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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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@@ -0,0 +1,200 @@
|
||||
name: Release
|
||||
|
||||
# Packs the mod into an installable .zip and publishes it as a GitHub Release,
|
||||
# once per push to main.
|
||||
#
|
||||
# Archive layout: every mod file at the archive root, manifest.json included.
|
||||
# That is one of the two shapes the game accepts on MODS > Import mod .zip
|
||||
# (src/mods/LauncherMods.lua locateRoot: manifest at the root, or inside a
|
||||
# single top-level folder). Nothing else is added, so the archive stays
|
||||
# installable by hand too.
|
||||
#
|
||||
# Versioning, first rule that applies wins:
|
||||
# 1. the "version" input of a manual run,
|
||||
# 2. "[release X.Y.Z]" anywhere in the commit message,
|
||||
# 3. manifest.json's own version, when it is ahead of every existing tag,
|
||||
# so bumping the manifest is the normal way to cut a release,
|
||||
# 4. otherwise the newest vX.Y.Z tag with its patch incremented
|
||||
# (0.2.99 rolls over to 0.3.0).
|
||||
# Whichever wins is written into the manifest.json inside the archive, so a
|
||||
# shipped mod never reports a different version than the release it came from.
|
||||
#
|
||||
# Generated by: python3 tools/modkit.py add-release-workflow <mod-id>
|
||||
# MOD_ID below is stamped to this mod's id when the file is copied.
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [master]
|
||||
paths-ignore:
|
||||
- '.github/**'
|
||||
- '**.md'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
version:
|
||||
description: "Exact version to release (e.g. 0.3.0). Leave blank to auto-resolve."
|
||||
required: false
|
||||
default: ""
|
||||
|
||||
permissions:
|
||||
contents: write
|
||||
|
||||
concurrency:
|
||||
group: release
|
||||
cancel-in-progress: false
|
||||
|
||||
jobs:
|
||||
release:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
|
||||
- name: Determine version
|
||||
id: ver
|
||||
env:
|
||||
DISPATCH_VERSION: ${{ github.event.inputs.version }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
python3 - <<'PY' >> "$GITHUB_OUTPUT"
|
||||
import json, os, re, subprocess, sys
|
||||
|
||||
SEMVER = re.compile(r"^(\d+)\.(\d+)\.(\d+)$")
|
||||
|
||||
def sh(*args):
|
||||
return subprocess.run(args, capture_output=True, text=True).stdout.strip()
|
||||
|
||||
def parse(text):
|
||||
m = SEMVER.match(text)
|
||||
return tuple(int(p) for p in m.groups()) if m else None
|
||||
|
||||
def die(msg):
|
||||
print(f"::error::{msg}", file=sys.stderr)
|
||||
raise SystemExit(1)
|
||||
|
||||
with open("manifest.json", encoding="utf-8") as fh:
|
||||
manifest_version = str(json.load(fh).get("version", ""))
|
||||
|
||||
released = sorted(
|
||||
v for v in (parse(tag[1:]) for tag in sh("git", "tag", "-l", "v*").splitlines()) if v
|
||||
)
|
||||
latest = released[-1] if released else None
|
||||
|
||||
override = os.environ.get("DISPATCH_VERSION", "").strip()
|
||||
if not override:
|
||||
found = re.search(r"\[release\s+(\d+\.\d+\.\d+)\]", sh("git", "log", "-1", "--pretty=%B"))
|
||||
override = found.group(1) if found else ""
|
||||
|
||||
manifest_ver = parse(manifest_version)
|
||||
if override:
|
||||
version = parse(override) or die(f"invalid version override {override!r} (expected X.Y.Z)")
|
||||
source = "the override"
|
||||
elif manifest_ver and (latest is None or manifest_ver > latest):
|
||||
version = manifest_ver
|
||||
source = "manifest.json"
|
||||
elif latest:
|
||||
major, minor, patch = latest
|
||||
patch += 1
|
||||
if patch > 99:
|
||||
minor, patch = minor + 1, 0
|
||||
version = (major, minor, patch)
|
||||
source = "a patch bump on v%d.%d.%d" % latest
|
||||
else:
|
||||
die(f"manifest.json version {manifest_version!r} is not X.Y.Z "
|
||||
"and there is no vX.Y.Z tag to count from")
|
||||
|
||||
text = "%d.%d.%d" % version
|
||||
print(f"Releasing {text}, from {source}.", file=sys.stderr)
|
||||
print(f"version={text}")
|
||||
print(f"tag=v{text}")
|
||||
PY
|
||||
|
||||
- name: Refuse to clobber an existing release
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
TAG: ${{ steps.ver.outputs.tag }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
if git rev-parse -q --verify "refs/tags/$TAG" >/dev/null; then
|
||||
echo "::error::Tag $TAG already exists. Pick a different version."
|
||||
exit 1
|
||||
fi
|
||||
if gh release view "$TAG" >/dev/null 2>&1; then
|
||||
echo "::error::Release $TAG already exists. Pick a different version."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
- name: Build the mod .zip
|
||||
env:
|
||||
VERSION: ${{ steps.ver.outputs.version }}
|
||||
MOD_ID: "DRAMATIC_SHAPE"
|
||||
run: |
|
||||
set -euo pipefail
|
||||
staging="$RUNNER_TEMP/pkg"
|
||||
out="$GITHUB_WORKSPACE/dist"
|
||||
rm -rf "$staging" "$out"
|
||||
mkdir -p "$staging" "$out"
|
||||
|
||||
git archive HEAD | tar -x -C "$staging"
|
||||
|
||||
rm -rf "$staging/.github" "$staging/.gitattributes" \
|
||||
"$staging/.gitignore" "$staging/.luarc.json"
|
||||
|
||||
python3 - "$staging/manifest.json" "$VERSION" <<'PY'
|
||||
import json, sys
|
||||
path, version = sys.argv[1], sys.argv[2]
|
||||
with open(path, encoding="utf-8") as fh:
|
||||
manifest = json.load(fh)
|
||||
manifest["version"] = version
|
||||
with open(path, "w", encoding="utf-8") as fh:
|
||||
json.dump(manifest, fh, indent=2, ensure_ascii=False)
|
||||
fh.write("\n")
|
||||
PY
|
||||
|
||||
zip_path="$out/${MOD_ID}-${VERSION}.zip"
|
||||
(cd "$staging" && zip -qr "$zip_path" .)
|
||||
unzip -l "$zip_path"
|
||||
|
||||
unzip -p "$zip_path" manifest.json > "$RUNNER_TEMP/packed-manifest.json"
|
||||
python3 - "$RUNNER_TEMP/packed-manifest.json" "$VERSION" <<'PY'
|
||||
import json, sys
|
||||
path, expected = sys.argv[1], sys.argv[2]
|
||||
with open(path, encoding="utf-8") as fh:
|
||||
version = json.load(fh)["version"]
|
||||
if version != expected:
|
||||
raise SystemExit(f"::error::packed manifest says {version}, expected {expected}")
|
||||
print(f"manifest.json is at the archive root and reports {version}")
|
||||
PY
|
||||
|
||||
(cd "$out" && sha256sum "${MOD_ID}"-*.zip > sha256sums.txt)
|
||||
cat "$out/sha256sums.txt"
|
||||
|
||||
- name: Publish GitHub Release
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
VERSION: ${{ steps.ver.outputs.version }}
|
||||
TAG: ${{ steps.ver.outputs.tag }}
|
||||
MOD_ID: "DRAMATIC_SHAPE"
|
||||
run: |
|
||||
set -euo pipefail
|
||||
|
||||
prev="$(git tag -l 'v*' --sort=-v:refname | grep -v "^${TAG}$" | head -1 || true)"
|
||||
range="${prev:+${prev}..}$GITHUB_SHA"
|
||||
changes="$(git log --no-merges --pretty='- %s' "$range" | head -50 || true)"
|
||||
|
||||
notes=$'Download the .zip and install it from the game: MODS > Import mod .zip.'
|
||||
if [ -n "$changes" ]; then
|
||||
notes+=$'\n\n## Changes\n\n'"$changes"
|
||||
fi
|
||||
printf 'Release notes:\n%s\n' "$notes"
|
||||
|
||||
gh release create "$TAG" \
|
||||
--target "$GITHUB_SHA" \
|
||||
--title "$VERSION" \
|
||||
--notes "$notes" \
|
||||
"dist/${MOD_ID}-${VERSION}.zip" \
|
||||
"dist/sha256sums.txt"
|
||||
|
||||
echo "Published release $TAG"
|
||||
+436
@@ -1,5 +1,441 @@
|
||||
# Changelog
|
||||
|
||||
## 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.
|
||||
|
||||
|
||||
### 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.
|
||||
|
||||
### 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
|
||||
|
||||
@@ -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 +50,22 @@ 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 **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.
|
||||
@@ -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" },
|
||||
|
||||
+131
-22
@@ -9,12 +9,56 @@
|
||||
-- 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 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,
|
||||
@@ -44,6 +88,21 @@ 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 +111,7 @@ 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 +131,78 @@ 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 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.
|
||||
--
|
||||
-- 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)
|
||||
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
|
||||
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
|
||||
while top > 0 do
|
||||
local key = stack[top]
|
||||
@@ -124,12 +229,16 @@ 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)
|
||||
local fill = BattlePics.FILL
|
||||
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
|
||||
|
||||
+69
-6
@@ -141,9 +141,10 @@ 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 +228,8 @@ 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 +239,14 @@ 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 +259,15 @@ 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 +314,36 @@ 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 +368,7 @@ 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 +398,7 @@ 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
|
||||
@@ -393,6 +435,22 @@ 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
|
||||
@@ -473,6 +531,11 @@ 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
|
||||
|
||||
+80
-16
@@ -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
@@ -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
|
||||
@@ -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
|
||||
+246
-16
@@ -72,6 +72,38 @@ 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
|
||||
|
||||
-- ------- both mons face you
|
||||
--
|
||||
-- Standing on a map, seen from in front, a Pokemon showing you its BACK is
|
||||
@@ -81,6 +113,10 @@ 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 +127,7 @@ 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 +177,51 @@ 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 +270,17 @@ 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 +564,81 @@ 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 +768,19 @@ 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
|
||||
@@ -719,10 +895,44 @@ 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 +950,13 @@ 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 +1095,21 @@ 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 +1135,29 @@ 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
@@ -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
@@ -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()
|
||||
|
||||
+63
-11
@@ -263,6 +263,27 @@ 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()
|
||||
@@ -323,20 +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
|
||||
@@ -429,7 +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)
|
||||
|
||||
@@ -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
|
||||
|
||||
+238
-14
@@ -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)
|
||||
@@ -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
|
||||
|
||||
+182
-36
@@ -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
File diff suppressed because it is too large
Load Diff
@@ -80,6 +80,8 @@ 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")
|
||||
|
||||
-- Forward declaration: the voxel pipeline's update hook (registered below)
|
||||
-- calls this, and it is defined further down with the settings it drives.
|
||||
@@ -281,13 +283,22 @@ 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
|
||||
@@ -302,24 +313,49 @@ 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 "
|
||||
@@ -340,6 +376,7 @@ 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 +391,12 @@ 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 +409,7 @@ local HOTKEYS = {
|
||||
["5"] = VoxelGrid.setting,
|
||||
["7"] = WorldCurve.setting,
|
||||
["8"] = OverworldBattle.setting,
|
||||
["9"] = Water.setting,
|
||||
}
|
||||
|
||||
do
|
||||
@@ -418,19 +459,19 @@ 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 +505,12 @@ 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 +518,50 @@ 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 +573,32 @@ 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 +813,16 @@ 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 +837,16 @@ 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 +860,7 @@ mod.hooks:wrap("world.tod", function(next, tod, ctx)
|
||||
return DayNight.tod()
|
||||
end)
|
||||
|
||||
mod.exports.version = "1.2.1"
|
||||
mod.exports.version = "1.4.0"
|
||||
-- exposed so a companion mod can pin its own tiles' shapes or read the
|
||||
-- camera without reaching into this mod's file layout
|
||||
mod.exports.lib = V
|
||||
|
||||
+3
-2
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"id": "DRAMATIC_SHAPE",
|
||||
"name": "Dramatic Shape Voxel Mod",
|
||||
"version": "1.2.1",
|
||||
"version": "1.4.0",
|
||||
"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"
|
||||
}
|
||||
|
||||
@@ -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",
|
||||
|
||||
+894
-10
@@ -116,11 +116,16 @@ T.eq(byLabel.VOXEL.value(), "FULL", "the row renders the current rung's label")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local VoxelState = run.loader.exports.DRAMATIC_SHAPE.lib.require("VoxelState")
|
||||
|
||||
-- ------- FULL is a preset that owns the other rows
|
||||
-- ------- FULL is a preset that owns the rows describing the LOOK
|
||||
--
|
||||
-- While it is selected the settings it drives come OFF the menu -- including
|
||||
-- T-SHIFT, which is a pipeline row the engine spliced in. A row that no
|
||||
-- longer decides anything is worse than no row.
|
||||
--
|
||||
-- The two BATTLE rows are the exception and stay. 3D-BTL decides what a fight
|
||||
-- is drawn over and BACK SPRITES how it is framed; neither is a knob on the
|
||||
-- diorama the preset is a preset FOR. FULL sets them on arrival and then lets
|
||||
-- go, which is what makes it a preset rather than a lock.
|
||||
Pipelines.setLevel("voxel", VoxelState.FULL_LEVEL)
|
||||
local fullRows = Runtime.call("ui.options.rows", function(_, r) return r end,
|
||||
{ data = Data },
|
||||
@@ -133,9 +138,14 @@ T.check(not fullIds["pipeline:tiltshift"],
|
||||
"FULL takes T-SHIFT off the menu -- it owns the blur")
|
||||
T.check(not fullIds["DRAMATIC_SHAPE:grid"], "and V-GRID")
|
||||
T.check(not fullIds["DRAMATIC_SHAPE:curve"], "and V-CURVE")
|
||||
T.check(not fullIds["DRAMATIC_SHAPE:battles"], "and 3D-BTL")
|
||||
T.check(not fullIds["DRAMATIC_SHAPE:daytime"], "and DAYTIME")
|
||||
|
||||
-- but the battle rows survive it: they are not knobs on the look, and FULL
|
||||
-- sets them once rather than holding them, so a player who wants the classic
|
||||
-- back sprite (or no staged fights at all) can still say so from inside FULL
|
||||
T.check(fullIds["DRAMATIC_SHAPE:battles"], "3D-BTL is still on the menu under FULL")
|
||||
T.check(fullIds["DRAMATIC_SHAPE:battleBack"], "and BACK SPRITES with it")
|
||||
|
||||
-- DAYTIME is not only hidden under FULL, it is HELD at SYNC: the row cannot
|
||||
-- be reached while FULL owns it, so a value changed underneath (the mod
|
||||
-- manager's page, an edited options file) snaps back when the menu asks
|
||||
@@ -200,14 +210,77 @@ Runtime.call("ui.options.rows", function(_, r) return r end, layoutGame,
|
||||
T.eq(layoutGame.save.options.battleLayout, "wide",
|
||||
"and WIDE is left alone once no battle can be staged on the map")
|
||||
|
||||
-- FULL owns the 3D-BTL row, so it pins the layout even with that row switched
|
||||
-- off underneath it
|
||||
-- and FULL does not override that. It used to: the preset owned the 3D-BTL row
|
||||
-- and hid it, so "FULL is selected" was a safe stand-in for "battles are
|
||||
-- staged". The row is on the menu under FULL now and can be switched off
|
||||
-- there, so the stand-in would pin BATTLE LAYOUT to OG for a fight that is
|
||||
-- never staged. The ROW decides, which is what every other reader of this
|
||||
-- setting already believed.
|
||||
Pipelines.setLevel("voxel", VoxelState.FULL_LEVEL)
|
||||
Runtime.call("ui.options.rows", function(_, r) return r end, layoutGame,
|
||||
{ { id = "battleLayout" } })
|
||||
T.eq(layoutGame.save.options.battleLayout, "og",
|
||||
"FULL pins the layout on its own, because it owns the row that would")
|
||||
T.eq(layoutGame.save.options.battleLayout, "wide",
|
||||
"with 3D-BTL off, FULL leaves the layout alone -- it no longer owns that row")
|
||||
|
||||
-- switch the row back on and the pin comes back with it, FULL or no FULL.
|
||||
-- (Arriving at FULL for real runs applyFull, which switches the row on -- so
|
||||
-- in the game the pin still follows the preset, by way of the row.)
|
||||
Battles.setting:setIndex(1, layoutGame)
|
||||
Runtime.call("ui.options.rows", function(_, r) return r end, layoutGame,
|
||||
{ { id = "battleLayout" } })
|
||||
T.eq(layoutGame.save.options.battleLayout, "og",
|
||||
"and the row switched back on pins it again, from inside FULL")
|
||||
end
|
||||
|
||||
-- ------- TILT and GBC FX are off the menu entirely
|
||||
--
|
||||
-- Two ENGINE rows, taken away for as long as 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 -- so what was left was two rows a player could set
|
||||
-- and watch get reverted.
|
||||
--
|
||||
-- Dropped AND held at zero, which is the part that matters: 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.
|
||||
do
|
||||
local fxGame = {
|
||||
data = Data,
|
||||
save = { options = { tilt = 3, gbcfx = 2, pipelines = {}, modOptions = {} } },
|
||||
mods = { modOptions = {} },
|
||||
writeOptions = function() end,
|
||||
}
|
||||
local Tilt = require("src.render.Tilt")
|
||||
local GBCFX = require("src.render.GBCFX")
|
||||
Tilt.setLevel(3)
|
||||
GBCFX.setLevel(2)
|
||||
|
||||
local fxRows = Runtime.call("ui.options.rows", function(_, r) return r end,
|
||||
fxGame,
|
||||
{ { id = "tilt" }, { id = "gbcfx" },
|
||||
{ id = "colors" }, { id = "pipeline:voxel" } })
|
||||
local fxIds = {}
|
||||
for _, row in ipairs(fxRows) do fxIds[row.id] = true end
|
||||
T.check(not fxIds["tilt"], "TILT is off the OPTIONS menu")
|
||||
T.check(not fxIds["gbcfx"], "and so is GBC FX")
|
||||
T.check(fxIds["colors"] and fxIds["pipeline:voxel"],
|
||||
"with every other row the engine offered still on it")
|
||||
|
||||
T.eq(fxGame.save.options.tilt, 0,
|
||||
"a save that had TILT on is pinned back to off, not left on with no row")
|
||||
T.eq(fxGame.save.options.gbcfx, 0, "and GBC FX with it")
|
||||
T.eq(Tilt.level, 0, "the live level follows, so the frame is not still tilted")
|
||||
|
||||
-- and FULL, which takes its own branch through the rows hook, must not be a
|
||||
-- way back in
|
||||
Pipelines.setLevel("voxel", VoxelState.FULL_LEVEL)
|
||||
local fullFx = Runtime.call("ui.options.rows", function(_, r) return r end,
|
||||
fxGame, { { id = "tilt" }, { id = "gbcfx" } })
|
||||
local fullFxIds = {}
|
||||
for _, row in ipairs(fullFx) do fullFxIds[row.id] = true end
|
||||
T.check(not fullFxIds["tilt"] and not fullFxIds["gbcfx"],
|
||||
"under FULL they are gone too -- the drop is above every branch")
|
||||
Pipelines.setLevel("voxel", 2)
|
||||
end
|
||||
|
||||
-- ------- and off FULL, the rows come back, grouped with the mode
|
||||
@@ -225,7 +298,7 @@ local order = {}
|
||||
for i, row in ipairs(grouped) do order[row.id] = i end
|
||||
T.check(order["pipeline:tiltshift"] < order["DRAMATIC_SHAPE:grid"],
|
||||
"the mode's settings follow its pipeline rows")
|
||||
T.eq(order["DRAMATIC_SHAPE:battles"] - order["pipeline:tiltshift"], 3,
|
||||
T.eq(order["DRAMATIC_SHAPE:battles"] - order["pipeline:tiltshift"], 4,
|
||||
"and sit in one unbroken block, not scattered to the end of the list")
|
||||
T.check(order["void_fill"] > order["DRAMATIC_SHAPE:battles"],
|
||||
"with the engine's own later rows still after them")
|
||||
@@ -306,9 +379,15 @@ end
|
||||
Pipelines.setLevel("voxel", 2)
|
||||
local hookedRows = Runtime.call("ui.options.rows", function(_, r) return r end,
|
||||
{ data = Data }, { { id = "text_speed" } })
|
||||
T.eq(#hookedRows, 5, "the options hook added a row per setting")
|
||||
local grid, curve, battles = hookedRows[2], hookedRows[3], hookedRows[4]
|
||||
local daytime = hookedRows[5]
|
||||
T.eq(#hookedRows, 7, "the options hook added a row per setting")
|
||||
local grid, curve, water = hookedRows[2], hookedRows[3], hookedRows[4]
|
||||
local battles, backRow, daytime = hookedRows[5], hookedRows[6], hookedRows[7]
|
||||
T.eq(water.label, "WATER", "the water row carries its label")
|
||||
T.eq(water.value(), "FULL",
|
||||
"and defaults to FULL -- reflections are the point of having the row")
|
||||
water.step({ save = { options = {} }, mods = { modOptions = {} } }, 1)
|
||||
T.eq(water.value(), "SKY",
|
||||
"stepping down drops the screen-space march and keeps the sky, sun and moon")
|
||||
T.eq(daytime.label, "DAYTIME", "the day/night row carries its label")
|
||||
T.eq(daytime.value(), "SYNC",
|
||||
"and defaults to SYNC -- no value set follows the clock on the wall")
|
||||
@@ -320,6 +399,12 @@ T.eq(battles.label, "3D-BTL", "the overworld-battle row carries its label")
|
||||
T.eq(battles.value(), "ON",
|
||||
"overworld battles are on by default -- the mode's headline is the world "
|
||||
.. "in 3D, and a battle is where the player spends half the game")
|
||||
T.eq(backRow.label, "BACK SPRITES", "the back-pic row carries its label")
|
||||
T.eq(backRow.value(), "OFF",
|
||||
"and is off by default -- what the mode advertises is BOTH mons out on the "
|
||||
.. "map, so the classic slot is opt-in")
|
||||
T.check(backRow.id ~= battles.id and backRow.id:find("battleBack", 1, true),
|
||||
"on its own key, so it persists beside 3D-BTL rather than over it")
|
||||
|
||||
-- stepping writes through to the one place both rows read
|
||||
local settingGame = { save = { options = {} }, mods = { modOptions = {} } }
|
||||
@@ -1403,6 +1488,440 @@ T.eq(Sky.paint(320, 0, skyGrad, 40, 7), false,
|
||||
"and a frame with no height paints nothing at all")
|
||||
end
|
||||
|
||||
-- ------- reflections on water
|
||||
--
|
||||
-- Water is the one surface in this mode that cannot be drawn with the rest
|
||||
-- of the world: it is a mirror, and a mirror needs what it reflects to
|
||||
-- already be down. So it is lifted out of the terrain mesh at BUILD time and
|
||||
-- drawn as its own pass. That lift is the load-bearing part -- get it wrong
|
||||
-- and a lake is either a hole in the world or is drawn twice -- and it is
|
||||
-- pure geometry, so it is driven here against a hand-drawn map.
|
||||
do
|
||||
local Water = run.loader.exports.DRAMATIC_SHAPE.lib.require("Water")
|
||||
local Sky = run.loader.exports.DRAMATIC_SHAPE.lib.require("Sky")
|
||||
local ChunkMesher = run.loader.exports.DRAMATIC_SHAPE.lib.require("ChunkMesher")
|
||||
local Structures = run.loader.exports.DRAMATIC_SHAPE.lib.require("Structures")
|
||||
local Shapes = run.loader.exports.DRAMATIC_SHAPE.lib.require("TileShape")
|
||||
local TileShapeHeights = Shapes.heights()
|
||||
|
||||
-- ------- the ladder
|
||||
--
|
||||
-- Three rungs, not a toggle: the sky half of this costs a handful of
|
||||
-- instructions and the screen-space half costs a ray march, so a machine
|
||||
-- that wants the sunset on the lake but not the march has somewhere to sit.
|
||||
T.eq(Water.setting.values[1], "full",
|
||||
"FULL is the default -- reflections are the point of having the row")
|
||||
Water.setting:sync("full") -- the row test above stepped it
|
||||
T.eq(Water.level(), 2, "and it reads back as the full pass")
|
||||
T.eq(Water.enabled(), true, "which is on")
|
||||
Water.setting:sync("sky")
|
||||
T.eq(Water.level(), 1, "SKY keeps the pass but drops the screen-space march")
|
||||
T.eq(Water.enabled(), true, "and is still a reflection")
|
||||
Water.setting:sync("off")
|
||||
T.eq(Water.level(), 0, "OFF is no pass at all")
|
||||
T.eq(Water.enabled(), false,
|
||||
"which is what puts the water back in the ordinary scene shader")
|
||||
Water.setting:sync("full")
|
||||
|
||||
-- ------- the waves are geometry, not shading -- and they step at 15fps
|
||||
--
|
||||
-- The surface is a heightfield of one-world-pixel columns, each standing a
|
||||
-- WHOLE number of pixels tall -- a voxel like every other voxel in this
|
||||
-- mode -- and it advances in STEPS rather than sliding: 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.
|
||||
do
|
||||
local TerrainAtlas = run.loader.exports.DRAMATIC_SHAPE.lib.require("TerrainAtlas")
|
||||
local realClock = TerrainAtlas._animFrame
|
||||
local frame = 0
|
||||
TerrainAtlas._animFrame = function() return frame end
|
||||
local function at(f)
|
||||
frame = f
|
||||
return Water._waveTime()
|
||||
end
|
||||
|
||||
local period = 60 / Water.WAVE_FPS
|
||||
T.eq(period, 5, "12 steps a second is one every five engine frames")
|
||||
T.eq(math.floor(period), period,
|
||||
"and the beat divides the engine's 60 exactly, so every step spans the "
|
||||
.. "same whole number of frames")
|
||||
-- inside one step nothing moves; crossing one, it does
|
||||
T.eq(at(0), at(period - 1),
|
||||
"every frame inside one wave step gets the same phase -- the surface "
|
||||
.. "steps rather than crawling between its own pixels")
|
||||
T.neq(at(0), at(period), "and the step boundary is where it moves")
|
||||
|
||||
local steps = {}
|
||||
for f = 0, 59 do steps[at(f)] = true end
|
||||
local n = 0
|
||||
for _ in pairs(steps) do n = n + 1 end
|
||||
T.eq(n, Water.WAVE_FPS, "which is WAVE_FPS distinct positions in a second")
|
||||
TerrainAtlas._animFrame = realClock
|
||||
|
||||
-- and the step is worth taking: one world pixel of the dominant train per
|
||||
-- step, DERIVED from that train rather than tuned beside it, so a change of
|
||||
-- wavelength moves the speed with it. A step the surface cannot resolve is
|
||||
-- a smooth crawl wearing a quantised clock.
|
||||
local t = Water.WAVE_TRAINS[1]
|
||||
local freq = math.sqrt(t[1] * t[1] + t[2] * t[2])
|
||||
local travel = (Water.waveRate() / Water.WAVE_FPS) * math.abs(t[3]) / freq
|
||||
T.check(math.abs(travel - Water.WAVE_PIXELS_PER_STEP) < 1e-9,
|
||||
"each step advances the dominant crest by exactly WAVE_PIXELS_PER_STEP "
|
||||
.. "world pixels, so nothing ever lands half-way between two")
|
||||
|
||||
-- the trains reach the shader as source, off the same table the rate above
|
||||
-- is derived from -- one list, so the two cannot drift
|
||||
local trains = Water._trainSource()
|
||||
T.eq(select(2, trains:gsub("h %+= sin", "")), #Water.WAVE_TRAINS,
|
||||
"every train in the table is summed by the shader")
|
||||
T.check(trains:find(("%.4f"):format(t[1]), 1, true) ~= nil,
|
||||
"at the frequency the table states")
|
||||
|
||||
-- the variation that keeps three periodic trains from reading as wallpaper:
|
||||
-- the dominant train's amplitude breathes with the swell and its crests bow
|
||||
-- with the bend, both pasted from their own tables like the trains are
|
||||
T.check(trains:find(("%.4f"):format(Water.WAVE_SWELL[1]), 1, true) ~= nil
|
||||
and trains:find(("%.4f"):format(Water.WAVE_BEND[1]), 1, true) ~= nil,
|
||||
"the swell and the bend reach the shader off the tables that document "
|
||||
.. "them, not off copies kept in step by hand")
|
||||
T.check(Water.WAVE_SWELL[4] > 0 and Water.WAVE_SWELL[4] < 1,
|
||||
"the swell's deepest lull thins the dominant train without deleting or "
|
||||
.. "inverting it -- a sea with sets in it, not a sea that turns off")
|
||||
for _, mod in ipairs({ Water.WAVE_SWELL, Water.WAVE_BEND }) do
|
||||
local mf = math.sqrt(mod[1] * mod[1] + mod[2] * mod[2])
|
||||
T.check(mf * 3.5 < freq,
|
||||
"a modulator's wavelength sits several times the carrier's, far enough "
|
||||
.. "apart that it reads as weather over the waves rather than as a "
|
||||
.. "fourth wave -- which would be the soup the weights exist to avoid")
|
||||
end
|
||||
|
||||
T.check(Water.WAVE_HEIGHT > -TileShapeHeights.water,
|
||||
"the crests stand taller than the recess TileShape sinks water into -- "
|
||||
.. "they are RELIEF inside the quad's own footprint, so a bar that reaches "
|
||||
.. "above the bank is clipped at the water's edge rather than spilling")
|
||||
end
|
||||
|
||||
-- ------- the moon on the water is the moon in the sky
|
||||
--
|
||||
-- The reflected disc is drawn by a shader and the painted one by rectangles,
|
||||
-- so nothing but shared DATA can keep them the same moon. The crater list is
|
||||
-- pasted into the shader source from Sky's own table, which is the seam that
|
||||
-- makes "they cannot drift" true rather than merely intended.
|
||||
local craters = Water._craterSource()
|
||||
local craterLines = select(2, craters:gsub("crater%(", ""))
|
||||
T.eq(craterLines, #Sky.MOON_CRATERS,
|
||||
"the shader gets one crater per crater the painted moon has")
|
||||
for _, c in ipairs(Sky.MOON_CRATERS) do
|
||||
T.check(craters:find(("%.4f"):format(c[1]), 1, true) ~= nil,
|
||||
"and each one at the offset the painted moon puts it at")
|
||||
end
|
||||
T.check(craters:find(("%.4f"):format(Sky.CRATER_FRAC), 1, true) ~= nil,
|
||||
"at the same fraction of the disc's radius")
|
||||
|
||||
-- and the disc is the same SIZE, which is the other half of being the same
|
||||
-- moon: one function answers for the painted radius and for the angle the
|
||||
-- reflection subtends it at
|
||||
local px, cells = Sky.discRadius(288, 7, { moon = true })
|
||||
T.eq(cells, Sky.DISC_MIN,
|
||||
"a small frame floors the disc at its minimum radius in cells")
|
||||
T.eq(px, Sky.DISC_MIN * 7, "reported in canvas pixels on that cell grid")
|
||||
T.eq(select(2, Sky.discRadius(288, 7, { glowAmt = 0.9 })), Sky.DISC_MIN + 1,
|
||||
"and the low sun looms, exactly as the painted one does")
|
||||
T.eq(select(2, Sky.discRadius(288, 7, { glowAmt = 0.9, moon = true })),
|
||||
Sky.DISC_MIN, "which is a SUNSET exaggeration -- the moon never looms")
|
||||
|
||||
-- the same band ramp, too: one texture, so the sky on the lake cannot be a
|
||||
-- different palette from the sky over it
|
||||
local rampImg, rampCount = Sky.ramp()
|
||||
T.check(rampImg == nil or rampCount == #Sky.bands(),
|
||||
"the reflection reads the sky off the very ramp the sky is painted from")
|
||||
|
||||
-- ------- the horizon lean: the reflection has to have something IN it at
|
||||
-- every rung, not just the one whose horizon is in frame
|
||||
--
|
||||
-- The rungs are named for the camera's tilt off VERTICAL, so at 15 the eye
|
||||
-- meets the water nearly head-on and the mirror ray points 75 degrees UP --
|
||||
-- where the sky's bands are darkest, the sun and moon (squashed to about 6
|
||||
-- degrees) are nowhere near, and a screen-space ray leaves the frame in two
|
||||
-- steps. All three are correct and together they are an empty lake. The lean
|
||||
-- tips the reflection toward the way the camera looks by however far that
|
||||
-- camera is from having a horizon in frame.
|
||||
do
|
||||
local Voxel3D = run.loader.exports.DRAMATIC_SHAPE.lib.require("Voxel3D")
|
||||
local VoxelState = run.loader.exports.DRAMATIC_SHAPE.lib.require("VoxelState")
|
||||
local wasAngle, wasCam = VoxelState.angle, Voxel3D.camera
|
||||
Voxel3D.camera = nil
|
||||
|
||||
local lean = {}
|
||||
for _, deg in ipairs({ 15, 35, 50, 75 }) do
|
||||
VoxelState.angle = math.rad(deg)
|
||||
Voxel3D.viewProjection(256, 256, 320, 288)
|
||||
lean[deg] = { Water.lean(Voxel3D.descent), Voxel3D.descent }
|
||||
-- the orbit looks NORTH, so the flattened view direction is -Z and level
|
||||
T.check(math.abs(Voxel3D.lookFlat[3] + 1) < 1e-6,
|
||||
("the %d rung looks north along the ground plane"):format(deg))
|
||||
T.eq(Voxel3D.lookFlat[2], 0,
|
||||
"flattened onto it, so the lean can never tip a reflection underground")
|
||||
end
|
||||
|
||||
-- descent is the SINE of how far below horizontal the view runs, and the
|
||||
-- rungs are the camera's tilt off vertical -- so the two are complements
|
||||
for _, deg in ipairs({ 15, 35, 50, 75 }) do
|
||||
T.check(math.abs(lean[deg][2] - math.cos(math.rad(deg))) < 1e-6,
|
||||
("the %d rung descends by cos(%d)"):format(deg, deg))
|
||||
end
|
||||
|
||||
T.eq(lean[75][1], 0,
|
||||
"at the rung whose horizon is in frame there is NO lean -- the one place "
|
||||
.. "the join can be seen (the waterline, where the lake meets the painted "
|
||||
.. "sky) is still the exact reflection it always was")
|
||||
T.check(lean[50][1] > 0, "and it comes in as the camera tips over")
|
||||
T.check(lean[35][1] >= lean[50][1] and lean[15][1] >= lean[35][1],
|
||||
"growing with every rung further from the horizon")
|
||||
T.eq(lean[15][1], 1,
|
||||
"and complete well before the steepest rung, so every rung under the top "
|
||||
.. "one aims its reflection where the top one's already lands")
|
||||
|
||||
-- a camera looking dead level has nothing to lean
|
||||
T.eq(Water.lean(0), 0, "a level camera leans not at all")
|
||||
T.eq(Water.lean(1), 1, "and one looking straight down leans all the way")
|
||||
T.eq(Water.lean(Water.LEAN_FROM), 0,
|
||||
"the ramp starts exactly where the top rung sits, so that rung is the one "
|
||||
.. "the lean never touches")
|
||||
T.check(math.abs(math.sin(Water.LEAN_ELEV) - Water.LEAN_FROM) < 1e-12,
|
||||
"and the elevation it aims at IS that rung's own, stated as the same "
|
||||
.. "number rather than beside it")
|
||||
|
||||
VoxelState.angle, Voxel3D.camera = wasAngle, wasCam
|
||||
end
|
||||
|
||||
-- ------- people do not shadow water
|
||||
--
|
||||
-- The sun pass is ONE map, so a surface cannot ask what threw a shadow
|
||||
-- unless the map says -- and it does, in the blue channel, which was zero
|
||||
-- anyway. Water is the only surface that asks: a character standing at a
|
||||
-- lake's edge laid a hard cut-out of its own sprite across a surface already
|
||||
-- showing the sky and the shoreline, which reads as a sticker rather than as
|
||||
-- a shadow. Everything the world casts still shades it.
|
||||
do
|
||||
local ShadowMap = run.loader.exports.DRAMATIC_SHAPE.lib.require("ShadowMap")
|
||||
T.check(type(ShadowMap.sprites) == "function",
|
||||
"the sun pass can be told it is drawing the cast rather than the world")
|
||||
-- inert outside a pass, like every other toggle on it -- a caller that
|
||||
-- brackets a draw it never made must not send to a shader that is not bound
|
||||
T.check(pcall(ShadowMap.sprites, true) and pcall(ShadowMap.sprites, false),
|
||||
"and saying so outside one is harmless")
|
||||
|
||||
local shadowSrc = ShadowMap._source and ShadowMap._source() or nil
|
||||
if shadowSrc then
|
||||
T.check(shadowSrc:find("fract(d), sprite", 1, true) ~= nil,
|
||||
"the marker rides the channel the depth pack left free, so it costs "
|
||||
.. "nothing: the map is still two channels of depth")
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the compiled variants
|
||||
local plain = Water._source(false)
|
||||
local gridded = Water._source(true)
|
||||
T.check(plain:find("#define WAVE_STEPS " .. Water.WAVE_STEPS, 1, true) ~= nil,
|
||||
"the relief march's step count is compiled in too")
|
||||
-- the whole surface is answered per COLUMN: the ray picks one, and the art,
|
||||
-- the shading, the reflection and the dither all read that one rather than
|
||||
-- the fragment's own place on the flat quad. A smoothly-shaded reflection
|
||||
-- over hard-edged 8-bit water is two pictures stacked.
|
||||
T.check(plain:find("floor(waveRaw(q) * waveHeight + 0.5)", 1, true) ~= nil,
|
||||
"column heights are floored to WHOLE world pixels -- a fractional step is "
|
||||
.. "a smooth wave with extra arithmetic, not a bar")
|
||||
-- and the normal is read off the SMOOTH field underneath, which is the
|
||||
-- difference between a moon on the water and confetti: integer heights give
|
||||
-- integer differences, so a normal built from them can only point in about
|
||||
-- five directions and a two-degree disc falls between them
|
||||
T.check(plain:find("float h = waveRaw(q);", 1, true) ~= nil,
|
||||
"but the reflection's normal comes off the smooth surface the columns are "
|
||||
.. "a quantisation of, so the ray sweeps instead of jumping")
|
||||
T.check(plain:find("waveNormal(vec2 q, float tilt)", 1, true) ~= nil
|
||||
and plain:find("waveNormal(col,", 1, true) ~= nil,
|
||||
"still one answer per column, so the surface stays pixel-quantised in "
|
||||
.. "space while the value it reflects with is continuous")
|
||||
T.check(plain:find("relief(vBent, view, hit, col, face, axis)", 1, true) ~= nil,
|
||||
"and the visible column is found by walking the view ray through the "
|
||||
.. "slab, which is what makes a tall bar hide the short ones behind it")
|
||||
-- the march's reach grows as one over the ray's descent, so a grazing camera
|
||||
-- asks for hundreds of world pixels of it from a fixed number of samples --
|
||||
-- which stepped over whole crests and smeared the surface into streaks
|
||||
-- a sample is worth a SCREEN pixel of surface, so that is the stride: held
|
||||
-- at a world pixel up close (finer buys nothing and skipping costs the
|
||||
-- pepper) and opened out with distance (holding it there just runs the march
|
||||
-- out of samples part-way down the slab, which flattened the lowest rung's
|
||||
-- whole middle distance)
|
||||
T.check(plain:find("#define WAVE_STRIDE", 1, true) ~= nil
|
||||
and plain:find("max(WAVE_STRIDE, dist * pxAngle / dy)", 1, true) ~= nil,
|
||||
"the relief stride is a screen pixel's worth of surface, floored at a "
|
||||
.. "world pixel")
|
||||
T.check(Water.WAVE_STRIDE <= 1,
|
||||
"and that floor is at most ONE world pixel, because a column is one world "
|
||||
.. "pixel wide -- a longer one steps over columns, and which ones it "
|
||||
.. "misses changes fragment to fragment, which is the peppery noise")
|
||||
-- and the art is read off the COLUMN rather than by offsetting the
|
||||
-- fragment's own uv by however far the march happened to travel: one world
|
||||
-- pixel is one texel, so a column's texel follows from where it stands and
|
||||
-- two fragments landing on the same column cannot disagree about it
|
||||
T.check(plain:find("org + (mod(col, 8.0) + 0.5) * texel", 1, true) ~= nil,
|
||||
"a column's art follows from its own world position, so it cannot swim "
|
||||
.. "with the camera or speckle between neighbouring fragments")
|
||||
T.check(plain:find("waveUV(tc, col)", 1, true) ~= nil,
|
||||
"and the column is what is handed to it")
|
||||
|
||||
-- the wireframe is ruled on the COLUMNS, not on the flat sheet they stand on
|
||||
T.check(gridded:find("columnSeam(hit, vBent, axis)", 1, true) ~= nil,
|
||||
"with V-GRID on, the seams outline the column the ray landed on -- every "
|
||||
.. "voxel of water its own block -- rather than ruling a grid across the "
|
||||
.. "flat quad underneath and ignoring the bars entirely")
|
||||
T.check(gridded:find("vec3 w = fwidth(base);", 1, true) ~= nil,
|
||||
"measured off the smooth plane, because the hit jumps a whole column "
|
||||
.. "between neighbouring fragments and its own derivative is a step")
|
||||
T.check(plain:find("march(surf, r)", 1, true) ~= nil,
|
||||
"the reflection marches from that column, not from the raw fragment")
|
||||
T.check(plain:find("mod(col.x + col.y, 2.0)", 1, true) ~= nil,
|
||||
"and the dither's checkerboard is cut from the columns too, so a camera "
|
||||
.. "pan slides the world through nothing")
|
||||
T.check(plain:find("#define RAY_STEPS " .. Water.RAY_STEPS, 1, true) ~= nil,
|
||||
"the march's step count is compiled in -- GLSL wants a constant bound")
|
||||
T.check(plain:find("VOXEL_GRID", 1, true) ~= nil,
|
||||
"the wireframe is guarded in the source")
|
||||
T.check(plain:find("#define VOXEL_GRID", 1, true) == nil,
|
||||
"and off in the plain variant")
|
||||
T.check(gridded:find("#define VOXEL_GRID", 1, true) ~= nil,
|
||||
"so a frame with the seams on gets its own compilation, like the scene "
|
||||
.. "shader -- a driver that refuses derivatives loses the seams and not "
|
||||
.. "the water")
|
||||
T.check(plain:find("//@CRATERS", 1, true) == nil,
|
||||
"and the crater placeholder is gone by the time a driver sees the source")
|
||||
|
||||
-- ANDROID. GLSL ES defaults fragment floats to mediump and samplers to
|
||||
-- lowp, and this shader is the one place in the mod where both defaults
|
||||
-- are fatal: world coordinates run past fp16's fraction, the depth read
|
||||
-- rounds to steps the march falls straight through, and -- the sharp edge
|
||||
-- -- `vp` is declared by BOTH stages, whose defaults disagree, which GLSL
|
||||
-- ES answers by refusing to LINK the shader at all. Flat lakes, empty log.
|
||||
-- The sky's band ramp is this same lesson learned once already.
|
||||
T.check(plain:find("precision highp float;", 1, true) ~= nil,
|
||||
"the pixel stage lifts GLSL ES's mediump default to highp, so the march "
|
||||
.. "keeps its fraction and the dual-declared vp links at one precision")
|
||||
T.check(plain:find("GL_FRAGMENT_PRECISION_HIGH", 1, true) ~= nil,
|
||||
"guarded, so the odd GPU without fragment highp still compiles and "
|
||||
.. "falls back flat instead of failing loudly")
|
||||
T.check(plain:find("LOVE_HIGHP_OR_MEDIUMP vec3 vBent", 1, true) ~= nil,
|
||||
"the world-position varying is qualified like the scene shader's vGrid "
|
||||
.. "rather than left to the fragment default")
|
||||
T.check(plain:find("LOVE_HIGHP_OR_MEDIUMP Image depthTex", 1, true) ~= nil,
|
||||
"and the depth sampler is lifted off lowp, which is eight bits of depth")
|
||||
T.check(plain:find(
|
||||
"effect(mediump vec4 color, Image tex, mediump vec2 tc, mediump vec2 sc)",
|
||||
1, true) ~= nil,
|
||||
"effect()'s own floats stay pinned to LOVE's prototype precision -- the "
|
||||
.. "Xclipse compiler reads a definition that drifted from the forward "
|
||||
.. "declaration as an illegal overload and refuses the whole shader")
|
||||
T.check(plain:find("sc / love_ScreenSize.xy", 1, true) ~= nil,
|
||||
"the depth test normalises the pixel coord by the canvas's own pixel "
|
||||
.. "size -- `screen` counts canvas UNITS, and on a highdpi phone the two "
|
||||
.. "differ by the density, which clamped the lookup and cut the water "
|
||||
.. "into blocks")
|
||||
|
||||
-- ------- the lift itself
|
||||
--
|
||||
-- A pond in a field: four water cells recessed below flat ground. The
|
||||
-- shipped maps are the real thing but a picture states the invariant
|
||||
-- exactly, and this one needs no atlas, no GPU and no fixture.
|
||||
local WATER_TILE, GRASS_TILE = 20, 3
|
||||
local pond = {
|
||||
{ GRASS_TILE, GRASS_TILE, GRASS_TILE, GRASS_TILE },
|
||||
{ GRASS_TILE, WATER_TILE, WATER_TILE, GRASS_TILE },
|
||||
{ GRASS_TILE, WATER_TILE, WATER_TILE, GRASS_TILE },
|
||||
{ GRASS_TILE, GRASS_TILE, GRASS_TILE, GRASS_TILE },
|
||||
}
|
||||
local pondMap = {
|
||||
id = "DS_TEST_POND",
|
||||
tileset = { id = "DS_TEST_SET", image = "gfx/tilesets/ds_test.png",
|
||||
tilesPerRow = 16, imageWidth = 128, imageHeight = 48,
|
||||
blocks = {}, grassTile = -1 },
|
||||
def = { width = 1, height = 1, tileset = "DS_TEST_SET" },
|
||||
walkable = { [GRASS_TILE] = true },
|
||||
waterTiles = { [WATER_TILE] = true },
|
||||
doorTiles = {},
|
||||
tileAt = function(_, tx, ty)
|
||||
return pond[(ty % 4) + 1][(tx % 4) + 1]
|
||||
end,
|
||||
cellTile = function(self, cx, cy) return self:tileAt(cx * 2, cy * 2 + 1) end,
|
||||
isWaterCell = function(self, cx, cy)
|
||||
return self:cellTile(cx, cy) == WATER_TILE
|
||||
end,
|
||||
isWalkableCell = function(self, cx, cy)
|
||||
return self:cellTile(cx, cy) == GRASS_TILE
|
||||
end,
|
||||
inBounds = function(_, cx, cy)
|
||||
return cx >= 0 and cy >= 0 and cx < 2 and cy < 2
|
||||
end,
|
||||
}
|
||||
|
||||
-- body-only, so the border ring is out of it and the count is the picture
|
||||
local _, _, whole = ChunkMesher.geometry(pondMap, true, nil)
|
||||
Structures.invalidate(pondMap.id)
|
||||
local landVerts, _, land, waterVerts, _, wet =
|
||||
ChunkMesher.geometry(pondMap, true, nil, true)
|
||||
|
||||
T.check(wet > 0, "the pond's surface comes out as water quads")
|
||||
T.eq(land + wet, whole,
|
||||
"and the split is a MOVE, not a copy: every quad the one-sink build "
|
||||
.. "emitted is in exactly one of the two")
|
||||
T.eq(#waterVerts, wet * 4, "the water sink holds whole quads")
|
||||
|
||||
-- every water vertex sits on the recessed plane, which is what says the
|
||||
-- surface and only the surface was lifted -- the shoreline faces that drop
|
||||
-- from the ground down to it belong to the GROUND that exposes them, and
|
||||
-- must stay in the terrain mesh or a lake is ringed by a slit into the sky
|
||||
local heights = Shapes.heights()
|
||||
for _, v in ipairs(waterVerts) do
|
||||
T.check(v[2] == heights.water,
|
||||
"a water vertex stands on the water plane, not on a shoreline face")
|
||||
end
|
||||
local shore = 0
|
||||
for _, v in ipairs(landVerts) do
|
||||
if v[2] < 0 then shore = shore + 1 end
|
||||
end
|
||||
T.check(shore > 0,
|
||||
"and the shoreline bands below ground level stayed with the terrain")
|
||||
|
||||
-- a map with no water at all splits into everything and nothing, rather
|
||||
-- than into an empty terrain mesh
|
||||
Structures.invalidate(pondMap.id)
|
||||
local dry = {}
|
||||
for y = 1, 4 do
|
||||
dry[y] = {}
|
||||
for x = 1, 4 do dry[y][x] = GRASS_TILE end
|
||||
end
|
||||
pond = dry
|
||||
local _, _, dryLand, _, _, dryWet = ChunkMesher.geometry(pondMap, true, nil,
|
||||
true)
|
||||
T.check(dryLand > 0, "a map with no water still meshes its ground")
|
||||
T.eq(dryWet, 0, "and hands back no water surface at all")
|
||||
|
||||
-- ------- and the pairing
|
||||
--
|
||||
-- The terrain mesh and the water lifted out of it are ONE answer: they came
|
||||
-- from the same build, so a caller must never end up holding a full mesh
|
||||
-- beside a body build's water (the ring's ponds twice, the body's as holes).
|
||||
-- pair() is the only way to ask, which is what makes that unpairable.
|
||||
local mesh, wetMesh = ChunkMesher.pair({ id = "DS_NOT_A_MAP" }, false)
|
||||
T.eq(mesh, nil, "an unbuilt map pairs to nothing")
|
||||
T.eq(wetMesh, nil, "on both halves, so a caller cannot half-draw one")
|
||||
|
||||
Structures.invalidate(pondMap.id)
|
||||
ChunkMesher.invalidate(pondMap.id)
|
||||
Shapes.invalidate()
|
||||
end
|
||||
|
||||
Voxel.angle = 0
|
||||
|
||||
-- ------- overworld battles: where the fight is staged
|
||||
@@ -1868,6 +2387,371 @@ T.eq(e[1], 0, "the bands are full width")
|
||||
T.eq(e[3], 160, "so a shaken HUD or a long name is carried out with its block")
|
||||
end
|
||||
|
||||
-- ------- and the box at the bottom is on the same glass
|
||||
--
|
||||
-- The HUDs got frosted panels because black glyphs on grass are not readable.
|
||||
-- The text box had the opposite problem and the same cause: an opaque white
|
||||
-- slab over the bottom third of the diorama, which was the field's own colour
|
||||
-- back when the field was white. The rects here are what the glass is cut to,
|
||||
-- and they are a READ-ONLY mirror of drawTextArea's own branches -- so this is
|
||||
-- where a future engine that moves a box says so.
|
||||
do
|
||||
local rects = Battles.textRects({ phase = "messages" })
|
||||
T.check(rects.box ~= nil, "there is always a box: drawTextArea opens with one")
|
||||
T.eq(rects.box[2] + rects.box[4], 144,
|
||||
"and it reaches the bottom of the frame")
|
||||
T.eq(rects.box[3], 160, "full width, like Font.drawBox(0, 12, 20, 6)")
|
||||
T.eq(rects.box[2], 96, "starting on the row the player's mon stands on")
|
||||
|
||||
-- the menu the player picks FIGHT on is that same box, so nothing is added
|
||||
T.eq(Battles.textRects({ phase = "menu" }).moves, nil,
|
||||
"the battle menu draws inside the box already there")
|
||||
|
||||
-- the two phases that put a SECOND box above it get a second panel, trimmed
|
||||
-- to the rows above the first: two panels over the same pixels would frost it
|
||||
-- twice and leave a step along the seam
|
||||
for _, phase in ipairs({ "moveSelect", "mimicSelect" }) do
|
||||
local more = Battles.textRects({ phase = phase })
|
||||
local extra = more.moves or more.mimic
|
||||
T.check(extra ~= nil, phase .. " raises a box of its own, and it is frosted")
|
||||
T.eq(extra[2] + extra[4], more.box[2],
|
||||
"which stops exactly where the box below it starts, so they never overlap")
|
||||
T.check(extra[1] >= 0 and extra[1] + extra[3] <= 160 and extra[2] >= 0,
|
||||
"and stays inside the frame the battle is drawn in")
|
||||
end
|
||||
|
||||
-- AskName blanks the field on purpose -- the nickname prompt is meant to sit
|
||||
-- on nothing -- so there is no box and no glass under one
|
||||
T.eq(next(Battles.textRects({ phase = "menu", blankForAskName = true })), nil,
|
||||
"the nickname prompt's blank field gets no glass")
|
||||
T.eq(next(Battles.textRects(nil)), nil, "and no battle, no boxes")
|
||||
end
|
||||
|
||||
-- ------- BACK: the player's own mon stays on the menu
|
||||
--
|
||||
-- The staged shot stands both mons on the map, which costs the framing Gen 1
|
||||
-- is most recognisable by: your own Pokemon seen from behind, sitting on the
|
||||
-- battle menu. BACK SPRITES hands that back without giving up the fight on the map --
|
||||
-- the foe is still geometry on its own tile.
|
||||
do
|
||||
T.eq(Battles.backSetting:get(), false,
|
||||
"BACK SPRITES is off by default: both mons out on the map is what the mode is")
|
||||
T.eq(Battles.backPinned(), false, "so nothing is pinned to the menu")
|
||||
|
||||
local backGame = { save = { options = { modOptions = {} } },
|
||||
mods = { modOptions = {} } }
|
||||
Battles.setting:setIndex(1, backGame) -- 3D-BTL on
|
||||
Battles.backSetting:setIndex(2, backGame) -- BACK SPRITES on
|
||||
T.eq(Battles.backPinned(), true, "switched on, the back pic is pinned")
|
||||
T.eq(backGame.save.options.modOptions.DRAMATIC_SHAPE.battleBack, true,
|
||||
"and it persists on its own key, beside 3D-BTL rather than over it")
|
||||
T.eq(backGame.save.options.modOptions.DRAMATIC_SHAPE.battles, true,
|
||||
"which is still where it always was")
|
||||
|
||||
-- and it means nothing at all 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
|
||||
Battles.setting:setIndex(2, backGame)
|
||||
T.eq(Battles.backPinned(), false,
|
||||
"with 3D-BTL off the setting decides nothing, whatever it is left at")
|
||||
T.eq(Battles.backSetting:get(), true, "without being rewritten underneath")
|
||||
|
||||
-- ...so the row comes off the menu with it, on the same reasoning the mod's
|
||||
-- other absent rows come off: a row that no longer decides anything is worse
|
||||
-- than no row
|
||||
local offRows = Runtime.call("ui.options.rows", function(_, r) return r end,
|
||||
backGame, { { id = "tilt" } })
|
||||
local offIds = {}
|
||||
for _, row in ipairs(offRows) do offIds[row.id] = true end
|
||||
T.check(offIds["DRAMATIC_SHAPE:battles"], "3D-BTL itself is still offered")
|
||||
T.check(not offIds["DRAMATIC_SHAPE:battleBack"],
|
||||
"but BACK SPRITES is off the menu while there is no staged fight to be about")
|
||||
|
||||
Battles.setting:setIndex(1, backGame)
|
||||
local onRows = Runtime.call("ui.options.rows", function(_, r) return r end,
|
||||
backGame, { { id = "tilt" } })
|
||||
local onAt = {}
|
||||
for i, row in ipairs(onRows) do onAt[row.id] = i end
|
||||
T.check(onAt["DRAMATIC_SHAPE:battleBack"], "switched back on, so is the row")
|
||||
T.eq(onAt["DRAMATIC_SHAPE:battleBack"] - onAt["DRAMATIC_SHAPE:battles"], 1,
|
||||
"directly under the row it belongs to")
|
||||
|
||||
Battles.backSetting:setIndex(1, backGame) -- and off for the rows below
|
||||
end
|
||||
|
||||
-- ------- the hour reaches the FLAT world too
|
||||
--
|
||||
-- The clock reaches the diorama through the voxel shader's tint uniform, which
|
||||
-- the 2D tile path never runs. With the mode off the same evening left the flat
|
||||
-- world at permanent noon.
|
||||
--
|
||||
-- The fix is one multiplied rectangle, and the whole difficulty is WHERE. Not
|
||||
-- on the world canvas -- in a colorized mode that is grayscale art the palette
|
||||
-- shader classifies by RED CHANNEL, so tinting first would move every pixel
|
||||
-- into the wrong shade bucket rather than darkening it. Not over the finished
|
||||
-- frame either, or the dialog boxes darken with the world they are held up in
|
||||
-- front of. Between the two, which is the one instant with no engine seam in
|
||||
-- it -- worldPresent only runs when a pipeline drew the world, which in flat
|
||||
-- mode is exactly what did not happen.
|
||||
--
|
||||
-- So the boundary is found by identity: `blit` passes the canvas it is
|
||||
-- compositing as the first argument, so the first draw of the renderer's UI
|
||||
-- canvas IS the moment the world is finished and the paper has not started.
|
||||
-- That is what this drives -- the gates, and the ordering.
|
||||
do
|
||||
local DayTint = run.loader.exports.DRAMATIC_SHAPE.lib.require("DayTint")
|
||||
local DayNight = run.loader.exports.DRAMATIC_SHAPE.lib.require("DayNight")
|
||||
|
||||
-- the map the hour is asked about is the one the player is standing on, read
|
||||
-- off the live game rather than passed in -- so there has to be one
|
||||
local Game = require("src.core.Game")
|
||||
local owWas = Game.overworld
|
||||
Game.overworld = { map = { id = "ROUTE_1", def = { tileset = "OVERWORLD" } } }
|
||||
|
||||
-- ------- the gates
|
||||
--
|
||||
-- A frame with a pipeline's world image in it was tinted inside that
|
||||
-- pipeline's own shader; painting again would apply the hour twice.
|
||||
DayNight.setting:sync("night")
|
||||
T.check(DayTint.forFrame({ worldActive = true, worldOverride = {} }) == nil,
|
||||
"a frame a render pipeline drew is left alone -- it tinted itself")
|
||||
T.check(DayTint.forFrame({ worldActive = false }) == nil,
|
||||
"and so is a frame with no world in it at all, like a menu over nothing")
|
||||
T.check(DayTint.forFrame(nil) == nil, "and no renderer, no tint")
|
||||
|
||||
-- midday is a multiply by white, so it is skipped rather than drawn: a game
|
||||
-- with the clock at DAY issues not one extra call
|
||||
DayNight.setting:sync("day")
|
||||
T.check(DayTint.forFrame({ worldActive = true }) == nil,
|
||||
"at midday the tint is white, so nothing is painted")
|
||||
|
||||
-- and 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
|
||||
DayNight.setting:sync("night")
|
||||
T.check(DayTint.forFrame({ worldActive = true }) ~= nil,
|
||||
"at night, outdoors, there is a tint to paint")
|
||||
Game.overworld = { map = { id = "OAKS_LAB", def = { tileset = "HOUSE" } } }
|
||||
T.check(DayTint.forFrame({ worldActive = true }) == nil,
|
||||
"but indoors the hour does not reach the floor")
|
||||
Game.overworld = { map = { id = "ROUTE_1", def = { tileset = "OVERWORLD" } } }
|
||||
|
||||
-- ------- and the ordering, driven through the real wrap
|
||||
--
|
||||
-- A stand-in renderer whose endFrame issues the two draws the real one does,
|
||||
-- in the real order: the world canvas, then the UI canvas.
|
||||
DayNight.setting:sync("night")
|
||||
local Renderer = require("src.render.Renderer")
|
||||
local realEnd, realHook = Renderer.endFrame, Renderer.dramaticShapeTintHook
|
||||
local log = {}
|
||||
local uiCanvas, worldPixels = { "the UI canvas" }, { "the world canvas" }
|
||||
Renderer.dramaticShapeTintHook = nil
|
||||
Renderer.endFrame = function(self)
|
||||
log[#log + 1] = "world"
|
||||
love.graphics.draw(worldPixels, 0, 0)
|
||||
log[#log + 1] = "ui"
|
||||
love.graphics.draw(self.canvas, 0, 0)
|
||||
love.graphics.draw(self.canvas, 0, 0) -- a second SGB zone's quad
|
||||
end
|
||||
DayTint.install()
|
||||
|
||||
local realRect = love.graphics.rectangle
|
||||
love.graphics.rectangle = function(...)
|
||||
log[#log + 1] = "tint"
|
||||
return realRect(...)
|
||||
end
|
||||
Renderer.endFrame({ canvas = uiCanvas, worldActive = true, map = true })
|
||||
love.graphics.rectangle = realRect
|
||||
|
||||
T.eq(table.concat(log, ","), "world,ui,tint",
|
||||
"the tint lands after the world is composited and before the UI blit draws")
|
||||
local painted = 0
|
||||
for _, step in ipairs(log) do if step == "tint" then painted = painted + 1 end end
|
||||
T.eq(painted, 1,
|
||||
"once, not once per SGB zone quad the UI blit issues")
|
||||
|
||||
-- a frame the gates decline must not leave the shim installed on love.graphics
|
||||
local drawWas = love.graphics.draw
|
||||
Renderer.endFrame({ canvas = uiCanvas, worldActive = true, worldOverride = {} })
|
||||
T.eq(love.graphics.draw, drawWas,
|
||||
"a declined frame does not leave a wrapper on love.graphics.draw")
|
||||
|
||||
Renderer.endFrame, Renderer.dramaticShapeTintHook = realEnd, realHook
|
||||
Game.overworld = owWas
|
||||
DayNight.setting:sync("sync")
|
||||
end
|
||||
|
||||
-- ------- and a pinned back pic is not a stencil
|
||||
--
|
||||
-- Gen 1 battle pics are two-bit art whose lightest shade is WHITE, and the
|
||||
-- decoded PNGs key that shade to alpha 0 -- free on a white field, a hole with
|
||||
-- the world showing through over a route. BattlePics puts the paper back.
|
||||
--
|
||||
-- It does that by flooding the background INWARD and filling whatever the
|
||||
-- background cannot reach. Started at the image border that finds nothing at
|
||||
-- all -- a Gen 1 figure is an open drawing, and its belly walks out between
|
||||
-- two legs and off the bottom of the frame -- so every mon was a stencil.
|
||||
--
|
||||
-- So the flood starts at the edges of the ARTWORK'S OWN 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 the margin all at the top, so a mon's lowest
|
||||
-- row is the last row it was given. Seed that cut and the background pours up
|
||||
-- inside the figure, which was the channel of world showing through the middle
|
||||
-- of a Clefairy.
|
||||
--
|
||||
-- Both halves are driven here, because getting one right at the other's
|
||||
-- expense is exactly what went wrong twice: an earlier rule that filled
|
||||
-- anything with ink to its left, right and above closed the channel and then
|
||||
-- filled the notch between a Rattata's ears and the gap between its body and
|
||||
-- its tail, which are background and have the drawing over them.
|
||||
do
|
||||
local BattlePics = run.loader.exports.DRAMATIC_SHAPE.lib.require("BattlePics")
|
||||
|
||||
-- Run one hand-drawn figure through the real BattlePics and hand back a
|
||||
-- reader over what came out. The pic is faked at the readback seam, which is
|
||||
-- the only thing between this and the pixels the engine would have blitted.
|
||||
local lastCanvas = nil -- what the readback asked newCanvas for
|
||||
local function fill(rows)
|
||||
local W, H = #rows[1], #rows
|
||||
local built = nil
|
||||
local function fakeData()
|
||||
local px = {}
|
||||
for y = 0, H - 1 do
|
||||
for x = 0, W - 1 do
|
||||
px[y * W + x] = rows[y + 1]:sub(x + 1, x + 1) == "#" and 1 or 0
|
||||
end
|
||||
end
|
||||
return {
|
||||
px = px,
|
||||
getDimensions = function() return W, H end,
|
||||
getPixel = function(self, x, y) return 0, 0, 0, self.px[y * W + x] end,
|
||||
setPixel = function(self, x, y, r, g, b, a) self.px[y * W + x] = a end,
|
||||
}
|
||||
end
|
||||
|
||||
local realNewCanvas, realNewImage = love.graphics.newCanvas, love.graphics.newImage
|
||||
love.graphics.newCanvas = function(cw, ch, opts)
|
||||
lastCanvas = { w = cw, h = ch, opts = opts }
|
||||
return { setFilter = function() end, release = function() end,
|
||||
newImageData = fakeData }
|
||||
end
|
||||
love.graphics.newImage = function(data)
|
||||
built = data
|
||||
return { setFilter = function() end }
|
||||
end
|
||||
local pic = { getDimensions = function() return W, H end }
|
||||
local out = BattlePics.filled(pic)
|
||||
love.graphics.newCanvas, love.graphics.newImage = realNewCanvas, realNewImage
|
||||
-- deliberately NOT invalidated: each figure brings its own pic, and the
|
||||
-- cache check at the bottom needs one of them still in there
|
||||
return out, pic, built and function(x, y) return built.px[y * W + x] > 0.5 end
|
||||
end
|
||||
|
||||
-- ------- the cut at the feet, which is what the closed bottom edge is for
|
||||
local out, pic, opaque = fill({
|
||||
"..#..#..", -- two ears, with sky between them
|
||||
"..#..#..",
|
||||
"..####..", -- and the head closing under them
|
||||
".#....#.", -- belly: nothing under it but the edge the drawing stops at
|
||||
".#....#.",
|
||||
".#....#.",
|
||||
".#.##.#.", -- legs, with the gap between them running down to that edge
|
||||
".#.##.#.",
|
||||
})
|
||||
T.check(out ~= pic and opaque, "the pic comes back rebuilt: there was paper to put back")
|
||||
|
||||
T.check(opaque(2, 3) and opaque(3, 4) and opaque(5, 5),
|
||||
"the belly is filled edge to edge -- no channel of world down the middle")
|
||||
T.check(opaque(2, 7),
|
||||
"and so is the notch between its legs, which the same cut runs through")
|
||||
|
||||
-- the sky between two ears reaches the top of the box, so it is background
|
||||
T.check(not opaque(3, 0) and not opaque(4, 1),
|
||||
"the sky between its ears stays sky")
|
||||
-- and everything outside the artwork's own box is never touched, which is what
|
||||
-- keeps the silhouette cutting cleanly instead of standing in a white rectangle
|
||||
T.check(not opaque(0, 0) and not opaque(7, 0), "the corners stay transparent")
|
||||
T.check(not opaque(0, 4) and not opaque(7, 4), "and the columns beside it")
|
||||
|
||||
-- ------- and a pocket that drains out to the SIDE is background, however
|
||||
-- much of the drawing is over it
|
||||
--
|
||||
-- This is the regression the ray rule caused: ink to the left, ink to the
|
||||
-- right, ink above, and still plainly the gap between a body and a tail.
|
||||
-- Every transparent pixel in this one drains out through the notch at (2,3)
|
||||
-- and away to the left, so NONE of it is paper -- and a pic with no paper to
|
||||
-- put back is handed straight back, unrebuilt. That identity IS the assertion:
|
||||
-- under the ray rule this figure came back rebuilt with the pocket filled in.
|
||||
local gapOut, gapPic = fill({
|
||||
"..#####.", -- a brow, with the drawing over the pocket
|
||||
"..#...#.",
|
||||
"..#...#.",
|
||||
"....###.", -- which opens at the left, and drains out that way
|
||||
"..#####.",
|
||||
"..#####.",
|
||||
})
|
||||
T.eq(gapOut, gapPic,
|
||||
"a pocket the background can walk into from the side is not paper")
|
||||
|
||||
-- ------- and neither is a wide MOUTH along the bottom
|
||||
--
|
||||
-- Two things meet the underside of a figure. A DRAIN is where the drawing ran
|
||||
-- out -- a belly leaking 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 the drains
|
||||
-- run 3-4 pixels and the mouths 10-17, so BattlePics.DRAIN sits at 6.
|
||||
--
|
||||
-- This figure's stride is eight wide, so nothing in it is paper and it comes
|
||||
-- back unrebuilt -- the identity again.
|
||||
local strideOut, stridePic = fill({
|
||||
"..##############..",
|
||||
"..##############..",
|
||||
"..##############..",
|
||||
"..###........###..", -- a stride eight wide, past the drain cut
|
||||
"..###........###..",
|
||||
"..###........###..",
|
||||
})
|
||||
T.eq(strideOut, stridePic,
|
||||
"the world shows through the gap between a trainer's legs")
|
||||
|
||||
-- the same figure with a two-pixel gap IS a drain, and fills
|
||||
local drainOut, drainPic, drain = fill({
|
||||
"..##############..",
|
||||
"..##############..",
|
||||
"..##############..",
|
||||
"..######..######..", -- a belly running out, not a stride
|
||||
"..######..######..",
|
||||
"..######..######..",
|
||||
})
|
||||
T.check(drainOut ~= drainPic and drain and drain(8, 4),
|
||||
"a narrow one is where the drawing ran out, and is paper")
|
||||
|
||||
-- ------- and the readback is measured in PIXELS, which is what kept the mons
|
||||
-- the size of the squares they stand on
|
||||
--
|
||||
-- love.graphics.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
|
||||
-- density is routinely 2.75. So an untold newCanvas(56, 56) allocated a
|
||||
-- 154x154 texture on a phone, the pic was magnified into it, and newImageData
|
||||
-- read the magnified copy back at its own size -- an image 2.75x the artwork,
|
||||
-- which drawPicsLayer then drew at 1:1 because it trusts getWidth(). The mon
|
||||
-- stood on the map three times the size of its tile.
|
||||
--
|
||||
-- Only for a pic with paper to put back, which is why it read as a bug in
|
||||
-- particular Pokemon (a giant Pidgey beside a normal mon) rather than as a
|
||||
-- scale that was wrong everywhere.
|
||||
T.check(lastCanvas and lastCanvas.opts and lastCanvas.opts.dpiscale == 1,
|
||||
"the readback canvas is one texel per pic pixel, on a highdpi phone too")
|
||||
T.eq(lastCanvas.w, 18, "and it is the size of the pic, in those pixels")
|
||||
|
||||
-- the answer is cached on the image, so a pic costs one readback a session
|
||||
-- rather than one a frame -- checked on the first figure, which is still in
|
||||
-- there because fill() does not clear it
|
||||
T.eq(BattlePics.filled(pic), out, "the rebuilt pic is cached on the original")
|
||||
BattlePics.invalidate()
|
||||
end
|
||||
|
||||
-- ------- the way out of a battle is a fade, not a cut
|
||||
--
|
||||
-- The engine wipes INTO a battle and cuts straight out of it. While voxel mode
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -0,0 +1,218 @@
|
||||
-- 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
|
||||
@@ -0,0 +1,246 @@
|
||||
-- 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
|
||||
@@ -0,0 +1,346 @@
|
||||
-- Driver: the pixel-identity gate for performance work.
|
||||
--
|
||||
-- Every optimization in this mod's performance pass claims the frame comes
|
||||
-- out the same. This driver is what makes that claim checkable rather than
|
||||
-- asserted: it renders a fixed set of scenes -- several maps, indoors and
|
||||
-- out, at every camera rung, in every display mode -- and writes one PNG
|
||||
-- per scene. Run it before a change and after it, hash the two directories,
|
||||
-- and any file whose hash moved is a scene the change altered.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/voxel_shots_ab.lua \
|
||||
-- SHOT_DIR=<dir> AB_TAG=before lovec.exe .
|
||||
--
|
||||
-- knobs (env):
|
||||
-- SHOT_DIR output directory (created if missing) (default "shots/ab")
|
||||
-- AB_TAG subdirectory under SHOT_DIR (default "before")
|
||||
-- AB_MODES display modes to sweep, comma list (default all four)
|
||||
--
|
||||
-- DETERMINISM is the whole game here, because a shot that differs for a
|
||||
-- reason other than the change under test makes the gate useless:
|
||||
--
|
||||
-- * the day/night clock is PINNED (an unpinned sky is a different sky
|
||||
-- every second, and it drives the sun angle and the shadow frustum);
|
||||
-- * the animated tile slots ride the engine's 60Hz counter, so every
|
||||
-- scene is reached after the SAME number of frames from the same
|
||||
-- starting state, and the water is at the same point in its roll;
|
||||
-- * levels are set through Pipelines.setLevel, never the hotkey, so the
|
||||
-- run cannot write the player's options;
|
||||
-- * encounters are stubbed off -- a wild battle would replace the scene
|
||||
-- the shot is named for.
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
local OverworldState = require("src.world.OverworldController")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/ab")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "before")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[ab] DRAMATIC_SHAPE mod not loaded -- nothing to compare")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
|
||||
OverworldState.rollEncounter = function() return nil end
|
||||
|
||||
-- NPCs roam on a random timer (src/world/NPC.lua), and LOVE's RNG is
|
||||
-- seeded differently every launch -- so two runs of this driver put the
|
||||
-- same townsfolk in different places and every shot with a person in it
|
||||
-- differs for a reason that has nothing to do with the change under
|
||||
-- test. Freeze them: `frozen` is the flag the NPC's own update already
|
||||
-- honours, and an NPC mid-step still finishes it, so the settle below
|
||||
-- lands on a still scene. They are still POSED and still drawn, so the
|
||||
-- billboard, its lean and its shadow are all still under test.
|
||||
local NPC = require("src.world.NPC")
|
||||
if not NPC.dramaticShapeAbFreeze then
|
||||
local inner = NPC.update
|
||||
function NPC:update(...)
|
||||
self.frozen = true
|
||||
return inner(self, ...)
|
||||
end
|
||||
NPC.dramaticShapeAbFreeze = true
|
||||
end
|
||||
pcall(love.math.setRandomSeed, 20260730)
|
||||
|
||||
-- Freeze the tile-animation clock, on BOTH routes to it.
|
||||
--
|
||||
-- TileRenderer.tick consumes WALL-CLOCK dt (so the water rolls at the
|
||||
-- same speed on a 60Hz and a 144Hz panel), which means the step a shot
|
||||
-- catches depends on how fast the machine got there rather than on
|
||||
-- anything the run did. Stubbing tick pins the counter the flat tile
|
||||
-- layer reads.
|
||||
--
|
||||
-- The mod reads the SAME counter but through its own chain
|
||||
-- (TerrainAtlas.animFrame): TileRenderer.animFrame if the build exports
|
||||
-- one, else the local off tick's upvalues, else -- and this is the trap
|
||||
-- -- wall-clock time. A stubbed tick has no upvalues, so stubbing it
|
||||
-- ALONE knocks the mod onto the wall-clock fallback and makes the
|
||||
-- flowers drift between two otherwise identical runs. Exporting a
|
||||
-- constant animFrame takes the first branch and pins that route too.
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
|
||||
-- The scenes. Chosen for what each one can BREAK, not for looks:
|
||||
-- ROUTE_1 open ground, grass billboards, a long view north --
|
||||
-- the case a shadow-frustum or culling change moves
|
||||
-- VIRIDIAN_CITY buildings, window panes (the glass mask), signs
|
||||
-- PALLET_TOWN the seam with Route 1: neighbour meshes and ring
|
||||
-- VIRIDIAN_FOREST dense round-tree hulls, heavy occlusion
|
||||
-- REDS_HOUSE_1F indoors: no sky, no sun, authored figures
|
||||
-- PEWTER_CITY a second tileset with its own atlas bake
|
||||
local SCENES = {
|
||||
{ id = "ROUTE_1", x = 10, y = 20, face = "up", label = "open" },
|
||||
{ id = "VIRIDIAN_CITY", x = 20, y = 26, face = "up", label = "town" },
|
||||
{ id = "PALLET_TOWN", x = 10, y = 2, face = "up", label = "seam" },
|
||||
{ id = "VIRIDIAN_FOREST", x = 16, y = 24, face = "up", label = "trees" },
|
||||
{ id = "REDS_HOUSE_1F", x = 4, y = 4, face = "up", label = "indoor" },
|
||||
{ id = "PEWTER_CITY", x = 16, y = 20, face = "down", label = "pewter" },
|
||||
}
|
||||
|
||||
-- OFF is in the list deliberately: a change that speeds the 3D path up
|
||||
-- must not have touched the flat one either. Then the three camera
|
||||
-- rungs, 75 last because it is the low camera this performance work is
|
||||
-- aimed at.
|
||||
--
|
||||
-- FULL (rung 1) is NOT here, and cannot usefully be. It is a settings
|
||||
-- PRESET, not a render path: it sets tilt-shift to maximum, flattens the
|
||||
-- world curve, fits the zoom, switches 3D battles on -- and pins DAYTIME
|
||||
-- to SYNC and HOLDS it there (main.lua's applyFull / DayNight.forceSync),
|
||||
-- which overrides this driver's pinned clock and makes every shot after
|
||||
-- it depend on the wall clock. It also persists all of that, so one run's
|
||||
-- FULL changes the options the NEXT run starts from. What FULL renders is
|
||||
-- 35 degrees with the blur at 3, which rung 3 plus AB_TSHIFT=3 covers
|
||||
-- exactly.
|
||||
local RUNGS = {}
|
||||
for n in (os.getenv("AB_RUNGS") or "0,2,3,5"):gmatch("%d+") do
|
||||
RUNGS[#RUNGS + 1] = tonumber(n)
|
||||
end
|
||||
|
||||
local TSHIFT = math.floor(tonumber(os.getenv("AB_TSHIFT")) or 0)
|
||||
|
||||
-- AB_SHADOW=0 renders with the sun pass's contribution turned off
|
||||
-- (SHADOW_ALPHA 0 short-circuits the lookup in the scene shader). A
|
||||
-- bisection tool: when a set of shots will not reproduce, this says
|
||||
-- whether what is moving is in the shadow map or somewhere else.
|
||||
if os.getenv("AB_SHADOW") == "0" then
|
||||
V.require("Voxel3D").SHADOW_ALPHA = 0
|
||||
end
|
||||
|
||||
-- PaletteFX.MODES, minus the inverted novelties: `ogred` and `classic`
|
||||
-- are the SGB paths this mod bakes an atlas for, `gbc` is the shared
|
||||
-- default, and `redpp` is the one that rebakes an atlas PER MAP -- four
|
||||
-- genuinely different routes through TerrainAtlas.
|
||||
local MODES = {}
|
||||
for m in (os.getenv("AB_MODES") or "ogred,classic,gbc,redpp"):gmatch("[^,]+") do
|
||||
MODES[#MODES + 1] = m
|
||||
end
|
||||
|
||||
-- Two times of day, because half the shader only runs in one of them:
|
||||
-- the window lamps, the moon disc and the night tint are all dark-only,
|
||||
-- and the glint sweep and the sun disc are day-only.
|
||||
local TIMES = { "day", "night" }
|
||||
|
||||
local shots, missed = 0, 0
|
||||
|
||||
-- U.shot's own mkdir is the POSIX one, which cmd.exe does not
|
||||
-- understand, and a missing directory makes every capture vanish
|
||||
-- silently. Try both spellings once, up front.
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
-- A capture that always costs the SAME number of frames.
|
||||
--
|
||||
-- U.shot spins up to 120 frames waiting for the capture to land, which
|
||||
-- is right for a screenshot and wrong for this: the animated tile slots
|
||||
-- (water rolling, flowers opening) ride the engine's frames-since-boot
|
||||
-- counter, so a scene reached after a different number of frames renders
|
||||
-- its water at a different point in the roll and the shot differs for a
|
||||
-- reason no change caused. A driver resume and a rendered frame are 1:1
|
||||
-- here, so the capture lands on the next draw and a fixed budget is both
|
||||
-- enough and constant.
|
||||
local CAPTURE_FRAMES = 4
|
||||
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
local ShadowMap = V.require("ShadowMap")
|
||||
|
||||
-- Wait for the scene to actually BE the scene the shot is named for.
|
||||
-- Two things are still in motion after a teleport, and both are timed in
|
||||
-- wall-clock seconds rather than frames, so "wait N frames" settles them
|
||||
-- by a different amount on every machine and every run:
|
||||
--
|
||||
-- the build queue -- meshes are built on a per-frame time budget, so a
|
||||
-- slower run captures a half-built neighbour;
|
||||
-- the camera tween -- Voxel.t runs on dt over TWEEN_TIME, so a shot
|
||||
-- taken before it lands is at some arbitrary intermediate pitch.
|
||||
--
|
||||
-- Both are waited on by their own completion flag, then a short fixed
|
||||
-- settle. The variable wait is harmless now that the animation clock is
|
||||
-- frozen above -- otherwise it would move the water instead.
|
||||
-- and the CAMERA, which is the subtle one. It eases toward the player
|
||||
-- over wall-clock dt, so after a fixed wait it has covered a distance
|
||||
-- that depends on how fast the machine ran -- and the sun pass is only
|
||||
-- redrawn when the camera crosses a quarter-world-pixel (VoxelScene's
|
||||
-- shadow signature), so a frame caught mid-ease carries a shadow map
|
||||
-- fitted for a slightly different camera than the one it is drawn with.
|
||||
-- That is a real and deliberate tolerance in the mod, but it makes the
|
||||
-- gate compare two arbitrary points inside it. Waiting for the camera
|
||||
-- to stop moving entirely puts every shot at the same steady state.
|
||||
local function cameraStill()
|
||||
local o = game.overworld
|
||||
local c = o and o.camera
|
||||
if not c then return true end
|
||||
local lx, ly, held = nil, nil, 0
|
||||
for _ = 1, 300 do
|
||||
if c.x == lx and c.y == ly then
|
||||
held = held + 1
|
||||
if held >= 10 then return true end
|
||||
else
|
||||
held = 0
|
||||
lx, ly = c.x, c.y
|
||||
end
|
||||
U.wait(1)
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function settleBuild()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
cameraStill()
|
||||
-- and then force one final sun pass at the settled camera. The map is
|
||||
-- only redrawn when the camera crosses a quarter world pixel, so a
|
||||
-- still camera holds whatever was drawn at the moment it last did --
|
||||
-- correct to within that tolerance, but fitted from a position that
|
||||
-- depends on where the easing happened to be, which differs by a few
|
||||
-- hundredths of a pixel between runs and moves every shadow edge by a
|
||||
-- shade or two. Forgetting the stamp redraws from the state the shot
|
||||
-- is actually taken in, and two runs then agree exactly.
|
||||
-- guarded so this driver can also be pointed at a build that predates
|
||||
-- the seam, which is exactly what capturing a "before" reference means
|
||||
if ShadowMap.forget then ShadowMap.forget() end
|
||||
U.wait(20)
|
||||
end
|
||||
|
||||
-- AB_TRACE=1 prints the state each shot was taken in. When two runs of
|
||||
-- this driver disagree, this is what says which input moved.
|
||||
local TRACE = os.getenv("AB_TRACE") == "1"
|
||||
|
||||
local function trace(name)
|
||||
if not TRACE then return end
|
||||
local o = game.overworld
|
||||
local e = ShadowMap.extent or {}
|
||||
print(("[ab] %-28s cam=(%.4f,%.4f) player=(%.3f,%.3f) res=%d extent=(%.3f,%.3f,%.3f) KX=%.6f KZ=%.6f angle=%.6f pend=%d")
|
||||
:format(name,
|
||||
o and o.camera and o.camera.x or -1,
|
||||
o and o.camera and o.camera.y or -1,
|
||||
o and o.player and o.player.px or -1,
|
||||
o and o.player and o.player.py or -1,
|
||||
ShadowMap.res or 0,
|
||||
e[1] or 0, e[2] or 0, e[3] or 0,
|
||||
ShadowMap.KX or 0, ShadowMap.KZ or 0,
|
||||
Voxel.angle or 0,
|
||||
ChunkMesher.pending()))
|
||||
end
|
||||
|
||||
-- AB_SHADOWDUMP=1 also writes the packed depth map itself, into the save
|
||||
-- directory. When the scene differs but every input to the sun pass is
|
||||
-- identical, the map is the only place left to look.
|
||||
local DUMP = os.getenv("AB_SHADOWDUMP") == "1"
|
||||
|
||||
local function dumpShadow(name)
|
||||
if not DUMP then return end
|
||||
local tex = ShadowMap.texture()
|
||||
if not (tex and tex.newImageData) then return end
|
||||
pcall(function()
|
||||
love.filesystem.createDirectory("ab_shadow")
|
||||
tex:newImageData():encode("png", "ab_shadow/" .. name .. ".png")
|
||||
end)
|
||||
end
|
||||
|
||||
local function capture(name)
|
||||
trace(name)
|
||||
dumpShadow(name)
|
||||
local path = ("%s/%s.png"):format(ROOT, name)
|
||||
game.capturePath = path
|
||||
U.wait(CAPTURE_FRAMES)
|
||||
local f = io.open(path, "rb")
|
||||
if f then
|
||||
f:close()
|
||||
shots = shots + 1
|
||||
else
|
||||
missed = missed + 1
|
||||
print("[ab] capture did not reach disk: " .. path)
|
||||
end
|
||||
end
|
||||
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
|
||||
local function setMode(mode)
|
||||
local known = false
|
||||
for _, m in ipairs(PaletteFX.MODES) do
|
||||
if m == mode then known = true break end
|
||||
end
|
||||
if not known then return false end
|
||||
return (pcall(PaletteFX.setMode, mode))
|
||||
end
|
||||
|
||||
-- A fixed zoom, so the view size every shot is composed at is the same
|
||||
-- one. Zoom is persisted, so without this a session that ever ran the
|
||||
-- FULL preset (which fits the zoom to the window) leaves a different
|
||||
-- view size behind for every later run.
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
for _, mode in ipairs(MODES) do
|
||||
if setMode(mode) then
|
||||
for _, when in ipairs(TIMES) do
|
||||
DayNight.setting:sync(when)
|
||||
for _, s in ipairs(SCENES) do
|
||||
for _, rung in ipairs(RUNGS) do
|
||||
U.teleport(game, s.id, s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
-- pinned AFTER the voxel rung, because FULL is a preset that
|
||||
-- reaches over and sets this row itself (main.lua's applyFull)
|
||||
-- and persists it -- so without this, one run's FULL leaks a
|
||||
-- blur level into the NEXT run's options.lua and every shot
|
||||
-- differs for a reason no code change caused. Sharp by
|
||||
-- default: a gaussian smears a one-pixel geometry difference
|
||||
-- across the whole frame, which is exactly what a gate meant
|
||||
-- to localise differences must not do. AB_TSHIFT=3 runs the
|
||||
-- blur path deliberately.
|
||||
Pipelines.setLevel("tiltshift", TSHIFT)
|
||||
-- Wait for the build queue to drain rather than for a fixed
|
||||
-- number of frames. Meshes are built on a per-frame time
|
||||
-- budget, so how much of a map exists after N frames is a
|
||||
-- property of the MACHINE -- a slower run captures a
|
||||
-- half-built neighbour and the shot differs for no reason the
|
||||
-- change caused. Draining first, then settling a fixed 40
|
||||
-- frames for the camera tween, makes the scene the same
|
||||
-- scene everywhere. (Safe now that the animation clock above
|
||||
-- is frozen: a variable wait no longer moves the water.)
|
||||
settleBuild()
|
||||
capture(("%s_%s_%s_v%d"):format(mode, when, s.label, rung))
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
print("[ab] display mode " .. mode .. " unavailable, skipped")
|
||||
end
|
||||
end
|
||||
|
||||
print(("[ab] %d shots into %s (%d failed to reach disk)")
|
||||
:format(shots, ROOT, missed))
|
||||
end
|
||||
@@ -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
|
||||
Reference in New Issue
Block a user