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Author SHA1 Message Date
DramaticShape b0d37cd8e6 Merge pull request #56 from DramaticShape/back-sprite-transparency-fix
v1.5.0
2026-08-02 01:23:13 -04:00
DramaticShape 3f7210bfcd mobile spin fix 2026-08-02 01:20:39 -04:00
DramaticShape 9ef8644bff add first person mode 2026-08-02 01:16:42 -04:00
DramaticShape e6d4059c38 fix water again on android 2026-08-02 00:53:38 -04:00
DramaticShape 1a283d6771 bump version 2026-08-02 00:14:13 -04:00
DramaticShape a7c9541ac4 pokecenter machines, water occlusion 2026-08-02 00:01:39 -04:00
DramaticShape 91cc2d6f51 bills, pewter gym, register, celadon mansion, tables, garbage cans 2026-08-01 23:48:23 -04:00
DramaticShape c82598b24c Merge pull request #51 from DramaticShape/back-sprite-transparency-fix
Back sprite transparency fix
2026-08-01 16:44:57 -04:00
DramaticShape 47363b8d23 iterate version 2026-08-01 16:41:03 -04:00
DramaticShape 752653e243 update oak's pc 2026-08-01 16:20:04 -04:00
DramaticShape 6887f5d951 updates to oak's lab 2026-08-01 16:03:32 -04:00
DramaticShape a140980b1d seal transparent back sprites 2026-08-01 15:19:26 -04:00
DramaticShape eb231d221e Merge pull request #46 from DramaticShape/water-reflections
Add fancy water
2026-08-01 00:32:30 -04:00
DramaticShape 980383bb92 update battle water 2026-08-01 00:28:54 -04:00
DramaticShape 22b58e27a4 fix android water shading 2026-08-01 00:13:01 -04:00
DramaticShape 98f7419b72 fix water for android glsl shaders 2026-07-31 23:39:05 -04:00
DramaticShape 92fef2a37e update for modkit update 2026-07-31 23:29:39 -04:00
DramaticShape 8f38aeb36e water updates 2026-07-31 23:05:54 -04:00
DramaticShape 9a9441899a first pass at water 2026-07-31 22:54:16 -04:00
DramaticShape 7f76caa5f6 Merge pull request #35 from DramaticShape/mobile-dpi-fix
bump version
2026-07-31 14:19:02 -04:00
DramaticShape be2f0464c5 Merge branch 'mobile-dpi-fix' of https://github.com/DramaticShape/DramaticShapeVoxelMod into mobile-dpi-fix 2026-07-31 14:18:25 -04:00
DramaticShape 8728783b22 account for dpi issues on updated 3d battles 2026-07-31 14:18:02 -04:00
DramaticShape 731ecd9677 Merge pull request #34 from DramaticShape/mobile-dpi-fix
Mobile dpi fix
2026-07-31 14:10:24 -04:00
DramaticShape 851f36d46f Merge pull request #33 from DramaticShape/master
rebase
2026-07-31 14:04:17 -04:00
DramaticShape 775757b2d6 account for dpi issues on updated 3d battles 2026-07-31 13:51:54 -04:00
DramaticShape 20f1807edd Merge pull request #25 from DramaticShape/back-sprite-battles
add day/night filter to 2d
2026-07-30 22:37:52 -04:00
DramaticShape 4da8e5dc3e add day/night filter to 2d 2026-07-30 22:36:59 -04:00
DramaticShape 3eb62a5e00 Merge pull request #24 from DramaticShape/back-sprite-battles
Back sprite battles
2026-07-30 22:05:14 -04:00
DramaticShape 26d1d96d52 hide tilt/gbcfx 2026-07-30 21:57:29 -04:00
DramaticShape d9a000d7ad add back sprite option for 3d battles 2026-07-30 21:52:54 -04:00
DramaticShape f12b564dcd moved route 1 battle location again, added transparency to bottom battle menu 2026-07-30 21:34:25 -04:00
DramaticShape d1a1c69c7d Merge pull request #16 from DramaticShape/android-night-cycle-fix
iterate version to 1.2.1
2026-07-30 00:11:29 -04:00
DramaticShape 500556c3fc iterate version to 1.2.1 2026-07-30 00:11:02 -04:00
DramaticShape e621c28a74 Merge pull request #15 from DramaticShape/android-night-cycle-fix
android fix for day night cycle issue
2026-07-30 00:09:22 -04:00
DramaticShape eabc8af716 android fix for day night cycle issue 2026-07-30 00:04:52 -04:00
DramaticShape 785838e6cd Merge pull request #14 from DramaticShape/3d-battle-mod
fix issue with fight transition in oak's lab
2026-07-29 23:14:58 -04:00
DramaticShape 14f844ad8e fix issue with fight transition in oak's lab 2026-07-29 23:13:36 -04:00
DramaticShape cb325af6cf Merge pull request #13 from DramaticShape/3d-battle-mod
3d battle mod
2026-07-29 22:55:21 -04:00
DramaticShape 50f8f6bfe3 Merge branch '3d-battle-mod' of https://github.com/DramaticShape/DramaticShapeVoxelMod into 3d-battle-mod
# Conflicts:
#	README.md
2026-07-29 22:54:22 -04:00
DramaticShape 284172db7b add clock sync option 2026-07-29 22:50:54 -04:00
DramaticShape 6d27d91411 fix glinting on windows and striping 2026-07-29 22:43:20 -04:00
DramaticShape e898cedad6 Merge pull request #12 from DramaticShape/3d-battle-mod
1.2.0 updates
2026-07-29 22:31:17 -04:00
DramaticShape f2a18b62b2 Merge branch 'master' into 3d-battle-mod 2026-07-29 22:30:51 -04:00
DramaticShape 5ff56eab46 bump version 2026-07-29 22:29:23 -04:00
DramaticShape 99e18f7b5b set viridian to night time lighting 2026-07-29 22:27:25 -04:00
DramaticShape 9c263f0937 glass masking 2026-07-29 22:23:21 -04:00
DramaticShape 7e3245a9ef more shadow fixes, fix tree borders 2026-07-29 22:23:08 -04:00
DramaticShape 18857e039a fixed disconnected shadows 2026-07-29 21:51:42 -04:00
DramaticShape f841378330 add day night cycle 2026-07-29 21:42:34 -04:00
DramaticShape 6d7a93dbad remove voxel grid from overworld sprites 2026-07-29 20:09:18 -04:00
DramaticShape e14953c78a mitigate diagonal shadow artifacts 2026-07-29 20:06:18 -04:00
DramaticShape 8dc046f72e add skybox 2026-07-29 19:53:12 -04:00
DramaticShape c3ba10e17a added battle transition into overworld 2026-07-29 19:09:48 -04:00
DramaticShape 41a86b5fb2 second pass at indigo plateau 2026-07-29 19:03:11 -04:00
DramaticShape 9a34ba9c77 force 3d battle ui, initial victory road updates 2026-07-29 18:45:00 -04:00
DramaticShape 097bdcd14b fix poke mart back wall 2026-07-29 18:16:29 -04:00
DramaticShape e838ff4558 made cash register a sprite 2026-07-29 18:01:47 -04:00
DramaticShape 8e7a80055d fix couch man 2026-07-29 17:36:03 -04:00
DramaticShape 5ea70a278f update route one battle location 2026-07-29 16:22:53 -04:00
DramaticShape 60d5362c89 fix couch man 2026-07-29 15:44:52 -04:00
DramaticShape 3c1781f6b1 fix vertical line in battle sprites 2026-07-29 15:35:28 -04:00
DramaticShape b21fd46ea7 Remove battle staging details from README
Removed section about battle staging and conditions.
2026-07-28 18:49:07 -04:00
DramaticShape 0f303e7975 bump required version to 0.1.32 2026-07-28 16:14:43 -04:00
63 changed files with 19435 additions and 700 deletions
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@@ -0,0 +1,200 @@
name: Release
# Packs the mod into an installable .zip and publishes it as a GitHub Release,
# once per push to main.
#
# Archive layout: every mod file at the archive root, manifest.json included.
# That is one of the two shapes the game accepts on MODS > Import mod .zip
# (src/mods/LauncherMods.lua locateRoot: manifest at the root, or inside a
# single top-level folder). Nothing else is added, so the archive stays
# installable by hand too.
#
# Versioning, first rule that applies wins:
# 1. the "version" input of a manual run,
# 2. "[release X.Y.Z]" anywhere in the commit message,
# 3. manifest.json's own version, when it is ahead of every existing tag,
# so bumping the manifest is the normal way to cut a release,
# 4. otherwise the newest vX.Y.Z tag with its patch incremented
# (0.2.99 rolls over to 0.3.0).
# Whichever wins is written into the manifest.json inside the archive, so a
# shipped mod never reports a different version than the release it came from.
#
# Generated by: python3 tools/modkit.py add-release-workflow <mod-id>
# MOD_ID below is stamped to this mod's id when the file is copied.
on:
push:
branches: [master]
paths-ignore:
- '.github/**'
- '**.md'
workflow_dispatch:
inputs:
version:
description: "Exact version to release (e.g. 0.3.0). Leave blank to auto-resolve."
required: false
default: ""
permissions:
contents: write
concurrency:
group: release
cancel-in-progress: false
jobs:
release:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Determine version
id: ver
env:
DISPATCH_VERSION: ${{ github.event.inputs.version }}
run: |
set -euo pipefail
python3 - <<'PY' >> "$GITHUB_OUTPUT"
import json, os, re, subprocess, sys
SEMVER = re.compile(r"^(\d+)\.(\d+)\.(\d+)$")
def sh(*args):
return subprocess.run(args, capture_output=True, text=True).stdout.strip()
def parse(text):
m = SEMVER.match(text)
return tuple(int(p) for p in m.groups()) if m else None
def die(msg):
print(f"::error::{msg}", file=sys.stderr)
raise SystemExit(1)
with open("manifest.json", encoding="utf-8") as fh:
manifest_version = str(json.load(fh).get("version", ""))
released = sorted(
v for v in (parse(tag[1:]) for tag in sh("git", "tag", "-l", "v*").splitlines()) if v
)
latest = released[-1] if released else None
override = os.environ.get("DISPATCH_VERSION", "").strip()
if not override:
found = re.search(r"\[release\s+(\d+\.\d+\.\d+)\]", sh("git", "log", "-1", "--pretty=%B"))
override = found.group(1) if found else ""
manifest_ver = parse(manifest_version)
if override:
version = parse(override) or die(f"invalid version override {override!r} (expected X.Y.Z)")
source = "the override"
elif manifest_ver and (latest is None or manifest_ver > latest):
version = manifest_ver
source = "manifest.json"
elif latest:
major, minor, patch = latest
patch += 1
if patch > 99:
minor, patch = minor + 1, 0
version = (major, minor, patch)
source = "a patch bump on v%d.%d.%d" % latest
else:
die(f"manifest.json version {manifest_version!r} is not X.Y.Z "
"and there is no vX.Y.Z tag to count from")
text = "%d.%d.%d" % version
print(f"Releasing {text}, from {source}.", file=sys.stderr)
print(f"version={text}")
print(f"tag=v{text}")
PY
- name: Refuse to clobber an existing release
env:
GH_TOKEN: ${{ github.token }}
TAG: ${{ steps.ver.outputs.tag }}
run: |
set -euo pipefail
if git rev-parse -q --verify "refs/tags/$TAG" >/dev/null; then
echo "::error::Tag $TAG already exists. Pick a different version."
exit 1
fi
if gh release view "$TAG" >/dev/null 2>&1; then
echo "::error::Release $TAG already exists. Pick a different version."
exit 1
fi
- name: Build the mod .zip
env:
VERSION: ${{ steps.ver.outputs.version }}
MOD_ID: "DRAMATIC_SHAPE"
run: |
set -euo pipefail
staging="$RUNNER_TEMP/pkg"
out="$GITHUB_WORKSPACE/dist"
rm -rf "$staging" "$out"
mkdir -p "$staging" "$out"
git archive HEAD | tar -x -C "$staging"
rm -rf "$staging/.github" "$staging/.gitattributes" \
"$staging/.gitignore" "$staging/.luarc.json"
python3 - "$staging/manifest.json" "$VERSION" <<'PY'
import json, sys
path, version = sys.argv[1], sys.argv[2]
with open(path, encoding="utf-8") as fh:
manifest = json.load(fh)
manifest["version"] = version
with open(path, "w", encoding="utf-8") as fh:
json.dump(manifest, fh, indent=2, ensure_ascii=False)
fh.write("\n")
PY
zip_path="$out/${MOD_ID}-${VERSION}.zip"
(cd "$staging" && zip -qr "$zip_path" .)
unzip -l "$zip_path"
unzip -p "$zip_path" manifest.json > "$RUNNER_TEMP/packed-manifest.json"
python3 - "$RUNNER_TEMP/packed-manifest.json" "$VERSION" <<'PY'
import json, sys
path, expected = sys.argv[1], sys.argv[2]
with open(path, encoding="utf-8") as fh:
version = json.load(fh)["version"]
if version != expected:
raise SystemExit(f"::error::packed manifest says {version}, expected {expected}")
print(f"manifest.json is at the archive root and reports {version}")
PY
(cd "$out" && sha256sum "${MOD_ID}"-*.zip > sha256sums.txt)
cat "$out/sha256sums.txt"
- name: Publish GitHub Release
env:
GH_TOKEN: ${{ github.token }}
VERSION: ${{ steps.ver.outputs.version }}
TAG: ${{ steps.ver.outputs.tag }}
MOD_ID: "DRAMATIC_SHAPE"
run: |
set -euo pipefail
prev="$(git tag -l 'v*' --sort=-v:refname | grep -v "^${TAG}$" | head -1 || true)"
range="${prev:+${prev}..}$GITHUB_SHA"
changes="$(git log --no-merges --pretty='- %s' "$range" | head -50 || true)"
notes=$'Download the .zip and install it from the game: MODS > Import mod .zip.'
if [ -n "$changes" ]; then
notes+=$'\n\n## Changes\n\n'"$changes"
fi
printf 'Release notes:\n%s\n' "$notes"
gh release create "$TAG" \
--target "$GITHUB_SHA" \
--title "$VERSION" \
--notes "$notes" \
"dist/${MOD_ID}-${VERSION}.zip" \
"dist/sha256sums.txt"
echo "Published release $TAG"
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+51 -40
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@@ -9,6 +9,22 @@ as leaning sprite slabs, a shadow map throws real cast shadows across
whatever they land on, and an optional tilt-shift pass sells the
miniature-model look.
Water is a surface rather than a texture lying in a hole. It is a field of
one-pixel-wide voxel columns, each standing a whole number of pixels tall and
rising and falling as waves — found by walking the view ray through them in
the shader, so a crest hides what is behind it and shows you its lit side,
with no extra geometry anywhere.
And it reflects. The sky it stands under, in the same bands, the same dither
and off the same clock, so the lake and the sky above it meet at the
waterline with no seam. The sun or moon hanging in it, at the size the
painted disc is drawn, craters and all. Whoever is standing beside it —
walkers, NPCs, the two Pokémon in a staged battle. And on **FULL**, a
screen-space ray march adds the rest of what is on screen: the shoreline, the
trees behind it, the buildings across the bay. How much of it shows is
Fresnel, so the top rung is a mirror and a looking-straight-down rung is a
pond, off the same water.
And battles fought on that world rather than on a white field. When
something picks a fight the map's NPCs are culled, the engine's own wipe
plays over the empty map, and the battle draws over the nearest patch of
@@ -16,11 +32,26 @@ clear ground — shot over the shoulder, the player's mon low and left and
the enemy high and right, with a slow parallax drift behind them and a
depth-of-field pass that keeps both of them sharp.
Purely presentational. Nothing here reaches collision, movement, triggers
or scripts — it changes what the world *looks* like and nothing about what
it *is*. The battle arena is where the **camera** goes, not where anybody
goes: no cell, facing, flag or warp is written, so the player is standing
exactly where the fight found them when it ends.
And the whole thing from inside. The ladder's top rung, **1ST**, dives the
camera into the player's own head: free look on the mouse (captured while
the rung is on — left click is A, right click is B), the right stick, or a
touch dragged across open screen; free movement that goes where you look,
at any angle, sliding along walls — the left stick's raw deflection, the
touch d-pad's true vector, or WASD as forward/backpedal/strafe. NPCs turn
to face the eye wearing the frame their pose shows *this* viewer — walk
behind someone and you see their back — and the sky, the shadows and the
water reflections all carry over, because the head rides the same placed
camera the battle shot proved out.
Presentational, with one deliberate exception. Every rung but 1ST changes
what the world *looks* like and nothing about what it *is*; the battle
arena is where the **camera** goes, not where anybody goes. 1ST replaces
the grid walk with a free one while it is selected — but even there the
game is untouched: the walk asks the engine's own collision the same
questions a grid step asks, keeps the player's cell synced, and runs the
engine's own landing pipeline per cell crossed, so warps, encounters,
ledges, gates and scripts all fire exactly as themselves. Step off the
rung and the grid walk is back.
## Controls
@@ -34,43 +65,23 @@ menu.
| `6`, or the **T-SHIFT** options row | OFF → 1 → 2 → 3 → OFF (miniature blur) |
| `7`, or the **V-CURVE** options row | OFF → 1 → 2 → 3 — bend the world over the horizon |
| `8`, or the **3D-BTL** options row | ON / OFF — fight on the map instead of on a white field |
| `9`, or the **WATER** options row | FULL / SKY / OFF — waves and reflections on water. **SKY** gives the surface its pixel-tall wave columns and puts the sky, the sun, the moon and the cast in them; **FULL** adds a screen-space ray march that also reflects the shoreline, the trees and the buildings standing behind it |
| the **BACK SPRITES** options row | OFF / ON — keep your own Pokémon on the battle menu, seen from behind in its classic slot, instead of standing it on the map; the foe is still out there. Only on the menu while **3D-BTL** is on, because it decides nothing without it |
| the **AA** options row | OFF / 2X / 4X — smooth the stair-stepped edges of the 3D world by rendering the diorama larger than the window and folding it back down. The ladder is samples per display pixel: 2X is a canvas root-two wider and taller, 4X one exactly twice the size. Every edge in the projected picture softens with the silhouettes — the tileset's own texels are quads in a perspective view and cross the pixel grid at the same arbitrary angles — so the diorama reads smoother rather than sharper. The most expensive row in the mod, so it is OFF by default and **FULL** leaves it alone |
| the **DAYTIME** options row | SYNC / DAY / NIGHT / DUSK / DAWN / CYCLE — what time it is outdoors, on the diorama *and* on the flat 2D world; held at SYNC (and off the menu) while VOXEL is FULL |
**3D-BTL** is on by default and is independent of **VOXEL**: battles draw
on the world whether or not the free-roam camera is pitched over.
## Where a battle is staged
Two of the engine's own rows are taken away while this mod is installed:
**TILT**, which is the flat fake of what this mode does for real, and **GBC
FX**, a full-screen present pass over the top of the diorama. Both are held at
off rather than merely hidden — a row that is not there cannot switch off a
value an older save arrived with. Uninstall and both come back, at whatever
they were last set to.
The mod looks for the nearest clearing shaped like this, where every `x` is
a cell the player could walk onto — the two mons three cells apart down the
middle, with a one-cell apron so the camera looks across floor rather than
into a wall:
```
x x x
x O x O the enemy's mon
x x x
x x x
x P x P your mon
x x x
```
Indoors, in a corridor or in a cave there is often no room for that, so the
search relaxes to the same three-cell gap with the apron given up:
```
O
x
x
P
```
If neither will fit — and on a map with no open ground at all, or on a
machine with no depth-buffer support — the battle draws exactly the way it
always did. Water counts as open ground while you are surfing and not
otherwise, and warp tiles never count, so a fight is never framed in a
doorway.
Two of those keys are taken off the engine: `3` was **TILT** and `5` was
**GBC FX**. Neither is reachable by key while this mod is enabled, and both
are still on the OPTIONS menu. Pressing `3` also switches both off — they
fight the diorama, and it is the way back from having left one on.
Everything the battle screen draws as a box — the two HUD blocks, the text
box and the menus over it — sits on frosted glass rather than on the white
field it used to have behind it: the world underneath, blurred and laid back
down translucent, with the ink flipping white where the ground it lands on is
dark. Nothing the engine draws inside a box moves; only the paper is gone.
+11 -1
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@@ -39,7 +39,17 @@
return {
-- ------- routes
["ROUTE_1"] = { x = 0, y = 16, shape = "wide" },
-- narrow, deliberately: the route's interior is a 3-cell-wide lane and the
-- wide shape only fits in the western connection border, which staged every
-- fight at the edge of the world instead of on the road.
--
-- Of the seventeen spots the route has outside that border, fourteen are
-- this one mid-route clearing and the other three bury the near mon behind
-- a hedge -- which the clearance test passes, since it measures terrain
-- height along the sightline and a hedge in the apron row is not terrain.
-- So the choice is where in the clearing, and this is its west end: tree
-- line square behind the pair, nothing crossing either of them.
["ROUTE_1"] = { x = 4, y = 14, shape = "narrow" },
["ROUTE_2"] = { x = 1, y = 49, shape = "wide" },
["ROUTE_3"] = { x = 57, y = 1, shape = "wide" },
["ROUTE_4"] = { x = 46, y = 7, shape = "wide" },
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+244
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@@ -0,0 +1,244 @@
-- Voxel world mode: anti-aliasing, by supersampling.
--
-- Everything else in this mod is flat art blitted at whole pixels; this one
-- pass is real geometry seen through a perspective camera, and a polygon
-- edge that lands at an angle across the pixel grid is the one place in the
-- game where a hard stair-step is not a stylistic choice. A roof ridge, a
-- ledge lip, a tree's silhouette against the sky and the leaning card of a
-- character are all cut by an edge that has no reason to line up with
-- anything, and at the shallow rungs -- where the diorama reads most like a
-- photograph of a model -- they crawl as the camera drifts.
--
-- SUPERSAMPLING, not MSAA and not a filter over the finished frame, for two
-- reasons that both come out of what the pass already is:
--
-- MSAA would take the water with it. The reflections read the frame's own
-- DEPTH buffer as a texture (Voxel3D.beginWater), and a multisampled depth
-- attachment is not a thing a fragment shader in this dialect can sample.
-- The row would have quietly switched the other row off.
--
-- An edge filter (FXAA and its relatives) works from the finished colour
-- alone, and would be GUESSING where the edges are out of one sample per
-- pixel -- inventing detail it never rendered, and unable to tell a
-- geometry edge from the boundary between two texels of a tileset.
--
-- Rendering the pass larger and folding it back down has neither problem:
-- the depth buffer stays an ordinary texture, every pass in the frame keeps
-- working in the canvas it was handed, and the fold is an average of samples
-- that were each rendered honestly. It antialiases everything at once --
-- geometry, the alpha-cut outline of a sprite card, the wireframe, the
-- water's ray march -- because none of them know it is happening.
--
-- Be clear about what "everything" means: the artwork softens too. A tileset
-- texel out here is not a screen pixel, it is a quad in a perspective view,
-- and its boundary crosses the pixel grid at the same arbitrary angle a roof
-- ridge does -- so the fold averages across it exactly as it averages across
-- the ridge. That is what an honest extra sample says about that pixel, and
-- it is also the trade the row IS: the diorama comes out smoother, not
-- sharper. Which is why this is a row and not something that is simply on.
--
-- What it costs is pixels, which is the whole of why this is a row and not
-- something that is simply on: 2X is half again as many in each direction,
-- 4X is twice, and the scene pass is the most expensive thing in the frame.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ModSetting = V.require("ModSetting")
local AntiAlias = {}
-- the key under options.modOptions.DRAMATIC_SHAPE, shared by the row in
-- OPTIONS and the mod manager's own settings page for this mod
AntiAlias.KEY = "aa"
AntiAlias.LABEL = "AA"
-- The ladder is SAMPLES PER DISPLAY PIXEL, which is how an AA setting reads
-- everywhere else, and the canvas scale each rung costs is its square root:
-- 2 samples is a canvas 1.41x wider and taller, 4 is one exactly twice the
-- size. OFF is the default -- this is a cost knob, and a mod should not
-- quietly spend four times the fill rate of the machine it lands on.
AntiAlias.setting = ModSetting.new(AntiAlias.KEY, AntiAlias.LABEL,
{ 0, 2, 4 }, { "OFF", "2X", "4X" })
-- The scale the pass currently open was actually expanded by (see expand).
-- 1 while there is no supersampling in force, which is also what every
-- reader gets on a frame that never opened a pass at all.
local live = 1
function AntiAlias.samples()
return tonumber(AntiAlias.setting:get()) or 0
end
-- What the row ASKS for. The scale in force is `factor()`, which is this
-- clamped to what the driver will actually allocate.
local function wanted()
local n = AntiAlias.samples()
if n <= 1 then return 1 end
return math.sqrt(n)
end
-- The biggest canvas this driver admits to, or nil where it will not say.
-- A 4K window at 4X asks for 7680 across, which is past the limit on plenty
-- of hardware and every phone -- and a refused canvas is not a softer
-- diorama, it is beginScene returning false and the whole mode falling back
-- to the flat 2D path.
local function textureLimit()
if not (love.graphics and love.graphics.getSystemLimits) then return nil end
local ok, limits = pcall(love.graphics.getSystemLimits)
return (ok and limits and limits.texturesize) or nil
end
-- The size to render `w` x `h` display pixels at, and the size everything
-- inside the pass then measures itself in.
--
-- Also where `live` is set, which is why this must be called once per pass
-- immediately before beginScene: the wireframe's line width and the FX
-- overlay's sprite scale are both quoted in DISPLAY pixels and have to be
-- multiplied up into canvas ones, and the honest multiplier is the one this
-- returned rather than the one the row asked for.
function AntiAlias.expand(w, h)
local s = wanted()
local max = textureLimit()
if max and max > 0 then
-- clamped rather than abandoned: a window too big for 4X can usually
-- still carry some of it, and half a rung of smoothing is worth more
-- than a row that silently does nothing at that size
s = math.min(s, max / math.max(1, w), max / math.max(1, h))
end
if not (s > 1.01) then
live = 1
return w, h
end
local ew, eh = math.floor(w * s + 0.5), math.floor(h * s + 0.5)
live = ew / math.max(1, w)
return ew, eh
end
-- The scale the open pass was expanded by; 1 when it was not.
function AntiAlias.factor()
return live
end
-- ------- the fold
--
-- One target per pass (the free-roam world and the battle's arena are alive
-- at different moments but reallocating on every battle entry and exit is
-- what the scene canvas's own slots exist to avoid), reallocated only when
-- that pass's DISPLAY size changes -- a window resize, or the row itself
-- moving, which changes the source and not this.
local targets = {}
local function targetFor(slot, w, h)
local t = targets[slot]
if not (t and t.w == w and t.h == h) then
local ok, c = pcall(love.graphics.newCanvas, w, h)
if not (ok and c) then return nil end
-- nearest, like the canvas it stands in for: this one is composited a
-- canvas pixel to a display pixel, and the smoothing has already happened
pcall(c.setFilter, c, "nearest", "nearest")
if t and t.canvas and t.canvas.release then pcall(t.canvas.release, t.canvas) end
t = { canvas = c, w = w, h = h }
targets[slot] = t
end
return t.canvas
end
-- The box filter, and the whole of why it is a shader rather than a scaled
-- draw with linear filtering on.
--
-- The void this pass renders into is cleared to a TRANSPARENT BLACK, and at
-- the rungs below FULL a good deal of the frame is still that. Averaging a
-- straight-alpha edge against it drags the result toward black as well as
-- toward transparent, and then the engine's own composite multiplies by that
-- alpha a second time -- so every silhouette against the void would come out
-- ringed with a dark fringe, which is exactly the artefact the row is here to
-- remove.
--
-- So the taps are premultiplied before they are averaged and divided back out
-- after, which is the arithmetic that makes an edge pixel mean "half covered
-- by this colour" instead of "covered by half of this colour".
--
-- Four taps, half a source texel from the destination centre. At 4X those
-- land dead on the four texel centres the destination pixel covers, so it is
-- an exact 2x2 box; at 2X the source grid does not divide, and the bilinear
-- fetch under each tap widens the box a little rather than missing samples.
local SHADER = [[
uniform vec2 tap; // half a SOURCE texel, in uv
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
vec4 a = Texel(tex, tc + vec2(-tap.x, -tap.y));
vec4 b = Texel(tex, tc + vec2( tap.x, -tap.y));
vec4 c = Texel(tex, tc + vec2(-tap.x, tap.y));
vec4 d = Texel(tex, tc + vec2( tap.x, tap.y));
float al = (a.a + b.a + c.a + d.a) * 0.25;
if (al <= 0.0) return vec4(0.0);
vec3 sum = a.rgb * a.a + b.rgb * b.a + c.rgb * c.a + d.rgb * d.a;
return vec4(sum * 0.25 / al, al) * color;
}
]]
local shader = nil -- nil = untried, false = unavailable
local function getShader()
if shader == nil then
local ok, sh = pcall(love.graphics.newShader, SHADER)
shader = (ok and sh) or false
end
return shader or nil
end
-- Fold `canvas` down to `w` x `h` and hand back the result.
--
-- Returns the input untouched when there is nothing to fold -- the row is
-- off, or the canvas already IS that size -- so a caller can run it
-- unconditionally, and so can a headless test run. A target that would not
-- allocate is the same answer: the pass is lost either way if this hands back
-- something the wrong size, so it hands back the input and the frame draws at
-- the size it was rendered.
function AntiAlias.resolve(canvas, w, h, slot)
if not canvas then return canvas end
local ok, cw, ch = pcall(canvas.getDimensions, canvas)
if not ok or (cw == w and ch == h) then return canvas end
local target = targetFor(slot or "world", w, h)
if not target then return canvas end
local sh = getShader()
local prevBlend, prevAlpha = love.graphics.getBlendMode()
-- the scene canvas filters nearest for its usual 1:1 blit; the taps want
-- linear, put back below so every other pass finds what it expects
pcall(canvas.setFilter, canvas, "linear", "linear")
love.graphics.setColor(1, 1, 1, 1)
-- replace, not alpha-blend: this is an image-processing copy, and the alpha
-- the shader worked out has to land as itself rather than be composited
-- against whatever the target held
love.graphics.setBlendMode("replace", "premultiplied")
if sh then
love.graphics.setShader(sh)
pcall(sh.send, sh, "tap", { 0.5 / cw, 0.5 / ch })
end
local drew = pcall(function()
love.graphics.setCanvas(target)
love.graphics.clear(0, 0, 0, 0)
love.graphics.draw(canvas, 0, 0, 0, w / cw, h / ch)
end)
love.graphics.setCanvas()
love.graphics.setShader()
love.graphics.setBlendMode(prevBlend or "alpha", prevAlpha)
pcall(canvas.setFilter, canvas, "nearest", "nearest")
return drew and target or canvas
end
-- Drop the GPU objects (window resize, hot reload).
function AntiAlias.invalidate()
for slot, t in pairs(targets) do
if t.canvas and t.canvas.release then pcall(t.canvas.release, t.canvas) end
targets[slot] = nil
end
end
function AntiAlias.row()
return AntiAlias.setting:row()
end
return AntiAlias
+17
View File
@@ -42,6 +42,20 @@ local quad = nil -- nil = untried, false = unavailable
-- The unit card: x in -0.5..0.5, y in 0..1, z = 0, UV over the whole
-- texture. Feet on the model origin, so the model matrix only has to say
-- where the mon is standing and how big it is.
--
-- Which puts this card OFF the voxel grid, alone among the meshes in this
-- mode: the rest are built one unit per voxel in their own model space --
-- terrain in world pixels, a character's card in the sprite's own pixels --
-- and the wireframe is the integer planes of that space (see VoxelGrid).
-- One unit here is the whole card, so the only integer plane inside it is
-- x = 0, which is the pic's centre column: a single stray line straight
-- down the middle of every Pokemon and no seams anywhere else.
--
-- The card stays a unit card, because a mon's size on screen is decided by
-- the artwork's own dimensions and the distance it is standing at, and a
-- unit card is what lets one matrix say both. Whoever draws it turns the
-- wireframe off instead (Voxel3D.seams) -- a mesh that is not on the voxel
-- grid does not get a voxel grid drawn on it.
local function unitQuad()
if quad ~= nil then return quad or nil end
local verts = {
@@ -93,8 +107,11 @@ function BattleBillboard.draw(tex, x, y, z, grow)
if grow then w, h = w * grow, h * grow end
if w <= 0 or h <= 0 then return false end
local yaw = BattleBillboard.yawToward(x, z, Voxel3D.eye)
-- off the voxel grid, so no wireframe on it (see unitQuad)
Voxel3D.seams(false)
Voxel3D.draw(mesh, tex, BattleBillboard.matrix(x, y, z, w, h, yaw),
BattleBillboard.PULL)
Voxel3D.seams(true)
return true
end
+201
View File
@@ -0,0 +1,201 @@
-- Leaving a battle: the fade the way back to the map never had.
--
-- Going IN is a whole production -- one of the original's eight wipes, picked by
-- three bits, over a flash (src/render/BattleTransition.lua). Coming OUT was a
-- hard cut: BattleState:finish pops itself and the map is simply THERE on the
-- next frame. On the flat battle screen that is a cut between a white field and
-- a tile map, which the original got away with. In this mode it is a cut between
-- a placed camera looking across an arena and a diorama looking down on a
-- walking player, and a jump that big reads as a glitch rather than as an edit.
--
-- So the battle fades out, closes behind the black, and the map fades up out of
-- it. The timing is a transitions record this mod registers rather than a
-- constant in here, so it is retunable in data like the engine's own eight.
--
-- WHEN. Only while voxel mode is on: this is the diorama's own exit, and a
-- vanilla battle keeps the cut it always had. While the mode IS on, every battle
-- gets it -- including one that found no arena and drew on the flat battle
-- screen -- because what is being smoothed over is the return to the MAP, and
-- the map is a diorama either way.
--
-- HOW IT IS DRAWN, which is the part worth reading. Not by this state: it draws
-- nothing at all. It owns a NUMBER, and one black rectangle over the FINISHED
-- composite in a wrap around Renderer:endFrame paints it -- after the world
-- blit, after the letterbox, after the UI blit, which is the only point where a
-- single rect covers everything on screen at once.
--
-- The renderer's own fade (worldFadeAlpha, which the warp fade uses) is painted
-- BETWEEN the world and the UI, because a warp has no UI over it. A fade that
-- borrowed it would darken the arena and leave the battle's text box sitting
-- bright on top of the black -- and the letterbox bars of a flat battle screen,
-- painted by the renderer's clear before any state draws, would not darken at
-- all.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local BattleExit = {}
BattleExit.__index = BattleExit
-- The battle underneath keeps drawing while this is up -- what fades is its own
-- last live frame, camera drift, HUD and all. Only the top state UPDATES, so
-- nothing the battle does can outrun the fade either.
BattleExit.isOpaque = false
-- The registered record's id, and the fallback timing if it is missing (a
-- headless caller, or a total conversion that dropped the namespace). Per HALF,
-- matching the engine's warp fade, so the whole edit is 24 frames.
BattleExit.ID = "voxel_battle_exit"
BattleExit.FRAMES = 12
-- The fade in progress, or nil. Kept here rather than on the state so the
-- endFrame wrap has one place to look and nothing can go stale the frame after
-- the state leaves the stack.
local live = nil
-- How black the composite is this frame: 0 on the battle's last live frame, 1 at
-- the cut, 0 again once the map is up. nil when no fade is running, which is
-- every other frame the game ever draws.
function BattleExit.veil()
if not live then return nil end
-- A fade can be taken off the stack by something that is not the fade: a
-- script or a shot driver popping down to the overworld, a state teardown.
-- Then it is not running, whatever its counter says -- and a veil left behind
-- would black the game out for good, because nothing is going to fade it back
-- in. Checked here rather than trusted, because this is the one place the
-- answer is used. The walk only happens while a fade is live.
local stack = live.game and live.game.stack
local states = stack and stack.states
local onStack = false
for i = #(states or {}), 1, -1 do
if states[i] == live then onStack = true break end
end
if not onStack then live = nil; return nil end
local a = live.t / live.frames
if live.phase == "in" then a = 1 - a end
return math.max(0, math.min(1, a))
end
local function framesFor(game)
local records = game and game.data and game.data.transitions
local record = records and records[BattleExit.ID]
local frames = record and record.frames
if type(frames) == "number" and frames > 0 then return frames end
return BattleExit.FRAMES
end
function BattleExit.new(game, battle, onMidpoint)
return setmetatable({ game = game, battle = battle, onMidpoint = onMidpoint,
frames = framesFor(game), t = 0, phase = "out" },
BattleExit)
end
-- Push the fade over the battle it is closing.
function BattleExit.start(battle, onMidpoint)
local game = battle.game
local self = BattleExit.new(game, battle, onMidpoint)
live = self
game.stack:push(self)
return self
end
function BattleExit:update()
self.t = self.t + 1
if self.t < self.frames then return end
self.t = 0
if self.phase == "in" then
live = nil
self.game.stack:pop()
return
end
-- ------- the cut, at full black
--
-- Off the stack FIRST. BattleState:finish pops whatever is on TOP, and while
-- this fade is up that is the fade -- so a fade that stayed would eat the
-- battle's own pop and leave the battle running underneath, finished but
-- still on the stack. Popping ourselves hands the top back to the battle so
-- its pop lands on itself.
self.phase = "in"
local stack = self.game.stack
stack:pop()
if self.onMidpoint then self.onMidpoint() end
if stack:top() == self.game.overworld then
stack:push(self) -- and the map comes up out of it
return
end
-- We are not going back to the map after all. Either the battle did not
-- actually leave -- finish() can be a false start, and wanted() mirrors the
-- one the engine has today -- or something else took the screen on the way
-- out: a blackout's own warp fade, an evolution prompt. Whatever it is owns
-- the transition from here, so this one ends at the cut instead of fading in
-- over the top of it. The flag goes back too, so a second finish() that does
-- leave gets its own fade.
live = nil
if self.battle then self.battle.dramaticShapeLeaving = nil end
end
-- "Voxel mode is on", as the ENGINE answers it: switched on, not retired by a
-- fault, and runnable on this machine. A function on the table rather than an
-- inline call so a driver or a headless test can pin it -- the test harness has
-- no depth buffer, where the honest answer is no on every rung.
function BattleExit.modeOn()
return require("src.render.Pipelines").eligible("voxel") and true or false
end
-- Whether this ending gets the fade.
function BattleExit.wanted(battle)
local game = battle and battle.game
if not (game and game.stack) then return false end
-- finish() is not always the end: an unpaid PAY DAY prints its takings and
-- comes back through here a moment later (BattleState:finish's first branch).
-- Mirrored read-only, so the fade starts on the call that really leaves rather
-- than fading to black and snapping back for one more message.
if battle.payDay and battle.result == "win" then return false end
return BattleExit.modeOn()
end
-- ------- engine seams
--
-- Two wraps, each idempotent so a hot reload cannot stack them.
function BattleExit.install()
local BattleState = require("src.battle.BattleState")
if not BattleState.dramaticShapeExitHook then
local inner = BattleState.finish
-- The one place a battle ends. Wrapped rather than listened for: the
-- battle.ended event is emitted AFTER the pop, and by then the battle
-- screen is gone and there is nothing left to fade out.
function BattleState:finish()
if self.dramaticShapeLeaving or not BattleExit.wanted(self) then
return inner(self)
end
self.dramaticShapeLeaving = true
BattleExit.start(self, function() inner(self) end)
end
BattleState.dramaticShapeExitHook = true
end
local Renderer = require("src.render.Renderer")
if not Renderer.dramaticShapeExitHook then
local inner = Renderer.endFrame
function Renderer:endFrame(zones, worldZones)
inner(self, zones, worldZones)
local a = BattleExit.veil()
if not a or a <= 0 then return end
-- The composite is on the screen by now, in LOVE units, so one rect over
-- the window darkens the world, the letterbox bars, the text box and
-- anything a present pass put on top, all by the same amount. Left to
-- last on purpose: this is a shutter closing on the finished frame, not a
-- layer inside it.
local w, h = love.graphics.getDimensions()
love.graphics.setColor(0, 0, 0, a)
love.graphics.rectangle("fill", 0, 0, w, h)
love.graphics.setColor(1, 1, 1, 1)
end
Renderer.dramaticShapeExitHook = true
end
end
return BattleExit
+64 -5
View File
@@ -201,6 +201,23 @@ local function frostRect(rect, box)
return fx, fy, math.max(1, fw), math.max(1, fh)
end
-- The same map for a rect that is ALREADY in world-canvas pixels. A HUD
-- snapped out to the window's edge has left the GB frame, so it has no GB
-- coordinates to be placed from -- see OverworldBattle.snapRects.
local function frostRectWorld(rect, box)
local kx = frostW / box.pw
local ky = frostH / box.ph
return rect[1] * kx, rect[2] * ky,
math.max(1, rect[3] * kx), math.max(1, rect[4] * ky)
end
-- Which of the two the caller's rects are in. One frost buffer, one panel
-- draw, two coordinate spaces: the GB frame (rects land in the 160x144 UI
-- canvas) or world pixels (rects land in the window-resolution world image).
local function mapper(world)
return world and frostRectWorld or frostRect
end
-- ------- the verdict
--
-- ONE answer for the whole frame, not one per panel. Both HUDs draw in a
@@ -211,11 +228,12 @@ end
-- the tint below then commits both panels to that reading.
local wasDark = false
function BattleHud.verdict(rects, box)
function BattleHud.verdict(rects, box, world)
if not (frost and box and box.scale and box.scale > 0) then return false end
local toFrost = mapper(world)
local darkest = nil
for key, rect in pairs(rects) do
local fx, fy, fw, fh = frostRect(rect, box)
local fx, fy, fw, fh = toFrost(rect, box)
local v = sampleLuma(key, fx, fy, fw, fh)
if v and (not darkest or v < darkest) then darkest = v end
end
@@ -230,14 +248,16 @@ function BattleHud.verdict(rects, box)
return wasDark
end
-- Draw one HUD panel into the current target, in GB coordinates.
-- Draw one HUD panel into the current target, in that target's own
-- coordinates: GB ones for the 160x144 UI canvas, world pixels (world = true)
-- for a panel laid straight onto the world image.
--
-- The tint always pushes AWAY from the glyph colour that is about to be
-- used, so the contrast is guaranteed rather than hoped for: a dark panel
-- gets darker under white text, a bright one brighter under black text.
function BattleHud.panel(rect, box, dark)
function BattleHud.panel(rect, box, dark, world)
if not (frost and box and box.scale and box.scale > 0) then return false end
local fx, fy, fw, fh = frostRect(rect, box)
local fx, fy, fw, fh = mapper(world)(rect, box)
local ok = pcall(function()
local quad = love.graphics.newQuad(fx, fy, fw, fh, frostW, frostH)
love.graphics.setColor(1, 1, 1, BattleHud.FROST)
@@ -330,6 +350,44 @@ function BattleHud.flipGlyphs(w, h, fn)
love.graphics.setShader()
end
-- ------- the whole HUD layer as a texture
--
-- The two blocks do not sit in the same place any more: each is snapped to its
-- own side of the WINDOW, which is outside the 160x144 canvas the engine draws
-- them in (see OverworldBattle.snapRects). A draw cannot be aimed at two
-- places at once, so the layer is rendered ONCE into a GB-sized canvas and
-- each block is then blitted out of it as a quad.
--
-- `dark` runs the ink through the same flip the in-frame HUD uses, here baked
-- into the texture rather than composited into the caller's target -- the world
-- image the quads land on is a colour canvas, and a flip pass over it would
-- whiten the terrain behind the glyphs along with them.
local hudLayer = nil
function BattleHud.layerTexture(w, h, dark, fn)
if not hudLayer or hudLayer:getWidth() ~= w or hudLayer:getHeight() ~= h then
hudLayer = canvasOf(w, h, "nearest")
if not hudLayer then return nil end
end
local g = love.graphics
local prevCanvas = g.getCanvas()
local prevBlend, prevAlpha = g.getBlendMode()
local ok, err = pcall(function()
g.setCanvas(hudLayer)
g.clear(0, 0, 0, 0)
g.setBlendMode("alpha")
g.setColor(1, 1, 1, 1)
-- flipGlyphs renders fn into its own scratch layer and composites the
-- whitened result into whatever is bound, which is this canvas
if dark then BattleHud.flipGlyphs(w, h, fn) else fn() end
end)
if prevCanvas then g.setCanvas(prevCanvas) else g.setCanvas() end
g.setBlendMode(prevBlend or "alpha", prevAlpha)
g.setColor(1, 1, 1, 1)
if not ok then error(err, 0) end
return hudLayer
end
-- The last luminance measured, for the shot driver's log.
function BattleHud.lastLuma()
local best = nil
@@ -344,6 +402,7 @@ function BattleHud.invalidate()
frostW, frostH = 0, 0
luma = {}
wasDark = false
layer, hudLayer = nil, nil
end
return BattleHud
+224 -34
View File
@@ -9,12 +9,76 @@
-- of every eye, the highlight down a Pikachu's cheek: all of it turns into a
-- hole with the world showing through, and the mon reads as a stencil.
--
-- So the paper is put back, and only where the paper was: the pic is read
-- back once, the transparent region OUTSIDE the figure is flood-filled from
-- the border, and every transparent pixel the flood could not reach -- every
-- hole enclosed by the artwork -- is filled opaque white. The silhouette is
-- untouched, so the mon still cuts cleanly against the world; only its
-- insides stop being see-through.
-- So the paper is put back, and only where the paper was. Which pixels those
-- are is the whole problem, and it has to be ANSWERED rather than looked up:
-- the hardware drew the mon's white belly and the white field behind it with
-- the same shade, the decoder keyed both to the same alpha, and nothing in the
-- image says which was which. There is no distinction to recover; there is one
-- to draw.
--
-- The rule is a flood fill from OUTSIDE the figure: whatever the background
-- can reach is background, and whatever it cannot is paper. What makes that
-- work is where the flood is allowed to start.
--
-- Start it at the image border and it fills everything and answers nothing.
-- Gen 1 figures are open drawings and a belly is not a sealed room: it walks
-- out between two legs and off the bottom of the frame. Run over all 352 of
-- this game's battle pics, that finds an enclosed hole in NONE of them -- so
-- it left every mon a stencil, which is the bug this file exists to fix and
-- for a long time did not.
--
-- So the flood is started at the edges of the artwork's own BOUNDING BOX, and
-- the left, the right and the top are seeded whole. The sky between a pair of
-- ears reaches the top edge and stays sky; the gap between a body and a raised
-- tail reaches the side and stays gap.
--
-- The BOTTOM is the interesting one, because two completely different things
-- meet the underside of a figure and they have to be told apart.
--
-- A DRAIN is where the drawing simply ran out -- a belly whose white carries
-- on down until the artist stopped, leaking to the outside through the inch
-- between a body and a leg. Seal it: what is above it is the mon.
--
-- A MOUTH is the space BETWEEN two legs, or under an arch. It is background
-- that happens to be enclosed on three sides. Leave it open: the world
-- should show through the gap in a trainer's stride.
--
-- What separates them is how WIDE the opening is, and on this game's art that
-- is not a close call. Measured along the bottom of every battle pic: the
-- drains run 3 and 4 pixels (Clefairy's back, Wartortle's back, Red's back)
-- and the mouths run 10, 12, 14 and 17 (a Rattata's underbelly, Blue's stride,
-- Brock's, a Pikachu's back). Nothing lands between 4 and 10, so the cut is
-- taken at 6 with room either side rather than tuned to a single sprite.
--
-- Apart from that one number the rule is exact: no pixel is filled for what
-- surrounds it, only because the background provably cannot get to it. And it
-- needs no idea whether it is holding a front pic, a back one or a trainer --
-- fronts are near-solid silhouettes with almost nothing inside them to fill,
-- and they come back untouched because that is what their own shape says, not
-- because they were special-cased.
--
-- The drain/mouth cut is for a pic STANDING ON THE MAP, where a mouth is a
-- real hole with real ground behind it. A pic PINNED TO THE MENU has no such
-- hole to be: under BACK SPRITES the player's mon is drawn in the GB's own
-- slot with its feet flush on the text box (BattleState.backPlacement pins
-- row 96), so the only thing under its lowest row is white box. Nothing can
-- reach it from below, whatever the opening's width, and the caller says so
-- by asking for a SEALED BOTTOM -- for which the rule stops being a heuristic
-- and becomes exact: paper is whatever the background cannot walk to from the
-- left, the right or the top.
--
-- That is the difference between a Pikachu that reads as a mon and one that
-- reads as wireframe. The pale-bodied back pics -- Pikachu, Seel, Dewgong,
-- Chansey, Jigglypuff -- are drawn as OUTLINES: everything inside the ink is
-- shade 0 and every one of them is keyed away, so the figure is a rim with the
-- arena showing through it. Each one also has a wide opening along its bottom,
-- which the drain cut correctly reads as a mouth and the sealed bottom
-- correctly does not. Twelve of this game's 151 back pics turn on it; the
-- other 139 come back byte-identical either way, because they had nothing
-- under them the flood was getting in through.
--
-- The silhouette is untouched, so the mon still cuts cleanly against the
-- world; only its insides stop being see-through.
--
-- Read back off the GPU rather than off the asset, deliberately. What comes
-- back is the pic the engine actually decided to draw -- species palette,
@@ -27,14 +91,23 @@ local V = ...
local BattlePics = {}
-- Cached by the image the engine handed over. Weak keys, so a pic that goes
-- out of scope takes its filled twin with it rather than pinning a texture
-- for the session.
local cache = setmetatable({}, { __mode = "k" })
-- Cached by the image the engine handed over, one table per bottom rule --
-- the same pic answers differently sealed and unsealed, and a single table
-- would hand the wrong twin back to whichever caller asked second. Weak keys,
-- so a pic that goes out of scope takes its filled twin with it rather than
-- pinning a texture for the session.
local function newCache()
return {
[false] = setmetatable({}, { __mode = "k" }),
[true] = setmetatable({}, { __mode = "k" }),
}
end
local cache = newCache()
-- What an enclosed hole is filled with. White, because white is what the
-- battle field was: this restores the pixel the artist drew and the engine
-- then keyed away, it does not invent a new one.
-- What an enclosed hole is filled with when the pic itself offers nothing
-- better. White, because white is what the battle field was: this restores the
-- pixel the artist drew and the engine then keyed away, it does not invent a
-- new one.
BattlePics.FILL = { 1, 1, 1, 1 }
-- Anything at or under this alpha counts as keyed-out rather than drawn.
@@ -44,6 +117,21 @@ local CUT = 0.5
-- its data back, so it is drawn into a canvas of its own size and the canvas
-- is read -- which is also what makes this work for every path that produces
-- a pic, without knowing which one produced this one.
--
-- The canvas is forced to dpiscale = 1, and that is the whole difference
-- between a pic and a MONSTER. love.graphics.newCanvas defaults its dpiscale
-- to the surface's, conf.lua turns highdpi on for Android and iOS, and
-- Android's density is routinely 2.75 -- so newCanvas(56, 56) hands back a
-- 154x154 texture there, the pic is drawn into it magnified to fill it, and
-- newImageData reads the magnified copy back at its own PIXEL size. The image
-- built from that is 2.75x the artwork, drawPicsLayer draws it at 1:1 because
-- it trusts getWidth(), and the mon stands on the map nearly three times the
-- size of the square it is supposed to cover. Desktop never saw it: dpiscale
-- is already 1 there. Nor did every species, because only a pic with an
-- enclosed hole in it comes back through here at all (see `changed` below) --
-- so a Pidgey came out giant and the mon beside it did not, which is what
-- makes this read as a sprite bug rather than a scale one. See the engine's
-- own src/render/PixelCanvas.lua, which exists for exactly this reason.
local function readBack(img)
local w, h = img:getDimensions()
if w <= 0 or h <= 0 then return nil end
@@ -52,7 +140,7 @@ local function readBack(img)
local prevR, prevG, prevB, prevA = love.graphics.getColor()
local data = nil
local ok = pcall(function()
local canvas = love.graphics.newCanvas(w, h)
local canvas = love.graphics.newCanvas(w, h, { dpiscale = 1 })
love.graphics.setCanvas(canvas)
love.graphics.clear(0, 0, 0, 0)
love.graphics.setBlendMode("replace", "premultiplied")
@@ -72,32 +160,120 @@ local function readBack(img)
return ok and data or nil
end
-- Mark every transparent pixel reachable from the border. That set is the
-- OUTSIDE; everything transparent it does not reach is an enclosed hole.
-- The box the artwork actually occupies, or nil for a pic with no ink in it.
--
-- Not the image: a pic is centred in a 7x7-tile buffer and a small mon leaves
-- whole rows and columns of nothing around itself. The bottom of THIS box is
-- the cut the rule below turns on, and the bottom of the image is just empty
-- frame some distance under it.
local function inkBounds(data, w, h)
local x0, y0, x1, y1 = w, h, -1, -1
for y = 0, h - 1 do
for x = 0, w - 1 do
local _, _, _, a = data:getPixel(x, y)
if a > CUT then
if x < x0 then x0 = x end
if x > x1 then x1 = x end
if y < y0 then y0 = y end
if y > y1 then y1 = y end
end
end
end
if x1 < x0 then return nil end
return x0, y0, x1, y1
end
-- The colour the keyed-away shade would have had: the LIGHTEST colour still
-- standing in the pic.
--
-- Pure white is only the right answer while the pic is still grays, and by the
-- time it reaches here it usually is not. picImage hands a pic over AFTER the
-- bake -- a species SGB colour, a BGP fade mid-animation, PAL_BLACK for the
-- whole screen while the blackout text is up -- and shade 0 travels with the
-- rest. A white belly inside a blacked-out mon would be the one lit thing on a
-- dark screen; inside a warm-palette mon it would be a cold patch the artist
-- never drew.
--
-- So the paper is read off the pic rather than assumed, which needs shade 0 to
-- have survived somewhere in it. It always has: every one of this game's 151
-- back pics keeps at least one opaque shade-0 pixel -- a highlight down a
-- cheek, the white of an eye -- because only the shade-0 pixels the decoder
-- could reach were keyed. So what comes back is the baked shade 0 itself, not
-- an approximation of it, and it tracks every palette the engine picks without
-- being told which one that was.
--
-- Ranked by channel sum, which orders four DMG shades exactly: a palette maps
-- all three channels monotonically, so lightest by sum is lightest full stop.
local function paperColor(data, x0, y0, x1, y1)
local best, pr, pg, pb = -1, nil, nil, nil
for y = y0, y1 do
for x = x0, x1 do
local r, g, b, a = data:getPixel(x, y)
if a > CUT then
local lum = r + g + b
if lum > best then best, pr, pg, pb = lum, r, g, b end
end
end
end
if best < 0 then return nil end
return pr, pg, pb
end
-- The widest opening along the bottom of a figure that still counts as a drain
-- rather than a mouth. See the header for the measurements either side of it.
BattlePics.DRAIN = 6
-- Mark every transparent pixel the BACKGROUND can reach, flooding inward from
-- the edges of the artwork's box: the left, the right and the top whole, and
-- along the bottom only those openings wide enough to be background rather
-- than the underside of a figure the drawing ran out of -- or none of them at
-- all, for a pic whose feet are on the text box and which therefore has
-- nothing behind its lowest row to let in.
--
-- Confined to the box as well as seeded from it, so the empty frame under a
-- short pic cannot walk around a sealed drain and come back up through it.
--
-- An explicit stack rather than recursion: a 56x56 pic is three thousand
-- pixels and a keyed-out background is most of them, which is a deeper call
-- chain than is worth risking for no gain.
local function markOutside(data, w, h)
local function markOutside(data, w, h, x0, y0, x1, y1, sealBottom)
local outside = {}
local stack, top = {}, 0
local function clear(x, y)
local _, _, _, a = data:getPixel(x, y)
return a <= CUT
end
local function push(x, y)
if x < 0 or y < 0 or x >= w or y >= h then return end
if x < x0 or y < y0 or x > x1 or y > y1 then return end
local key = y * w + x
if outside[key] then return end
local _, _, _, a = data:getPixel(x, y)
if a > CUT then return end
if not clear(x, y) then return end
outside[key] = true
top = top + 1
stack[top] = key
end
for x = 0, w - 1 do
push(x, 0)
push(x, h - 1)
for x = x0, x1 do push(x, y0) end
for y = y0, y1 do
push(x0, y)
push(x1, y)
end
for y = 0, h - 1 do
push(0, y)
push(w - 1, y)
-- the bottom, run by run: a wide one is the gap between two legs and lets
-- the world through, a narrow one is where a belly ran out and is sealed.
-- Skipped whole for a pic on the box, where even the widest of them has
-- white paper behind it rather than arena.
if not sealBottom then
local x = x0
while x <= x1 do
if clear(x, y1) then
local from = x
while x <= x1 and clear(x, y1) do x = x + 1 end
if (x - from) > BattlePics.DRAIN then
for k = from, x - 1 do push(k, y1) end
end
else
x = x + 1
end
end
end
while top > 0 do
local key = stack[top]
@@ -114,9 +290,15 @@ end
-- The pic with its enclosed holes filled, or the pic itself when that could
-- not be done (no pixel access, a driver that refused the readback). Never
-- nil for a non-nil argument: a caller must always have something to draw.
function BattlePics.filled(img)
--
-- sealBottom for a pic pinned to the text box rather than standing on the map:
-- see the header. A caller that does not say defaults to the map, which is
-- where all but one of this mod's pics are.
function BattlePics.filled(img, sealBottom)
if not img then return img end
local hit = cache[img]
sealBottom = sealBottom and true or false
local slot = cache[sealBottom]
local hit = slot[img]
if hit ~= nil then return hit or img end
local made = nil
@@ -124,16 +306,24 @@ function BattlePics.filled(img)
local data = readBack(img)
if not data then return end
local w, h = data:getDimensions()
local outside = markOutside(data, w, h)
local x0, y0, x1, y1 = inkBounds(data, w, h)
if not x0 then return end -- a pic with nothing drawn in it
local outside = markOutside(data, w, h, x0, y0, x1, y1, sealBottom)
local fill = BattlePics.FILL
local pr, pg, pb = paperColor(data, x0, y0, x1, y1)
local fr = pr or fill[1]
local fg = pg or fill[2]
local fb = pb or fill[3]
local changed = false
for y = 0, h - 1 do
-- only inside the box: everything beyond it is frame the artist never
-- reached, and filling that would put the mon in a white rectangle
for y = y0, y1 do
local row = y * w
for x = 0, w - 1 do
for x = x0, x1 do
if not outside[row + x] then
local _, _, _, a = data:getPixel(x, y)
if a <= CUT then
data:setPixel(x, y, fill[1], fill[2], fill[3], fill[4])
data:setPixel(x, y, fr, fg, fb, fill[4])
changed = true
end
end
@@ -146,12 +336,12 @@ function BattlePics.filled(img)
made = out
end)
cache[img] = (ok and made) or false
slot[img] = (ok and made) or false
return made or img
end
function BattlePics.invalidate()
cache = setmetatable({}, { __mode = "k" })
cache = newCache()
end
return BattlePics
+133 -17
View File
@@ -1,4 +1,4 @@
-- Overworld battles: one frame of the arena, as geometry.
-- Overworld battles: one frame of the arena, as geometry.
--
-- The same world the free-roam mode draws, from a placed camera instead of
-- the orbit, at the WINDOW's own pixel resolution -- not the GB's. The
@@ -41,7 +41,10 @@ local VoxelScene = V.require("VoxelScene")
local BattleCam = V.require("BattleCam")
local BattleBillboard = V.require("BattleBillboard")
local VoxelGrid = V.require("VoxelGrid")
local DayNight = V.require("DayNight")
local AntiAlias = V.require("AntiAlias")
local PaletteFX = require("src.render.PaletteFX")
local Map = require("src.world.Map")
local BattleScene = {}
@@ -139,9 +142,10 @@ local function prefetchArena(state, host)
for _, nb in ipairs(state.neighbors or {}) do live[nb.map.id] = true end
ChunkMesher.setLive(live)
TerrainAtlas.setLive(live)
local terrain = ChunkMesher.request(host, false, nil, true)
or ChunkMesher.peek(host, true)
return terrain, {}
ChunkMesher.request(host, false, nil, true)
local terrain, water = ChunkMesher.pair(host, false)
if not terrain then terrain, water = ChunkMesher.pair(host, true) end
return terrain, {}, water, {}
end
-- ------- the sun
@@ -215,13 +219,18 @@ BattleScene.monCards = monCards
local function shadowSignature(state, arena, terrain, nbMesh, token)
local host = arena.map or state.map
local parts = { "battle", host.id, arena.x, arena.y, arena.shape,
tostring(terrain), tostring(token or 0) }
tostring(terrain), tostring(token or 0),
-- the cycle keeps running through a fight, and an arena lit
-- from somewhere new must be re-cast from there
math.floor(ShadowMap.KX * 128),
math.floor(ShadowMap.KZ * 128) }
for i = 1, #nbMesh do parts[#parts + 1] = tostring(nbMesh[i]) end
return table.concat(parts, ",")
end
local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
atlasFor, cards, token, host, neighbors)
atlasFor, cards, token, host, neighbors,
water, nbWater)
if not ShadowMap.available() then return end
local sig = shadowSignature(state, arena, terrain, nbMesh, token)
if not ShadowMap.stale(sig) then return end
@@ -231,18 +240,35 @@ local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
for i, nb in ipairs(neighbors) do
ShadowMap.draw(nbMesh[i], atlasFor(nb.map), Mat4.translate(nb.ox, 0, nb.oy))
end
ShadowMap.draw(ChunkMesher.flowers(host), atlasFor(host), nil)
-- the water surface is its own reflective pass now (see Water) and so is
-- no longer inside the terrain mesh; the sun still has to see it, or the
-- light's map has a hole at every lake
ShadowMap.draw(water, atlasFor(host), nil)
for i, nb in ipairs(neighbors) do
ShadowMap.draw(nbWater and nbWater[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
-- thin cards are snugged toward the sun (ShadowMap.snug) so their shadows
-- keep contact with their bases instead of starting a bias-width away
ShadowMap.draw(ChunkMesher.flowers(host), atlasFor(host),
ShadowMap.snug(nil))
for _, nb in ipairs(neighbors) do
ShadowMap.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
-- 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, card.model)
ShadowMap.draw(BattleBillboard.mesh(), card.tex,
ShadowMap.snug(card.model))
end
ShadowMap.sprites(false)
ShadowMap.finish(sig)
end
@@ -289,18 +315,61 @@ 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)
local host = arena.map or state.map
local neighbors = (host == state.map) and (state.neighbors or {}) or {}
-- the hour's light reaches the arena exactly as it reaches free-roam: the
-- shared rig follows the clock on an outdoor floor and stays at noon on an
-- indoor one, and the same tint multiplies the staged shot -- with the
-- same window glass on whatever buildings stand in the background
local outdoor = host.def and Map.isOutdoor(host.def) or false
DayNight.applyRig(outdoor)
-- a canopy floor (Viridian Forest) fights under the hour's tint too,
-- with the rig and the void exactly as they were
Voxel3D.tint = DayNight.tint(outdoor or DayNight.isCanopy(host))
local GlassMask = V.require("GlassMask")
Voxel3D.glassMask = outdoor and GlassMask.texture(host.tileset) or nil
Voxel3D.glassNight = outdoor and DayNight.windowLight() or 0
-- no glint in the arena: the drift is the shot breathing, not the player
-- moving, and a shimmer on background windows would fight the mons
Voxel3D.glassGlint = 0
-- shares the free-roam mode's request/evict bookkeeping, so a battle warms
-- exactly the meshes walking around would have and nothing extra
local terrain, nbMesh = prefetchArena(state, host)
local terrain, nbMesh, water, nbWater = prefetchArena(state, host)
if not terrain then return nil end
local lx, ly, s, pw, ph = BattleScene.letterbox()
@@ -330,7 +399,7 @@ function BattleScene.render(state, arena, textures, token)
local cards = monCards(arena, groundY, textures)
Voxel3D.camera = nil
castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh, atlasFor,
cards, token, host, neighbors)
cards, token, host, neighbors, water, nbWater)
-- An opaque void either way. Outdoors the camera is low enough that the
-- horizon is genuinely in frame, so it is sky; indoors it is the dark end
@@ -342,9 +411,12 @@ function BattleScene.render(state, arena, textures, token)
Voxel3D.camera = cam
-- the sun is turned up for the arena and put back afterwards, so the
-- free-roam world it shares this module with keeps its own weight
-- free-roam world it shares this module with keeps its own weight -- and
-- the hour still has the last word: a sunset fades the arena's shadows
-- out and the moon presses more softly, exactly as it does outside
local sunWas = Voxel3D.SHADOW_ALPHA
Voxel3D.SHADOW_ALPHA = BattleScene.SHADOW_ALPHA
* DayNight.shadowScale(outdoor)
-- and the wireframe is ON for a battle whatever the V-GRID row says. The
-- arena is a staged shot rather than the world being walked through, and
-- the seams are what make it read as built rather than photographed. Forced
@@ -356,7 +428,16 @@ function BattleScene.render(state, arena, textures, token)
-- its own canvas slot: this renders at the window's pixel size and the
-- free-roam pass does too, but the two are alive at different moments
-- and a shared slot would reallocate on every battle entry and exit
if not Voxel3D.beginScene(pw, ph, cx, cy, vw, vh, sky, "battle") then
--
-- AA, if the row asks for it, renders it larger still and folds it back
-- to pw x ph below (see AntiAlias). The framing is untouched by that:
-- the lens was widened by the window's RATIO to the letterbox and the
-- rig solved in the GB's own frame, so a bigger canvas is more samples
-- of the identical shot -- which is why the pins below still measure in
-- pw and ph, and why the HUDs and the depth of field, drawn onto the
-- folded canvas afterwards, stay the chunky GB art they are.
local rw, rh = AntiAlias.expand(pw, ph)
if not Voxel3D.beginScene(rw, rh, cx, cy, vw, vh, sky, "battle") then
return
end
Voxel3D.draw(terrain, atlasFor(host), nil)
@@ -364,6 +445,22 @@ function BattleScene.render(state, arena, textures, token)
Voxel3D.draw(nbMesh[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
-- and the water over it -- PLAIN, always: the flat animated tiles, never
-- the reflective pass, whatever the WATER row says. The reflection is
-- tuned for the overworld's ladder of cameras; this shot's is PLACED --
-- low, tilted and framed like a picture -- and under it the pass reads
-- wrong: Fresnel opens all the way up, the leaned sky lands on bands the
-- framing never shows, and a lake-sized arena comes out as murk wearing
-- the tile art. The battle is a stage set, and stage water is painted.
-- (No mirror also means the mons need no second draw into one -- they
-- just composite over the water below, like everything else on the set.)
if water then Voxel3D.draw(water, atlasFor(host)) end
for i, nb in ipairs(neighbors) do
if nbWater and nbWater[i] then
Voxel3D.draw(nbWater[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
end
-- The mons, standing on their tiles. Depth-tested like everything else,
-- so a ledge or a tree between the camera and a Pokemon really is in
-- front of it, and the alpha discard cuts the sprite's own outline out of
@@ -378,10 +475,22 @@ function BattleScene.render(state, arena, textures, token)
if flashing then
Voxel3D.flatten(BattleScene.FLASH_COLOR, BattleScene.FLASH_STRENGTH)
end
-- and no voxel wireframe on the pair. Everything else in this frame is
-- built a unit per voxel and wears the seams that fall out of that; a
-- mon's card is one quad wearing the battle screen (see
-- BattleBillboard), so it is off the grid and has no seams to draw.
Voxel3D.seams(false)
-- and no glass either: the cards wear the battle screen, not the
-- tileset atlas, so the mask's coordinates mean nothing on them
Voxel3D.glass(false)
for _, card in ipairs(monCards(arena, groundY, textures)) do
-- the sun stored this card snugged (castShadows), so its own shadow
-- lookup must read the same snugged transform -- see ShadowMap.snug
Voxel3D.draw(BattleBillboard.mesh(), card.tex, card.model,
BattleBillboard.PULL)
BattleBillboard.PULL, ShadowMap.snug(card.model))
end
Voxel3D.glass(true)
Voxel3D.seams(true)
if flashing then Voxel3D.flatten(nil) end
-- grass and flowers ride the same camera-ward pull the free-roam pass
-- gives them, measured against THIS camera's pitch rather than the
@@ -394,12 +503,14 @@ function BattleScene.render(state, arena, textures, token)
Mat4.translate(nb.ox, 0, nb.oy), pull)
end
local fpull = math.max(0, pull - 8 * math.sin(math.max(pitch, 0.05)))
Voxel3D.draw(ChunkMesher.flowers(host), atlasFor(host), nil, fpull)
Voxel3D.draw(ChunkMesher.flowers(host), atlasFor(host), nil, fpull,
ShadowMap.snug(nil))
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), fpull)
Mat4.translate(nb.ox, 0, nb.oy), fpull,
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
local canvas = Voxel3D.endScene()
local canvas = AntiAlias.resolve(Voxel3D.endScene(), pw, ph, "battle")
if not canvas then return end
local vp = Voxel3D.vp
@@ -430,6 +541,11 @@ function BattleScene.render(state, arena, textures, token)
-- the letterbox, so the depth-of-field pass can put its sharp band on
-- the two marks rather than on a fraction of the window
lx = lx, ly = ly, scale = s, pw = pw, ph = ph,
-- and the hour's light, for anything drawn over this shot that is NOT
-- geometry and so never went past the shader that applied it -- the back
-- pic pinned to the menu (see OverworldBattle.backPinned). Neutral
-- indoors, which is what DayNight.tint answers for a room.
tint = Voxel3D.tint,
}
end)
-- the placed camera is ours for exactly this pass; anything else that
+632 -16
View File
@@ -68,6 +68,47 @@ local RECESS_MAX = 24
local SHADE = { top = 0.95, south = 1.0, north = 0.68,
side = 0.78, bottom = 0.5 }
-- ------- how far a merged run may reach: the tile lattice
--
-- Merging is what keeps a 90k-voxel house down to ~2k quads, and under a
-- straight projection a run may be as long as it likes -- a straight line
-- is a straight line however finely it is cut. THE WORLD CURVE IS NOT
-- STRAIGHT. It drops every vertex by the square of its distance from the
-- focus (see WorldCurve), so a quad's interior is the CHORD of a parabola
-- its neighbours draw the arc of: a run of length L hangs k*L^2/4 below
-- the short quads butted against it, and the join tears open.
--
-- Nothing bounded a run's length before, and the runs that ran away were
-- the ones wearing a CONSTANT texel -- the roof's black eave outline, its
-- fascia, the shaded underside -- because a flat run has no art to break
-- it. Those reached 102px across a gym, which at V-CURVE 3 hangs some
-- three world pixels under the roof surface beside it: the eave tore off
-- the roof and the drop showed the building's dark interior through the
-- slot. (Strip runs, the drawing marching along the atlas, break at the
-- tileset's own boundaries and were never the problem.)
--
-- So a run stops at the next 8px lattice line. Buildings are stamped at
-- tx*8 (see stamp), so the model's lattice IS the map's: every quad in the
-- scene -- terrain, props, this -- now ends on the same lines, every join
-- is vertex-for-vertex, and the bend carries them together. What is left
-- is the sag WITHIN one cell, k*64/4, which is under a twentieth of a
-- world pixel at any rung.
--
-- It costs quads on a dense city map (Cerulean's object stream goes from
-- 35.7k to 41.6k, and its longest edge from 102px to 8px) and it costs them
-- whether the curve is on or not, which is the deliberate trade: the mesh
-- is cached per map and built asynchronously over seconds, so meshing for
-- the curve's sake only when the curve is on would mean rebuilding every
-- live map on a keypress.
local CELL = 8
-- How far a run starting at `a` may go before it crosses the next lattice
-- line. Floor-mod, so the awning's negative z lands on the same lines the
-- positive side does.
local function runCap(a)
return CELL - a % CELL
end
local function keyOf(tx, ty)
return (ty + 64) * 4096 + (tx + 64)
end
@@ -170,6 +211,39 @@ local function read(t, data, perRow)
local inside = {}
for i = 0, W * H - 1 do inside[i] = not outside[i] end
-- `scrub` names pixel rects where the drawing paints an object standing
-- ON the surface (Red's potted plant on the dining tabletop). The object
-- keeps its own standee -- the template's `keep` leaves its tiles
-- unclaimed -- so the band beneath it is the one surface the drawing
-- implies but never paints clear: every rect pixel takes the field
-- shade, sourced from the first field texel outside the rects, and the
-- model's top comes out as the plain surface the object sat on.
if t.scrub then
local function inRect(x, y)
for _, r in ipairs(t.scrub) do
if x >= r[1] and x <= r[3] and y >= r[2] and y <= r[4] then
return true
end
end
return false
end
local donor = nil
for i = 0, W * H - 1 do
if col[i] == GREY and inside[i]
and not inRect(i % W, math.floor(i / W)) then
donor = i
break
end
end
for i = 0, W * H - 1 do
if inRect(i % W, math.floor(i / W)) then
col[i] = GREY
ax[i], ay[i] = ax[donor], ay[donor]
inside[i] = true
end
end
end
return { W = W, H = H, col = col, ax = ax, ay = ay, inside = inside }
end
@@ -190,7 +264,24 @@ local function measure(sp, t)
top[x] = r
end
local wallH = H - roofRows
-- The drawing's own ground line: the row after the last drawn one. A
-- building ends on the black threshold row it stands on (ground == H),
-- but furniture is drawn standing on open floor -- the lab table's
-- legs stop two rows short of its grid -- and extruding against H
-- would float it that far above its own plot.
local ground = roofRows
for sy = H - 1, roofRows, -1 do
local drawn = false
for sx = 0, W - 1 do
if sp.inside[sy * W + sx] then drawn = true break end
end
if drawn then
ground = sy + 1
break
end
end
local wallH = ground - roofRows
local ytop = wallH - 1 + t.slab
-- Side faces must not come out as slabs of outline black: where the
@@ -259,6 +350,14 @@ local function measure(sp, t)
end
end
-- The pane rule reads a LIGHT region the drawing seals behind a BLACK
-- frame. A drawing built the other way round -- the healing machine's
-- dark screens sealed behind their own white bezels -- inverts under
-- it: every lit edge sinks and the black panes stand proud, a black
-- lattice a voxel off the face. `panes = false` says the drawing does
-- not carry the rule's polarity, so the facade stays flush.
if t.panes == false then recess = {} end
-- One representative texel per shade, taken from the building's own art:
-- the roof's fascia and its undersides are geometry the drawing implies
-- but never paints, and they must still wear its palette (and pick up
@@ -279,20 +378,510 @@ local function measure(sp, t)
-- sprite taller than its footprint -- the tower's 16-row drawing
-- stands on the 8 rows of it that are actually on the map, and D = H
-- would have pushed its body 64px south into the town plaza.
return { top = top, ytop = ytop, D = #t.tiles * 8,
-- `depth` (in tile rows) names the plot when the grid runs PAST it
-- onto ground the drawing merely stands its legs on: the lab table's
-- third row is the walkable cell the player faces it from, and the
-- full-grid depth would stand the model in their path.
-- `depth` names the plot in TILE ROWS, which is the right grain for a
-- building. `depthPx` names it in voxels, for an object whose real
-- depth is not a whole tile row -- the Bike Shop toolbox is a box
-- standing in the middle of its own cell, not a thing that fills a plot.
return { top = top, ytop = ytop,
D = t.depthPx or ((t.depth or #t.tiles) * 8),
ground = ground,
recess = recess, interior = interior, shadeTexel = shadeTexel }
end
-- ----------------------------------------------------------------- build --
-- A desk with separately-classified objects on it (a template's `parts`
-- list): the methodology's region classification at part granularity.
-- Upright parts anchor their drawn bottom row to the desk's top plane
-- and wear their own drawn tops as lids; flat parts (a keyboard, a
-- sheet of paper) lie one voxel proud at drawn row = depth row -- the
-- same 1:1 the tabletop itself is drawn with, so an object's height ON
-- the drawing is its position ON the desk. The desk is the lab-table
-- slab + base; its lid is the one synthesized surface in the model
-- (the objects cover every drawn pixel of the tabletop), continued
-- from the sibling tables' pattern in the drawing's own shades.
-- tools/building_voxels.py `build_desk_set` is the reference twin.
local function deskSetModel(sp, pr, t)
local W, H, D = sp.W, sp.H, pr.D
local ground = pr.ground
local col, inside = sp.col, sp.inside
local vox = {}
local function key(x, y, z) return (y * D + z) * W + x end
local function put(x, y, z, i) vox[key(x, y, z)] = i end
-- de-outline walk bounded to the part, so a part's side faces show
-- its own material and never the neighbour's (the sprite-wide walk
-- the facade path uses would cross the black seam between units)
local function interiorAt(sx, sy, lo, hi)
local i = sy * W + sx
if col[i] ~= BLACK then return sx end
local step = sx < math.floor((lo + hi) / 2) and 1 or -1
for d = 1, 3 do
local nx = sx + step * d
if nx >= lo and nx <= hi then
local ni = sy * W + nx
if inside[ni] and col[ni] ~= BLACK then return nx end
end
end
return sx
end
-- The parts list, shared by every base piece: a desk plane or an
-- open tray rim alike, `plane` is simply the height they ride.
local ytop = 0
local function buildParts(plane)
for _, p in ipairs(t.parts) do
Budget.tick()
local x0, x1 = p.x[1], p.x[2]
if p.kind == "flat" then
-- drawn row = depth row by default; `z` renames the origin when
-- the flat sits below the desk's own drawn top span (the Center
-- PC's keyboard). `at` names the sheet's own height when it does
-- not lie on the desk plane (the healing machine's keyboard is a
-- shelf mounted on the cabinet's side); `thick` gives it a body
-- -- layers below the sheet repeating each column's own texel,
-- the same continuation rule every synthesized surface follows.
local r0 = p.rows[1]
local z0 = p.z or r0
local atY = p.at or plane
local thick = p.thick or 1
if atY > ytop then ytop = atY end
for sy = r0, p.rows[2] do
local z = z0 + (sy - r0)
if z >= 0 and z < D then
for sx = x0, x1 do
if inside[sy * W + sx] then
for y = math.max(0, atY - thick + 1), atY do
put(sx, y, z, sy * W + sx)
end
end
end
end
end
elseif p.kind == "box" then
-- A BOX part is a drawn rect standing at its own drawn
-- elevation -- equipment attached to the machine rather than an
-- object on the desk plane. The rows are face-on art: the top
-- row's drawn height IS the box's top (ground - 1 - r0,
-- measured), and the box runs down to `base` (default the drawn
-- extent; 0 continues it to the floor, the legs-continue rule).
-- Height beyond the drawn rows fills the way a roof band does:
-- rows before `cycle` map 1:1 from the top, rows after it 1:1
-- from the bottom -- the healing machine hoses' foot lands ON
-- the floor -- and the cycle window repeats between.
local r0, r1 = p.rows[1], p.rows[2]
local c0 = p.cycle and p.cycle[1] or r1
local c1 = p.cycle and p.cycle[2] or r1
local pz = p.z or 0
local pd = p.depth
local top = pr.ground - 1 - r0
local bot = p.base or (pr.ground - 1 - r1)
local nTop, nBot = c0 - r0, r1 - c1
if top > ytop then ytop = top end
for y = bot, top do
local k, j = top - y, y - bot
local sy
if k < nTop then
sy = r0 + k
elseif j < nBot then
sy = r1 - j
else
sy = c0 + (k - nTop) % (c1 - c0 + 1)
end
for sx = x0, x1 do
local i = sy * W + sx
if inside[i] then
local ix = interiorAt(sx, sy, x0, x1)
for z = pz, pz + pd - 1 do
if z >= 0 and z < D then
local px = (z == pz or z == pz + pd - 1) and sx or ix
put(sx, y, z, sy * W + px)
end
end
end
end
end
elseif p.kind == "iso" then
-- An ISO part is drawn in 2:1 isometric -- a box TURNED 45
-- degrees to the map, so one rhombus carries its top, its front
-- and its side at once and no band or facade split can reach
-- them. Un-projecting it is that projection run backwards: the
-- box stands as a real diamond in plan and every voxel wears the
-- texel the drawing paints where that voxel projects TO. The
-- drawn top lands on the top, the screen on the screen-facing
-- side and the flank on the flank, and nothing is segmented by
-- hand -- which is the only way to get this right, because the
-- three faces meet on a diagonal no rectangle can name.
--
-- Everything but the depth centre falls out of the drawn rect,
-- because the projection fixes it: the half-width is the drawn
-- rhombus's x radius, HALF that again its z radius (2:1 is what
-- makes it isometric), the near corner's drawn row is the base
-- rhombus's front tip, and whatever drawn height is left once
-- that rhombus is accounted for is the box's own height. Bill's
-- computer: rx 6, rz 3, base centre row 10, and 6 voxels tall --
-- which puts its left corner's vertical edge at drawn rows
-- 4..10, exactly where the drawing paints one.
--
-- `plan` is the one thing the drawing CANNOT state: 2:1 is the
-- projection, not the object, so reading rz as the plan radius
-- too builds a box half as deep as it is wide -- a slab, not the
-- cube the drawing depicts. `plan` names the real z radius and
-- the drawn row is scaled into it, so a cube is `plan = rx` and
-- the drawing still lands on it pixel for pixel.
local pr0, pr1 = p.rows[1], p.rows[2]
local rx = math.floor((x1 - x0 + 1) / 2)
local rz = math.floor(rx / 2)
local plan = p.plan or rz
local oy = pr1 - rz
local h = oy - rz - pr0
local ytp = plane + h
if ytp > ytop then ytop = ytp end
for sx = x0, x1 do
-- doubled, so a rect of even width keeps its centre between
-- two columns instead of limping one to the left
local dx2 = 2 * sx - (x0 + x1)
for dz = -plan, plan do
local z = p.z + dz
local d2 = math.abs(dx2) * plan + 2 * math.abs(dz) * rx
if z >= 0 and z < D and d2 <= (2 * rx + 1) * plan then
-- the plan row scaled back into the drawn rhombus
local dzs = math.floor((2 * dz * rz + plan) / (2 * plan))
for y = 0, h do
local sy = oy + dzs - y
local i = sy * W + sx
if sy >= pr0 and sy <= pr1 and inside[i] then
put(sx, plane + y, z, i)
end
end
end
end
end
else
local tr0, tr1 = p.top[1], p.top[2]
local fr0, fr1 = p.facade[1], p.facade[2]
local pd = p.depth
-- `rise` lifts a part off the desk's top plane and `z` names its
-- back-most depth row (the field a flat part already carries). An
-- object STANDING on a desk needs neither: it starts on the plane
-- at the plot's back. The healing machine's console needs both --
-- it stands in the FRONT map row of a grid whose back row is the
-- wall band it leans against, and its screen head is MOUNTED on
-- the console's front two voxels above the body's top. Both come
-- off the drawing, not off taste.
local base = plane + (p.rise or 0)
local pz = p.z or 0
local ytp = base + (fr1 - fr0)
if ytp > ytop then ytop = ytp end
-- `inset` sinks an authored pane one voxel: the pane rule
-- applied by hand, for a part whose screen IS sealed behind its
-- own black frame while the template's `panes = false` (set for
-- the polarity-inverted panel elsewhere in the same drawing)
-- blocks the global pass. Same mechanism as a recess: the front
-- voxel is simply not placed.
local ins = p.inset
for sx = x0, x1 do
-- the lid: the part's drawn top laid across its depth from the
-- back, last row continuing forward; the front lid row is the
-- facade's own top row -- the drawn front-top edge. `stretch`
-- maps the drawn band over the whole depth instead, the tray's
-- rule: for a part authored DEEPER than its drawing (the house
-- stool grown past its drawn seat), clamping would print the
-- last row as a long smear off the back band's edge.
for z = pz, pz + pd - 1 do
local front = z == pz + pd - 1
local sy
if front then
sy = fr0
elseif p.stretch then
sy = math.min(tr0 + math.floor((z - pz) * (tr1 - tr0 + 1)
/ (pd - 1)), tr1)
else
sy = math.min(tr0 + z - pz, tr1)
end
while sy <= tr1 and not inside[sy * W + sx] do sy = sy + 1 end
local ok = sy <= tr1 or (front and inside[fr0 * W + sx])
if ok and z >= 0 and z < D then
put(sx, ytp, z, (front and fr0 or sy) * W + sx)
end
end
-- the body: facade rows anchored to the part's own base
for sy = fr0 + 1, fr1 do
local y = base + (fr1 - sy)
local i = sy * W + sx
if inside[i] then
local ix = interiorAt(sx, sy, x0, x1)
for z = pz, pz + pd - 1 do
if z >= 0 and z < D then
if z == pz + pd - 1 then
local sunk = ins and sx >= ins.x[1] and sx <= ins.x[2]
and sy >= ins.rows[1] and sy <= ins.rows[2]
if not sunk and not pr.recess[i] then put(sx, y, z, i) end
elseif z == pz then
put(sx, y, z, i)
else
put(sx, y, z, sy * W + ix)
end
end
end
end
end
end
end
end
end
-- A TRAY is an open container -- the drawing looks down INTO it, so its
-- top-view band is not a lid but the inside of the box, and the model
-- has to be hollow. Bands, all measured 1:1 like any other band table:
-- `top` is the opening (drawn row -> depth row), `front` the near wall
-- seen face-on (drawn row -> elevation), `x` the box's outer span and
-- `inner` the opening's, so the difference between them is the wall.
-- Four walls stand to the rim, the floor slab lies `floor` voxels thick
-- under the opening, and the cavity between them is left as AIR -- which
-- is the whole point, and what an extruded facade can never be. Parts (a
-- standing lid) then ride the rim like any object on a desk's plane.
if t.tray then
local tr = t.tray
local top0 = tr.top[1]
local fr0, fr1 = tr.front[1], tr.front[2]
local bx0, bx1 = tr.x[1], tr.x[2]
local ix0, ix1 = tr.inner[1], tr.inner[2]
local floor = tr.floor or 0
local plane = fr1 - fr0 + 1 -- the rim: the wall's height
-- Which drawn row lies at depth z. The far rim is the band's first
-- row and the near rim the front wall's own, and the drawn inside
-- STRETCHES over whatever depth is between them: a box deeper than
-- its drawing has rows to spare is the ordinary case once the plot
-- stops being the grid, and the alternative -- running out of rows
-- and repeating the last one -- would print the wrench twice.
local lo, hi = top0 + 1, tr.top[2] - 1 -- the drawn inside
local span = math.max(1, D - 3) -- interior depth rows - 1
local function trayRow(z)
if z == 0 then return top0 end
if z == D - 1 then return fr0 end
return lo + math.floor((z - 1) * (hi - lo) / span)
end
for sx = bx0, bx1 do
Budget.tick()
for z = 0, D - 1 do
local hollow = sx >= ix0 and sx <= ix1 and z > 0 and z < D - 1
for y = 0, (hollow and floor or plane - 1) do
if hollow or y == plane - 1 then
-- the opening seen from above: the tray's own floor and
-- whatever lies in it -- and the rim is the same band where
-- the wall meets it
local i = trayRow(z) * W + sx
if inside[i] then put(sx, y, z, i) end
else
-- the wall below the rim: the front band folded up it, the
-- drawn face on the front and back layers and the de-outlined
-- interior between, exactly as a facade extrudes.
--
-- NO recess pass here, and it must stay that way: a pane sinks
-- by DELETING its front voxel so the one behind becomes the
-- pane, and a container's wall is one voxel thick -- there is
-- nothing behind it, so the front panel simply opened a hole
-- straight into the box and you could see the wrench through it.
local sy = fr1 - y
local i = sy * W + sx
if inside[i] then
local px = (z == 0 or z == D - 1) and sx
or interiorAt(sx, sy, bx0, bx1)
put(sx, y, z, sy * W + px)
end
end
end
end
end
if plane > ytop then ytop = plane end
buildParts(plane)
return { at = function(x, y, z)
if x < 0 or x >= W or y < 0 or z < 0 or z >= D then
return nil
end
return vox[key(x, y, z)]
end,
W = W, ytop = ytop, zmin = 0, zmax = D - 1 }
end
-- No base piece at all: the drawing IS its parts (the house stool -- a
-- seat and its legs, nothing under them but floor). The plane the parts
-- anchor to is the ground itself.
if not t.desk then
buildParts(0)
return { at = function(x, y, z)
if x < 0 or x >= W or y < 0 or z < 0 or z >= D then
return nil
end
return vox[key(x, y, z)]
end,
W = W, ytop = ytop, zmin = 0, zmax = D - 1 }
end
-- The desk's top plane. Usually the drawing states it: the fascia and
-- base rows it paints below the objects ARE the front face, and their
-- row count is the height. Bill's desk paints neither inside its grid
-- -- its apron is drawn into the WALKABLE cell in front, and that cell
-- is left out on purpose so the chair standing there keeps its own
-- tiles -- so `plane` names the height directly and the body below the
-- lid is synthesized: the band table's own rim treatment, a shaded box
-- closed by the outline where it meets the floor, in the drawing's
-- shades via shadeTexel.
local f0, f1 = t.desk.fascia[1], t.desk.fascia[2]
local b0, b1 = t.desk.base[1], t.desk.base[2]
local plane = (b1 - b0 + 1) + (f1 - f0 + 1)
-- The desk's own PLOT, when the grid holds more than the desk. Bill's
-- grid runs on into the walkable cell, because the drawing puts the
-- desk's apron AND the chair pushed up to it in the same tiles -- so
-- the desk box has to stop at its own cell (`depth`) and stand on its
-- own ground line rather than the grid's, which the chair's feet set
-- eight rows lower. The base band's last row IS that ground line by
-- definition, and for every desk drawn inside its own grid it is the
-- measured one to the row (lab table, lab computers, Center PC, the
-- Bike Shop toolbox), so this changes nothing for them.
-- ...and in voxels (`depthPx`) plus a back origin (`z`) when the desk
-- is shallower than a tile row and leans against something: the
-- healing machine's cabinet is 10 deep -- its drawn top band's 9 rows
-- plus the front edge -- standing against the wall band, so its box
-- runs z 16..25 of a 32-deep plot.
local deskD = t.desk.depthPx or (t.desk.depth and t.desk.depth * 8) or D
local dz0 = t.desk.z or 0
local dz1 = dz0 + deskD - 1
local deskG = b1 + 1
-- ...and the desk's COLUMNS (`x`), when the grid is wider than the
-- desk: the healing machine's grid carries its flanking hoses and
-- keyboard, and the cabinet is only the middle 16 columns.
local dx0 = t.desk.x and t.desk.x[1] or 0
local dx1 = t.desk.x and t.desk.x[2] or W - 1
-- The WALL element: the band the machine backs onto, whose tiles this
-- grid claims. The drawing shows it only as the stripe background
-- around the tower (the same standing as the potted plants' floor),
-- so the block cycles the drawing's own stripe unit -- real pixels of
-- column `x`, rows `cycle` -- at wall-band height over the back plot,
-- exactly what the neighbouring cells' `wall` pins render.
if t.wall then
local wl = t.wall
local c0, c1 = wl.cycle[1], wl.cycle[2]
local cn = c1 - c0 + 1
local wx = wl.x or 0
for y = 0, wl.h - 1 do
Budget.tick()
local sy = c0 + (wl.h - 1 - y) % cn
for sx = 0, W - 1 do
for z = 0, wl.depthPx - 1 do
put(sx, y, z, sy * W + wx)
end
end
end
end
-- the base band, extruded exactly like every lab table's
for sy = b0, b1 do
Budget.tick()
local y = deskG - 1 - sy
for sx = dx0, dx1 do
if inside[sy * W + sx] then
local ix = interiorAt(sx, sy, dx0, dx1)
for z = dz0, dz1 do
local px = (z == dz0 or z == dz1) and sx or ix
put(sx, y, z, sy * W + px)
end
end
end
end
for i in pairs(pr.recess) do
local sy = math.floor(i / W)
local sx = i % W
if sy >= b0 and sy <= b1 and sx >= dx0 and sx <= dx1 then
vox[key(sx, deskG - 1 - sy, dz1)] = nil
end
end
-- the slab: fascia rows wrap every side
for sy = f0, f1 do
Budget.tick()
local y = plane - 1 - (sy - f0)
for sx = dx0, dx1 do
for z = dz0, dz1 do put(sx, y, z, sy * W + sx) end
end
end
if t.desk.top then
-- The lid wears the desk's own drawn top band -- the drawing DOES
-- paint this tabletop (the healing machine's white top face with
-- its lit west and shaded east strips), so nothing is synthesized
-- where it is visible: band rows map back-to-front, the first
-- fascia row is the drawn front-top edge, same rule as an upright
-- part's lid. Where a part's drawing occludes the band (the monitor
-- standing on it), the lid continues the nearest strip BESIDE the
-- part -- still the drawing's own pixels, the same sibling-pattern
-- rule every synthesized lid follows.
local tr0, tr1 = t.desk.top[1], t.desk.top[2]
for z = dz0, dz1 do
Budget.tick()
local sy = z == dz1 and f0 or math.min(tr0 + (z - dz0), tr1)
for sx = dx0, dx1 do
local px = sx
for _, p in ipairs(t.parts) do
local px0, px1 = p.x[1], p.x[2]
local r0, r1
if p.kind == "flat" or p.kind == "iso" or p.kind == "box" then
r0, r1 = p.rows[1], p.rows[2]
else
r0, r1 = p.top[1], p.facade[2]
end
if sx >= px0 and sx <= px1 and sy >= r0 and sy <= r1 then
px = (sx - px0 < px1 - sx) and (px0 - 1) or (px1 + 1)
px = math.max(dx0, math.min(dx1, px))
break
end
end
put(sx, plane - 1, z, sy * W + px)
end
end
else
-- the lid continues the sibling tables' top -- black rim, white
-- highlight courses along the north and west, grey field
local field = t.desk.lid == "white" and WHITE or GREY
for sx = dx0, dx1 do
for z = dz0, dz1 do
local shade = field
if sx == dx0 or sx == dx1 or z == dz0 or z == dz1 then
shade = BLACK
elseif sx == dx0 + 1 or z == dz0 + 1 then
shade = WHITE
end
put(sx, plane - 1, z, pr.shadeTexel[shade])
end
end
end
if plane > ytop then ytop = plane end
buildParts(plane)
return { at = function(x, y, z)
if x < 0 or x >= W or y < 0 or z < 0 or z >= D then return nil end
return vox[key(x, y, z)]
end,
W = W, ytop = ytop, zmin = 0, zmax = D - 1 }
end
-- The voxel model as a lookup: `at(x, y, z)` is the index of the sprite
-- pixel that voxel wears, or nil. Build ORDER is expressed as lookup
-- order -- roof first, so it overwrites the walls it intersects, and walls
-- are trimmed to its underside so nothing pokes through the surface.
local function model(sp, pr, t)
if t.parts then return deskSetModel(sp, pr, t) end
local W, H, D = sp.W, sp.H, pr.D
local slab, roofRows = t.slab, t.roofRows
local top, ytop = pr.top, pr.ytop
local top, ytop, ground = pr.top, pr.ytop, pr.ground
-- The roof's drawn span. A sprite inset from its box (B03) leaves outer
-- columns undrawn in the roof band; they carry no roof at all, and the
@@ -367,16 +956,18 @@ local function model(sp, pr, t)
-- the awning: the band juts two voxels past the walls, front and back
if ledge0 and (z == -2 or z == -1 or z == D or z == D + 1) then
local sy = H - 1 - y
local sy = ground - 1 - y
if sy >= ledge0 and sy <= ledge1 and sp.inside[sy * W + x] then
return sy * W + x
end
return nil
end
-- the facade, extruded straight back over the footprint
-- the facade, extruded straight back over the footprint. Rows map
-- against the measured ground line, not the grid's last row: the two
-- differ only for furniture standing on open floor (see measure).
if z < 0 or z >= D then return nil end
local sy = H - 1 - y
local sy = ground - 1 - y
local i = sy * W + x
if y == 0 and not sp.inside[i] and sy > 0 and sp.inside[i - W] then
-- the drawing's last row is the ground the building stands on, so
@@ -464,7 +1055,8 @@ local function emit(m, sp, atlasW, atlasH)
local function runX(y, z, dx, dy, dz, x)
local i0 = ci(x, y, z)
local strip, n = nil, 1
while true do
local cap = runCap(x)
while n < cap do
local nx = x + n
local i = ci(nx, y, z)
if not i or ci(nx + dx, y + dy, z + dz) then break end
@@ -556,8 +1148,8 @@ local function emit(m, sp, atlasW, atlasH)
while z <= zmax do
local i = ci(x, y, z)
if i and not ci(x + d, y, z) then
local n = 1
while z + n <= zmax do
local n, cap = 1, runCap(z)
while n < cap and z + n <= zmax do
local j = ci(x, y, z + n)
if j ~= i or ci(x + d, y, z + n) then break end
n = n + 1
@@ -666,7 +1258,7 @@ function Buildings.build(S, map, data, perRow)
end
built = models[key]
end
Buildings.stamp(S, map, built, tx, ty, bw, bh)
Buildings.stamp(S, map, built, tx, ty, bw, bh, t)
end
end
end
@@ -676,9 +1268,24 @@ end
-- One placement: claim its tiles (so the detector leaves them alone and
-- the mesher paints ground under them) and copy the model into place.
function Buildings.stamp(S, map, quads, tx, ty, bw, bh)
local shape = { class = "building", h = 0, art = "building",
flat = false, authored = true }
--
-- Two template fields alter what a claim means, for a drawing that
-- carries a STANDEE on its surface (Red's potted plant on the dining
-- table). `keep` names tile ids the stamp must NOT claim: their authored
-- pins stay live, so the standee scan still stands the object exactly as
-- it always did. `support` is the model's top plane in voxels: the claim
-- shape carries it as its height, which is what tells that scan the
-- standee's shelf -- a plain claim stays at h = 0, and Structures treats
-- a building claim with height as a full model (skip, never a second
-- box; see its support branches).
function Buildings.stamp(S, map, quads, tx, ty, bw, bh, t)
local shape = { class = "building", h = (t and t.support) or 0,
art = "building", flat = false, authored = true }
local keep = nil
if t and t.keep then
keep = {}
for _, id in ipairs(t.keep) do keep[id] = true end
end
-- the ground the building stands on: the commonest flat tile around its
-- feet, so a house on a path keeps its path
@@ -704,9 +1311,18 @@ function Buildings.stamp(S, map, quads, tx, ty, bw, bh)
for r = 0, bh - 1 do
for c = 0, bw - 1 do
local k = keyOf(tx + c, ty + r)
S.shapeAt[k] = shape
S.skip[k] = true
S.ground[k] = best or false
if keep and keep[S.tileAt[k]] then
-- unclaimed by request: the tile keeps its pin (the plant's
-- cutout pool) and the standee scan finds it there. Only the
-- ground is set now, so the scan's own claim of these tiles has
-- the building's floor to paint when no flat tile touches a
-- cluster ringed by its own furniture.
S.ground[k] = best or false
else
S.shapeAt[k] = shape
S.skip[k] = true
S.ground[k] = best or false
end
end
end
+145 -17
View File
@@ -221,8 +221,18 @@ end
-- Kept free of any GPU call so it can be exercised headless -- the
-- geometry is the part with the interesting invariants, and a suite that
-- needed a real GL context to check them would never run in CI.
local function runGeometry(map, bodyOnly, masks, sink)
-- `waterSink`, when given, takes the WATER SURFACE quads instead of the
-- main sink -- the one class in this world that is drawn as its own pass
-- (see Water: a mirror cannot be drawn until what it reflects exists).
-- Nothing else moves: the quads are the same quads, emitted by the same
-- corner and uv arithmetic at the same recessed height, and the shoreline
-- faces around them still belong to the GROUND that exposes them.
--
-- Omitted, water stays in the terrain mesh exactly as it always did, which
-- is what the headless geometry() below and the sun's own pass both want.
local function runGeometry(map, bodyOnly, masks, sink, waterSink)
local push = sink.push
local waterPush = waterSink and waterSink.push or nil
local tileset = map.tileset
local S = Structures.forMap(map)
local perRow = tileset.tilesPerRow or 16
@@ -358,12 +368,14 @@ local function runGeometry(map, bodyOnly, masks, sink)
return aoSide
end
local function topQuad(x0, z0, h, tile, shade)
-- `to` routes the quad somewhere other than the main sink -- the water
-- surface is the only caller that ever does (see runGeometry's header).
local function topQuad(x0, z0, h, tile, shade, to)
local u0, u1, v0, v1 = uvRect(tile, 0, 8)
push({ { x0, h, z0 }, { x0 + 8, h, z0 },
{ x0 + 8, h, z0 + 8 }, { x0, h, z0 + 8 } },
{ { u0, v0 }, { u1, v0 }, { u1, v1 }, { u0, v1 } },
aoShades(x0 / 8, z0 / 8, h, shade))
;(to or push)({ { x0, h, z0 }, { x0 + 8, h, z0 },
{ x0 + 8, h, z0 + 8 }, { x0, h, z0 + 8 } },
{ { u0, v0 }, { u1, v0 }, { u1, v1 }, { u0, v1 } },
aoShades(x0 / 8, z0 / 8, h, shade))
end
-- vertical quad for face direction `d` of the tile column at (x0, z0),
@@ -427,6 +439,18 @@ local function runGeometry(map, bodyOnly, masks, sink)
s = nil
end
-- Under the TREES fill the border wall is MODELLED or it is not there
-- (see Structures' hullRingOnly): a ring cell nothing claimed would
-- be a flat-topped box standing beside carved trunks, which reads as
-- a painted-on plateau rather than forest. Structures already stops
-- the ring at the carve distance; this catches the odd cell inside it
-- that the 2x2 grouping could not take -- a canopy whose partners
-- fall outside the shortened ring is left unclaimed, and one strip of
-- boxes along an edge is the whole artefact this avoids.
if not inBody and S.hideBareRing and not S.skip[k] then
s = nil
end
if s and S.skip[k] then
-- an object stands here; paint its synthesized ground and let the
-- prebuilt prism quads (appended below) carry the art
@@ -546,8 +570,14 @@ local function runGeometry(map, bodyOnly, masks, sink)
end
topTile = S.tileAt[keyOf(tx, row)]
end
-- water's surface, and only water's: the recessed sheet itself,
-- never the ground's shoreline bands around it. A cell an object
-- stands on took the branch above and paints synthesized GROUND,
-- which is right -- a sign at the waterline stands on a plot, not
-- on the pond.
topQuad(x0, z0, h, topTile,
s.art == "upright" and VOLUME_TOP_SHADE or 1)
s.art == "upright" and VOLUME_TOP_SHADE or 1,
(s.class == "water") and waterPush or nil)
end
-- sides: 8px bands wherever the neighbour is lower. Band k spans
@@ -752,18 +782,34 @@ end
-- The raw geometry for `map`: (vertex list, triangle index list, quad
-- count). Synchronous and GPU-free -- the headless suite and the probes
-- exercise the invariants through this.
function ChunkMesher.geometry(map, bodyOnly, masks)
--
-- `split` lifts the water surface out, as it is lifted out for the
-- reflective pass, and appends that sink's own three values -- so the suite
-- can check the same separation the GPU path relies on without a GPU.
-- Without it the water is in the first list, which is what every existing
-- caller reads.
function ChunkMesher.geometry(map, bodyOnly, masks, split)
local sink = newTableSink()
runGeometry(map, bodyOnly, masks, sink)
return sink.results()
local waterSink = split and newTableSink() or nil
runGeometry(map, bodyOnly, masks, sink, waterSink)
if not waterSink then return sink.results() end
local v, i, n = sink.results()
local wv, wi, wn = waterSink.results()
return v, i, n, wv, wi, wn
end
-- Build the mesh for `map` synchronously. Returns nil when there is
-- nothing to draw or meshes are unavailable (headless).
function ChunkMesher.build(map, bodyOnly, masks)
--
-- `split` asks for the water surface as a SECOND mesh, returned after the
-- terrain one -- the shape the reflective pass needs (see Water). Without
-- it the water is inside the terrain mesh, which is the historical
-- contract and what every other caller still wants.
function ChunkMesher.build(map, bodyOnly, masks, split)
local sink = newSink()
runGeometry(map, bodyOnly, masks, sink)
return sink.finish()
local waterSink = split and newSink() or nil
runGeometry(map, bodyOnly, masks, sink, waterSink)
return sink.finish(), waterSink and waterSink.finish() or nil
end
local function quadsMesh(quads)
@@ -801,6 +847,43 @@ local function buildFlowerMesh(map)
return quadsMesh(Structures.forMap(map).flowerQuads)
end
-- Authored FIGURES (a person drawn into furniture) as one mesh each, in
-- the card's own local space -- because each one is placed by its own
-- matrix at draw time, leaned back by the camera pitch exactly like a
-- character card (VoxelScene). A figure baked into the terrain mesh could
-- not lean, and a shared mesh could not carry per-figure placement.
--
-- A list, not a mesh: `{ mesh, wx, wz, y, w }` per figure. Maps have one
-- or none, so the loop that draws them is shorter than the terrain's.
-- `w` is the card's own width in its local space (its quads start at
-- x = 0), measured here because the first-person pass yaws a card about
-- its middle -- a card yawed about its left edge swings off its seat.
local function buildFigureMeshes(map)
local out = {}
for _, f in ipairs(Structures.forMap(map).figures or {}) do
local mesh = quadsMesh(f.quads)
if mesh then
local w = 0
for _, q in ipairs(f.quads) do
for c = 1, 4 do
local x = q[c] and q[c][1]
if x and x > w then w = x end
end
end
out[#out + 1] = { mesh = mesh, wx = f.wx, wz = f.wz, y = f.y, w = w }
end
end
return out
end
-- Figure lists hold their meshes one level down, so the generic slot
-- release cannot reach them.
local function releaseFigures(list)
for _, f in ipairs(type(list) == "table" and list or {}) do
if f.mesh and f.mesh.release then pcall(f.mesh.release, f.mesh) end
end
end
-- Replace a cached slot, releasing whatever mesh it held.
local function swapSlot(c, slot, mesh)
local old = c[slot]
@@ -819,12 +902,23 @@ local function entry(id)
return c
end
-- The water surface that came out of a terrain slot's own build. Kept
-- beside it rather than in a slot of its own because the two are ONE
-- answer: a full mesh drawn beside a body build's water would draw the
-- ring's ponds twice and miss the body's own.
local function waterSlot(slot)
return slot .. "Water"
end
local function releaseEntry(c)
for _, slot in ipairs({ "full", "body", "grass", "flowers" }) do
for _, slot in ipairs({ "full", "body", "fullWater", "bodyWater",
"grass", "flowers" }) do
local mesh = c[slot]
if mesh and mesh.release then pcall(mesh.release, mesh) end
c[slot] = nil
end
releaseFigures(c.figures)
c.figures = nil
c.stale = nil
end
@@ -863,28 +957,37 @@ end
local function runJob(job)
local map = job.map
local c = entry(job.id)
if c.grass == nil or c.flowers == nil or (c.stale and c.stale.aux) then
if c.grass == nil or c.flowers == nil or c.figures == nil
or (c.stale and c.stale.aux) then
local okG, grass = pcall(buildGrassMesh, map)
local okF, flowers = pcall(buildFlowerMesh, map)
local okX, figures = pcall(buildFigureMeshes, map)
if (gen[job.id] or 0) ~= job.gen then
if okG and grass and grass.release then pcall(grass.release, grass) end
if okF and flowers and flowers.release then
pcall(flowers.release, flowers)
end
if okX then releaseFigures(figures) end
return
end
swapSlot(c, "grass", (okG and grass) or false)
swapSlot(c, "flowers", (okF and flowers) or false)
releaseFigures(c.figures)
c.figures = (okX and figures) or false
if c.stale then c.stale.aux = nil end
end
local sink = newSink()
runGeometry(map, job.slot == "body", job.masks, sink)
local waterSink = newSink()
runGeometry(map, job.slot == "body", job.masks, sink, waterSink)
local mesh = sink.finish()
local water = waterSink.finish()
if (gen[job.id] or 0) ~= job.gen then
if mesh and mesh.release then pcall(mesh.release, mesh) end
if water and water.release then pcall(water.release, water) end
return
end
swapSlot(c, job.slot, mesh or false)
swapSlot(c, waterSlot(job.slot), water or false)
if c.stale then
c.stale[job.slot] = nil
if not (c.stale.full or c.stale.body or c.stale.aux) then
@@ -986,12 +1089,14 @@ function ChunkMesher.get(map, bodyOnly, masks)
if c.stale then c.stale.aux = nil end
end
if c[slot] == nil or (c.stale and c.stale[slot]) then
local ok, mesh = pcall(ChunkMesher.build, map, bodyOnly, masks)
local ok, mesh, water = pcall(ChunkMesher.build, map, bodyOnly, masks,
true)
if not ok then
print("[warn] voxel mesh build failed for " .. tostring(map.id)
.. ": " .. tostring(mesh))
end
swapSlot(c, slot, (ok and mesh) or false)
swapSlot(c, waterSlot(slot), (ok and water) or false)
if c.stale then
c.stale[slot] = nil
if not (c.stale.full or c.stale.body or c.stale.aux) then
@@ -1012,6 +1117,21 @@ function ChunkMesher.peek(map, bodyOnly)
return mesh or nil
end
-- A slot's terrain mesh AND the water surface lifted out of it, as one
-- answer. Never builds, like peek.
--
-- Both or neither, always from the SAME slot: the water was cut out of that
-- exact geometry, so pairing a full mesh with a body build's water would
-- draw the border ring's ponds twice and leave the body's as holes. Callers
-- that fall back from one variant to the other fall back through this, so
-- there is nowhere for the two to be chosen separately.
function ChunkMesher.pair(map, bodyOnly)
local c = cache[map.id]
if not c then return nil, nil end
local slot = bodyOnly and "body" or "full"
return c[slot] or nil, c[waterSlot(slot)] or nil
end
function ChunkMesher.grass(map)
local c = cache[map.id]
return c and c.grass or nil
@@ -1022,6 +1142,14 @@ function ChunkMesher.flowers(map)
return c and c.flowers or nil
end
-- Authored figures as `{ mesh, wx, wz, y, w }` records -- each placed by
-- its own leaning matrix at draw time, so they cannot share one mesh.
function ChunkMesher.figures(map)
local c = cache[map.id]
local list = c and c.figures
return (type(list) == "table") and list or nil
end
-- Rebuild a map's meshes IN PLACE: the stale meshes keep drawing while
-- replacements cook, and each slot swaps as its build lands. This is
-- the block-edit path (a cut tree, a door stamp) -- invalidate() drops
+499
View File
@@ -0,0 +1,499 @@
-- Voxel world mode: the day/night cycle -- one clock, and everything the
-- frame asks it.
--
-- THE CLOCK is twenty minutes around: ten of day, ten of night. The DAYTIME
-- row either PINS it -- DAY, NIGHT, DUSK and DAWN are fixed times on that
-- dial, not separate looks -- or lets it run (CYCLE), in which case the pin
-- the player left is where the cycle picks up. Everything below is a pure
-- function of the clock, so the pinned settings and the running cycle can
-- never drift apart: DUSK is simply the cycle stopped at sunset.
--
-- THE SUN's noon is this mod's existing sun, exactly: shear (-0.85, -0.55),
-- hanging in the southeast about 45 degrees up. That is the DAY setting and
-- the default, so a player who never touches the row sees the mod they
-- already had. From there the arc swings NORTH at both ends -- rising 70
-- degrees north of east, setting the mirror of that -- because the camera
-- looks north and the northern sky is the only sky it ever frames: a sun
-- that rose due east would light the world for ten minutes without once
-- being seen. Swung north, the disc stands in frame through dawn and dusk
-- (the hours worth looking at) and passes overhead-behind-the-camera
-- through midday, which is where a noon sun belongs.
--
-- THE MOON arcs entirely through the northern sky -- rising northeast, due
-- north at mid-night, setting northwest -- so it hangs over the diorama all
-- night and the pinned NIGHT setting puts it dead centre. Its shadows fall
-- softly south, away from it, at about two-thirds the sun's weight.
--
-- SHADOWS are the shear the light throws: direction opposite the body's
-- bearing, length its elevation's cotangent (clamped -- a rising sun throws
-- a long shadow, not an infinite one), strength fading to nothing over the
-- last twelve degrees before the horizon so the handoff between sun and
-- moon is a soft gap rather than a snap. Face shading (Voxel3D.FACE_SHADE)
-- deliberately stays the noon bake: it is a subtle angle term baked into
-- every mesh, and rebaking the world's geometry per phase buys less than
-- the cast shadows, the sky and the tint already say.
--
-- OUTDOOR ONLY. Indoors keeps the noon rig, the untinted world and no sky:
-- a cave at midnight is exactly as dark as a cave at noon, which is what a
-- room with no windows looks like. Map.isOutdoor is the same test the sky
-- already rests on; the caller passes its answer in (applyRig/tint).
--
-- Persistence: the running cycle's clock is written into the mod's own
-- save-file bucket (save.modData.DRAMATIC_SHAPE, via mod.save) on the
-- engine's save.writing event, and read back on save.loaded/created. A save
-- with no clock in it starts at noon.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ModSetting = V.require("ModSetting")
local PaletteFX = require("src.render.PaletteFX")
local DayNight = {}
-- ------- the dial
DayNight.CYCLE = 1200 -- seconds around the whole dial
DayNight.DAY_LEN = 600 -- the sun's half; the moon has the rest
DayNight.BLEND = 75 -- seconds of palette blend either side of a twilight
-- where the pinned settings stop the clock
DayNight.T = { dawn = 0, day = 300, dusk = 600, night = 900 }
DayNight.KEY = "daytime"
DayNight.LABEL = "DAYTIME"
-- "sync" first: an unset or unreadable value follows the machine's own
-- clock, per the row's contract (ModSetting values[1] is the default) --
-- and forceSync below reaches for it by the same position.
DayNight.setting = ModSetting.new(DayNight.KEY, DayNight.LABEL,
{ "sync", "day", "night", "dusk",
"dawn", "cycle" },
{ "SYNC", "DAY", "NIGHT", "DUSK",
"DAWN", "CYCLE" })
-- The one writer for the FULL pin. While VOXEL sits on FULL the DAYTIME
-- row is off the menu with the rest of the rows the preset owns, and the
-- value is held HERE at SYNC -- the diorama preset's sky follows the clock
-- on the wall, whatever was chosen before. Called from every path that can
-- arrive at or act under FULL (main.lua: the preset itself, the rows hook,
-- the manager's options_changed), mirroring OverworldBattle.forceOG.
function DayNight.forceSync(game)
if DayNight.setting:get() ~= "sync" then
DayNight.setting:setIndex(1, game)
end
end
DayNight.clock = DayNight.T.day -- the running cycle's own position
-- ------- the two arcs
--
-- Bearings in DEGREES from east toward south (the world's +X is east, +Z
-- south), elevations in degrees up from the ground plane.
-- noon IS the existing sun: shear (-0.85, -0.55) hangs it at
-- atan2(0.55, 0.85) south of east, atan(1/hypot) = 44.65 degrees up
local NOON_KX, NOON_KZ = -0.85, -0.55
local TH_NOON = math.deg(math.atan2(-NOON_KZ, -NOON_KX))
local EL_NOON = math.deg(math.atan(1 / math.sqrt(NOON_KX * NOON_KX
+ NOON_KZ * NOON_KZ)))
local TH_RISE, TH_SET = -70, 250 -- north of east / north of west
local TH_MRISE, TH_MMID, TH_MSET = -20, -90, -160
local EL_MOON = 40
DayNight.K_MAX = 2.0 -- shear clamp: a shadow at most twice its height
DayNight.ALPHA_SUN = 0.40 -- the existing midday shadow weight
DayNight.ALPHA_MOON = 0.26 -- moonlight is a softer press
DayNight.FADE_DEG = 12 -- shadows fade out over the last degrees of a rise/set
-- disc PLACEMENT only: the true elevation would put the noon sun far above
-- any frame, so the arc the discs ride is squashed toward the horizon. The
-- shadows always use the true elevation.
DayNight.ELEV_SQUASH = 0.14
-- three-point arc: a at s=0, b at s=0.5, c at s=1
local function arc(a, b, c, s)
if s < 0.5 then return a + (b - a) * 2 * s end
return b + (c - b) * (2 * s - 1)
end
-- The body lighting the world at clock `t`: bearing and elevation in
-- degrees, and whether it is the moon. The t == DAY_LEN boundary belongs to
-- the SUN, so the pinned DUSK setting is the sun half-set in the northwest,
-- not the moon rising.
function DayNight.bodyAt(t)
t = t % DayNight.CYCLE
if t <= DayNight.DAY_LEN then
local s = t / DayNight.DAY_LEN
return arc(TH_RISE, TH_NOON, TH_SET, s),
EL_NOON * math.sin(math.pi * s), false
end
local s = (t - DayNight.DAY_LEN) / (DayNight.CYCLE - DayNight.DAY_LEN)
return arc(TH_MRISE, TH_MMID, TH_MSET, s),
EL_MOON * math.sin(math.pi * s), true
end
-- The shadow shear that body throws: drift per pixel of height, opposite
-- the bearing, cot(elevation) long, clamped.
function DayNight.shearAt(t)
local th, el, moon = DayNight.bodyAt(t)
if el < 0.5 then el = 0.5 end
local k = math.min(DayNight.K_MAX, 1 / math.tan(math.rad(el)))
return -math.cos(math.rad(th)) * k, -math.sin(math.rad(th)) * k, moon
end
-- How much shadow the light can press right now, 0..1 of the body's own
-- weight: full up high, gone at the horizon, so sunset hands off to
-- moonrise through a soft shadowless gap instead of snapping.
function DayNight.strengthAt(t)
local _, el = DayNight.bodyAt(t)
local s = el / DayNight.FADE_DEG
if s < 0 then return 0 end
return s < 1 and s or 1
end
-- ------- the palettes
--
-- Sky bands, lightest FIRST (the horizon end), exactly the shape Sky.bands
-- reads. Six bands, not four: twilight is the whole show here, and six rungs
-- of it is what keeps a sunset reading as a gradient rather than as stripes.
-- Every channel is a multiple of 8 -- the 5-bit GBC lattice -- including
-- after blending, which re-quantises onto it.
-- `golden` and `violet` are not pins -- they are WAYPOINTS the blends pass
-- through. Day's blue horizon and dusk's gold one are near-complements, and
-- a straight lerp between complements bottoms out in grey: mid-transition
-- the whole sky went the colour of dishwater, and gold-to-navy did the same
-- on the far side of sunset. So the evening bends through a golden hour
-- (horizon warming, zenith still blue -- late afternoon), and both edges of
-- the night bend through a violet civil twilight (rose horizon under a
-- violet sky -- the real colour of that half hour).
DayNight.PALETTES = {
day = { { 184, 216, 248 }, { 144, 192, 248 }, { 104, 160, 240 },
{ 72, 128, 224 }, { 48, 96, 200 }, { 40, 72, 168 } },
golden = { { 248, 216, 144 }, { 232, 184, 136 }, { 176, 152, 168 },
{ 120, 128, 192 }, { 80, 104, 184 }, { 56, 80, 152 } },
dawn = { { 248, 216, 152 }, { 248, 176, 136 }, { 232, 136, 144 },
{ 176, 104, 168 }, { 112, 80, 168 }, { 64, 64, 136 } },
dusk = { { 248, 200, 112 }, { 248, 152, 96 }, { 232, 104, 96 },
{ 184, 80, 136 }, { 120, 64, 152 }, { 56, 48, 120 } },
violet = { { 200, 136, 160 }, { 152, 104, 160 }, { 112, 80, 152 },
{ 72, 56, 128 }, { 40, 40, 96 }, { 16, 24, 64 } },
night = { { 88, 104, 160 }, { 64, 80, 136 }, { 48, 56, 112 },
{ 32, 40, 88 }, { 16, 24, 64 }, { 8, 8, 40 } },
}
-- what the world's own colours are multiplied by, per phase (0..255)
DayNight.TINTS = {
day = { 255, 255, 255 },
golden = { 255, 232, 208 },
dawn = { 255, 216, 192 },
dusk = { 255, 192, 168 },
violet = { 184, 160, 200 },
night = { 120, 136, 192 },
}
-- the twilight glow around the low sun, and the discs' own four-shade
-- palettes (lightest first, so a display mode transforms them like any
-- other palette)
DayNight.GLOWS = { dawn = { 248, 232, 176 }, dusk = { 248, 224, 168 } }
DayNight.SUN_COLORS = { { 248, 240, 200 }, { 248, 208, 96 },
{ 248, 144, 80 }, { 216, 96, 64 } }
DayNight.MOON_COLORS = { { 240, 244, 248 }, { 224, 232, 240 },
{ 168, 184, 208 }, { 120, 136, 168 } }
-- The dial as keyframes: a repeated name is a plateau, a change is a
-- BLEND-wide ramp. Laid out so DUSK and DAWN proper land exactly on their
-- pinned times, and so the evening approaches dusk THROUGH the golden-hour
-- waypoint rather than straight across the grey between blue and gold. The
-- morning side needs no waypoint of its own: dawn's pinks into day's blues
-- share a family and blend clean.
local DIAL
local function dial()
if DIAL then return DIAL end
local B, D, C = DayNight.BLEND, DayNight.DAY_LEN, DayNight.CYCLE
DIAL = {
{ 0, "dawn" }, { B, "day" },
{ D - 2 * B, "day" }, { D - B, "golden" }, { D, "dusk" },
{ D + B / 2, "violet" }, { D + B, "night" },
{ C - B, "night" }, { C - B / 2, "violet" }, { C, "dawn" },
}
return DIAL
end
-- Phase weights at clock `t`, off the dial above.
function DayNight.mix(t)
t = t % DayNight.CYCLE
local d = dial()
for i = 1, #d - 1 do
local a, b = d[i], d[i + 1]
if t >= a[1] and t < b[1] then
if a[2] == b[2] then return { [a[2]] = 1 } end
local u = (t - a[1]) / (b[1] - a[1])
return { [a[2]] = 1 - u, [b[2]] = u }
end
end
return { dawn = 1 }
end
-- back onto the 5-bit lattice after any blend
local function q8(v)
v = math.floor(v / 8 + 0.5) * 8
if v < 0 then return 0 end
return v > 248 and 248 or v
end
local function blend3(key, mix, fallback)
local r, g, b = 0, 0, 0
for name, w in pairs(mix) do
local c = key[name] or fallback
r = r + c[1] * w
g = g + c[2] * w
b = b + c[3] * w
end
return { q8(r), q8(g), q8(b) }
end
-- The sky palette for clock `t`, blended between the phase palettes and
-- re-quantised to the lattice. Memoised per whole second: the answer only
-- moves as the cycle runs, and the cycle moves it slowly.
local palCache = { key = nil, pal = nil }
function DayNight.palette(t)
t = t or DayNight.time()
local key = math.floor(t % DayNight.CYCLE)
if palCache.key == key then return palCache.pal end
local mix = DayNight.mix(t)
local pal = {}
for i = 1, #DayNight.PALETTES.day do
local r, g, b = 0, 0, 0
for name, w in pairs(mix) do
local c = DayNight.PALETTES[name][i]
r = r + c[1] * w
g = g + c[2] * w
b = b + c[3] * w
end
pal[i] = { q8(r), q8(g), q8(b) }
end
palCache.key, palCache.pal = key, pal
return pal
end
-- The world tint for clock `t`, {r, g, b} in 0..1. Neutral indoors -- the
-- caller answers for where it is standing (see the header).
local tintCache = { key = nil, tint = nil }
local NEUTRAL = { 1, 1, 1 }
function DayNight.tint(outdoor, t)
if not outdoor then return NEUTRAL end
t = t or DayNight.time()
local key = math.floor(t % DayNight.CYCLE)
if tintCache.key ~= key then
-- NOT re-quantised: this is a light level the shader multiplies by, not
-- a palette colour, and the lattice's 248 ceiling would make even noon
-- fractionally dim
local mix = DayNight.mix(t)
local r, g, b = 0, 0, 0
for name, w in pairs(mix) do
local c = DayNight.TINTS[name] or DayNight.TINTS.day
r = r + c[1] * w
g = g + c[2] * w
b = b + c[3] * w
end
tintCache.key = key
tintCache.tint = { r / 255, g / 255, b / 255 }
end
return tintCache.tint
end
-- The twilight glow: how strongly (0..1) and in what colour the sky warms
-- around the low sun. Only the SUN glows -- a moonrise is silver, not gold.
function DayNight.glow(t)
t = t or DayNight.time()
local _, _, moon = DayNight.bodyAt(t)
if moon then return 0, nil end
local mix = DayNight.mix(t)
local amt = (mix.dawn or 0) + (mix.dusk or 0)
if amt <= 0 then return 0, nil end
return amt, blend3(DayNight.GLOWS, mix, DayNight.GLOWS.dusk)
end
-- ------- the clock itself
local lastMode = nil
local function mode()
return DayNight.setting:get() or "day"
end
-- Where SYNC reads the real clock: local hours, 0..24 with the minutes as
-- fraction. A named seam rather than a bare os.date call, so the suite can
-- hand it a fixed hour.
function DayNight.hours()
local d = os.date("*t")
return d.hour + d.min / 60 + d.sec / 3600
end
-- SYNC: the machine's own time of day laid onto the dial. Local noon is
-- the DAY pin, midnight the NIGHT pin, six and eighteen the twilights --
-- an hour of the real day is fifty seconds of dial, and Kanto's evening
-- falls when the player's does.
function DayNight.syncTime()
return ((DayNight.hours() - 6) * (DayNight.CYCLE / 24)) % DayNight.CYCLE
end
-- The effective time: the pin, the running clock under CYCLE, or the wall
-- clock under SYNC.
function DayNight.time()
local m = mode()
if m == "cycle" then return DayNight.clock end
if m == "sync" then return DayNight.syncTime() end
return DayNight.T[m] or DayNight.T.day
end
-- Advance the cycle. Runs every frame from the voxel pipeline's update hook
-- (which ticks through battles and menus too, so night falls during a long
-- fight exactly as it does on a walk). Stepping ONTO cycle picks up from
-- the pin the player was just looking at: DUSK then CYCLE rolls on into
-- night rather than teleporting the sky.
function DayNight.update(dt)
local m = mode()
if m ~= lastMode then
if m == "cycle" then
-- from a pin, its time; from SYNC, wherever the real sky already was
DayNight.clock = DayNight.T[lastMode]
or (lastMode == "sync" and DayNight.syncTime())
or DayNight.clock
end
lastMode = m
end
if m == "cycle" and dt and dt > 0 then
DayNight.clock = (DayNight.clock + dt) % DayNight.CYCLE
end
end
-- The clock the RIG runs on: quantised, so the shadow map redraws a few
-- times a minute as the sun crawls rather than every frame.
DayNight.STEP = 2
function DayNight.rigTime()
local t = DayNight.time()
return math.floor(t / DayNight.STEP) * DayNight.STEP
end
-- ------- what the frame reads
-- Point the shared light rig at the clock -- or at noon, indoors. This
-- writes the same fields everything already reads (ShadowMap.KX/KZ for the
-- sun pass and its frustum, Voxel3D.SHADOW_* for the decal fallback and the
-- sunDark uniform), so no draw path changes to follow the sun; they follow
-- the rig, and the rig follows the clock.
function DayNight.applyRig(outdoor)
local ShadowMap = V.require("ShadowMap")
local Voxel3D = V.require("Voxel3D")
local t = outdoor and DayNight.rigTime() or DayNight.T.day
local kx, kz, moon = DayNight.shearAt(t)
ShadowMap.KX, ShadowMap.KZ = kx, kz
Voxel3D.SHADOW_KX, Voxel3D.SHADOW_KZ = kx, kz
local base = moon and DayNight.ALPHA_MOON or DayNight.ALPHA_SUN
Voxel3D.SHADOW_ALPHA = base * DayNight.strengthAt(t)
return t
end
-- How much of a pass's OWN shadow weight the hour leaves it, 0..1 -- for a
-- caller that sets its own alpha (the battle arena) and should still lose
-- its shadows to a sunset.
function DayNight.shadowScale(outdoor, t)
if not outdoor then return 1 end
t = t or DayNight.rigTime()
local _, _, moon = DayNight.bodyAt(t)
local s = DayNight.strengthAt(t)
return moon and s * (DayNight.ALPHA_MOON / DayNight.ALPHA_SUN) or s
end
-- The disc to hang in the sky, or nil when the body is set or behind the
-- camera's half of the sky. Returns a direction for the PLACEMENT arc --
-- true bearing, squashed elevation (see ELEV_SQUASH) -- plus which body it
-- is; the caller projects it through its own camera.
function DayNight.body(t)
t = t or DayNight.time()
local th, el, moon = DayNight.bodyAt(t)
if el < -2 then return nil end
local e = math.rad(el * DayNight.ELEV_SQUASH)
local b = math.rad(th)
return {
dx = math.cos(b) * math.cos(e),
dy = math.sin(e),
dz = math.sin(b) * math.cos(e),
moon = moon,
}
end
-- Maps under a CANOPY: not outdoor -- there is no sky to paint and no sun
-- or moon to see, so the shadow rig stays the mod's fixed noon light,
-- which is all that ever filtered through the leaves -- but not a sealed
-- room either: night still FALLS in them. Of everything the clock does,
-- exactly one thing reaches a canopy map: the hour's tint.
DayNight.CANOPY = { VIRIDIAN_FOREST = true }
function DayNight.isCanopy(map)
return (map and map.id and DayNight.CANOPY[map.id]) and true or false
end
-- How lit the WINDOWS are, 0..1 -- the lamps behind the glass, not the sky.
-- They come on through dusk (a lit window against a sunset is half the point
-- of having either), burn all night, and are mostly out again by dawn:
-- people wake before it is bright, they do not read at sunrise.
local LAMPS = { night = 1, violet = 1, dusk = 0.7, dawn = 0.25 }
function DayNight.windowLight(t)
local mix = DayNight.mix(t or DayNight.time())
local lit = 0
for name, w in pairs(mix) do
lit = lit + (LAMPS[name] or 0) * w
end
return lit
end
-- The period name for the engine's world.tod hook (map.palette ctx.tod,
-- music.select): the dominant phase, in the vocabulary day/night mods use.
local TOD = { day = "DAY", golden = "DAY", night = "NIGHT",
violet = "NIGHT", dawn = "MORNING", dusk = "EVENING" }
function DayNight.tod(t)
local mix = DayNight.mix(t or DayNight.time())
local best, bestW = "day", -1
for name, w in pairs(mix) do
if w > bestW then best, bestW = name, w end
end
return TOD[best] or "DAY"
end
-- ------- persistence
--
-- The clock rides the SAVE SLOT, not the options file: what time it is in
-- Kanto is a fact about that journey, like where the player is standing.
-- mod.save is the loader's per-mod bucket in save.modData, which persists
-- with the slot on its own -- writing the value is all there is to do.
DayNight.SAVE_KEY = "clock"
function DayNight.store()
local saveApi = V.mod and V.mod.save
if not (saveApi and saveApi.set) then return end
pcall(saveApi.set, saveApi, DayNight.SAVE_KEY, DayNight.clock)
end
function DayNight.restore()
local saveApi = V.mod and V.mod.save
local stored = nil
if saveApi and saveApi.get then
local ok, got = pcall(saveApi.get, saveApi, DayNight.SAVE_KEY)
if ok then stored = got end
end
-- no time set: it is day (the requirement, verbatim)
DayNight.clock = type(stored) == "number"
and stored % DayNight.CYCLE or DayNight.T.day
end
return DayNight
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-- The hour's light on the FLAT world.
--
-- The clock already reaches everything the 3D pass draws: VoxelScene and
-- BattleScene multiply the whole scene by DayNight.tint, so walking around a
-- route at dusk warms the diorama and midnight turns it blue. Switch voxel
-- mode off and none of that happens -- the tint is a uniform in a shader the
-- flat tile path never runs -- so the same evening that fell on the diorama
-- left the 2D world at permanent noon. One clock, two worlds, one of them
-- ignoring it.
--
-- So the flat composite gets the same multiply, painted as one rectangle.
--
-- ------- WHERE, which is the only difficult part
--
-- Not on the world canvas. In a colorized mode that canvas is grayscale art
-- and the blit that puts it on screen runs it through the palette shader,
-- which classifies each pixel into a shade BY ITS RED CHANNEL. Multiply a
-- night blue over it first and every shade lands in the wrong bucket -- the
-- world would not darken, it would change colour into whatever the palette
-- said the wrong bucket was.
--
-- So it goes on AFTER that pass, on the composited world. And not after the
-- whole frame either: the UI blit is next, and the dialog boxes, the menus and
-- the HUD are paper held up in front of the world rather than part of it --
-- the same reason the tilt-shift blur is a worldPresent and not a present.
--
-- Which leaves one instant: between the world blit and the UI blit, inside
-- Renderer:endFrame. There is no seam there -- worldPresent, the engine's own
-- hook for exactly this, only runs when a PIPELINE produced the world, which
-- in flat mode is the one thing that did not happen. So endFrame is wrapped
-- and the UI canvas's own draw call is watched for: `blit` passes the canvas
-- as the first argument, so the first draw of Renderer.canvas IS the boundary,
-- by identity rather than by counting or guessing.
--
-- The shader and scissor that call arrives under belong to the UI blit already
-- in progress, so both are put aside for the rectangle and handed straight
-- back -- otherwise the tint would be palette-remapped and clipped to a zone.
--
-- ------- WHEN
--
-- Outdoors, on the flat path, when the hour is not neutral. Each of those is
-- load-bearing:
--
-- the flat path a pipeline that rendered the world already applied the
-- tint inside its own shader; painting it again would apply
-- the hour twice. worldOverride is exactly "a pipeline drew
-- this frame".
-- outdoors a room has no sky to take its light from, which is the
-- same answer DayNight.tint gives on its own and the same
-- one applyRig gives the sun.
-- not neutral midday is a multiply by white. Skipped rather than drawn,
-- so a game with the clock at DAY issues not one extra call.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local DayNight = V.require("DayNight")
local DayTint = {}
-- Below this the tint is close enough to white that the rectangle would not
-- change a pixel, and the frame is left exactly as it was.
DayTint.NEUTRAL = 0.999
local function outdoorNow()
local ok, Game = pcall(require, "src.core.Game")
if not ok then return false end
local ow = Game and Game.overworld
local map = ow and ow.map
if not map then return false end
local okMap, Map = pcall(require, "src.world.Map")
if not okMap then return false end
local outdoor = map.def and Map.isOutdoor(map.def) or false
-- a canopy floor takes the hour's colour and nothing else of it, exactly as
-- it does in the 3D pass (BattleScene, VoxelScene)
return outdoor or DayNight.isCanopy(map)
end
-- The colour this frame's world should be multiplied by, or nil to leave the
-- frame alone.
function DayTint.forFrame(renderer)
if not renderer then return nil end
if renderer.worldOverride then return nil end -- a pipeline drew, and tinted
if not renderer.worldActive then return nil end -- no world on screen at all
if not outdoorNow() then return nil end
local tint = DayNight.tint(true)
if not tint then return nil end
local r, g, b = tint[1] or 1, tint[2] or 1, tint[3] or 1
if r > DayTint.NEUTRAL and g > DayTint.NEUTRAL and b > DayTint.NEUTRAL then
return nil
end
return r, g, b
end
-- One rectangle over the window, multiplied into whatever is under it.
--
-- The whole window rather than the world's own rect, which is what the
-- engine's warp fade does from the same place and for the same reason: the
-- border fill, the letterbox bars and the world are all "the world" as far as
-- the hour is concerned, and black multiplied by anything is still black.
-- Every read of the graphics state is optional, because a headless driver
-- ships some of these and not others -- the same reason TerrainAtlas reads the
-- engine's seams guarded. What cannot be read cannot be put back either, and a
-- missing accessor must cost the tint rather than the frame.
local function saved(name, ...)
local fn = love.graphics[name]
if not fn then return nil end
local ok, a, b, c, d = pcall(fn, ...)
if not ok then return nil end
return a, b, c, d
end
function DayTint.paint(r, g, b)
local gfx = love.graphics
local shader = saved("getShader")
local sx, sy, sw, sh = saved("getScissor")
local blend, alpha = saved("getBlendMode")
local pr, pg, pb, pa = saved("getColor")
local w, h = gfx.getDimensions()
if gfx.setShader then gfx.setShader() end
if gfx.setScissor then gfx.setScissor() end
gfx.setBlendMode("multiply", "premultiplied")
gfx.setColor(r, g, b, 1)
gfx.rectangle("fill", 0, 0, w, h)
gfx.setBlendMode(blend or "alpha", alpha)
gfx.setColor(pr or 1, pg or 1, pb or 1, pa or 1)
if gfx.setScissor then
if sx then gfx.setScissor(sx, sy, sw, sh) else gfx.setScissor() end
end
if shader and gfx.setShader then gfx.setShader(shader) end
end
function DayTint.install()
local Renderer = require("src.render.Renderer")
if Renderer.dramaticShapeTintHook then return end
local inner = Renderer.endFrame
function Renderer:endFrame(zones, worldZones)
local r, g, b = DayTint.forFrame(self)
if not r then return inner(self, zones, worldZones) end
local gfx = love.graphics
local draw = gfx.draw
local ui = self.canvas
local painted = false
gfx.draw = function(tex, ...)
-- the UI canvas reaching the screen: the world is finished, the paper
-- in front of it has not started. Restored FIRST so the rectangle's own
-- drawing cannot re-enter this, and so a UI blit that draws one quad per
-- SGB zone only triggers it once.
if not painted and tex == ui then
painted = true
gfx.draw = draw
DayTint.paint(r, g, b)
end
return draw(tex, ...)
end
local ok, err = pcall(inner, self, zones, worldZones)
gfx.draw = draw
if not ok then error(err, 0) end
end
Renderer.dramaticShapeTintHook = true
end
return DayTint
+713
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-- Voxel world mode: the first-person camera -- the 1ST rung.
--
-- Every other rung is the same camera at a different pitch: an orbit over
-- the view centre, described by one number. 1ST is a different rig
-- entirely: the eye stands in the player's own head, the view direction is
-- the player's to steer -- mouse, right stick or a touch drag -- and the
-- rig rides the placed-camera seam (Voxel3D.camera) that the staged battle
-- already proved out. Everything downstream of that seam -- the shader
-- uniforms, project(), the sky's vanishing line, the water's lean -- reads
-- eye and focus the same way it always has.
--
-- What this module owns:
--
-- the ATTITUDE yaw and pitch, fed by whichever look input speaks:
-- relative mouse motion, the right stick's rate, or a
-- touch dragged across open screen. All three drive the
-- same two numbers, so they compose instead of fighting.
--
-- the BLEND easing between the orbit and the head. Stepping onto
-- the rung dives the camera from wherever the orbit was
-- into the player's eyes over half a second; stepping off
-- flies it back out. Mid-blend the rig is a straight lerp
-- of the two cameras -- eye, focus, fov, up -- through
-- the same placed-camera record.
--
-- the MOVE INTENT the analog vector FreeMove walks the player by,
-- gathered here because it is made of the same devices:
-- the left stick's raw axes, the touch d-pad's true
-- deflection, or the held keys, rotated by this camera's
-- yaw so "forward" means "where I am looking".
--
-- Deliberately NOT here: movement itself (lib/FreeMove.lua, which owns the
-- collision walk and the grid the game logic still lives on), and the
-- billboard math that faces cards at this eye (VoxelScene, which owns
-- every other card matrix too).
--
-- Everything the module reaches -- the mouse's relative mode, the wrapped
-- love handlers, the touch overlay's hit test -- is pcall-guarded the same
-- way the 3D pass is: headless runs and drivers without a mouse simply
-- never see the input, and the rung falls back to holding the 75-degree
-- orbit.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local Voxel = V.require("VoxelState")
local Voxel3D = V.require("Voxel3D")
local WorldCurve = V.require("WorldCurve")
local FirstPerson = {}
-- ------- the rig's numbers
--
-- EYE_HEIGHT stands the eye near the top of the 16px sprite -- the head,
-- not the hat tip -- above the same ground-plus-lift the character card
-- stands on, so surfing bobs and ledge hops carry the view with them.
--
-- FOV is wider than the diorama's ~53 degrees: inside the world, the
-- diorama's lens reads as a keyhole. 65 vertical is the modern-shooter
-- middle ground.
--
-- FOCUS_DIST is short on purpose: the placed-camera branch derives its
-- near plane from |eye - focus| (dist * 0.05), and the eye walks within
-- 2-3 world pixels of a wall face when sliding along it -- a far focus
-- would push the near plane through the wall and clip a hole in it.
FirstPerson.EYE_HEIGHT = 13
FirstPerson.FOV = math.rad(65)
FirstPerson.FOCUS_DIST = 24
-- Pitch limits, in radians below horizontal (positive looks DOWN). The
-- world has no ceiling and the sky's bands sit low, so looking far up
-- shows the void above the gradient; the up-range is clamped tighter than
-- the down-range for that reason, not a technical one.
FirstPerson.PITCH_DOWN = math.rad(70)
FirstPerson.PITCH_UP = -math.rad(50)
FirstPerson.PITCH_DEFAULT = math.rad(10)
-- how long the dive into (and out of) the head takes, in seconds
FirstPerson.BLEND_TIME = 0.45
-- ------- look input tuning
--
-- MOUSE_SENS is radians per relative-mode count -- about 0.18 degrees per
-- count, the conventional shooter default. STICK rates are radians per
-- second at full deflection, with a squared response curve so small
-- deflections aim and full ones turn. TOUCH_TURN is what one full screen
-- width of drag turns, mobile-shooter convention.
FirstPerson.MOUSE_SENS = 0.0032
FirstPerson.STICK_YAW = 3.5
FirstPerson.STICK_PITCH = 2.4
FirstPerson.STICK_DEAD = 0.18
FirstPerson.TOUCH_TURN = 2.2 * math.pi
FirstPerson.MOVE_DEAD = 0.25
-- ------- state
--
-- Yaw is a world bearing: 0 faces south (+Z, the way a resting sprite
-- faces), pi/2 east -- the same convention VoxelScene.YAW uses, so a
-- facing converts to a yaw by table lookup.
FirstPerson.yaw = 0
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
FirstPerson.blend = 0
local wasEngaged = false
local stick = { x = 0, y = 0 } -- right stick, latest event values
local mouseDX, mouseDY = 0, 0 -- relative counts since last update
local lookTouch = nil -- { id, x, y } of the claimed finger
local touchMove = nil -- the touch d-pad's analog deflection
local captured = false -- mouse relative mode engaged by us
-- the placed-camera record this module last handed to Voxel3D, so passes
-- that key behaviour off "is the first-person rig the one drawing" (the
-- billboard yaw, the frame remap) can ask by identity rather than by mode
-- -- the battle's own placed camera must never read as first person
local rig = nil
local FACING_ANGLE = {
down = 0,
right = math.pi / 2,
up = math.pi,
left = -math.pi / 2,
}
local FACING_ORDER = { "down", "right", "up", "left" }
local function wrapPi(a)
return (a + math.pi) % (2 * math.pi) - math.pi
end
local function ease(t)
return t * t * (3 - 2 * t)
end
-- ------- gates
-- Whether the 1ST rung is selected and the 3D pass can carry it.
function FirstPerson.engaged()
return Voxel.isFirstPerson(Voxel.level) and Voxel3D.available()
end
-- Whether first person should be READING the player's inputs right now:
-- engaged, with the overworld on top of the stack (a menu, a dialog or a
-- battle above it owns the buttons, exactly as it does for grid walking).
function FirstPerson.driving()
if not FirstPerson.engaged() then return false end
local ok, top, ow = pcall(function()
local Game = require("src.core.Game")
return Game.stack and Game.stack:top(), Game.overworld
end)
return ok and top ~= nil and top == ow
end
-- The eased blend, 0 at the orbit and 1 in the head.
function FirstPerson.blendEased()
return ease(FirstPerson.blend)
end
-- The blend, but only while the free-roam pass's own rig is the placed
-- camera. The battle scene places a camera of its own through the same
-- seam, and its cards must keep their stage lean rather than yawing at a
-- first-person eye that is not looking at them.
function FirstPerson.cardBlend()
if not rig or Voxel3D.camera ~= rig then return 0 end
return ease(FirstPerson.blend)
end
-- Whether the player's own card should be left out of the camera draw:
-- deep enough into the blend that the card would fill the lens from
-- inside. The sun pass keeps drawing it either way -- a first-person
-- player still throws a shadow on the ground ahead.
function FirstPerson.hidePlayer()
return FirstPerson.cardBlend() > 0.9
end
-- ------- attitude
-- Apply a look delta, in radians. Everything that turns the head funnels
-- through here, so the clamps live once.
function FirstPerson.lookBy(dyaw, dpitch)
FirstPerson.yaw = wrapPi(FirstPerson.yaw + dyaw)
FirstPerson.pitch = math.max(FirstPerson.PITCH_UP,
math.min(FirstPerson.PITCH_DOWN,
FirstPerson.pitch + dpitch))
end
-- The view direction's flat compass facing, for everything that still
-- thinks in the grid's four directions: the cell A interacts with, the
-- sprite the sun sees, the direction a blocked slide bonks in.
function FirstPerson.compassFacing()
local s, c = math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
if math.abs(s) > math.abs(c) then
return s > 0 and "right" or "left"
end
return c > 0 and "down" or "up"
end
-- The unit look direction, and its flat (ground-plane) part.
local function lookDir()
local cp = math.cos(FirstPerson.pitch)
return math.sin(FirstPerson.yaw) * cp,
-math.sin(FirstPerson.pitch),
math.cos(FirstPerson.yaw) * cp
end
function FirstPerson.lookFlat()
return math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
end
-- ------- billboards seen from inside the world
--
-- The diorama's cards face south and lean back by the camera's pitch --
-- correct for a camera that always stands south. An eye that can stand
-- ANYWHERE sees a south-facing card edge-on from the east, so in first
-- person every card yaws about its feet to face the eye (cylindrical
-- billboarding: upright, never tipping). VoxelScene blends its matrices
-- between the two by cardBlend.
-- The yaw that turns a card's south-facing normal toward the eye.
function FirstPerson.cardYaw(wx, wz)
local eye = rig and rig.eye
if not eye then return 0 end
local dx, dz = eye[1] - wx, eye[3] - wz
if dx * dx + dz * dz < 1e-9 then return 0 end
return math.atan2(dx, dz)
end
-- Which of the four sprite frames an entity shows THIS eye: its facing
-- rotated into the viewer's own frame, quantised. The flat game's frames
-- are "how this pose looks from the south", so the apparent facing is the
-- pose rotated by where the viewer actually stands -- walk behind an NPC
-- and you see their back, circle to their flank and you see the profile,
-- exactly as the four frames Gen 1 drew intend.
function FirstPerson.apparentFacing(facing, wx, wz)
local eye = rig and rig.eye
local phi = FACING_ANGLE[facing]
if not (eye and phi) then return facing end
local dx, dz = eye[1] - wx, eye[3] - wz
if dx * dx + dz * dz < 1e-9 then return facing end
local rel = wrapPi(phi - math.atan2(dx, dz))
local idx = math.floor((rel + math.pi / 4) / (math.pi / 2)) % 4
return FACING_ORDER[idx + 1]
end
-- ------- the move intent
--
-- The analog vector FreeMove walks by, in CAMERA space: mx strafes (+
-- right), mz advances (+ forward). Whichever device is actually deflected
-- answers -- the left stick's raw axes first (the engine quantises them to
-- a d-pad; the raw pair is the analog truth), then a touch d-pad finger,
-- then the held keys. Magnitude caps at 1.
function FirstPerson.moveVector()
local ok, Game = pcall(require, "src.core.Game")
local input = ok and Game.input or nil
local ax = input and input.stickAxis or nil
if ax then
local mag = math.sqrt(ax.x * ax.x + ax.y * ax.y)
if mag > FirstPerson.MOVE_DEAD then
local t = math.min(1, (mag - FirstPerson.MOVE_DEAD)
/ (1 - FirstPerson.MOVE_DEAD))
return ax.x / mag * t, -ax.y / mag * t
end
end
if touchMove then
local mag = math.sqrt(touchMove.x * touchMove.x
+ touchMove.y * touchMove.y)
if mag > FirstPerson.MOVE_DEAD then
local t = math.min(1, mag)
return touchMove.x / mag * t, -touchMove.y / mag * t
end
end
if input then
local mx = (input:isDown("right") and 1 or 0)
- (input:isDown("left") and 1 or 0)
local mz = (input:isDown("up") and 1 or 0)
- (input:isDown("down") and 1 or 0)
if mx ~= 0 or mz ~= 0 then
local mag = math.sqrt(mx * mx + mz * mz)
return mx / mag, mz / mag
end
end
return 0, 0
end
-- Rotate a camera-space move into world space: forward is the flat look
-- direction, strafe-right is its right hand. (cross(forward, up) with
-- forward = (sin y, 0, cos y) and up = +Y lands right on (-cos y, 0,
-- sin y): face south and your right hand points west.)
function FirstPerson.moveWorld(mx, mz)
local s, c = math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
return -c * mx + s * mz, s * mx + c * mz
end
-- ------- the tick
-- Runs from the pipeline's update hook, every frame whatever the level --
-- the same tick VoxelState eases the orbit on. Owns the blend, the mouse
-- capture lifecycle, and the frame's stick-rate look.
function FirstPerson.update(dt)
local engagedNow = FirstPerson.engaged()
-- entering the rung: the head starts looking the way the sprite faces,
-- pitched gently down -- the reading pose of the flat game
if engagedNow and not wasEngaged then
local ok, facing = pcall(function()
local Game = require("src.core.Game")
return Game.overworld and Game.overworld.player
and Game.overworld.player.facing
end)
FirstPerson.yaw = (ok and FACING_ANGLE[facing]) or 0
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
end
wasEngaged = engagedNow
-- the blend, held at flat until there is terrain to dive into -- the
-- same wait Voxel.update keeps for the orbit tween, for the same reason
local target = engagedNow and 1 or 0
if target > FirstPerson.blend and FirstPerson.blend == 0
and not Voxel.ready then
target = 0
end
local step = dt / FirstPerson.BLEND_TIME
if FirstPerson.blend < target then
FirstPerson.blend = math.min(target, FirstPerson.blend + step)
elseif FirstPerson.blend > target then
FirstPerson.blend = math.max(target, FirstPerson.blend - step)
end
if FirstPerson.blend <= 0 and rig then
-- fully out: let go of the placed camera (unless a battle already
-- swapped its own in, which is not ours to clear)
if Voxel3D.camera == rig then Voxel3D.camera = nil end
rig = nil
end
-- mouse capture follows engagement: captured whenever the rung is on and
-- the window has focus, released the moment either ends. Checked against
-- the live mode rather than toggled on edges, so a capture lost to the
-- OS (alt-tab) re-arms itself on the next focused frame.
local wantCapture = engagedNow
if wantCapture and love.window and love.window.hasFocus then
local okF, focus = pcall(love.window.hasFocus)
wantCapture = okF and focus or false
end
if love.mouse and love.mouse.setRelativeMode then
local okM, isRel = pcall(love.mouse.getRelativeMode)
if okM and isRel ~= wantCapture then
pcall(love.mouse.setRelativeMode, wantCapture)
end
captured = wantCapture
end
local driving = FirstPerson.driving()
-- The mouse's counts, accumulated by the wrapped handler since the last
-- tick; dropped unread while something else owns the screen.
--
-- The yaw sign is NEGATED, here and in every look input below: yaw grows
-- south -> east -> north (the world runs +X east, +Z south, and the
-- direction is (sin yaw, cos yaw)), which seen from behind the eye is a
-- LEFT turn -- so "move the mouse right, look right" means subtracting.
local dx, dy = mouseDX, mouseDY
mouseDX, mouseDY = 0, 0
if driving and (dx ~= 0 or dy ~= 0) then
FirstPerson.lookBy(-dx * FirstPerson.MOUSE_SENS,
dy * FirstPerson.MOUSE_SENS)
end
-- the right stick is a rate: radians per second, squared response so
-- the first half of the throw aims and the rest turns
if driving then
local rx, ry = stick.x, stick.y
local function curve(v)
local a = math.abs(v)
if a < FirstPerson.STICK_DEAD then return 0 end
a = (a - FirstPerson.STICK_DEAD) / (1 - FirstPerson.STICK_DEAD)
return (v < 0 and -1 or 1) * a * a
end
local cy, cp = curve(rx), curve(ry)
if cy ~= 0 or cp ~= 0 then
-- negated yaw for the same reason as the mouse above
FirstPerson.lookBy(-cy * FirstPerson.STICK_YAW * dt,
cp * FirstPerson.STICK_PITCH * dt)
end
end
end
-- ------- the rig itself
-- The orbit camera's eye/focus/fov/up for the frame's centre -- the same
-- arithmetic Voxel3D.viewProjection runs, restated here because the blend
-- needs both ends as DATA. Kept textually tiny so the two cannot drift:
-- focus on the centre, eye FOCAL*vh away at the pitch, up perpendicular
-- in the YZ plane.
local function orbitRig(cx, cy, vh)
local a = Voxel.angle
local dist = Voxel.FOCAL * vh
return { cx, dist * math.cos(a), cy + dist * math.sin(a) },
{ cx, 0, cy },
2 * math.atan(1 / (2 * Voxel.FOCAL)),
{ 0, math.sin(a), -math.cos(a) }
end
local lastEye = nil -- frozen head pose for player-less frames
-- Build this frame's placed camera and hand it to Voxel3D, plus the scene
-- centre the curve and the depth reference should use. `me` is the
-- player's posed entry (px, py, gh, lift) or nil (a Fly animation), and
-- (cx, cy) the orbit's own view centre.
--
-- Returns nil with the blend fully out, which is the caller's signal to
-- leave the orbit in charge.
function FirstPerson.frame(me, cx, cy, vw, vh)
local b = FirstPerson.blend
if b <= 0 then
if rig and Voxel3D.camera == rig then Voxel3D.camera = nil end
rig = nil
return nil
end
local e = ease(b)
local head
if me then
head = { me.px + 8,
(me.gh or 0) + (me.lift or 0) + FirstPerson.EYE_HEIGHT,
me.py + 8 }
lastEye = head
else
head = lastEye or { cx, FirstPerson.EYE_HEIGHT, cy }
end
local lx, ly, lz = lookDir()
local fpFocus = { head[1] + lx * FirstPerson.FOCUS_DIST,
head[2] + ly * FirstPerson.FOCUS_DIST,
head[3] + lz * FirstPerson.FOCUS_DIST }
local oEye, oFocus, oFov, oUp = orbitRig(cx, cy, vh)
local function mix(p, q)
return { p[1] + (q[1] - p[1]) * e,
p[2] + (q[2] - p[2]) * e,
p[3] + (q[3] - p[3]) * e }
end
local up = mix(oUp, { 0, 1, 0 })
local ul = math.sqrt(up[1] * up[1] + up[2] * up[2] + up[3] * up[3])
if ul > 1e-6 then up[1], up[2], up[3] = up[1] / ul, up[2] / ul, up[3] / ul
else up = { 0, 1, 0 } end
-- the world curve eases out with the blend: standing inside the world,
-- the bend that sells the diorama reads as the ground falling away. A
-- true zero (curve declined) needs the field present -- nil would let
-- Voxel3D fall back to the setting
local k = WorldCurve.k(vh) * (1 - e)
rig = {
eye = mix(oEye, head),
focus = mix(oFocus, fpFocus),
fov = oFov + (FirstPerson.FOV - oFov) * e,
up = up,
curve = k,
}
Voxel3D.camera = rig
-- the scene centre walks from the orbit's view centre to the head, so
-- the curve's focus, the depth reference and the glint's travel follow
-- the camera that is actually in charge
local sx = cx + (head[1] - cx) * e
local sy = cy + (head[3] - cy) * e
return rig, sx, sy
end
-- Where the shadow pass should centre its box: pushed along the flat look
-- so the fitted frustum -- built for an orbit that always looks north --
-- covers the ground THIS camera sees. The push is strongest looking
-- south (the direction the orbit's box barely reaches) and scales with
-- the blend.
function FirstPerson.shadowCenter(sx, sy, vh)
local e = FirstPerson.cardBlend()
if e <= 0 then return sx, sy end
local fx, fz = FirstPerson.lookFlat()
local ShadowMap = V.require("ShadowMap")
local cap = (ShadowMap.FAR_CAP or 2.5) * vh
return sx + fx * 0.6 * vh * e,
sy + fz * (fz > 0 and (cap - vh * 0.5) or vh * 0.4) * e
end
-- The first-person facts a shadow signature has to include: the sun's
-- box is fitted around this camera, so turning the head or walking the
-- blend has to re-fit it even standing still.
function FirstPerson.signature()
local b = FirstPerson.blend
if b <= 0 then return "" end
return table.concat({
math.floor(b * 64),
math.floor(FirstPerson.yaw * 64),
math.floor(FirstPerson.pitch * 64),
}, ",")
end
-- ------- input capture
--
-- The seams: relative mouse motion has no Game handler at all (the
-- engine's love.mousemoved only feeds the mouse-as-touch debug path), the
-- right stick's axes are explicitly ignored by Input, and a touch
-- anywhere off the overlay's controls dies in TouchControls. Each wrap
-- forwards everything it does not claim, and claims only while first
-- person is actually driving -- so with the rung off, every byte flows
-- exactly where it always did.
local installed = false
function FirstPerson.install()
if installed then return end
installed = true
local Game = require("src.core.Game")
-- ------- right stick
do
local inner = Game.gamepadaxis
function Game:gamepadaxis(joystick, axis, value)
if axis == "rightx" then stick.x = value
elseif axis == "righty" then stick.y = value end
return inner(self, joystick, axis, value)
end
end
-- generic (non-gamepad) sticks: axes 1/2 are the left stick by SDL
-- convention and Input already claims them; 3/4 are the usual right
-- pair on the same class of device. Real gamepads are excluded -- they
-- already spoke through the mapped rightx/righty above, and their RAW
-- axis 3 is as likely a trigger as a stick.
--
-- Two more exclusions, both learned the hard way on Android, where this
-- wrap runs BEFORE the engine's own generic-joystick guards:
--
-- the accelerometer arrives as a joystick named for what it is, with
-- gravity pinning an axis well past any deadzone -- the same device
-- Game:joystickaxis refuses for movement (#459), refused here by the
-- same name test, or the view spins on its own the moment 1ST opens.
--
-- and a raw axis is only BELIEVED after it has been seen near centre
-- once. A stick at rest sits at zero, so a real one earns trust with
-- its first touch; a gravity-pinned sensor axis or a trigger resting
-- at an extreme never centres and so never steers the look.
local function isAccelerometer(joystick)
local ok, name = pcall(function() return joystick:getName() end)
return ok and type(name) == "string"
and name:lower():find("accelerometer", 1, true) ~= nil
end
local rawCentred = {}
do
local inner = Game.joystickaxis
function Game:joystickaxis(joystick, axis, value)
local mapped = joystick and joystick.isGamepad and joystick:isGamepad()
if not mapped and (axis == 3 or axis == 4)
and not isAccelerometer(joystick) then
if math.abs(value) < 0.3 then rawCentred[axis] = true end
if rawCentred[axis] then
if axis == 3 then stick.x = value else stick.y = value end
end
end
return inner(self, joystick, axis, value)
end
end
-- ------- mouse
--
-- love.mousemoved rather than a Game method, because the engine has no
-- Game:mousemoved to wrap -- the callback in the project's main.lua is
-- the one place relative counts arrive. Claimed only while captured;
-- pass-through otherwise, including the mouse-as-touch path.
do
local inner = love.mousemoved
love.mousemoved = function(x, y, dx, dy, istouch)
if captured and not istouch then
mouseDX = mouseDX + (dx or 0)
mouseDY = mouseDY + (dy or 0)
return
end
if inner then return inner(x, y, dx, dy, istouch) end
end
end
-- While the mouse is captured there is no cursor to click UI with, so
-- the buttons become GB buttons: left is A, right is B -- through the
-- overlay's own press path, which a rebind can never detach. What WE
-- pressed is remembered per button, so the release always reaches the
-- overlay even if the capture ended while the button was down --
-- otherwise a click that outlives the rung strands A held forever.
local mouseHeld = {}
local MOUSE_BTN = { [1] = "a", [2] = "b" }
do
local inner = love.mousepressed
love.mousepressed = function(x, y, button, istouch, presses)
if captured and not istouch and MOUSE_BTN[button] then
local Input = require("src.core.Input")
mouseHeld[button] = true
Input:overlayPressed(MOUSE_BTN[button])
return
end
if inner then return inner(x, y, button, istouch, presses) end
end
end
do
local inner = love.mousereleased
love.mousereleased = function(x, y, button, istouch, presses)
if mouseHeld[button] then
local Input = require("src.core.Input")
mouseHeld[button] = nil
Input:overlayReleased(MOUSE_BTN[button])
return
end
if inner then return inner(x, y, button, istouch, presses) end
end
end
-- ------- touch
--
-- A finger on open screen -- not on the overlay's d-pad or buttons --
-- becomes the look drag. One finger owns the look at a time; every
-- other touch flows to TouchControls untouched, so a thumb can drag the
-- view while the other walks the d-pad. That d-pad finger is also read
-- back ANALOG here: TouchControls quantises it to four directions for
-- the grid game, but the deflection it quantised is exactly the move
-- vector a free walk wants.
local TouchControls = require("src.core.TouchControls")
local function dpadVector(x, y)
local ok, v = pcall(function()
local L = TouchControls:layout()
local dz = L.dpad
local half = dz.w * 0.65
return { x = math.max(-1, math.min(1, (x - dz.cx) / half)),
y = math.max(-1, math.min(1, (y - dz.cy) / half)) }
end)
return ok and v or nil
end
do
local inner = Game.touchpressed
function Game:touchpressed(id, x, y)
if FirstPerson.driving() then
local onControl = nil
pcall(function() onControl = TouchControls:hitTest(x, y) end)
if not onControl and not lookTouch then
lookTouch = { id = id, x = x, y = y }
return
end
inner(self, id, x, y)
if onControl == "dpad" and TouchControls.dpadTouch == id then
touchMove = dpadVector(x, y)
end
return
end
return inner(self, id, x, y)
end
end
do
local inner = Game.touchmoved
function Game:touchmoved(id, x, y)
if lookTouch and lookTouch.id == id then
local w = 1280
pcall(function() w = love.graphics.getWidth() end)
local per = FirstPerson.TOUCH_TURN / math.max(320, w)
if FirstPerson.driving() then
-- negated yaw for the same reason as the mouse (see update):
-- drag right, look right, the mobile-shooter convention
FirstPerson.lookBy(-(x - lookTouch.x) * per,
(y - lookTouch.y) * per)
end
lookTouch.x, lookTouch.y = x, y
return
end
if touchMove and TouchControls.dpadTouch == id then
touchMove = dpadVector(x, y) or touchMove
end
return inner(self, id, x, y)
end
end
do
local inner = Game.touchreleased
function Game:touchreleased(id, x, y)
if lookTouch and lookTouch.id == id then
lookTouch = nil
return
end
if TouchControls.dpadTouch == id then touchMove = nil end
return inner(self, id, x, y)
end
end
-- a reset that drops held input state drops ours with it
do
local inner = Game.focus
function Game:focus(f)
lookTouch, touchMove = nil, nil
stick.x, stick.y = 0, 0
mouseDX, mouseDY = 0, 0
return inner(self, f)
end
end
-- a disconnected controller cannot send the centering event for whatever
-- its stick last held -- the engine drops all input state here, and the
-- look rate (plus the raw axes' earned trust) goes with it
do
local inner = Game.joystickremoved
function Game:joystickremoved(joystick)
stick.x, stick.y = 0, 0
rawCentred[3], rawCentred[4] = nil, nil
return inner(self, joystick)
end
end
end
return FirstPerson
+345
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@@ -0,0 +1,345 @@
-- Voxel world mode: free movement for the first-person rung.
--
-- The engine walks a grid: sixteen frames per cell, four directions,
-- input locked mid-step. Inside a first-person camera that gait reads as
-- riding a rail, so while 1ST drives, this module replaces the WALK and
-- nothing else: the player's position becomes continuous, steered by the
-- camera's own yaw -- push forward and you go where you look, at any
-- angle, sliding along whatever you graze.
--
-- THE GRID IS STILL THE GAME. Every fact the world cares about is a fact
-- about cells -- what blocks, what warps, what rustles, what bites -- and
-- this module keeps the player's logical cell synced to wherever the free
-- walk stands, then reuses the engine's own machinery for every one of
-- those questions:
--
-- passability the same isWalkableCell / water-while-surfing /
-- tile-pair / entity-occupancy verdicts Collision
-- hands the grid walker, asked per cell the player's
-- body overlaps.
--
-- cell arrival OverworldState:onStepComplete, the same landing
-- pipeline a grid step runs -- warps, spinners, gates,
-- forced currents, poison, repel, encounters, the
-- step counters -- fired once per cell crossed, which
-- is exactly the rate a grid walk fires it.
--
-- the special pushes walking off the map edge, into a ledge, or into
-- a boulder hands the quantised direction straight to
-- checkEdgeExit / checkLedgeHop / checkBoulderPush,
-- the engine's own handlers, which validate and stage
-- everything themselves (connections, the hop arc,
-- the two-push arm). While any of those animates a
-- scripted grid move, this module stands aside and
-- adopts the result.
--
-- Nothing here writes save state, rolls encounters, or decides what a
-- warp does -- it moves a point, keeps the cell honest, and lets the
-- engine be the engine. Stepping off the rung snaps the point to its
-- cell and hands the walk back to the grid, and with the rung off this
-- module costs one gate check per frame.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local FirstPerson = V.require("FirstPerson")
local FreeMove = {}
-- The body: a circle in the ground plane. Small enough to walk every
-- one-cell corridor the grid game has (half a cell is 8), big enough to
-- keep the eye's near plane out of wall faces when sliding along them.
FreeMove.RADIUS = 5.5
-- World pixels per fixed 60Hz frame -- the grid walker's own speeds (16
-- frames per 16px cell on foot, 8 on the bike), so distance covered per
-- second is unchanged and the encounter rate per tile crossed stays the
-- game's own.
FreeMove.WALK = 1.0
FreeMove.BIKE = 2.0
local EPS = 0.01
-- the free position (player centre, world px) and the px/py we last wrote
-- -- if they differ from the player's, something else (a warp, a script)
-- moved them, and the free walk adopts rather than fights
local pos = nil
local lastPx, lastPy = nil, nil
local function adopt(p)
pos = { x = p.px + 8, z = p.py + 8 }
lastPx, lastPy = p.px, p.py
end
function FreeMove.drop()
pos = nil
end
-- named for the suite: the module's live position, nil while dropped
function FreeMove._pos()
return pos
end
-- ------- the per-cell verdict
--
-- The same questions Collision.canMove asks for a grid step, asked of one
-- cell from the player's current standing. The player's OWN cell never
-- blocks -- the body must always be free to leave wherever it stands
-- (a warp mat, the water it is surfing, a cell an NPC just stepped
-- against).
local function pairBlocked(map, surfing, sx, sy, tx, ty)
local Game = require("src.core.Game")
local tp = Game.data and Game.data.field and Game.data.field.tilePairs
if not tp then return false end
local list = surfing and tp.water or tp.land
if not list or #list == 0 then return false end
local tileset = map.def.tileset
local a = map:cellTile(sx, sy)
local b = map:cellTile(tx, ty)
for _, p in ipairs(list) do
if p.tileset == tileset
and ((p.a == a and p.b == b) or (p.a == b and p.b == a)) then
return true
end
end
return false
end
-- Why (cx, cy) refuses the player's body, or nil when it may enter:
-- "bounds" | "tile" | "entity", the grid verdict's own names.
local function blockedCell(state, p, cx, cy)
if cx == p.cellX and cy == p.cellY then return nil end
local map = state.map
if not map:inBounds(cx, cy) then return "bounds" end
if not map:isWalkableCell(cx, cy) then
if not (p.surfing and map:isWaterCell(cx, cy)) then return "tile" end
end
if pairBlocked(map, p.surfing, p.cellX, p.cellY, cx, cy) then
return "tile"
end
local Collision = require("src.world.Collision")
if Collision.occupied(state.entities, cx, cy, p) then return "entity" end
return nil
end
FreeMove._blockedCell = blockedCell -- named for the suite
-- ------- the slide
--
-- One axis at a time, clamped at the first refusing cell's face: the
-- classic axis-separated walk, which is where wall-sliding comes from --
-- the blocked axis stops and the free one keeps going. Returns the
-- refusal ("bounds"/"tile"/"entity") when this axis was clamped.
local function slideX(state, p, dx)
if dx == 0 then return nil end
local r = FreeMove.RADIUS
local nx = pos.x + dx
local z0 = math.floor((pos.z - r + EPS) / 16)
local z1 = math.floor((pos.z + r - EPS) / 16)
local hit = nil
local edge = dx > 0 and math.floor((nx + r) / 16)
or math.floor((nx - r) / 16)
for zc = z0, z1 do
hit = blockedCell(state, p, edge, zc)
if hit then break end
end
if hit then
if dx > 0 then nx = math.min(nx, edge * 16 - r - EPS)
else nx = math.max(nx, (edge + 1) * 16 + r + EPS) end
end
pos.x = nx
return hit
end
local function slideZ(state, p, dz)
if dz == 0 then return nil end
local r = FreeMove.RADIUS
local nz = pos.z + dz
local x0 = math.floor((pos.x - r + EPS) / 16)
local x1 = math.floor((pos.x + r - EPS) / 16)
local hit = nil
local edge = dz > 0 and math.floor((nz + r) / 16)
or math.floor((nz - r) / 16)
for xc = x0, x1 do
hit = blockedCell(state, p, xc, edge)
if hit then break end
end
if hit then
if dz > 0 then nz = math.min(nz, edge * 16 - r - EPS)
else nz = math.max(nz, (edge + 1) * 16 + r + EPS) end
end
pos.z = nz
return hit
end
-- ------- the blocked push
--
-- The grid game's blocked step is where half its verbs live: the map-edge
-- crossing, the ledge hop, the boulder shove, the route-gate warp fired
-- by collision, and the honest bonk. Hand the engine the quantised
-- direction and let its own handlers decide -- each one validates itself
-- (checkLedgeHop matches the tile pair, checkEdgeExit checks the bounds),
-- so calling them on every firm push is safe. Returns true when one of
-- them took the frame over.
local function pushSpecials(state, dir, why)
local p = state.player
p.facing = dir -- the handlers read the push off the facing
if why == "bounds" and state:checkEdgeExit(dir) then return true end
if state:checkLedgeHop(dir) then return true end
if state:checkBoulderPush(dir) then return true end
if why ~= "entity" and state:canCollisionWarp() then
local Game = require("src.core.Game")
local Warp = require("src.world.Warp")
local w = Warp.onCollision(state.map, Game.data.field.warpCarpets,
p.cellX, p.cellY, dir)
if w then
state:takeWarp(w.def)
return true
end
end
if why ~= "entity" then
if (state.bumpCooldown or 0) <= 0 then
local Game = require("src.core.Game")
require("src.core.Sound").play(Game.data, "Collision")
state.bumpCooldown = 16
end
end
return false
end
-- ------- the tick
--
-- Runs in place of OverworldState:handleInput while first person drives
-- (see install below), which means it inherits every gate the grid walk
-- has: never during scripted moves, transitions, or with anything above
-- the overworld on the stack.
function FreeMove.tick(state)
local p = state.player
-- a grid move is animating -- a ledge hop, a spinner slide, a scripted
-- walk -- or a cutscene owns the player: stand aside, adopt the result
if p.moving or p.inputLocked then
FreeMove.drop()
return
end
if not pos or p.px ~= lastPx or p.py ~= lastPy then adopt(p) end
local Game = require("src.core.Game")
local input = Game.input
-- the head is the facing: what A talks to, what the sun's card shows,
-- which way a bonk points
p.facing = FirstPerson.compassFacing()
if input:wasPressed("a") then
state:interact()
return
end
if input:wasPressed("start") then
require("src.core.Sound").play(Game.data, "Start_Menu")
require("src.ui.Screens").push(Game, "StartMenu")
return
end
local mx, mz = FirstPerson.moveVector()
local wx, wz = FirstPerson.moveWorld(mx, mz)
-- Cycling Road's downhill pull, the free-walk restatement of the grid
-- path's simulated PAD_DOWN: south drift with nothing held, braked by
-- holding A or B exactly as the Route 17 sign promises
local moving = (mx ~= 0 or mz ~= 0)
if not moving and Game.save and Game.save.onBike then
local fm = Game.data.field.forcedMovement
local braking = input:isDown("a") or input:isDown("b")
if fm and not braking then
for _, m in ipairs(fm.slopeMaps or {}) do
if m == state.map.id then
wx, wz, moving = 0, 1, true
break
end
end
end
end
if not moving then return end
state.bumpCooldown = math.max(0, (state.bumpCooldown or 0) - 1)
local speed = (Game.save and Game.save.onBike) and FreeMove.BIKE
or FreeMove.WALK
local dx, dz = wx * speed, wz * speed
local hitX = slideX(state, p, dx)
local hitZ = slideZ(state, p, dz)
-- the walk cycle: the wall-bonk clock animates the legs of a player the
-- grid thinks is standing still, refreshed while the free walk covers
-- ground (Player:update ticks animClock off it; walkPhase reads it)
p.bumpFrames = 2
p.px, p.py = pos.x - 8, pos.z - 8
lastPx, lastPy = p.px, p.py
-- the cell the body stands in; crossing into a new one IS a step
local ncx = math.floor(pos.x / 16)
local ncy = math.floor(pos.z / 16)
if ncx ~= p.cellX or ncy ~= p.cellY then
p.cellX, p.cellY = ncx, ncy
state:onStepComplete()
-- a warp or a battle may have moved the world out from under the
-- walk; the adopt check on the next tick picks the pieces up
return
end
-- a firm push into something that refused: the engine's own blocked-step
-- verbs, aimed the way the push leans
local hit, dir
if hitX and (not hitZ or math.abs(dx) >= math.abs(dz)) then
hit, dir = hitX, (dx > 0 and "right" or "left")
elseif hitZ then
hit, dir = hitZ, (dz > 0 and "down" or "up")
end
if hit and math.max(math.abs(dx), math.abs(dz)) > 0.4 * speed then
if pushSpecials(state, dir, hit) then
FreeMove.drop()
return
end
-- the push handlers may have turned the facing; the head still rules
p.facing = FirstPerson.compassFacing()
end
end
-- ------- the seam
--
-- OverworldState:handleInput is the one choke point where the grid walk
-- reads the pad -- the same seam the engine's own Cycling Road pull and
-- collision warps live behind -- so replacing the walk means wrapping it
-- and nothing else. Every gate ABOVE the call (scripted moves, trainer
-- engagement, transitions, anything on the stack) still applies to the
-- free walk, because the wrap sits below them all.
function FreeMove.install()
local OverworldState = require("src.world.OverworldController")
if OverworldState.dramaticShapeFreeMoveHook then return end
local inner = OverworldState.handleInput
function OverworldState:handleInput()
if not FirstPerson.driving() then
if pos then
-- stepping off the rung: back onto the grid, on the cell the
-- free walk stood in
local p = self.player
p.px, p.py = p.cellX * 16, p.cellY * 16
FreeMove.drop()
end
return inner(self)
end
return FreeMove.tick(self)
end
OverworldState.dramaticShapeFreeMoveHook = true
end
return FreeMove
+174
View File
@@ -0,0 +1,174 @@
-- Voxel world mode: the glass in the windows, found rather than listed.
--
-- Buildings and doors in the overworld art carry small panes -- six texels
-- wide, framed in black, with a diagonal shine drawn in. This module finds
-- them by SHAPE in the tileset image itself: a border row of six black
-- texels, four or five rows of black-flanked non-black glass under it, and
-- a closing border row. No tile ids are hardcoded, so a total conversion
-- that draws its own windows in the same idiom gets glass for free, and art
-- with no windows gets an empty mask and costs nothing.
--
-- The scan slides at PIXEL granularity because the art does: the building
-- window sits a row down inside its tile, and the door's pane straddles a
-- 2x2 tile block entirely -- a per-tile matcher finds neither.
--
-- What the scan yields is a MASK TEXTURE the same size as the tileset
-- atlas: opaque white on glass texels, transparent everywhere else. Terrain
-- meshes sample the atlas by normalized coordinates (ChunkMesher.uvRect),
-- so the scene shader can sample this mask with the SAME coordinates and
-- know, per fragment, whether it is drawing glass -- on any wall, at any
-- angle, in free-roam or a staged battle, with no geometry work anywhere.
-- The recoloured atlases (display modes, RED++) keep the tileset's layout,
-- so the alignment holds under every palette.
--
-- What the shader does with the answer (Voxel3D): by day a thin glint
-- sweeps across the panes -- a pseudo reflection, view-anchored, preserving
-- the art under it -- and after dark the panes are LIT: the texel's own
-- shine pattern, warmed and brightened, exempt from the sun, the shadow
-- map and the hour's tint, as a window with a lamp behind it is.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Assets = require("src.render.Assets")
local GlassMask = {}
-- pane geometry the scan accepts: six glass texels across, and this many
-- rows of them between the two border rows
GlassMask.GLASS_W = 6
GlassMask.ROWS = { 4, 5 } -- door pane, building pane
-- Whether a channel triple is the border black. The raw tileset art is the
-- four DMG greys, so black is genuinely zero; the threshold forgives a
-- rescaled asset without accepting the dark grey rung (85/255 = 0.33).
local function isBlack(r, g, b)
return r < 0.12 and g < 0.12 and b < 0.12
end
GlassMask._isBlack = isBlack -- named for the suite
-- Find every pane in an image, through a pure reader so the geometry is
-- testable headless: `getPixel(x, y)` returns r, g, b in 0..1 for 0-based
-- coordinates. Returns { {x=, y=, w=, h=}, ... } rects of GLASS texels
-- (the border is the detector's evidence, not part of the answer).
function GlassMask.scan(getPixel, w, h)
local function black(x, y)
return isBlack(getPixel(x, y))
end
local function borderRow(x, y)
for c = 1, 6 do
if not black(x + c, y) then return false end
end
return true
end
local function glassRow(x, y)
if not (black(x, y) and black(x + 7, y)) then return false end
for c = 1, 6 do
if black(x + c, y) then return false end
end
return true
end
local want = {}
for _, n in ipairs(GlassMask.ROWS) do want[n] = true end
local rects = {}
for y = 0, h - 1 do
for x = 0, w - 8 do
if borderRow(x, y) then
local n = 0
while y + 1 + n < h and glassRow(x, y + 1 + n) do
n = n + 1
end
if want[n] and y + 1 + n < h and borderRow(x, y + 1 + n) then
rects[#rects + 1] = { x = x + 1, y = y + 1,
w = GlassMask.GLASS_W, h = n }
end
end
end
end
return rects
end
-- ------- the runtime cache, one entry per tileset image
local cache = {} -- image path -> { rects, texture (or false) }
local function entry(tileset)
local path = tileset and tileset.image
if not path then return nil end
local hit = cache[path]
if hit then return hit end
local ok, data = pcall(Assets.imageData, path)
if not (ok and data) then
-- unreadable art is a verdict for the session, not a retry loop
cache[path] = { rects = {}, texture = false }
return cache[path]
end
local w, h = data:getDimensions()
local rects = GlassMask.scan(function(x, y)
return data:getPixel(x, y)
end, w, h)
local texture = false
if #rects > 0 and love.image and love.image.newImageData
and love.graphics and love.graphics.newImage then
local built = pcall(function()
local mask = love.image.newImageData(w, h)
for _, r in ipairs(rects) do
for yy = r.y, r.y + r.h - 1 do
for xx = r.x, r.x + r.w - 1 do
mask:setPixel(xx, yy, 1, 1, 1, 1)
end
end
end
texture = love.graphics.newImage(mask)
texture:setFilter("nearest", "nearest")
end)
if not built then texture = false end
end
cache[path] = { rects = rects, texture = texture }
return cache[path]
end
-- The panes found in a tileset's art, as glass rects in atlas pixels.
function GlassMask.rects(tileset)
local e = entry(tileset)
return e and e.rects or {}
end
-- The mask texture for a tileset, or nil when it has no panes (or the art
-- is unreadable, or there is no GPU) -- callers bind the blank instead.
function GlassMask.texture(tileset)
local e = entry(tileset)
return (e and e.texture) or nil
end
-- A 1x1 transparent stand-in, for the frames (and drivers) with no mask:
-- the scene shader always declares the sampler, and an unbound sampler is
-- a driver-dependent crash rather than a fallback.
local blank = nil
function GlassMask.blank()
if blank == nil then
local ok, img = pcall(function()
local data = love.image.newImageData(1, 1)
data:setPixel(0, 0, 0, 0, 0, 0)
return love.graphics.newImage(data)
end)
blank = (ok and img) or false
end
return blank or nil
end
-- Drop the GPU objects (window resize, hot reload). The rects survive --
-- they are a fact about the art -- but textures are rebuilt on demand.
function GlassMask.invalidate()
for _, e in pairs(cache) do
if e.texture and e.texture.release then pcall(e.texture.release, e.texture) end
e.texture = false
end
cache = {}
blank = nil
end
return GlassMask
+65
View File
@@ -0,0 +1,65 @@
-- Voxel world mode: decoded pixels, kept.
--
-- Assets.imageData is deliberately uncached upstream -- "pixel-level reads
-- resolve the same way but stay uncached: the caller keeps the derived
-- product" (src/render/Assets.lua) -- which is the right contract for the
-- flat renderer, whose one caller decodes a strip once and keeps the strip.
--
-- This mod is not that caller. It reads the same handful of images over and
-- over, from several places that do not know about each other:
--
-- * the tileset atlas, decoded by Structures (its own cache), by
-- TerrainAtlas twice (the SGB bake and the RED++ rebake), by
-- TerrainAtlas again to learn a tile's shades, and by GlassMask;
-- * the FLOWER FRAME files, decoded inside patch() -- which runs every
-- time the animation step turns over, about three times a second, for
-- as long as the map is on screen. That one is not a load cost at all,
-- it is a recurring per-second cost on the render thread, and it was
-- the single clearest waste the first profile turned up.
--
-- So: one table, keyed by the path as the CALLER gave it, holding the
-- decoded ImageData. Registered with Assets.invalidate so a hot reload
-- drops it alongside every other downstream cache.
--
-- The entries are never evicted by size. That is deliberate and bounded:
-- what lands here is tileset art and animation frames -- a few dozen small
-- images for a whole session, tens of kilobytes each -- not per-map bakes,
-- which have their own eviction in TerrainAtlas.setLive.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Assets = require("src.render.Assets")
local Perf = V.require("Perf")
local ImageCache = {}
local cache = {}
-- The decoded pixels for `path`, or nil when it cannot be read.
--
-- `false` is cached for an unreadable path, so a missing or corrupt asset
-- costs one failed decode for the session rather than one per frame -- the
-- same sticky-failure shape the rest of this mod uses for GPU objects.
function ImageCache.get(path)
if not path then return nil end
local hit = cache[path]
if hit ~= nil then
Perf.count("imageCache.hit")
return hit or nil
end
local t0 = Perf.now()
local ok, data = pcall(Assets.imageData, path)
Perf.add("ImageCache.decode", t0)
Perf.count("imageCache.miss")
cache[path] = (ok and data) or false
return cache[path] or nil
end
function ImageCache.invalidate()
cache = {}
end
Assets.register(ImageCache.invalidate)
return ImageCache
+463 -13
View File
@@ -72,6 +72,63 @@ function OverworldBattle.enabled()
return OverworldBattle.setting:get() and true or false
end
-- ------- BACK SPRITES: the player's own mon stays on the menu
--
-- The staged shot stands BOTH mons on the map, which is the mode's whole
-- claim -- but it costs the one piece of framing Gen 1 is most recognisable
-- by: your own Pokemon, seen from behind, sitting on top of the battle menu
-- with its feet on the box. That silhouette is the series' shot.
--
-- So BACK SPRITES is offered as a middle setting rather than a compromise
-- imposed on everyone. With it on the foe is still geometry standing on its
-- tile at the far end of the arena, and the player's side goes back to being
-- the GB's own flat back pic in the GB's own slot: same art, same 2x, same
-- feet on row 96.
-- Nothing else about the shot moves -- the arena, the camera and the drift are
-- solved exactly as they were, so the foe stands where it always stood and the
-- player's cell is simply empty ground in the foreground.
--
-- OFF by default: what the mode advertises is the pair of them out there.
OverworldBattle.BACK_KEY = "battleBack"
OverworldBattle.BACK_LABEL = "BACK SPRITES"
OverworldBattle.backSetting = ModSetting.new(OverworldBattle.BACK_KEY,
OverworldBattle.BACK_LABEL,
{ false, true }, { "OFF", "ON" })
-- Gated on 3D-BTL rather than read alone: with staged battles off there is no
-- staged shot for a back pic to be pinned in FRONT of, and the engine's own
-- battle screen already draws exactly this.
function OverworldBattle.backPinned()
if not OverworldBattle.enabled() then return false end
return OverworldBattle.backSetting:get() and true or false
end
-- Whether a pic is the one drawn in the GB's own slot with its feet on the
-- text box, rather than geometry standing out on the map.
--
-- Exactly the player's side under BACK SPRITES -- its mon, or the trainer back
-- that holds the slot until "Go!" -- because that is the only pic this mod
-- ever leaves flat (see drawPicsLayer below). The foe is a billboard on its
-- tile whichever mode is on, and with the mode off the player's side is one
-- too, so both of those keep the open bottom that lets the arena through a
-- stride. What the answer buys is in BattlePics: a pic on the box has nothing
-- behind its lowest row, so its bottom edge seals.
-- Read by TRUTHINESS rather than against nil, because sideTexture blanks the
-- side it is not rendering by setting the field to FALSE (see OFF) and holds
-- it that way for the whole render -- during which the pic layer runs, and
-- picImage asks this. A nil test passes a `false` straight through to the
-- index below, and the error comes out of sideTexture into the pcall that
-- calls it: the foe's billboard is dropped for the frame and the Pokemon
-- simply is not there.
function OverworldBattle.pinnedPic(battle, img)
if not (battle and img) then return false end
if not OverworldBattle.backPinned() then return false end
if img == battle.playerBackPic then return true end
local player = battle.player
return (player and img == player.sprite) and true or false
end
-- ------- both mons face you
--
-- Standing on a map, seen from in front, a Pokemon showing you its BACK is
@@ -81,6 +138,10 @@ end
-- through the engine's own pokemon.sprite hook -- the seam that exists for
-- exactly this, so no battle code has to be touched to get it.
--
-- Unless BACK SPRITES is on, the setting that asks for the back pic back:
-- that mon is drawn in its own slot on the menu, seen from behind, and the
-- front art would be it turned round to face the player it belongs to.
--
-- Answered BEFORE a battle exists, because the battler is built before the
-- battle is pushed. So it cannot ask whether this fight is staged; it asks
-- whether one on this map WOULD be -- the row is on, the 3D pass is
@@ -91,6 +152,7 @@ local staged = { mapId = nil, ok = false }
function OverworldBattle.wantsFront()
if not OverworldBattle.enabled() then return false end
if OverworldBattle.backPinned() then return false end
if not Voxel3D.available() then return false end
-- required here rather than through the file's own helper: this runs
-- while a battler is being built, which is before that helper is defined
@@ -140,6 +202,110 @@ OverworldBattle.HUD_RECT = {
player = { 72, 56, 88, 40 },
}
-- ------- the box at the bottom, on the same glass
--
-- The HUDs got frosted panels because black glyphs on grass are not readable.
-- The battle's text box and its menu had the opposite problem and the same
-- cause: they are drawn as an OPAQUE WHITE slab with a black border, which was
-- the field's own colour when the field was white and is a sheet of paper laid
-- over the bottom third of the diorama now that it is not.
--
-- So the box gets exactly what the HUDs get: the world behind it, blurred to
-- frosted glass and laid back down translucent, with the border and the text
-- drawn over it unchanged, and the same brightness verdict flipping the ink
-- when the ground under it is dark. Only the FILL is taken away -- every glyph
-- the engine draws inside the box is still the engine's own, in its own place.
--
-- These are the boxes BattleState:drawTextArea lays down, as GB-frame rects.
-- READ-ONLY duplicates of that function's own branches, the same kind of
-- mirror hudLive is and for the same reason: there is no seam that reports "a
-- move menu is up", and glass has to go down BEFORE the box that sits on it.
-- The worst a future engine change can do is frost a rectangle nothing lands
-- on, or leave a box unfrosted -- never break a battle.
--
-- Each rect stops where the next one starts rather than overlapping it: two
-- panels over the same pixels would frost it twice and leave a visible step
-- along the seam.
OverworldBattle.TEXT_RECT = {
box = { 0, 96, 160, 48 }, -- Font.drawBox(0, 12, 20, 6), always
-- moveSelect's TYPE/PP box, Font.drawBox(0, 8, 11, 5), trimmed to the rows
-- above the box above -- its last tile row sits inside that one
moves = { 0, 64, 88, 32 },
-- mimicSelect's copy menu, Font.drawBox(0, 7, 16, 6), trimmed the same way
mimic = { 0, 56, 128, 40 },
}
function OverworldBattle.textRects(battle)
if not battle or battle.blankForAskName then return {} end
local r = OverworldBattle.TEXT_RECT
local out = { box = r.box }
if battle.phase == "moveSelect" then
out.moves = r.moves
elseif battle.phase == "mimicSelect" then
out.mimic = r.mimic
end
return out
end
-- ------- the HUDs, out at the window's own edges
--
-- The battle screen is 160x144 in the MIDDLE of the window and the world is the
-- whole of it. That left both HUD blocks huddled together in the middle of the
-- frame with map showing on either side of them, which reads as a Game Boy
-- screenshot pasted over a diorama rather than as the diorama's own furniture.
--
-- So each block is snapped to its own side: the foe's to the left edge of the
-- window, the player's to the right. Nothing about either block changes -- same
-- tiles, same size, same rows, drawn by the engine's own DrawEnemyHUDAndHPBar
-- and DrawPlayerHUDAndHPBar -- only where the pair sits. On a window the shape
-- of the GB screen there is nowhere to go and the snap is a no-op.
--
-- They cannot simply be MOVED there: the engine draws them into the 160x144 UI
-- canvas and everything outside it is clipped away. So the layer is rendered to
-- a texture and composited into the WORLD image instead, which is the one
-- surface in this mode that covers the whole window.
-- The rows each block is cut out of, full width. Generous on purpose:
-- AnimationShakeEnemyHUD nudges the foe's block sideways, a long name reaches
-- further than the panel does, and the pokeball rows and the safari ball count
-- belong to the block whose rows they sit in. Nothing drawHUDs draws lies
-- outside rows 0-96, and the two bands split that between them.
OverworldBattle.HUD_BAND = {
enemy = { 0, 0, 160, 48 },
player = { 0, 48, 160, 48 },
}
-- Where each block lands, in WORLD-canvas pixels: the panel rect the frosted
-- glass is cut to, plus the x its band is blitted at.
--
-- The foe's panel starts at the window's left edge and the player's ends at the
-- right one. The vertical is untouched, so both stay on the rows the GB put
-- them on. A band's own origin sits outside the window by the panel's inset --
-- the couple of pixels a HUD shake can push past the edge are clipped there,
-- which is the whole cost of the snap and is invisible.
function OverworldBattle.snapRects(shot)
local s = shot.scale
local e, p = OverworldBattle.HUD_RECT.enemy, OverworldBattle.HUD_RECT.player
local ex = -e[1] * s -- foe: panel's left edge to 0
local px = shot.pw - (p[1] + p[3]) * s -- player: right edge to the far side
local rects = {
enemy = { ex + e[1] * s, shot.ly + e[2] * s, e[3] * s, e[4] * s },
player = { px + p[1] * s, shot.ly + p[2] * s, p[3] * s, p[4] * s },
}
return rects, { enemy = ex, player = px }
end
-- A rect measured in the GB frame, in WORLD-canvas pixels: where the letterbox
-- blit will actually put it. The text box has not moved anywhere -- it is drawn
-- where it always was -- but its glass is laid into the world image alongside
-- the HUDs' (see snapHUDs), which is the surface that reaches the screen a
-- pixel to a pixel rather than magnified out of a 160x144 canvas.
local function toWorld(rect, shot)
local s = shot.scale
return { shot.lx + rect[1] * s, shot.ly + rect[2] * s,
rect[3] * s, rect[4] * s }
end
-- ------- the live battle
--
-- nil when no overworld battle is running. Never more than one: battles do
@@ -150,6 +316,13 @@ local function game()
return require("src.core.Game")
end
-- Whether this frame's HUDs went out to the window's edges instead of being
-- drawn in the GB frame. False whenever the composite could not be made, which
-- is what leaves the in-frame HUD as the fallback rather than no HUD at all.
local function snapped()
return (session and session.snapped) and true or false
end
-- Put the map's cast back. Both lists are handed back by identity, so
-- anything that captured one before the battle still sees the same table.
local function restoreCast()
@@ -174,6 +347,36 @@ local function cullCast(state)
state.ghosts = {}
end
-- ------- one right battle layout
--
-- Everything this file composes is measured in the GB's own 160x144 frame: the
-- two ANCHORs the arena camera is solved to put a cell under, the HUD_RECTs
-- the frosted panels are cut to, and the full-frame white intercepted to let
-- the world through. BATTLE LAYOUT's WIDE lays the same battle out on a
-- 304x144 surface (src/battle/WideBattle.lua), which moves every one of those
-- -- the mons would stand where no camera was solved for them, and the panels
-- would land beside the HUDs they are supposed to be under.
--
-- So while a fight can be staged on the map there is one right answer, and it
-- is SET rather than worked around. The engine reads the option live
-- (BattleState:isWideBattleLayout is asked per frame, and Renderer asks the
-- top state for its surface the same way), so writing it here lands on the
-- battle being pushed as well as every one after it.
--
-- This is the last line rather than the first: the OPTIONS menu takes the row
-- off the list and pins the value while 3D-BTL is on (see main.lua), so a
-- player is never offered a switch that gets reverted under them. What reaches
-- here is a value that arrived some other way -- a save written before the mod
-- was installed, the mod manager's own page, another mod.
function OverworldBattle.forceOG(g)
g = g or game()
local opts = g and g.save and g.save.options
if not opts or opts.battleLayout ~= "wide" then return false end
opts.battleLayout = "og"
if g.writeOptions then pcall(g.writeOptions, g) end
return true
end
-- Stage a battle triggered from `state`, if this mode can. Returns true when
-- a session started -- which is also the only case where anything visible
-- changes, so a map with no room for an arena plays exactly the vanilla
@@ -189,6 +392,10 @@ function OverworldBattle.begin(state, battle)
state.player.surfing)
if not (ok and arena) then return false end
-- the fight is staged from here on, so the layout it is composed for is not
-- optional any more (see forceOG)
OverworldBattle.forceOG()
session = { state = state, arena = arena, battle = battle, shot = nil,
armed = false, token = 0 }
cullCast(state)
@@ -276,11 +483,13 @@ function OverworldBattle.update(dt)
-- tries again. Rethrowing would hand the whole voxel mode to Pipelines'
-- guard, which retires a pipeline for the session.
session.shot = nil
session.snapped = false
session.broken = true
V.mod.log:warn("overworld battle scene failed: %s -- this battle draws "
.. "on the plain battle background", tostring(shot))
return
end
session.snapped = false
if shot and shot.canvas then
-- the depth of field is measured off the two marks: the slab in focus is
-- the one the mons are standing in, at whatever the drift has done to
@@ -295,6 +504,20 @@ function OverworldBattle.update(dt)
-- so a panel over a blurred far field is frosted from what is actually
-- behind it
pcall(BattleHud.build, shot.canvas)
-- and then the HUDs go ON that backdrop, snapped out to the window's own
-- edges (snapHUDs). Here rather than in the battle's draw for the same
-- reason the scene is: it binds a canvas of its own. After the frost, so
-- the glass is frosted from the world alone and never from the glyphs
-- about to sit on it.
local okHud, up = pcall(OverworldBattle.snapHUDs, session.battle, shot)
session.snapped = (okHud and up) and true or false
-- once per battle, not once per frame: a driver that cannot do this cannot
-- do it sixty times a second either, and the fallback is silent and fine
if not okHud and not session.hudWarned then
session.hudWarned = true
V.mod.log:warn("overworld battle HUD snap failed: %s -- the HUDs draw "
.. "in the battle frame this battle", tostring(up))
end
end
session.shot = shot
end
@@ -366,6 +589,81 @@ local function withoutBackgroundFill(battle, fn)
if not ok then error(err, 0) end
end
-- ------- the box, without its paper
--
-- Font.drawBox is a white fill and then six border glyphs, and the fill is the
-- opaque slab the frosted panel underneath is there to replace. So for the
-- length of one drawTextArea the white fills are dropped and everything else
-- -- the border, the text, the cursor, the down arrow -- draws exactly as it
-- always did, over the glass instead of over paper.
--
-- Every fill drawTextArea issues is one of those: the box's own, and the two
-- eight-pixel cells MoveSelectionMenu wipes back to box white before it writes
-- the border glyphs that hardware would have overwritten. Both are opaque
-- white, both are paper, and both go.
--
-- The same shim shape as withoutBackgroundFill above, and scoped as tightly:
-- installed around a single call, removed on the way out including on error,
-- never live outside a battle frame this mode is drawing.
local function withoutBoxFill(battle, fn)
local g = love.graphics
local rectangle = g.rectangle
g.rectangle = function(mode, ...)
if mode == "fill" then
local r, gr, b, a = g.getColor()
if r > 0.99 and gr > 0.99 and b > 0.99 and a > 0.99 then return end
end
return rectangle(mode, ...)
end
local ok, err = pcall(fn, battle)
g.rectangle = rectangle
if not ok then error(err, 0) end
end
-- ------- the hour's light, on a pic that is not geometry
--
-- Everything standing in the arena goes through the voxel shader, and that
-- shader multiplies by the hour's tint: at dusk the whole diorama warms, at
-- night it goes blue, and the two mons' cards go with it because they are
-- drawn in the same pass as the ground they stand on.
--
-- A back pic pinned to the menu is not in that pass. It is the engine's own
-- flat blit over the finished shot, so it arrived at noon while the world
-- behind it was at midnight -- a mon lit by nothing in the frame.
--
-- So the tint is applied by hand, to that one draw. Every colour the pics
-- layer sets is multiplied on its way past, which is the whole of it: the
-- layer draws the pic with love.graphics.draw and LOVE multiplies by the draw
-- colour, so tinting the colour tints the pixels -- and the alpha, the faint
-- slide's fade and the blink's own colour all compose with it rather than
-- being overwritten.
--
-- What this does NOT get is the sun: the cards are shadow-mapped, so one
-- standing under a tree is darker than the tint alone, and this pic has no
-- position in the scene to be shadowed at. It carries the hour and not the
-- weather, which is the part the eye reads.
local function withTint(tint, fn, ...)
if not tint then return fn(...) end
local r, g, b = tint[1] or 1, tint[2] or 1, tint[3] or 1
if r > 0.999 and g > 0.999 and b > 0.999 then return fn(...) end
local gfx = love.graphics
local setColor = gfx.setColor
gfx.setColor = function(cr, cg, cb, ca, ...)
if type(cr) == "table" then
return setColor({ (cr[1] or 1) * r, (cr[2] or 1) * g, (cr[3] or 1) * b,
cr[4] }, cg, ...)
end
if cr == nil then return setColor(cr, cg, cb, ca, ...) end
return setColor(cr * r, (cg or 1) * g, (cb or 1) * b, ca, ...)
end
local ok, err = pcall(fn, ...)
gfx.setColor = setColor
-- the layer leaves whatever colour it last set, and that one is tinted;
-- hand the next caller plain white rather than a dimmed one
setColor(1, 1, 1, 1)
if not ok then error(err, 0) end
end
-- ------- the mons, as textures for the 3D pass
--
-- The two Pokemon are not composited over the world any more: they are quads
@@ -394,6 +692,7 @@ local texturing = nil
local texCanvas = {}
local innerPics = nil -- captured by install()
local innerHUDs = nil -- likewise, for the snapped HUD layer
local function texCanvasFor(side)
local c = texCanvas[side]
@@ -494,11 +793,19 @@ function OverworldBattle.flashing(battle)
end
-- Both sides, or nil when neither has anything to show.
--
-- One side under BACK SPRITES: the player's mon is not standing on the map at all
-- there, it is on the menu, so it has no card to be a texture for -- and
-- nothing downstream has to know that. No billboard, and no shadow on the
-- ground under a mon that is not on it.
function OverworldBattle.textures(battle)
if not battle then return nil end
local out = {}
local okE, enemy = pcall(OverworldBattle.sideTexture, battle, "enemy")
local okP, player = pcall(OverworldBattle.sideTexture, battle, "player")
local okP, player = true, nil
if not OverworldBattle.backPinned() then
okP, player = pcall(OverworldBattle.sideTexture, battle, "player")
end
out.enemy = okE and enemy or nil
out.player = okP and player or nil
if not (out.enemy or out.player) then return nil end
@@ -549,11 +856,17 @@ function OverworldBattle.install()
-- behind it. There is a world back there now, so they are filled here
-- instead -- see BattlePics, which puts the paper back without touching
-- the silhouette.
--
-- The pinned pic is told that its feet are on the box, which is what lets
-- the pale-bodied back sprites be filled at all: their bellies leak out
-- through an opening too wide to read as a drain, and only the box under
-- them settles that it is not a hole. Passed the pre-bake image, because
-- that is the one the battle holds a reference to.
local innerPic = BattleState.picImage
function BattleState:picImage(img)
local out = innerPic(self, img)
if not OverworldBattle.shot() then return out end
return BattlePics.filled(out)
return BattlePics.filled(out, OverworldBattle.pinnedPic(self, img))
end
-- While a billboard texture is being rendered both pics are put in the same
@@ -613,10 +926,44 @@ function OverworldBattle.install()
-- before this screen is composited at all, so the flat pics layer has
-- nothing left to do here. Skipped rather than left to draw underneath, or
-- every Pokemon would appear twice: once on its tile and once in its slot.
--
-- Except under BACK SPRITES, where the player's side never became geometry and this
-- layer is the only thing that draws it. The engine's own onlySide argument
-- does the whole job: one call, the player's branches alone, in the slot and
-- at the scale the GB always put them -- feet on the box, 2x, back view.
innerPics = BattleState.drawPicsLayer
function BattleState:drawPicsLayer(slide, sx, sy)
if self.dramaticShapeShot then return end
return innerPics(self, slide, sx, sy)
function BattleState:drawPicsLayer(slide, sx, sy, onlySide, skipMenuClip)
local shot = self.dramaticShapeShot
if not shot then
return innerPics(self, slide, sx, sy, onlySide, skipMenuClip)
end
if OverworldBattle.backPinned() and onlySide ~= "enemy" then
-- under the hour's own light, like everything else in the frame -- see
-- withTint, and the tint BattleScene hands over with the shot.
--
-- Except on the wavy path, where the pic is baked into the GRAYSCALE bg
-- canvas for the zone pass to colour by region. That pass keys off the
-- red channel, and a night tint pulls red down -- it would not darken
-- the mon, it would remap it to the wrong shade. SE_WAVY_SCREEN lasts a
-- second and the hour survives it fine.
local tint = not self.grayPics and shot.tint or nil
return withTint(tint, innerPics, self, slide, sx, sy, "player",
skipMenuClip)
end
end
-- The battle's text box and its menus, over the frosted glass laid down for
-- them rather than over their own white paper -- and their ink flipped with
-- the HUD's when the ground under the frame is dark, by the same rule and
-- off the same verdict.
local innerText = BattleState.drawTextArea
function BattleState:drawTextArea()
if not self.dramaticShapeShot then return innerText(self) end
local battle = self
if not self.dramaticShapeDark then return withoutBoxFill(battle, innerText) end
BattleHud.flipGlyphs(BattleScene.GB_W, BattleScene.GB_H, function()
withoutBoxFill(battle, innerText)
end)
end
-- Move animations are authored against the pics' fixed slots, and a single
@@ -634,10 +981,13 @@ function OverworldBattle.install()
-- mons' projected positions, less the midpoint of the slots they used to
-- sit in. A hit still lands on the mon it is aimed at.
local a = OverworldBattle.ANCHOR
local dx = (shot.enemy[1] + shot.player[1]) / 2
- (a.enemy[1] + a.player[1]) / 2
local dy = (shot.enemy[2] + shot.player[2]) / 2
- (a.enemy[2] + a.player[2]) / 2
-- BACK SPRITES leaves the player's mon exactly where the GB put it, so that side
-- contributes no movement at all and the pair's centre has gone half as
-- far as the foe's mark did.
local px, py = shot.player[1], shot.player[2]
if OverworldBattle.backPinned() then px, py = a.player[1], a.player[2] end
local dx = (shot.enemy[1] + px) / 2 - (a.enemy[1] + a.player[1]) / 2
local dy = (shot.enemy[2] + py) / 2 - (a.enemy[2] + a.player[2]) / 2
love.graphics.push()
love.graphics.translate(math.floor(dx + 0.5), math.floor(dy + 0.5))
local ok, err = pcall(innerAnim, self, colorized)
@@ -695,8 +1045,12 @@ function OverworldBattle.install()
--
-- The HP bar is untouched: it is drawn in its own greens and reds, and
-- only an exactly-black set is remapped.
local innerHUDs = BattleState.drawHUDs
innerHUDs = BattleState.drawHUDs
function BattleState:drawHUDs(slide)
-- Normally the HUDs have already been drawn this frame, snapped out to the
-- window's edges and composited into the world image (snapHUDs). Drawing
-- them here as well would show each block twice, once in each place.
if self.dramaticShapeShot and snapped() then return end
if not (self.dramaticShapeShot and self.dramaticShapeDark) then
return innerHUDs(self, slide)
end
@@ -726,19 +1080,115 @@ function OverworldBattle.hudLive(battle, slide)
return enemy and true or false, player and true or false
end
-- Lay the frosted glass down under whichever HUD is about to draw, and
-- record which way the glyphs have to flip.
-- ------- the snapped composite
--
-- The engine's own HUD layer, rendered into a texture.
--
-- One thing is falsified for the render, and it is falsified because this layer
-- never reaches the battle's zone pass -- it is composited into the world image,
-- outside the frame that pass covers. In the colorized pipeline drawHUDs leaves
-- the HP bar's fill as DMG gray for the zone pass to colour by region (#229);
-- answered false, it tints its own greens and reds instead, exactly as it does
-- on the flat path. The glyphs are pure black either way, which is what the
-- flip in BattleHud.layerTexture is measured against.
--
-- Shadowed on the instance for this call only, the way drawZonePass shadows
-- activeBgp: putting the field back to whatever it was (normally nil) lets the
-- class method be found again.
function OverworldBattle.hudTexture(battle, slide, dark)
if not (innerHUDs and battle) then return nil end
local had = rawget(battle, "colorMode")
battle.colorMode = function() return false end
local ok, layer = pcall(BattleHud.layerTexture,
BattleScene.GB_W, BattleScene.GB_H, dark,
function() innerHUDs(battle, slide) end)
battle.colorMode = had
return ok and layer or nil
end
-- Draw both HUD blocks into the world image at the window's edges, each on its
-- own frosted panel. Returns true when the frame's HUDs are up there and the
-- in-frame draw must be skipped; false leaves the battle screen's own HUD
-- exactly as it was before any of this existed.
--
-- Both bands are blitted whether or not that side's HUD is LIVE, because a band
-- carries more than the HUD: the pokeball rows of the intro and of an enemy
-- faint, and the safari ball count, all draw in these rows and belong at the
-- same edge as the block they share it with. The panels are the ones that
-- follow hudLive -- frosted glass under nothing is a slab floating in the arena.
function OverworldBattle.snapHUDs(battle, shot)
if not (battle and shot and shot.canvas and (shot.scale or 0) > 0) then
return false
end
local slide = (battle.introSlide or 0) * 4
local rects, bandX = OverworldBattle.snapRects(shot)
local enemy, player = OverworldBattle.hudLive(battle, slide)
local live = {}
if enemy then live.enemy = rects.enemy end
if player then live.player = rects.player end
-- and the text box's own glass, on the same pass. It stays in the middle of
-- the frame where the engine draws it -- only the HUDs were snapped out --
-- so its GB rect is mapped into the letterbox rather than to an edge.
for key, rect in pairs(OverworldBattle.textRects(battle)) do
live[key] = toWorld(rect, shot)
end
-- measured under the SNAPPED rects: the panels are over whatever the world
-- shows at the window's edges now, which is not what was behind them in the
-- middle of the frame. ONE verdict over all of them, HUDs and box together,
-- for the reason BattleHud.verdict gives: a frame with white glyphs in the
-- corner and black ones on the menu reads as a bug rather than as adaptation.
local dark = BattleHud.verdict(live, shot, true)
-- the box's own ink is flipped where the engine draws it, in the GB frame,
-- so the answer has to outlive this function (see drawHudPanels)
if session then session.dark = dark end
local layer = OverworldBattle.hudTexture(battle, slide, dark)
if not layer then return false end
local g = love.graphics
local prevCanvas = g.getCanvas()
local prevBlend, prevAlpha = g.getBlendMode()
local ok, err = pcall(function()
g.setCanvas(shot.canvas)
g.setBlendMode("alpha")
for _, rect in pairs(live) do BattleHud.panel(rect, shot, dark, true) end
g.setColor(1, 1, 1, 1)
for side, band in pairs(OverworldBattle.HUD_BAND) do
local quad = g.newQuad(band[1], band[2], band[3], band[4],
BattleScene.GB_W, BattleScene.GB_H)
g.draw(layer, quad, bandX[side] + band[1] * shot.scale,
shot.ly + band[2] * shot.scale, 0, shot.scale, shot.scale)
end
end)
if prevCanvas then g.setCanvas(prevCanvas) else g.setCanvas() end
g.setBlendMode(prevBlend or "alpha", prevAlpha)
g.setColor(1, 1, 1, 1)
if not ok then error(err, 0) end
return true
end
-- Lay the frosted glass down under whichever HUD and box are about to draw,
-- and record which way the glyphs have to flip.
--
-- The panels are the fallback path only: normally the HUDs are snapped out to
-- the window's edges and their glass, and the box's, went into the world image
-- with them (snapHUDs). The VERDICT is needed either way -- the box's ink is
-- drawn here, in the GB frame, whichever path laid the glass under it.
function OverworldBattle.drawHudPanels(battle)
local shot = battle.dramaticShapeShot
battle.dramaticShapeDark = nil
if not shot then return end
if snapped() then
battle.dramaticShapeDark = session and session.dark or nil
return
end
local slide = (battle.introSlide or 0) * 4
local enemy, player = OverworldBattle.hudLive(battle, slide)
if not (enemy or player) then return end
local rect = OverworldBattle.HUD_RECT
local live = {}
if enemy then live.enemy = rect.enemy end
if player then live.player = rect.player end
for key, r in pairs(OverworldBattle.textRects(battle)) do live[key] = r end
if not next(live) then return end
local dark = BattleHud.verdict(live, shot)
battle.dramaticShapeDark = dark
for _, r in pairs(live) do BattleHud.panel(r, shot, dark) end
+353
View File
@@ -0,0 +1,353 @@
-- Voxel world mode: the instrumentation core.
--
-- Ships DARK. Every entry point is one boolean test away from doing
-- nothing, and the boolean is false unless a run explicitly asks for
-- measurement (DS_PERF in the environment, or a ds_perf.flag file in the
-- save directory for a device that has no environment to set). A mod that
-- measures itself in every player's session is a mod that costs every
-- player the measurement, so the default has to be off and the off path
-- has to be free.
--
-- What it measures, and why those three things:
--
-- * LABELS -- named spans (a bake, a mesh build, a shader compile),
-- accumulated as {n, total, max}. `max` is the one that matters: a
-- bake that costs 40ms ONCE is a visible hitch, and an average hides
-- it completely.
-- * FRAMES -- a ring of the last N whole-frame times, stamped once per
-- rendered frame. Frame time is the only number the player actually
-- experiences; every label total is a hypothesis about which frames.
-- * COUNTERS -- plain integers a caller bumps (sun-pass redraws, atlas
-- rebakes). Cheaper than a span when the question is "how often",
-- not "how long".
--
-- Spans are wall time, and on a GPU that means submission time, not
-- completion time -- the driver is free to finish the work later. So a
-- GPU-side saving shows up in the FRAME numbers rather than in the label
-- for the pass that caused it, and both are reported.
local Perf = {}
local clock = (love and love.timer and love.timer.getTime) or os.clock
-- Read through pcall: the loader's sandbox does not hand a mod `os`, and
-- instrumentation must never be the reason the mod fails to load. Same
-- shape as OverworldBattle's DS_BATTLE_DEBUG probe.
local function envFlag(name)
local ok, value = pcall(function() return os.getenv(name) end)
if not ok then return nil end
if value == nil or value == "" or value == "0" then return nil end
return value
end
local function flagFile()
if not (love and love.filesystem and love.filesystem.getInfo) then
return false
end
local ok, info = pcall(love.filesystem.getInfo, "ds_perf.flag")
return ok and info ~= nil
end
Perf.enabled = (envFlag("DS_PERF") ~= nil) or flagFile()
Perf.labels = {} -- label -> { n, total, max }
Perf.order = {} -- insertion order, so a report reads chronologically
Perf.counters = {} -- name -> integer
Perf.frames = {} -- ring of frame times, seconds
Perf.frameCount = 0
Perf.RING = 4096
-- The segment a frame belongs to ("map:ROUTE_1:first"). A benchmark
-- names the phase it is driving; every frame and every label span
-- recorded while that name is set is attributed to it, which is what
-- turns "the walk was slow" into "the walk was slow ONLY on the frames
-- right after ROUTE_1 came into view".
Perf.segment = nil
Perf.segments = {} -- name -> { frames = {}, labels = {}, order = {} }
local function segmentEntry()
local name = Perf.segment
if not name then return nil end
local s = Perf.segments[name]
if not s then
s = { name = name, frames = {}, labels = {}, order = {} }
Perf.segments[name] = s
Perf.segments[#Perf.segments + 1] = s -- array half preserves order
end
return s
end
function Perf.setSegment(name)
Perf.segment = name
if name then segmentEntry() end
end
-- ---------------------------------------------------------------- spans
--
-- Call shape at the measured site:
--
-- local t0 = Perf.now()
-- ... the work ...
-- Perf.add("TerrainAtlas.staticAtlas", t0)
--
-- When disabled, now() returns nil and add() returns on the nil -- two
-- function calls and a branch, no table touched, no string built. Sites
-- that would run thousands of times a frame (per draw call, per vertex)
-- are still too hot for that and are deliberately NOT instrumented; the
-- frame ring covers them in aggregate.
function Perf.now()
if not Perf.enabled then return nil end
return clock()
end
local function bump(store, order, label, dt)
local s = store[label]
if not s then
s = { n = 0, total = 0, max = 0 }
store[label] = s
order[#order + 1] = label
end
s.n = s.n + 1
s.total = s.total + dt
if dt > s.max then s.max = dt end
end
function Perf.add(label, t0)
if t0 == nil then return end
local dt = clock() - t0
bump(Perf.labels, Perf.order, label, dt)
local seg = segmentEntry()
if seg then bump(seg.labels, seg.order, label, dt) end
end
-- Wrap a function in a table, in place. Used by drivers to instrument
-- module internals they do not own; the mod's own code calls now()/add()
-- directly so the label is visible at the site.
function Perf.wrap(tbl, name, label)
local orig = tbl and tbl[name]
if not orig then return false end
tbl[name] = function(...)
if not Perf.enabled then return orig(...) end
local t0 = clock()
local a, b, c, d = orig(...)
Perf.add(label or name, t0)
return a, b, c, d
end
return true
end
-- ------------------------------------------------------------- counters
function Perf.count(name, by)
if not Perf.enabled then return end
Perf.counters[name] = (Perf.counters[name] or 0) + (by or 1)
end
-- --------------------------------------------------------------- frames
--
-- Called once per RENDERED frame (the endFrame seam), not once per
-- logic update: a scripted run can step the game many times per render,
-- and a frame the player never saw cannot have hitched for them.
local lastFrame = nil
function Perf.frame()
if not Perf.enabled then return end
local t = clock()
if lastFrame then
local dt = t - lastFrame
local n = Perf.frameCount + 1
Perf.frameCount = n
Perf.frames[(n - 1) % Perf.RING + 1] = dt
local seg = segmentEntry()
if seg then seg.frames[#seg.frames + 1] = dt end
end
lastFrame = t
end
-- Discard the pending frame stamp: after a long blocking operation the
-- next frame delta would include it and libel the renderer.
function Perf.resync()
lastFrame = Perf.enabled and clock() or nil
end
-- ------------------------------------------------------------ reporting
local function percentile(sorted, p)
local n = #sorted
if n == 0 then return 0 end
local i = math.ceil(p * n)
if i < 1 then i = 1 end
if i > n then i = n end
return sorted[i]
end
-- Frame statistics in MILLISECONDS. p95/p99 rather than the average
-- because smoothness is a tail property: a run that averages 9ms and
-- spikes to 60ms four times reads as stuttering, and its average reads
-- as fine.
function Perf.frameStats(list)
local src = list or Perf.frames
local sorted = {}
for i = 1, #src do sorted[i] = src[i] * 1000 end
table.sort(sorted)
local n = #sorted
local total = 0
for i = 1, n do total = total + sorted[i] end
local over16, over33 = 0, 0
for i = 1, n do
if sorted[i] > 16.7 then over16 = over16 + 1 end
if sorted[i] > 33.3 then over33 = over33 + 1 end
end
return {
n = n,
avg = n > 0 and total / n or 0,
p50 = percentile(sorted, 0.50),
p95 = percentile(sorted, 0.95),
p99 = percentile(sorted, 0.99),
worst = n > 0 and sorted[n] or 0,
over16 = over16,
over33 = over33,
}
end
function Perf.reset()
Perf.labels, Perf.order = {}, {}
Perf.counters = {}
Perf.frames, Perf.frameCount = {}, 0
Perf.segments = {}
Perf.segment = nil
lastFrame = nil
end
local function sortedLabels(store, order)
local out = {}
for _, lbl in ipairs(order) do out[#out + 1] = lbl end
table.sort(out, function(a, b) return store[a].total > store[b].total end)
return out
end
function Perf.printReport(title)
print(("[perf] ==== %s ===="):format(tostring(title or "report")))
local f = Perf.frameStats()
print(("[perf] frames n=%d avg=%.2fms p50=%.2f p95=%.2f p99=%.2f worst=%.2f >16.7ms=%d >33.3ms=%d")
:format(f.n, f.avg, f.p50, f.p95, f.p99, f.worst, f.over16, f.over33))
for _, seg in ipairs(Perf.segments) do
local s = Perf.frameStats(seg.frames)
print(("[perf] seg %-28s n=%4d avg=%6.2f p95=%6.2f p99=%6.2f worst=%7.2f >16.7=%3d >33.3=%3d")
:format(seg.name, s.n, s.avg, s.p95, s.p99, s.worst, s.over16, s.over33))
end
print("[perf] ---- labels (ms, sorted by total) ----")
for _, lbl in ipairs(sortedLabels(Perf.labels, Perf.order)) do
local s = Perf.labels[lbl]
print(("[perf] %-46s n=%6d total=%9.1f max=%8.2f")
:format(lbl, s.n, s.total * 1000, s.max * 1000))
end
local names = {}
for k in pairs(Perf.counters) do names[#names + 1] = k end
table.sort(names)
if #names > 0 then print("[perf] ---- counters ----") end
for _, k in ipairs(names) do
print(("[perf] %-46s %d"):format(k, Perf.counters[k]))
end
end
-- ------------------------------------------------------------------ json
--
-- Hand-rolled rather than pulled from the engine: the report has to be
-- readable by a diff tool between two runs, and that means stable key
-- ORDER, which a generic serializer does not promise.
local function q(s)
return '"' .. tostring(s):gsub('[%c"\\]', function(c)
if c == '"' then return '\\"' end
if c == "\\" then return "\\\\" end
return ("\\u%04x"):format(c:byte())
end) .. '"'
end
local function num(x)
return ("%.4f"):format(x)
end
local function statsJson(f)
return ("{\"n\":%d,\"avg\":%s,\"p50\":%s,\"p95\":%s,\"p99\":%s,\"worst\":%s,\"over16\":%d,\"over33\":%d}")
:format(f.n, num(f.avg), num(f.p50), num(f.p95), num(f.p99),
num(f.worst), f.over16, f.over33)
end
local function labelsJson(store, order)
local parts = {}
for _, lbl in ipairs(sortedLabels(store, order)) do
local s = store[lbl]
parts[#parts + 1] = ("%s:{\"n\":%d,\"total\":%s,\"max\":%s}")
:format(q(lbl), s.n, num(s.total * 1000), num(s.max * 1000))
end
return "{" .. table.concat(parts, ",") .. "}"
end
function Perf.toJson(meta)
local parts = {}
parts[#parts + 1] = "{"
parts[#parts + 1] = "\"meta\":{"
local m = {}
for k, v in pairs(meta or {}) do
m[#m + 1] = q(k) .. ":" .. (type(v) == "number" and num(v) or q(v))
end
table.sort(m)
parts[#parts + 1] = table.concat(m, ",") .. "},"
parts[#parts + 1] = "\"frames\":" .. statsJson(Perf.frameStats()) .. ","
parts[#parts + 1] = "\"segments\":{"
local segs = {}
for _, seg in ipairs(Perf.segments) do
segs[#segs + 1] = q(seg.name) .. ":{\"frames\":"
.. statsJson(Perf.frameStats(seg.frames))
.. ",\"labels\":" .. labelsJson(seg.labels, seg.order) .. "}"
end
parts[#parts + 1] = table.concat(segs, ",") .. "},"
parts[#parts + 1] = "\"labels\":" .. labelsJson(Perf.labels, Perf.order) .. ","
local cs = {}
for k, v in pairs(Perf.counters) do cs[#cs + 1] = q(k) .. ":" .. v end
table.sort(cs)
parts[#parts + 1] = "\"counters\":{" .. table.concat(cs, ",") .. "}"
parts[#parts + 1] = "}"
return table.concat(parts, "")
end
-- Written through love.filesystem (the save directory) rather than io:
-- a driver run and an Android session both have one, and neither is
-- guaranteed a writable working directory.
function Perf.write(name, meta)
local body = Perf.toJson(meta)
if love and love.filesystem then
pcall(love.filesystem.createDirectory, "ds_bench")
local ok = pcall(love.filesystem.write, "ds_bench/" .. name .. ".json", body)
if ok then
print("[perf] wrote " .. tostring(love.filesystem.getSaveDirectory())
.. "/ds_bench/" .. name .. ".json")
return true
end
end
print("[perf] JSON " .. name .. ": " .. body)
return false
end
-- ----------------------------------------------------------- draw stats
--
-- love.graphics.getStats() resets per frame, so it is only meaningful
-- read at the END of a frame -- which is where Perf.frame() runs.
function Perf.drawStats()
if not (love and love.graphics and love.graphics.getStats) then return end
local s = love.graphics.getStats()
Perf.count("stat.drawcalls", s.drawcalls or 0)
Perf.count("stat.canvasswitches", s.canvasswitches or 0)
Perf.count("stat.shaderswitches", s.shaderswitches or 0)
Perf.count("stat.frames", 1)
Perf.texturememory = s.texturememory
Perf.canvases = s.canvases
Perf.images = s.images
end
return Perf
+118 -4
View File
@@ -77,7 +77,44 @@ ShadowMap.HEIGHT = 160
-- surface shadows itself in a moire of acne; too much and a shadow detaches
-- from the foot of what casts it. The frustum is ~400 world pixels deep and
-- the packed depth resolves under 0.01 of one, so there is room.
ShadowMap.BIAS = 1.0
--
-- It cannot be ONE number, because what the comparison has to forgive is
-- not fixed: the map stores one depth for a whole texel, so a lit surface
-- reads its own depth wrong by however far it RAMPS across that texel --
-- the texel's world size times the surface's slope in the light's frame.
-- The texel swings from a third of a world pixel at the closest zoom to
-- well over one at a maximised window on the widest, so a constant bias is
-- generous at one end of the ladder and short at the other. Short shows up
-- as diagonal bands of acne across big lit surfaces -- diagonal because
-- the moire runs along neither the world grid nor the screen's, but along
-- the depth ramp in the sun's own frame, and the sun sits southeast.
--
-- So: a floor for what does not scale (the packed depth's quantisation,
-- and the two passes reaching the same world point by different matrices),
-- plus a term in texels for what does.
ShadowMap.BIAS = 0.5
-- World pixels of slack per world pixel of texel, for the steepest LIT
-- surface here: a roof pitched 45 degrees and turned away from the sun,
-- whose depth ramps about 3.1 world pixels per texel crossed on EITHER of
-- the light frame's two axes (a vertical wall, by comparison, manages 1.7,
-- flat ground 0.7, and anything steeper than that roof has its back to the
-- sun and never reads the map at all). The 2x2 filter's taps sit half a
-- texel out on both axes at once, so the worst a tap can disagree by is
-- half the ramp along each -- which is where the halving that turns 6.2
-- into 3.1 comes from, and why it is the SUM of the two components rather
-- than their magnitude.
--
-- Measured against the artefact rather than trusted: the probe
-- (tests/voxel_acne_probe.lua) counts isolated shadowed pixels on lit
-- surfaces, and the banding stops at slack ~2.4 world px on the widest
-- rung -- where this lands 3.1 * 0.83 + 0.5.
ShadowMap.SLOPE = 3.1
-- The slack `fit` last worked out, in world pixels -- BIAS + SLOPE*texel.
-- Read by probes; `ShadowMap.bias` is the same number as the [0,1] depth
-- the map actually stores.
ShadowMap.slack = ShadowMap.BIAS
local SHADER = [[
varying float vDepth;
@@ -93,17 +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
@@ -316,9 +359,58 @@ local function fit(cx, cy, vw, vh)
-- what the frustum ended up covering, for probes: the lateral extent in
-- world pixels divided by RES is how fine a shadow edge can land
ShadowMap.extent = { r - l, t - b, far - near }
-- the slack the comparison needs, against the coarser of the two texel
-- axes (the box is asymmetric, and one number has to cover both)
ShadowMap.slack = ShadowMap.BIAS
+ ShadowMap.SLOPE * math.max(w, h) / res
-- the stored depth spans the frustum, so a world-pixel bias is that
-- fraction of it
ShadowMap.bias = ShadowMap.BIAS / math.max(1, far - near)
ShadowMap.bias = ShadowMap.slack / math.max(1, far - near)
end
-- How much of the compare's forgiveness a snugged caster takes back, 0..1.
-- Short of 1 on purpose: at exactly 1 the card's own fragments compare
-- against their own stored depth on a float-equality knife edge and can
-- speckle. The tenth left over is dozens of times the packed depth's
-- quantization -- ample for that -- and leaves the contact gap around a
-- quarter of a world pixel at any sun, which no zoom resolves.
ShadowMap.SNUG = 0.9
-- A CASTER snugged up the sun ray -- moved TOWARD the light -- before it is
-- drawn into the map.
--
-- The depth compare forgives `slack` world pixels (BIAS + the SLOPE term)
-- so lit surfaces do not acne against their own texels -- but that same
-- forgiveness is what lets the ground right next to a standing figure read
-- as lit: a receiver within `slack` of its blocker along the ray passes the
-- test, so the first stretch of every shadow is forgiven away and on screen
-- it starts that far from the feet, further the lower the sun. The classic
-- peter-panning; unseen while the sun hung at a fixed 45 degrees, plain at
-- a day/night golden hour or under the moon.
--
-- Moving the card ALONG ITS OWN RAY changes nothing about where its shadow
-- falls -- every point stays on the same light ray -- but moving it toward
-- the sun stores it SHALLOWER, so a ground point right at the foot is
-- already `slack` deeper than the stored blocker and fails the lit test:
-- the root lands back under the feet. Nothing else is touched -- no
-- terrain moved, so the acne margin the slack exists for is intact where
-- it matters. For sprite cards and other thin stand-ins only.
--
-- ONE OBLIGATION comes with it: the caster's LIT draw must hand this same
-- snugged transform to its shadow lookup (Voxel3D.draw's `sunModel`).
-- Stored and lookup then agree exactly, as they did before snugging, and
-- the compare keeps its full acne margin. A caster stored snugged but read
-- un-snugged is 0.9 of the margin short, and the loss shows up as diagonal
-- moire bands crawling across the card.
--
-- Valid between begin() and the next begin(): `slack` and the sun hold
-- still between redraws of the map, so a lit frame that reuses last
-- frame's map computes the same displacement it was stored with.
function ShadowMap.snug(model)
local f = sunDir()
local s = -ShadowMap.slack * ShadowMap.SNUG
return Mat4.mul(Mat4.translate(f[1] * s, f[2] * s, f[3] * s),
model or IDENTITY)
end
-- Whether the map has to be redrawn for `sig` -- a caller-built stamp of
@@ -354,6 +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
@@ -362,6 +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()
+518
View File
@@ -0,0 +1,518 @@
-- The sky, generated rather than shipped.
--
-- The overworld's, on every VOXEL rung. Wherever the diorama is drawn the void
-- behind it is sky rather than a black plate: at 75 degrees the horizon is
-- genuinely in frame and the bands run down to meet it, and at the steeper rungs
-- the void that shows is the ground running out past the map edge, which gets
-- the same sky above the same haze. A battle's placed camera keeps the flat fill
-- it has always had -- its horizon is above the frame and its look is not this
-- rung's to change.
--
-- THE RECIPE is the 8-bit skybox one: a short palette of blues painted as flat
-- horizontal bands, deepest overhead, with a CHECKERBOARD of the next band
-- dithered into the bottom of each one. Alternating two colours on a pixel grid
-- is how a machine with four colours to a palette got a fifth, sixth and seventh
-- out of them, and it is what keeps four bands reading as a gradient rather than
-- as four stripes. No clouds, nothing moving.
--
-- NOTHING IS RESAMPLED, which is the whole of why it is drawn this way. There is
-- no baked 160x144 picture scaled up to the window and no downsized buffer blown
-- back up: one full-region rectangle through a shader that answers every pixel
-- from its own canvas coordinate. A pixel of sky is computed at the size it is
-- displayed at, so there is nothing for a filter to soften and nothing to go
-- stale when the window or the zoom changes. The shader does bind one texture,
-- but it is a palette rather than an image -- the bands, one texel each, sampled
-- nearest (see rampFor, and why it is not a uniform array).
--
-- THE PIXEL GRID follows the zoom for the same reason. Bands and dither cells
-- are measured in DIORAMA pixels -- the pass's own pixels-per-world-pixel, handed
-- in fresh every frame -- so a chunky sky at 4x is a chunky sky at 12x, band
-- edges land on the same grid the world's own texels do, and a ZOOM keypress is
-- reflected in the frame that follows it rather than whenever something else
-- happened to rebuild.
--
-- PALETTE ORDER, which is easy to get wrong. Stored LIGHTEST FIRST, because that
-- is shade order: a display mode transforms a four-colour palette by replacing it
-- outright (PaletteFX.effectiveColors hands back GRAYS or CLASSIC), and those are
-- written light to dark. So the sky reads the list backwards -- deepest shade
-- overhead, shade 1 at the horizon -- and GRAY gets greys the right way up for
-- nothing.
--
-- WHAT TIME IT IS decides the colours. The palette itself lives in DayNight
-- (four phase palettes, blended along the clock and re-quantised to the
-- lattice), and this file paints whatever the clock says: blue at noon, gold
-- and violet through the twilights -- warmed further around the low sun by a
-- dithered GLOW -- and deep navy under the moon. The sun and moon themselves
-- hang here too: cell-art discs on the same grid as the dither, scissored to
-- the sky's own region so a setting body slips below the horizon point and is
-- gone, never wandering under the map.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local DayNight = V.require("DayNight")
local PaletteFX = require("src.render.PaletteFX")
local Sky = {}
-- The most bands a phase palette may paint with. Eight leaves headroom over
-- DayNight's six-band ones without paying for more; the ramp the shader reads
-- them from is built at the width actually used, so the cap costs nothing.
Sky.MAX_BANDS = 8
-- The checkerboard between bands. DITHER_START is how far down a band it begins,
-- as a fraction of that band: lower is a wider blend, and 1 switches it off. 0.6
-- leaves the top of each band flat -- a band dithered all the way through reads
-- as one averaged colour instead of as a step with a soft bottom edge.
Sky.DITHER = true
Sky.DITHER_START = 0.6
-- How much of the frame the bands cover when the horizon is NOT in it, as a
-- fraction of the canvas height.
--
-- At the steeper rungs the camera looks down far enough that the ground plane's
-- vanishing line is above the top edge -- there is no horizon to hang the pale
-- end on, but there is still void up there where the map runs out, and it should
-- read as sky. So the bands take the same slice of the frame the top rung's own
-- horizon gives them, which keeps the sky looking like one sky across the whole
-- ladder instead of changing character rung by rung.
Sky.SPAN = 0.23
-- ------- the bands
--
-- Top first, each a { r, g, b } in 0..1, as the display mode has them.
--
-- Memoised, because this runs once a frame and the answer only moves when the
-- mode does.
local cache = { bands = nil, key = {}, ramp = nil }
function Sky.bands()
local pal = DayNight.palette()
local shades = PaletteFX.effectiveColors(pal) or pal
local n = math.min(#shades, #pal, Sky.MAX_BANDS)
local key, k = cache.key, 0
local same = cache.bands ~= nil and #cache.bands == n
for i = 1, n do
local c = shades[i]
for ch = 1, 3 do
k = k + 1
if key[k] ~= c[ch] then same = false end
key[k] = c[ch]
end
end
if same then return cache.bands end
-- the ramp is these bands as a texture (see rampFor); a new list is a new
-- ramp, and the old one is nothing's to keep
if cache.ramp and cache.ramp.release then pcall(cache.ramp.release, cache.ramp) end
cache.ramp, cache.rampFor = nil, nil
local bands = {}
for i = 1, n do
-- backwards: the palette's darkest rung is the top band
local c = shades[n - i + 1]
bands[i] = { c[1] / 255, c[2] / 255, c[3] / 255 }
end
cache.bands = bands
return bands
end
-- The hour's haze -- the palest band, in 0..1 -- which is both the sky's
-- bottom edge and the right flat fill for any outdoor void that wants to
-- match the clock without painting bands (the battle arena's backdrop).
function Sky.haze()
local bands = Sky.bands()
return bands and bands[#bands] or nil
end
-- Put the sky onto a flat descriptor: the bands to paint, plus the flat fill
-- replaced by the palest of them. That fill is what the caller CLEARS to, so
-- making it the bottom band's own colour means the haze below the sky and the
-- bottom of the sky are one colour -- the join has no seam, and a frame that
-- cannot paint the bands is a hazy sky rather than a wrong one.
--
-- Mutates the descriptor, which is a fresh table per frame from its caller.
function Sky.dress(sky)
local bands = Sky.bands()
local haze = bands and bands[#bands]
if not (sky and haze) then return sky end
sky[1], sky[2], sky[3] = haze[1], haze[2], haze[3]
sky.bands = bands
return sky
end
-- Where the sky's bottom edge goes, in canvas pixels: the camera's own horizon
-- when that is in frame, and SPAN of the frame when it is not (see SPAN). nil
-- when there is no room for any of it.
function Sky.region(h, horizonY)
if not (h and h > 0) then return nil end
local edge = horizonY
if not (edge and edge > 0) then edge = h * Sky.SPAN end
edge = math.min(edge, h)
if edge < 1 then return nil end
return edge
end
-- ------- the pass
--
-- One rectangle, one shader. Every pixel answers for itself from its canvas
-- coordinate, so the sky is drawn at exactly the resolution it is displayed at
-- -- there is no image being scaled and so nothing to be soft. The one texture
-- bound is the band ramp, which is a PALETTE and not a picture: n texels wide,
-- sampled nearest, one lookup per pixel (see rampFor).
--
-- `cell` quantises BOTH the band edges and the dither: the y a pixel is judged
-- by is the top of its own cell row, so a whole cell row is one colour and every
-- edge in the sky lands on the diorama's pixel grid.
local SHADER_SRC = [[
uniform Image ramp; // the bands, one texel each, top of the sky first
uniform float count; // how many texels wide that ramp is
uniform float edge; // the sky's bottom, in canvas pixels
uniform float cell; // the diorama's pixel size, in canvas pixels
uniform float start; // where the checker begins inside a band
uniform float alpha;
uniform float glowAmt; // twilight warmth around the low sun; 0 = none
uniform vec2 glowPos; // the sun disc, in canvas pixels
uniform float glowInvR; // 1 / the glow's reach
uniform vec3 glowColor;
// Band `i`, read from its own texel centre. The index is clamped rather than
// trusted: `pos` below can land exactly on `count` when the arithmetic is
// carried at mediump -- which is the fragment default on GLSL ES -- and a
// sample past the last band must be the last band, not whatever is off the
// end of the image.
vec3 bandAt(float i) {
return Texel(ramp, vec2((clamp(i, 0.0, count - 1.0) + 0.5) / count, 0.5)).rgb;
}
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
float row = floor(sc.y / cell) * cell; // top of this cell row
float pos = min(row / max(edge, 1.0), 1.0) * count;
float base = min(floor(pos), count - 1.0);
vec3 c = bandAt(base);
float parity = mod(floor(sc.x / cell) + floor(sc.y / cell), 2.0);
if (base < count - 1.0 && (pos - base) > start) {
if (parity < 0.5) { c = bandAt(base + 1.0); }
}
// The sunset's warmth, radiating from the disc: posterised to a few rungs
// and checker-dithered between them -- the same 8-bit move as the bands,
// so the glow reads as painted light rather than as a smooth airbrush --
// and measured cell-to-cell, so its rings ride the diorama's own grid.
if (glowAmt > 0.0) {
vec2 cc = (floor(sc / cell) + 0.5) * cell;
float d = length(cc - glowPos) * glowInvR;
float g = glowAmt * pow(clamp(1.0 - d, 0.0, 1.0), 2.0);
float lvl = floor(g * 4.0);
if (g * 4.0 - lvl > 0.5 && parity < 0.5) { lvl += 1.0; }
c = mix(c, glowColor, min(lvl / 3.0, 1.0) * 0.65);
}
return vec4(c, alpha);
}
]]
-- ------- the ramp
--
-- The bands as a one-texel-per-band TEXTURE rather than as a uniform array,
-- which is what they used to be: `uniform vec3 bands[8]`, filled from Lua and
-- read through a loop counter. On desktop GL that is as portable as it looks.
-- On Android it was not. The sky's lower bands came back BLACK -- a hard-edged
-- strip running from partway down the gradient to the horizon point, with the
-- moon still drawn correctly over it, and with the haze BELOW the sky (the
-- palest band again, but delivered by love.graphics.clear instead of by the
-- array) landing in exactly the right colour. Same colour, two routes, one of
-- them black: the fault was the array, not the palette.
--
-- Which of the ES failure modes it was hardly matters -- a driver that
-- truncates a partially-filled array, a fragment uniform budget the guaranteed
-- floor of which is sixteen vectors (eight bands plus the glow plus LOVE's own
-- built-ins is over it), a reflection that finds bands[0] and nothing after --
-- because they all have the same shape: slots past the first few read as zero,
-- and zero is black.
--
-- A sampler has none of them. One texture unit replaces eight uniform vectors,
-- there is no array to index and no budget to overrun, and a texel that does
-- not exist cannot read as black because the image is built at exactly the
-- width the shader divides by. Nearest and clamped, so a sample lands on one
-- band's own colour and an out-of-range one lands on the end band rather than
-- on nothing.
--
-- Rebuilt only when the bands move, which is when the clock or the display
-- mode does; Sky.bands drops it as it rebuilds the list it is made from.
local function rampFor(bands)
if cache.ramp and cache.rampFor == bands then return cache.ramp end
if not (love.image and love.image.newImageData
and love.graphics and love.graphics.newImage) then return nil end
local n = #bands
if n < 1 then return nil end
local ok, data = pcall(love.image.newImageData, n, 1)
if not (ok and data) then return nil end
for i = 1, n do
local c = bands[i]
pcall(data.setPixel, data, i - 1, 0, c[1], c[2], c[3], 1)
end
local built, img = pcall(love.graphics.newImage, data)
if not (built and img) then return nil end
-- nearest: a band is a flat colour, not something to interpolate between.
-- clamp: the shader clamps its index too, so this is the second of two
-- guards against ever sampling off the end -- and it returns the edge band.
pcall(img.setFilter, img, "nearest", "nearest")
pcall(img.setWrap, img, "clamp", "clamp")
cache.ramp, cache.rampFor = img, bands
return img
end
Sky._rampFor = rampFor -- named for the suite
-- The band ramp for the CURRENT bands, plus how many texels wide it is --
-- for a pass that wants to read the same sky this one paints. The water's
-- reflection is the one caller: it looks the reflected direction up on this
-- very ramp, so the sky on the lake and the sky over it are one palette,
-- through one display-mode transform, off one clock.
--
-- nil where the ramp could not be built, which is exactly when Sky.paint
-- falls back to flat bands -- so a driver that loses the gradient loses the
-- reflected gradient with it rather than showing two different skies.
function Sky.ramp()
local bands = Sky.bands()
if not (bands and bands[1]) then return nil end
local img = rampFor(bands)
if not img then return nil end
return img, #bands, bands
end
-- How far the twilight glow reaches around the disc, in canvas pixels, for
-- a `w`-wide frame. The same number Sky.paint sends as `glowInvR`.
Sky.GLOW_REACH = 0.55
local shader = nil -- nil = untried, false = unavailable
local function getShader()
if shader == nil then
shader = false
if love.graphics and love.graphics.newShader then
local ok, sh = pcall(love.graphics.newShader, SHADER_SRC)
if ok and sh then
shader = sh
elseif V and V.mod and V.mod.log then
-- once, and only where it can be read: the fallback below is a sky
-- without its dither, which is easy to look at and impossible to
-- diagnose without this line
V.mod.log:warn("sky shader did not compile: %s -- the bands draw flat, "
.. "with no dither between them", tostring(sh))
end
end
end
return shader or nil
end
Sky._getShader = getShader -- named for the suite
-- The flat fallback: the same bands as solid rectangles, no checker, on the same
-- quantised edges. For a driver that could not compile the shader -- which is
-- also every headless run.
local function paintFlat(w, h, bands, edge, alpha, cell)
local g = love.graphics
local n = #bands
local prev = 0
for i = 1, n do
local cut = (i == n) and math.min(h, math.ceil(edge))
or math.floor(i / n * edge / cell + 0.5) * cell
cut = math.max(prev, math.min(cut, math.min(h, math.ceil(edge))))
if cut > prev then
local c = bands[i]
g.setColor(c[1], c[2], c[3], alpha)
g.rectangle("fill", 0, prev, w, cut - prev)
end
prev = cut
end
end
-- ------- the discs
--
-- The sun and moon, as cell art: a circle of whole diorama cells with a
-- lighter core, a dithered rim, and -- for the moon -- a few fixed crater
-- cells. Drawn as plain rectangles on the same grid as the sky's own dither,
-- through the same display-mode transform as every palette here, and
-- SCISSORED to the sky's region: the horizon point is where a setting body
-- disappears, so it can never hang under the map at a high pitch.
--
-- SIZED BY THE FRAME, not by the world: a celestial body's apparent size is
-- an angle, so zooming the ground in and out must not swell and shrink the
-- sun with it. The radius is a fraction of the frame height, converted to
-- whole cells so the disc still sits on the diorama's grid -- chunky cells
-- up close, fine ones at survey zoom, the same size body either way.
Sky.DISC_FRAC = 0.030 -- disc radius, as a fraction of the frame height
Sky.DISC_MIN = 3 -- but never fewer cells than this across a radius
-- crater centres as fractions of the radius, so they ride any disc size.
-- Public because the water's reflection draws the same moon (see Water):
-- one list, so the disc on the lake cannot drift from the one in the sky.
Sky.MOON_CRATERS = { { -0.4, -0.2 }, { 0.2, 0.45 }, { 0.5, -0.4 },
{ -0.15, 0.7 }, { 0.05, 0.05 } }
-- a crater's radius, as a fraction of the disc's -- the r/5 paintDisc uses
Sky.CRATER_FRAC = 0.2
local MOON_CRATERS = Sky.MOON_CRATERS
-- The disc's four shades as the display mode has them, lightest first.
-- Shared with the reflection pass, so the sun on the water is the same sun
-- that is in the sky, in the same mode's palette.
function Sky.discShades(moon)
local src = moon and DayNight.MOON_COLORS or DayNight.SUN_COLORS
return PaletteFX.effectiveColors(src) or src
end
-- Whether this body is the LOOMING low sun -- the sunset exaggeration.
local function looming(body)
return (body.glowAmt or 0) > 0.25 and not body.moon
end
-- The disc's radius for a `h`-tall frame on a `cell`-pixel grid: in CANVAS
-- PIXELS, and in whole cells. Sized by the FRAME rather than by the world
-- (see DISC_FRAC), so a zoom does not swell the sun.
--
-- Read by paintDisc below and by the reflection, which needs the same
-- number in radians -- a disc drawn one size and mirrored another would
-- read as two different suns.
function Sky.discRadius(h, cell, body)
cell = math.max(1, cell or 1)
local r = math.max(Sky.DISC_MIN,
math.floor(h * Sky.DISC_FRAC / cell + 0.5))
if body and looming(body) then r = r + math.max(1, math.floor(r * 0.4)) end
return r * cell, r
end
local function paintDisc(body, edge, cell, w, h)
local g = love.graphics
if not (body and body.y and g.setScissor) then return end
local shades = Sky.discShades(body.moon)
local twilight = looming(body)
local _, r = Sky.discRadius(h, cell, body)
-- snap the centre to the cell grid, like everything else in this sky
local bx = math.floor(body.x / cell) * cell + cell / 2
local by = math.floor(body.y / cell) * cell + cell / 2
if by - r * cell > edge then return end -- wholly below the horizon point
local core = shades[1]
local main = shades[twilight and 3 or 2]
local sx, sy, sw, sh = g.getScissor()
g.setScissor(0, 0, math.ceil(w), math.floor(edge))
local craterR = math.max(1, math.floor(r / 5))
for dy = -r, r do
for dx = -r, r do
local d = math.sqrt(dx * dx + dy * dy)
if d <= r + 0.1 then
local c = d <= r * 0.5 and core or main
-- dithered rim: the outer ring keeps only one parity of its cells
local keep = d <= r - 0.9 or (dx + dy) % 2 == 0
if body.moon then
for _, cr in ipairs(MOON_CRATERS) do
local cdx = dx - math.floor(cr[1] * r + 0.5)
local cdy = dy - math.floor(cr[2] * r + 0.5)
if cdx * cdx + cdy * cdy <= craterR * craterR then
c = shades[3]
end
end
end
if keep then
g.setColor(c[1] / 255, c[2] / 255, c[3] / 255, 1)
g.rectangle("fill", bx + dx * cell - cell / 2,
by + dy * cell - cell / 2, cell, cell)
end
end
end
end
if sx then g.setScissor(sx, sy, sw, sh) else g.setScissor() end
g.setColor(1, 1, 1, 1)
end
-- Paint the sky into the bound canvas, filling it from the top edge down to
-- `horizonY` (or to SPAN of the frame when the horizon is out of it).
--
-- `cell` is the diorama's pixel size in canvas pixels -- the pass's own
-- pixels-per-world-pixel, handed in every frame so a zoom lands immediately.
--
-- `body` is the sun or moon to hang, already projected to canvas pixels by
-- the caller's own camera (Voxel3D.skyBody), with the twilight glow riding
-- along; nil hangs nothing and warms nothing.
--
-- Returns false when there is nothing to paint, in which case the caller's flat
-- fill is the whole sky. That fill is the palest band, so a frame that declines
-- this looks like a hazy day rather than like a bug.
function Sky.paint(w, h, sky, horizonY, cell, body)
local bands = sky and sky.bands
if not (bands and bands[1]) then return false end
if not (w and h and w > 0 and h > 0) then return false end
local g = love.graphics
if not (g and g.rectangle) then return false end
local edge = Sky.region(h, horizonY)
if not edge then return false end
local alpha = sky[4] or 1
cell = math.max(1, math.floor((cell or 1) + 0.5))
-- State to put aside. The scene's shader is one, and the blend mode another --
-- a pass that left "replace" behind would make the fade-in strength meaningless
-- -- but the DEPTH MODE is the one that would break the frame: a rectangle
-- drawn under the pass's own ("lequal", true) stamps itself across the depth
-- buffer at the near plane and hides the entire world behind the sky.
local prevShader = g.getShader and g.getShader() or nil
local cmp, write
if g.getDepthMode then cmp, write = g.getDepthMode() end
if g.setDepthMode then g.setDepthMode("always", false) end
local blend, blendAlpha
if g.getBlendMode then blend, blendAlpha = g.getBlendMode() end
if g.setBlendMode then g.setBlendMode("alpha") end
local glowAmt = body and not body.moon and (body.glowAmt or 0) or 0
local sh = getShader()
local ramp = sh and rampFor(bands)
if not ramp then sh = nil end -- no ramp, no gradient: paint it flat
if sh then
local sent = pcall(function()
-- the bands arrive as a texture, one texel each, and `count` is that
-- texture's width -- see rampFor for why they are not a uniform array
sh:send("ramp", ramp)
sh:send("count", #bands)
sh:send("edge", edge)
sh:send("cell", cell)
sh:send("start", Sky.DITHER and Sky.DITHER_START or 2)
sh:send("alpha", alpha)
sh:send("glowAmt", glowAmt)
if glowAmt > 0 then
local gc = body.glowColor or { 248, 224, 168 }
sh:send("glowPos", { body.x, body.y })
sh:send("glowInvR", 1 / math.max(1, w * Sky.GLOW_REACH))
sh:send("glowColor", { gc[1] / 255, gc[2] / 255, gc[3] / 255 })
end
end)
if sent then
g.setShader(sh)
g.setColor(1, 1, 1, 1)
g.rectangle("fill", 0, 0, w, math.min(h, math.ceil(edge)))
g.setShader()
else
sh = nil
end
end
if not sh then paintFlat(w, h, bands, edge, alpha, cell) end
-- the disc goes over the glow, under nothing: plain rectangles, so it is
-- there whether or not the shader built
paintDisc(body, math.min(h, edge), cell, w, h)
g.setColor(1, 1, 1, 1)
if g.setBlendMode and blend then g.setBlendMode(blend, blendAlpha) end
if g.setDepthMode then g.setDepthMode(cmp or "always", write or false) end
if prevShader and g.setShader then g.setShader(prevShader) end
return true
end
-- Drop the compiled shader (window resize, hot reload), so a re-created graphics
-- context builds a new one instead of drawing with a handle from the old. The
-- ramp is a GPU object on the same context and goes with it.
function Sky.invalidate()
shader = nil
if cache.ramp and cache.ramp.release then pcall(cache.ramp.release, cache.ramp) end
cache.ramp, cache.rampFor = nil, nil
end
return Sky
+1309 -138
View File
File diff suppressed because it is too large Load Diff
+6 -1
View File
@@ -270,7 +270,12 @@ local function readback(image)
local prev = love.graphics.getCanvas()
local ok, data = pcall(function()
local w, h = image:getDimensions()
local canvas = love.graphics.newCanvas(w, h)
-- dpiscale = 1, or this is not a copy. On a highdpi surface (Android,
-- iOS -- see conf.lua) newCanvas takes the surface's scale by default,
-- so the atlas would be drawn into a texture 2.75x its size and read
-- back magnified -- and every tile coordinate below, which counts in
-- eights from the top-left, would land somewhere between two tiles.
local canvas = love.graphics.newCanvas(w, h, { dpiscale = 1 })
love.graphics.setCanvas(canvas)
love.graphics.clear(0, 0, 0, 0)
-- straight copy: no blending against the cleared target, no tint from
+351 -17
View File
@@ -54,6 +54,12 @@ local FALLBACK_HEIGHTS = {
sign = 12,
wall = 16,
tree = 16,
-- masonry drawn TWO courses tall: the Indigo Plateau's rim and the
-- badge-check gates down Route 23 are drawn 32px, the same height as a
-- statue on its plinth, and read as a step in the terrain rather than a
-- room's wall. Same fold as `wall`, twice the height -- and its own
-- class because `wall` is 16px for every interior in the game.
cliff = 32,
roof = 28,
cylinder = 16,
-- big round scenery: a 2x2-CELL drawing carved as ONE 32px voxel hull
@@ -65,6 +71,21 @@ local FALLBACK_HEIGHTS = {
-- body builds from the bark rows and the drawn ellipse projects onto
-- the hull's round top
stump = 16,
-- the same hull cut at both ends, hollowed and tapered: an OPEN bin
-- standing on a floor (the Vermilion Gym trash cans). The drawn mouth
-- ellipse projects onto the round top and down the well, the drawn base
-- ellipse is ground contact rather than body, and the plan narrows toward
-- the floor. Height is AUTHORED (the profile's can_height, which this
-- pin must be kept equal to so anything riding a can lands on its rim) --
-- the drawing's own straight run is only a couple of rows, because a GB
-- cell spends most of itself on the opening
can = 9,
-- round scenery drawn ONE cell wide and TWO cells TALL, standing on one
-- cell of plot: the Pokemon Centers' potted plants. Carved as one
-- 16x32x16 hull in the SOUTH (pot) cell -- the drawing's upper cell is
-- the object's height, not its depth. BOTH cells take the class; the
-- group build anchors on the north one (Structures.buildCylinders)
planter = 32,
billboard = 16,
signpost = 16,
post = 16,
@@ -77,10 +98,18 @@ local FALLBACK_HEIGHTS = {
bed = 7,
stool = 8,
counter = 8,
-- the raised back band of low seating: the Center couch's west strip
-- is drawn from above like the rest of the couch, but depicts the
-- back and arm rising over the 8px seat
backrest = 12,
table = 12,
desk = 24,
prop = 16,
cutout = 16,
-- a vehicle drawn SIDE-ON: the showroom bicycles. Standee height like
-- every other cutout pool -- what differs is the thickness (see
-- Structures' PINNED_DEPTH)
bike = 16,
console = 16,
relief = 3,
bookcase = 32,
@@ -110,12 +139,15 @@ local ART = {
ledge = "top",
roof = "top",
wall = "upright",
cliff = "upright",
tree = "upright",
fence = "upright",
sign = "upright",
cylinder = "cylinder",
canopy = "canopy",
stump = "cylinder",
can = "cylinder",
planter = "planter",
billboard = "billboard",
-- signposts share the billboard treatment but as their own pool at a
-- 2-voxel depth: a sign is a thin plate on a stick, and the standard
@@ -138,6 +170,9 @@ local ART = {
-- profile archetype Structures builds real steps for -- rising flights
-- for stairs leading up, sunken stairwells for stairs leading down
bed = "top",
-- a backrest's art is the couch seen from above, so like the bed it
-- rides the top face of its taller box
backrest = "top",
stool = "billboard",
-- half-cell furniture: a service counter, a low couch. One 8px band,
-- so exactly the drawing's bottom row stands up as the front and
@@ -151,6 +186,13 @@ local ART = {
desk = "upright",
prop = "billboard",
cutout = "billboard",
-- a bicycle is a LINE drawing seen side-on, and its negative space --
-- the air inside the frame, between the wheel and the fork -- is what
-- makes it read as a bicycle at all. Its own pool at two voxels: any
-- thicker and the side faces of neighbouring strokes close those gaps
-- from every angle but dead-on, and six of them in a showroom come out
-- as one dark lump (which is what the 5px `prop` pool gave)
bike = "billboard",
-- a machine standing on furniture: the billboard treatment with
-- body, plus the one-object contract `cutout` has -- the drawing is
-- ringed by the furniture it sits on, and those edges must not be
@@ -168,6 +210,9 @@ local ART = {
local spec = nil -- the loaded data file, or false when absent
local cache = {} -- tileset id -> resolved shape list
local figCache = {} -- tileset id -> parsed figure masks, or false
local mntCache = {} -- tileset id -> parsed mounted masks, or false
local bgCache = {} -- tileset id -> prop background shades, or false
-- The shape profile ships with the mod (data/voxel_heights.lua) and is read
-- through the mod's own file loader rather than package.path: a mod's
@@ -224,29 +269,42 @@ end
-- class = "..." } } }`, evaluated per POSITION in TileShape.at, where
-- the map and coordinates are in hand. First match wins; no match keeps
-- the tile's ordinary pin.
-- `when_below` is the mirror, and it exists because ABOVE is not always the
-- side that tells the two uses apart. The Plateau's $0D is the case: it is
-- the gate wall's top band AND the base course under a column of rock face,
-- and scanned over both maps the tile above is $03 for 64 of the first and
-- 140 of the second -- no rule on `above` can split them. What is BELOW
-- does, exactly: the wall's own face $0F sits under the top band and under
-- nothing else (336 vs 352, clean).
local function authoredConditions(tilesetId, heights)
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local spec = entry and entry.when_above
if type(spec) ~= "table" then return nil end
if type(entry) ~= "table" then return nil end
local out, any = {}, false
for tile, rules in pairs(spec) do
if type(tile) == "number" and type(rules) == "table" then
local list = {}
for _, rule in ipairs(rules) do
if type(rule) == "table" and heights[rule.class]
and type(rule.above) == "table" then
local set = {}
for _, t in ipairs(rule.above) do set[t] = true end
list[#list + 1] = { above = set, class = rule.class }
local function collect(spec, side)
if type(spec) ~= "table" then return end
for tile, rules in pairs(spec) do
if type(tile) == "number" and type(rules) == "table" then
local list = out[tile] or {}
for _, rule in ipairs(rules) do
if type(rule) == "table" and heights[rule.class]
and type(rule[side]) == "table" then
local set = {}
for _, t in ipairs(rule[side]) do set[t] = true end
list[#list + 1] = { side = side, set = set, class = rule.class }
end
end
if #list > 0 then
out[tile] = list
any = true
end
end
if #list > 0 then
out[tile] = list
any = true
end
end
end
collect(entry.when_above, "above")
collect(entry.when_below, "below")
return any and out or nil
end
@@ -273,6 +331,24 @@ function TileShape.forMap(map)
if cache[id] then return cache[id] end
local heights = TileShape.heights()
-- Per-tileset height overrides (a tileset entry's `heights`): the class
-- vocabulary is global but the drawings are not -- the DOJO lab tables
-- are drawn 6px tall where the default `table` is 12 -- and the height
-- a sprite RIDES at (VoxelScene.groundAt) must be the height the art
-- actually stands, or the starter balls float over their own table.
-- Same gate as the global list: known classes, numbers only.
do
local s = load()
local entry = s and s.tilesets and s.tilesets[id]
local over = entry and entry.heights
if type(over) == "table" then
for class, h in pairs(over) do
if type(h) == "number" and FALLBACK_HEIGHTS[class] then
heights[class] = h
end
end
end
end
local authored = authoredGroups(id, heights)
local count = math.floor((tileset.imageWidth or 128) / 8)
* math.floor((tileset.imageHeight or 48) / 8)
@@ -348,9 +424,12 @@ function TileShape.at(map, shapes, tile, tx, ty)
-- tile and the cell rules below (see authoredConditions)
local rules = shapes.cond and shapes.cond[tile]
if rules then
local above = map:tileAt(tx, ty - 1)
for _, rule in ipairs(rules) do
if above and rule.above[above] then
-- NOTE map:tileAt border-EXTENDS: one row off an edge answers the
-- map's borderBlock, never nil. A rule listing whatever that block
-- draws will fire along that whole edge (it did, on the Marts).
local n = map:tileAt(tx, rule.side == "above" and ty - 1 or ty + 1)
if n and rule.set[n] then
-- shapes.condShape, NOT shapes.classes: the canonical class
-- shapes are SHARED, and `wall` in particular is the very object
-- rule 4 hands every unauthored solid tile. Marking that one
@@ -369,11 +448,266 @@ function TileShape.at(map, shapes, tile, tx, ty)
return s
end
-- Hand-authored FIGURES for one tileset: a drawing painted INTO furniture,
-- cut out by an explicit pixel mask and stood up on top of it.
--
-- Every other route in this file resolves a whole 8x8 TILE, which is
-- exactly why none of them can reach a figure that shares its tiles with
-- the thing it sits on -- and the detector's segmentation cannot either
-- when the drawing has no background margin to flood from and wears the
-- same shades as its furniture. So the profile authors the silhouette
-- pixel by pixel (see data/voxel_heights.lua):
--
-- figures = { { w = <tiles across>,
-- depth = <voxels of body; ABSENT for a person>,
-- thin = { rows = <top rows>, depth = <voxels> },
-- flat = { x = { <lx0>, <lx1> }, rows = { <r0>, <r1> } },
-- tiles = { ...w*h tile ids, row-major... },
-- under = { ...w*h ids: what each tile wears once the
-- figure is lifted off it... },
-- pixels = { ...h*8 strings of w*8 chars, "." = not the
-- figure... } } }
--
-- No class -- what the entry carries instead is a `depth`, or does not:
--
-- WITHOUT one it is a flat sprite card, drawn the way SpriteBillboards
-- draws a character. That is the right reading for a PERSON: a Gen 1
-- figure is a face-on 2D icon, and extruding one reconstructs a body
-- nobody drew (see Structures.buildFigures).
-- WITH one it is an OBJECT and gets the standee treatment every other
-- solid here gets -- a per-pixel slab in world space, standing on the
-- same furniture the card would have stood on. The Marts' cash
-- register is the case: a machine on a counter is a box, not an icon.
--
-- Two fields say which parts of such a drawing are NOT the extrusion,
-- because a solid drawn in one 16x16 GB cell still packs more than one
-- facing:
--
-- `thin` caps the thickness over the mask's top rows, for the part of
-- the drawing that is not the machine (the register's receipt curl).
-- `flat` names a rect of the mask that is a TOP-VIEW surface rather
-- than a face -- the register's keypad, whose keys lie ON its deck.
-- The rect lays horizontal one voxel proud of whatever the extrusion
-- leaves below it, at the elevation its BOTTOM row would have had,
-- with drawn row = depth row 1:1 (the mapping the lab tabletop is
-- drawn with). So a drawing whose front elevation is an L reads as
-- one: body up the side and along the base, keys lying in the notch.
--
-- Returned normalized: `mask` as a set keyed by ly * (w * 8) + lx, so
-- Structures can read it as a bitmap without re-parsing per position.
-- A malformed entry is dropped rather than half-applied -- a typo in a
-- mask should leave the couch alone, not carve a hole in it.
--
-- `mounted` (below) carries the same four fields, so the parse is shared,
-- and so are the optional ones that give an authored mask a BODY: `depth`,
-- `thin` and `flat` above. `depth` is left nil when unstated, because
-- absence is meaningful on a figure: no depth means the flat sprite card a
-- person is drawn as.
local function authoredMasks(list)
local out = {}
if type(list) ~= "table" then return out end
for _, f in ipairs(list) do
local ok = type(f) == "table" and type(f.w) == "number"
and type(f.tiles) == "table" and type(f.under) == "table"
and type(f.pixels) == "table"
local w = ok and math.floor(f.w) or 0
local h = (w >= 1) and (#f.tiles / w) or 0
ok = ok and w >= 1 and h >= 1 and h == math.floor(h)
and #f.under == #f.tiles and #f.pixels == h * 8
if ok then
for i = 1, h * 8 do
local row = f.pixels[i]
if type(row) ~= "string" or #row ~= w * 8 then
ok = false
break
end
end
end
if ok then
local mask, n = {}, 0
for ly = 0, h * 8 - 1 do
local row = f.pixels[ly + 1]
for lx = 0, w * 8 - 1 do
if row:sub(lx + 1, lx + 1) ~= "." then
mask[ly * (w * 8) + lx] = true
n = n + 1
end
end
end
local depth = tonumber(f.depth)
local thin = nil
if type(f.thin) == "table" and tonumber(f.thin.rows)
and tonumber(f.thin.depth) then
thin = { rows = math.floor(tonumber(f.thin.rows)),
depth = math.floor(tonumber(f.thin.depth)) }
end
local flat = nil
if type(f.flat) == "table" and type(f.flat.x) == "table"
and type(f.flat.rows) == "table" then
flat = { x0 = math.floor(f.flat.x[1]), x1 = math.floor(f.flat.x[2]),
r0 = math.floor(f.flat.rows[1]),
r1 = math.floor(f.flat.rows[2]) }
end
if n > 0 then
out[#out + 1] = { w = w, h = h, n = n, mask = mask,
tiles = f.tiles, under = f.under,
depth = depth and math.floor(depth) or nil,
thin = thin, flat = flat }
end
end
end
return out
end
function TileShape.figures(tilesetId)
local hit = figCache[tilesetId]
if hit ~= nil then return hit or nil end
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local out = authoredMasks(entry and entry.figures)
figCache[tilesetId] = (#out > 0) and out or false
return figCache[tilesetId] or nil
end
-- Hand-authored MOUNTED objects for one tileset: a thing drawn INTO the
-- wall band it hangs on, cut out by an explicit pixel mask and stood
-- proud of the wall's face.
--
-- Same authoring problem as `figures` and the same answer -- a class pin
-- resolves a whole 8x8 tile, and the detector cannot segment a drawing
-- that has no background margin to flood from. The Bike Shop's two wall
-- bicycles are the case: the shop's striped wall panel runs BEHIND them,
-- and its #555 stripes are a flood boundary, so a silhouette flood comes
-- back with the stripes attached to the bike.
--
-- Two things differ from a figure, and both follow from the object being
-- an object rather than a character:
--
-- it keeps its DRAWN ELEVATION. A figure stands on its own feet; a
-- mounted thing sits where the wall band draws it, so a bicycle hung
-- clear of the floor stays hung.
-- it has THICKNESS (`depth`, default 2), and it is built in world
-- space as a per-pixel slab jutting south of the band -- not as a
-- camera-facing sprite card. A bicycle drawn side-on is a plane
-- parallel to the wall, not a face-on icon.
--
-- mounted = { { w = <tiles across>,
-- depth = <voxels it juts into the room>,
-- tiles = { ...w*h tile ids, row-major... },
-- under = { ...w*h ids: what each tile wears once the
-- object is lifted off it (the plain panel)... },
-- pixels = { ...h*8 strings of w*8 chars, "." = wall... } } }
function TileShape.mounted(tilesetId)
local hit = mntCache[tilesetId]
if hit ~= nil then return hit or nil end
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local out = authoredMasks(entry and entry.mounted)
mntCache[tilesetId] = (#out > 0) and out or false
return mntCache[tilesetId] or nil
end
-- Which GB shades count as BACKGROUND for a pinned per-pixel prop, per tile
-- (a tileset entry's prop_bg). Returns tile id -> set of shade names, or nil.
--
-- Structures normally votes on this by reading the shades that touch the
-- drawing's own bounding box, which is right whenever the drawing has a
-- margin of floor around it and wrong when it does not: a prop whose body
-- reaches its own edge votes itself out. Naming the shades is the override,
-- and it is keyed by TILE because the answer is per drawing rather than per
-- tileset -- two props in one atlas can want opposite calls on the same
-- shade (see the POKECENTER entry).
--
-- prop_bg = { { tiles = { ...ids... }, shades = { "light", "white" } } }
--
-- Only the four GB shade names exist; anything else is dropped, so a typo
-- degrades to the ordinary vote rather than emptying the background.
local SHADES = { black = true, dark = true, light = true, white = true }
function TileShape.propBg(tilesetId)
local hit = bgCache[tilesetId]
if hit ~= nil then return hit or nil end
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local list = entry and entry.prop_bg
local out, any = {}, false
if type(list) == "table" then
for _, rule in ipairs(list) do
if type(rule) == "table" and type(rule.tiles) == "table"
and type(rule.shades) == "table" then
local set, n = {}, 0
for _, name in ipairs(rule.shades) do
if SHADES[name] then
set[name] = true
n = n + 1
end
end
if n > 0 then
for _, t in ipairs(rule.tiles) do
if type(t) == "number" then
out[t] = set
any = true
end
end
end
end
end
end
bgCache[tilesetId] = any and out or false
return bgCache[tilesetId] or nil
end
-- What a bookcase rank does with the rows it VACATES -- the ones behind the
-- one-cell-deep box it collapses onto (a tileset entry's
-- bookcase_backfill). Returns the mode name, or nil for the default.
--
-- "above" hand them the cell immediately above the run: its shape and
-- its art. A wall set INTO a terrace wants this -- the ground
-- behind it is more terrace, not a trench.
-- nil skip them and paint the map's commonest ground underneath,
-- which is right for a free-standing shelf against a wall.
--
-- Per tileset because it is a statement about what the drawing depicts, and
-- the answer differs: the Mart's racks and Red's shelves stand in a room,
-- the Plateau's gate walls are cut into a hillside.
function TileShape.bookcaseBackfill(tilesetId)
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local mode = entry and entry.bookcase_backfill
return mode == "above" and mode or nil
end
--- Does this tileset's `bookcase` run carry the measured pane RELIEF on
--- its front (a tileset entry's bookcase_relief)? Default yes: the class
--- almost always collapses a shelf, a rack or a display case, and every
--- one of those seals its contents behind a frame that should stand proud
--- of them.
---
--- A tileset says `bookcase_relief = false` when it borrows the collapse
--- for something that is NOT a shelf -- the League's gate walls and
--- pilasters, Bill's transporter drums -- where the drawing's light
--- regions are the masonry and the barrel, not panes, and sinking them
--- carves the surface instead of describing it.
function TileShape.bookcaseRelief(tilesetId)
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
return not (entry and entry.bookcase_relief == false)
end
-- Drop the cache: a mod that shadows data/voxel_heights.lua or a tileset
-- record needs the next lookup to re-resolve (hot reload, mod toggle).
function TileShape.invalidate()
spec = nil
cache = {}
figCache = {}
mntCache = {}
bgCache = {}
end
return TileShape
+452 -20
View File
@@ -30,6 +30,9 @@ local Voxel = V.require("VoxelState")
local ShadowMap = V.require("ShadowMap")
local VoxelGrid = V.require("VoxelGrid")
local WorldCurve = V.require("WorldCurve")
local Sky = V.require("Sky")
local DayNight = V.require("DayNight")
local GlassMask = V.require("GlassMask")
local Voxel3D = {}
@@ -200,6 +203,13 @@ local SHADER = [[
uniform vec3 ghostColor; // the flat silhouette colour
uniform float ghost; // 0 = shade normally, 1 = flatten to it
uniform vec3 dayTint; // the hour's light on the world; 1,1,1 = noon
uniform Image glassMask; // opaque where the atlas texel is window glass
uniform vec2 glassSize; // the mask's dimensions: tc -> atlas texels
uniform float glassNight; // 0 = daylight .. 1 = the lamps are on
uniform float glassPhase; // the glint's phase: advances with TRAVEL
uniform float glassGlint; // and its strength: 0 while standing still
uniform float glassOn; // 0 for sprite-sheet draws (see Voxel3D.glass)
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
vec4 p = Texel(tex, tc);
@@ -207,12 +217,44 @@ local SHADER = [[
// blending keeps those texels out of the depth buffer, so a model never
// carves a transparent hole out of whatever stands behind it
if (p.a < 0.5) discard;
vec3 rgb = p.rgb * vShade * sunlight(vSun);
// the hour's tint multiplies like the sun terms do: it is LIGHT, the
// same warm or moonlit cast on every surface, not a palette swap
vec3 rgb = p.rgb * vShade * sunlight(vSun) * dayTint;
#ifdef VOXEL_GRID
// darken what is there rather than painting a colour, so a seam across
// dark grass and one across a white roof each stay in their own palette
rgb *= 1.0 - gridDark * voxelSeam(vGrid);
#endif
// WINDOW GLASS, marked per atlas texel by the mask (see GlassMask).
// By day a thin diagonal glint crosses the panes WHILE THE VIEW MOVES
// -- the phase is fed by the camera's own travel and the strength dies
// within a beat of standing still, because a reflection is something
// the viewpoint does: still camera, still glass. It lifts the texel
// toward sky-white and leaves the art visible through it. After dark
// the pane is LIT: the texel's own shine pattern carried into a warm
// lamp colour, replacing the shaded answer above -- so a lit window
// ignores the sun, every shadow and the hour's tint, exactly as a
// window with a lamp behind it does.
// glassOn gates the whole thing per DRAW: the mask is shaped like the
// tileset atlas, and only meshes textured FROM that atlas may consult
// it -- a character samples its own sprite sheet, whose coordinates
// land on the mask's pane rectangles by accident and would stripe the
// cast with lamplight at night.
float glass = Texel(glassMask, tc).a * glassOn;
if (glass > 0.0) {
// the sweep lives in the PANE's own space (atlas texels), not the
// screen's: a pattern anchored to the screen has the world sliding
// through it at zoom speed whenever the camera pans, which strobed --
// worst where the pan and the phase ran opposite ways. Anchored to
// the glass, panning moves nothing; only the phase does, a fraction
// of a texel per step, the same in every walking direction.
float sweep = sin(tc.x * glassSize.x * 0.8 - glassPhase);
float glint = pow(max(sweep, 0.0), 20.0) * 0.55 * glassGlint;
vec3 pane = mix(rgb, vec3(0.93, 0.97, 1.0), glint * glass);
float shine = dot(p.rgb, vec3(0.299, 0.587, 0.114));
vec3 lamp = vec3(1.0, 0.84, 0.5) * (0.5 + 0.55 * shine);
rgb = mix(pane, lamp, glassNight * glass);
}
// The hidden player is a SHAPE, not a dimmed picture of itself. Tinting
// through `color` could only multiply the sprite's own pixels, which
// darkens each one by its own amount and keeps the character's internal
@@ -241,8 +283,66 @@ local activeShader = nil -- the variant this pass bound
-- resize, so the pair is stable for a session.
local slots = {}
local canvas, canvasW, canvasH = nil, 0, 0 -- the slot this pass bound
local held = nil -- and the whole record for it
local active = false
-- A READABLE depth canvas, so a later pass in the same frame can ask the
-- buffer questions rather than only write to it -- which is the whole of
-- what makes screen-space reflections possible (see Water).
--
-- `depth = true` in the target list, which is what this used to bind,
-- allocates an internal depth buffer that is written and tested and can
-- never be sampled. An explicit canvas is the same buffer with a texture
-- handle on it, and costs the same memory.
--
-- nil where the driver will not make one -- every depth format is optional
-- in GLES and a canvas is the only honest test of any of them, so this asks
-- for several in order of preference: 24 bits, the same 24 riding a stencil
-- (a pairing some mobile drivers will texture when the bare format they
-- refuse), 32-bit float, and 16 as the floor every GLES3 device can read.
-- Refused all four, beginScene falls straight back to the internal buffer,
-- which is exactly the old behaviour minus the reflections.
local DEPTH_FORMATS = { "depth24", "depth24stencil8", "depth32f", "depth16" }
local function newDepth(w, h)
if not (love.graphics and love.graphics.newCanvas) then return nil end
local c = nil
for _, format in ipairs(DEPTH_FORMATS) do
local ok, made = pcall(love.graphics.newCanvas, w, h,
{ format = format, readable = true })
if ok and made then c = made break end
end
if not c then return nil end
-- nearest: a depth is a distance, and a blend of two of them is a
-- distance to nothing. The march wants the texel it landed on.
pcall(c.setFilter, c, "nearest", "nearest")
pcall(c.setWrap, c, "clamp", "clamp")
-- and no compare mode: with one set, Texel returns a 0/1 shadow verdict
-- instead of the depth, which is not what any reader here wants
pcall(c.setDepthSampleMode, c)
return c
end
-- The bound target for the slot this pass holds: the colour canvas plus
-- either the readable depth canvas or the internal buffer.
local function depthTarget()
if held and held.depth then
return { held.canvas, depthstencil = held.depth }
end
return { canvas, depth = true }
end
-- Every GPU object one slot owns. The mirror is the copy of the frame the
-- water pass reads (see beginWater); it is only ever made if something asks
-- for one, so a session that never sees a lake never pays for it.
local function releaseSlot(slotHeld)
for _, key in ipairs({ "canvas", "depth", "mirror" }) do
local obj = slotHeld[key]
if obj and obj.release then pcall(obj.release, obj) end
slotHeld[key] = nil
end
end
local IDENTITY = Mat4.identity()
-- Whether the driver admits to supporting derivatives. Only a hint --
@@ -321,7 +421,8 @@ end
-- ---------------------------------------------------------------- camera --
-- An explicit camera, replacing the orbit below for as long as it is set:
-- { eye = {x,y,z}, focus = {x,y,z}, fov = radians, curve = k or nil }.
-- { eye = {x,y,z}, focus = {x,y,z}, fov = radians, curve = k or nil,
-- up = {x,y,z} or nil }.
--
-- The orbit is the free-roam camera and it is described entirely by ONE
-- number, the pitch, because that is all a camera following the player over
@@ -337,6 +438,41 @@ end
-- way either way.
Voxel3D.camera = nil
-- ------- which way, and how steeply, this camera looks
--
-- Two facts about the view direction, set alongside the eye and the focus
-- because they ARE the eye and the focus, and read by anything that has to
-- reason about the camera's ATTITUDE rather than about a point in front of
-- it:
--
-- lookFlat the view direction flattened onto the ground plane and
-- normalized -- "the way the horizon lies from here", which is
-- what a reflection leans toward at the steeper rungs (Water).
-- descent how far below horizontal the view runs, as a sine: 0 looking
-- level, 1 looking straight down. It is the number that says
-- whether there is a horizon in frame at all, and it answers
-- the same way for the orbit and for a placed battle camera --
-- which is why this is derived from the two vectors rather than
-- read off Voxel.angle, a rung the battle camera does not have.
--
-- A camera looking exactly straight down has no horizontal direction at all,
-- and lookFlat then keeps whatever it last held rather than becoming a zero
-- vector nothing downstream could normalize.
Voxel3D.lookFlat = { 0, 0, -1 }
Voxel3D.descent = 0
local function setLook(eye, focus)
local dx = focus[1] - eye[1]
local dy = focus[2] - eye[2]
local dz = focus[3] - eye[3]
local len = math.sqrt(dx * dx + dy * dy + dz * dz)
if len < 1e-6 then return end
Voxel3D.descent = math.max(0, math.min(1, -dy / len))
local flat = math.sqrt(dx * dx + dz * dz)
if flat < 1e-6 then return end
Voxel3D.lookFlat = { dx / flat, 0, dz / flat }
end
-- View and projection for a `vw` x `vh` world-pixel view centred on
-- (cx, cy) in world pixels. Returns the combined matrix.
function Voxel3D.viewProjection(cx, cy, vw, vh)
@@ -344,18 +480,29 @@ function Voxel3D.viewProjection(cx, cy, vw, vh)
if cam then
local eye, focus = cam.eye, cam.focus
Voxel3D.eye = eye
-- kept beside the eye for horizonY: where the sky's pale end goes is a
-- question about which way this camera looks, and only these two answer it
Voxel3D.focus = focus
setLook(eye, focus)
local dx = eye[1] - focus[1]
local dy = eye[2] - focus[2]
local dz = eye[3] - focus[3]
local dist = math.max(1, math.sqrt(dx * dx + dy * dy + dz * dz))
-- kept for the passes that measure an ANGLE against this camera rather
-- than a position: the water's reflected sun is sized in radians, and
-- radians per canvas pixel is exactly this over the frame height
Voxel3D.fovY = cam.fov
local proj = Mat4.perspective(cam.fov, vw / vh,
math.max(1, dist * 0.05), dist * 4 + 4096)
-- the same clip-space Y flip the orbit needs, for the same reason: we
-- bypass LOVE's transform_projection and canvas coordinates run Y down
proj = Mat4.mul(Mat4.scale(1, -1, 1), proj)
-- world up, so the horizon stays level -- a placed camera that rolled
-- with its own pitch would tip the whole arena
return Mat4.mul(proj, Mat4.lookAt(eye, focus, { 0, 1, 0 }))
-- world up by default, so the horizon stays level -- a placed camera
-- that rolled with its own pitch would tip the whole arena. A caller
-- may hand its own up: the first-person BLEND does, because its far
-- end is the orbit, whose up leans with the pitch -- world up at the
-- orbit's steep end degenerates against a straight-down view.
return Mat4.mul(proj, Mat4.lookAt(eye, focus, cam.up or { 0, 1, 0 }))
end
local a = Voxel.angle
@@ -364,11 +511,14 @@ function Voxel3D.viewProjection(cx, cy, vw, vh)
-- the FOV that makes a straight-down camera at `dist` frame exactly `vh`
-- world pixels, which is the framing the flat view already has
local fov = 2 * math.atan(1 / (2 * focal))
Voxel3D.fovY = fov
local focus = { cx, 0, cy }
local eye = { cx, dist * math.cos(a), cy + dist * math.sin(a) }
-- exposed for camera-facing billboards (VoxelScene yaws sprites at it)
Voxel3D.eye = eye
Voxel3D.focus = focus
setLook(eye, focus)
-- perpendicular to the view direction in the YZ plane: north is screen-up
-- when looking straight down, +Y is screen-up when looking level. Never
-- parallel to the view direction, so there is no degenerate a = 0 case.
@@ -386,6 +536,92 @@ function Voxel3D.viewProjection(cx, cy, vw, vh)
return Mat4.mul(proj, Mat4.lookAt(eye, focus, up))
end
-- ------- the horizon
--
-- Where the ground plane's vanishing line lands, in canvas pixels down from the
-- top edge, or nil when this camera has no horizon to find.
--
-- Not a fraction picked by eye. A direction ALONG the ground is a point at
-- infinity, and putting one through the same matrix the geometry is drawn with
-- gives the line every ground plane in the scene converges on -- so the sky's
-- pale end meets the horizon at any pitch, fov, window shape or zoom, and rides
-- the camera tween instead of having to be retuned against it.
--
-- The world CURVE is not in it, and cannot be: it bends distant ground down in
-- the vertex shader, so the ground's apparent edge sits BELOW this line by
-- however much the bend took. What shows in between is the haze the sky's fill
-- already is, which is what a curved-away horizon should look like.
--
-- nil in two cases, both meaning "no horizon in this frame": a camera looking
-- straight down, whose forward direction has no horizontal part to send to
-- infinity, and one whose vanishing line is behind it.
function Voxel3D.horizonY(h)
local m, eye, focus = Voxel3D.vp, Voxel3D.eye, Voxel3D.focus
if not (m and eye and focus and h and h > 0) then return nil end
local dx = focus[1] - eye[1]
local dz = focus[3] - eye[3]
local len = math.sqrt(dx * dx + dz * dz)
if len < 1e-6 then return nil end
dx, dz = dx / len, dz / len
-- a DIRECTION, so its w is zero and the matrix's translation column drops
-- out; the clip-space Y flip is already baked into m, so this comes out in
-- canvas coordinates rather than needing one
local y = m[5] * dx + m[7] * dz
local w = m[13] * dx + m[15] * dz
if w <= 1e-6 then return nil end
return (y / w * 0.5 + 0.5) * h
end
-- ------- the hour's light
--
-- What the scene shader multiplies every surface by (see dayTint in the
-- shader). Set per pass by whoever knows what map is being drawn --
-- VoxelScene for free-roam, BattleScene for the arena -- because "is this
-- outdoors" is the map's question, not this pass's. Neutral until somebody
-- answers it, so a caller that never does draws exactly what it always drew.
Voxel3D.tint = { 1, 1, 1 }
-- The window-glass pass, set the same way and for the same reason: the
-- MASK belongs to the map's tileset (GlassMask.texture) and how lit the
-- panes are belongs to the hour and to being outdoors at all
-- (DayNight.windowLight). nil / 0 -- the defaults -- draw no glass effect.
Voxel3D.glassMask = nil
Voxel3D.glassNight = 0
-- the glint, fed by the camera's TRAVEL rather than by a clock (see
-- VoxelScene.glintStep): the phase is radians already wrapped to 2pi, and
-- the strength is 0 whenever the view has been still for a beat
Voxel3D.glassPhase = 0
Voxel3D.glassGlint = 0
-- The sun or moon disc's place on this camera's canvas, or nil when the
-- body is set, on the southern half of the sky, or behind the camera.
--
-- The direction comes from DayNight (true bearing, squashed elevation) and
-- goes through the SAME matrix the geometry is drawn with, as a point at
-- infinity -- exactly how horizonY finds the vanishing line. So the disc's
-- azimuth is honest: it stands over the point on the horizon its shadows
-- point away from, at every pitch, fov, window shape and zoom.
--
-- Must run after beginScene has set Voxel3D.vp for this frame's camera.
function Voxel3D.skyBody(w, h)
local m = Voxel3D.vp
local b = m and DayNight.body()
if not b then return nil end
local x = m[1] * b.dx + m[2] * b.dy + m[3] * b.dz
local y = m[5] * b.dx + m[6] * b.dy + m[7] * b.dz
local ww = m[13] * b.dx + m[14] * b.dy + m[15] * b.dz
if ww <= 1e-6 then return nil end
local amt, color = DayNight.glow()
return {
x = (x / ww * 0.5 + 0.5) * w,
y = (y / ww * 0.5 + 0.5) * h,
moon = b.moon,
glowAmt = amt,
glowColor = color,
}
end
-- ----------------------------------------------------------------- scene --
-- Begin the 3D pass into a `w` x `h` pixel canvas centred on world
@@ -406,28 +642,58 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
end
if not sh then return false end
local name = slot or "world"
local held = slots[name]
if not (held and held.w == w and held.h == h) then
local slotHeld = slots[name]
if not (slotHeld and slotHeld.w == w and slotHeld.h == h) then
local ok, c = pcall(love.graphics.newCanvas, w, h)
if not ok then return false end
c:setFilter("nearest", "nearest")
if held and held.canvas and held.canvas.release then
pcall(held.canvas.release, held.canvas)
end
held = { canvas = c, w = w, h = h }
slots[name] = held
if slotHeld then releaseSlot(slotHeld) end
-- the depth canvas is sized with its colour, so a window resize
-- reallocates the pair together and they can never disagree
slotHeld = { canvas = c, w = w, h = h, depth = newDepth(w, h) }
slots[name] = slotHeld
end
held = slotHeld
canvas, canvasW, canvasH = held.canvas, w, h
-- a depth buffer is what makes occlusion real: walk behind a building and
-- the building wins, with no y-sorting anywhere
local ok = pcall(love.graphics.setCanvas,
{ canvas, depth = true })
local ok = pcall(love.graphics.setCanvas, depthTarget())
if not ok and held.depth then
-- the readable canvas would not bind; fall back to the internal buffer
-- for the rest of this session rather than losing the whole 3D pass
pcall(held.depth.release, held.depth)
held.depth = nil
ok = pcall(love.graphics.setCanvas, depthTarget())
end
if not ok then
pcall(love.graphics.setCanvas)
return false
end
-- Ahead of the clear, because the sky's bands are placed off the ground
-- plane's vanishing line and that is a property of this matrix.
Voxel3D.vp = Voxel3D.viewProjection(cx, cy, vw, vh)
-- This frame's pixels per WORLD pixel: the size a diorama pixel is on
-- screen. The sky's dither grid is cut to it, and so is the water's --
-- one number, so the two break up on the same checkerboard.
Voxel3D.cell = w / math.max(1, vw or w)
-- and where the sky's bottom edge lands, which is what the reflection
-- reads its bands against (see Water). nil when nothing painted bands.
Voxel3D.skyEdge = (sky and sky.bands)
and Sky.region(h, Voxel3D.horizonY(h)) or nil
if sky then
love.graphics.clear(sky[1], sky[2], sky[3], sky[4] or 1, true, true)
-- The sky goes down here, in the one window in this function where a
-- rectangle is just a rectangle: the depth mode and the scene shader are
-- both set below. Sky.paint puts them aside anyway -- beginScene is not the
-- only thing that has ever left a shader bound.
--
-- w / vw is this frame's pixels per WORLD pixel, which is the size a diorama
-- pixel is on screen: the sky's dither grid is cut to that, so its squares
-- are the same size as the world's own and follow every resize and zoom.
-- The banded sky also hangs the hour's sun or moon (skyBody projects it
-- through this very camera); a flat sky has no bands and hangs nothing.
Sky.paint(w, h, sky, Voxel3D.horizonY(h), Voxel3D.cell,
sky.bands and Voxel3D.skyBody(w, h) or nil)
else
love.graphics.clear(0, 0, 0, 0, true, true)
end
@@ -438,7 +704,6 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
love.graphics.setMeshCullMode("none")
love.graphics.setShader(sh)
love.graphics.setColor(1, 1, 1, 1)
Voxel3D.vp = Voxel3D.viewProjection(cx, cy, vw, vh)
pcall(sh.send, sh, "vp", "row", Voxel3D.vp)
pcall(sh.send, sh, "eye", Voxel3D.eye)
-- the sun's frame, filled by ShadowMap just before this pass opened.
@@ -454,7 +719,7 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
pcall(sh.send, sh, "sunTexel", { texel, texel })
if grid then
pcall(sh.send, sh, "gridDark", VoxelGrid.DARK)
pcall(sh.send, sh, "gridWidth", VoxelGrid.WIDTH)
pcall(sh.send, sh, "gridWidth", VoxelGrid.width())
end
-- ordinary shading until the silhouette pass asks for otherwise. Sent
-- every frame rather than once, because a scene that opened mid-ghost --
@@ -462,6 +727,22 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
-- start out flattening everything it drew.
pcall(sh.send, sh, "ghost", 0)
pcall(sh.send, sh, "ghostColor", Voxel3D.GHOST_COLOR)
-- the hour's light, as the caller last set it (see Voxel3D.tint)
pcall(sh.send, sh, "dayTint", Voxel3D.tint or { 1, 1, 1 })
-- the window glass: the tileset's mask (or the blank -- the sampler is
-- declared either way, and unbound is a driver-dependent crash), how lit
-- the panes are, and the movement-fed glint as the caller last set it
local mask = Voxel3D.glassMask or GlassMask.blank()
if mask then
pcall(sh.send, sh, "glassMask", mask)
local ok, mw, mh = pcall(mask.getDimensions, mask)
pcall(sh.send, sh, "glassSize", { ok and mw or 1, ok and mh or 1 })
end
pcall(sh.send, sh, "glassNight", Voxel3D.glassNight or 0)
pcall(sh.send, sh, "glassPhase", Voxel3D.glassPhase or 0)
pcall(sh.send, sh, "glassGlint", Voxel3D.glassGlint or 0)
-- on until a sprite pass says otherwise, reset per frame like `ghost`
pcall(sh.send, sh, "glassOn", 1)
-- the curved world bends about the camera's focus, so the horizon keeps
-- a fixed distance ahead of the player rather than sitting on the map.
-- A placed camera may decline it outright (Voxel3D.camera.curve = 0).
@@ -558,6 +839,146 @@ function Voxel3D.flatten(color, amount)
end
end
-- ------------------------------------------------------- the water pass --
--
-- A reflective surface has to READ the frame it is being drawn into: the
-- colour of what is standing around it and the depth that says where. Both
-- are attachments of the target this pass is bound to, and a texture cannot
-- be sampled while it is one -- so for the length of the water draw the
-- frame is taken apart:
--
-- the COLOUR is copied to a mirror canvas, which is a texture like any
-- other and is what the reflection samples.
--
-- the DEPTH is simply detached. The water shader does the test itself
-- against the texture (see Water), which is the same comparison the
-- hardware would have made -- what it gives up is depth WRITES, and water
-- is flat, never overlaps itself, and has nothing drawn under it later.
--
-- `paint`, when given, is called with the MIRROR bound and the scene shader
-- set, to add things that must be REFLECTED without being composited yet.
--
-- The characters are the whole reason it exists. Gen 1 draws people over
-- the world and water is world, so the cast has to composite AFTER the
-- water -- but a reflection can only contain what was drawn BEFORE it, and
-- a lake with everyone standing beside it and nobody in it reads as glass.
-- Painting them into the mirror alone settles both: they are in the picture
-- the water reflects and not yet in the picture the water is drawn into.
--
-- They go down depth-TESTED and depth-WRITE-FREE. Tested, so a figure behind
-- a building is behind it in the reflection too; write-free because the very
-- next thing to read that buffer is the water's own depth test, and a cast
-- that had written to it would punch itself out of the water it is standing
-- beside.
--
-- Returns the two textures, or nil when there is nothing to hand over: no
-- readable depth canvas on this driver, or no pass open. A caller that gets
-- nil draws its water like ordinary terrain, which is what this mode always
-- did.
--
-- MUST be paired with endWater, which puts the frame back together.
function Voxel3D.beginWater(paint)
if not (active and canvas and held and held.depth) then return nil end
if not held.mirror then
local ok, c = pcall(love.graphics.newCanvas, held.w, held.h)
if not (ok and c) then return nil end
pcall(c.setFilter, c, "nearest", "nearest")
pcall(c.setWrap, c, "clamp", "clamp")
held.mirror = c
end
love.graphics.setShader()
-- the frame's own depth rides along, so the paint below can test against
-- it; the copy underneath switches the test off rather than detaching it
local ok = pcall(love.graphics.setCanvas,
{ held.mirror, depthstencil = held.depth })
if not ok then
pcall(love.graphics.setCanvas, depthTarget())
return nil
end
love.graphics.setDepthMode("always", false)
-- COLOUR only. The last two arguments are what keep the depth buffer the
-- frame's rather than this canvas's: cleared here, the water's own depth
-- test a few lines later would find nothing in front of anything and every
-- lake would draw straight through the buildings standing in it.
love.graphics.clear(0, 0, 0, 0, false, false)
-- premultiplied over a cleared target is a straight copy: every channel
-- lands exactly as it stood, including the alpha, so the mirror is the
-- frame rather than the frame composited against something
love.graphics.setBlendMode("alpha", "premultiplied")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(canvas)
love.graphics.setBlendMode("alpha")
if paint and activeShader then
love.graphics.setDepthMode("lequal", false)
love.graphics.setShader(activeShader)
pcall(paint)
love.graphics.setShader()
end
love.graphics.setDepthMode()
-- and back to the scene canvas WITHOUT its depth: that texture is about
-- to be read
if not pcall(love.graphics.setCanvas, canvas) then
pcall(love.graphics.setCanvas, depthTarget())
return nil
end
return held.mirror, held.depth
end
-- Put the frame back: depth reattached, depth test and the scene shader as
-- the pass had them. Safe to call after a beginWater that returned nil.
function Voxel3D.endWater()
if not active then return end
pcall(love.graphics.setCanvas, depthTarget())
pcall(love.graphics.setDepthMode, "lequal", true)
love.graphics.setColor(1, 1, 1, 1)
if activeShader then love.graphics.setShader(activeShader) end
end
-- Whether a reflective water pass can run in this frame at all -- there is
-- a depth texture to read. Callers use it to choose between the water
-- shader and an ordinary terrain draw before they start moving canvases.
function Voxel3D.depthReadable()
return (active and held and held.depth) and true or false
end
-- Whether what is drawn next carries the voxel wireframe. false for the
-- length of a draw, true to put it back.
--
-- The wireframe reads a mesh's OWN model space and darkens its integer
-- planes (see VoxelGrid), which is only a wireframe because every mesh in
-- this mode is built ONE UNIT PER VOXEL: terrain in world pixels, a
-- character card in the sprite's own pixels. A mesh whose model space does
-- not mean that gets no wireframe out of the same shader -- it gets
-- whichever of its integer planes happen to fall inside it, which is a
-- stray line rather than a seam.
--
-- So this is not a style switch. It is how a mesh that is not on the voxel
-- grid says so, and the alternative -- rescaling such a mesh until its
-- units happen to be voxels -- would change what it IS to satisfy a
-- shading pass.
--
-- Sent rather than branched because the plain scene shader has no such
-- uniform, and the send simply does not take there -- which is right: with
-- no wireframe compiled in there is nothing to suppress.
function Voxel3D.seams(on)
if not (active and activeShader) then return end
pcall(activeShader.send, activeShader, "gridDark",
on and VoxelGrid.DARK or 0)
end
-- Whether what is drawn next may consult the glass mask. false for the
-- length of a sprite-sheet pass, true to put it back.
--
-- Same shape as seams(), for the same reason: the mask means "this ATLAS
-- texel is window glass", so it is only an answer for meshes textured from
-- the tileset atlas. A sprite sheet's coordinates land wherever they land
-- on it, and at night that painted lamplight stripes down whoever was
-- standing in the wrong part of their own sheet.
function Voxel3D.glass(on)
if not (active and activeShader) then return end
pcall(activeShader.send, activeShader, "glassOn", on and 1 or 0)
end
function Voxel3D.endGhost()
if not active then return end
pcall(love.graphics.setDepthMode, "lequal", true)
@@ -731,16 +1152,27 @@ function Voxel3D.canvas()
return canvas
end
-- The bound canvas's pixel size, for a pass that has to work in screen
-- coordinates (the water's reflection marches in them).
function Voxel3D.size()
return canvasW, canvasH
end
-- Drop the GPU objects (window resize, hot reload).
function Voxel3D.invalidate()
for name, held in pairs(slots) do
if held.canvas and held.canvas.release then
pcall(held.canvas.release, held.canvas)
end
for name, slotHeld in pairs(slots) do
releaseSlot(slotHeld)
slots[name] = nil
end
canvas, canvasW, canvasH = nil, 0, 0
held = nil
ShadowMap.invalidate()
-- the sky is part of this pass and holds a shader of its own
Sky.invalidate()
-- and so does the water, for the same reason
V.require("Water").invalidate()
-- and the glass masks are textures of this context too
GlassMask.invalidate()
end
return Voxel3D
+13
View File
@@ -44,6 +44,19 @@ VoxelGrid.DARK = 0.45
-- 1.0 here is the one-pixel wireframe.
VoxelGrid.WIDTH = 1.0
-- The same width in the CANVAS pixels the shader measures in, which is what
-- every sender of it actually wants.
--
-- The two are the same number until AA renders the pass larger than the
-- window (see AntiAlias): there a canvas pixel is a fraction of a display
-- one, and a width left at 1.0 would come out a half or a quarter of a line
-- after the fold -- the wireframe fading as the smoothing goes up, which
-- reads as one row breaking the other. Scaled, it stays a one-pixel seam and
-- simply gains the antialiasing everything else in the frame just gained.
function VoxelGrid.width()
return VoxelGrid.WIDTH * V.require("AntiAlias").factor()
end
-- where it persists and the rows that cycle it (see ModSetting)
VoxelGrid.setting = ModSetting.new(VoxelGrid.KEY, VoxelGrid.LABEL,
{ false, true }, { "OFF", "ON" })
+511 -51
View File
@@ -1,4 +1,4 @@
-- Voxel world mode: assemble and draw one frame of the 3D scene.
-- Voxel world mode: assemble and draw one frame of the 3D scene.
--
-- World space is world pixels and shares its origin with the 2D paths, so
-- the terrain mesh needs no transform at all and a connected map just
@@ -20,6 +20,11 @@ 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 Water = V.require("Water")
local VoxelGrid = V.require("VoxelGrid")
local DayNight = V.require("DayNight")
local FirstPerson = V.require("FirstPerson")
local PaletteFX = require("src.render.PaletteFX")
local Map = require("src.world.Map")
@@ -49,12 +54,16 @@ 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 +76,78 @@ 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)
local sky = VoxelScene.skyShade(SKY_SHADE, t)
-- outdoors the flat fill follows the CLOCK: it becomes the hour's haze --
-- gold at dusk, navy at night -- so a battle staged on the map at
-- midnight is under a midnight void, not a noon one. Free-roam is
-- unchanged by this: Sky.dress overwrites the fill with the same value.
local haze = Sky.haze()
if haze then sky[1], sky[2], sky[3] = haze[1], haze[2], haze[3] end
return sky
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
@@ -170,6 +215,22 @@ local function frameFor(def, facing, phase, flip)
return frame, mirror
end
-- The facing a pose SHOWS this camera. The flat frames are "how this pose
-- looks from the south", which is where the orbit always stands; a
-- first-person eye stands anywhere, so deep enough into the blend the
-- facing is remapped to how the pose looks from THERE -- walk behind an
-- NPC and their card wears the back sprite. Used by the camera draw and
-- the sun pass BOTH: the card the sun stored and the transform a lit card
-- reads its own shadowing with must describe the same frame, or the
-- mirror-flip half of the pair asks the map about texels the sun filed
-- under the other cheek.
local function viewFacing(p)
if FirstPerson.cardBlend() > 0.5 then
return FirstPerson.apparentFacing(p.facing, p.px + 8, p.py + 8)
end
return p.facing
end
-- FALLBACK ONLY (see castShadows below). Draw one entity's drop shadow as
-- a decal: its current sprite frame as a single quad, flattened onto the
-- ground along the sun line (Voxel3D.shadowMatrix). Runs inside
@@ -192,10 +253,22 @@ end
-- Shared by the solid draw and the silhouette below, so the two can never
-- drift apart -- a silhouette standing anywhere but exactly behind the
-- figure would read as a second character.
--
-- IN FIRST PERSON the card stops leaning and starts TURNING: upright, yawed
-- about its feet to face the eye (cylindrical billboarding). A south-facing
-- card is invisible edge-on to an eye standing east of it, which no orbit
-- camera could ever do and a first-person one does constantly. The blend
-- carries one pose into the other -- the lean eases out as the yaw eases in
-- -- and cardBlend is zero for every camera that is not the first-person
-- rig, the battle's placed shot included, so nothing else moves.
local function billboardMatrix(px, py, y, mirror)
local Voxel = V.require("VoxelState")
local m = Mat4.mul(Mat4.translate(px + 8, y, py + 8),
Mat4.rotateX(Voxel.angle - math.pi / 2))
local b = FirstPerson.cardBlend()
local m = Mat4.translate(px + 8, y, py + 8)
if b > 0 then
m = Mat4.mul(m, Mat4.rotateY(FirstPerson.cardYaw(px + 8, py + 8) * b))
end
m = Mat4.mul(m, Mat4.rotateX((Voxel.angle - math.pi / 2) * (1 - b)))
if mirror then m = Mat4.mul(m, Mat4.scale(-1, 1, 1)) end
return Mat4.mul(m, Mat4.translate(-8, 0, 0))
end
@@ -205,6 +278,50 @@ local function billboardPull()
return VoxelScene.pull(math.max(Voxel.angle, 0.05))
end
-- An authored FIGURE's card -- a person the tileset draws INTO a piece of
-- furniture, cut out by the profile's mask (Structures.buildFigures). It is
-- a sprite, so it gets the sprite treatment: the mesh arrives in its own
-- local space with its feet on y = 0, and this stands it at its drawn
-- position and tips it back by exactly the camera's pitch -- the same
-- pivot-at-the-feet lean billboardMatrix gives a character, so the man on
-- the Pokemon Center couch reads face-on at every tilt like the NPCs
-- around him. No cell centring: unlike a character he is not standing on a
-- cell, he is standing where he was drawn, which may straddle two.
--
-- First person turns him at the eye like the walkers (see billboardMatrix)
-- -- about his own middle, because unlike a character card his local space
-- starts at x = 0 rather than being anchored by a -8 shift, and a yaw about
-- his edge would swing him off his seat. The width rode in on the record
-- for exactly this (ChunkMesher.buildFigureMeshes).
local function figureMatrix(f, offX, offZ)
local Voxel = V.require("VoxelState")
local b = FirstPerson.cardBlend()
local wx, wz = f.wx + (offX or 0), f.wz + (offZ or 0)
local m = Mat4.translate(wx, f.y, wz)
if b > 0 and f.w and f.w > 0 then
local half = f.w / 2
m = Mat4.mul(m, Mat4.translate(half, 0, 0))
m = Mat4.mul(m, Mat4.rotateY(FirstPerson.cardYaw(wx + half, wz) * b))
m = Mat4.mul(m, Mat4.translate(-half, 0, 0))
end
return Mat4.mul(m, Mat4.rotateX((Voxel.angle - math.pi / 2) * (1 - b)))
end
-- What the sun sees: the same card UNLEANED and flattened, exactly as
-- Voxel3D.casterMatrix does it for a character.
local function figureCaster(f, offX, offZ)
return Mat4.mul(
Mat4.translate(f.wx + (offX or 0), f.y, f.wz + (offZ or 0)),
Mat4.scale(1, 1, 0))
end
-- Every figure on `map`, drawn with `draw(mesh, model, caster)`.
local function eachFigure(map, offX, offZ, draw)
for _, f in ipairs(ChunkMesher.figures(map) or {}) do
draw(f.mesh, figureMatrix(f, offX, offZ), figureCaster(f, offX, offZ))
end
end
-- Draw one posed entity. Returns true if 3D geometry carried it, false
-- when nothing could be built and the caller should fall back.
-- `colors` is the 4-color world palette the entity stands under in the SGB
@@ -235,12 +352,13 @@ local function drawEntity(sprite, px, py, facing, phase, flip, gh, colors,
-- drift): lets the leaned-back head win against the wall it leans
-- OVER while a character genuinely BEHIND a building is dozens of
-- pixels deeper and still loses, so real occlusion works.
-- the same card UNLEANED is what the sun saw (castShadows draws
-- exactly this mesh), so that is where each vertex asks whether the
-- light reached it -- see Voxel3D.draw
-- the same card UNLEANED -- and SNUGGED, exactly as the sun stored it
-- (castShadows draws this mesh through ShadowMap.snug) -- is where each
-- vertex asks whether the light reached it; see ShadowMap.snug for why
-- the lookup must match the stored transform to the letter
Voxel3D.draw(mesh, tex, billboardMatrix(px, py, y, mirror),
billboardPull(),
Voxel3D.casterMatrix(px, py, y, mirror))
ShadowMap.snug(Voxel3D.casterMatrix(px, py, y, mirror)))
return true
end
@@ -258,7 +376,7 @@ VoxelScene.drawEntity = drawEntity
-- mesh for it.
local function drawGhost(p)
local def = p.sprite.def
local frame, mirror = frameFor(def, p.facing, p.phase, p.flip)
local frame, mirror = frameFor(def, viewFacing(p), p.phase, p.flip)
local mesh = SpriteBillboards.shadowQuad(def, frame)
if not mesh then return end
local tex = p.sprite:resolveImage()
@@ -331,17 +449,25 @@ function VoxelScene.prefetch(state)
-- crossing demotes the map just left, and it must not vanish from
-- behind the player while its body variant builds; its ring is
-- already masked out under this map's body, so the stand-in is safe.
local terrain = ChunkMesher.request(state.map, false, masks, true)
-- The water surface rides along with whichever variant answers: it was
-- cut out of that build's own geometry (ChunkMesher.pair), so the two
-- always come from the same slot and a lake is never drawn twice or left
-- as a hole.
ChunkMesher.request(state.map, false, masks, true)
local terrain, water = ChunkMesher.pair(state.map, false)
if not terrain then
terrain = ChunkMesher.peek(state.map, true)
terrain, water = ChunkMesher.pair(state.map, true)
end
local nbMesh = {}
local nbMesh, nbWater = {}, {}
for i, nb in ipairs(state.neighbors or {}) do
nbMesh[i] = ChunkMesher.request(nb.map, true)
or ChunkMesher.peek(nb.map, false)
ChunkMesher.request(nb.map, true)
nbMesh[i], nbWater[i] = ChunkMesher.pair(nb.map, true)
if not nbMesh[i] then
nbMesh[i], nbWater[i] = ChunkMesher.pair(nb.map, false)
end
end
Voxel.ready = terrain ~= nil
return terrain, nbMesh
return terrain, nbMesh, water, nbWater
end
-- Capture every entity's pose for this frame. pose() advances the hop /
@@ -379,12 +505,219 @@ local function posesOf(state, spriteColors)
gh = groundAt(state.map, e.cellX, e.cellY),
lift = e.py - vy, colors = colors,
}
if e == state.player then me = posed[#posed] end
if e == state.player then
me = posed[#posed]
-- marked so the camera draw can leave the card out in first
-- person, where it would fill the lens from inside; the SUN pass
-- reads the same list and deliberately does not check the mark
me.isPlayer = true
end
end
end
return posed, me
end
-- ------- the glint's drive
--
-- A reflection is something the VIEWPOINT does, so the window glint is fed
-- by the camera's own travel rather than by a clock: its phase advances
-- with distance covered and its strength fades in over a few steps of
-- walking and back out within a beat of standing still. Stand still and
-- the glass is still; move and the light crosses it.
-- The rate is slow on purpose: the sweep pattern lives in the pane's own
-- texels (see the scene shader), so this is a FRACTION of a texel per world
-- pixel walked -- one full pass of the glint across a pane per eight or so
-- cells of travel, with no frame ever jumping it far enough to strobe.
VoxelScene.GLINT_RATE = 0.05 -- radians of sweep per world pixel travelled
VoxelScene.GLINT_IN = 0.12 -- strength gained per moving frame
VoxelScene.GLINT_OUT = 0.08 -- and lost per resting frame
function VoxelScene.glintStep(g, cx, cy)
local dist = 0
if g.x then
dist = math.abs(cx - g.x) + math.abs(cy - g.y)
end
g.x, g.y = cx, cy
g.phase = ((g.phase or 0) + dist * VoxelScene.GLINT_RATE) % (2 * math.pi)
if dist > 0.05 then
g.amp = math.min(1, (g.amp or 0) + VoxelScene.GLINT_IN)
else
g.amp = math.max(0, (g.amp or 0) - VoxelScene.GLINT_OUT)
end
return g
end
local glint = {}
-- ------- the cast
--
-- Everybody standing on the map: the walkers, and the authored FIGURES the
-- tileset draws into its own furniture (they ARE characters as far as the
-- artwork is concerned, just ones drawn by the tileset instead of by a
-- sprite sheet, so they get the same lean and the same camera-ward pull).
--
-- One function because it is drawn TWICE and the two must be identical: once
-- into the frame, and once into the water's reflection copy (see drawWater --
-- Gen 1 draws people over the world, and water is world, so the cast cannot
-- be composited before the water it has to appear in).
--
-- Characters carry no wireframe out here, whatever the V-GRID row says. The
-- seams are what makes the WORLD read as built out of voxels, and the people
-- walking around in it are the one thing that should read as drawn instead --
-- a grid over a 16x16 sprite lands a line every couple of display pixels and
-- turns a face into a mesh. (The battle pass makes the opposite call for its
-- own combatants, deliberately -- see BattleBillboard.)
--
-- Sprite sheets until the figure pass: their texture coordinates mean
-- nothing to the tileset-shaped glass mask, so the glass is off or the
-- panes' atlas positions stripe the cast with lamplight at night.
local function drawCast(state, posed, atlasFor)
Voxel3D.glass(false)
Voxel3D.seams(false)
-- Characters, normally depth-tested: the camera-ward pull inside
-- drawEntity resolves the lean-over-the-wall-in-front case, and a
-- character genuinely behind a building is far deeper and loses the
-- test, so buildings and trees really occlude.
--
-- In first person two of them change: the player's own card is left out
-- (the eye is standing in it), and every other card wears the frame its
-- pose SHOWS this eye (viewFacing) rather than the one it shows the
-- south. Both run through here, so the water's reflection copy -- drawn
-- by this same function -- agrees with the frame to the pixel.
local hideMe = FirstPerson.hidePlayer()
for _, p in ipairs(posed) do
if not (p.isPlayer and hideMe) then
drawEntity(p.sprite, p.px, p.py, viewFacing(p), p.phase, p.flip, p.gh,
p.colors, p.lift)
end
end
-- back on for everything textured from the atlas again -- figures, grass
-- and flowers all sample it, where the mask's coordinates are honest
Voxel3D.glass(true)
-- Figures after the walkers, so a player standing in front of the couch
-- wins the overlap -- the order the flat game draws them in.
local figPull = billboardPull()
eachFigure(state.map, 0, 0, function(mesh, model, caster)
Voxel3D.draw(mesh, atlasFor(state.map), model, figPull,
ShadowMap.snug(caster))
end)
for _, nb in ipairs(state.neighbors or {}) do
eachFigure(nb.map, nb.ox, nb.oy, function(mesh, model, caster)
Voxel3D.draw(mesh, atlasFor(nb.map), model, figPull,
ShadowMap.snug(caster))
end)
end
-- and the seams are back on for the terrain art that follows: grass and
-- flowers are the world's own drawing, not people
Voxel3D.seams(true)
end
-- ------- the water pass
--
-- Between the terrain and everything that stands on it, because water is a
-- MIRROR and a mirror can only reflect what is already down: the ground, the
-- shoreline, the trees and buildings behind it, and the sky the frame opened
-- with.
--
-- THE CAST IS THE AWKWARD ONE, and it is settled by drawing it twice. Gen 1
-- draws people over the world and water is world, so a surfing player has to
-- composite OVER the water they are sitting on -- which puts them after it,
-- and a reflection can only hold what came before it. So `cast` is painted
-- into the reflection copy alone (Voxel3D.beginWater), where it is in the
-- picture the water reflects and not yet in the picture the water is drawn
-- into. Both draws go through drawCast, so they cannot come out different.
--
-- The ray march finds them the honest way round: a sprite is not in the
-- DEPTH buffer at that point, so a ray aimed at one passes through to the
-- terrain standing behind it and reads the copy there -- where the sprite is
-- already painted. The reflection lands a hair off the sprite's own depth
-- and exactly on its colour, which at a lake's worth of ripple is the same
-- picture.
--
-- `draws` is a list of { mesh, texture, model }. Nothing is a special case:
-- with the row OFF, no depth texture to read, or a shader that would not
-- build, the same meshes go through the ordinary scene shader and come out
-- as the flat animated water this mode always drew.
-- The overworld's alone: the staged battle draws its water plain, always --
-- its placed camera reads this pass wrong, and a stage set wants painted
-- water anyway (see BattleScene, where the choice is argued).
-- ------- and why the flat draw happens FIRST while the world is curved
--
-- The reflective pass writes no depth -- it cannot, the depth canvas is
-- detached for the length of it so the shader can READ it -- and it does its
-- own depth test against that texture instead. That test asks whether
-- something opaque is in front, and it answers correctly for every case but
-- one: WATER IN FRONT OF WATER. Nothing puts water in the depth buffer, so
-- no lake can hide another, and the pass simply paints them in mesh order.
--
-- On a flat world that never matters: every surface lies in the one plane
-- at its own recessed height, and a farther sheet always lands farther down
-- the screen. THE WORLD CURVE ENDS THAT. The bend drops the world by the
-- square of its distance, so the far side of the map swings down and back
-- up into the near field of view -- and a sheet of sea a hundred and fifty
-- tiles away, drawn later in the same mesh, paints straight over the pond
-- at the player's feet. Not a reflection of the far shore: the far shore
-- itself, rasterised on top of the water in front of you.
--
-- So WHILE THE CURVE IS ON, the meshes go down flat first, through the
-- ordinary scene shader with depth writes on, and the reflective pass draws
-- over the top of what survived: the depth buffer now holds the water
-- surface, so the pass's own test throws the far sheet away, and the
-- reflection COPY holds it too, so a ray grazing another part of the lake
-- reads water rather than the void behind it.
--
-- With the curve OFF the prepass is not just unnecessary, it is a LIABILITY,
-- and it stays off -- the reflective pass tests only against terrain, as it
-- always did. Painting the surface into the depth texture turns the pass's
-- test into a comparison of the surface against ITSELF, which asks the two
-- rasterisations to agree to within interpolation error -- and on mobile
-- GPUs they don't reliably (that fight is what put the Android port back on
-- flat water). Confined to the curve there is no regression to reach: the
-- flat world never had the far-shore bug in the first place.
function VoxelScene.drawWater(draws, cast)
-- prepass only under the bend; see the header
local curved = (Voxel3D.curveK or 0) > 0
if curved then
for _, d in ipairs(draws) do
Voxel3D.draw(d[1], d[2], d[3])
end
end
local plain = not curved
if Water.enabled() and Voxel3D.depthReadable() then
local mirror, depth = Voxel3D.beginWater(cast)
local w, h = Voxel3D.size()
local ok = mirror and depth and Water.begin({
reflect = mirror, depth = depth,
vp = Voxel3D.vp, eye = Voxel3D.eye, curve = { Voxel3D.curveX or 0,
Voxel3D.curveZ or 0,
Voxel3D.curveK or 0 },
screen = { w, h }, cell = Voxel3D.cell, fov = Voxel3D.fovY,
skyEdge = Voxel3D.skyEdge, grid = VoxelGrid.enabled(),
lookFlat = Voxel3D.lookFlat, descent = Voxel3D.descent,
})
if ok then
for _, d in ipairs(draws) do
Water.draw(d[1], d[2], d[3])
end
Water.finish()
plain = false
end
-- Unconditionally, and OUTSIDE the success branch: beginWater unbinds
-- the shader and the depth mode BEFORE it can discover it cannot go on,
-- so a frame that bails halfway through has to be put back together
-- exactly like one that succeeded -- otherwise every pass after it runs
-- with no shader and no depth test.
Voxel3D.endWater()
end
-- the fallback flat draw -- unless the curve's prepass already put the
-- same meshes down, in which case a bailed frame is already whole
if plain then
for _, d in ipairs(draws) do
Voxel3D.draw(d[1], d[2], d[3])
end
end
end
-- A stamp of everything the sun pass depends on. Nothing in it moving
-- means the shadow map it produced last frame is still exactly right, and
-- redrawing the whole world from the sun would buy nothing -- which is
@@ -406,6 +739,16 @@ local function shadowSignature(terrain, nbMesh, posed, cx, cy, vw, vh)
-- standing perfectly still
put(vw); put(vh)
put(math.floor((V.require("VoxelState").angle or 0) * 512))
-- the sun itself: the cycle swings the shear as the clock runs, and a map
-- lit from somewhere new must be redrawn from there too. Quantised by the
-- rig's own step (DayNight.rigTime), so a running cycle redraws the map a
-- few times a minute rather than every frame.
put(math.floor(ShadowMap.KX * 128))
put(math.floor(ShadowMap.KZ * 128))
-- and the first-person head: the box is fitted around wherever it looks
-- and the sprite cards swap frames as it circles them, so a turn on the
-- spot re-fits and redraws exactly like a camera move ("" outside 1ST)
put(FirstPerson.signature())
put(tostring(terrain))
for i = 1, #nbMesh do put(tostring(nbMesh[i])) end
for _, p in ipairs(posed) do
@@ -429,7 +772,7 @@ end
-- left out on purpose: thousands of tufts would cast a speckle no bigger
-- than the pixels it lands on, at the cost of the mesh being drawn twice.
local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
atlasFor)
atlasFor, water, nbWater)
if not ShadowMap.available() then return end
local sig = shadowSignature(terrain, nbMesh, posed, cx, cy, vw, vh)
if not ShadowMap.stale(sig) then return end
@@ -440,24 +783,59 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
ShadowMap.draw(nbMesh[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
-- The water surface, which the terrain mesh no longer carries (it is its
-- own reflective pass now -- see Water). The sun still has to see it, or
-- the map the light records has a hole at every lake and the frustum's
-- far plane answers for the surface a shoreline tree's shadow falls on.
ShadowMap.draw(water, atlasFor(state.map), nil)
for i, nb in ipairs(state.neighbors or {}) do
ShadowMap.draw(nbWater and nbWater[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
-- flower billboards live outside the terrain mesh (they draw after the
-- characters, pulled -- see render), but the sun still sees them: a
-- handful of cutouts per meadow, unlike the grass left out below
ShadowMap.draw(ChunkMesher.flowers(state.map), atlasFor(state.map), nil)
-- handful of cutouts per meadow, unlike the grass left out below.
-- Every thin card from here down is SNUGGED toward the sun along its own
-- ray (ShadowMap.snug) so its shadow keeps contact with its feet instead
-- of starting a bias-width away.
ShadowMap.draw(ChunkMesher.flowers(state.map), atlasFor(state.map),
ShadowMap.snug(nil))
for _, nb in ipairs(state.neighbors or {}) do
ShadowMap.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
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)
ShadowMap.draw(mesh, atlasFor(state.map), ShadowMap.snug(caster))
end)
for _, nb in ipairs(state.neighbors or {}) do
eachFigure(nb.map, nb.ox, nb.oy, function(mesh, _, caster)
ShadowMap.draw(mesh, atlasFor(nb.map), ShadowMap.snug(caster))
end)
end
for _, p in ipairs(posed) do
local def = p.sprite.def
local frame, mirror = frameFor(def, p.facing, p.phase, p.flip)
-- viewFacing, exactly as the camera draw picks it (see viewFacing for
-- why the two passes must agree): in first person the sun's card
-- swaps frame as the eye circles, which costs a redraw the signature
-- already charges for (FirstPerson.signature) and keeps a card from
-- fringing against a mirror-flipped record of itself
local frame, mirror = frameFor(def, viewFacing(p), p.phase, p.flip)
local mesh = SpriteBillboards.shadowQuad(def, frame)
if mesh then
ShadowMap.draw(mesh, p.sprite:resolveImage(),
Voxel3D.casterMatrix(p.px, p.py, p.gh + (p.lift or 0),
mirror))
ShadowMap.snug(
Voxel3D.casterMatrix(p.px, p.py, p.gh + (p.lift or 0),
mirror)))
end
end
ShadowMap.sprites(false)
ShadowMap.finish(sig)
end
@@ -467,12 +845,31 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
-- return nil: the engine keeps the 2D path for the frame and
-- Voxel.ready holds the camera tween at flat, so the switch waits
-- invisibly instead of freezing or tilting an empty stage.
local terrain, nbMesh = VoxelScene.prefetch(state)
local terrain, nbMesh, water, nbWater = VoxelScene.prefetch(state)
if not terrain then return nil end
local cam = state.camera
local cx, cy = cam.x + vw / 2, cam.y + vh / 2
-- the hour's light, before anything is cast or drawn: point the shared
-- rig at the clock (or at noon, indoors -- a cave at midnight is exactly
-- as dark as a cave at noon) and set the tint the scene shader multiplies
-- every surface by. A CANOPY map (Viridian Forest) is the case between:
-- the rig stays at noon and no sky is painted, but the hour's tint still
-- falls through the leaves -- night reaches a forest floor.
local outdoor = state.map.def and Map.isOutdoor(state.map.def) or false
DayNight.applyRig(outdoor)
Voxel3D.tint = DayNight.tint(outdoor or DayNight.isCanopy(state.map))
-- and the window glass: the tileset's own panes (found in its art --
-- GlassMask), lit after dark. Outdoors only, like everything the clock
-- touches, which also keeps any pane-shaped art in an interior tileset
-- from picking up a glint.
local GlassMask = V.require("GlassMask")
Voxel3D.glassMask = outdoor and GlassMask.texture(state.map.tileset) or nil
Voxel3D.glassNight = outdoor and DayNight.windowLight() or 0
local g = VoxelScene.glintStep(glint, cx, cy)
Voxel3D.glassPhase, Voxel3D.glassGlint = g.phase, g.amp
local function atlasFor(map)
return TerrainAtlas.forMap(map, modeColors(paletteFor, map))
end
@@ -485,7 +882,24 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
end
local posed, me = posesOf(state, spriteColors)
castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh, atlasFor)
-- The first-person rig, built (or blended) for this frame and handed to
-- Voxel3D BEFORE either pass runs: the sun's box is fitted around this
-- camera, and every card matrix asks it which way to turn. With the
-- blend fully out the call clears the placed camera and the orbit is
-- exactly what it always was. The scene centre it returns walks from
-- the orbit's view centre into the head, so the curve's focus and the
-- depth reference follow the camera actually in charge.
local fpRig, fpCx, fpCy = FirstPerson.frame(me, cx, cy, vw, vh)
if fpRig then cx, cy = fpCx, fpCy end
-- The sun's box, pushed along the first-person look so it covers the
-- ground THIS camera sees (a no-op at blend zero): the orbit's fit
-- reaches far north and barely south, which is right for every rung
-- but a head free to face south.
local shCx, shCy = FirstPerson.shadowCenter(cx, cy, vh)
castShadows(state, terrain, nbMesh, posed, shCx, shCy, vw, vh, atlasFor,
water, nbWater)
if not Voxel3D.beginScene(w, h, cx, cy, vw, vh, skyFor(state.map)) then
return nil
@@ -507,12 +921,45 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
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,
drawShadow(p.sprite, p.px, p.py, viewFacing(p), 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).
--
-- 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 }
end
for i, nb in ipairs(state.neighbors or {}) do
if nbWater and nbWater[i] then
waterDraws[#waterDraws + 1] = { nbWater[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy) }
end
end
-- the cast goes into the reflection copy only -- see drawWater for why it
-- cannot be composited yet and why it is drawn through the same function
-- the real pass below uses
if #waterDraws > 0 then
VoxelScene.drawWater(waterDraws, function()
drawCast(state, posed, atlasFor)
end)
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
-- the panes' atlas positions stripe the cast with lamplight at night
Voxel3D.glass(false)
-- The player's silhouette goes down BEFORE the characters, so the only
-- thing it can meet in the depth buffer is the WORLD -- terrain, buildings,
-- trees. Drawn after the solid pass it would meet the player's own card
@@ -520,20 +967,30 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
-- wrote it, so the silhouette would paint over the player at all times.
-- Every character then draws on top as usual, which leaves the silhouette
-- showing in exactly one situation: where the world hides them.
if me then
--
-- Not in first person: the card it silhouettes is the one the camera is
-- standing inside, and "the world is in front of the player" is every
-- wall the player faces.
if me and not FirstPerson.hidePlayer() then
Voxel3D.beginGhost()
drawGhost(me)
Voxel3D.endGhost()
end
-- characters, normally depth-tested: the camera-ward pull inside
-- Characters carry no wireframe out here, whatever the V-GRID row says.
-- The seams are what makes the WORLD read as built out of voxels, and
-- the people walking around in it are the one thing that should read as
-- drawn instead -- a grid over a 16x16 sprite lands a line every couple
-- of display pixels and turns a face into a mesh. (The battle pass makes
-- the opposite call for its own combatants, deliberately: that is a
-- staged shot rather than the world being walked around in -- see
-- BattleBillboard.)
--
-- Characters, normally depth-tested: the camera-ward pull inside
-- drawEntity resolves the lean-over-the-wall-in-front case, and a
-- character genuinely behind a building is far deeper and loses the
-- test, so buildings and trees really occlude.
for _, p in ipairs(posed) do
drawEntity(p.sprite, p.px, p.py, p.facing, p.phase, p.flip, p.gh,
p.colors, p.lift)
end
drawCast(state, posed, atlasFor)
-- tall grass last, pulled camera-ward exactly as far as the characters
-- were (same per-vertex shader bias, so grass never drifts either):
-- relative depth between a walker and the tuft row south of their feet
@@ -558,11 +1015,14 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
-- ON, while the nearest flower of the cell south (+20) stays in front
-- and keeps overdrawing their feet.
local fpull = math.max(0, pull - 8 * math.sin(math.max(Voxel.angle, 0.05)))
-- flowers are snugged casters too, so they read their own shadowing
-- through the same snugged transform the sun stored them with
Voxel3D.draw(ChunkMesher.flowers(state.map), atlasFor(state.map), nil,
fpull)
fpull, ShadowMap.snug(nil))
for _, nb in ipairs(state.neighbors or {}) do
Voxel3D.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), fpull)
Mat4.translate(nb.ox, 0, nb.oy), fpull,
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
return Voxel3D.endScene()
+25 -3
View File
@@ -32,8 +32,18 @@ local Voxel = {}
-- Its ANGLE is 35 degrees, the same as the rung of that name. The duplicate
-- in the table is deliberate: the ladder is a list of what each rung LOOKS
-- like, and two rungs may look the same while meaning different things.
Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75 }
Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75" }
--
-- 1ST is the other rung that is more than an angle: the camera steps off its
-- orbit entirely and stands in the player's own eyes (lib/FirstPerson.lua),
-- with free look and free movement. Its ANGLE entry is 75 -- the orbit rung
-- it hands over from -- because the tween in and out of first person starts
-- from whatever the orbit shows, and the lowest rung is the one a dive into
-- a head should start from. Everything angle-derived (the sky's fade, the
-- billboard lean the blend eases away) reads that 75 while the first-person
-- rig owns the actual camera.
Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75, 75 }
Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75",
"1ST (EXPERIMENTAL)" }
Voxel.MAX_LEVEL = #Voxel.ANGLES_DEG - 1
-- the rung FULL sits on, so nothing has to hunt for it by label
@@ -43,6 +53,13 @@ function Voxel.isFull(level)
return (level or Voxel.level) == Voxel.FULL_LEVEL
end
-- the rung the first-person camera sits on, likewise
Voxel.FP_LEVEL = 6
function Voxel.isFirstPerson(level)
return (level or Voxel.level) == Voxel.FP_LEVEL
end
-- ------- what the hotkey walks
--
-- The ANGLE rungs only, with FULL left out. The key is a display-mode
@@ -51,7 +68,12 @@ end
-- mid-walk, would silently turn the blur to maximum and flatten the horizon
-- with no indication that a keypress had done so. FULL stays on the OPTIONS
-- row, which is where a preset that changes other rows belongs.
Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5 } -- OFF, 15, 35, 50, 75
--
-- 1ST is on the path: it changes the camera and only the camera, which is
-- exactly what the key promises -- and the key is also the way back OUT of
-- first person on a keyboard, where the mouse is captured and the OPTIONS
-- menu is a trip.
Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5, 6 } -- OFF, 15, 35, 50, 75, 1ST
-- The rung a press moves to from `level`.
--
+1380
View File
File diff suppressed because it is too large Load Diff
+341 -31
View File
@@ -23,9 +23,16 @@
-- the engine's TILT mode -- is engine plumbing driven by the records
-- below. This file declares; lib/ draws.
--
-- Nothing here reaches collision, movement, triggers or scripts. Voxel
-- mode is purely presentational: it changes what the world LOOKS like and
-- nothing about what it IS.
-- Voxel mode is presentational: it changes what the world LOOKS like and
-- nothing about what it IS. ONE rung is the deliberate exception. 1ST --
-- the first-person camera -- replaces the grid WALK with a free,
-- camera-relative one while it is selected (lib/FreeMove.lua), because a
-- head you can steer with a mouse demands feet that go where it looks.
-- Even there the game is untouched: the walk asks the engine's own
-- collision the same questions a grid step asks, keeps the player's
-- logical cell synced, and fires the engine's own landing pipeline per
-- cell crossed -- warps, encounters, ledges, gates and scripts all run
-- exactly as themselves. Step off the rung and the grid walk is back.
local mod = ...
@@ -78,6 +85,13 @@ local ChunkMesher = V.require("ChunkMesher")
local VoxelGrid = V.require("VoxelGrid")
local WorldCurve = V.require("WorldCurve")
local OverworldBattle = V.require("OverworldBattle")
local BattleExit = V.require("BattleExit")
local DayNight = V.require("DayNight")
local DayTint = V.require("DayTint")
local Water = V.require("Water")
local AntiAlias = V.require("AntiAlias")
local FirstPerson = V.require("FirstPerson")
local FreeMove = V.require("FreeMove")
-- Forward declaration: the voxel pipeline's update hook (registered below)
-- calls this, and it is defined further down with the settings it drives.
@@ -157,6 +171,16 @@ mod.content.render_pipelines:register("voxel", {
-- would fight anyone who changed one deliberately.
applyFull(level)
Voxel.update(dt, level)
-- the first-person head, on the same tick: its blend in and out of the
-- orbit, the mouse capture lifecycle, and the frame's stick-rate look.
-- Unconditional like Voxel.update, because the blend has to keep easing
-- OUT after the rung is left
FirstPerson.update(dt)
-- the day/night clock, on the same always-running tick: Pipelines.update
-- runs whatever the level, so time passes with the mode off, through
-- battles and menus, and a CYCLE evening falls mid-fight exactly as it
-- would mid-walk
DayNight.update(dt)
-- The overworld battle rides this hook rather than owning a pipeline of
-- its own, because it owns no pass of the FRAME: it draws under a battle
-- screen the engine composites, which is not a stage the registry has.
@@ -194,20 +218,34 @@ mod.content.render_pipelines:register("voxel", {
-- a magnified low-res image, while the FX closures keep drawing in
-- world-pixel units.
local sw, sh = sceneSize(ctx)
local canvas = VoxelScene.render(ctx.state, sw, sh,
-- With AA on, the whole pass runs into a canvas BIGGER than the window
-- and is folded back down at the end (see AntiAlias). Nothing between
-- these two lines knows: every pass in the frame measures itself in the
-- canvas it was handed, so the sky's dither, the water's march and the
-- camera itself all come out the same picture at a higher sample rate.
local rw, rh = AntiAlias.expand(sw, sh)
local canvas = VoxelScene.render(ctx.state, rw, rh,
ctx.vw, ctx.vh, ctx.paletteFor)
if not canvas then return nil end -- fall back to the 2D path
if Voxel3D.beginOverlay() then
-- the FX closures are ordinary 2D draws sized in DISPLAY pixels, and
-- they are drawing into the supersampled canvas alongside everything
-- else -- so the scale goes up with it, or the "!" bubble lands the
-- right place at half the size. project() already answers in canvas
-- pixels, so only the scale needs saying.
ctx.drawFx(function(wx, wy) return Voxel3D.project(wx, 0, wy) end,
ctx.scale)
ctx.scale * AntiAlias.factor())
Voxel3D.endOverlay()
end
return canvas
-- and back to the window's own size, which is what the engine composites
-- one canvas pixel to one display pixel. A pass-through when AA is off.
return AntiAlias.resolve(canvas, sw, sh, "world")
end,
invalidate = function()
Voxel3D.invalidate()
OverworldBattle.invalidate()
AntiAlias.invalidate()
ChunkMesher.invalidate() -- no map id = every cached mesh
end,
})
@@ -274,23 +312,99 @@ applyFull = function(level)
-- the horizon flat. The curve bends the world away from a walking player,
-- which fights a fixed diorama framing
WorldCurve.setting:setIndex(1, Game)
-- and the water reflecting everything it can: FULL is the diorama at its
-- most photographed, and a lake with the sky and the shoreline in it is
-- most of what makes the model read as being outdoors
Water.setting:setIndex(1, Game)
-- and the view fitted to the window
opts.zoom = 0
Zoom.applyOptions(opts)
-- battles on the map too: FULL means the whole mode, and a fight is where
-- half of it is spent. Set rather than forced -- the row is gone from the
-- menu while FULL is on, but a save that already had it off gets it on.
-- half of it is spent. Set and then LET GO of -- unlike the rows above, both
-- battle rows stay on the menu under FULL (see the rows hook), so this is
-- where the preset puts them and not where they are held.
OverworldBattle.setting:setIndex(1, Game)
-- with both mons out there on it: BACK SPRITES keeps the player's own on the
-- menu, which is the one part of the old screen FULL is least about. Set the
-- same way, and changed back on the same row a keypress later.
OverworldBattle.backSetting:setIndex(1, Game)
-- and the battle screen the staged fight is composed for. WIDE re-lays that
-- screen out on a 304x144 surface, which moves every anchor the arena camera
-- is solved against (OverworldBattle.forceOG); FULL has just switched staged
-- fights on, so the layout follows them.
OverworldBattle.forceOG(Game)
-- and the sky on the clock on the wall: FULL pins DAYTIME to SYNC. Unlike
-- the rest of the preset this one IS held, not just set -- the row is off
-- the menu while FULL owns it (the rows hook below), so a value changed
-- under it could never be seen or changed back.
DayNight.forceSync(Game)
if Game.writeOptions then pcall(Game.writeOptions, Game) end
end
-- Whether a fight can be staged on the map, as far as the OPTIONS menu is
-- concerned: the 3D-BTL row, and nothing else.
--
-- It used to answer yes under FULL as well, on the grounds that FULL owned
-- that row and switched it on. FULL no longer owns it -- the row stays on the
-- menu under FULL and can be switched off there (see the rows hook) -- so that
-- clause would now claim staged battles for a preset the player had just
-- turned them off inside, pinning BATTLE LAYOUT to OG for a fight that is
-- never staged. The row is the only thing that decides, which is what every
-- other reader of this setting already believed: OverworldBattle.begin and
-- wantsFront both gate on enabled() alone.
--
-- Deliberately NOT gated on Voxel3D.available(): the engine offers a
-- pipeline's row whether or not the hardware can run it (Pipelines.rows), so
-- this mode's rows say ON on a machine without a depth buffer too, and a menu
-- that claims 3D battles are on must not also offer the layout they cannot be
-- drawn in.
local function stagedBattles()
return OverworldBattle.enabled()
end
local SETTINGS = {
{ VoxelGrid.setting, "One-pixel wireframe along every voxel edge." },
{ WorldCurve.setting,
"Bend the world down over the horizon, Animal Crossing style." },
{ Water.setting,
"Reflections on water. FULL adds screen-space reflections of the "
.. "shoreline, the trees and the buildings behind it; SKY is the sky, "
.. "the sun and the moon alone, which is most of the look for a "
.. "fraction of the cost." },
-- `full` marks a row FULL does not take away. FULL owns the diorama's own
-- knobs; what a battle is drawn over, and how it is framed, are not that.
{ OverworldBattle.setting,
"Fight on the map: the battle draws over the nearest clear ground, "
.. "shot over the shoulder with a slow parallax drift." },
.. "shot over the shoulder with a slow parallax drift.",
full = true },
-- Only offered while a fight can actually be staged on the map: with 3D-BTL
-- off the engine draws the classic screen, which is this row's ON already,
-- and a row that no longer decides anything is worse than no row.
{ OverworldBattle.backSetting,
"Keep your own Pokemon on the battle menu, seen from behind in its "
.. "original slot, instead of standing it on the map facing the foe. "
.. "The foe is still out there on its own tile.",
when = function() return stagedBattles() end, full = true },
{ DayNight.setting,
"What time it is outdoors: pin the sky to DAY, NIGHT, DUSK or DAWN, "
.. "let CYCLE run it -- ten minutes of sun, ten of moon, with the "
.. "shadows, the sky and the light following -- or SYNC it to the "
.. "clock on the wall, so Kanto's evening falls when yours does." },
-- Marked `full` for the opposite reason the battle rows are: this is not a
-- knob on the look at all, it is what the look COSTS. FULL is a preset for
-- the diorama, not a licence to spend four times the fill rate on the
-- machine it happens to be running on, so it neither sets this nor takes
-- the row away -- the player decides what their hardware can carry, from
-- inside FULL like anywhere else.
{ AntiAlias.setting,
"Smooth the stair-stepped edges of the 3D world -- roof ridges, ledge "
.. "lips, a tree against the sky -- by rendering the diorama larger than "
.. "the window and folding it back down. Every edge in the picture "
.. "softens with them, the tileset's own texels included, so the diorama "
.. "reads smoother rather than sharper. 2X costs half again as many "
.. "pixels in each direction and 4X twice, which makes this the most "
.. "expensive row in the mod.",
full = true },
}
local schema = {}
@@ -306,6 +420,7 @@ mod.options:define(schema)
-- 6 T-SHIFT cycle the blur ladder (was 9)
-- 7 V-CURVE cycle the horizon bend (new)
-- 8 3D-BTL toggle overworld battles (new)
-- 9 WATER cycle the water reflections (new; 9 was T-SHIFT's old key)
--
-- Only 6 arrives by the documented route. Game:keypressed answers the
-- engine's own display keys FIRST and returns -- 2 COLORS, 3 TILT, 4 ZOOM,
@@ -320,9 +435,12 @@ mod.options:define(schema)
-- AND the engine's TILT on the same press.
--
-- Consequences worth being explicit about: while this mod is enabled, TILT
-- (3) and GBC FX (5) are unreachable by key. Both are still reachable on
-- the OPTIONS menu, and TILT is the one this mode supersedes anyway -- the
-- registry already forces it off whenever a world pipeline takes the pass.
-- (3) and GBC FX (5) are unreachable by key -- and unreachable on the OPTIONS
-- menu too, where both rows are taken away and both values held at zero (see
-- pinEngineFx). Nothing is being hidden that still does something: TILT is the
-- flat fake of what this mode does for real, the registry already forces it
-- off whenever a world pipeline takes the pass, and GBC FX is a full-screen
-- present pass over the top of the diorama. Uninstalling puts both back.
--
-- Everything the engine does around a pipeline hotkey has to happen here
-- too, so the work is DELEGATED rather than reimplemented: Pipelines.hotkey
@@ -335,6 +453,7 @@ local HOTKEYS = {
["5"] = VoxelGrid.setting,
["7"] = WorldCurve.setting,
["8"] = OverworldBattle.setting,
["9"] = Water.setting,
}
do
@@ -384,15 +503,20 @@ do
return
end
elseif Pipelines.canToggle("voxel", top, self.overworld) then
-- All three answer to the voxel pass's own free-roam gate --
-- All four answer to the voxel pass's own free-roam gate --
-- borrowed from the registry rather than restated, so a press
-- mid-warp or mid-cutscene is refused for the wireframe exactly when
-- it would be for the mode itself. Two of them parameterise that
-- pass; the third (3D-BTL) decides what a battle is drawn over, and
-- it would be for the mode itself. Three of them parameterise that
-- pass; the fourth (3D-BTL) decides what a battle is drawn over, and
-- wants the same gate for a different reason: the answer is read
-- when the fight starts, so flipping it from inside one would be a
-- switch that appeared to do nothing.
claim:cycle(self)
-- 8 is one of the two ways staged battles get switched on, and they
-- pin BATTLE LAYOUT to OG (see the rows hook). The other keys
-- parameterise the pass and leave the layout alone; the guard answers
-- for all of them, so nothing here has to know which key it was.
if stagedBattles() then OverworldBattle.forceOG(self) end
return
end
end
@@ -425,10 +549,12 @@ local function insertGrouped(out, extra)
return out
end
-- FULL owns every one of those settings, so while it is selected they are
-- taken off the menu rather than left to be changed under it -- including
-- T-SHIFT, which is a pipeline row the engine put there. A row that no
-- longer decides anything is worse than no row.
-- FULL owns the settings that describe the LOOK, so while it is selected those
-- are taken off the menu rather than left to be changed under it -- including
-- T-SHIFT, which is a pipeline row the engine put there. A row that no longer
-- decides anything is worse than no row.
--
-- The battle rows are the exception and they stay; see the rows hook.
local function dropRow(out, id)
for i = #out, 1, -1 do
if type(out[i]) == "table" and out[i].id == id then table.remove(out, i) end
@@ -436,17 +562,87 @@ local function dropRow(out, id)
return out
end
-- ------- TILT and GBC FX are gone while this mod is installed
--
-- Both fight the diorama, and both were already half-taken: the mode's own key
-- (3) forces them off on every press, and the registry switches TILT off
-- whenever a world pipeline takes the pass. What was left was two rows the
-- player could set and watch get reverted -- TILT is the flat fake of what
-- this mode does for real, and GBC FX is a full-screen present pass over the
-- top of the whole thing.
--
-- So they come OFF the menu, and are HELD at zero rather than merely dropped.
-- Hiding a live setting is a trap: a save written before the mod was installed
-- can carry TILT 3, and a row that is not there is a row that cannot turn it
-- back off. Pinned wherever the value could have arrived from -- the menu
-- opening, a save being loaded or begun -- so there is no route by which one
-- of them is on and unreachable.
--
-- Everything they did is still reachable: uninstall the mod and both rows are
-- back, at whatever they were last set to.
local function pinEngineFx(game)
game = game or require("src.core.Game")
local opts = game and game.save and game.save.options
local Tilt = require("src.render.Tilt")
local GBCFX = require("src.render.GBCFX")
local changed = false
if opts then
changed = (opts.tilt or 0) ~= 0 or (opts.gbcfx or 0) ~= 0
opts.tilt, opts.gbcfx = 0, 0
end
pcall(Tilt.setLevel, 0)
pcall(GBCFX.setLevel, 0)
if changed and game.writeOptions then pcall(game.writeOptions, game) end
end
-- call next() first and decorate what comes back, so every other mod's
-- rows survive this one
mod.hooks:wrap("ui.options.rows", function(next, game, rows)
local out = next(game, rows)
if type(out) ~= "table" then return out end
local Pipelines = require("src.render.Pipelines")
if Voxel.isFull(Pipelines.level("voxel")) then
return dropRow(out, "pipeline:tiltshift")
-- ahead of every branch below, including FULL's early return: these two are
-- off the menu whatever else this mod is or is not doing
pinEngineFx(game)
dropRow(out, "tilt")
dropRow(out, "gbcfx")
-- BATTLE LAYOUT is the ENGINE's row, and this is the one place the mod takes
-- one away. While a fight can be staged on the map, OG is the only layout it
-- can be composed in (OverworldBattle.forceOG), so the value is pinned there
-- and the row comes off the list on the same reasoning as the rows FULL owns:
-- a row that no longer decides anything is worse than no row. Nothing is
-- lost by switching 3D-BTL off -- the row is back, WIDE and all, on the same
-- keypress.
if stagedBattles() then
OverworldBattle.forceOG(game)
dropRow(out, "battleLayout")
end
local full = Voxel.isFull(Pipelines.level("voxel"))
if full then
-- FULL owns the rows that PARAMETERISE the diorama -- the wireframe, the
-- horizon bend, the blur, the hour -- so those come off the menu and
-- DAYTIME is held at SYNC while its row is unreachable.
DayNight.forceSync(game)
dropRow(out, "pipeline:tiltshift")
end
local extra = {}
for _, entry in ipairs(SETTINGS) do extra[#extra + 1] = entry[1]:row() end
for _, entry in ipairs(SETTINGS) do
-- Two things decide whether a row is offered.
--
-- FULL: a preset that owns the look, so the rows that describe the look go
-- with it. The BATTLE rows are not that -- 3D-BTL decides what a fight is
-- drawn OVER and BACK SPRITES how it is framed, and neither is a knob on
-- the diorama FULL is a preset for. FULL still SETS them on arrival (see
-- applyFull); it does not hold them, so leaving them on the menu is the
-- difference between a preset and a lock.
--
-- And a row whose own switch is off the table this frame (BACK SPRITES,
-- which needs a staged fight to be about) is left off with it. The mod
-- manager's page carries every one of them either way.
local offered = (entry.full or not full)
and (not entry.when or entry.when())
if offered then extra[#extra + 1] = entry[1]:row() end
end
return insertGrouped(out, extra)
end)
@@ -457,6 +653,15 @@ mod.events:on("mod.options_changed", function(payload)
for _, entry in ipairs(SETTINGS) do
if payload.key == entry[1].key then entry[1]:sync(payload.value) end
end
-- 3D-BTL switched on from the manager's page pins BATTLE LAYOUT exactly as
-- the OPTIONS row does. The manager persists its own value; this is the one
-- that has to follow it.
if stagedBattles() then OverworldBattle.forceOG() end
-- and DAYTIME changed from the manager's page while FULL owns it snaps
-- straight back to SYNC -- the OPTIONS row is hidden, but the manager's is
-- not, and FULL's pin must hold against both
local Pipelines = require("src.render.Pipelines")
if Voxel.isFull(Pipelines.level("voxel")) then DayNight.forceSync() end
end)
-- ------- keeping the geometry in step with the world
@@ -539,7 +744,7 @@ mod.events:on("map.reloaded", function(payload)
if mapId then ChunkMesher.invalidate(mapId) end
end)
-- ------- FULL takes rows off the menu, so the menu has to notice
-- ------- rows come and go, so the menu has to notice
--
-- OptionsMenu builds its row list ONCE, when it is opened, and then reads
-- that list every frame. So stepping the VOXEL row onto or off FULL changed
@@ -547,25 +752,40 @@ end)
-- settings FULL owns stayed visible until the menu was closed and reopened,
-- and a player who stepped off FULL could not see the rows come back.
--
-- Rebuilt in place, and only on a step that crosses FULL: every other rung
-- returns the same list, and rebuilding on all of them would rerun every
-- mod's ui.options.rows hook once per keypress. The cursor is clamped rather
-- than reset, so it stays on the VOXEL row it was just used on instead of
-- jumping to the top when the list below it shortens.
-- Rebuilt in place, and only on a step that changes the LIST: crossing FULL,
-- or toggling 3D-BTL, which is the other row that owns one (BATTLE LAYOUT).
-- Every other rung returns the same list, and rebuilding on all of them would
-- rerun every mod's ui.options.rows hook once per keypress. The cursor is
-- clamped rather than reset, so it stays on the row it was just used on
-- instead of jumping to the top when the list below it shortens.
do
local OptionsMenu = require("src.ui.OptionsMenu")
if not OptionsMenu.dramaticShapeFullHook then
local Pipelines = require("src.render.Pipelines")
local inner = OptionsMenu.update
local function idAt(menu, index)
local row = menu.rows and menu.rows[index or 1]
return type(row) == "table" and row.id or nil
end
function OptionsMenu:update(dt)
local before = Pipelines.level("voxel")
local hadBattles = OverworldBattle.enabled()
local wasOn = idAt(self, self.index)
inner(self, dt)
local after = Pipelines.level("voxel")
if after ~= before
and (Voxel.isFull(before) or Voxel.isFull(after)) then
local crossedFull = after ~= before
and (Voxel.isFull(before) or Voxel.isFull(after))
if crossedFull or OverworldBattle.enabled() ~= hadBattles then
local rebuilt = OptionsMenu.new(self.game)
self.rows = rebuilt.rows
-- Follow the row the cursor was ON rather than the slot it was in:
-- 3D-BTL takes BATTLE LAYOUT off the list ABOVE itself, which would
-- otherwise slide the cursor onto the row under the one just used.
for i = 1, #self.rows do
if wasOn and idAt(self, i) == wasOn then self.index = i; break end
end
local cancel = #self.rows + 1
if (self.index or 1) > cancel then self.index = cancel end
end
@@ -583,6 +803,32 @@ end
-- so this file keeps naming every engine seam the mod touches.
OverworldBattle.install()
-- ------- the first-person rung's inputs and its walk
--
-- 1ST needs two things no other rung does, and each is a named seam:
--
-- FirstPerson.install claims the LOOK inputs the engine ignores: the right
-- stick's axes (Game:gamepadaxis passes them to Input, which returns early
-- on anything but the left pair), relative mouse motion (love.mousemoved --
-- there is no Game handler to wrap; the engine's own callback only feeds
-- the mouse-as-touch debug path, which stays untouched), the mouse buttons
-- while the cursor is captured (A and B -- there is no cursor to click UI
-- with), and any touch that lands off the overlay's controls (a drag on
-- open screen is the look; the d-pad and buttons still go to
-- TouchControls, whose own d-pad finger is also read back analog as the
-- move vector). Every wrap forwards whatever it does not claim, and claims
-- only while 1ST is actually driving.
--
-- FreeMove.install wraps OverworldState:handleInput -- the one choke point
-- where the grid walk reads the pad, and the same seam the engine's own
-- Cycling Road pull lives behind. While 1ST drives, the walk is continuous
-- and camera-relative; the player's logical cell stays synced and every
-- per-cell consequence still runs through the engine's own machinery
-- (onStepComplete, checkEdgeExit, checkLedgeHop, checkBoulderPush). The
-- file argues the whole arrangement.
FirstPerson.install()
FreeMove.install()
-- The overworld's own pushBattle is the choke point for a wild encounter or
-- a trainer, and it is wrapped. A battle that arrives some other way -- a
-- link battle, a script pushing a BattleState directly -- reaches this
@@ -620,7 +866,71 @@ mod.events:on("battle.ended", function()
OverworldBattle.finish()
end)
mod.exports.version = "1.1.1"
-- ------- and the way back out
--
-- The engine wipes INTO a battle with one of the original's eight transitions
-- and cuts straight OUT of it. That cut is between two very different cameras
-- in this mode, so while voxel mode is on the battle fades out, closes behind
-- the black, and the map fades up. The two seams it needs -- BattleState:finish
-- and Renderer:endFrame -- and the reasoning for each live in lib/BattleExit.lua.
--
-- Declared as a transitions record rather than a constant in that file, so the
-- fade is retunable in data exactly like the eight wipes it answers, and a total
-- conversion can make it as long or as short as its own pacing wants.
mod.content.transitions:register(BattleExit.ID, {
frames = BattleExit.FRAMES,
})
BattleExit.install()
-- ------- and the hour on the flat world
--
-- The clock reaches the diorama through the voxel shader's own tint uniform,
-- which the 2D tile path never runs -- so with the mode off, the same evening
-- that fell on the diorama left the flat world at permanent noon. One clock,
-- two worlds, one of them ignoring it. DayTint paints the same multiply over
-- the composited flat world, between the world blit and the UI blit; the
-- reasoning for that exact instant is in the file.
DayTint.install()
-- ------- what time it is
--
-- The cycle's clock rides the SAVE SLOT (save.modData, via mod.save): what
-- time it is in Kanto is a fact about that journey, like where the player is
-- standing. Written on the engine's save.writing event -- the moment before
-- the bytes hit disk -- and read back whenever a save is opened or begun. A
-- save with no clock in it starts at day; that is DayNight.restore's
-- fallback, and also the DAYTIME row's own default.
mod.events:on("save.writing", function()
DayNight.store()
end)
mod.events:on("save.loaded", function()
DayNight.restore()
-- a save written before this mod was installed can carry TILT or GBC FX
-- switched on, and their rows are not there to switch them back off (see
-- pinEngineFx). Answered here rather than only when the menu opens, so a
-- player who never opens it is not left playing under one.
pinEngineFx()
end)
mod.events:on("save.created", function()
DayNight.restore()
pinEngineFx()
end)
-- The engine's own time-of-day seam. OverworldState:timeOfDay() is an
-- eternal "DAY" until a mod answers here; answering it hands the period to
-- the map.palette hook (ctx.tod) and music.select, so a palette or music
-- pack keyed to night works with this mod's clock for free. next() first: a
-- mod loaded before this one that already moved the time keeps its answer.
mod.hooks:wrap("world.tod", function(next, tod, ctx)
local out = next(tod, ctx)
if out ~= tod then return out end
return DayNight.tod()
end)
mod.exports.version = "1.5.0"
-- exposed so a companion mod can pin its own tiles' shapes or read the
-- camera without reaching into this mod's file layout
mod.exports.lib = V
+4 -3
View File
@@ -1,12 +1,12 @@
{
"id": "DRAMATIC_SHAPE",
"name": "Dramatic Shape Voxel Mod",
"version": "1.1.1",
"version": "1.5.0",
"api": 2,
"entry": "main.lua",
"profile": "content",
"category": "GRAPHICS",
"game_version": "0.0.0-dev || >=0.1.28 <2.0.0",
"game_version": "0.0.0-dev || >=0.1.37 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
@@ -15,5 +15,6 @@
"engine_internals"
],
"affects_link": false,
"description": "A full 3D diorama overworld: extruded terrain, depth-buffered occlusion, voxel characters and a tilt-shift miniature pass -- and battles fought on the map itself, shot over the shoulder at the nearest clear ground with a slow parallax drift and a depth-of-field pass. Registers two render pipelines and claims hotkeys 3, 5, 6, 7 and 8 -- 3 and 5 displace the engine's TILT and GBC FX keys, both still reachable on the OPTIONS menu. Presentational only: it changes what a battle is drawn over, never where anybody stands."
"description": "A full 3D diorama overworld: extruded terrain, depth-buffered occlusion, voxel characters and a tilt-shift miniature pass -- and battles fought on the map itself, shot over the shoulder at the nearest clear ground with a slow parallax drift and a depth-of-field pass. Water reflects the sky, the sun, the moon and -- through a screen-space ray march -- the shoreline standing behind it. Registers two render pipelines and claims hotkeys 3, 5, 6, 7, 8 and 9 -- 3 and 5 displace the engine's TILT and GBC FX keys, both still reachable on the OPTIONS menu. Presentational only: it changes what a battle is drawn over, never where anybody stands.",
"github": "DramaticShape/DramaticShapeVoxelMod"
}
+16 -5
View File
@@ -11,32 +11,43 @@ return {
"with VOXEL on, the overworld draws as 3D geometry instead of flat tiles",
"occlusion comes from a depth buffer rather than a y-sort, so buildings really hide what is behind them",
"with 3D-BTL on, a battle draws over the map's nearest clear ground instead of over a white field",
"the battle's text box and menu are frosted glass over that ground rather than an opaque white slab, on the same panels the HUDs sit on",
"the map's NPCs are culled for the length of a battle, so the wipe plays over an empty map",
"a battle's letterbox voids go black rather than white, because the battle canvas is no longer white",
"VOXEL and the engine's TILT are mutually exclusive -- turning one on switches the other off",
"hotkeys 3 and 5 are taken over from the engine's TILT and GBC FX; both remain on the OPTIONS menu",
"the VOXEL key (3) turns TILT and GBC FX off on every press -- both fight the diorama, and 3 is now the only key that reaches either",
"the engine's TILT and GBC FX rows are taken OFF the OPTIONS menu and held at off for as long as this mod is installed -- TILT is the flat fake of what this mode does for real, GBC FX is a full-screen pass over the top of it; uninstalling puts both rows back",
"hotkeys 3 and 5 are taken over from those two, which have no key and no row while this is loaded",
"on the 1ST rung ONLY, the grid walk is replaced by free camera-relative movement: collision, warps, ledges, encounters and scripts still run through the engine's own machinery, and every other rung leaves movement untouched",
"on the 1ST rung the mouse cursor is captured for free look; left click is A, right click is B, and any touch off the overlay's controls drags the view",
},
added = {
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees)",
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees / 1ST, a first-person camera with free look and free movement)",
"T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur",
"V-GRID on hotkey 5 and V-CURVE on hotkey 7",
"WATER on hotkey 9 (FULL / SKY / OFF, FULL by default): the water surface becomes a field of pixel-tall voxel columns rising and falling as waves, reflecting the sky, the sun, the moon and the cast standing beside it -- and, on FULL, the shoreline, trees and buildings behind it, by a screen-space ray march",
"3D-BTL on hotkey 8 (ON / OFF, on by default), battles fought on the world map",
"BACK SPRITES options row (OFF / ON, off by default), which keeps your own Pokemon on the battle menu in its classic slot while the foe stands out on the map",
"a day/night clock that reaches the flat 2D overworld as well as the diorama -- outdoor maps only, and only when the hour is not midday",
"an over-the-shoulder battle camera on a slow parallax orbit, with a depth-of-field pass that holds both mons sharp",
"a sky behind the diorama at the 75-degree rung, outdoor maps only, coloured by the active palette mode",
"a hand-authored tile shape profile (data/voxel_heights.lua) a mod can extend",
},
known = {
"needs shader and depth-canvas support; without them the rows still cycle but the world stays 2D and battles draw plainly",
"water reflections additionally need a READABLE depth canvas; a driver without one draws the flat animated water this mode always drew",
"WATER on FULL ray-marches the depth buffer per water pixel, so a map that is mostly sea costs real fill rate on a weak GPU -- SKY is the same look minus the ray march, and OFF is the flat water",
"a screen-space reflection can only reflect what is in the frame: a tree just off the top edge is not in the water below it, and a ray that runs off the side fades into the sky rather than ending on a line",
"a map with no 3x6 clearing falls back to a 1x4 one, and a map with neither draws the plain battle screen",
"the arena is where the CAMERA goes -- nobody is moved, so a fight staged across the map is a shot of that ground, not a trip to it",
"the battle backdrop renders at the GB's 160x144 to match the pics composited over it, so it is chunkier than the free-roam pass",
"menus and cutscenes are unaffected -- outside a battle the mode only draws the free-roam overworld",
"terrain meshes are cached per map, so the first frame after entering a large map costs a build",
"1ST needs the 3D pass like every rung; without it the level still persists but the world stays 2D and the grid walk stays in charge",
"in 1ST, scripted walks, ledge hops and spinner slides play out as the grid moves they are, with the camera riding along; free control resumes when they land",
"rooms have no ceilings, so a first-person look over an interior wall shows the void the diorama always had behind it",
},
},
credits = {
{ who = "pret/pokered", for_ = "the tile and sprite data the geometry is derived from" },
},
compat = { engine = ">=0.1.28 <2.0.0", modApi = 2 },
compat = { engine = ">=0.1.37 <2.0.0", modApi = 2 },
}
+195
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-- Driver: one scene, once per rung of the AA row.
--
-- The AA row is the one setting in this mod whose whole effect is a pixel
-- wide, so it is also the one that cannot be judged from a description. This
-- renders the SAME frame at each rung and writes one PNG per rung; put two of
-- them side by side, magnified, and the row is either doing something or it
-- is not.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/aa_shots.lua \
-- SHOT_DIR=<dir> lovec.exe .
--
-- knobs (env):
-- SHOT_DIR output directory (created if missing) (default "shots/aa")
-- AA_MAP map id (default VIRIDIAN_CITY)
-- AA_SPOT "x,y[,facing]" (default 20,26,up)
-- AA_RUNG the voxel camera rung (default 5, the 75 one)
--
-- The scene defaults to a town at the LOW camera on purpose: roof ridges, the
-- diagonal of a fence and a tree's silhouette against the sky are the edges
-- that stair-step, and 75 degrees is the rung that puts the most of them at an
-- angle to the pixel grid.
--
-- Determinism matters here for the same reason it does in voxel_shots_ab: the
-- three shots differ ONLY by the row under test, or comparing them means
-- nothing. The clock is pinned, the animated tile slots are frozen, the
-- townsfolk are stopped where they stand, and the tilt-shift is held at zero
-- (a gaussian over the frame would smear away the very edges being looked at).
--
-- Nothing here writes the player's options: the row is moved with
-- ModSetting:sync, which moves the cached index and persists nothing.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local OverworldState = require("src.world.OverworldController")
local ROOT = os.getenv("SHOT_DIR") or "shots/aa"
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[aa] DRAMATIC_SHAPE mod not loaded -- nothing to shoot")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local AntiAlias = V.require("AntiAlias")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
local ShadowMap = V.require("ShadowMap")
local MAP = os.getenv("AA_MAP") or "VIRIDIAN_CITY"
local SPOT = os.getenv("AA_SPOT") or "20,26,up"
local RUNG = math.floor(tonumber(os.getenv("AA_RUNG")) or 5)
local sx, sy, sf = SPOT:match("^(%-?%d+),%s*(%-?%d+),?%s*(%a*)$")
sx, sy = tonumber(sx) or 20, tonumber(sy) or 26
if sf == "" then sf = "up" end
OverworldState.rollEncounter = function() return nil end
local NPC = require("src.world.NPC")
if not NPC.dramaticShapeAaFreeze then
local inner = NPC.update
function NPC:update(...)
self.frozen = true
return inner(self, ...)
end
NPC.dramaticShapeAaFreeze = true
end
pcall(love.math.setRandomSeed, 20260801)
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function cameraStill()
local o = game.overworld
local c = o and o.camera
if not c then return true end
local lx, ly, held = nil, nil, 0
for _ = 1, 300 do
if c.x == lx and c.y == ly then
held = held + 1
if held >= 10 then return true end
else
held = 0
lx, ly = c.x, c.y
end
U.wait(1)
end
return false
end
-- The camera PITCH, which is the one that caught this driver out. The tween
-- runs on wall-clock dt and Voxel.t reaching 1 is not the same instant the
-- angle stops moving, so the first shot of a run came out at 67 degrees
-- while the two after it were at 75 -- three frames that differ by the
-- camera, in a comparison whose entire subject is a pixel.
local function angleStill()
local last, held = nil, 0
for _ = 1, 600 do
if Voxel.angle == last then
held = held + 1
if held >= 10 then return true end
else
held = 0
last = Voxel.angle
end
U.wait(1)
end
return false
end
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
angleStill()
cameraStill()
-- the sun map is only redrawn when its inputs move, and the AA row is not
-- one of them -- so force one pass at the settled camera rather than
-- comparing a frame against a map fitted a few hundredths of a pixel ago
if ShadowMap.forget then ShadowMap.forget() end
U.wait(20)
end
DayNight.setting:sync("day")
U.teleport(game, MAP, sx, sy, sf)
Pipelines.setLevel("voxel", RUNG)
Pipelines.setLevel("tiltshift", 0)
-- Warm up before the FIRST shot, not just between them.
--
-- Neighbour maps are requested from inside the render itself
-- (VoxelScene.prefetch), so an empty build queue right after a teleport
-- means "nothing has been asked for yet", not "everything is here". The
-- first capture of a run came out with the map beyond Viridian missing --
-- a whole tree line absent from one frame of a three-way comparison, which
-- looks exactly like the row under test doing something enormous. Settling
-- twice lets the first render request the neighbourhood and the second
-- drain it.
settle()
settle()
local shots, missed = 0, 0
for _, samples in ipairs({ 0, 2, 4 }) do
AntiAlias.setting:sync(samples)
settle()
-- AA_TRACE=1 prints the state each shot was taken in. When two shots of a
-- run disagree by more than the row could account for, this is what says
-- which input moved -- it is how the camera-tween and the neighbour-mesh
-- settles above were both found.
if os.getenv("AA_TRACE") == "1" then
local Voxel3D = V.require("Voxel3D")
local o = game.overworld
local cw, chh = Voxel3D.size()
print(("[aa] trace samples=%d angle=%.6f fov=%.6f cell=%.4f canvas=%dx%d cam=(%.3f,%.3f) eye=(%.2f,%.2f,%.2f) factor=%.4f")
:format(samples, Voxel.angle or -1, Voxel3D.fovY or -1,
Voxel3D.cell or -1, cw or 0, chh or 0,
o and o.camera and o.camera.x or -1,
o and o.camera and o.camera.y or -1,
(Voxel3D.eye or {})[1] or 0, (Voxel3D.eye or {})[2] or 0,
(Voxel3D.eye or {})[3] or 0, AntiAlias.factor()))
end
local path = ("%s/aa_%d.png"):format(ROOT, samples)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then
f:close()
shots = shots + 1
print(("[aa] %s samples=%d"):format(path, samples))
else
missed = missed + 1
print("[aa] capture did not reach disk: " .. path)
end
end
-- left where it was found, so a run cannot leak a rung into the next one
AntiAlias.setting:sync(0)
print(("[aa] %d shots into %s (%d failed to reach disk)")
:format(shots, ROOT, missed))
end
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-- Scratch driver: shots of the Bike Shop showroom, for the bicycle
-- voxelization. Two viewpoints -- the north wall (the two bikes drawn
-- INTO the wall band) and the showroom floor (the six standing bikes).
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/bike_shop_shots.lua \
-- SHOT_DIR=.scratchpad/bikes AB_TAG=before lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/bikes")
.. "/" .. (os.getenv("AB_TAG") or "before")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[bike] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
-- cells: wall bikes ride cell row 0 (tile cols 1-3 and 6-8); the six
-- floor bikes stand in cell columns 0 and 2, rows 1-2 and 4-5
local SCENES = {
{ x = 2, y = 2, face = "up", label = "wall" },
{ x = 3, y = 3, face = "up", label = "room" },
{ x = 2, y = 4, face = "left", label = "floor" },
{ x = 3, y = 6, face = "up", label = "wide" },
-- the two toolboxes, cells (6,6) and (7,7)
{ x = 5, y = 6, face = "right", label = "tools" },
{ x = 6, y = 4, face = "down", label = "tools2" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
U.teleport(game, "BIKE_SHOP", s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[bike] capture missed: " .. path) end
end
end
print(("[bike] %d shots into %s"):format(shots, ROOT))
end
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-- Scratch driver: shots of Bill's desk, for the `bills_desk`
-- voxelization. The desk fills cells (1,4) and (2,4) of Bill's house
-- with its chair in the walkable cell (1,5) below it, so these are the
-- angles you can actually stand at: head-on from the floor two cells
-- south, and from either flank.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/bills_desk_shots.lua \
-- SHOT_DIR=.scratchpad/billsdesk AB_TAG=after lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/billsdesk")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[bills] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
local SCENES = {
{ x = 1, y = 6, face = "up", label = "headon" },
{ x = 2, y = 6, face = "up", label = "headon_e" },
{ x = 4, y = 5, face = "left", label = "east" },
{ x = 0, y = 5, face = "right", label = "west" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
U.teleport(game, "BILLS_HOUSE", s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[bills] capture missed: " .. path) end
end
end
print(("[bills] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end
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-- Scratch driver: shots of the Celadon chief's house, for the display
-- cabinet and long table voxelizations. Three viewpoints -- the
-- cabinet rank along the north wall, the long table in the middle of
-- the room, and a wide shot with both in frame.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/chief_house_shots.lua \
-- SHOT_DIR=.scratchpad/chief AB_TAG=after lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/chief")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[chief] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
-- the cabinets occupy cells 2..5 of rows 0-1; the long table cells
-- 2..5 of rows 3-4; the player walks rows 2 and 5
local SCENES = {
{ x = 3, y = 2, face = "up", label = "cabinets" },
{ x = 5, y = 2, face = "up", label = "bookcase" },
{ x = 3, y = 5, face = "up", label = "table" },
{ x = 1, y = 5, face = "right", label = "wide" },
-- the same rank on CELADON_MANSION_1F, where it stands against the
-- interior partition and the grids start on an ODD tile row
{ map = "CELADON_MANSION_1F", x = 2, y = 4, face = "up",
label = "mansion1f" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
U.teleport(game, s.map or "CELADON_CHIEF_HOUSE", s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[chief] capture missed: " .. path) end
end
end
print(("[chief] %d shots into %s"):format(shots, ROOT))
end
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-- Driver: screenshot the day/night cycle.
--
-- One vantage (Pallet Town, VOXEL 75) through every pinned phase, two
-- mid-blend moments of the running cycle, a battle staged under the night
-- sky, and a room at midnight -- which must look exactly like a room at
-- noon, because indoors the clock does not reach.
--
-- SHOT_DIR=.scratchpad/daynightcycle POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/daynight_shots.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/daynightcycle"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local exports = game.mods and game.mods.exports
local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib
if not lib then
U.log("DRAMATIC_SHAPE is not loaded -- enable it and run again")
return
end
local DayNight = lib.require("DayNight")
local function setTime(value, clock)
DayNight.setting:sync(value)
if clock then DayNight.clock = clock end
DayNight.update(0)
end
U.teleport(game, "PALLET_TOWN", 12, 10, "up")
-- straight to the top rung, whatever the persisted options say: pressing
-- the key would walk the ladder RELATIVE to wherever a previous run left it
local Pipelines = require("src.render.Pipelines")
Pipelines.setLevel("voxel", 5)
U.wait(150) -- let the camera ease over and the meshes land
-- ------- the four pins, one vantage
for _, phase in ipairs({ "day", "dawn", "dusk", "night" }) do
setTime(phase)
U.wait(30) -- a couple of rig steps + palette settle
U.shot(game, ("%s/10_pin_%s.png"):format(DIR, phase))
end
-- ------- the running cycle, mid-blend
setTime("cycle", 560) -- day leaning into dusk
U.wait(10)
U.shot(game, DIR .. "/20_cycle_day_into_dusk.png")
setTime("cycle", 645) -- dusk falling into night
U.wait(10)
U.shot(game, DIR .. "/21_cycle_dusk_into_night.png")
-- ------- golden hour on open ground, long shadows
U.teleport(game, "ROUTE_1", 8, 12, "up")
U.wait(120)
setTime("cycle", 555) -- low western sun, shadows long and eastward
U.wait(30)
U.shot(game, DIR .. "/30_route1_low_sun.png")
-- ------- a fight staged under the night sky
setTime("night")
game.save.party = game.save.party or {}
if #game.save.party == 0 then
game.save.party[1] = Pokemon.new(game.data, "CHARIZARD", 45)
end
-- any real trainer class: the dataset's ids vary by merge, so take the
-- first one in stable order rather than guessing a name
local classes = {}
for id, rec in pairs(game.data.trainers) do
if type(id) == "string" and id:sub(1, 1) ~= "_"
and type(rec) == "table" and rec.parties and rec.parties[1] then
classes[#classes + 1] = id
end
end
table.sort(classes)
local battle = classes[1] and BattleState.newTrainer(game, classes[1], 1)
if battle then
battle.onFinish = function() end
game.overworld:pushBattle(battle)
U.wait(70)
for _ = 1, 14 do U.tap(game, "a"); U.wait(8) end
U.shot(game, DIR .. "/40_night_battle.png")
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(10)
end
-- ------- and a room, where midnight must change nothing
setTime("night")
if game.data.maps.REDS_HOUSE_1F then
U.teleport(game, "REDS_HOUSE_1F", 4, 4, "down")
U.wait(90)
U.shot(game, DIR .. "/50_indoor_at_night.png")
end
-- ------- the forest, where only the TINT of it reaches: night falls
-- through the canopy, but there is no sky and the noon light stays put
setTime("night")
if game.data.maps.VIRIDIAN_FOREST then
U.teleport(game, "VIRIDIAN_FOREST", 17, 20, "up")
U.wait(120)
U.shot(game, DIR .. "/51_forest_night.png")
setTime("day")
U.wait(30)
U.shot(game, DIR .. "/52_forest_day.png")
end
setTime("day")
U.log("done -- " .. DIR)
end
File diff suppressed because it is too large Load Diff
+159
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-- Scratch driver: shots of the 1ST (first-person) rung -- the rig standing
-- in the player's head, billboards yawing to face it, the sky meeting the
-- horizon, the shadow box following the look, water seen from eye level,
-- and an interior with its figures.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/fp_shots.lua \
-- SHOT_DIR=.scratchpad/fpshots lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/fp")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[fp] DRAMATIC_SHAPE mod not loaded")
return love.event.quit()
end
local V = handle.lib
local FirstPerson = V.require("FirstPerson")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
local DayNight = V.require("DayNight")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 0
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if FirstPerson.blend >= 1 and Voxel.ready
and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
-- Teleport to the nearest WALKABLE cell: a guessed coordinate inside a
-- building footprint buries the eye in the geometry, which is what the
-- first cut of every Pallet shot did.
local function place(mapId, x, y)
U.teleport(game, mapId, x, y, "down")
local ow = game.stack:top()
local map = ow and ow.map
if not map or map:isWalkableCell(x, y) then return end
for r = 1, 8 do
for dy = -r, r do
for dx = -r, r do
if math.max(math.abs(dx), math.abs(dy)) == r then
local cx, cy = x + dx, y + dy
if map:inBounds(cx, cy) and map:isWalkableCell(cx, cy) then
U.teleport(game, mapId, cx, cy, "down")
print(("[fp] (%d,%d) not walkable; standing at (%d,%d)")
:format(x, y, cx, cy))
return
end
end
end
end
end
end
-- yaw is a world bearing: 0 south, pi/2 east, pi north, -pi/2 west
local SCENES = {
-- Pallet Town, mid-street: houses, the lab, NPCs -- the town seen
-- from inside it, in each compass direction plus a diagonal
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi, label = "pallet_north" },
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = 0, label = "pallet_south" },
{ map = "PALLET_TOWN", x = 9, y = 7, yaw = math.pi / 2, label = "pallet_east" },
{ map = "PALLET_TOWN", x = 9, y = 7, yaw = 3 * math.pi / 4,
label = "pallet_diag" },
-- the shoreline: water at eye level, which is where the battle pass
-- says a low placed camera reads the reflection wrong -- the shot
-- decides whether 1ST keeps it
{ map = "PALLET_TOWN", x = 9, y = 12, yaw = 0, label = "pallet_water" },
-- looking up: the sky's bands and the horizon line
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
pitch = -math.rad(25), label = "pallet_skyward" },
-- and down: the ground, the feet-level shadow
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
pitch = math.rad(45), label = "pallet_down" },
-- Route 1: grass rows and ledges from inside them
{ map = "ROUTE_1", x = 10, y = 28, yaw = math.pi, label = "route1_north" },
-- an interior: the Center's counter, machines and couch figures
{ map = "VIRIDIAN_POKECENTER", x = 3, y = 5, yaw = math.pi,
label = "center_north" },
{ map = "VIRIDIAN_POKECENTER", x = 6, y = 4, yaw = -math.pi / 2,
label = "center_west" },
}
local shots = 0
for _, s in ipairs(SCENES) do
place(s.map, s.x, s.y)
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
Pipelines.setLevel("tiltshift", 0)
settle()
FirstPerson.yaw = s.yaw
FirstPerson.pitch = s.pitch or FirstPerson.PITCH_DEFAULT
U.wait(20)
if U.shot(game, ("%s/%s.png"):format(ROOT, s.label)) then
shots = shots + 1
end
end
-- one mid-blend shot: step the ladder onto 1ST from 75 and catch the
-- dive halfway
place("PALLET_TOWN", 13, 14)
Pipelines.setLevel("voxel", 5)
settle()
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
for _ = 1, 300 do
if FirstPerson.blend >= 0.5 then break end
U.wait(1)
end
if U.shot(game, ROOT .. "/blend_mid.png") then shots = shots + 1 end
-- ------- the free walk, exercised
--
-- Hold forward with the head yawed off-grid and confirm the player
-- GLIDES: the position moves along the look direction, lands off the
-- 16px grid (which no grid step can do), and the logical cell follows.
place("PALLET_TOWN", 13, 14)
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
settle()
local ow = game.stack:top()
local p = ow.player
FirstPerson.yaw = 3 * math.pi / 4 -- northeast, deliberately off-grid
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
local x0, y0, c0x, c0y = p.px, p.py, p.cellX, p.cellY
U.hold(game, "up", 90)
U.wait(5)
local moved = math.abs(p.px - x0) + math.abs(p.py - y0)
print(("[fp] walk: (%.1f,%.1f) cell(%d,%d) -> (%.1f,%.1f) cell(%d,%d)")
:format(x0, y0, c0x, c0y, p.px, p.py, p.cellX, p.cellY))
print(("[fp] walk moved %.1f px; off-grid: %s; diagonal: %s")
:format(moved,
tostring(p.px % 16 ~= 0 or p.py % 16 ~= 0),
tostring(math.abs(p.px - x0) > 8
and math.abs(p.py - y0) > 8)))
if U.shot(game, ROOT .. "/walked.png") then shots = shots + 1 end
print(("[fp] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end
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-- Scratch driver: shots of the Pokemon Center healing machines behind
-- the counter, for the center_heal_machine voxelization. The pair
-- stands at cells (1,0):(2,1) and (6,0):(7,1) of every Center; the
-- nurse aisle (row 2) is the row you can actually face them from, and
-- the public floor south of the counter gives the wide view.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/heal_machine_shots.lua \
-- SHOT_DIR=.scratchpad/healshots AB_TAG=after lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/healmachine")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[heal] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
local SCENES = {
{ x = 1, y = 2, face = "up", label = "west_head" },
{ x = 2, y = 2, face = "up", label = "west_keyboard" },
{ x = 3, y = 2, face = "left", label = "west_side" },
{ x = 6, y = 2, face = "up", label = "east_head" },
{ x = 3, y = 4, face = "up", label = "wide" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
U.teleport(game, "VIRIDIAN_POKECENTER", s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[heal] capture missed: " .. path) end
end
end
print(("[heal] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end
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-- Scratch driver: shots of the house dining tables and stools, for the
-- band-table + no-desk-part voxelization. Every generic home places the
-- table at cells (3,3):(4,4) with four stools around it (Blue's house has
-- Daisy seated at hers); Red's and the Copycat's ground floors place the
-- same furniture one cell lower, with the potted plant CUTOUT standing on
-- the tabletop -- the standee the table template must support, not
-- swallow.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/house_furniture_shots.lua \
-- SHOT_DIR=.scratchpad/housefurn AB_TAG=after lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/housefurn")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[housefurn] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
local SCENES = {
-- head on: below Blue's table looking north over a stool at it,
-- Daisy seated at the left one
{ map = "BLUES_HOUSE", x = 3, y = 5, face = "up", label = "blues_front" },
-- from the east, table and both east stools in profile
{ map = "BLUES_HOUSE", x = 6, y = 3, face = "left", label = "blues_side" },
-- from the north wall looking south down over the tabletop
{ map = "BLUES_HOUSE", x = 4, y = 2, face = "down", label = "blues_over" },
-- close beside a stool: seat top, legs and the gap between them
{ map = "BLUES_HOUSE", x = 2, y = 5, face = "up", label = "stool_close" },
-- Red's table head on from the south: the plant cutout standing on
-- the modelled tabletop
{ map = "REDS_HOUSE_1F", x = 4, y = 6, face = "up", label = "reds_front" },
-- and from the east along the stool row, plant in profile
{ map = "REDS_HOUSE_1F", x = 6, y = 4, face = "left", label = "reds_side" },
-- the Fan Club's four members' chairs round the boardroom table:
-- from the south of the west pair, both stools stacked in profile
{ map = "POKEMON_FAN_CLUB", x = 1, y = 5, face = "up",
label = "club_west_pair" },
-- across the table from the west, both pairs and the octagon between
{ map = "POKEMON_FAN_CLUB", x = 0, y = 3, face = "right",
label = "club_across" },
-- close on the east pair from the north, looking down over the seats
{ map = "POKEMON_FAN_CLUB", x = 6, y = 2, face = "down",
label = "club_over" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
U.teleport(game, s.map, s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[housefurn] capture missed: " .. path) end
end
end
print(("[housefurn] %d shots into %s"):format(shots, ROOT))
end
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-- Scratch driver: shots of a Poke Mart's clerk counter, for the cash
-- register voxelization. The register is drawn at cell (1,5) of the 4x4
-- shop layout every Mart shares, in the middle of the counter's east arm,
-- so these are the three angles you can actually stand at: head-on from
-- the aisle, side-on from the east, and over the counter's south arm.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mart_shots.lua \
-- SHOT_DIR=.scratchpad/register AB_TAG=after lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/register")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[mart] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
local SCENES = {
{ x = 1, y = 7, face = "up", label = "aisle" },
{ x = 2, y = 5, face = "left", label = "side" },
{ x = 2, y = 6, face = "left", label = "over" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
U.teleport(game, "VIRIDIAN_MART", s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[mart] capture missed: " .. path) end
end
end
print(("[mart] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end
+71
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-- 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
+50
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-- Probe: one overworld battle, held on the menu beat, shot large.
--
-- SHOT_DIR=... POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/monline_probe.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
love.math.setRandomSeed(20260727)
game.save.party = {
Pokemon.new(game.data, "CHARIZARD", 45),
Pokemon.new(game.data, "PIKACHU", 40),
}
game.save.player.name = "RED"
local exports = game.mods and game.mods.exports
local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib
U.log("DRAMATIC_SHAPE lib:", tostring(lib))
local Battles = lib and lib.require("OverworldBattle")
U.log("OverworldBattle:", tostring(Battles))
U.teleport(game, "ROUTE_1", 5, 8, "down")
U.wait(120)
local classes = {}
for id, rec in pairs(game.data.trainers) do
if type(id) == "string" and id:sub(1, 1) ~= "_"
and type(rec) == "table" and rec.parties and rec.parties[1] then
classes[#classes + 1] = id
end
end
table.sort(classes)
U.log("class:", classes[1])
local battle = BattleState.newTrainer(game, classes[1], 1)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
U.wait(70)
for _ = 1, 14 do U.tap(game, "a"); U.wait(8) end
local arena = Battles and Battles.arena()
U.log("arena:", arena and arena.shape or "none")
U.shot(game, DIR .. "/probe_menu.png")
for _ = 1, 20 do U.tap(game, "a"); U.wait(8) end
U.wait(90)
U.shot(game, DIR .. "/probe_menu2.png")
U.log("done -- " .. DIR)
love.event.quit()
end
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-- 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
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-- Scratch driver: shots of the potted plants, for the plant standee
-- voxelization. Every Center places three side-by-side pairs on its
-- bottom row -- crowns at cells (0,6)/(1,6), (6,6)/(7,6), (12,6)/(13,6),
-- pots below at y=7 -- and INDIGO_PLATEAU_LOBBY (the MART tileset id,
-- same atlas) lines four of them along its hall at cells (12,10)..(15,10).
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/potted_plant_shots.lua \
-- SHOT_DIR=.scratchpad/plants AB_TAG=after lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/plants")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[plant] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
local SCENES = {
-- east of the left pair, looking west along the bottom row: both
-- plants in profile, crown overhang and pot silhouette side-on
{ map = "VIRIDIAN_POKECENTER", x = 3, y = 6, face = "left",
label = "pair_side" },
-- north of the left pair, looking south down over the crowns
{ map = "VIRIDIAN_POKECENTER", x = 1, y = 5, face = "down",
label = "pair_over" },
-- head on: standing below the middle pair looking north at it
{ map = "VIRIDIAN_POKECENTER", x = 6, y = 7, face = "up",
label = "pair_front" },
-- close up beside the east pair's pot
{ map = "VIRIDIAN_POKECENTER", x = 11, y = 7, face = "right",
label = "close" },
-- the Plateau lobby's row of four (MART tileset id), along the row
{ map = "INDIGO_PLATEAU_LOBBY", x = 11, y = 10, face = "right",
label = "lobby_row" },
-- and head on from the hall below
{ map = "INDIGO_PLATEAU_LOBBY", x = 13, y = 12, face = "up",
label = "lobby_front" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
U.teleport(game, s.map, s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[plant] capture missed: " .. path) end
end
end
print(("[plant] %d shots into %s"):format(shots, ROOT))
end
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-- Scratch driver: the Cerulean gym and the houses beside it, shot at
-- several camera rungs with V-CURVE walked OFF..3, to see what the world
-- bend does to a building's roof.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/roof_curve_shots.lua \
-- SHOT_DIR=.scratchpad/roofcurve AB_TAG=before lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/roofcurve")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[roof] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
local WorldCurve = V.require("WorldCurve")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(30)
end
-- the gym door is CERULEAN_CITY (30,19); the bike shop and the row of
-- houses along the west side give a second, smaller roof in frame
local SCENES = {
{ map = "CERULEAN_CITY", x = 30, y = 20, face = "up", label = "gym" },
{ map = "CERULEAN_CITY", x = 27, y = 21, face = "up", label = "gymwide" },
{ map = "PALLET_TOWN", x = 5, y = 6, face = "up", label = "house" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
for _, curve in ipairs({ 0, 3 }) do
U.teleport(game, s.map, s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
WorldCurve.setting:setIndex(curve + 1, game)
settle()
local path = ("%s/%s_v%d_c%d.png"):format(ROOT, s.label, rung, curve)
game.capturePath = path
U.wait(8)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[roof] capture missed: " .. path) end
end
end
end
print(("[roof] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end
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-- Scratch probe: how long do a building model's merged quads get?
--
-- A quad's longest world-space edge is what decides how far its CHORD
-- falls below the world curve's parabola, so this is the number that says
-- whether the bend can crack the mesh open.
--
-- BUILD_MAP=CERULEAN_CITY POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/roof_span_probe.lua lovec .
return function(game)
local U = dofile("tests/drivers/util.lua")
local mapId = os.getenv("BUILD_MAP") or "CERULEAN_CITY"
U.teleport(game, mapId, tonumber(os.getenv("BUILD_X") or "30"),
tonumber(os.getenv("BUILD_Y") or "20"), "up")
U.wait(30)
local V = game.mods.exports["DRAMATIC_SHAPE"]
V = V and V.lib
local Structures = V and V.require("Structures")
local ow = game.overworld
if not (Structures and ow and ow.map) then
print("[span] mod or map unavailable")
love.event.quit()
return
end
local S = Structures.forMap(ow.map)
local hist, worst = {}, 0
for _, q in ipairs(S.objectQuads) do
local dx = math.max(q[1][1], q[2][1], q[3][1], q[4][1])
- math.min(q[1][1], q[2][1], q[3][1], q[4][1])
local dz = math.max(q[1][3], q[2][3], q[3][3], q[4][3])
- math.min(q[1][3], q[2][3], q[3][3], q[4][3])
local dy = math.max(q[1][2], q[2][2], q[3][2], q[4][2])
- math.min(q[1][2], q[2][2], q[3][2], q[4][2])
local span = math.max(dx, dz, dy)
local bucket = span <= 8 and "<=8" or (span <= 16 and "<=16"
or (span <= 32 and "<=32" or (span <= 64 and "<=64" or ">64")))
bucket = bucket .. (q.own and " bld" or " prop")
hist[bucket] = (hist[bucket] or 0) + 1
if span > worst then worst = span end
end
print(("[span] %d object quads, longest edge %d px"):format(#S.objectQuads, worst))
for _, b in ipairs({ "<=8", "<=16", "<=32", "<=64", ">64" }) do
for _, kind in ipairs({ " bld", " prop" }) do
print(("[span] %-10s %d"):format(b .. kind, hist[b .. kind] or 0))
end
end
love.event.quit()
end
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-- Scratch driver: one shot of every OTHER user of the round-hull builder
-- (tree canopies, boulders, hedges, stumps, the Center planter), to check
-- that the `can` class's base cut is the identity it is supposed to be for
-- everything that does not ask for it.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/round_regress_shots.lua \
-- SHOT_DIR=.scratchpad/round AB_TAG=after lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/round")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then return end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
local SCENES = {
{ map = "VIRIDIAN_FOREST", x = 16, y = 20, face = "up", label = "forest" },
{ map = "PEWTER_GYM", x = 4, y = 10, face = "up", label = "boulders" },
{ map = "CELADON_GYM", x = 4, y = 8, face = "up", label = "hedges" },
{ map = "VIRIDIAN_POKECENTER", x = 6, y = 5, face = "up", label = "planter" },
{ map = "PALLET_TOWN", x = 5, y = 8, face = "up", label = "trees" },
}
local shots = 0
for _, s in ipairs(SCENES) do
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
if ok then
Pipelines.setLevel("voxel", 5)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s.png"):format(ROOT, s.label)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[round] capture missed: " .. path) end
else
print("[round] teleport failed: " .. s.map)
end
end
print(("[round] %d shots into %s"):format(shots, ROOT))
end
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-- Driver: propose and photograph several battle arenas for ONE map.
--
-- data/battle_arenas.lua holds a single authored spot per area, chosen by
-- arena_pick's nearest-to-the-middle search and then looked at. This is the
-- other half of that job: when the shipped spot is up for review, it lays out
-- the ALTERNATIVES -- every arena on the map both mons can be seen in, spread
-- along the map so the shortlist is places rather than neighbours -- and
-- stages a real battle in each so they can be compared by eye.
--
-- SHOT_DIR=.scratchpad/route1_candidates CAND_MAP=ROUTE_1 CAND_N=5 \
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/route1_candidates.lua love .
--
-- CAND_MAP is the map id (default ROUTE_1), CAND_N how many to photograph.
-- One `CAND` line per shot, ready to paste into the data file, plus a PNG
-- named for its corner and shape.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/route1_candidates"
local MAP = os.getenv("CAND_MAP") or "ROUTE_1"
local WANT = tonumber(os.getenv("CAND_N") or "") or 5
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
game.save.party = { Pokemon.new(game.data, "CHARIZARD", 45) }
game.save.player.name = "RED"
local exports = game.mods and game.mods.exports
local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib
if not lib then
U.log("DRAMATIC_SHAPE is not loaded -- enable it and run again")
return
end
local Arena = lib.require("BattleArena")
local Battles = lib.require("OverworldBattle")
U.teleport(game, MAP, 1, 1, "down")
local map = game.overworld.map
U.log(("%s is %dx%d cells"):format(MAP, map.widthCells, map.heightCells))
-- ------- every arena the map can offer
--
-- BattleArena.search answers "the nearest one", which is the wrong question
-- for a shortlist -- it returns one spot and hides the rest. So walk the
-- same grid ourselves and keep them all, tagged with whether the pair would
-- actually be SEEN there (Arena.clearance), because an obstructed spot is
-- not a candidate no matter how good the ground looks.
--
-- The map's outermost cells are its CONNECTION BORDER -- the strip the
-- neighbouring map is drawn into, walkable so the player can step across.
-- Ground there passes every test and is still the wrong answer: a fight
-- staged on it happens at the edge of the world with the border ring's tree
-- wall at the mons' backs, and every spot in the strip looks like every
-- other one. CAND_MARGIN keeps the shortlist on the route proper.
local MARGIN = tonumber(os.getenv("CAND_MARGIN") or "") or 2
local cands = {}
for _, shape in ipairs(Arena.SHAPES) do
for y = MARGIN, map.heightCells - shape.h - MARGIN do
for x = MARGIN, map.widthCells - shape.w - MARGIN do
local fits = true
for cy = y, y + shape.h - 1 do
for cx = x, x + shape.w - 1 do
if not Arena.openCell(map, cx, cy, false) then fits = false break end
end
if not fits then break end
end
if fits then
local a = Arena.at(x, y, shape.id)
if a and Arena.clearance(map, a) then
cands[#cands + 1] = { x = x, y = y, shape = shape.id,
mx = x + (shape.w - 1) / 2,
my = y + (shape.h - 1) / 2 }
end
end
end
end
end
U.log(("%d clear arenas on %s"):format(#cands, MAP))
if #cands == 0 then U.log("done -- nothing to propose") return end
for _, c in ipairs(cands) do
U.log((" fit %d,%d %s"):format(c.x, c.y, c.shape))
end
-- CAND_AT=x,y,shape;x,y,shape;... photographs an explicit shortlist instead
-- of the spread one. The spread is a first pass over ground the clearance
-- test approved, and that test measures terrain height along the sightline
-- only -- it has no opinion on a hedge sitting in the apron row between the
-- camera and the near mon, which is the failure that keeps turning up. So
-- the loop is: spread, look, then re-shoot the survivors and the
-- replacements by hand.
local explicit = os.getenv("CAND_AT")
if explicit and explicit ~= "" then
local list = {}
for spot in explicit:gmatch("[^;]+") do
local x, y, s = spot:match("^%s*(%-?%d+)%s*,%s*(%-?%d+)%s*,%s*(%a+)%s*$")
if x then
list[#list + 1] = { x = tonumber(x), y = tonumber(y), shape = s }
else
U.log("BAD CAND_AT entry: " .. spot)
end
end
cands = list
WANT = #list
U.log(("%d spots given explicitly"):format(#list))
end
local function shapeOf(id)
for _, s in ipairs(Arena.SHAPES) do if s.id == id then return s end end
end
for _, c in ipairs(cands) do
local s = shapeOf(c.shape)
c.mx = c.x + ((s and s.w or 1) - 1) / 2
c.my = c.y + ((s and s.h or 1) - 1) / 2
end
-- ------- thin them down to a shortlist that is actually a CHOICE
--
-- Adjacent corners are the same patch of ground shifted a cell, so a naive
-- top-N is five photographs of one place, and pure farthest-point selection
-- goes straight to the extremes -- which on a route means the ends, where
-- the ground is emptiest and the shots are least distinguishable.
--
-- So: spread along the route's LONG AXIS, one pick per band, and within a
-- band take the spot nearest the middle of the road. The road is measured
-- rather than assumed -- the median cross-axis position of everywhere a
-- fight fits IS the lane, on a map whose walkable ground is mostly lane.
local horizontal = map.widthCells > map.heightCells
local function along(c) return horizontal and c.mx or c.my end
local function across(c) return horizontal and c.my or c.mx end
local xs = {}
for _, c in ipairs(cands) do xs[#xs + 1] = across(c) end
table.sort(xs)
local road = xs[math.ceil(#xs / 2)]
U.log(("road runs %s, centre of the lane is %s = %.1f")
:format(horizontal and "east-west" or "north-south",
horizontal and "y" or "x", road))
local lo, hi = math.huge, -math.huge
for _, c in ipairs(cands) do
lo, hi = math.min(lo, along(c)), math.max(hi, along(c))
end
-- an explicit shortlist is already the answer; the spread below would only
-- thin it, and its overlap rule would silently drop two spots deliberately
-- asked for a cell apart
local picked, taken = {}, {}
for band = 1, (explicit and explicit ~= "") and 0 or WANT do
-- band centres, not band edges: the first and last picks sit inside the
-- route rather than on its two connection mouths
local target = lo + (hi - lo) * (band - 0.5) / WANT
local best, bestScore
for _, c in ipairs(cands) do
if not taken[c] then
local da = along(c) - target
local dr = across(c) - road
-- distance from the band centre, plus a heavier penalty for being off
-- the lane; wide arenas are worth a detour, being the shot this mode
-- is framed for
local score = da * da + 4 * dr * dr - (c.shape == "wide" and 100 or 0)
if not bestScore or score < bestScore then best, bestScore = c, score end
end
end
if best then
picked[#picked + 1] = best
-- everything overlapping the pick is off the table, so two bands whose
-- best spots touch cannot return the same patch of ground twice
for _, c in ipairs(cands) do
if math.abs(along(c) - along(best)) < 3
and math.abs(across(c) - across(best)) < 3 then
taken[c] = true
end
end
end
end
if #picked == 0 then picked = cands end
-- north to south (or west to east), so the filenames read along the route
table.sort(picked, function(a, b)
if along(a) ~= along(b) then return along(a) < along(b) end
return across(a) < across(b)
end)
for i, c in ipairs(picked) do
U.log(("CAND %d [%q] = { x = %d, y = %d, shape = %q },")
:format(i, MAP, c.x, c.y, c.shape))
-- forced through the authored-entry seam, so what gets staged is exactly
-- this spot rather than whatever the search would pick from the player's
-- cell
Arena.setOverride(MAP, { x = c.x, y = c.y, shape = c.shape })
local staged = Arena.find(map, 0, 0, false)
if not staged then
U.log(("SKIP %d -- override did not stage"):format(i))
else
game.overworld.player.cellX = staged.playerCell[1]
game.overworld.player.cellY = staged.playerCell[2]
U.wait(90) -- let the meshes land
local battle = BattleState.newWild(game, "NIDORINO", 20)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
U.wait(70)
for _ = 1, 14 do U.tap(game, "a"); U.wait(8) end
local got = Battles.arena()
U.log(("SHOT %d staged at %s,%s"):format(i, tostring(got and got.x),
tostring(got and got.y)))
U.shot(game, ("%s/%d_%s_x%d_y%d_%s.png")
:format(DIR, i, MAP:lower(), c.x, c.y, c.shape))
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(6)
end
end
Arena.setOverride(MAP, nil)
U.log("done -- " .. DIR)
end
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-- Scratch driver: shots of the `bookcase` class across the tilesets that
-- pin it, for the shelf-front relief. Two of them are NOT shelves --
-- the League's gate walls and the terraces on PLATEAU -- and are here as
-- the control: their courses run edge to edge, so nothing should sink.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/shelf_relief_shots.lua \
-- SHOT_DIR=.scratchpad/shelves AB_TAG=before lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/shelves")
.. "/" .. (os.getenv("AB_TAG") or "before")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[shelf] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
local SCENES = {
{ map = "OAKS_LAB", x = 7, y = 2, face = "up", label = "dojo_lab" },
{ map = "CELADON_MANSION_2F", x = 2, y = 4, face = "up", label = "mansion_2f" },
{ map = "CELADON_MART_2F", x = 5, y = 5, face = "up", label = "lobby_mart" },
{ map = "MUSEUM_1F", x = 2, y = 4, face = "up", label = "museum" },
{ map = "VIRIDIAN_MART", x = 3, y = 5, face = "up", label = "mart" },
{ map = "SS_ANNE_CAPTAINS_ROOM", x = 5, y = 2, face = "up", label = "ship" },
-- the controls, both of them tilesets that borrow the collapse for
-- something that is NOT a shelf and say so with `bookcase_relief =
-- false`: the League's masonry gate walls, and Bill's transporter
-- drums. Nothing in either may move.
{ map = "INDIGO_PLATEAU", x = 2, y = 5, face = "up", label = "plateau" },
{ map = "BILLS_HOUSE", x = 2, y = 3, face = "up", label = "bills" },
-- the house shelves: pinned `desk`, NOT `bookcase`, so they go
-- through the world mesher's box fold and this relief never reaches
-- them. Here to show the gap.
{ map = "REDS_HOUSE_1F", x = 1, y = 2, face = "up", label = "reds" },
{ map = "BLUES_HOUSE", x = 1, y = 2, face = "up", label = "blues" },
}
local shots = 0
for _, s in ipairs(SCENES) do
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
-- twice: the first load of the session has no mesh to settle against
pcall(U.teleport, game, s.map, s.x, s.y, s.face)
if ok then
Pipelines.setLevel("voxel", 5)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s.png"):format(ROOT, s.label)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[shelf] capture missed: " .. path) end
else
print("[shelf] teleport failed: " .. s.map)
end
end
print(("[shelf] %d shots into %s"):format(shots, ROOT))
end
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-- Scratch driver: shots of the SS Anne's galley barrels, which are Lt.
-- Surge's trash can redrawn on the ship atlas. Three down the kitchen's
-- east wall at cells (13,5)/(13,7)/(13,9), one in the captain's room at
-- (4,1), and one each in the two ship-interior houses at (7,7).
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/ship_can_shots.lua \
-- SHOT_DIR=.scratchpad/ssanne AB_TAG=after lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/ssanne")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[ship] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
local SCENES = {
{ map = "SS_ANNE_KITCHEN", x = 12, y = 11, face = "up", label = "galley_up" },
{ map = "SS_ANNE_KITCHEN", x = 12, y = 3, face = "down", label = "galley_down" },
{ map = "SS_ANNE_KITCHEN", x = 11, y = 7, face = "right", label = "galley_side" },
{ map = "SS_ANNE_CAPTAINS_ROOM", x = 4, y = 4, face = "up", label = "captain" },
{ map = "CERULEAN_BADGE_HOUSE", x = 6, y = 7, face = "right", label = "house" },
}
local shots = 0
for _, s in ipairs(SCENES) do
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
if ok then
Pipelines.setLevel("voxel", 5)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s.png"):format(ROOT, s.label)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[ship] capture missed: " .. path) end
else
print("[ship] teleport failed: " .. s.map)
end
end
print(("[ship] %d shots into %s"):format(shots, ROOT))
end
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-- Driver: prove the banded sky still paints from the ramp texture.
--
-- The bands used to reach the shader as `uniform vec3 bands[8]`, which on
-- Android delivered only its first few slots and painted the rest of the sky
-- black (see lib/Sky.lua, rampFor). They are a texture now. This checks the
-- three things that swap could have broken, on the machine it CAN be checked
-- on: that the shader still compiles, that the ramp is built and is one texel
-- per band, and that what lands on screen is still a gradient that pales
-- downward rather than a flat plate or a black one.
--
-- SHOT_DIR=.scratchpad/skyramp POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/sky_ramp_probe.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/skyramp"
local exports = game.mods and game.mods.exports
local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib
if not lib then
U.log("DRAMATIC_SHAPE is not loaded -- enable it and run again")
return
end
local Sky = lib.require("Sky")
local DayNight = lib.require("DayNight")
-- which copy of the mod is actually live: only the ramp build has this
U.log("live copy has _rampFor:", tostring(Sky._rampFor ~= nil))
U.log("shader compiled:", tostring(Sky._getShader() ~= nil))
U.teleport(game, "PALLET_TOWN", 12, 10, "up")
require("src.render.Pipelines").setLevel("voxel", 5)
U.wait(150)
for _, phase in ipairs({ "day", "dusk", "night" }) do
DayNight.setting:sync(phase)
DayNight.update(0)
U.wait(30)
local bands = Sky.bands()
local ramp = Sky._rampFor and Sky._rampFor(bands)
local w = ramp and ramp:getWidth() or -1
U.log(("%s: %d bands, ramp %dx%d"):format(
phase, #bands, w, ramp and ramp:getHeight() or -1))
-- one texel per band is the whole contract: the shader divides by `count`
-- and samples texel centres, so a ramp of any other width samples between
-- bands or off the end
if w ~= #bands then U.log("FAIL ramp width does not match band count") end
-- and the ramp is the ramp: the same table gives the same image back
if ramp ~= Sky._rampFor(bands) then U.log("FAIL ramp rebuilt per call") end
U.shot(game, ("%s/%s.png"):format(DIR, phase))
end
DayNight.setting:sync("day")
U.log("done -- " .. DIR)
end
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-- Scratch driver: shots of Vermilion Gym's trash cans, for the trash can
-- voxelization. The fifteen cans stand on odd cell columns 1..9 in cell
-- rows 7, 9 and 11; the sixteenth is up at cell (6,1) beside the leader's
-- platform. Even columns are open floor, so the player can be parked
-- between two cans and look along a row.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/trash_can_shots.lua \
-- SHOT_DIR=.scratchpad/cans AB_TAG=before lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/cans")
.. "/" .. (os.getenv("AB_TAG") or "before")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[can] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
local SCENES = {
-- head on into the middle of the field, cans left, right and ahead
{ x = 4, y = 12, face = "up", label = "field" },
-- close up: standing between two cans of the bottom row
{ x = 2, y = 11, face = "left", label = "close" },
-- along the row, so the cans line up in depth
{ x = 4, y = 13, face = "up", label = "row" },
-- from the north, looking back down over all three rows
{ x = 4, y = 6, face = "down", label = "over" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
U.teleport(game, "VERMILION_GYM", s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(6)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[can] capture missed: " .. path) end
end
end
print(("[can] %d shots into %s"):format(shots, ROOT))
end
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-- Driver: isolate the diagonal banding on flat lit geometry.
--
-- Shoots the SAME stand point four ways in ONE launch, so palette, camera
-- and framing are identical and the only variable is the sun pass:
--
-- _on shadows as shipped
-- _off SHADOW_ALPHA = 0 -- the sun pass still runs, nothing reads it
-- _flatN a CONSTANT bias of N world px, i.e. SLOPE switched off
--
-- and prints, from the frustum the run actually fitted, how much depth
-- slack each face orientation NEEDS against the slack it is given. A face
-- whose need exceeds the slack shadows itself in a moire -- acne -- which
-- reads as diagonal banding, since the ramp it aliases against runs along
-- the light's frame and the sun sits southeast.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/voxel_acne_probe.lua lovec .
--
-- knobs (env):
-- ACNE_MAP map id (default VIRIDIAN_CITY)
-- ACNE_SPOT "x,y[,facing]" (default 32,9,up -- the gym wall)
-- ACNE_LEVELS comma list of voxel levels (default "3")
-- ACNE_FLAT comma list of constant-bias values to compare against
-- (default "1" -- what shipped before SLOPE existed)
-- SHOT_DIR output directory, must exist (default "shots")
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local SPEED = math.max(1,
math.floor(tonumber(os.getenv("POKEPORT_SPEED")) or 1))
local function wait(n) U.wait(n * SPEED) end
local DIR = os.getenv("SHOT_DIR") or "shots"
local mapId = os.getenv("ACNE_MAP") or "VIRIDIAN_CITY"
local sx, sy, facing = (os.getenv("ACNE_SPOT") or "32,9,up")
:match("^%s*(%d+)%s*,%s*(%d+)%s*,?%s*(%a*)")
facing = (facing ~= "" and facing) or "up"
local handle = game.mods.exports["DRAMATIC_SHAPE"]
local V = assert(handle and handle.lib, "DRAMATIC_SHAPE exports missing")
local ShadowMap = V.require("ShadowMap")
local Voxel3D = V.require("Voxel3D")
local Mat4 = V.require("Mat4")
local levels = {}
for n in (os.getenv("ACNE_LEVELS") or "3"):gmatch("%d+") do
levels[#levels + 1] = tonumber(n)
end
local flats = {}
for n in (os.getenv("ACNE_FLAT") or "1"):gmatch("[%d.]+") do
flats[#flats + 1] = tonumber(n)
end
-- ---- what the frustum this run fitted asks of the bias, per face
local FACES = {
{ "top +Y", 0, 1, 0 },
{ "south +Z", 0, 0, 1 },
{ "east +X", 1, 0, 0 },
{ "west -X", -1, 0, 0 },
{ "north -Z", 0, 0, -1 },
{ "roof 45 N", 0, 0.7071, -0.7071 },
{ "roof 45 S", 0, 0.7071, 0.7071 },
}
local function report(tag)
local e = ShadowMap.extent
if not e then print("[acne] " .. tag .. ": no frustum yet") return end
local res = ShadowMap.res
local texX, texY, depth = e[1] / res, e[2] / res, e[3]
local d = ShadowMap.sunDir()
local view = Mat4.lookAt({ 0, 0, 0 }, d, { 0, 0, -1 })
local R = { view[1], view[2], view[3] }
local Up = { view[5], view[6], view[7] }
local F = { -view[9], -view[10], -view[11] }
print(("[acne] %s: res %d frustum %.0fx%.0f deep %.0f"
.. " texel %.2fx%.2f world px slack %.2f px (stored %.6f)")
:format(tag, res, e[1], e[2], depth, texX, texY,
ShadowMap.slack, ShadowMap.bias))
for _, fc in ipairs(FACES) do
local n = { fc[2], fc[3], fc[4] }
local nr = n[1]*R[1] + n[2]*R[2] + n[3]*R[3]
local nu = n[1]*Up[1] + n[2]*Up[2] + n[3]*Up[3]
local nf = n[1]*F[1] + n[2]*F[2] + n[3]*F[3]
-- a face the sun cannot see never samples its own depth, so it
-- cannot alias -- FACE_SHADE darkens those and the map is moot
if nf < 0 then
-- the plane's depth gradient in light space, times the half-texel
-- the 2x2 filter reaches out on each axis
local need = 0.5 * (math.abs(nr / nf) * texX
+ math.abs(nu / nf) * texY)
print(("[acne] %s cos %.3f slope %.2f needs %.2f px %s")
:format(fc[1], math.abs(nf),
math.sqrt((nr/nf)^2 + (nu/nf)^2), need,
need > ShadowMap.slack and "<-- ACNE" or "ok"))
else
print(("[acne] %s unlit (sun behind it)"):format(fc[1]))
end
end
end
local Zoom = require("src.render.Zoom")
Zoom.reset()
local steps = math.floor(tonumber(os.getenv("ACNE_ZOOM")) or 0)
for _ = 1, math.abs(steps) do
Zoom.step(steps > 0 and 1 or -1, game.renderer and game.renderer:fitScale())
end
Pipelines.setLevel("tiltshift", 0)
U.teleport(game, mapId, tonumber(sx), tonumber(sy), facing)
wait(20)
do
local vw, vh = game.renderer:worldViewSize()
print(("[acne] map %s at (%s,%s,%s) world view %dx%d px zoom %d")
:format(mapId, sx, sy, facing, vw, vh, Zoom.offset))
end
local shipped = Voxel3D.SHADOW_ALPHA
local shippedBias, shippedSlope = ShadowMap.BIAS, ShadowMap.SLOPE
-- ACNE_MATRIX=1: the four corners of (shadows on/off) x (voxel grid
-- on/off), so a band can be attributed to one of them rather than
-- guessed at. The grid is the other thing in this pass that draws
-- regular lines, and at a grazing angle it moires.
local VoxelGrid = V.require("VoxelGrid")
local matrix = os.getenv("ACNE_MATRIX") == "1"
local function shoot(name)
game.capturePath = ("%s/acne_%s.png"):format(DIR, name)
wait(4)
end
for _, level in ipairs(levels) do
Pipelines.setLevel("voxel", level)
wait(30) -- outlast the camera tween
local label = Pipelines.levelLabel("voxel", level) or level
print(("[acne] --- level %s shadowsActive=%s")
:format(label, tostring(Voxel3D.shadowsActive())))
report("as shipped")
shoot(("%s_v%s_on"):format(mapId, label))
if matrix then
for _, grid in ipairs({ true, false }) do
VoxelGrid.sync(grid)
for _, sun in ipairs({ true, false }) do
Voxel3D.SHADOW_ALPHA = sun and shipped or 0
wait(8)
shoot(("%s_v%s_grid%s_sun%s"):format(mapId, label,
grid and "1" or "0", sun and "1" or "0"))
end
end
Voxel3D.SHADOW_ALPHA = shipped
end
-- the sun pass still runs; the main pass simply stops reading it
Voxel3D.SHADOW_ALPHA = 0
wait(6)
shoot(("%s_v%s_off"):format(mapId, label))
Voxel3D.SHADOW_ALPHA = shipped
for _, b in ipairs(flats) do
ShadowMap.BIAS, ShadowMap.SLOPE = b, 0
ShadowMap.invalidate() -- force fit() to recompute ShadowMap.bias
wait(8)
report(("flat %.1f"):format(b))
shoot(("%s_v%s_flat%s"):format(mapId, label, tostring(b):gsub("%.", "p")))
end
ShadowMap.BIAS, ShadowMap.SLOPE = shippedBias, shippedSlope
ShadowMap.invalidate()
wait(6)
end
Pipelines.setLevel("voxel", 0)
wait(5)
print("[acne] done")
end
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-- Driver: the A/B performance benchmark.
--
-- One scripted, deterministic session that exercises the three things the
-- mod is slow at, and writes the numbers to a JSON file so two runs can be
-- diffed:
--
-- 1. LOADING IN -- engaging the mode from flat: shader compiles,
-- canvas allocations, the first map's mesh, its
-- atlas bakes and its glass mask, all at once.
-- 2. A NEW AREA -- walking Pallet -> Route 1 -> Viridian with cold
-- caches, then walking the SAME route again with
-- them warm. The gap between the two is the
-- complaint; closing it is the fix.
-- 3. A LOW CAMERA -- standing still at each pitch rung. The 75 degree
-- rung puts the horizon in frame, which triples the
-- sun frustum and hands the sky its disc to draw.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/voxel_bench.lua \
-- DS_PERF=1 BENCH_TAG=baseline lovec.exe .
--
-- knobs (env):
-- DS_PERF must be set, or lib/Perf.lua stays dark and measures nothing
-- BENCH_TAG output name, ds_bench/<tag>.json (default "run")
-- BENCH_HOLD frames to walk per leg (default 900)
--
-- THREE THINGS THIS RUN CONTROLS FOR, because a benchmark that does not is
-- measuring the weather:
--
-- * VSYNC OFF. With it on every frame costs exactly one refresh interval
-- and the whole exercise reads as 16.7ms flat, saving or no saving.
-- * THE CLOCK PINNED to day. The day/night cycle changes the sky, the sun
-- angle, the shadow frustum and whether windows are lit -- so an
-- unpinned run compares two different scenes.
-- * ENCOUNTERS OFF. A wild battle mid-walk derails the route and charges
-- its frames to whichever map the script thought it was on. Stubbed on
-- the state class for this process only; nothing is written to disk.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local OverworldState = require("src.world.OverworldController")
local TAG = os.getenv("BENCH_TAG") or "run"
-- Route 1 is 36 cells tall and a walk step is 16 frames, so a leg that
-- means to reach Viridian needs about 1200 -- short of that the "new
-- area" the benchmark is named for never gets entered.
local HOLD = math.floor(tonumber(os.getenv("BENCH_HOLD")) or 1300)
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[bench] DRAMATIC_SHAPE mod not loaded -- nothing to measure")
return
end
local V = handle.lib
local Perf = V.require("Perf")
if not Perf.enabled then
print("[bench] DS_PERF is not set -- run with DS_PERF=1 or this measures nothing")
return
end
local loadBytes = V.loadBytes
local Structures = V.require("Structures")
local ChunkMesher = V.require("ChunkMesher")
local Buildings = V.require("Buildings")
local DayNight = V.require("DayNight")
local VoxelScene = V.require("VoxelScene")
-- module internals worth naming that the mod does not time itself
Perf.wrap(Structures, "forMap", "Structures.forMap")
Perf.wrap(Buildings, "build", "Buildings.build")
Perf.wrap(ChunkMesher, "pump", "ChunkMesher.pump")
Perf.wrap(VoxelScene, "render", "VoxelScene.render")
if love.window and love.window.setVSync then
pcall(love.window.setVSync, 0)
end
DayNight.setting:sync("day")
OverworldState.rollEncounter = function() return nil end
-- ---- the run ------------------------------------------------------
local function seg(name)
Perf.setSegment(name)
-- the frame that STRADDLES a segment boundary belongs to neither: it
-- carries the teleport, the level change or the report print that
-- opened it, and charging that to the new segment libels it
Perf.resync()
end
local function settle(frames)
Perf.setSegment(nil)
U.wait(frames or 60)
Perf.resync()
end
-- Hold a direction, attributing each frame to the map the player is
-- STANDING ON as it lands. Crossing a seam mid-leg is the whole point of
-- the walk, so the segment has to follow the player rather than the
-- script's idea of where they are.
local function walk(dir, frames, prefix)
local last = nil
for _ = 1, frames do
local o = game.overworld
local id = o and o.map and o.map.id
if id ~= last then
last = id
seg(prefix .. ":" .. tostring(id))
print(("[bench] %s entered %s at frame %d"):format(prefix, tostring(id),
U.frame()))
end
-- press and RELEASE each frame, the way tests/voxel_perf_probe's seam
-- crossing does: a direction left held accumulates in pressQueue and
-- the walk stalls where a single tap would have stepped
table.insert(game.input.pressQueue, dir)
game.input.state[dir] = true
coroutine.yield()
game.input.state[dir] = false
end
local o = game.overworld
print(("[bench] %s ended on %s at cell (%d,%d)"):format(
prefix, tostring(o and o.map and o.map.id),
o and o.player and o.player.cellX or -1,
o and o.player and o.player.cellY or -1))
Perf.setSegment(nil)
end
print("[bench] tag=" .. TAG .. " loadBytes=" .. tostring(loadBytes))
-- ORDER MATTERS. The cold walk has to be the first time this session
-- draws Route 1 and Viridian, so everything before it stays in Pallet
-- Town -- a map whose caches the walk does not depend on. Measuring a
-- "first entry" into a map an earlier segment already warmed is the one
-- way to make this whole benchmark lie.
-- 1. the flat reference: the game with this mod present but not
-- drawing. Every later number is only interesting against this one.
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
Pipelines.setLevel("voxel", 0)
Pipelines.setLevel("tiltshift", 0)
settle(90)
seg("flat")
U.wait(180)
-- 2. loading in: FULL is what a player picks first and it is the most
-- expensive configuration there is (tilt-shift to maximum, 3D
-- battles on). Measured from the frame the level changes, so it
-- carries the shader compiles, the canvas allocations, the first
-- mesh, the first atlas bake and the first glass scan together.
settle(60)
seg("engage.full")
Pipelines.setLevel("voxel", 1) -- FULL
U.wait(240)
Perf.setSegment(nil)
-- 3. the low camera. 75 degrees puts the horizon in frame; the rungs
-- below it are the control. Standing still, so what is measured is
-- the frame's own cost and not the walk's mesh streaming.
for _, rung in ipairs({ 2, 3, 4, 5 }) do -- 15, 35, 50, 75 degrees
Pipelines.setLevel("voxel", rung)
settle(60) -- let the tween finish
seg("pitch:" .. tostring(V.require("VoxelState").ANGLE_LABELS[rung + 1]))
U.wait(180)
Perf.setSegment(nil)
end
-- 3b. the same low camera at DUSK, which is where the sky costs most:
-- the horizon is in frame, so the banded region is at its tallest,
-- and the sun is low enough to be in it -- the disc only draws at
-- all when it is above the horizon point, so a midday run never
-- touches that code and would report it as free.
for _, when in ipairs({ "dusk", "night" }) do
DayNight.setting:sync(when)
settle(60)
seg("pitch:75:" .. when)
U.wait(180)
Perf.setSegment(nil)
end
DayNight.setting:sync("day")
settle(30)
-- 4/5. arriving somewhere new, at the rung that hurts.
--
-- Arrival is measured by LOADING each map rather than by walking into
-- it. Walking would be more lifelike, but Route 1's ledges make a held
-- direction stall against geometry, so a fixed frame count buys a
-- different amount of travel on every run -- and a benchmark whose
-- route drifts cannot compare two runs at all. A load is the same
-- arrival stripped of the travel: the map swaps, and the next frames
-- pay for its mesh, its structure analysis, its atlas bake and its
-- glass mask exactly as they do behind a door fade.
--
-- Then the identical list a second time. Every cost in the gap between
-- the two passes is a cache that was cold, and that gap IS the
-- complaint.
Pipelines.setLevel("voxel", 5) -- 75 degrees
local TOUR = { "ROUTE_1", "VIRIDIAN_CITY", "ROUTE_2", "ROUTE_22",
"VIRIDIAN_FOREST", "PEWTER_CITY" }
local DWELL = math.max(60, math.floor(HOLD / #TOUR))
-- Stand in the middle of each map, derived from its own def rather than
-- written down: a hardcoded cell that falls outside a map teleports the
-- player nowhere and the segment silently measures the previous map.
local function centreOf(id)
local def = game.data.maps and game.data.maps[id]
if not def then return nil end
return math.floor(def.width), math.floor(def.height)
end
local function tour(prefix)
for _, id in ipairs(TOUR) do
local cx, cy = centreOf(id)
if cx then
U.teleport(game, id, cx, cy, "up")
-- the segment opens on the frame AFTER the teleport, so the load
-- itself is not charged to the arrival it caused
seg(prefix .. ":" .. id)
U.wait(DWELL)
Perf.setSegment(nil)
else
print("[bench] skipping unknown map " .. id)
end
end
end
tour("first")
tour("revisit")
-- 6. streaming while walking: the one crossing that is reliably
-- walkable (tests/voxel_perf_probe crosses the same seam) -- Route 1
-- south into Pallet, which pulls a neighbour's meshes in mid-stride.
U.teleport(game, "ROUTE_1", 10, 34, "down")
settle(120)
walk("down", 240, "walk")
-- ---- the report ---------------------------------------------------
Perf.setSegment(nil)
Perf.printReport("bench " .. TAG)
Perf.write(TAG, {
tag = TAG,
loadBytes = loadBytes,
hold = HOLD,
texturememory = Perf.texturememory or 0,
canvases = Perf.canvases or 0,
images = Perf.images or 0,
})
print("[bench] done")
end
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-- Figures: a person drawn INTO furniture, cut out by an authored pixel
-- mask and stood up on top of it (TileShape.figures / Structures.
-- buildFigures). The Pokemon Center's seated man is the case the feature
-- exists for, so this drives the real profile entry over a hand-built
-- copy of the couch block he is drawn in -- POKECENTER blockset entry $08,
-- as every Center places it:
--
-- y=8 36 37 57 11 36/52 west wall strip, 37/53 the MAN,
-- y=9 52 53 60 27 57/60 floor he overhangs east onto,
-- y=10 38 39 54 11 38/39 cushion, 42/43 the couch's base
-- y=11 42 43 26 27
--
-- No love, no GPU and no pixel access: a figure is authored rather than
-- detected, which is exactly what lets it build headless.
--
-- luajit mods/DramaticShapeVoxelMod/tests/voxel_figure_test.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
-- ------- the mod namespace (mirrors main.lua's V, minus the mod loader)
local ROOT = os.getenv("DS_MOD_PATH") or "mods/DramaticShapeVoxelMod"
local V = { path = ROOT }
local function chunkFor(rel)
local f = assert(io.open(ROOT .. "/" .. rel, "rb"), rel .. " is missing")
local src = f:read("*a")
f:close()
return assert(load(src, "@" .. ROOT .. "/" .. rel))
end
local modules, dataFiles = {}, {}
function V.require(name)
if modules[name] == nil then
modules[name] = chunkFor("lib/" .. name .. ".lua")(V)
end
return modules[name]
end
function V.data(name)
if dataFiles[name] == nil then
dataFiles[name] = chunkFor("data/" .. name .. ".lua")(V)
end
return dataFiles[name]
end
local TileShape = V.require("TileShape")
local Structures = V.require("Structures")
-- ------- the authored mask parses
local figs = TileShape.figures("POKECENTER")
T.check(type(figs) == "table" and #figs == 1,
"POKECENTER carries exactly one figure")
local fig = figs[1]
T.eq(fig.w, 3, "the figure is three tiles across")
T.eq(fig.h, 2, "the figure is two tiles tall")
T.eq(fig.n, 139, "the mask claims 139 pixels of the 384 it spans")
T.check(fig.class == nil,
"a figure carries no class -- it is always a flat sprite card")
local W = fig.w * 8
local function on(lx, ly) return fig.mask[ly * W + lx] == true end
-- the BACK OF HIS HEAD, in the two rightmost columns of tile 36 (the
-- couch's west arm): rows 0-1 are the arm, row 2 is his hair in column 7
-- only, rows 3-7 are his hair in both
T.check(not on(6, 0) and not on(7, 0) and not on(6, 1) and not on(7, 1),
"the arm's own top rows stay with the couch")
T.check(not on(6, 2) and on(7, 2), "his hair starts in column 7 at row 2")
for ly = 3, 7 do
T.check(on(6, ly) and on(7, ly),
"the back of his head fills both columns at row " .. ly)
end
-- no holes in him: 37/53's column 7 (local 15) is the couch's east rule AND
-- the right side of his face, and masking it out by shade slit his cheek
for ly = 5, 8 do
T.check(on(15, ly),
"his cheek is solid at row " .. ly .. " (the column-7 slit)")
end
T.eq(fig.tiles[1], 36, "it starts at the couch's west arm")
T.eq(fig.tiles[2], 37, "then the tile his head is drawn in")
T.eq(fig.under[1], 52, "the arm wears the plain strip once his hair is off")
T.eq(fig.under[2], 39, "his head tile wears the couch's own cushion")
T.eq(fig.under[3], 1, "and the floor tiles wear the clean art (57 -> 1)")
T.eq(fig.under[6], 26, "and (60 -> 26)")
-- the mask is one connected figure: an overhang that floats free of him
-- is the failure this feature exists to avoid
local seen, first = {}, nil
for i in pairs(fig.mask) do first = first or i end
local stack, reached = { first }, 0
seen[first] = true
while #stack > 0 do
local i = table.remove(stack)
reached = reached + 1
local x, y = i % W, math.floor(i / W)
for dy = -1, 1 do
for dx = -1, 1 do
local nx, ny = x + dx, y + dy
local ni = ny * W + nx
if (dx ~= 0 or dy ~= 0) and nx >= 0 and nx < W
and fig.mask[ni] and not seen[ni] then
seen[ni] = true
stack[#stack + 1] = ni
end
end
end
end
T.eq(reached, fig.n, "the mask is a single connected figure")
-- ------- the couch block, as the Centers place it
local function keyOf(tx, ty) return (ty + 64) * 4096 + (tx + 64) end
local COUNTER = { class = "counter", h = 8, art = "upright",
flat = false, authored = true }
local GROUND = { class = "ground", h = 0, art = "flat",
flat = true, authored = false }
local BLOCK = { 36, 37, 57, 11,
52, 53, 60, 27,
38, 39, 54, 11,
42, 43, 26, 27 }
local COUCH = { [36] = true, [37] = true, [38] = true, [39] = true,
[42] = true, [43] = true, [52] = true, [53] = true }
local function scene()
local S = { shapeAt = {}, tileAt = {}, figures = {}, skip = {},
ground = {}, runs = {} }
for i = 1, 16 do
local tx, ty = (i - 1) % 4, 8 + math.floor((i - 1) / 4)
local tile = BLOCK[i]
S.tileAt[keyOf(tx, ty)] = tile
S.shapeAt[keyOf(tx, ty)] = COUCH[tile] and COUNTER or GROUND
end
return S
end
-- collision is per 16x16 cell: the couch's cell is blocked (he is drawn
-- sitting on it), the floor cell east of it is walkable
local map = {
tileset = { id = "POKECENTER", tilesPerRow = 16,
imageWidth = 128, imageHeight = 48 },
isWalkableCell = function(_, cx) return cx >= 1 end,
}
-- ------- he comes off the couch
local S = scene()
Structures.buildFigures(S, map, 0, 3, 8, 11)
T.eq(#S.figures, 1, "one figure card was built")
local card = S.figures[1]
T.eq(#card.quads, fig.n, "one quad per masked pixel, and nothing else")
T.eq(S.tileAt[keyOf(0, 8)], 52, "the arm wears the plain strip now")
T.eq(S.tileAt[keyOf(1, 8)], 39, "his head tile now wears the cushion")
T.eq(S.tileAt[keyOf(1, 9)], 39, "his body tile too")
T.eq(S.tileAt[keyOf(2, 8)], 1, "the floor he overhung is clean floor again")
T.eq(S.tileAt[keyOf(2, 9)], 26, "both rows of it")
T.eq(S.tileAt[keyOf(1, 10)], 39, "the couch's own cushion row is untouched")
T.eq(S.tileAt[keyOf(1, 11)], 43, "and so is its drawn base")
-- the couch keeps its box: a figure changes ART, never class
T.eq(S.shapeAt[keyOf(1, 8)].class, "counter",
"his tiles are still the couch's half-cell box")
T.check(S.skip[keyOf(1, 8)] ~= true,
"and are not skipped -- the couch still renders there")
-- ------- the card is flat, and stands at its feet
local minX, maxX, minY, maxY, minZ, maxZ
for _, q in ipairs(card.quads) do
for c = 1, 4 do
local p = q[c]
minX = math.min(minX or p[1], p[1]); maxX = math.max(maxX or p[1], p[1])
minY = math.min(minY or p[2], p[2]); maxY = math.max(maxY or p[2], p[2])
minZ = math.min(minZ or p[3], p[3]); maxZ = math.max(maxZ or p[3], p[3])
end
end
T.eq(minZ, 0, "the card is a single plane at z = 0 (no thickness)")
T.eq(maxZ, 0, "on both sides -- it is a sprite, not a slab")
T.eq(minY, 0, "local space: his feet are the card's origin")
T.eq(maxY, 16, "and he is his drawn 16px tall")
T.eq(minX, 0, "his west edge is the card's origin too")
T.eq(maxX, 12, "and he is 12px wide -- arm hair to floor overhang")
-- ------- and where VoxelScene stands it
T.eq(card.y, 8, "his feet stand on the couch's top face, not the floor")
T.eq(card.wx, 6, "anchored at the back of his head, in tile 36's column 6")
T.eq(card.wz, 76,
"and pivoting at the middle of the tile row his feet are drawn in")
-- ------- a map that does not draw him builds nothing
local other = scene()
other.tileAt[keyOf(1, 8)] = 40
Structures.buildFigures(other, map, 0, 3, 8, 11)
T.eq(#other.figures, 0, "no match, no figure")
T.eq(other.tileAt[keyOf(2, 8)], 57, "and nothing repainted")
-- ------- and it never fires twice on the same drawing
local twice = scene()
Structures.buildFigures(twice, map, 0, 3, 8, 11)
Structures.buildFigures(twice, map, 0, 3, 8, 11)
T.eq(#twice.figures, 1,
"the repaint replaces the pattern, so a rescan cannot match it again")
-- ------- a figure with a DEPTH is an object, not a card
--
-- The Marts' cash register: the same authored-mask escape, but a machine
-- set down on a counter is a box seen from the front rather than a
-- face-on icon, so it builds as a per-pixel solid. Driven over a
-- synthetic copy of the counter's east arm, as all nine maps on the MART
-- id draw it at cell (1,5):
--
-- y=9 16 41 the work surface north of it
-- y=10 14 15 the register: keypad and receipt curl
-- y=11 30 31
-- y=12 16 41 the work surface it stands on
T.check(TileShape.figures("POKECENTER")[1].depth == nil,
"the seated man states no depth -- he stays a flat sprite card")
local regs = TileShape.figures("MART")
T.check(type(regs) == "table" and #regs == 1,
"MART carries exactly one figure")
local reg = regs[1]
T.eq(reg.w, 2, "the register is two tiles across")
T.eq(reg.h, 2, "and two tall")
T.eq(reg.n, 150, "the mask claims 150 pixels of the 256 it spans")
T.eq(reg.depth, 12, "its body is 12 voxels deep -- three quarters of the cell")
T.check(reg.thin and reg.thin.rows == 4 and reg.thin.depth == 2,
"the four rows above its drawn top edge are 2-voxel paper")
T.check(reg.flat and reg.flat.x0 == 2 and reg.flat.x1 == 8
and reg.flat.r0 == 4 and reg.flat.r1 == 11,
"and the keypad is a TOP-VIEW rect, not a face")
local MART_ROWS = { [9] = { 16, 41 }, [10] = { 14, 15 },
[11] = { 30, 31 }, [12] = { 16, 41 } }
local martS = { shapeAt = {}, tileAt = {}, figures = {}, skip = {},
ground = {}, runs = {}, objectQuads = {} }
for ty, row in pairs(MART_ROWS) do
for i, tile in ipairs(row) do
martS.tileAt[keyOf(1 + i, ty)] = tile
martS.shapeAt[keyOf(1 + i, ty)] = COUNTER
end
end
local martMap = {
tileset = { id = "MART", tilesPerRow = 16,
imageWidth = 128, imageHeight = 48 },
isWalkableCell = function() return false end,
}
Structures.buildFigures(martS, martMap, 2, 3, 9, 12)
T.eq(#martS.figures, 0, "no card was built -- it is a solid")
T.eq(#martS.objectQuads, 351,
"and it landed in the standee channel as 351 quads")
T.eq(martS.tileAt[keyOf(2, 10)], 16,
"its tiles wear the plain work surface now")
T.eq(martS.tileAt[keyOf(3, 11)], 41, "all four of them")
T.eq(martS.shapeAt[keyOf(2, 10)].class, "counter",
"and keep the counter box the machine stands on")
local rx0, rx1, ry0, ry1, rz0, rz1
for _, q in ipairs(martS.objectQuads) do
for c = 1, 4 do
local p = q[c]
rx0 = math.min(rx0 or p[1], p[1]); rx1 = math.max(rx1 or p[1], p[1])
ry0 = math.min(ry0 or p[2], p[2]); ry1 = math.max(ry1 or p[2], p[2])
rz0 = math.min(rz0 or p[3], p[3]); rz1 = math.max(rz1 or p[3], p[3])
end
end
T.eq(ry0, 8, "it stands ON the counter's 8px top plane, not the floor")
T.eq(ry1, 24, "and is its drawn 16px tall")
T.eq(rx0, 18, "west edge at the mask's column 2")
T.eq(rx1, 30, "east edge at column 13, inside its own cell (16..32)")
T.eq(rz1, 96, "its FRONT is the cell's own front edge, where it is drawn")
T.eq(rz0, 84, "and it grows north from there, 4 short of the cell's back")
-- the two thicknesses: the body at 8, the receipt curl at 2, the curl
-- centred in the body's own band rather than flush with its front
local bands = {}
for _, q in ipairs(martS.objectQuads) do
for c = 1, 4 do bands[q[c][3]] = true end
end
for _, z in ipairs({ 84, 89, 91, 96 }) do
T.check(bands[z], "the model has a face at z = " .. z)
end
local curl = {}
for _, q in ipairs(martS.objectQuads) do
local lo = math.min(q[1][2], q[2][2], q[3][2], q[4][2])
if lo >= 21 then for c = 1, 4 do curl[q[c][3]] = true end end
end
T.check(curl[89] and curl[91] and not curl[84] and not curl[96],
"clear of the arm's top only the 2-voxel paper band exists")
-- THE L. The base band (drawn rows 12-15) stands 4 above the counter and
-- the keypad lies on it as a horizontal plate, so the whole machine is
-- exactly three surfaces: a foot, an arm, and a deck in the notch.
local plate, deckTop = {}, 0
for _, q in ipairs(martS.objectQuads) do
local flatQuad = q[1][2] == q[2][2] and q[2][2] == q[3][2]
and q[3][2] == q[4][2]
if flatQuad and q[1][2] == 13 then
plate[#plate + 1] = q
elseif flatQuad and q[1][2] == 12 then
deckTop = deckTop + 1
end
end
T.eq(#plate, 83,
"the keypad lies FLAT: one top quad per masked voxel of the deck")
T.eq(deckTop, 7,
"on the base band's own top, which is 4 voxels up (drawn rows 12-15)")
local dz0, dz1
for _, q in ipairs(martS.objectQuads) do
if q[1][2] == 12 and q[3][2] == 12 then
for c = 1, 4 do
dz0 = math.min(dz0 or q[c][3], q[c][3])
dz1 = math.max(dz1 or q[c][3], q[c][3])
end
end
end
T.eq(dz0, 84, "and that deck runs the body's whole depth")
T.eq(dz1, 96, "-- plain behind the panel, covered by it in front")
local px0, px1, pz0, pz1
for _, q in ipairs(plate) do
for c = 1, 4 do
px0 = math.min(px0 or q[c][1], q[c][1]); px1 = math.max(px1 or q[c][1], q[c][1])
pz0 = math.min(pz0 or q[c][3], q[c][3]); pz1 = math.max(pz1 or q[c][3], q[c][3])
end
end
T.eq(px0, 18, "the deck spans the mask's columns 2..8")
T.eq(px1, 25, "-- the keypad panel and its own black rim")
T.eq(pz1, 96, "the deck reaches the body's front edge")
T.eq(pz0, 84, "and its back -- 8 drawn rows STRETCHED over 12 voxels")
-- the stretch is by whole voxels, centre-sampled: 8 drawn rows over 12
-- voxels of deck doubles every second one and blurs nothing
local perRow16, atlasH16 = 16, 48
local depthRow = {}
for _, q in ipairs(plate) do
local z = math.min(q[1][3], q[2][3], q[3][3], q[4][3])
depthRow[z] = math.floor(q.v * atlasH16)
end
local seen = {}
for z = 84, 95 do
T.check(depthRow[z] ~= nil, "deck voxel at z = " .. z .. " wears a texel")
seen[depthRow[z]] = (seen[depthRow[z]] or 0) + 1
end
T.eq(depthRow[95], 11, "the front voxel wears the keypad's own bottom rim")
T.eq(depthRow[84], 4, "the back one wears its top rim")
local doubled = 0
for _, n in pairs(seen) do
T.check(n == 1 or n == 2, "no drawn row spreads over more than two voxels")
if n == 2 then doubled = doubled + 1 end
end
T.eq(doubled, 4, "exactly four of the eight rows double -- 8 into 12")
-- and the arm still stands its drawn 8 rows above that deck, carrying
-- the paper: nothing in the notch reaches higher than the plate
local armTop, notchTop = 0, 0
for _, q in ipairs(martS.objectQuads) do
for c = 1, 4 do
if q[c][1] >= 25 then armTop = math.max(armTop, q[c][2])
elseif q[c][1] <= 24 then notchTop = math.max(notchTop, q[c][2]) end
end
end
T.eq(armTop, 24, "the arm and its receipt curl reach the drawn 16px")
T.eq(notchTop, 23,
"and west of it only the keys (13) and the paper overhanging them")
-- ------- prop_bg: the shades a pinned prop treats as background
--
-- The potted plants needed this: their pot's olive base is drawn flush on
-- the bottom of the plant block, so the ordinary vote (shades touching the
-- drawing's own bounding box) read "dark" as background and drained every
-- olive pixel in the plant.
local bgRules = TileShape.propBg("POKECENTER")
T.check(type(bgRules) == "table", "POKECENTER names prop background shades")
for _, tile in ipairs({ 32, 33, 34, 35, 48, 49, 50, 51 }) do
local set = bgRules and bgRules[tile]
T.check(type(set) == "table" and set.light and set.white
and not set.dark and not set.black,
"plant tile " .. tile .. ": light/white are background, dark is the pot")
end
-- and it is scoped: the healing consoles' screens and the PC keep the
-- ordinary vote, because they want the opposite call on those same shades
for _, tile in ipairs({ 58, 59, 66, 70, 74, 75, 82, 86 }) do
T.check(bgRules[tile] == nil,
"tile " .. tile .. " keeps the ordinary background vote")
end
-- a tileset with no prop_bg at all answers nil rather than an empty table,
-- so Structures can skip the lookup entirely
T.check(TileShape.propBg("CAVERN") == nil,
"a tileset that names none answers nil")
T.finish("DRAMATIC_SHAPE figures")
+346
View File
@@ -0,0 +1,346 @@
-- Driver: the pixel-identity gate for performance work.
--
-- Every optimization in this mod's performance pass claims the frame comes
-- out the same. This driver is what makes that claim checkable rather than
-- asserted: it renders a fixed set of scenes -- several maps, indoors and
-- out, at every camera rung, in every display mode -- and writes one PNG
-- per scene. Run it before a change and after it, hash the two directories,
-- and any file whose hash moved is a scene the change altered.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/voxel_shots_ab.lua \
-- SHOT_DIR=<dir> AB_TAG=before lovec.exe .
--
-- knobs (env):
-- SHOT_DIR output directory (created if missing) (default "shots/ab")
-- AB_TAG subdirectory under SHOT_DIR (default "before")
-- AB_MODES display modes to sweep, comma list (default all four)
--
-- DETERMINISM is the whole game here, because a shot that differs for a
-- reason other than the change under test makes the gate useless:
--
-- * the day/night clock is PINNED (an unpinned sky is a different sky
-- every second, and it drives the sun angle and the shadow frustum);
-- * the animated tile slots ride the engine's 60Hz counter, so every
-- scene is reached after the SAME number of frames from the same
-- starting state, and the water is at the same point in its roll;
-- * levels are set through Pipelines.setLevel, never the hotkey, so the
-- run cannot write the player's options;
-- * encounters are stubbed off -- a wild battle would replace the scene
-- the shot is named for.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local OverworldState = require("src.world.OverworldController")
local ROOT = (os.getenv("SHOT_DIR") or "shots/ab")
.. "/" .. (os.getenv("AB_TAG") or "before")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[ab] DRAMATIC_SHAPE mod not loaded -- nothing to compare")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
OverworldState.rollEncounter = function() return nil end
-- NPCs roam on a random timer (src/world/NPC.lua), and LOVE's RNG is
-- seeded differently every launch -- so two runs of this driver put the
-- same townsfolk in different places and every shot with a person in it
-- differs for a reason that has nothing to do with the change under
-- test. Freeze them: `frozen` is the flag the NPC's own update already
-- honours, and an NPC mid-step still finishes it, so the settle below
-- lands on a still scene. They are still POSED and still drawn, so the
-- billboard, its lean and its shadow are all still under test.
local NPC = require("src.world.NPC")
if not NPC.dramaticShapeAbFreeze then
local inner = NPC.update
function NPC:update(...)
self.frozen = true
return inner(self, ...)
end
NPC.dramaticShapeAbFreeze = true
end
pcall(love.math.setRandomSeed, 20260730)
-- Freeze the tile-animation clock, on BOTH routes to it.
--
-- TileRenderer.tick consumes WALL-CLOCK dt (so the water rolls at the
-- same speed on a 60Hz and a 144Hz panel), which means the step a shot
-- catches depends on how fast the machine got there rather than on
-- anything the run did. Stubbing tick pins the counter the flat tile
-- layer reads.
--
-- The mod reads the SAME counter but through its own chain
-- (TerrainAtlas.animFrame): TileRenderer.animFrame if the build exports
-- one, else the local off tick's upvalues, else -- and this is the trap
-- -- wall-clock time. A stubbed tick has no upvalues, so stubbing it
-- ALONE knocks the mod onto the wall-clock fallback and makes the
-- flowers drift between two otherwise identical runs. Exporting a
-- constant animFrame takes the first branch and pins that route too.
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
-- The scenes. Chosen for what each one can BREAK, not for looks:
-- ROUTE_1 open ground, grass billboards, a long view north --
-- the case a shadow-frustum or culling change moves
-- VIRIDIAN_CITY buildings, window panes (the glass mask), signs
-- PALLET_TOWN the seam with Route 1: neighbour meshes and ring
-- VIRIDIAN_FOREST dense round-tree hulls, heavy occlusion
-- REDS_HOUSE_1F indoors: no sky, no sun, authored figures
-- PEWTER_CITY a second tileset with its own atlas bake
local SCENES = {
{ id = "ROUTE_1", x = 10, y = 20, face = "up", label = "open" },
{ id = "VIRIDIAN_CITY", x = 20, y = 26, face = "up", label = "town" },
{ id = "PALLET_TOWN", x = 10, y = 2, face = "up", label = "seam" },
{ id = "VIRIDIAN_FOREST", x = 16, y = 24, face = "up", label = "trees" },
{ id = "REDS_HOUSE_1F", x = 4, y = 4, face = "up", label = "indoor" },
{ id = "PEWTER_CITY", x = 16, y = 20, face = "down", label = "pewter" },
}
-- OFF is in the list deliberately: a change that speeds the 3D path up
-- must not have touched the flat one either. Then the three camera
-- rungs, 75 last because it is the low camera this performance work is
-- aimed at.
--
-- FULL (rung 1) is NOT here, and cannot usefully be. It is a settings
-- PRESET, not a render path: it sets tilt-shift to maximum, flattens the
-- world curve, fits the zoom, switches 3D battles on -- and pins DAYTIME
-- to SYNC and HOLDS it there (main.lua's applyFull / DayNight.forceSync),
-- which overrides this driver's pinned clock and makes every shot after
-- it depend on the wall clock. It also persists all of that, so one run's
-- FULL changes the options the NEXT run starts from. What FULL renders is
-- 35 degrees with the blur at 3, which rung 3 plus AB_TSHIFT=3 covers
-- exactly.
local RUNGS = {}
for n in (os.getenv("AB_RUNGS") or "0,2,3,5"):gmatch("%d+") do
RUNGS[#RUNGS + 1] = tonumber(n)
end
local TSHIFT = math.floor(tonumber(os.getenv("AB_TSHIFT")) or 0)
-- AB_SHADOW=0 renders with the sun pass's contribution turned off
-- (SHADOW_ALPHA 0 short-circuits the lookup in the scene shader). A
-- bisection tool: when a set of shots will not reproduce, this says
-- whether what is moving is in the shadow map or somewhere else.
if os.getenv("AB_SHADOW") == "0" then
V.require("Voxel3D").SHADOW_ALPHA = 0
end
-- PaletteFX.MODES, minus the inverted novelties: `ogred` and `classic`
-- are the SGB paths this mod bakes an atlas for, `gbc` is the shared
-- default, and `redpp` is the one that rebakes an atlas PER MAP -- four
-- genuinely different routes through TerrainAtlas.
local MODES = {}
for m in (os.getenv("AB_MODES") or "ogred,classic,gbc,redpp"):gmatch("[^,]+") do
MODES[#MODES + 1] = m
end
-- Two times of day, because half the shader only runs in one of them:
-- the window lamps, the moon disc and the night tint are all dark-only,
-- and the glint sweep and the sun disc are day-only.
local TIMES = { "day", "night" }
local shots, missed = 0, 0
-- U.shot's own mkdir is the POSIX one, which cmd.exe does not
-- understand, and a missing directory makes every capture vanish
-- silently. Try both spellings once, up front.
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
-- A capture that always costs the SAME number of frames.
--
-- U.shot spins up to 120 frames waiting for the capture to land, which
-- is right for a screenshot and wrong for this: the animated tile slots
-- (water rolling, flowers opening) ride the engine's frames-since-boot
-- counter, so a scene reached after a different number of frames renders
-- its water at a different point in the roll and the shot differs for a
-- reason no change caused. A driver resume and a rendered frame are 1:1
-- here, so the capture lands on the next draw and a fixed budget is both
-- enough and constant.
local CAPTURE_FRAMES = 4
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
local ShadowMap = V.require("ShadowMap")
-- Wait for the scene to actually BE the scene the shot is named for.
-- Two things are still in motion after a teleport, and both are timed in
-- wall-clock seconds rather than frames, so "wait N frames" settles them
-- by a different amount on every machine and every run:
--
-- the build queue -- meshes are built on a per-frame time budget, so a
-- slower run captures a half-built neighbour;
-- the camera tween -- Voxel.t runs on dt over TWEEN_TIME, so a shot
-- taken before it lands is at some arbitrary intermediate pitch.
--
-- Both are waited on by their own completion flag, then a short fixed
-- settle. The variable wait is harmless now that the animation clock is
-- frozen above -- otherwise it would move the water instead.
-- and the CAMERA, which is the subtle one. It eases toward the player
-- over wall-clock dt, so after a fixed wait it has covered a distance
-- that depends on how fast the machine ran -- and the sun pass is only
-- redrawn when the camera crosses a quarter-world-pixel (VoxelScene's
-- shadow signature), so a frame caught mid-ease carries a shadow map
-- fitted for a slightly different camera than the one it is drawn with.
-- That is a real and deliberate tolerance in the mod, but it makes the
-- gate compare two arbitrary points inside it. Waiting for the camera
-- to stop moving entirely puts every shot at the same steady state.
local function cameraStill()
local o = game.overworld
local c = o and o.camera
if not c then return true end
local lx, ly, held = nil, nil, 0
for _ = 1, 300 do
if c.x == lx and c.y == ly then
held = held + 1
if held >= 10 then return true end
else
held = 0
lx, ly = c.x, c.y
end
U.wait(1)
end
return false
end
local function settleBuild()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
cameraStill()
-- and then force one final sun pass at the settled camera. The map is
-- only redrawn when the camera crosses a quarter world pixel, so a
-- still camera holds whatever was drawn at the moment it last did --
-- correct to within that tolerance, but fitted from a position that
-- depends on where the easing happened to be, which differs by a few
-- hundredths of a pixel between runs and moves every shadow edge by a
-- shade or two. Forgetting the stamp redraws from the state the shot
-- is actually taken in, and two runs then agree exactly.
-- guarded so this driver can also be pointed at a build that predates
-- the seam, which is exactly what capturing a "before" reference means
if ShadowMap.forget then ShadowMap.forget() end
U.wait(20)
end
-- AB_TRACE=1 prints the state each shot was taken in. When two runs of
-- this driver disagree, this is what says which input moved.
local TRACE = os.getenv("AB_TRACE") == "1"
local function trace(name)
if not TRACE then return end
local o = game.overworld
local e = ShadowMap.extent or {}
print(("[ab] %-28s cam=(%.4f,%.4f) player=(%.3f,%.3f) res=%d extent=(%.3f,%.3f,%.3f) KX=%.6f KZ=%.6f angle=%.6f pend=%d")
:format(name,
o and o.camera and o.camera.x or -1,
o and o.camera and o.camera.y or -1,
o and o.player and o.player.px or -1,
o and o.player and o.player.py or -1,
ShadowMap.res or 0,
e[1] or 0, e[2] or 0, e[3] or 0,
ShadowMap.KX or 0, ShadowMap.KZ or 0,
Voxel.angle or 0,
ChunkMesher.pending()))
end
-- AB_SHADOWDUMP=1 also writes the packed depth map itself, into the save
-- directory. When the scene differs but every input to the sun pass is
-- identical, the map is the only place left to look.
local DUMP = os.getenv("AB_SHADOWDUMP") == "1"
local function dumpShadow(name)
if not DUMP then return end
local tex = ShadowMap.texture()
if not (tex and tex.newImageData) then return end
pcall(function()
love.filesystem.createDirectory("ab_shadow")
tex:newImageData():encode("png", "ab_shadow/" .. name .. ".png")
end)
end
local function capture(name)
trace(name)
dumpShadow(name)
local path = ("%s/%s.png"):format(ROOT, name)
game.capturePath = path
U.wait(CAPTURE_FRAMES)
local f = io.open(path, "rb")
if f then
f:close()
shots = shots + 1
else
missed = missed + 1
print("[ab] capture did not reach disk: " .. path)
end
end
local PaletteFX = require("src.render.PaletteFX")
local function setMode(mode)
local known = false
for _, m in ipairs(PaletteFX.MODES) do
if m == mode then known = true break end
end
if not known then return false end
return (pcall(PaletteFX.setMode, mode))
end
-- A fixed zoom, so the view size every shot is composed at is the same
-- one. Zoom is persisted, so without this a session that ever ran the
-- FULL preset (which fits the zoom to the window) leaves a different
-- view size behind for every later run.
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
for _, mode in ipairs(MODES) do
if setMode(mode) then
for _, when in ipairs(TIMES) do
DayNight.setting:sync(when)
for _, s in ipairs(SCENES) do
for _, rung in ipairs(RUNGS) do
U.teleport(game, s.id, s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
-- pinned AFTER the voxel rung, because FULL is a preset that
-- reaches over and sets this row itself (main.lua's applyFull)
-- and persists it -- so without this, one run's FULL leaks a
-- blur level into the NEXT run's options.lua and every shot
-- differs for a reason no code change caused. Sharp by
-- default: a gaussian smears a one-pixel geometry difference
-- across the whole frame, which is exactly what a gate meant
-- to localise differences must not do. AB_TSHIFT=3 runs the
-- blur path deliberately.
Pipelines.setLevel("tiltshift", TSHIFT)
-- Wait for the build queue to drain rather than for a fixed
-- number of frames. Meshes are built on a per-frame time
-- budget, so how much of a map exists after N frames is a
-- property of the MACHINE -- a slower run captures a
-- half-built neighbour and the shot differs for no reason the
-- change caused. Draining first, then settling a fixed 40
-- frames for the camera tween, makes the scene the same
-- scene everywhere. (Safe now that the animation clock above
-- is frozen: a variable wait no longer moves the water.)
settleBuild()
capture(("%s_%s_%s_v%d"):format(mode, when, s.label, rung))
end
end
end
else
print("[ab] display mode " .. mode .. " unavailable, skipped")
end
end
print(("[ab] %d shots into %s (%d failed to reach disk)")
:format(shots, ROOT, missed))
end
+121
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-- Scratch driver: water shot with V-CURVE walked OFF..3, to see what the
-- world bend does to the reflective pass.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/water_curve_shots.lua \
-- SHOT_DIR=.scratchpad/watercurve AB_TAG=before lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/watercurve")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[water] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
local WorldCurve = V.require("WorldCurve")
local Water = V.require("Water")
-- WATER_RUNG=sky drops the screen-space march and leaves the sky path, to
-- tell an artefact of the one from an artefact of the other
if os.getenv("WATER_RUNG") then Water.setting:sync(os.getenv("WATER_RUNG")) end
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync(os.getenv("WATER_TIME") or "night")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(40)
end
-- Stand on the walkable cell just north of the widest run of water on the
-- map, so a scene is picked by where the water actually is rather than by
-- a coordinate guessed off the block list.
local TileShape = V.require("TileShape")
local function shore(map)
local def = map.def
local shapes = TileShape.forMap(map)
local function classAt(cx, cy)
local tx, ty = cx * 2, cy * 2
local s = TileShape.at(map, shapes, map:tileAt(tx, ty), tx, ty)
return s and s.class
end
local best, bestRun = nil, 0
for cy = 1, def.height * 2 - 1 do
local run, start = 0, nil
for cx = 0, def.width * 2 - 1 do
if classAt(cx, cy) == "water" then
start = start or cx
run = run + 1
if run > bestRun and classAt(cx, cy - 1) ~= "water" then
bestRun, best = run, { x = start + math.floor(run / 2), y = cy - 1 }
end
else
run, start = 0, nil
end
end
end
return best
end
local SCENES = {
{ map = "PALLET_TOWN", label = "pallet" },
{ map = "CERULEAN_CITY", label = "cerulean" },
{ map = "VERMILION_CITY", x = 18, y = 27, label = "vermilion" },
{ map = "ROUTE_24", label = "route24" },
{ map = "VIRIDIAN_CITY", label = "viridian" },
}
local shots = 0
for _, s in ipairs(SCENES) do
if not s.x then
-- teleport once so the map is loaded, then let the scan place us
U.teleport(game, s.map, 1, 1, "down")
U.wait(4)
local spot = game.overworld and game.overworld.map and shore(game.overworld.map)
if spot then s.x, s.y = spot.x, spot.y else s.x, s.y = 1, 1 end
print(("[water] %s shore at (%d,%d)"):format(s.label, s.x, s.y))
end
for _, rung in ipairs({ 3, 4 }) do
for _, curve in ipairs({ 0, 3 }) do
U.teleport(game, s.map, s.x, s.y, s.face or "down")
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
WorldCurve.setting:setIndex(curve + 1, game)
settle()
local path = ("%s/%s_v%d_c%d.png"):format(ROOT, s.label, rung, curve)
game.capturePath = path
U.wait(8)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[water] capture missed: " .. path) end
end
end
end
print(("[water] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end
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-- 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 (tried depth24, ")
say(" depth24stencil8, depth32f and depth16).")
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
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