the cycle is airborne. A leaf gets an initial
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// upward lift, travels with the wind, then gravity accelerates it
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// down to the ground. It rests there for the remainder before a new
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// leaf is emitted. Z remains fixed, preserving sprite depth order.
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float life = fract(grassWind.y * 0.085 + VertexGrass.x * 0.159);
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float fall = min(life / 0.72, 1.0);
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float travel = fall * 44.0 - 6.0;
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float flutter = grassWind.y * 3.0 + VertexGrass.x * 4.7;
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float lift = sin(fall * 3.14159265) * 5.0;
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float gravity = 9.0 * fall * fall;
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float flutterFade = 1.0 - smoothstep(0.62, 1.0, fall);
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w.x += travel + sin(flutter) * 1.2 * flutterFade;
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w.y += lift - gravity
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+ sin(flutter * 0.61) * 0.8 * flutterFade;
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} else {
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vec2 offset = vec2(wave * grassWind.z, 0.0);
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vec2 clump = VertexGrass.yz;
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float bodyDist = length(clump - grassPlayer.xy);
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float touch = 1.0 - smoothstep(grassPlayer.z * 0.45,
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grassPlayer.z, bodyDist);
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float side = clump.x < grassPlayer.x ? -1.0 : 1.0;
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if (abs(clump.x - grassPlayer.x) < 0.5)
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side = sin(VertexGrass.x) < 0.0 ? -1.0 : 1.0;
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w.xz += offset * bend;
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w.x += side * touch * grassPlayer.w;
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}
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}
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// THE MAP'S HAZE (see ForestAtmos): how much fog stands between the
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// eye and this vertex -- distance dissolves into it, altitude climbs
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// out of it. Worked out on the FLAT world like the shadow lookup
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@@ -353,6 +429,9 @@ local SHADER = [[
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// solid silhouette. Last in the chain, so neither the sun nor a voxel
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// seam can mottle it.
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rgb = mix(rgb, ghostColor, ghost);
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// Emissive but still coloured: increasingly visible as Lua raises the
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// night factor, without adding more insects or washing the scene white.
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rgb = mix(rgb, vec3(0.82, 1.00, 0.22), vFirefly);
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// the viewport's rim is an ALPHA, so the last of the model blends into
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// whatever the frame opened with -- the sky, or the chroma key. 1
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// everywhere without the cut compiled in, which is every flat frame.
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@@ -505,6 +584,15 @@ function Voxel3D.newMesh(verts, map)
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return mesh
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end
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function Voxel3D.newGrassMesh(verts, map)
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if #verts == 0 then return nil end
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local ok, mesh = pcall(love.graphics.newMesh, Voxel3D.GRASS_FORMAT, verts,
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"triangles", "static")
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if not ok then return nil end
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if map and #map > 0 then pcall(mesh.setVertexMap, mesh, map) end
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return mesh
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end
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-- The quad corner offsets and UV corners for one face direction, in the
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-- order the vertex map below stitches into two triangles. Corners are unit
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-- offsets from the voxel's (x, y, z) minimum corner.
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@@ -1071,6 +1159,7 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
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pcall(sh.send, sh, "ghostColor", Voxel3D.GHOST_COLOR)
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-- the hour's light, as the caller last set it (see Voxel3D.tint)
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pcall(sh.send, sh, "dayTint", Voxel3D.tint or { 1, 1, 1 })
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pcall(sh.send, sh, "fireflyNight", Voxel3D.fireflyNight or 0)
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-- and the map's haze (see Voxel3D.fog), density 0 when there is none
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local fog = Voxel3D.fog
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pcall(sh.send, sh, "fogColor", (fog and fog.color) or { 0, 0, 0 })
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@@ -1101,6 +1190,10 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
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pcall(sh.send, sh, "glassGlint", Voxel3D.glassGlint or 0)
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-- on until a sprite pass says otherwise, reset per frame like `ghost`
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pcall(sh.send, sh, "glassOn", 1)
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-- still until the dedicated grass pass enables it
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pcall(sh.send, sh, "grassWind", { 0, 0, 0, 0 })
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pcall(sh.send, sh, "grassPlayer", { -100000, -100000, 1, 0 })
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pcall(sh.send, sh, "grassPrevious", { -100000, -100000 })
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-- the curved world bends about the camera's focus, so the horizon keeps
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-- a fixed distance ahead of the player rather than sitting on the map.
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-- A placed camera may decline it outright (Voxel3D.camera.curve = 0).
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@@ -1380,6 +1473,24 @@ function Voxel3D.glass(on)
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pcall(activeShader.send, activeShader, "glassOn", on and 1 or 0)
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end
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-- Enable wind only around tall-grass draws. px/pz are the current player's
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-- feet in world pixels; previous values make collision continuous per frame.
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function Voxel3D.grassWind(on, px, pz, previousX, previousZ)
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if not (active and activeShader) then return end
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if not on then
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pcall(activeShader.send, activeShader, "grassWind", { 0, 0, 0, 0 })
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return
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end
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local now = love.timer and love.timer.getTime and love.timer.getTime() or 0
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pcall(activeShader.send, activeShader, "grassWind",
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{ 1, now, Voxel3D.GRASS_WIND_PIXELS, Voxel3D.GRASS_WIND_SPEED })
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pcall(activeShader.send, activeShader, "grassPlayer",
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{ px or -100000, pz or -100000,
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Voxel3D.GRASS_INTERACT_RADIUS, Voxel3D.GRASS_INTERACT_PIXELS })
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pcall(activeShader.send, activeShader, "grassPrevious",
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{ previousX or px or -100000, previousZ or pz or -100000 })
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end
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function Voxel3D.endGhost()
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if not active then return end
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pcall(love.graphics.setDepthMode, "lequal", true)
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@@ -934,6 +934,9 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
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local GlassMask = V.require("GlassMask")
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Voxel3D.glassMask = outdoor and GlassMask.texture(state.map.tileset) or nil
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Voxel3D.glassNight = outdoor and DayNight.windowLight() or 0
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-- The existing day/night ramp is also a darkness factor. Fireflies fade
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-- in naturally at dusk and reach full contrast only at deepest night.
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Voxel3D.fireflyNight = outdoor and DayNight.windowLight() or 0
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local g = VoxelScene.glintStep(glint, cx, cy)
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Voxel3D.glassPhase, Voxel3D.glassGlint = g.phase, g.amp
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-- and the map's atmosphere, if it has one (see ForestAtmos): the haze
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@@ -1186,6 +1189,21 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
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-- so the tuft rows keep exactly the characters' own depth handicap
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local lean = math.max(leanAngle(), 0.05)
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local pull = VoxelScene.pull(lean)
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-- Character px/py is anchored on the 16 px card. Its world centre/feet
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-- contact used by the camera code is +8,+8, so use the same point here.
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-- Keep the prior rendered point so fast steps sweep through every tuft.
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local gx, gz = -100000, -100000
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if me then gx, gz = me.px + 8, me.py + 8 end
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VoxelScene._grassPrevX = VoxelScene._grassPrevX or gx
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VoxelScene._grassPrevZ = VoxelScene._grassPrevZ or gz
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-- A warp/map transition is not a walk. Do not sweep one enormous contact
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-- segment across the new map when the player jumps more than two tiles.
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local gdx, gdz = gx - VoxelScene._grassPrevX, gz - VoxelScene._grassPrevZ
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if gdx * gdx + gdz * gdz > 32 * 32 then
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VoxelScene._grassPrevX, VoxelScene._grassPrevZ = gx, gz
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end
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Voxel3D.grassWind(true, gx, gz,
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VoxelScene._grassPrevX, VoxelScene._grassPrevZ)
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Voxel3D.draw(ChunkMesher.grass(state.map), atlasFor(state.map), nil, pull)
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for _, nb in ipairs(state.neighbors or {}) do
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if ViewBox.showsMap(nb) then
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@@ -1193,6 +1211,8 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
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Mat4.translate(nb.ox, 0, nb.oy), pull)
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end
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end
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Voxel3D.grassWind(false)
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VoxelScene._grassPrevX, VoxelScene._grassPrevZ = gx, gz
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-- flower billboards: pulled like the characters and the grass, MINUS
|
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-- the depth of 8 world pixels along the view (8 sin a -- the camera
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-- looks along (0, -cos a, -sin a), so that is exactly one tile row of
|
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|
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Reference in New Issue
Block a user