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Author SHA1 Message Date
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
36 changed files with 7653 additions and 263 deletions
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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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@@ -1,5 +1,634 @@
# Changelog
## 1.4.1
### Added
- **Furniture through the building pipeline.** The band-table voxelizer
that models whole buildings from their own drawings (lib/Buildings.lua)
now reads interior furniture too, and the first four drawings are in:
- **F01, the starter-ball table in Oak's lab** -- the tabletop's 16
drawn rows lay flat over a 16px plot (1:1, the first template that
never cycles), the black/#555/black edge band folds into the slab's
own rim, and the base extrudes with its corner feet. Six voxels
tall, exactly the drawn elevation.
- **F03, the empty north table beside it** -- the same band table on a
grid two tiles narrower.
- **F02, the lab's computer desk** -- the first DESK-SET template: the
drawing segments into PARTS, each classified by the surface it
depicts. The monitor and the computer tower stand upright on the
desk wearing their own drawn tops as lids; the keyboards and the
mouse lie flat in front of them; the sheet of paper on the right
lies flat across the desk. Flat parts keep the drawing's own rule --
drawn row IS depth row, the same 1:1 the tabletop is drawn with --
so an object's height on the drawing is its position on the desk.
The Hall of Fame's recording machine is this drawing tile for tile
on the GYM atlas, and models identically for free.
- **F04, the Center PC** -- the desk-set read again: a Mac-style unit
with its screen and drive slot in relief, standing at the back of a
low white-topped desk with its keyboard lying at the front edge.
Eleven Pokemon Centers, plus the Indigo Plateau lobby, whose MART
tileset shares the atlas.
Two measurements had to stop being assumptions for furniture to fit
the pipeline: the GROUND LINE is now read off the drawing (a building
ends on the black threshold row it stands on; a table's legs stop two
rows short of theirs, and extruding against the grid floated them in
the air), and a template may name its PLOT (`depth`) when the matched
grid runs past it onto the walkable floor the legs merely stand on.
Both are identities for every existing building.
- **The Center couch has a backrest.** The couch is drawn from above --
back-and-arm strip down the west side, cushions and seams on the east
-- and rendered as one seat-high box. The new `backrest` class raises
the drawn back strip to 12px over the 8px seat, in every Center and
the Celadon Hotel. The man sitting on it keeps his seat: the figure
anchor now scans under his card for the tallest authored upright (his
cushion) instead of reading the corner tile, which is the backrest
now.
### Changed
- **Sprites ride at the height the art actually stands.** Class heights
can now be overridden per tileset (a tileset entry's `heights`), and
DOJO's lab tables use it: they are drawn 6px tall, not the default
table's 12, so the starter balls sit exactly on the modelled tabletop
-- and the volume-built north tables drop to the same height, keeping
every table in the room level.
- The Center PC's old rendering -- a 12px table box with the unit as a
flat standee on it -- retires wherever the F04 template stamps; the
pins stay only as the degradation path when the shape profile is
absent.
## 1.4.0
### Added
- **WATER, a new row on hotkey 9: water reflects the world, the sky, the sun
and the moon.** Every lake, sea and pond in Kanto was a flat animated
texture lying in a hole in the ground. It is now a surface, and it is
reflective.
What it reflects, in the order the shader resolves them:
- **The sky.** The reflected direction goes through the very matrix the
frame is drawn with, as a point at infinity, and the canvas row that
lands on is looked up on Sky's own band ramp -- the identical texture,
the identical checkerboard dither, the identical display-mode transform.
So the sky in the lake is the sky over it, and the two meet at the
waterline with no seam at any pitch, field of view, window shape or zoom.
Blue at noon, gold at dusk, navy under the moon; GRAY gets a grey lake
and CLASSIC a green one, for nothing.
- **The sun and the moon**, hung by ANGLE rather than by screen position,
because a reflected body is usually off the top of the frame entirely
and a projected point stops meaning anything out there. The angular
radius is the painted disc's own radius run back through the camera's
field of view, so the two are the same size -- craters, dithered rim,
the sunset's loom and all, off one shared list. This is also the
specular: a low sun lays a broken gold path across the water on its own,
out of the reflection rather than out of a highlight term nailed on
beside it.
- **The world, in screen space.** The reflected ray is walked forward in
world space, each step projected through the same matrix, looking for
where it passes behind what the depth buffer holds -- then binary-refined
onto the contact and read out of a copy of the frame as it stood before
the water went down. Shore trees, buildings, ledges and cliffs land in
the water because they are on screen; where the ray leaves the frame or
finds nothing, the sky above answers instead, which is what makes the far
half of a lake sky and the near half scenery with no seam between them.
Fresnel decides how much of it shows: almost nothing looked straight down
at, almost everything looked along -- so the 15-degree rung is a pond and
the 75-degree rung is a mirror, off the same surface.
Every rung gets one, though, which took a lean. A reflection off flat water
points as far above the horizon as the eye is above the water: 15 degrees
at the top rung -- grazing the sky's pale end, sweeping the sun's own path,
travelling far enough across the screen for the march to find the shoreline
-- and 75 degrees, straight up, at the steepest. Up there the bands are at
their darkest, the sun and moon sit at about 6 degrees of squashed
elevation and are nowhere near it, and the screen-space ray leaves the top
of the frame in two steps. All three are correct, and together they are a
lake with nothing in it.
So the reflection now LEANS toward the elevation the top rung reflects at,
by however far the camera is from having a horizon in frame -- **zero** at
the rung where the horizon IS in frame, so the one place the join can be
seen, the waterline, is still the exact reflection it was. Toward an
elevation rather than by a weight, because the ray it starts from differs
at every rung and a fixed fraction lands them all somewhere different: the
middle rungs came out further from the sun than the steepest one. And it
leans the LEVEL reflection with each column's own deflection added back on
top -- leaning the perturbed ray sets its elevation outright, which at full
lean gave every column on the lake the same one, flattened the sky to a
single band and removed the moon entirely.
Three rungs rather than a toggle. FULL is the whole thing; SKY drops the
ray march and keeps the sky, sun and moon, which is most of the look for a
handful of instructions; OFF is the flat water this mode always drew. The
FULL preset sets it to FULL.
- **The water surface is a field of pixel-tall columns, and they are real.**
Not a normal map: a heightfield of one-world-pixel bars -- the same unit
every other voxel in this mode is built from, and exactly one texel of the
water tile -- each standing a WHOLE number of pixels high and rising and
falling on its own.
Three travelling wave trains, and one of them dominates: a wave has a
DIRECTION, and its crest is a line running across it for as far as the
water goes. Three trains of equal weight cancel and reinforce in patches
instead, and the surface comes out as round islands of raised pixels with
no travel to them -- blobs rather than waves. The dominant train's
wavelength is about forty world pixels, five tiles, so a crest is a long
run of columns at one height with a step down either side.
Drawn with no extra geometry at all: the mesh is still one flat quad per
tile, and the columns are found by walking the view ray down through the
slab in the pixel shader. That is what makes them read as solid -- a tall
bar hides the shorter ones behind it, you see the SIDE of the ones facing
you (wearing the mesh's own direction shading, so a crest is lit like every
other voxel in the world), and the whole field parallaxes against the plane
as the camera moves. The water's art is read at the column the ray landed
on rather than at the flat quad underneath, so the pixels travel with the
bars they are made of.
The columns are what you SEE; the normal they reflect with is read off the
smooth surface they are a quantisation of. That distinction is the whole
difference between a moon on the water and confetti: whole-pixel heights
have whole-pixel differences, so a normal built from them can only point in
about five directions, and a sun or moon barely two degrees across falls
between them. Still one normal per column, so the surface stays
pixel-quantised in space while the value it reflects with is continuous.
Crests stand up to five world pixels, well past the 2px recess water sits
in -- deliberately, because the columns are relief drawn inside the water
quad's own footprint, so a bar that reaches above the bank is clipped at
the water's edge rather than spilling over it. What it buys is a surface
with real swell in it instead of a two-rung terrace.
And it moves in STEPS, at **15 a second** -- the cadence hand-drawn pixel
art is animated at. A surface built out of whole pixels that crawls
smoothly between them gives away that the quantisation is only skin deep.
Each step advances the dominant wave by exactly one world pixel, derived
from that train's own wavelength rather than tuned beside it, so nothing
ever lands half-way between two pixels and changing a wavelength moves the
speed with it.
- **AA, a new options row: OFF / 2X / 4X.** Everything else in this game is
flat art blitted at whole pixels. This mode's world 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 where a hard stair-step is not a
stylistic choice -- a roof ridge, a ledge lip, a tree's silhouette against
the sky, the leaning card of a character. At the shallow rungs, where the
diorama reads most like a photograph of a model, they crawl as the camera
drifts.
The row is SUPERSAMPLING: the whole pass renders into a canvas larger than
the window and is folded back down at the end. The ladder is samples per
display pixel, so 2X is a canvas root-two wider and taller and 4X one
exactly twice the size -- an honest 2x2 box.
Two alternatives were tried against what this pass already is, and both
lost:
- **MSAA** would have taken the water with it. The reflections read the
frame's own depth buffer as a texture, and a multisampled depth
attachment is not something a fragment shader in this dialect can sample.
The row would have quietly switched the WATER row off.
- **An edge filter** (FXAA and its relatives) works from the finished
colour alone, so it 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 larger has neither problem, and nothing in the frame had to be
taught about it: every pass already measures itself in the canvas it was
handed, so the sky's dither, the water's ray march, the shadow lookups and
the camera itself come out the same picture at a higher sample rate. It
antialiases the geometry, the alpha-cut outline of a sprite card, the
wireframe and the reflections at once, because none of them know it is
happening.
And it softens the ARTWORK with them, which is worth saying plainly. 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 it is a row and not something that is simply on.
Two things are quoted in DISPLAY pixels rather than canvas ones and are
multiplied up to match: the voxel wireframe's line width -- left alone it
would fold down to half a line, so turning the smoothing up would appear to
fade the grid out -- and the scale the overworld's FX closures draw at.
The fold is a shader rather than a scaled draw, because the void this pass
renders into is a transparent BLACK: averaging a straight-alpha edge against
it drags the colour toward black as well as toward transparent, and the
engine's composite then multiplies by that alpha a second time. Every
silhouette against the sky would have come out ringed with a dark fringe --
the exact artefact the row exists to remove. So the taps are premultiplied
before they are averaged and divided back out after.
The staged battle gets it too, on its own canvas: the arena is folded back
to the window's pixel size before the depth-of-field pass and the HUDs go
on, so the world is smoothed and the pics, panels and text box stay the
chunky GB art they are.
OFF by default, and **FULL neither sets it nor takes the row away** -- it
is the one row that is not a knob on the look but on what the look COSTS,
and only the player knows what their machine can carry. No hotkey, for the
same reason: it is set once, not flicked while walking.
### Changed
- **The water surface is its own mesh, and its own pass.** A mirror cannot be
drawn until what it reflects exists, so water is lifted out of the terrain
mesh at build time and drawn between the world and the characters. The
shoreline faces around it are untouched -- they belong to the GROUND that
exposes them -- and the sun still sees the surface, so a tree at the water's
edge still throws its shadow onto the lake.
- **The scene's depth buffer is a readable canvas.** It was an internal buffer
that could be written and tested and never sampled; it is now the same
buffer with a texture handle on it, at the same cost. Drivers that will not
make one fall straight back to the old buffer and lose the reflections and
nothing else.
- **The cast is reflected too -- by being drawn 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 the walkers, the NPCs and
the authored figures are painted into the reflection COPY alone, where they
are in the picture the water reflects and not yet in the picture the water
is drawn into. Both draws go through one function, so they cannot come out
different. The staged battle does the same with its two Pokemon.
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 wave is the same picture.
### Changed
- **The waves arrive in sets now, and a little slower.** Three fixed trains
are an exactly periodic field -- every forty-odd pixels of sea wore the
same crest at the same height, which reads as wallpaper the moment a lake
is bigger than the repeat. Two long-wavelength fields now ride the
dominant train, four to five carrier wavelengths apiece so neither reads
as a wave itself: a SWELL that breathes its amplitude, so a few tall
crests march through and hand over to a lull that is itself moving, and a
BEND that bows its phase, so a crest line curves across the surface
instead of ruling itself over all of it. The two lesser trains stay
plain: they are texture rather than structure, and a third modulator is
the soup the train weights exist to avoid. The step beat comes down from
15 to 12 a second -- the crests were hurrying, and a big wave is slower
than a walk cycle -- still a clean divisor of the engine's 60, and still
exactly one world pixel of dominant-crest travel per step.
- **Staged battles draw their water plain, whatever the WATER row says.**
The reflective pass is tuned for the overworld's ladder of cameras; a
battle's camera is PLACED -- low, tilted, framed like a picture -- and
under it the pass read wrong: Fresnel opened all the way up, the leaned
sky landed on bands the framing never shows, and a lake-sized arena came
out as murk wearing the tile art. The battle is a stage set, and stage
water is painted: the flat animated tiles the mode always drew, with the
mons compositing over them like everything else on the set.
### Fixed
- **On Android the water stayed flat, as if the row were off -- and once it
did draw, it came up in blocks with the haze showing through the holes.**
Three separate faults, every one of them invisible on desktop GL, run down
on a Galaxy Z Fold 7 with the driver's own compiler errors in logcat:
**The shader would not build.** Fragment floats default to **mediump** on
GLSL ES while the vertex stage's default is highp, and the water shader is
the mod's first to declare the same uniform -- the frame's `vp` matrix --
in BOTH stages, one on each default; GLSL ES refuses to link that, and the
pass fell back, quietly and by design, to the flat water the mode always
drew. The pixel stage now lifts its float default to highp (guarded, so a
GPU without fragment highp still compiles and falls back flat), which
settles the link and is also simply needed: the march works in world
coordinates that run to a few thousand, where fp16 has no fraction left.
The world-position varying is qualified highp for the same reason the
wireframe's always was, and the depth sampler too -- samplers default to
**lowp** whatever the floats are set to, and eight bits of depth is a
march with nothing to land on. One wrinkle inside the fix: LOVE's header
forward-declares `effect()` under ITS default, and Samsung's Xclipse
compiler treats a definition whose parameter precisions have drifted from
the prototype's as an illegal overload -- so effect()'s own float
parameters stay pinned to mediump, matching the declaration, and the
maths above them runs highp regardless.
**The depth test read the wrong texels.** The shader's own depth test
normalised LOVE's pixel coordinate by the `screen` uniform, which counts
canvas UNITS -- and on a highdpi phone (Android's density here is 2.625)
a canvas holds that many PIXELS per unit, so the lookup ran to 2.6,
clamped, and read edge texels across two thirds of the frame. Water
discarded itself in blocks wherever the mis-read depth landed in front,
and the haze backdrop showed through the holes. The coordinate is now
normalised by `love_ScreenSize.xy` -- the bound canvas's own pixel size,
measured in the same units on every display.
**And the readable depth canvas** -- the one hardware requirement the
rest of the mode does not already have -- now tries four formats before
giving up: depth24, depth24 riding a stencil (a pairing some mobile
drivers will texture when they refuse the bare format), depth32f, and
depth16 as the floor every GLES3 device can read. Refused all four, the
reflections are lost and nothing else, exactly as before.
- **Under BACK SPRITES some of your own Pokemon were see-through -- Pikachu,
Seel, Dewgong, Chansey, Jigglypuff -- with the arena showing through the
middle of them.** Those back pics are drawn as OUTLINES: everything inside
the ink is the lightest shade, the decoder keys that shade to nothing, and
on hardware it did not matter because the field behind them was white too.
BattlePics already put that paper back by flooding the background inward and
filling whatever it could not reach, and along the bottom of a figure it told
a narrow opening (a belly the drawing ran out of, sealed) from a wide one (a
stride, left open for the world to show through). Right for a mon standing
on the map -- but the pinned back pic is not on the map, it is on the text
box with its feet on row 96, and there is white box under its lowest row
rather than arena. Every one of those mons leaks out through an opening far
too wide to read as a drain, so the flood walked straight up inside them.
A pic on the box is now told so, and its bottom edge seals: nothing reaches
it from below at any width, and the rule stops being a heuristic -- paper is
whatever the background cannot walk to from the left, the right or the top.
Twelve of the game's 151 back pics turn on this; the other 139 come back
byte-identical, and no front pic is touched at all.
**And a hole is filled with the pic's own paper rather than with white.**
Shade 0 is only white while the pic is still grays, and pics arrive here
after the bake -- a species SGB colour, a BGP fade mid-animation, PAL_BLACK
across the whole screen while the blackout text is up. A hardcoded white
belly would have been the one lit thing on a blacked-out mon. The lightest
shade still standing in the pic is that colour, and every one of the game's
battler pics keeps at least one such pixel -- an eye, a highlight down a
cheek -- so what goes back is the baked shade itself.
### Known
- Screen-space reflections can only reflect what is in the frame. A tree just
off the top edge is not in the water below it, and a reflection whose ray
runs off the side of the screen fades into the sky rather than ending on a
hard line.
## 1.3.1
### Fixed
- **A staged battle on a phone stood some Pokémon three times the size of the
square they were on.** A Pidgey towered over the arena while the mon beside
it was the right size, which reads as a bug in one species and is not one.
Putting the paper back inside a battle pic (BattlePics, 1.3.0) needs the
pic's pixels, and a LOVE Image does not hand them back -- so the pic is drawn
into a canvas of its own size and the canvas is read. `newCanvas` takes the
SURFACE's dpi scale when it is not told otherwise, `conf.lua` turns highdpi
on for Android and iOS, and Android's display density is routinely 2.75. So
`newCanvas(56, 56)` allocated a 154x154 texture there, the pic was magnified
into it, and the readback came back at the magnified size. The rebuilt pic
was 2.75x the artwork, the engine's pics layer drew it 1:1 because it trusts
`getWidth()`, and the mon stood on its tile nearly three times too big.
Only a pic with an enclosed hole in it is rebuilt at all -- the rest are
handed straight back untouched -- which is why it hit some species and not
others, and why it never showed on desktop, where the dpi scale is already 1.
The readback now asks for one texel per pic pixel, the way the engine's own
`PixelCanvas` does for the same reason. The animated-tile atlas readback took
the same fix: on a phone it would have come back magnified too, and every
tile coordinate in it counts in eights from the top-left.
## 1.3.0
### Added
- **BACK SPRITES, a new row under 3D-BTL: your own Pokémon stays on the battle menu.**
The staged shot stands both mons on the map, which is the mode's whole claim
-- and it costs the framing Gen 1 is most recognisable by: your own Pokémon,
seen from behind, sitting on top of the battle menu with its feet on the box.
With BACK SPRITES on the foe is still geometry standing on its own 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. It is
the engine's own pics layer that draws it, through the `onlySide` argument
that layer already takes, so every pic effect -- the grow-out-of-the-ball,
the faint slide, the damage blink, the send-out trainer pic -- comes along
unchanged and none of it is reimplemented.
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. Two things follow the
setting: the `pokemon.sprite` hook stops asking for the front pic on the
player's side (it is a back view again, and the front art would be that mon
turned round to face the player it belongs to), and the move-animation offset
drops that side's contribution, because a pic that has not moved cannot have
moved the pair's centre.
OFF by default -- what the mode advertises is the two of them out there --
and only on the OPTIONS menu while 3D-BTL is on, since with staged battles
off the engine already draws exactly this.
### Fixed
- **Battle pics were see-through, and it took a back sprite on a tiled floor
to make it obvious.** Gen 1 pics are two-bit art whose lightest shade is
white, and the decoded PNGs key that shade to alpha 0 -- which cost nothing
when the field behind them was white too. Over a route, every belly, every
eye white and every highlight is a hole with the world showing through, and
the mon reads as a stencil.
`BattlePics` exists to put that paper back and, as written, put none of it
back. It flood-filled the outside from the border and filled what the flood
could not reach, which is exact and, on this game's art, empty: a Gen 1
figure is an open drawing, and its belly walks out to the border through the
gap between its legs. Read across all 305 of the game's battle pics, that
rule finds an enclosed hole in exactly none of them.
The fix is to start the flood somewhere else: at the edges of the ARTWORK'S
OWN BOUNDING BOX, and at three of them -- left, right and top. The bottom is
closed, because it is not a side the background is behind, it is where the
drawing was CUT. A pic is bottom-aligned in its slot with all the margin at
the top, so a mon's lowest row is the last row it was given and everything
below the belly simply stops. Treat that cut as open and the background
pours up inside the figure, which is the channel of world that used to show
through a Clefairy.
That is exact rather than a heuristic: nothing is filled because of what
surrounds it, only because the background provably cannot reach it. Which is
why it needs no idea whether it is holding a front pic or a back one -- 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 belly
reaches neither and is paper. The silhouette is untouched, so the mon still
cuts cleanly against the world.
It replaces the border flood outright rather than sitting beside it, since
anything the border could not reach the box edges cannot reach either.
The bottom edge needs one more distinction, because two different things
meet the underside of a figure. A DRAIN is where the drawing ran out -- a
belly whose white carries on down until the artist stopped, leaking out
through the inch between a body and a leg -- and is sealed. A MOUTH is the
space between two legs, background that happens to be enclosed on three
sides, and is left open so the world shows through a trainer's stride.
Width tells them apart, and on this game's art it 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 one sprite. Apart from that number the rule stays
exact.
Front pics come back untouched, and not by being special-cased: they are
near-solid silhouettes with almost nothing inside them to fill, so their own
shape is what says so.
Both mons were affected -- the cards in the arena as much as anything -- so
this lands wherever a battle pic is drawn over the world, not just under
BACK SPRITES.
- **The pinned back pic was lit at noon while the world behind it was not.**
Everything standing in the arena goes through the voxel shader, and that
shader multiplies by the hour's tint, so at dusk the diorama warms and at
night it goes blue -- the two mons' cards included, 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 a flat blit over the finished shot, and it stayed
bright over a midnight route.
The same tint is now applied to that one draw, by multiplying every colour
the pics layer sets on its way past -- so the alpha, the faint slide's fade
and the damage blink all compose with it instead of being overwritten. What
it does not get is the sun: the cards are shadow-mapped and a pic pinned to
the menu has no position in the scene to be shadowed at, so it carries the
hour and not the weather.
### Added
- **The hour reaches the FLAT world too, not just the diorama.** DAYTIME drove
the 3D pass through the voxel shader's own tint uniform -- a uniform the 2D
tile path never runs -- so with VOXEL 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. Outdoor maps now get the same multiply, painted as one
rectangle over the composited world.
The whole difficulty is WHERE, and it is worth writing down. 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 pixel lands in the wrong bucket, so the world does not darken, it
changes colour. Not over the finished frame either, or the dialog boxes and
menus darken along with the world they are held up in front of, which is the
same reason the tilt-shift blur is a `worldPresent` and not a `present`.
Which leaves the instant between the world blit and the UI blit, and the
engine has no seam there -- `worldPresent` only runs when a PIPELINE produced
the world, which in flat mode is precisely what did not happen. So
`Renderer:endFrame` is wrapped and the UI canvas's own draw is watched for:
`blit` passes the canvas it is compositing as the first argument, so the
first draw of `Renderer.canvas` IS the boundary, by identity rather than by
counting. 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.
Skipped entirely when a pipeline drew the frame (it tinted itself, and twice
is wrong), indoors (a room has no sky to take its light from), and at midday
(a multiply by white) -- so a game with the clock at DAY issues not one extra
call.
### Changed
- **FULL no longer takes the two battle rows off the menu.** It still owns the
rows that describe the LOOK -- the wireframe, the horizon bend, the blur, the
hour -- because it is a preset for the diorama and a row that no longer
decides anything is worse than no row. 3D-BTL and BACK SPRITES are not that:
one decides what a fight is drawn OVER and the other how it is framed.
FULL still SETS both on arrival; it does not hold them, and leaving them
reachable is the difference between a preset and a lock.
This makes `stagedBattles()` honest as a side effect. It used to answer yes
under FULL as well, on the grounds that FULL owned the 3D-BTL row and
switched it on -- safe only while the row was hidden. With the row reachable
from inside FULL, that clause would have claimed staged battles for a preset
the player had just switched them off inside, pinning BATTLE LAYOUT to OG for
a fight that never gets staged. The row is the only thing that decides now,
which is what `OverworldBattle.begin` and `wantsFront` already believed.
- **TILT and GBC FX are off the OPTIONS menu entirely while this mod is
installed.** Both fight the diorama and both were already half-taken: the
mode's own key 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 a player could set and watch get reverted -- TILT being the flat fake
of what this mode does for real, and GBC FX a full-screen present pass over
the top of the whole thing.
Dropped AND held at zero, which is the part that matters: hiding a live
setting is a trap, because a save written before the mod was installed can
carry TILT 3 and a row that is not there cannot turn it back off. Pinned
wherever the value could arrive from -- the menu opening, a save being
loaded or begun -- so there is no route by which either is on and
unreachable. Uninstalling the mod puts both rows back, at whatever they were
last set to.
- **The battle's text box and menus are frosted glass, like the HUDs.** The
HUD blocks got panels because black glyphs on grass are not readable. The box
at the bottom had the opposite problem and the same cause: it is drawn as an
opaque white slab with a black border, which was the field's own colour back
when the field was white and is a sheet of paper laid over the bottom third
of the diorama now that it is not.
It gets exactly what the HUDs get -- the world behind it, blurred to frosted
glass and laid back down translucent, at the same frost and the same tint --
and it is measured into the same brightness verdict, so the ink over the menu
flips white with the ink over the HUDs rather than against it. Only the FILL
is taken away: the border, the text, the cursor and the down arrow are the
engine's own glyphs in their own places. The move menu's TYPE/PP box and
Mimic's copy menu get their own panels, trimmed to the rows above the box
below them so no pixel is frosted twice.
## 1.2.1
### Fixed
- **On Android the sky went black below its first couple of bands.** A hard-edged
band of black ran from partway down the gradient to the horizon point, with the
moon still hanging correctly inside it. Desktop was unaffected.
What gave it away is that the same colour reached the screen by two routes and
only one of them was wrong. The haze filling the void UNDER the horizon is the
sky's palest band, and it is delivered by `love.graphics.clear` -- it landed
correctly. The bottom of the sky above it is that same band delivered by the
shader, and it was black. So the palette was not reaching the fragment shader,
and nothing was wrong with the palette, the layout or the camera.
The bands went in as `uniform vec3 bands[8]`, filled from Lua and read through
a loop counter, and on Android's GLSL ES the tail of that array arrived as
zero -- which is black. The likeliest reason is the fragment uniform budget:
ES 2.0 only guarantees sixteen uniform VECTORS, and eight band slots plus the
twilight glow plus LOVE's own built-ins is over it. A driver that truncates a
partly-filled array, or one that reflects `bands[0]` and nothing after it,
fails identically -- so the fix removes the whole class rather than the one
cause.
The bands are a one-texel-per-band TEXTURE now, sampled nearest, with the
band index clamped against the ramp's width. One texture unit replaces eight
uniform vectors, there is no array to index and no budget to overrun, and a
sample past the last band lands on the last band instead of on nothing. It is
still a palette and not a picture -- one texel per band on a single row -- so
the sky is still computed per pixel at the size it is displayed at, with
nothing resampled and nothing baked.
Also gone with it: `clamp(x, 0.0, 0.999999)`, which rounds its bound to 1.0 at
mediump -- the fragment default on GLSL ES -- and would have indexed one past
the last band on the sky's bottom row for the same black result.
## 1.1.1
### Fixed
+34 -2
View File
@@ -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
@@ -34,7 +50,23 @@ 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 |
| the **DAYTIME** options row | SYNC / DAY / NIGHT / DUSK / DAWN / CYCLE — what time it is outdoors; held at SYNC (and off the menu) while VOXEL is FULL |
| `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.
on the world whether or not the free-roam camera is pitched over.
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.
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.
+9 -2
View File
@@ -41,8 +41,15 @@ return {
-- ------- routes
-- 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
["ROUTE_1"] = { x = 9, y = 16, shape = "narrow" },
-- 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" },
+191 -6
View File
@@ -110,6 +110,9 @@ return {
bed = 7,
stool = 8,
counter = 8,
-- the raised back band of low seating (the Center couch's back and
-- arm strip): half again the 8px seat it rises over
backrest = 12,
table = 12,
desk = 24,
prop = 16,
@@ -579,6 +582,12 @@ return {
-- auto-extracting into standing prisms, and the ball/Pokedex
-- sprites ride the table's authored height.
table = { 41, 42, 57, 59, 78, 79 },
-- These tables are drawn 6px tall (3px slab edge over 3px base --
-- see the lab_table entry under `buildings`), not the default
-- table's 12: the override keeps the volume-built north tables
-- and the band-built starter table one height, and stands the
-- ball/Pokedex sprites exactly on the top face of both.
heights = { table = 6 },
},
-- Red's room and the Copycat's room (one tileset). The detector reads
@@ -699,14 +708,25 @@ return {
-- one clean band, so the drawn front panel stands up and the
-- counter top stays on top; at 12 they read as wall stubs
counter = { 8, 10, 24, 25, 56, 90, 91,
-- and the lounge couch with the man sitting on it.
-- Same half-cell box: its bottom row (42/43, the front
-- base) stands up as the couch's front, and the three
-- rows above it -- cushion (38/39) and the man
-- (36/37 head, 52/53 face) -- ride the top face in
-- and the lounge couch's SEAT column with the man
-- sitting on it. Same half-cell box: its bottom row
-- (43, the front base) stands up as the couch's
-- front, and the rows above it -- cushion (39) and
-- the man (37 head, 53 face) -- ride the top face in
-- drawn order, each exactly once. See the note below
-- on why he cannot be stood upright.
36, 37, 38, 39, 42, 43, 52, 53 },
37, 39, 43, 53 },
-- The couch's WEST tile column: the drawing's left strip is the
-- couch's back and arm running north-south (the seat's cushions
-- and seams fill the east column), so it rises over the 8px seat
-- the way a couch back does instead of lying flush in the same
-- box. Per-tile granularity puts the drawn ~6px strip plus a
-- 2px sliver of cushion on the raised band -- invisible at tile
-- scale, and the alternative is no backrest at all. The figure
-- anchor scans for the tallest authored UPRIGHT under the man
-- (see Structures.buildFigure), so he keeps sitting at seat
-- height beside it.
backrest = { 36, 38, 42, 52 },
-- standing per-pixel props, black-outline segmented: the healing
-- machines' screen tops (58/59/74/75, drawn above the pinned
-- bodies so they stand ON them) and the PC (66/70/82/86), which
@@ -3231,5 +3251,170 @@ return {
slab = 4, frontEave = 4, ledge = nil,
},
},
DOJO = {
-- F01: the starter-ball table in Oak's lab (one placement in the
-- game: OAKS_LAB cell 6,3) -- the first FURNITURE through the
-- band pipeline, and the first drawing whose plot is smaller than
-- its grid. Its 24 rows read: 0-15 the tabletop seen from above
-- (black rim, white highlight course, grey field); 16-18 the top
-- slab's own front edge, black/#555/black -- which is exactly
-- what the rim treatment paints, so slab = 3 and those rows fold
-- into the roof band instead of extruding under it; 19-21 the
-- base band, corner feet and the inset dark panel between them.
--
-- The legs stand on open FLOOR: the measured ground line lands
-- two rows short of the grid (see Buildings measure), and `depth`
-- keeps the plot to the blocked cell row -- the grid's third row
-- is the walkable cell the player faces the table from, matched
-- so the flat leg art is claimed off the floor, not so the model
-- stands on it. 16 top rows onto a 16px plot map 1:1: roofBack
-- covers the whole depth, nothing cycles, and roofCycle is
-- unreachable behind it. The Poke Ball sprites ride the `table`
-- pin's height (VoxelScene.groundAt reads the collision tile, not
-- this model), so the tileset entry above overrides that height
-- to the 6px this drawing actually stands.
{
id = "lab_table",
tiles = {
{ 41, 59, 59, 59, 59, 42 },
{ 78, 57, 57, 57, 57, 79 },
{ 88, 89, 89, 89, 89, 90 },
},
roofRows = 19, roofBack = 16, roofFront = 0, roofCycle = { 2, 13 },
slab = 3, frontEave = 0, ledge = nil, depth = 2,
},
-- F02: the computer desk on the lab's west side (OAKS_LAB cell
-- 0,1) -- the one DESK-SET template: the pipeline's region
-- classification at PART granularity (see Buildings
-- deskSetModel). The desk is the sibling lab table (fascia rows
-- 16-18, base 19-21); on it stand a monitor over its keyboard
-- (left), a computer tower over a keyboard and mouse (middle),
-- and a sheet of paper LYING FLAT (right). Upright parts anchor
-- their drawn bottom row to the desk's top plane and wear their
-- own drawn tops as lids; flat parts lie one voxel proud at
-- drawn row = depth row -- the same 1:1 the tabletop itself is
-- drawn with. The roof fields are inert (roofRows = 0 keeps the
-- recess scan over the whole drawing, which is what sinks the
-- monitor's screen and the tower's slots). Same drawing, same
-- grid, stands in the Hall of Fame on the GYM atlas --
-- registered there below.
{
id = "lab_computers",
tiles = {
{ 91, 92, 93, 94 },
{ 54, 55, 85, 95 },
{ 88, 89, 89, 90 },
},
roofRows = 0, roofBack = 0, roofFront = 0, roofCycle = { 0, 0 },
slab = 0, frontEave = 0, ledge = nil, depth = 2,
desk = { fascia = { 16, 18 }, base = { 19, 21 } },
parts = {
{ kind = "upright", x = { 2, 13 }, top = { 0, 2 },
facade = { 3, 10 }, depth = 4 }, -- the monitor
{ kind = "flat", x = { 1, 13 }, rows = { 11, 14 } }, -- keyboard
{ kind = "upright", x = { 14, 21 }, top = { 0, 3 },
facade = { 4, 10 }, depth = 6 }, -- the tower
{ kind = "flat", x = { 14, 21 }, rows = { 11, 14 } }, -- keys+mouse
{ kind = "flat", x = { 22, 30 }, rows = { 1, 14 } }, -- the paper
},
},
-- F03: the empty north table beside it (OAKS_LAB cell 2,1): the
-- starter table's band table verbatim on a grid two tiles
-- narrower.
{
id = "lab_table_small",
tiles = {
{ 41, 59, 59, 42 },
{ 78, 57, 57, 79 },
{ 88, 89, 89, 90 },
},
roofRows = 19, roofBack = 16, roofFront = 0, roofCycle = { 2, 13 },
slab = 3, frontEave = 0, ledge = nil, depth = 2,
},
},
POKECENTER = {
-- F04: the PC in every Center's northeast corner (11
-- placements; the Indigo Plateau lobby's twin is registered
-- under MART below). The lab desk-set read again: a Mac-style
-- unit drawn face-on -- white top band (rows 0-3), bezel, screen
-- and drive slot (4-14) -- standing at the back of a low desk
-- whose front face is rows 20-23; the drawn top around the unit
-- is WHITE, which is what `lid` carries. The keyboard rows 17-19
-- are drawn below the desk's 16px top span, so the flat part's
-- `z` puts it at the desk's front edge. The old billboard pins
-- for these tiles (66/70/82/86, desk 9/88) stay as the
-- degradation path -- the claim neutralizes them wherever this
-- template stamps.
{
id = "center_pc",
tiles = {
{ 66, 70 },
{ 82, 86 },
{ 9, 88 },
},
roofRows = 0, roofBack = 0, roofFront = 0, roofCycle = { 0, 0 },
slab = 0, frontEave = 0, ledge = nil, depth = 2,
desk = { fascia = { 20, 21 }, base = { 22, 23 }, lid = "white" },
parts = {
{ kind = "upright", x = { 2, 13 }, top = { 0, 3 },
facade = { 4, 14 }, depth = 6 }, -- the unit
{ kind = "flat", x = { 2, 13 }, rows = { 17, 19 },
z = 13 }, -- keyboard
},
},
},
MART = {
-- F04 again: the Indigo Plateau lobby's PC (cell 15,7) -- the
-- MART tileset shares the POKECENTER atlas, so this is the same
-- drawing tile for tile. Same part table as the POKECENTER entry
-- above.
{
id = "center_pc",
tiles = {
{ 66, 70 },
{ 82, 86 },
{ 9, 88 },
},
roofRows = 0, roofBack = 0, roofFront = 0, roofCycle = { 0, 0 },
slab = 0, frontEave = 0, ledge = nil, depth = 2,
desk = { fascia = { 20, 21 }, base = { 22, 23 }, lid = "white" },
parts = {
{ kind = "upright", x = { 2, 13 }, top = { 0, 3 },
facade = { 4, 14 }, depth = 6 }, -- the unit
{ kind = "flat", x = { 2, 13 }, rows = { 17, 19 },
z = 13 }, -- keyboard
},
},
},
GYM = {
-- F02 again: the Hall of Fame's recording machine is the lab's
-- computer desk drawing, tile for tile, on the GYM atlas (one
-- placement: HALL_OF_FAME cell 4,1). Same part table as the DOJO
-- entry above.
{
id = "lab_computers",
tiles = {
{ 91, 92, 93, 94 },
{ 54, 55, 85, 95 },
{ 88, 89, 89, 90 },
},
roofRows = 0, roofBack = 0, roofFront = 0, roofCycle = { 0, 0 },
slab = 0, frontEave = 0, ledge = nil, depth = 2,
desk = { fascia = { 16, 18 }, base = { 19, 21 } },
parts = {
{ kind = "upright", x = { 2, 13 }, top = { 0, 2 },
facade = { 3, 10 }, depth = 4 }, -- the monitor
{ kind = "flat", x = { 1, 13 }, rows = { 11, 14 } }, -- keyboard
{ kind = "upright", x = { 14, 21 }, top = { 0, 3 },
facade = { 4, 10 }, depth = 6 }, -- the tower
{ kind = "flat", x = { 14, 21 }, rows = { 11, 14 } }, -- keys+mouse
{ kind = "flat", x = { 22, 30 }, rows = { 1, 14 } }, -- the paper
},
},
},
},
}
+244
View File
@@ -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
+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
+81 -8
View File
@@ -42,6 +42,7 @@ 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")
@@ -141,9 +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
@@ -227,7 +229,8 @@ local function shadowSignature(state, arena, terrain, nbMesh, token)
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
@@ -237,6 +240,14 @@ 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
-- 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),
@@ -249,10 +260,15 @@ local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
-- the mons themselves, as the same cards the camera will see. Their alpha
-- is the silhouette, so what lands on the ground is the shape of the
-- Pokemon rather than a blob standing in for one.
-- marked as the CAST, so a fight staged at the water's edge does not lay a
-- cut-out of a Pokemon across the lake (see ShadowMap.sprites); the arena's
-- own floor still takes them, which is the shadow that matters here
ShadowMap.sprites(true)
for _, card in ipairs(cards or {}) do
ShadowMap.draw(BattleBillboard.mesh(), card.tex,
ShadowMap.snug(card.model))
end
ShadowMap.sprites(false)
ShadowMap.finish(sig)
end
@@ -299,9 +315,36 @@ end
BattleScene.FLASH_COLOR = { 1, 1, 1 }
BattleScene.FLASH_STRENGTH = 0.5
-- ------- the tile clock, while the overworld is not the one drawing
--
-- Water and flowers animate off TileRenderer's 60Hz counter, and the ENGINE
-- only advances it from OverworldState:drawWorld -- which runs under dialogs
-- and menus, but not under a battle, because a battle draws instead of the
-- overworld rather than over it. So for the length of a staged fight the
-- counter stood still: the water tiles stopped rotating their pixels and the
-- wave field, which is driven off the same number so the two cannot drift
-- (see Water), stopped with them. A lake in the background of a battle was a
-- photograph.
--
-- Ticked HERE rather than from the mod's update hook, because here is the
-- one place that means "a staged battle is drawing this frame, and the
-- overworld is not". From the update hook the condition would have to be
-- guessed at, and a frame where both ran would double the rate.
local function tickTiles()
local Game = require("src.core.Game")
local ow = Game and Game.overworld
local top = Game and Game.stack and Game.stack:top()
-- during the wipe INTO a battle the overworld can still be the one
-- drawing, and it is ticking the clock itself; two ticks in a frame would
-- run the water at double speed
if top and ow and top == ow then return end
pcall(require("src.render.TileRenderer").tick)
end
function BattleScene.render(state, arena, textures, token)
if not (state and state.map and arena) then return nil end
if not Voxel3D.available() then return nil end
tickTiles()
-- the floor the fight is staged on: normally the player's own, sometimes
-- another floor of the same cave or building (see BattleArena)
@@ -326,7 +369,7 @@ function BattleScene.render(state, arena, textures, token)
-- 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()
@@ -356,7 +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
@@ -385,7 +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)
@@ -393,6 +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
@@ -442,7 +510,7 @@ function BattleScene.render(state, arena, textures, token)
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
@@ -473,6 +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
+180 -6
View File
@@ -190,7 +190,24 @@ 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
@@ -279,20 +296,175 @@ 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.
return { top = top, ytop = ytop, D = (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
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 base band, extruded exactly like every lab table's
for sy = b0, b1 do
Budget.tick()
local y = ground - 1 - sy
for sx = 0, W - 1 do
if inside[sy * W + sx] then
local ix = interiorAt(sx, sy, 0, W - 1)
for z = 0, D - 1 do
local px = (z == 0 or z == D - 1) 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)
if sy >= b0 and sy <= b1 then
vox[key(i % W, ground - 1 - sy, D - 1)] = nil
end
end
-- the slab: fascia rows wrap every side; the lid continues the
-- sibling tables' top -- black rim, white highlight courses along
-- the north and west, grey field
for sy = f0, f1 do
Budget.tick()
local y = plane - 1 - (sy - f0)
for sx = 0, W - 1 do
for z = 0, D - 1 do put(sx, y, z, sy * W + sx) end
end
end
local field = t.desk.lid == "white" and WHITE or GREY
for sx = 0, W - 1 do
for z = 0, D - 1 do
local shade = field
if sx == 0 or sx == W - 1 or z == 0 or z == D - 1 then
shade = BLACK
elseif sx == 1 or z == 1 then
shade = WHITE
end
put(sx, plane - 1, z, pr.shadeTexel[shade])
end
end
local ytop = 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)
local r0 = p.rows[1]
local z0 = p.z or r0
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 put(sx, plane, z, sy * W + sx) 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
local ytp = plane + (fr1 - fr0)
if ytp > ytop then ytop = ytp end
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
for z = 0, pd - 1 do
local front = z == pd - 1
local sy = front and fr0 or math.min(tr0 + z, tr1)
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 then
put(sx, ytp, z, (front and fr0 or sy) * W + sx)
end
end
-- the body: facade rows anchored to the desk's top plane
for sy = fr0 + 1, fr1 do
local y = plane + (fr1 - sy)
local i = sy * W + sx
if inside[i] then
local ix = interiorAt(sx, sy, x0, x1)
for z = 0, pd - 1 do
if z == pd - 1 then
if not pr.recess[i] then put(sx, y, z, i) end
elseif z == 0 then
put(sx, y, z, i)
else
put(sx, y, z, sy * W + ix)
end
end
end
end
end
end
end
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 +539,18 @@ 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
+80 -16
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),
@@ -558,8 +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
@@ -764,18 +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)
@@ -858,8 +892,17 @@ 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
@@ -924,13 +967,17 @@ local function runJob(job)
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
@@ -1032,12 +1079,14 @@ 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
@@ -1058,6 +1107,21 @@ 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
+169
View File
@@ -0,0 +1,169 @@
-- 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
+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
+278 -17
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 +202,51 @@ 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
@@ -188,6 +295,17 @@ function OverworldBattle.snapRects(shot)
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
@@ -471,6 +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
@@ -600,11 +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
@@ -655,11 +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
@@ -719,10 +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
@@ -740,10 +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)
@@ -882,10 +1126,21 @@ function OverworldBattle.snapHUDs(battle, shot)
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
-- 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
@@ -911,23 +1166,29 @@ function OverworldBattle.snapHUDs(battle, shot)
return true
end
-- Lay the frosted glass down under whichever HUD is about to draw, and
-- record which way the glyphs have to flip.
-- Lay the frosted glass down under whichever HUD and box are about to draw,
-- and record which way the glyphs have to flip.
--
-- The fallback path only: with the HUDs snapped out to the window's edges their
-- panels went with them, and there is nothing left inside the GB frame to lay
-- glass under.
-- 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 or snapped() then return end
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
+30 -2
View File
@@ -130,17 +130,23 @@ local SHADER = [[
}
#endif
#ifdef PIXEL
uniform float sprite; // 1 while the CAST is being drawn; see ShadowMap.sprites
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
// the same alpha discard the main pass uses: a sprite card casts its
// silhouette, not its 16x16 bounding box
if (Texel(tex, tc).a < 0.5) discard;
// pack into two channels: the high byte in red, the low in green
// pack into two channels: the high byte in red, the low in green.
// Blue says WHAT cast this, which costs a channel that was zero anyway
// and lets a surface decline one kind of caster -- water does, for the
// people (see Water's sunLit).
float d = clamp(vDepth, 0.0, 1.0) * 255.0;
return vec4(floor(d) / 255.0, fract(d), 0.0, 1.0);
return vec4(floor(d) / 255.0, fract(d), sprite, 1.0);
}
#endif
]]
ShadowMap._source = function() return SHADER end -- named for the suite
local shader = nil -- nil = untried, false = unavailable
local canvas = nil -- nil = untried, false = unavailable
local canvasRes = 0 -- the edge `canvas` was made at
@@ -440,6 +446,9 @@ function ShadowMap.begin(cx, cy, vw, vh)
love.graphics.setShader(sh)
love.graphics.setColor(1, 1, 1, 1)
pcall(sh.send, sh, "lightVP", "row", ShadowMap.clipVP)
-- the world until a cast pass says otherwise, reset per pass so one that
-- forgot to put it back cannot leak into the next map's terrain
pcall(sh.send, sh, "sprite", 0)
drawing = true
ready = false
return true
@@ -448,6 +457,25 @@ end
-- Draw one caster. Same signature as Voxel3D.draw minus the camera-ward
-- pull, which is a trick for the VIEW's depth buffer and would drag a
-- shadow off whatever throws it.
-- Whether what is drawn next is one of the CAST -- a walker, an authored
-- figure, a battle's Pokemon -- rather than part of the world. false for the
-- length of such a pass, true to put it back.
--
-- The map records it per texel (the shader's blue channel) so a surface can
-- decline that kind of caster, and exactly one does: water. A character
-- standing at a lake's edge threw a hard cut-out of its own sprite across
-- the surface, which on something showing the sky and the shoreline reads as
-- a sticker rather than as a shadow in the water. Everything else -- ground,
-- roofs, ledges, the characters themselves -- still takes them.
--
-- Sent rather than branched, so a caller that forgets to put it back only
-- mislabels casters rather than losing them; begin() resets it per pass.
function ShadowMap.sprites(on)
if not drawing then return end
local sh = getShader()
if sh then pcall(sh.send, sh, "sprite", on and 1 or 0) end
end
function ShadowMap.draw(mesh, texture, model)
if not (drawing and mesh) then return end
local sh = getShader()
+161 -50
View File
@@ -16,11 +16,13 @@
-- 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, no downsized buffer blown
-- back up, no texture of any kind: 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.
-- 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
@@ -51,13 +53,11 @@ local V = ...
local DayNight = V.require("DayNight")
local PaletteFX = require("src.render.PaletteFX")
local unpack = table.unpack or unpack
local Sky = {}
-- The shader carries a fixed-size array, because a GLSL uniform array is a
-- fixed size; eight leaves headroom over DayNight's six-band phase palettes
-- without paying for more.
-- 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,
@@ -84,7 +84,7 @@ Sky.SPAN = 0.23
--
-- Memoised, because this runs once a frame and the answer only moves when the
-- mode does.
local cache = { bands = nil, key = {} }
local cache = { bands = nil, key = {}, ramp = nil }
function Sky.bands()
local pal = DayNight.palette()
@@ -102,6 +102,11 @@ function Sky.bands()
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
@@ -150,17 +155,18 @@ end
-- ------- the pass
--
-- One rectangle, one shader, no texture. 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.
-- 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 = [[
#define MAXB %d
uniform vec3 bands[MAXB];
uniform int count;
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
@@ -170,26 +176,23 @@ uniform vec2 glowPos; // the sun disc, in canvas pixels
uniform float glowInvR; // 1 / the glow's reach
uniform vec3 glowColor;
// Indexed through a loop counter, which every GLSL ES compiler accepts for a
// uniform array; a bare bands[idx] is not portable.
vec3 bandAt(int idx) {
vec3 c = bands[0];
for (int i = 1; i < MAXB; i++) {
if (i == idx) { c = bands[i]; }
}
return c;
// 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 n = float(count);
float row = floor(sc.y / cell) * cell; // top of this cell row
float pos = clamp(row / max(edge, 1.0), 0.0, 0.999999) * n;
float base = floor(pos);
int idx = int(base);
vec3 c = bandAt(idx);
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 (idx < count - 1 && (pos - base) > start) {
if (parity < 0.5) { c = bandAt(idx + 1); }
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,
@@ -207,14 +210,87 @@ vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
}
]]
-- ------- 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:format(Sky.MAX_BANDS))
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
@@ -268,20 +344,51 @@ end
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
local MOON_CRATERS = { { -0.4, -0.2 }, { 0.2, 0.45 }, { 0.5, -0.4 },
{ -0.15, 0.7 }, { 0.05, 0.05 } }
-- 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 src = body.moon and DayNight.MOON_COLORS or DayNight.SUN_COLORS
local shades = PaletteFX.effectiveColors(src) or src
local twilight = (body.glowAmt or 0) > 0.25 and not body.moon
local r = math.max(Sky.DISC_MIN,
math.floor(h * Sky.DISC_FRAC / cell + 0.5))
-- the low sun looms: the classic sunset exaggeration, and it reads
if twilight then r = r + math.max(1, math.floor(r * 0.4)) 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
@@ -358,12 +465,13 @@ function Sky.paint(w, h, sky, horizonY, cell, body)
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()
-- one send per band would be one uniform lookup per band; the array takes
-- them all at once, and it must be the LAST argument or Lua truncates the
-- unpack to a single value
sh:send("bands", unpack(bands))
-- 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)
@@ -373,7 +481,7 @@ function Sky.paint(w, h, sky, horizonY, cell, body)
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 * 0.55))
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)
@@ -399,9 +507,12 @@ function Sky.paint(w, h, sky, horizonY, cell, body)
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.
-- 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
+13 -5
View File
@@ -2253,14 +2253,22 @@ local function buildFigure(S, map, fig, tx, ty, perRow)
-- He stands ON the furniture he was drawn into -- the same lift a pinned
-- prop above a pinned box takes (see buildObject), and gated the same
-- way: a thing set down on furniture occupies a BLOCKED cell, while a
-- seat you merely walk up to is in a walkable one.
-- seat you merely walk up to is in a walkable one. The row under his
-- card is SCANNED for the tallest authored upright rather than read at
-- its west corner: the corner tile can be furniture that is not his
-- seat (the couch's raised backrest column stands there, `top` art and
-- taller than the cushion he actually sits on).
local baseY = 0
local bs = S.shapeAt[keyOf(tx, ty + fig.h)]
local blocked = not map:isWalkableCell(math.floor(tx / 2),
math.floor((ty + fig.h - 1) / 2))
if blocked and bs and bs.authored and bs.art == "upright"
and (bs.h or 0) > 0 then
baseY = bs.h
if blocked then
for dx = 0, fig.w - 1 do
local bs = S.shapeAt[keyOf(tx + dx, ty + fig.h)]
if bs and bs.authored and bs.art == "upright"
and (bs.h or 0) > baseY then
baseY = bs.h
end
end
end
local atlasW = map.tileset.imageWidth or 128
+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
+25
View File
@@ -83,6 +83,10 @@ 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,
@@ -145,6 +149,9 @@ 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
@@ -295,6 +302,24 @@ 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)
+239 -15
View File
@@ -283,8 +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 --
@@ -379,6 +437,41 @@ 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)
@@ -389,10 +482,15 @@ function Voxel3D.viewProjection(cx, cy, vw, vh)
-- 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
@@ -409,12 +507,14 @@ 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.
@@ -538,22 +638,29 @@ 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
@@ -561,6 +668,14 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
-- 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
@@ -573,7 +688,7 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
-- 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), w / math.max(1, vw or w),
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)
@@ -600,7 +715,7 @@ 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 --
@@ -720,6 +835,108 @@ 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.
--
@@ -931,18 +1148,25 @@ 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
+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" })
+182 -36
View File
@@ -21,6 +21,8 @@ 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 PaletteFX = require("src.render.PaletteFX")
local Map = require("src.world.Map")
@@ -404,17 +406,25 @@ 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 /
@@ -490,6 +500,124 @@ 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.
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
-- 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).
function VoxelScene.drawWater(draws, cast)
local plain = true
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 the plain draw below (and
-- every pass after it) runs with no shader and no depth test.
Voxel3D.endWater()
end
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
@@ -540,7 +668,7 @@ 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
@@ -551,6 +679,15 @@ 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.
@@ -563,6 +700,11 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
ShadowMap.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
-- From here down it is the CAST, marked as such in the map (see
-- ShadowMap.sprites) so water can decline them: everything the world casts
-- still shades a lake, a silhouette of somebody standing beside it does
-- not. Ground, roofs and the characters themselves take them as before.
ShadowMap.sprites(true)
-- authored figures cast too, for the same reason the flowers do: a
-- handful of cards per map, and a person with no shadow reads as pasted on
eachFigure(state.map, 0, 0, function(mesh, _, caster)
@@ -584,6 +726,7 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
mirror)))
end
end
ShadowMap.sprites(false)
ShadowMap.finish(sig)
end
@@ -593,7 +736,7 @@ 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
@@ -630,7 +773,8 @@ 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)
castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh, atlasFor,
water, nbWater)
if not Voxel3D.beginScene(w, h, cx, cy, vw, vh, skyFor(state.map)) then
return nil
@@ -658,6 +802,34 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
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
@@ -689,33 +861,7 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
-- 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.
Voxel3D.seams(false)
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
-- 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)
-- Authored figures, alongside the characters and with the same lean and
-- the same camera-ward pull -- they ARE characters as far as the artwork
-- is concerned, just ones the tileset draws instead of a sprite sheet.
-- Drawn after the walkers so a player standing in front of the couch
-- wins the overlap, which is 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)
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
+1303
View File
File diff suppressed because it is too large Load Diff
+177 -32
View File
@@ -80,6 +80,9 @@ 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")
-- Forward declaration: the voxel pipeline's update hook (registered below)
-- calls this, and it is defined further down with the settings it drives.
@@ -201,20 +204,34 @@ 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,
})
@@ -281,13 +298,22 @@ 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
@@ -302,29 +328,69 @@ applyFull = function(level)
end
-- Whether a fight can be staged on the map, as far as the OPTIONS menu is
-- concerned: 3D-BTL is on, or FULL is selected -- which owns that row and
-- switches it on. 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.
-- 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()
local Pipelines = require("src.render.Pipelines")
return OverworldBattle.enabled() or Voxel.isFull(Pipelines.level("voxel"))
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 = {}
@@ -340,6 +406,7 @@ 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,
@@ -354,9 +421,12 @@ 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
@@ -369,6 +439,7 @@ local HOTKEYS = {
["5"] = VoxelGrid.setting,
["7"] = WorldCurve.setting,
["8"] = OverworldBattle.setting,
["9"] = Water.setting,
}
do
@@ -418,19 +489,19 @@ 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 two keys
-- 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 three, so nothing here has to know which key it was.
-- for all of them, so nothing here has to know which key it was.
if stagedBattles() then OverworldBattle.forceOG(self) end
return
end
@@ -464,10 +535,12 @@ 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
@@ -475,12 +548,50 @@ 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")
-- 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
@@ -492,14 +603,32 @@ mod.hooks:wrap("ui.options.rows", function(next, game, rows)
OverworldBattle.forceOG(game)
dropRow(out, "battleLayout")
end
if Voxel.isFull(Pipelines.level("voxel")) then
-- FULL keeps every mod row off the menu (the early return skips the
-- insert below), and holds DAYTIME at SYNC while the row is unreachable
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)
return dropRow(out, "pipeline:tiltshift")
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)
@@ -714,6 +843,16 @@ mod.content.transitions:register(BattleExit.ID, {
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
@@ -728,10 +867,16 @@ 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
@@ -745,7 +890,7 @@ mod.hooks:wrap("world.tod", function(next, tod, ctx)
return DayNight.tod()
end)
mod.exports.version = "1.2.0"
mod.exports.version = "1.4.1"
-- 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
+3 -2
View File
@@ -1,7 +1,7 @@
{
"id": "DRAMATIC_SHAPE",
"name": "Dramatic Shape Voxel Mod",
"version": "1.2.0",
"version": "1.4.1",
"api": 2,
"entry": "main.lua",
"profile": "content",
@@ -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"
}
+9 -3
View File
@@ -11,23 +11,29 @@ 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",
},
added = {
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees)",
"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",
+195
View File
@@ -0,0 +1,195 @@
-- 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
File diff suppressed because it is too large Load Diff
+71
View File
@@ -0,0 +1,71 @@
-- Driver: one overworld-battle screenshot per species, the mon fighting
-- ITSELF -- its back pic on the player's mark and its front pic on the
-- enemy's, so a single frame shows both sprites the 3D mode draws for it.
--
-- The point is a visual sweep for pic glitches (holes the paper-fill missed,
-- a silhouette cut wrong, a pin that leaves the mon floating), so every shot
-- is staged identically: same map, same cells, same beat -- the battle menu,
-- both HUD panels up. Whatever differs between two shots is the mon.
--
-- SHOT_DIR=.scratchpad/mon_shots \
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mon_shots.lua love .
--
-- Files land as NNN_species.png in dex order.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/mon_shots"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
-- every real species the merged data carries, walked in dex order
local species = {}
for id, def in pairs(game.data.pokemon) do
if type(id) == "string" and type(def) == "table"
and def.dex and def.dex >= 1 and def.dex <= 151 then
species[#species + 1] = { id = id, dex = def.dex }
end
end
table.sort(species, function(a, b) return a.dex < b.dex end)
U.log(("%d species"):format(#species))
game.save.player.name = "RED"
for _, s in ipairs(species) do
-- level 50 both sides: high enough that nothing about the staging is
-- species-specific, and a wild battle never awards exp off a menu shot
game.save.party = { Pokemon.new(game.data, s.id, 50) }
U.teleport(game, "ROUTE_1", 5, 8, "down")
-- let the neighbourhood's meshes land so the first battle frame is the
-- real arena rather than the flat fallback
U.wait(60)
local battle = BattleState.newWild(game, s.id, 50)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
-- the wipe, then tap through "Wild X appeared!" and the send-out until
-- the battle MENU is actually up -- a fixed tap count lands on whatever
-- beat the intro happened to be on, which is how a shot ends up with the
-- trainer still standing where the mon should be
U.wait(70)
for _ = 1, 200 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(6)
end
if battle.phase ~= "menu" then
U.log(("STUCK before menu: %s (phase %s)"):format(s.id, tostring(battle.phase)))
end
-- let the send-out slide/ball beat finish so the mon is standing still
U.wait(40)
U.shot(game, ("%s/%03d_%s.png"):format(DIR, s.dex, s.id:lower()))
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(10)
end
U.log("done -- " .. DIR)
end
+63
View File
@@ -0,0 +1,63 @@
-- Driver: dump the exact pic textures a live 3D battle draws, per stage --
-- the sprite as loaded (raw) and what picImage hands the billboard after the
-- palette bake and BattlePics' paper fill (final). Diagnostic for pics that
-- render with holes: whichever stage the transparency first appears in is
-- the stage that made it.
--
-- SHOT_DIR=.scratchpad/pic_dump \
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/pic_dump.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/pic_dump"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local function save(img, path)
if not img then U.log("NIL image for " .. path) return end
local w, h = img:getDimensions()
local g = love.graphics
local prev = g.getCanvas()
local canvas = g.newCanvas(w, h, { dpiscale = 1 })
g.setCanvas(canvas)
g.clear(0, 0, 0, 0)
g.setBlendMode("replace", "premultiplied")
g.setColor(1, 1, 1, 1)
g.draw(img, 0, 0)
g.setCanvas(prev)
g.setBlendMode("alpha")
local f = assert(io.open(path, "wb"))
f:write(canvas:newImageData():encode("png"):getString())
f:close()
end
local SPECIES = os.getenv("PIC_SPECIES")
local list = {}
if SPECIES then
for id in SPECIES:gmatch("[^,%s]+") do list[#list + 1] = id:upper() end
else
list = { "PIKACHU", "SEEL", "BULBASAUR", "MEWTWO" }
end
for _, id in ipairs(list) do
game.save.party = { Pokemon.new(game.data, id, 50) }
U.teleport(game, "ROUTE_1", 5, 8, "down")
U.wait(30)
local battle = BattleState.newWild(game, id, 50)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
U.wait(80)
local lo = id:lower()
save(battle.enemy.sprite, ("%s/%s_front_raw.png"):format(DIR, lo))
save(battle:picImage(battle.enemy.sprite), ("%s/%s_front_final.png"):format(DIR, lo))
save(battle.player.sprite, ("%s/%s_back_raw.png"):format(DIR, lo))
save(battle:picImage(battle.player.sprite), ("%s/%s_back_final.png"):format(DIR, lo))
U.log("dumped " .. id)
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(5)
end
U.log("done -- " .. DIR)
love.event.quit()
end
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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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-- 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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-- 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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-- 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
+128
View File
@@ -0,0 +1,128 @@
-- 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
+304 -11
View File
@@ -547,6 +547,98 @@ TEMPLATES = {
roof_rows=17, roof_back=5, roof_front=3, roof_cycle=(5, 9),
slab=4, front_eave=4, ledge=None, tileset="forest",
),
# F01: the starter-ball table in Oak's lab -- the first FURNITURE
# through the pipeline, and the first drawing whose plot is smaller
# than its grid. Rows 0-15 are the tabletop seen from above; 16-18
# are the top slab's own front edge (black/#555/black -- exactly
# what the rim treatment paints, so slab=3 and those rows fold into
# the roof band instead of extruding); 19-21 are the base: corner
# feet and the inset dark panel between them. The legs stand on
# open FLOOR, so the measured ground line lands two rows short of
# the grid; `depth` keeps the plot to the blocked cell row -- the
# legs row of the grid is the walkable cell the player faces the
# table from, and D = len(tiles) would stand the model in their
# path. 16 top rows onto a 16px plot map 1:1: no cycling, and
# roof_cycle is unreachable behind roof_back=16.
"lab_table": dict(
tiles=[
[41, 59, 59, 59, 59, 42],
[78, 57, 57, 57, 57, 79],
[88, 89, 89, 89, 89, 90],
],
roof_rows=19, roof_back=16, roof_front=0, roof_cycle=(2, 13),
slab=3, front_eave=0, ledge=None, tileset="gym", depth=2,
),
# F02: the computer desk in Oak's lab -- and the Hall of Fame's
# recording machine, the same drawing on the GYM atlas (one
# placement each; both registered in voxel_heights). The one
# DESK-SET template: the methodology's region classification at
# part granularity. The desk is the sibling lab table (fascia rows
# 16-18, base 19-21); on it stand a monitor over its keyboard
# (left), a computer tower over a keyboard and mouse (middle), and
# a sheet of paper LYING FLAT (right). Upright parts anchor their
# drawn bottom row to the desk's top plane and wear their own drawn
# tops as lids; flat parts lie one voxel proud with 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's own top is the one synthesized surface (the objects
# cover every pixel of it), continued from the sibling tables'
# pattern in the drawing's own shades.
"lab_computers": dict(
tiles=[
[91, 92, 93, 94],
[54, 55, 85, 95],
[88, 89, 89, 90],
],
roof_rows=0, roof_back=0, roof_front=0, roof_cycle=(0, 0),
slab=0, front_eave=0, ledge=None, tileset="gym", depth=2,
desk=dict(fascia=(16, 18), base=(19, 21)),
parts=[
dict(kind="upright", x=(2, 13), top=(0, 2), facade=(3, 10),
depth=4), # the monitor
dict(kind="flat", x=(1, 13), rows=(11, 14)), # its keyboard
dict(kind="upright", x=(14, 21), top=(0, 3), facade=(4, 10),
depth=6), # the tower
dict(kind="flat", x=(14, 21), rows=(11, 14)), # keys + mouse
dict(kind="flat", x=(22, 30), rows=(1, 14)), # the paper
],
),
# F03: the empty north table beside it -- the starter table's band
# table verbatim on a grid two tiles narrower (one placement).
"lab_table_small": dict(
tiles=[
[41, 59, 59, 42],
[78, 57, 57, 79],
[88, 89, 89, 90],
],
roof_rows=19, roof_back=16, roof_front=0, roof_cycle=(2, 13),
slab=3, front_eave=0, ledge=None, tileset="gym", depth=2,
),
# F04: the Pokemon Center's PC -- every Center's northeast corner
# (11 placements) plus the Indigo Plateau lobby, whose MART tileset
# shares this atlas. The lab desk-set read again: a
# Mac-style unit drawn face-on -- white top band (rows 0-3), bezel,
# screen and drive slot (4-14) -- standing at the back of a low
# desk whose front face is rows 20-23 and whose drawn top (the
# white sliver of row 15 and the margins beside the unit) names the
# lid shade. The keyboard rows 17-19 lie BELOW the desk's 16px top
# span, so the flat part carries an authored z origin: it lies at
# the desk's front edge, in front of the unit.
"center_pc": dict(
tiles=[
[66, 70],
[82, 86],
[9, 88],
],
roof_rows=0, roof_back=0, roof_front=0, roof_cycle=(0, 0),
slab=0, front_eave=0, ledge=None, tileset="pokecenter", depth=2,
desk=dict(fascia=(20, 21), base=(22, 23), lid="white"),
parts=[
dict(kind="upright", x=(2, 13), top=(0, 3), facade=(4, 14),
depth=6), # the unit
dict(kind="flat", x=(2, 13), rows=(17, 19), z=13), # keyboard
],
),
# B23: the Victory Road entrance on Route 23: a rock face with two
# barred doors. The roof band is the pale cliff top seen from above.
"victory_road_gate": dict(
@@ -642,7 +734,14 @@ def profile(sp, t):
r = next((y for y in range(H) if inside(x, y)), t["roof_rows"])
top.append(min(r, t["roof_rows"]))
wall_h = H - t["roof_rows"]
# 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.
ground = max((y for y in range(H) for x in range(W) if inside(x, y)),
default=H - 1) + 1
wall_h = ground - t["roof_rows"]
ytop = wall_h - 1 + t["slab"]
# Recesses: the panes the art seals behind a black frame. Non-black
@@ -674,15 +773,136 @@ def profile(sp, t):
if x1 - x0 + 1 <= RECESS_MAX and y1 - y0 + 1 <= RECESS_MAX:
recess.update(cells)
# Depth is the PLOT. For a whole-drawing building that is the grid
# itself; `depth` (in tile rows) names it when the grid runs past the
# plot onto ground the drawing merely stands its legs on.
return dict(top=top, wall_h=wall_h, ytop=ytop, recess=recess,
inside=inside, D=H, W=W, H=H)
inside=inside, D=t.get("depth", len(t["tiles"])) * 8,
ground=ground, W=W, H=H)
# --------------------------------------------------------------- stage 3 --
def build_desk_set(sp, pr, t):
"""A desk with separately-classified objects on it (the `parts` list):
upright parts stand on the desk's top plane wearing their own drawn
tops as lids, flat parts lie one voxel proud at drawn row = depth row,
and the desk itself is the lab-table slab + base with a synthesized
lid (the objects cover every drawn pixel of the tabletop)."""
W, H, D = pr["W"], pr["H"], pr["D"]
inside = pr["inside"]
col, src = sp["col"], sp["src"]
ground = pr["ground"]
vox = {}
def put(x, y, z, sx, sy):
vox[(x, y, z)] = (col[sy][sx], src[sy][sx])
shade_px = {}
for sy in range(H):
for sx in range(W):
if inside(sx, sy):
shade_px.setdefault(col[sy][sx], (sx, sy))
def interior(sx, sy, lo, hi):
if col[sy][sx] != BLACK:
return sx
step = 1 if sx < (lo + hi) // 2 else -1
for d in range(1, 4):
nx = sx + step * d
if lo <= nx <= hi and inside(nx, sy) and col[sy][nx] != BLACK:
return nx
return sx
f0, f1 = t["desk"]["fascia"]
b0, b1 = t["desk"]["base"]
plane = (b1 - b0 + 1) + (f1 - f0 + 1) # the desk's top plane
# the base band, extruded exactly like every lab table's
for sy in range(b0, b1 + 1):
y = ground - 1 - sy
for sx in range(W):
if not inside(sx, sy):
continue
ix = interior(sx, sy, 0, W - 1)
for z in range(D):
put(sx, y, z, sx if z in (0, D - 1) else ix, sy)
for sx, sy in pr["recess"]:
if b0 <= sy <= b1:
vox.pop((sx, ground - 1 - sy, D - 1), None)
# the slab: the fascia rows wrap every side; the lid is the one
# synthesized surface in the model -- the drawing never paints the
# tabletop (its objects cover it), so the lid continues the sibling
# tables' pattern in the drawing's own shades: black rim, white
# highlight courses along the north and west, grey field
for i, sy in enumerate(range(f0, f1 + 1)):
y = plane - 1 - i
for sx in range(W):
for z in range(D):
put(sx, y, z, sx, sy)
field = WHITE if t["desk"].get("lid") == "white" else GREY
for sx in range(W):
for z in range(D):
if sx in (0, W - 1) or z in (0, D - 1):
shade = BLACK
elif sx == 1 or z == 1:
shade = WHITE
else:
shade = field
px = shade_px.get(shade) or shade_px[BLACK]
put(sx, plane - 1, z, px[0], px[1])
for p in t["parts"]:
x0, x1 = p["x"]
if p["kind"] == "flat":
r0, r1 = p["rows"]
for sy in range(r0, r1 + 1):
# 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)
z = p.get("z", r0) + (sy - r0)
if not 0 <= z < D:
continue
for sx in range(x0, x1 + 1):
if inside(sx, sy):
put(sx, plane, z, sx, sy)
continue
tr0, tr1 = p["top"]
fr0, fr1 = p["facade"]
pd = p["depth"]
ytp = plane + (fr1 - fr0)
for sx in range(x0, x1 + 1):
# 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
for z in range(pd):
sy = fr0 if z == pd - 1 else min(tr0 + z, tr1)
while sy <= tr1 and not inside(sx, sy):
sy += 1
if sy > tr1 and not (z == pd - 1 and inside(sx, fr0)):
continue
put(sx, ytp, z, sx, fr0 if z == pd - 1 else sy)
# the body: facade rows anchored to the desk's top plane
for sy in range(fr0 + 1, fr1 + 1):
y = plane + (fr1 - sy)
if not inside(sx, sy):
continue
ix = interior(sx, sy, x0, x1)
for z in range(pd):
if z == pd - 1:
if (sx, sy) not in pr["recess"]:
put(sx, y, z, sx, sy)
else:
put(sx, y, z, sx if z == 0 else ix, sy)
return vox
def build(sp, pr, t):
"""The voxel model. Order is load-bearing: walls, ledge, recesses, then
the roof solid overwrites what it intersects and the walls are trimmed
to the roof's underside."""
if t.get("parts"):
return build_desk_set(sp, pr, t)
W, H, D = pr["W"], pr["H"], pr["D"]
inside, top, ytop = pr["inside"], pr["top"], pr["ytop"]
col, src = sp["col"], sp["src"]
@@ -720,7 +940,9 @@ def build(sp, pr, t):
# ---- walls: the facade rows extruded straight back, trimmed under the roof
for sy in range(t["roof_rows"], H):
y = H - 1 - sy
y = pr["ground"] - 1 - sy # rows below the ground line are floor
if y < 0:
continue
for sx in range(W):
if not inside(sx, sy) or trimmed(sx, y):
continue
@@ -742,7 +964,7 @@ def build(sp, pr, t):
if t["ledge"]:
l0, l1 = t["ledge"]
for sy in range(l0, l1 + 1):
y = H - 1 - sy
y = pr["ground"] - 1 - sy
for sx in range(W):
if inside(sx, sy) and not trimmed(sx, y):
for z in (-2, -1, D, D + 1):
@@ -750,7 +972,7 @@ def build(sp, pr, t):
# ---- recesses: the front voxel of every pane sinks, its frame stays proud
for sx, sy in pr["recess"]:
vox.pop((sx, H - 1 - sy, D - 1), None)
vox.pop((sx, pr["ground"] - 1 - sy, D - 1), None)
# ---- roof: flat top over the plateau, stepped diagonal ends
z0, z1 = 0, D - 1 + t["front_eave"]
@@ -805,6 +1027,83 @@ def verify(vox, sp, pr, t):
for (x, y, z), _ in vox.items():
assert y <= T(x), f"voxel pokes through the roof at {x},{y},{z}"
# A desk set answers its own asserts; a facade-only template (roof_rows
# == 0) has no roof band, so there is no surface to hold level or slope
# and no coverage to demand of it; everything with a roof band answers
# the full set.
if t.get("parts"):
verify_desk_set(vox, pr, t)
elif t["roof_rows"] == 0:
# its one geometric intent: a straight extrusion, so each column
# of the drawing is solid from its lowest voxel to its top. NOT
# from the ground -- the drawing's base band is inset like every
# lab table's, and the body's outer columns legitimately
# overhang it -- and not on the recess layer, which sinks panes.
lo, hi = {}, {}
for (x, y, z) in vox:
lo[(x, z)] = min(lo.get((x, z), y), y)
hi[(x, z)] = max(hi.get((x, z), y), y)
for (x, z), h in hi.items():
if z == D - 1:
continue
assert all((x, y, z) in vox for y in range(lo[(x, z)], h + 1)), \
f"facade column has a hole at {x},{z}"
else:
verify_roof(vox, pr, t)
shell = [k for k in vox if not all(
(k[0] + d[0], k[1] + d[1], k[2] + d[2]) in vox
for d in ((1, 0, 0), (-1, 0, 0), (0, 1, 0),
(0, -1, 0), (0, 0, 1), (0, 0, -1)))]
return shell
def verify_desk_set(vox, pr, t):
W, D = pr["W"], pr["D"]
f0, f1 = t["desk"]["fascia"]
b0, b1 = t["desk"]["base"]
plane = (b1 - b0 + 1) + (f1 - f0 + 1)
# the slab is a full solid under everything on it
for x in range(W):
for z in range(D):
for y in range(b1 - b0 + 1, plane):
assert (x, y, z) in vox, f"slab hole at {x},{y},{z}"
# each part stands where authored -- upright bodies solid from the
# desk to their own drawn top (bar the front layer, whose panes
# sink) -- and nothing stands anywhere else
tops = {}
for p in t["parts"]:
x0, x1 = p["x"]
if p["kind"] == "flat":
r0, r1 = p["rows"]
z0 = p.get("z", r0)
for x in range(x0, x1 + 1):
for z in range(max(z0, 0), min(z0 + r1 - r0, D - 1) + 1):
tops[(x, z)] = max(tops.get((x, z), 0), plane)
else:
fr0, fr1 = p["facade"]
ytp = plane + (fr1 - fr0)
for x in range(x0, x1 + 1):
for z in range(p["depth"]):
tops[(x, z)] = max(tops.get((x, z), 0), ytp)
if z == p["depth"] - 1:
continue
ys = [y for y in range(plane, ytp + 1)
if (x, y, z) in vox]
assert ys == list(range(ys[0], ys[0] + len(ys))) \
if ys else True, f"part column hole at {x},{z}"
for (x, y, z) in vox:
assert y <= tops.get((x, z), plane - 1), \
f"voxel above its part at {x},{y},{z}"
def verify_roof(vox, pr, t):
W, H, D = pr["W"], pr["H"], pr["D"]
ytop, top, slab = pr["ytop"], pr["top"], t["slab"]
T = lambda x: ytop - top[max(0, min(W - 1, x))]
# The roof surface reads over the columns the drawing actually paints:
# a sprite inset from its box says nothing about the rest.
roofed = [x for x in range(W) if top[x] < t["roof_rows"]]
@@ -845,12 +1144,6 @@ def verify(vox, sp, pr, t):
elif any((x, y, z) in vox for y in range(0, T(x) - slab + 1)):
assert (x, T(x), z) in vox, f"wall uncovered at {x},{z}"
shell = [k for k in vox if not all(
(k[0] + d[0], k[1] + d[1], k[2] + d[2]) in vox
for d in ((1, 0, 0), (-1, 0, 0), (0, 1, 0),
(0, -1, 0), (0, 0, 1), (0, 0, -1)))]
return shell
def preview(shell, vox, sp, name, out, flip, canvas=(1700, 900), pad=20):
# Mirroring depth swings the camera round to the other side. Mirror