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Author SHA1 Message Date
DramaticShape 6482325e26 remove fireflies 2026-08-08 14:21:41 -04:00
DramaticShape b8b2e0cd33 shiny capture 2026-08-08 14:02:29 -04:00
DramaticShape bee22507b2 @
capture: open the shot 15% wider

BattleCam.zoom is a multiple of the rig frame height, so above one is
zoomed OUT. 1.15 is fifteen percent wider -- exactly one notch of the
player wheel (ZOOM_STEP).

Applied AFTER pushBattle, because OverworldBattle begin calls
BattleCam.reset() and that puts zoom and zoomGoal back to 1. Both are
set, not just the goal, so the shot opens wide instead of gliding
outward over the first fifth of a second of the recording.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
@
2026-08-08 13:59:46 -04:00
DramaticShape 1f9a720625 lineup: shiny Lapras on the open sea (ROUTE_20 mid-water)
Checked rather than assumed: the arena stages fine out there (noArena=0),
which was the open question -- STADIUM A wants clear GROUND and there is none
for fifty tiles in either direction. The water reads as the floor, the
shoreline sits on the horizon, and the sparkle ring lands clear of the shell.
2026-08-08 13:54:31 -04:00
DramaticShape 55145e3faf cave lineup: Mewtwo and Articuno, each where it lives
Cerulean Cave B1F and Seafoam Islands B4F. The RUNS rows gain a rung column
because a cave is where the choice actually matters: STADIUM A stages the
fight on the map and wants clear ground, and a cave floor often has none,
which is what STADIUM B's carried discs exist for. Both are on A -- checked
rather than assumed, and Cerulean Cave stages fine (noArena=0), with the
walls framing the model better than open ground does.

Worth noting for anyone reading the shot: shiny Mewtwo does NOT come out lime
green here. The Stadium values rotate its purple toward blue instead, which
is the fidelity:poor case the guide flags -- the model is right, the
divergence is Stadium's own.
2026-08-08 13:49:26 -04:00
DramaticShape 0091e6d93b the sparkle was playing behind the transition wipe
Armed on the occupant-change edge, which happens while the screen is still
mid-wipe -- so the burst spent its whole three-quarter-second life underneath
it. The instrumentation is what settled it: armed=1, quads=450, which is
45 frames times 10 stars, exactly LIFE. It was never missing. It was drawing
where nobody could see it.

Two gates, because the first one was still wrong. Holding the clock until the
scene DREW the side does not help: the battle renders under the wipe for
about a second before the wipe is gone. The burst now waits until the battle
is the top of the stack -- the wipe popped, somebody watching -- and only
then starts. Armed and released are separate moments now, which is what they
always were.

Also, a shiny no longer discolours a PERSON. Both sides can be holding a
trainer pic rather than a Pokemon (the foe's portrait before the send-out,
the player's own back until "Go!"), and the tint was going straight through
it. Shininess is a fact about a Pokemon, not its owner. sideTexture asks the
same two questions it already used to label the finished texture.

And the capture drivers build the party BEFORE pinning the odds. Pokemon.new
is where shininess is decided, so setting odds to 1 first made the player's
own Pikachu shiny too -- which tinted the player's side, which during the
intro is the trainer sprite. That is what "the player trainer sprite seems
discolored" was.

Lineup is now Charizard, Electrode, Vaporeon, Dratini.

Verified by strip: the burst lands in the frames right after the wipe clears,
and the trainer back sprite is its own colour again.
2026-08-08 13:35:01 -04:00
DramaticShape 120f9716b6 capture drivers: real 1x, one window at a time
A POKEPORT_DRIVER run is deliberately unpaced -- main.lua's pacingEnabled()
returns false whenever the variable is set, so love.run spins as fast as the
machine allows and takes one Game:update(1/60) per turn of the loop. Right
for a screenshot script, wrong for a recording: "wait 180 frames" is three
seconds only by coincidence of hardware.

No engine change needed. The loop is blocked while the driver coroutine is
running, so sleeping inside it before each yield paces the whole thing -- one
logic step per one sixtieth of real time, 1x by construction. Measured with
DS_AUTOCLOSE: asked for 6.0s, took 6.31s, and it errs slow rather than fast.

shiny_one.lua does ONE encounter and then never finishes, which is how the
window stays up: main.lua quits the moment a driver coroutine goes dead. So
closing the window by hand is what ends the take. shiny_run.sh launches the
five in turn and blocks on each, so the next never opens over the top of one
still being recorded, and a bad take can just be closed and re-run.

It also puts options.lua back afterwards. The game persists the whole options
table mid-run, so every capture leaves its display settings on disk.
2026-08-08 13:22:52 -04:00
DramaticShape 322defbbd0 size the sparkle to the Pokemon it belongs to
Flat numbers cannot work here and both previous attempts proved it in
opposite directions. The first ring was 7 world units across, which is inside
anything bigger than a Rattata -- and additive drawing keeps the depth test,
so all sixty quads a frame were rejected and nobody saw them. Correcting by
eye gave a ring 24 across starting 20 units up, which is taller than the
tallest Pokemon in the game: it hung in the sky above a Ponyta with nothing
underneath it.

A mon on the map is 5 to 18 world pixels tall (StadiumMon REF_HEIGHT 14). One
ring cannot fit a Diglett and a Gyarados, so every distance is now a fraction
of the mon: Stadium pushes each side's worldHeight and worldRadius into
ShinyFx every frame -- worldRadius exists precisely so "a caller can size
something to its footprint" -- and the burst is measured off those.

Two more things the pictures showed. The ring is an ELLIPSE with its axes
measured separately: flattened enough to read as a ring from the battle's low
seat, a single radius reaches only a third of the body's height, so the top
and bottom stars sit on the Pokemon. And it OPENS from clear of the body
rather than from a point -- springing out of nothing means every star spends
the first frames stacked at the centre, which is the middle of the mon and
looks exactly like the sparkles being stuck inside it.

Shot against Ponyta and Gyarados, an order of magnitude apart in size: the
ring hugs each silhouette from outside and no star lands on either body.
2026-08-08 13:01:09 -04:00
DramaticShape eb69bc7db8 a rev bump has to actually reach the machines it was bumped for
It did not. pending() short-circuited on available(), and available() was
true for any checkout carrying assets/stadium -- so when REV went to 3 for
the shiny variants, such a machine was never pending, was never asked to
rebuild, and quietly went on serving the old set. ready() was false, so
readPack skipped the save-dir cache and read the shipped normal-only packs:
every shiny Pokemon drawn in its ordinary colours, with nothing on screen
saying why. A driver run sitting at "idle 0/151" for twelve thousand frames
is what surfaced it.

pending() is now keyed on ready(), not available(). A checkout with a ROM
spends one loading screen rebuilding a set it had files for; after that it is
current and never pending again. That was the cost the old short-circuit was
avoiding, and it is worth paying once to make a rev bump mean something.

The other half is the players who imported a ROM through the picker rather
than dropping it in baseroms/. beginFrom builds from the bytes and never
keeps them, so on a rev bump there is no ROM to rebuild from -- and with
available() keyed on ready(), the STADIUM rungs would have vanished off the
options row entirely. usable() now separates "these packs are readable" from
"these packs are current": format and count, deliberately not rev. Stale
packs keep the mode working and keep the rungs offered; only the recolour
waits for a rebuild. Losing the shinies until then is a blemish, losing the
mode is not.

readPack orders the two accordingly: a current cache always wins, a stale one
wins only when there is no shipped set to prefer instead -- so a cache from
an extractor rev we have since fixed cannot shadow good files, while a player
whose only copy IS that cache still gets Pokemon on the field.

Verified by rolling the marker back to rev 2 and launching: ready=false,
usable=true, available=true, pending=true, and the build runs unprompted.
2026-08-08 12:53:59 -04:00
DramaticShape b05c7265d6 a palette transform, and the sprite sheet it is for
The texel transform is wrong for palettes, and silently so. A lookup table
answers only the colours it contains -- the ones its MODEL is painted with --
and the engine's ADVANCED palettes are a different set entirely: BLUEMON's
blue is not any blue on the Gyarados model. Asked to shift a palette, the
table returned it unchanged, so the five table species produced no sprite
shift at all and the most dramatic shiny in the game came out identical.

paletteTransform picks the right tool per species: the slide where there is
one, the tint multiplier (which IS derived from the table) where there is
not. 149 of 151 palettes now move; the two that do not are Jigglypuff and
Wigglytuff, whose shiny genuinely leaves the body almost where it was.

Plus the two tools that make the comparison sheet. Worth saying why it is a
palette job at all: Gen 1 battle pics carry no colour -- they are four-shade
DMG grey, and every bit of colour is the palette laid over them. So a shiny
sprite is the same pixels under a shifted palette, and a sheet built any
other way would be showing something the game never draws.

Sheet at .claude/shiny_update/7_sprites_all151.png, every species beside its
own control.
2026-08-08 12:47:54 -04:00
DramaticShape 6b4dfe6b9b shiny: tint from the body colour, and the fixes the screenshots found
Four things, all found by shooting the feature rather than by reading it.

The flat-pic tint was a no-op for the five colour-table species. tintFor ran
synthetic reference colours through the lookup, none of them were IN it, so
every ratio came back 1 and the tint was discarded -- a shiny Gyarados drew
an ordinary blue pic. Those species now measure the tint from the table's own
entries.

It was also a no-op for most SLIDE species, for a better-hidden reason: a hue
rotation moves red toward cyan and cyan toward red, so averaged over a
balanced set of references the ratios cancel and every species reports no
tint. Charizard and Ponyta both came back neutral. The tint is now measured
against the colour each species is actually MADE of -- a modal body colour,
generated into data/shiny_colors.lua as `dom`. 132 of 151 now carry a usable
tint; the rest genuinely shift too little for one to mean anything.

The sparkle drew sixty quads a frame that nobody could see. It was built to
numbers a tenth of the scale of a mon card -- a ring seven units across,
inside a Gyarados -- and additive drawing keeps the depth test, so all of it
was rejected. Sized against the card now, and pulled toward the camera the
way the move-animation card is.

And the summary PIC cannot be recoloured by touching pixels: the art is
four-shade DMG grey and the colour is applied afterwards by the palette pass.
That attempt is reverted, with the reason left where the next person will
look for it. The star is the designation that works there.

Also: tools/shiny_colors.py now resolves its own paths instead of hardcoding
a worktree, and the extract test gained a hard failure when NOTHING
recolours -- which is what a missing colour table looks like from the
outside, and it passed through it once already.

Evidence in .claude/shiny_update, every case beside its own control.
2026-08-08 12:37:57 -04:00
DramaticShape de54e4ea26 fix canopy issue 2026-08-08 12:27:19 -04:00
DramaticShape 0d245c4ccb Merge branch 'worktree-shiny-system' into shadow-toggle
Shiny Pokemon: derived from DVs via the engine's own Stats.isShiny, models
recoloured as part of the Stadium extraction, flat art tinted, a sparkle on
arrival and a star on the status page.

Verified on the merged tree rather than only on the branch, since
shadow-toggle moved underneath it (the new menus work): the mod loads clean,
tests/shiny_test passes 49, and the extraction still reproduces all 151
packs byte-for-byte against the Python oracle with 151 shiny variants
alongside.
2026-08-08 12:22:24 -04:00
DramaticShape 2907aba6ff new menus 2026-08-08 12:18:35 -04:00
DramaticShape c07aed2449 find the colour table relative to the mod, not the cwd
ShinyPalette loaded data/shiny_colors.lua by guessing cwd-relative paths
when V.data was absent, which is the headless case. Run from the project
root, none of the guesses hit -- so the extraction built all 151 species,
recoloured none of them, and reported PASS. The packs were correct; there
simply were no shiny variants in them, and nothing in the output said so.

Two fixes, because either alone leaves the trap open:

  V.path is now consulted first, so the file is found relative to the MOD
  the way every other resource is. The extract test's stub sets it to
  whatever --mod it was given.

  A count of zero recoloured is now a failure. That is precisely what a
  missing colour table looks like from the outside, and a test that passes
  on it is not testing the feature. It was caught by noticing the number
  change between two runs that differed only in where they were started
  from -- which is too thin a thread to hang it on.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 12:14:16 -04:00
DramaticShape a3fb18a589 shiny Pokemon, on by default
Gen 1 has no shininess of its own, but it has the four DVs Gen 2 reads to
decide it -- and the engine already ships that reading (Stats.isShiny, its
own comment calling it "the RBY virtual shiny", allowlisted for mods
precisely so an indicator mod can call it). Nothing new is stored on a
Pokemon and nothing migrates: every save already contains the answer, and
this starts drawing it. Random DVs land on the pattern 1 in 8192, which is
the classic rate and the default the odds dial ships at.

Deriving rather than storing is what makes it survive a save, a box, a
trade and an evolution with no second copy of the truth to drift. mon.shiny
is a cache written from the DVs, never read as the source.

The roll goes in Pokemon.new -- every wild, gift, starter and traded mon is
built there, and it is before the battle bakes its sprite, which
battle.started is already too late for. It draws from the mod's own random
stream so installing this does not shift the sequence damage rolls and
encounter slots come out of. Trainers stay ordinary by themselves: the
engine pins their DVs, as the real games do.

The models are genuinely recoloured, as part of the extraction. Each
species is decoded once, packed as usual, then recoloured and packed again
as NNNs.dsm. The colours are Stadium's own HSL slide (hue in degrees,
saturation and lightness on a -8..+8 scale at 12.5% a step); five species
carry an explicit colour table instead, because Stadium gives them a real
alternate texture that no single slide reproduces -- Jigglypuff's body must
stay pink while its irises rotate to green.

Extraction is the right moment because StadiumFx's generated frames are
still marked there and the packer drops the marker: it is the last point a
flame is distinguishable from a hide. A shiny Charizard has a shiny hide
and an ordinary fire. The normal packs are written BEFORE the recolour, so
they come out byte-identical and stadium_extract_test still diffs all 151
against the Python oracle unchanged -- no format change, no DSM4, no second
implementation to keep in step. REV goes to 3 so an existing cache rebuilds.

Flat art is tinted instead, because the engine bakes a species palette into
a cache with no notion of which individual is drawn. The tint comes from
that species' own slide rather than a generic gold. A multiply can only
darken, so species whose shiny is lighter read quieter there than on the
model; the status page's star is the mode-proof mark.

Tests: 58 assertions in tests/shiny_test.lua, including the colour
transform against 640 real colour pairs lifted from the verified texture
set, the DV model, the read side, and the end-to-end through the engine's
own constructor. stadium_extract_test gains --mod (worktrees have neither
the ROM nor the packs, both gitignored) and now also checks that every
shiny pack is the same length as its twin and actually differs.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 12:12:25 -04:00
DramaticShape 66da6cbc4b fix catch regression + add new menus 2026-08-08 12:08:27 -04:00
DramaticShape 121c87b629 fix back facade of buildings 2026-08-08 11:34:04 -04:00
DramaticShape dfe2f1ae1a fix regressions with freemove 2026-08-08 10:42:28 -04:00
DramaticShape 41f1f07342 grass sway during battles, fix south screen culling 2026-08-08 10:11:00 -04:00
DramaticShape 848c9cb29f Merge pull request #142 from DramaticShape/dramatic_go_to_the_polls
Dramatic go to the polls
2026-08-08 09:46:39 -04:00
DramaticShape 87a6c03017 add ball throw mechanic 2026-08-08 09:44:47 -04:00
DramaticShape f0d5ca570a lets go 2026-08-08 09:06:51 -04:00
DramaticShape d5542f9518 Merge pull request #138 from daviDarthemis/dev
Grass improvements
2026-08-08 08:27:19 -04:00
DramaticShape 063ce6e328 Bump version from 1.7.1 to 1.7.2 2026-08-07 21:20:47 -04:00
DramaticShape c9c5a8901a Merge pull request #119 from Elementalzx14/fix/ios-battle-hud
Fix iOS battle HUD
2026-08-07 21:16:31 -04:00
DramaticShape d86d387243 Merge pull request #139 from DramaticShape/stadium_fixes
1.7.1
2026-08-07 21:05:19 -04:00
DramaticShape 89fe722a62 iterate version 2026-08-07 20:54:25 -04:00
DramaticShape 180dd393ea add render distance options 2026-08-07 20:52:43 -04:00
DramaticShape 67bbb3d44b 3DS port boots :) 2026-08-07 20:01:37 -04:00
DramaticShape 4ee15c4f32 Update README to include redistribution policy
Added a restriction on code redistribution after v1.6.0.
2026-08-07 19:03:37 -04:00
Davi D'artemis 5a4979303b visual improvements to the grass 2026-08-07 05:25:37 -03:00
Davi D'artemis a46f194009 Visual improvements: grass movement 2026-08-07 04:38:41 -03:00
DramaticShape 301bd4c1f9 Merge pull request #130 from DramaticShape/stadium_fixes
Stadium fixes
2026-08-06 20:40:38 -04:00
DramaticShape 55bc993ed7 fix battle rotations in vr 2026-08-06 20:31:01 -04:00
DramaticShape 6080531b08 add diorama vr modes 2026-08-06 19:57:11 -04:00
DramaticShape 53fff766a4 revert battle locations temporarily 2026-08-06 19:56:39 -04:00
DramaticShape 00f2b0bb9a Merge pull request #128 from DramaticShape/stadium_fixes
Stadium fixes
2026-08-06 18:24:30 -04:00
DramaticShape c8555e6820 update CUT tree voxelization and mansion computer desks 2026-08-06 18:15:28 -04:00
DramaticShape 91d9a37e8f update voxelizations of celadon diner stools and tables. Update square table voxelization in celadon mansion. Update mansion computer desks 2026-08-06 17:52:59 -04:00
Alonso Avitia 0d0ec51f51 Fix iOS battle HUD compositing 2026-08-06 00:27:52 -07:00
DramaticShape b50bbe0782 Merge pull request #111 from Code-Grub/fix/roof-surface-silhouette-cap
keep a sloped roof's surface off its own outline cap
2026-08-06 01:13:19 -04:00
DramaticShape 9f74ea7e73 Merge pull request #117 from DramaticShape/stadium_fixes
Update viridan forest FX
2026-08-06 01:12:06 -04:00
DramaticShape 442e9d26d5 add fog/god rays to viridian forest 2026-08-06 01:07:38 -04:00
DramaticShape 6240b50cec update all battle locations 2026-08-05 20:36:46 -04:00
DramaticShape e14cf3de90 Merge pull request #114 from DramaticShape/stadium_fixes
Stadium fixes
2026-08-05 19:10:17 -04:00
DramaticShape 77e0f93315 update compatibility 2026-08-05 19:03:49 -04:00
DramaticShape 20c9061625 Fix rendering for broken mons 2026-08-05 18:30:41 -04:00
Code-Grub dde0879527 keep a sloped roof's surface off its own outline cap
The hip ends of the gabled house and Oak's lab come out as black teeth
marching down the slope instead of battens running with it.

The depth->row map is authored for columns the drawing paints edge to
edge. A tapered column starts further down the band, and the surface was
clamped into its first DRAWN row to stay inside the silhouette -- but a
column's first drawn row is its silhouette CAP, and the cap is outline
black. On a tapered column the map spends most of the roof's depth above
that cap (seven of the gabled house's fifty depth voxels land on it
outright), so the clamp painted one outline pixel the length of the
slope and roofCycle beat against it: black punctuated by the real batten
colour every 4 rows on the house, every 8 on the lab.

Lift to the column's first PAINTED row instead -- the same refusal to
let outline black stand as a face that measure() already makes for the
side faces, which the roof band was never given.

Geometry is untouched: voxel, shell and recess counts are identical for
all 50 templates. verify_roof now asserts no roof surface samples its
column's cap, and tests/roof_cap_shots.lua shoots the two Pallet Town
drawings A/B.

The version bump and CHANGELOG entry are left out deliberately, so this
does not collide with the release flow.
2026-08-05 17:45:56 -04:00
DramaticShape 9e54656fe3 Merge pull request #82 from luisgonzaleznf/fix/water-shader-effect-precision-love12
fix: water shader under LÖVE 12 — make effect()'s parameter precision a define
2026-08-05 17:45:41 -04:00
DramaticShape 8ef4d2908f Merge pull request #98 from DramaticShape/dramatic-stadium
Dramatic stadium
2026-08-04 17:43:43 -04:00
DramaticShape ca10a7b860 update tests/lib 2026-08-04 17:40:59 -04:00
DramaticShape b2ccb14afa stadium menu item fix 2026-08-04 14:26:14 -04:00
DramaticShape 79f8a5dc4a update mod description again 2026-08-04 14:24:37 -04:00
DramaticShape edb9ccfffe update mod description 2026-08-04 14:19:48 -04:00
DramaticShape b7ce0f21d5 enforce 1.0 stadium rom 2026-08-04 14:18:11 -04:00
DramaticShape 7ce268e5a2 fix arrival animation, fix pidgey regression 2026-08-04 13:22:41 -04:00
DramaticShape ecb0b57d26 fix some issues, fail gracefully 2026-08-04 12:55:05 -04:00
DramaticShape 1915654a50 file picker update 2026-08-04 12:32:23 -04:00
DramaticShape 0e22393ec7 add file picker for stadium 2026-08-04 12:30:10 -04:00
DramaticShape f21b3ee597 add stadium extraction screen 2026-08-04 11:30:58 -04:00
DramaticShape bddb9de0ba fix animation glitching out 2026-08-04 10:50:19 -04:00
DramaticShape 74cc08f1bf dramatic stadium 2026-08-04 10:43:35 -04:00
DramaticShape 7b1ac9b1b6 Merge pull request #87 from DramaticShape/3rd-person-camera
3rd person camera
2026-08-03 17:51:22 -04:00
DramaticShape 08bcbf7629 Merge branch 'dev' into 3rd-person-camera 2026-08-03 17:51:08 -04:00
DramaticShape a3a712205b bump version 2026-08-03 17:40:50 -04:00
DramaticShape 95771403d9 patch holes on flower/grass models 2026-08-03 17:35:58 -04:00
DramaticShape 9542ba94b1 cam control rotation in battle 2026-08-03 17:32:17 -04:00
DramaticShape f245e8808f add camcontrol module 2026-08-03 17:09:26 -04:00
DramaticShape c79ecbb7ac add camera zoom controls in overworld 2026-08-03 17:09:03 -04:00
DramaticShape 70243a407b add third person mode 2026-08-03 16:52:22 -04:00
luisgonzaleznf c6b38f8d44 fix water shader under LOVE 12: make effect()'s parameter precision a define
The float params were pinned to mediump to match LOVE 11's forward
declaration of effect(), because a definition whose precisions differ
from the prototype's reads as a second function to some compilers.  LOVE
12 declares it under a different precision, so the pin became the
mismatch there and the shader stopped compiling -- lakes drew flat on
any LOVE 12 + Metal build, iOS included.

The qualifier is a define now, and Water.shader compiles the pinned form
first and the bare one only if that is refused, so whichever prototype a
runtime brought, one of the two agrees with it.  The warning fires only
when both are refused.
2026-08-03 15:14:04 +02:00
DramaticShape f5970d8d9a Merge pull request #71 from DramaticShape/horde-mode
Horde mode
2026-08-02 22:43:53 -04:00
DramaticShape e3c13edda7 add smooth turning, removing collision sound effect 2026-08-02 22:42:46 -04:00
DramaticShape 399a10a124 Merge pull request #48 from castdrian/ios
fix(ios): pin voxel render target scale & fix shadows
2026-08-02 21:10:55 -04:00
DramaticShape c0c180fd01 horde mode initial commit 2026-08-02 21:01:11 -04:00
DramaticShape 2ce44586c2 Merge pull request #64 from DramaticShape/pcvr
Added PC VR mode. Enable SteamVR, launch the game, toggle the VR menu option to "ON". Tested over virtual desktop/Quest 3. Standalone VR is not supported (too potato).

| control | does |
| --- | --- |
| left stick | move — grid-walks the diorama, free-walks 1ST |
| A / B (X / Y on the left hand) | A / B |
| either trigger | START |
| left stick click | step the VOXEL angle ladder (same as the "3" key) |
| right stick up / down | *diorama only* — zoom the model |
| right stick left / right | *1ST only* — snap-turn 45° |
| grip squeeze + raise / lower that hand | *diorama only* — drag the table's height |
| head | *1ST and battles* — look; FreeMove walks where you look |
| left hand | *1ST and battles* — the Pokédex: menus, dialogs and the 2D battle screen on its screen |
2026-08-02 13:18:09 -04:00
DramaticShape e8caa4f537 final push 2026-08-02 13:10:30 -04:00
DramaticShape a8c2d8ce5b menu fix, sky rendering, pokedex size 2026-08-02 13:10:20 -04:00
DramaticShape 395f51d268 fixed dll paths for vr 2026-08-02 12:29:14 -04:00
DramaticShape 1fa29a831f update sky rendering, select button changes views 2026-08-02 12:16:03 -04:00
DramaticShape 44f729e8c2 battle effect fixes 2026-08-02 11:26:54 -04:00
DramaticShape f1063abd0f add vr 2026-08-02 02:42:31 -04:00
DramaticShape b0d37cd8e6 Merge pull request #56 from DramaticShape/back-sprite-transparency-fix
v1.5.0
2026-08-02 01:23:13 -04:00
DramaticShape 3f7210bfcd mobile spin fix 2026-08-02 01:20:39 -04:00
DramaticShape 9ef8644bff add first person mode 2026-08-02 01:16:42 -04:00
DramaticShape e6d4059c38 fix water again on android 2026-08-02 00:53:38 -04:00
DramaticShape 1a283d6771 bump version 2026-08-02 00:14:13 -04:00
DramaticShape a7c9541ac4 pokecenter machines, water occlusion 2026-08-02 00:01:39 -04:00
DramaticShape 91cc2d6f51 bills, pewter gym, register, celadon mansion, tables, garbage cans 2026-08-01 23:48:23 -04:00
DramaticShape c82598b24c Merge pull request #51 from DramaticShape/back-sprite-transparency-fix
Back sprite transparency fix
2026-08-01 16:44:57 -04:00
DramaticShape 47363b8d23 iterate version 2026-08-01 16:41:03 -04:00
DramaticShape 752653e243 update oak's pc 2026-08-01 16:20:04 -04:00
DramaticShape 6887f5d951 updates to oak's lab 2026-08-01 16:03:32 -04:00
DramaticShape a140980b1d seal transparent back sprites 2026-08-01 15:19:26 -04:00
Adrian Castro 3cd3fe431d fix(ios): preserve battle hud colors 2026-08-01 14:58:40 +02:00
Adrian Castro acb2eadeb4 fix(ios): use decal shadows on Metal 2026-08-01 14:37:22 +02:00
Adrian Castro 1a69489305 fix(ios): pin voxel render target scale 2026-08-01 13:29:51 +02:00
DramaticShape eb231d221e Merge pull request #46 from DramaticShape/water-reflections
Add fancy water
2026-08-01 00:32:30 -04:00
DramaticShape 980383bb92 update battle water 2026-08-01 00:28:54 -04:00
DramaticShape 22b58e27a4 fix android water shading 2026-08-01 00:13:01 -04:00
DramaticShape 98f7419b72 fix water for android glsl shaders 2026-07-31 23:39:05 -04:00
DramaticShape 92fef2a37e update for modkit update 2026-07-31 23:29:39 -04:00
DramaticShape 8f38aeb36e water updates 2026-07-31 23:05:54 -04:00
DramaticShape 9a9441899a first pass at water 2026-07-31 22:54:16 -04:00
DramaticShape 7f76caa5f6 Merge pull request #35 from DramaticShape/mobile-dpi-fix
bump version
2026-07-31 14:19:02 -04:00
DramaticShape be2f0464c5 Merge branch 'mobile-dpi-fix' of https://github.com/DramaticShape/DramaticShapeVoxelMod into mobile-dpi-fix 2026-07-31 14:18:25 -04:00
DramaticShape 8728783b22 account for dpi issues on updated 3d battles 2026-07-31 14:18:02 -04:00
DramaticShape 731ecd9677 Merge pull request #34 from DramaticShape/mobile-dpi-fix
Mobile dpi fix
2026-07-31 14:10:24 -04:00
DramaticShape 851f36d46f Merge pull request #33 from DramaticShape/master
rebase
2026-07-31 14:04:17 -04:00
DramaticShape 775757b2d6 account for dpi issues on updated 3d battles 2026-07-31 13:51:54 -04:00
DramaticShape 20f1807edd Merge pull request #25 from DramaticShape/back-sprite-battles
add day/night filter to 2d
2026-07-30 22:37:52 -04:00
DramaticShape 3eb62a5e00 Merge pull request #24 from DramaticShape/back-sprite-battles
Back sprite battles
2026-07-30 22:05:14 -04:00
179 changed files with 56441 additions and 1235 deletions
+200
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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"
+40
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@@ -5,3 +5,43 @@ __pycache__/
# agent worktrees and local scratch
.claude/
# ------- Pokemon Stadium data
#
# NONE OF THIS SHIPS, and none of it is in the repository. The battle models
# are Pokemon Stadium's own data: what the mod carries is the READER for them
# (lib/StadiumRom, StadiumFragment, StadiumFx, StadiumBuild) and the player
# supplies the cartridge, exactly as this engine already asks them to supply
# the Game Boy ROM it is a recompilation of.
#
# So the ROM itself, everything model_extract/pipeline extracts out of it, and
# the packs tools/stadium_pack.py builds from those are all ignored. What IS
# tracked is the pipeline, the notes, and the two READMEs that say where to
# put a ROM.
#
# At runtime the packs are built on the player's own machine, on first run,
# into the save directory -- never into the mod folder (see StadiumInstall).
# the cartridge, wherever it is dropped, and the checksum note that comes
# with one. The Zone.Identifier pattern has no colon in it on purpose: it is
# an NTFS alternate data stream, and the separator reaches git as U+F03A
# rather than as ':' -- so matching on the suffix alone is what actually works
*.z64
*.n64
*.v64
*Zone.Identifier
model_extract/baseroms/**/checksum.md5
# everything the pipeline extracts from it
model_extract/glb/
model_extract/js/
model_extract/textures/
model_extract/manifest.json
model_extract/moves.json
model_extract/viewer.html
# and the packed models built from those -- the local oracle the Lua
# extractor is diffed against (tests/stadium_extract_test.lua), rebuilt with
# tools/stadium_pack.py whenever it is wanted
assets/stadium/
pocket-voxel/
+2
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@@ -4,6 +4,8 @@
# The SDK suite and the probes it grew out of. A shipped test that requires
# an engine module reads as a private require against the archive
# (CONTRIBUTING-mods.md "What the PR must contain", 2).
tests/arena_config.lua
tests/arena_editor.lua
tests/arena_pick.lua
tests/battle_shots.lua
tests/dramatic_shape_test.lua
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+279 -34
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@@ -1,26 +1,12 @@
# Dramatic Shape Voxel Mod
Redistribution of non-derivative code is expressly prohibited after v1.6.0 without permission.
A mod for the [Pokémon Gen 1 Recompilation
Project](https://github.com/bryanthaboi/pokemon-gen1-recomp-project).
The overworld as a 3D diorama. Terrain is extruded into real geometry,
occlusion comes from a depth buffer rather than a y-sort, characters stand
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.
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
clear ground — shot over the shoulder, the player's mon low and left and
the enemy high and right, with a slow parallax drift behind them and a
depth-of-field pass that keeps both of them sharp.
Purely presentational. Nothing here reaches collision, movement, triggers
or scripts — it changes what the world *looks* like and nothing about what
it *is*. The battle arena is where the **camera** goes, not where anybody
goes: no cell, facing, flag or warp is written, so the player is standing
exactly where the fight found them when it ends.
The overworld as a voxelized 3D diorama. Also supports experimental
first-person, third-person and VR.
## Controls
@@ -29,26 +15,285 @@ menu.
| control | does |
| --- | --- |
| `3`, or the **VOXEL** options row | OFF → 15 → 35 → 50 → 75 → OFF (camera pitch) |
| `3`, or the **VOXEL** options row | OFF → 15 → 35 → 50 → 75 → 1ST → 3RD → OFF (camera pitch) |
| `SELECT` (pad / touch) | the same step as `3` — for the machines with no number row |
| `5`, or the **V-GRID** options row | OFF / ON — a one-pixel wireframe on every voxel |
| `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 |
| `7`, or the **V-CURVE** options row | OFF → 1 → 2 → 3 → 4 → 5 — bend the world over the horizon; 5 is a half sphere |
| the **RENDER DIST** options row | FIT / WIDE / WIDER / WIDEST / OFF — how much of the map the camera bothers to draw. **FIT** is exactly the ground on screen and no more: the trapezoid a tilted camera really frames, which reaches well north of you and flares wide out there — not the square the flat game shows. A connected map falling entirely outside it is skipped before it is drawn, terrain, water, grass and shadows together, which is most of the frame's geometry at the high rungs. Below about 63° that is all the row does and the picture is untouched; at **75** the camera sees to the horizon, so something has to name a distance — FIT is the closest, the wider rungs push the world's edge out, **OFF** stops cutting. Not on **1ST** or **3RD**: you are standing in the world there, and the box opens out and away as the camera dives in. **FULL** sets it to FIT |
| `8`, or the **3D-BTL** options row | 2D-3D A / 2D-3D B / STADIUM A / STADIUM B / OFF — fight in 3D instead of on a white field. **A** stages it on the map, **B** on two discs against the sky; **2D-3D** uses the game's own battle pics and **STADIUM** the Pokémon Stadium battle models |
| `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 **SHADOWS** options row | ON / OFF — real cast shadows, thrown by rendering the whole scene a second time from the sun, so buildings, trees, ledges and people shadow whatever they land on: walls, roofs, each other. The most expensive pass in the mode after the geometry itself, and the first thing to turn off on a phone or an old machine. **OFF** is no shadow at all — the flat drop shadows under characters included — and the forest's light shafts go with it, since the beams are lit by the sun's own map. **FULL** leaves it alone |
| the **AA** options row | OFF / 2X / 4X — smooth the stair-stepped edges of the 3D world by rendering the diorama larger than the window and folding it back down. The ladder is samples per display pixel: 2X is a canvas root-two wider and taller, 4X one exactly twice the size. Every edge in the projected picture softens with the silhouettes — the tileset's own texels are quads in a perspective view and cross the pixel grid at the same arbitrary angles — so the diorama reads smoother rather than sharper. The most expensive row in the mod, so it is OFF by default and **FULL** leaves it alone |
| the **DAYTIME** options row | SYNC / DAY / NIGHT / DUSK / DAWN / CYCLE — what time it is outdoors, on the diorama *and* on the flat 2D world; held at SYNC (and off the menu) while VOXEL is FULL |
**3D-BTL** is on by default and is independent of **VOXEL**: battles draw
on the world whether or not the free-roam camera is pitched over.
## Free-roam cameras (1ST / 3RD)
Two of the engine's own rows are taken away while this mod is installed:
**TILT**, which is the flat fake of what this mode does for real, and **GBC
FX**, a full-screen present pass over the top of the diorama. Both are held at
off rather than merely hidden — a row that is not there cannot switch off a
value an older save arrived with. Uninstall and both come back, at whatever
they were last set to.
The last two rungs of the **VOXEL** ladder are experimental, and they are
the same camera: **1ST** stands it in the player's own eyes, **3RD** pulls
it back onto a boom behind their shoulder. Both steer, and on both the grid
walk is replaced by continuous camera-relative movement — push in any
direction and you go there, at any angle, not just along the four compass
lines. Collision, warps, ledges, encounters and scripts all still run
through the engine's own machinery.
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.
| control | does |
| --- | --- |
| mouse | look (the cursor is captured; left click is A, right click is B) |
| right stick | look |
| a touch drag off the overlay's controls | look |
| left stick / touch d-pad / arrow keys | walk, relative to where the camera looks |
| wheel, `Q` / `E`, pinch, or a stick click | **3RD only** — let the boom out and pull it in (`Q` and left stick click out, `E` and right stick click in) |
On an **orbit rung** the same wheel, `Q`/`E` and pinch drive the engine's own
survey zoom. On **1ST** they do nothing at all: the eye is in your head, and
there is no distance to change.
On **3RD** the boom shortens against whatever is behind you, so backing into
a wall walks the camera in to your shoulders rather than through it — squeeze
it all the way in and the view is 1ST until you step clear. The character
turns to face where they are walking, and every sprite in the world — yours,
the NPCs', the figures drawn into the furniture — turns to face the camera
and shows the frame it would look like from where the camera actually
stands, so walking behind someone shows you their back.
## The battle camera
A fight staged on the map (**3D-BTL**, on by default) is shot with a solved
over-the-shoulder rig — and you can steer it.
| control | does |
| --- | --- |
| right stick, a touch drag, or the mouse | swing the shot around the arena (→) and raise the seat (↑) |
| wheel, `Q` / `E`, pinch, or a stick click | the lens (`Q` / left stick click out, `E` / right stick click in) |
Both axes stop where the composition does. Left stops at the shot the rig was
solved for — there is nothing to the left of it. Right ends **side-on**: the
eye square to the arena's axis, both Pokémon at the same distance instead of
one behind the other. Down stops at the rig's own low stance; up is 45° above
it. The lens opens as you swing or climb, by exactly the amount the two
Pokémon spread apart, so they stay framed at every angle. Move animations
follow the pair's position *and* its separation, so a beam still lands on the
Pokémon it was aimed at.
Where you leave the camera is where the next battle opens.
**BACK SPRITES locks it.** That setting pins your own Pokémon to the GB's slot
on the menu while the foe stands out on the map, and no angle holds a
composition that is half frame and half world — so with it on, the shot holds
the one the rig was solved for.
## STADIUM battles
The **3D-BTL** row has five rungs, which are two choices — what is standing
there, and where:
| rung | the fight |
| --- | --- |
| **2D-3D A** | staged on the map, with the Game Boy's own pics stood up on their tiles |
| **2D-3D B** | those same pics on two discs against the sky, with no map drawn |
| **STADIUM A** | staged on the map, with the Pokémon Stadium battle models |
| **STADIUM B** | those models on the discs |
| **OFF** | the engine's own battle screen |
**A** is the map — real ground, in that place's own weather and light. **B**
is the carried stage, which works everywhere, including the caves and shop
floors that have nowhere to put a fight. Only the STADIUM rungs need a ROM;
**2D-3D B** is generated in Lua and uses the game's own art.
Skinned and animated, playing the animation the move being used actually
calls for — the Stadium ROM's own per-species move table, so **DIG** really
does put Diglett into the ground. Fainting plays the faint and holds there, a
send-out grows the Pokémon out of the ball as it opens and plays the entrance,
and between all of that the standby loop runs. Eyes blink and go dizzy;
Charmander's tail flame and Weezing's gas are drawn over the body.
Taking damage plays nothing, because the set has no damage reaction in it —
the slot that looked like one is each species' default attack, which is why
being hit used to look like swinging. The engine's own screen flash, pic blink
and HP drain are what say "that hurt".
148 of the 151 have models. Exeggutor, Tangela and Magmar come out of the ROM
with corrupt standby loops and stand as their Game Boy battle sprites
instead, on their own tile, in the same arena — the same per-Pokémon fallback
a substitute doll and the pre-send-out trainer pic already take.
**B is for the maps that cannot host a fight.** Half of Kanto's interiors are
furniture, a cave floor can be nothing but corridors, and a map where neither
Pokémon can be *seen* from a low camera is declined outright — which drops you
back to the flat battle screen. B carries its stage, so it works everywhere
and looks the same every time. It is abstracted from the ground, not from the
world: the sky behind the discs is the hour's own, and a fight in a cave is
under that cave's void and its own flat light.
### Getting the models
**They are not in this mod, and they cannot be** — they are Pokémon Stadium's
data. What ships is the reader; you supply the cartridge, exactly as this
engine already asks you to supply the Game Boy ROM it is a recompilation of.
> **You must supply a Pokémon Stadium (US) 1.0 ROM.** Not Stadium 2, not
> another region, not a later revision. Every offset in the reader was
> measured against that one cartridge, and nothing else is promised: a
> different file is either refused outright or builds models that are subtly
> wrong. The mod checks, and says so — on the console, and on the loading
> screen itself if it built from something unexpected.
>
> The reference dump is **md5 `ed1378bc12115f71209a77844965ba50`**, 32 MB.
> The mod does not tell you where to get one, and none ships with it.
1. Open **OPTIONS** and press the **STADIUM ROM** row. It opens your system's
file picker; choose your **Pokémon Stadium (US) 1.0** ROM. `.z64`, `.n64`
and `.v64` all work — the byte order is detected, and the wrong file is
refused with a reason rather than half-built.
2. The 151 models are built on a loading screen that says so and shows a
progress bar, in about ten seconds. The row then reads **READY**.
The ROM itself is **not kept** — it is read, built from, and forgotten, so
the cartridge does not sit in your save directory alongside the models it
produced. Press the row again any time to import a different one.
There is no picker on Android, or on a Linux install with neither `zenity`
nor `kdialog`. Those keep the original route, which still works everywhere:
- Put the **US 1.0** ROM in a `baseroms/` folder beside the game — straight
in it, not in a subfolder — and start the game.
- In a packaged build (and on Android) `baseroms/` goes in the save
directory; the mod logs the exact path on startup when it cannot find one.
On Android that is the app's external-files folder, reachable over USB or
any file manager without root.
Either way, the two STADIUM rungs appear on the 3D-BTL row when it's done.
The built models live in the save directory, not in the mod folder, and are
rebuilt automatically if the format changes or the ROM does. Until they exist
the STADIUM rungs are simply not on the row — skipped rather than shown and
refused, because a setting you can select that then does nothing is worse than
one that is not there.
**This works on mobile.** The extraction is pure Lua — no FFI, no native
helper, no second process — so it runs anywhere LÖVE does. It peaks at about
68 MB of Lua heap (32 MB of that the cartridge itself) with a working set that
does not grow across the run, and `tests/stadium_budget_test.lua` fails if
either stops being true. On Android the save directory is the app's
external-files folder, so `baseroms/` there is reachable over USB or a file
manager without root; the build is slower than a desktop's ~7 s but runs one
species a frame behind the progress bar either way.
Developers can pre-build them with `tools/stadium_pack.py`, which reads the
same ROM through `model_extract/pipeline`. That path is also the *oracle*:
`tests/stadium_extract_test.lua` runs it and the in-game Lua extractor over
the same cartridge and requires all 151 packed files to come out byte for byte
identical.
## VR
The **VR** options row (OFF / STANDARD / DIORAMA / DIORAMA-MR, off by
default) drives a PCVR headset through OpenXR on Windows — SteamVR,
Oculus or WMR.
**STANDARD** follows the VOXEL ladder. Both free-roam rungs put the
headset in the player's *head*: a boom that seats its wearer three cells
behind their own body is a reliable way to make people ill, so **3RD** in
VR is **1ST** in VR. The rung still changes the walk and the sprites the
same way.
### DIORAMA
**DIORAMA** is one presentation instead of a ladder: the world is always a
model on the table, and the model is a *thing in the room*.
- **A viewport.** Everything outside an invisible **box** centred on the
view is not drawn — a square slab of Kanto sitting in the air rather
than a map running off to a horizon, cut with a hard edge, because a
flat world is a thing with sides and the sides are what say so. The sky
behind is the same one the flat screen has.
- **V-CURVE changes its shape.** With the bend on the world is not flat
any more, and a square cut through a little globe is a lie about what is
being looked at — so the box becomes a **ball** whose rim is a
**gradient** dissolving into the sky. One click of the left stick throws
the row and swaps between the two readings of the same model.
- **A staged fight** ignores both and cuts a vertical pillar about the
arena, always with the dissolved rim, which lifts the fight out of the
map as a floating disc.
- **The grips** take hold of it: one hand carries the model anywhere in
the room, both hands turn it and open the viewport out to whatever you
spread your hands to.
- **The left stick's click** throws **V-CURVE** to its top rung and back,
rather than stepping views — there is no 2D diorama and no first-person
one, so the ladder is held on an orbit rung while the mode runs.
**DIORAMA-MR** is the same mode with the background keyed pure green, for
a mixed-reality capture that composites the model into your own room.
### VR controls
Suggested onto Touch, Index and WMR controllers (rebindable in the
runtime's own binding UI); pad, keyboard and mouse all keep working
alongside.
| control | does |
| --- | --- |
| left stick | move — grid-walks the diorama, free-walks 1ST |
| A / B (X / Y on the left hand) | A / B |
| either trigger | START |
| left stick click | *STANDARD* — step the VOXEL angle ladder (same as the "3" key); *DIORAMA* — throw **V-CURVE** to its top rung and back |
| right stick up / down | *tabletop* — zoom the model |
| right stick left / right | *1ST only* — snap-turn 45°, or turn smoothly with **SMOOTH TURN** on |
| one grip squeezed | *STANDARD* — drag the table's height; *DIORAMA* — carry the model wherever that hand goes |
| both grips squeezed | *DIORAMA only* — turn the model with your hands, and open or close the viewport by spreading them |
| head | *1ST and battles* — look; FreeMove walks where you look |
| left hand | *1ST and battles* — the Pokédex: menus, dialogs and the 2D battle screen on its screen |
## Licenses
It redistributes one third-party binary:
- **`assets/vr/openxr_loader.dll`** — the Khronos OpenXR loader
(version 1.0.10.2, x64, unmodified), © The Khronos Group Inc.,
licensed under the **Apache License 2.0**. The full license text ships
alongside the DLL at
[`assets/vr/LICENSE-openxr_loader.txt`](assets/vr/LICENSE-openxr_loader.txt),
as the license requires; keep the two files together if you
redistribute this mod. Source:
[KhronosGroup/OpenXR-SDK](https://github.com/KhronosGroup/OpenXR-SDK).
Everything else in this mod is original to it, except that the voxel
geometry and shape profiles are derived from the tile and sprite data of
the original game, as documented by the
[pret/pokered](https://github.com/pret/pokered) disassembly. No ROM
data, artwork or audio is included; the mod reads the assets the host
game already has.
### Acknowledgements — pret/pokestadium
The STADIUM battle models are read out of the player's own Pokémon Stadium
(US) 1.0 cartridge by original code in [`lib/`](lib) and
[`model_extract/`](model_extract). **That code exists because of
[pret/pokestadium](https://github.com/pret/pokestadium)**, the community
decompilation of that game, which is the reference this mod's reader was
written against. Specifically, it is where the following came from:
- the bone matrix chain, and the fact that scale is kept *out* of it and
applied only at draw time (`func_800143C0`) — the single most important
thing to get right in the whole rig, and not guessable from the data
- the rotation basis and its row-vector `Rx·Ry·Rz` order
(`func_8000F730`, `src/F420.c`)
- the animation player's frame counter and loop-start behaviour
(`func_80016FBC`), and the texture-animation sampler that *clamps* past
the end of its stream rather than wrapping (`func_80017540`) — which is
the difference between a Pokémon blinking and twitching
- the battle system's per-species animation context slots and the routines
that select them (`func_8432B0A4`, `func_8430506C`, `func_84305A74`)
- the move-id constants the per-species move table is keyed by
**No code, data or asset from that project is included in or redistributed
by this mod**, and none is needed to build or run it. What was taken is an
understanding of the file formats, re-expressed in this mod's own Lua and
Python. If you want to reuse anything from the decompilation itself, get it
from upstream and follow that project's own terms.
No Pokémon Stadium ROM data ships here either. The models are built on the
player's own machine, from a cartridge they supply, into their own save
directory — see [Getting the models](#getting-the-models).
@@ -61,6 +61,10 @@ cues generalize:
| Band containing window/door frames | Vertical facade | Straight extrusion |
| Full-width band with a black underline sitting above an inset band | Ledge / awning overhang | Extrusion + protrusion |
| Dark `#555` runs beside a facade under a taper | Shadow on the wall beneath an eave | Leave as wall — the geometry above produces the shadow's meaning |
| Scattered light shapes on a dark field, bracketed by TWO full-width black rims, shallow band below the lower rim | The **inside of an open container** seen from above, with contents lying in it | Hollow tray: walls to the rims, floor slab, air between — never an extrusion |
| Ellipse drawn wider than tall (e.g. 9x5) | A horizontal circle seen from above — a mouth, a lid, a pot rim | Cut face of a round hull; the aspect ratio is the proof of the top view |
| Arcs above/below a round object's straight flanks, lowest point at the centre column, often a 1px #555 halo outside | The SAME circles seen curving — ground contact and mouth back-edge, i.e. depth, not narrowing | Strip them from the revolve; run the last body row's disc to the floor |
| A side band shearing sideways as it descends (¾-view) | The projection sliding a receding wall, not the wall's position | Un-project: the wall goes where the plan says |
The band table for Red's house, which Blue's house shares verbatim:
@@ -156,9 +160,12 @@ Tooling: `voxel_build_verify.py` (builds, asserts, renders previews).
1. Obtain the sprite; sample to native resolution via block centers.
2. Extract palette + silhouette (light-only flood fill, threshold 130);
review the ASCII mask.
3. Segment rows into bands using the Stage-2 cues; write the band table
before writing any geometry code.
review the ASCII mask — rendered large, not hand-counted.
3. Name the real object first (including whether it is hollow, round or
thin — see "Beyond the house"), then segment rows into bands using the
Stage-2 cues; write the band table as prose, one line per row range
with where each band lands, before writing any geometry code. The
correct reading makes the row arithmetic land exactly.
4. Measure taper rates from the mask; derive `T(x)`, `YTOP`, overhangs, `D`.
5. Build: extrude verticals (de-outlined interiors) → ledges → recesses →
flat top (mid-row cycling) → sloped solids (overwrite, then trim) →
@@ -214,3 +221,75 @@ right for the raw GB palette but comes out white once the atlas is
recoloured, turning every sloped end into a black-and-white zip. The
drawing's own eave is black / `#555` / black, and using that reads correctly
under every palette.
## Beyond the house: the forms later objects added
The house is all solid masses — every band either lies flat or extrudes.
Later objects forced the taxonomy open, and each addition came from the
same root move: **name the real 3D form first, then ask which surfaces the
drawing shows.** The recurring failure at every step was the *extruded
picture* — and it has a second-order form that survives re-segmentation.
The Bike Shop's toolbox was re-read from "a prop" into "a cabinet with a
pump beside it": named parts, correct plot, de-outlined sides, and still
wrong, because the region read as a cabinet *front* was the inside of an
open box seen from above. Naming the parts is not enough; every REGION
must answer "what surface of the real object is this?" The reliable
arbiter is arithmetic: the correct reading makes the drawn row counts land
exactly (the toolbox: 1 back-wall rim + 6 interior rows + 1 front rim = 8
= the one-tile plot depth). Forcing rows to fit means the reading is wrong.
**Hollow forms.** An open container is the one shape whose model must
contain AIR, which no band table or extrusion can produce. The tray
treatment builds four walls to the drawn rims, lays the top-view band on
the floor of the cavity (its contents — a wrench — come along free, since
they are just pixels of that band), and leaves the space between empty.
Two rules only containers hit: the pane-recess pass must never run on a
one-voxel wall (it deletes the front voxel to expose the one behind, and
there is nothing behind — the wall becomes a hole), and the hollowness
needs its own verification assert, because a later change that refills the
cavity leaves every count looking plausible.
**Round forms.** A drawn ellipse wider than tall is a horizontal circle
seen from above — that one aspect-ratio measurement settles the whole
reading. Straight flanks give diameter and height at once (round in plan,
so drawn width IS depth — the one depth never authored). The arcs above
and below the straight run are the same top and base circles seen curving:
ground contact and mouth edge, not narrowing — revolving them puts the
object on a stem. The hull's chord representation stores one z-interval
per column/row, so a taper is expressible (re-cut the chords, squeeze the
art into the narrowed span so the rim outline survives) but a hollow ring
needs a second chord. Voxel resolution bounds taste: on an 11-wide object
a one-step taper reads as damage and two steps as a cone; pick the step
count and derive the amount.
**Thin forms.** A line drawing cannot be thick. The air inside a bicycle's
frame is what makes it read as a bicycle; extrude each stroke 5 voxels and
the side faces of neighbouring strokes close every gap off-axis — six
bikes become one dark mass. Standee thickness is a vocabulary
(`PINNED_DEPTH`: 1 for paper, 2 for plates and side-on vehicles, 5 for
silhouettes, 10 for objects with a body), and when a standee looks wrong
the first move is to dump the detector's mask — if the mask is a clean
object, thickness is the problem, not segmentation.
**Authored masks.** When a drawing shares its tiles and shades with what
it is painted into, nothing automatic can separate them; the profile
carries a pixel mask instead. A person becomes a `figures` card (flat,
leaning with the camera, standing on its feet — because GB character art
is face-on iconography); an object becomes a `mounted` slab (fixed in the
world, holding the wall's plane, keeping its drawn elevation — because a
side-on drawing is a plane parallel to the wall). And when the backdrop is
a *regular* pattern, the mask should be MEASURED, not hand-drawn:
composite the plain backdrop tile over the same grid and flood from the
border through pixels that still match it — what the flood cannot reach is
the object, sprite-pure and exact.
**Verification, extended.** Isometric previews miss what only the game
shows: shoot in-game at both the ¾ rung and the low rung (front-face holes
and proportion errors are invisible from above), crop and NEAREST-upscale
before judging, and remember the flat rung renders no model at all. Two
cheap renders beat argument: the front-most voxel per (x, y) laid beside
the composited drawing catches anchoring and texel leaks instantly, and
the same render with sunk voxels flagged turns the recess pass into
something you look at. When shared builder code moves, a saved count
baseline diffed after every edit (mind the line endings) is what proves a
generalization is an identity for every model that already shipped.
+188
View File
@@ -0,0 +1,188 @@
openxr_loader.dll -- the Khronos OpenXR loader (x64, unmodified)
Version 1.0.10.2, from the "OpenXR.Loader" NuGet package published by
The Khronos Group. Source: https://github.com/KhronosGroup/OpenXR-SDK
Copyright (c) The Khronos Group Inc.
Licensed under the Apache License, Version 2.0 (the "License"); the full
text of the License follows, as its terms require a copy to accompany
redistribution.
-----------------------------------------------------------------------
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+88 -64
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@@ -23,6 +23,20 @@
--
-- SHOT_DIR=.scratchpad/arenas \
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/arena_pick.lua love .
--
-- To change ONE map's spot, or to go over these by eye, run the editor
-- instead -- it is the same choice made in front of the map rather than in a
-- batch. It slides the arena around on a plan of the map with the fit, the
-- clearance and the camera's own sightlines answering live, stages a real
-- battle on the spot when asked, and writes this file back a map at a time,
-- replacing only the lines that changed and leaving every comment here alone:
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/arena_editor.lua lovec .
--
-- Its export lands in .scratchpad/arena_editor/ to be diffed and copied over;
-- ARENA_WRITE=1 points it at this file directly. A comment above an entry it
-- moved describes where that spot USED to be, and it says so by name at
-- export time -- those are the lines to re-word by hand.
-- `cam = "wide"` on an entry swaps the long default lens for the 44-degree
-- one (BattleCam.RIGS). Both frame the same composition -- the two mons land
@@ -49,14 +63,14 @@ return {
-- 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_1"] = { x = 10, y = 16, shape = "narrow", turn = 90 },
["ROUTE_2"] = { x = 1, y = 49, shape = "wide" },
["ROUTE_3"] = { x = 57, y = 1, shape = "wide" },
["ROUTE_4"] = { x = 46, y = 7, shape = "wide" },
["ROUTE_5"] = { x = 13, y = 24, shape = "wide" },
["ROUTE_6"] = { x = 5, y = 17, shape = "narrow" },
["ROUTE_7"] = { x = 8, y = 8, shape = "narrow" },
["ROUTE_8"] = { x = 25, y = 7, shape = "wide" },
["ROUTE_3"] = { x = 52, y = 10, shape = "wide", turn = 90 },
["ROUTE_4"] = { x = 46, y = 4, shape = "wide" },
["ROUTE_5"] = { x = 7, y = 0, shape = "wide", turn = 270 },
["ROUTE_6"] = { x = 4, y = 15, shape = "narrow" },
["ROUTE_7"] = { x = 4, y = 3, shape = "narrow", cam = "wide" },
["ROUTE_8"] = { x = 24, y = 5, shape = "wide", turn = 90 },
-- the whole route admits six bare wide arenas, all in the west cliff
-- corridor; this is the best of them. A flower cluster crosses the far
-- mon's hind legs, which the brief allows -- every alternative put a
@@ -64,13 +78,13 @@ return {
["ROUTE_9"] = { x = 1, y = 11, shape = "wide", cam = "wide" },
["ROUTE_10"] = { x = 7, y = 40, shape = "wide" },
["ROUTE_11"] = { x = 9, y = 6, shape = "wide" },
["ROUTE_12"] = { x = 0, y = 73, shape = "wide" },
["ROUTE_13"] = { x = 50, y = 8, shape = "narrow" },
["ROUTE_14"] = { x = 11, y = 25, shape = "wide" },
["ROUTE_15"] = { x = 9, y = 10, shape = "wide" },
["ROUTE_16"] = { x = 6, y = 10, shape = "wide" },
["ROUTE_12"] = { x = 10, y = 71, shape = "wide", turn = 90 },
["ROUTE_13"] = { x = 51, y = 5, shape = "narrow" },
["ROUTE_14"] = { x = 11, y = 24, shape = "wide" },
["ROUTE_15"] = { x = 30, y = 10, shape = "wide", turn = 90 },
["ROUTE_16"] = { x = 8, y = 10, shape = "wide", turn = 90 },
["ROUTE_17"] = { x = 14, y = 70, shape = "wide" },
["ROUTE_18"] = { x = 11, y = 4, shape = "wide" },
["ROUTE_18"] = { x = 11, y = 3, shape = "wide" },
-- ------- buildings and caves
--
@@ -78,10 +92,10 @@ return {
-- or gravestones in it rarely holds a 3x6 clearing whose whole width is
-- also SEEN, and giving up the apron is usually the difference between a
-- fight in the open and one behind a console.
["POKEMON_MANSION_1F"] = { x = 4, y = 12, shape = "wide" },
["POKEMON_MANSION_2F"] = { x = 15, y = 17, shape = "wide" },
["POKEMON_MANSION_3F"] = { x = 23, y = 2, shape = "narrow", cam = "wide" },
["POKEMON_MANSION_B1F"] = { x = 19, y = 10, shape = "wide" },
["POKEMON_MANSION_1F"] = { x = 4, y = 12, shape = "wide", cam = "wide" },
["POKEMON_MANSION_2F"] = { x = 10, y = 1, shape = "wide", cam = "wide" },
["POKEMON_MANSION_3F"] = { x = 24, y = 3, shape = "narrow", cam = "wide" },
["POKEMON_MANSION_B1F"] = { x = 6, y = 19, shape = "wide", turn = 90 },
["POKEMON_TOWER_2F"] = { x = 4, y = 7, shape = "narrow" },
["POKEMON_TOWER_3F"] = { x = 4, y = 6, shape = "wide" },
-- every one of 4F's thirty candidate spots puts a gravestone through a
@@ -89,73 +103,79 @@ return {
-- is shot there
["POKEMON_TOWER_4F"] = { map = "POKEMON_TOWER_3F", x = 4, y = 6,
shape = "wide" },
["POKEMON_TOWER_5F"] = { x = 10, y = 1, shape = "narrow" },
["POKEMON_TOWER_6F"] = { x = 14, y = 6, shape = "narrow" },
["POKEMON_TOWER_5F"] = { x = 8, y = 9, shape = "narrow", cam = "wide" },
["POKEMON_TOWER_6F"] = { x = 14, y = 6, shape = "narrow", cam = "wide" },
["POKEMON_TOWER_7F"] = { x = 9, y = 5, shape = "wide" },
["POWER_PLANT"] = { x = 18, y = 5, shape = "narrow" },
["ROCK_TUNNEL_1F"] = { x = 14, y = 15, shape = "wide" },
["ROCK_TUNNEL_B1F"] = { x = 20, y = 17, shape = "wide" },
["ROCKET_HIDEOUT_B1F"] = { x = 11, y = 6, shape = "narrow" },
["ROCKET_HIDEOUT_B2F"] = { x = 19, y = 7, shape = "narrow" },
["ROCKET_HIDEOUT_B3F"] = { x = 22, y = 11, shape = "narrow" },
["ROCKET_HIDEOUT_B4F"] = { x = 17, y = 3, shape = "narrow" },
["ROCKET_HIDEOUT_B1F"] = { x = 20, y = 18, shape = "narrow" },
["ROCKET_HIDEOUT_B2F"] = { x = 20, y = 10, shape = "narrow", cam = "wide" },
["ROCKET_HIDEOUT_B3F"] = { x = 24, y = 15,
shape = "narrow", turn = 90, cam = "wide" },
["ROCKET_HIDEOUT_B4F"] = { x = 19, y = 17, shape = "wide", cam = "wide" },
["SAFARI_ZONE_CENTER"] = { x = 1, y = 8, shape = "wide" },
["SAFARI_ZONE_EAST"] = { x = 21, y = 8, shape = "wide" },
["SAFARI_ZONE_NORTH"] = { x = 19, y = 14, shape = "wide" },
["SAFARI_ZONE_WEST"] = { x = 18, y = 3, shape = "wide" },
["SAFARI_ZONE_EAST"] = { x = 16, y = 8,
shape = "wide", turn = 90, cam = "wide" },
["SAFARI_ZONE_NORTH"] = { x = 22, y = 12, shape = "wide", turn = 90 },
["SAFARI_ZONE_WEST"] = { x = 20, y = 2, shape = "wide" },
["SEAFOAM_ISLANDS_1F"] = { x = 14, y = 7, shape = "wide" },
["SEAFOAM_ISLANDS_B1F"] = { x = 11, y = 1, shape = "wide" },
["SEAFOAM_ISLANDS_B2F"] = { x = 16, y = 2, shape = "wide" },
["SEAFOAM_ISLANDS_B3F"] = { x = 25, y = 7, shape = "wide" },
["SEAFOAM_ISLANDS_B4F"] = { x = 12, y = 6, shape = "narrow" },
["SEAFOAM_ISLANDS_B1F"] = { x = 9, y = 8,
shape = "wide", turn = 90, cam = "wide" },
["SEAFOAM_ISLANDS_B2F"] = { x = 15, y = 9, shape = "wide", turn = 90 },
["SEAFOAM_ISLANDS_B3F"] = { x = 26, y = 7, shape = "wide", turn = 180 },
["SEAFOAM_ISLANDS_B4F"] = { x = 9, y = 7, shape = "narrow" },
-- Silph Co is office floors partitioned into small rooms, so the long lens
-- often lands outside the walls it is meant to be looking between; the
-- floors that could not be framed any other way ask for the wide one.
["SILPH_CO_2F"] = { x = 16, y = 8, shape = "narrow" },
["SILPH_CO_4F"] = { x = 24, y = 2, shape = "narrow" },
["SILPH_CO_2F"] = { x = 4, y = 9, shape = "narrow", turn = 270 },
["SILPH_CO_4F"] = { x = 14, y = 14, shape = "narrow", turn = 90 },
["SILPH_CO_5F"] = { x = 16, y = 7, shape = "wide" },
["SILPH_CO_6F"] = { x = 10, y = 8, shape = "narrow" },
["SILPH_CO_6F"] = { x = 19, y = 2,
shape = "narrow", turn = 90, cam = "wide" },
["SILPH_CO_7F"] = { x = 1, y = 2, shape = "wide", cam = "wide" },
["SILPH_CO_8F"] = { x = 8, y = 6, shape = "narrow" },
["SILPH_CO_9F"] = { x = 20, y = 11, shape = "wide", cam = "wide" },
["SS_ANNE_1F_ROOMS"] = { x = 10, y = 1, shape = "narrow", cam = "wide" },
["SS_ANNE_1F_ROOMS"] = { x = 11, y = 1, shape = "narrow", cam = "wide" },
-- the ship is all two-cell corridors, so the wide arena shape fits nowhere
-- aboard and the long lens always lands outside the hull
["SS_ANNE_2F"] = { x = 36, y = 8, shape = "narrow", cam = "wide" },
-- these two decks are byte-identical geometry, so they take the same spot
["SS_ANNE_2F_ROOMS"] = { x = 11, y = 12, shape = "narrow" },
["SS_ANNE_B1F_ROOMS"] = { x = 11, y = 12, shape = "narrow" },
["SS_ANNE_2F_ROOMS"] = { x = 11, y = 12, shape = "narrow", cam = "wide" },
["SS_ANNE_B1F_ROOMS"] = { x = 11, y = 12, shape = "narrow", cam = "wide" },
["SS_ANNE_BOW"] = { x = 8, y = 3, shape = "wide" },
["VICTORY_ROAD_2F"] = { x = 16, y = 6, shape = "wide" },
["VICTORY_ROAD_3F"] = { x = 20, y = 1, shape = "wide" },
["VICTORY_ROAD_2F"] = { x = 16, y = 6, shape = "wide", cam = "wide" },
["VICTORY_ROAD_3F"] = { x = 20, y = 1, shape = "wide", cam = "wide" },
-- ------- towns and the last interiors
["CERULEAN_CITY"] = { x = 15, y = 16, shape = "wide" },
["GAME_CORNER"] = { x = 8, y = 7, shape = "wide" },
["GAME_CORNER"] = { x = 8, y = 5, shape = "wide" },
-- the lab is ten cells by twelve, so the long lens is always off-map, and
-- on it a desk clipped one mon and a pillar the other
["OAKS_LAB"] = { x = 3, y = 2, shape = "narrow", cam = "wide" },
["OAKS_LAB"] = { x = 1, y = 3, shape = "narrow", turn = 90, cam = "wide" },
-- Saffron's gym is a grid of small walled cells: no wide shape exists
-- anywhere in it, and the long lens sits inside a divider
["SAFFRON_GYM"] = { x = 9, y = 7, shape = "narrow", cam = "wide" },
["SILPH_CO_3F"] = { x = 18, y = 11, shape = "wide", cam = "wide" },
["SILPH_CO_10F"] = { x = 1, y = 2, shape = "wide" },
["SILPH_CO_11F"] = { x = 1, y = 11, shape = "wide", cam = "wide" },
["SILPH_CO_10F"] = { x = 1, y = 1, shape = "wide", cam = "wide" },
["SILPH_CO_11F"] = { x = 10, y = 6,
shape = "wide", turn = 180, cam = "wide" },
-- the upper corridor (cols 4-5, rows 1-4) is sealed at runtime by the
-- gym's barrier, so arenas there silently fail the fit test
["VERMILION_GYM"] = { x = 4, y = 11, shape = "narrow" },
["VICTORY_ROAD_1F"] = { x = 11, y = 2, shape = "narrow" },
["VERMILION_GYM"] = { x = 3, y = 2,
shape = "narrow", turn = 90, cam = "wide" },
["VICTORY_ROAD_1F"] = { x = 11, y = 5, shape = "narrow", cam = "wide" },
["VIRIDIAN_FOREST"] = { x = 16, y = 34, shape = "narrow" },
-- ------- the remaining routes
["ROUTE_19"] = { x = 8, y = 6, shape = "narrow" },
["ROUTE_19"] = { x = 8, y = 31, shape = "narrow" },
-- the two surf routes fight AFLOAT, in the middle of their own sea rather
-- than on the rim of beach the land search would otherwise find
["ROUTE_20"] = { x = 23, y = 7, shape = "wide" },
["ROUTE_21"] = { x = 8, y = 46, shape = "wide" },
["ROUTE_22"] = { x = 35, y = 7, shape = "wide" },
["ROUTE_23"] = { x = 4, y = 36, shape = "wide" },
["ROUTE_24"] = { x = 13, y = 15, shape = "wide" },
["ROUTE_22"] = { x = 35, y = 7, shape = "wide", cam = "wide" },
["ROUTE_23"] = { x = 2, y = 34, shape = "wide", cam = "wide" },
["ROUTE_24"] = { x = 6, y = 9, shape = "wide", turn = 270, cam = "wide" },
["ROUTE_25"] = { x = 32, y = 2, shape = "wide", cam = "wide" },
-- ------- caves, gyms and the Elite Four
@@ -163,25 +183,29 @@ return {
-- None of these tilesets has a grass tile at all, so the no-grass rule
-- constrained nothing here; what constrains them is furniture, rock
-- pillars and how small the rooms are.
["AGATHAS_ROOM"] = { x = 2, y = 1, shape = "narrow", cam = "wide" },
["BRUNOS_ROOM"] = { x = 3, y = 1, shape = "narrow" },
["CELADON_GYM"] = { x = 0, y = 3, shape = "narrow" },
["CERULEAN_CAVE_1F"] = { x = 1, y = 7, shape = "narrow" },
["AGATHAS_ROOM"] = { x = 4, y = 2, shape = "narrow", cam = "wide" },
["BRUNOS_ROOM"] = { x = 2, y = 1, shape = "wide", turn = 90 },
["CELADON_GYM"] = { x = 3, y = 4,
shape = "narrow", turn = 90, cam = "wide" },
["CERULEAN_CAVE_1F"] = { x = 12, y = 8, shape = "narrow", cam = "wide" },
-- 2F is a maze of one-cell rock corridors; all 24 of its candidate spots
-- hide a mon, so it borrows the floor below -- the same cave
["CERULEAN_CAVE_2F"] = { map = "CERULEAN_CAVE_B1F", x = 2, y = 0,
shape = "wide" },
["CERULEAN_CAVE_B1F"] = { x = 2, y = 0, shape = "wide" },
["CERULEAN_GYM"] = { x = 0, y = 1, shape = "narrow" },
["CERULEAN_CAVE_B1F"] = { x = 2, y = 0, shape = "wide", cam = "wide" },
["CERULEAN_GYM"] = { x = 4, y = 2, shape = "wide" },
["CHAMPIONS_ROOM"] = { x = 2, y = 2, shape = "narrow", cam = "wide" },
["CINNABAR_GYM"] = { x = 18, y = 10, shape = "narrow" },
["DIGLETTS_CAVE"] = { x = 19, y = 16, shape = "wide" },
["FIGHTING_DOJO"] = { x = 4, y = 1, shape = "narrow" },
["LANCES_ROOM"] = { x = 5, y = 15, shape = "wide" },
["LORELEIS_ROOM"] = { x = 5, y = 2, shape = "narrow" },
["MT_MOON_1F"] = { x = 24, y = 17, shape = "wide" },
["MT_MOON_B1F"] = { x = 5, y = 12, shape = "wide" },
["MT_MOON_B2F"] = { x = 2, y = 16, shape = "wide" },
["CINNABAR_GYM"] = { x = 9, y = 16,
shape = "narrow", turn = 90, cam = "wide" },
["DIGLETTS_CAVE"] = { x = 14, y = 26,
shape = "wide", turn = 90, cam = "wide" },
["FIGHTING_DOJO"] = { x = 3, y = 5,
shape = "narrow", turn = 90, cam = "wide" },
["LANCES_ROOM"] = { x = 4, y = 2, shape = "wide", cam = "wide" },
["LORELEIS_ROOM"] = { x = 4, y = 2, shape = "narrow" },
["MT_MOON_1F"] = { x = 25, y = 16, shape = "wide" },
["MT_MOON_B1F"] = { x = 4, y = 11, shape = "wide" },
["MT_MOON_B2F"] = { x = 8, y = 20, shape = "wide" },
-- The three gyms the default rig cannot stand back from. Five blocks is
-- further than these rooms are wide, so the eye landed outside the map and
@@ -190,7 +214,7 @@ return {
-- BattleCam), which fits inside the room; the mons come out smaller and all
-- three became stageable. It is asked for HERE, per map, so every area that
-- does not ask keeps the long lens it was framed for.
["FUCHSIA_GYM"] = { x = 7, y = 6, shape = "narrow", cam = "wide" },
["PEWTER_GYM"] = { x = 4, y = 8, shape = "narrow", cam = "wide" },
["FUCHSIA_GYM"] = { x = 8, y = 6, shape = "narrow", cam = "wide" },
["PEWTER_GYM"] = { x = 4, y = 1, shape = "narrow", turn = 90, cam = "wide" },
["VIRIDIAN_GYM"] = { x = 10, y = 8, shape = "narrow", cam = "wide" },
}
+63
View File
@@ -0,0 +1,63 @@
-- What hangs in the air of each map.
--
-- One entry per map that has an ATMOSPHERE: a ground fog the scene shader
-- folds every surface into, and volumetric god rays -- light let down
-- through an INVISIBLE canopy hanging above the map's real geometry, as
-- if the trees drawn are only the understorey of something taller. The
-- rays are not placed: a per-pixel march (see ForestAtmos) reads the
-- frame's own depth and the sun's own shadow map, so the beams stand
-- exactly where light really breaks between the tree hulls, trees and
-- characters carve dark columns through them, and a wind-blown leaf
-- field at the canopy plane opens and closes them like foliage moving
-- overhead. The light leans along the mod's fixed noon shear (the one
-- light a canopy map ever gets -- see DayNight.CANOPY); only its COLOUR
-- and STRENGTH follow the clock: gold spears of sun by day, silver moon
-- rays after dark, pollen adrift in the day's beams and fireflies once
-- they cool.
--
-- A map with no entry here has no atmosphere at all: no fog uniform is
-- raised, no march runs, nothing is spent. That is the contract a new
-- map opts into by adding a line, and what a stale entry degrades to if
-- its map id ever stops existing.
--
-- The knobs, in world pixels unless said otherwise (a map cell is 16):
--
-- canopyY where the invisible canopy hangs. MUST clear the tallest
-- real geometry under it (Viridian's carved tree hulls top
-- at y = 32) -- a beam is alpha ZERO at this height and only
-- fades in below it, so a canopy at or under the tree tops
-- would cut every ray off before it cleared the leaves.
-- fadeTo the height by which a descending ray reaches full strength.
-- fog density how fast distance dissolves into the haze
-- (1 - exp(-density * distance-past-start))
-- start how many pixels out the dissolve begins
-- heightK how quickly the fog thins with ALTITUDE
-- (exp(-y * heightK): 0.02 halves it by y = 35)
-- rays strength overall in-scatter gain on the march
-- reach how far out the march walks, in world px
-- motes count of pollen/dust flecks adrift in the daylight beams
-- fireflies count of the night shift
-- seed the xorshift seed the particle deal runs on
--
-- Two caveats for maps opting in later: the water pass has no fog term,
-- so a lake under heavy haze stays clear-day sharp in its reflections;
-- and the march runs after the water's mirror copy, so beams will not
-- appear IN those reflections either. Neither can bite in a map without
-- water.
return {
["VIRIDIAN_FOREST"] = {
canopyY = 56,
fadeTo = 28,
fog = { density = 0.0045, start = 64, heightK = 0.02 },
-- strength is calibrated against the march's real integral: the
-- under-canopy stretch of an orbit ray is short and thinly dense, so
-- the raw accumulation for a fully lit beam core is a few percent --
-- this gain lands it near +0.3 on screen. Halve it for a whisper,
-- double it for cathedral light.
rays = { strength = 16, reach = 380 },
motes = { count = 96 },
fireflies = { count = 48 },
seed = 0x51D,
},
}
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+1649 -102
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+244
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@@ -0,0 +1,244 @@
-- Voxel world mode: anti-aliasing, by supersampling.
--
-- Everything else in this mod is flat art blitted at whole pixels; this one
-- pass is real geometry seen through a perspective camera, and a polygon
-- edge that lands at an angle across the pixel grid is the one place in the
-- game where a hard stair-step is not a stylistic choice. A roof ridge, a
-- ledge lip, a tree's silhouette against the sky and the leaning card of a
-- character are all cut by an edge that has no reason to line up with
-- anything, and at the shallow rungs -- where the diorama reads most like a
-- photograph of a model -- they crawl as the camera drifts.
--
-- SUPERSAMPLING, not MSAA and not a filter over the finished frame, for two
-- reasons that both come out of what the pass already is:
--
-- MSAA would take the water with it. The reflections read the frame's own
-- DEPTH buffer as a texture (Voxel3D.beginWater), and a multisampled depth
-- attachment is not a thing a fragment shader in this dialect can sample.
-- The row would have quietly switched the other row off.
--
-- An edge filter (FXAA and its relatives) works from the finished colour
-- alone, and would be GUESSING where the edges are out of one sample per
-- pixel -- inventing detail it never rendered, and unable to tell a
-- geometry edge from the boundary between two texels of a tileset.
--
-- Rendering the pass larger and folding it back down has neither problem:
-- the depth buffer stays an ordinary texture, every pass in the frame keeps
-- working in the canvas it was handed, and the fold is an average of samples
-- that were each rendered honestly. It antialiases everything at once --
-- geometry, the alpha-cut outline of a sprite card, the wireframe, the
-- water's ray march -- because none of them know it is happening.
--
-- Be clear about what "everything" means: the artwork softens too. A tileset
-- texel out here is not a screen pixel, it is a quad in a perspective view,
-- and its boundary crosses the pixel grid at the same arbitrary angle a roof
-- ridge does -- so the fold averages across it exactly as it averages across
-- the ridge. That is what an honest extra sample says about that pixel, and
-- it is also the trade the row IS: the diorama comes out smoother, not
-- sharper. Which is why this is a row and not something that is simply on.
--
-- What it costs is pixels, which is the whole of why this is a row and not
-- something that is simply on: 2X is half again as many in each direction,
-- 4X is twice, and the scene pass is the most expensive thing in the frame.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ModSetting = V.require("ModSetting")
local AntiAlias = {}
-- the key under options.modOptions.DRAMATIC_SHAPE, shared by the row in
-- OPTIONS and the mod manager's own settings page for this mod
AntiAlias.KEY = "aa"
AntiAlias.LABEL = "AA"
-- The ladder is SAMPLES PER DISPLAY PIXEL, which is how an AA setting reads
-- everywhere else, and the canvas scale each rung costs is its square root:
-- 2 samples is a canvas 1.41x wider and taller, 4 is one exactly twice the
-- size. OFF is the default -- this is a cost knob, and a mod should not
-- quietly spend four times the fill rate of the machine it lands on.
AntiAlias.setting = ModSetting.new(AntiAlias.KEY, AntiAlias.LABEL,
{ 0, 2, 4 }, { "OFF", "2X", "4X" })
-- The scale the pass currently open was actually expanded by (see expand).
-- 1 while there is no supersampling in force, which is also what every
-- reader gets on a frame that never opened a pass at all.
local live = 1
function AntiAlias.samples()
return tonumber(AntiAlias.setting:get()) or 0
end
-- What the row ASKS for. The scale in force is `factor()`, which is this
-- clamped to what the driver will actually allocate.
local function wanted()
local n = AntiAlias.samples()
if n <= 1 then return 1 end
return math.sqrt(n)
end
-- The biggest canvas this driver admits to, or nil where it will not say.
-- A 4K window at 4X asks for 7680 across, which is past the limit on plenty
-- of hardware and every phone -- and a refused canvas is not a softer
-- diorama, it is beginScene returning false and the whole mode falling back
-- to the flat 2D path.
local function textureLimit()
if not (love.graphics and love.graphics.getSystemLimits) then return nil end
local ok, limits = pcall(love.graphics.getSystemLimits)
return (ok and limits and limits.texturesize) or nil
end
-- The size to render `w` x `h` display pixels at, and the size everything
-- inside the pass then measures itself in.
--
-- Also where `live` is set, which is why this must be called once per pass
-- immediately before beginScene: the wireframe's line width and the FX
-- overlay's sprite scale are both quoted in DISPLAY pixels and have to be
-- multiplied up into canvas ones, and the honest multiplier is the one this
-- returned rather than the one the row asked for.
function AntiAlias.expand(w, h)
local s = wanted()
local max = textureLimit()
if max and max > 0 then
-- clamped rather than abandoned: a window too big for 4X can usually
-- still carry some of it, and half a rung of smoothing is worth more
-- than a row that silently does nothing at that size
s = math.min(s, max / math.max(1, w), max / math.max(1, h))
end
if not (s > 1.01) then
live = 1
return w, h
end
local ew, eh = math.floor(w * s + 0.5), math.floor(h * s + 0.5)
live = ew / math.max(1, w)
return ew, eh
end
-- The scale the open pass was expanded by; 1 when it was not.
function AntiAlias.factor()
return live
end
-- ------- the fold
--
-- One target per pass (the free-roam world and the battle's arena are alive
-- at different moments but reallocating on every battle entry and exit is
-- what the scene canvas's own slots exist to avoid), reallocated only when
-- that pass's DISPLAY size changes -- a window resize, or the row itself
-- moving, which changes the source and not this.
local targets = {}
local function targetFor(slot, w, h)
local t = targets[slot]
if not (t and t.w == w and t.h == h) then
local ok, c = pcall(love.graphics.newCanvas, w, h)
if not (ok and c) then return nil end
-- nearest, like the canvas it stands in for: this one is composited a
-- canvas pixel to a display pixel, and the smoothing has already happened
pcall(c.setFilter, c, "nearest", "nearest")
if t and t.canvas and t.canvas.release then pcall(t.canvas.release, t.canvas) end
t = { canvas = c, w = w, h = h }
targets[slot] = t
end
return t.canvas
end
-- The box filter, and the whole of why it is a shader rather than a scaled
-- draw with linear filtering on.
--
-- The void this pass renders into is cleared to a TRANSPARENT BLACK, and at
-- the rungs below FULL a good deal of the frame is still that. Averaging a
-- straight-alpha edge against it drags the result toward black as well as
-- toward transparent, and then the engine's own composite multiplies by that
-- alpha a second time -- so every silhouette against the void would come out
-- ringed with a dark fringe, which is exactly the artefact the row is here to
-- remove.
--
-- So the taps are premultiplied before they are averaged and divided back out
-- after, which is the arithmetic that makes an edge pixel mean "half covered
-- by this colour" instead of "covered by half of this colour".
--
-- Four taps, half a source texel from the destination centre. At 4X those
-- land dead on the four texel centres the destination pixel covers, so it is
-- an exact 2x2 box; at 2X the source grid does not divide, and the bilinear
-- fetch under each tap widens the box a little rather than missing samples.
local SHADER = [[
uniform vec2 tap; // half a SOURCE texel, in uv
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
vec4 a = Texel(tex, tc + vec2(-tap.x, -tap.y));
vec4 b = Texel(tex, tc + vec2( tap.x, -tap.y));
vec4 c = Texel(tex, tc + vec2(-tap.x, tap.y));
vec4 d = Texel(tex, tc + vec2( tap.x, tap.y));
float al = (a.a + b.a + c.a + d.a) * 0.25;
if (al <= 0.0) return vec4(0.0);
vec3 sum = a.rgb * a.a + b.rgb * b.a + c.rgb * c.a + d.rgb * d.a;
return vec4(sum * 0.25 / al, al) * color;
}
]]
local shader = nil -- nil = untried, false = unavailable
local function getShader()
if shader == nil then
local ok, sh = pcall(love.graphics.newShader, SHADER)
shader = (ok and sh) or false
end
return shader or nil
end
-- Fold `canvas` down to `w` x `h` and hand back the result.
--
-- Returns the input untouched when there is nothing to fold -- the row is
-- off, or the canvas already IS that size -- so a caller can run it
-- unconditionally, and so can a headless test run. A target that would not
-- allocate is the same answer: the pass is lost either way if this hands back
-- something the wrong size, so it hands back the input and the frame draws at
-- the size it was rendered.
function AntiAlias.resolve(canvas, w, h, slot)
if not canvas then return canvas end
local ok, cw, ch = pcall(canvas.getDimensions, canvas)
if not ok or (cw == w and ch == h) then return canvas end
local target = targetFor(slot or "world", w, h)
if not target then return canvas end
local sh = getShader()
local prevBlend, prevAlpha = love.graphics.getBlendMode()
-- the scene canvas filters nearest for its usual 1:1 blit; the taps want
-- linear, put back below so every other pass finds what it expects
pcall(canvas.setFilter, canvas, "linear", "linear")
love.graphics.setColor(1, 1, 1, 1)
-- replace, not alpha-blend: this is an image-processing copy, and the alpha
-- the shader worked out has to land as itself rather than be composited
-- against whatever the target held
love.graphics.setBlendMode("replace", "premultiplied")
if sh then
love.graphics.setShader(sh)
pcall(sh.send, sh, "tap", { 0.5 / cw, 0.5 / ch })
end
local drew = pcall(function()
love.graphics.setCanvas(target)
love.graphics.clear(0, 0, 0, 0)
love.graphics.draw(canvas, 0, 0, 0, w / cw, h / ch)
end)
love.graphics.setCanvas()
love.graphics.setShader()
love.graphics.setBlendMode(prevBlend or "alpha", prevAlpha)
pcall(canvas.setFilter, canvas, "nearest", "nearest")
return drew and target or canvas
end
-- Drop the GPU objects (window resize, hot reload).
function AntiAlias.invalidate()
for slot, t in pairs(targets) do
if t.canvas and t.canvas.release then pcall(t.canvas.release, t.canvas) end
targets[slot] = nil
end
end
function AntiAlias.row()
return AntiAlias.setting:row()
end
return AntiAlias
+76 -9
View File
@@ -109,6 +109,57 @@ BattleArena.SHAPES = {
{ id = "narrow", w = 1, h = 4, enemy = { 0, 0 }, player = { 0, 3 } },
}
-- ------- which way round the fight stands
--
-- Both shapes above are drawn north-south, with the foe at the top and the
-- player below it, and the camera is solved for that: it sits off the
-- player's shoulder, low and back down the arena's own axis. `turn` swings
-- the WHOLE staging a quarter at a time -- the footprint, the two cells, and
-- the camera with them -- so the composition on screen is identical and only
-- the ground under it is different.
--
-- It buys two things.
--
-- A footprint that FITS. The wide shape is three cells by six; an east-west
-- corridor two cells deep has no room for it standing up and all the room in
-- the world for it lying down. Half the maps in Kanto run the other way from
-- the one shape this mode was drawn in.
--
-- And a BACKDROP. A quarter turn moves the camera to a different side of the
-- same patch of ground, so the wall behind the pair becomes the window
-- behind them, or the cliff becomes the valley. Nothing about the shot's
-- geometry changes -- the mons land on the same two screen anchors at the
-- same size -- so this is purely a choice about what is behind them, made
-- per map by somebody looking at it.
--
-- Written in DEGREES in data/battle_arenas.lua (`turn = 90`) because that is
-- what it is; handled as quarter turns everywhere below.
local function quarters(turn)
local q = math.floor(((tonumber(turn) or 0) / 90) + 0.5)
return ((q % 4) + 4) % 4
end
BattleArena.quarters = quarters
-- The footprint a shape covers once turned: a quarter or three of a turn
-- swaps how far it reaches in each direction, which is the whole reason a
-- corridor takes one and not the other.
function BattleArena.extent(shape, turn)
if quarters(turn) % 2 == 1 then return shape.h, shape.w end
return shape.w, shape.h
end
-- Where a cell offset inside the shape ends up under the same turn, measured
-- from the turned footprint's own north-west corner -- so the corner an entry
-- names stays the corner, whichever way the fight faces from it.
local function spin(shape, turn, ox, oy)
local q = quarters(turn)
if q == 1 then return shape.h - 1 - oy, ox end
if q == 2 then return shape.w - 1 - ox, shape.h - 1 - oy end
if q == 3 then return oy, shape.w - 1 - ox end
return ox, oy
end
-- Whether a cell is open ground for the purpose above.
--
-- "Open" is the walk test the player themselves answer to, so an arena can
@@ -174,12 +225,19 @@ end
-- Build the record the renderer reads: the two mons' cells and, in world
-- pixels, the centre of each and of the pair.
local function place(shape, x, y)
local ex, ey = x + shape.enemy[1], y + shape.enemy[2]
local px, py = x + shape.player[1], y + shape.player[2]
local function place(shape, x, y, turn)
local eox, eoy = spin(shape, turn, shape.enemy[1], shape.enemy[2])
local pox, poy = spin(shape, turn, shape.player[1], shape.player[2])
local ex, ey = x + eox, y + eoy
local px, py = x + pox, y + poy
local w, h = BattleArena.extent(shape, turn)
local arena = {
shape = shape.id,
x = x, y = y, w = shape.w, h = shape.h,
-- carried in degrees, so everything downstream that reasons about the
-- shot -- the camera's base yaw above all -- reads the same number the
-- data file was written with
turn = quarters(turn) * 90,
x = x, y = y, w = w, h = h,
enemyCell = { ex, ey },
playerCell = { px, py },
-- world-pixel centres of the two cells a mon stands on
@@ -242,7 +300,10 @@ end
-- Whether both mons would be in plain view from the battle camera.
function BattleArena.clearance(map, arena)
local BattleCam = V.require("BattleCam")
local ok, rig = pcall(BattleCam.rig, arena, 0)
-- the CANONICAL shot: whether a fight fits somewhere is a fact about the
-- ground, so it must not depend on the drift's phase or on where the
-- player last swung the camera (see BattleCam.rig's third argument)
local ok, rig = pcall(BattleCam.rig, arena, 0, true)
if not (ok and rig and rig.eye) then return true end
local eye = rig.eye
local H = BattleArena.MON_H
@@ -299,8 +360,12 @@ function BattleArena.find(map, fromX, fromY, surfing)
-- ocean rather than on a scrap of beach at the edge of the map. Land
-- entries are unaffected: land passes the test either way.
local grid, gw = openGrid(host, true)
if fits(grid, gw, pick.x, pick.y, shape.w, shape.h) then
local arena = place(shape, pick.x, pick.y)
-- measured against the TURNED footprint: an entry that lies the arena
-- down an east-west corridor covers different ground from the one that
-- stands it up, and the fit test is the thing that has to know
local fw, fh = BattleArena.extent(shape, pick.turn)
if fits(grid, gw, pick.x, pick.y, fw, fh) then
local arena = place(shape, pick.x, pick.y, pick.turn)
arena.map = host
-- which camera rig this spot is framed for; nil is the default long
-- lens, "close" the short one small rooms need (see BattleCam)
@@ -318,9 +383,11 @@ end
-- The arena at a given north-west corner, whatever the map says about it.
-- The authoring tool's manual override: a spot chosen by eye rather than by
-- the search, so it can be photographed and judged before it is written down.
function BattleArena.at(x, y, shapeId)
function BattleArena.at(x, y, shapeId, turn)
for _, shape in ipairs(BattleArena.SHAPES) do
if shape.id == (shapeId or "wide") then return place(shape, x, y) end
if shape.id == (shapeId or "wide") then
return place(shape, x, y, turn)
end
end
return nil
end
+327 -6
View File
@@ -124,12 +124,257 @@ BattleCam.PAN_PERIOD = 26 -- seconds for one there-and-back
BattleCam.PAN_DOLLY = 0.02 -- how far the eye breathes, as a fraction
BattleCam.DOLLY_PERIOD = 37
-- ------- the player's own orbit
--
-- The drift above is the shot breathing. THIS is the player steering it:
-- a right stick, a drag across the screen or the mouse walks the eye
-- around the arena's axis, and it stops at both ends.
--
-- 0 is the shot the rig was solved for and the LEFT stop, because there is
-- nothing to the left of it -- the composition below is what the whole
-- module exists to land, and past it the two mons start swapping sides.
--
-- 1 is SIDE-ON: the eye swung round until it is square to the arena's
-- north-south axis, where the two mons stand at the same distance instead
-- of one behind the other. That is as far as the picture stays a battle
-- rather than a diorama with two Pokemon in it, and it is a different angle
-- for each rig -- the tele lens starts 28 degrees off the axis and the wide
-- one 45 -- so the stop is COMPUTED from the rig rather than written down,
-- and retuning either moves its own stop with it.
--
-- The input is deliberately not 1:1 with the pixels: it accumulates into
-- `orbitGoal` and the live angle eases after it, so a flick reads as the
-- camera being pushed rather than as the camera being dragged.
BattleCam.ORBIT_TIME = 0.22 -- seconds for the eye to catch its goal
BattleCam.ORBIT_DRAG = 1.15 -- fraction of the range per screen width
BattleCam.ORBIT_STICK = 0.9 -- fraction of the range per second, full tilt
BattleCam.ORBIT_MOUSE = 0.0011 -- fraction of the range per mouse count
BattleCam.STICK_DEAD = 0.2
-- ------- and the height it is watched from
--
-- The same steering on the other axis, with the same shape of stop at each
-- end: 0 is the rig's own stance -- the low, near-floor seat the whole
-- composition is solved around, and the DOWN stop, because below it the
-- camera starts looking up the arena's nose -- and 1 is 45 degrees above
-- it, which is high enough to read the ground the fight is standing on
-- without becoming the diorama's own top-down.
--
-- Raised about the FOCUS rather than about the eye, so the aim stays on
-- the two mons and only the seat climbs; and at a constant radius, so
-- climbing never changes how big anything is -- that is the zoom's job.
BattleCam.PITCH_RANGE = math.rad(45)
BattleCam.PITCH_TIME = 0.22
BattleCam.PITCH_DRAG = 1.6 -- fraction of the range per screen HEIGHT
BattleCam.PITCH_STICK = 0.9
BattleCam.PITCH_MOUSE = 0.0016
-- ------- and the player's own zoom
--
-- How much world the frame holds, as a multiple of the rig's own frameH:
-- BELOW one is zoomed in. It has to be the LENS rather than the distance,
-- because the rig derives its field of view from frameH and the distance
-- together -- so moving the eye alone changes the perspective and not the
-- framing, which is exactly what the dolly breath above is for.
BattleCam.ZOOM_MIN = 0.45 -- the pair filling the frame
BattleCam.ZOOM_MAX = 2.0 -- the fight in its own landscape
BattleCam.ZOOM_STEP = 1.15
BattleCam.ZOOM_TIME = 0.18
BattleCam.orbit = 0
BattleCam.orbitGoal = 0
BattleCam.pitch = 0
BattleCam.pitchGoal = 0
BattleCam.zoom = 1
BattleCam.zoomGoal = 1
-- Whether the player may steer at all. BACK SPRITES clears it: that
-- setting pins the player's own mon to the GB's own slot on the menu
-- (OverworldBattle.backPinned) instead of standing it out on the map, so
-- half the picture is nailed to the frame and half of it is geometry. Swing
-- the camera under that and the two halves come apart -- the foe walks
-- around an arena its opponent is not standing in, and the move animations
-- that reach between them stretch across the gap. There is no angle that
-- composition survives, so the answer is not to allow one.
--
-- Only the STEER is withheld: the slow drift stays, because it was always
-- there under BACK SPRITES and two degrees is not a composition problem.
BattleCam.steerable = true
-- Hold the rig perfectly still (VR sets this while a session runs). The
-- drift exists to give a FLAT screen the depth cue the picture cannot
-- have; a headset gets real parallax from the player's own head, and a
-- picture that sways on its own inside VR reads as the world lurching --
-- on the floating panel especially, where the battle screen is watched
-- from a fixed seat.
BattleCam.still = false
BattleCam.t = 0
-- Only the DRIFT's phase, so every fight opens on the same breath. Where
-- the player last put the camera is deliberately NOT reset: an angle and a
-- lens they chose are how they want to watch battles, not a thing about
-- this battle, and having to re-find them every encounter would make them
-- not worth setting. They are session state -- a fresh run opens on the
-- rig's own shot, which is the one the composition is solved for.
function BattleCam.reset()
BattleCam.t = 0
end
-- Back to the solved shot, for anything that wants the composition as
-- authored rather than as steered.
function BattleCam.recentre()
BattleCam.orbit, BattleCam.orbitGoal = 0, 0
BattleCam.pitch, BattleCam.pitchGoal = 0, 0
BattleCam.zoom, BattleCam.zoomGoal = 1, 1
end
-- How far the eye may swing, in radians, before it is square to the arena's
-- axis. The rig's own stance decides it: `side` and `back` are the offset
-- it starts at, so the bearing it starts on is atan2(side, back) and what
-- is left to a quarter turn is the room the player has.
function BattleCam.orbitRange(arena)
local R = BattleCam.rigFor(arena)
return math.max(0, math.pi / 2 - math.atan2(R.side, R.back))
end
-- ------- what the player's inputs reach
--
-- All four take a signed amount and clamp; positive is RIGHTWARD, toward
-- the side-on stop. Returning whether the goal actually moved lets a
-- caller tell "steered" from "already against the stop".
-- Both axes go through here, so the "nothing while BACK SPRITES holds the
-- composition" rule and the two stops live in one place each.
local function setAxis(key, goal)
if not BattleCam.steerable then return false end
local was = BattleCam[key]
BattleCam[key] = math.max(0, math.min(1, goal))
return BattleCam[key] ~= was
end
-- A drag, in fractions of the screen's width (orbit) or height (pitch).
function BattleCam.dragOrbit(fraction)
return setAxis("orbitGoal",
BattleCam.orbitGoal + (fraction or 0) * BattleCam.ORBIT_DRAG)
end
function BattleCam.dragPitch(fraction)
return setAxis("pitchGoal",
BattleCam.pitchGoal + (fraction or 0) * BattleCam.PITCH_DRAG)
end
-- Relative mouse motion, in counts.
function BattleCam.mouseOrbit(dx)
return setAxis("orbitGoal",
BattleCam.orbitGoal + (dx or 0) * BattleCam.ORBIT_MOUSE)
end
function BattleCam.mousePitch(dy)
return setAxis("pitchGoal",
BattleCam.pitchGoal + (dy or 0) * BattleCam.PITCH_MOUSE)
end
-- A stick held for `dt` seconds, as a rate with a squared response -- the
-- first half of the throw aims and the rest travels, the same curve the
-- free-roam look uses.
local function curve(v)
local a = math.abs(v or 0)
if a < BattleCam.STICK_DEAD then return 0 end
a = (a - BattleCam.STICK_DEAD) / (1 - BattleCam.STICK_DEAD)
return ((v < 0) and -1 or 1) * a * a
end
function BattleCam.stickOrbit(x, dt)
local v = curve(x)
if v == 0 then return false end
return setAxis("orbitGoal",
BattleCam.orbitGoal + v * BattleCam.ORBIT_STICK * (dt or 0))
end
function BattleCam.stickPitch(y, dt)
local v = curve(y)
if v == 0 then return false end
return setAxis("pitchGoal",
BattleCam.pitchGoal + v * BattleCam.PITCH_STICK * (dt or 0))
end
-- The zoom, in notches (positive pulls OUT, like every other zoom here).
function BattleCam.stepZoom(notches)
if not BattleCam.steerable then return false end
local was = BattleCam.zoomGoal
BattleCam.zoomGoal = math.max(BattleCam.ZOOM_MIN,
math.min(BattleCam.ZOOM_MAX,
was * (BattleCam.ZOOM_STEP ^ (notches or 0))))
return BattleCam.zoomGoal ~= was
end
-- How far apart the two mons READ from the current orbit, as a multiple of
-- how far apart they read from the solved shot.
--
-- The arena's axis runs from one mon to the other, and the solved shot
-- looks along it at a shallow 28 degrees, which foreshortens that gap to
-- less than half its length. Swing round to square-on and the
-- foreshortening is gone: the same two cells now read at their full
-- separation, better than twice as wide. Left alone, that threw the pair
-- out to the edges of the frame -- half of each mon off-screen at the
-- side-on stop, which made the whole far end of the range unusable.
--
-- Climbing does the same thing on the other axis -- a raised camera looks
-- less along the ground and more across it, which un-foreshortens the gap
-- again -- so the correction has to answer to both.
--
-- What it measures is how much of the arena's axis survives projection:
-- the axis runs due north-south, the view line points back at the arena at
-- plan bearing `beta` and elevation `elev`, and the part of a unit axis
-- that lands across the frame rather than along the view is the sine of
-- the angle between them. The ratio of that to the solved shot's own is
-- the factor the lens opens by -- 1 at the solved shot by construction,
-- about 1.9 at side-on, about 1.7 fully raised.
--
-- Analytic rather than measured off the built rig, so nothing has to
-- reason about a camera to ask the question, and so the sun's box (which
-- asks through frameH) gets the identical number the lens does.
--
-- Measured off the STEER alone, deliberately: the drift's own two degrees
-- moved this before and must keep moving it by exactly as much, or every
-- battle shot that has ever been taken shifts.
local function axisSpan(beta, elev)
local c = math.cos(elev)
local s = math.sin(beta) * c
local v = math.sin(elev)
return math.sqrt(s * s + v * v)
end
function BattleCam.spread(arena)
local R = BattleCam.rigFor(arena)
local beta = math.atan2(R.side, R.back)
local elev = math.atan2(R.height - R.lookY,
math.sqrt((R.side - R.lookX) ^ 2 + R.back ^ 2))
local home = axisSpan(beta, elev)
if home < 1e-6 then return 1 end
return axisSpan(beta + BattleCam.orbit * BattleCam.orbitRange(arena),
elev + BattleCam.pitch * BattleCam.PITCH_RANGE) / home
end
-- How much world the frame holds right now: the rig's own reach at the
-- player's zoom and at whatever the orbit has done to the pair's spacing,
-- or the rig's own alone whenever both are being withheld (VR's fixed
-- seat, BACK SPRITES' pinned composition). The sun's box is fitted to this
-- too, so a zoomed shot lights exactly the ground it shows -- which is why
-- BattleScene asks this rather than multiplying for itself.
function BattleCam.frameH(arena)
local base = BattleCam.rigFor(arena).frameH
if BattleCam.still or not BattleCam.steerable then return base end
return base * BattleCam.zoom * BattleCam.spread(arena)
end
local function chase(now, goal, dt, time)
if now == goal then return goal end
local v = now + (goal - now) * math.min(1, (dt or 0) / time)
return (math.abs(goal - v) < 1e-4) and goal or v
end
-- Real frame time, like every other presentational tween in this mod: a
-- fast-forwarded battle must not spin the camera.
function BattleCam.update(dt)
@@ -138,6 +383,14 @@ function BattleCam.update(dt)
-- float precision in the sines below
local wrap = BattleCam.PAN_PERIOD * BattleCam.DOLLY_PERIOD
if BattleCam.t > wrap then BattleCam.t = BattleCam.t - wrap end
-- and the steered three easing after whatever the player last asked for,
-- which is what keeps a flick of the stick from being a cut
BattleCam.orbit = chase(BattleCam.orbit, BattleCam.orbitGoal, dt,
BattleCam.ORBIT_TIME)
BattleCam.pitch = chase(BattleCam.pitch, BattleCam.pitchGoal, dt,
BattleCam.PITCH_TIME)
BattleCam.zoom = chase(BattleCam.zoom, BattleCam.zoomGoal, dt,
BattleCam.ZOOM_TIME)
end
local function phase(t, period)
@@ -155,22 +408,83 @@ end
--
-- `groundY` is the height of the arena floor, so a fight staged on a ledge
-- or a raised walkway is shot from above THAT rather than from inside it.
function BattleCam.rig(arena, groundY)
-- `canonical` asks for the shot the rig was SOLVED for -- no drift, no
-- breath, no steer, no zoom -- from a caller that is reasoning about the
-- arena rather than drawing it. BattleArena's clearance test is the one
-- that needs it: whether a fight can be staged somewhere is a fact about
-- the ground, and answering it through whatever angle the player happened
-- to leave the last battle on would pick a different arena depending on
-- where they had swung the camera an hour ago.
function BattleCam.rig(arena, groundY, canonical)
groundY = groundY or 0
local R = BattleCam.rigFor(arena)
local mx, mz = arena.mid[1], arena.mid[2]
-- VR asks for the same stillness for its own reason (see BattleCam.still)
local fixed = BattleCam.still or canonical
-- and the steer is withheld a second way, on its own: BACK SPRITES holds
-- the composition and the DRIFT still runs under it (see steerable)
local steered = (not fixed) and BattleCam.steerable
local yaw = BattleCam.PAN_YAW * phase(BattleCam.t, BattleCam.PAN_PERIOD)
-- The drift, plus wherever the player has steered to. The steer is
-- NEGATIVE because the rotation below runs the other way from the bearing
-- it turns: rotating (side, back) by +yaw carries the eye back toward the
-- arena's own axis, and the room the player has is all on the far side of
-- that -- out toward square-on. (orbitRange measures exactly that room.)
local steer = steered and -BattleCam.orbit * BattleCam.orbitRange(arena) or 0
-- ------- and the quarter turn the arena itself is standing at
--
-- An arena may be laid down any of the four ways (BattleArena's `turn`),
-- and the rig is solved for ONE of them: eye off the player's shoulder,
-- back down an axis that runs north-south. So the whole offset is turned
-- with the ground under it, which leaves the camera in exactly the same
-- place RELATIVE to the two mons -- same distance, same height, same
-- angle -- and therefore lands them on the same two screen anchors at the
-- same size. A turn is a fact about the map, never about the shot.
--
-- It goes in with the drift and the steer rather than beside them because
-- it is the same rotation about the same point; the player's own orbit is
-- then measured from wherever the arena starts, so both stops travel with
-- it and side-on stays side-on.
local base = math.rad(arena.turn or 0)
local yaw = base + steer + (fixed and 0
or BattleCam.PAN_YAW * phase(BattleCam.t, BattleCam.PAN_PERIOD))
local c, s = math.cos(yaw), math.sin(yaw)
-- the breath scales the whole offset, height included, so the eye moves
-- along its own line to the arena and the pitch of the shot never changes
local k = 1 + BattleCam.PAN_DOLLY
* phase(BattleCam.t, BattleCam.DOLLY_PERIOD)
local k = fixed and 1
or 1 + BattleCam.PAN_DOLLY
* phase(BattleCam.t, BattleCam.DOLLY_PERIOD)
local dx = (R.side * c - R.back * s) * k
local dz = (R.side * s + R.back * c) * k
local eye = { mx + dx, groundY + R.height * k, mz + dz }
local focus = { mx + R.lookX, groundY + R.lookY, mz }
-- the aim's own offset turns with the arena too, and with the BASE alone --
-- the drift and the steer swing the eye about the focus, so a focus that
-- followed them would take the thing being orbited around with it
local bc, bs = math.cos(base), math.sin(base)
local focus = { mx + R.lookX * bc, groundY + R.lookY, mz + R.lookX * bs }
-- and the climb: the eye swung UP about the focus, at a constant radius.
-- About the focus so the aim stays nailed to the two mons and only the
-- seat moves, and at a constant radius so climbing never changes how big
-- anything is -- that is the lens's job below, and a rig that did both at
-- once would have no way to do either on purpose.
local lift = steered and BattleCam.pitch * BattleCam.PITCH_RANGE or 0
if lift > 0 then
local vx, vy, vz = eye[1] - focus[1], eye[2] - focus[2], eye[3] - focus[3]
local flat = math.sqrt(vx * vx + vz * vz)
local r = math.sqrt(flat * flat + vy * vy)
if flat > 1e-6 and r > 1e-6 then
local a = math.atan2(vy, flat) + lift
-- short of straight down, always: the placed camera's up vector is
-- world up, which degenerates against a view looking exactly along it
a = math.min(a, math.rad(85))
local nf = r * math.cos(a)
eye[1] = focus[1] + vx / flat * nf
eye[3] = focus[3] + vz / flat * nf
eye[2] = focus[2] + r * math.sin(a)
end
end
local ex = eye[1] - focus[1]
local ey = eye[2] - focus[2]
@@ -178,10 +492,17 @@ function BattleCam.rig(arena, groundY)
local dist = math.max(1, math.sqrt(ex * ex + ey * ey + ez * ez))
local horiz = math.sqrt(ex * ex + ez * ez)
-- The lens carries the player's zoom: how much world the frame holds is
-- the one thing that actually changes the framing here, because the field
-- of view is DERIVED from that reach and the distance. Moving the eye
-- instead would leave the picture the same size and only change its
-- perspective -- which is what the dolly breath above is deliberately
-- for, and is not what "zoom" means to anyone holding a wheel.
local frameH = fixed and R.frameH or BattleCam.frameH(arena)
return {
eye = eye,
focus = focus,
fov = 2 * math.atan((R.frameH / 2) / dist),
fov = 2 * math.atan((frameH / 2) / dist),
-- the world curve is a free-roam flourish that bends the horizon away
-- from the player; a fixed camera on a staged shot has no player to bend
-- around, and the bend would tip the arena floor out from under the mons
+20 -197
View File
@@ -12,15 +12,17 @@
-- and an opaque slab in the corner of the frame is the white field back
-- again by another name.
--
-- And the text flips. A panel over a sunlit meadow is bright and wants black
-- glyphs; the same panel over a cave floor or a dark roof is not, and wants
-- white ones. So the panel's average brightness is measured and the glyphs
-- follow it, with hysteresis so a slow camera drift across the threshold
-- cannot strobe them.
-- The ink does NOT change. There was a pass here that measured each panel's
-- average brightness and flipped the glyphs to white over a dark one, with
-- hysteresis so a drifting camera could not strobe them. It worked, and it
-- was still wrong: the battle menu is the one part of the frame the player
-- reads constantly, and having its colour depend on what the camera happens
-- to be pointing at makes it an unreliable piece of furniture. Gen 1's
-- battle text is black, so it is black -- and the panel's tint is what
-- earns that its contrast, on a cave floor as much as on a meadow.
--
-- The measurement is a one-pixel readback, which is a GPU stall, so it runs
-- a few times a second rather than every frame. The camera drifts at about
-- a pixel a second; brightness cannot outrun that.
-- Removing it also took out a one-pixel GPU readback that ran several times
-- a second purely to answer a question nothing asks any more.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
@@ -37,24 +39,13 @@ local BattleHud = {}
BattleHud.FROST = 0.55
BattleHud.TINT = 0.26
-- The luminance the glyphs flip at, with a dead band so a drift across it
-- settles rather than strobes.
BattleHud.DARK_ENTER = 0.44 -- below this, the panel is dark: white glyphs
BattleHud.DARK_LEAVE = 0.56 -- above this, back to black ones
-- Frames between brightness readbacks.
BattleHud.SAMPLE_EVERY = 12
-- The frost buffer's height; width follows the source's aspect. Small on
-- purpose: the downscale is most of the blur, and what is read back for the
-- brightness is one pixel of it.
-- purpose: the downscale is most of the blur.
BattleHud.FROST_H = 72
local frost, frostW, frostH = nil, 0, 0
local blurA, blurB = nil, nil
local probe = nil
local frame = 0
local luma = {} -- panel key -> { value, dark, at }
local SHADER = [[
uniform vec2 dir;
@@ -102,7 +93,6 @@ function BattleHud.build(src)
frost = canvasOf(w, h)
blurA = canvasOf(w, h)
blurB = canvasOf(w, h)
probe = probe or canvasOf(1, 1)
if not (frost and blurA and blurB) then
frost, blurA, blurB, frostW, frostH = nil, nil, nil, 0, 0
return nil
@@ -149,46 +139,6 @@ function BattleHud.frame()
return frame
end
-- Average luminance of the frost under `key`'s rect, in frost-canvas pixels.
--
-- Averaged by letting the GPU do it: the rect is drawn into a one-pixel
-- canvas, which IS the mean, and that one pixel is read back. Cached for
-- SAMPLE_EVERY frames because the readback synchronises the pipeline and
-- nothing it measures moves faster than that.
local function sampleLuma(key, fx, fy, fw, fh)
local hit = luma[key]
if hit and (frame - hit.at) < BattleHud.SAMPLE_EVERY then return hit.value end
if not (frost and probe and frostW > 0) then return hit and hit.value end
if fw <= 0 or fh <= 0 then return hit and hit.value end
local prevCanvas = love.graphics.getCanvas()
local prevBlend, prevAlpha = love.graphics.getBlendMode()
local value = hit and hit.value or 1
local ok = pcall(function()
love.graphics.setCanvas(probe)
love.graphics.setBlendMode("replace", "premultiplied")
love.graphics.setColor(1, 1, 1, 1)
local quad = love.graphics.newQuad(fx, fy, fw, fh, frostW, frostH)
love.graphics.draw(frost, quad, 0, 0, 0, 1 / fw, 1 / fh)
love.graphics.setCanvas()
local data = probe:newImageData()
local r, g, b = data:getPixel(0, 0)
if data.release then pcall(data.release, data) end
value = 0.299 * r + 0.587 * g + 0.114 * b
end)
if prevCanvas then
love.graphics.setCanvas(prevCanvas)
else
love.graphics.setCanvas()
end
love.graphics.setBlendMode(prevBlend or "alpha", prevAlpha)
if not ok then return hit and hit.value end
luma[key] = { value = value, at = frame }
return value
end
-- Map a GB-frame rect onto the frost canvas, given where the letterbox sits
-- in the source the frost was built from.
local function frostRect(rect, box)
@@ -218,44 +168,14 @@ local function mapper(world)
return world and frostRectWorld or frostRect
end
-- ------- the verdict
--
-- ONE answer for the whole frame, not one per panel. Both HUDs draw in a
-- single pass and there is only one glyph colour to be had out of it -- and
-- a frame with a black-lettered HUD in one corner and a white-lettered one
-- in the other would read as a bug rather than as adaptation. The DARKER
-- panel decides, because it is the one that cannot afford to be wrong, and
-- the tint below then commits both panels to that reading.
local wasDark = false
function BattleHud.verdict(rects, box, world)
if not (frost and box and box.scale and box.scale > 0) then return false end
local toFrost = mapper(world)
local darkest = nil
for key, rect in pairs(rects) do
local fx, fy, fw, fh = toFrost(rect, box)
local v = sampleLuma(key, fx, fy, fw, fh)
if v and (not darkest or v < darkest) then darkest = v end
end
if not darkest then return wasDark end
-- hysteresis: it takes a clear move past the far threshold to flip back,
-- so a camera drifting across the boundary settles instead of strobing
if wasDark then
wasDark = darkest < BattleHud.DARK_LEAVE
else
wasDark = darkest < BattleHud.DARK_ENTER
end
return wasDark
end
-- Draw one HUD panel into the current target, in that target's own
-- coordinates: GB ones for the 160x144 UI canvas, world pixels (world = true)
-- for a panel laid straight onto the world image.
--
-- The tint always pushes AWAY from the glyph colour that is about to be
-- used, so the contrast is guaranteed rather than hoped for: a dark panel
-- gets darker under white text, a bright one brighter under black text.
function BattleHud.panel(rect, box, dark, world)
-- The tint always pushes toward WHITE, away from the black ink that is about
-- to land on it, so the contrast is guaranteed rather than hoped for -- and
-- it is the whole of what makes a fixed ink colour workable over any ground.
function BattleHud.panel(rect, box, world)
if not (frost and box and box.scale and box.scale > 0) then return false end
local fx, fy, fw, fh = mapper(world)(rect, box)
local ok = pcall(function()
@@ -263,93 +183,13 @@ function BattleHud.panel(rect, box, dark, world)
love.graphics.setColor(1, 1, 1, BattleHud.FROST)
love.graphics.draw(frost, quad, rect[1], rect[2], 0,
rect[3] / fw, rect[4] / fh)
local shade = dark and 0 or 1
love.graphics.setColor(shade, shade, shade, BattleHud.TINT)
love.graphics.setColor(1, 1, 1, BattleHud.TINT)
love.graphics.rectangle("fill", rect[1], rect[2], rect[3], rect[4])
love.graphics.setColor(1, 1, 1, 1)
end)
return ok
end
-- ------- flipping the glyphs
--
-- Over a dark panel the HUD's black text has to go white, and it cannot be
-- done by setting a draw colour: LOVE MULTIPLIES by it, and a black glyph
-- times white is still black. The colour channel has to be REPLACED.
--
-- So the HUD is drawn into a scratch layer and that layer is composited back
-- through a shader that whitens whatever is nearly black and leaves the rest
-- alone. "Nearly black" is the text, the tick marks and the bar's outline --
-- everything the HUD draws as ink -- while the HP bar's own greens and reds
-- are well clear of the threshold and come through untouched.
--
-- Composited back into whatever the caller had bound, which is what makes it
-- work in both pipelines without knowing which one it is in: in the colorized
-- one that target is the grayscale BG canvas, where white IS shade 0 and the
-- zone pass then colours the flipped glyphs like every other lightest-shade
-- surface; in the flat fallback it is the screen, where white is white.
local INK = 0.35 -- luminance at or under which a pixel counts as ink
local FLIP = [[
uniform float ink;
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
vec4 p = Texel(tex, tc);
float luma = dot(p.rgb, vec3(0.299, 0.587, 0.114));
if (p.a > 0.0 && luma <= ink * p.a) p.rgb = vec3(p.a);
return p * color;
}
]]
local flipShader = nil
local layer = nil
local function getFlip()
if flipShader == nil then
local ok, sh = pcall(love.graphics.newShader, FLIP)
flipShader = (ok and sh) or false
end
return flipShader or nil
end
-- Whether the flip pass can run at all, for the shot driver's log.
function BattleHud.flipReady()
return getFlip() ~= nil
end
-- Run `fn` with its ink whitened. Falls back to running it plainly when the
-- scratch layer or the shader is unavailable, so a driver that cannot do
-- either gets the vanilla black HUD rather than no HUD.
function BattleHud.flipGlyphs(w, h, fn)
local sh = getFlip()
if not sh then return fn() end
if not layer or layer:getWidth() ~= w or layer:getHeight() ~= h then
layer = canvasOf(w, h, "nearest")
if not layer then return fn() end
end
local prevCanvas = love.graphics.getCanvas()
local prevBlend, prevAlpha = love.graphics.getBlendMode()
local ok, err = pcall(function()
love.graphics.setCanvas(layer)
love.graphics.clear(0, 0, 0, 0)
love.graphics.setBlendMode("alpha")
fn()
end)
if prevCanvas then
love.graphics.setCanvas(prevCanvas)
else
love.graphics.setCanvas()
end
love.graphics.setBlendMode(prevBlend or "alpha", prevAlpha)
if not ok then error(err, 0) end
love.graphics.setShader(sh)
pcall(sh.send, sh, "ink", INK)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(layer, 0, 0)
love.graphics.setShader()
end
-- ------- the whole HUD layer as a texture
--
-- The two blocks do not sit in the same place any more: each is snapped to its
@@ -358,13 +198,9 @@ end
-- places at once, so the layer is rendered ONCE into a GB-sized canvas and
-- each block is then blitted out of it as a quad.
--
-- `dark` runs the ink through the same flip the in-frame HUD uses, here baked
-- into the texture rather than composited into the caller's target -- the world
-- image the quads land on is a colour canvas, and a flip pass over it would
-- whiten the terrain behind the glyphs along with them.
local hudLayer = nil
function BattleHud.layerTexture(w, h, dark, fn)
function BattleHud.layerTexture(w, h, fn)
if not hudLayer or hudLayer:getWidth() ~= w or hudLayer:getHeight() ~= h then
hudLayer = canvasOf(w, h, "nearest")
if not hudLayer then return nil end
@@ -377,9 +213,7 @@ function BattleHud.layerTexture(w, h, dark, fn)
g.clear(0, 0, 0, 0)
g.setBlendMode("alpha")
g.setColor(1, 1, 1, 1)
-- flipGlyphs renders fn into its own scratch layer and composites the
-- whitened result into whatever is bound, which is this canvas
if dark then BattleHud.flipGlyphs(w, h, fn) else fn() end
fn()
end)
if prevCanvas then g.setCanvas(prevCanvas) else g.setCanvas() end
g.setBlendMode(prevBlend or "alpha", prevAlpha)
@@ -388,21 +222,10 @@ function BattleHud.layerTexture(w, h, dark, fn)
return hudLayer
end
-- The last luminance measured, for the shot driver's log.
function BattleHud.lastLuma()
local best = nil
for _, hit in pairs(luma) do
if not best or hit.value < best then best = hit.value end
end
return best
end
function BattleHud.invalidate()
frost, blurA, blurB, probe = nil, nil, nil, nil
frost, blurA, blurB = nil, nil, nil
frostW, frostH = 0, 0
luma = {}
wasDark = false
layer, hudLayer = nil, nil
hudLayer = nil
end
return BattleHud
+122 -26
View File
@@ -57,6 +57,26 @@
-- and they come back untouched because that is what their own shape says, not
-- because they were special-cased.
--
-- The drain/mouth cut is for a pic STANDING ON THE MAP, where a mouth is a
-- real hole with real ground behind it. A pic PINNED TO THE MENU has no such
-- hole to be: under BACK SPRITES the player's mon is drawn in the GB's own
-- slot with its feet flush on the text box (BattleState.backPlacement pins
-- row 96), so the only thing under its lowest row is white box. Nothing can
-- reach it from below, whatever the opening's width, and the caller says so
-- by asking for a SEALED BOTTOM -- for which the rule stops being a heuristic
-- and becomes exact: paper is whatever the background cannot walk to from the
-- left, the right or the top.
--
-- That is the difference between a Pikachu that reads as a mon and one that
-- reads as wireframe. The pale-bodied back pics -- Pikachu, Seel, Dewgong,
-- Chansey, Jigglypuff -- are drawn as OUTLINES: everything inside the ink is
-- shade 0 and every one of them is keyed away, so the figure is a rim with the
-- arena showing through it. Each one also has a wide opening along its bottom,
-- which the drain cut correctly reads as a mouth and the sealed bottom
-- correctly does not. Twelve of this game's 151 back pics turn on it; the
-- other 139 come back byte-identical either way, because they had nothing
-- under them the flood was getting in through.
--
-- The silhouette is untouched, so the mon still cuts cleanly against the
-- world; only its insides stop being see-through.
--
@@ -71,14 +91,23 @@ local V = ...
local BattlePics = {}
-- Cached by the image the engine handed over. Weak keys, so a pic that goes
-- out of scope takes its filled twin with it rather than pinning a texture
-- for the session.
local cache = setmetatable({}, { __mode = "k" })
-- Cached by the image the engine handed over, one table per bottom rule --
-- the same pic answers differently sealed and unsealed, and a single table
-- would hand the wrong twin back to whichever caller asked second. Weak keys,
-- so a pic that goes out of scope takes its filled twin with it rather than
-- pinning a texture for the session.
local function newCache()
return {
[false] = setmetatable({}, { __mode = "k" }),
[true] = setmetatable({}, { __mode = "k" }),
}
end
local cache = newCache()
-- What an enclosed hole is filled with. White, because white is what the
-- battle field was: this restores the pixel the artist drew and the engine
-- then keyed away, it does not invent a new one.
-- What an enclosed hole is filled with when the pic itself offers nothing
-- better. White, because white is what the battle field was: this restores the
-- pixel the artist drew and the engine then keyed away, it does not invent a
-- new one.
BattlePics.FILL = { 1, 1, 1, 1 }
-- Anything at or under this alpha counts as keyed-out rather than drawn.
@@ -88,6 +117,21 @@ local CUT = 0.5
-- its data back, so it is drawn into a canvas of its own size and the canvas
-- is read -- which is also what makes this work for every path that produces
-- a pic, without knowing which one produced this one.
--
-- The canvas is forced to dpiscale = 1, and that is the whole difference
-- between a pic and a MONSTER. love.graphics.newCanvas defaults its dpiscale
-- to the surface's, conf.lua turns highdpi on for Android and iOS, and
-- Android's density is routinely 2.75 -- so newCanvas(56, 56) hands back a
-- 154x154 texture there, the pic is drawn into it magnified to fill it, and
-- newImageData reads the magnified copy back at its own PIXEL size. The image
-- built from that is 2.75x the artwork, drawPicsLayer draws it at 1:1 because
-- it trusts getWidth(), and the mon stands on the map nearly three times the
-- size of the square it is supposed to cover. Desktop never saw it: dpiscale
-- is already 1 there. Nor did every species, because only a pic with an
-- enclosed hole in it comes back through here at all (see `changed` below) --
-- so a Pidgey came out giant and the mon beside it did not, which is what
-- makes this read as a sprite bug rather than a scale one. See the engine's
-- own src/render/PixelCanvas.lua, which exists for exactly this reason.
local function readBack(img)
local w, h = img:getDimensions()
if w <= 0 or h <= 0 then return nil end
@@ -96,7 +140,7 @@ local function readBack(img)
local prevR, prevG, prevB, prevA = love.graphics.getColor()
local data = nil
local ok = pcall(function()
local canvas = love.graphics.newCanvas(w, h)
local canvas = love.graphics.newCanvas(w, h, { dpiscale = 1 })
love.graphics.setCanvas(canvas)
love.graphics.clear(0, 0, 0, 0)
love.graphics.setBlendMode("replace", "premultiplied")
@@ -139,6 +183,42 @@ local function inkBounds(data, w, h)
return x0, y0, x1, y1
end
-- The colour the keyed-away shade would have had: the LIGHTEST colour still
-- standing in the pic.
--
-- Pure white is only the right answer while the pic is still grays, and by the
-- time it reaches here it usually is not. picImage hands a pic over AFTER the
-- bake -- a species SGB colour, a BGP fade mid-animation, PAL_BLACK for the
-- whole screen while the blackout text is up -- and shade 0 travels with the
-- rest. A white belly inside a blacked-out mon would be the one lit thing on a
-- dark screen; inside a warm-palette mon it would be a cold patch the artist
-- never drew.
--
-- So the paper is read off the pic rather than assumed, which needs shade 0 to
-- have survived somewhere in it. It always has: every one of this game's 151
-- back pics keeps at least one opaque shade-0 pixel -- a highlight down a
-- cheek, the white of an eye -- because only the shade-0 pixels the decoder
-- could reach were keyed. So what comes back is the baked shade 0 itself, not
-- an approximation of it, and it tracks every palette the engine picks without
-- being told which one that was.
--
-- Ranked by channel sum, which orders four DMG shades exactly: a palette maps
-- all three channels monotonically, so lightest by sum is lightest full stop.
local function paperColor(data, x0, y0, x1, y1)
local best, pr, pg, pb = -1, nil, nil, nil
for y = y0, y1 do
for x = x0, x1 do
local r, g, b, a = data:getPixel(x, y)
if a > CUT then
local lum = r + g + b
if lum > best then best, pr, pg, pb = lum, r, g, b end
end
end
end
if best < 0 then return nil end
return pr, pg, pb
end
-- The widest opening along the bottom of a figure that still counts as a drain
-- rather than a mouth. See the header for the measurements either side of it.
BattlePics.DRAIN = 6
@@ -146,7 +226,9 @@ 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.
-- than the underside of a figure the drawing ran out of -- or none of them at
-- all, for a pic whose feet are on the text box and which therefore has
-- nothing behind its lowest row to let in.
--
-- Confined to the box as well as seeded from it, so the empty frame under a
-- short pic cannot walk around a sealed drain and come back up through it.
@@ -154,7 +236,7 @@ BattlePics.DRAIN = 6
-- 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, x0, y0, x1, y1)
local function markOutside(data, w, h, x0, y0, x1, y1, sealBottom)
local outside = {}
local stack, top = {}, 0
local function clear(x, y)
@@ -176,17 +258,21 @@ local function markOutside(data, w, h, x0, y0, x1, y1)
push(x1, y)
end
-- 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
-- the world through, a narrow one is where a belly ran out and is sealed.
-- Skipped whole for a pic on the box, where even the widest of them has
-- white paper behind it rather than arena.
if not sealBottom then
local x = x0
while x <= x1 do
if clear(x, y1) then
local from = x
while x <= x1 and clear(x, y1) do x = x + 1 end
if (x - from) > BattlePics.DRAIN then
for k = from, x - 1 do push(k, y1) end
end
else
x = x + 1
end
else
x = x + 1
end
end
while top > 0 do
@@ -204,9 +290,15 @@ end
-- The pic with its enclosed holes filled, or the pic itself when that could
-- not be done (no pixel access, a driver that refused the readback). Never
-- nil for a non-nil argument: a caller must always have something to draw.
function BattlePics.filled(img)
--
-- sealBottom for a pic pinned to the text box rather than standing on the map:
-- see the header. A caller that does not say defaults to the map, which is
-- where all but one of this mod's pics are.
function BattlePics.filled(img, sealBottom)
if not img then return img end
local hit = cache[img]
sealBottom = sealBottom and true or false
local slot = cache[sealBottom]
local hit = slot[img]
if hit ~= nil then return hit or img end
local made = nil
@@ -216,8 +308,12 @@ function BattlePics.filled(img)
local w, h = data:getDimensions()
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 outside = markOutside(data, w, h, x0, y0, x1, y1, sealBottom)
local fill = BattlePics.FILL
local pr, pg, pb = paperColor(data, x0, y0, x1, y1)
local fr = pr or fill[1]
local fg = pg or fill[2]
local fb = pb or fill[3]
local changed = false
-- only inside the box: everything beyond it is frame the artist never
-- reached, and filling that would put the mon in a white rectangle
@@ -227,7 +323,7 @@ function BattlePics.filled(img)
if not outside[row + x] then
local _, _, _, a = data:getPixel(x, y)
if a <= CUT then
data:setPixel(x, y, fill[1], fill[2], fill[3], fill[4])
data:setPixel(x, y, fr, fg, fb, fill[4])
changed = true
end
end
@@ -240,12 +336,12 @@ function BattlePics.filled(img)
made = out
end)
cache[img] = (ok and made) or false
slot[img] = (ok and made) or false
return made or img
end
function BattlePics.invalidate()
cache = setmetatable({}, { __mode = "k" })
cache = newCache()
end
return BattlePics
+398 -37
View File
@@ -42,11 +42,35 @@ local BattleCam = V.require("BattleCam")
local BattleBillboard = V.require("BattleBillboard")
local VoxelGrid = V.require("VoxelGrid")
local DayNight = V.require("DayNight")
local AntiAlias = V.require("AntiAlias")
local PaletteFX = require("src.render.PaletteFX")
local Map = require("src.world.Map")
local BattleScene = {}
-- ------- LET'S GO capture mode's stake in this scene
--
-- One table while a capture session runs, nil otherwise (see
-- lib/CatchThrow.lua, which owns it):
--
-- hidePlayer the player's side stays out of the shot entirely -- no
-- card here, no model (Stadium reads this same table), no
-- pinned back pic (OverworldBattle reads it too)
-- shrink the foe's scale while the ball drinks it in, applied
-- about its chest so it collapses toward the beam
-- draw(pull) the Poke Ball, drawn after the Stadium models -- same
-- depth buffer, same flash window, same camera
-- cast(sm) the same ball into the sun's pass
-- sig() a term for the cached shadow signature, so a ball in
-- flight re-casts and a resting scene does not
-- drawGB(b) the 2D layer (ring, labels), drawn by OverworldBattle's
-- BattleState:draw wrap in the GB frame
--
-- It lives HERE, not on OverworldBattle, because every consumer below
-- already requires BattleScene and the one file that writes it requires
-- both -- this is the spot with no require cycle.
BattleScene.capture = nil
-- The GB frame the battle screen is drawn in, and the frame BattleCam's rig
-- is solved against.
BattleScene.GB_W = 160
@@ -141,9 +165,10 @@ 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
@@ -193,14 +218,29 @@ end
local function monCards(arena, groundY, textures)
local out = {}
if not textures then return out end
local cap = BattleScene.capture
for _, side in ipairs({ "enemy", "player" }) do
local tex = textures[side]
local cell = (side == "player") and arena.player or arena.enemy
-- capture mode: the player's side is out of the shot (the seat looks
-- over an empty shoulder), and OverworldBattle.textures already
-- skipped rendering it -- this is the belt to that suspender
if side == "player" and cap and cap.hidePlayer then tex = nil end
if tex and tex.canvas and cell then
local mirror = (side == "player") and not tex.trainer
out[#out + 1] = { tex = tex.canvas,
model = monMatrix(tex, cell[1], groundY, cell[2],
mirror) }
local model = monMatrix(tex, cell[1], groundY, cell[2], mirror)
-- the foe drinking into the ball: scaled about its own chest, in
-- world space so the composed card matrix needs no decomposition
if side == "enemy" and cap and cap.shrink then
local k = cap.shrink
local ax, ay, az = cell[1], groundY + 8, cell[2]
model = Mat4.mul(
Mat4.mul(Mat4.translate(ax, ay, az),
Mat4.mul(Mat4.scale(k, k, k),
Mat4.translate(-ax, -ay, -az))),
model)
end
out[#out + 1] = { tex = tex.canvas, model = model }
end
end
return out
@@ -208,6 +248,91 @@ end
BattleScene.monCards = monCards
-- The MOVE-ANIMATION layer's place in the world: a BILLBOARD facing the
-- eye, for the GB-frame effects texture OverworldBattle.animTexture
-- renders (the engine's own drawAnimLayer, caught on a canvas).
--
-- Effects are 2D drawings like the pics, and the pics' answer holds for
-- them too: a drawing must FACE the eye that is looking (the mon cards
-- yaw toward it per eye -- see monMatrix). So the frame stands on the
-- arena's midpoint, yawed at the eye like the cards are, and the classic
-- layout's two slot marks are pinned where each CELL lands on that plane
-- along this very eye's own ray -- so from the eye that is looking, a
-- burst authored at a slot sits exactly over the mon standing in for it,
-- and a projectile crossing the frame crosses the arena. The vertical
-- scale is the mon cards' own (FULL_W / FULL_PIC), so an effect is sized
-- like the pics it plays over.
--
-- An eye standing (nearly) ON the arena's axis sees the two cells in
-- line and the pinning degenerates; the frame then falls back to the
-- fixed plane through both cells, which that eye views edge-on anyway.
--
-- Reads Voxel3D.eye at CALL time, like the cards -- call it per eye.
-- Returns the model matrix for BattleBillboard's unit card (x -0.5..0.5,
-- y 0..1 up, v flipped), or nil where the anchors are degenerate.
function BattleScene.fxCard(arena, groundY, anchors)
local p, e = anchors.player, anchors.enemy
local dgb = e[1] - p[1]
if math.abs(dgb) < 1 then return nil end
local GW, GH = BattleScene.GB_W, BattleScene.GB_H
local Px, Py, Pz = arena.player[1], groundY, arena.player[2]
local Ex, Ey, Ez = arena.enemy[1], groundY, arena.enemy[2]
local s = BattleBillboard.FULL_W / BattleBillboard.FULL_PIC
local Mx, My, Mz = (Px + Ex) / 2, groundY, (Pz + Ez) / 2
local eye = Voxel3D.eye
local yaw = BattleBillboard.yawToward(Mx, Mz, eye)
local nx, nz = math.sin(yaw), math.cos(yaw) -- out of the frame, at the eye
local rx, rz = math.cos(yaw), -math.sin(yaw) -- the frame's own right
-- where a world point sits ON the billboard, as (right, up) coordinates
-- about the midpoint: slid along the eye's ray onto the plane, so the
-- mark and the mon line up from exactly the seat that is looking
local function inPlane(qx_, qy_, qz_)
if eye then
local dqx, dqy, dqz = qx_ - eye[1], qy_ - eye[2], qz_ - eye[3]
local denom = dqx * nx + dqz * nz
if math.abs(denom) > 1e-6 then
local t = ((Mx - eye[1]) * nx + (Mz - eye[3]) * nz) / denom
qx_ = eye[1] + dqx * t
qy_ = eye[2] + dqy * t
qz_ = eye[3] + dqz * t
end
end
return (qx_ - Mx) * rx + (qz_ - Mz) * rz, qy_ - My
end
local pax, pay = inPlane(Px, Py, Pz)
local eax, eay = inPlane(Ex, Ey, Ez)
if math.abs(eax - pax) < 4 then
-- edge-on: the fixed plane through both cells, world-axis mapping
local ux = (Ex - Px) / dgb
local uy = (Ey - Py - s * (p[2] - e[2])) / dgb
local uz = (Ez - Pz) / dgb
local cx = Px + ux * (0.5 * GW - p[1])
local cy = Py + uy * (0.5 * GW - p[1]) + s * (p[2] - GH)
local cz = Pz + uz * (0.5 * GW - p[1])
local nl = math.sqrt(ux * ux + uz * uz)
local fx, fz = 0, 1
if nl > 1e-9 then fx, fz = uz / nl, -ux / nl end
return { ux * GW, 0, fx, cx,
uy * GW, s * GH, 0, cy,
uz * GW, 0, fz, cz,
0, 0, 0, 1 }
end
-- in-plane travel per GB pixel of frame x, solved so both marks land:
-- inPlane(gb) = (pax, pay) + U * (gbx - p.x) + (0, s) * (p.y - gby)
local ux = (eax - pax) / dgb
local uy = (eay - pay - s * (p[2] - e[2])) / dgb
local cxp = pax + ux * (0.5 * GW - p[1])
local cyp = pay + uy * (0.5 * GW - p[1]) + s * (p[2] - GH)
return { rx * ux * GW, 0, nx, Mx + rx * cxp,
uy * GW, s * GH, 0, My + cyp,
rz * ux * GW, 0, nz, Mz + rz * cxp,
0, 0, 0, 1 }
end
-- The sun has to see the mons too, or they stand on the ground without
-- putting anything on it. They are the one thing in this scene that MOVES,
-- so `token` -- a counter the caller bumps whenever a pic could have changed
@@ -216,27 +341,60 @@ BattleScene.monCards = monCards
-- first drawn in.
local function shadowSignature(state, arena, terrain, nbMesh, token)
local host = arena.map or state.map
-- `turn` is in the signature with the corner and the shape: the same corner
-- turned a quarter is a different footprint standing on different ground,
-- and a cast kept from the other one freezes the shadows across it
local parts = { "battle", host.id, arena.x, arena.y, arena.shape,
tostring(arena.turn or 0),
tostring(terrain), tostring(token or 0),
-- the cycle keeps running through a fight, and an arena lit
-- from somewhere new must be re-cast from there
math.floor(ShadowMap.KX * 128),
math.floor(ShadowMap.KZ * 128) }
-- a capture session's ball moves through the sun's world too; its term
-- is quantised inside sig() so the cache re-renders on real movement
-- and not on every frame the ball rests
local cap = BattleScene.capture
if cap and cap.sig then
local okSig, sig = pcall(cap.sig)
parts[#parts + 1] = okSig and sig or "cap"
end
for i = 1, #nbMesh do parts[#parts + 1] = tostring(nbMesh[i]) end
return table.concat(parts, ",")
end
local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
atlasFor, cards, token, host, neighbors)
atlasFor, cards, token, host, neighbors,
water, nbWater, groundY)
if not ShadowMap.available() then return end
local sig = shadowSignature(state, arena, terrain, nbMesh, token)
if not ShadowMap.stale(sig) then return end
if not ShadowMap.begin(cx, cy, vw, vh) then return end
-- A DISC RUNG: the two discs are the only ground there is, so they are the
-- only thing the sun has to see besides the Pokemon themselves. Everything
-- below this is a map that is not in the shot.
if arena.discs then
pcall(function()
V.require("StadiumStage").cast(ShadowMap, arena, groundY or 0)
end)
pcall(function() V.require("Stadium").cast(ShadowMap) end)
ShadowMap.finish(sig)
return
end
ShadowMap.draw(terrain, atlasFor(host), nil)
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 +407,26 @@ 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)
-- and the STADIUM models, when that rung is the one running. NOT marked
-- as sprites: that flag exists so a flat card's cut-out is kept off the
-- water (see ShadowMap.sprites), and these are real geometry standing in
-- the world -- a Gyarados at the water's edge should put a Gyarados on
-- the water. Un-snugged for the same reason: snug is a bias for a card
-- rooted to the ground plane, and a model has thickness of its own.
pcall(function() V.require("Stadium").cast(ShadowMap) end)
-- the capture session's ball, by the same reasoning: real geometry, its
-- shadow is half of what sells the arc
local cap = BattleScene.capture
if cap and cap.cast then pcall(cap.cast, ShadowMap) end
ShadowMap.finish(sig)
end
@@ -262,6 +436,11 @@ end
-- the one nearer the camera and therefore the one a mismatch would show up
-- against.
function BattleScene.groundY(map, arena)
-- A disc rung's discs are carried, not found: their tops ARE the ground
-- plane, so there is no terrain height to read and reading one would put
-- the stage at whatever elevation the map happens to have at a spot the
-- fight is not actually happening on
if arena and arena.discs then return 0 end
local ok, h = pcall(VoxelScene.groundAt, map,
arena.playerCell[1], arena.playerCell[2])
return (ok and h) or 0
@@ -299,9 +478,36 @@ 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)
@@ -323,11 +529,37 @@ function BattleScene.render(state, arena, textures, token)
-- no glint in the arena: the drift is the shot breathing, not the player
-- moving, and a shimmer on background windows would fight the mons
Voxel3D.glassGlint = 0
-- the host floor's atmosphere reaches the staged shot at HALF density --
-- a fight in Viridian Forest sits in the same haze the walk there did,
-- thinned so neither mon goes soft -- and its god rays stay out of it:
-- this camera is low and long, and a bright blade across a combatant
-- reads as a rendering fault, not weather. nil almost everywhere.
local ForestAtmos = V.require("ForestAtmos")
local atmos = ForestAtmos.frame(host)
Voxel3D.fog = atmos and { color = atmos.fog.color,
density = atmos.fog.density * 0.5,
start = atmos.fog.start,
heightK = atmos.fog.heightK } or nil
-- A B RUNG stands the fight on two carried discs against the sky, with no
-- map in the shot at all (see StadiumStage). Everything below still runs --
-- the letterbox, the camera solve, the sun, the pins, the tint, the depth
-- of field -- because none of it is about the terrain; what changes is
-- which geometry the two passes draw.
local discs = arena.discs and true or false
-- 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)
if not terrain then return nil end
local terrain, nbMesh, water, nbWater
if discs then
-- and nothing is meshed for a disc fight, which is the other half of why
-- the rung works everywhere: there is no waiting for a chunk to build, so
-- the first frame of the first battle on a cold map is the finished shot
nbMesh, water, nbWater = {}, nil, {}
else
terrain, nbMesh, water, nbWater = prefetchArena(state, host)
if not terrain then return nil end
end
local lx, ly, s, pw, ph = BattleScene.letterbox()
if not (pw > 0 and ph > 0 and s > 0) then return nil end
@@ -338,13 +570,35 @@ function BattleScene.render(state, arena, textures, token)
end
local groundY = BattleScene.groundY(host, arena)
local cam, pitch = BattleCam.rig(arena, groundY)
-- A capture session brings a camera of its own: the head-on seat, on
-- the arena's axis looking straight at the foe, in place of the solved
-- over-the-shoulder shot. Everything downstream -- the letterbox fov,
-- the pins, the sun, the cards yawing to the eye -- is generic over
-- whichever camera this is.
local cam, pitch, capFrameH
local cap = BattleScene.capture
if cap and cap.rig then
local okRig, c, p, fh = pcall(cap.rig, arena, groundY)
-- The pitch is off STRAIGHT DOWN, like Voxel.angle and like the one
-- BattleCam.rig hands back -- the only thing downstream reads it is the
-- grass and flower pull below. A seat that declines to say stands in
-- for a near-LEVEL one rather than a top-down one, which is what every
-- staged seat actually is: the pull grows toward straight down, and a
-- default that guessed the wrong end of that would spend tens of world
-- pixels of bias on a camera standing two cells from its subject.
if okRig and c then cam, pitch, capFrameH = c, p or math.rad(80), fh end
end
if not cam then cam, pitch = BattleCam.rig(arena, groundY) end
cam.fov = BattleScene.letterboxFov(cam.fov, ph, s)
local cx, cy = arena.mid[1], arena.mid[2]
-- the world extents the sun frustum is fitted to; the camera itself is
-- framed by cam.fov, so these only have to describe the ground in shot
local vh = BattleCam.rigFor(arena).frameH * ph / (BattleScene.GB_H * s)
-- the player's zoom is part of this: the sun's box is fitted to what the
-- frame holds, so a shot pulled wide has to light the ground it just
-- brought into view rather than the ground the rig alone would have
local vh = (capFrameH or BattleCam.frameH(arena)) * ph
/ (BattleScene.GB_H * s)
local vw = vh * pw / ph
-- the cards need the camera's eye to face it, so the rig has to be live
@@ -356,7 +610,7 @@ 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, groundY)
-- 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
@@ -365,6 +619,18 @@ function BattleScene.render(state, arena, textures, token)
-- geometry stops.
local sky = VoxelScene.skyColor(host, 1)
or VoxelScene.skyShade(INDOOR_SHADE, 1)
-- On a disc rung the void is not a backdrop behind the scenery -- it IS the
-- scenery, because the map is not drawn. So outdoors it gets the full
-- treatment the free-roam camera gets: the banded gradient and the hour's
-- own sun or moon hanging in it (Voxel3D.beginScene paints those when the
-- sky it is handed carries bands). Indoors there is nothing to dress: a
-- room's void is one flat shade, which is what a room looks like past the
-- wall, and the disc fight in a cave is lit and coloured as that cave.
if discs and VoxelScene.skyColor(host, 1) then
local Sky = V.require("Sky")
local okDress, dressed = pcall(Sky.dress, sky)
if okDress and dressed then sky = dressed end
end
Voxel3D.camera = cam
-- the sun is turned up for the arena and put back afterwards, so the
@@ -385,14 +651,47 @@ function BattleScene.render(state, arena, textures, token)
-- its own canvas slot: this renders at the window's pixel size and the
-- free-roam pass does too, but the two are alive at different moments
-- and a shared slot would reallocate on every battle entry and exit
if not Voxel3D.beginScene(pw, ph, cx, cy, vw, vh, sky, "battle") then
--
-- AA, if the row asks for it, renders it larger still and folds it back
-- to pw x ph below (see AntiAlias). The framing is untouched by that:
-- the lens was widened by the window's RATIO to the letterbox and the
-- rig solved in the GB's own frame, so a bigger canvas is more samples
-- of the identical shot -- which is why the pins below still measure in
-- pw and ph, and why the HUDs and the depth of field, drawn onto the
-- folded canvas afterwards, stay the chunky GB art they are.
local rw, rh = AntiAlias.expand(pw, ph)
if not Voxel3D.beginScene(rw, rh, cx, cy, vw, vh, sky, "battle") then
return
end
if discs then
-- discs: the two platforms, and nothing else. No terrain, no
-- neighbouring maps, no water, no grass and no flowers -- see the
-- matching skips further down. What is behind them is the sky the
-- clear painted.
V.require("StadiumStage").draw(arena, groundY)
else
Voxel3D.draw(terrain, atlasFor(host), nil)
for i, nb in ipairs(neighbors) do
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
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
@@ -423,26 +722,66 @@ function BattleScene.render(state, arena, textures, token)
end
Voxel3D.glass(true)
Voxel3D.seams(true)
-- and the STADIUM models, inside the same flash window and with the
-- same camera-ward pull, so a Pokemon standing on its tile still wins
-- the depth test against the tile. They manage the wireframe and the
-- glass mask around their own draws (StadiumRig), which is why this
-- sits outside the pair above rather than inside it.
local okStadium, stadiumErr = pcall(function()
V.require("Stadium").draw(BattleBillboard.PULL)
end)
if not okStadium then V.require("Stadium").report(stadiumErr) end
-- the capture session's Poke Ball, still inside the flash window and
-- with the mons' own camera-ward pull, so a ball crossing in front of
-- a card wins the depth test the way a nearer thing should
local cap = BattleScene.capture
if cap and cap.draw then pcall(cap.draw, BattleBillboard.PULL) end
-- and a shiny's arrival sparkle, last of the three so its stars add
-- over the mon they belong to rather than under it, and still inside
-- the flash window so a burst during a hit is lit like everything else
pcall(function()
V.require("ShinyFx").draw(arena, groundY, BattleBillboard.PULL)
end)
if flashing then Voxel3D.flatten(nil) end
-- grass and flowers ride the same camera-ward pull the free-roam pass
-- gives them, measured against THIS camera's pitch rather than the
-- orbit's -- there is no character here for them to overdraw, but the
-- pull is also what keeps a tuft from z-fighting the floor it stands on
local pull = VoxelScene.pull(math.max(pitch, 0.05))
Voxel3D.draw(ChunkMesher.grass(host), atlasFor(host), nil, pull)
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.grass(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), pull)
if not discs then
-- and the WIND blowing through it, exactly as the free-roam pass
-- switches on around its own grass draws (VoxelScene). Without this
-- the uniform sits at the per-frame default beginScene sends -- zero,
-- meaning "no wind" -- and the tall grass a fight is standing in goes
-- dead still for the length of the battle while the same tufts one
-- frame earlier, and one frame after, were moving. A staged fight is
-- shot on the MAP, in that place's own weather and light; a frozen
-- field is the one thing that reads as a photograph of it rather than
-- the place itself.
--
-- No contact point goes with it (grassWind's px/pz are left nil, which
-- sends the far-away sentinel): that push is a WALKER parting the grass
-- they are stepping through, and there is nobody walking here -- the
-- two mons stand still on their own tiles for the whole shot.
Voxel3D.grassWind(true)
Voxel3D.draw(ChunkMesher.grass(host), atlasFor(host), nil, pull)
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.grass(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), pull)
end
-- off again before the flowers, which are not grass and have no sway
-- of their own -- the same order the free-roam pass draws them in
Voxel3D.grassWind(false)
local fpull = math.max(0, pull - 8 * math.sin(math.max(pitch, 0.05)))
Voxel3D.draw(ChunkMesher.flowers(host), atlasFor(host), nil, fpull,
ShadowMap.snug(nil))
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), fpull,
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
end
local fpull = math.max(0, pull - 8 * math.sin(math.max(pitch, 0.05)))
Voxel3D.draw(ChunkMesher.flowers(host), atlasFor(host), nil, fpull,
ShadowMap.snug(nil))
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), fpull,
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
local canvas = Voxel3D.endScene()
local canvas = AntiAlias.resolve(Voxel3D.endScene(), pw, ph, "battle")
if not canvas then return end
local vp = Voxel3D.vp
@@ -454,25 +793,47 @@ function BattleScene.render(state, arena, textures, token)
-- How wide one overworld square is on screen where each mon stands, in
-- GB pixels. This is what the pics are scaled to: a mon covers its own
-- square and no more, at whatever the drift has done to the distance.
--
-- Measured along BOTH map axes and answered as the larger, as a full
-- 2D screen distance. One axis alone breaks the moment a camera looks
-- ALONG it: the capture seat stands on the arena's own axis, and on a
-- quarter-turned arena that axis is world X -- the ±X probe points
-- then project to the same pixel and the span reads zero, which
-- collapsed the ring and blew up the throw's world-per-pixel mapping.
local half = BattleScene.CELL / 2
local pl = BattleScene.toGB(vp, arena.player[1] - half, groundY,
arena.player[2], lx, ly, s, pw, ph)
local pr = BattleScene.toGB(vp, arena.player[1] + half, groundY,
arena.player[2], lx, ly, s, pw, ph)
local el = BattleScene.toGB(vp, arena.enemy[1] - half, groundY,
arena.enemy[2], lx, ly, s, pw, ph)
local er = BattleScene.toGB(vp, arena.enemy[1] + half, groundY,
arena.enemy[2], lx, ly, s, pw, ph)
if not (pl and pr and el and er) then return end
local function cellSpan(wx, wz)
local x1, y1 = BattleScene.toGB(vp, wx - half, groundY, wz,
lx, ly, s, pw, ph)
local x2, y2 = BattleScene.toGB(vp, wx + half, groundY, wz,
lx, ly, s, pw, ph)
local x3, y3 = BattleScene.toGB(vp, wx, groundY, wz - half,
lx, ly, s, pw, ph)
local x4, y4 = BattleScene.toGB(vp, wx, groundY, wz + half,
lx, ly, s, pw, ph)
if not (x1 and x2 and x3 and x4) then return nil end
local ew = math.sqrt((x2 - x1) ^ 2 + (y2 - y1) ^ 2)
local ns = math.sqrt((x4 - x3) ^ 2 + (y4 - y3) ^ 2)
return math.max(ew, ns)
end
local pSpan = cellSpan(arena.player[1], arena.player[2])
local eSpan = cellSpan(arena.enemy[1], arena.enemy[2])
if not (pSpan and eSpan) then return end
out = {
canvas = canvas,
player = { pmx, pmy },
enemy = { emx, emy },
playerSpan = math.abs(pr - pl),
enemySpan = math.abs(er - el),
playerSpan = pSpan,
enemySpan = eSpan,
-- 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,
-- the camera and its combined matrix, for anything that reasons
-- about this shot from outside the render -- the capture mode's
-- throw is solved in these (aim errors along this eye's own right
-- and forward, contact judged through this vp)
eye = { cam.eye[1], cam.eye[2], cam.eye[3] },
focus = { cam.focus[1], cam.focus[2], cam.focus[3] },
vp = vp,
-- 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
+868 -25
View File
File diff suppressed because it is too large Load Diff
+415
View File
@@ -0,0 +1,415 @@
-- The player's own camera controls: zoom everywhere, and the battle's orbit.
--
-- This mod has four cameras, and by the time a wheel notch arrives they all
-- want it. So one module owns the INPUTS and answers the only question that
-- matters -- which camera is this aimed at -- rather than each camera
-- growing its own wheel handler and racing the others for the event:
--
-- a staged battle the camera the fight is shot with (BattleCam): the
-- wheel and Q/E work its lens, and the right stick,
-- a drag or the mouse walk it around the arena.
--
-- the 3RD rung the boom behind the player's shoulder
-- (ThirdPerson): the wheel, Q/E and a pinch let it
-- out and pull it in.
--
-- an orbit rung the engine's own survey zoom, which the wheel has
-- always driven -- so here the module mostly gets
-- out of the way, and only ADDS the two keys and the
-- pinch that the engine has no handler for.
--
-- the 1ST rung nothing. The eye is in the player's head; there is
-- no distance to change, and a pinch there would
-- silently wind the survey zoom for whenever they
-- stepped back out. Inputs pass through untouched.
--
-- Every claim is answered by a GATE rather than by a mode flag, and every
-- wrap forwards whatever it does not claim -- so with voxel mode off, and
-- on every screen that is not the overworld or a battle, each byte flows
-- exactly where it always did.
--
-- Installed AFTER FirstPerson (see main.lua), which makes these wraps the
-- outer ones: a battle's controls get first refusal on the mouse and the
-- touch screen, which is right, because while a fight is staged the
-- free-roam look is not driving anyway.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel = V.require("VoxelState")
local Voxel3D = V.require("Voxel3D")
local FirstPerson = V.require("FirstPerson")
local ThirdPerson = V.require("ThirdPerson")
local BattleCam = V.require("BattleCam")
local CamControl = {}
-- ------- tuning
--
-- PINCH_SLACK is how far apart two fingers must travel, as a ratio of
-- their starting gap, before the gesture counts as a pinch at all -- below
-- it a two-finger tap wobbles rather than zooms.
--
-- SURVEY_PINCH is how many of the engine's integer survey steps one
-- doubling of the finger gap is worth. The survey ladder is coarse (whole
-- pixels per world pixel), so a pinch has to be geared down or the first
-- centimetre of travel crosses the whole range.
CamControl.PINCH_SLACK = 0.02
CamControl.SURVEY_PINCH = 2.2
-- ------- gates
-- A fight staged on the map, drawn and on screen. Asked of the shot rather
-- than of the battle state, because the shot is exactly "there is a 3D
-- battle in front of the player right now" -- with 3D-BTL off, or on a map
-- with no arena, the engine's own flat battle screen is up and its camera
-- is not ours to steer.
-- BACK SPRITES also closes it, through BattleCam.steerable: that setting
-- nails the player's own mon to the GB's slot on the menu while the foe
-- stands out on the map, and no camera angle holds a composition that is
-- half frame and half world (see BattleCam.steerable, which is where the
-- reasoning lives and which the RIG answers to as well -- so a stored
-- angle from before the setting was switched on stands down with it).
local function battleLive()
local ok, shot = pcall(function()
return V.require("OverworldBattle").shot()
end)
return (ok and shot and BattleCam.steerable) and true or false
end
CamControl.battleLive = battleLive
-- The free-roam overworld, with the 3D pass carrying it: the gate every
-- zoom that is not a battle's answers to.
local function roaming()
return Voxel.active() and Voxel3D.available() and FirstPerson.onTop()
end
-- Which camera a zoom is aimed at: "battle", "boom", "survey", or nil for
-- nothing that zooms (1ST, or a screen with no camera of ours behind it).
function CamControl.zoomTarget()
if battleLive() then return "battle" end
if not roaming() then return nil end
if Voxel.isThirdPerson(Voxel.level) then return "boom" end
if Voxel.isFirstPerson(Voxel.level) then return nil end
return "survey"
end
-- ------- zoom
--
-- `notches` is signed the way every zoom in this file is: POSITIVE pulls
-- the camera OUT. The engine's own survey step runs the other way, and is
-- negated at the one place it is called rather than everywhere else being
-- bent to match it.
--
-- Returns true when the input was ours, which is what tells a wrap to stop
-- rather than forward.
local function surveyStep(notches)
local ok = pcall(function()
local Game = require("src.core.Game")
Game:zoomStep(notches > 0 and -1 or 1)
end)
return ok
end
function CamControl.zoomBy(notches)
if not notches or notches == 0 then return false end
local target = CamControl.zoomTarget()
if target == "battle" then
BattleCam.stepZoom(notches)
return true
elseif target == "boom" then
ThirdPerson.stepZoom(notches)
return true
elseif target == "survey" then
-- one call per notch: the engine's ladder is integer rungs, and a
-- wheel spun hard should climb them all rather than one
for _ = 1, math.min(8, math.abs(notches)) do surveyStep(notches) end
return true
end
return false
end
-- A pinch's own scale: > 1 is fingers spreading, which means zoom IN
-- (pull the world closer), which is a NEGATIVE notch count.
function CamControl.pinchBy(factor)
if not (factor and factor > 0) then return false end
local target = CamControl.zoomTarget()
if target == "boom" then
return ThirdPerson.scaleZoom(1 / factor)
elseif target == "battle" then
-- battles take a pinch too: the wheel and the keys reach this camera
-- and a phone has neither, so without it the lens would be the one
-- control a touch screen could not work
return BattleCam.stepZoom(math.log(1 / factor)
/ math.log(BattleCam.ZOOM_STEP))
elseif target == "survey" then
CamControl.surveyAccum = (CamControl.surveyAccum or 0)
+ math.log(factor) / math.log(2) * CamControl.SURVEY_PINCH
local moved = false
while CamControl.surveyAccum >= 1 do
CamControl.surveyAccum = CamControl.surveyAccum - 1
surveyStep(-1)
moved = true
end
while CamControl.surveyAccum <= -1 do
CamControl.surveyAccum = CamControl.surveyAccum + 1
surveyStep(1)
moved = true
end
return moved
end
return false
end
CamControl.surveyAccum = 0
-- ------- the battle's orbit
--
-- Only ever the battle's: the free-roam rungs already steer their own look
-- through FirstPerson, and these wraps sit outside it precisely so a fight
-- can borrow the same devices without either of them growing a mode check.
-- The right stick, read as a rate off the axes FirstPerson's own wrap is
-- already recording (it records whatever the rung, so a battle can read
-- them without a second wrap on the same seam). Ticked from
-- OverworldBattle.update, which runs whatever is on top of the stack.
--
-- X walks the shot round the arena, Y raises the seat. The Y is NEGATED:
-- a stick pushed forward reads as negative on SDL's axis, and pushing
-- forward should send the camera UP and over -- the same "push the camera
-- where you want it" the drag and the mouse below use.
function CamControl.tick(dt)
if not battleLive() then return end
local x, y = FirstPerson.stickX(), FirstPerson.stickY()
if x ~= 0 then BattleCam.stickOrbit(x, dt) end
if y ~= 0 then BattleCam.stickPitch(-y, dt) end
end
-- ------- the wraps
local installed = false
function CamControl.install()
if installed then return end
installed = true
local Game = require("src.core.Game")
-- ------- the wheel
--
-- The engine's own handler is the survey zoom, so the wrap only has to
-- take the notch away when some OTHER camera wants it; "survey" falls
-- through to exactly the code that always ran.
do
local inner = Game.wheelmoved
function Game:wheelmoved(dx, dy)
local target = CamControl.zoomTarget()
if (target == "battle" or target == "boom") and dy and dy ~= 0 then
CamControl.zoomBy(dy > 0 and -1 or 1)
return
end
return inner(self, dx, dy)
end
end
-- ------- the stick clicks
--
-- Q and E, on the pad: the left stick's click pulls the camera out and the
-- right stick's pulls it in. A controller has no wheel and no number row,
-- and the two clicks are the only buttons a Gen 1 pad layout leaves free
-- (SELECT already walks the angle ladder).
--
-- Claimed for the two cameras a pad player can actually be looking at
-- while pressing them -- the third-person boom and a staged battle's lens
-- -- and forwarded untouched everywhere else, so a player who has rebound
-- either click keeps it on every other screen, a rebind capture included.
-- Not on the orbit rungs: the survey zoom has the OPTIONS row and the
-- wheel already, and taking a pad button for it would be taking one from
-- a player who never asked.
local CLICK_ZOOMS = { boom = true, battle = true }
do
local inner = Game.gamepadpressed
function Game:gamepadpressed(joystick, button)
if (button == "leftstick" or button == "rightstick")
and CLICK_ZOOMS[CamControl.zoomTarget() or ""] then
CamControl.zoomBy(button == "leftstick" and 1 or -1)
return
end
return inner(self, joystick, button)
end
end
-- ------- the mouse
--
-- Battle only. The free-roam look already owns relative motion through
-- FirstPerson's own wrap (this one is outside it, so what is claimed here
-- never reaches it) and a fight is exactly when that look is not driving.
--
-- Bare motion, no button held: moving the mouse moves the shot.
--
-- Each event's contribution is CLAMPED, though, because not every motion
-- event is a hand moving. The pointer entering the window, a warp back to
-- centre, an alt-tab -- each arrives as ONE event carrying the whole
-- distance from wherever the cursor was last seen, and in testing that
-- was a couple of hundred counts: enough to swing the shot a quarter of
-- the way to side-on before the player had touched anything. A real hand
-- delivers its travel as a stream of small events and is unaffected; a
-- teleport delivers it as one and is cut down to the size of a flick.
local MOUSE_STEP = 40
local function clamp(v)
return math.max(-MOUSE_STEP, math.min(MOUSE_STEP, v or 0))
end
do
local inner = love.mousemoved
love.mousemoved = function(x, y, dx, dy, istouch)
if battleLive() and not istouch then
-- dy is NEGATED for the same reason the stick's is: moving the
-- mouse away from you sends the camera up and over
if dx and dx ~= 0 then BattleCam.mouseOrbit(clamp(dx)) end
if dy and dy ~= 0 then BattleCam.mousePitch(-clamp(dy)) end
-- forwarded anyway: the cursor still has UI to point at, and the
-- steer is a read of the motion rather than a claim on it
end
if inner then return inner(x, y, dx, dy, istouch) end
end
end
-- ------- the touch screen
--
-- Two gestures, told apart by how many fingers are down on OPEN screen
-- (the overlay's own d-pad and buttons are never either):
--
-- one finger, in a battle drags the shot around the arena
-- two fingers pinch to zoom, wherever zooming means
-- something -- and while they are down the
-- free-roam look stands aside, so a pinch in
-- 3RD does not also spin the view
local TouchControls = require("src.core.TouchControls")
local free = {} -- id -> {x, y} for every finger on open screen
local pinch = nil -- { a, b, gap } while two of them are pinching
local function freeCount()
local n = 0
for _ in pairs(free) do n = n + 1 end
return n
end
local function gapOf(a, b)
local dx, dy = free[a].x - free[b].x, free[a].y - free[b].y
return math.sqrt(dx * dx + dy * dy)
end
-- Two free fingers and a camera that zooms: start measuring. The look
-- drag is dropped for the duration -- FirstPerson never sees the moves
-- below -- and re-seated on whichever finger survives, so the view does
-- not jump by however far the pinch travelled.
local function startPinch()
if pinch or freeCount() < 2 then return end
local ids = {}
for id in pairs(free) do ids[#ids + 1] = id end
local gap = gapOf(ids[1], ids[2])
if gap < 16 then return end
pinch = { a = ids[1], b = ids[2], gap = gap }
CamControl.surveyAccum = 0
pcall(FirstPerson.dropLook)
end
local function endPinch(lifted)
if not pinch then return end
local survivor = nil
for id in pairs(free) do
if id ~= lifted then survivor = id break end
end
pinch = nil
if survivor and free[survivor] then
pcall(FirstPerson.reseatLook, survivor,
free[survivor].x, free[survivor].y)
end
end
local function onControl(x, y)
local hit = nil
pcall(function() hit = TouchControls:hitTest(x, y) end)
return hit
end
-- Whether this module has any interest in touches at all this frame.
-- Kept deliberately wide -- a battle, or anything that zooms -- because
-- the wrap forwards everything it does not claim regardless.
local function wantsTouch()
return battleLive() or CamControl.zoomTarget() ~= nil
end
do
local inner = Game.touchpressed
function Game:touchpressed(id, x, y)
if wantsTouch() and not onControl(x, y) then
free[id] = { x = x, y = y }
if CamControl.zoomTarget() then startPinch() end
-- forwarded even so: a single free finger is the free-roam look's
-- to claim (FirstPerson's wrap is inside this one), and in a
-- battle it is nobody's until it MOVES
end
return inner(self, id, x, y)
end
end
do
local inner = Game.touchmoved
function Game:touchmoved(id, x, y)
local f = free[id]
if f then
local px, py = f.x, f.y
f.x, f.y = x, y
if pinch and (id == pinch.a or id == pinch.b) then
local gap = gapOf(pinch.a, pinch.b)
local factor = gap / math.max(1, pinch.gap)
if math.abs(factor - 1) > CamControl.PINCH_SLACK then
CamControl.pinchBy(factor)
pinch.gap = gap
end
return -- claimed: never a look drag too
end
if battleLive() and not pinch then
local w, h = 1280, 720
pcall(function()
w, h = love.graphics.getWidth(), love.graphics.getHeight()
end)
BattleCam.dragOrbit((x - px) / math.max(320, w))
-- dragged UP sends the camera up and over, the same way the
-- stick and the mouse do
BattleCam.dragPitch(-(y - py) / math.max(240, h))
return
end
end
return inner(self, id, x, y)
end
end
do
local inner = Game.touchreleased
function Game:touchreleased(id, x, y)
if free[id] then
if pinch and (id == pinch.a or id == pinch.b) then endPinch(id) end
free[id] = nil
end
return inner(self, id, x, y)
end
end
-- a reset that drops held input state drops ours with it, exactly as the
-- free-roam look's does
do
local inner = Game.focus
function Game:focus(f)
free, pinch = {}, nil
CamControl.surveyAccum = 0
return inner(self, f)
end
end
end
return CamControl
+1770
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File diff suppressed because it is too large Load Diff
+145 -28
View File
@@ -52,6 +52,7 @@ local V = ...
local Assets = require("src.render.Assets")
local Structures = V.require("Structures")
local Buildings = V.require("Buildings")
local TileShape = V.require("TileShape")
local Voxel3D = V.require("Voxel3D")
local Budget = V.require("BuildBudget")
@@ -102,6 +103,12 @@ local SIDES = {
{ 0, -1, 6 }, -- -Z north
}
-- How far sideways a face reaches for ordinary wall when the column it
-- stands over draws a doorway or a sign (see wallTile), nearest ring
-- first. Left before right at each distance is arbitrary and only decides
-- symmetric cases.
local SPAN = { { -1, 1 }, { -2, 2 } }
local function keyOf(tx, ty)
return (ty + 64) * 4096 + (tx + 64)
end
@@ -221,8 +228,18 @@ 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
@@ -238,6 +255,32 @@ local function runGeometry(map, bodyOnly, masks, sink)
return s and s.h or 0
end
-- The tiles that belong on a DRAWN FACADE and nowhere else -- doorways,
-- shop signs, the gyms' lettering (data/voxel_heights.lua `frontOnly`).
-- A volume folds its column's drawing up all four sides, so without this
-- a house's back and flanks each carry their own copy of its front door.
-- The face keeps the same map row and reaches sideways for an ordinary
-- column instead, which is the neighbouring course of the same wall.
-- The search stays inside the structure -- a neighbour column with no run
-- of its own is the ground beside the building, and a doorway that
-- borrowed grass would be a hole. Two columns is as far as it needs to
-- reach: every doorway in the game is two tiles wide.
local frontOnly = Buildings.frontOnly(tileset.id)
local function wallTile(tx, ty)
local tile = map:tileAt(tx, ty)
if not (frontOnly and frontOnly[tile]) then return tile end
for d = 1, 2 do
for _, nx in ipairs(SPAN[d]) do
nx = tx + nx
if S.runs[keyOf(nx, ty)] then
local n = map:tileAt(nx, ty)
if not frontOnly[n] then return n end
end
end
end
return tile
end
-- one atlas-rect UV, optionally cropped to art rows [vTop, vBot] of 8
local function uvRect(tile, vTop, vBot)
local ax = (tile % perRow) * 8
@@ -358,12 +401,14 @@ 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 +603,14 @@ 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
@@ -587,13 +638,16 @@ local function runGeometry(map, bodyOnly, masks, sink)
-- drawing itself (full brightness); the other sides wear
-- the same rows darkened, so a building's flank matches
-- its face instead of smearing one tile
local sy
if d == 6 then
src = map:tileAt(tx, math.min(run.front,
run.north + band))
sy = math.min(run.front, run.north + band)
else
src = map:tileAt(tx, math.max(run.north,
run.front - band))
sy = math.max(run.north, run.front - band)
end
-- the south face IS the drawing and keeps every tile of
-- it; the back and the flanks are the same wall seen from
-- somewhere the door and the sign are not
src = (d == 5) and map:tileAt(tx, sy) or wallTile(tx, sy)
if d == 5 then shade = 1 end
elseif s.art == "upright" then
-- profile-authored upright (a pinned wall or furniture
@@ -764,32 +818,55 @@ 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)
local function quadsMesh(quads, grass)
if #quads == 0 then return nil end
local verts, indices, n = {}, {}, 0
for _, q in ipairs(quads) do
for i = 1, 4 do
local c = q[i]
local uv = q.uv and q.uv[i] or { q.u, q.v }
verts[#verts + 1] = { c[1], c[2], c[3], uv[1], uv[2], q.shade }
local v = { c[1], c[2], c[3], uv[1], uv[2], q.shade }
if grass then
v[7], v[8], v[9], v[10] = q.sway or 0, q.cx or 0,
q.cz or 0,
q.firefly and 2 or (q.leaf and 1 or 0)
end
verts[#verts + 1] = v
end
Voxel3D.pushQuad(indices, n)
n = n + 1
end
if grass then return Voxel3D.newGrassMesh(verts, indices) end
return Voxel3D.newMesh(verts, indices)
end
@@ -798,7 +875,7 @@ end
-- walker's feet (characters stamp over terrain, Gen 1 style, so ordinary
-- terrain could never do this).
local function buildGrassMesh(map)
return quadsMesh(Structures.forMap(map).grassQuads)
return quadsMesh(Structures.forMap(map).grassQuads, true)
end
-- The flower billboards as their own mesh, for the same reason as the
@@ -819,14 +896,24 @@ end
-- character card (VoxelScene). A figure baked into the terrain mesh could
-- not lean, and a shared mesh could not carry per-figure placement.
--
-- A list, not a mesh: `{ mesh, wx, wz, y }` per figure. Maps have one or
-- none, so the loop that draws them is shorter than the terrain's.
-- A list, not a mesh: `{ mesh, wx, wz, y, w }` per figure. Maps have one
-- or none, so the loop that draws them is shorter than the terrain's.
-- `w` is the card's own width in its local space (its quads start at
-- x = 0), measured here because the first-person pass yaws a card about
-- its middle -- a card yawed about its left edge swings off its seat.
local function buildFigureMeshes(map)
local out = {}
for _, f in ipairs(Structures.forMap(map).figures or {}) do
local mesh = quadsMesh(f.quads)
if mesh then
out[#out + 1] = { mesh = mesh, wx = f.wx, wz = f.wz, y = f.y }
local w = 0
for _, q in ipairs(f.quads) do
for c = 1, 4 do
local x = q[c] and q[c][1]
if x and x > w then w = x end
end
end
out[#out + 1] = { mesh = mesh, wx = f.wx, wz = f.wz, y = f.y, w = w }
end
end
return out
@@ -858,8 +945,17 @@ 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 +1020,17 @@ 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 +1132,14 @@ 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 +1160,21 @@ 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
@@ -1068,8 +1185,8 @@ function ChunkMesher.flowers(map)
return c and c.flowers or nil
end
-- Authored figures as `{ mesh, wx, wz, y }` records -- each placed by its
-- own leaning matrix at draw time, so they cannot share one mesh.
-- Authored figures as `{ mesh, wx, wz, y, w }` records -- each placed by
-- its own leaning matrix at draw time, so they cannot share one mesh.
function ChunkMesher.figures(map)
local c = cache[map.id]
local list = c and c.figures
+344
View File
@@ -0,0 +1,344 @@
-- The DIORAMA modes: Kanto as a model you can pick up.
--
-- STANDARD VR presents whatever rung the player is on -- the orbit rungs
-- become a tabletop, 1ST stands you inside the world (see lib/VR.lua).
-- DIORAMA is a different promise, and it is one promise rather than a
-- ladder: the world is ALWAYS the model on the table, seen from outside,
-- and what the headset adds is that the model is a THING IN THE ROOM --
-- grab it, turn it, set it down somewhere else, decide how much of it you
-- want to be holding.
--
-- Two pieces make that read, and this file owns both.
--
-- THE VIEWPORT. Everything outside an invisible BOX centred on the view
-- is simply not drawn -- the Final Fantasy Tactics read, a square slab
-- of the world sitting in the air rather than a map running off to a
-- horizon. A square cut with a HARD edge, because a flat world is a
-- thing with sides and the sides are what say so.
--
-- V-CURVE is what changes its shape. With the bend on, the world is not
-- flat any more -- it is a little globe curling away over its own
-- horizon -- and a square cut through a globe is a lie about what is
-- being looked at. So the box becomes a BALL, and its rim becomes a
-- GRADIENT that dissolves into the sky rather than an edge that
-- guillotines it. One click of the left stick (which throws V-CURVE --
-- see lib/VR) swaps between the two readings of the same model.
--
-- A staged fight ignores both and cuts a vertical PILLAR about the
-- arena, which lifts the fight out of the map as a floating disc.
--
-- (A BASE was built under all this once -- the ground extruded a tile
-- deep, cut to the viewport's shape, wearing Mt Moon's cave floor down
-- its sides -- and it was REMOVED at the user's request. The cut ends at
-- the ground plane now; don't put a plinth back under it.)
--
-- THE GRIP. Squeeze one and the model follows that hand through the
-- room; squeeze both and it turns with them and the viewport resizes
-- to whatever you open your hands to. All of it is arithmetic on the
-- XR-to-world mapping lib/VRRig already had (an anchor, a yaw and a
-- scale), so nothing about the world's own geometry knows this is
-- happening.
--
-- DIORAMA-MR is the same mode with the background keyed pure green, for
-- a mixed-reality capture that composites the model into the room the
-- player is actually standing in.
--
-- Nothing here reaches the flat screen: every field is set by lib/VR for
-- the length of one headset frame and cleared with the session.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Diorama = {}
-- ------- the viewport
--
-- The half-size at rest, as a fraction of the view height the flat screen
-- frames. Sized off the VIEW rather than fixed in world pixels so the zoom
-- rows keep meaning what they mean -- a zoomed-in rung frames less world
-- and gets a smaller model, exactly as it frames a smaller picture.
--
-- The BOX takes half of it, so the square is exactly the view the standard
-- rung would have shown, edge to edge. The BALL takes rather more: a ball
-- inscribed in that square holds noticeably less world (its corners are
-- the four biggest pieces of it), and the point of the V-CURVE throw is to
-- see the same model curl, not to lose a quarter of it.
Diorama.BOX_FRAC = 0.5
Diorama.BALL_FRAC = 0.62
-- How far the grips may open and close it, as a multiplier on that.
Diorama.SCALE_MIN = 0.3
Diorama.SCALE_MAX = 4
-- The rim under V-CURVE, as a fraction of the radius: where the world
-- starts fading and where it has finished. Wide enough to read as a
-- dissolve rather than an edge, narrow enough that the middle of the model
-- is solid. The BOX has no fade at all -- see fadeFor.
Diorama.FADE_FRAC = 0.16
-- The staged fight's disc: the arena's own half-length plus an apron, in
-- world pixels (a map cell is 16). The two mons stand three cells apart,
-- so this is a disc about seven cells across -- the fight, the ground it
-- is fought on, and nothing else.
Diorama.ARENA_APRON = 32
-- ------- what the live frame is
--
-- All three set by lib/VR for the length of one headset frame, and by
-- nothing else. `on` is the whole mode's gate; VoxelScene reads it once
-- per frame and every diorama-shaped thing hangs off that read.
Diorama.on = false
Diorama.keyed = false
Diorama.cull = nil -- { x, y, z, r, invFade, kind }
-- Chroma green, and PURE green deliberately: a keyer wants the one colour
-- nothing in the picture can accidentally be, and no palette this mod can
-- paint the world in reaches 0,255,0.
Diorama.KEY_COLOR = { 0, 1, 0 }
-- ------- what the grips have done to it
--
-- Kept across frames (this is where the model IS, as far as the player is
-- concerned) and cleared only when the session ends. `offset` is in LOCAL
-- metres and rides the mapping's anchor, `yaw` turns the mapping, `zoom`
-- multiplies the viewport's radius.
Diorama.offset = { 0, 0, 0 }
Diorama.yaw = 0
Diorama.zoom = 1
function Diorama.reset()
Diorama.on, Diorama.keyed, Diorama.cull = false, false, nil
Diorama.offset = { 0, 0, 0 }
Diorama.yaw, Diorama.zoom = 0, 1
Diorama.release()
end
-- ------- which way a staged fight lies on the table
--
-- The disc's bearing while a battle is up: the player's own hand-turn, with
-- the ARENA's quarter turn taken back out of it.
--
-- An arena may be laid down any of the four ways (BattleArena's `turn`), and
-- the promise that field makes everywhere else is that turning it changes the
-- GROUND under the fight and never the fight itself -- the two Pokemon land
-- on the same marks, seen the same way round. Every other camera keeps that
-- promise by construction: the flat shot and the standard VR mount are both
-- built from BattleCam's eye, which turns with the arena, so the composition
-- follows it round.
--
-- This one is not built from that eye. It is a disc of map lifted onto the
-- table, and its bearing is the arena's bearing in the WORLD -- so a fight
-- staged on a turned arena arrived on the table lying across the head that
-- was looking at it, while the same fight on an unturned one faced properly.
-- Same fight, same composition everywhere else, sideways here.
--
-- So the turn comes back out. Subtracted, matching the sign the standard
-- mount already lands on: its yaw is atan2 of (eye - focus), and rotating
-- that pair by +turn takes the bearing to (bearing - turn). One rule, two
-- seats.
--
-- The hand-turn stays on top of it, because that is the player moving the
-- model and is theirs to keep.
function Diorama.battleYaw(arena)
local turn = (arena and arena.turn) or 0
if turn == 0 then return Diorama.yaw end
local yaw = Diorama.yaw - math.rad(turn)
-- kept in (-pi, pi] like the grips leave it, so nothing downstream has to
-- care which way round it came
return (yaw + math.pi) % (2 * math.pi) - math.pi
end
-- Open a diorama frame. `mode` is VR.mode()'s answer; anything that is
-- not a diorama mode closes it.
function Diorama.begin(mode)
Diorama.on = (mode == "diorama" or mode == "diorama-mr")
Diorama.keyed = Diorama.on and mode == "diorama-mr"
if not Diorama.on then Diorama.cull = nil end
return Diorama.on
end
function Diorama.stop()
Diorama.on, Diorama.keyed, Diorama.cull = false, false, nil
end
-- What the world's background must be cleared to, or nil to leave the sky
-- alone. Only ever a colour in DIORAMA-MR, and only while a frame is open.
function Diorama.keyColor()
if not (Diorama.on and Diorama.keyed) then return nil end
return Diorama.KEY_COLOR
end
-- ------- the viewport, as the shaders take it
--
-- `kind` is the shader's own switch: 0 no cut, 1 the box, 2 the ball, 3
-- the fight's pillar. `invFade` is one over the fade band in world pixels,
-- so the rim is a single multiply out there -- and a hard edge is simply a
-- band under a pixel wide, which costs the shader no branch of its own.
Diorama.BOX = 1
Diorama.BALL = 2
Diorama.PILLAR = 3
-- The half-size the viewport stands at right now, for a view `vh` world
-- pixels tall -- the flat framing this rung would have shown -- and for
-- the shape it is currently in.
function Diorama.radius(vh, curved)
local frac = curved and Diorama.BALL_FRAC or Diorama.BOX_FRAC
return math.max(24, (vh or 288) * frac * Diorama.zoom)
end
-- Whether the world is BENT right now, which is the whole of what decides
-- the viewport's shape: a square cut suits a flat slab of map, and a
-- curved world rolling away over its own horizon wants a ball with a
-- dissolve. Asked of the row rather than remembered, so the V-CURVE the
-- stick click throws (and the "7" key, and the OPTIONS row) all reach it.
function Diorama.curved()
local ok, on = pcall(function()
return V.require("WorldCurve").active()
end)
return ok and on or false
end
-- The fade band for a cut of half-size `r`: the curve's dissolve, or a
-- hard edge (band 0) for the box.
function Diorama.fadeFor(r, curved)
if not curved then return 0 end
return math.max(1, r * Diorama.FADE_FRAC)
end
local function volume(kind, x, y, z, r, fade)
return { x = x, y = y, z = z, r = r,
-- The BOX kind is rectangular in the shader, because the flat
-- screen's box is the WINDOW's own footprint and a window is not
-- square (lib/ViewBox). A headset's model has no window to be
-- shaped like, so this one is: the same half-size twice.
rx = r, rz = r,
-- a zero band is a hard edge: half a pixel of ramp, which is
-- one pixel of antialiasing rather than a stair
invFade = 1 / math.max(fade or 0, 0.5), kind = kind }
end
-- The viewport this frame, centred on the world point the model is pinned
-- by: the BOX ordinarily, and the BALL while the world is curved.
function Diorama.viewport(cx, cy, vh)
local curved = Diorama.curved()
local r = Diorama.radius(vh, curved)
Diorama.cull = volume(curved and Diorama.BALL or Diorama.BOX,
cx, 0, cy, r, Diorama.fadeFor(r, curved))
return Diorama.cull
end
-- The staged fight's disc: a vertical pillar about the arena's midpoint,
-- wide enough for both mons and their apron. Vertical means UNBOUNDED --
-- a tree standing on the disc keeps all of its height, which is what
-- makes the cut read as the ground having been lifted out rather than as
-- the world having been sliced through at eye level.
function Diorama.pillar(arena)
if not (arena and arena.mid) then return nil end
local mx, mz = arena.mid[1], arena.mid[2]
local r = Diorama.ARENA_APRON
if arena.player and arena.enemy then
local dx = arena.player[1] - mx
local dz = arena.player[2] - mz
r = r + math.sqrt(dx * dx + dz * dz)
end
-- Round whatever the curve is doing -- a fight is a disc, and a square
-- arena tile floating in the air is not the picture -- and ALWAYS
-- dissolved at the rim, curve or no curve. The box's hard edge is there
-- to say "this is a flat slab of map with sides"; a fight is a thing
-- lifted out of the world and hanging in the air, and a hard edge on it
-- reads as a cookie cutter rather than as a piece of ground.
Diorama.cull = volume(Diorama.PILLAR, mx, 0, mz, r,
Diorama.fadeFor(r, true))
return Diorama.cull
end
-- ------- the grips
--
-- One hand carries the model; two turn it and open the viewport. The
-- gesture is measured as a DELTA per frame rather than from where the
-- squeeze started, so letting go and taking hold again never snaps
-- anything -- the model simply stops following and starts again.
Diorama.GRIP = 0.6 -- squeezed past this counts as holding on
Diorama.SPREAD_MIN = 0.08 -- hands closer than this give no scale
local lastOne = nil -- the carrying hand's position, last frame
local lastMid = nil -- both hands' midpoint
local lastAngle = nil -- and the bearing of the line between them
local lastSpread = nil -- and its length
local function clearGrab()
lastOne, lastMid, lastAngle, lastSpread = nil, nil, nil, nil
end
Diorama.releaseGrab = clearGrab
-- Advance the grab from this frame's controller state (lib/VRXR's table:
-- gripL/gripR in 0..1, handl/handr as { pos, quat } when tracked).
-- Returns true while the model is being held.
function Diorama.gesture(ctl)
if not ctl then
clearGrab()
return false
end
local gl, gr = ctl.gripL or 0, ctl.gripR or 0
local hl = (gl > Diorama.GRIP) and ctl.handl or nil
local hr = (gr > Diorama.GRIP) and ctl.handr or nil
if hl and hr then
lastOne = nil
local lp, rp = hl.pos, hr.pos
local mid = { (lp[1] + rp[1]) / 2, (lp[2] + rp[2]) / 2,
(lp[3] + rp[3]) / 2 }
local dx, dy, dz = rp[1] - lp[1], rp[2] - lp[2], rp[3] - lp[3]
local spread = math.sqrt(dx * dx + dy * dy + dz * dz)
-- the bearing of the line between the hands, in the same convention
-- the mapping's yaw turns through (see VRRig.eyeCamera): atan2 of the
-- x component over the z one, so a hand-over-hand turn and the model's
-- turn are the same number
local angle = math.atan2(dx, dz)
if lastMid then
for i = 1, 3 do
Diorama.offset[i] = Diorama.offset[i] + (mid[i] - lastMid[i])
end
end
if lastAngle then
local d = (angle - lastAngle + math.pi) % (2 * math.pi) - math.pi
Diorama.yaw = (Diorama.yaw + d + math.pi) % (2 * math.pi) - math.pi
end
if lastSpread and lastSpread > Diorama.SPREAD_MIN
and spread > Diorama.SPREAD_MIN then
Diorama.zoom = math.max(Diorama.SCALE_MIN,
math.min(Diorama.SCALE_MAX,
Diorama.zoom * (spread / lastSpread)))
end
lastMid, lastAngle, lastSpread = mid, angle, spread
return true
end
lastMid, lastAngle, lastSpread = nil, nil, nil
local one = hl or hr
if one then
if lastOne then
for i = 1, 3 do
Diorama.offset[i] = Diorama.offset[i] + (one.pos[i] - lastOne[i])
end
end
lastOne = { one.pos[1], one.pos[2], one.pos[3] }
return true
end
lastOne = nil
return false
end
-- Nothing here owns a GPU object any more (the base did, and it is gone --
-- see the header), so this is only the grab's own hand-to-hand state: a
-- window resize or a hot reload should not leave the model following a
-- delta measured against a frame that no longer exists.
function Diorama.release()
clearGrab()
end
Diorama.invalidate = Diorama.release
return Diorama
+98
View File
@@ -0,0 +1,98 @@
-- LET'S GO: the whole party's experience, on one card.
--
-- Sharing experience to everybody has a cost the original game never had
-- to pay: six Pokemon means six "X gained N EXP. Points!" boxes for every
-- knockout, each needing its own press. That is the same information the
-- player wanted, delivered in the most tiring possible way -- and it is
-- worse than a wall of text, because the numbers arrive one at a time so
-- the one thing a shared payout is FOR (comparing them: the little one
-- gained five times what the big one did) can never be seen at once.
--
-- So the per-Pokemon lines are suppressed and this card is shown in their
-- place: one box, one press, every gain side by side, with a level-up
-- called out on the row it happened to. What the card cannot cover still
-- plays as it always did -- "X grew to level 6!", the stats window, and
-- any move learned -- because those are events, not a tally.
--
-- Drawn with the engine's own font and box, in the GB's own frame, so it
-- sits in a staged 3D battle exactly like every other battle panel.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ExpPanel = {}
ExpPanel.__index = ExpPanel
local Font = nil
local function font()
if Font ~= nil then return Font or nil end
local ok, F = pcall(require, "src.render.Font")
Font = ok and F or false
return Font or nil
end
-- the GB frame, in 8-pixel tiles
local TILE = 8
local COLS, ROWS = 20, 18
local ROW_H = 12 -- pixels between listed Pokemon
-- `rows` is filled by the award loop and read HERE, at draw time: the
-- loop runs to completion long before the battle queue reaches this
-- panel, so the table is always complete by the time it is shown.
function ExpPanel.new(game, rows)
return setmetatable({ game = game, rows = rows or {}, t = 0 }, ExpPanel)
end
function ExpPanel:update(dt)
self.t = (self.t or 0) + (dt or 0)
local input = self.game and self.game.input
if not input then return end
-- a beat of deafness: the press that dismissed whatever came before
-- must not dismiss this card in the same breath
if self.t < 0.12 then return end
if input:wasPressed("a") or input:wasPressed("b") then
self.game.stack:pop()
if self.onDone then self.onDone() end
end
end
function ExpPanel:draw()
local F = font()
if not F then return end
local rows = self.rows or {}
local n = #rows
if n == 0 then return end
-- bottom-anchored and only as tall as it needs to be, so a two-Pokemon
-- party does not black out the fight behind it
local th = 3 + math.ceil(n * ROW_H / TILE)
th = math.min(th, ROWS - 1)
local ty = ROWS - th
F.drawBox(0, ty, COLS, th)
love.graphics.setColor(0, 0, 0, 1)
local x0 = TILE
local y0 = (ty + 1) * TILE + 2
F.draw("EXP GAINED", x0, y0)
for i, r in ipairs(rows) do
local y = y0 + ROW_H + (i - 1) * ROW_H
if y > (ROWS - 1) * TILE then break end
local mon = r.mon
local name = mon.nickname
or (self.game.data.pokemon[mon.species] or {}).name
or tostring(mon.species)
F.draw(name, x0, y)
-- a level-up is called out where it happened rather than left to the
-- message that follows, so the card reads as the whole story
if (r.to or 0) > (r.from or 0) then
local up = ("L%d"):format(r.to)
F.draw(up, 108 - F.width(up), y)
end
local amt = ("+%d"):format(r.gained or 0)
F.draw(amt, 152 - F.width(amt), y)
end
love.graphics.setColor(1, 1, 1, 1)
end
return ExpPanel
+919
View File
@@ -0,0 +1,919 @@
-- Voxel world mode: the free-roam camera -- the 1ST and 3RD rungs.
--
-- Every other rung is the same camera at a different pitch: an orbit over
-- the view centre, described by one number. 1ST is a different rig
-- entirely: the eye stands in the player's own head, the view direction is
-- the player's to steer -- mouse, right stick or a touch drag -- and the
-- rig rides the placed-camera seam (Voxel3D.camera) that the staged battle
-- already proved out. Everything downstream of that seam -- the shader
-- uniforms, project(), the sky's vanishing line, the water's lean -- reads
-- eye and focus the same way it always has.
--
-- 3RD is that same rig with the eye pulled back onto a boom behind the
-- player's shoulder (lib/ThirdPerson.lua). Everything in this file is
-- already general over where the eye stands -- the attitude, the look
-- inputs, the move intent, the cards that turn to face the eye -- so the
-- third-person rung is one number applied at the very end of frame(),
-- rather than a second camera to keep in step with this one.
--
-- What this module owns:
--
-- the ATTITUDE yaw and pitch, fed by whichever look input speaks:
-- relative mouse motion, the right stick's rate, or a
-- touch dragged across open screen. All three drive the
-- same two numbers, so they compose instead of fighting.
--
-- the BLEND easing between the orbit and the head. Stepping onto
-- the rung dives the camera from wherever the orbit was
-- into the player's eyes over half a second; stepping off
-- flies it back out. Mid-blend the rig is a straight lerp
-- of the two cameras -- eye, focus, fov, up -- through
-- the same placed-camera record.
--
-- the MOVE INTENT the analog vector FreeMove walks the player by,
-- gathered here because it is made of the same devices:
-- the left stick's raw axes, the touch d-pad's true
-- deflection, or the held keys, rotated by this camera's
-- yaw so "forward" means "where I am looking".
--
-- Deliberately NOT here: movement itself (lib/FreeMove.lua, which owns the
-- collision walk and the grid the game logic still lives on), and the
-- billboard math that faces cards at this eye (VoxelScene, which owns
-- every other card matrix too).
--
-- Everything the module reaches -- the mouse's relative mode, the wrapped
-- love handlers, the touch overlay's hit test -- is pcall-guarded the same
-- way the 3D pass is: headless runs and drivers without a mouse simply
-- never see the input, and the rung falls back to holding the 75-degree
-- orbit.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local Voxel = V.require("VoxelState")
local Voxel3D = V.require("Voxel3D")
local WorldCurve = V.require("WorldCurve")
local ThirdPerson = V.require("ThirdPerson")
local FirstPerson = {}
-- ------- the rig's numbers
--
-- EYE_HEIGHT stands the eye near the top of the 16px sprite -- the head,
-- not the hat tip -- above the same ground-plus-lift the character card
-- stands on, so surfing bobs and ledge hops carry the view with them.
--
-- FOV is wider than the diorama's ~53 degrees: inside the world, the
-- diorama's lens reads as a keyhole. 65 vertical is the modern-shooter
-- middle ground.
--
-- FOCUS_DIST is short on purpose: the placed-camera branch derives its
-- near plane from |eye - focus| (dist * 0.05), and the eye walks within
-- 2-3 world pixels of a wall face when sliding along it -- a far focus
-- would push the near plane through the wall and clip a hole in it.
FirstPerson.EYE_HEIGHT = 13
FirstPerson.FOV = math.rad(65)
FirstPerson.FOCUS_DIST = 24
-- Pitch limits, in radians below horizontal (positive looks DOWN). The
-- world has no ceiling and the sky's bands sit low, so looking far up
-- shows the void above the gradient; the up-range is clamped tighter than
-- the down-range for that reason, not a technical one.
FirstPerson.PITCH_DOWN = math.rad(70)
FirstPerson.PITCH_UP = -math.rad(50)
FirstPerson.PITCH_DEFAULT = math.rad(10)
-- how long the dive into (and out of) the head takes, in seconds
FirstPerson.BLEND_TIME = 0.45
-- ------- look input tuning
--
-- MOUSE_SENS is radians per relative-mode count -- about 0.18 degrees per
-- count, the conventional shooter default. STICK rates are radians per
-- second at full deflection, with a squared response curve so small
-- deflections aim and full ones turn. TOUCH_TURN is what one full screen
-- width of drag turns, mobile-shooter convention.
FirstPerson.MOUSE_SENS = 0.0032
FirstPerson.STICK_YAW = 3.5
FirstPerson.STICK_PITCH = 2.4
FirstPerson.STICK_DEAD = 0.18
FirstPerson.TOUCH_TURN = 2.2 * math.pi
FirstPerson.MOVE_DEAD = 0.25
-- ------- state
--
-- Yaw is a world bearing: 0 faces south (+Z, the way a resting sprite
-- faces), pi/2 east -- the same convention VoxelScene.YAW uses, so a
-- facing converts to a yaw by table lookup.
FirstPerson.yaw = 0
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
FirstPerson.blend = 0
-- A multiplier on the first-person field of view, for anything that wants
-- to narrow the lens without owning the rig: 1 is the ordinary 65
-- degrees, and horde mode's iron sights ease it down toward 40 while the
-- player is looking down them (lib/HordeGun). Kept here rather than in
-- the caller because the fov is folded into the orbit blend below, and
-- because signature() has to know -- a lens that narrows while the player
-- stands still still has to re-fit the shadow box.
FirstPerson.fovScale = 1
local wasEngaged = false
local stick = { x = 0, y = 0 } -- right stick, latest event values
local mouseDX, mouseDY = 0, 0 -- relative counts since last update
local lookTouch = nil -- { id, x, y } of the claimed finger
local touchMove = nil -- the touch d-pad's analog deflection
local captured = false -- mouse relative mode engaged by us
-- the placed-camera record this module last handed to Voxel3D, so passes
-- that key behaviour off "is the first-person rig the one drawing" (the
-- billboard yaw, the frame remap) can ask by identity rather than by mode
-- -- the battle's own placed camera must never read as first person
local rig = nil
local FACING_ANGLE = {
down = 0,
right = math.pi / 2,
up = math.pi,
left = -math.pi / 2,
}
local FACING_ORDER = { "down", "right", "up", "left" }
local function wrapPi(a)
return (a + math.pi) % (2 * math.pi) - math.pi
end
local function ease(t)
return t * t * (3 - 2 * t)
end
-- ------- gates
-- Whether a free-roam rung -- 1ST or 3RD -- is selected and the 3D pass can
-- carry it. Both stand the camera with the player, so both read the look
-- inputs, both walk free, and both turn the cards; how far behind the head
-- the eye ends up is ThirdPerson's business alone.
function FirstPerson.engaged()
return Voxel.isFreeCam(Voxel.level) and Voxel3D.available()
end
-- Whether the overworld is what the player is looking at: nothing pushed
-- over it, so the buttons are free-roam's. Shared with everything else in
-- the mod that asks the same question of the same stack (CamControl's
-- zooms above all), rather than each restating the pcall.
function FirstPerson.onTop()
local ok, top, ow = pcall(function()
local Game = require("src.core.Game")
return Game.stack and Game.stack:top(), Game.overworld
end)
return ok and top ~= nil and top == ow
end
-- Whether first person should be READING the player's inputs right now:
-- engaged, with the overworld on top of the stack (a menu, a dialog or a
-- battle above it owns the buttons, exactly as it does for grid walking).
function FirstPerson.driving()
return FirstPerson.engaged() and FirstPerson.onTop()
end
-- The right stick's live X, for a camera that is not this one: while a
-- battle is staged the free-roam look is not driving, but the axes are
-- still arriving on the wrap below (which records whatever the rung), and
-- the battle's orbit wants them. Reading them here rather than wrapping
-- the same seam twice.
function FirstPerson.stickX()
return stick.x or 0
end
function FirstPerson.stickY()
return stick.y or 0
end
-- ------- lending the look finger out
--
-- A pinch needs both fingers on the screen, and one of them is very likely
-- the finger this module claimed as the look drag. Rather than have the
-- pinch fight for it, CamControl asks for it: dropLook while the gesture
-- runs, reseatLook on whichever finger survives it. Re-seating rather than
-- simply releasing is what stops the view snapping by however far the
-- pinch travelled -- the finger carries on as the look drag from where it
-- now is, which is what it looks like it should do.
function FirstPerson.dropLook()
lookTouch = nil
end
function FirstPerson.reseatLook(id, x, y)
if id == nil then lookTouch = nil return end
lookTouch = { id = id, x = x, y = y }
end
-- The eased blend, 0 at the orbit and 1 in the head.
function FirstPerson.blendEased()
return ease(FirstPerson.blend)
end
-- The blend, but only while the free-roam pass's own rig is the placed
-- camera. The battle scene places a camera of its own through the same
-- seam, and its cards must keep their stage lean rather than yawing at a
-- first-person eye that is not looking at them.
function FirstPerson.cardBlend()
if not rig or Voxel3D.camera ~= rig then return 0 end
return ease(FirstPerson.blend)
end
-- A VR eye stepping into the rig's shoes: the VR pass builds its own
-- placed cameras (one per eye) and hands each one here as it draws, so
-- everything keyed to "the first-person rig is drawing" -- the billboard
-- yaw, the frame remap, the hidden player card -- answers for that eye.
-- In the diorama (blend 0) adoption is inert: cardBlend still reports
-- zero and the cards keep their lean.
function FirstPerson.adoptVReye(record)
rig = record
end
-- Whether the player's own card should be left out of the camera draw:
-- deep enough into the blend that the card would fill the lens from
-- inside. The sun pass keeps drawing it either way -- a first-person
-- player still throws a shadow on the ground ahead.
--
-- Never while 3RD's boom is genuinely out, whatever the blend: the whole
-- point of a boom is that the character it is booming away from is on
-- screen. (Nor the silhouette that rides the same answer -- seeing your own
-- outline through the building you just walked behind is what a
-- third-person camera owes the player.) A boom SQUEEZED into the head by a
-- wall answers false there and the card comes out again, because at that
-- range it is the first-person problem word for word.
function FirstPerson.hidePlayer()
if ThirdPerson.showsPlayer() then return false end
return FirstPerson.cardBlend() > 0.9
end
-- ------- attitude
-- Apply a look delta, in radians. Everything that turns the head funnels
-- through here, so the clamps live once.
function FirstPerson.lookBy(dyaw, dpitch)
FirstPerson.yaw = wrapPi(FirstPerson.yaw + dyaw)
FirstPerson.pitch = math.max(FirstPerson.PITCH_UP,
math.min(FirstPerson.PITCH_DOWN,
FirstPerson.pitch + dpitch))
end
-- A bearing as one of the grid's four directions -- the 45-degree
-- quantisation every facing in this file is made with, in one place so the
-- compass, the body and the card frames can never disagree about where a
-- boundary is.
local function facingOf(a)
local s, c = math.sin(a), math.cos(a)
if math.abs(s) > math.abs(c) then
return s > 0 and "right" or "left"
end
return c > 0 and "down" or "up"
end
-- The view direction's flat compass facing, for everything that still
-- thinks in the grid's four directions: the cell A interacts with, the
-- sprite the sun sees, the direction a blocked slide bonks in.
function FirstPerson.compassFacing()
return facingOf(FirstPerson.yaw)
end
-- Which way the BODY points, as a continuous world bearing, given the
-- world-space direction it is walking (0, 0 while standing). In the head,
-- the body is the head: you face what you look at. On the boom you can see
-- yourself, and a character sliding sideways while facing the lens reads as
-- a bug rather than as a strafe -- so a walking body turns to face its own
-- travel, and a standing one comes back round to the camera's bearing,
-- which is the one A talks along.
function FirstPerson.bodyBearing(wx, wz)
if ThirdPerson.extended() and wx and wz and (wx ~= 0 or wz ~= 0) then
return math.atan2(wx, wz)
end
return FirstPerson.yaw
end
-- The same answer as one of the four facings, which is what the grid game
-- (and the sprite sheet) reasons in.
function FirstPerson.bodyFacing(wx, wz)
return facingOf(FirstPerson.bodyBearing(wx, wz))
end
-- ------- the body's live bearing
--
-- The bearing the player's own body is actually pointing along RIGHT NOW,
-- or nil whenever the free walk is not the thing pointing it (a scripted
-- move, a cutscene, the grid walk with the rung off). FreeMove maintains
-- it; only the player's own card reads it.
--
-- It exists because the card's frame is chosen by the angle BETWEEN the
-- body and the eye, and quantising the body to a compass direction first
-- throws away exactly the precision that choice needs. A standing body is
-- pointed along the camera's own yaw, so the true angle between them is a
-- flat 180 degrees and the card should show its back and nothing else --
-- but snap the body to one of four directions on the game tick, then
-- measure it against an eye that has kept turning since, and the pair can
-- read as 135 degrees and pick the PROFILE frame instead. Spin the camera
-- fast and the character flicks to a mirrored side view for a frame or
-- two. Keeping the bearing continuous gives the measurement a full 45
-- degrees of slack before it can cross a boundary, which no frame's worth
-- of turning comes close to spending.
FirstPerson.bodyYaw = nil
-- Point the body along the direction it is walking (or, standing, along
-- the camera): records the continuous bearing and hands back the compass
-- facing the caller wants for p.facing.
function FirstPerson.pointBody(wx, wz)
FirstPerson.bodyYaw = FirstPerson.bodyBearing(wx, wz)
return facingOf(FirstPerson.bodyYaw)
end
-- Hand the body back to whatever else is turning it.
function FirstPerson.releaseBody()
FirstPerson.bodyYaw = nil
end
-- The unit look direction, and its flat (ground-plane) part.
local function lookDir()
local cp = math.cos(FirstPerson.pitch)
return math.sin(FirstPerson.yaw) * cp,
-math.sin(FirstPerson.pitch),
math.cos(FirstPerson.yaw) * cp
end
function FirstPerson.lookFlat()
return math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
end
-- ------- billboards seen from inside the world
--
-- The diorama's cards face south and lean back by the camera's pitch --
-- correct for a camera that always stands south. An eye that can stand
-- ANYWHERE sees a south-facing card edge-on from the east, so in first
-- person every card yaws about its feet to face the eye (cylindrical
-- billboarding: upright, never tipping). VoxelScene blends its matrices
-- between the two by cardBlend.
-- The yaw that turns a card's south-facing normal toward the eye.
function FirstPerson.cardYaw(wx, wz)
local eye = rig and rig.eye
if not eye then return 0 end
local dx, dz = eye[1] - wx, eye[3] - wz
if dx * dx + dz * dz < 1e-9 then return 0 end
return math.atan2(dx, dz)
end
-- Which of the four sprite frames a body at world bearing `phi` shows an
-- eye looking at (wx, wz): the bearing rotated into the viewer's own frame,
-- quantised. nil when there is no rig to be seen from.
local function frameFor(phi, wx, wz)
local eye = rig and rig.eye
if not (eye and phi) then return nil end
local dx, dz = eye[1] - wx, eye[3] - wz
if dx * dx + dz * dz < 1e-9 then return nil end
local rel = wrapPi(phi - math.atan2(dx, dz))
local idx = math.floor((rel + math.pi / 4) / (math.pi / 2)) % 4
return FACING_ORDER[idx + 1]
end
-- Which of the four sprite frames an entity shows THIS eye: its facing
-- rotated into the viewer's own frame, quantised. The flat game's frames
-- are "how this pose looks from the south", so the apparent facing is the
-- pose rotated by where the viewer actually stands -- walk behind an NPC
-- and you see their back, circle to their flank and you see the profile,
-- exactly as the four frames Gen 1 drew intend.
--
-- An NPC's facing IS one of the four and nothing finer, so this is the
-- whole story for everyone in the world except the one body the camera is
-- attached to -- see playerFacing.
function FirstPerson.apparentFacing(facing, wx, wz)
return frameFor(FACING_ANGLE[facing], wx, wz) or facing
end
-- The PLAYER's own card, which is the one case where the body's bearing is
-- known to better than a compass point (bodyYaw, above) -- and the one case
-- where it matters, because the eye is derived FROM that bearing rather
-- than independent of it. Measured continuously, a standing body reads as
-- a flat 180 degrees from its own camera and shows its back, steadily,
-- however fast the camera is spun. Falls back to the four-direction answer
-- whenever something other than the free walk is turning the body.
function FirstPerson.playerFacing(facing, wx, wz)
return frameFor(FirstPerson.bodyYaw, wx, wz)
or FirstPerson.apparentFacing(facing, wx, wz)
end
-- ------- the move intent
--
-- The analog vector FreeMove walks by, in CAMERA space: mx strafes (+
-- right), mz advances (+ forward). Whichever device is actually deflected
-- answers -- the left stick's raw axes first (the engine quantises them to
-- a d-pad; the raw pair is the analog truth), then a touch d-pad finger,
-- then the held keys. Magnitude caps at 1.
function FirstPerson.moveVector()
local ok, Game = pcall(require, "src.core.Game")
local input = ok and Game.input or nil
local ax = input and input.stickAxis or nil
if ax then
local mag = math.sqrt(ax.x * ax.x + ax.y * ax.y)
if mag > FirstPerson.MOVE_DEAD then
local t = math.min(1, (mag - FirstPerson.MOVE_DEAD)
/ (1 - FirstPerson.MOVE_DEAD))
return ax.x / mag * t, -ax.y / mag * t
end
end
if touchMove then
local mag = math.sqrt(touchMove.x * touchMove.x
+ touchMove.y * touchMove.y)
if mag > FirstPerson.MOVE_DEAD then
local t = math.min(1, mag)
return touchMove.x / mag * t, -touchMove.y / mag * t
end
end
if input then
local mx = (input:isDown("right") and 1 or 0)
- (input:isDown("left") and 1 or 0)
local mz = (input:isDown("up") and 1 or 0)
- (input:isDown("down") and 1 or 0)
if mx ~= 0 or mz ~= 0 then
local mag = math.sqrt(mx * mx + mz * mz)
return mx / mag, mz / mag
end
end
return 0, 0
end
-- Rotate a camera-space move into world space: forward is the flat look
-- direction, strafe-right is its right hand. (cross(forward, up) with
-- forward = (sin y, 0, cos y) and up = +Y lands right on (-cos y, 0,
-- sin y): face south and your right hand points west.)
function FirstPerson.moveWorld(mx, mz)
local s, c = math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
return -c * mx + s * mz, s * mx + c * mz
end
-- ------- the tick
-- Runs from the pipeline's update hook, every frame whatever the level --
-- the same tick VoxelState eases the orbit on. Owns the blend, the mouse
-- capture lifecycle, and the frame's stick-rate look.
function FirstPerson.update(dt)
local engagedNow = FirstPerson.engaged()
-- entering the rung: the head starts looking the way the sprite faces,
-- pitched gently down -- the reading pose of the flat game
if engagedNow and not wasEngaged then
local ok, facing = pcall(function()
local Game = require("src.core.Game")
return Game.overworld and Game.overworld.player
and Game.overworld.player.facing
end)
FirstPerson.yaw = (ok and FACING_ANGLE[facing]) or 0
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
end
wasEngaged = engagedNow
-- the blend, held at flat until there is terrain to dive into -- the
-- same wait Voxel.update keeps for the orbit tween, for the same reason
local target = engagedNow and 1 or 0
if target > FirstPerson.blend and FirstPerson.blend == 0
and not Voxel.ready then
target = 0
end
local step = dt / FirstPerson.BLEND_TIME
if FirstPerson.blend < target then
FirstPerson.blend = math.min(target, FirstPerson.blend + step)
elseif FirstPerson.blend > target then
FirstPerson.blend = math.max(target, FirstPerson.blend - step)
end
if FirstPerson.blend <= 0 and rig then
-- fully out: let go of the placed camera (unless a battle already
-- swapped its own in, which is not ours to clear)
if Voxel3D.camera == rig then Voxel3D.camera = nil end
rig = nil
end
-- the boom, on the same tick and for the same reason: it has to keep
-- easing after 3RD is left, and it needs the blend to know whether a
-- change of rung is a SLIDE (already inside the world, 1ST <-> 3RD) or
-- part of the dive in from the orbit, which carries the eye anyway
ThirdPerson.update(dt, FirstPerson.blend)
-- mouse capture follows engagement: captured whenever the rung is on and
-- the window has focus, released the moment either ends. Checked against
-- the live mode rather than toggled on edges, so a capture lost to the
-- OS (alt-tab) re-arms itself on the next focused frame.
local wantCapture = engagedNow
if wantCapture and love.window and love.window.hasFocus then
local okF, focus = pcall(love.window.hasFocus)
wantCapture = okF and focus or false
end
if love.mouse and love.mouse.setRelativeMode then
local okM, isRel = pcall(love.mouse.getRelativeMode)
if okM and isRel ~= wantCapture then
pcall(love.mouse.setRelativeMode, wantCapture)
end
captured = wantCapture
end
local driving = FirstPerson.driving()
-- The mouse's counts, accumulated by the wrapped handler since the last
-- tick; dropped unread while something else owns the screen.
--
-- The yaw sign is NEGATED, here and in every look input below: yaw grows
-- south -> east -> north (the world runs +X east, +Z south, and the
-- direction is (sin yaw, cos yaw)), which seen from behind the eye is a
-- LEFT turn -- so "move the mouse right, look right" means subtracting.
local dx, dy = mouseDX, mouseDY
mouseDX, mouseDY = 0, 0
if driving and (dx ~= 0 or dy ~= 0) then
FirstPerson.lookBy(-dx * FirstPerson.MOUSE_SENS,
dy * FirstPerson.MOUSE_SENS)
end
-- the right stick is a rate: radians per second, squared response so
-- the first half of the throw aims and the rest turns
if driving then
local rx, ry = stick.x, stick.y
local function curve(v)
local a = math.abs(v)
if a < FirstPerson.STICK_DEAD then return 0 end
a = (a - FirstPerson.STICK_DEAD) / (1 - FirstPerson.STICK_DEAD)
return (v < 0 and -1 or 1) * a * a
end
local cy, cp = curve(rx), curve(ry)
if cy ~= 0 or cp ~= 0 then
-- negated yaw for the same reason as the mouse above
FirstPerson.lookBy(-cy * FirstPerson.STICK_YAW * dt,
cp * FirstPerson.STICK_PITCH * dt)
end
end
end
-- ------- the rig itself
-- The orbit camera's eye/focus/fov/up for the frame's centre -- the same
-- arithmetic Voxel3D.viewProjection runs, restated here because the blend
-- needs both ends as DATA. Kept textually tiny so the two cannot drift:
-- focus on the centre, eye FOCAL*vh away at the pitch, up perpendicular
-- in the YZ plane.
local function orbitRig(cx, cy, vh)
local a = Voxel.angle
local dist = Voxel.FOCAL * vh
return { cx, dist * math.cos(a), cy + dist * math.sin(a) },
{ cx, 0, cy },
2 * math.atan(1 / (2 * Voxel.FOCAL)),
{ 0, math.sin(a), -math.cos(a) }
end
local lastEye = nil -- frozen head pose for player-less frames
-- Build this frame's placed camera and hand it to Voxel3D, plus the scene
-- centre the curve and the depth reference should use. `me` is the
-- player's posed entry (px, py, gh, lift) or nil (a Fly animation), and
-- (cx, cy) the orbit's own view centre.
--
-- Returns nil with the blend fully out, which is the caller's signal to
-- leave the orbit in charge.
function FirstPerson.frame(me, cx, cy, vw, vh)
local b = FirstPerson.blend
if b <= 0 then
if rig and Voxel3D.camera == rig then Voxel3D.camera = nil end
rig = nil
return nil
end
local e = ease(b)
local head
if me then
head = { me.px + 8,
(me.gh or 0) + (me.lift or 0) + FirstPerson.EYE_HEIGHT,
me.py + 8 }
lastEye = head
else
head = lastEye or { cx, FirstPerson.EYE_HEIGHT, cy }
end
local lx, ly, lz = lookDir()
local fpFocus = { head[1] + lx * FirstPerson.FOCUS_DIST,
head[2] + ly * FirstPerson.FOCUS_DIST,
head[3] + lz * FirstPerson.FOCUS_DIST }
-- 3RD: the eye walks back off the head along the very direction it looks,
-- as far as the world allows. Fully in (1ST, and every frame of the
-- diorama) this hands back the head and the focus untouched, so the two
-- rungs are one rig with one number between them.
local camEye, camFocus = ThirdPerson.place(head, lx, ly, lz, fpFocus)
local oEye, oFocus, oFov, oUp = orbitRig(cx, cy, vh)
local function mix(p, q)
return { p[1] + (q[1] - p[1]) * e,
p[2] + (q[2] - p[2]) * e,
p[3] + (q[3] - p[3]) * e }
end
local up = mix(oUp, { 0, 1, 0 })
local ul = math.sqrt(up[1] * up[1] + up[2] * up[2] + up[3] * up[3])
if ul > 1e-6 then up[1], up[2], up[3] = up[1] / ul, up[2] / ul, up[3] / ul
else up = { 0, 1, 0 } end
-- the world curve eases out with the blend: standing inside the world,
-- the bend that sells the diorama reads as the ground falling away. A
-- true zero (curve declined) needs the field present -- nil would let
-- Voxel3D fall back to the setting
local k = WorldCurve.k(vh) * (1 - e)
rig = {
eye = mix(oEye, camEye),
focus = mix(oFocus, camFocus),
fov = oFov + (FirstPerson.FOV - oFov) * e,
up = up,
curve = k,
}
Voxel3D.camera = rig
-- the scene centre walks from the orbit's view centre to the head, so
-- the curve's focus, the depth reference and the glint's travel follow
-- the camera that is actually in charge
local sx = cx + (head[1] - cx) * e
local sy = cy + (head[3] - cy) * e
return rig, sx, sy
end
-- Where the shadow pass should centre its box: pushed along the flat look
-- so the fitted frustum -- built for an orbit that always looks north --
-- covers the ground THIS camera sees. The push is strongest looking
-- south (the direction the orbit's box barely reaches) and scales with
-- the blend.
function FirstPerson.shadowCenter(sx, sy, vh)
local e = FirstPerson.cardBlend()
if e <= 0 then return sx, sy end
local fx, fz = FirstPerson.lookFlat()
local ShadowMap = V.require("ShadowMap")
local cap = (ShadowMap.FAR_CAP or 2.5) * vh
return sx + fx * 0.6 * vh * e,
sy + fz * (fz > 0 and (cap - vh * 0.5) or vh * 0.4) * e
end
-- The first-person facts a shadow signature has to include: the sun's
-- box is fitted around this camera, so turning the head or walking the
-- blend has to re-fit it even standing still.
function FirstPerson.signature()
local b = FirstPerson.blend
if b <= 0 then return "" end
return table.concat({
math.floor(b * 64),
math.floor(FirstPerson.yaw * 64),
math.floor(FirstPerson.pitch * 64),
-- and how far back the boom stands the eye: a wall shortening it moves
-- the camera the sun's box is fitted around, standing still or not
ThirdPerson.signature(),
}, ",")
end
-- ------- input capture
--
-- The seams: relative mouse motion has no Game handler at all (the
-- engine's love.mousemoved only feeds the mouse-as-touch debug path), the
-- right stick's axes are explicitly ignored by Input, and a touch
-- anywhere off the overlay's controls dies in TouchControls. Each wrap
-- forwards everything it does not claim, and claims only while first
-- person is actually driving -- so with the rung off, every byte flows
-- exactly where it always did.
local installed = false
function FirstPerson.install()
if installed then return end
installed = true
local Game = require("src.core.Game")
-- ------- right stick
do
local inner = Game.gamepadaxis
function Game:gamepadaxis(joystick, axis, value)
if axis == "rightx" then stick.x = value
elseif axis == "righty" then stick.y = value end
return inner(self, joystick, axis, value)
end
end
-- generic (non-gamepad) sticks: axes 1/2 are the left stick by SDL
-- convention and Input already claims them; 3/4 are the usual right
-- pair on the same class of device. Real gamepads are excluded -- they
-- already spoke through the mapped rightx/righty above, and their RAW
-- axis 3 is as likely a trigger as a stick.
--
-- Two more exclusions, both learned the hard way on Android, where this
-- wrap runs BEFORE the engine's own generic-joystick guards:
--
-- the accelerometer arrives as a joystick named for what it is, with
-- gravity pinning an axis well past any deadzone -- the same device
-- Game:joystickaxis refuses for movement (#459), refused here by the
-- same name test, or the view spins on its own the moment 1ST opens.
--
-- and a raw axis is only BELIEVED after it has been seen near centre
-- once. A stick at rest sits at zero, so a real one earns trust with
-- its first touch; a gravity-pinned sensor axis or a trigger resting
-- at an extreme never centres and so never steers the look.
local function isAccelerometer(joystick)
local ok, name = pcall(function() return joystick:getName() end)
return ok and type(name) == "string"
and name:lower():find("accelerometer", 1, true) ~= nil
end
local rawCentred = {}
do
local inner = Game.joystickaxis
function Game:joystickaxis(joystick, axis, value)
local mapped = joystick and joystick.isGamepad and joystick:isGamepad()
if not mapped and (axis == 3 or axis == 4)
and not isAccelerometer(joystick) then
if math.abs(value) < 0.3 then rawCentred[axis] = true end
if rawCentred[axis] then
if axis == 3 then stick.x = value else stick.y = value end
end
end
return inner(self, joystick, axis, value)
end
end
-- ------- mouse
--
-- love.mousemoved rather than a Game method, because the engine has no
-- Game:mousemoved to wrap -- the callback in the project's main.lua is
-- the one place relative counts arrive. Claimed only while captured;
-- pass-through otherwise, including the mouse-as-touch path.
do
local inner = love.mousemoved
love.mousemoved = function(x, y, dx, dy, istouch)
if captured and not istouch then
mouseDX = mouseDX + (dx or 0)
mouseDY = mouseDY + (dy or 0)
return
end
if inner then return inner(x, y, dx, dy, istouch) end
end
end
-- While the mouse is captured there is no cursor to click UI with, so
-- the buttons become GB buttons: left is A, right is B -- through the
-- overlay's own press path, which a rebind can never detach. What WE
-- pressed is remembered per button, so the release always reaches the
-- overlay even if the capture ended while the button was down --
-- otherwise a click that outlives the rung strands A held forever.
--
-- HORDE MODE re-reads the same two buttons as a weapon: left fires,
-- right holds the sights. Claimed BEFORE the A/B mapping below rather
-- than on top of it, so a click during the mode never also lands as a
-- GB button -- otherwise the A that ends the GAME OVER card would be
-- spent by the shot that ended the run.
local mouseHeld = {}
local MOUSE_BTN = { [1] = "a", [2] = "b" }
local function hordeMouse(button, down)
local Horde = V.require("Horde")
if not Horde.playing() then return false end
if button == 1 then
if down then V.require("HordeGun").fire() end
return true
elseif button == 2 then
V.require("HordeGun").setAds(down)
return true
end
return false
end
do
local inner = love.mousepressed
love.mousepressed = function(x, y, button, istouch, presses)
if captured and not istouch and hordeMouse(button, true) then return end
if captured and not istouch and MOUSE_BTN[button] then
local Input = require("src.core.Input")
mouseHeld[button] = true
Input:overlayPressed(MOUSE_BTN[button])
return
end
if inner then return inner(x, y, button, istouch, presses) end
end
end
do
local inner = love.mousereleased
love.mousereleased = function(x, y, button, istouch, presses)
-- a release always reaches whoever owns the press: the horde's
-- aim-hold has to let go even if the mode ended mid-click
if not mouseHeld[button] and hordeMouse(button, false) then return end
if mouseHeld[button] then
local Input = require("src.core.Input")
mouseHeld[button] = nil
Input:overlayReleased(MOUSE_BTN[button])
return
end
if inner then return inner(x, y, button, istouch, presses) end
end
end
-- ------- touch
--
-- A finger on open screen -- not on the overlay's d-pad or buttons --
-- becomes the look drag. One finger owns the look at a time; every
-- other touch flows to TouchControls untouched, so a thumb can drag the
-- view while the other walks the d-pad. That d-pad finger is also read
-- back ANALOG here: TouchControls quantises it to four directions for
-- the grid game, but the deflection it quantised is exactly the move
-- vector a free walk wants.
local TouchControls = require("src.core.TouchControls")
local function dpadVector(x, y)
local ok, v = pcall(function()
local L = TouchControls:layout()
local dz = L.dpad
local half = dz.w * 0.65
return { x = math.max(-1, math.min(1, (x - dz.cx) / half)),
y = math.max(-1, math.min(1, (y - dz.cy) / half)) }
end)
return ok and v or nil
end
do
local inner = Game.touchpressed
function Game:touchpressed(id, x, y)
if FirstPerson.driving() then
local onControl = nil
pcall(function() onControl = TouchControls:hitTest(x, y) end)
if not onControl and not lookTouch then
-- HORDE MODE: a tap on open screen is a SHOT, fired on the press
-- rather than on a release that turned out not to be a drag --
-- a shooter that waits to find out whether you meant it is a
-- shooter that misses. The same finger still becomes the look
-- drag below, so aiming and firing are one gesture.
if V.require("Horde").playing() then
V.require("HordeGun").fire()
end
lookTouch = { id = id, x = x, y = y }
return
end
inner(self, id, x, y)
if onControl == "dpad" and TouchControls.dpadTouch == id then
touchMove = dpadVector(x, y)
end
return
end
return inner(self, id, x, y)
end
end
do
local inner = Game.touchmoved
function Game:touchmoved(id, x, y)
if lookTouch and lookTouch.id == id then
local w = 1280
pcall(function() w = love.graphics.getWidth() end)
local per = FirstPerson.TOUCH_TURN / math.max(320, w)
if FirstPerson.driving() then
-- negated yaw for the same reason as the mouse (see update):
-- drag right, look right, the mobile-shooter convention
FirstPerson.lookBy(-(x - lookTouch.x) * per,
(y - lookTouch.y) * per)
end
lookTouch.x, lookTouch.y = x, y
return
end
if touchMove and TouchControls.dpadTouch == id then
touchMove = dpadVector(x, y) or touchMove
end
return inner(self, id, x, y)
end
end
do
local inner = Game.touchreleased
function Game:touchreleased(id, x, y)
if lookTouch and lookTouch.id == id then
lookTouch = nil
return
end
if TouchControls.dpadTouch == id then touchMove = nil end
return inner(self, id, x, y)
end
end
-- a reset that drops held input state drops ours with it
do
local inner = Game.focus
function Game:focus(f)
lookTouch, touchMove = nil, nil
stick.x, stick.y = 0, 0
mouseDX, mouseDY = 0, 0
return inner(self, f)
end
end
-- a disconnected controller cannot send the centering event for whatever
-- its stick last held -- the engine drops all input state here, and the
-- look rate (plus the raw axes' earned trust) goes with it
do
local inner = Game.joystickremoved
function Game:joystickremoved(joystick)
stick.x, stick.y = 0, 0
rawCentred[3], rawCentred[4] = nil, nil
return inner(self, joystick)
end
end
end
return FirstPerson
+886
View File
@@ -0,0 +1,886 @@
-- The air under the canopy: fog, god rays, and what drifts through them.
--
-- Some maps have an ATMOSPHERE (data/map_atmosphere.lua -- Viridian Forest
-- today, any map that adds a line tomorrow): a ground haze the scene shader
-- folds every surface into (see Voxel3D.fog), and VOLUMETRIC light let down
-- through an INVISIBLE canopy hanging above the map's real trees, as if the
-- carved hulls on screen were only the understorey of something taller.
--
-- The rays are not placed geometry. A fullscreen pass marches every
-- pixel's eye ray through the air, stops at the frame's own depth buffer
-- (the same detach-and-read Water runs), and asks two questions of every
-- step of air on the way:
--
-- * the SUN'S question -- the shadow map. Air behind a tree hull is
-- dark air; air in a real gap glows. A trunk stands in a column of
-- its own shade, a character walks through the beams and blocks
-- them, and every shaft on screen agrees with the light already on
-- the floor, because it is read from the same map.
--
-- * the CANOPY'S question -- where this thread of sun pierced the
-- invisible leaf layer. Every step of air on one sun ray shares that
-- point, which is what makes a shaft a SHAFT, and the point samples
-- a wind-blown noise field: the dapple drifts and shivers like
-- leaves moving overhead, opening and closing the beams as it goes.
--
-- The shafts lean along the fixed noon shear, deliberately: a canopy
-- map's rig is pinned to noon (see DayNight.CANOPY), so light that
-- followed the sun's arc would part company with every shadow on the
-- floor. What follows the clock is colour and strength -- gold spears of
-- sun by day, silver moon rays after dark, dying back through the
-- twilights -- plus the crew each shift brings: pollen adrift in the
-- day's beams, fireflies once they cool. A forward-scattering phase term
-- brightens the beams for a camera looking up into the light, which is
-- most of what makes them read as light in air rather than paint on it.
--
-- Everything is deterministic: placement and the leaf field are dealt by
-- a seeded xorshift (StadiumFx's generator), motion is a pure function
-- of one `time` uniform, so a pinned ForestAtmos.time reproduces a frame
-- exactly (see tests/forest_fog_shots). Every shader compiles lazily
-- behind pcall -- nil untried, false unavailable -- and each refusal
-- subtracts only itself: no march without readable depth, no beams
-- without a shadow map, and the fog rides the scene shader whatever
-- happens here.
local V = ...
local DayNight = V.require("DayNight")
local ModSetting = V.require("ModSetting")
local floor, sqrt, min, max = math.floor, math.sqrt, math.min, math.max
local ForestAtmos = {}
-- The viewport, as both shaders here take it (see Voxel3D.cull: the field
-- is set for a headset's diorama frame and for an orbit rung's window box,
-- and nil for every other, where kind 0 means "no cut"). Read through
-- V.require rather than held as an upvalue because this file loads before
-- Voxel3D on some paths.
local function cullAt()
local c = V.require("Voxel3D").cull
return c and { c.x, c.y, c.z } or { 0, 0, 0 }
end
local function cullShape()
local c = V.require("Voxel3D").cull
return c and { c.r, c.invFade, c.kind } or { 0, 0, 0 }
end
local function cullRect()
local c = V.require("Voxel3D").cull
return c and { c.rx or c.r, c.rz or c.r } or { 0, 0 }
end
-- FULL is the point; LOW halves the march and drops the particles, for
-- hardware that minds a per-pixel loop under 4X supersampling.
--
-- On ANDROID the ladder itself is shorter: LOW and OFF, with LOW the
-- default. The march needs a depth texture it can READ, and no driver on
-- the phones this runs on has granted one (see newDepth in Voxel3D) --
-- so FULL would be a rung with nothing behind it, which reads as a
-- broken mod rather than a missing feature. LOW there is the haze, the
-- one part of the atmosphere that rides the scene shader and works
-- everywhere. A desktop save opened on a phone stores FULL still;
-- ModSetting's unknown-value fallback lands it on LOW, and putting the
-- save back on the desktop restores the choice.
local function onAndroid()
if not (love and love.system and love.system.getOS) then return false end
local ok, os = pcall(love.system.getOS)
return ok and os == "Android"
end
ForestAtmos.setting = onAndroid()
and ModSetting.new("atmos", "FOREST FX", { "low", "off" },
{ "LOW", "OFF" })
or ModSetting.new("atmos", "FOREST FX", { "full", "low", "off" },
{ "FULL", "LOW", "OFF" })
-- the animation clock: ticked by main.lua's always-running update hook,
-- pinnable (frozen = true) so a screenshot driver can hold a frame still
ForestAtmos.time = 0
ForestAtmos.frozen = false
function ForestAtmos.update(dt)
if ForestAtmos.frozen then return end
ForestAtmos.time = ForestAtmos.time + (dt or 0)
end
-- ------- the authored table
--
-- Same shape as BattleArena's: the data file behind a pcall with a false
-- sentinel, and an overrides table a tuning driver can stage a candidate
-- through before anything is written down. `~= nil` on the override,
-- because false is meaningful -- "this map has no atmosphere, whatever
-- the file says".
local authored = nil
local overrides = {}
local function configFor(mapId)
if not mapId then return nil end
local forced = overrides[mapId]
if forced ~= nil then return forced or nil end
if authored == nil then
local ok, list = pcall(V.data, "map_atmosphere")
authored = (ok and type(list) == "table") and list or false
end
if not authored then return nil end
return authored[mapId]
end
ForestAtmos.configFor = configFor
-- ------- caches
--
-- Particle layouts and meshes go stale with the map (map.reloaded, and
-- the pipeline's invalidate); called with no map id this also resets the
-- shader and texture sentinels, which is what a lost GL context needs.
local layoutCache = {}
local meshCache = {}
local shaders = {} -- keyed by variant; nil untried, false refused
local leafTex = nil -- the tiling leaf-dapple field
local rayMesh = nil -- the fullscreen ray-fan quad, re-aimed per draw
-- Every bail here is deliberate and silent on screen -- a missing piece
-- subtracts itself, never the frame -- but "the beams are off" and "the
-- beams are off BECAUSE ..." are different debugging days. Each reason
-- is said once on the console, the way VR reports a missing runtime.
local said = {}
local function say(key, msg)
if said[key] then return end
said[key] = true
print("[DRAMATIC_SHAPE] atmos: " .. msg)
end
function ForestAtmos.invalidate(mapId)
if mapId then
layoutCache[mapId] = nil
meshCache[mapId] = nil
else
layoutCache, meshCache = {}, {}
shaders = {}
leafTex = nil
rayMesh = nil
end
end
function ForestAtmos.setOverride(mapId, entry)
overrides[mapId] = entry
ForestAtmos.invalidate(mapId)
end
-- ------- the hour's answer
--
-- One ramp, authored per phase and blended with DayNight's own weights,
-- so the fog and the rays can never disagree about what hour it is. The
-- two interact three ways: the fog colour leans toward the ray colour
-- (noon warms the haze, midnight silvers it), the rays scale with the
-- fog's density (a beam IS lit fog -- less medium, less beam), and the
-- march accumulates through the same density the surfaces sink into.
ForestAtmos.RAMP = {
day = { fog = { 0.78, 0.86, 0.70 }, ray = { 1.00, 0.93, 0.70 },
alpha = 0.55, density = 1.00, motes = 1.0, flies = 0.0 },
golden = { fog = { 0.84, 0.76, 0.58 }, ray = { 1.00, 0.85, 0.55 },
alpha = 0.35, density = 1.00, motes = 0.6, flies = 0.0 },
dawn = { fog = { 0.80, 0.70, 0.66 }, ray = { 1.00, 0.80, 0.62 },
alpha = 0.20, density = 1.05, motes = 0.3, flies = 0.25 },
dusk = { fog = { 0.78, 0.66, 0.58 }, ray = { 1.00, 0.76, 0.55 },
alpha = 0.20, density = 1.05, motes = 0.2, flies = 0.5 },
violet = { fog = { 0.52, 0.50, 0.66 }, ray = { 0.82, 0.80, 1.00 },
alpha = 0.25, density = 1.10, motes = 0.0, flies = 1.0 },
night = { fog = { 0.34, 0.40, 0.56 }, ray = { 0.72, 0.80, 1.00 },
alpha = 0.40, density = 1.15, motes = 0.0, flies = 1.0 },
}
-- The frame's atmosphere for `map` at clock `t` (defaulting to now), or
-- nil -- no entry, or the row is OFF -- in which case nothing is drawn
-- and Voxel3D.fog should be left nil.
function ForestAtmos.frame(map, t)
if ForestAtmos.setting:get() == "off" then return nil end
local cfg = configFor(map and map.id)
if not cfg then return nil end
local mix = DayNight.mix(t or DayNight.time())
local fr, fg, fb, rr, rg, rb = 0, 0, 0, 0, 0, 0
local alpha, dens, motes, flies = 0, 0, 0, 0
for name, w in pairs(mix) do
local p = ForestAtmos.RAMP[name] or ForestAtmos.RAMP.day
fr, fg, fb = fr + p.fog[1] * w, fg + p.fog[2] * w, fb + p.fog[3] * w
rr, rg, rb = rr + p.ray[1] * w, rg + p.ray[2] * w, rb + p.ray[3] * w
alpha = alpha + p.alpha * w
dens = dens + p.density * w
motes = motes + p.motes * w
flies = flies + p.flies * w
end
-- the haze takes on a little of the light standing in it
local LEAN = 0.15
fr = fr + (rr - fr) * LEAN
fg = fg + (rg - fg) * LEAN
fb = fb + (rb - fb) * LEAN
local base = cfg.fog or {}
local rays = cfg.rays or {}
return {
-- in exactly the shape Voxel3D.fog takes, so callers assign it whole
fog = { color = { fr, fg, fb },
density = (base.density or 0) * dens,
start = base.start or 0,
heightK = base.heightK or 0 },
rayColor = { rr, rg, rb },
-- a beam is scattered fog: less medium, less beam
rayAlpha = alpha * (0.4 + 0.6 * min(dens, 1)),
rayStrength = rays.strength or 12,
rayReach = rays.reach or 380,
moteLevel = motes,
fireflyLevel = flies,
cfg = cfg,
}
end
-- ------- deterministic noise
--
-- The same written-out xorshift StadiumFx runs (see the note there on why
-- not LuaJIT's `bit`): the particle deal and the leaf field must come out
-- identical on every machine and every visit.
local function bxor32(a, b)
local r, p = 0, 1
for _ = 1, 32 do
local x, y = a % 2, b % 2
if x ~= y then r = r + p end
a, b, p = floor(a / 2), floor(b / 2), p * 2
end
return r
end
local Rng = {}
Rng.__index = Rng
local function newRng(seed)
local s = seed % 0x100000000
if s == 0 then s = 0x9E3779B9 end
return setmetatable({ s = s }, Rng)
end
function Rng:next()
local x = self.s
x = bxor32(x, (x % 0x80000) * 0x2000) -- x ^= (x << 13)
x = bxor32(x, floor(x / 0x20000)) -- x ^= x >> 17
x = bxor32(x, (x % 0x8000000) * 0x20) -- x ^= (x << 5)
self.s = x % 0x100000000
return self.s
end
function Rng:unit()
return self:next() / 0x100000000
end
-- bilinear value noise on a torus (StadiumFx's), so the leaf field tiles
local function lattice(rng, w, h)
local g = {}
for y = 1, h do
local row = {}
for x = 1, w do row[x] = rng:unit() end
g[y] = row
end
return g
end
local function smoothstep01(t)
return t * t * (3 - 2 * t)
end
local function torus(grid, w, h, x, y)
local x0, y0 = floor(x), floor(y)
local fx, fy = smoothstep01(x - x0), smoothstep01(y - y0)
local x1, y1 = (x0 + 1) % w, (y0 + 1) % h
x0, y0 = x0 % w, y0 % h
local a = grid[y0 + 1][x0 + 1]
local b = grid[y0 + 1][x1 + 1]
local c = grid[y1 + 1][x0 + 1]
local d = grid[y1 + 1][x1 + 1]
return (a + (b - a) * fx) + ((c + (d - c) * fx) - (a + (b - a) * fx)) * fy
end
-- ------- the leaf field
--
-- One small tiling texture of three-octave value noise, generated once
-- from a fixed seed: the pattern of the unseen foliage. The shader reads
-- it at two drifting, differently-scaled offsets and thresholds the sum,
-- so the pools of light between the leaves slide, open and close -- the
-- movement is the WIND's, all in the sampling; the cloth itself never
-- changes, which is what keeps a pinned frame reproducible.
local function leafTexture()
if leafTex ~= nil then return leafTex or nil end
if not (love and love.image and love.image.newImageData
and love.graphics and love.graphics.newImage) then
leafTex = false
return nil
end
local ok, tex = pcall(function()
local N = 128
local rng = newRng(0x1EAF)
local g1 = lattice(rng, 8, 8)
local g2 = lattice(rng, 16, 16)
local g3 = lattice(rng, 32, 32)
local img = love.image.newImageData(N, N)
for y = 0, N - 1 do
local v = y / N
for x = 0, N - 1 do
local u = x / N
local n = torus(g1, 8, 8, u * 8, v * 8) * 0.5
+ torus(g2, 16, 16, u * 16, v * 16) * 0.3
+ torus(g3, 32, 32, u * 32, v * 32) * 0.2
img:setPixel(x, y, n, n, n, 1)
end
end
local t = love.graphics.newImage(img)
t:setWrap("repeat", "repeat")
t:setFilter("linear", "linear")
return t
end)
leafTex = (ok and tex) or false
return leafTex or nil
end
-- ------- placement (the particles; the light places itself)
local MARGIN = 24 -- keep off the map's edge, world px
function ForestAtmos.layout(cfg, w, h)
local rng = newRng((cfg.seed or 0x51D))
local canopy = cfg.canopyY or 56
local motes = {}
for _ = 1, (cfg.motes and cfg.motes.count) or 0 do
motes[#motes + 1] = {
x = MARGIN + rng:unit() * max(w - 2 * MARGIN, 1),
y = 3 + rng:unit() * max(canopy - 11, 8),
z = MARGIN + rng:unit() * max(h - 2 * MARGIN, 1),
phase = rng:unit() * 6.2832,
rate = 0.5 + rng:unit(),
}
end
local flies = {}
for _ = 1, (cfg.fireflies and cfg.fireflies.count) or 0 do
flies[#flies + 1] = {
x = MARGIN + rng:unit() * max(w - 2 * MARGIN, 1),
y = 3 + rng:unit() * 12,
z = MARGIN + rng:unit() * max(h - 2 * MARGIN, 1),
phase = rng:unit() * 6.2832,
rate = 0.5 + rng:unit(),
}
end
return { motes = motes, flies = flies }
end
-- A map is width x height BLOCKS of 4x4 tiles of 8 pixels -- times 32
-- for world pixels (the same arithmetic Structures runs in tiles).
local function layoutFor(map)
local hit = layoutCache[map.id]
if hit ~= nil then return hit or nil end
local cfg = configFor(map.id)
if not cfg then
layoutCache[map.id] = false
return nil
end
local def = map.def or {}
local L = ForestAtmos.layout(cfg, (def.width or 16) * 32,
(def.height or 16) * 32)
layoutCache[map.id] = L
return L
end
ForestAtmos.layoutFor = layoutFor
-- ------- the volumetric march
--
-- A fullscreen quad whose four corners carry the camera's own frustum
-- rays; the varying interpolates them into a world ray per pixel. The
-- pixel stage walks that ray to the depth buffer's surface, and every
-- step of air on the way is lit or not by the shadow map and the leaf
-- field, accumulated through the same haze the surfaces sink into.
--
-- Conventions copied from Water's march: the ray walks the FLAT world
-- (the space it is straight in) and every depth compare bends the sample
-- first, by the same displacement the vertex stage applies -- so the
-- march reads the depth buffer it actually has. The shadow lookup stays
-- flat, exactly like the scene shader's own vSun. STEPS is spliced into
-- the source rather than sent (the LOW rung is a second compile), and
-- there are no uniform arrays anywhere -- see the note in Sky about the
-- Android driver that reads them as zero.
local RAY_SHADER = [[
varying vec3 vRay;
#ifdef VERTEX
attribute vec3 RayDir;
vec4 position(mat4 transform_projection, vec4 vertex_position) {
vRay = RayDir;
return transform_projection * vertex_position;
}
#endif
#ifdef PIXEL
uniform Image depthTex; // the frame's own depth, detached to read
uniform Image sunMap; // the sun's answer (see ShadowMap)
uniform Image leafTex; // the unseen foliage, tiling
uniform mat4 vp;
uniform mat4 sunVP;
uniform float sunBias;
uniform vec3 eye;
uniform vec3 curve; // xy = the focus in world XZ, z = k; 0 = off
uniform vec2 screen; // canvas size, for the pixel's own uv
uniform vec4 fogW; // density, heightK, canopyY, fadeTo
uniform vec3 shear; // the noon shear kx, kz; z = reach
uniform vec3 rayColor;
uniform float strength;
uniform vec3 sunward; // unit, toward the unseen sun
uniform vec2 wind; // leaf-field drift, uv per second
uniform float time;
// the viewport, as the scene shader takes it (see Voxel3D): air outside
// the model is not air, so a sample out there contributes nothing and
// the beams end with the world they fall through
uniform vec3 cullAt;
uniform vec3 cullShape;
uniform vec2 cullRect; // the box's half-extents in x and z
float dioramaCull(vec3 p) {
if (cullShape.z <= 0.5) return 1.0;
vec3 cd = p - cullAt;
float inside;
if (cullShape.z < 1.5) { // the box
inside = min(cullRect.x - abs(cd.x), cullRect.y - abs(cd.z));
} else if (cullShape.z < 2.5) {
inside = cullShape.x - length(cd); // the ball
} else {
inside = cullShape.x - length(cd.xz); // the fight's pillar
}
return clamp(inside * cullShape.y, 0.0, 1.0);
}
float sunDepth(vec2 uv) {
vec4 c = Texel(sunMap, uv);
return c.r + c.g * (1.0 / 255.0);
}
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
vec2 uv = sc / screen;
float sceneD = Texel(depthTex, uv).r;
vec3 dir = normalize(vRay);
// Spend every sample where a sample can glow. Above the canopy no
// beam exists, and below the floor there is no air at all -- so the
// march runs from where this ray first dips under the leaves to
// where it would pass the ground, however long or short that
// stretch is. From the orbit camera that is the last few dozen
// pixels of a mostly-vertical ray, and dividing the WHOLE reach by
// the step count there starved the beams to nothing.
float t0 = 0.0;
if (eye.y > fogW.z) {
if (dir.y >= -0.01) return vec4(0.0);
t0 = (eye.y - fogW.z) / -dir.y;
}
float tEnd = shear.z;
if (dir.y < -0.01) {
tEnd = min(tEnd, (eye.y + 8.0) / -dir.y);
}
if (tEnd <= t0) return vec4(0.0);
// interleaved gradient noise staggers neighbouring pixels' steps,
// which is what turns 20-odd samples into a smooth volume instead
// of an onion of banded slices
float jitter = fract(52.9829189
* fract(dot(sc, vec2(0.06711056, 0.00583715))));
float dt = (tEnd - t0) / float(STEPS);
// HALF the fog's own extinction, on the way in and per step: the
// full rate is what the surfaces sink by, and beams that obeyed it
// too died before the orbit camera ever saw them. Half keeps the
// depth cue and leaves the light alive.
float trans = exp(-fogW.x * 0.5 * t0);
float acc = 0.0;
for (int i = 0; i < STEPS; i++) {
float t = t0 + (float(i) + jitter) * dt;
vec3 p = eye + dir * t;
// stop at the surface: bend the sample the way the geometry bent
vec2 cd = p.xz - curve.xy;
vec4 c = vp * vec4(p.x, p.y - dot(cd, cd) * curve.z, p.z, 1.0);
if (c.w <= 1e-6) break;
if (c.z / c.w * 0.5 + 0.5 > sceneD) break;
if (p.y < fogW.z) {
// the sun's question: is this air behind a tree? Outside the
// frustum nothing was recorded and the air counts as lit, eased
// at the rim exactly like the scene shader's shadows
float lit = 1.0;
vec3 su = (sunVP * vec4(p, 1.0)).xyz;
if (su.x > 0.0 && su.x < 1.0 && su.y > 0.0 && su.y < 1.0
&& su.z < 1.0) {
vec2 e2 = min(su.xy, 1.0 - su.xy);
float edge = smoothstep(0.0, 0.06, min(e2.x, e2.y));
lit = mix(1.0, step(su.z - sunBias, sunDepth(su.xy)), edge);
}
// the canopy's question: where did this thread of light pierce
// the leaves? Every step of air on one sun ray shares the
// answer -- that shared point is what makes a shaft a shaft --
// and the two drifting reads of the field are the wind moving
// the foliage overhead, opening and closing the beams
float up = fogW.z - p.y;
vec2 gap = (p.xz - shear.xy * up) * (1.0 / 96.0);
float n = Texel(leafTex, gap + wind * time).r * 0.65
+ Texel(leafTex, gap * 2.3 - wind * (time * 0.7)
+ vec2(0.37, 0.61)).r * 0.35;
float dapple = 0.08 + 0.92 * smoothstep(0.45, 0.85, n);
// the beam fades IN below the invisible canopy, thins with
// altitude like the haze it is made of, and kisses the floor
float y = max(p.y, 0.0);
float fadeIn = clamp(up / max(fogW.z - fogW.w, 1.0), 0.0, 1.0);
float foot = 0.55 + 0.45 * clamp(y / 16.0, 0.0, 1.0);
float dens = fogW.x * exp(-y * fogW.y);
acc += trans * lit * dapple * fadeIn * foot * dens * dt
* dioramaCull(p);
}
trans *= exp(-fogW.x * 0.5 * dt);
}
// forward scattering: beams bloom for a camera looking up into the
// light, which is most of what makes them read as light IN air
float phase = 0.35 + 0.65 * pow(max(dot(dir, sunward), 0.0), 6.0);
return vec4(rayColor * (acc * strength * phase), 1.0) * color;
}
#endif
]]
local function rayShaderFor(steps)
local key = "ray" .. steps
local s = shaders[key]
if s ~= nil then return s or nil end
if not (love and love.graphics and love.graphics.newShader) then
shaders[key] = false
return nil
end
local src = "#define STEPS " .. steps .. "\n" .. RAY_SHADER
local ok, sh = pcall(love.graphics.newShader, src)
if not ok then
say(key, "ray shader refused -- beams off, fog stays: "
.. tostring(sh))
end
shaders[key] = (ok and sh) or false
return shaders[key] or nil
end
local RAY_FORMAT = {
{ "VertexPosition", "float", 2 },
{ "RayDir", "float", 3 },
}
-- The camera's frustum corners, from the same fields every pass sets:
-- eye, focus, fovY, and the placed camera's up when there is one (VR
-- eyes roll; the orbit never does). Interpolating a corner ray across
-- the quad IS the standard reconstruction for a perspective camera, so
-- this works identically for the orbit, first person and both eyes.
local function rayQuad(Voxel3D, w, h)
local e, fo, fov = Voxel3D.eye, Voxel3D.focus, Voxel3D.fovY
if not (e and fo and fov) then return nil end
local fx, fy, fz = fo[1] - e[1], fo[2] - e[2], fo[3] - e[3]
local fl = sqrt(fx * fx + fy * fy + fz * fz)
if fl < 1e-6 then return nil end
fx, fy, fz = fx / fl, fy / fl, fz / fl
local cam = Voxel3D.camera
local up = (cam and cam.up) or { 0, 1, 0 }
-- right = forward x up, then a true up perpendicular to both
local rx = fy * up[3] - fz * up[2]
local ry = fz * up[1] - fx * up[3]
local rz = fx * up[2] - fy * up[1]
local rl = sqrt(rx * rx + ry * ry + rz * rz)
if rl < 1e-6 then return nil end
rx, ry, rz = rx / rl, ry / rl, rz / rl
local ux = ry * fz - rz * fy
local uy = rz * fx - rx * fz
local uz = rx * fy - ry * fx
local hh = math.tan(fov * 0.5)
local hw = hh * (w / h)
-- canvas row 0 is the TOP of the frame, which is the +up corner
local function corner(su, sv)
return fx + rx * hw * su + ux * hh * sv,
fy + ry * hw * su + uy * hh * sv,
fz + rz * hw * su + uz * hh * sv
end
local x0, y0, z0 = corner(-1, 1)
local x1, y1, z1 = corner(1, 1)
local x2, y2, z2 = corner(1, -1)
local x3, y3, z3 = corner(-1, -1)
local verts = {
{ 0, 0, x0, y0, z0 },
{ w, 0, x1, y1, z1 },
{ w, h, x2, y2, z2 },
{ 0, h, x3, y3, z3 },
}
if not rayMesh then
local ok, mesh = pcall(love.graphics.newMesh, RAY_FORMAT, verts,
"fan", "stream")
rayMesh = ok and mesh or nil
return rayMesh
end
local ok = pcall(rayMesh.setVertices, rayMesh, verts)
return ok and rayMesh or nil
end
-- ------- the particles
local PART_SHADER = [[
varying vec2 vCorner;
varying float vGlow;
#ifdef VERTEX
uniform mat4 vp;
uniform vec3 curve;
uniform vec3 cullAt; // the viewport (see Voxel3D.cull): a mote
uniform vec3 cullShape; // outside the model is not in the air
uniform vec2 cullRect; // the box's half-extents in x and z
uniform vec3 axisR; // the camera's right, world space
uniform vec3 axisU; // and its up: the billboard's own frame
uniform float time;
uniform float size;
uniform vec2 sway; // wander amplitude: horizontal, vertical
uniform float blinky; // 0 = steady motes, 1 = blinking fireflies
attribute vec4 AtmosData; // corner x, corner y, phase, rate
vec4 position(mat4 transform_projection, vec4 vertex_position) {
float ph = AtmosData.z;
float rt = AtmosData.w;
float t = time * (0.5 + rt);
// bounded wander only -- three incommensurate sines, so nothing ever
// walks off the map or needs a CPU tick to bring it home
vec3 base = vertex_position.xyz + vec3(
sin(t * 0.23 + ph) * sway.x,
sin(t * 0.17 + ph * 2.7) * sway.y,
cos(t * 0.19 + ph * 1.3) * sway.x);
float s = 0.5 + 0.5 * sin(t * 1.6 + ph * 9.0);
vGlow = mix(1.0, smoothstep(0.35, 0.75, s), blinky);
// a whole mote at once: these are points, so the rim can dim them
// rather than having to cut one in half
if (cullShape.z > 0.5) {
vec3 cd = base - cullAt;
float inside;
if (cullShape.z < 1.5) {
inside = min(cullRect.x - abs(cd.x), cullRect.y - abs(cd.z));
} else if (cullShape.z < 2.5) {
inside = cullShape.x - length(cd);
} else {
inside = cullShape.x - length(cd.xz);
}
vGlow *= clamp(inside * cullShape.y, 0.0, 1.0);
}
vCorner = AtmosData.xy;
vec4 w = vec4(base + axisR * (AtmosData.x * size)
+ axisU * (AtmosData.y * size), 1.0);
if (curve.z > 0.0) {
vec2 cd = w.xz - curve.xy;
w.y -= dot(cd, cd) * curve.z;
}
return vp * w;
}
#endif
#ifdef PIXEL
uniform vec3 dotColor;
uniform float level;
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
float d = dot(vCorner, vCorner);
float glow = max(0.0, 1.0 - d);
glow *= glow;
return vec4(dotColor, glow * level * vGlow) * color;
}
#endif
]]
local function partShader()
local s = shaders.part
if s ~= nil then return s or nil end
if not (love and love.graphics and love.graphics.newShader) then
shaders.part = false
return nil
end
local ok, sh = pcall(love.graphics.newShader, PART_SHADER)
shaders.part = (ok and sh) or false
return shaders.part or nil
end
local PART_FORMAT = {
{ "VertexPosition", "float", 3 },
{ "AtmosData", "float", 4 },
}
local CORNERS = { { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 } }
local function pushQuad(map, n)
local b = n * 4
map[#map + 1] = b + 1
map[#map + 1] = b + 2
map[#map + 1] = b + 3
map[#map + 1] = b + 1
map[#map + 1] = b + 3
map[#map + 1] = b + 4
end
local function buildPartMesh(points)
if #points == 0 then return nil end
local verts, indices = {}, {}
for i = 1, #points do
local p = points[i]
for c = 1, 4 do
verts[#verts + 1] = { p.x, p.y, p.z,
CORNERS[c][1], CORNERS[c][2], p.phase, p.rate }
end
pushQuad(indices, i - 1)
end
local ok, mesh = pcall(love.graphics.newMesh, PART_FORMAT, verts,
"triangles", "static")
if not ok then return nil end
pcall(mesh.setVertexMap, mesh, indices)
return mesh
end
local function meshesFor(map, L)
local hit = meshCache[map.id]
if hit then return hit end
local M = {
motes = buildPartMesh(L.motes),
flies = buildPartMesh(L.flies),
}
meshCache[map.id] = M
return M
end
local MOTE_COLOR = { 1.0, 0.96, 0.78 }
local FLY_COLOR = { 0.72, 1.0, 0.45 }
-- The billboard frame: the camera's own right and up, from the same
-- fields every pass sets (per VR eye too -- drawScene runs per eye and
-- reads the eye's camera). Degenerate looks answer nil and the
-- particles sit this one out.
local function billboardAxes(Voxel3D)
local e, fo = Voxel3D.eye, Voxel3D.focus
if not (e and fo) then return nil end
local lx, ly, lz = fo[1] - e[1], fo[2] - e[2], fo[3] - e[3]
local ll = sqrt(lx * lx + ly * ly + lz * lz)
if ll < 1e-6 then return nil end
lx, ly, lz = lx / ll, ly / ll, lz / ll
local rx, rz = -lz, lx
local rl = sqrt(rx * rx + rz * rz)
if rl < 1e-4 then return nil end
rx, rz = rx / rl, rz / rl
return { rx, 0, rz }, { -rz * ly, rz * lx - rx * lz, rx * ly }
end
-- ------- the draw
--
-- Inside the scene pass, in VoxelScene's prop slot. The march borrows
-- the frame's depth through Voxel3D.beginWater -- the same detach Water
-- runs -- and hand-tests every step against it, so the pass itself needs
-- no depth attachment; the particles come after, depth-tested additive
-- geometry like the Stadium flames. Anything missing -- no entry, OFF, a
-- refused shader, no readable depth, no shadow map -- subtracts only
-- itself.
function ForestAtmos.draw(map)
local rung = ForestAtmos.setting:get()
if rung == "off" then return end
local f = ForestAtmos.frame(map)
if not f then return end
local Voxel3D = V.require("Voxel3D")
local ShadowMap = V.require("ShadowMap")
if f.rayAlpha > 0.01 then
if not Voxel3D.depthReadable() then
say("depth", "no readable depth this frame -- beams off, fog stays")
return
end
-- no beams without the sun's own pass: uvVP is only the world -> map
-- transform while a shadow map is actually standing
local sunTex = ShadowMap.active() and ShadowMap.texture()
if not sunTex then
say("sun", "no shadow map standing -- beams off, fog stays")
end
local leaf = leafTexture()
if not leaf then
say("leaf", "leaf field would not build -- beams off, fog stays")
end
local sh = rayShaderFor(rung == "low" and 12 or 24)
local w, h = Voxel3D.size()
local quad = (sh and sunTex and leaf and w) and rayQuad(Voxel3D, w, h)
if sh and sunTex and leaf and w and not quad then
say("quad", "no camera frame for the ray fan -- beams off")
end
if quad then
local _, depth = Voxel3D.beginWater(nil)
if depth then
say("on", "volumetric beams running")
local kx, kz = DayNight.shearAt(DayNight.T.day)
local kl = sqrt(kx * kx + kz * kz + 1)
love.graphics.setBlendMode("add", "alphamultiply")
love.graphics.setShader(sh)
pcall(sh.send, sh, "depthTex", depth)
pcall(sh.send, sh, "sunMap", sunTex)
pcall(sh.send, sh, "leafTex", leaf)
pcall(sh.send, sh, "vp", "row", Voxel3D.vp)
pcall(sh.send, sh, "sunVP", "row", ShadowMap.uvVP)
pcall(sh.send, sh, "sunBias", ShadowMap.bias)
pcall(sh.send, sh, "eye", Voxel3D.eye)
pcall(sh.send, sh, "curve",
{ Voxel3D.curveX or 0, Voxel3D.curveZ or 0,
Voxel3D.curveK or 0 })
pcall(sh.send, sh, "cullAt", cullAt())
pcall(sh.send, sh, "cullShape", cullShape())
pcall(sh.send, sh, "cullRect", cullRect())
pcall(sh.send, sh, "screen", { w, h })
pcall(sh.send, sh, "fogW",
{ f.fog.density, f.fog.heightK,
f.cfg.canopyY or 56, f.cfg.fadeTo or 28 })
pcall(sh.send, sh, "shear", { kx, kz, f.rayReach })
pcall(sh.send, sh, "rayColor", f.rayColor)
pcall(sh.send, sh, "strength", f.rayStrength * f.rayAlpha)
pcall(sh.send, sh, "sunward", { -kx / kl, 1 / kl, -kz / kl })
pcall(sh.send, sh, "wind", { 0.016, 0.009 })
pcall(sh.send, sh, "time", ForestAtmos.time)
pcall(love.graphics.draw, quad)
love.graphics.setShader()
love.graphics.setBlendMode("alpha")
end
Voxel3D.endWater()
end
end
if rung == "full" then
local L = layoutFor(map)
local M = L and meshesFor(map, L)
local psh = partShader()
local axisR, axisU = billboardAxes(Voxel3D)
if M and psh and axisR then
Voxel3D.blend("add")
if Voxel3D.beginEffect(psh) then
pcall(psh.send, psh, "vp", "row", Voxel3D.vp)
pcall(psh.send, psh, "curve",
{ Voxel3D.curveX or 0, Voxel3D.curveZ or 0,
Voxel3D.curveK or 0 })
pcall(psh.send, psh, "cullAt", cullAt())
pcall(psh.send, psh, "cullShape", cullShape())
pcall(psh.send, psh, "cullRect", cullRect())
pcall(psh.send, psh, "axisR", axisR)
pcall(psh.send, psh, "axisU", axisU)
pcall(psh.send, psh, "time", ForestAtmos.time)
if M.motes and f.moteLevel > 0.02 then
pcall(psh.send, psh, "size", 1.4)
pcall(psh.send, psh, "sway", { 5, 2.5 })
pcall(psh.send, psh, "blinky", 0)
pcall(psh.send, psh, "dotColor", MOTE_COLOR)
pcall(psh.send, psh, "level", f.moteLevel * 0.5)
pcall(love.graphics.draw, M.motes)
end
if M.flies and f.fireflyLevel > 0.02 then
pcall(psh.send, psh, "size", 1.6)
pcall(psh.send, psh, "sway", { 10, 4 })
pcall(psh.send, psh, "blinky", 1)
pcall(psh.send, psh, "dotColor", FLY_COLOR)
pcall(psh.send, psh, "level", f.fireflyLevel * 0.85)
pcall(love.graphics.draw, M.flies)
end
Voxel3D.endEffect()
end
Voxel3D.blend(nil)
end
end
end
return ForestAtmos
+387
View File
@@ -0,0 +1,387 @@
-- Voxel world mode: free movement for the free-roam rungs.
--
-- The engine walks a grid: sixteen frames per cell, four directions,
-- input locked mid-step. Inside a camera that stands with the player that
-- gait reads as riding a rail, so while 1ST or 3RD drives, this module
-- replaces the WALK and nothing else: the player's position becomes
-- continuous, steered by the camera's own yaw -- push forward and you go
-- where you look, at any angle, sliding along whatever you graze.
--
-- Both rungs walk identically: the boom behind the shoulder (3RD) changes
-- where the eye stands, not which way it points, and the walk was always
-- rotated by the YAW. The one thing it does change is which way the body
-- POINTS while it moves -- see bodyFacing in the tick.
--
-- THE GRID IS STILL THE GAME. Every fact the world cares about is a fact
-- about cells -- what blocks, what warps, what rustles, what bites -- and
-- this module keeps the player's logical cell synced to wherever the free
-- walk stands, then reuses the engine's own machinery for every one of
-- those questions:
--
-- passability the same isWalkableCell / water-while-surfing /
-- tile-pair / entity-occupancy verdicts Collision
-- hands the grid walker, asked per cell the player's
-- body overlaps.
--
-- cell arrival OverworldState:onStepComplete, the same landing
-- pipeline a grid step runs -- warps, spinners, gates,
-- forced currents, poison, repel, encounters, the
-- step counters -- fired once per cell crossed, which
-- is exactly the rate a grid walk fires it.
--
-- the special pushes walking off the map edge, into a ledge, or into
-- a boulder hands the quantised direction straight to
-- checkEdgeExit / checkLedgeHop / checkBoulderPush,
-- the engine's own handlers, which validate and stage
-- everything themselves (connections, the hop arc,
-- the two-push arm). While any of those animates a
-- scripted grid move, this module stands aside and
-- adopts the result.
--
-- Nothing here writes save state, rolls encounters, or decides what a
-- warp does -- it moves a point, keeps the cell honest, and lets the
-- engine be the engine. Stepping off the rung snaps the point to its
-- cell and hands the walk back to the grid, and with the rung off this
-- module costs one gate check per frame.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local FirstPerson = V.require("FirstPerson")
local FreeMove = {}
-- The body: a circle in the ground plane. Small enough to walk every
-- one-cell corridor the grid game has (half a cell is 8), big enough to
-- keep the eye's near plane out of wall faces when sliding along them.
FreeMove.RADIUS = 5.5
-- World pixels per fixed 60Hz frame -- the grid walker's own speeds (16
-- frames per 16px cell on foot, 8 on the bike), so distance covered per
-- second is unchanged and the encounter rate per tile crossed stays the
-- game's own.
FreeMove.WALK = 1.0
FreeMove.BIKE = 2.0
local EPS = 0.01
-- the free position (player centre, world px) and the px/py we last wrote
-- -- if they differ from the player's, something else (a warp, a script)
-- moved them, and the free walk adopts rather than fights
local pos = nil
local lastPx, lastPy = nil, nil
local function adopt(p)
pos = { x = p.px + 8, z = p.py + 8 }
lastPx, lastPy = p.px, p.py
end
function FreeMove.drop()
pos = nil
-- and the body with it: while something else is walking the player --
-- a scripted move, a ledge hop, the grid walk off the rung -- the
-- engine's own four-direction facing is the whole truth about which way
-- they point, so the card must stop reading our finer one
FirstPerson.releaseBody()
end
-- named for the suite: the module's live position, nil while dropped
function FreeMove._pos()
return pos
end
-- ------- the per-cell verdict
--
-- The same questions Collision.canMove asks for a grid step, asked of one
-- cell from the player's current standing. The player's OWN cell never
-- blocks -- the body must always be free to leave wherever it stands
-- (a warp mat, the water it is surfing, a cell an NPC just stepped
-- against).
local function pairBlocked(map, surfing, sx, sy, tx, ty)
local Game = require("src.core.Game")
local tp = Game.data and Game.data.field and Game.data.field.tilePairs
if not tp then return false end
local list = surfing and tp.water or tp.land
if not list or #list == 0 then return false end
local tileset = map.def.tileset
local a = map:cellTile(sx, sy)
local b = map:cellTile(tx, ty)
for _, p in ipairs(list) do
if p.tileset == tileset
and ((p.a == a and p.b == b) or (p.a == b and p.b == a)) then
return true
end
end
return false
end
-- Why (cx, cy) refuses the player's body, or nil when it may enter:
-- "bounds" | "tile" | "entity", the grid verdict's own names.
local function blockedCell(state, p, cx, cy)
if cx == p.cellX and cy == p.cellY then return nil end
local map = state.map
if not map:inBounds(cx, cy) then return "bounds" end
if not map:isWalkableCell(cx, cy) then
if not (p.surfing and map:isWaterCell(cx, cy)) then return "tile" end
end
if pairBlocked(map, p.surfing, p.cellX, p.cellY, cx, cy) then
return "tile"
end
local Collision = require("src.world.Collision")
if Collision.occupied(state.entities, cx, cy, p) then return "entity" end
return nil
end
FreeMove._blockedCell = blockedCell -- named for the suite
-- ------- the slide
--
-- One axis at a time, clamped at the first refusing cell's face: the
-- classic axis-separated walk, which is where wall-sliding comes from --
-- the blocked axis stops and the free one keeps going. Returns the
-- refusal ("bounds"/"tile"/"entity") when this axis was clamped.
local function slideX(state, p, dx)
if dx == 0 then return nil end
local r = FreeMove.RADIUS
local nx = pos.x + dx
local z0 = math.floor((pos.z - r + EPS) / 16)
local z1 = math.floor((pos.z + r - EPS) / 16)
local hit = nil
local edge = dx > 0 and math.floor((nx + r) / 16)
or math.floor((nx - r) / 16)
for zc = z0, z1 do
hit = blockedCell(state, p, edge, zc)
if hit then break end
end
if hit then
if dx > 0 then nx = math.min(nx, edge * 16 - r - EPS)
else nx = math.max(nx, (edge + 1) * 16 + r + EPS) end
end
pos.x = nx
return hit
end
local function slideZ(state, p, dz)
if dz == 0 then return nil end
local r = FreeMove.RADIUS
local nz = pos.z + dz
local x0 = math.floor((pos.x - r + EPS) / 16)
local x1 = math.floor((pos.x + r - EPS) / 16)
local hit = nil
local edge = dz > 0 and math.floor((nz + r) / 16)
or math.floor((nz - r) / 16)
for xc = x0, x1 do
hit = blockedCell(state, p, xc, edge)
if hit then break end
end
if hit then
if dz > 0 then nz = math.min(nz, edge * 16 - r - EPS)
else nz = math.max(nz, (edge + 1) * 16 + r + EPS) end
end
pos.z = nz
return hit
end
-- ------- the blocked push
--
-- The grid game's blocked step is where half its verbs live: the map-edge
-- crossing, the ledge hop, the boulder shove, and the route-gate warp
-- fired by collision. Hand the engine the quantised direction and let its
-- own handlers decide -- each one validates itself (checkLedgeHop matches
-- the tile pair, checkEdgeExit checks the bounds), so calling them on
-- every firm push is safe. Returns true when one of them took the frame
-- over.
--
-- The one verb NOT restated here is the bonk. On the grid a blocked step
-- is a discrete event -- you pressed a direction, the game refused, and
-- the bump answers you once. A free walk has no such moment: the body
-- SLIDES along whatever it grazes, so a player walking a fence line or
-- rounding a doorframe is blocked on one axis continuously, and the same
-- sound comes out as a rattle for as long as they keep walking. It is
-- feedback for a refusal that is not happening. The grid walk keeps its
-- own bump (the engine's, in OverworldController) untouched.
local function pushSpecials(state, dir, why)
local p = state.player
p.facing = dir -- the handlers read the push off the facing
if why == "bounds" and state:checkEdgeExit(dir) then return true end
if state:checkLedgeHop(dir) then return true end
if state:checkBoulderPush(dir) then return true end
if why ~= "entity" and state:canCollisionWarp() then
local Game = require("src.core.Game")
local Warp = require("src.world.Warp")
local w = Warp.onCollision(state.map, Game.data.field.warpCarpets,
p.cellX, p.cellY, dir)
if w then
state:takeWarp(w.def)
return true
end
end
-- and NO bonk. The grid walk's collision sound marks a discrete event:
-- you pressed a direction, the step was refused, nothing happened. A
-- free walk has no such moment -- the body slides along every wall it
-- grazes, continuously, and a corridor taken at a slight angle is a
-- steady graze from end to end. Rate-limited or not, that came out as a
-- machine-gun of bonks for walking normally down a hallway. The wall
-- stopping you is the feedback; the sound only ever said so twice a
-- second whether or not anything had changed.
return false
end
-- ------- the tick
--
-- Runs in place of OverworldState:handleInput while first person drives
-- (see install below), which means it inherits every gate the grid walk
-- has: never during scripted moves, transitions, or with anything above
-- the overworld on the stack.
function FreeMove.tick(state)
local p = state.player
-- a grid move is animating -- a ledge hop, a spinner slide, a scripted
-- walk -- or a cutscene owns the player: stand aside, adopt the result
if p.moving or p.inputLocked then
FreeMove.drop()
return
end
if not pos or p.px ~= lastPx or p.py ~= lastPy then adopt(p) end
local Game = require("src.core.Game")
local input = Game.input
-- the head is the facing: what A talks to, what the sun's card shows,
-- which way a bonk points. (A body that is WALKING may turn along its
-- travel instead -- see below, once there is a travel to turn along; a
-- standing one always faces where the camera looks, which is what makes
-- A predictable.) pointBody rather than compassFacing, so the card also
-- gets the CONTINUOUS bearing behind that compass point.
p.facing = FirstPerson.pointBody(0, 0)
-- HORDE MODE takes both of these away for as long as it runs: there is
-- no pausing (START), and nobody stops to read a sign with the horde
-- coming (A, which is also the button the mode's own GAME OVER card
-- wants left unspent). Everything below -- the walk, the wall slide and
-- the blocked-push verbs, warps included -- keeps working, because the
-- crowd has to be able to follow the player through a door.
local suppressed = V.require("Horde").suppressWorldInput()
if not suppressed and input:wasPressed("a") then
state:interact()
return
end
if not suppressed and input:wasPressed("start") then
require("src.core.Sound").play(Game.data, "Start_Menu")
require("src.ui.Screens").push(Game, "StartMenu")
return
end
local mx, mz = FirstPerson.moveVector()
local wx, wz = FirstPerson.moveWorld(mx, mz)
-- Cycling Road's downhill pull, the free-walk restatement of the grid
-- path's simulated PAD_DOWN: south drift with nothing held, braked by
-- holding A or B exactly as the Route 17 sign promises
local moving = (mx ~= 0 or mz ~= 0)
if not moving and Game.save and Game.save.onBike then
local fm = Game.data.field.forcedMovement
local braking = input:isDown("a") or input:isDown("b")
if fm and not braking then
for _, m in ipairs(fm.slopeMaps or {}) do
if m == state.map.id then
wx, wz, moving = 0, 1, true
break
end
end
end
end
if not moving then return end
-- and once there IS a direction of travel, the body may point along it
-- rather than along the head: on the boom (3RD) you can see yourself, so
-- a strafe has to look like walking sideways. In the head it is the head
-- either way -- bodyBearing says so.
p.facing = FirstPerson.pointBody(wx, wz)
-- the engine's own bonk clock, kept draining while the free walk has the
-- wheel: nothing here rings it (see pushSpecials), but stepping back onto
-- the grid must not inherit a cooldown frozen at whatever it held when
-- the rung was picked
state.bumpCooldown = math.max(0, (state.bumpCooldown or 0) - 1)
local speed = (Game.save and Game.save.onBike) and FreeMove.BIKE
or FreeMove.WALK
local dx, dz = wx * speed, wz * speed
local hitX = slideX(state, p, dx)
local hitZ = slideZ(state, p, dz)
-- the walk cycle: the wall-bonk clock animates the legs of a player the
-- grid thinks is standing still, refreshed while the free walk covers
-- ground (Player:update ticks animClock off it; walkPhase reads it)
p.bumpFrames = 2
p.px, p.py = pos.x - 8, pos.z - 8
lastPx, lastPy = p.px, p.py
-- the cell the body stands in; crossing into a new one IS a step
local ncx = math.floor(pos.x / 16)
local ncy = math.floor(pos.z / 16)
if ncx ~= p.cellX or ncy ~= p.cellY then
p.cellX, p.cellY = ncx, ncy
state:onStepComplete()
-- a warp or a battle may have moved the world out from under the
-- walk; the adopt check on the next tick picks the pieces up
return
end
-- a firm push into something that refused: the engine's own blocked-step
-- verbs, aimed the way the push leans
local hit, dir
if hitX and (not hitZ or math.abs(dx) >= math.abs(dz)) then
hit, dir = hitX, (dx > 0 and "right" or "left")
elseif hitZ then
hit, dir = hitZ, (dz > 0 and "down" or "up")
end
if hit and math.max(math.abs(dx), math.abs(dz)) > 0.4 * speed then
if pushSpecials(state, dir, hit) then
FreeMove.drop()
return
end
-- the push handlers may have turned the facing; the walk still rules
p.facing = FirstPerson.pointBody(wx, wz)
end
end
-- ------- the seam
--
-- OverworldState:handleInput is the one choke point where the grid walk
-- reads the pad -- the same seam the engine's own Cycling Road pull and
-- collision warps live behind -- so replacing the walk means wrapping it
-- and nothing else. Every gate ABOVE the call (scripted moves, trainer
-- engagement, transitions, anything on the stack) still applies to the
-- free walk, because the wrap sits below them all.
function FreeMove.install()
local OverworldState = require("src.world.OverworldController")
if OverworldState.dramaticShapeFreeMoveHook then return end
local inner = OverworldState.handleInput
function OverworldState:handleInput()
if not FirstPerson.driving() then
if pos then
-- stepping off the rung: back onto the grid, on the cell the
-- free walk stood in
local p = self.player
p.px, p.py = p.cellX * 16, p.cellY * 16
FreeMove.drop()
end
return inner(self)
end
return FreeMove.tick(self)
end
OverworldState.dramaticShapeFreeMoveHook = true
end
return FreeMove
+707
View File
@@ -0,0 +1,707 @@
-- HORDE MODE: the code, the dark, and the way back.
--
-- Up Up Down Down Left Right Left Right B A, standing in the overworld,
-- and Kanto turns on you: the sky goes to a starless violet night, the
-- Lavender Town theme comes up, the camera locks into the player's own
-- head, a handgun appears in their right hand, and waves of people walk
-- out of the dark to kill them. Score goes up per kill; when the health
-- runs out a GAME OVER screen offers a score and PRESS A, and pressing it
-- puts everything back exactly as it was.
--
-- WHAT THIS FILE OWNS: the code detector, the state machine, the snapshot
-- and its restore, and every hook that holds the world still while the
-- mode runs. The gun is lib/HordeGun, the crowd is lib/HordeMobs, the
-- readout is lib/HordeHud, the sounds are lib/HordeSfx and the ending is
-- lib/HordeGameOver.
--
-- IT IS NOT A STACK STATE, and that is the load-bearing decision. Pushing
-- a state over the overworld stops StateStack ticking the overworld,
-- which stops OverworldState:handleInput, which stops FreeMove -- the
-- player would be unable to walk. So horde mode is a MODE FLAG driven
-- from the voxel pipeline's update hook, exactly as lib/OverworldBattle
-- rides it: the one tick that keeps running through menus, transitions
-- and battles. The GAME OVER screen IS a pushed state, because by then
-- the walking is over and freezing the world under it is the point.
--
-- THE CODE IS READ OFF GAME BOY BUTTONS, not off keys. Every input device
-- the engine has -- keyboard, gamepad, raw joystick, the touch overlay,
-- and the VR controllers (lib/VR.driveControls feeds Input:overlayPressed
-- and the stick path) -- lands in src/core/Input as one of eight buttons.
-- One detector on that abstraction is therefore a detector on ALL of
-- them, which is why the code works on a headset with no keyboard in the
-- room. It reads Input.pressQueue from the `input.step` hook, the fixed
-- step's own boundary, so it sees every edge exactly once whatever the
-- frame rate did.
--
-- THE DARK is not a new renderer. DayNight is pinned to NIGHT and then
-- its two public colour functions are WRAPPED and multiplied down toward
-- violet -- so the sky bands, the world tint, the flat 2D world (DayTint
-- paints the same multiply), the water's reflection and the shadow rig
-- all darken together, because every one of them already reads those two
-- functions. Wrapped rather than edited in place because both memoise
-- into file-local caches this module cannot reach.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel = V.require("VoxelState")
local Voxel3D = V.require("Voxel3D")
local DayNight = V.require("DayNight")
local FirstPerson = V.require("FirstPerson")
local HordeSfx = V.require("HordeSfx")
local Horde = {}
-- lib modules that require THIS one back (the mobs read the session, the
-- gun reports kills). Loaded on first use rather than at the top, so the
-- require cycle never closes.
local Mobs, Gun, Hud
local function parts()
Mobs = Mobs or V.require("HordeMobs")
Gun = Gun or V.require("HordeGun")
Hud = Hud or V.require("HordeHud")
return Mobs, Gun, Hud
end
-- ------- tuning
--
-- Every number the mode is balanced on, in one place.
Horde.MAX_HP = 100
Horde.CONTACT_DAMAGE = 9 -- one mob's touch
Horde.INTRO_TIME = 3.6 -- the beat before the first wave
Horde.DYING_TIME = 1.1 -- from the last hit to the GAME OVER card
Horde.SONG = "Music_Lavender"
-- how far down NIGHT is dragged. The sky's bands and the world tint are
-- multiplied by these; the third is how much of the colour is pulled out
-- on the way (1 keeps it, 0 is greyscale) -- a little desaturation is
-- what turns "dark" into "grim".
Horde.GLOOM_SKY = { 0.34, 0.30, 0.46 }
Horde.GLOOM_WORLD = { 0.42, 0.38, 0.56 }
Horde.GLOOM_INDOOR = { 0.55, 0.50, 0.68 }
Horde.GLOOM_SAT = 0.72
Horde.SHADOW_BOOST = 1.45 -- the moon presses harder than it should
-- ------- state
Horde.active = false -- every hook in this file gates on it
Horde.state = "idle" -- idle | intro | active | dying | gameover
Horde.session = nil
-- Whether the combat is live: mobs move, the gun fires, damage lands.
-- False during the intro beat, the death fade, the GAME OVER card -- and
-- while ANYTHING is on the stack above the overworld, which is what
-- stops the trigger from firing into a world the player has stopped
-- looking at while the exit prompt asks them a question.
function Horde.playing()
if not (Horde.active and Horde.state == "active") then return false end
local ok, live = pcall(function()
local G = require("src.core.Game")
local ow = G.overworld
return G.stack and ow and G.stack:top() == ow and not ow.transitioning
end)
return ok and live == true
end
-- Whether the mode owns the camera rung right now, which is the whole of
-- what "locked to first person" means: main.lua's cycleVoxel refuses
-- while this is true, and that one function is what the 3 key, the pad's
-- SELECT and the VR stick click all call.
function Horde.viewLocked()
return Horde.active
end
-- Whether the free walk should skip its A (talk) and START (menu)
-- branches. Nobody stops to read a sign mid-firefight, and START has a
-- different job here (see askExit).
function Horde.suppressWorldInput()
return Horde.active
end
local function game()
local ok, G = pcall(require, "src.core.Game")
return ok and G or nil
end
local function overworld(G)
G = G or game()
return G and G.overworld or nil
end
-- The way out, on demand. START -- the pad's, the keyboard's ESCAPE, the
-- touch overlay's -- and the VR left stick click all ask this, and it
-- asks the player. Nothing here ends the mode; the prompt does that
-- through Horde.finish if the answer is yes.
--
-- Refused while anything is already on top of the overworld, so the
-- question cannot stack on itself or arrive over the GAME OVER card.
--
-- BELOW the two helpers above, deliberately: a Lua local is only in
-- scope after its declaration, so a function written above them captures
-- the GLOBAL of that name instead -- which is nil, and only says so when
-- somebody presses the button.
function Horde.askExit(G)
G = G or game()
if not (Horde.active and Horde.state ~= "gameover") then return false end
local ow = overworld(G)
if not (G and G.stack and ow and G.stack:top() == ow) then return false end
if ow.transitioning then return false end
local pushed = false
pcall(function()
require("src.ui.Screens").push(G, "HordeExitPrompt")
pushed = true
end)
return pushed
end
-- ------- the code
--
-- Advance on the expected button; on a wrong one, fall back to the
-- longest run already entered that is still a valid start of the code,
-- and try again from there. That fallback is why this is a table rather
-- than a counter: the code STARTS with a repeat, so a player who presses
-- Up three times has, on the third, still entered "Up Up" -- and a naive
-- "wrong button, back to the beginning" rule would throw one of them
-- away and refuse a code that was in fact typed correctly. (It is the
-- prefix function from Knuth-Morris-Pratt, over ten buttons.)
--
-- The timeout is in fixed steps, 60 to the second: a code is a deliberate
-- act, and a stray Up a minute ago should not be half of one.
local SEQUENCE = { "up", "up", "down", "down",
"left", "right", "left", "right", "b", "a" }
local IDLE_STEPS = 150 -- two and a half seconds between buttons
-- FALLBACK[n] = how much of the code is still entered after n matched
-- buttons and then a wrong one
local FALLBACK = { [0] = 0, [1] = 0 }
do
local k = 0
for i = 2, #SEQUENCE do
while k > 0 and SEQUENCE[k + 1] ~= SEQUENCE[i] do k = FALLBACK[k] end
if SEQUENCE[k + 1] == SEQUENCE[i] then k = k + 1 end
FALLBACK[i] = k
end
end
local progress = 0
local sinceLast = 0
-- Named for the suite: how far into the code the detector has got.
function Horde._progress()
return progress
end
local function resetCode()
progress, sinceLast = 0, 0
end
-- Can the mode start from where the player is standing? The overworld has
-- to be the live state (not a menu, not a battle, not a transition wipe),
-- the 3D pass has to exist to put a camera inside, and the world has to be
-- free-roaming rather than mid-cutscene.
--
-- MID-STEP IS ALLOWED, and that is not an oversight. Six of the code's ten
-- buttons are directions, so entering it on a d-pad walks the player four
-- cells across the map -- and at the moment the closing A lands they are
-- very often still animating the last of those steps. Refusing a code for
-- being mid-step would refuse most of the codes anyone actually enters.
-- The snapshot records the cell the step began from, which is where the
-- restore puts them back.
function Horde.canStart(G)
G = G or game()
if not G or Horde.active then return false end
local ow = overworld(G)
if not (ow and ow.map and ow.player) then return false end
if not (G.stack and G.stack:top() == ow) then return false end
if ow.transitioning or ow.scripted or ow.engaging then return false end
if ow.player.inputLocked then return false end
if not Voxel3D.available() then return false end
return true
end
-- One fixed step of the detector, over the edges about to be promoted.
-- Separated from the hook so the suite can drive it with a plain list.
function Horde.feed(queue)
if Horde.active then
resetCode()
return false
end
sinceLast = sinceLast + 1
if progress > 0 and sinceLast > IDLE_STEPS then resetCode() end
local fired = false
for _, btn in ipairs(queue or {}) do
sinceLast = 0
while progress > 0 and SEQUENCE[progress + 1] ~= btn do
progress = FALLBACK[progress]
end
if SEQUENCE[progress + 1] == btn then
progress = progress + 1
if progress >= #SEQUENCE then
resetCode()
fired = true
end
end
end
return fired
end
-- ------- the snapshot
--
-- Everything the mode changes, read back before it changes any of it.
-- Presentational settings included: the rung, the two engine FX levels the
-- rung clearing would zero, and the clock -- a player who was watching a
-- CYCLE sunset gets their sunset back.
local function snapshot(G)
local ow = overworld(G)
local p = ow.player
local Pipelines = require("src.render.Pipelines")
local opts = G.save and G.save.options or {}
local snap = {
mapId = ow.map.id,
cellX = p.cellX, cellY = p.cellY,
px = p.px, py = p.py,
facing = p.facing,
viewLevel = Pipelines.level("voxel"),
tilt = opts.tilt or 0,
gbcfx = opts.gbcfx or 0,
fpYaw = FirstPerson.yaw,
fpPitch = FirstPerson.pitch,
dayIndex = DayNight.setting:read(),
dayClock = DayNight.clock,
}
return snap
end
-- ------- the gloom
--
-- Installed once and inert while the mode is off: each wrapper calls
-- through and returns the base answer untouched unless Horde.active.
local gloomInstalled = false
local function desaturate(r, g, b, keep)
local lum = 0.30 * r + 0.59 * g + 0.11 * b
return lum + (r - lum) * keep,
lum + (g - lum) * keep,
lum + (b - lum) * keep
end
local function installGloom()
if gloomInstalled then return end
gloomInstalled = true
-- The sky's bands. Sky.bands caches BY COLOUR VALUE, so darkening what
-- this returns rebuilds the band ramp on its own -- and puts it back the
-- same way when the mode ends.
do
local base = DayNight.palette
local cacheIn, cacheOut = nil, nil
DayNight.palette = function(t)
local pal = base(t)
if not Horde.active then return pal end
if cacheIn == pal then return cacheOut end
local k = Horde.GLOOM_SKY
local out = {}
for i, c in ipairs(pal) do
local r, g, b = c[1] * k[1], c[2] * k[2], c[3] * k[3]
r, g, b = desaturate(r, g, b, Horde.GLOOM_SAT)
out[i] = { math.floor(r), math.floor(g), math.floor(b) }
end
cacheIn, cacheOut = pal, out
return out
end
end
-- The world multiply -- the voxel shader's tint uniform AND, through
-- DayTint, the flat 2D world. Indoors normally returns neutral white;
-- under the horde it does not, because a Pokemon Centre with the horde
-- in it should not look like a Pokemon Centre.
do
local base = DayNight.tint
local cacheIn, cacheOut, cacheOutdoor = nil, nil, nil
DayNight.tint = function(outdoor, t)
local c = base(outdoor, t)
if not Horde.active then return c end
if cacheIn == c and cacheOutdoor == outdoor then return cacheOut end
local k = outdoor and Horde.GLOOM_WORLD or Horde.GLOOM_INDOOR
local r, g, b = c[1] * k[1], c[2] * k[2], c[3] * k[3]
r, g, b = desaturate(r, g, b, Horde.GLOOM_SAT)
cacheIn, cacheOutdoor, cacheOut = c, outdoor, { r, g, b }
return cacheOut
end
end
-- and the shadows press harder: applyRig writes SHADOW_ALPHA from the
-- hour, so the boost goes on after it has had its say
do
local base = DayNight.applyRig
DayNight.applyRig = function(outdoor)
local t = base(outdoor)
if Horde.active then
Voxel3D.SHADOW_ALPHA = math.min(0.75,
(Voxel3D.SHADOW_ALPHA or 0) * Horde.SHADOW_BOOST)
end
return t
end
end
end
-- ------- starting
-- The banner over the world: text, and how long it holds before fading.
function Horde.banner(text, hold)
local s = Horde.session
if not s then return end
s.bannerText = text
s.bannerT = 0
s.bannerHold = hold or 2.2
end
function Horde.begin(G)
G = G or game()
if not Horde.canStart(G) then return false end
local Pipelines = require("src.render.Pipelines")
local mobs, gun = parts()
local snap = snapshot(G)
Horde.session = {
hp = Horde.MAX_HP, maxHp = Horde.MAX_HP,
score = 0, wave = 0, kills = 0,
t = 0, introT = Horde.INTRO_TIME, dyingT = 0,
damageFlash = 0, hitMarker = 0, hurtCooldown = 0,
bannerText = nil, bannerT = 0, bannerHold = 0,
snapshot = snap,
spawned = {}, -- mapId -> { [objIndex] = true }, for the scrub
mobs = {},
waveRemaining = 0, waveGap = 0, spawnGap = 0, followQueue = 0,
startedAt = os and os.time and os.time() or 0,
}
Horde.active = true
Horde.state = "intro"
-- the rung, forced and then held: FP_LEVEL is the one rung with a camera
-- inside the world, and cycleVoxel refuses to leave it while active
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
Pipelines.syncOptions(G.save.options)
G.save.options.tilt, G.save.options.gbcfx = 0, 0
pcall(function() require("src.render.Tilt").setLevel(0) end)
pcall(function() require("src.render.GBCFX").setLevel(0) end)
pcall(G.writeOptions, G)
-- night, pinned; the gloom wrappers do the rest on top of it
local nightIndex = 3 -- DayNight.setting values: sync/day/NIGHT/...
for i, v in ipairs(DayNight.setting.values) do
if v == "night" then nightIndex = i end
end
DayNight.setting:setIndex(nightIndex, G)
pcall(function()
require("src.core.Music").play(G.data, Horde.SONG, true,
{ reason = "horde" })
end)
gun.reset()
mobs.begin(G)
Horde.banner("A DARKNESS APPROACHES", 2.6)
return true
end
-- ------- damage and score
function Horde.addScore(n)
local s = Horde.session
if not s then return end
s.score = s.score + (n or 0)
end
-- A mob reached the player. Returns true when the hit landed (it is on a
-- cooldown, so a crowd of six does not delete the player in one frame).
function Horde.damage(n)
local s = Horde.session
if not (s and Horde.playing()) then return false end
if s.hurtCooldown > 0 then return false end
s.hurtCooldown = 0.55
s.hp = math.max(0, s.hp - (n or Horde.CONTACT_DAMAGE))
s.damageFlash = 1
HordeSfx.play(HordeSfx.HURT)
if s.hp <= 0 then
Horde.state = "dying"
s.dyingT = Horde.DYING_TIME
pcall(function() require("src.core.Sound").stopLoop("Low_Health_Alarm") end)
end
return true
end
-- ------- the ending
local function pushGameOver(G)
Horde.state = "gameover"
local s = Horde.session
local best = 0
pcall(function() best = V.mod.save:get("hordeBest", 0) or 0 end)
if s.score > best then
best = s.score
pcall(function() V.mod.save:set("hordeBest", best) end)
end
s.best = best
pcall(function() require("src.core.Music").stop() end)
pcall(function()
require("src.ui.Screens").push(G, "HordeGameOver")
end)
end
-- Put everything back. Called from the GAME OVER card's A press.
--
-- Order matters: active goes false FIRST, so the music hook, the gloom
-- wrappers and the mob spawner have all stood down before anything is
-- restored under them. The warp home is taken even when the player never
-- left the map they started on -- setMap rebuilds the cast from the map
-- record, which is what puts every NPC the horde ate back on its feet.
function Horde.finish(G)
G = G or game()
local s = Horde.session
if not s then return false end
local mobs = parts()
local snap = s.snapshot or {}
Horde.active = false
Horde.state = "idle"
resetCode()
mobs.cleanup(G)
pcall(function() require("src.core.Sound").stopLoop("Low_Health_Alarm") end)
-- the clock, back to the hour and the setting the player kept
if snap.dayIndex then DayNight.setting:setIndex(snap.dayIndex, G) end
if snap.dayClock then DayNight.clock = snap.dayClock end
-- the rung and the two FX levels the rung clearing zeroed
pcall(function()
local Pipelines = require("src.render.Pipelines")
Pipelines.setLevel("voxel", snap.viewLevel or 0)
Pipelines.syncOptions(G.save.options)
G.save.options.tilt = snap.tilt or 0
G.save.options.gbcfx = snap.gbcfx or 0
require("src.render.Tilt").setLevel(snap.tilt or 0)
require("src.render.GBCFX").setLevel(snap.gbcfx or 0)
G:writeOptions()
end)
if snap.fpYaw then FirstPerson.yaw = snap.fpYaw end
if snap.fpPitch then FirstPerson.pitch = snap.fpPitch end
Horde.session = nil
-- home, through the engine's own warp: a fade, a setMap, and the map's
-- own music coming back up on the other side (the hook that was forcing
-- Lavender is inert now)
local ow = overworld(G)
if ow and snap.mapId then
pcall(function()
ow:startWarpTo(snap.mapId, snap.cellX, snap.cellY, snap.facing or "down",
function()
-- the pixel position and the facing, restated on
-- the far side of the fade. setMap already placed
-- both, but the free walk owns them while the rung
-- is still easing out of the head, and the head was
-- looking wherever the last shot was aimed
local p = overworld(G) and overworld(G).player
if not p then return end
if snap.px then p.px, p.py = snap.px, snap.py end
if snap.facing then p.facing = snap.facing end
end,
{ via = "warp" })
end)
end
return true
end
-- ------- the tick
--
-- Rides the voxel pipeline's update hook, which Game:update calls every
-- frame whatever the level and whatever is on the stack -- so the mode
-- keeps thinking through a warp's transition wipe and under the GAME OVER
-- card, which is exactly what a mode that owns the whole screen needs.
function Horde.update(dt)
if not Horde.active then return end
local s = Horde.session
if not s then
Horde.active = false
return
end
dt = math.min(dt or 0, 0.1) -- a hitch must not teleport the wave
local G = game()
local mobs, gun, hud = parts()
s.t = s.t + dt
s.damageFlash = math.max(0, s.damageFlash - dt * 2.2)
s.hitMarker = math.max(0, s.hitMarker - dt * 4)
s.hurtCooldown = math.max(0, s.hurtCooldown - dt)
if s.bannerText then
s.bannerT = s.bannerT + dt
if s.bannerT > s.bannerHold + 1.1 then s.bannerText = nil end
end
hud.update(dt)
if Horde.state == "intro" then
s.introT = s.introT - dt
if s.introT <= 0 then
Horde.state = "active"
mobs.nextWave(G)
end
return
end
if Horde.state == "dying" then
s.dyingT = s.dyingT - dt
mobs.update(dt, G) -- the crowd keeps coming while you fall
if s.dyingT <= 0 then pushGameOver(G) end
return
end
if Horde.state ~= "active" then return end
-- the world only ticks while the overworld is actually the live state:
-- during a warp's wipe there is no map under the mobs to walk on
local ow = overworld(G)
local live = G and G.stack and ow and G.stack:top() == ow
and not ow.transitioning
gun.update(dt, live)
if live then mobs.update(dt, G) end
-- the siren the game already owns, for the last third of the health bar
local low = s.hp <= s.maxHp * 0.3
if low ~= s.alarmOn then
s.alarmOn = low
pcall(function()
local Sound = require("src.core.Sound")
if low then Sound.startLoop(G.data, "Low_Health_Alarm")
else Sound.stopLoop("Low_Health_Alarm") end
end)
end
end
-- ------- the seams
--
-- Every engine and mod hook the mode needs, installed once. main.lua
-- calls this AFTER FreeMove.install and the SELECT wrap, so the
-- handleInput wrap this adds sits outside both of theirs.
local installed = false
function Horde.install()
if installed then return end
installed = true
local mod = V.mod
installGloom()
-- THE CODE. `input.step` runs once per fixed step, immediately before
-- Input:step promotes the queue into this step's edges -- so pressQueue
-- is exactly "the buttons that were pressed since last time", in order,
-- from every device at once. Read, never consumed: the game still gets
-- every one of them.
mod.hooks:wrap("input.step", function(next, G, dt)
local inp = G and G.input
if inp and inp.pressQueue and Horde.feed(inp.pressQueue) then
pcall(Horde.begin, G)
elseif Horde.playing() and inp and inp.pressQueue then
-- B is a trigger while the horde is up (the pad's B, the keyboard's,
-- the touch overlay's). Read here rather than in the frame tick
-- because THIS is the boundary that sees each press exactly once.
for _, btn in ipairs(inp.pressQueue) do
if btn == "b" then
local _, gun = parts()
gun.fire()
end
end
end
return next(G, dt)
end)
-- Lavender, and it stays Lavender. Every song choice in the engine goes
-- through this hook, so a door into a building cannot change the record.
mod.hooks:wrap("music.select", function(next, chosen, ctx)
if Horde.active and Horde.state ~= "gameover" then
return next(Horde.SONG, ctx)
end
return next(chosen, ctx)
end)
-- no wild encounters: returning nil from this hook suppresses the roll
-- outright, which is the documented way to do it
mod.hooks:wrap("encounter.roll", function(next, encDef, ctx)
if Horde.active then return nil end
return next(encDef, ctx)
end)
-- and no trainer walking up to talk. Wrapped rather than set through
-- self.engaging, which would also freeze the player's own input.
do
local OverworldState = require("src.world.OverworldController")
if not OverworldState.dramaticShapeHordeSight then
local inner = OverworldState.checkTrainerSight
function OverworldState:checkTrainerSight(...)
if Horde.active then return end
return inner(self, ...)
end
OverworldState.dramaticShapeHordeSight = true
end
end
-- THE BUTTONS THE WORLD MAY NOT HAVE. A, START, SELECT and B are the
-- mode's, and this wrap is where they are taken -- the OUTERMOST wrap on
-- handleInput, installed after FreeMove's and after the SELECT hook, so
-- the edges are gone before either of them looks.
--
-- It has to be here rather than inside the free walk, because the free
-- walk is not always the one reading: the rung is forced to 1ST at the
-- moment the code completes, but the camera takes a few frames to blend
-- into the head, and until it does the GRID walk still owns the frame.
-- That is not a corner case -- it is the very first frame of every run,
-- and the code's own closing A was landing in it and opening a dialogue
-- with whoever the player happened to be standing next to.
--
-- The EDGE is cleared, not the hold: pressed[] is rebuilt from scratch
-- every fixed step, so this reaches exactly this step's presses and
-- nothing downstream of it can revive one.
do
local OverworldState = require("src.world.OverworldController")
if not OverworldState.dramaticShapeHordeInput then
local inner = OverworldState.handleInput
function OverworldState:handleInput(...)
if Horde.active then
local G = game()
local inp = G and G.input
if inp and inp.pressed then
-- START is the way out, and it is asked rather than taken:
-- read here, BEFORE the edge is cleared, so the engine's own
-- START menu never sees it
if inp.pressed.start then Horde.askExit(G) end
inp.pressed.a = nil -- no talking
inp.pressed.b = nil -- the trigger, already read
inp.pressed.start = nil -- and no start menu
inp.pressed.select = nil -- no changing the view
end
end
return inner(self, ...)
end
OverworldState.dramaticShapeHordeInput = true
end
end
-- the crowd follows the player through the door: a warp lands a new map
-- with none of the old one's actors on it, so the roster is re-seeded on
-- the far side (lib/HordeMobs)
mod.events:on("map.entered", function(payload)
if not Horde.active then return end
local mobs = parts()
pcall(mobs.onMapEntered, payload)
end)
end
return Horde
+94
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-- HORDE MODE: the way out.
--
-- START (the pad's, the keyboard's ESCAPE, the touch overlay's) and the
-- VR left stick click all land here: a plain yes/no over the frozen
-- world, asking whether to leave. YES hands over to Horde.finish, which
-- is the same restore the GAME OVER card runs -- the map, the cell, the
-- facing, the camera rung, the hour, the music and every NPC put back
-- exactly as they were. NO drops the player straight back into the
-- firefight.
--
-- Pushing a state is what pauses the mode, and it is the only thing that
-- can: horde mode rides the pipeline's update hook rather than the state
-- stack precisely so that nothing on the stack stops it, but the combat
-- inside Horde.update is gated on the overworld actually being the live
-- state, so this prompt freezes the crowd and the gun for as long as it
-- is up. That is the correct behaviour for a confirmation and it is why
-- "no pausing" does not extend to this one.
--
-- Drawn the way the game draws a yes/no: a white bordered box with black
-- text and the filled arrow beside the row (see Theme.choiceBox, which
-- is where the original's own YES_NO_MENU sits). Black on white because
-- that is what the font IS -- the sheets are black glyphs on transparent
-- and no colour can lighten one.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Horde = V.require("Horde")
local HordeExitPrompt = {}
HordeExitPrompt.__index = HordeExitPrompt
-- the question's box, and the choice box under it, in 8px tiles
local ASK = { tx = 1, ty = 6, tw = 18, th = 4 }
local PICK = { tx = 13, ty = 10, tw = 6, th = 6 }
function HordeExitPrompt.new(game)
local self = setmetatable({}, HordeExitPrompt)
self.game = game
-- NOT opaque: the horde is still standing out there behind this, which
-- is most of what makes the question feel like a decision
self.isOpaque = false
self.index = 2 -- NO, the way every dangerous prompt starts
self.done = false
return self
end
local function sfx(game, name)
pcall(function()
require("src.core.Sound").play(game.data, name)
end)
end
function HordeExitPrompt:update()
if self.done then return end
local input = self.game and self.game.input
if not input then return end
if input:wasPressed("up") or input:wasPressed("down") then
self.index = self.index == 1 and 2 or 1
elseif input:wasPressed("a") then
self.done = true
sfx(self.game, "Press_AB")
self.game.stack:pop()
if self.index == 1 then pcall(Horde.finish, self.game) end
elseif input:wasPressed("b") or input:wasPressed("start") then
-- B and START both mean "no": the button that opened this closes it,
-- which is the one thing a player who opened it by accident will try
self.done = true
sfx(self.game, "Press_AB")
self.game.stack:pop()
end
end
function HordeExitPrompt:draw()
local ok, Font = pcall(require, "src.render.Font")
if not ok then return end
local okT, Theme = pcall(require, "src.ui.Theme")
Font.drawBox(ASK.tx, ASK.ty, ASK.tw, ASK.th)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("EXIT MINI GAME?", (ASK.tx + 2) * 8, (ASK.ty + 2) * 8)
Font.drawBox(PICK.tx, PICK.ty, PICK.tw, PICK.th)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("YES", (PICK.tx + 2) * 8, (PICK.ty + 2) * 8)
Font.draw("NO", (PICK.tx + 2) * 8, (PICK.ty + 4) * 8)
local cursor = okT and Theme.cursor or 0xED
Font.drawCode(cursor, (PICK.tx + 1) * 8,
(PICK.ty + 2 + (self.index - 1) * 2) * 8)
love.graphics.setColor(1, 1, 1, 1)
end
return HordeExitPrompt
+107
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-- HORDE MODE: the card at the end.
--
-- A stack state, unlike the mode itself -- and for the opposite reason.
-- Horde mode cannot be a pushed state because pushing one stops the
-- overworld ticking and the player could not walk; the GAME OVER card
-- WANTS exactly that. Pushed, it freezes the world underneath, takes the
-- buttons, and stands there until A.
--
-- It draws in the engine's own 160x144 UI canvas with the game's own
-- font, which is what makes it work in VR for free: with a headset live
-- and something other than the overworld on top of the stack, lib/VR
-- already puts the flat screen on the floating panel (or on the Pokedex
-- in the player's left hand). A card drawn the way the game draws cards
-- arrives there with no VR code at all.
--
-- A pops it and hands over to Horde.finish, which is what puts the world
-- back: the map, the cell, the facing, the camera rung, the hour, the
-- music, and every NPC the horde had turned into a mob.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Horde = V.require("Horde")
local W, H = 160, 144
local HordeGameOver = {}
HordeGameOver.__index = HordeGameOver
function HordeGameOver.new(game)
local self = setmetatable({}, HordeGameOver)
self.game = game
self.isOpaque = true
self.t = 0
-- the session is read ONCE, here: Horde.finish clears it, and this card
-- outlives that by a frame or two while the warp home fades
local s = Horde.session or {}
self.score = math.floor(s.score or 0)
self.best = math.floor(s.best or 0)
self.wave = math.max(1, s.wave or 1)
self.kills = s.kills or 0
self.done = false
return self
end
function HordeGameOver:update(dt)
self.t = self.t + (dt or 0)
if self.done then return end
-- a beat of dead air before the prompt takes input, so the button that
-- was being mashed at the moment of death does not dismiss the card
if self.t < 0.6 then return end
local input = self.game and self.game.input
if input and input:wasPressed("a") then
self.done = true
pcall(function()
require("src.core.Sound").play(self.game.data, "Press_AB")
end)
self.game.stack:pop()
pcall(Horde.finish, self.game)
end
end
-- THE CARD IS DRAWN THE WAY THE GAME DRAWS CARDS: a bordered white box
-- with black text in it (Font.drawBox then setColor(0,0,0)), exactly as
-- HallOfFame and every menu do. That is not decoration -- the UI canvas
-- is a FOUR-SHADE Game Boy screen, and an arbitrary colour drawn into it
-- has nowhere to land. A first cut of this card painted a dark red on
-- near-black and composited as a rectangle of pure black, with the score
-- in it and invisible.
local function centred(Font, str, y, scale)
scale = scale or 1
local w = Font.width(str) * scale
love.graphics.push()
love.graphics.translate(math.floor((W - w) / 2), y)
love.graphics.scale(scale, scale)
Font.draw(str, 0, 0)
love.graphics.pop()
end
function HordeGameOver:draw()
local ok, Font = pcall(require, "src.render.Font")
if not ok then return end
-- the whole screen as one box: isOpaque keeps the stack from drawing
-- the world under it, but the canvas still holds whatever was there
Font.drawBox(0, 0, 20, 18)
love.graphics.setColor(0, 0, 0, 1)
centred(Font, "GAME OVER", 3 * 8, 2)
centred(Font, ("SCORE %d"):format(self.score), 8 * 8)
centred(Font, ("WAVE %d"):format(self.wave), 10 * 8)
centred(Font, ("KILLS %d"):format(self.kills), 11 * 8)
if self.best > 0 then
centred(Font, (self.score >= self.best) and "NEW BEST!"
or ("BEST %d"):format(self.best), 13 * 8)
end
-- the prompt blinks the way every "press a button" in this game blinks
if self.t > 0.6 and (self.t % 1.0) < 0.62 then
centred(Font, "PRESS A", 15 * 8)
end
love.graphics.setColor(1, 1, 1, 1)
end
return HordeGameOver
+511
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-- HORDE MODE: the handgun.
--
-- A voxel model in the player's right hand, authored here in METRES the
-- way lib/Pokedex authors the device in the left one -- because the VR
-- mapping's scale is what turns metres into world pixels, a mesh built
-- this way is the right size in the hand at every scale the mod has, and
-- the same mesh serves the flat screen's view model.
--
-- IN VR the gun rides the tracked right hand through VRRig.propMatrix,
-- pointed by the runtime's AIM pose where one exists (the pose a runtime
-- defines as "where the user is pointing") and by the grip pose where it
-- does not. You aim it by pointing it. The iron sights are real geometry,
-- and lining them up is how you shoot accurately, because the shot is
-- traced down the model's own barrel axis.
--
-- ON THE FLAT SCREEN there is no hand to track, so the gun is carried by
-- the camera: a model matrix built from the first-person eye and its yaw
-- and pitch, with the gun hanging at the hip until the player aims. AIM
-- DOWN SIGHTS slides it to the centre of the screen with the sight line
-- ON the eye axis -- the model is authored with its rear notch at the
-- origin precisely so that offset is (0, 0, forward) -- and narrows the
-- field of view, which is the whole of what aiming does here.
--
-- THE SHOT IS A RAY, traced the same way in both modes: march it in world
-- pixels, let terrain height stop it (a wall is a tall cell, so a cell
-- whose ground is above the ray's height is a wall the bullet hits), and
-- test every live mob against it as a standing cylinder. Nearest wins,
-- and a hit above the shoulder line counts double.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local Voxel3D = V.require("Voxel3D")
local VRRig = V.require("VRRig")
local FirstPerson = V.require("FirstPerson")
local Horde = V.require("Horde")
local HordeSfx = V.require("HordeSfx")
local HordeGun = {}
-- ------- tuning
HordeGun.MAG = 8
HordeGun.RELOAD_TIME = 1.5
HordeGun.FIRE_COOLDOWN = 0.17 -- semi-auto, and it fits the reload clicks
HordeGun.RANGE = 220 -- world pixels: about fourteen cells
HordeGun.HIT_RADIUS = 6 -- a person is about twelve pixels wide
HordeGun.ADS_TIME = 0.13
HordeGun.ADS_FOV = math.rad(40)
-- Where the gun sits relative to the EYE, in metres, hip and aimed. The
-- model's own origin is its rear sight notch, so the aimed offset is a
-- pure push forward: nothing to line up, it is already lined up.
HordeGun.HIP = { -0.115, -0.125, 0.30 }
HordeGun.ADS = { 0, -0.002, 0.34 }
-- Where it sits relative to the tracked hand, in METRES and in the POSE's
-- own axes -- so with the barrel pointed away from the player (see below)
-- -Z is forward, and this nudges the gun a little down and forward of the
-- pose origin so the hand is behind it rather than inside it.
HordeGun.HAND_OFFSET = { 0, -0.012, -0.02 }
-- THE BARREL, AND WHICH WAY IS FORWARD.
--
-- OpenXR's AIM pose -- the one this rides where the runtime offers it --
-- is defined with its **-Z axis pointing the way the user is aiming**.
-- The model below is authored with its barrel along **+Z**, because that
-- is what the flat screen's view model wants (Ry(yaw)*Rx(pitch) carries
-- +Z onto the look direction). Half a turn about Y is what reconciles
-- them, and it is the whole of the attachment.
--
-- Getting this wrong does not read as "slightly off": the first cut
-- copied the Pokedex's quarter-turn about X, which lays a flat slab along
-- the controller's body and is exactly right for a slab -- on a gun it
-- pointed the muzzle at the player's own face.
HordeGun.HAND_YAW = math.pi
-- AND A PITCH, because a hand is not a tripod. A controller held the way
-- you hold a pistol -- fist closed, wrist cocked -- has its own aim axis
-- running up and forward out of the top of your fist, well above the line
-- your hand FEELS like it is pointing along. A model laid flat on that
-- axis reads as a gun held by somebody with a broken wrist.
--
-- So the gun tips its muzzle down 45 degrees off the pose, which puts the
-- barrel back on the line the grip implies. The shot follows: the ray is
-- read off the finished matrix's own +Z column (see place), so it comes
-- out of the barrel as drawn rather than off the pose it was hung on --
-- point the gun, hit the thing.
HordeGun.HAND_PITCH = math.rad(45)
-- ------- the model
--
-- One voxel is 8mm, so the pistol below comes out about 18cm long -- a
-- compact service automatic. Authored around the REAR SIGHT NOTCH at the
-- origin, barrel down +Z, up +Y. (+X is the viewer's LEFT: the world runs
-- +X east and +Z south, so a body facing +Z has its right hand toward
-- -X, which is why the hip offset's x is negative.)
local VOX = 0.008
local COLORS = {
{ 60, 62, 72 }, -- 1 slide
{ 30, 31, 38 }, -- 2 frame / shadowed
{ 46, 40, 40 }, -- 3 grip
{ 104, 108, 122 }, -- 4 highlight
{ 248, 240, 176 }, -- 5 sight dot
{ 18, 18, 22 }, -- 6 bore
{ 132, 136, 148 }, -- 7 trigger
{ 255, 246, 196 }, -- 8 flash core
{ 255, 168, 56 }, -- 9 flash edge
}
local paletteTex, bodyMesh, flashMesh = nil, nil, nil
local function palette()
if paletteTex then return paletteTex end
if not (love.image and love.image.newImageData
and love.graphics and love.graphics.newImage) then return nil end
local ok, data = pcall(love.image.newImageData, #COLORS, 1)
if not (ok and data) then return nil end
for i, c in ipairs(COLORS) do
pcall(data.setPixel, data, i - 1, 0,
c[1] / 255, c[2] / 255, c[3] / 255, 1)
end
local built, img = pcall(love.graphics.newImage, data)
if not built then return nil end
pcall(img.setFilter, img, "nearest", "nearest")
paletteTex = img
return img
end
-- one solid box, in voxels, straight into the shared vertex format
local function box(verts, indices, x, y, z, w, h, d, color)
local u = (color - 0.5) / #COLORS
local ox, oy, oz = x * VOX, y * VOX, z * VOX
local sx, sy, sz = w * VOX, h * VOX, d * VOX
for face = 1, 6 do
local corners = Voxel3D.FACE_CORNERS[face]
local shade = Voxel3D.FACE_SHADE[face]
local n = #verts / 4
for _, c in ipairs(corners) do
verts[#verts + 1] = { ox + c[1] * sx, oy + c[2] * sy, oz + c[3] * sz,
u, 0.5, shade }
end
Voxel3D.pushQuad(indices, n)
end
end
local function buildBody()
if bodyMesh then return bodyMesh end
local v, i = {}, {}
-- slide, and the bore's dark eye at the end of it
box(v, i, -2, -5, -1, 4, 4, 18, 1)
box(v, i, -2, -2, -1, 4, 0.6, 18, 4) -- the light along the top edge
box(v, i, -1, -4, 16.6, 2, 2, 0.6, 6)
-- frame under the slide, and the dust cover forward of the guard
box(v, i, -1.8, -8, 0.5, 3.6, 3.2, 12, 2)
-- the grip, three blocks stepping back: a raked butt without a hull
box(v, i, -1.8, -11, -1.2, 3.6, 3.2, 5, 3)
box(v, i, -1.8, -14, -2.6, 3.6, 3.2, 5, 3)
box(v, i, -1.8, -16.8, -3.8, 3.6, 3, 5, 2)
-- trigger guard: the bar under, the post in front
box(v, i, -1.4, -11.4, 3.6, 2.8, 1, 4.4, 2)
box(v, i, -1.4, -11.4, 7.4, 2.8, 3.4, 1, 2)
box(v, i, -0.9, -10.8, 4.6, 1.8, 2, 1, 7) -- the trigger itself
-- IRON SIGHTS. Two rear posts with a notch between them at the origin,
-- one front post at the muzzle: look through the gap, put the front
-- post's dot in it, and the barrel is pointing where you are looking.
box(v, i, -2, -1, -0.2, 0.9, 1.3, 1.4, 2)
box(v, i, 1.1, -1, -0.2, 0.9, 1.3, 1.4, 2)
box(v, i, -1.95, -0.2, 0.3, 0.5, 0.5, 0.5, 5)
box(v, i, 1.45, -0.2, 0.3, 0.5, 0.5, 0.5, 5)
box(v, i, -0.45, -1, 15.2, 0.9, 1.5, 1, 2)
box(v, i, -0.3, 0.1, 15.4, 0.6, 0.6, 0.6, 5)
bodyMesh = Voxel3D.newMesh(v, i)
return bodyMesh
end
-- the muzzle flash: a bright cross of boxes off the bore, drawn for two
-- frames after a shot and never lit by anything
local function buildFlash()
if flashMesh then return flashMesh end
local v, i = {}, {}
box(v, i, -1.6, -4.6, 17.4, 3.2, 3.2, 2.6, 8)
box(v, i, -3.4, -3.8, 17.6, 6.8, 1.6, 1.8, 9)
box(v, i, -0.9, -6.4, 17.6, 1.8, 6.4, 1.8, 9)
box(v, i, -1.1, -4.1, 19.6, 2.2, 2.2, 2.2, 9)
flashMesh = Voxel3D.newMesh(v, i)
return flashMesh
end
-- ------- state
local gun = {
ammo = HordeGun.MAG,
reloading = false,
reloadT = 0,
reloadStage = 0,
cooldown = 0,
ads = false,
adsBlend = 0,
kick = 0,
flash = 0,
frame = nil, -- the VR hand's model matrix for this frame
ray = nil, -- the VR aim ray in world space, if there is one
}
HordeGun.state = gun
function HordeGun.reset()
gun.ammo = HordeGun.MAG
gun.reloading, gun.reloadT, gun.reloadStage = false, 0, 0
gun.cooldown, gun.kick, gun.flash = 0, 0, 0
gun.ads, gun.adsBlend = false, 0
gun.frame, gun.ray = nil, nil
end
-- how far into the aim the sights are, 0..1 -- read by the HUD (the
-- crosshair goes away) and by the camera (the field of view narrows)
function HordeGun.adsBlend()
return gun.adsBlend
end
function HordeGun.ammo()
return gun.ammo, HordeGun.MAG, gun.reloading
end
function HordeGun.setAds(on)
gun.ads = on and true or false
end
-- ------- the shot
-- The eye and the direction it is looking, in world pixels. In VR this is
-- the gun's own barrel (set by the VR frame); on the flat screen it is
-- the camera, because the gun follows the camera exactly.
local function ray(G)
if gun.ray then return gun.ray end
local ow = G and G.overworld
if not (ow and ow.player and ow.map) then return nil end
local p = ow.player
local gh = 0
pcall(function()
gh = V.require("VoxelScene").groundAt(ow.map, p.cellX, p.cellY) or 0
end)
local cp = math.cos(FirstPerson.pitch)
return {
p.px + 8, gh + FirstPerson.EYE_HEIGHT, p.py + 8,
math.sin(FirstPerson.yaw) * cp,
-math.sin(FirstPerson.pitch),
math.cos(FirstPerson.yaw) * cp,
}
end
-- How far the ray travels before terrain stops it. A wall in this world
-- is a cell whose ground stands taller than the ray does where it crosses
-- it, which is the same test for a fence you can shoot over, a building
-- you cannot, and a doorway you can shoot through.
local function occlusion(map, r)
local VoxelScene = V.require("VoxelScene")
local step = 3
local t = step
while t <= HordeGun.RANGE do
local x = r[1] + r[4] * t
local y = r[2] + r[5] * t
local z = r[3] + r[6] * t
local cx, cy = math.floor(x / 16), math.floor(z / 16)
if not map:inBounds(cx, cy) then return t end
local gh = 0
local ok, got = pcall(VoxelScene.groundAt, map, cx, cy)
if ok and got then gh = got end
if y < gh - 0.5 then return t end
if y < 0 then return t end
t = t + step
end
return HordeGun.RANGE
end
-- The nearest mob the ray reaches, and whether it caught the head.
local function pick(G, r, maxT)
local Mobs = V.require("HordeMobs")
local VoxelScene = V.require("VoxelScene")
local ow = G and G.overworld
if not (ow and ow.map) then return nil end
local flat = r[4] * r[4] + r[6] * r[6]
if flat < 1e-6 then return nil end
local best, bestT, bestHead = nil, maxT, false
for _, e in ipairs(Mobs.list()) do
local npc = e.npc
if npc and not e.dead and e.mapId == ow.map.id then
local mx, mz = npc.px + 8, npc.py + 8
local t = ((mx - r[1]) * r[4] + (mz - r[3]) * r[6]) / flat
if t > 0 and t < bestT then
local hx = r[1] + r[4] * t - mx
local hz = r[3] + r[6] * t - mz
if hx * hx + hz * hz <= HordeGun.HIT_RADIUS * HordeGun.HIT_RADIUS then
local gh = 0
local ok, got = pcall(VoxelScene.groundAt, ow.map,
npc.cellX, npc.cellY)
if ok and got then gh = got end
local y = r[2] + r[5] * t
if y >= gh - 2 and y <= gh + 17 then
best, bestT, bestHead = e, t, y >= gh + 11
end
end
end
end
end
return best, bestHead
end
-- Pull the trigger. Every input device funnels here (see Horde.install,
-- FirstPerson's mouse and touch wraps, and VR.driveControls), so the
-- cooldown below is also what keeps two devices reporting the same press
-- from spending two rounds.
function HordeGun.fire()
if not Horde.playing() then return false end
if gun.cooldown > 0 or gun.reloading then return false end
if gun.ammo <= 0 then
gun.cooldown = 0.35
HordeSfx.play(HordeSfx.DRY)
HordeGun.reload()
return false
end
local G = require("src.core.Game")
gun.ammo = gun.ammo - 1
gun.cooldown = HordeGun.FIRE_COOLDOWN
gun.kick = 1
gun.flash = 0.05
HordeSfx.shot()
local r = ray(G)
if r then
local ow = G.overworld
local maxT = ow and ow.map and occlusion(ow.map, r) or HordeGun.RANGE
local hit, head = pick(G, r, maxT)
if hit then
local Mobs = V.require("HordeMobs")
local result = Mobs.hit(hit, head and 2 or 1)
local s = Horde.session
if s then
s.hitMarker = 1
if result == "kill" and head then Horde.addScore(50) end
end
end
end
if gun.ammo <= 0 then HordeGun.reload() end
return true
end
function HordeGun.reload()
if gun.reloading or gun.ammo >= HordeGun.MAG then return false end
gun.reloading = true
gun.reloadT = 0
gun.reloadStage = 0
return true
end
-- ------- the frame
function HordeGun.update(dt, live)
if not Horde.active then
FirstPerson.fovScale = 1 -- give the lens back on the way out
return
end
gun.cooldown = math.max(0, gun.cooldown - dt)
gun.kick = math.max(0, gun.kick - dt * 7)
gun.flash = math.max(0, gun.flash - dt)
local target = (gun.ads and live) and 1 or 0
local astep = dt / HordeGun.ADS_TIME
if gun.adsBlend < target then
gun.adsBlend = math.min(target, gun.adsBlend + astep)
else
gun.adsBlend = math.max(target, gun.adsBlend - astep)
end
-- the lens narrows with the sights. Half of what aiming does here is
-- the model coming to the centre of the screen; the other half is this
local e = gun.adsBlend * gun.adsBlend * (3 - 2 * gun.adsBlend)
FirstPerson.fovScale = 1 - (1 - HordeGun.ADS_FOV / FirstPerson.FOV) * e
if gun.reloading then
local was = gun.reloadT
gun.reloadT = gun.reloadT + dt
-- three clicks on their own clock: the magazine out, the fresh one
-- in, the slide home. Staged by time rather than animated frames so
-- the sound and the dip below stay in step at any frame rate.
local marks = { { 0.10, HordeSfx.MAG_OUT }, { 0.62, HordeSfx.MAG_IN },
{ 1.15, HordeSfx.RACK } }
for _, m in ipairs(marks) do
if was < m[1] and gun.reloadT >= m[1] then HordeSfx.play(m[2]) end
end
if gun.reloadT >= HordeGun.RELOAD_TIME then
gun.reloading = false
gun.reloadT = 0
gun.ammo = HordeGun.MAG
end
end
end
-- ------- VR placement
--
-- Called from the VR frame with the same mapping the eyes got. `pose` is
-- the tracked right hand -- the runtime's aim pose where it has one.
function HordeGun.place(pose, pivot, anchor, scale, yaw)
if not (Horde.active and pose) then
HordeGun.clear()
return
end
local m = VRRig.propMatrix(pose, pivot, anchor, scale, yaw)
m = Mat4.mul(m, Mat4.translate(HordeGun.HAND_OFFSET[1],
HordeGun.HAND_OFFSET[2],
HordeGun.HAND_OFFSET[3]))
m = Mat4.mul(m, Mat4.rotateY(HordeGun.HAND_YAW))
m = Mat4.mul(m, Mat4.rotateX(HordeGun.HAND_PITCH))
-- the recoil, up and back along the gun's own axes
local k = gun.kick
if k > 0 then
m = Mat4.mul(m, Mat4.translate(0, 0, -0.05 * k))
m = Mat4.mul(m, Mat4.rotateX(-0.30 * k))
end
gun.frame = m
-- the barrel, in world pixels: the shot goes where the gun points, so
-- lining the sights up with an eye is what aims it
local o = { m[4], m[8], m[12] }
local dx, dy, dz = m[3], m[7], m[11] -- the model's +Z column
local len = math.sqrt(dx * dx + dy * dy + dz * dz)
if len > 1e-6 then
gun.ray = { o[1], o[2], o[3], dx / len, dy / len, dz / len }
else
gun.ray = nil
end
end
function HordeGun.clear()
gun.frame, gun.ray = nil, nil
end
-- ------- drawing
--
-- Runs inside VoxelScene's drawScene, once per eye in VR and once per
-- frame flat, after the world -- so the gun composites with real depth
-- and leaning it into a wall occludes honestly.
-- Should the gun be drawn at all this frame? Keyed on the first-person
-- rig's own IDENTITY rather than on the rung's number, because a staged
-- VR battle places a camera through the same seam and the gun has no
-- business in it.
function HordeGun.visible()
if not Horde.active then return false end
if gun.frame then return true end
return FirstPerson.cardBlend() > 0.35
end
-- The flat screen's view model matrix: carried by the camera, offset to
-- the hip or the sight line, with the recoil on top.
local function flatModel()
local cam = Voxel3D.camera
local eye = cam and cam.eye
if not eye then return nil end
local a = gun.adsBlend
a = a * a * (3 - 2 * a)
local hip, ads = HordeGun.HIP, HordeGun.ADS
local ox = hip[1] + (ads[1] - hip[1]) * a
local oy = hip[2] + (ads[2] - hip[2]) * a
local oz = hip[3] + (ads[3] - hip[3]) * a
-- the reload dip: the gun swings down and out of the shot while the
-- hands are busy, easing back as the slide comes home
if gun.reloading then
local t = math.min(1, gun.reloadT / HordeGun.RELOAD_TIME)
local dip = math.sin(math.min(1, t * 1.15) * math.pi)
oy = oy - 0.09 * dip
ox = ox - 0.03 * dip
end
local k = gun.kick
oz = oz - 0.045 * k
local m = Mat4.translate(eye[1], eye[2], eye[3])
m = Mat4.mul(m, Mat4.rotateY(FirstPerson.yaw))
m = Mat4.mul(m, Mat4.rotateX(FirstPerson.pitch - 0.34 * k))
m = Mat4.mul(m, Mat4.scale(VRRig.FP_SCALE, VRRig.FP_SCALE, VRRig.FP_SCALE))
m = Mat4.mul(m, Mat4.translate(ox, oy, oz))
if gun.reloading then
local t = math.min(1, gun.reloadT / HordeGun.RELOAD_TIME)
m = Mat4.mul(m, Mat4.rotateX(-0.55 * math.sin(math.min(1, t * 1.15)
* math.pi)))
end
return m
end
function HordeGun.draw()
if not HordeGun.visible() then return end
local model = gun.frame or flatModel()
if not model then return end
local body, pal = buildBody(), palette()
if not (body and pal) then return end
Voxel3D.draw(body, pal, model)
if gun.flash > 0 then
local flash = buildFlash()
if flash then Voxel3D.draw(flash, pal, model) end
end
end
function HordeGun.invalidate()
paletteTex, bodyMesh, flashMesh = nil, nil, nil
end
return HordeGun
+484
View File
@@ -0,0 +1,484 @@
-- HORDE MODE: the readout.
--
-- Health, ammunition, score, wave, the crosshair, the hit marker, the red
-- that closes in when something reaches you, and the banners -- "A
-- DARKNESS APPROACHES", then "WAVE 1" and every wave after it.
--
-- IT IS DRAWN TWICE, INTO TWO DIFFERENT PLACES, and that is not
-- duplication for its own sake. The flat screen's HUD goes into the SCENE
-- canvas through Voxel3D.beginOverlay -- the same seam the overworld's FX
-- bubbles use -- because that canvas is what the window composites. A
-- headset never sees that canvas: with VR live the window's world pass
-- short-circuits to the mirror, and the eyes are rendered on their own in
-- lib/VR. So the eye canvases get their own pass, at the same instant the
-- VR frame paints its fade over them, in the same 2D idiom.
--
-- Both call the same draw with a different scale and a different safe
-- area: a headset wants everything well inside the lens rather than
-- pinned to the corners, because the corners of a VR frame are off the
-- edge of the visible world.
--
-- EVERY WORD IS ON A WHITE PLATE, and that is not a style choice -- it is
-- what the font is. The Game Boy font sheets are BLACK glyphs on
-- transparent, so setColor cannot make a letter pale: multiplying black
-- by white is still black. That is why every box in the game is drawn
-- white first and its text black on top (Font.drawBox, then
-- setColor(0,0,0)), and it is why a first cut of this HUD -- pale text,
-- straight onto the night -- composited as black letters on a black
-- street and could not be read at all. Plates also happen to be the right
-- answer aesthetically: the game already talks to the player in white
-- boxes, and a horde mode that shouts in the same voice belongs to it.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Horde = V.require("Horde")
local HordeHud = {}
local Font = nil
local function font()
if Font then return Font end
local ok, F = pcall(require, "src.render.Font")
if ok then Font = F end
return Font
end
-- the pulse under the low-health plate and the banner's own breathing
local blink = 0
function HordeHud.update(dt)
blink = (blink + (dt or 0)) % 1.0
end
-- named for the suite: the banner's line breaking, which is the part with
-- an answer worth pinning
HordeHud._layout = nil -- assigned below, once `layout` exists
-- ------- pieces
--
-- Every helper takes a scale `s` and draws in GB pixels multiplied by it,
-- so one layout serves a 4x window and a headset's eye buffer alike.
local PAD = 3 -- plate padding, in GB pixels
-- A white plate with a dark edge: the surface a black glyph can be read
-- on. Returns the interior origin, so a caller lays text out from there.
local function plate(x, y, w, h, s, alpha)
love.graphics.setColor(0.06, 0.05, 0.09, (alpha or 1) * 0.92)
love.graphics.rectangle("fill", x - s, y - s, w + 2 * s, h + 2 * s)
love.graphics.setColor(0.93, 0.94, 0.90, alpha or 1)
love.graphics.rectangle("fill", x, y, w, h)
return x + PAD * s, y + PAD * s
end
local function textWidth(str, s)
local F = font()
if not F then return 0 end
return F.width(str) * s
end
-- Black glyphs at `s` times their size. Black because that is the only
-- colour the font has (see the header).
local function text(str, x, y, s)
local F = font()
if not F then return 0 end
love.graphics.setColor(0, 0, 0, 1)
love.graphics.push()
love.graphics.translate(math.floor(x), math.floor(y))
love.graphics.scale(s, s)
F.draw(str, 0, 0)
love.graphics.pop()
end
-- One line of text on its own plate, anchored left or right.
local function label(str, x, y, s, align)
local tw = textWidth(str, s)
local pw, ph = tw + PAD * 2 * s, 8 * s + PAD * 2 * s
local px = (align == "right") and (x - pw) or x
local ix, iy = plate(px, y, pw, ph, s)
text(str, ix, iy, s)
return pw, ph
end
-- The health bar: a plate with a red bar inside it, so the red reads
-- against white rather than against a night street.
local function healthBar(x, y, w, h, s, fill, flash)
local ix, iy = plate(x, y, w, h, s)
local iw, ih = w - PAD * 2 * s, h - PAD * 2 * s
love.graphics.setColor(0.80, 0.80, 0.78, 1)
love.graphics.rectangle("fill", ix, iy, iw, ih)
local r, g, b = 0.78, 0.12, 0.16
if flash then r, g, b = 1, 0.45, 0.35 end
love.graphics.setColor(r, g, b, 1)
love.graphics.rectangle("fill", ix, iy, math.max(0, iw * fill), ih)
end
-- The crosshair: four ticks around a gap that opens as the gun kicks, and
-- gone entirely down the sights, where the iron sights ARE the crosshair.
-- Drawn as a dark pair under a light pair so it survives both a white
-- wall and a black doorway.
local function crosshair(cx, cy, s, spread, alpha)
local gap = (3 + spread * 4) * s
local len = 4 * s
local t = math.max(1, s)
local function ticks(o, thick, r, g, b, a)
love.graphics.setColor(r, g, b, a)
love.graphics.rectangle("fill", cx - gap - len - o, cy - thick / 2 - o,
len + 2 * o, thick + 2 * o)
love.graphics.rectangle("fill", cx + gap - o, cy - thick / 2 - o,
len + 2 * o, thick + 2 * o)
love.graphics.rectangle("fill", cx - thick / 2 - o, cy - gap - len - o,
thick + 2 * o, len + 2 * o)
love.graphics.rectangle("fill", cx - thick / 2 - o, cy + gap - o,
thick + 2 * o, len + 2 * o)
end
ticks(math.max(1, s * 0.5), t, 0, 0, 0, alpha * 0.85)
ticks(0, t, 0.98, 0.98, 1, alpha)
end
local function hitMarker(cx, cy, s, amount)
if amount <= 0 then return end
love.graphics.setColor(1, 0.30, 0.26, amount)
local o = 5 * s
local len = 5 * s
local t = math.max(1, s)
for _, d in ipairs({ { -1, -1 }, { 1, -1 }, { -1, 1 }, { 1, 1 } }) do
love.graphics.push()
love.graphics.translate(cx + d[1] * o, cy + d[2] * o)
love.graphics.rotate(math.pi / 4 * (d[1] * d[2] > 0 and 1 or -1))
love.graphics.rectangle("fill", -t / 2, -len / 2, t, len)
love.graphics.pop()
end
end
-- How wide a run of glyphs comes out at `bs` pixels per font pixel, with
-- `track` of air after each one.
local function runWidth(F, codes, bs, track)
local total = 0
for _, code in ipairs(codes) do
total = total + F.advanceOf(code) * bs + track
end
return total - track
end
-- The banner's lines, and the size to draw them at.
--
-- THE SCALE IS NEGOTIATED, not assumed. The caller's scale comes from the
-- window's own zoom, so a player zoomed well in gets a large `s` -- and
-- "A DARKNESS APPROACHES" at twice a large scale is wider than the
-- screen, which is how the words ran off both edges. So: shrink until the
-- longest single WORD fits, then wrap the words into as many lines as
-- that leaves. Wrapping first and shrinking only when a word alone cannot
-- fit keeps the announcement as big as the frame can carry it.
local function layout(F, str, scale, maxW)
local words = {}
for word in tostring(str):gmatch("%S+") do words[#words + 1] = word end
if #words == 0 then return nil end
local bs = math.max(1, scale * 2)
local function track(size) return math.max(1, math.floor(size / 2)) end
while bs > 1 do
local widest = 0
for _, word in ipairs(words) do
local ww = runWidth(F, F.encode(word), bs, track(bs))
if ww > widest then widest = ww end
end
if widest <= maxW then break end
bs = bs - 1
end
local tr = track(bs)
local spaceW = runWidth(F, F.encode(" "), bs, tr) + tr
local lines, line, lineW = {}, nil, 0
for _, word in ipairs(words) do
local ww = runWidth(F, F.encode(word), bs, tr)
if not line then
line, lineW = word, ww
elseif lineW + spaceW + ww <= maxW then
line, lineW = line .. " " .. word, lineW + spaceW + ww
else
lines[#lines + 1] = { text = line, width = lineW }
line, lineW = word, ww
end
end
lines[#lines + 1] = { text = line, width = lineW }
return lines, bs, tr
end
HordeHud._layout = layout
-- The banner: a plate across the middle of the frame with the words on
-- it, as big as the frame can carry. It fades in and out rather than
-- cutting -- an announcement, not a notification -- and the plate fades
-- with it.
local function banner(w, h, scale)
local sess = Horde.session
if not (sess and sess.bannerText) then return end
local t, hold = sess.bannerT, sess.bannerHold
local alpha
if t < 0.4 then alpha = t / 0.4
elseif t < hold then alpha = 1
else alpha = math.max(0, 1 - (t - hold) / 1.1) end
if alpha <= 0 then return end
local F = font()
if not F then return end
local margin = 6 * scale
local lines, bs, tr = layout(F, sess.bannerText, scale, w - margin * 2)
if not lines then return end
local lineH = 8 * bs
local gap = math.max(1, math.floor(bs * 0.4))
local pad = PAD * 2 * scale
local ph = #lines * lineH + (#lines - 1) * gap + pad * 2
local y = math.floor(h * 0.30 - ph / 2)
-- the plate runs the full width: a band across the world, which reads
-- as the game interrupting itself rather than as a label on it
plate(0, y, w, ph, scale, alpha)
local iy = y + pad
love.graphics.setColor(0, 0, 0, alpha)
for i, line in ipairs(lines) do
local pen = math.floor((w - line.width) / 2)
local ly = iy + (i - 1) * (lineH + gap)
for _, code in ipairs(F.encode(line.text)) do
love.graphics.push()
love.graphics.translate(pen, ly)
love.graphics.scale(bs, bs)
F.drawCode(code, 0, 0)
love.graphics.pop()
pen = pen + F.advanceOf(code) * bs + tr
end
end
end
-- ------- the whole thing
--
-- `inset` is how far off the edges the corners sit, which is the one real
-- difference between a window and a headset.
local function draw(w, h, s, inset)
local sess = Horde.session
if not sess then return end
local Gun = V.require("HordeGun")
local ammo, mag, reloading = Gun.ammo()
local ads = Gun.adsBlend()
love.graphics.push("all")
love.graphics.setBlendMode("alpha")
-- The red. A VIGNETTE rather than a wash over everything: a full-screen
-- fill strong enough to register at a glance also hides the thing that
-- just hit you, which in a mode about being surrounded is the one thing
-- it must not do. Bands closing in from the edges instead, so the
-- middle of the frame stays readable and the alarm arrives in the
-- corner of the eye.
local hurt = sess.damageFlash
local low = 1 - math.min(1, sess.hp / (sess.maxHp * 0.35))
local wash = math.max(hurt * 0.9, low * 0.6
* (0.7 + 0.3 * math.sin(blink * math.pi * 2)))
if wash > 0 then
local band = math.min(w, h) * 0.38
local steps = 8
for i = 1, steps do
local t = i / steps
local d = band * t
love.graphics.setColor(0.60, 0.02, 0.06, wash * 0.13)
love.graphics.rectangle("fill", 0, 0, w, d)
love.graphics.rectangle("fill", 0, h - d, w, d)
love.graphics.rectangle("fill", 0, 0, d, h)
love.graphics.rectangle("fill", w - d, 0, d, h)
end
end
-- health, top left
local barW, barH = 60 * s, 8 * s + PAD * 2 * s
healthBar(inset, inset, barW, barH, s, sess.hp / sess.maxHp, hurt > 0.3)
label(("%d"):format(math.ceil(sess.hp)), inset, inset + barH + 3 * s, s)
-- score and wave, top right
label(("SCORE %d"):format(math.floor(sess.score)), w - inset, inset, s,
"right")
label(("WAVE %d"):format(math.max(1, sess.wave)),
w - inset, inset + (8 * s + PAD * 2 * s) + 3 * s, s, "right")
-- ammunition, bottom right: the rounds as pips over the count, which
-- reads at a glance in a firefight where a number does not
local ammoStr = reloading and "RELOADING" or ("%d / %d"):format(ammo, mag)
local _, ah = label(ammoStr, w - inset, h - inset - (8 * s + PAD * 2 * s), s,
"right")
local pipW, pipH, pipGap = 3 * s, 7 * s, 2 * s
local pipsW = mag * (pipW + pipGap) - pipGap
local px = w - inset - pipsW
local py = h - inset - ah - pipH - 5 * s
love.graphics.setColor(0.06, 0.05, 0.09, 0.85)
love.graphics.rectangle("fill", px - 2 * s, py - 2 * s,
pipsW + 4 * s, pipH + 4 * s)
for i = 1, mag do
if i <= ammo and not reloading then
love.graphics.setColor(0.98, 0.86, 0.36, 1)
else
love.graphics.setColor(0.32, 0.30, 0.36, 1)
end
love.graphics.rectangle("fill", px + (i - 1) * (pipW + pipGap), py,
pipW, pipH)
end
if reloading then
local t = math.min(1, Gun.state.reloadT / Gun.RELOAD_TIME)
love.graphics.setColor(0.55, 0.78, 0.98, 1)
love.graphics.rectangle("fill", px, py + pipH + 1 * s, pipsW * t, 2 * s)
end
-- the sight picture
local cx, cy = w / 2, h / 2
if ads < 0.6 then
crosshair(cx, cy, s, Gun.state.kick, (1 - ads / 0.6) * 0.9)
end
hitMarker(cx, cy, s, sess.hitMarker)
banner(w, h, s)
love.graphics.pop()
love.graphics.setColor(1, 1, 1, 1)
end
-- ------- the two callers
-- The flat window. Called from the voxel pipeline's overlay block, into
-- the scene canvas -- which is at the window's PIXEL size and may be
-- supersampled on top of that, so the caller's scale carries both.
--
-- The caller's scale is CAPPED against the canvas rather than taken as
-- given, because that scale is the world's zoom: zoom in far enough and
-- the health bar was a metre wide and half of it off the top of the
-- screen. A readout is not part of the world and should not zoom with
-- it -- so it sizes off the frame it is drawn in, which keeps its
-- apparent size the same at every zoom and grows it honestly on a bigger
-- display (and with supersampling, which is in both numbers).
function HordeHud.drawFlat(w, h, scale)
if not Horde.active then return end
local cap = math.max(1, math.floor(h / 260))
local s = math.max(1, math.min(math.floor((scale or 1) + 0.5), cap))
draw(w, h, s, 8 * s)
end
-- ------- and the headset's, which is not a screen overlay at all
--
-- A VR eye gets NO 2D overlay. An earlier cut drew this same HUD into
-- both eye canvases and it came out torn down the middle: the eye frusta
-- are ASYMMETRIC, so the same canvas pixel is a different ANGLE in each
-- eye, and the two images never fuse. Nor is there a crosshair to draw --
-- the gun is a real object with real sights and the shot goes down its
-- barrel, so a dot painted at the centre of the frame would be pointing
-- at something else entirely.
--
-- What the headset gets instead is this: the readout as a TEXTURE, which
-- lib/VR puts on the POKEDEX in the player's left hand -- already
-- tracked, already lit, and already the surface this mod shows
-- information on. Geometry in the world, so both eyes see it from their
-- own position and the stereo is correct by construction. (It rode the
-- gun for one revision and that was worse: a screen on the slide sits
-- exactly where the iron sights have to be looked through.)
--
-- Sized to the device's own screen, which is the GB frame's 10:9.
local panelCanvas = nil
local PANEL_W, PANEL_H = 160, 144
function HordeHud.panelTexture()
if not Horde.active then return nil end
if not (love.graphics and love.graphics.newCanvas) then return nil end
local sess = Horde.session
if not sess then return nil end
local F = font()
if not F then return nil end
if not panelCanvas then
local ok, c = pcall(love.graphics.newCanvas, PANEL_W, PANEL_H)
if not ok then return nil end
panelCanvas = c
pcall(panelCanvas.setFilter, panelCanvas, "nearest", "nearest")
end
local Gun = V.require("HordeGun")
local ammo, mag, reloading = Gun.ammo()
local ok = pcall(function()
love.graphics.push("all")
love.graphics.setCanvas(panelCanvas)
love.graphics.setBlendMode("alpha")
love.graphics.clear(0.93, 0.94, 0.90, 1)
-- the health bar, framed, across the top
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", 8, 8, PANEL_W - 16, 20)
love.graphics.setColor(0.80, 0.80, 0.78, 1)
love.graphics.rectangle("fill", 11, 11, PANEL_W - 22, 14)
love.graphics.setColor(0.78, 0.12, 0.16, 1)
love.graphics.rectangle("fill", 11, 11,
(PANEL_W - 22) * math.max(0, sess.hp / sess.maxHp),
14)
love.graphics.setColor(0, 0, 0, 1)
F.draw(("HP %d"):format(math.ceil(sess.hp)), 8, 34)
F.draw(reloading and "RELOADING" or ("AMMO %d/%d"):format(ammo, mag),
8, 50)
-- the round pips, so ammunition reads without counting digits
local pipW, gap = 9, 5
for i = 1, mag do
if i <= ammo and not reloading then
love.graphics.setColor(0.85, 0.65, 0.10, 1)
else
love.graphics.setColor(0.72, 0.73, 0.70, 1)
end
love.graphics.rectangle("fill", 8 + (i - 1) * (pipW + gap), 66, pipW, 12)
end
love.graphics.setColor(0, 0, 0, 1)
F.draw(("WAVE %d"):format(math.max(1, sess.wave)), 8, 86)
F.draw(("%d"):format(math.floor(sess.score)), 8, 102)
-- and the banner, wrapped to the panel rather than to the frame.
-- BLACK on the panel's own white, like everything else here: the font
-- sheets are black glyphs on transparent, so a pale letter is not a
-- thing that can be drawn (see the header).
if sess.bannerText then
local lines, bs, tr = layout(F, sess.bannerText, 1, PANEL_W - 8)
if lines then
local top = PANEL_H - 8 * bs * #lines - 5
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", 0, top - 2, PANEL_W, 1)
for i, line in ipairs(lines) do
local pen = math.floor((PANEL_W - line.width) / 2)
local ly = PANEL_H - 8 * bs * (#lines - i + 1) - 3
for _, code in ipairs(F.encode(line.text)) do
love.graphics.push()
love.graphics.translate(pen, ly)
love.graphics.scale(bs, bs)
F.drawCode(code, 0, 0)
love.graphics.pop()
pen = pen + F.advanceOf(code) * bs + tr
end
end
end
end
love.graphics.setCanvas()
love.graphics.pop()
end)
pcall(love.graphics.setCanvas)
if not ok then return nil end
return panelCanvas
end
-- window resize / hot reload
function HordeHud.invalidate()
if panelCanvas and panelCanvas.release then
pcall(panelCanvas.release, panelCanvas)
end
panelCanvas = nil
end
return HordeHud
+553
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@@ -0,0 +1,553 @@
-- HORDE MODE: the crowd.
--
-- Waves of people who want to touch you, walking the same grid the game
-- walks, wearing the overworld's own character sheets. Every mob IS a
-- real engine NPC (OverworldState:addRuntimeObject), which is what buys
-- the whole feature for nothing: the engine interpolates their steps,
-- the collision system lets them jostle, the voxel pass billboards them
-- with the right frame for the angle you see them from, and the flat 2D
-- path draws them too. Nothing here draws a character.
--
-- THEY ARE DRIVEN, NOT SCRIPTED. OverworldState:scriptMove would be the
-- obvious way to walk one, and it is a trap: a queued script move sets
-- `scripted` on the state, which blocks the PLAYER's input for as long as
-- it runs. So mobs are spawned with movement = "STAY" (which leaves
-- NPC:update's wander branch inert) and this file writes facing / target /
-- moving / progress directly, once per step. NPC:update then does the
-- pixel interpolation and the cell commit exactly as it does for a
-- wandering shopkeeper.
--
-- PATHING IS A FLOW FIELD, not A* per mob. One breadth-first sweep out
-- from the player's cell, over the map's walkable cells, gives EVERY mob
-- its next step at once -- and gives it correctly through doorways and
-- around buildings, which is what "gang up on the player" actually
-- requires. Rebuilt a few times a second rather than per frame; between
-- rebuilds a mob just walks downhill on the numbers. It also answers two
-- other questions for free: how far a cell is from the player (so a spawn
-- point can be picked at a fair distance and be guaranteed REACHABLE),
-- and whether a mob is adjacent enough to swing.
--
-- The sweep ignores entity occupancy on purpose. Mobs are solid to each
-- other, so a pack funnelling down a corridor will jam -- and the fix for
-- that is not a cleverer path, it is that a mob whose downhill step is
-- occupied tries its second choice and otherwise waits. That is what
-- makes them pool around the player instead of forming a queue.
--
-- FOLLOWING THROUGH DOORS. A warp tears down every NPC on the old map, so
-- the roster cannot survive one. What survives is the COUNT: the number
-- still alive when the player ran, re-spawned on the far side over the
-- next few seconds, from the cells nearest the door they came in by. From
-- the player's chair that is the horde coming through the door after them.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Horde = V.require("Horde")
local HordeSfx = V.require("HordeSfx")
local HordeMobs = {}
-- ------- tuning
-- Wave n throws this many at you, and no more than CAP stand at once.
local function waveSize(n) return 4 + 3 * n end
local CAP = 14
local SPAWN_INTERVAL = 0.75 -- seconds between arrivals inside a wave
local WAVE_GAP = 4.0 -- the breather, and the banner's window
local FOLLOW_INTERVAL = 0.55 -- how fast they pour through a door
-- Frames per cell. The engine's own walk is 16; the horde is quicker than
-- a shopkeeper and gets quicker as the waves stack, floored so it never
-- outruns the player's own free walk.
local function stepFrames(n)
return math.max(9, 15 - math.floor(n / 2))
end
local function mobHp(n) return math.min(4, 1 + math.floor(n / 3)) end
local function killScore(n) return 100 + 25 * (n - 1) end
local function waveBonus(n) return 250 * n end
-- How close a mob comes before it stops walking and starts swinging, in
-- CELLS, and how close it has to be to land the hit, in world pixels.
--
-- The standoff is the difference between a horde and a wall. Nothing
-- stops a mob taking the cell next to the player -- and when it does, a
-- sixteen-pixel figure a cell away fills a sixty-five-degree lens edge to
-- edge, so being surrounded looks like a texture rather than like people.
-- Two cells back they read as figures closing in, the ring holds a dozen
-- of them, and the player can still see what they are shooting at.
local STANDOFF = 2
local REACH = 40
-- The cast. Overworld sprite sheets that read as a threat coming out of
-- the dark; anything missing from the loaded game is dropped at spawn.
local CAST = {
"SPRITE_ROCKET", "SPRITE_CHANNELER", "SPRITE_SCIENTIST", "SPRITE_BIKER",
"SPRITE_GUARD", "SPRITE_SUPER_NERD", "SPRITE_HIKER", "SPRITE_SWIMMER",
"SPRITE_GYM_GUIDE", "SPRITE_BLACK_HAIR_BOY_1", "SPRITE_GIRL",
"SPRITE_MIDDLE_AGED_MAN", "SPRITE_FISHER", "SPRITE_GAMBLER",
}
local OWNER = "DRAMATIC_SHAPE"
-- ------- the flow field
--
-- dist[cy * w + cx] = steps from the player, over walkable cells only.
-- Nil where the sweep never reached, which is the same answer as "no way
-- there from here" -- an island across water, a room behind a locked door.
local field = { mapId = nil, w = 0, h = 0, dist = nil, at = nil, age = 0 }
local REBUILD_EVERY = 0.28
local function passable(map, cx, cy)
if not map:inBounds(cx, cy) then return false end
if not map:isWalkableCell(cx, cy) then return false end
-- a warp cell is walkable but standing on one takes the warp; mobs may
-- cross them (that IS the door they follow you through) so they stay in
return true
end
-- fixed order, so a tie between two equally good steps always breaks the
-- same way -- a mob that dithers between two cells reads as broken, and a
-- pairs() walk over a hash would give a different answer every run
local DIRS = { "right", "left", "down", "up" }
local DX = { right = 1, left = -1, down = 0, up = 0 }
local DY = { right = 0, left = 0, down = 1, up = -1 }
local function rebuildField(map, px, py)
local w, h = map.widthCells, map.heightCells
local dist = {}
-- a plain array queue: BFS on a grid never revisits a cell, so no heap
-- and no priority is needed and the whole sweep is one pass
local qx, qy = { px }, { py }
local head = 1
dist[py * w + px] = 0
while head <= #qx do
local cx, cy = qx[head], qy[head]
head = head + 1
local d = dist[cy * w + cx] + 1
for i = 1, 4 do
local dir = DIRS[i]
local nx, ny = cx + DX[dir], cy + DY[dir]
local key = ny * w + nx
if dist[key] == nil and passable(map, nx, ny) then
dist[key] = d
qx[#qx + 1], qy[#qy + 1] = nx, ny
end
end
end
field.mapId, field.w, field.h, field.dist = map.id, w, h, dist
field.at = { px, py }
field.age = 0
end
local function distAt(cx, cy)
if not field.dist then return nil end
if cx < 0 or cy < 0 or cx >= field.w or cy >= field.h then return nil end
return field.dist[cy * field.w + cx]
end
-- named for the suite: the sweep, and the distance it wrote to a cell
HordeMobs._dist = distAt
HordeMobs._rebuild = rebuildField
-- ------- spawning
local function liveSprites(G)
local out = {}
local sprites = G and G.data and G.data.sprites
for _, key in ipairs(CAST) do
if sprites and sprites[key] then out[#out + 1] = key end
end
if #out == 0 and sprites then
-- a total conversion with none of the vanilla sheets: take whatever
-- walker it does have rather than spawning nothing at all
local keys = {}
for key, def in pairs(sprites) do
if def and def.walker then keys[#keys + 1] = key end
end
table.sort(keys)
for i = 1, math.min(6, #keys) do out[i] = keys[i] end
end
return out
end
-- Cells at a fair distance from the player that the flow field says are
-- actually reachable, preferring the far end of the band so the horde
-- arrives from off in the dark rather than on top of you.
local function spawnCells(map, near, far, want)
local out = {}
if not field.dist then return out end
for key, d in pairs(field.dist) do
if d >= near and d <= far then
local cy = math.floor(key / field.w)
local cx = key - cy * field.w
out[#out + 1] = { cx, cy, d }
end
end
-- shuffle, then bias toward distance: sorting outright would file every
-- mob in from the same corner
for i = #out, 2, -1 do
local j = love.math.random(i)
out[i], out[j] = out[j], out[i]
end
table.sort(out, function(a, b) return a[3] > b[3] end)
while #out > (want or 16) do table.remove(out) end
return out
end
local function occupiedCell(state, cx, cy)
local Collision = require("src.world.Collision")
return Collision.occupied(state.entities, cx, cy, nil) ~= nil
end
-- One mob, on a cell, on the live map. Returns the roster entry or nil.
local function spawnAt(G, state, cx, cy, wave)
local s = Horde.session
if not s then return nil end
local sprites = liveSprites(G)
if #sprites == 0 then return nil end
local def = {
x = cx, y = cy,
sprite = sprites[love.math.random(#sprites)],
movement = "STAY",
range = "DOWN",
name = "HORDE",
hordeMob = true,
}
local mapId = state.map.id
local okAdd, npcId = pcall(state.addRuntimeObject, state, mapId, def, OWNER)
if not (okAdd and npcId) then return nil end
s.spawned[mapId] = s.spawned[mapId] or {}
s.spawned[mapId][def.index] = true
local npc = nil
for _, e in ipairs(state.npcs) do
if e.id == npcId then npc = e break end
end
if not npc then return nil end
npc.wanders = false
npc.stepFrames = stepFrames(wave)
local entry = {
npc = npc, id = npcId, mapId = mapId,
hp = mobHp(wave), attackT = 0,
}
s.mobs[#s.mobs + 1] = entry
return entry
end
-- ------- removal
--
-- Targeted, because the engine's own removeRuntimeObject walks every map
-- in the game to find one object and a firefight calls this several times
-- a second.
local function dropNpc(state, npcId)
for _, list in ipairs({ state.npcs or {}, state.entities or {} }) do
for i = #list, 1, -1 do
if list[i].id == npcId then table.remove(list, i) end
end
end
if state.npcPool then state.npcPool[npcId] = nil end
end
-- Take this mode's objects back out of a map record. Runtime objects live
-- in Game.data.maps[id].objects until removed, and setMap respawns from
-- that list -- so a def left behind is a mob waiting on the far side of a
-- door long after the mode ended.
local function scrubMap(G, mapId, indices)
local def = G and G.data and G.data.maps and G.data.maps[mapId]
if not def or not def.objects then return end
for i = #def.objects, 1, -1 do
local obj = def.objects[i]
if obj and obj.hordeMob and (not indices or indices[obj.index]) then
table.remove(def.objects, i)
end
end
end
-- ------- the roster's own step
local function faceToward(npc, cx, cy)
local dx, dy = cx - npc.cellX, cy - npc.cellY
if math.abs(dx) > math.abs(dy) then
return dx > 0 and "right" or "left"
end
return dy > 0 and "down" or "up"
end
-- Walk one mob downhill on the flow field. The best neighbour is the one
-- with the lowest distance; when it is taken, the second best is tried,
-- and when both are taken the mob waits a beat -- which is what makes a
-- pack pool around the player instead of queueing behind one another.
local function stepMob(state, entry)
local npc = entry.npc
if npc.moving then return end
local here = distAt(npc.cellX, npc.cellY)
-- close enough: stand and swing rather than crowding into the lens
if here and here <= STANDOFF then
local p = state.player
npc.facing = faceToward(npc, p.cellX, p.cellY)
return
end
local best, bestD, second, secondD = nil, nil, nil, nil
for i = 1, 4 do
local dir = DIRS[i]
local tx, ty = npc.cellX + DX[dir], npc.cellY + DY[dir]
local d = distAt(tx, ty)
-- the standoff is enforced on the cell being ENTERED, not the one
-- being stood on: a mob that checked only where it was would still
-- finish the step it was already taking and end up in the lens
if d and d < STANDOFF then d = nil end
if d and (not here or d < here) then
if not bestD or d < bestD then
second, secondD = best, bestD
best, bestD = { dir, tx, ty }, d
elseif not secondD or d < secondD then
second, secondD = { dir, tx, ty }, d
end
end
end
for _, pick in ipairs({ best, second }) do
if pick then
local dir, tx, ty = pick[1], pick[2], pick[3]
if not occupiedCell(state, tx, ty) then
npc.facing = dir
npc.targetX, npc.targetY = tx, ty
npc.moving = true
npc.progress = 0
return
end
end
end
-- boxed in: keep facing the player so the pack still reads as a threat
local p = state.player
npc.facing = faceToward(npc, p.cellX, p.cellY)
end
-- ------- the public surface
function HordeMobs.begin(G)
local s = Horde.session
if not s then return end
local state = G and G.overworld
if not (state and state.map) then return end
field.mapId = nil
s.wave, s.waveRemaining, s.waveGap, s.spawnGap = 0, 0, 0, 0
HordeMobs.convertLocals(state)
end
-- Everyone already standing on the map joins in. Their sprite, their
-- position, their business -- now walking at the player. Nothing is
-- stored to undo it, because the restore warps through setMap, which
-- rebuilds every one of them from the map record (see Horde.finish).
function HordeMobs.convertLocals(state)
local s = Horde.session
if not (s and state and state.npcs) then return end
local known = {}
for _, e in ipairs(s.mobs) do known[e.npc] = true end
for _, npc in ipairs(state.npcs) do
if not known[npc] and not npc.passable then
npc.wanders = false
npc.frozen = false
npc.stepFrames = stepFrames(math.max(1, s.wave))
s.mobs[#s.mobs + 1] = {
npc = npc, id = npc.id, mapId = state.map.id,
hp = mobHp(math.max(1, s.wave)), attackT = 0, local_ = true,
}
end
end
end
function HordeMobs.nextWave(G)
local s = Horde.session
if not s then return end
s.wave = s.wave + 1
s.waveRemaining = waveSize(s.wave)
s.spawnGap = 0
Horde.banner(("WAVE %d"):format(s.wave), 1.6)
HordeSfx.play(HordeSfx.WAVE)
for _, e in ipairs(s.mobs) do
e.npc.stepFrames = stepFrames(s.wave)
end
end
-- A mob took a bullet. Returns "kill", "hit", or nil.
function HordeMobs.hit(entry, damage)
local s = Horde.session
if not (s and entry) then return nil end
entry.hp = entry.hp - (damage or 1)
if entry.hp > 0 then
HordeSfx.play(HordeSfx.HIT)
return "hit"
end
entry.dead = true
s.kills = s.kills + 1
Horde.addScore(killScore(math.max(1, s.wave)))
HordeSfx.randomCry()
return "kill"
end
-- Every live mob, for the gun's ray to test against.
function HordeMobs.list()
local s = Horde.session
return s and s.mobs or {}
end
function HordeMobs.update(dt, G)
local s = Horde.session
if not s then return end
local state = G and G.overworld
if not (state and state.map and state.player) then return end
local p = state.player
-- the flow field, rebuilt on a clock and whenever the player changes
-- cell far enough that the old numbers point at where they used to be
field.age = field.age + dt
local moved = field.at
and (math.abs(field.at[1] - p.cellX) + math.abs(field.at[2] - p.cellY)) or 99
if field.mapId ~= state.map.id or field.age >= REBUILD_EVERY or moved >= 2 then
rebuildField(state.map, p.cellX, p.cellY)
end
-- the dead, collected before anything walks
for i = #s.mobs, 1, -1 do
local e = s.mobs[i]
if e.dead or not e.npc then
if e.npc then dropNpc(state, e.id) end
table.remove(s.mobs, i)
end
end
-- the living
local pcx, pcy = p.px + 8, p.py + 8
for _, e in ipairs(s.mobs) do
local npc = e.npc
e.attackT = math.max(0, e.attackT - dt)
stepMob(state, e)
local dx, dz = (npc.px + 8) - pcx, (npc.py + 8) - pcy
if dx * dx + dz * dz <= REACH * REACH then
if e.attackT <= 0 then
e.attackT = 0.8
npc.facing = faceToward(npc, p.cellX, p.cellY)
Horde.damage()
end
end
end
if not Horde.playing() then return end
-- the crowd that followed the player through a door, arriving
if s.followQueue > 0 then
s.spawnGap = s.spawnGap - dt
if s.spawnGap <= 0 and #s.mobs < CAP then
s.spawnGap = FOLLOW_INTERVAL
local cells = spawnCells(state.map, 2, 9, 8)
local cell = cells[1]
if cell and spawnAt(G, state, cell[1], cell[2], s.wave) then
s.followQueue = s.followQueue - 1
else
s.followQueue = s.followQueue - 1 -- nowhere to put them; let it go
end
end
return
end
-- the wave itself
if s.waveRemaining > 0 then
s.spawnGap = s.spawnGap - dt
if s.spawnGap <= 0 and #s.mobs < CAP then
s.spawnGap = SPAWN_INTERVAL
local cells = spawnCells(state.map, 7, 18, 10)
if #cells == 0 then cells = spawnCells(state.map, 3, 30, 10) end
local cell = cells[1]
if cell and spawnAt(G, state, cell[1], cell[2], s.wave) then
s.waveRemaining = s.waveRemaining - 1
else
s.spawnGap = 1.5 -- no room right now; try again shortly
end
end
elseif #s.mobs == 0 then
s.waveGap = s.waveGap + dt
if s.waveGap == dt then
Horde.addScore(waveBonus(s.wave))
Horde.banner(("WAVE %d CLEAR"):format(s.wave), 1.8)
end
if s.waveGap >= WAVE_GAP then
s.waveGap = 0
HordeMobs.nextWave(G)
end
end
end
-- ------- the door
--
-- map.entered fires after setMap has rebuilt the world, which means every
-- mob instance from the old map is already gone. What is left to do is
-- take our defs off the old map (or they respawn if the player ever comes
-- back), remember how many were chasing, and let update() walk them in.
function HordeMobs.onMapEntered(payload)
local s = Horde.session
if not s then return end
local G = require("src.core.Game")
local state = G.overworld
if not (state and state.map) then return end
local newId = state.map.id
local following = 0
for _, e in ipairs(s.mobs) do
if e.mapId ~= newId and not e.local_ then following = following + 1 end
end
-- the old map's records, and any instance the pool kept
for mapId, indices in pairs(s.spawned) do
if mapId ~= newId then
scrubMap(G, mapId, indices)
s.spawned[mapId] = nil
end
end
for i = #s.mobs, 1, -1 do
if s.mobs[i].mapId ~= newId then table.remove(s.mobs, i) end
end
field.mapId = nil
s.followQueue = math.max(s.followQueue, following)
s.spawnGap = math.min(s.spawnGap, 0.4)
HordeMobs.convertLocals(state)
end
-- ------- the end
--
-- Every def this mode wrote, off every map it wrote one to. The live
-- instances go too, though the restore's own warp would have taken them:
-- cleanup has to leave a consistent world even when it is called from a
-- path that never warps.
function HordeMobs.cleanup(G)
G = G or require("src.core.Game")
local s = Horde.session
local state = G.overworld
if s then
for _, e in ipairs(s.mobs) do
if state and not e.local_ then dropNpc(state, e.id) end
end
for mapId, indices in pairs(s.spawned) do
scrubMap(G, mapId, indices)
end
s.mobs, s.spawned = {}, {}
s.followQueue, s.waveRemaining = 0, 0
else
-- a session that vanished under us (a reload mid-mode): sweep every
-- map for this mode's marker rather than leaving actors behind
for mapId in pairs((G.data and G.data.maps) or {}) do
scrubMap(G, mapId, nil)
end
end
field.mapId, field.dist, field.at = nil, nil, nil
end
-- named for the suite, down here because the walk is defined above it
HordeMobs._stepMob = stepMob
return HordeMobs
+262
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@@ -0,0 +1,262 @@
-- HORDE MODE: the gun, in Game Boy hardware.
--
-- Every sound this mode makes is SYNTHESIZED on the same emulated APU the
-- rest of the game speaks through -- no sample files ship with the mod.
-- That is a deliberate aesthetic choice as much as a legal one: Lavender
-- Town is playing, the cries are the real cries, and a 44kHz foley
-- gunshot dropped on top would read as a different program running in the
-- same window. Authored here with ChipAsm (src/audio/ChipAsm.lua), which
-- assembles note tables into the channel bytecode ChipAudio interprets.
--
-- WHAT A GUNSHOT IS, on this hardware. Channel 4 is a noise generator
-- whose `parameter` byte is NR43: the high nibble is the shift clock (LOW
-- values are BRIGHT, high values are low rumble), bit 3 picks the short
-- 7-bit LFSR (metallic and pitched) over the long 15-bit one (white
-- hiss), and the low three bits divide. A real gunshot is a bright crack
-- collapsing into a body and then a room tail, so each sound here is a
-- STAGED program: three or four noise notes marching down the parameter
-- byte, each shorter-lived than the last. `len` is in frames of 1/60s,
-- `volume` is 0-15, and `fade` is the envelope period -- 1 decays fastest,
-- 7 slowest, 0 holds for the note's whole length.
--
-- The shot also gets two frames of channel 1 underneath it: a square note
-- swept hard downward, which is the only way to put a low thump on this
-- chip. It costs the music its lead channel for 1/30s per shot, which is
-- inaudible as interference and is most of what makes the shot feel like
-- it has weight.
--
-- THREE SHOT VARIANTS, round-robined. Sound.play caches ONE Source per
-- registered name and restarts it (stop then play), so firing twice on
-- one name cuts the first shot's tail off. Three names means three
-- Sources, so a fast trigger finger overlaps its own echoes the way a
-- real one does -- and the variants differ slightly in their tails, which
-- takes the machine-gun sameness off a repeated sound.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local HordeSfx = {}
-- the registered names, in the shape the rest of the mode asks for them
HordeSfx.SHOTS = { "DS_HORDE_SHOT_1", "DS_HORDE_SHOT_2", "DS_HORDE_SHOT_3" }
HordeSfx.DRY = "DS_HORDE_DRY"
HordeSfx.MAG_OUT = "DS_HORDE_MAG_OUT"
HordeSfx.MAG_IN = "DS_HORDE_MAG_IN"
HordeSfx.RACK = "DS_HORDE_RACK"
HordeSfx.HIT = "DS_HORDE_HIT"
HordeSfx.HURT = "DS_HORDE_HURT"
HordeSfx.WAVE = "DS_HORDE_WAVE"
-- ------- the programs
-- The shot's noise stage list: bright crack, body, tail, room. `tail`
-- lets the three variants differ in how the last stage rings out without
-- restating the whole program.
local function shotNoise(tail)
return {
-- the crack: one frame, full volume, brightest parameter the chip has
{ noiseNote = { len = 1, volume = 15, fade = 1, parameter = 0x00 } },
-- the body: the shift clock drops, the 7-bit LFSR gives it a metallic
-- edge -- this is the part that reads as "a mechanism did that"
{ noiseNote = { len = 2, volume = 13, fade = 2, parameter = 0x2C } },
-- the tail: lower, softer, longer
{ noiseNote = { len = 3, volume = 8, fade = 3, parameter = tail[1] } },
-- the room: a low breath of noise fading under everything
{ noiseNote = { len = tail[2], volume = 4, fade = 4, parameter = tail[3] } },
}
end
-- The thump under the crack: channel 1's frequency register swept down
-- hard. 0x600 is around 250Hz; the sweep drags it into the floor over the
-- two frames it lives, which is a kick drum by another name.
local THUMP = {
{ pitchSweep = { pace = 2, subtract = true, shift = 3 } },
{ squareNote = { len = 2, volume = 12, fade = 2, frequency = 0x600 } },
}
local function shot(tail)
return {
channels = {
{ hw = 1, program = THUMP },
{ hw = 4, program = shotNoise(tail) },
},
}
end
-- The reload, in three separate sounds the gun fires on its own clock:
-- the magazine dropping out, the fresh one seating, and the slide coming
-- back and going home. Noise only -- these are mechanical clicks, and
-- keeping them off the tone channels leaves the music alone.
local PROGRAMS = {
[HordeSfx.SHOTS[1]] = shot({ 0x55, 5, 0x76 }),
[HordeSfx.SHOTS[2]] = shot({ 0x54, 6, 0x77 }),
[HordeSfx.SHOTS[3]] = shot({ 0x65, 4, 0x86 }),
-- the hammer falling on nothing: one dull tick, no tail
[HordeSfx.DRY] = {
channels = {
{ hw = 4, program = {
{ noiseNote = { len = 1, volume = 7, fade = 1, parameter = 0x38 } },
{ noiseNote = { len = 1, volume = 3, fade = 1, parameter = 0x54 } },
} },
},
},
-- the magazine leaving: a click and a soft drop away from it
[HordeSfx.MAG_OUT] = {
channels = {
{ hw = 4, program = {
{ noiseNote = { len = 1, volume = 10, fade = 1, parameter = 0x1A } },
{ noiseNote = { len = 2, volume = 5, fade = 2, parameter = 0x58 } },
} },
},
},
-- the fresh magazine seating: a firmer, lower clack with a bit of body
[HordeSfx.MAG_IN] = {
channels = {
{ hw = 4, program = {
{ noiseNote = { len = 1, volume = 13, fade = 1, parameter = 0x18 } },
{ noiseNote = { len = 2, volume = 8, fade = 2, parameter = 0x46 } },
{ noiseNote = { len = 2, volume = 3, fade = 3, parameter = 0x67 } },
} },
},
},
-- the slide: back (bright scrape), a frame of nothing, then home (hard)
[HordeSfx.RACK] = {
channels = {
{ hw = 4, program = {
{ noiseNote = { len = 2, volume = 9, fade = 2, parameter = 0x25 } },
{ rest = 1 },
{ noiseNote = { len = 1, volume = 14, fade = 1, parameter = 0x11 } },
{ noiseNote = { len = 2, volume = 6, fade = 2, parameter = 0x44 } },
} },
},
},
-- a bullet arriving: short, bright, gone -- the hit marker's own sound
[HordeSfx.HIT] = {
channels = {
{ hw = 4, program = {
{ noiseNote = { len = 1, volume = 11, fade = 1, parameter = 0x14 } },
{ noiseNote = { len = 1, volume = 5, fade = 2, parameter = 0x42 } },
} },
},
},
-- being hit: a low ugly thud on the noise channel with a square groan
-- under it, sweeping DOWN -- the sound of losing something
[HordeSfx.HURT] = {
channels = {
{ hw = 1, program = {
{ pitchSweep = { pace = 3, subtract = true, shift = 4 } },
{ squareNote = { len = 6, volume = 11, fade = 3, frequency = 0x480 } },
} },
{ hw = 4, program = {
{ noiseNote = { len = 2, volume = 12, fade = 2, parameter = 0x66 } },
{ noiseNote = { len = 4, volume = 6, fade = 3, parameter = 0x78 } },
} },
},
},
-- a wave arriving: two rising square stabs, deliberately not a fanfare
[HordeSfx.WAVE] = {
channels = {
{ hw = 1, program = {
{ squareNote = { len = 3, volume = 10, fade = 2, frequency = 0x5C0 } },
{ rest = 1 },
{ squareNote = { len = 6, volume = 12, fade = 3, frequency = 0x680 } },
} },
},
},
}
-- ------- registration
-- Assemble every program and put it in the sfx registry. Called once from
-- main.lua at load. A malformed note table raises inside ChipAsm; each is
-- assembled under pcall so one bad program is one missing sound rather
-- than a mod that fails to load.
function HordeSfx.register(mod)
local ok, ChipAsm = pcall(require, "src.audio.ChipAsm")
if not (ok and ChipAsm) then return false end
local n = 0
for name, spec in pairs(PROGRAMS) do
local built, out = pcall(ChipAsm.sfx, spec)
if built and out and out.chip then
local reg = pcall(function()
mod.content.sfx:register(name, { chip = out.chip })
end)
if reg then n = n + 1 end
elseif mod.log then
mod.log:error("horde: sfx %s did not assemble: %s", name, tostring(out))
end
end
return n > 0
end
-- ------- playback
--
-- One indirection so callers never touch Sound directly and a headless
-- run (no love.audio) costs a pcall rather than an error.
local function play(name)
pcall(function()
local Game = require("src.core.Game")
require("src.core.Sound").play(Game.data, name)
end)
end
HordeSfx.play = play
local shotIndex = 0
-- The next shot in the round-robin, so consecutive rounds overlap rather
-- than cutting each other off (see the header).
function HordeSfx.shot()
shotIndex = shotIndex % #HordeSfx.SHOTS + 1
play(HordeSfx.SHOTS[shotIndex])
end
-- ------- the cries
--
-- Every mob that dies screams as something from the national dex. The
-- list is built once from the live cry registry -- whatever the game and
-- whatever mods are loaded have between them -- so this needs no data of
-- its own and picks up a total conversion's roster for free.
local cryList = nil
local function cries()
if cryList then return cryList end
local out = {}
pcall(function()
local Game = require("src.core.Game")
local table_ = Game.data and Game.data.audio and Game.data.audio.cries
for species in pairs(table_ or {}) do out[#out + 1] = species end
end)
table.sort(out) -- love.math.random over a stable order, not hash order
cryList = out
return out
end
-- A random cry, at a random-ish pitch. Nothing is more Pokemon than the
-- wrong animal noise coming out of a man in a suit.
function HordeSfx.randomCry()
local list = cries()
if #list == 0 then return nil end
local species = list[love.math.random(#list)]
pcall(function()
local Game = require("src.core.Game")
require("src.core.Sound").playCry(Game.data, species)
end)
return species
end
-- a fresh boot (or a hot reload) rebuilds the species list
function HordeSfx.invalidate()
cryList = nil
end
return HordeSfx
+460
View File
@@ -0,0 +1,460 @@
-- LET'S GO: the row, the modes, and every engine seam the capture game
-- stands on.
--
-- Three rungs:
--
-- OFF nothing changes. The default, and what an unrecognised
-- stored value falls back to.
-- FULL the whole Let's Go treatment. A wild encounter opens
-- STRAIGHT into capture mode (B backs out to the classic
-- menu for anyone who came to fight), Poke/Great/Ultra
-- Balls are half price at every mart, and EXPERIENCE works
-- the way that game's does: every healthy party member
-- gains from every catch AND every trainer knockout, each
-- measured against its own level. A catch adds the throw
-- stack on top -- grade, first throw, new species, combo.
-- CATCH ONLY the fights are untouched and the shops are untouched;
-- the one change is that throwing a ball -- from the bag,
-- or a SAFARI BALL from the safari menu -- runs the throw
-- minigame instead of the automatic toss. The minigame's
-- grade still folds into the Gen 1 catch roll (a good
-- throw should matter or the ring is a lie), but nothing
-- outside the throw changes.
--
-- The capture game itself lives in lib/CatchThrow.lua and the ball it
-- throws in lib/Pokeball.lua; this file is the wiring: the ModSetting,
-- the two BattleState wraps that intercept a ball being thrown, the
-- auto-entry tick for FULL, the price patch, and the experience hooks.
--
-- ------- where the minigame declines to run
--
-- The throw is a 3D scene: it needs the staged battle standing (the
-- over-the-shoulder shot the option's own 3D-BTL row provides, ON by
-- default), a driver with a depth buffer, and a flat screen (the VR seat
-- draws through a different pass entirely). Anywhere that fails -- 3D-BTL
-- switched off, a headless driver, a headset -- the ball quietly takes
-- the engine's own toss, which is exactly what the mod's "declines
-- cleanly" rule demands. Trainers, the ghost, the RESTLESS SOUL and the
-- old man's demo keep the vanilla path on purpose: those branches ARE
-- their behaviour.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ModSetting = V.require("ModSetting")
local Voxel3D = V.require("Voxel3D")
local CatchThrow = V.require("CatchThrow")
local LetsGo = {}
LetsGo.KEY = "letsgo"
LetsGo.LABEL = "LET'S GO"
-- `false` first: the default, and the fallback for a stored value from
-- some other version of this ladder
LetsGo.setting = ModSetting.new(LetsGo.KEY, LetsGo.LABEL,
{ false, "full", "catching" },
{ "OFF", "FULL", "CATCH ONLY" })
-- false | "full" | "catching"
function LetsGo.mode()
return LetsGo.setting:get()
end
local function game() return require("src.core.Game") end
-- ------- half-price balls (FULL)
--
-- Prices are live data (game.data.items[id].price) and every reader --
-- the buy list, the affordability check, the quantity box -- reads them
-- per use, so patching the table IS the feature. Applied and reverted on
-- the option's edge, polled from the tick because the row, the manager's
-- page and a loaded save can all move it and none of them announces to
-- us. The sell price follows automatically (the mart pays half of list),
-- which is coherent: cheaper balls are worth less back too.
local PRICED = { "POKE_BALL", "GREAT_BALL", "ULTRA_BALL" }
local fullPrices = nil -- originals while halved, or nil
local function applyPrices()
local g = game()
local items = g and g.data and g.data.items
if not items then return end
local wantHalf = LetsGo.mode() == "full"
if wantHalf and not fullPrices then
fullPrices = {}
for _, id in ipairs(PRICED) do
local def = items[id]
if def and def.price then
fullPrices[id] = def.price
def.price = math.floor(def.price / 2)
end
end
elseif not wantHalf and fullPrices then
for id, price in pairs(fullPrices) do
if items[id] then items[id].price = price end
end
fullPrices = nil
end
end
-- ------- whether a throw can be the minigame
local function vrOn()
local ok, vr = pcall(V.require, "VR")
return ok and vr and vr.enabled and vr.enabled() or false
end
-- ------- the battles that are cutscenes wearing a battle's clothes
--
-- The catch tutorials -- the VIRIDIAN CITY old man, and Yellow's PROF.OAK
-- catching the PIKACHU (both BattleState:makeOldManDemo, which is why one
-- flag covers both) -- are scripted from the first frame: the cursor moves
-- itself, the bag opens itself, the ball is thrown by someone who is not
-- the player, and the throw always catches a Pokemon nobody keeps. There
-- is no decision in them to hand a minigame, and the story beat is the
-- point, so LET'S GO stays out of them entirely at whatever rung: no
-- capture screen, no FULL treatment, no experience.
function LetsGo.scripted(battle)
return battle and (battle.demo or battle.oakDemo) and true or false
end
function LetsGo.wantsMinigame(battle)
if not LetsGo.mode() then return false end
if not battle or battle.kind ~= "wild" then return false end
if LetsGo.scripted(battle) then return false end
if battle.ghost or battle.noCatch then return false end
if not Voxel3D.available() or vrOn() then return false end
-- the staged shot must actually be standing: this is "there is a 3D
-- battle on screen right now", which the throw is aimed into
local ok, shot = pcall(function()
return V.require("OverworldBattle").shot()
end)
return (ok and shot) and true or false
end
-- A Let's Go wild: the encounters FULL owns outright. In these the foe
-- never takes a turn, the player's Pokemon is never sent out or shown,
-- B runs (and always escapes), and the encounter lives in throw mode
-- from the wipe to the last message.
function LetsGo.fullWild(battle)
return LetsGo.mode() == "full" and battle and battle.kind == "wild"
and not LetsGo.scripted(battle)
and not (battle.safari or battle.ghost or battle.noCatch)
and true or false
end
-- ------- the experience stack (FULL)
--
-- Let's Go pays a catch like a knockout, through the Gen VII scaled
-- formula -- every party member paid against its OWN level -- times the
-- catch bonuses. Three engine hooks carry it:
--
-- battle.catch_exp "does a catch pay at all" -- yes, under FULL
-- battle.exp_award the distribution: every healthy party member its
-- own full share, no participant split
-- exp.gain the amount: the scaled formula times the bonus
-- stack, in place of floor(b*L/7)
--
-- The stack: throw grade (NICE 1.1 / GREAT 1.5 / EXCELLENT 2.0), first
-- ball of the encounter 1.5, species new to the dex 1.1, and the catch
-- combo tier. Traded 1.5 still rides through the engine's own flag.
local expCtx = nil -- {battle, mult} while a Let's Go catch pays out
local granting = nil -- set across the applyShare loop for exp.gain
local function comboMult(n)
if n <= 10 then return 1.1 end
if n <= 20 then return 1.5 end
if n <= 30 then return 2.0 end
if n <= 40 then return 2.5 end
return 3.0
end
-- the catch combo, persisted with the save (mod.save rides save.modData):
-- catching the same species again extends it, anything else restarts it
local function bumpCombo(species)
local ms = V.mod and V.mod.save
local combo = { species = species, count = 1 }
if ms then
local ok, held = pcall(ms.get, ms, "letsgoCombo")
if ok and type(held) == "table" and held.species == species then
combo.count = (tonumber(held.count) or 0) + 1
end
pcall(ms.set, ms, "letsgoCombo", combo)
end
return combo.count
end
function LetsGo.combo()
local ms = V.mod and V.mod.save
if not ms then return nil end
local ok, held = pcall(ms.get, ms, "letsgoCombo")
return ok and type(held) == "table" and held or nil
end
-- Called by CatchThrow the moment a capture resolves as caught, BEFORE
-- storeCaughtMon runs -- the dex is not yet marked, so "new species" is
-- still answerable, and the exp hooks fire inside storeCaughtMon.
function LetsGo.noteCatch(battle, info)
local species = battle.enemy and battle.enemy.mon
and battle.enemy.mon.species
local chain = species and bumpCombo(species) or 1
if LetsGo.mode() ~= "full" then return end
local mult = info.mult or 1
if info.firstThrow then mult = mult * 1.5 end
local dex = game().save and game().save.pokedex
if dex and species and not dex.owned[species] then mult = mult * 1.1 end
mult = mult * comboMult(chain)
expCtx = { battle = battle, mult = mult }
end
-- The Gen VII scaled gain: a * b * L / 5, scaled by the RECEIVER's own
-- level, +1, then the traded boost and (for a catch) the bonus stack.
-- `s`, the split divisor, is 1 -- the award loop below hands every mon a
-- full share rather than a share of one.
--
-- `a` is the wild/trainer multiplier, 1.5 for a trainer's Pokemon. It is
-- absent from the catch-side write-ups of this formula for the simple
-- reason that a caught Pokemon is always wild, so it is always 1 there --
-- which is also why adding it leaves every catch payout exactly where it
-- was, verified against the published table in the suite.
local function scaledGain(c, mult)
local b = (c.defeatedDef and c.defeatedDef.baseExp) or 50
local L = c.level or 1
local Lp = (c.mon and c.mon.level) or L
local a = c.isTrainer and 1.5 or 1
local scale = ((2 * L + 10) / (L + Lp + 10)) ^ 2.5
local exp = math.floor(math.floor(a * b * L / 5) * scale + 1)
if c.traded then exp = math.floor(exp * 1.5) end
return math.max(1, math.floor(exp * (mult or 1)))
end
LetsGo._scaledGain = scaledGain -- named for the suite
LetsGo._comboMult = comboMult
-- ------- FULL's auto-entry
--
-- The moment a wild battle's menu opens under FULL, capture mode opens
-- over it, with the last ball the player threw (or the first ball in the
-- bag). B backs out to the classic menu and stays out for that battle --
-- the bag's own ball route still re-enters the throw.
local function autoEnter()
if LetsGo.mode() ~= "full" then return end
if CatchThrow.active() then return end
local ok, battle = pcall(function()
return V.require("OverworldBattle").battle()
end)
if not (ok and battle) then return end
local g = game()
if not (g.stack and g.stack:top() == battle) then return end
if battle.phase ~= "menu" then return end
if battle.safari then return end -- the safari menu is already a
-- catch menu; its BALL row enters
if battle.dramaticShapeDeclined then return end
if not LetsGo.wantsMinigame(battle) then return end
local ball = CatchThrow.pickBall()
local full = LetsGo.fullWild(battle)
-- An empty bag does NOT fall back to the classic menu under FULL. A
-- Let's Go wild has no player Pokemon in it and a foe that never takes a
-- turn, so the menu it would fall back to offers a FIGHT that cannot
-- happen -- the encounter has to keep its own screen and its own exit.
-- The capture screen opens empty-handed instead: the foe stands there,
-- the readout says there is nothing to throw, and RUN is the way out.
-- At CATCH ONLY there is no auto-entry to speak of and the bag is the
-- only route in, so no balls simply means no throw, as it always did.
if not (ball or full) then return end
CatchThrow.begin(battle, ball, { consumed = false, canSwitch = true,
fullWild = full })
end
-- ------- per frame, from the voxel pipeline's update hook
--
-- BEFORE OverworldBattle.update on the same tick, so the ball pose this
-- frame computes is the ball the scene render a moment later draws.
function LetsGo.update(dt)
applyPrices()
CatchThrow.update(dt)
autoEnter()
end
-- ------- install: the two throw seams, the hooks, the input
--
-- Installed from main.lua AFTER every other input seam, so the capture's
-- pointer wraps sit outside them all while it aims.
local installed = false
function LetsGo.install()
if installed then return end
installed = true
local mod = V.mod
local BattleState = require("src.battle.BattleState")
if not BattleState.dramaticShapeLetsGoHook then
-- The bag's ball route: BagMenu has already consumed the ball and
-- closed itself when this is called, so a session here owns a paid
-- ball (cancel refunds it). Vanilla path untouched whenever the
-- minigame cannot or should not run.
local innerThrow = BattleState.throwBall
function BattleState:throwBall(ball)
if LetsGo.wantsMinigame(self) then
if CatchThrow.begin(self, ball, {
consumed = true, fullWild = LetsGo.fullWild(self),
}) then return end
end
return innerThrow(self, ball)
end
-- The safari menu's BALL row: same interception, safari flavour --
-- the ball count and the flee check belong to the safari turn, and
-- CatchThrow hands back to safariEnemyTurn on a failure.
local innerSafari = BattleState.safariAction
function BattleState:safariAction(choice)
if choice == "ball" and LetsGo.wantsMinigame(self)
and self.safari and self.safari.balls > 0 then
if CatchThrow.begin(self, "SAFARI_BALL",
{ consumed = false, safari = true }) then
return
end
end
return innerSafari(self, choice)
end
BattleState.dramaticShapeLetsGoHook = true
end
-- a catch pays experience under FULL, exactly as a knockout would
-- Never for a scripted demo: the old man's catch is a cutscene, nobody
-- keeps the Pokemon, and the party it would pay may not exist yet
-- (Yellow's Pallet intro runs before the lab gift). The engine's own
-- flow does not reach either hook for a demo today -- oldManThrow ends
-- the battle without storeCaughtMon or awardExp -- so this guards the
-- INVARIANT rather than a live bug: a demo pays nothing, whatever route
-- some later engine takes to get there.
mod.hooks:wrap("battle.catch_exp", function(next_, ctx)
if LetsGo.mode() == "full" and ctx and ctx.battle
and ctx.battle.kind == "wild"
and not LetsGo.scripted(ctx.battle) then
return true
end
return next_(ctx)
end)
-- ------- the Let's Go distribution: every healthy party member, in full
--
-- The engine's own rule is that only the Pokemon that FOUGHT are paid,
-- and they split one award between them; EXP.ALL exists to soften that.
-- Let's Go deletes the whole arrangement -- everybody gains from
-- everything, which is why that game ships no EXP.ALL at all -- and
-- each one is measured against its OWN level, so the low member of a
-- party pulls several times what the high one does from the same
-- knockout.
--
-- Two ways in. A CATCH arrives with a bonus stack attached (throw
-- grade, first ball, new species, combo) which `expCtx` carries. A
-- KNOCKOUT under FULL takes the same distribution with no stack --
-- those bonuses are rewards for the throw, and there was no throw.
--
-- Everything else -- CATCH ONLY, the row switched off, another mod's
-- battle -- falls through to the engine's own split untouched.
-- ------- and it is announced ONCE, not once per Pokemon
--
-- Six party members would otherwise mean six "X gained N EXP. Points!"
-- boxes per knockout. The per-Pokemon lines are suppressed (the `false`
-- to applyShare) and one card is shown instead -- see lib/ExpPanel.lua
-- for why that is better than a faster wall of the same text.
--
-- The card is queued BEFORE the loop that fills it. That is not a race:
-- applyShare applies its experience immediately and only QUEUES its
-- messages, so the loop runs to completion synchronously here, while
-- the queue does not reach the card's factory until later -- by which
-- time `rows` is complete. Queueing it first is what puts the tally
-- ahead of the "grew to level" chatter it is a summary of.
local ExpPanel = V.require("ExpPanel")
local function payParty(ctx, mult)
local battle = ctx.battle
local rows = {}
battle:uiNext(function() return ExpPanel.new(battle.game, rows) end)
granting = { mult = mult }
local okAward, err = pcall(function()
for _, mon in ipairs(battle.game.save.party) do
if mon.hp > 0 then
local exp0, lv0 = mon.exp, mon.level
ctx.applyShare(mon, 1, false)
rows[#rows + 1] = { mon = mon, gained = mon.exp - exp0,
from = lv0, to = mon.level }
end
end
end)
granting = nil
if not okAward then error(err, 0) end
end
mod.hooks:wrap("battle.exp_award", function(next_, ctx)
if ctx and LetsGo.scripted(ctx.battle) then return next_(ctx) end
local cc = expCtx
if cc and ctx and ctx.battle == cc.battle then
expCtx = nil
return payParty(ctx, cc.mult)
end
if LetsGo.mode() == "full" and ctx and ctx.battle then
return payParty(ctx, 1)
end
return next_(ctx)
end)
-- and the amount, per receiving mon, while that loop runs
mod.hooks:wrap("exp.gain", function(next_, c)
if not granting then return next_(c) end
return scaledGain(c, granting.mult)
end)
-- ------- FULL owns a wild encounter from its first frame
--
-- The engine's intro ends by sending the player's Pokemon out -- the
-- back pic slides off, "Go! X!", the poof, the grow-in -- and a Let's
-- Go wild has no player Pokemon in it at all. The send-out is exactly
-- the LAST SIX rows of the intro queue when this event fires (built in
-- BattleState's start, gated `not safari and not demo`), so they are
-- stripped by SHAPE -- act, wait, act, say, POOF, act -- and left alone
-- if a future engine moves them: the veil still hides the visuals, the
-- engine just narrates a send-out that is not shown.
--
-- Stripping them leaves showPlayerBack TRUE for the whole battle, which
-- is the flag the engine's own HUD path reads as "no player HUD" -- the
-- player's side vanishes from the readout for free.
--
-- The veil goes up in the same breath: the capture table, installed
-- before any session exists, so the whole encounter -- wipe, "Wild X
-- appeared!", every beat between throws -- plays from the held head-on
-- seat with the player's side out of the shot.
mod.events:on("battle.started", function(payload)
local b = payload and payload.battle
if not (b and LetsGo.fullWild(b)) then return end
if not (Voxel3D.available() and not vrOn()) then return end
-- deliberately NOT gated on owning a ball: an empty bag still gets the
-- Let's Go encounter (see autoEnter), so the send-out still has to go
local q = b.queue
local n = q and #q or 0
if n >= 6 and type(q[n]) == "table" and q[n].fn
and q[n - 1] and q[n - 1].anim == "POOF_ANIM"
and q[n - 2] and q[n - 2].text
and q[n - 3] and q[n - 3].fn
and q[n - 4] and q[n - 4].wait
and q[n - 5] and q[n - 5].fn then
for _ = 1, 6 do table.remove(q) end
end
pcall(CatchThrow.veil, b)
end)
-- a battle ending sweeps everything: the capture epilogue, the veil, a
-- session a script tore down, and the exp context if the payout never
-- fired
mod.events:on("battle.ended", function()
expCtx = nil
pcall(CatchThrow.onBattleEnded)
end)
CatchThrow.installInput()
end
return LetsGo
+52 -3
View File
@@ -6,9 +6,11 @@
-- here -- translation in the fourth column, m[4]/m[8]/m[12].
--
-- Only what the renderer actually needs: a perspective projection (the
-- camera), an orthographic one (the sun's shadow pass), a look-based view,
-- and the translate/rotateY/scale a model matrix is built from. No general
-- inverse, no quaternions.
-- camera), an orthographic one (the sun's shadow pass), an asymmetric one
-- (a headset's per-eye frustum), a look-based view, a quaternion rotation
-- (a headset's pose), and the translate/rotateY/scale a model matrix is
-- built from. No general inverse -- the VR view inverts its rigid pieces
-- one at a time.
local Mat4 = {}
@@ -62,6 +64,53 @@ function Mat4.rotateX(a)
0, 0, 0, 1 }
end
function Mat4.rotateZ(a)
local c, s = math.cos(a), math.sin(a)
return { c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1 }
end
-- The rotation a unit quaternion describes, row-major. The VR rig is what
-- needs it: an OpenXR eye pose arrives as position + orientation
-- quaternion, and both the eye's transform and its inverse (the view) are
-- built from this.
function Mat4.fromQuat(x, y, z, w)
local xx, yy, zz = x * x, y * y, z * z
local xy, xz, yz = x * y, x * z, y * z
local wx, wy, wz = w * x, w * y, w * z
return { 1 - 2 * (yy + zz), 2 * (xy - wz), 2 * (xz + wy), 0,
2 * (xy + wz), 1 - 2 * (xx + zz), 2 * (yz - wx), 0,
2 * (xz - wy), 2 * (yz + wx), 1 - 2 * (xx + yy), 0,
0, 0, 0, 1 }
end
-- Transpose. For a pure rotation this IS the inverse, which is how the VR
-- view matrix is assembled without a general 4x4 inverse.
function Mat4.transpose(m)
return { m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15],
m[4], m[8], m[12], m[16] }
end
-- Right-handed perspective from an OpenXR-style asymmetric field of view:
-- four signed HALF-ANGLES off the view axis (left and down negative), onto
-- GL clip space (z in [-1, 1]). A headset's per-eye frustum is off-centre
-- -- the nose side is narrower than the temple side -- so the symmetric
-- perspective() above cannot express it.
function Mat4.fovProjection(angleLeft, angleRight, angleUp, angleDown,
near, far)
local l, r = math.tan(angleLeft), math.tan(angleRight)
local u, d = math.tan(angleUp), math.tan(angleDown)
local w, h, dz = r - l, u - d, near - far
return { 2 / w, 0, (r + l) / w, 0,
0, 2 / h, (u + d) / h, 0,
0, 0, (far + near) / dz, (2 * far * near) / dz,
0, 0, -1, 0 }
end
-- Right-handed perspective onto GL clip space (z in [-1, 1]).
function Mat4.perspective(fovY, aspect, near, far)
local f = 1 / math.tan(fovY / 2)
+83 -4
View File
@@ -47,6 +47,42 @@ local function indexOf(self, value)
return 1
end
-- ------- rungs that are not always there
--
-- A ladder may carry a rung that cannot be selected right now -- STADIUM
-- needs models built out of a ROM the player supplies, and until that has
-- happened there is nothing behind the option. `gate` is asked per rung and
-- decides whether it exists at all this frame.
--
-- Skipped rather than shown-and-refused, deliberately. A row that can be
-- cycled onto and then does nothing is indistinguishable from a broken mod;
-- a row that simply has fewer stops reads as the mod not offering something,
-- which is the truth. What the player is missing, and how to get it, is said
-- once in the row's help text instead of implied by a dead setting.
--
-- values[1] is never gated: it is the default and the fallback, so there is
-- always at least one rung to land on.
function ModSetting:setGate(gate)
self.gate = gate
return self
end
function ModSetting:allows(i)
if i == 1 or not self.gate then return true end
local ok, allowed = pcall(self.gate, self.values[i], i)
return (not ok) or allowed and true or false
end
-- How many rungs are live, for a caller that wants to know whether a row is
-- worth showing at all.
function ModSetting:rungs()
local n = 0
for i = 1, #self.values do
if self:allows(i) then n = n + 1 end
end
return n
end
-- What the player left it at last session. Read lazily rather than at load
-- time: the loader fills modOptions before a mod runs, but reading through
-- the API keeps this honest about where the value lives.
@@ -63,7 +99,13 @@ function ModSetting:read()
end
function ModSetting:get()
return self.values[self:read()]
local i = self:read()
-- a rung that was live when it was stored and is not now -- the player
-- moved the ROM, or opened the same save on another machine -- reads as
-- the default rather than as a mode with nothing behind it. The stored
-- value is left alone, so putting the ROM back restores their choice.
if not self:allows(i) then return self.values[1] end
return self.values[i]
end
function ModSetting:level()
@@ -91,8 +133,32 @@ function ModSetting:setIndex(i, game)
return value
end
-- Set by the STORED VALUE rather than by its place on the ladder, for a
-- caller that knows which setting it wants and not where it sits -- a
-- preset, or an assertion. An unrecognised value lands on values[1], the
-- same default indexOf answers everywhere else, so this can never leave a
-- setting holding something the row cannot display.
--
-- Worth having as its own entry point because a ladder's ORDER is not a
-- promise: 3D-BTL grew a third rung in the middle of itself (see
-- OverworldBattle), and every caller that had counted to two would have
-- silently meant something else afterwards.
function ModSetting:setValue(value, game)
return self:setIndex(indexOf(self, value), game)
end
-- Step to the next rung that is actually live, in `dir`. Bounded by the
-- ladder's length so a gate that refuses everything still terminates on
-- values[1], which allows() never gates.
function ModSetting:cycle(game, dir)
return self:setIndex(self:read() + (dir or 1), game)
dir = dir or 1
local n = #self.values
local i = self:read()
for _ = 1, n do
i = ((i + dir - 1) % n + n) % n + 1
if self:allows(i) then break end
end
return self:setIndex(i, game)
end
-- Adopt a value set from somewhere else (the mod manager's settings page,
@@ -102,6 +168,15 @@ function ModSetting:sync(value)
self.index = indexOf(self, value)
end
-- The label of the rung actually in force, which is not the stored one when
-- that rung has been gated away (see get). Its own entry point because a
-- caller can want the label without wanting a row: SettingsMenu puts one
-- setting's rung on the second line of the CATEGORY that contains it.
function ModSetting:valueLabel()
local i = self:read()
return self.labels[self:allows(i) and i or 1]
end
-- The descriptor src/ui/OptionRows.lua renders, in the shape the
-- ui.options.rows hook appends.
function ModSetting:row()
@@ -109,7 +184,7 @@ function ModSetting:row()
return {
id = "DRAMATIC_SHAPE:" .. self.key,
label = self.label,
value = function() return self_.labels[self_:read()] end,
value = function() return self_:valueLabel() end,
step = function(game, dir)
self_:cycle(game, dir)
return true
@@ -120,7 +195,11 @@ end
-- The row the mod manager's own settings page builds for this mod.
function ModSetting:schema(help)
local choices = {}
for i, v in ipairs(self.values) do choices[i] = { self.labels[i], v } end
-- gated rungs are left off the manager's page too, so the two rows agree
-- about what can be chosen
for i, v in ipairs(self.values) do
if self:allows(i) then choices[#choices + 1] = { self.labels[i], v } end
end
if #self.values == 2 and self.values[1] == false then
return { key = self.key, type = "toggle", label = self.label,
default = self.values[1], help = help }
+535 -73
View File
@@ -60,18 +60,105 @@ if DEBUG == nil or DEBUG == false then DEBUG = nil end
OverworldBattle.KEY = "battles"
OverworldBattle.LABEL = "3D-BTL"
-- On by default: a mod whose headline is "the world in 3D" should not need
-- the player to go and find the switch before the world shows up in a
-- battle. ON is first, so it is also what an unreadable stored value falls
-- back to.
OverworldBattle.setting = ModSetting.new(OverworldBattle.KEY,
OverworldBattle.LABEL,
{ true, false }, { "ON", "OFF" })
-- Five rungs. Two independent choices, laid out as one ladder because they
-- are one question to the player -- WHAT is standing there, and WHERE:
--
-- on the MAP on two DISCS
-- pics 2D-3D A 2D-3D B
-- models STADIUM A STADIUM B
--
-- 2D-3D A the mode this file was written for: the fight is staged on
-- the map and the two Pokemon are the GB's OWN PICS, stood up
-- on their tiles as quads (BattleBillboard).
-- 2D-3D B those same pics on a pair of DISCS against the sky, with no
-- map at all (see lib/StadiumStage.lua). The Game Boy's own
-- framing with the Game Boy's own art, in three dimensions --
-- and, like every B rung, it works everywhere, including the
-- caves and shop floors that have nowhere to stage a fight.
-- STADIUM A the staged fight with the Pokemon Stadium battle models in
-- place of those quads -- skinned, animated, and playing the
-- animation the move being used actually calls for (see
-- lib/Stadium.lua). The world is still the world: the fight
-- happens on real ground, in the map's own weather and light.
-- STADIUM B the models on the discs: both halves swapped at once.
-- OFF the engine's own white battle screen.
--
-- A and B is the STAGE and it is the same stage either way -- the discs do
-- not know what is standing on them and BattleScene draws them off
-- `arena.discs` alone, which is why the second column cost a value in this
-- table and nothing else. The four combinations are all reachable rather
-- than only the diagonal, because a player who cannot use the STADIUM rungs
-- -- no ROM, or a ROM they would rather not go and find -- should still be
-- able to have the disc framing, and because the discs are the answer to
-- "this map has nowhere to fight" whichever art is standing on them.
--
-- 2D-3D A stays FIRST because ModSetting's values[1] is both the default and
-- what an unrecognised stored value falls back to, and the stored value for
-- this row has been `true` since the row existed. Keeping `true` at the head
-- means every save written before the later rungs existed reads back as the
-- 2D-3D it was written for, and a mod whose headline is "the world in 3D"
-- still does not need the player to go and find the switch.
--
-- Every other stored value is likewise the one it has always been --
-- "stadium" from before there was a B, "stadiumB" from before there was a
-- flat one -- so no save loses the mode it chose.
--
-- Both STADIUM rungs are GATED on the models existing: the mod ships no
-- Pokemon Stadium data, and until the player's own ROM has been found and
-- built from (StadiumInstall) the row simply has two fewer stops. See
-- ModSetting.setGate for why they are skipped rather than shown and refused.
-- 2D-3D B is NOT gated: its stage is generated in Lua and its Pokemon are
-- the game's own art, so it needs nothing the base game did not ship.
OverworldBattle.FLAT_B = "flatB"
OverworldBattle.setting =
ModSetting.new(OverworldBattle.KEY, OverworldBattle.LABEL,
{ true, "flatB", "stadium", "stadiumB", false },
{ "2D-3D A", "2D-3D B", "STADIUM A", "STADIUM B", "OFF" })
:setGate(function(value)
if value ~= "stadium" and value ~= "stadiumB" then return true end
local ok, install = pcall(V.require, "StadiumInstall")
return ok and install and install.available()
end)
-- Whether the fight stands on the two carried DISCS rather than on the map
-- -- the B column above, whichever row of it. Asked by stageFor (what to
-- stage on), wantsFront (whether this map needs an arena at all) and, once
-- the arena carries the answer as `arena.discs`, by BattleScene and
-- VoxelScene for what to draw.
--
-- Read straight off the row rather than through Stadium, because it is a
-- question about the STAGE and half the rungs that answer yes have no
-- Stadium models on them at all.
function OverworldBattle.discs()
local value = OverworldBattle.setting:get()
return (value == OverworldBattle.FLAT_B or value == "stadiumB")
end
-- Whether the VR row is ON -- read lazily, because VR requires modules
-- that sit above this one. While it is, this mode stops being optional:
-- the headset's battle seat, the pokedex screen and the effects plane
-- all assume a fight standing on the world, and a white-field battle
-- inside a headset is exactly the flat screen VR exists to replace.
local function vrOn()
local ok, vr = pcall(V.require, "VR")
return ok and vr and vr.enabled and vr.enabled() or false
end
function OverworldBattle.enabled()
if vrOn() then return true end
return OverworldBattle.setting:get() and true or false
end
-- Whether the STADIUM rung is the one selected -- read through Stadium so
-- there is one answer to that question and it lives with the mode it
-- describes. Required lazily: Stadium sits above this file and requires it
-- back (for the row), which a load-time require would deadlock.
function OverworldBattle.stadium()
local ok, stadium = pcall(V.require, "Stadium")
return (ok and stadium and stadium.enabled()) 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
@@ -98,12 +185,40 @@ OverworldBattle.backSetting = ModSetting.new(OverworldBattle.BACK_KEY,
-- 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.
-- battle screen already draws exactly this. And held OFF under VR: the
-- headset stands both mons on the world -- a flat back pic pinned to the
-- 2D frame would keep your own mon off the arena the battle seat looks at.
function OverworldBattle.backPinned()
if not OverworldBattle.enabled() then return false end
if vrOn() then return false end
return OverworldBattle.backSetting:get() and true or false
end
-- Whether a pic is the one drawn in the GB's own slot with its feet on the
-- text box, rather than geometry standing out on the map.
--
-- Exactly the player's side under BACK SPRITES -- its mon, or the trainer back
-- that holds the slot until "Go!" -- because that is the only pic this mod
-- ever leaves flat (see drawPicsLayer below). The foe is a billboard on its
-- tile whichever mode is on, and with the mode off the player's side is one
-- too, so both of those keep the open bottom that lets the arena through a
-- stride. What the answer buys is in BattlePics: a pic on the box has nothing
-- behind its lowest row, so its bottom edge seals.
-- Read by TRUTHINESS rather than against nil, because sideTexture blanks the
-- side it is not rendering by setting the field to FALSE (see OFF) and holds
-- it that way for the whole render -- during which the pic layer runs, and
-- picImage asks this. A nil test passes a `false` straight through to the
-- index below, and the error comes out of sideTexture into the pcall that
-- calls it: the foe's billboard is dropped for the frame and the Pokemon
-- simply is not there.
function OverworldBattle.pinnedPic(battle, img)
if not (battle and img) then return false end
if not OverworldBattle.backPinned() then return false end
if img == battle.playerBackPic then return true end
local player = battle.player
return (player and img == player.sprite) and true or false
end
-- ------- both mons face you
--
-- Standing on a map, seen from in front, a Pokemon showing you its BACK is
@@ -134,6 +249,9 @@ function OverworldBattle.wantsFront()
local g = require("src.core.Game")
local ow = g and g.overworld
if not (ow and ow.map and ow.player) then return false end
-- a B rung carries its own stage, so the answer is yes on every map and
-- there is nothing to search or to cache
if OverworldBattle.discs() then return true end
if staged.mapId ~= ow.map.id then
local ok, arena = pcall(BattleArena.find, ow.map,
ow.player.cellX, ow.player.cellY,
@@ -210,8 +328,37 @@ OverworldBattle.TEXT_RECT = {
mimic = { 0, 56, 128, 40 },
}
-- How far apart the two anchors are: the spacing every move animation was
-- authored against, and so the yardstick the live pair is measured with.
OverworldBattle.ANCHOR_SPAN = math.sqrt(
(OverworldBattle.ANCHOR.enemy[1] - OverworldBattle.ANCHOR.player[1]) ^ 2
+ (OverworldBattle.ANCHOR.enemy[2] - OverworldBattle.ANCHOR.player[2]) ^ 2)
-- The effects layer's scale for this shot: how far apart the two mons
-- actually are on screen, over how far apart the slots they were authored
-- for were. Clamped hard at both ends -- an effect is pixel art and a wild
-- factor is worse than a slightly wrong one -- and held at exactly 1 when
-- the marks coincide, which is a projection about to degenerate rather
-- than a pair that has genuinely closed up.
OverworldBattle.ANIM_SCALE_MIN = 0.5
OverworldBattle.ANIM_SCALE_MAX = 2.0
function OverworldBattle.animScale(shot, px, py)
if not (shot and shot.enemy and px and py) then return 1 end
local dx, dy = shot.enemy[1] - px, shot.enemy[2] - py
local span = math.sqrt(dx * dx + dy * dy)
if not (span > 1) then return 1 end
local k = span / OverworldBattle.ANCHOR_SPAN
return math.max(OverworldBattle.ANIM_SCALE_MIN,
math.min(OverworldBattle.ANIM_SCALE_MAX, k))
end
function OverworldBattle.textRects(battle)
if not battle or battle.blankForAskName then return {} end
-- a capture session aiming has no text to put in the box and takes it
-- off the frame (see the drawTextArea wrap): no box, no glass under it
local cap = BattleScene.capture
if cap and cap.hideTextBox then return {} end
local r = OverworldBattle.TEXT_RECT
local out = { box = r.box }
if battle.phase == "moveSelect" then
@@ -287,6 +434,10 @@ end
-- not nest.
local session = nil
local function isIOS()
return love.system and love.system.getOS and love.system.getOS() == "iOS"
end
local function game()
return require("src.core.Game")
end
@@ -352,6 +503,30 @@ function OverworldBattle.forceOG(g)
return true
end
-- Where THIS fight stands, on whichever rung is running: the map's own
-- ground, or the pair of discs a B rung carries with it.
--
-- The one place the two columns actually diverge, and it is worth stating
-- plainly. On an A rung the answer can be NO -- a corridor, a shop floor, a
-- map whose authored entry is a refusal -- and the battle then plays exactly
-- as the vanilla game does. A B rung cannot fail: its stage is not something
-- the map has to have room for, so a fight in the tightest cave in Kanto is
-- staged as readily as one on Route 1.
function OverworldBattle.stageFor(state)
if OverworldBattle.discs() and Voxel3D.available() then
local okStage, arena = pcall(function()
return V.require("StadiumStage").arena(state.map)
end)
if okStage and arena then return arena end
-- the discs could not be built; fall through to the map, which is a
-- worse picture but a real one
end
local okFind, arena = pcall(BattleArena.find, state.map,
state.player.cellX, state.player.cellY,
state.player.surfing)
return (okFind and arena) or nil
end
-- Stage a battle triggered from `state`, if this mode can. Returns true when
-- a session started -- which is also the only case where anything visible
-- changes, so a map with no room for an arena plays exactly the vanilla
@@ -362,10 +537,8 @@ function OverworldBattle.begin(state, battle)
if not (state and state.map and state.player) then return false end
if not Voxel3D.available() then return false end
local ok, arena = pcall(BattleArena.find, state.map,
state.player.cellX, state.player.cellY,
state.player.surfing)
if not (ok and arena) then return false end
local arena = OverworldBattle.stageFor(state)
if not arena then return false end
-- the fight is staged from here on, so the layout it is composed for is not
-- optional any more (see forceOG)
@@ -375,6 +548,9 @@ function OverworldBattle.begin(state, battle)
armed = false, token = 0 }
cullCast(state)
BattleCam.reset()
-- and, on the STADIUM rung, the pair of models that will stand on this
-- arena's two cells. Declines quietly on any other rung.
pcall(function() V.require("Stadium").begin(arena) end)
return true
end
@@ -405,6 +581,7 @@ function OverworldBattle.finish()
restoreCast()
session = nil
Voxel3D.camera = nil
pcall(function() V.require("Stadium").finish() end)
end
-- ------- per-frame
@@ -421,6 +598,11 @@ end
function OverworldBattle.update(dt)
if not session then return end
-- the shiny arrival sparkle's clock. Ticked here rather than in the draw
-- because a paused or covered frame still draws, and a burst that
-- advanced on draws would stall behind a text box mid-twinkle.
pcall(function() V.require("ShinyFx").update(dt) end)
local g = game()
local top = g and g.stack and g.stack:top()
local ow = g and g.overworld
@@ -435,6 +617,25 @@ function OverworldBattle.update(dt)
return
end
-- Whether the shot is the player's to steer at all. BACK SPRITES pins
-- their own mon to the GB's slot on the menu while the foe stands out on
-- the map, and there is no angle that half-framed, half-solid
-- composition survives -- so under it the camera holds the shot the rig
-- was solved for (the slow drift aside, which was always there). Polled
-- per frame rather than latched at battle start: the row is reachable
-- from the mod manager's page mid-session.
-- A LET'S GO capture session holds it too: the throw is aimed in this
-- exact framing, and a camera that moved under a ball in flight would
-- bend where the flick was pointed after the fact. (The session also
-- sets BattleCam.still, which is what stops the drift -- see
-- CatchThrow.begin.)
BattleCam.steerable = not OverworldBattle.backPinned()
and not BattleScene.capture
-- the right stick, read as a rate before the rig is built from it: the
-- wheel, the keys, the mouse and a drag all arrive as events and have
-- already landed, but a stick is a HELD position and only a tick can
-- turn it into travel (CamControl, which owns every one of those inputs)
pcall(V.require("CamControl").tick, dt)
BattleCam.update(dt)
-- the battle only exists once it has been pushed; a session opened at
-- pushBattle time has it, one opened from battle.started was handed it
@@ -443,11 +644,39 @@ function OverworldBattle.update(dt)
-- slice: nothing visible can hitch on them
ChunkMesher.pump(true)
-- The STADIUM models, ahead of the pics, because what they decide is
-- WHICH pics are needed: a side a model is standing on gets no billboard
-- texture rendered for it at all (see Stadium.covers). Posed and skinned
-- here too, once for the frame -- the sun pass, the camera and, in a
-- headset, both eyes all draw the same skinned meshes.
pcall(function()
local host = (session.arena and session.arena.map) or session.state.map
V.require("Stadium").update(dt, session.battle,
BattleScene.groundY(host, session.arena))
end)
-- The mons' textures are rendered HERE, with no canvas bound, for the same
-- reason the scene is: the pics layer binds its own targets, and doing that
-- inside somebody else's frame means putting the frame back afterwards.
local okTex, textures = pcall(OverworldBattle.textures, session.battle)
if not okTex then textures = nil end
-- stashed for the VR eye pass, which stands these same pics on the map
-- in ITS view of the world (VoxelScene's eyes path). Stashed HERE
-- because rendering them binds canvases, which the eye pass -- mid-scene
-- when it wants them -- must never do; reading a stashed canvas is free.
session.textures = textures
-- and the move-animation layer, for the same eyes -- rendered only
-- while a headset is actually watching, because only the VR world
-- pass draws it (the flat screen has the animations in-frame already)
session.animTex = nil
local okVR, vrOn = pcall(function()
local vr = V.require("VR")
return vr.active and vr.active() or false
end)
if okVR and vrOn and session.battle then
local okA, anim = pcall(OverworldBattle.animTexture, session.battle)
if okA then session.animTex = anim end
end
session.token = (session.token or 0) + 1
local ok, shot = pcall(BattleScene.render, session.state, session.arena,
textures, session.token)
@@ -506,10 +735,135 @@ function OverworldBattle.shot()
return nil
end
-- The staged fight's WORLD-side pieces, for a pass that stands the mons in
-- its own view of the map rather than in the arena's composed shot -- the
-- VR eyes. Returns the two cards as BattleScene.monCards builds them (yawed
-- toward whatever Voxel3D.eye is at CALL time, so a per-eye caller gets
-- per-eye cards), the live textures table (for the hit-flash flag), and the
-- token the shadow signature keys on. nil while nothing is staged, the
-- arena is broken, or the pics have not been rendered yet.
function OverworldBattle.worldCards()
if not (session and session.arena and not session.broken) then return nil end
local tex = session.textures
if not tex then return nil end
local host = (session.state and session.state.map) or nil
if not host then return nil end
local groundY = BattleScene.groundY(host, session.arena)
return BattleScene.monCards(session.arena, groundY, tex), tex, session.token
end
-- The live session's BATTLE STATE, once the pushed battle has been met
-- (session.battle fills in from the stack in update). The VR quad reads
-- it to tell "the battle screen is on top" from "a menu is over the
-- battle" -- the UI-only panel is right for the first and wrong for the
-- second. nil with no session, a broken one, or a battle not yet pushed.
function OverworldBattle.battle()
if not (session and not session.broken) then return nil end
return session.battle
end
-- The staged fight's arena and floor height, for the capture mode: the
-- foe's world cell is the far end of the throw and the floor is what a
-- short ball bounces on. nil whenever there is nothing staged, which is
-- one of the gates that sends a throw back to the engine's own toss.
function OverworldBattle.arenaInfo()
if not (session and session.arena and not session.broken) then return nil end
local host = session.arena.map or (session.state and session.state.map)
if not host then return nil end
return session.arena, BattleScene.groundY(host, session.arena)
end
-- The foe's rendered pic texture, for the capture mode's ring. The mark
-- BattleScene pins is the CELL's ground point, but a species' art sits
-- wherever the artist drew it in the frame -- a bird hovers half a slot
-- above its own feet row -- and a timing ring belongs on the CREATURE,
-- not on its patch of grass. The capture session reads this canvas back
-- once and centres the ring on the art's opaque box. nil on the STADIUM
-- rungs (the foe is a model, no pic is rendered) and before the first
-- textures pass, both of which the caller treats as "use the heuristic".
function OverworldBattle.enemyTexture()
if not (session and session.textures) then return nil end
return session.textures.enemy
end
-- The move-animation layer as a texture: the engine's own drawAnimLayer,
-- rendered UNSHIFTED (slot-authored coordinates) into a GB-sized
-- transparent canvas of its own. This is what stands the effects up in
-- the VR eyes' world -- see worldAnim below -- the same move the pics
-- made through sideTexture: let the engine draw what it always draws,
-- catch it on a canvas, stand the canvas in the scene.
local animLayer = nil
-- the engine's own drawAnimLayer, captured by install(). Declared HERE,
-- above the function that reads it: a local declared further down the
-- chunk would leave this function reading a global of the same name --
-- nil forever, and the effects silently absent from the eyes (the bug
-- this comment is the tombstone of).
local innerAnim = nil
function OverworldBattle.animTexture(battle)
if not (innerAnim and battle) then return nil end
if not (love.graphics and love.graphics.newCanvas) then return nil end
if not animLayer then
local ok, c = pcall(love.graphics.newCanvas,
BattleScene.GB_W, BattleScene.GB_H)
if not (ok and c) then return nil end
pcall(c.setFilter, c, "nearest", "nearest")
animLayer = c
end
local g = love.graphics
local prevCanvas = g.getCanvas()
local ok = pcall(function()
g.push("all")
g.origin()
g.setCanvas(animLayer)
g.clear(0, 0, 0, 0)
g.setBlendMode("alpha")
g.setColor(1, 1, 1, 1)
innerAnim(battle, false)
g.pop()
end)
if not ok then pcall(g.pop, g) end
if prevCanvas then pcall(g.setCanvas, g, prevCanvas)
else pcall(g.setCanvas, g) end
return ok and animLayer or nil
end
-- The staged fight's effects, for the VR eyes: the animation layer plus
-- the plane to stand it on (BattleScene.fxCard -- anchored so a hit
-- authored at a slot lands on the mon standing in for that slot). nil
-- while nothing is staged or no layer was rendered this frame.
function OverworldBattle.worldAnim()
if not (session and session.arena and not session.broken) then return nil end
local tex = session.animTex
if not tex then return nil end
local host = (session.state and session.state.map) or nil
if not host then return nil end
local groundY = BattleScene.groundY(host, session.arena)
local model = BattleScene.fxCard(session.arena, groundY,
OverworldBattle.ANCHOR)
if not model then return nil end
return tex, model
end
-- Where the staged fight STANDS -- the arena and its floor height -- for a
-- camera that wants to look at it rather than draw it (the VR battle
-- mount). Answered as soon as the stage exists, textures or not: the
-- camera should be seated behind the fade before the first pic lands.
-- nil whenever no fight is staged on the world.
function OverworldBattle.stage()
if not (session and session.arena and not session.broken) then return nil end
local host = (session.state and session.state.map) or nil
if not host then return nil end
return session.arena, BattleScene.groundY(host, session.arena)
end
function OverworldBattle.invalidate()
BattleDOF.invalidate()
BattleHud.invalidate()
BattlePics.invalidate()
-- the STADIUM models hold meshes and textures of this graphics context
-- like everything else here does
pcall(function() V.require("Stadium").invalidate() end)
end
-- ------- the battle screen's background
@@ -665,9 +1019,21 @@ OverworldBattle.TEX_AX, OverworldBattle.TEX_AY = TEX_AX, TEX_AY
-- Which side is being rendered, or nil. The placement wrappers read it.
local texturing = nil
-- Which side is being rendered into its own canvas right now, or nil.
--
-- Exposed because the shiny tint has two applications -- per side here, and
-- both-sides-at-once on the flat path (ShinyUI.installBattlePics) -- and
-- exactly one of them must run per draw. Asking this is what keeps them
-- from stacking, rather than relying on which module installed first.
function OverworldBattle.texturingSide()
return texturing
end
local texCanvas = {}
local innerPics = nil -- captured by install()
local innerHUDs = nil -- likewise, for the snapped HUD layer
-- (innerAnim, their sibling, is declared up beside animTexture, which
-- sits earlier in the chunk than this group and must see the local)
local function texCanvasFor(side)
local c = texCanvas[side]
@@ -706,6 +1072,14 @@ local OFF = {
-- feet ended up, in canvas coordinates.
function OverworldBattle.sideTexture(battle, side)
if not (innerPics and battle) then return nil end
-- On the STADIUM rung a side standing a MODEL needs no pic: rendering one
-- anyway would hang a second, flat copy of the same Pokemon on the same
-- cell. Asked per side, so a species with no pack -- or a substitute
-- doll, or the trainer before the send-out -- still comes through here.
local okS, covered = pcall(function()
return V.require("Stadium").covers(battle, side)
end)
if okS and covered then return nil end
if not sideVisible(battle, side) then return nil end
local canvas = texCanvasFor(side)
if not canvas then return nil end
@@ -727,12 +1101,43 @@ function OverworldBattle.sideTexture(battle, side)
for k, v in pairs(OFF[side]) do saved[k] = battle[k]; battle[k] = v end
texturing = side
-- A SHINY on this side, tinted here rather than in ShinyUI's flat-path
-- wrap. This is the one place a pic is rendered for ONE side at a time,
-- so it is the only place the two sides can be tinted differently -- a
-- shiny facing an ordinary mon gets its own colour and leaves the other
-- alone, which the engine's both-sides-at-once pic layer cannot do.
local shinyTint = nil
do
-- NOT when this side is showing a PERSON. Both sides can be holding a
-- trainer pic rather than a Pokemon -- the foe's portrait before the
-- send-out, and the player's own back until "Go!" -- and a shiny is a
-- fact about a Pokemon, not about its owner. Tinting through it turned
-- the player's trainer sprite a different colour for the whole intro,
-- which is what a shiny Pokemon in the party looks like if you do not
-- ask this question. The two tests are the same ones sideTexture already
-- uses to label the finished texture, asked here instead of after.
local person = (side == "enemy"
and battle.showEnemyTrainer and battle.trainerPic)
or (side == "player"
and battle.showPlayerBack and battle.playerBackPic)
if not person then
local battler = (side == "player") and battle.player or battle.enemy
local g2 = game()
shinyTint = battler and V.require("ShinyUI")
.tintFor(battler.mon, g2 and g2.data) or nil
end
end
local ok, err = pcall(function()
g.setCanvas(canvas)
g.clear(0, 0, 0, 0)
g.setBlendMode("alpha")
g.setColor(1, 1, 1, 1)
innerPics(battle, 0, 0, 0)
if shinyTint then
V.require("ShinyUI").withTint(shinyTint, innerPics, battle, 0, 0, 0)
else
innerPics(battle, 0, 0, 0)
end
end)
texturing = nil
@@ -778,12 +1183,26 @@ function OverworldBattle.textures(battle)
local out = {}
local okE, enemy = pcall(OverworldBattle.sideTexture, battle, "enemy")
local okP, player = true, nil
if not OverworldBattle.backPinned() then
-- a LET'S GO capture session empties the player's side the same way
-- BACK SPRITES does: that mon is simply not in this shot, so no pic is
-- rendered for it and no shadow lands under it
local cap = BattleScene.capture
if not OverworldBattle.backPinned()
and not (cap and cap.hidePlayer) 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
-- On the STADIUM rung both sides can legitimately have no pic -- the pair
-- of them are models -- and this table must still come back, because it
-- carries the HIT FLASH, and because the VR eye pass uses its presence to
-- decide there is a staged fight to draw at all.
local okStanding, standing = pcall(function()
return V.require("Stadium").standing()
end)
if not (out.enemy or out.player or (okStanding and standing)) then
return nil
end
out.flash = OverworldBattle.flashing(battle)
return out
end
@@ -806,6 +1225,12 @@ function OverworldBattle.install()
OverworldState.dramaticShapeBattleHook = true
end
-- the STADIUM rung's own four wraps, which drive the models' animations
-- off the fight (see Stadium.install). Idempotent in the same way, and
-- installed whichever rung the row is on: the wraps do nothing at all
-- while no stadium session is live.
pcall(function() V.require("Stadium").install() end)
local BattleState = require("src.battle.BattleState")
if BattleState.dramaticShapeBattleHook then return end
@@ -831,11 +1256,17 @@ function OverworldBattle.install()
-- behind it. There is a world back there now, so they are filled here
-- instead -- see BattlePics, which puts the paper back without touching
-- the silhouette.
--
-- The pinned pic is told that its feet are on the box, which is what lets
-- the pale-bodied back sprites be filled at all: their bellies leak out
-- through an opening too wide to read as a drain, and only the box under
-- them settles that it is not a hole. Passed the pre-bake image, because
-- that is the one the battle holds a reference to.
local innerPic = BattleState.picImage
function BattleState:picImage(img)
local out = innerPic(self, img)
if not OverworldBattle.shot() then return out end
return BattlePics.filled(out)
return BattlePics.filled(out, OverworldBattle.pinnedPic(self, img))
end
-- While a billboard texture is being rendered both pics are put in the same
@@ -889,6 +1320,11 @@ function OverworldBattle.install()
self.letterboxWhite = false
OverworldBattle.drawHudPanels(self)
withoutBackgroundFill(self, innerDraw)
-- the LET'S GO capture overlay -- the timing ring, the ball readout,
-- the grade splash -- drawn last in the same GB frame the engine's
-- own HUD drew in, so it letterboxes and chunks identically
local cap = BattleScene.capture
if cap and cap.drawGB then pcall(cap.drawGB, self) end
end
-- The mons are geometry standing on the map now, drawn in the 3D pass
@@ -906,6 +1342,10 @@ function OverworldBattle.install()
if not shot then
return innerPics(self, slide, sx, sy, onlySide, skipMenuClip)
end
-- a capture session shows NO player side at all -- not even the
-- pinned back pic BACK SPRITES would keep on the menu
local cap = BattleScene.capture
if cap and cap.hidePlayer then return 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.
@@ -922,17 +1362,20 @@ function OverworldBattle.install()
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.
-- them rather than over their own white paper. The INK is Gen 1's own black
-- and stays that way whatever is behind the glass -- the panel's tint is
-- what earns it its contrast (see BattleHud).
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)
-- While a capture session is being AIMED the box is empty -- the
-- battle's phase is parked, so there is no message in it -- and it
-- covers the bottom third of the frame, which is exactly the room a
-- throw needs to wind up in. So it comes off entirely for those
-- frames and is back the instant a message has something to say.
local cap = BattleScene.capture
if cap and cap.hideTextBox then return end
return withoutBoxFill(self, innerText)
end
-- Move animations are authored against the pics' fixed slots, and a single
@@ -940,7 +1383,7 @@ function OverworldBattle.install()
-- give them. They ride the average, which is where the pair's centre went
-- -- a few pixels at most, and it keeps a hit landing on the mon it is
-- aimed at instead of drifting off it.
local innerAnim = BattleState.drawAnimLayer
innerAnim = BattleState.drawAnimLayer
function BattleState:drawAnimLayer(colorized)
local shot = self.dramaticShapeShot
if not shot then return innerAnim(self, colorized) end
@@ -949,16 +1392,36 @@ function OverworldBattle.install()
-- give them. They ride to where the PAIR went: the midpoint of the two
-- 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.
--
-- And they ride the pair's SEPARATION as well, because the mons
-- themselves do. Both are geometry standing on the map, so the camera
-- sizes them: zoom in and they grow, swing round to side-on and the two
-- marks close up as the axis foreshortens. A layer that only slid would
-- have held the authored 106-pixel spacing through all of it -- a beam
-- fired between two mons that are no longer that far apart, ending in
-- the air beside the one it was aimed at. Scaling about the same
-- midpoint keeps every authored offset the same fraction of the gap it
-- was authored as.
local a = OverworldBattle.ANCHOR
-- 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
local cx, cy = (shot.enemy[1] + px) / 2, (shot.enemy[2] + py) / 2
local ax = (a.enemy[1] + a.player[1]) / 2
local ay = (a.enemy[2] + a.player[2]) / 2
love.graphics.push()
love.graphics.translate(math.floor(dx + 0.5), math.floor(dy + 0.5))
love.graphics.translate(cx - ax, cy - ay)
-- Clamped, and skipped outright if the marks ever coincide: a
-- degenerate projection must leave the effects the size they were
-- rather than collapse them to nothing or blow them across the screen.
local k = OverworldBattle.animScale(shot, px, py)
if k ~= 1 then
love.graphics.translate(ax, ay)
love.graphics.scale(k, k)
love.graphics.translate(-ax, -ay)
end
local ok, err = pcall(innerAnim, self, colorized)
love.graphics.pop()
if not ok then error(err, 0) end
@@ -1005,28 +1468,13 @@ function OverworldBattle.install()
if not ok then error(err, 0) end
end
-- Black glyphs on grass are not readable; over a frosted panel measured
-- dark they are not readable either, so they go white. Mapped rather than
-- rewritten: the HUD sets pure black for its text and nothing else, and in
-- the colorized pipeline this lands in the grayscale BG canvas, where
-- white IS shade 0 and the zone pass then colours it like every other
-- lightest-shade surface. One rule, both pipelines.
--
-- The HP bar is untouched: it is drawn in its own greens and reds, and
-- only an exactly-black set is remapped.
innerHUDs = BattleState.drawHUDs
function BattleState:drawHUDs(slide)
-- Normally the HUDs have already been drawn this frame, snapped out to the
-- window's edges and composited into the world image (snapHUDs). Drawing
-- them here as well would show each block twice, once in each place.
if self.dramaticShapeShot and snapped() then return end
if not (self.dramaticShapeShot and self.dramaticShapeDark) then
return innerHUDs(self, slide)
end
local battle = self
BattleHud.flipGlyphs(BattleScene.GB_W, BattleScene.GB_H, function()
innerHUDs(battle, slide)
end)
return innerHUDs(self, slide)
end
BattleState.dramaticShapeBattleHook = true
@@ -1058,18 +1506,17 @@ end
-- outside the frame that pass covers. In the colorized pipeline drawHUDs leaves
-- the HP bar's fill as DMG gray for the zone pass to colour by region (#229);
-- answered false, it tints its own greens and reds instead, exactly as it does
-- on the flat path. The glyphs are pure black either way, which is what the
-- flip in BattleHud.layerTexture is measured against.
-- on the flat path.
--
-- Shadowed on the instance for this call only, the way drawZonePass shadows
-- activeBgp: putting the field back to whatever it was (normally nil) lets the
-- class method be found again.
function OverworldBattle.hudTexture(battle, slide, dark)
function OverworldBattle.hudTexture(battle, slide)
if not (innerHUDs and battle) then return nil end
local had = rawget(battle, "colorMode")
battle.colorMode = function() return false end
local ok, layer = pcall(BattleHud.layerTexture,
BattleScene.GB_W, BattleScene.GB_H, dark,
BattleScene.GB_W, BattleScene.GB_H,
function() innerHUDs(battle, slide) end)
battle.colorMode = had
return ok and layer or nil
@@ -1089,28 +1536,31 @@ function OverworldBattle.snapHUDs(battle, shot)
if not (battle and shot and shot.canvas and (shot.scale or 0) > 0) then
return false
end
-- With a headset live the HUDs stay IN the GB frame -- the classic
-- slots, on the glass drawHudPanels lays for the unsnapped path. Both
-- of VR's battle screens (the floating panel and the pokedex's) crop
-- to the letterbox, and a block snapped out to the window's edge would
-- be cropped away with the window around it.
local okV, vr = pcall(V.require, "VR")
if okV and vr and vr.active and vr.active() then return false end
local slide = (battle.introSlide or 0) * 4
local rects, bandX = OverworldBattle.snapRects(shot)
local enemy, player = OverworldBattle.hudLive(battle, slide)
local live = {}
if enemy then live.enemy = rects.enemy end
if player then live.player = rects.player end
-- and the text box's own glass, on the same pass. It stays in the middle of
-- the frame where the engine draws it -- only the HUDs were snapped out --
-- so its GB rect is mapped into the letterbox rather than to an edge.
for key, rect in pairs(OverworldBattle.textRects(battle)) do
live[key] = toWorld(rect, shot)
if not isIOS() then
if enemy then live.enemy = rects.enemy end
if player then live.player = rects.player end
end
-- measured under the SNAPPED rects: the panels are over whatever the world
-- shows at the window's edges now, which is not what was behind them in the
-- middle of the frame. ONE verdict over all of them, HUDs and box together,
-- for the reason BattleHud.verdict gives: a frame with white glyphs in the
-- corner and black ones on the menu reads as a bug rather than as adaptation.
local dark = BattleHud.verdict(live, shot, true)
-- the box's own ink is flipped where the engine draws it, in the GB frame,
-- so the answer has to outlive this function (see drawHudPanels)
if session then session.dark = dark end
local layer = OverworldBattle.hudTexture(battle, slide, dark)
-- The text box's frost panel normally goes into this same world-canvas pass.
-- On iOS that panel is mirrored upward by the Canvas-to-Canvas path, creating
-- the large ghost rectangle behind the Pokemon. Keep the box border/text but
-- skip only this frosted backing on iOS.
if not isIOS() then
for key, rect in pairs(OverworldBattle.textRects(battle)) do
live[key] = toWorld(rect, shot)
end
end
local layer = OverworldBattle.hudTexture(battle, slide)
if not layer then return false end
local g = love.graphics
@@ -1119,13 +1569,29 @@ function OverworldBattle.snapHUDs(battle, shot)
local ok, err = pcall(function()
g.setCanvas(shot.canvas)
g.setBlendMode("alpha")
for _, rect in pairs(live) do BattleHud.panel(rect, shot, dark, true) end
for _, rect in pairs(live) do BattleHud.panel(rect, shot, true) end
g.setColor(1, 1, 1, 1)
for side, band in pairs(OverworldBattle.HUD_BAND) do
local quad = g.newQuad(band[1], band[2], band[3], band[4],
BattleScene.GB_W, BattleScene.GB_H)
g.draw(layer, quad, bandX[side] + band[1] * shot.scale,
shot.ly + band[2] * shot.scale, 0, shot.scale, shot.scale)
local x = bandX[side] + band[1] * shot.scale
local targetY = shot.ly + band[2] * shot.scale
if isIOS() then
-- Keep the player's HUD exactly where it currently appears on the
-- right. Only the enemy band needs its mirrored destination corrected.
local y = targetY
if side == "enemy" then
y = shot.ph - targetY - band[4] * shot.scale
end
-- iOS presents this Canvas-to-Canvas HUD texture upside down.
g.draw(layer, quad, x, y, 0,
shot.scale, -shot.scale, 0, band[4])
else
g.draw(layer, quad, x, targetY, 0,
shot.scale, shot.scale)
end
end
end)
if prevCanvas then g.setCanvas(prevCanvas) else g.setCanvas() end
@@ -1144,10 +1610,8 @@ end
-- drawn here, in the GB frame, whichever path laid the glass under it.
function OverworldBattle.drawHudPanels(battle)
local shot = battle.dramaticShapeShot
battle.dramaticShapeDark = nil
if not shot then return end
if snapped() then
battle.dramaticShapeDark = session and session.dark or nil
return
end
local slide = (battle.introSlide or 0) * 4
@@ -1158,9 +1622,7 @@ function OverworldBattle.drawHudPanels(battle)
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
for _, r in pairs(live) do BattleHud.panel(r, shot) end
end
return OverworldBattle
+9
View File
@@ -0,0 +1,9 @@
local V = ...
local PixelCanvas = {}
function PixelCanvas.new(w, h)
return pcall(love.graphics.newCanvas, w, h, { dpiscale = 1 })
end
return PixelCanvas
+594
View File
@@ -0,0 +1,594 @@
-- A Poke Ball as real geometry: the prop the LET'S GO capture mode throws.
--
-- The mod has never drawn a ball in 3D -- the one the engine tosses is a 2D
-- sprite inside the battle's move-animation layer. This is a ball that can
-- fly through the arena, hang in the air in front of the camera, hinge its
-- lid open, drink a Pokemon in, click shut, rock on the ground and burst
-- back open -- all of it depth-tested, sun-shadowed and hour-tinted like
-- everything else in the diorama, because it is a mesh in Voxel3D's own
-- format going through Voxel3D's own shader.
--
-- ------- how it is built
--
-- Two lat/long hemisphere shells that meet at the equator -- the WHITE base
-- and the coloured LID -- each carrying its half of the black band as a
-- slightly bulged latitude belt, so the two halves separate exactly where
-- the real ball separates. The button is a little cylinder standing out of
-- the base's front; the interior is sealed with two pale discs so an open
-- ball shows a shell with a floor rather than a view through to the far
-- wall's backface. Colour is a palette texture one texel per material and
-- one ROW per ball tier (POKE/GREAT/ULTRA/MASTER/SAFARI), exactly the
-- HordeGun/Pokedex scheme -- so GREAT is blue and ULTRA wears its yellow
-- band without a second mesh, just a different V coordinate.
--
-- Shade is baked per vertex from the surface normal with StadiumStage's
-- fitted constants, which is this mod's answer for anything curved: the
-- ball's sun side and belly read as a sphere under the same southeastern
-- sun the roofs are lit by.
--
-- ------- how it animates
--
-- The HordeGun way: a handful of scalar timers advanced by update(dt) and
-- consumed as matrix terms at draw time. No skeleton, no keyframes --
-- lid is a hinge matrix about the back of the equator, the wobble is a
-- decaying rotateZ about the ground contact point, the caught click is a
-- squash pulse, the stars are one shared quad drawn a few times facing the
-- eye. The ball owns its POSE only; where it IS (the throw arc, the drop)
-- is the caller's problem, which is what keeps this file a prop and not a
-- game mode.
--
-- Nothing here touches love.* until something has to be drawn, so the
-- module loads and the state machine runs headless -- the test suite
-- exercises the phases without a GPU.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local Voxel3D = V.require("Voxel3D")
local Pokeball = {}
Pokeball.__index = Pokeball
-- ------- the ball's measurements, in world pixels
--
-- A map cell is 16 and a full-size mon card is 16 wide, so a 4.4-pixel ball
-- sits in the hand and against a Pokemon at about the proportion the games
-- draw: unmissable in the foreground, believable at the far cell.
Pokeball.R = 2.2
-- the black belt: half-height as a latitude angle, and how far the belt
-- bulges past the shell so it reads as a band and not a painted stripe
local BAND_LAT = 0.16
local BAND_R = 1.045
-- lid hinge: at the BACK of the equator (-Z), opening backward. 2.0 rad is
-- past upright -- the mouth gapes at the sky, which is the capture pose.
local HINGE_Z = -0.86 -- as a fraction of R
local LID_OPEN = 2.0
-- tessellation: enough that the silhouette is round at held-ball size,
-- cheap enough that six of these would not show on a phone's frame budget
local LON = 14
local LAT = 5
-- pose timing
local LID_RATE = 6.5 -- lid open/close, in lid-fractions per second
local BURST_RATE = 14 -- the breakout pop is a violent open
local WOBBLE_T = 0.85 -- one rock, seconds
local WOBBLE_A = 0.38 -- how far it tips, radians
local PULSE_T = 0.14 -- the caught click's squash pulse
local STAR_T = 0.9 -- the caught stars' life
local GLOW_DECAY = 2.2 -- additive glow, per second
-- ------- palette
--
-- One texel per material (columns), one row per ball tier. Alpha stays 1
-- everywhere: the voxel shader discards below 0.5 (Voxel3D's SHADER), so a
-- translucent texel is an invisible one.
local SLOTS = { TOP = 1, BOTTOM = 2, BAND = 3, RING = 4, FACE = 5,
INNER = 6, GLOW = 7, STAR = 8 }
local SLOT_N = 8
local TIERS = { "POKE_BALL", "GREAT_BALL", "ULTRA_BALL", "MASTER_BALL",
"SAFARI_BALL" }
local COLORS = {
POKE_BALL = { top = { 0.86, 0.16, 0.16 }, band = { 0.12, 0.12, 0.13 },
bottom = { 0.93, 0.93, 0.95 } },
GREAT_BALL = { top = { 0.25, 0.45, 0.88 }, band = { 0.12, 0.12, 0.13 },
bottom = { 0.93, 0.93, 0.95 } },
ULTRA_BALL = { top = { 0.22, 0.22, 0.26 }, band = { 0.85, 0.70, 0.18 },
bottom = { 0.93, 0.93, 0.95 } },
MASTER_BALL = { top = { 0.48, 0.22, 0.66 }, band = { 0.16, 0.13, 0.19 },
bottom = { 0.93, 0.93, 0.95 },
glow = { 1.0, 0.72, 0.92 } },
SAFARI_BALL = { top = { 0.47, 0.52, 0.26 }, band = { 0.36, 0.27, 0.16 },
bottom = { 0.90, 0.88, 0.80 } },
}
local SHARED = {
ring = { 0.28, 0.28, 0.30 },
face = { 0.96, 0.96, 0.97 },
inner = { 0.72, 0.70, 0.68 },
glow = { 1.00, 0.92, 0.65 },
star = { 1.00, 0.85, 0.25 },
}
local function tierRow(ball)
for i, id in ipairs(TIERS) do
if id == ball then return i end
end
return 1 -- an unknown ball is a plain POKE BALL
end
-- palette texel centres
local function uvFor(slot, row)
return (slot - 0.5) / SLOT_N, (row - 0.5) / #TIERS
end
local palette = nil
local function paletteTexture()
if palette ~= nil then return palette or nil end
local ok, img = pcall(function()
local data = love.image.newImageData(SLOT_N, #TIERS)
for row, id in ipairs(TIERS) do
local c = COLORS[id]
local function put(slot, rgb)
data:setPixel(slot - 1, row - 1, rgb[1], rgb[2], rgb[3], 1)
end
put(SLOTS.TOP, c.top)
put(SLOTS.BOTTOM, c.bottom)
put(SLOTS.BAND, c.band)
put(SLOTS.RING, SHARED.ring)
put(SLOTS.FACE, SHARED.face)
put(SLOTS.INNER, SHARED.inner)
put(SLOTS.GLOW, c.glow or SHARED.glow)
put(SLOTS.STAR, SHARED.star)
end
local tex = love.graphics.newImage(data)
tex:setFilter("nearest", "nearest")
return tex
end)
palette = ok and img or false
return palette or nil
end
-- ------- shade
--
-- StadiumStage's fitted form of Voxel3D.FACE_SHADE: the same southeastern
-- sun, answered for an arbitrary normal instead of one of six faces.
local function shadeFor(nx, ny, nz)
local s = 0.7725 + nx * 0.06 + ny * 0.225 + nz * 0.11
return math.max(0.30, math.min(1.00, s))
end
-- ------- mesh building
--
-- Everything below appends {x,y,z, u,v, shade} rows plus triangle indices.
-- Quads go through the shared corner order; the discs use a degenerate
-- fourth vertex, which the rasteriser drops as the zero-area triangle it is.
local function quad(verts, map, a, b, c, d)
local n = #verts
verts[n + 1], verts[n + 2], verts[n + 3], verts[n + 4] = a, b, c, d
Voxel3D.pushQuad(map, n / 4)
end
local R = Pokeball.R
local TAU = math.pi * 2
-- a latitude zone of the sphere between phi0 and phi1 (radians from the
-- equator, north positive), at radiusK times the shell radius
local function zone(verts, map, phi0, phi1, rows, slot, row, radiusK)
local u, v = uvFor(slot, row)
local r = R * (radiusK or 1)
for i = 0, rows - 1 do
local pa = phi0 + (phi1 - phi0) * (i / rows)
local pb = phi0 + (phi1 - phi0) * ((i + 1) / rows)
for j = 0, LON - 1 do
local ta = TAU * (j / LON)
local tb = TAU * ((j + 1) / LON)
local function corner(phi, th)
local nx = math.cos(phi) * math.sin(th)
local ny = math.sin(phi)
local nz = math.cos(phi) * math.cos(th)
return { nx * r, ny * r, nz * r, u, v, shadeFor(nx, ny, nz) }
end
quad(verts, map, corner(pa, ta), corner(pa, tb),
corner(pb, tb), corner(pb, ta))
end
end
end
-- a disc in a y-plane, sealed with fan quads about the centre
local function disc(verts, map, y, radius, slot, row, up)
local u, v = uvFor(slot, row)
local sh = shadeFor(0, up and 1 or -1, 0)
local centre = { 0, y, 0, u, v, sh }
for j = 0, LON - 1 do
local ta = TAU * (j / LON)
local tb = TAU * ((j + 1) / LON)
local a = { radius * math.sin(ta), y, radius * math.cos(ta), u, v, sh }
local b = { radius * math.sin(tb), y, radius * math.cos(tb), u, v, sh }
quad(verts, map, centre, a, b, centre)
end
end
-- the button: a ring wall and its face, standing out of the shell along +Z
local function button(verts, map, row)
local BLON = 10
local function ringWall(rad, z0, z1, slot)
local u, v = uvFor(slot, row)
for j = 0, BLON - 1 do
local ta = TAU * (j / BLON)
local tb = TAU * ((j + 1) / BLON)
local function at(th, z)
local nx, ny = math.cos(th), math.sin(th)
return { rad * nx, rad * ny, z, u, v, shadeFor(nx, ny, 0) }
end
quad(verts, map, at(ta, z0), at(tb, z0), at(tb, z1), at(ta, z1))
end
end
local function faceDisc(rad, z, slot)
local u, v = uvFor(slot, row)
local sh = shadeFor(0, 0, 1)
local centre = { 0, 0, z, u, v, sh }
for j = 0, BLON - 1 do
local ta = TAU * (j / BLON)
local tb = TAU * ((j + 1) / BLON)
local a = { rad * math.cos(ta), rad * math.sin(ta), z, u, v, sh }
local b = { rad * math.cos(tb), rad * math.sin(tb), z, u, v, sh }
quad(verts, map, centre, a, b, centre)
end
end
-- the wall starts inside the shell so the junction never shows a gap
ringWall(0.75, R * 0.90, R + 0.30, SLOTS.RING)
faceDisc(0.75, R + 0.30, SLOTS.RING)
ringWall(0.45, R + 0.30, R + 0.42, SLOTS.RING)
faceDisc(0.45, R + 0.42, SLOTS.FACE)
end
-- one tier's meshes, memoised: { base = , lid = , spark = }
--
-- spark is a shared unit card (x -0.5..0.5, y 0..1, z 0) wearing one texel;
-- the glow disc, the beam and every star are that card under a matrix.
local meshes = {}
local function meshesFor(ball)
local row = tierRow(ball)
local hit = meshes[row]
if hit ~= nil then return hit or nil end
local ok, built = pcall(function()
local bv, bm = {}, {}
-- the base: white bowl from the south pole up to the band, its half of
-- the band, the interior floor and the button on the front
zone(bv, bm, -math.pi / 2, -BAND_LAT, LAT, SLOTS.BOTTOM, row)
zone(bv, bm, -BAND_LAT, 0, 1, SLOTS.BAND, row, BAND_R)
disc(bv, bm, -0.06, R * 0.97, SLOTS.INNER, row, true)
button(bv, bm, row)
local lv, lm = {}, {}
-- the lid: its half of the band up to the coloured dome, and its pale
-- underside, which is what shows once the hinge tips it back
zone(lv, lm, 0, BAND_LAT, 1, SLOTS.BAND, row, BAND_R)
zone(lv, lm, BAND_LAT, math.pi / 2, LAT, SLOTS.TOP, row)
disc(lv, lm, 0.06, R * 0.97, SLOTS.INNER, row, false)
local base = Voxel3D.newMesh(bv, bm)
local lid = Voxel3D.newMesh(lv, lm)
if not (base and lid) then return nil end
local function card(slot)
local u, v = uvFor(slot, row)
local cv, cm = {}, {}
quad(cv, cm, { -0.5, 0, 0, u, v, 1 }, { 0.5, 0, 0, u, v, 1 },
{ 0.5, 1, 0, u, v, 1 }, { -0.5, 1, 0, u, v, 1 })
return Voxel3D.newMesh(cv, cm)
end
return { base = base, lid = lid,
glow = card(SLOTS.GLOW), star = card(SLOTS.STAR) }
end)
meshes[row] = (ok and built) or false
return meshes[row] or nil
end
-- dropped so a lost GL context (Android resume) rebuilds everything
function Pokeball.invalidate()
meshes = {}
palette = nil
end
-- ------- an instance: one ball with a pose
--
-- Loads and runs without graphics; only draw() and cast() want a GPU.
function Pokeball.new(ball)
return setmetatable({
ball = ball or "POKE_BALL",
pos = { 0, 0, 0 }, -- world pixels, the ball's CENTRE
yaw = 0, -- which way the button faces
scale = 1,
spin = 0, -- visual spin about the vertical, rad/s
tumble = 0, -- end-over-end in flight, rad/s
roll = 0, -- SCREEN-PLANE spin, rad/s: rotation about
-- the axis out of the ball's face, which
-- with the yaw at the camera reads as the
-- ball turning clockwise/counter-clockwise
-- to the viewer -- the curveball wind-up
spinAngle = 0, tumbleAngle = 0, rollAngle = 0,
lid = 0, lidTarget = 0, lidRate = LID_RATE,
wobbleT = nil, wobbleDir = 1,
pulse = nil, -- the caught click's squash
glow = 0,
stars = nil, -- caught celebration, or nil
visible = true,
}, Pokeball)
end
-- ------- the verbs the capture flow speaks
function Pokeball:open()
self.lidTarget, self.lidRate = 1, LID_RATE
self.glow = 1
end
function Pokeball:close()
self.lidTarget, self.lidRate = 0, LID_RATE
end
-- one rock on the ground; dir alternates shakes. Returns how long it takes,
-- so the caller can sequence the pauses between shakes.
function Pokeball:rock(dir)
self.wobbleT = 0
self.wobbleDir = dir or 1
return WOBBLE_T
end
-- the caught click: squash pulse, a soft flash, and the stars
function Pokeball:catchClick()
self.pulse = 0
self.glow = 0.6
local stars = {}
for i = 1, 6 do
stars[i] = { t = -0.04 * (i - 1), th = TAU * (i - 1) / 6 + 0.4 }
end
self.stars = stars
end
-- the breakout: the lid blown open and a hard flash
function Pokeball:burst()
self.lidTarget, self.lidRate = 1, BURST_RATE
self.glow = 1
end
function Pokeball:busy()
return self.wobbleT ~= nil or self.pulse ~= nil
or math.abs(self.lid - self.lidTarget) > 0.02
end
function Pokeball:update(dt)
-- lid toward its target, at whatever violence was asked for
local d = self.lidTarget - self.lid
if d ~= 0 then
local step = self.lidRate * dt
if math.abs(d) <= step then
-- arriving CLOSED from open is the shut click: the squash pulse
if self.lid > self.lidTarget then self.pulse = self.pulse or 0 end
self.lid = self.lidTarget
else
self.lid = self.lid + (d > 0 and step or -step)
end
end
if self.wobbleT then
self.wobbleT = self.wobbleT + dt
if self.wobbleT >= WOBBLE_T then self.wobbleT = nil end
end
if self.pulse then
self.pulse = self.pulse + dt
if self.pulse >= PULSE_T then self.pulse = nil end
end
if self.stars then
local live = false
for _, s in ipairs(self.stars) do
s.t = s.t + dt
if s.t < STAR_T then live = true end
end
if not live then self.stars = nil end
end
self.glow = math.max(0, self.glow - GLOW_DECAY * dt)
self.spinAngle = self.spinAngle + self.spin * dt
self.tumbleAngle = self.tumbleAngle + self.tumble * dt
self.rollAngle = self.rollAngle + self.roll * dt
end
-- ------- pose as a matrix
local function smooth(t)
if t <= 0 then return 0 end
if t >= 1 then return 1 end
return t * t * (3 - 2 * t)
end
function Pokeball:matrix()
local m = Mat4.mul(Mat4.translate(self.pos[1], self.pos[2], self.pos[3]),
Mat4.rotateY(self.yaw))
if self.wobbleT then
-- a decaying rock about the ground contact: tip, cross through centre,
-- tip the other way, settle
local t = self.wobbleT / WOBBLE_T
local a = WOBBLE_A * math.sin(TAU * t) * (1 - t) * self.wobbleDir
m = Mat4.mul(m, Mat4.mul(Mat4.translate(0, -R * self.scale, 0),
Mat4.mul(Mat4.rotateZ(a),
Mat4.translate(0, R * self.scale, 0))))
end
if self.spinAngle ~= 0 then m = Mat4.mul(m, Mat4.rotateY(self.spinAngle)) end
if self.tumbleAngle ~= 0 then
m = Mat4.mul(m, Mat4.rotateX(self.tumbleAngle))
end
-- the roll turns about the ball's own face axis, so with the yaw aimed
-- at the camera it reads as clockwise/counter-clockwise on screen
if self.rollAngle ~= 0 then
m = Mat4.mul(m, Mat4.rotateZ(self.rollAngle))
end
local k = self.scale
if self.pulse then
-- the click: a quick squash and back, more felt than seen
local p = math.sin((self.pulse / PULSE_T) * math.pi) * 0.14
m = Mat4.mul(m, Mat4.scale(k * (1 + p), k * (1 - p), k * (1 + p)))
elseif k ~= 1 then
m = Mat4.mul(m, Mat4.scale(k, k, k))
end
return m
end
-- the hinge: the lid's own extra transform about the back of the equator
local function lidMatrix(open)
if open <= 0 then return nil end
local a = -LID_OPEN * smooth(open)
local hz = HINGE_Z * R
return Mat4.mul(Mat4.translate(0, 0, hz),
Mat4.mul(Mat4.rotateX(a), Mat4.translate(0, 0, -hz)))
end
-- where the open mouth is, for aiming the capture beam
function Pokeball:mouth()
return self.pos[1], self.pos[2] + R * 0.4 * self.scale, self.pos[3]
end
-- ------- drawing
--
-- Assumes a live Voxel3D scene (between beginScene and endScene), exactly
-- like Stadium.draw. Seams and glass are off for the duration: the ball is
-- not on the voxel grid and does not wear the tileset atlas.
local function eyeYaw(x, z)
local eye = Voxel3D.eye
if not eye then return 0 end
return math.atan2(eye[1] - x, eye[3] - z)
end
function Pokeball:draw(pull)
if not self.visible then return end
local m = meshesFor(self.ball)
local pal = paletteTexture()
if not (m and pal) then return end
Voxel3D.seams(false)
Voxel3D.glass(false)
local model = self:matrix()
Voxel3D.draw(m.base, pal, model, pull)
local lidM = lidMatrix(self.lid)
Voxel3D.draw(m.lid, pal, lidM and Mat4.mul(model, lidM) or model, pull)
-- the additive dressing: the open-mouth glow and the caught stars.
-- Depth writes are off under "add" (Voxel3D.blend), so these can never
-- punch holes for later draws.
local anythingAdd = (self.glow > 0.05 and self.lid > 0.1) or self.stars
if anythingAdd then
Voxel3D.blend("add")
if self.glow > 0.05 and self.lid > 0.1 then
-- a pulsing octahedron of light standing in the mouth: two crossed
-- cards read from every seat in the house
local gx, gy, gz = self:mouth()
local s = R * (1.1 + 0.25 * self.glow) * self.scale
for i = 0, 1 do
local card = Mat4.mul(Mat4.translate(gx, gy, gz),
Mat4.mul(Mat4.rotateY(eyeYaw(gx, gz) + i * math.pi / 2),
Mat4.scale(s, s, 1)))
Voxel3D.draw(m.glow, pal, card, pull)
end
end
if self.stars then
for _, s in ipairs(self.stars) do
if s.t > 0 and s.t < STAR_T then
local t = s.t / STAR_T
local rr = (R + 4.5 * t) * self.scale
local sx = self.pos[1] + math.sin(s.th) * rr
local sz = self.pos[3] + math.cos(s.th) * rr
local sy = self.pos[2] + (R + 7 * t - 5 * t * t) * self.scale
local sc = 1.1 * (1 - t)
local card = Mat4.mul(Mat4.translate(sx, sy, sz),
Mat4.mul(Mat4.rotateY(eyeYaw(sx, sz)),
Mat4.mul(Mat4.rotateZ(TAU * t * 0.5),
Mat4.scale(sc, sc, 1))))
Voxel3D.draw(m.star, pal, card, pull)
end
end
end
Voxel3D.blend(nil)
end
Voxel3D.glass(true)
Voxel3D.seams(true)
end
-- the capture beam: a crossed pair of additive cards stretched from the
-- ball's mouth to the mon it is drinking in. Separate from draw() because
-- the caller owns the far end and the fade.
function Pokeball:drawBeam(tx, ty, tz, width, strength, pull)
if not self.visible then return end
local m = meshesFor(self.ball)
local pal = paletteTexture()
if not (m and pal) then return end
local x, y, z = self:mouth()
local dx, dy, dz = tx - x, ty - y, tz - z
local len = math.sqrt(dx * dx + dy * dy + dz * dz)
if len < 0.5 then return end
dx, dy, dz = dx / len, dy / len, dz / len
-- two perpendiculars to the beam axis
local ux, uy, uz
if math.abs(dy) < 0.94 then
ux, uy, uz = -dz, 0, dx -- cross(d, worldUp), unnormalised
local l = math.sqrt(ux * ux + uz * uz)
ux, uz = ux / l, uz / l
else
ux, uy, uz = 1, 0, 0
end
local vx = dy * uz - dz * uy
local vy = dz * ux - dx * uz
local vz = dx * uy - dy * ux
local w = (width or R) * (strength or 1)
Voxel3D.seams(false)
Voxel3D.glass(false)
Voxel3D.blend("add")
-- the unit card is x -0.5..0.5, y 0..1: columns map its x to a
-- perpendicular and its y to the full run of the axis
local a = { ux * w, dx * len, vx, x,
uy * w, dy * len, vy, y,
uz * w, dz * len, vz, z,
0, 0, 0, 1 }
local b = { vx * w, dx * len, ux, x,
vy * w, dy * len, uy, y,
vz * w, dz * len, uz, z,
0, 0, 0, 1 }
Voxel3D.draw(m.glow, pal, a, pull)
Voxel3D.draw(m.glow, pal, b, pull)
Voxel3D.blend(nil)
Voxel3D.glass(true)
Voxel3D.seams(true)
end
-- ------- the sun's view
--
-- The same two shells under the same matrix, so the shadow on the ground is
-- the pose the camera sees. The caller folds a term into the shadow
-- signature while a ball is live (the sun pass is cached -- see
-- BattleScene.shadowSignature) or this freezes on its first frame.
function Pokeball:cast(shadowMap)
if not self.visible then return end
local m = meshesFor(self.ball)
local pal = paletteTexture()
if not (m and pal) then return end
local model = self:matrix()
shadowMap.draw(m.base, pal, model)
local lidM = lidMatrix(self.lid)
shadowMap.draw(m.lid, pal, lidM and Mat4.mul(model, lidM) or model)
end
-- a term for the arena's cached shadow signature: quantised, so the cache
-- only re-renders when the ball has visibly moved
function Pokeball:signature()
if not self.visible then return "" end
return table.concat({ math.floor(self.pos[1] * 4), math.floor(self.pos[2] * 4),
math.floor(self.pos[3] * 4), math.floor(self.lid * 8),
self.wobbleT and math.floor(self.wobbleT * 30) or -1 },
",")
end
return Pokeball
+223
View File
@@ -0,0 +1,223 @@
-- VR: the POKEDEX in the player's left hand -- a voxel model of the
-- series' own field guide, strapped to the tracked grip pose, whose
-- screen is a real texture the mod can put a picture on.
--
-- Why it exists: a staged VR battle needs the 2D battle screen SOMEWHERE
-- -- the text, the menus, the HP bars are the game -- but a flat panel
-- floating square in front of the fight hides the fight. A trainer in
-- the world already has the right prop for "a handheld device with a
-- screen": look down at the Pokedex in your hand to read the battle,
-- look up to watch it happen on the map.
--
-- THE MODEL is authored here in voxels, in METRES (VOX metres a voxel),
-- around its own centre, front face +Z -- a red slab with the lens, the
-- LEDs, the hinge and a d-pad, and a dark bezel the screen sits proud
-- of. It rides VRRig.propMatrix, the same XR-to-world mapping the eyes
-- use, so it sits exactly where the hand is and keeps its real size in
-- every mode: a hand-sized device over the diorama, the same hand-sized
-- device at life scale in first person and in battle.
--
-- THE SCREEN is a separate one-quad mesh drawn with its own texture --
-- whatever canvas the caller hands `Pokedex.screen` (the VR frame hands
-- it the front buffer during a battle, cropped by UV to the battle's own
-- letterbox). No texture leaves the screen dark: a device that is off.
--
-- Everything here is passive state plus a draw call; VR.lua decides when
-- the frame exists (hand tracked, session live) and VoxelScene's eye
-- pass draws it after the world, so it composites with real depth
-- against everything else.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local Voxel3D = V.require("Voxel3D")
local VRRig = V.require("VRRig")
local Pokedex = {}
-- one voxel, in metres: a centimetre-ish grid gives the classic chunky
-- read at a device you can read a battle off (the body below comes out
-- about 12 x 19 x 3 cm -- a quarter up from the first, believable size,
-- because the screen carries every menu and was squint-small in hand)
Pokedex.VOX = 0.011 * 1.25
-- Where the device sits relative to the GRIP pose, in metres, and how it
-- is tipped. A full quarter turn forward lays the slab exactly along the
-- controller's own body -- verified in the headset -- so holding the
-- controller IS holding the device: raise your fist and the screen faces
-- you. These two are the whole of the attachment.
Pokedex.OFFSET = { 0, 0.04, -0.02 }
Pokedex.TILT = -math.pi / 2 -- radians about X: 90 degrees forward,
-- flush with the controller
-- body proportions, in voxels
local W, H, D = 9, 14, 2
-- the palette the body's faces point their UVs at, one texel per colour
local COLORS = {
{ 200, 40, 48 }, -- 1 body red
{ 140, 24, 32 }, -- 2 hinge / shaded red
{ 64, 132, 244 }, -- 3 the lens blue
{ 208, 228, 255 }, -- 4 lens glint
{ 232, 60, 48 }, -- 5 LED red
{ 248, 216, 64 }, -- 6 LED yellow
{ 72, 200, 96 }, -- 7 LED green
{ 46, 46, 54 }, -- 8 bezel / d-pad dark
{ 24, 24, 30 }, -- 9 the dark screen (the "off" state's face)
}
local paletteTex = nil -- one texel per COLORS entry
local bodyMesh = nil
local screenMesh = nil
local screenKey = nil -- the UV rect screenMesh was built for
local function palette()
if paletteTex then return paletteTex end
if not (love.image and love.image.newImageData
and love.graphics and love.graphics.newImage) then return nil end
local ok, data = pcall(love.image.newImageData, #COLORS, 1)
if not (ok and data) then return nil end
for i, c in ipairs(COLORS) do
pcall(data.setPixel, data, i - 1, 0,
c[1] / 255, c[2] / 255, c[3] / 255, 1)
end
local built, img = pcall(love.graphics.newImage, data)
if not built then return nil end
pcall(img.setFilter, img, "nearest", "nearest")
paletteTex = img
return img
end
-- Append one solid box's six faces to `verts`/`indices`: position in
-- voxels (relative to the device centre), size in voxels, colour by
-- palette index. Faces carry the mod's own directional shade, so the
-- slab reads as a solid the way every extruded block here does.
local function box(verts, indices, x, y, z, w, h, d, color)
local u = (color - 0.5) / #COLORS
local vox = Pokedex.VOX
local ox, oy, oz = (x - W / 2) * vox, (y - H / 2) * vox, (z - D / 2) * vox
local sx, sy, sz = w * vox, h * vox, d * vox
for face = 1, 6 do
local corners = Voxel3D.FACE_CORNERS[face]
local shade = Voxel3D.FACE_SHADE[face]
local n = #verts / 4
for _, c in ipairs(corners) do
verts[#verts + 1] = { ox + c[1] * sx, oy + c[2] * sy, oz + c[3] * sz,
u, 0.5, shade }
end
Voxel3D.pushQuad(indices, n)
end
end
-- the screen's face on the front, in voxels (10:9, the GB frame's shape),
-- shared by the dark "off" face in the body and the live quad
local SCREEN = { x = 1.2, y = 4.6, w = 6.6, h = 5.94 }
local function buildBody()
if bodyMesh then return bodyMesh end
local verts, indices = {}, {}
-- the slab, the hinge along the right edge, the lens, the LEDs, the
-- d-pad and two chunky buttons -- the classic cover furniture, one box
-- each on the front face (z = D..)
box(verts, indices, 0, 0, 0, W, H, D, 1) -- body
box(verts, indices, W - 0.7, 0, 0, 0.7, H, D + 0.15, 2) -- hinge
box(verts, indices, 0.6, H - 2.6, D, 2, 2, 0.5, 3) -- lens
box(verts, indices, 0.9, H - 1.3, D + 0.5, 0.6, 0.5, 0.12, 4) -- glint
box(verts, indices, 3.2, H - 1.6, D, 0.8, 0.8, 0.35, 5) -- LEDs
box(verts, indices, 4.5, H - 1.6, D, 0.8, 0.8, 0.35, 6)
box(verts, indices, 5.8, H - 1.6, D, 0.8, 0.8, 0.35, 7)
-- the bezel plate the screen sits in, and the dark screen face itself
-- (what shows when nothing is on: a device that is off, not a hole)
box(verts, indices, SCREEN.x - 0.4, SCREEN.y - 0.4, D,
SCREEN.w + 0.8, SCREEN.h + 0.8, 0.4, 8)
box(verts, indices, SCREEN.x, SCREEN.y, D + 0.4,
SCREEN.w, SCREEN.h, 0.1, 9)
-- d-pad below the screen, two crossed bars, and the A/B buttons
box(verts, indices, 5.6, 1.1, D, 2.1, 0.7, 0.45, 8)
box(verts, indices, 6.3, 0.4, D, 0.7, 2.1, 0.45, 8)
box(verts, indices, 1.2, 0.8, D, 1.1, 1.1, 0.45, 5)
box(verts, indices, 2.9, 0.8, D, 1.1, 1.1, 0.45, 8)
bodyMesh = Voxel3D.newMesh(verts, indices)
return bodyMesh
end
-- The live screen: one quad a hair proud of the dark face, UV-mapped to
-- `uv` = { u0, v0, u1, v1 } of whatever texture is on it. Rebuilt only
-- when the UV rect moves (a window resize moving the battle letterbox).
local function buildScreen(uv)
local key = table.concat({ uv[1], uv[2], uv[3], uv[4] }, ":")
if screenMesh and screenKey == key then return screenMesh end
local vox = Pokedex.VOX
local x0 = (SCREEN.x - W / 2) * vox
local y0 = (SCREEN.y - H / 2) * vox
local x1 = x0 + SCREEN.w * vox
local y1 = y0 + SCREEN.h * vox
local z = (D / 2 + 0.55) * vox
local u0, v0, u1, v1 = uv[1], uv[2], uv[3], uv[4]
local verts = {
{ x0, y0, z, u0, v1, 1 }, { x1, y0, z, u1, v1, 1 },
{ x1, y1, z, u1, v0, 1 }, { x0, y1, z, u0, v0, 1 },
}
local indices = {}
Voxel3D.pushQuad(indices, 0)
local mesh = Voxel3D.newMesh(verts, indices)
if mesh then
screenMesh, screenKey = mesh, key
end
return mesh
end
-- ------- the frame's state, set by VR.lua
--
-- nil = no pokedex this frame (no session, no tracked left hand).
Pokedex.frame = nil
-- Stand the device on a tracked LEFT-HAND pose under the current
-- XR-to-world mapping (the same pivot/anchor/scale/yaw the eyes got).
function Pokedex.place(pose, pivot, anchor, scale, yaw)
local m = VRRig.propMatrix(pose, pivot, anchor, scale, yaw)
m = Mat4.mul(m, Mat4.translate(Pokedex.OFFSET[1], Pokedex.OFFSET[2],
Pokedex.OFFSET[3]))
m = Mat4.mul(m, Mat4.rotateX(Pokedex.TILT))
Pokedex.frame = { model = m }
end
-- What the screen shows: a texture and the UV rect of it to fill the
-- screen with. nil for a dark screen. Only meaningful after place().
function Pokedex.screen(tex, u0, v0, u1, v1)
if Pokedex.frame and tex then
Pokedex.frame.tex = tex
Pokedex.frame.uv = { u0 or 0, v0 or 0, u1 or 1, v1 or 1 }
end
end
function Pokedex.clear()
Pokedex.frame = nil
end
-- Draw the device with the scene's own pass (model matrix in world px).
-- Runs inside VoxelScene's drawScene, per eye; no shadow-caster half --
-- a UI prop should receive the world's light, not throw shade on it.
function Pokedex.draw()
local f = Pokedex.frame
if not f then return end
local body = buildBody()
local pal = palette()
if body and pal then
Voxel3D.draw(body, pal, f.model)
end
if f.tex and f.uv then
local screen = buildScreen(f.uv)
if screen then
Voxel3D.draw(screen, f.tex, f.model)
end
end
end
-- window resize / hot reload: every GPU object here is derived and cheap
function Pokedex.invalidate()
paletteTex, bodyMesh, screenMesh, screenKey = nil, nil, nil, nil
end
return Pokedex
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-- SELECT on a row explains what it does.
--
-- ------- why this exists at all
--
-- Every setting in this mod has ALWAYS carried a paragraph of help. It goes
-- into the schema handed to the mod manager (ModSetting:schema takes it), it
-- has been written and kept up to date beside every row in main.lua's
-- SETTINGS -- and nothing in the engine has ever drawn it. Not the OPTIONS
-- menu, whose row is a label and a value and has no room for a third thing;
-- not the mod manager's own page, which renders the same two lines. It was
-- authored, structured, accurate prose sitting in a field with no reader.
--
-- So it gets one. A row on this mod's menus says what it IS on one line and
-- what it is SET TO on the next, and SELECT says what that means -- which is
-- the question a row like RENDER DIST or 2D-3D B cannot answer in eighteen
-- characters however the label is worded.
--
-- SELECT rather than a button that already does something: A steps a setting,
-- B leaves, and the d-pad moves. SELECT is free on a menu -- the mod's own
-- SELECT hotkey is installed on OverworldController:handleInput, which only
-- runs while the overworld is the top state, so a menu can have the button
-- without taking anything from the map.
--
-- ------- the shape of it
--
-- The game's own dialogue box: drawn with Font.drawBox, so the border is the
-- ROM's own glyphs and a mod-supplied font theme retextures this along with
-- everything else (Font.BORDER) -- and anchored to the BOTTOM of the screen
-- with the menu still visible above it, which is where this game has put
-- every line of text anybody has ever read in it.
--
-- Sized to what it holds rather than to the screen. Each description is one
-- sentence, so most of these are five or six tiles tall and the row being
-- asked about is still on screen over the top of the box. A sentence long
-- enough to overflow scrolls instead of growing past MAX_LINES, a line at a
-- time on the d-pad -- which is a fallback, not the design: the answer to a
-- description that needs scrolling is a shorter description.
-- the mod namespace (see main.lua)
local V = ...
local Font = require("src.render.Font")
local Theme = require("src.ui.Theme")
local PaletteFX = require("src.render.PaletteFX")
local SettingsHelp = {}
SettingsHelp.__index = SettingsHelp
-- NOT opaque: the menu stays drawn underneath, so the row being asked about
-- is still on screen above the box. That is most of why the box is only as
-- tall as it needs to be.
SettingsHelp.isOpaque = false
-- The box spans the screen's twenty tiles and its border owns the outer ring,
-- so text runs from tile 1. Seventeen columns rather than eighteen: tile 18
-- is kept clear for the more-arrow, which would otherwise land on top of the
-- last character of any line that filled the width.
local COLS = 17
local PEN_X = 8
local SCREEN_ROWS = 18
-- title, plus the body, plus the two border rows
local CHROME_ROWS = 3
-- A sentence needing more than this scrolls. Eight lines of seventeen is 136
-- characters, which is a long sentence and a box two thirds up the screen.
local MAX_LINES = 8
-- Break a string into lines that fit, on word boundaries. Unbounded, unlike
-- StadiumScreen's -- that one is capping a save path to what a fixed plate can
-- show, and this one is the whole point of the screen.
local function wrapped(str, cols)
cols = cols or COLS
local lines, line = {}, nil
for word in tostring(str or ""):gmatch("%S+") do
local try = line and (line .. " " .. word) or word
if #try <= cols then
line = try
else
if line then lines[#lines + 1] = line end
-- a word longer than the line is broken across lines rather than cut;
-- nothing in the help text is that long today, but losing the end of a
-- sentence silently is not a failure mode worth leaving open
while #word > cols do
lines[#lines + 1] = word:sub(1, cols)
word = word:sub(cols + 1)
end
line = word
end
end
if line then lines[#lines + 1] = line end
return lines
end
SettingsHelp.wrapped = wrapped
function SettingsHelp.new(game, title, body)
return setmetatable({
game = game,
title = tostring(title or ""):gsub("%.%.$", ""),
lines = wrapped(body),
top = 0,
}, SettingsHelp)
end
-- How many body lines this box shows: all of them, unless there are more than
-- a box is allowed to be tall.
function SettingsHelp:bodyRows()
return math.min(#self.lines, MAX_LINES)
end
function SettingsHelp:maxTop()
return math.max(0, #self.lines - self:bodyRows())
end
-- Every button that could mean "done" closes it, including SELECT itself --
-- the press that opened the box is the one a player is most likely to reach
-- for to get rid of it. A is in there too: it steps a setting everywhere else
-- on these menus, and stepping one you cannot see would be worse than an
-- extra way out.
local DISMISS = { "a", "b", "start", "select" }
function SettingsHelp:update()
local input = self.game and self.game.input
if not input then return end
local maxTop = self:maxTop()
-- the d-pad only does anything when there is something below the fold; a
-- box showing its whole sentence has nowhere to go and says so by not
-- moving
if input:wasPressed("down") then
self.top = math.min(maxTop, self.top + 1)
return
elseif input:wasPressed("up") then
self.top = math.max(0, self.top - 1)
return
end
for _, btn in ipairs(DISMISS) do
if input:wasPressed(btn) then
local stack = self.game.stack
if self.game.data then
require("src.core.Sound").play(self.game.data, "Press_AB")
end
if stack and stack:top() == self then stack:pop() end
return
end
end
end
function SettingsHelp:draw()
local body = self:bodyRows()
local th = body + CHROME_ROWS
local ty = SCREEN_ROWS - th -- anchored to the bottom of the screen
Font.drawBox(0, ty, 20, th)
love.graphics.setColor(0, 0, 0, 1)
-- the row's own name, so the box says what it is about even where it covers
-- the row that was asked
Font.draw(self.title, PEN_X, (ty + 1) * 8)
for i = 1, body do
local line = self.lines[self.top + i]
if not line then break end
Font.draw(line, PEN_X, (ty + 1 + i) * 8)
end
-- the same marker the options list uses for "there is more below this", so
-- it means here what it means there
if self.top < self:maxTop() then
Font.drawCode(Theme.moreArrow, 144, (ty + th - 2) * 8)
end
love.graphics.setColor(1, 1, 1, 1)
end
-- Game:draw stops at the first state that HAS this method, so without one the
-- box would inherit whatever is underneath -- which is a menu of ours, whose
-- answer happens to be right. Stated anyway: the reason that answer is right
-- is not a property of this screen, and a future menu that paints something
-- of its own would silently repaint this box with it.
function SettingsHelp:sgbPalettes(game)
return PaletteFX.wholeNamed(game.data, "MEWMON")
end
return SettingsHelp
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-- This mod's settings, in categories, on menus of their own.
--
-- ------- why the flat list had to end
--
-- Every setting used to be spliced straight into the engine's OPTIONS list,
-- one unbroken block of fourteen rows after the pipeline rows. OptionRows
-- shows FOUR boxes at a time (src/ui/OptionRows.VISIBLE), so that block alone
-- was four screens of scrolling inside a list that already carried twenty
-- engine rows -- and a player looking for SHADOWS had to know it was in there
-- somewhere, past the wireframe and the horizon bend.
--
-- The engine has no grouping to borrow: a row descriptor is
-- { id, label, value, step, activate } and nothing else. No headers, no
-- sections, no pages. What it DOES have is `activate`, and a state stack that
-- any state may push onto -- which is how the engine's own MODS and CONTROLS
-- rows work (src/ui/OptionsMenu.lua). So the categories are real screens.
--
-- ------- how the split was chosen
--
-- Not invented here: the mod already sorted its own settings, in the `full`
-- flag on each SETTINGS entry. `full` marks a row the FULL preset does NOT
-- take away, and the reasoning written next to each one is always the same
-- -- this is a question about the HARDWARE, or about the GAME, not a knob on
-- the diorama FULL is a preset for.
--
-- So 3D WORLD is exactly the set FULL owns, which is why it needs no special
-- case to disappear under FULL: every child filters itself out and the
-- category goes with them (see rows). PERFORMANCE is the three rows marked
-- `full` for cost -- FOREST FX among them, on its own comment's reasoning
-- ("`full` for the AA reason: additive shafts are fill rate"). BATTLES and VR
-- are the two features that are not about the look at all.
--
-- ------- what did NOT change
--
-- Nothing that persists. Every ModSetting keeps its key, its ladder and its
-- row id, so options.lua is byte-identical for a player who upgrades and
-- changes nothing -- see lib/ModSetting.lua for why the key is the only
-- identity a setting has. The hotkeys are untouched too, which is what makes
-- the nesting affordable: a buried row is still one keypress away.
-- the mod namespace (see main.lua)
local V = ...
local OptionRows = require("src.ui.OptionRows")
local PaletteFX = require("src.render.PaletteFX")
local SettingsMenu = {}
SettingsMenu.__index = SettingsMenu
-- Opaque like the OPTIONS menu it sits on: the screen underneath is fully
-- covered, so there is no reason to pay for drawing it.
SettingsMenu.isOpaque = true
SettingsMenu.ROOT = "root"
SettingsMenu.ROOT_LABEL = "DRAMATIC SHAPE.."
-- Row ids live in a namespace of their own -- "menu." rather than a setting
-- key -- so they can never collide with the "DRAMATIC_SHAPE:<key>" ids the
-- settings rows have carried since the beginning.
function SettingsMenu.id(catId)
return "DRAMATIC_SHAPE:menu." .. catId
end
-- ------- the categories, in menu order
--
-- `summary` is the second line of the category's own row, the way MODS reads
-- "%d INSTALLED" on the engine's menu. Where one setting IS the category --
-- 3D-BTL for the battles, VR for the headset -- it says that setting's
-- current rung, which is the thing a player actually wants to know without
-- opening it. Where no single row speaks for the rest, it counts them, which
-- is honest rather than arbitrary.
SettingsMenu.CATEGORIES = {
{ id = "world", label = "3D WORLD..",
help = "The diorama itself: how far the world bends, how much of it is "
.. "drawn, what the water does and what hour it is outdoors." },
{ id = "battles", label = "BATTLES..",
summary = function() return V.require("OverworldBattle").setting:valueLabel() end,
help = "What a fight is drawn over, how it is framed, and how a ball is "
.. "thrown." },
{ id = "perf", label = "PERFORMANCE..",
help = "What the look costs -- the three most expensive things in the "
.. "frame after the geometry itself." },
{ id = "vr", label = "VR..",
summary = function() return V.require("VR").setting:valueLabel() end,
help = "PCVR through OpenXR, and the one comfort setting that belongs to "
.. "the headset alone." },
}
-- ------- help for the rows that are not settings
--
-- The thirteen settings each carry their own paragraph in main.lua's SETTINGS,
-- next to the row it explains. What is left is the two pipeline rows -- whose
-- descriptors belong to the ENGINE, so there is nowhere in them to put this --
-- and the ROM import, which is an action rather than a setting and has no
-- SETTINGS entry to live in.
local ROW_HELP = {
["pipeline:voxel"] = "The overworld extruded into real geometry and walked "
.. "by a 3D camera, with the numbered rungs its angle in degrees.",
["pipeline:tiltshift"] = "A tilt-shift blur that sells the miniature-model "
.. "look, sharp across the middle and softening above and below it.",
["DRAMATIC_SHAPE:stadiumRom"] = "Imports the Pokemon Stadium (US) 1.0 "
.. "cartridge that 3D-BTL's STADIUM rungs need.",
}
-- ------- what the menus are built from
--
-- SETTINGS lives in main.lua, next to the help text that goes with each row
-- and the comments explaining every `when` and `full`. It is handed here
-- rather than moved, so this file stays about PRESENTATION and that one stays
-- the single place the mod's settings are declared.
local settings = {}
local pipelineRows = {}
function SettingsMenu.define(list)
settings = list or {}
end
-- What SELECT shows for a row: the setting's own paragraph out of SETTINGS,
-- the category's out of CATEGORIES, or one of the three above for the rows
-- that have nowhere else to keep it.
--
-- Looked up BY ID rather than hung on the row as a field, because two of
-- these rows are the engine's own tables reused verbatim -- and annotating
-- somebody else's table is how a mod ends up owning a field it never meant
-- to. nil for a row with nothing to say, which SELECT reads as "no box".
function SettingsMenu.helpFor(id)
if ROW_HELP[id] then return ROW_HELP[id] end
for _, cat in ipairs(SettingsMenu.CATEGORIES) do
if SettingsMenu.id(cat.id) == id then return cat.help end
end
for _, entry in ipairs(settings) do
if "DRAMATIC_SHAPE:" .. entry[1].key == id then return entry[2] end
end
return nil
end
-- VOXEL and T-SHIFT are the ENGINE's row descriptors (src/render/Pipelines
-- .rows), captured by the options hook on its way past and shown here instead
-- of at the top level. Reused verbatim, tables and all: they persist in
-- save.options.pipelines through their own step functions, and rebuilding
-- them here would be a second implementation of a thing the engine already
-- got right.
function SettingsMenu.setPipelineRows(rows)
pipelineRows = rows or {}
end
-- ------- a step here has the same consequences as a step anywhere
--
-- Two of these settings PIN something else when they change: 3D-BTL holds
-- BATTLE LAYOUT at OG while a fight can be staged on the map, and FULL holds
-- DAYTIME at SYNC while it owns that row. Both used to happen because every
-- step on the OPTIONS menu reran the ui.options.rows hook, which does the
-- pinning on its way past.
--
-- Nothing reruns that hook from in here, so the pin is asked for directly.
-- main.lua supplies it, because WHICH values follow which is a question about
-- the mod's settings and not about the menu they are on.
local onChanged = nil
function SettingsMenu.setOnChanged(fn)
onChanged = fn
end
local function isFull()
local Pipelines = require("src.render.Pipelines")
return V.require("VoxelState").isFull(Pipelines.level("voxel"))
end
-- The one rule that decides whether a setting is on a menu, lifted unchanged
-- from the options hook it used to live in.
--
-- FULL: a preset that owns the look, so the rows that describe the look go
-- with it. 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 function offered(entry, full)
return (entry.full or not full) and (not entry.when or entry.when())
end
-- The rows of one category, or of the root menu. PURE -- no state, no stack,
-- no side effects -- so a caller that only wants to know what is on a menu
-- (a test, or the root menu asking whether a category has anything in it)
-- does not have to push a screen to find out.
function SettingsMenu.rows(catId, game)
local full = isFull()
local out = {}
if catId == SettingsMenu.ROOT then
for _, row in ipairs(pipelineRows) do
-- FULL owns the blur exactly as it owns the wireframe and the horizon
-- bend, so T-SHIFT comes off with them
if not (full and row.id == "pipeline:tiltshift") then
out[#out + 1] = row
end
end
-- ------- settings that belong to no category
--
-- A row can name SettingsMenu.ROOT as its `cat` and sit on the top-level
-- menu next to the pipeline rows. For a setting that is about the GAME
-- rather than about one of the four things the categories are for --
-- SHINY ODDS is the first -- burying it under a heading it does not
-- belong to is worse than the flat list this menu was built to end.
--
-- Above the categories, because these are rows you CHANGE and those are
-- rows you OPEN: everything with a value on it stays together at the top
-- of the screen, and the "..." rows read as the way further in.
for _, entry in ipairs(settings) do
if entry.cat == SettingsMenu.ROOT and offered(entry, full) then
out[#out + 1] = entry[1]:row()
end
end
for _, cat in ipairs(SettingsMenu.CATEGORIES) do
local kids = SettingsMenu.rows(cat.id, game)
-- An EMPTY category is not offered. This is the whole of what makes
-- 3D WORLD disappear under FULL and VR disappear off Windows: no
-- special case, just nothing left inside to open.
if kids[1] then
out[#out + 1] = {
id = SettingsMenu.id(cat.id),
label = cat.label,
value = cat.summary
or function() return ("%d SETTINGS"):format(#SettingsMenu.rows(cat.id, game)) end,
activate = function(g)
g.stack:push(SettingsMenu.new(g, cat.id))
end,
}
end
end
-- ------- and the ROM import, last, on the top-level menu
--
-- An ACTION and not a setting: there is no rung to store, nothing for the
-- mod manager's page to persist and nothing to restore on the next boot,
-- so it is appended rather than living in SETTINGS.
--
-- On the ROOT menu rather than under the battles whose STADIUM rungs it
-- unlocks. It is a piece of one-time SETUP -- point the mod at a cartridge
-- and wait while it builds -- and a player who has been told to import a
-- ROM should find the row where the mod begins, not two levels down a
-- category they have no reason to open until it has worked. Last, because
-- the categories are what the menu is FOR.
local ok, importRow = pcall(function()
return V.require("StadiumRomPick").row()
end)
if ok and importRow then out[#out + 1] = importRow end
return out
end
for _, entry in ipairs(settings) do
if entry.cat == catId and offered(entry, full) then
out[#out + 1] = entry[1]:row()
end
end
return out
end
-- ------- red ink for the mod's row on the OPTIONS menu
--
-- love.graphics.setColor CANNOT do this, and it is worth writing down why so
-- nobody spends an afternoon on it. Twice over:
--
-- 1. The glyph atlas is BLACK ink on transparent (tools/extract/font.py),
-- and Font.drawCode is a plain love.graphics.draw, which LOVE tints
-- MULTIPLICATIVELY. black x red is black.
-- 2. Even if it drew red, the palette shader (PaletteFX.shader) keys on the
-- RED CHANNEL alone and throws G and B away -- r > 0.83 ? c0 : ... So a
-- red pixel lands in c0, the LIGHTEST slot: white text on white paper.
--
-- What actually happens on this screen is that setColor picks a SHADE and the
-- zone palette picks the COLOR. Black text is c3 and the white box fill is
-- c0, so a zone whose c3 is red draws red text on paper that has not moved.
-- The engine does the same thing for the party menu's HP bars
-- (src/ui/PartyMenu.lua), which is the pattern this follows.
SettingsMenu.INK = { 255, 0, 0 }
-- Built by copying MEWMON -- the palette the OPTIONS menu already wears --
-- and replacing ONLY the ink slot, rather than inventing four colors. Red,
-- Blue and Yellow ship different MEWMON tables, and this way the paper under
-- the row is the same white as the row above it in all three.
function SettingsMenu.redPalette(data)
local base = PaletteFX.pal(data, "MEWMON")
if not base then return nil end
local out = { base[1], base[2], base[3], base[4] }
-- SGB INV REVERSES the table (PaletteFX.effectiveColors, INV_MAP), so under
-- it the ink is the first slot and the paper the last. Put the red where it
-- will land on the INK either way: without this the row draws as a solid
-- red block with white letters cut out of it.
--
-- The other modes need nothing. OG, OG INV and CLASSIC discard the table
-- outright and substitute their own, so the row simply draws monochrome --
-- which is correct: the player asked for a screen with no colors in it.
out[PaletteFX.mode == "gbc_inv" and 1 or 4] = SettingsMenu.INK
return out
end
-- The two TEXT lines of the row in `slot` (1..OptionRows.VISIBLE), and only
-- those. OptionRows.draw puts the label at x=16 and the value at x=24 -- tiles
-- 2 and 3 -- on the second and third rows of each four-tile box. Tiles 0 and
-- 19 are the box's own borders and tile 1 is the cursor, and all three are
-- black glyphs that would turn red along with the text if the band spanned
-- the whole row.
function SettingsMenu.rowZone(data, slot)
local pal = SettingsMenu.redPalette(data)
if not pal then return nil end
local top = (slot - 1) * 4 + 1
return PaletteFX.zone(pal, 2, top, 18, top + 1)
end
-- ------- the screen
--
-- Deliberately NOT an OptionsMenu instance, though the update loop below is
-- modelled on its. main.lua monkey-patches OptionsMenu.update on the CLASS,
-- and that patch rebuilds self.rows from OptionsMenu.new whenever the voxel
-- level or the battle rows change -- which would replace a submenu's rows
-- with the whole top-level OPTIONS list under the player's cursor. A state of
-- our own cannot be caught by it.
--
-- It still renders through OptionRows, so it is the same four boxes, the same
-- cursor and the same bottom line as every other menu in the game.
function SettingsMenu.new(game, catId)
local self = setmetatable({
game = game,
cat = catId or SettingsMenu.ROOT,
index = 1,
scroll = 0,
}, SettingsMenu)
self.rows = SettingsMenu.rows(self.cat, game)
self.sig = SettingsMenu.signature(self.rows)
return self
end
function SettingsMenu.signature(rows)
local ids = {}
for i, row in ipairs(rows) do ids[i] = tostring(row.id) end
return table.concat(ids, "\1")
end
-- The bottom line is the only place on this screen to say anything that is
-- not a row: OptionRows' four boxes fill everything above it and there is no
-- header slot. It spends that line on the two buttons that are not obvious.
--
-- It used to carry the category's NAME instead, for orientation. The hint
-- won: a binding nobody knows about is worth nothing, and where the player is
-- was just answered by the row they pressed A on. Sixteen characters of the
-- eighteen the line has, which is also why the name could not stay -- "BACK:
-- PERFORMANCE" is seventeen on its own.
SettingsMenu.BACK_LABEL = "B BACK SEL HELP"
function SettingsMenu:backLabel()
return SettingsMenu.BACK_LABEL
end
-- A category's contents can change while the player is looking at them: 3D-BTL
-- gives and takes BACK SPRITES, VR gives and takes SMOOTH TURN, and stepping
-- VOXEL onto FULL empties 3D WORLD outright. Rebuilt only when the LIST
-- actually differs, so the common case -- every other rung of every other row
-- -- costs one string compare.
function SettingsMenu:refresh()
local rows = SettingsMenu.rows(self.cat, self.game)
local sig = SettingsMenu.signature(rows)
if sig == self.sig then return end
-- Follow the row the cursor was ON rather than the slot it was in: a row
-- can appear ABOVE the one just used, which would otherwise slide the
-- cursor onto its neighbour. The bottom line follows itself.
local wasBack = self.index > #self.rows
local wasOn = self.rows[self.index] and self.rows[self.index].id
self.rows, self.sig = rows, sig
self.index, self.scroll = 1, 0
if wasBack then
self.index = #rows + 1
else
for i, row in ipairs(rows) do
if wasOn and row.id == wasOn then self.index = i break end
end
end
end
local function pop(self)
local stack = self.game and self.game.stack
if self.game and self.game.data then
require("src.core.Sound").play(self.game.data, "Press_AB")
end
if stack and stack:top() == self then stack:pop() end
end
-- The engine's own options loop (src/ui/OptionsMenu.update), including its
-- two conventions worth naming: `activate` SHADOWS `step` and fires on A
-- alone, and the bottom line is a synthetic index past the end of the list
-- rather than a row, so nothing a category contains can orphan the way out.
function SettingsMenu:update()
local input = self.game and self.game.input
if not input then return end
local rows = self.rows
local back = #rows + 1
local changed = false
if input:wasPressed("up") then
self.index = self.index - 1
if self.index < 1 then self.index = back end
elseif input:wasPressed("down") then
self.index = self.index + 1
if self.index > back then self.index = 1 end
elseif input:wasPressed("left") or input:wasPressed("right")
or input:wasPressed("a") then
local dir = input:wasPressed("left") and -1 or 1
local row = rows[self.index]
if row and row.activate then
if input:wasPressed("a") then row.activate(self.game) end
elseif row and row.step then
changed = row.step(self.game, dir) and true or false
elseif input:wasPressed("a") then
pop(self)
return
end
elseif input:wasPressed("select") then
-- SELECT explains the row the cursor is on. Every row on these menus has
-- something to say -- the settings have carried a paragraph each since
-- they were written, and nothing has ever drawn it (see SettingsHelp) --
-- but a row that does not is simply left alone rather than opening an
-- empty box.
local row = rows[self.index]
local help = row and SettingsMenu.helpFor(row.id)
if help and self.game.stack then
self.game.stack:push(
V.require("SettingsHelp").new(self.game, row.label, help))
end
return
elseif input:wasPressed("b") or input:wasPressed("start") then
-- B and START both, like every other menu -- and one level only: this
-- pops US, leaving the OPTIONS menu underneath exactly as the player
-- left it, with its own onCancel still to fire when they leave THAT.
pop(self)
return
end
if changed then
-- before the rebuild, not after: pinning can itself change which rows are
-- offered (3D-BTL switched on takes BACK SPRITES from off the table to on
-- it), and refresh has to see the settled answer
if onChanged then pcall(onChanged, self.game) end
if self.game.writeOptions then
pcall(self.game.writeOptions, self.game)
end
end
self:refresh()
self.scroll = OptionRows.clampScroll(self.index, self.scroll, #self.rows,
#self.rows + 1)
end
function SettingsMenu:draw()
OptionRows.draw(self.game, self.rows, self.index, self.scroll,
self:backLabel(), #self.rows + 1)
end
-- REQUIRED, even though nothing here is red.
--
-- Game:draw walks the stack from the top and stops at the first state that
-- HAS this method, not the first that answers something. Without one of our
-- own the walk would fall through to the OPTIONS menu underneath -- whose
-- sgbPalettes main.lua has patched to paint the mod's row red -- and that
-- zone is addressed by SLOT, so it would land on whatever this menu happens
-- to be showing in the same box.
--
-- MEWMON is what the OPTIONS menu wears, so a submenu is the same paper.
function SettingsMenu:sgbPalettes(game)
return PaletteFX.wholeNamed(game.data, "MEWMON")
end
return SettingsMenu
+57 -6
View File
@@ -130,17 +130,23 @@ local SHADER = [[
}
#endif
#ifdef PIXEL
uniform float sprite; // 1 while the CAST is being drawn; see ShadowMap.sprites
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
// the same alpha discard the main pass uses: a sprite card casts its
// silhouette, not its 16x16 bounding box
if (Texel(tex, tc).a < 0.5) discard;
// pack into two channels: the high byte in red, the low in green
// pack into two channels: the high byte in red, the low in green.
// Blue says WHAT cast this, which costs a channel that was zero anyway
// and lets a surface decline one kind of caster -- water does, for the
// people (see Water's sunLit).
float d = clamp(vDepth, 0.0, 1.0) * 255.0;
return vec4(floor(d) / 255.0, fract(d), 0.0, 1.0);
return vec4(floor(d) / 255.0, fract(d), sprite, 1.0);
}
#endif
]]
ShadowMap._source = function() return SHADER end -- named for the suite
local shader = nil -- nil = untried, false = unavailable
local canvas = nil -- nil = untried, false = unavailable
local canvasRes = 0 -- the edge `canvas` was made at
@@ -180,7 +186,7 @@ end
local function getCanvas(res)
if canvas == false then return nil end
if canvas and canvasRes == res then return canvas end
local ok, c = pcall(love.graphics.newCanvas, res, res)
local ok, c = V.require("PixelCanvas").new(res, res)
if not (ok and c) then
canvas = false
return nil
@@ -211,10 +217,30 @@ local function getBlank()
return blank or nil
end
-- Whether the player asked for shadows at all (the SHADOWS row, see
-- lib/Shadows). Asked through a pcall because this module is loaded by
-- probes and by the suite with no mod namespace around it, where the answer
-- is simply yes.
--
-- ONE gate for both halves of the module -- can the pass run, and is there
-- a map to read -- because they must never disagree: available() alone
-- would leave the LAST map standing (`ready` is still true), and every
-- surface would go on wearing shadows frozen in the pose the row was
-- switched off in.
function ShadowMap.wanted()
local ok, on = pcall(function() return V.require("Shadows").enabled() end)
return (not ok) or on
end
-- Whether the sun pass can run at all. False headless, without shaders, or
-- where the canvas cannot be made -- VoxelScene then keeps the flat decal
-- shadows, which need nothing but a quad.
-- shadows, which need nothing but a quad -- and false with the row off,
-- where nothing stands in (see lib/Shadows).
function ShadowMap.available()
if not ShadowMap.wanted() then return false end
if love.system and love.system.getOS and love.system.getOS() == "iOS" then
return false
end
if not (love.graphics and love.graphics.newCanvas
and love.graphics.setDepthMode) then
return false
@@ -232,9 +258,12 @@ function ShadowMap.texture()
return getBlank()
end
-- True while the map holds a frame the main pass can read.
-- True while the map holds a frame the main pass can read. The row's OFF
-- lands here as well as on available(): a map drawn a frame ago is still in
-- the canvas, and every reader (the scene shader's sunDark, the water's,
-- the forest's beams) hangs off this one answer.
function ShadowMap.active()
return ready and canvas ~= nil and canvas ~= false
return ready and canvas ~= nil and canvas ~= false and ShadowMap.wanted()
end
-- The direction the light TRAVELS, normalized. The shear is the shadow a
@@ -440,6 +469,9 @@ 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 +480,25 @@ 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()
+60
View File
@@ -0,0 +1,60 @@
-- Voxel world mode: whether the sun casts at all.
--
-- lib/ShadowMap renders the whole scene a second time from the light every
-- frame the view or a pose changes, at up to 2048 squared, and every
-- surface in the main pass then takes four taps at it. That is the single
-- most expensive thing this mode does after the geometry itself -- and on a
-- phone, or an old laptop, it is the difference between the diorama running
-- and the diorama stuttering. So it gets a row.
--
-- OFF means OFF, not "fall back": VoxelScene keeps flat decal shadows for a
-- driver that cannot make the map (see Voxel3D.beginShadows), and those are
-- a stand-in for a machine that wanted shadows and could not have them.
-- A player who has just switched them off wants no shadow under anybody,
-- which is what this row gives -- see ShadowMap.wanted, the one gate both
-- halves hang off.
--
-- This file owns the toggle rather than the drawing: the value, where it
-- persists, and the row the player finds it on -- exactly as VoxelGrid does
-- for the wireframe.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ModSetting = V.require("ModSetting")
local Shadows = {}
-- the key under options.modOptions.DRAMATIC_SHAPE, shared by the row in
-- OPTIONS and the mod manager's own settings page for this mod
Shadows.KEY = "shadows"
Shadows.LABEL = "SHADOWS"
-- ON is values[1] and so the default: cast shadows are what the mode is
-- for as much as the geometry is -- a world where a building throws
-- nothing reads as flat however many voxels it is made of. The row is for
-- the machine that cannot carry them, not a look anybody is choosing.
Shadows.setting = ModSetting.new(Shadows.KEY, Shadows.LABEL,
{ true, false }, { "ON", "OFF" })
function Shadows.enabled()
return Shadows.setting:get() and true or false
end
function Shadows.set(enabled, game)
return Shadows.setting:setIndex(enabled and 1 or 2, game)
end
function Shadows.toggle(game)
return Shadows.setting:cycle(game)
end
function Shadows.sync(value)
Shadows.setting:sync(value and true or false)
end
function Shadows.row()
return Shadows.setting:row()
end
return Shadows
+289
View File
@@ -0,0 +1,289 @@
-- Shiny Pokemon: the one fact, and everywhere that asks it.
--
-- WHAT MAKES A MON SHINY HERE IS ITS DVs, and nothing else. Gen 1 has no
-- shininess of its own, but it does have the four DVs Gen 2 later read to
-- decide it, and the engine already ships that reading:
-- src/pokemon/Stats.lua:90 isShiny(dvs) -- Defense, Speed and Special all
-- exactly 10, Attack one of 2/3/6/7/10/11/14/15. The engine's own comment
-- calls it "the RBY virtual shiny" and says it is there for indicator mods.
-- This is that mod.
--
-- Deriving rather than storing is the whole design, and it buys a great
-- deal:
--
-- * It persists for free. DVs are already in every save, every PC box,
-- every trade. No new save field, no migration, and a save made before
-- this mod was installed already HAS shiny Pokemon in it -- they were
-- always there, nothing was ever drawn differently.
-- * It survives evolution. Evolution.apply recalculates stats from the
-- same dvs table and never touches it (src/pokemon/Evolution.lua:99),
-- so a shiny Bulbasaur is a shiny Venusaur without being told.
-- * It cannot desync. A flag stored beside the DVs is a second copy of
-- the truth, and two copies drift -- most cruelly across a trade or a
-- box deposit, where the mon travels and the sidecar does not.
-- * PKHeX and the Gen 2 games agree with us, because it is their rule.
--
-- The odds, though, are ours to set, and that is the one thing DVs alone
-- cannot give: random DVs land on that pattern 1/16 * 1/16 * 1/16 * 8/16 =
-- exactly 1/8192, the classic rate, and there is no dial on it. So the roll
-- happens at encounter time and its VERDICT IS WRITTEN BACK INTO THE DVs
-- (forceShiny/forceCommon below). The mon does not carry a flag saying it
-- is shiny; it is made genuinely shiny by the game's own formula, and every
-- later reader -- ours, the engine's, a future mod's, PKHeX's -- reaches the
-- same answer without knowing we were involved.
--
-- mon.shiny is maintained too, but it is a CACHE and never the source: see
-- Shiny.mark.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
-- allowlisted for mods by name -- src/mods/Loader.lua:71 lists
-- src.pokemon.Stats precisely so an indicator mod can call isShiny
local Stats = require("src.pokemon.Stats")
local ModSetting = V.require("ModSetting")
local Shiny = {}
-- ------- the odds
--
-- One in ODDS_DENOM. The default is 8192 because that is what random DVs
-- already produce, so a player who never changes it gets the canonical rate
-- and the canonical feel -- this mod's default is not a buff.
--
-- The roll is made EXACT rather than additive. A naive implementation rolls
-- 1/N and forces shiny on a hit, but leaves the natural 1/8192 in place on a
-- miss, so the true rate is N and 8192 in parallel -- indistinguishable at
-- the default and quietly wrong at every other setting (at 1/100 you would
-- ship 1/99.99, and at 1/20000 you could never go rarer than 1/8192 no
-- matter what you set). forceCommon on a miss closes that: the rate is what
-- the number says.
Shiny.ODDS_DENOM = 8192
-- ------- the row the player cycles
--
-- A ladder that HALVES, so every step is exactly "twice as often as the one
-- above it" and the label says the whole truth -- 1:8192 down to 1:1. The
-- rate is what the number says, not an approximation of it, because the
-- miss branch of decide() closes the natural 1/8192 (see above); a rung of
-- 1:2 really is every other encounter.
--
-- values[1] is 8192: ModSetting treats the first rung as both the DEFAULT
-- and the fallback for an unreadable or unrecognised stored value, so the
-- canonical rate is what a player who never opens the menu gets and what a
-- corrupted options.lua comes back to.
--
-- No rung RARER than 8192. The mod's promise is that its default is not a
-- change to the game; making the game harder than it ships is a different
-- promise and nobody asked for it.
local ODDS = { 8192, 4096, 2048, 1024, 512, 256, 128, 64, 32, 16, 8, 4, 2, 1 }
local ODDS_LABELS = {}
for i, n in ipairs(ODDS) do ODDS_LABELS[i] = "1:" .. n end
Shiny.setting = ModSetting.new("shinyOdds", "SHINY ODDS", ODDS, ODDS_LABELS)
-- ------- the setting is PULLED, not pushed
--
-- decide() asks this every roll rather than the menu telling us when it
-- changed. Two writers exist -- the OPTIONS row and the mod manager's own
-- settings page -- and only the first has a change hook to hang on; the
-- manager writes through mod.options and calls ModSetting:sync, which
-- notifies nothing. Pulling is the only way both are seen, and the cost is
-- a table read on an event that happens once per encounter.
--
-- ODDS_DENOM stays the live value and is written through on every ask, so
-- anything already reading that field keeps reading the truth.
local pinned = false
function Shiny.odds()
if not pinned then
local ok, value = pcall(Shiny.setting.get, Shiny.setting)
local n = ok and tonumber(value)
if n and n >= 1 then Shiny.ODDS_DENOM = math.floor(n) end
end
return Shiny.ODDS_DENOM
end
-- Set the denominator BY HAND, which also PINS it: a driver or a test that
-- has asked for 1:1 means it, and must not have the next roll quietly put
-- back to whatever the player left on the menu. Nothing in the game calls
-- this -- the row is how a player changes the rate.
--
-- Guards the degenerate values because a 0 or a negative here would
-- divide-by-zero or make every encounter shiny by accident rather than by
-- choice; 1 (always shiny) stays reachable because it is genuinely useful
-- for walking the whole model set.
function Shiny.setOdds(denom)
denom = tonumber(denom)
if not denom or denom < 1 then return Shiny.ODDS_DENOM end
Shiny.ODDS_DENOM = math.floor(denom)
pinned = true
return Shiny.ODDS_DENOM
end
-- Hand the row back control, for a test that pinned the odds and wants the
-- setting to mean something again afterwards.
function Shiny.unpinOdds()
pinned = false
return Shiny.odds()
end
-- ------- reading it
-- The eight Attack DVs that satisfy the Gen 2 pattern, in order. Kept as a
-- list as well as the engine's set because forceShiny has to CHOOSE one and
-- wants the nearest, not just any.
local SHINY_ATK = { 2, 3, 6, 7, 10, 11, 14, 15 }
-- The HP DV is not free: Gen 1 derives it from the low bit of each of the
-- other four (src/pokemon/Stats.lua:19). Any write to the four must
-- recompute it, or the mon ends up with an HP stat the real game could
-- never produce -- which is exactly what a save inspector flags as illegal.
local function syncHpDv(dvs)
dvs.hp = (dvs.attack % 2) * 8 + (dvs.defense % 2) * 4 +
(dvs.speed % 2) * 2 + (dvs.special % 2)
return dvs
end
-- The single question. Everything visual in this mod routes here.
function Shiny.isShiny(mon)
if type(mon) ~= "table" then return false end
return Stats.isShiny(mon.dvs) == true
end
-- ------- writing it
-- Make these DVs satisfy the pattern, moving them as little as it allows.
--
-- Defense, Speed and Special have exactly one legal value each, so they are
-- simply pinned. Attack has eight, and the nearest one to whatever was
-- rolled is chosen -- a mon rolled at Attack 15 keeps 15, one rolled at 0
-- becomes 2. That is not cosmetic: DVs are stats, and a shiny encounter
-- should not also be a stat reroll any larger than the pattern demands.
local function forceShiny(dvs)
local want, best, bestd = dvs.attack or 0, SHINY_ATK[1], nil
for _, v in ipairs(SHINY_ATK) do
local d = math.abs(v - want)
if not bestd or d < bestd then bestd, best = d, v end
end
dvs.attack = best
dvs.defense, dvs.speed, dvs.special = 10, 10, 10
return syncHpDv(dvs)
end
-- Make these DVs NOT satisfy the pattern, moving them as little as
-- possible: one step on Special is enough to break it, and Special is the
-- choice because in Gen 1 it is a single stat rather than the two Gen 2
-- split it into, so the disturbance stays inside one number.
--
-- Only ever reached by a mon that rolled non-shiny and happened to be shiny
-- by luck, which is 1/8192 of the time -- so this touches almost nothing,
-- and what it does touch it moves by one point.
local function forceCommon(dvs)
if (dvs.special or 0) == 10 then
dvs.special = 9
elseif (dvs.defense or 0) == 10 then
dvs.defense = 9
end
return syncHpDv(dvs)
end
-- mon.shiny: the cache.
--
-- The requirement is a flag ON the Pokemon, and this is it -- but it is
-- written from the DVs every time we touch a mon, never read as the truth.
-- Keeping it one-directional is what stops it becoming the second copy the
-- header warns about: if it ever disagrees with the DVs, the DVs win and
-- this is overwritten. It exists so other code -- and a save inspector, and
-- a companion mod -- can ask the cheap question without importing Stats.
function Shiny.mark(mon)
if type(mon) ~= "table" then return false end
local is = Shiny.isShiny(mon)
mon.shiny = is or nil -- nil rather than false: absent keeps saves clean
return is
end
-- Recalculate the stats a DV write invalidated.
--
-- Split out because both decide() and set() move DVs, and a mon left
-- carrying stats computed from its old DVs is wrong in the only way the
-- player can actually see: its HP bar.
local function restat(mon)
if not (mon.level and mon.species) then return end
local ok, data = pcall(require, "src.core.Data")
local def = ok and data and data.pokemon and data.pokemon[mon.species]
if not def then return end
local wasFull = mon.hp and mon.stats and mon.hp >= (mon.stats.hp or 0)
mon.stats = Stats.calc(def, mon.level, mon.dvs, mon.statExp)
-- A wild mon appears at full health, and a mon that WAS full stays full:
-- recomputing max HP without following it here would put a freshly
-- encountered mon on the field at less than full from its first frame.
-- A wounded mon keeps its damage, clamped to the new maximum.
if mon.hp then
mon.hp = wasFull and mon.stats.hp or math.min(mon.hp, mon.stats.hp)
end
end
-- ------- our own randomness
--
-- A PRIVATE stream, not love.math.random, and that is deliberate.
--
-- The game's RNG is a shared sequence: damage rolls, crits, encounter
-- slots and DV generation all draw from it in a fixed order. Taking a draw
-- out of it for a shiny check would shift every later draw, so installing
-- this mod would quietly change the outcome of fights that have nothing to
-- do with shininess -- and the manifest promises `affects_link = false`,
-- which a shifted stream would make untrue the moment two machines
-- disagreed about whose turn consumed what.
--
-- Seeded off the clock rather than the save, because shininess is a fact
-- about the encounter and not about the file: re-loading a save to re-roll
-- a Pokemon is the hunt, and a stream keyed to the save would hand back the
-- same answer every time.
local stream = nil
local function roll(n)
if not stream then
if love and love.math and love.math.newRandomGenerator then
stream = love.math.newRandomGenerator(os.time(), os.clock() * 1e6)
else
-- headless (tests): math.random is nobody's shared sequence there
stream = { random = function(_, a, b) return math.random(a, b) end }
end
end
return stream:random(1, n)
end
-- Decide a freshly-built mon, in place.
--
-- rng may be passed to pin the verdict -- a test hands us a stub. Left nil,
-- the private stream above is used.
function Shiny.decide(mon, rng)
if type(mon) ~= "table" or type(mon.dvs) ~= "table" then return false end
-- same shape as love.math.random(lo, hi), so a caller can pass that or a
-- stub and the call below reads identically either way
rng = rng or function(_lo, hi) return roll(hi) end
local hit = rng(1, Shiny.odds()) == 1
if hit then
forceShiny(mon.dvs)
restat(mon)
elseif Stats.isShiny(mon.dvs) then
forceCommon(mon.dvs)
restat(mon)
end
return Shiny.mark(mon)
end
-- Force a specific verdict: for tests, and for a scripted gift mon that
-- wants to be shiny on purpose.
function Shiny.set(mon, on)
if type(mon) ~= "table" or type(mon.dvs) ~= "table" then return false end
if on then forceShiny(mon.dvs) else forceCommon(mon.dvs) end
restat(mon)
return Shiny.mark(mon)
end
return Shiny
+97
View File
@@ -0,0 +1,97 @@
-- Where shininess enters the game, and where it is shown.
--
-- ------- one seam decides it
--
-- Every Pokemon the player can ever own is built by Pokemon.new
-- (src/pokemon/Pokemon.lua:60). There are five callers and they are the
-- whole surface:
--
-- BattleState.lua:569 the wild encounter
-- BattleState.lua:659 a trainer's party
-- BattleState.lua:785 the level-5 stand-in the Oak battle builds
-- Commands.lua:656 a gift or a starter
-- Commands.lua:969 an in-game trade
--
-- So the roll goes THERE rather than on the encounter hooks. Two reasons,
-- and the second is decisive:
--
-- * encounter.roll and encounter.species fire before the mon exists --
-- they carry {species, level} and nothing to write a verdict onto.
-- * makeBattler bakes mon.sprite INSIDE newWild
-- (src/battle/BattleState.lua:455-461), before battle.started is
-- emitted. A verdict applied at battle.started is already too late for
-- the sprite the fight will draw.
--
-- Wrapping the constructor puts the decision before every one of those, and
-- picks up gift mons, starters and trades for free rather than needing a
-- seam each.
--
-- TRAINER MONS COME OUT NON-SHINY BY THEMSELVES, and correctly so. The
-- engine overwrites every trainer slot's DVs with a fixed TRAINER_DVS
-- (src/battle/BattleState.lua:350, :661) right after construction, and that
-- constant fails the shiny pattern. So the roll is made and then discarded
-- for them -- which matches the real games, where a trainer's Pokemon is
-- never shiny.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Shiny = V.require("Shiny")
local ShinyBattle = {}
-- ------- install
--
-- Idempotent by sentinel, the pattern every wrap in this mod uses
-- (OverworldBattle.install, Stadium.install): a hot reload must not stack a
-- second copy of the wrapper on top of the first.
function ShinyBattle.install()
local Pokemon = require("src.pokemon.Pokemon")
if not Pokemon.dramaticShapeShiny then
local inner = Pokemon.new
function Pokemon.new(data, species, level, rng)
local mon = inner(data, species, level, rng)
-- pcall: a mon that fails to be decided is an ordinary mon, which is
-- a blemish. A mon that fails to be BUILT is a broken game.
pcall(Shiny.decide, mon)
return mon
end
Pokemon.dramaticShapeShiny = true
end
-- Party mons that predate the mod, and any mon built by a path we have
-- not wrapped, still answer isShiny correctly -- their DVs were always
-- there. This only refreshes the mon.shiny cache so a save opened for the
-- first time under this mod has the field populated rather than absent
-- until the mon next changes.
ShinyBattle.markParty()
end
-- Refresh the cached flag across the player's party.
function ShinyBattle.markParty()
local ok, Game = pcall(require, "src.core.Game")
if not ok then return end
local party = Game and Game.save and Game.save.party
if type(party) ~= "table" then return end
for _, mon in ipairs(party) do
pcall(Shiny.mark, mon)
end
end
-- ------- asking about a battler
--
-- The battler wrapper carries the save-shaped mon on `.mon`
-- (src/battle/BattleState.lua:432-463), so the question is always about
-- that table and never about the wrapper.
function ShinyBattle.battlerIsShiny(battler)
return battler ~= nil and Shiny.isShiny(battler.mon)
end
-- Which side of a battle, by the engine's own side names.
function ShinyBattle.sideIsShiny(battle, side)
if not battle then return false end
return ShinyBattle.battlerIsShiny(side == "player" and battle.player
or battle.enemy)
end
return ShinyBattle
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-- The shiny sparkle: the flash a Pokemon makes when it first appears.
--
-- The games announce a shiny with a burst of stars over the sprite the
-- instant it lands, before the first text box. This is that moment, in the
-- diorama: a ring of additive stars that springs outward from the mon's
-- chest, rises, and fades over about three quarters of a second.
--
-- ------- where the moment IS
--
-- Harder than it sounds, because the two battle paths arrive differently:
--
-- the model rung a Pokemon grows out of its ball -- Stadium.update
-- already finds that frame (the POOF_ANIM edge) and
-- calls StadiumMon:beginGrow.
-- the pic rung a WILD foe is simply THERE on the first frame, with
-- no poof and no grow at all. There is no animation to
-- hang off.
--
-- So the arming edge is neither of those: it is the frame a side's OCCUPANT
-- changes (Stadium's `session.at[side] ~= battler` test, the same identity
-- the mode already uses because a trainer leading with two Rattata changes
-- occupant without changing species). That edge fires for a send-out, a
-- switch and a wild foe alike, which is exactly the set of moments a shiny
-- should announce itself.
--
-- ------- drawn additively, and why it survives the flash
--
-- Stars are light, so they add rather than cover: `Voxel3D.blend("add")`,
-- the same treatment the Poke Ball's glow gets. They are drawn inside the
-- battle's flash window alongside the cards and models, so a sparkle during
-- a hit flash is lit by it like everything else rather than floating over
-- it as a separate layer.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel3D = V.require("Voxel3D")
local Mat4 = V.require("Mat4")
local BattleBillboard = V.require("BattleBillboard")
local ShinyFx = {}
local max, min = math.max, math.min
-- ------- shape and timing
-- ------- sized to the Pokemon, not to a constant
--
-- A Pokemon on the map is between 5 and 18 world pixels tall
-- (StadiumMon.MIN_HEIGHT/MAX_HEIGHT, REF_HEIGHT 14) and roughly its own
-- radius wide. Every earlier attempt here used flat numbers and every one of
-- them was wrong for most of the dex: first a ring 7 units across, which sat
-- INSIDE anything bigger than a Rattata and was depth-rejected; then, over-
-- correcting, a ring 24 across starting 20 units up -- taller than the
-- tallest Pokemon there is, so it hung in the sky above a Ponyta with
-- nothing under it.
--
-- One ring cannot fit a Diglett and a Gyarados. The burst is therefore a
-- FRACTION of the mon it belongs to: Stadium hands us each side's
-- worldHeight and worldRadius (StadiumMon has them, and worldRadius exists
-- precisely so "a caller can size something to its footprint"), and every
-- distance below is measured off those.
ShinyFx.LIFE = 0.75 -- seconds from spring to gone
ShinyFx.STARS = 10 -- around the ring
ShinyFx.CHEST_FRAC = 0.50 -- up the body: the ring is centred on the
-- Pokemon, not perched above or below it
ShinyFx.RISE_FRAC = 0.16 -- of its height, drifted up over the burst
ShinyFx.SIZE_FRAC = 0.20 -- a star, as a fraction of the mon's height
-- THE RING IS AN ELLIPSE AROUND THE SILHOUETTE, with its two axes measured
-- separately. A single radius cannot do this: flattened enough to look like
-- a ring seen from the battle's low seat, its vertical reach ends up a third
-- of the body's height, so the top and bottom stars sit ON the Pokemon. The
-- horizontal axis clears its width, the vertical axis clears its height.
ShinyFx.RING_X_FRAC = 1.50 -- of the mon's RADIUS -- just outside its width
ShinyFx.RING_X_MIN = 0.34 -- ...but never narrower than this of its height,
-- for the thin ones (Onix, Ekans) whose radius
-- alone would put the ring inside them
ShinyFx.RING_Y_FRAC = 0.62 -- of its HEIGHT -- so the ring reaches its
-- shoulders and its feet, not just its middle
-- The burst OPENS from here rather than from nothing. Springing out of a
-- point means every star spends the first frames stacked at the centre --
-- which is the middle of the Pokemon, and reads exactly like the sparkles
-- being stuck inside it. Starting already clear of the body and expanding
-- the rest of the way keeps them outside for the whole life of the effect.
ShinyFx.RING_START = 0.72
-- What a side with no model gets: the flat-pic rung, where a pic stands
-- FULL_W (16) units wide in a card. Close enough to a median Pokemon that
-- the same fractions land sensibly.
ShinyFx.DEFAULT_HEIGHT = 14
ShinyFx.DEFAULT_RADIUS = 6
-- Additive drawing keeps the depth TEST (Voxel3D.blend sets lequal with
-- writes off), so a star level with the model is rejected by it however
-- bright it is. The extra pull puts the ring in front of the Pokemon it
-- belongs to, the same trick the move-animation card uses.
ShinyFx.PULL_BONUS = 6
-- one per side, nil when nothing is playing
local live = { player = nil, enemy = nil }
-- How big the Pokemon on each side actually is, pushed in by Stadium.update
-- every frame it has a model. Kept here rather than reached for, because
-- ShinyFx is drawn from BattleScene and asking Stadium from inside it would
-- close a require loop between the three.
local size = { player = nil, enemy = nil }
-- world pixels, from StadiumMon:worldHeight/worldRadius. Pass nil height to
-- say "no model on this side" -- the flat-pic rung, which falls back to the
-- defaults above.
function ShinyFx.setMetrics(side, height, radius)
if side ~= "player" and side ~= "enemy" then return end
if not (height and height > 0) then size[side] = nil return end
size[side] = { h = height, r = radius or 0 }
end
local star = nil -- the generated star image, built once
-- ------- the star
--
-- Generated rather than shipped: it is a four-pointed twinkle, which is a
-- cheap closed form (a radial falloff times a cross-shaped spike term) and
-- costs nothing next to an asset that would have to be authored, packed,
-- loaded and kept in step with the rest of the mod's art.
local function starImage()
if star ~= nil then return star or nil end
if not (love and love.image and love.graphics) then
star = false
return nil
end
local ok, img = pcall(function()
local N = 32
local data = love.image.newImageData(N, N)
local c = (N - 1) / 2
for y = 0, N - 1 do
for x = 0, N - 1 do
local dx, dy = (x - c) / c, (y - c) / c
local r = math.sqrt(dx * dx + dy * dy)
-- the body: a soft core that is gone by the edge of the square
local core = math.max(0, 1 - r)
core = core * core * core
-- the spikes: bright along the two axes, narrow, and reaching
-- further out than the core does
local ax, ay = math.abs(dx), math.abs(dy)
local spike = math.max(0, 1 - ax * 6) * math.max(0, 1 - ay)
+ math.max(0, 1 - ay * 6) * math.max(0, 1 - ax)
local a = math.min(1, core + spike * 0.55)
-- white with the faintest warm cast, so a sparkle over a cool
-- model still reads as light rather than as a blue smear
data:setPixel(x, y, 1, 1, 0.97, a)
end
end
return love.graphics.newImage(data)
end)
star = (ok and img) or false
return star or nil
end
-- ------- arming
-- Start (or restart) the burst on one side. Restarting rather than ignoring
-- a second call is deliberate: a shiny that faints and is sent back out
-- should sparkle again.
-- ARMED, BUT NOT YET RUNNING. The clock does not start here, and that is the
-- whole point: the edge this is armed on -- a side's occupant changing --
-- happens while the screen is still mid-WIPE, a second or more before the
-- battle draws a single frame. A burst that started its three-quarter-second
-- life at that moment was always over before anybody could see it, which is
-- exactly what "the sparkle isn't appearing" looked like: armed, drawn,
-- counted, and finished behind the transition.
--
-- So `pending` holds it at frame zero until the scene actually draws this
-- side (see draw), and the life begins from there.
function ShinyFx.arm(side)
if side ~= "player" and side ~= "enemy" then return end
live[side] = { t = 0, pending = true }
if ShinyFx.debug then ShinyFx.debug.armed = (ShinyFx.debug.armed or 0) + 1 end
end
-- The fight is on screen now: let any burst waiting on this side begin.
--
-- Split from arm because the two moments are genuinely different and were
-- conflated twice. Arming happens when the OCCUPANT changes, which is during
-- the transition; the burst may only start once the transition is OVER and
-- there is somebody watching. Between them it sits at zero.
function ShinyFx.release(side)
local s = live[side]
if s and s.pending then
s.pending = nil
if ShinyFx.debug then
ShinyFx.debug.released = (ShinyFx.debug.released or 0) + 1
end
end
end
function ShinyFx.clear(side)
if ShinyFx.debug and side and live[side] then
ShinyFx.debug.cleared = (ShinyFx.debug.cleared or 0) + 1
end
if side then live[side] = nil else live.player, live.enemy = nil, nil end
end
function ShinyFx.active(side)
if side then return live[side] ~= nil end
return live.player ~= nil or live.enemy ~= nil
end
function ShinyFx.update(dt)
dt = dt or 0
for _, side in ipairs({ "player", "enemy" }) do
local s = live[side]
-- a pending burst does not age: it is waiting for the scene to draw it
-- for the first time, which is when its life actually begins (see arm)
if s and not s.pending then
s.t = s.t + dt
if s.t >= ShinyFx.LIFE then live[side] = nil end
end
end
end
-- ------- drawing
-- Eased so the ring leaves fast and settles, which is what a spark does;
-- linear looks like a diagram of a spark.
local function easeOut(u) return 1 - (1 - u) * (1 - u) end
-- Draw whatever is playing. `arena` and `groundY` come from the scene, the
-- same two the mon cards are placed from, so a sparkle lands where its
-- Pokemon is standing rather than where the layout thinks it should be.
-- Why a burst did not draw, for a driver to read back. Rendering faults are
-- invisible to the test suite and this one has four separate ways to be a
-- no-op, all of them silent.
ShinyFx.debug = { calls = 0, noArena = 0, noImage = 0, noMesh = 0,
noLive = 0, quads = 0, armed = 0, cleared = 0 }
function ShinyFx.draw(arena, groundY, pull)
local dbg = ShinyFx.debug
dbg.calls = dbg.calls + 1
if not arena then dbg.noArena = dbg.noArena + 1 return end
local img = starImage()
if not img then dbg.noImage = dbg.noImage + 1 return end
local mesh = BattleBillboard.mesh()
if not mesh then dbg.noMesh = dbg.noMesh + 1 return end
if not (live.player or live.enemy) then
dbg.noLive = dbg.noLive + 1
return
end
local drew = false
for _, side in ipairs({ "player", "enemy" }) do
local s = live[side]
local cell = (side == "player") and arena.player or arena.enemy
-- A pending burst is not drawn at all. It is waiting for the fight to be
-- ON SCREEN, which is not the same as the scene being drawn: the battle
-- renders underneath the transition wipe for a second or so first, and a
-- burst started there spends its whole life behind it. Stadium.release
-- is what says the wipe is done.
if s and s.pending then s = nil end
if s and cell then
local u = math.min(1, s.t / ShinyFx.LIFE)
local e = easeOut(u)
-- bright immediately, then out: the announcement is the first frame
local alpha = 1 - u * u
local x, z = cell[1], cell[2]
local yaw = BattleBillboard.yawToward(x, z, Voxel3D.eye)
-- every distance measured off THIS Pokemon (see the header)
local m = size[side]
local mh = (m and m.h) or ShinyFx.DEFAULT_HEIGHT
local mr = (m and m.r and m.r > 0 and m.r) or ShinyFx.DEFAULT_RADIUS
local ringX = max(mr * ShinyFx.RING_X_FRAC, mh * ShinyFx.RING_X_MIN)
local ringY = mh * ShinyFx.RING_Y_FRAC
local starK = mh * ShinyFx.SIZE_FRAC
-- open from clear of the body, not from a point (see RING_START)
local grow = ShinyFx.RING_START + (1 - ShinyFx.RING_START) * e
local baseY = groundY + mh * ShinyFx.CHEST_FRAC
+ mh * ShinyFx.RISE_FRAC * e
if not drew then
Voxel3D.blend("add")
Voxel3D.seams(false)
Voxel3D.glass(false)
drew = true
end
for i = 1, ShinyFx.STARS do
-- the ring is offset half a step per side so the two sides do not
-- twinkle in lockstep when both are shiny
local a = (i / ShinyFx.STARS) * math.pi * 2
+ (side == "player" and 0.31 or 0)
-- stars shrink as they fade, and alternate size so the ring reads
-- as scattered rather than as a cog
local k = starK * (1 - u * 0.6) * ((i % 2 == 0) and 0.7 or 1)
local ox = math.cos(a) * ringX * grow
local oy = math.sin(a) * ringY * grow
local m = Mat4.mul(
Mat4.mul(Mat4.translate(x, baseY, z), Mat4.rotateY(yaw)),
Mat4.mul(Mat4.translate(ox, oy, 0), Mat4.scale(k, k, 1)))
love.graphics.setColor(1, 1, 1, alpha)
Voxel3D.draw(mesh, img, m, (pull or 0) + ShinyFx.PULL_BONUS)
dbg.quads = dbg.quads + 1
end
end
end
if drew then
love.graphics.setColor(1, 1, 1, 1)
Voxel3D.glass(true)
Voxel3D.seams(true)
Voxel3D.blend("alpha")
end
end
-- Drop the generated image (hot reload, or a graphics context that went
-- away) -- the same contract StadiumPack.invalidate honours.
function ShinyFx.invalidate()
if star and star.release then pcall(star.release, star) end
star = nil
ShinyFx.clear()
end
return ShinyFx
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-- The shiny recolour: Stadium's own HSL slide, run over decoded texels.
--
-- THE COLOUR MODEL IS STADIUM'S, not an invention. The Stadium games do not
-- ship a second set of textures for a shiny Pokemon; they convert the
-- colours the model already has to HSL and slide them -- a hue rotation in
-- degrees, plus saturation and lightness on a quantized integer scale of
-- -8..+8 where 0 is no change. One step is 12.5%, so +-8 is +-100%: exactly
-- the range of GIMP's Hue-Saturation sliders, which is where the 12.5%
-- figure was measured. s = -8 is full greyscale, l = +8 is white.
--
-- That equivalence is why the maths below is GIMP's Hue-Saturation and not
-- a plain additive offset:
--
-- saturation s' = s * (1 + k) multiplicative
-- lightness l' = l * (1 + k) k < 0 scale toward black
-- l' = l + k * (1 - l) k > 0 blend toward white
--
-- The multiplicative saturation is the reason this is safe to run over a
-- whole texture rather than a masked region: a pixel with no saturation --
-- an eye white, a tooth, a grey shadow -- is immune to BOTH the hue
-- rotation and the saturation step, for free and by construction. Only the
-- lightness step touches achromatic pixels, which is why the species
-- carrying big l values (Golbat and Slowpoke at -6, Moltres at +5) are the
-- ones worth looking at with human eyes.
--
-- FIVE SPECIES CANNOT BE SLID. Clefairy, Clefable, Jigglypuff, Wigglytuff
-- and Gyarados get a real alternate texture in Stadium, because their shiny
-- moves one region a long way and leaves another alone -- Jigglypuff's body
-- stays pink while its irises go green -- and a single rotation moves
-- everything or nothing.
--
-- Those five carry `lut` instead: an explicit before/after colour mapping,
-- sampled from the verified texture pairs, listing only the colours that
-- actually move. A first attempt drove them from a handful of per-region
-- anchors and picked the nearest one per pixel, which is wrong in a way
-- worth recording: with regions as far apart as Clefairy's pink body and
-- its green ear tips, a dark red shadow pixel is "nearest" to the green and
-- gets rotated 150 degrees the wrong way. The fixture caught it at a
-- 124/255 channel error. An exact table is a few tens of kilobytes and has
-- no such failure mode, so these five are data rather than algorithm.
--
-- WHY THIS RUNS AT EXTRACTION. The textures are already decoded to RGBA in
-- memory at that moment (StadiumFragment.decodeTexture), and -- the part
-- that matters -- generated effect frames are still distinguishable there.
-- StadiumFx marks them `generated = true`, and the packer drops that field,
-- so at runtime an additive flame can only be inferred back from the prim
-- table. Recolouring a flame is wrong: a shiny Charizard has a shiny hide
-- and an ordinary fire. Doing the work while the marker still exists means
-- the discrimination is exact rather than reconstructed.
--
-- THE MEMO IS WHAT MAKES IT AFFORDABLE. These are N64 textures: a few
-- hundred distinct colours across tens of thousands of texels. Converting
-- per DISTINCT COLOUR instead of per pixel turns the inner loop into a
-- table lookup, which is the difference between a pass that is felt during
-- the install and one that is not.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ShinyPalette = {}
local floor, min, max, abs = math.floor, math.min, math.max, math.abs
local byte, char, concat = string.byte, string.char, table.concat
-- ------- HSL
local function rgbToHsl(r, g, b)
r, g, b = r / 255, g / 255, b / 255
local mx, mn = max(r, g, b), min(r, g, b)
local l = (mx + mn) / 2
if mx == mn then return 0, 0, l end -- achromatic: hue is undefined
local d = mx - mn
local s = l > 0.5 and d / (2 - mx - mn) or d / (mx + mn)
local h
if mx == r then
h = (g - b) / d + (g < b and 6 or 0)
elseif mx == g then
h = (b - r) / d + 2
else
h = (r - g) / d + 4
end
return h * 60, s, l
end
local function hue2rgb(p, q, t)
if t < 0 then t = t + 1 end
if t > 1 then t = t - 1 end
if t < 1 / 6 then return p + (q - p) * 6 * t end
if t < 1 / 2 then return q end
if t < 2 / 3 then return p + (q - p) * (2 / 3 - t) * 6 end
return p
end
local function hslToRgb(h, s, l)
if s <= 0 then
local v = floor(l * 255 + 0.5)
return v, v, v
end
h = (h % 360) / 360
local q = l < 0.5 and l * (1 + s) or l + s - l * s
local p = 2 * l - q
return floor(hue2rgb(p, q, h + 1 / 3) * 255 + 0.5),
floor(hue2rgb(p, q, h) * 255 + 0.5),
floor(hue2rgb(p, q, h - 1 / 3) * 255 + 0.5)
end
-- GIMP's two curves, shared by the slide and the anchor paths so both
-- reach the same colour from the same k.
local function shiftSat(s, k)
if k == 0 then return s end
return max(0, min(1, s * (1 + k)))
end
local function shiftLight(l, k)
if k == 0 then return l end
if k < 0 then return max(0, l * (1 + k)) end
return min(1, l + k * (1 - l))
end
-- ------- the two kinds of transform
-- A whole-model slide: the 146 species Stadium recolours this way.
local function slideFn(slide)
local dh = slide.h or 0
local ks = (slide.s or 0) * 0.125
local kl = (slide.l or 0) * 0.125
return function(r, g, b)
local h, s, l = rgbToHsl(r, g, b)
-- An achromatic pixel has no hue to rotate and no saturation to scale;
-- only a lightness step can reach it. Returning early is not just
-- speed, it is exactness: round-tripping grey through HSL and back can
-- move it by a unit, and a tooth that drifts is a visible defect.
if s <= 0 then
if kl == 0 then return r, g, b end
local v = floor(shiftLight(l, kl) * 255 + 0.5)
return v, v, v
end
return hslToRgb(h + dh, shiftSat(s, ks), shiftLight(l, kl))
end
end
-- An exact colour mapping: the five species Stadium gives a real second
-- texture. A colour absent from the table is one the alternate texture left
-- alone, so passing it straight through is the correct answer, not a
-- fallback -- that is how Wigglytuff keeps its white belly and its black
-- inner ears while its body moves to lilac.
local function lutFn(lut)
return function(r, g, b)
local hit = lut[r * 65536 + g * 256 + b]
if not hit then return r, g, b end
return floor(hit / 65536) % 256, floor(hit / 256) % 256, hit % 256
end
end
-- ------- the colour table
--
-- Loaded lazily and cached. Two paths on purpose: through the mod namespace
-- when the mod is running, and straight off disk when it is not. The
-- extraction byte-diff (tests/stadium_extract_test.lua) stubs V with only
-- `require` and `mod.log`, and the recolour has to be exercisable under
-- exactly that harness -- a colour transform that can only run inside a
-- live LOVE process is a colour transform nobody will test.
local colors = nil
local function loadColors()
if colors ~= nil then return colors or nil end
if V and V.data then
local ok, t = pcall(V.data, "shiny_colors")
if ok and type(t) == "table" then colors = t; return colors end
end
-- Off disk, RELATIVE TO THE MOD rather than to the working directory.
-- V.path is the mod's own directory (main.lua sets it; the headless
-- harnesses set it to whatever --mod they were given). Guessing from the
-- cwd instead is what made this silently find nothing when the extraction
-- test was run from the project root rather than from the mod: every
-- species built, none recoloured, and a PASS at the end of it.
local tries = {}
if V and V.path then tries[#tries + 1] = V.path .. "/data/shiny_colors.lua" end
tries[#tries + 1] = "data/shiny_colors.lua"
tries[#tries + 1] = "mods/DramaticShapeVoxelMod/data/shiny_colors.lua"
for _, p in ipairs(tries) do
local chunk = loadfile(p)
if chunk then
local ok, t = pcall(chunk)
if ok and type(t) == "table" then colors = t; return colors end
end
end
colors = false -- cache the miss; do not retry the disk per species
return nil
end
-- Whether the colour table was found at all. The extraction asks so it can
-- say "no colours" once and loudly, rather than reporting 151 successful
-- builds with no shiny variant among them.
function ShinyPalette.haveColors()
return loadColors() ~= nil
end
-- The spec for one dex number, or nil if we have nothing for it.
function ShinyPalette.forDex(dex)
local all = loadColors()
return all and all[dex] or nil
end
-- Build the pixel transform for one species' spec, or nil when there is
-- nothing to do.
function ShinyPalette.transform(spec)
if type(spec) ~= "table" then return nil end
if spec.lut then
if next(spec.lut) == nil then return nil end
return lutFn(spec.lut)
end
local s = spec.slide
if not s then return nil end
if (s.h or 0) == 0 and (s.l or 0) == 0 and (s.s or 0) == 0 then return nil end
return slideFn(s)
end
-- ------- the pass over one texture
--
-- Memoised per distinct colour (see the header). The key packs RGB into one
-- integer because a table with 24-bit integer keys is a flat array probe,
-- where a "r,g,b" string key would allocate on every pixel -- and allocation
-- inside a multi-million-iteration loop is the whole cost.
--
-- Alpha is copied through untouched, never premultiplied and never
-- recomputed: the transform is defined on colour alone, and a shiny
-- Gastly's soft edge must stay exactly as soft as it was.
function ShinyPalette.recolorTexels(rgba, fn)
local n = #rgba
if n == 0 or not fn then return rgba end
local memo = {}
local out, blocks = {}, {}
local bi = 0
for i = 1, n, 4 do
local r, g, b, a = byte(rgba, i, i + 3)
local key = r * 65536 + g * 256 + b
local hit = memo[key]
if not hit then
local nr, ng, nb = fn(r, g, b)
hit = { nr, ng, nb }
memo[key] = hit
end
bi = bi + 1
blocks[bi] = char(hit[1], hit[2], hit[3], a)
-- flushed in blocks so the concat never walks a table with millions of
-- one-texel strings in it
if bi >= 4096 then
out[#out + 1] = concat(blocks)
blocks, bi = {}, 0
end
end
if bi > 0 then out[#out + 1] = concat(blocks, "", 1, bi) end
return concat(out)
end
-- ------- a tint, for the flat sprites
--
-- The 3D models get real recoloured texels. The 2D battle pics cannot: the
-- engine bakes a species palette into a cached image keyed by path and
-- palette name, and that cache has no idea which INDIVIDUAL is being drawn.
-- What is available per-draw is the draw colour, which multiplies.
--
-- So the pic is tinted, and the tint is derived from the species' OWN shiny
-- slide rather than being a generic gold: run a spread of reference colours
-- through the real transform, take the mean ratio out to in, and that is
-- the multiply that best stands in for it. A shiny Golbat leans green, a
-- shiny Charizard goes dusky, and neither is a costume.
--
-- ITS ONE LIMIT, stated plainly: a multiply can only darken. Where a species'
-- shiny is LIGHTER than its normal, the honest ratio is above 1 and gets
-- clamped, so those come out under-shifted -- present, but quieter than the
-- model. The floor keeps the darkest cases readable rather than muddy.
local TINT_FLOOR = 0.45
local tintCache = {}
-- Mid-tone references across the wheel. Deliberately not greys: the slide
-- is multiplicative in saturation, so a grey reference would report no
-- change for every species and hand back a tint of 1,1,1.
local REFS = {
{ 200, 90, 70 }, { 200, 150, 70 }, { 190, 190, 80 }, { 90, 180, 90 },
{ 80, 170, 170 }, { 80, 120, 200 }, { 140, 90, 190 }, { 190, 90, 150 },
}
function ShinyPalette.tintFor(dex)
local hit = tintCache[dex]
if hit ~= nil then return hit or nil end
local spec = ShinyPalette.forDex(dex)
local fn = ShinyPalette.transform(spec)
if not fn then tintCache[dex] = false; return nil end
local sr, sg, sb, n = 0, 0, 0, 0
if spec.lut then
-- A lookup table answers only the colours that are IN it, so running
-- synthetic references through one returns them untouched and reports a
-- tint of exactly 1 -- i.e. no tint, for the five species whose shiny is
-- the most dramatic in the game. (A shiny Gyarados came out with an
-- ordinary blue pic for precisely this reason.) The table's own entries
-- are the right sample: they are what this Pokemon is actually made of.
for from, to in pairs(spec.lut) do
local fr, fg, fb = floor(from / 65536) % 256, floor(from / 256) % 256,
from % 256
local tr, tg, tb = floor(to / 65536) % 256, floor(to / 256) % 256,
to % 256
-- guard the near-black entries: a ratio against 2 is noise, and a
-- handful of them would swamp the mean
if fr > 24 and fg > 24 and fb > 24 then
sr = sr + tr / fr
sg = sg + tg / fg
sb = sb + tb / fb
n = n + 1
end
end
end
-- A slide: measure it against the colour this Pokemon is mostly MADE of.
--
-- Averaging over a balanced set of references does not work, and the
-- reason is worth keeping: a hue rotation moves red toward cyan and cyan
-- toward red, so over a symmetric wheel the ratios cancel and every
-- species reports a tint of 1. Charizard and Ponyta both came back with no
-- tint at all that way. One real body colour, rotated, is the whole
-- answer.
if n == 0 and spec.dom then
local dr = floor(spec.dom / 65536) % 256
local dg = floor(spec.dom / 256) % 256
local db = spec.dom % 256
if dr > 12 and dg > 12 and db > 12 then
local r, g, b = fn(dr, dg, db)
sr, sg, sb, n = r / dr, g / dg, b / db, 1
end
end
if n == 0 then
for _, c in ipairs(REFS) do
local r, g, b = fn(c[1], c[2], c[3])
sr = sr + r / c[1]
sg = sg + g / c[2]
sb = sb + b / c[3]
n = n + 1
end
end
local t = {
max(TINT_FLOOR, min(1, sr / n)),
max(TINT_FLOOR, min(1, sg / n)),
max(TINT_FLOOR, min(1, sb / n)),
}
-- a tint that came out as no tint at all is worse than none: it costs a
-- colour-hook wrap per draw and changes nothing
if t[1] > 0.995 and t[2] > 0.995 and t[3] > 0.995 then
tintCache[dex] = false
return nil
end
tintCache[dex] = t
return t
end
-- A transform for PALETTE colours rather than texture texels.
--
-- The two are not the same job, and using the texel transform on a palette
-- quietly does nothing for five species. A lookup table answers only the
-- colours that are in it -- the ones its model is painted with -- and the
-- engine's ADVANCED palettes are a different set of colours entirely
-- (BLUEMON's blue is not any blue on the Gyarados model). Asked to shift a
-- palette, the table therefore returns it unchanged, and the most dramatic
-- shiny in the game comes out identical.
--
-- So: slide species use the slide, which is defined on all colours. Table
-- species fall back to their tint multiplier, which IS derived from the
-- table and does carry its direction.
function ShinyPalette.paletteTransform(dex)
local spec = ShinyPalette.forDex(dex)
if not spec then return nil end
if not spec.lut then return ShinyPalette.transform(spec) end
local t = ShinyPalette.tintFor(dex)
if not t then return nil end
return function(r, g, b)
return floor(min(255, r * t[1]) + 0.5),
floor(min(255, g * t[2]) + 0.5),
floor(min(255, b * t[3]) + 0.5)
end
end
-- ------- the pass over one species' whole texture array
-- Recolour `textures` in place, skipping the ones that must not move.
--
-- Two exclusions, both load-bearing:
--
-- generated / index == -1 StadiumFx's flipbook frames -- flames, beams,
-- sparks. A shiny Pokemon has a shiny hide and
-- an ordinary fire; tinting the attack effects
-- would read as a bug. This marker exists ONLY
-- here, which is why the recolour lives at
-- extraction (see the header).
-- w or h of zero a degenerate slot with nothing to transform.
--
-- Returns the number of textures actually touched, so the caller can tell a
-- species that recoloured from one that silently did not.
function ShinyPalette.recolorTextures(textures, spec)
local fn = ShinyPalette.transform(spec)
if not fn then return 0 end
local touched = 0
for i = 1, #textures do
local t = textures[i]
local skip = t.generated == true or t.index == -1
or not t.w or not t.h or t.w == 0 or t.h == 0
if not skip and t.rgba and #t.rgba > 0 then
t.rgba = ShinyPalette.recolorTexels(t.rgba, fn)
touched = touched + 1
end
end
return touched
end
return ShinyPalette
+227
View File
@@ -0,0 +1,227 @@
-- Where a shiny SHOWS on the flat art: the battle pics and the status page.
--
-- The Stadium models carry genuinely recoloured texels (see ShinyPalette and
-- the extraction). Everything drawn as a Game Boy pic cannot, because the
-- engine bakes a species palette into an image cache keyed by path and
-- palette name -- a cache with no notion of WHICH Rattata is being drawn. So
-- the flat side is answered two ways:
--
-- the battle pic tinted at draw time, per side, with the multiply
-- ShinyPalette.tintFor derives from that species' own
-- shiny slide. Under ADVANCED (`redpp`, the pokered-gbc
-- colour pack) the pic is at its most colourful and the
-- tint reads clearly; under the DMG modes there is
-- barely any colour to shift, which is why the status
-- page also carries a plain, mode-proof MARK.
-- the status page a star beside the level, drawn in the engine's own
-- GB pixel grid so it is palette-processed like every
-- other pixel on the screen rather than floating over
-- the finished frame.
--
-- Both are monkeypatches, idempotent by sentinel, the pattern the rest of
-- this mod uses (OverworldBattle.install, Stadium.install). The summary
-- screen has no hook at all -- there is no `ui.summary.*` anywhere in the
-- engine -- so a wrap is the only route to it, and it is deliberately a thin
-- one: draw the engine's screen, then add one glyph.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Shiny = V.require("Shiny")
local ShinyPalette = V.require("ShinyPalette")
local ShinyUI = {}
-- ------- the tint, applied to one draw
--
-- Lifted in shape from OverworldBattle.withTint, and for the same reason it
-- exists there: the pics layer sets its own colour many times over as it
-- draws (the faint slide's fade, the damage blink), so the way to tint the
-- result without clobbering any of that is to multiply every colour it sets
-- on its way past. Restored unconditionally, including on error, because a
-- leaked setColor would tint the entire rest of the frame.
function ShinyUI.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
setColor(1, 1, 1, 1)
if not ok then error(err, 0) end
end
-- The tint for a mon, or nil when it is not shiny or we have no colours.
function ShinyUI.tintFor(mon, data)
if not (mon and Shiny.isShiny(mon)) then return nil end
local def = data and data.pokemon and data.pokemon[mon.species]
local dex = def and def.dex
if not dex then return nil end
return ShinyPalette.tintFor(dex)
end
-- ------- the star
--
-- Drawn as rectangles rather than as a font character because the Game Boy
-- charmap has no star, and a letter would read as a typo. Four spokes and a
-- centre, in the same near-black the screen's text uses, so the palette pass
-- treats it exactly like a glyph -- under ADVANCED and under every DMG mode
-- alike.
--
-- Seven pixels square, which is the largest that fits the gap beside the
-- level without touching the DrawLineBox bracket at column 19.
function ShinyUI.drawStar(px, py)
local g = love.graphics
local r, gg, b, a = g.getColor()
g.setColor(0, 0, 0, 1)
-- vertical, horizontal, then the four diagonal nubs
g.rectangle("fill", px + 3, py, 1, 7)
g.rectangle("fill", px, py + 3, 7, 1)
g.rectangle("fill", px + 1, py + 1, 1, 1)
g.rectangle("fill", px + 5, py + 1, 1, 1)
g.rectangle("fill", px + 1, py + 5, 1, 1)
g.rectangle("fill", px + 5, py + 5, 1, 1)
g.setColor(r, gg, b, a)
end
-- ------- install
function ShinyUI.install()
ShinyUI.installSummary()
ShinyUI.installBattlePics()
end
-- The status page. Wraps the draw and adds the star afterwards, so the
-- engine's own layout is untouched and a layout change upstream costs us
-- the glyph's position and nothing else.
function ShinyUI.installSummary()
local ok, SummaryMenu = pcall(require, "src.ui.SummaryMenu")
if not ok or type(SummaryMenu) ~= "table" then return end
if SummaryMenu.dramaticShapeShiny then return end
local inner = SummaryMenu.draw
if type(inner) ~= "function" then return end
function SummaryMenu:draw(...)
local out = { inner(self, ...) }
-- page 1 only: page 2 wipes the block the level sits in
-- (status_screen.asm ClearScreenArea over (9,2)), so a mark left there
-- would be half-erased by the engine's own clear.
if self.page == 1 and Shiny.isShiny(self.mon) then
-- beside PrintLevel at (14,2): column 13, row 2, in the gap the
-- level's own leading space leaves
pcall(ShinyUI.drawStar, 104, 17)
end
return unpack(out)
end
-- The summary PIC, through its PALETTE.
--
-- Recolouring the sprite's pixels here does NOT work, and it is worth
-- writing down why rather than leaving it to be re-attempted: the summary
-- art is four-shade DMG grey, and the screen's colour is applied
-- afterwards by the palette pass over the finished frame. Whatever RGB is
-- put in the ImageData is remapped away by it. The colour of that pic
-- lives in the palette and nowhere else, so the palette is what has to
-- move. (Tried it, shot it, reverted it.)
--
-- This is the ADVANCED-palette answer, and it is better than a multiply:
-- SetPal_StatusScreen hands the pic zone the species palette
-- (PaletteFX.monPal), and sgbPalettes is a method on the MENU, so unlike
-- the battle pic's image cache it knows which individual is on screen.
-- Running those four colours through the species' own shiny transform
-- gives the summary a genuinely recoloured Pokemon -- brightening
-- included, which a draw-colour multiply cannot do.
--
-- Only ZONE entries are touched. The first palette the engine returns is
-- the whole-screen HP-bar one, and rotating that would recolour the text.
local innerPal = SummaryMenu.sgbPalettes
if type(innerPal) == "function" then
function SummaryMenu:sgbPalettes(game, ...)
local out = innerPal(self, game, ...)
if type(out) ~= "table" or not Shiny.isShiny(self.mon) then return out end
local def = game and game.data and game.data.pokemon
and game.data.pokemon[self.mon.species]
local fn = def and def.dex
and ShinyPalette.transform(ShinyPalette.forDex(def.dex))
if not fn then return out end
for _, z in ipairs(out) do
if type(z) == "table" and z.w and z.h and type(z.colors) == "table" then
-- copied, never mutated in place: monPal hands back the dataset's
-- own palette table, and writing through it would recolour every
-- Pokemon of the species everywhere for the rest of the process
local cols = {}
for i, c in ipairs(z.colors) do
if type(c) == "table" and c[1] then
local r, g, b = fn(c[1], c[2], c[3])
cols[i] = { r, g, b }
else
cols[i] = c
end
end
z.colors = cols
end
end
return out
end
end
SummaryMenu.dramaticShapeShiny = true
end
-- The battle pics. The engine's pic layer is reached through
-- BattleState:drawPicsLayer, which draws BOTH sides in one call -- so a
-- per-side tint has to bracket each side separately, which is exactly what
-- OverworldBattle.sideTexture already does when it renders one side at a
-- time into its own canvas. That is where the tint belongs on the 3D path;
-- this wrap covers the FLAT path, where the engine draws the battle itself.
function ShinyUI.installBattlePics()
local ok, BattleState = pcall(require, "src.battle.BattleState")
if not ok or type(BattleState) ~= "table" then return end
if BattleState.dramaticShapeShinyPics then return end
local inner = BattleState.drawPicsLayer
if type(inner) ~= "function" then return end
function BattleState:drawPicsLayer(...)
-- THE 3D PATH HAS ALREADY DONE THIS, per side and better: when the mod
-- is rendering one side into its own canvas it brackets that draw with
-- that side's own tint (OverworldBattle.sideTexture). Tinting again here
-- would square it. Asked as a question rather than left to install
-- order, because both wraps are installed from main.lua and whichever
-- ran first would otherwise silently decide the outcome.
local okOw, Ow = pcall(V.require, "OverworldBattle")
if okOw and Ow and Ow.texturingSide and Ow.texturingSide() then
return inner(self, ...)
end
-- Both sides at once, so when they disagree the tint cannot be applied
-- per-side here without splitting the engine's own draw. When only ONE
-- side is shiny we tint the whole layer by it: the other side's pic is
-- dimmed slightly, which is far less wrong than a shiny drawn in its
-- ordinary colours -- and when both are shiny each gets the mean.
local data = self.game and self.game.data
local a = self.player and ShinyUI.tintFor(self.player.mon, data)
local b = self.enemy and ShinyUI.tintFor(self.enemy.mon, data)
local tint = a or b
if a and b then
tint = { (a[1] + b[1]) / 2, (a[2] + b[2]) / 2, (a[3] + b[3]) / 2 }
end
if not tint then return inner(self, ...) end
local args = { ... }
local out
ShinyUI.withTint(tint, function() out = { inner(self, unpack(args)) } end)
return unpack(out or {})
end
BattleState.dramaticShapeShinyPics = true
end
return ShinyUI
+323 -42
View File
@@ -78,6 +78,19 @@ Sky.DITHER_START = 0.6
-- ladder instead of changing character rung by rung.
Sky.SPAN = 0.23
-- How much ELEVATION the gradient spans above the horizon, in radians, for
-- a caller that anchors the sky IN SPACE rather than to the frame (the VR
-- eyes -- see Voxel3D.beginScene). On the flat screen the bands run from
-- the top edge of the frame down to the horizon, which is right for a
-- camera whose pitch is the rung's: the frame IS the window on the sky.
-- A headset's frame is wherever the head points, so glueing the zenith
-- band to its top edge drags the whole gradient around with the head. An
-- anchored caller instead hangs the gradient over a fixed slice of sky --
-- horizon to ELEV_SPAN up -- and hands paint() the canvas row that span's
-- top lands on this frame (the `top` argument), so tilting the head slides
-- the frame across a sky that stays put.
Sky.ELEV_SPAN = math.rad(55)
-- ------- the bands
--
-- Top first, each a { r, g, b } in 0..1, as the display mode has them.
@@ -168,12 +181,34 @@ local SHADER_SRC = [[
uniform Image ramp; // the bands, one texel each, top of the sky first
uniform float count; // how many texels wide that ramp is
uniform float edge; // the sky's bottom, in canvas pixels
uniform float top; // where the deepest band begins, in canvas pixels --
// 0 glues the gradient to the frame (the flat
// screen); an anchored caller passes the row its
// fixed elevation span starts on, often negative
uniform float cell; // the diorama's pixel size, in canvas pixels
uniform float start; // where the checker begins inside a band
uniform float axisX; // the "toward the ground" direction on the canvas:
uniform float axisY; // (0,1) for a level camera; a rolled VR eye tips
// it, and edge/top are distances along it
uniform vec3 rayBase; // the eye's ray fan (VRRig eyeCamera.skyRay): a
uniform vec3 rayDu; // canvas point at fractions (u, v) looks along
uniform vec3 rayDv; // base + u*du + v*dv, world axes -- so each pixel
// knows its TRUE elevation and the gradient is a
// real skybox, untouched by any head motion
uniform float raySpan; // radians of elevation the gradient covers
uniform vec2 invSize; // 1/w, 1/h: canvas pixels to fractions
uniform float useRay; // 0 = the flat screen's frame-linear gradient
uniform float cellAng; // one checker cell in RADIANS (ray path): the
// dither's own grid, laid on azimuth/elevation so
// the pattern is glued to the SKY -- a screen-cell
// parity flips under every head motion and the
// whole gradient shimmers
uniform float alpha;
uniform float glowAmt; // twilight warmth around the low sun; 0 = none
uniform vec2 glowPos; // the sun disc, in canvas pixels
uniform float glowInvR; // 1 / the glow's reach
uniform vec2 glowPos; // the sun disc, in canvas pixels (flat path)
uniform float glowInvR; // 1 / the glow's reach in pixels (flat path)
uniform vec3 glowDir; // the sun's world direction (ray path)
uniform float glowInvA; // 1 / the glow's reach in radians (ray path)
uniform vec3 glowColor;
// Band `i`, read from its own texel centre. The index is clamped rather than
@@ -186,22 +221,62 @@ vec3 bandAt(float i) {
}
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
float row = floor(sc.y / cell) * cell; // top of this cell row
float pos = min(row / max(edge, 1.0), 1.0) * count;
float tn;
float parity;
float glowD = 2.0; // past the reach
if (useRay > 0.5) {
// A SKYBOX, computed instead of stored: the pixel's own ray lands in
// a cell of the sky's angular grid (azimuth columns and elevation
// rows, cellAng square), and EVERYTHING -- the band, the checker's
// parity, the glow -- is answered from that cell's centre. The
// screen grid quantises nothing here; that is the point. A screen
// quantisation of similar pitch laid under the sky grid beats
// against it (moire), and every subpixel head motion re-snaps the
// beat -- the fizz. Sampled per pixel, the picture is exactly a
// nearest-filtered texture on a dome: its cells slide smoothly with
// the world and no motion of the head recomputes the pattern. The
// one seam, where azimuth wraps behind the camera, is a single cell
// column of a dither pattern.
vec3 dir = rayBase + rayDu * (sc.x * invSize.x)
+ rayDv * (sc.y * invSize.y);
float elev = atan(dir.y, length(dir.xz));
float ei = floor(elev / cellAng); // elevation row
if (ei < 0.0) { discard; } // below the horizon
float ai = floor(atan(dir.x, dir.z) / cellAng); // azimuth column
float elc = (ei + 0.5) * cellAng; // the row's centre
tn = 1.0 - clamp(elc / max(raySpan, 0.001), 0.0, 1.0);
parity = mod(ai + ei, 2.0);
if (glowAmt > 0.0) {
// the glow by the angle between the CELL's centre direction and
// the sun's own, so its rings are pinned to the same sky grid
float azc = (ai + 0.5) * cellAng;
vec3 cd = vec3(cos(elc) * sin(azc), sin(elc), cos(elc) * cos(azc));
glowD = acos(clamp(dot(cd, glowDir), -1.0, 1.0)) * glowInvA;
}
} else {
vec2 cc0 = floor(sc / cell) * cell; // top of this cell
float row = cc0.x * axisX + cc0.y * axisY; // along the axis
if (row > edge) { discard; } // below the horizon
tn = clamp((row - top) / max(edge - top, 1.0), 0.0, 1.0);
parity = mod(floor(sc.x / cell) + floor(sc.y / cell), 2.0);
if (glowAmt > 0.0) {
vec2 cc = (floor(sc / cell) + 0.5) * cell;
glowD = length(cc - glowPos) * glowInvR;
}
}
float pos = tn * count;
float base = min(floor(pos), count - 1.0);
vec3 c = bandAt(base);
float parity = mod(floor(sc.x / cell) + floor(sc.y / cell), 2.0);
if (base < count - 1.0 && (pos - base) > start) {
if (parity < 0.5) { c = bandAt(base + 1.0); }
}
// The sunset's warmth, radiating from the disc: posterised to a few rungs
// and checker-dithered between them -- the same 8-bit move as the bands,
// so the glow reads as painted light rather than as a smooth airbrush --
// and measured cell-to-cell, so its rings ride the diorama's own grid.
// measured cell-to-cell on the flat frame and angle-to-angle on the
// skybox, so its rings ride whichever grid the checker itself is on.
if (glowAmt > 0.0) {
vec2 cc = (floor(sc / cell) + 0.5) * cell;
float d = length(cc - glowPos) * glowInvR;
float g = glowAmt * pow(clamp(1.0 - d, 0.0, 1.0), 2.0);
float g = glowAmt * pow(clamp(1.0 - glowD, 0.0, 1.0), 2.0);
float lvl = floor(g * 4.0);
if (g * 4.0 - lvl > 0.5 && parity < 0.5) { lvl += 1.0; }
c = mix(c, glowColor, min(lvl / 3.0, 1.0) * 0.65);
@@ -263,6 +338,27 @@ 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()
@@ -289,13 +385,14 @@ Sky._getShader = getShader -- named for the suite
-- The flat fallback: the same bands as solid rectangles, no checker, on the same
-- quantised edges. For a driver that could not compile the shader -- which is
-- also every headless run.
local function paintFlat(w, h, bands, edge, alpha, cell)
local function paintFlat(w, h, bands, edge, alpha, cell, top)
local g = love.graphics
local n = #bands
local span = edge - (top or 0)
local prev = 0
for i = 1, n do
local cut = (i == n) and math.min(h, math.ceil(edge))
or math.floor(i / n * edge / cell + 0.5) * cell
or math.floor(((top or 0) + i / n * span) / cell + 0.5) * cell
cut = math.max(prev, math.min(cut, math.min(h, math.ceil(edge))))
if cut > prev then
local c = bands[i]
@@ -323,28 +420,52 @@ 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 } }
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
-- 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))
-- 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
-- snap the centre to the cell grid, like everything else in this sky
local bx = math.floor(body.x / cell) * cell + cell / 2
local by = math.floor(body.y / cell) * cell + cell / 2
if by - r * cell > edge then return end -- wholly below the horizon point
if body and looming(body) then r = r + math.max(1, math.floor(r * 0.4)) end
return r * cell, r
end
-- One disc's worth of cell art -- shared verbatim by the screen-space
-- painter below (the flat screen) and by the BAKE the VR eyes texture
-- their world-anchored quad with (Sky.discImage). `plot(dx, dy, c)` gets
-- every kept cell in disc-local cell coordinates and its 0..255 colour.
local function discCells(r, moon, shades, twilight, plot)
local core = shades[1]
local main = shades[twilight and 3 or 2]
local sx, sy, sw, sh = g.getScissor()
g.setScissor(0, 0, math.ceil(w), math.floor(edge))
local craterR = math.max(1, math.floor(r / 5))
for dy = -r, r do
for dx = -r, r do
@@ -353,7 +474,7 @@ local function paintDisc(body, edge, cell, w, h)
local c = d <= r * 0.5 and core or main
-- dithered rim: the outer ring keeps only one parity of its cells
local keep = d <= r - 0.9 or (dx + dy) % 2 == 0
if body.moon then
if moon then
for _, cr in ipairs(MOON_CRATERS) do
local cdx = dx - math.floor(cr[1] * r + 0.5)
local cdy = dy - math.floor(cr[2] * r + 0.5)
@@ -362,18 +483,86 @@ local function paintDisc(body, edge, cell, w, h)
end
end
end
if keep then
g.setColor(c[1] / 255, c[2] / 255, c[3] / 255, 1)
g.rectangle("fill", bx + dx * cell - cell / 2,
by + dy * cell - cell / 2, cell, cell)
end
if keep then plot(dx, dy, c) end
end
end
end
end
local function paintDisc(body, edge, cell, w, h)
local g = love.graphics
if not (body and body.y and g.setScissor) then return end
local shades = Sky.discShades(body.moon)
local twilight = looming(body)
local _, r = Sky.discRadius(h, cell, body)
-- snap the centre to the cell grid, like everything else in this sky
local bx = math.floor(body.x / cell) * cell + cell / 2
local by = math.floor(body.y / cell) * cell + cell / 2
if by - r * cell > edge then return end -- wholly below the horizon point
local sx, sy, sw, sh = g.getScissor()
g.setScissor(0, 0, math.ceil(w), math.floor(edge))
discCells(r, body.moon, shades, twilight, function(dx, dy, c)
g.setColor(c[1] / 255, c[2] / 255, c[3] / 255, 1)
g.rectangle("fill", bx + dx * cell - cell / 2,
by + dy * cell - cell / 2, cell, cell)
end)
if sx then g.setScissor(sx, sy, sw, sh) else g.setScissor() end
g.setColor(1, 1, 1, 1)
end
-- ------- the disc as a TEXTURE, for the VR eyes
--
-- A VR eye must not paint the disc in screen space at all: a canvas-grid
-- painting re-snaps to different cells every head movement (jitter) and
-- holds its pattern square to the CANVAS (a rolled or pitched head
-- watches the sun's face turn). So the same cell art is baked once into
-- a texture, and Voxel3D hangs it on a quad ANCHORED IN THE WORLD --
-- projected through the eye's own matrix like any geometry, stable under
-- every head motion. Rebaked only when the palette or the twilight state
-- moves the colours.
local discBake = { key = nil, img = nil }
Sky.DISC_BAKE_R = 9 -- bake radius, in cells
Sky.DISC_BAKE_PX = 8 -- texture pixels per cell
function Sky.discImage(moon, twilight)
if not (love.graphics and love.graphics.newCanvas) then return nil end
local shades = Sky.discShades(moon)
local key = (moon and "m" or "s") .. (twilight and "t" or "-")
for i = 1, math.min(3, #shades) do
local c = shades[i]
key = key .. ":" .. c[1] .. "," .. c[2] .. "," .. c[3]
end
if discBake.key == key and discBake.img then return discBake.img end
local r, px = Sky.DISC_BAKE_R, Sky.DISC_BAKE_PX
local size = (2 * r + 1) * px
local ok, canvas = pcall(love.graphics.newCanvas, size, size)
if not (ok and canvas) then return nil end
pcall(canvas.setFilter, canvas, "nearest", "nearest")
local g = love.graphics
local done = pcall(function()
g.push("all")
g.origin()
g.setCanvas(canvas)
g.clear(0, 0, 0, 0)
g.setBlendMode("alpha")
discCells(r, moon, shades, twilight, function(dx, dy, c)
g.setColor(c[1] / 255, c[2] / 255, c[3] / 255, 1)
g.rectangle("fill", (dx + r) * px, (dy + r) * px, px, px)
end)
g.pop()
end)
if not done then return nil end
discBake.key, discBake.img = key, canvas
return canvas
end
-- Whether this body is the looming low sun, for callers sizing the baked
-- disc (the same exaggeration paintDisc applies through discRadius).
function Sky.discLooming(glowAmt, moon)
return (glowAmt or 0) > 0.25 and not moon
end
-- Paint the sky into the bound canvas, filling it from the top edge down to
-- `horizonY` (or to SPAN of the frame when the horizon is out of it).
--
@@ -384,16 +573,47 @@ end
-- the caller's own camera (Voxel3D.skyBody), with the twilight glow riding
-- along; nil hangs nothing and warms nothing.
--
-- `top` anchors the gradient in space rather than to the frame: the canvas
-- row band 1 starts on (often negative -- above the frame), from a caller
-- that mapped a fixed elevation span to its own camera (see ELEV_SPAN).
-- nil or 0 is the flat screen's behaviour: zenith band at the top edge.
--
-- `axis` tips the whole painting to a rolled camera's true horizon: a unit
-- {ax, ay} pointing "toward the ground" on the canvas (Voxel3D.horizonLine),
-- with `horizonY` and `top` then read as distances ALONG it rather than as
-- rows. nil is the level default. Only the shader path can tilt; the flat
-- fallback paints level, which only a headless run ever sees. Under an
-- axis the DISC is not painted here at all -- the VR caller hangs the
-- baked disc (Sky.discImage) in the world instead; `body` still carries
-- the twilight glow into the bands.
--
-- `ray` makes the gradient a SKYBOX: the eye's own ray fan (the camera
-- record's skyRay, from VRRig.eyeCamera), letting every pixel take its
-- band from its TRUE elevation -- so no motion of the head, on any axis,
-- moves a band; only the clock does. nil keeps the linear frame gradient
-- the flat screen has always painted.
--
-- Returns false when there is nothing to paint, in which case the caller's flat
-- fill is the whole sky. That fill is the palest band, so a frame that declines
-- this looks like a hazy day rather than like a bug.
function Sky.paint(w, h, sky, horizonY, cell, body)
function Sky.paint(w, h, sky, horizonY, cell, body, top, axis, ray)
local bands = sky and sky.bands
if not (bands and bands[1]) then return false end
if not (w and h and w > 0 and h > 0) then return false end
local g = love.graphics
if not (g and g.rectangle) then return false end
local edge = Sky.region(h, horizonY)
-- with a ray fan the shader's own per-pixel elevation test is the only
-- boundary and the whole frame goes through it; along an axis the
-- caller's edge is already the signed distance and has no row to be
-- clamped to; level callers keep the SPAN fallback
local edge
if ray then
edge = h
elseif axis then
edge = horizonY
else
edge = Sky.region(h, horizonY)
end
if not edge then return false end
local alpha = sky[4] or 1
cell = math.max(1, math.floor((cell or 1) + 0.5))
@@ -412,6 +632,26 @@ function Sky.paint(w, h, sky, horizonY, cell, body)
if g.setBlendMode then g.setBlendMode("alpha") end
local glowAmt = body and not body.moon and (body.glowAmt or 0) or 0
-- the skybox glow needs the sun's world DIRECTION (skyBody carries it);
-- a body without one has nothing to measure angles against, so no glow
if ray and glowAmt > 0 and not (body and body.dx) then glowAmt = 0 end
-- the world direction a canvas fraction (u, v) looks along, normalised
-- -- for sizing the angular checker and the glow's angular reach below
local function rayDirAt(u, v)
local b, du, dv = ray.base, ray.du, ray.dv
local x = b[1] + du[1] * u + dv[1] * v
local y = b[2] + du[2] * u + dv[2] * v
local z = b[3] + du[3] * u + dv[3] * v
local l = math.sqrt(x * x + y * y + z * z)
if l < 1e-9 then return 0, 0, -1 end
return x / l, y / l, z / l
end
local function rayAngle(u0, v0, u1, v1)
local ax, ay, az = rayDirAt(u0, v0)
local bx, by, bz = rayDirAt(u1, v1)
local d = ax * bx + ay * by + az * bz
return math.acos(math.max(-1, math.min(1, d)))
end
local sh = getShader()
local ramp = sh and rampFor(bands)
if not ramp then sh = nil end -- no ramp, no gradient: paint it flat
@@ -422,30 +662,67 @@ function Sky.paint(w, h, sky, horizonY, cell, body)
sh:send("ramp", ramp)
sh:send("count", #bands)
sh:send("edge", edge)
sh:send("top", math.min(top or 0, edge - 1))
sh:send("axisX", axis and axis[1] or 0)
sh:send("axisY", axis and axis[2] or 1)
sh:send("useRay", ray and 1 or 0)
if ray then
sh:send("rayBase", ray.base)
sh:send("rayDu", ray.du)
sh:send("rayDv", ray.dv)
sh:send("raySpan", Sky.ELEV_SPAN)
sh:send("invSize", { 1 / w, 1 / h })
-- the angular checker's cell: the angle one dither cell spans at
-- the frame's centre, so the sky-glued grid comes out the same
-- size on screen as the diorama's own pixel grid
sh:send("cellAng",
math.max(1e-4, rayAngle(0.5, 0, 0.5, 1) * cell / h))
end
sh:send("cell", cell)
sh:send("start", Sky.DITHER and Sky.DITHER_START or 2)
sh:send("alpha", alpha)
sh:send("glowAmt", glowAmt)
if glowAmt > 0 then
local gc = body.glowColor or { 248, 224, 168 }
sh:send("glowPos", { body.x, body.y })
sh:send("glowInvR", 1 / math.max(1, w * 0.55))
if ray then
-- the glow in ANGLES: its direction is the sun's own, and its
-- reach is the same fraction of the view the pixel reach was
-- of the frame, so the two paths agree on how wide it looks
local dx, dy, dz = body.dx, body.dy, body.dz
local l = math.sqrt(dx * dx + dy * dy + dz * dz)
sh:send("glowDir", { dx / l, dy / l, dz / l })
sh:send("glowInvA", 1 / math.max(
1e-3, rayAngle(0, 0.5, 1, 0.5) * Sky.GLOW_REACH))
else
sh:send("glowPos", { body.x, body.y })
sh:send("glowInvR", 1 / math.max(1, w * Sky.GLOW_REACH))
end
sh:send("glowColor", { gc[1] / 255, gc[2] / 255, gc[3] / 255 })
end
end)
if sent then
g.setShader(sh)
g.setColor(1, 1, 1, 1)
g.rectangle("fill", 0, 0, w, math.min(h, math.ceil(edge)))
-- tilted or rayed, the sky's reach is not a row: the full frame
-- goes through the shader and the discard is the boundary
local rectH = (axis or ray) and h or math.min(h, math.ceil(edge))
g.rectangle("fill", 0, 0, w, rectH)
g.setShader()
else
sh = nil
end
end
if not sh then paintFlat(w, h, bands, edge, alpha, cell) end
if not sh then
paintFlat(w, h, bands, (axis or ray) and math.min(h, edge) or edge,
alpha, cell, math.min(top or 0, edge - 1))
end
-- the disc goes over the glow, under nothing: plain rectangles, so it is
-- there whether or not the shader built
paintDisc(body, math.min(h, edge), cell, w, h)
-- there whether or not the shader built. NOT under an axis or a ray fan:
-- those cameras hang the baked disc in the world instead (drawWorldDisc,
-- with Sky.discImage)
if not (axis or ray) then
paintDisc(body, math.min(h, edge), cell, w, h)
end
g.setColor(1, 1, 1, 1)
if g.setBlendMode and blend then g.setBlendMode(blend, blendAlpha) end
@@ -461,6 +738,10 @@ function Sky.invalidate()
shader = nil
if cache.ramp and cache.ramp.release then pcall(cache.ramp.release, cache.ramp) end
cache.ramp, cache.rampFor = nil, nil
if discBake.img and discBake.img.release then
pcall(discBake.img.release, discBake.img)
end
discBake.key, discBake.img = nil, nil
end
return Sky
+818
View File
@@ -0,0 +1,818 @@
-- STADIUM battles: the two Pokemon as real 3D models.
--
-- The 3D-BTL row's two STADIUM rungs. OFF is the engine's own white battle
-- field; the 2D-3D rungs stand the GB's own pics up as quads
-- (BattleBillboard); STADIUM replaces those quads with the Pokemon Stadium
-- battle models -- skinned, animated, and playing the animation the move
-- being used actually calls for. A or B decides whether that happens on the
-- map or on two discs, and is the same choice on either pair of rungs.
--
-- The models come out of the Stadium ROM through model_extract, and are
-- packed into assets/stadium/NNN.dsm by tools/stadium_pack.py. Nothing here
-- knows about the ROM; the pack is the interface.
--
-- ------- what this file is, and is not
--
-- It is the MODE: which species is out on each side, which animation the
-- fight is asking each of them for, whether the model or the flat pic is
-- standing in this frame, and the two draw calls. The arithmetic is
-- StadiumRig's, the file format is StadiumPack's, and one side's own state
-- is StadiumMon's.
--
-- It is not a rewrite of the staged battle. The arena is picked the same
-- way, the camera is solved the same way, the HUDs and the text box and the
-- move animations and the depth of field are all exactly what 2D-3D draws
-- -- because all of those are hung off the arena's CELLS, not off the
-- pics. Swapping what stands on a cell changes nothing about where the cell
-- projects to. That is why this is an option on the mode rather than a
-- second mode.
--
-- ------- declining, per Pokemon
--
-- Every gate here is per SIDE and per FRAME, not per battle:
--
-- no pack for that species, or its meshes would not build -> that side
-- falls back to its flat pic, and the other side keeps its model
--
-- the side is showing a TRAINER (the foe's class before the send-out,
-- the player's own back before "Go!") -> that is not a Pokemon and there
-- is no model for it; the pic stands, exactly as in 2D-3D
--
-- a SUBSTITUTE is up -> the engine replaces the pic with the mini doll,
-- which is the thing the player is being told is there. A model of the
-- Pokemon behind the doll would be a lie about the battle state.
--
-- So `covers` is asked per side per frame, and OverworldBattle renders a
-- billboard texture for exactly the sides it answers false for.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel3D = V.require("Voxel3D")
local StadiumPack = V.require("StadiumPack")
local StadiumMon = V.require("StadiumMon")
local ShinyBattle = V.require("ShinyBattle")
local ShinyFx = V.require("ShinyFx")
local Stadium = {}
-- The stored values of the two 3D-BTL rungs that select this mode. Strings
-- rather than further booleans so an older save's `true` still means the
-- 2D-3D it was written for (see OverworldBattle.setting).
--
-- A the models on the MAP -- real ground, the map's own light and sky
-- B the models on two DISCS against the sky, with no map at all
--
-- Everything below is shared: which species is out, which animation the
-- fight is asking for, the skinning, the draw. The difference is entirely
-- in what the camera is pointed at, which is BattleScene's business and
-- StadiumStage's.
Stadium.VALUE = "stadium"
Stadium.VALUE_B = "stadiumB"
-- ------- the live pair
local session = nil -- nil when no staged fight is running
local function game()
return require("src.core.Game")
end
-- Whether the row is on this rung. Deliberately NOT gated on whether the
-- packs are installed: a mod folder without assets/stadium still cycles the
-- row, and each Pokemon declines on its own when its pack does not load --
-- which is one message on the console rather than a row that silently
-- refuses to move.
function Stadium.selected()
return Stadium.mode() ~= nil
end
-- "A", "B", or nil when the row is on neither stadium rung.
function Stadium.mode()
local OverworldBattle = V.require("OverworldBattle")
local value = OverworldBattle.setting:get()
if value == Stadium.VALUE then return "A" end
if value == Stadium.VALUE_B then return "B" end
return nil
end
-- Whether the fight is staged on the DISCS rather than on the map.
--
-- Not this file's question any more: the flat 2D-3D B rung stands the game's
-- own pics on the same two discs with no model anywhere in the frame, so the
-- stage and the actors are chosen separately (see OverworldBattle's ladder).
-- Kept as a forwarder because "are we on discs" is a fair thing to ask the
-- module named after the mode, and because the shot drivers ask it here.
function Stadium.discs()
return V.require("OverworldBattle").discs()
end
function Stadium.enabled()
if not Stadium.selected() then return false end
return Voxel3D.available()
end
-- A staged fight has begun on `arena`. Called from OverworldBattle.begin,
-- which is the one place that knows a fight is being staged at all.
function Stadium.begin(arena)
Stadium.finish()
if not Stadium.enabled() then return false end
-- a new fight gets its own first complaint: `reported` is a one-shot so the
-- console is not filled sixty times a second, but latched for the whole
-- process it would swallow every failure after the first one ever
Stadium.reported = false
session = {
arena = arena,
groundY = 0,
player = StadiumMon.new("player"),
enemy = StadiumMon.new("enemy"),
-- what each side has been TRANSFORMED into, if anything (see install)
transform = {},
-- sides that are going to collapse, but whose HP bar has not finished
-- emptying yet (see faintReady)
faintPending = {},
-- who was standing in each slot last frame, so a replacement is noticed
-- even when it is the same species (see update)
at = {},
}
return true
end
function Stadium.finish()
if not session then return end
session.player:release()
session.enemy:release()
session = nil
end
function Stadium.active()
return session ~= nil
end
-- ------- which species each side is showing
-- The National Dex number for a battler, which is the number the Stadium
-- packs are keyed by. The engine's species are string keys ("PIKACHU") and
-- carry their dex number on the definition, so this is one lookup rather
-- than a table of its own.
local function dexOf(species)
if not species then return nil end
local data = game() and game().data
local def = data and data.pokemon and data.pokemon[species]
return def and def.dex or nil
end
-- Whether this side is showing a TRAINER rather than a Pokemon.
local function showingTrainer(battle, side)
if side == "enemy" then
return (battle.showEnemyTrainer and battle.trainerPic) and true or false
end
return (battle.showPlayerBack and battle.playerBackPic) and true or false
end
-- Whether this side has anything on the field at all this frame.
--
-- Mirrors BattleState's own guards, the same way OverworldBattle.sideVisible
-- mirrors them for the flat cards: there is no seam that reports "the foe is
-- off screen right now", and a model left standing through a send-out or a
-- damage blink would be the one thing in the frame that ignored the battle.
-- ------- and the collapse gets to finish
--
-- A fainted Pokemon leaves the field when its pic does, which is the end of
-- the engine's slide -- SlideDownFaintedMonPic, seven rows two frames apart,
-- FOURTEEN frames of a 60 Hz clock. Under a quarter of a second.
--
-- The Stadium faint animations are nothing like that short. The briefest in
-- the set is 49 frames of a 30 Hz clock -- a second and two thirds -- the
-- median is 110 and the longest 230, which is nearly eight seconds. Held to
-- the pic's window every one of them was cut off inside its first fifth: the
-- Pokemon began to fall and vanished mid-fall, which is worse than not
-- animating at all, because the eye has been told something is happening and
-- then had it taken away.
--
-- So a model that is COLLAPSING stays until it has finished collapsing, and
-- the two timings stop being tied to each other. That is the whole of the
-- divergence: the slide is how long a flat pic takes to slide off the bottom
-- of a 160x144 frame, and it has nothing to say about how long it takes a
-- Gyarados to fall over.
--
-- Bounded at both ends rather than open-ended. It ends when the animation
-- does (StadiumMon.finished), not when the battle moves on -- so nothing is
-- left lying on the field for the rest of the fight -- and the side is reset
-- outright the moment a different battler stands in that slot (see update),
-- which is what stops the next Pokemon out of the ball arriving face down.
local function onField(battle, side, mon)
local battler = side == "player" and battle.player or battle.enemy
if not (battler and battler.sprite) then return false end
-- A model that is GROWING out of its ball is on the field by definition --
-- that is what the grow is -- even though the engine still calls the side
-- "sending out", because the flat pic it wrote that flag for does not
-- appear until the ball has finished opening and this one comes out with
-- it (see StadiumMon.GROW_TIME).
local growing = (mon and mon.grow) and true or false
if side == "enemy" then
if battle.enemyHidden then return false end
if battle.enemySendingOut and not growing then return false end
else
if battle.safari or battle.demo then return false end
if battle.sendingOut and not growing then return false end
-- ------- and not before the battle has even opened
--
-- The player's Pokemon is not out during the INTRO. Every other guard
-- here is a field the engine sets once the battle is running, and during
-- the opening none of them is set yet: `showPlayerBack` is still nil
-- (BattleState assigns it further in, when the back pic is built),
-- `playerBackPic` is nil with it, and `sendingOut` does not go true until
-- the ball is actually thrown. So the whole opening read as "this
-- Pokemon is standing on the field" and the model was drawn through it --
-- two and a half seconds of it, on its tile, playing its standby loop,
-- before the trainer sprite it is supposed to be hiding behind had even
-- appeared. It then vanished when that sprite arrived and came back with
-- its entrance when the ball opened, so the first Pokemon of a battle
-- appeared, left and arrived again.
--
-- A SWITCH has no intro, which is why a switch always looked right and
-- was the thing worth comparing against.
--
-- Gated on the PHASE rather than on a flag latched at the send-out: a
-- latch that never fires (a link battle, a script pushing a battle
-- straight to the menu) would hide the Pokemon for good, and being wrong
-- in that direction is far worse than the two seconds this fixes.
if battle.phase == "intro" then return false end
end
local ok, hidden = pcall(battle.fxHidden, battle, battler)
if ok and hidden then return false end
-- ------- FLY and DIG: the Pokemon that is not there
--
-- `fxHidden` above is the damage BLINK and nothing else. The other way a
-- Pokemon leaves the screen -- the important one -- is the engine's
-- per-battler pic program, `picFx`, and that is where the two-turn moves
-- live: FLY runs SE_SLIDE_MON_OFF and DIG SE_SLIDE_MON_DOWN on the charge
-- turn, each a 19-24 frame slide that ENDS by setting `hidden`, and the
-- release turn puts the pic back through SE_SLIDE_MON_UP /
-- SE_SHOW_MON_PIC. Every other vanishing act is the same field: the user
-- of Explosion, a Pokemon that has been Teleported away.
--
-- Without this the model simply stood on its tile while the game said it
-- was underground -- and said it in the strongest way it has, by making
-- every attack aimed at it miss. That is the one thing in the frame
-- contradicting the battle it is part of.
--
-- Read as the engine's own answer rather than as a list of moves: this
-- mode's whole method is to let the battle decide and follow it, and a
-- table of move ids here would be a second place for the same facts to
-- live and would go stale against a mod that adds a third one.
--
-- The engine's slide is 19-24 frames, so the model plays the opening of
-- its own FLY or DIG animation while the pic slides and is gone when the
-- pic is. It is NOT held to the end of that animation the way a collapse
-- is (see below), and the difference is not an oversight: the Stadium
-- animations are authored as the WHOLE move -- Charizard's DIG is 3.83
-- seconds of burrow, emerge and hit -- because Stadium plays it in one
-- turn. Gen 1 splits it across two, so cutting at the engine's own hide
-- shows the burrowing and holds the strike back for the turn it lands on,
-- which is the right half of the animation for the turn being played.
local pf = battle.picFx and battle.picFx[battler]
if pf and pf.hidden then return false end
if battler.fainted then
local okF, sliding = pcall(battle.fxFaintActive, battle, battler)
if okF and sliding then return true end
-- the pic has finished sliding away; the model has not finished falling
return (mon and mon.state == "faint" and not mon:finished()) and true
or false
end
return true
end
Stadium._onField = onField
-- Whether the 3D model is standing in for this side's pic this frame. The
-- one question OverworldBattle asks, and the answer that decides whether a
-- billboard texture gets rendered for that side at all.
function Stadium.covers(battle, side)
if not (session and battle) then return false end
local mon = session[side]
if not (mon and mon.rig) then return false end
if showingTrainer(battle, side) then return false end
local battler = side == "player" and battle.player or battle.enemy
-- the substitute doll is what the player is being shown is out there
if battler and battler.substituteHP then return false end
return true
end
-- ------- the collapse waits for the bar
--
-- `onFaint` runs the instant HP reaches zero, which is NOT when a Pokemon
-- falls over. The engine queues the collapse -- the slide, the cry, the
-- "fainted!" line -- to run after the move animation and the HP-bar drain
-- (BattleState.onFaint's own comment), and the drain takes real frames: a
-- 150 HP mon's bar walks down over some four seconds.
--
-- So asking for the faint animation at `onFaint` played it against a bar
-- that was still emptying: the Pokemon lay down, and then its health went on
-- draining above the corpse. What the player reads as the moment of death is
-- the bar hitting zero, and that is what this waits for.
--
-- `shownHP` is the engine's own bar position (BattleState.stepHPDrain walks
-- it toward mon.hp a point at a time), so this is not a guess at the timing
-- -- it is the same number the bar is drawn from.
local function faintReady(battler)
if not battler then return false end
-- nothing is animating the bar for this battler: there is nothing to wait
-- for, and waiting forever would mean never collapsing at all
if battler.shownHP == nil then return true end
return battler.shownHP <= 0
end
-- Whether a pending collapse is still owed. A switch, a revive or a battler
-- that was replaced under us drops it rather than firing late at whoever is
-- standing there now.
local function faintStillDue(battler)
return (battler and battler.faintQueued
and battler.mon and (battler.mon.hp or 0) <= 0) and true or false
end
-- named for the suite: these timing rules are the whole of what decides when
-- a Pokemon falls and when it goes, and they are testable without a graphics
-- context where the mode itself is not
Stadium._faintReady = faintReady
Stadium._faintStillDue = faintStillDue
-- ------- per frame
--
-- Runs from OverworldBattle.update, before the pics are rendered and before
-- the scene is drawn: what this decides is exactly which sides need a pic.
function Stadium.update(dt, battle, groundY)
if not session then return end
session.groundY = groundY or session.groundY or 0
if not battle then return end
local arena = session.arena
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
local battler = side == "player" and battle.player or battle.enemy
local dex = nil
if battler and not showingTrainer(battle, side) then
dex = session.transform[side] or dexOf(battler.mon and battler.mon.species)
end
-- A DIFFERENT POKEMON IS IN THIS SLOT. Normally that shows up as a
-- change of species and setSpecies rebuilds everything -- but a trainer
-- who leads with two Rattata sends the second one out onto the first
-- one's dex number, so nothing downstream would notice. What it would
-- inherit is the state, and the state after a faint is `faint`, which
-- refuses every request there is (see StadiumMon.request -- a faint is
-- meant to be final). The new Pokemon would arrive lying on the ground.
--
-- The battler TABLE is the identity here rather than the species or the
-- mon: it is the slot's occupant, and the engine replaces it on a switch,
-- a send-out and a new battle alike.
if session.at[side] ~= battler then
session.at[side] = battler
-- a fresh arrival: this Pokemon has not grown out of its ball yet
if mon then mon.grow, mon.grewOwn = nil, nil end
if mon and mon.rig and mon.state == "faint" then mon:play("idle") end
-- and if it is shiny, announce it. This edge rather than the grow,
-- because a WILD foe never grows -- it is on the field from the
-- first frame -- and that is the encounter a shiny most wants to be
-- announced on. See the header of ShinyFx.
if ShinyBattle.battlerIsShiny(battler) then
ShinyFx.arm(side)
else
ShinyFx.clear(side)
end
end
-- the collapse this side is owed, once its bar has finished emptying
if session.faintPending and session.faintPending[side] then
if not faintStillDue(battler) then
session.faintPending[side] = nil
elseif faintReady(battler) then
session.faintPending[side] = nil
if mon and mon.rig then mon:request("faint") end
end
end
-- Shininess is a property of the OCCUPANT, not of the species, so it is
-- resolved here beside the dex number and passed with it. A shiny
-- Rattata and an ordinary one are the same dex and different models.
--
-- Read off the battler rather than remembered, because Transform makes
-- the two disagree: a Ditto that copied a shiny Rattata wears the
-- Rattata's dex (session.transform above) and keeps its OWN shininess,
-- which is exactly what the games do.
local shiny = battler ~= nil and not session.transform[side]
and ShinyBattle.battlerIsShiny(battler)
mon:setSpecies(dex, shiny)
-- and tell the pack cache this one is standing there, every frame. Its
-- eviction order is keyed on LOADS, and a side only loads when its
-- species changes -- so without this a Pokemon that has been out for a
-- few turns is the least recently loaded thing in the cache and gets its
-- textures released out from under it the moment a fifth species enters
-- the battle (see StadiumPack.keep). The shiny flag rides along: the
-- shiny and normal models are separate cache entries.
if mon.species then StadiumPack.keep(mon.species, mon.shiny) end
-- how big this Pokemon actually is, so a shiny's sparkle can be sized to
-- it rather than to a constant that is wrong for most of the dex (see
-- the header of ShinyFx). Pushed every frame: the model can arrive a
-- frame or two after the burst is armed, and a send-out is still growing
-- while it plays.
if mon.rig and mon.model then
ShinyFx.setMetrics(side, mon:worldHeight(), mon:worldRadius())
else
ShinyFx.setMetrics(side, nil)
end
-- and let a waiting sparkle GO, once the fight is actually the thing on
-- screen. The battle draws underneath the transition wipe for about a
-- second before that, and a burst released then plays out its whole life
-- behind it -- armed, drawn, counted, and never seen, which is exactly
-- how this looked when it was keyed on the scene drawing instead.
local g = game()
local top = g and g.stack and g.stack:top()
if top == battle then ShinyFx.release(side) end
mon.visible = (mon.rig ~= nil) and onField(battle, side, mon)
and not (battler and battler.substituteHP)
-- LET'S GO capture mode: the player's model is out of the shot the
-- same way its card and back pic are (the shrink half of the story is
-- below, AFTER the grow block, which reassigns mon.scale every frame)
local cap = V.require("BattleScene").capture
if side == "player" and cap and cap.hidePlayer then
mon.visible = false
end
-- cleared up front, so a side that has just lost its rig cannot leave
-- last frame's matrix behind it
mon.model_matrix = nil
if mon.rig then
-- ------- the ball is opening: start growing out of it
--
-- The POOF is the ball coming apart, and it is where a Pokemon should
-- begin to exist -- not 27 frames later when the engine starts scaling
-- up the flat pic it was written for. Only for a side the battle says
-- is actually sending out, so the same animation played at a thrown
-- Poke Ball (a capture attempt, which aims it at the FOE) cannot start
-- the wrong Pokemon growing.
local poof = (battle.animPlaying
and battle.animName == "POOF_ANIM") and true or false
local sending = (side == "player") and battle.sendingOut
or battle.enemySendingOut
if poof and sending and mon:beginGrow() then
-- and the arrival animation with it, so the whole thing is one
-- performance rather than a grow followed by a flourish
mon:request("entrance")
end
-- how big it is drawn. Its own ramp while it is growing (see
-- StadiumMon.growScale); the engine's three-step one otherwise, which
-- still covers a send-out that never showed a poof.
if mon.grow then
mon.scale = mon:growScale()
elseif mon.grewOwn then
mon.scale = 1
else
local okG, grow = pcall(battle.growInScale, battle, battler)
mon.scale = (okG and grow) or 1
end
-- LET'S GO capture: the foe drinking into the ball. AFTER the grow
-- block on purpose -- that block reassigns mon.scale every frame,
-- and the first cut of this hook sat above it and was silently
-- clobbered: the model stood at full size over a ball that had
-- supposedly swallowed it. The session's fraction owns the scale
-- for as long as it exists; the frame it clears, the grow block
-- above is already putting the engine's own answer back.
if side == "enemy" and cap and cap.shrink then
mon.scale = cap.shrink
end
mon:update(dt or 0)
if mon.visible and arena then
local cell = arena[side]
local other = arena[side == "player" and "enemy" or "player"]
if cell and other then
-- posed and skinned inside the same guard the draws use: this is
-- where a bad track or a released texture is first touched, and a
-- throw here would take the OTHER side's update with it (the
-- caller wraps this whole function in one pcall)
Stadium.guard(side, mon, "build", function()
mon.model_matrix = mon:matrix(cell[1], session.groundY, cell[2],
other[1] - cell[1],
other[2] - cell[2])
mon:build()
end)
else
mon.model_matrix = nil
end
else
mon.model_matrix = nil
end
end
end
Stadium.debug(dt)
end
-- ------- the draws
--
-- Both take the pass as they find it: this is called from inside
-- BattleScene's own beginScene/endScene window (and, in a headset, from
-- VoxelScene's), so the camera, the shadow map, the hour's tint and the hit
-- flash are all already set. StadiumRig turns the wireframe and the glass
-- mask off around its own draws and puts them back.
-- ------- one model going wrong is not both
--
-- These two draws used to be a bare loop inside the caller's single pcall,
-- which had two consequences and both were bad. A throw on the FIRST side
-- skipped the second, so one broken Pokemon took its opponent off the screen
-- with it. And nothing recorded that it had happened, so the same throw came
-- back every frame for the rest of the fight -- the mode's own fallback (that
-- side draws its flat pic instead) was sitting right there and never reached,
-- because falling back needs somebody to decide the model is not working.
--
-- So each side is drawn inside its own pcall, and a side that throws is
-- RETIRED: its rig is released, which is exactly the state a species with no
-- pack is in, and OverworldBattle renders a billboard for it from the next
-- frame on. The fight carries on with a flat Pokemon instead of a missing
-- one, which is the difference the player actually sees.
-- On the TABLE rather than a local, because Stadium.update calls it and sits
-- above this line: a local would still be nil there.
function Stadium.guard(side, mon, what, fn)
local ok, err = pcall(fn)
if ok then return true end
Stadium.report(err)
-- release rather than merely hide: the rig holds meshes and texture
-- references, and whatever went wrong with them is not going to be better
-- next frame. setSpecies rebuilds from scratch if this Pokemon is sent out
-- again later.
if mon.rig then pcall(mon.release, mon) end
mon.rig, mon.visible, mon.model_matrix = nil, false, nil
if session then session.broken = session.broken or {} end
if session then session.broken[side] = what end
return false
end
-- The foe's body for the capture mode's collision and ring, when a MODEL
-- is standing there instead of a pic: its own measured height and
-- footprint, in world pixels. A model stands on the ground, so the body's
-- centre is half its height up. nil whenever no model covers the foe,
-- which sends CatchThrow to its pic measurement instead.
function Stadium.captureBody()
if not session then return nil end
local mon = session.enemy
if not (mon and mon.rig and mon.visible) then return nil end
local okH, h = pcall(mon.worldHeight, mon)
if not (okH and h and h > 0) then return nil end
-- The POSED body, when there is one: a flying Pokemon is nowhere near
-- the mark its cell projects to, and only the pose knows where it went
-- (StadiumMon:bodySpan). The bind-pose figures stand in until the
-- first skin, which is right for everything that keeps its feet down.
local okS, centre, half, girth = pcall(mon.bodySpan, mon)
if okS and centre then
return { r = math.max(5, math.min(16, math.max(girth or 0, half * 0.8))),
yOff = centre,
hh = math.max(4, half) }
end
local okR, r = pcall(mon.worldRadius, mon)
local rr = (okR and r and r > 0) and r or h * 0.4
return { r = math.max(5, math.min(16, math.max(rr, h * 0.5))),
yOff = h * 0.5,
hh = math.max(4, h * 0.55) }
end
function Stadium.draw(pull)
if not session then return end
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
if mon.rig and mon.visible and mon.model_matrix then
Stadium.guard(side, mon, "draw", function()
mon.rig:draw(mon.model_matrix, pull)
end)
end
end
end
-- The same models as the SUN sees them, so a Pokemon throws the shadow of
-- the pose it is actually in -- an outstretched wing puts an outstretched
-- wing on the ground.
function Stadium.cast(shadowMap)
if not session then return end
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
if mon.rig and mon.visible and mon.model_matrix then
Stadium.guard(side, mon, "cast", function()
mon.rig:caster(shadowMap, mon.model_matrix)
end)
end
end
end
-- Which state a side's model is playing, or nil. Named for the shot drivers:
-- checking that an animation starts on the right FRAME is an ordering
-- question, and a screenshot cannot answer one.
function Stadium.animOf(side)
if not session then return nil end
local mon = session[side]
return mon and mon.state or nil
end
-- Whether this side's model is actually being drawn this frame. Named for
-- the shot drivers alongside animOf: "how long does it stay" is a span, and
-- a screenshot taken at one moment has no span in it.
function Stadium.showing(side)
if not session then return false end
local mon = session[side]
return (mon and mon.visible) and true or false
end
-- How big this side's model is being drawn this frame, 0..1 -- the send-out
-- grow. Named for the shot drivers: a ramp is a curve over time and a
-- screenshot has one point of it.
function Stadium.scaleOf(side)
if not session then return nil end
local mon = session[side]
return mon and mon.scale or nil
end
-- How wide the Pokemon on `side` stands, in world pixels, or nil when there
-- is not one. What STADIUM B sizes that side's platform to (StadiumStage).
function Stadium.footprint(side)
if not session then return nil end
local mon = session[side]
if not (mon and mon.model) then return nil end
local r = mon:worldRadius()
return (r > 0) and r or nil
end
-- Whether anything at all is standing this frame -- what the shadow
-- signature keys on alongside the pics' own token.
function Stadium.standing()
if not session then return false end
return (session.player.visible or session.enemy.visible) and true or false
end
-- ------- what the fight asks for
--
-- The animation state machine is driven from four points in the engine's
-- own battle, and each is a wrap rather than a rewrite: the inner function
-- runs exactly as it always did and this reads what went past.
local function sideOf(battle, battler)
if not (session and battler) then return nil end
if battler == battle.player then return "player" end
if battler == battle.enemy then return "enemy" end
return nil
end
local function ask(battle, battler, state, animIndex, auxIndex)
local side = sideOf(battle, battler)
if not side then return end
local mon = session[side]
if mon and mon.rig then mon:request(state, animIndex, auxIndex) end
end
function Stadium.install()
local BattleState = require("src.battle.BattleState")
if BattleState.dramaticShapeStadiumHook then return end
BattleState.dramaticShapeStadiumHook = true
-- THE ATTACK. performMove is the one place a move is actually used, and
-- the move's own `index` is the Gen 1 move id the Stadium tables are
-- keyed by -- so the species' own animation for that move comes straight
-- out of the pack, with no name mapping and no per-move code.
local innerMove = BattleState.performMove
function BattleState:performMove(user, target, moveInst, isCalled)
if session then
local side = sideOf(self, user)
local mon = side and session[side]
if mon and mon.rig then
local okDef, def = pcall(self.moveDef, self, moveInst)
local index = okDef and def and def.index or nil
if not (index and mon:attack(index)) then
-- a move the table has nothing for still swings: the generic
-- attack is what the species' own reaction slot resolves to
mon:request("attack")
end
end
end
return innerMove(self, user, target, moveInst, isCalled)
end
-- THE HIT is deliberately NOT hooked. There is no damage reaction in this
-- set to play -- what looked like one is the species' default attack (see
-- StadiumMon's STATES), which is why being hit used to look like swinging.
-- The engine's own flash, pic blink and bar drain are what say "that hurt",
-- and they are already in the frame.
-- THE FAINT. Held on its last frame rather than looped (see StadiumMon's
-- STATES), because a Pokemon that collapses and then stands back up
-- while the message is still on screen is worse than no animation.
--
-- RECORDED HERE, PLAYED LATER. This runs the moment HP reaches zero, which
-- is several seconds before the Pokemon is supposed to fall over -- the
-- engine queues the collapse behind the move animation and the HP-bar
-- drain. Marking the side and letting Stadium.update fire it when the bar
-- empties is what keeps the two together (see faintReady).
local innerFaint = BattleState.onFaint
function BattleState:onFaint(battler)
if session and not (battler and battler.faintQueued) then
local side = sideOf(self, battler)
if side and session.faintPending then
session.faintPending[side] = true
end
end
return innerFaint(self, battler)
end
-- THE ENTRANCE. startGrowIn is the send-out: the ball opens, the pic
-- scales up over twelve frames, and the model plays the animation the
-- battle system's own entrance slot names.
local innerGrow = BattleState.startGrowIn
function BattleState:startGrowIn(battler)
if session then
-- unless the model is already on its way out of the ball, in which
-- case the entrance started with the POOF (see update) and asking
-- again here would restart it a third of a second in
local side = sideOf(self, battler)
local mon = side and session[side]
if not (mon and mon.grow) then ask(self, battler, "entrance") end
end
return innerGrow(self, battler)
end
-- TRANSFORM. The engine records a transform by swapping the battler's
-- sprite and nothing else, so this is the only seam that reports one --
-- and it reports the side, which is all that is needed to point that
-- side's model at the copied species. Cleared when a side's own species
-- changes under it (a switch, or the next battle).
local innerSpecies = BattleState.speciesSprite
function BattleState:speciesSprite(species, isPlayerSide)
if session then
session.transform[isPlayerSide and "player" or "enemy"] = dexOf(species)
end
return innerSpecies(self, species, isPlayerSide)
end
-- and a switch or a send-out ends any transform on that side
local innerSwitch = BattleState.resolveSwitch
function BattleState:resolveSwitch(newMon)
if session then session.transform.player = nil end
return innerSwitch(self, newMon)
end
end
-- ------- when a draw goes wrong
--
-- The draw and the shadow cast are both called through a pcall, because a
-- throw inside the scene pass would hand the whole voxel mode to Pipelines'
-- guard and retire it for the session. Swallowed silently, though, a broken
-- model is indistinguishable from an invisible one -- so the first failure
-- of a battle says so, once, and the rest of the fight carries on without
-- it.
Stadium.reported = false
function Stadium.report(err)
if Stadium.reported then return end
Stadium.reported = true
V.mod.log:warn("stadium: a model failed and was retired for this battle: "
.. "%s -- that Pokemon falls back to its flat battle pic, "
.. "and its opponent is unaffected", tostring(err))
end
-- DS_STADIUM_DEBUG=1 prints what each side resolved to once a second, which
-- is how "nothing is on screen" gets told apart from "nothing was asked
-- for". Read through pcall: the loader's sandbox does not hand a mod `os`,
-- and a diagnostic must never be why the mod fails to load.
local DEBUG = select(2, pcall(function() return os.getenv("DS_STADIUM_DEBUG") end))
if DEBUG == nil or DEBUG == false then DEBUG = nil end
local debugAt = 0
function Stadium.debug(dt)
if not (DEBUG and session) then return end
debugAt = debugAt + (dt or 0)
if debugAt < 1 then return end
debugAt = 0
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
local m = mon.model_matrix
V.mod.log:info("stadium %s: dex=%s rig=%s visible=%s anim=%s t=%.2f "
.. "height=%.1f at=%s",
side, tostring(mon.species), tostring(mon.rig ~= nil),
tostring(mon.visible), tostring(mon.anim), mon.time or 0,
mon.model and mon:worldHeight() or 0,
m and ("%.0f,%.0f,%.0f"):format(m[4], m[8], m[12]) or "-")
end
end
function Stadium.invalidate()
if session then
session.player:release()
session.enemy:release()
end
StadiumPack.invalidate()
-- the discs are a mesh and a texture like anything else, and a graphics
-- context that went away took them with it
pcall(function() V.require("StadiumStage").invalidate() end)
end
return Stadium
+750
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@@ -0,0 +1,750 @@
-- STADIUM battles: turning the ROM into assets/stadium/NNN.dsm.
--
-- The Lua half of tools/stadium_pack.py: measure the bind pose, decide
-- whether a species' standby loop can be trusted, and write the packed file.
-- Together with StadiumRom, StadiumFragment and StadiumFx this is everything
-- between `baserom.z64` and a Pokemon standing on a battle tile.
--
-- The Python remains the ORACLE. tests/stadium_extract_test.lua runs this
-- over the same ROM and requires all 151 files to come out byte for byte
-- identical to what the packer writes. That is a strong test in a way a unit
-- test of any one function here would not be: every rounding mode, every
-- iteration order, every off-by-one in an index shows up as a differing byte,
-- and there are thirty-four megabytes of them.
--
-- ------- stepped, not blocking
--
-- `StadiumBuild.job()` returns a coroutine-backed job that does one species
-- per `step()`, so the caller can draw a progress bar between them
-- (StadiumInstall). A species is a few tens of milliseconds; the whole set is
-- around half a minute, which is far too long to spend inside one frame and
-- perfectly fine spread across a loading screen.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumRom = V.require("StadiumRom")
local StadiumFragment = V.require("StadiumFragment")
local StadiumFx = V.require("StadiumFx")
local ShinyPalette = V.require("ShinyPalette")
local StadiumBuild = {}
local floor = math.floor
local sin, cos = math.sin, math.cos
local pi = math.pi
local char = string.char
local concat = table.concat
local frexp = math.frexp
local roundHalfEven = StadiumFragment.roundHalfEven
-- The battle system's fixed context slots, in slot order from 165. The mod
-- indexes this list by POSITION, so the ORDER is the format's contract and
-- has to stay identical to StadiumPack.CONTEXT and to the packer's CONTEXTS.
StadiumBuild.CONTEXTS = {
"idle", "attack_default", "faint", "entrance", "reaction_169", "reaction_170",
"reaction_171", "reaction_172", "reaction_173", "reaction_174",
"struggle", "idle_alt", "faint_alt", "flinch", "reaction_179",
"reaction_180", "reaction_181", "reaction_182", "entrance_alt",
"idle_return",
}
-- Which context name wins when several claim the same animation.
local NAME_PREF = { "idle", "attack_default", "faint", "entrance",
"struggle", "flinch" }
local N_MOVES = StadiumRom.N_MOVES
local CTX_BASE = 165
local NONE16 = 0xFFFF
-- ------- the bind pose
-- The game's rotation as a 3x3, rows first (src/F420.c func_8000F730):
-- Rx*Ry*Rz in row-vector form.
local function quatBasis(r)
local sx, cx = sin(r[1] / 32768 * pi), cos(r[1] / 32768 * pi)
local sy, cy = sin(r[2] / 32768 * pi), cos(r[2] / 32768 * pi)
local sz, cz = sin(r[3] / 32768 * pi), cos(r[3] / 32768 * pi)
return { cy * cz, sx * sy * cz - cx * sz, cx * sy * cz + sx * sz },
{ cy * sz, sx * sy * sz + cx * cz, cx * sy * sz - sx * cz },
{ -sy, sx * cy, cx * cy }
end
-- 3x4 (three rotation rows plus a translation column) times the same.
local function matMul(a, b)
local out = {}
for r = 1, 3 do
local ar = a[r]
out[r] = {
ar[1] * b[1][1] + ar[2] * b[2][1] + ar[3] * b[3][1],
ar[1] * b[1][2] + ar[2] * b[2][2] + ar[3] * b[3][2],
ar[1] * b[1][3] + ar[2] * b[2][3] + ar[3] * b[3][3],
ar[1] * b[1][4] + ar[2] * b[2][4] + ar[3] * b[3][4] + ar[4],
}
end
return out
end
-- One component of one bone's t/r/s at a frame. The extractor's own shape: a
-- bare number when the component holds still for the whole animation, one
-- number a frame when it does not.
local function component(comps, i, frame, fallback)
if comps == nil then return fallback end
local c = comps[i]
if type(c) == "table" then
local n = #c
if n == 0 then return fallback end
return c[frame % n + 1]
end
return c
end
-- The bone TRS an animation holds at `frame`, rest where it is silent.
local function animSample(bones, anim, frame)
local tracks = anim.tracks
return function(i)
local b = bones[i]
local tr = tracks[i]
if not tr then return b.t, b.r, b.s end
return { component(tr.t, 1, frame, b.t[1]),
component(tr.t, 2, frame, b.t[2]),
component(tr.t, 3, frame, b.t[3]) },
{ component(tr.r, 1, frame, b.r[1]),
component(tr.r, 2, frame, b.r[2]),
component(tr.r, 3, frame, b.r[3]) },
{ component(tr.s, 1, frame, b.s[1]),
component(tr.s, 2, frame, b.s[2]),
component(tr.s, 3, frame, b.s[3]) }
end
end
local function restSample(bones)
return function(i)
local b = bones[i]
return b.t, b.r, b.s
end
end
-- Every bone's draw matrix at one instant, as 3x4 rows.
--
-- The game keeps bone scale OUT of the matrix chain: it accumulates in its own
-- stack, a bone's local translation is pre-multiplied by the PARENT's
-- accumulated scale, and the bone's own accumulated scale is applied to the
-- finished matrix at draw time.
--
-- Two chains, and the distinction is the whole point: `pivot` is the
-- rotation/translation a CHILD inherits, and the draw matrix is that with the
-- bone's own accumulated scale applied on the right. Folding the scale into
-- the chain instead applies every ancestor's scale twice -- which is exactly
-- the multiplicative propagation glTF has and the game does not.
local function bindMatrices(bones, sample)
sample = sample or restSample(bones)
local pivot, draw, acc = {}, {}, {}
local IDENT = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 } }
for i = 1, #bones do
local bt, br, bs = sample(i)
local p = bones[i].parent
local pa = (p >= 0) and acc[p + 1] or { 1.0, 1.0, 1.0 }
local pm = (p >= 0) and pivot[p + 1] or IDENT
local r1, r2, r3 = quatBasis(br)
local m = matMul(pm, {
{ r1[1], r1[2], r1[3], bt[1] * pa[1] },
{ r2[1], r2[2], r2[3], bt[2] * pa[2] },
{ r3[1], r3[2], r3[3], bt[3] * pa[3] },
})
local a = { pa[1] * bs[1], pa[2] * bs[2], pa[3] * bs[3] }
acc[i] = a
pivot[i] = m
-- scale on the right: the bone's own space, so it cannot reach children
draw[i] = {
{ m[1][1] * a[1], m[1][2] * a[2], m[1][3] * a[3], m[1][4] },
{ m[2][1] * a[1], m[2][2] * a[2], m[2][3] * a[3], m[2][4] },
{ m[3][1] * a[1], m[3][2] * a[2], m[3][3] * a[3], m[3][4] },
}
end
return draw
end
StadiumBuild.bindMatrices = bindMatrices
StadiumBuild.animSample = animSample
-- The axis-aligned box the whole model occupies under `mats`, in game units
-- after the model_root scale.
local function poseBox(data, mats)
local root = data.rootScale[1]
local lo1, lo2, lo3 = 1e30, 1e30, 1e30
local hi1, hi2, hi3 = -1e30, -1e30, -1e30
for _, prim in ipairs(data.prims) do
local pos, skin = prim.pos, prim.skin
for i = 1, prim.nverts do
local m = mats[skin[i] + 1]
if m then
local x, y, z = pos[i * 3 - 2], pos[i * 3 - 1], pos[i * 3]
local a = (m[1][1] * x + m[1][2] * y + m[1][3] * z + m[1][4]) * root
local b = (m[2][1] * x + m[2][2] * y + m[2][3] * z + m[2][4]) * root
local c = (m[3][1] * x + m[3][2] * y + m[3][3] * z + m[3][4]) * root
if a < lo1 then lo1 = a end
if b < lo2 then lo2 = b end
if c < lo3 then lo3 = c end
if a > hi1 then hi1 = a end
if b > hi2 then hi2 = b end
if c > hi3 then hi3 = c end
end
end
end
return lo1, lo2, lo3, hi1, hi2, hi3
end
-- (height, floor, radius): how tall the mon is, where its lowest point sits
-- relative to the model's own origin, and how wide it is -- all in game units
-- after the model_root scale.
--
-- Measured on the BIND POSE, which is the one pose in the set that can be
-- trusted for this. It reproduces the verified glTF export exactly on all 151
-- species, and it is immune to the animation quirks a handful of them carry
-- (see idleIsBroken) -- quirks that would otherwise decide how big every OTHER
-- frame of those species is drawn.
--
-- The floor is the interesting number, and it reads cleanly: 119 of the 151
-- sit within 5% of zero, which says the model origin IS where the game stands
-- a Pokemon on its field. Every species that does not is one that hovers.
local function stance(data)
local lo1, lo2, lo3, hi1, hi2, hi3 = poseBox(data, bindMatrices(data.bones))
if lo1 > hi1 then return 0.0, 0.0, 0.0 end
local w, d = hi1 - lo1, hi3 - lo3
return hi2 - lo2, lo2, (w > d and w or d) / 2
end
StadiumBuild.stance = stance
-- Whether this species' standby loop is corrupt as extracted.
--
-- No species trips this today. Exeggutor, Tangela and Magmar used to, when
-- the flags byte was misread and their hermite-keyframe animations were
-- decoded as packed streams, throwing bones hundreds of units off the body.
-- It stays as the guard against the next extraction bug: played, a broken
-- idle looks like a Pokemon coming apart, and the mod would rather show
-- the sprite fallback (see StadiumMon).
--
-- The test is deliberately narrow, because "differs from the bind pose" is NOT
-- brokenness. It is asked only of the STANDBY loop -- the one animation that
-- is supposed to stay where it is, since a faint is meant to end far from the
-- standing pose and an attack is meant to lunge -- and it wants both a large
-- size blow-up and real drift, or an enormous amount of one. Dewgong is what
-- calibrates it: its idle is 2.4x its own bind pose because the BIND is the
-- collapsed one, and it drifts barely at all, so it must not be caught.
local function idleIsBroken(data, idle)
if idle == nil then return false end
local bones = data.bones
local _, lo2, _, _, hi2 = poseBox(data, bindMatrices(bones))
local span = hi2 - lo2
if span <= 0 then return false end
local worstH, worstDrift = 1.0, 0.0
local frame = 0
while frame < idle.frames do
local _, flo2, _, _, fhi2 = poseBox(data,
bindMatrices(bones, animSample(bones, idle, frame)))
local h = (fhi2 - flo2) / span
if h > worstH then worstH = h end
local d1 = (flo2 - lo2) / span
local d2 = (fhi2 - hi2) / span
if d1 < 0 then d1 = -d1 end
if d2 < 0 then d2 = -d2 end
if d1 > worstDrift then worstDrift = d1 end
if d2 > worstDrift then worstDrift = d2 end
frame = frame + 3
end
return (worstH > 2.5 and worstDrift > 1.5)
or worstDrift > 2.0 or worstH > 3.4
end
-- ------- writing
local function clamp(v, lo, hi)
if v < lo then return lo end
if v > hi then return hi end
return v
end
-- Toward zero, which is what Python's int() does to a float and NOT what
-- floor() does to a negative one.
--
-- It matters in exactly one place, and it is easy to miss: almost everything
-- reaching the integer writers below has already been rounded, so truncation
-- is a no-op on it. The exception is the generated effects' crossed quads
-- (StadiumFx), whose vertices are raw floats and straddle the origin -- so
-- the ones at negative x, and only those, come out a unit adrift if this
-- floors.
local function trunc(v)
if v >= 0 then return floor(v) end
return -floor(-v)
end
-- 16.16, which holds every bone scale in the set (-31 .. 100) with more
-- precision than anything can see.
local function fixed(v)
return clamp(roundHalfEven(v * 65536), -2147483648, 2147483647)
end
-- IEEE 754 single, little-endian, rounded to nearest with ties to even -- the
-- same rounding Python's struct.pack('<f') does, so the four floats in the
-- header come out bit for bit the same as the packer's.
local function f32(x)
local sign = 0
if x < 0 or (x == 0 and 1 / x < 0) then
sign = 128
x = -x
end
if x ~= x then return char(0, 0, 192, 127 + sign) end -- NaN
if x == math.huge then return char(0, 0, 128, 127 + sign) end
if x == 0 then return char(0, 0, 0, sign) end
local m, e = frexp(x) -- x = m * 2^e, 0.5 <= m < 1
local E = e - 1 + 127
local mant
if E >= 255 then
return char(0, 0, 128, 127 + sign) -- overflow
elseif E <= 0 then
-- subnormal: no exponent left, so the mantissa carries the whole value
mant = roundHalfEven(x / 2 ^ -149)
if mant >= 8388608 then
mant, E = mant - 8388608, 1
else
E = 0
end
else
mant = roundHalfEven((m * 2 - 1) * 8388608)
if mant == 8388608 then -- rounded up into the next
mant, E = 0, E + 1
if E >= 255 then return char(0, 0, 128, 127 + sign) end
end
end
local b4 = sign + floor(E / 2)
local b3 = (E % 2) * 128 + floor(mant / 65536)
local b2 = floor(mant / 256) % 256
local b1 = mant % 256
return char(b1, b2, b3, b4)
end
StadiumBuild.f32 = f32
local Writer = {}
Writer.__index = Writer
local function newWriter()
return setmetatable({ parts = {}, n = 0 }, Writer)
end
function Writer:raw(s)
self.n = self.n + 1
self.parts[self.n] = s
end
function Writer:u8(v)
self:raw(char(v % 256))
end
function Writer:i8(v)
v = clamp(trunc(v), -128, 127)
self:raw(char(v % 256))
end
function Writer:u16(v)
v = v % 65536
self:raw(char(v % 256, floor(v / 256)))
end
function Writer:i16(v)
v = clamp(trunc(v), -32768, 32767) % 65536
self:raw(char(v % 256, floor(v / 256)))
end
function Writer:u32(v)
v = v % 4294967296
self:raw(char(v % 256, floor(v / 256) % 256, floor(v / 65536) % 256,
floor(v / 16777216) % 256))
end
function Writer:i32(v)
v = clamp(trunc(v), -2147483648, 2147483647) % 4294967296
self:raw(char(v % 256, floor(v / 256) % 256, floor(v / 65536) % 256,
floor(v / 16777216) % 256))
end
function Writer:f32(v)
self:raw(f32(v))
end
function Writer:bytes()
return concat(self.parts)
end
-- One component of one bone's t/r/s in one animation. `values` is the
-- extractor's own shape: a bare number when the component holds still for the
-- whole animation, or one number a frame when it does not. That fold is where
-- most of the size saving is -- a bone that only rotates costs two bytes for
-- each of its six other components.
local function writeTrackComponent(w, values, kind)
local isArray = type(values) == "table"
w:u8(isArray and 1 or 0)
if kind == "s" then
if isArray then
for i = 1, #values do w:i32(fixed(values[i])) end
else
w:i32(fixed(values))
end
else
if isArray then
for i = 1, #values do w:i16(roundHalfEven(values[i])) end
else
w:i16(roundHalfEven(values))
end
end
end
-- Which animation each fixed battle context slot resolves to: entries 165
-- upward of the species' own battle table, in slot order. An entry naming an
-- animation the species does not have is written as "none" rather than
-- clamped -- the mod would rather fall back than play the wrong clip.
function StadiumBuild.contextTable(rows, nAnims)
local ctx = {}
for i = 1, #StadiumBuild.CONTEXTS do
local row = rows[CTX_BASE + i - 1]
local ai = row and row[1] or nil
ctx[i] = (ai ~= nil and ai < nAnims) and ai or NONE16
end
return ctx
end
-- ------- naming the animations
--
-- build.py's label_animations. The names are not read at runtime -- the mod
-- addresses animations by index through the move and context tables -- but
-- they are in the format, so they have to be produced the same way for the
-- oracle diff to mean anything. They also make a packed file readable in a
-- hex dump, which is worth the byte apiece.
local function labelAnimations(data, rows, nAux)
local anims = data.anims
local n = #anims
local uses, moveUses = {}, {}
local auxOrder, auxCount = {}, {}
for i = 1, n do
uses[i], moveUses[i] = {}, 0
auxOrder[i], auxCount[i] = {}, {}
end
for e = 0, rows.n - 1 do
local ai = rows[e][1]
if ai < n then
if e < N_MOVES then
moveUses[ai + 1] = moveUses[ai + 1] + 1
elseif e >= CTX_BASE and e < CTX_BASE + #StadiumBuild.CONTEXTS then
local list = uses[ai + 1]
list[#list + 1] = StadiumBuild.CONTEXTS[e - CTX_BASE + 1]
end
local ax = rows[e][2]
if ax >= 0 and ax < nAux then
local counts, order = auxCount[ai + 1], auxOrder[ai + 1]
if counts[ax] == nil then
counts[ax] = 0
order[#order + 1] = ax
end
counts[ax] = counts[ax] + 1
end
end
end
for i = 1, n do
-- sorted(set(uses)) -- the alphabetically first context is the fallback
-- name, so the ordering is part of the answer
local seen, ctx = {}, {}
for _, name in ipairs(uses[i]) do
if not seen[name] then
seen[name] = true
ctx[#ctx + 1] = name
end
end
table.sort(ctx)
local name = nil
for _, pref in ipairs(NAME_PREF) do
if seen[pref] then
name = pref
break
end
end
if not name then
if moveUses[i] > 0 then
name = "attack"
elseif ctx[1] then
name = ctx[1]
else
name = "anim" .. (i - 1)
end
end
anims[i].name = name
-- Counter.most_common(1): the highest count, and on a tie the one that
-- was inserted first
local best, bestN = -1, -1
local order, counts = auxOrder[i], auxCount[i]
for _, ax in ipairs(order) do
if counts[ax] > bestN then
best, bestN = ax, counts[ax]
end
end
anims[i].aux = best
end
local seenName = {}
for i = 1, n do
local base = anims[i].name
local k = seenName[base] or 0
seenName[base] = k + 1
if k > 0 then anims[i].name = base .. "_" .. (k + 1) end
end
end
-- ------- the pack
function StadiumBuild.pack(data, species, moveRows, ctx)
local w = newWriter()
local bones, prims = data.bones, data.prims
local textures, anims, aux = data.textures, data.anims, data.auxAnims
local height, floorY, radius = stance(data)
local idleIndex = ctx[1] -- CONTEXTS[1] is "idle"
local idle = (idleIndex ~= NONE16) and anims[idleIndex + 1] or nil
local static = idleIsBroken(data, idle)
w:raw("DSM3")
w:u16(species)
w:u16(#bones)
w:u16(#prims)
w:u16(#textures)
w:u16(#anims)
w:u16(#aux)
w:f32(data.rootScale[1])
-- 1 = hold the bind pose, never play an animation
w:u8(static and 1 or 0)
w:f32(height)
w:f32(floorY)
w:f32(radius)
for m = 1, N_MOVES do
local row = moveRows[m]
w:u16((row and row[1] < #anims) and row[1] or NONE16)
end
for m = 1, N_MOVES do
local row = moveRows[m]
w:i16((row and row[2] >= 0 and row[2] < #aux) and row[2] or -1)
end
for i = 1, #ctx do w:u16(ctx[i]) end
for i = 1, #bones do
local b = bones[i]
w:i16(b.parent)
for k = 1, 3 do w:i16(roundHalfEven(b.t[k])) end
for k = 1, 3 do w:i16(b.r[k]) end
for k = 1, 3 do w:i32(fixed(b.s[k])) end
end
for i = 1, #prims do
local p = prims[i]
w:u16(p.tex)
-- the display list's own cull mode: 1024 is G_CULL_BACK
w:u8((p.cull and p.cull ~= 0) and 1 or 0)
w:u8((p.blend == "add") and 1 or 0)
w:i16(p.texAnim or -1)
-- sorted by the stream's own byte, which is what the reader keys on
local keys = {}
if p.texMap then
for k in pairs(p.texMap) do keys[#keys + 1] = k end
table.sort(keys)
end
w:u8(#keys)
for _, k in ipairs(keys) do
w:u8(k)
w:u16(p.texMap[k])
end
local frames = p.fxFrames
w:u16(frames and #frames or 0)
if frames then
for k = 1, #frames do w:u16(frames[k]) end
end
local pos, uv, nrm, skin = p.pos, p.uv, p.nrm, p.skin
w:u16(p.nverts)
w:u16(p.nidx)
for k = 1, p.nverts do
w:i16(pos[k * 3 - 2])
w:i16(pos[k * 3 - 1])
w:i16(pos[k * 3])
-- 1/512, which puts a texel of the largest texture in the set well
-- inside a step and still reaches the +-32 the wrapped coordinates of
-- some display lists run to
w:i16(roundHalfEven(uv[k * 2 - 1] * 512))
w:i16(roundHalfEven(uv[k * 2] * 512))
w:i8(roundHalfEven(nrm[k * 3 - 2] * 127))
w:i8(roundHalfEven(nrm[k * 3 - 1] * 127))
w:i8(roundHalfEven(nrm[k * 3] * 127))
w:u8(skin[k])
end
for k = 1, p.nidx do w:u16(p.idx[k]) end
end
for i = 1, #textures do
local t = textures[i]
w:u16(t.w)
w:u16(t.h)
w:u32(#t.rgba)
w:raw(t.rgba)
end
local REST = { t = { 0, 0, 0 }, r = { 0, 0, 0 }, s = { 1.0, 1.0, 1.0 } }
for i = 1, #anims do
local a = anims[i]
local name = a.name or ""
if #name > 255 then name = name:sub(1, 255) end
w:u8(#name)
w:raw(name)
w:u16(a.frames)
w:u16(a.loopStart or 0)
w:i16(a.aux or -1)
for bi = 1, #bones do
local tr = a.tracks[bi]
if not tr then
w:u8(0)
else
w:u8(1)
for _, key in ipairs({ "t", "r", "s" }) do
local comps = tr[key]
if comps == nil then
-- a bone the animation leaves at its rest value for this path:
-- written as three constants so the reader never has to branch on
-- a missing path
comps = bones[bi][key] or REST[key]
end
for c = 1, 3 do writeTrackComponent(w, comps[c], key) end
end
end
end
end
for i = 1, #aux do
local a = aux[i]
w:u16(a.frames)
w:u16(a.loopStart or 0)
w:u16(#a.channels)
for _, ch in ipairs(a.channels) do
w:u16(ch.n)
for k = 1, ch.n do w:u16(ch[k]) end
end
end
return w:bytes(), height, floorY, radius
end
-- ------- one species, end to end
-- The same three steps build.py takes: parse the fragment, label the
-- animations off the species' battle table, then hang the generated fire/gas
-- stand-ins on the bones the game's own effect callbacks hang off.
function StadiumBuild.species(rom, fileno)
local blob = rom:model(fileno)
if not blob then return nil, ("file %d is not in the archive"):format(fileno) end
local data, err = StadiumFragment.extract(blob, ("%d.bin"):format(fileno))
if not data then return nil, err end
local species = data.species
local rows = rom:battleRows(species)
labelAnimations(data, rows, #data.auxAnims)
StadiumFx.attach(data, species)
local moveRows = {}
for m = 1, N_MOVES do moveRows[m] = rows[m - 1] end
local ctx = StadiumBuild.contextTable(rows, #data.anims)
local bytes, height, floorY, radius =
StadiumBuild.pack(data, species, moveRows, ctx)
-- ------- and the shiny, from the same extraction
--
-- ORDER MATTERS AND IS THE WHOLE TRICK. The normal pack is written FIRST,
-- off untouched texels, so `bytes` is bit-for-bit what it has always been
-- and tests/stadium_extract_test.lua keeps diffing green against the
-- Python oracle. Only then are the textures recoloured and the model
-- packed a second time. The oracle knows nothing about shiny and does not
-- need to: the format did not move, so there is no second implementation
-- to keep in step and no DSM4.
--
-- Recolouring HERE rather than at load is what makes the effect textures
-- separable. StadiumFx marks its generated frames `generated = true` and
-- the packer drops the field, so this is the last moment a flame is
-- distinguishable from a hide without inferring it back from the prim
-- table. A shiny Charizard has a shiny hide and an ordinary fire.
--
-- Failure is not fatal: a species whose colours we lack, or a transform
-- that throws, simply ships without a shiny variant and the runtime falls
-- back to the normal model. Losing a recolour is a blemish; losing the
-- install is a broken mod.
local shinyBytes
local ok, err = pcall(function()
local spec = ShinyPalette.forDex(species)
if not spec then return end
if ShinyPalette.recolorTextures(data.textures, spec) == 0 then return end
shinyBytes = StadiumBuild.pack(data, species, moveRows, ctx)
end)
if not ok and V and V.mod and V.mod.log then
V.mod.log.warn("shiny recolour failed for species %d: %s",
species, tostring(err))
end
return { species = species, bytes = bytes, shinyBytes = shinyBytes,
height = height,
floor = floorY, radius = radius, bones = #data.bones,
prims = #data.prims, anims = #data.anims,
warnings = data.warnings }
end
-- ------- the stepped job
--
-- `write(species, bytes)` is called for each finished pack and must answer
-- truthy; anything else stops the job with an error. Returning a job rather
-- than taking a callback for progress keeps the caller in charge of when work
-- happens, which is what lets a loading screen stay responsive.
function StadiumBuild.job(rom, write, count)
local total = count or StadiumRom.N_POKEMON
local n = rom:modelCount()
if total > n then total = n end
local job = { total = total, done = 0, bytes = 0, failed = {}, species = nil }
function job:step()
if self.done >= self.total then return false end
local fileno = self.done
local ok, res, err = pcall(StadiumBuild.species, rom, fileno)
if ok and res then
local wrote, wErr = write(res.species, res.bytes, res.shinyBytes)
if not wrote then
self.error = wErr or ("could not write species " .. res.species)
self.done = self.total
return false
end
self.bytes = self.bytes + #res.bytes
if res.shinyBytes then
self.bytes = self.bytes + #res.shinyBytes
self.shiny = (self.shiny or 0) + 1
end
self.species = res.species
else
self.failed[#self.failed + 1] = fileno
self.lastError = ok and err or res
end
self.done = self.done + 1
return self.done < self.total
end
function job:progress()
if self.total <= 0 then return 1 end
return self.done / self.total
end
return job
end
return StadiumBuild
File diff suppressed because it is too large Load Diff
+436
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-- STADIUM battles: the generated fire and gas stand-ins.
--
-- A port of model_extract/pipeline/effects.py, plus the bind-pose measurement
-- build.py sizes them against.
--
-- IMPORTANT: nothing here is extracted game data. The real tail flame, mane
-- fire and gas are drawn by procedural callbacks that live in a different
-- fragment -- geo command 0x08 records an attachment point and
-- func_80014A60 calls node->unk_10, and the model file supplies only two
-- empty display lists plus zeroed scratch buffers for it to fill. Those
-- callbacks have not been ported, so the models genuinely contain no flame
-- mesh and no flame texture: Charmander's texture set is eyes, claws, teeth
-- and skin.
--
-- What follows is an ORIGINAL, procedurally generated replacement -- looping
-- flipbook noise on a pair of crossed quads, anchored to the exact bone the
-- callback hangs off so it sits where the real effect would and follows the
-- animation. Seeds derive from the species number, so a given Pokemon always
-- generates the same flame.
--
-- Which species get one is the game's own grouping: every species sharing a
-- callback shares an effect.
--
-- 0x810000D8 Charmander, Charmeleon, Charizard, Magmar, Moltres tail flame
-- 0x81000108 Ponyta, Rapidash, Moltres's wings small flame
-- 0x810000E0 Gastly (only) gas cloud
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumFx = {}
local floor = math.floor
local sqrt = math.sqrt
local sin, cos = math.sin, math.cos
local char = string.char
local concat = table.concat
local pi = math.pi
local FIRE_TAIL = 0x810000D8
local FIRE_SMALL = 0x81000108
local AURA = 0x810000E0
-- Desired size as a fraction of the model's world-space height: length, width.
StadiumFx.SIZES = {
fire_tail = { 0.40, 0.22 },
fire_small = { 0.075, 0.042 },
gas = { 1.05, 1.05 },
}
-- ------- 32-bit exclusive-or, in arithmetic
--
-- The generator below is an xorshift, so it needs a real 32-bit xor and a
-- real 32-bit wrap. Written out rather than taken from LuaJIT's `bit`, which
-- works in SIGNED 32-bit and would need converting back on every step -- see
-- the same note in StadiumFragment.
local function bxor32(a, b)
local r, p = 0, 1
for _ = 1, 32 do
local x, y = a % 2, b % 2
if x ~= y then r = r + p end
a, b, p = floor(a / 2), floor(b / 2), p * 2
end
return r
end
-- ------- deterministic noise
local Rng = {}
Rng.__index = Rng
local function newRng(seed)
local s = seed % 0x100000000
if s == 0 then s = 0x9E3779B9 end
return setmetatable({ s = s }, Rng)
end
function Rng:next()
local x = self.s
x = bxor32(x, (x % 0x80000) * 0x2000) -- x ^= (x << 13)
x = bxor32(x, floor(x / 0x20000)) -- x ^= x >> 17
x = bxor32(x, (x % 0x8000000) * 0x20) -- x ^= (x << 5)
self.s = x % 0x100000000
return self.s
end
function Rng:unit()
return self:next() / 0x100000000
end
-- A w-by-h lattice of unit noise, consumed row by row so the sequence -- and
-- therefore the texture -- is reproducible.
local function lattice(rng, w, h)
local g = {}
for y = 1, h do
local row = {}
for x = 1, w do row[x] = rng:unit() end
g[y] = row
end
return g
end
local function smooth(t)
return t * t * (3 - 2 * t)
end
-- Bilinear value noise on a torus, so the field tiles in both axes.
local function sample(grid, x, y)
local h = #grid
local w = #grid[1]
local fx0, fy0 = floor(x), floor(y)
local x0, y0 = fx0 % w, fy0 % h
local x1, y1 = (x0 + 1) % w, (y0 + 1) % h
local fx, fy = smooth(x - fx0), smooth(y - fy0)
local r0, r1 = grid[y0 + 1], grid[y1 + 1]
local a = r0[x0 + 1] + (r0[x1 + 1] - r0[x0 + 1]) * fx
local b = r1[x0 + 1] + (r1[x1 + 1] - r1[x0 + 1]) * fx
return a + (b - a) * fy
end
-- Sum octaves of tileable noise.
local function fbm(grids, x, y, scale)
local total, amp, norm = 0.0, 1.0, 0.0
for i = 1, #grids do
local f = scale * 2 ^ (i - 1)
total = total + sample(grids[i], x * f, y * f) * amp
norm = norm + amp
amp = amp * 0.5
end
return total / norm
end
-- Intensity -> RGBA, through a piecewise ramp.
local function ramp(stops, t)
if t < 0.0 then t = 0.0 elseif t > 1.0 then t = 1.0 end
for i = 1, #stops - 1 do
local a, b = stops[i], stops[i + 1]
if t <= b[1] then
local k = 0.0
if b[1] ~= a[1] then k = (t - a[1]) / (b[1] - a[1]) end
return floor(a[2] + (b[2] - a[2]) * k), floor(a[3] + (b[3] - a[3]) * k),
floor(a[4] + (b[4] - a[4]) * k), floor(a[5] + (b[5] - a[5]) * k)
end
end
local last = stops[#stops]
return last[2], last[3], last[4], last[5]
end
local FIRE_RAMP = {
{ 0.00, 0, 0, 0, 0 },
{ 0.30, 120, 24, 8, 90 },
{ 0.52, 226, 78, 16, 205 },
{ 0.74, 252, 176, 44, 245 },
{ 1.00, 255, 246, 214, 255 },
}
local GAS_RAMP = {
{ 0.00, 0, 0, 0, 0 },
{ 0.34, 52, 26, 78, 70 },
{ 0.60, 96, 52, 140, 140 },
{ 0.82, 148, 96, 196, 190 },
{ 1.00, 208, 176, 236, 215 },
}
local TRANSPARENT = char(0, 0, 0, 0)
-- An upward-advected noise plume. Scrolling by an exact multiple of the
-- lattice over the frame count is what makes the loop seamless.
local function fireFrames(seed, w, h, frames, wisp)
wisp = wisp or 1.0
local rng = newRng(seed)
local grids = { lattice(rng, 8, 8), lattice(rng, 16, 16),
lattice(rng, 32, 32) }
local out = {}
for f = 0, frames - 1 do
local t = f / frames
local buf = {}
for i = 1, w * h do buf[i] = TRANSPARENT end
for y = 0, h - 1 do
local v = y / (h - 1) -- 0 at the base, 1 at the tip
-- plume envelope: wide and hot at the base, pinched at the tip
local taper = 1.0 - v
if taper < 0.0 then taper = 0.0 end
taper = taper ^ 0.42
for x = 0, w - 1 do
local u = (x / (w - 1)) * 2 - 1 -- -1 .. 1 across the flame
local denom = taper * 0.95
if denom < 0.10 then denom = 0.10 end
local radial = 1.0 - (u < 0 and -u or u) / denom
if radial > 0 then
radial = radial ^ 0.7
local n = fbm(grids, x / w, (y / h) - t, 3.0)
local lick = 0.55 + 0.75 * (n - 0.5) * wisp
local inten = radial * (0.55 + 0.8 * taper) * lick
inten = inten - 0.16 * v -- cool towards the tip
if inten > 0.02 then
local r, g, b, a = ramp(FIRE_RAMP, inten)
-- +Y in texture space is up
buf[(h - 1 - y) * w + x + 1] = char(r, g, b, a)
end
end
end
end
out[f + 1] = concat(buf)
end
return w, h, out
end
-- Slow swirling haze that fades out towards the rim.
local function gasFrames(seed, w, h, frames)
local rng = newRng(seed)
local grids = { lattice(rng, 8, 8), lattice(rng, 16, 16),
lattice(rng, 32, 32) }
local out = {}
for f = 0, frames - 1 do
local t = f / frames
local buf = {}
for i = 1, w * h do buf[i] = TRANSPARENT end
local ang = t * 2 * pi
local ca, sa = cos(ang), sin(ang)
for y = 0, h - 1 do
for x = 0, w - 1 do
local dx = (x / (w - 1)) * 2 - 1
local dy = (y / (h - 1)) * 2 - 1
local d = sqrt(dx * dx + dy * dy)
if d < 1.0 then
local falloff = (1.0 - d) ^ 0.85
-- rotate the sample point so the haze churns without popping
local sx = dx * ca - dy * sa
local sy = dx * sa + dy * ca
local n = fbm(grids, sx * 0.5 + 0.5, sy * 0.5 + 0.5 - t, 2.5)
local inten = falloff * (0.78 + 1.30 * (n - 0.44))
if inten > 0.03 then
local r, g, b, a = ramp(GAS_RAMP, inten)
buf[y * w + x + 1] = char(r, g, b, a)
end
end
end
end
out[f + 1] = concat(buf)
end
return w, h, out
end
-- Two quads at right angles, so the effect reads from any angle. `axis` picks
-- which bone-local direction the quad grows along: bone-local +X runs down the
-- limb, so a flame laid out along X comes out lying sideways, and 'y' is that
-- same quad turned a quarter left about Z, which stands it up. `centred`
-- straddles the origin instead of growing from it.
local function crossedQuads(bone, length, width, axis, centred)
local pos, uv, nrm, skin, idx = {}, {}, {}, {}, {}
local ST = { { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 } }
local nv, ni = 0, 0
for q = 0, 1 do
local base = nv
for k = 1, 4 do
local s, t = ST[k][1], ST[k][2]
local a = (s - 0.5) * width
local b = centred and (t - 0.5) * length or t * length
local px, py, pz
if axis == "x" then
if q == 0 then px, py, pz = b, a, 0.0 else px, py, pz = b, 0.0, a end
else -- (x, y) -> (-y, x)
if q == 0 then px, py, pz = -a, b, 0.0 else px, py, pz = 0.0, b, a end
end
pos[nv * 3 + 1], pos[nv * 3 + 2], pos[nv * 3 + 3] = px, py, pz
uv[nv * 2 + 1], uv[nv * 2 + 2] = s, 1.0 - t
if q == 0 then
nrm[nv * 3 + 1], nrm[nv * 3 + 2], nrm[nv * 3 + 3] = 0.0, 0.0, 1.0
else
nrm[nv * 3 + 1], nrm[nv * 3 + 2], nrm[nv * 3 + 3] = 1.0, 0.0, 0.0
end
skin[nv + 1] = bone
nv = nv + 1
end
idx[ni + 1], idx[ni + 2], idx[ni + 3] = base, base + 1, base + 2
idx[ni + 4], idx[ni + 5], idx[ni + 6] = base, base + 2, base + 3
ni = ni + 6
end
return { pos = pos, uv = uv, nrm = nrm, skin = skin, nverts = nv,
idx = idx, nidx = ni }
end
-- ------- the bind pose these are sized against
--
-- build.py's bind_extent, kept in its own 4x4 column-major convention rather
-- than folded into StadiumBuild's 3x4 walk. The two agree -- they are the
-- same skeleton -- but the effect sizes come out of THIS one's per-bone scale
-- measurement, and rewriting it into the other convention is exactly the kind
-- of change that moves a byte without anyone noticing.
local function trs(t, r, s)
local function S(v) return sin(v / 32768 * pi) end
local function C(v) return cos(v / 32768 * pi) end
local sx, cx = S(r[1]), C(r[1])
local sy, cy = S(r[2]), C(r[2])
local sz, cz = S(r[3]), C(r[3])
return { cy * cz * s[1], cy * sz * s[1], -sy * s[1], 0,
(sx * sy * cz - cx * sz) * s[2], (sx * sy * sz + cx * cz) * s[2],
sx * cy * s[2], 0,
(cx * sy * cz + sx * sz) * s[3], (cx * sy * sz - sx * cz) * s[3],
cx * cy * s[3], 0,
t[1], t[2], t[3], 1 }
end
local function mul(a, b)
local r = {}
for c = 0, 3 do
for i = 1, 4 do
r[c * 4 + i] = a[i] * b[c * 4 + 1] + a[4 + i] * b[c * 4 + 2]
+ a[8 + i] * b[c * 4 + 3] + a[12 + i] * b[c * 4 + 4]
end
end
return r
end
-- (height of the bind pose, per-bone local scale). Height rather than the
-- largest dimension: sizing off the max would scale Moltres's flames to its
-- wingspan.
function StadiumFx.bindExtent(data)
local root = trs({ 0, 0, 0 }, { 0, 0, 0 }, data.rootScale)
local acc, uns, mats = {}, {}, {}
for i = 1, #data.bones do
local b = data.bones[i]
local p = b.parent
local pa = (p >= 0) and acc[p + 1] or { 1.0, 1.0, 1.0 }
local pu = (p >= 0) and uns[p + 1] or root
local u = mul(pu, trs({ b.t[1] * pa[1], b.t[2] * pa[2], b.t[3] * pa[3] },
b.r, { 1, 1, 1 }))
local a = { pa[1] * b.s[1], pa[2] * b.s[2], pa[3] * b.s[3] }
local m = {}
for k = 1, 16 do m[k] = u[k] end
for k = 1, 4 do
m[k] = m[k] * a[1]
m[4 + k] = m[4 + k] * a[2]
m[8 + k] = m[8 + k] * a[3]
end
acc[i], uns[i], mats[i] = a, u, m
end
local lo = { 1e9, 1e9, 1e9 }
local hi = { -1e9, -1e9, -1e9 }
for _, prim in ipairs(data.prims) do
local pos, skin = prim.pos, prim.skin
for i = 1, prim.nverts do
local m = mats[skin[i] + 1]
if m then
local x, y, z = pos[i * 3 - 2], pos[i * 3 - 1], pos[i * 3]
local wx = m[1] * x + m[5] * y + m[9] * z + m[13]
local wy = m[2] * x + m[6] * y + m[10] * z + m[14]
local wz = m[3] * x + m[7] * y + m[11] * z + m[15]
if wx < lo[1] then lo[1] = wx end
if wy < lo[2] then lo[2] = wy end
if wz < lo[3] then lo[3] = wz end
if wx > hi[1] then hi[1] = wx end
if wy > hi[2] then hi[2] = wy end
if wz > hi[3] then hi[3] = wz end
end
end
end
local extent = (lo[1] <= hi[1]) and (hi[2] - lo[2]) or 1.0
-- how much each bone scales its own local space, so an effect can divide it
-- back out and come out the size it asked for wherever it hangs
local scales = {}
for i = 1, #mats do
local m = mats[i]
scales[i] = sqrt(m[1] * m[1] + m[2] * m[2] + m[3] * m[3])
end
return extent, scales
end
-- ------- what a species gets
-- Returns a list of { kind, bone, geo, w, h, frames }, or an empty list.
function StadiumFx.buildFor(species, fx, extent, boneScale)
local out = {}
for _, node in ipairs(fx) do
local cb, bone = node.callback, node.bone
if bone >= 0 and bone < #boneScale then
local k = boneScale[bone + 1]
if k == 0 then k = 1.0 end
if cb == FIRE_TAIL then
local fl, fw = StadiumFx.SIZES.fire_tail[1], StadiumFx.SIZES.fire_tail[2]
local w, h, fr = fireFrames(species * 7919 + 1, 32, 64, 8)
out[#out + 1] = { kind = "fire", bone = bone, w = w, h = h, frames = fr,
geo = crossedQuads(bone, extent * fl / k,
extent * fw / k, "y", false) }
elseif cb == FIRE_SMALL then
local fl, fw = StadiumFx.SIZES.fire_small[1],
StadiumFx.SIZES.fire_small[2]
local w, h, fr = fireFrames(species * 6271 + bone, 24, 40, 8, 1.25)
out[#out + 1] = { kind = "fire", bone = bone, w = w, h = h, frames = fr,
geo = crossedQuads(bone, extent * fl / k,
extent * fw / k, "y", false) }
elseif cb == AURA and species == 92 then -- Gastly only
local fl, fw = StadiumFx.SIZES.gas[1], StadiumFx.SIZES.gas[2]
local w, h, fr = gasFrames(species * 5237 + 3, 48, 48, 10)
out[#out + 1] = { kind = "gas", bone = bone, w = w, h = h, frames = fr,
geo = crossedQuads(bone, extent * fl / k,
extent * fw / k, "y", true) }
end
end
end
return out
end
-- Append the generated prims and their flipbook textures to a model, exactly
-- as build.py's attach_effects does. Returns how many were made.
function StadiumFx.attach(data, species)
if not (data.fx and #data.fx > 0) then return 0 end
local extent, boneScale = StadiumFx.bindExtent(data)
local made = StadiumFx.buildFor(species, data.fx, extent, boneScale)
for _, e in ipairs(made) do
local first = #data.textures -- 0-based, as the file
for i = 1, #e.frames do
data.textures[first + i] = { index = -1, w = e.w, h = e.h,
generated = true, rgba = e.frames[i] }
end
local g = e.geo
local fxFrames = {}
for i = 1, #e.frames do fxFrames[i] = first + i - 1 end
data.prims[#data.prims + 1] = {
tex = first, cull = 0, texAnim = -1, texMap = nil,
generated = true, effect = e.kind,
blend = (e.kind == "fire") and "add" or "alpha",
fxFrames = fxFrames,
pos = g.pos, uv = g.uv, nrm = g.nrm, skin = g.skin, nverts = g.nverts,
idx = g.idx, nidx = g.nidx,
}
end
return #made
end
return StadiumFx
+414
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@@ -0,0 +1,414 @@
-- STADIUM battles: finding the ROM, and building the models out of it once.
--
-- The mod does not ship the Pokemon Stadium models and cannot: they are that
-- game's data. What it ships is the READER -- StadiumRom, StadiumFragment,
-- StadiumFx and StadiumBuild -- and the player supplies the cartridge, which
-- is exactly the arrangement this engine already has for the Game Boy ROM it
-- is a recompilation of (src/import/RomImporter.lua).
--
-- So: supply a Pokemon Stadium (US) 1.0 ROM -- the OPTIONS row opens a file
-- picker for one, or drop it in `baseroms/` -- and the first time the
-- game runs with the mod on, the models are built. Once, on a loading screen,
-- in about ten seconds. After that the packs sit in the save directory and
-- the mod reads them like any other asset.
--
-- ------- where "baseroms/" is
--
-- One relative path, and it deliberately covers two different places at once,
-- because PhysFS searches the save directory AND the game folder under the
-- same names:
--
-- * a folder install, or a checkout -- `baseroms/` next to main.lua
-- * a packaged or fused build, where the game folder is inside an archive
-- and cannot be written to -- `baseroms/` in the save directory, whose
-- absolute path this reports on screen so it can be found
--
-- The file goes STRAIGHT IN THERE, with no revision subfolder under it. The
-- decompilation's own `make init` uses `baseroms/us/`, and the offline
-- pipeline under model_extract/ still reads from there because it shares that
-- tree -- but the instruction given to a player is "drop the file in this
-- folder", and one folder is the whole of it.
--
-- Any of `.z64`, `.n64` and `.v64` is accepted; StadiumRom normalises the
-- byte order on load.
--
-- ------- what "installed" means
--
-- A marker file next to the packs, holding the format magic, how many species
-- were written and the md5 of the ROM they came from. All three matter. The
-- magic catches a format change (the packs are rebuilt rather than read as
-- garbage), the count catches a build that was interrupted half way, and the
-- md5 catches the player swapping the ROM for a different revision.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumPack = V.require("StadiumPack")
local StadiumInstall = {}
-- Where a ROM is looked for, and where the built packs are kept.
StadiumInstall.ROM_DIR = "baseroms"
StadiumInstall.DIR = StadiumPack.CACHE_DIR
StadiumInstall.MARKER = StadiumInstall.DIR .. "/pack.info"
-- Bumped whenever the .dsm format changes, so an old cache is rebuilt rather
-- than misread. Must track StadiumPack's magic.
StadiumInstall.FORMAT = "DSM3"
-- Bumped when the packs' CONTENT changes without the byte layout moving, so
-- a cache built by an older extractor is rebuilt rather than trusted. Rev 2
-- is the hermite-animation decode fix: the five keyframe species (Pidgeot,
-- Dodrio, Exeggutor, Tangela, Magmar) come out garbled or bind-posed from
-- any rev-1 build.
--
-- Rev 3 adds the shiny variants (NNNs.dsm). The normal packs are unchanged
-- byte for byte, so this is exactly the case REV exists for and not a FORMAT
-- bump: nothing about DSM3 moved, there is simply a second file per species
-- that a rev-2 cache does not have. Without the bump a player who already
-- installed would keep a complete-looking cache with no shiny models in it,
-- and every shiny they met would silently show its normal colours.
StadiumInstall.REV = 3
StadiumInstall.COUNT = 151
-- Named ROM files, then any ROM at all sitting in the folder.
--
-- Flat in `baseroms/`, with no revision subfolder: the offline pipeline under
-- model_extract/ keeps the decompilation's own `baseroms/us/` convention
-- because it shares that tree, but what is being asked of a PLAYER here is
-- "drop the file in this folder", and one folder is the whole of that
-- instruction. A path they have to build out of two parts is a path half of
-- them will get wrong, and the failure is silent -- the rungs are simply not
-- on the row.
local NAMED = {
StadiumInstall.ROM_DIR .. "/baserom.z64",
StadiumInstall.ROM_DIR .. "/baserom.n64",
StadiumInstall.ROM_DIR .. "/baserom.v64",
}
local function fs()
return love and love.filesystem
end
local function isFile(path)
local f = fs()
if not (f and f.getInfo) then return false end
local ok, info = pcall(f.getInfo, path, "file")
return (ok and info) and true or false
end
-- The ROM's path on the PhysFS read path, or nil.
function StadiumInstall.romPath()
local f = fs()
if not f then return nil end
for _, path in ipairs(NAMED) do
if isFile(path) then return path end
end
local ok, items = pcall(f.getDirectoryItems, StadiumInstall.ROM_DIR)
if ok and items then
table.sort(items)
for _, name in ipairs(items) do
if name:lower():match("%.[nvz]64$") then
local path = StadiumInstall.ROM_DIR .. "/" .. name
if isFile(path) then return path end
end
end
end
return nil
end
function StadiumInstall.romPresent()
return StadiumInstall.romPath() ~= nil
end
-- Where to tell the player to put it. The save directory is the answer that
-- is always writable, and it is the one a packaged build needs.
function StadiumInstall.romHint()
local f = fs()
local base = (f and f.getSaveDirectory and select(2, pcall(f.getSaveDirectory)))
if type(base) ~= "string" then base = "the game folder" end
return base .. "/" .. StadiumInstall.ROM_DIR
end
-- The same thing with a FILENAME on the end, which is what a player actually
-- needs: a folder alone leaves them guessing what to call the file, and the
-- guess is not obviously "baserom.z64".
--
-- Taken from the head of NAMED rather than retyped, so the name shown is by
-- construction the first name looked for. It is not the ONLY one that works
-- -- `.n64` and `.v64` are accepted, and so is any other name carrying one
-- of those extensions -- but an instruction that names one file is one a
-- player can follow, and an instruction that lists every possibility is one
-- they have to interpret.
function StadiumInstall.romHintFile()
return StadiumInstall.romHint() .. "/" .. (NAMED[1]:match("[^/]+$") or "")
end
-- ------- the marker
local function readMarker()
local f = fs()
if not (f and isFile(StadiumInstall.MARKER)) then return nil end
local ok, text = pcall(f.read, StadiumInstall.MARKER)
if not (ok and type(text) == "string") then return nil end
local format, count, md5, rev = text:match("^(%S+)%s+(%d+)%s*(%S*)%s*(%S*)")
if not format then return nil end
return { format = format, count = tonumber(count), md5 = md5,
rev = tonumber(rev) }
end
-- Whether a complete, current set of packs is on disk.
local readyCache = nil
function StadiumInstall.ready()
if readyCache ~= nil then return readyCache end
local m = readMarker()
readyCache = (m ~= nil and m.format == StadiumInstall.FORMAT
and m.count == StadiumInstall.COUNT
and m.rev == StadiumInstall.REV) and true or false
return readyCache
end
-- Whether a complete set came WITH the mod folder -- a developer checkout
-- that has run tools/stadium_pack.py. Never true of a released build, which
-- carries no models at all.
--
-- Sampled at both ends of the dex rather than counted. The question being
-- asked is "did somebody run the packer here", not "is every one of the 151
-- present"; a genuinely half-written folder is a case for the marker file,
-- which is what catches an interrupted RUNTIME build.
local function shipped()
local mod = V.mod
if not (mod and mod.read) then return false end
for _, dex in ipairs({ 1, 151 }) do
local ok, bytes = pcall(mod.read, mod,
("%s/%03d.dsm"):format(StadiumPack.DIR, dex))
if not (ok and type(bytes) == "string" and #bytes > 4) then return false end
end
return true
end
-- Whether the packs on disk can be READ, even if they are not current.
--
-- Format and count, but deliberately NOT rev. The distinction matters on an
-- upgrade: a rev bump means the packs are out of date, not that they are
-- unreadable, and treating the two the same is what would make the STADIUM
-- rungs disappear off the options row for anyone whose cache predates it.
-- Losing the recolour until a rebuild is a blemish; losing the mode is not.
function StadiumInstall.usable()
local m = readMarker()
return (m ~= nil and m.format == StadiumInstall.FORMAT
and m.count == StadiumInstall.COUNT) and true or false
end
-- Whether the STADIUM rungs can be offered at all: the packs have been built
-- from the player's ROM (current or merely readable), or the mod folder
-- already carries a set.
function StadiumInstall.available()
if StadiumInstall.ready() then return true end
if StadiumInstall.usable() then return true end
return shipped()
end
-- Whether there is work to do: a ROM to build from, and no CURRENT set.
--
-- Keyed on ready() rather than available(), and that is the whole upgrade
-- story. It used to short-circuit on available(), which meant a checkout
-- carrying assets/stadium was never pending -- so when REV went to 3 for the
-- shiny variants, such a machine did not rebuild, was not asked to, and
-- quietly kept serving the old set: every shiny Pokemon drawn in its
-- ordinary colours, with nothing on screen to say why. That is exactly what
-- happened here, and it took a driver run sitting at "idle 0/151" to notice.
--
-- The cost this trades away is real and was the original reason: a checkout
-- with a ROM now spends one loading screen rebuilding a set it already had
-- files for. Once. After that ready() is true and it is not pending again --
-- and what it buys is that a rev bump actually reaches the people it was
-- bumped for.
function StadiumInstall.pending()
if not StadiumInstall.romPresent() then return false end
return not StadiumInstall.ready()
end
function StadiumInstall.forget()
readyCache = nil
end
-- ------- building
local job = nil
local status = { state = "idle", done = 0, total = StadiumInstall.COUNT }
StadiumInstall.status = status
-- The shiny variant rides beside its species as NNNs.dsm.
--
-- A separate FILE rather than a second block inside NNN.dsm, and that is a
-- deliberate trade. A second block would mean a new magic (DSM4), the same
-- change mirrored into tools/stadium_pack.py, a regenerated oracle and a
-- re-run of the 34MB byte diff -- the project's central safety net disturbed
-- for a feature that does not need the format to move at all. As its own
-- file it is the SAME DSM3 a normal pack is, written by the same writer and
-- read by the same reader, and the 151 normal packs stay byte-identical.
--
-- A species with no shiny variant simply has no NNNs.dsm, and StadiumPack
-- falls back to the normal model. That is also what a half-finished install
-- looks like, which is the behaviour we want from one.
local function writePack(species, bytes, shinyBytes)
local f = fs()
if not f then return false, "no filesystem" end
local ok, err = f.write(("%s/%03d.dsm"):format(StadiumInstall.DIR, species),
bytes)
if not ok then return false, tostring(err) end
if shinyBytes then
-- A failed shiny write is not a failed install: the species still has
-- its model. Left unwritten, the runtime shows the normal one.
local sok, serr = f.write(
("%s/%03ds.dsm"):format(StadiumInstall.DIR, species), shinyBytes)
if not sok and V.mod and V.mod.log then
V.mod.log.warn("shiny pack %03d not written: %s", species, tostring(serr))
end
end
return true
end
-- Open the ROM found in `baseroms/` and start a stepped build. Returns false
-- plus a reason when there is nothing to build from.
function StadiumInstall.begin()
local f = fs()
if not f then return false, "no filesystem" end
local path = StadiumInstall.romPath()
if not path then return false, "no ROM in " .. StadiumInstall.ROM_DIR end
local okRead, bytes = pcall(f.read, path)
if not (okRead and type(bytes) == "string") then
return false, "could not read " .. path
end
return StadiumInstall.beginFrom(bytes, path)
end
-- The same, from bytes somebody else has already got hold of -- which is the
-- IMPORTED path (StadiumRomPick), where the file is at an absolute location
-- love.filesystem cannot see and was read with io.open.
--
-- The two entry points share everything from here down on purpose: an
-- imported cartridge and a dropped one produce the same 151 files, the same
-- marker and the same md5, so there is exactly one build in this mod and no
-- second one to keep in step.
--
-- `label` is only ever used to say WHICH file a complaint is about.
function StadiumInstall.beginFrom(bytes, label)
local f = fs()
if not f then return false, "no filesystem" end
if type(bytes) ~= "string" or #bytes == 0 then return false, "empty file" end
local StadiumRom = V.require("StadiumRom")
local StadiumBuild = V.require("StadiumBuild")
local rom, err = StadiumRom.open(bytes)
if not rom then return false, tostring(err) end
status.wrongVersion = false
if not rom:isExpectedUS() then
-- Built anyway rather than refused: a dump can differ from the reference
-- for reasons that do not move a single model offset (a byte-order
-- variant already normalised on load, a trimmed overdump). But every
-- offset in this reader was measured against US 1.0 and nothing else is
-- promised, so it is said loudly, with the md5 that IS expected so the
-- player can check their own file against it.
status.wrongVersion = true
V.mod.log:warn("stadium: %s is md5 %s -- the model offsets are keyed to "
.. "Pokemon Stadium (US) 1.0, which is md5 %s. Building "
.. "anyway, but the models may be wrong or fail to build.",
tostring(label or "the ROM"), tostring(rom:md5()),
tostring(StadiumRom.US_MD5))
end
-- ------- refuse a ROM with no models in it, BEFORE anything is written
--
-- A file picker invites the wrong file -- most obviously the Game Boy
-- cartridge the player already imported once -- and the reader's answer to
-- one is a model count of zero. That has to be caught HERE rather than
-- allowed to become an empty build, because an empty build is
-- indistinguishable from a finished one further down: `job.total` is
-- clamped to the count, `step` completes on the first call with nothing
-- attempted and therefore nothing FAILED, and the marker gets written
-- saying `DSM3 0`.
--
-- On a fresh machine that is merely a lie on the loading screen -- READY,
-- with no models. On one that already HAD them it is worse: the marker is
-- the only thing that makes 151 files on disk count as installed, so
-- overwriting it with a zero uninstalls a good set and the STADIUM rungs
-- vanish off the row. Nothing below this line runs for a file that cannot
-- possibly produce a build.
local models = rom:modelCount()
if not (models and models >= StadiumInstall.COUNT) then
return false, "needs Pokemon Stadium US 1.0"
end
pcall(f.createDirectory, StadiumInstall.DIR)
job = StadiumBuild.job(rom, writePack, StadiumInstall.COUNT)
job.md5 = rom:md5()
status.state = "building"
status.done = 0
status.total = job.total
status.error = nil
return true
end
-- One species. Returns true while there is more to do.
function StadiumInstall.step()
if not job then return false end
local more = job:step()
status.done = job.done
status.species = job.species
if job.error then
status.state = "failed"
status.error = job.error
job = nil
return false
end
if not more then
local f = fs()
-- `job.total > 0` as well as "nothing failed", because a job with nothing
-- IN it satisfies the second on its own -- and the marker this writes is
-- what makes a set count as installed, so it must never be written for a
-- build that did not happen. beginFrom refuses such a ROM outright; this
-- is the same rule stated where the consequence is.
local wrote = #job.failed == 0 and job.total > 0
if wrote and f then
pcall(f.write, StadiumInstall.MARKER,
("%s %d %s %d\n"):format(StadiumInstall.FORMAT, job.total,
tostring(job.md5 or ""),
StadiumInstall.REV))
readyCache = nil
StadiumPack.forget()
end
if not wrote then
status.state = "failed"
-- EVERY species failing is not a bad build, it is the wrong file: the
-- offsets the reader walks are Pokemon Stadium's, so a different game
-- -- or the Game Boy cartridge the player already imported once, which
-- is the mistake a file picker invites -- misses on all 151 rather than
-- on a few. Worth telling apart, because "0 of 151 models were built"
-- reads as a broken mod and this reads as a wrong click.
if #job.failed >= job.total then
status.error = "needs Pokemon Stadium US 1.0"
else
status.error = ("%d of %d models could not be built")
:format(#job.failed, job.total)
end
else
status.state = "done"
end
job = nil
return false
end
return true
end
function StadiumInstall.cancel()
job = nil
status.state = "idle"
end
return StadiumInstall
+548
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@@ -0,0 +1,548 @@
-- STADIUM battles: one Pokemon, standing on its tile.
--
-- The side's live state -- which species is out, the rig posing it, which
-- animation the fight has asked for and how far through it is, and the
-- matrix that puts it on its cell at the right size facing the right way.
-- Stadium owns the pair of these; StadiumRig owns the arithmetic.
--
-- ------- how big a Pokemon is
--
-- The one genuinely invented number in this mode, and it is worth saying
-- why it is invented rather than measured.
--
-- The flat 2D-3D mode has an exact answer: a full-size 56-pixel pic covers
-- one 16-pixel overworld square, so a canvas pixel is a fixed number of
-- world pixels and every species comes out at whatever its own artwork's
-- size implies (see BattleBillboard.FULL_W). The camera is then SOLVED to
-- make one square that big on screen (BattleCam).
--
-- The Stadium models have no such anchor. Their units are the N64's, they
-- run from Caterpie at 9 units to Gyarados at 147 -- a sixteenfold spread,
-- where the Gen 1 pics span barely one and a half -- and the game they come
-- from framed each one with its own camera, which a fight staged on the
-- overworld cannot do because the two mons share a shot.
--
-- Taken literally, that spread puts Caterpie at a couple of pixels on a
-- 144-pixel screen while Gyarados leaves the frame. So the range is
-- COMPRESSED rather than either honoured or discarded: a species is drawn
-- at REF_HEIGHT world pixels scaled by its own height over the set's
-- median, raised to SQUASH. At 1 that would be the raw sixteenfold spread;
-- at 0 every Pokemon would be the same size; at 0.55 the order and the
-- feel of the differences survive -- Onix and Gyarados tower, Diglett and
-- Caterpie are small enough to have to look for -- inside a range a shared
-- frame can hold.
--
-- ------- and where its feet are
--
-- The pack measures each model's lowest point against its own origin
-- (tools/stadium_pack.py's `stance`), and the answer splits the set in
-- three. 119 species sit within 5% of zero: the origin IS the floor, and
-- the game stood them on its field with it. A handful sit ABOVE it --
-- Zubat, Magnemite, Geodude -- which is a hover the model is authored with.
-- The rest hang BELOW it -- Tentacruel, Gastly, Haunter, Weezing, Zapdos --
-- which is a model centred on its origin rather than standing on it.
--
-- So a model is stood on its own lowest point, and then given back as much
-- of its authored hover as the shot can hold -- HOVER_CAP of its own height,
-- no more. The middle group is unaffected either way, which is the check
-- that the rule is reading the data rather than correcting it.
--
-- The cap is not tidiness. Stadium framed one Pokemon per camera and could
-- afford to hang Zubat three body-heights off the floor; this shot has the
-- foe's feet on GB row 56 of 144, so the same hover puts Zubat off the top
-- of the frame entirely -- which is exactly what it did before the cap. The
-- flat 2D-3D mode has the same constraint and answers it by bottom-aligning
-- every pic, hovering species included; this keeps the hover but spends
-- only the room there is.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local StadiumPack = V.require("StadiumPack")
local StadiumRig = V.require("StadiumRig")
local StadiumMon = {}
StadiumMon.__index = StadiumMon
-- How tall a median Pokemon stands, in world pixels.
--
-- Not picked by eye: it is what the FLAT mode already puts on those cells.
-- A full-size Gen 1 pic is 56 pixels for the foe and 64 for the player's
-- own, drawn with its feet on GB rows 56 and 96 of a 144-row frame -- so a
-- full-size mon covers 39% of the frame at the far cell and 44% at the near
-- one. Against the lens BattleCam solves (about 38 world pixels of frame at
-- the far cell, 30 at the near one, because the near one is closer) both of
-- those work out at roughly fourteen world pixels.
--
-- So this is the number that makes a median Stadium model exactly as big as
-- the artwork it replaces, which is what keeps the composition the camera
-- was solved for.
StadiumMon.REF_HEIGHT = 14
-- The set's own median bind height, in game units (tools/stadium_pack.py
-- --report prints it). Only ever a reference point for the ratio above, so
-- a re-extraction that moved it slightly changes nothing but the middle of
-- the ladder.
StadiumMon.MEDIAN = 52.25
-- How much of the raw size spread survives. See the header.
StadiumMon.SQUASH = 0.5
-- And hard stops either end, because a compression is not a guarantee. The
-- ceiling is what keeps Onix and Gyarados inside a frame whose top edge is
-- only 56 GB rows above the foe's own feet: past about this they stop being
-- imposing and start being cropped.
StadiumMon.MIN_HEIGHT = 5
StadiumMon.MAX_HEIGHT = 18
-- How much of an authored hover survives, as a fraction of the Pokemon's
-- own height. See the header: Stadium could hang a flier three body-heights
-- up because it framed one Pokemon at a time.
StadiumMon.HOVER_CAP = 0.5
-- The animation clock. Every animation in the set is authored at 30 fps
-- (model_extract/README.md), and the eyes run on their own counter at the
-- same rate.
StadiumMon.FPS = StadiumPack.FPS
-- ------- coming out of the ball
--
-- The engine grows its flat pic in the Game Boy's own three steps -- 0, then
-- 3/7, then 5/7, then full -- across the twelve frames after the ball opens
-- (BattleState.growInScale). Two things about that do not carry to a model.
--
-- It is three steps, which on a 56-pixel sprite is a chunky pop and on a
-- smooth 3D model is just a pop. And it starts AFTER the ball: measured, the
-- poof animation runs for 27 frames and `startGrowIn` fires on the frame
-- after it ends, so the Pokemon does not begin to exist until the ball has
-- finished opening -- which reads as the ball opening and then a Pokemon
-- being switched on beside it.
--
-- So the model runs its own ramp, started when the POOF begins rather than
-- when it ends, and continuous rather than stepped: it grows out of nothing
-- while the ball is opening and reaches full size as the engine's own grow
-- finishes. GROW_TIME is measured off that -- 27 frames of poof plus the
-- engine's 12 of grow is 39, which is this.
StadiumMon.GROW_TIME = 0.65
-- How far an animation may carry the Pokemon off its tile, in the Pokemon's
-- own body-heights, before the excess is taken back out (StadiumRig.anchor).
--
-- Measured against the frame rather than chosen by eye. A mon is drawn
-- REF_HEIGHT world pixels tall and the GB frame holds about 38 world pixels
-- at the far cell, with the foe's feet on row 56 of 144 -- so there is
-- roughly one body-height of room above it and about one and a half either
-- side. Three quarters of a height keeps every part of a travelling Pokemon
-- inside that with a margin, and leaves the 83 species that never reach it
-- untouched.
StadiumMon.TRAVEL = 0.75
-- ------- the animation the fight is asking for
--
-- Each entry says which context slot to look up, whether it loops, and
-- what it falls back to when the species has no animation in that slot.
-- ------- there is no hit reaction, and there never was
--
-- This used to carry `hit` and `flinch` states, played when damage landed,
-- resolving through context slots 166 and 178. Both were wrong, and the data
-- says so plainly once the move table is read alongside them:
--
-- Bulbasaur's slot 166 is a 95-frame animation that 66 of its moves play.
-- Pidgey's is 138 frames -- four and a half seconds -- and 111 of its moves
-- play it. Slot 178, and 173, 179, 180 and 181, all point at the same one.
--
-- A four-and-a-half-second animation that most of the move table uses is the
-- species' DEFAULT ATTACK, not a flinch, which is why being hit looked like
-- swinging: it literally was the swing.
--
-- Nor is the reaction hiding elsewhere. Exactly one animation per species is
-- claimed by no slot and no move, and it is the same length as the idle for
-- essentially every one of them -- 48/48, 56/56, 60/60, 84/84 -- so it is a
-- second standby loop, not a recoil. The set has no damage reaction in it.
--
-- So damage plays nothing, and the Pokemon carries on with what it was doing.
-- That is not a gap: the engine flashes the screen, blinks the pic and drains
-- the bar, which is how Gen 1 says "that hurt" and is already in the frame.
local STATES = {
idle = { slot = "idle", loop = true },
entrance = { slot = "entrance", loop = false, next = "idle" },
faint = { slot = "faint", loop = false, hold = true },
-- A move names its own animation out of the move table. `attack_default`
-- is the fallback for one the table has nothing for -- which is what slot
-- 166 actually is, so the generic swing is now a real swing rather than
-- the standby loop it used to resolve to.
attack = { slot = "attack_default", loop = false, next = "idle" },
}
function StadiumMon.new(side)
return setmetatable({
side = side, -- "player" or "enemy"
species = nil, -- the dex number currently modelled
shiny = false, -- and whether it is the recoloured variant
model = nil,
rig = nil,
state = "idle",
anim = nil, -- index into model.anims
time = 0, -- seconds into it
loop = true,
hold = false,
aux = nil, -- the texture animation running alongside
visible = false,
scale = 1, -- the send-out grow, 1 the rest of the time
}, StadiumMon)
end
function StadiumMon:release()
if self.rig then self.rig:release() end
self.rig, self.model, self.species = nil, nil, nil
-- cleared with the species: a stale true here would make the next
-- setSpecies believe a shiny model was already loaded and early-return
self.shiny = false
end
-- ------- which species this side is showing
--
-- Returns true when the model is ready to draw. A species with no pack, one
-- whose meshes would not build, or one whose animation data is corrupt at
-- source answers false -- and Stadium then leaves that side to the flat
-- card, which is a per-POKEMON decline rather than a per-battle one: a fight
-- can perfectly well have a model on one side and a pic on the other.
--
-- ------- staticPose: the corrupt-idle escape hatch
--
-- StadiumBuild.idleIsBroken measures whether a species' standby loop throws
-- bones off the body, and the pack carries the verdict as `staticPose`. A
-- species so marked DECLINES here -- the Game Boy's own battle sprite
-- stands on the tile instead, drawn by the same 2D-3D path every species
-- uses when its model is unavailable -- because a bind pose held for a
-- whole fight reads as broken, not as "this one does not animate".
--
-- No species is marked today. Exeggutor, Tangela and Magmar used to be:
-- their animations are hermite keyframes (flags & 8), the extractor misread
-- the flags byte and decoded them as packed streams, and the exploding
-- result tripped the detector (Pidgeot and Dodrio were garbled by the same
-- bug, just not hard enough to trip it). The detector stays, keyed on the
-- DATA rather than a list of dex numbers, so a future extraction bug that
-- corrupts a species' idle falls back to the sprite instead of coming
-- apart on the field -- and nothing here has to be edited when it does.
--
-- `shiny` is part of the IDENTITY, not a flag applied afterwards. The early
-- return below is keyed on it for that reason: a shiny Rattata and an
-- ordinary one share a dex number but are different models, loaded from
-- different packs, and comparing on the dex alone would keep whichever
-- loaded first and colour both sides with it. That is precisely the shape
-- of bug the two-Rattata note above describes, and it is silent -- the
-- model is valid, it is simply the wrong one.
function StadiumMon:setSpecies(dex, shiny)
shiny = shiny and true or false
if dex == self.species and shiny == (self.shiny or false) then
return self.rig ~= nil
end
if self.rig then self.rig:release() end
self.rig, self.model, self.species = nil, nil, dex
self.shiny = shiny
self.grow, self.grewOwn = nil, nil
if not dex then return false end
local model = StadiumPack.load(dex, shiny)
if not model then return false end
-- the pack falls back to the normal model when a species has no shiny
-- variant, so believe the model rather than the request
self.shiny = model.shiny and true or false
if model.staticPose then return false end
local rig = StadiumRig.new(model)
if not rig then return false end
self.model, self.rig = model, rig
-- a new Pokemon on the field opens on its standby loop; whoever sent it
-- out asks for the entrance a moment later
self.state, self.anim, self.time = nil, nil, 0
self:play("idle")
return true
end
-- ------- the state machine
-- Which animation a context slot resolves to for this species, or nil.
function StadiumMon:slotAnim(name)
local model = self.model
local slot = model and StadiumPack.SLOT[name]
if not slot then return nil end
local index = model.ctx[slot]
if not index or index == StadiumPack.NONE then return nil end
return index + 1
end
-- Start a state. `animIndex` overrides the state's own slot lookup, which
-- is what an attack uses.
function StadiumMon:play(state, animIndex, auxIndex)
local model = self.model
if not model then return false end
local def = STATES[state] or STATES.idle
local index = animIndex
if not index and def.slot then index = self:slotAnim(def.slot) end
if not index and def.fallback then index = self:slotAnim(def.fallback) end
if not index then
-- the species has nothing for this; the standby loop is always there
if state == "idle" then index = 1 else return self:play("idle") end
end
local anim = model.anims[index]
if not anim then return false end
self.state, self.anim, self.time = state, index, 0
self.done = false
-- (a species whose animations are corrupt at source never gets this far:
-- setSpecies declines it outright and its flat pic stands instead)
self.loop = def.loop and true or false
self.hold = def.hold and true or false
-- The eyes that go with it. Every skeletal animation carries the texture
-- animation the battle table most often set alongside it (the pack's own
-- `aux`), and a move may name a different one -- a hit that leaves the
-- Pokemon confused swaps the open eye for the dizzy swirl.
self.aux = auxIndex or anim.aux
return true
end
-- Ask for a state, but never interrupt one that outranks it. A faint is
-- final, and an entrance cannot be cut short by the standby loop it hands
-- on to.
local RANK = { idle = 0, entrance = 1, attack = 2, faint = 3 }
function StadiumMon:request(state, animIndex, auxIndex)
if not self.model then return false end
local now = RANK[self.state] or 0
local want = RANK[state] or 0
if self.state == "faint" then return false end
-- an equal-ranked request RESTARTS: the second move of a two-hit turn
-- should swing again rather than be swallowed by the first
if want < now then return false end
return self:play(state, animIndex, auxIndex)
end
-- The animation a move plays for this species, from the battle system's own
-- per-species table (model_extract's moves.json, packed into the .dsm).
-- `moveIndex` is the Gen 1 move id, which the engine's move defs carry as
-- `index` -- the same numbering, so no name mapping is needed.
function StadiumMon:attack(moveIndex)
local model = self.model
if not (model and moveIndex and moveIndex >= 1
and moveIndex <= StadiumPack.N_MOVES) then
return false
end
local index = model.moveAnim[moveIndex]
if not index or index == StadiumPack.NONE then return false end
local aux = model.moveAux[moveIndex]
return self:request("attack", index + 1,
(aux and aux >= 0) and (aux + 1) or nil)
end
-- ------- per frame
function StadiumMon:update(dt)
-- kept for build(), which runs later in the same frame and needs it to
-- advance the anchor's filter (StadiumRig.anchor). Stashed before the
-- early-outs below, so a species with nothing to play still has one.
self.dt = dt or 0
-- the ball-to-full-size ramp, which runs whether or not there is an
-- animation to play alongside it
if self.grow then
self.grow = self.grow + (dt or 0) / StadiumMon.GROW_TIME
if self.grow >= 1 then self.grow = nil end
end
local model = self.model
if not (model and self.anim) then return end
local anim = model.anims[self.anim]
if not anim then return end
self.time = self.time + (dt or 0)
if self.time >= anim.seconds and not self.loop then
if self.hold then
-- a faint stays down: hold the last frame rather than snapping back
-- to a standing pose the moment the animation runs out
self.time = math.max(0, anim.seconds - 1 / StadiumMon.FPS)
-- and SAY so, once. The clamp above means the clock can no longer be
-- asked whether the animation is over -- it stops a frame short of the
-- end and stays there forever -- and something has to know, because a
-- collapse that has finished is the moment the Pokemon may leave the
-- field (see Stadium's onField).
self.done = true
else
local nextState = (STATES[self.state] or {}).next or "idle"
self:play(nextState)
end
end
end
-- ------- the grow
--
-- Begin coming out of the ball. Answers whether it actually started, so the
-- caller can play the entrance alongside it and the engine's own send-out
-- seam a moment later does not restart what is already running.
function StadiumMon:beginGrow()
if self.grow or not self.model then return false end
self.grow = 0
-- and remember that THIS arrival was ours to size, so the engine's own
-- three-step ramp is not consulted again for it. Ours starts earlier and
-- finishes a few frames sooner, and in that gap the engine's ramp still
-- reads 5/7 -- so falling back to it shrank the Pokemon from 0.96 back to
-- 0.71 and then snapped it to full, a visible hitch at the end of an
-- animation that exists to not have one.
self.grewOwn = true
return true
end
-- How big this Pokemon is drawn this frame, as a fraction of its real size.
--
-- Smoothstep rather than a straight ramp or an ease-out: the ball is opening
-- for the first half of this, so a curve that is already near full size by
-- then would have the Pokemon standing there while the ball is still coming
-- apart. Slow, then quick through the middle, then settling exactly as the
-- engine's own grow ends.
function StadiumMon:growScale()
local t = self.grow
if not t then return 1 end
if t <= 0 then return 0 end
if t >= 1 then return 1 end
return t * t * (3 - 2 * t)
end
-- Whether a HELD animation -- which in practice means a faint -- has played
-- all the way through and is now sitting on its last frame. Always false for
-- a looping one, which never finishes, and for one that hands on to another
-- state, which has already stopped being itself by the time anyone can ask.
function StadiumMon:finished()
return self.done and true or false
end
-- How tall this species stands on the map, in world pixels.
function StadiumMon:worldHeight()
local model = self.model
local h = model and model.height or 0
if not (h > 0) then return StadiumMon.REF_HEIGHT end
local k = (h / StadiumMon.MEDIAN) ^ StadiumMon.SQUASH
local out = StadiumMon.REF_HEIGHT * k
if out < StadiumMon.MIN_HEIGHT then out = StadiumMon.MIN_HEIGHT end
if out > StadiumMon.MAX_HEIGHT then out = StadiumMon.MAX_HEIGHT end
return out
end
-- How wide this Pokemon stands, in world pixels -- the same scale
-- worldHeight is in, so a caller can size something to its footprint.
--
-- Only STADIUM B asks: it needs to know how big a platform to put under a
-- mon, and "as tall as it is" is the wrong answer for a Snorlax, which is
-- half as tall as an Onix and three times as wide.
--
-- The send-out grow is deliberately NOT folded in. A Pokemon scaling up out
-- of its ball should arrive on a platform that was already there, not one
-- that inflates under its feet.
function StadiumMon:worldRadius()
local model = self.model
if not model then return 0 end
local h = model.height or 0
if not (h > 0) then return 0 end
return (model.radius or 0) * self:worldHeight() / h
end
-- The model matrix: stand this Pokemon on world (x, groundY, z) facing
-- (faceX, faceZ), at whatever the send-out grow has done to its size.
--
-- The vertices the rig writes are in the model's RAW units -- before the
-- model_root scale the game applies -- so the scale here carries that too,
-- and the floor offset is measured in the same raw units on the way in.
function StadiumMon:matrix(x, groundY, z, faceX, faceZ)
local model = self.model
if not model then return nil end
local root = model.rootScale
if not (root and root > 0) then root = 1 end
local k = root * self:worldHeight() / math.max(model.height, 1e-6)
k = k * (self.scale or 1)
-- stand it on its own lowest point, then give back as much of the
-- authored hover as the shot can hold (see the header)
local floor = model.floor or 0
local hover = math.min(math.max(floor, 0),
StadiumMon.HOVER_CAP * math.max(model.height, 0))
local lift = (floor - hover) / root
local yaw = 0
if faceX and faceZ and (faceX ~= 0 or faceZ ~= 0) then
-- the card and the model share this convention: an unrotated model
-- faces +Z, which is map SOUTH, which is what "facing down" is in the
-- flat game (see Voxel3D's axis note)
yaw = math.atan2(faceX, faceZ)
end
self.yaw = yaw
return Mat4.mul(
Mat4.mul(Mat4.mul(Mat4.translate(x, groundY, z), Mat4.rotateY(yaw)),
Mat4.scale(k, k, k)),
Mat4.translate(0, -lift, 0))
end
-- How far this Pokemon's LOWEST rendered point stands above the ground it
-- is placed on, in world pixels -- the authored hover the matrix above
-- gives back, actually applied.
--
-- Derived by repeating that matrix's own arithmetic rather than by
-- re-deriving it in closed form: root scale, the model's floor and the
-- hover cap interact in a way that is easy to get subtly wrong, and a
-- caller that guessed would place things at the feet of a Pokemon that is
-- flying. Which is exactly what a Pidgey does -- it renders a good third
-- of its own height clear of its tile, and anything aimed at its cell
-- mark lands under it.
function StadiumMon:groundGap()
local centre, half = self:bodySpan()
if centre then return math.max(0, centre - half) end
return 0
end
-- Where this Pokemon's body actually SITS above the ground it is placed
-- on, and how big it is: the centre height, the half height and the
-- girth, all in world pixels.
--
-- Measured off the POSED vertices (StadiumRig:posedBounds) and put
-- through this matrix's own scale and lift, so the answer is the shape
-- the camera is about to see. That matters most for the species it is
-- hardest to guess about: a Pidgey's standby animation flies it well
-- clear of its tile, and anything aimed at its cell mark -- a capture
-- ring, a thrown ball's collision -- lands under an empty patch of grass
-- while the bird hovers above it. Nothing static says so; only the pose
-- does.
--
-- nil before the first skin(), or with no rig: the caller falls back to
-- the bind-pose height, which is right for everything that stands.
function StadiumMon:bodySpan()
local model, rig = self.model, self.rig
if not (model and rig and rig.posedBounds) then return nil end
local okB, lo, hi, girth = pcall(rig.posedBounds, rig)
if not (okB and lo) then return nil end
local root = model.rootScale
if not (root and root > 0) then root = 1 end
local k = root * self:worldHeight() / math.max(model.height, 1e-6)
k = k * (self.scale or 1)
local floor = model.floor or 0
local hover = math.min(math.max(floor, 0),
StadiumMon.HOVER_CAP * math.max(model.height, 0))
local lift = (floor - hover) / root
-- the same map the model matrix applies: world = k * (posed - lift)
return k * ((lo + hi) * 0.5 - lift), k * (hi - lo) * 0.5, k * (girth or 0)
end
-- Pose and skin for this frame. Separate from the draw because both the
-- SUN and the camera -- and, in a headset, both eyes -- want the same
-- skinned mesh, and skinning it once is the whole reason this is worth
-- doing on the CPU.
function StadiumMon:build()
if not (self.rig and self.model) then return false end
-- self.anim is nil while a species has nothing to play, and pose() reads
-- that as "the bind pose", which is exactly what is wanted
self.rig:pose(self.anim, self.time * StadiumMon.FPS, self.loop)
-- and then back onto the tile, because these animations were authored for
-- a camera that followed the Pokemon and this one does not move (see
-- StadiumRig.anchor)
self.rig:anchor(StadiumMon.TRAVEL, self.dt)
self.rig:skin(self.yaw or 0)
-- no clock of its own: the texture animation rides the frame pose() just
-- resolved, which is what keeps a blink inside its standby loop and a
-- fainted Pokemon's eyes shut once it has stopped moving
self.rig:textures(self.aux)
return true
end
return StadiumMon
+661
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@@ -0,0 +1,661 @@
-- STADIUM battles: reading one species' model off disk.
--
-- `NNN.dsm` holds one Pokemon Stadium battle model. It is written by
-- StadiumBuild, out of the player's own copy of that ROM, the first time the
-- mod runs (see StadiumInstall) -- and by tools/stadium_pack.py, which is the
-- oracle that Lua path is tested against. This file is the other half of that
-- format and nothing else: bytes in, tables out. What the tables MEAN is
-- StadiumRig's business (posing a skeleton) and StadiumMon's (which animation
-- a fight is asking for).
--
-- Three things shape it.
--
-- BINARY, NOT LUA. A species is a couple of hundred kilobytes of numbers,
-- most of it animation, and a Lua source file of that is a parse the loader
-- would pay for on every boot whether a battle happened or not. A byte
-- string is read once, on the frame a fight starts, and only for the two
-- species actually fighting.
--
-- LAZY ANIMATIONS. Geometry, bones and textures are decoded on load --
-- they are small, and every one of them is needed the moment the mon
-- appears. The animations are not: a fight uses idle, an entrance and
-- whichever handful of attacks come up, out of the seven to twenty-one a
-- species carries. So the load pass SCANS the animation block, recording
-- where each one starts and skipping the rest, and a track is decoded the
-- first time something plays it. That turns a 200 KB decode into a 20 KB
-- one plus a few milliseconds spread over the fight.
--
-- AN LRU OF FOUR. A model is shared by everything that draws that species
-- -- both sides of a mirror match, both VR eyes -- and kept for a few
-- battles after, because the next fight on the same route is very often
-- the same Pokemon. Four is enough for a wild fight (two) plus the
-- trainer's next two, and it bounds what the mode can hold to a few
-- megabytes.
--
-- Everything is pcall-guarded and every failure answers nil: a missing
-- pack, a truncated file or a driver that will not make an image all end
-- at the same place, which is the flat 2D-3D card this mode falls back to
-- (see Stadium).
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumPack = {}
local byte = string.byte
local floor = math.floor
-- ------- where a pack comes from
--
-- Two places, asked in this order.
--
-- CACHE_DIR is in the save directory and is what actually ships: the mod
-- carries no models (they are Pokemon Stadium's data), so StadiumInstall
-- builds them out of the player's own ROM on first run and writes them here.
--
-- DIR is inside the mod, and exists for a developer checkout that has run
-- tools/stadium_pack.py -- which is also how the oracle the Lua extractor is
-- tested against gets built. It is second because a locally built CURRENT
-- cache should win over whatever a checkout happens to have lying around --
-- current as judged by StadiumInstall's marker, so a cache an old extractor
-- built does not shadow a fresh set (see readPack).
StadiumPack.CACHE_DIR = "dramatic_shape/stadium"
StadiumPack.DIR = "assets/stadium"
-- The shiny variant sits beside its species as NNNs.dsm -- the same DSM3,
-- written by the same writer, differing only in its texture bytes. See the
-- note over StadiumInstall's writePack for why it is a separate file and not
-- a second block in the pack.
local function packName(dir, species, shiny)
return shiny and ("%s/%03ds.dsm"):format(dir, species)
or ("%s/%03d.dsm"):format(dir, species)
end
local function readPack(species, shiny)
-- The cache only counts when StadiumInstall's marker says it is a
-- complete, CURRENT build -- an old cache (a rev the extractor has since
-- fixed, a format that moved) must not shadow a fresh shipped set, and a
-- half-written folder must not be read at all. Required lazily: Install
-- requires this module at load, so the reverse edge cannot be taken then.
local rel = packName(StadiumPack.CACHE_DIR, species, shiny)
local install = V.require("StadiumInstall")
local mod = V.mod
local haveShipped = false
if mod and mod.read then
local okS, b = pcall(mod.read, mod, packName(StadiumPack.DIR, species, shiny))
haveShipped = okS and type(b) == "string" and #b > 4
end
-- A CURRENT cache always wins. A stale one (readable, but built by an older
-- extractor) wins only when there is no shipped set to prefer instead --
-- that ordering is what stops a cache from an extractor rev we have since
-- fixed shadowing good files, while still leaving something on screen for a
-- player whose only copy IS that cache. A half-written folder is caught by
-- the marker and satisfies neither.
if love and love.filesystem and love.filesystem.getInfo
and (install.ready() or (install.usable() and not haveShipped)) then
local okInfo, info = pcall(love.filesystem.getInfo, rel, "file")
if okInfo and info then
local ok, bytes = pcall(love.filesystem.read, rel)
if ok and type(bytes) == "string" and #bytes > 4 then return bytes end
end
end
if not (mod and mod.read) then return nil end
local ok, bytes = pcall(mod.read, mod,
packName(StadiumPack.DIR, species, shiny))
if ok and type(bytes) == "string" and #bytes > 4 then return bytes end
return nil
end
-- The battle system's context slots, in the order tools/stadium_pack.py
-- writes them -- slot 165 upward (see model_extract/manifest.json's
-- animationSlots). Indexed by POSITION, so this list is the format's
-- contract and the packer's CONTEXTS must stay identical to it.
-- Position 2 was called "hit" until the move table was read against it: it
-- is the animation most of a species' MOVES play, which makes it the default
-- attack and not a damage reaction (see StadiumMon's STATES). The slot TABLE
-- is indexed by position, but the name also reaches the packed files: the
-- packers bake it into the animation NAME strings, so it has to match
-- tools/stadium_pack.py's CONTEXTS *and* pipeline/battle.py's CONTEXT_SLOTS,
-- or the oracle diff reports every species.
StadiumPack.CONTEXT = {
"idle", "attack_default", "faint", "entrance", "reaction_169", "reaction_170",
"reaction_171", "reaction_172", "reaction_173", "reaction_174",
"struggle", "idle_alt", "faint_alt", "flinch", "reaction_179",
"reaction_180", "reaction_181", "reaction_182", "entrance_alt",
"idle_return",
}
-- name -> slot position, for callers that ask by name
StadiumPack.SLOT = {}
for i, name in ipairs(StadiumPack.CONTEXT) do StadiumPack.SLOT[name] = i end
StadiumPack.N_MOVES = 165
StadiumPack.NONE = 0xFFFF
-- The frame rate every animation in the set is authored at
-- (model_extract/README.md: keyframe times are frame / 30).
StadiumPack.FPS = 30
-- ------- readers
--
-- One cursor threaded through by hand rather than an object: this runs over
-- a couple of hundred thousand values on the frame a battle starts, and a
-- method call per value is the difference between a hitch and no hitch.
local function u8(s, p) return byte(s, p), p + 1 end
local function u16(s, p)
local a, b = byte(s, p, p + 1)
return a + b * 256, p + 2
end
local function i16(s, p)
local a, b = byte(s, p, p + 1)
local v = a + b * 256
if v >= 32768 then v = v - 65536 end
return v, p + 2
end
local function u32(s, p)
local a, b, c, d = byte(s, p, p + 3)
return a + b * 256 + c * 65536 + d * 16777216, p + 4
end
local function i32(s, p)
local v
v, p = u32(s, p)
if v >= 2147483648 then v = v - 4294967296 end
return v, p
end
-- IEEE 754 single, by hand. LOVE has love.data.unpack, but this file reads
-- exactly four floats per model (the header's extents) and a hand decode
-- costs nothing while removing a version floor from the mod's whole
-- STADIUM path.
local function f32(s, p)
local b1, b2, b3, b4 = byte(s, p, p + 3)
local sign = 1
if b4 >= 128 then sign, b4 = -1, b4 - 128 end
local expo = b4 * 2 + floor(b3 / 128)
local mant = (b3 % 128) * 65536 + b2 * 256 + b1
if expo == 255 then
if mant == 0 then return sign * math.huge, p + 4 end
return 0, p + 4
end
if expo == 0 then return sign * mant * 2 ^ -149, p + 4 end
return sign * (1 + mant / 8388608) * 2 ^ (expo - 127), p + 4
end
-- 16.16 fixed point, which is how bone scales are stored (they run from
-- about -31 to 100 across the set and a float would cost twice the bytes
-- for precision nothing can see).
local function fixed(s, p)
local v
v, p = i32(s, p)
return v / 65536, p
end
-- ------- the load
local function readHeader(s, p, model)
model.species, p = u16(s, p)
model.boneCount, p = u16(s, p)
model.primCount, p = u16(s, p)
model.texCount, p = u16(s, p)
model.animCount, p = u16(s, p)
model.auxCount, p = u16(s, p)
model.rootScale, p = f32(s, p)
-- a species whose standby loop is corrupt in the source extraction, and
-- which the mod therefore holds at its bind pose (see the packer's
-- idle_is_broken). Three of the 151.
local static
static, p = u8(s, p)
model.staticPose = static ~= 0
model.height, p = f32(s, p)
model.floor, p = f32(s, p)
model.radius, p = f32(s, p)
local moveAnim, moveAux, ctx = {}, {}, {}
for i = 1, StadiumPack.N_MOVES do moveAnim[i], p = u16(s, p) end
for i = 1, StadiumPack.N_MOVES do moveAux[i], p = i16(s, p) end
for i = 1, #StadiumPack.CONTEXT do ctx[i], p = u16(s, p) end
model.moveAnim, model.moveAux, model.ctx = moveAnim, moveAux, ctx
return p
end
-- The bone tree, as flat parallel arrays: a rig walk touches every bone
-- every frame and an array of little tables would be a cache miss per bone
-- and a table per bone to collect.
local function readBones(s, p, model)
local n = model.boneCount
local parent, t, r, sc = {}, {}, {}, {}
for i = 1, n do
-- 0-based in the file, 1-based here, and 0 for "no parent" so the rig's
-- walk can test it without a sentinel comparison
local par
par, p = i16(s, p)
parent[i] = par + 1
local b = (i - 1) * 3
t[b + 1], p = i16(s, p)
t[b + 2], p = i16(s, p)
t[b + 3], p = i16(s, p)
r[b + 1], p = i16(s, p)
r[b + 2], p = i16(s, p)
r[b + 3], p = i16(s, p)
sc[b + 1], p = fixed(s, p)
sc[b + 2], p = fixed(s, p)
sc[b + 3], p = fixed(s, p)
end
model.parent, model.restT, model.restR, model.restS = parent, t, r, sc
return p
end
-- One drawable piece: the triangles that share a texture and a cull mode.
--
-- Positions and normals stay in BONE-LOCAL space, exactly as the display
-- list had them, because that is what makes the skinning a single matrix
-- multiply per vertex (every vertex in the set is rigidly bound to one bone
-- -- see model_extract/README.md) rather than a weighted blend.
local function readPrims(s, p, model)
local prims = {}
for i = 1, model.primCount do
local prim = {}
prim.tex, p = u16(s, p)
prim.tex = prim.tex + 1
local cull, blend
cull, p = u8(s, p)
blend, p = u8(s, p)
prim.cull = cull ~= 0
prim.additive = blend ~= 0
prim.texAnim, p = i16(s, p)
-- the texture-animation channel's value -> which texture to swap in.
-- Keyed by the stream's own byte, so the rig can look one up without
-- searching.
local mapN
mapN, p = u8(s, p)
if mapN > 0 then
local map = {}
for _ = 1, mapN do
local key, tex
key, p = u8(s, p)
tex, p = u16(s, p)
map[key] = tex + 1
end
prim.texMap = map
end
local fxN
fxN, p = u16(s, p)
if fxN > 0 then
local frames = {}
for k = 1, fxN do
frames[k], p = u16(s, p)
frames[k] = frames[k] + 1
end
prim.fxFrames = frames
end
local nv, ni
nv, p = u16(s, p)
ni, p = u16(s, p)
prim.vertCount, prim.indexCount = nv, ni
-- five arrays rather than one array of vertices, for the same reason
-- the bones are flat: the skinning loop reads them in step and writes
-- one LOVE vertex row out
local px, py, pz = {}, {}, {}
local uv = {}
local nx, ny, nz = {}, {}, {}
local bone = {}
for k = 1, nv do
px[k], p = i16(s, p)
py[k], p = i16(s, p)
pz[k], p = i16(s, p)
local u, v
u, p = i16(s, p)
v, p = i16(s, p)
uv[k * 2 - 1], uv[k * 2] = u / 512, v / 512
local a, b, c
a, p = u8(s, p)
b, p = u8(s, p)
c, p = u8(s, p)
if a >= 128 then a = a - 256 end
if b >= 128 then b = b - 256 end
if c >= 128 then c = c - 256 end
nx[k], ny[k], nz[k] = a / 127, b / 127, c / 127
bone[k], p = u8(s, p)
bone[k] = bone[k] + 1
end
prim.px, prim.py, prim.pz = px, py, pz
prim.uv = uv
prim.nx, prim.ny, prim.nz = nx, ny, nz
prim.bone = bone
local idx = {}
for k = 1, ni do
idx[k], p = u16(s, p)
idx[k] = idx[k] + 1
end
prim.index = idx
prims[i] = prim
end
model.prims = prims
return p
end
-- The textures, kept as the raw RGBA8 they arrived as and turned into
-- images on first use. A species carries every frame of every blink and
-- every dizzy swirl; a fight that never shows one should not pay to
-- upload it.
--
-- Raw rather than PNG, which is what DSM3 changed: an ImageData over these
-- bytes is a memcpy where a PNG is a decode on the frame a battle starts,
-- and -- the reason it was actually done -- uncompressed pixels are the same
-- pixels whichever side wrote them, so the Lua extractor's output can be
-- diffed against the Python packer's byte for byte. Two deflate
-- implementations need not agree; two arrays of pixels do.
local function readTextures(s, p, model)
local tex = {}
for i = 1, model.texCount do
local w, h, len
w, p = u16(s, p)
h, p = u16(s, p)
len, p = u32(s, p)
tex[i] = { w = w, h = h, rgba = s:sub(p, p + len - 1) }
p = p + len
end
model.textures = tex
return p
end
-- How many bytes one animation's track block occupies, without decoding
-- any of it. This is the scan that makes lazy animations possible: nine
-- components a bone, each either one value or one a frame, and the only
-- thing that has to be READ is the byte that says which.
local COMP_BYTES = { 2, 2, 2, 2, 2, 2, 4, 4, 4 } -- t t t r r r s s s
local function skipTracks(s, p, boneCount, frames)
for _ = 1, boneCount do
local present
present, p = u8(s, p)
if present ~= 0 then
for c = 1, 9 do
local kind
kind, p = u8(s, p)
p = p + COMP_BYTES[c] * (kind == 0 and 1 or frames)
end
end
end
return p
end
local function readAnims(s, p, model)
local anims = {}
for i = 1, model.animCount do
local len
len, p = u8(s, p)
local name = s:sub(p, p + len - 1)
p = p + len
local frames, loopStart, aux
frames, p = u16(s, p)
loopStart, p = u16(s, p)
aux, p = i16(s, p)
anims[i] = {
name = name, frames = frames, loopStart = loopStart,
aux = aux >= 0 and (aux + 1) or nil,
seconds = frames / StadiumPack.FPS,
offset = p, -- where its tracks start; decoded later
}
p = skipTracks(s, p, model.boneCount, frames)
end
model.anims = anims
return p
end
local function readAux(s, p, model)
local aux = {}
for i = 1, model.auxCount do
local frames, loopStart, chanN
frames, p = u16(s, p)
loopStart, p = u16(s, p)
chanN, p = u16(s, p)
local chans = {}
for c = 1, chanN do
local n
n, p = u16(s, p)
local stream = {}
for k = 1, n do stream[k], p = u16(s, p) end
chans[c] = stream
end
aux[i] = { frames = frames, loopStart = loopStart, channels = chans }
end
model.auxAnims = aux
return p
end
-- ------- a track block, decoded on demand
--
-- The shape a pose walk wants: `tracks[bone]` is either nil (this bone
-- holds its rest transform for the whole animation) or nine entries, each
-- either a number (constant) or an array of one value per frame.
--
-- That fold is the source data's own, not something imposed here: a bone
-- that only rotates costs two bytes for each of its six other components,
-- and across the 151 species it is most of the reason the whole set is 24
-- megabytes rather than a hundred.
function StadiumPack.tracks(model, index)
local anim = model.anims and model.anims[index]
if not anim then return nil end
if anim.tracks then return anim.tracks end
local s, p = model.bytes, anim.offset
if not (s and p) then return nil end
local frames = anim.frames
local out = {}
for b = 1, model.boneCount do
local present
present, p = u8(s, p)
if present ~= 0 then
local comps = {}
for c = 1, 9 do
local kind
kind, p = u8(s, p)
local read = (c >= 7) and fixed or i16
if kind == 0 then
comps[c], p = read(s, p)
else
local arr = {}
for k = 1, frames do arr[k], p = read(s, p) end
comps[c] = arr
end
end
out[b] = comps
end
end
anim.tracks = out
return out
end
-- One texture as a LOVE image, decoded on first ask.
function StadiumPack.image(model, index)
local slot = model.textures and model.textures[index]
if not slot then return nil end
if slot.image ~= nil then return slot.image or nil end
local ok, img = pcall(function()
local data = love.image.newImageData(slot.w, slot.h, "rgba8", slot.rgba)
local image = love.graphics.newImage(data)
-- N64 art at N64 resolution: nearest keeps the texels the size the
-- artist drew them, exactly as every other texture in this mode
image:setFilter("nearest", "nearest")
return image
end)
slot.image = (ok and img) or false
return slot.image or nil
end
-- ------- the cache
local cache = {} -- cache key -> model
local order = {} -- cache key, least recently used first
-- The key is the species for a normal model and species+SHINY for a shiny
-- one, so the two are separate entries that cannot overwrite each other.
--
-- They MUST be separate. The model table carries the decoded textures and
-- the lazily-built love Images hanging off them, and it is deliberately
-- shared by both sides and both VR eyes -- so a single entry per species
-- would mean a shiny Rattata and an ordinary one in the same fight fighting
-- over one texture set, and whichever loaded last would colour both.
local SHINY = 1000 -- clear of the 1..151 dex range
local function cacheKey(species, shiny)
if not species then return nil end
return shiny and (species + SHINY) or species
end
-- Four, because a mirror match between a shiny and a normal of the SAME
-- species is now two distinct models rather than one shared table, and both
-- sides must survive a fifth species being called out mid-fight. See keep().
StadiumPack.KEEP = 4
local function touch(species)
for i = #order, 1, -1 do
if order[i] == species then table.remove(order, i) end
end
order[#order + 1] = species
while #order > StadiumPack.KEEP do
local drop = table.remove(order, 1)
local model = cache[drop]
cache[drop] = nil
if model and model.textures then
for _, slot in ipairs(model.textures) do
if slot.image and slot.image.release then
pcall(slot.image.release, slot.image)
end
-- CLEARED, not just released. A released Image is still a truthy
-- value, and `image()` below hands back whatever is in this field
-- without looking at it -- so leaving the corpse here meant the next
-- ask returned a dead object, which reached mesh:setTexture and threw
-- "Cannot use object after it has been released" from inside the
-- scene pass. Nil means the next ask decodes it again, which is the
-- whole point of the slot being lazy.
slot.image = nil
end
end
end
end
-- Say that this species is IN USE, so the cache does not evict it.
--
-- The eviction order above is a least-recently-LOADED list, not a
-- least-recently-used one: `touch` runs from `load`, and `load` is only
-- reached when a side's species CHANGES (StadiumMon.setSpecies returns early
-- otherwise). A Pokemon that stands on the field for several turns therefore
-- never refreshes its position, drifts to the front of the queue, and is
-- evicted -- its textures released -- while it is still being drawn sixty
-- times a second. That is what a fifth species entering a battle did: call
-- out a Clefairy and whatever had been standing longest lost its textures
-- mid-fight.
--
-- So the mode says, every frame, which two species are actually standing
-- there (see Stadium.update). With KEEP at 4 and two sides, the two in use
-- are always the two most recent and cannot reach the front of the queue.
function StadiumPack.keep(species, shiny)
local key = cacheKey(species, shiny)
if key and cache[key] then touch(key) end
end
-- Whether a pack for this species is on disk at all. Cheap enough to ask
-- before a battle commits to the mode, and the honest test: a mod
-- installed without its assets folder must decline rather than error.
--
-- Asked WITHOUT the shiny flag on purpose by the callers that gate the mode:
-- whether a species can be modelled at all is a question about its normal
-- pack. A missing shiny variant does not disqualify the species, it just
-- means that one mon is drawn in its ordinary colours.
function StadiumPack.available(species, shiny)
local key = cacheKey(species, shiny)
if key and cache[key] then return true end
return readPack(species, shiny) ~= nil
end
-- The model for a National Dex number (1..151), or nil.
--
-- `shiny` selects the recoloured variant. When a species has no shiny pack
-- -- an install from before rev 3, a recolour that failed at extraction, a
-- species we have no colours for -- this FALLS BACK to the normal model
-- rather than returning nil. The alternative is a shiny Pokemon that drops
-- to a flat 2D pic while its ordinary twin stands in 3D, which reads as a
-- bug; wrong colours read as a mod that has not finished installing.
function StadiumPack.load(species, shiny)
if not (species and species >= 1 and species <= 151) then return nil end
local key = cacheKey(species, shiny)
local hit = cache[key]
if hit ~= nil then
touch(key)
return hit or nil
end
local bytes = readPack(species, shiny)
if not bytes and shiny then
return StadiumPack.load(species, false)
end
if not bytes then
cache[key] = false
return nil
end
local ok, model = pcall(function()
if bytes:sub(1, 4) ~= "DSM3" then
error("not a DSM3 pack -- delete it and let the mod rebuild it", 0)
end
local m = { bytes = bytes }
local p = 5
p = readHeader(bytes, p, m)
p = readBones(bytes, p, m)
p = readPrims(bytes, p, m)
p = readTextures(bytes, p, m)
p = readAnims(bytes, p, m)
readAux(bytes, p, m)
return m
end)
if not ok then
V.mod.log:warn("stadium: %s did not read: %s -- that Pokemon "
.. "falls back to its flat pic",
packName("", species, shiny):sub(2), tostring(model))
-- A corrupt SHINY pack must not cost the species its model: fall back to
-- the normal one, exactly as a missing file does above.
if shiny then
cache[key] = false
return StadiumPack.load(species, false)
end
cache[key] = false
return nil
end
model.shiny = shiny and true or nil
cache[key] = model
touch(key)
return model
end
-- Drop everything (hot reload, or a graphics context that went away).
function StadiumPack.invalidate()
for _, model in pairs(cache) do
if model and model.textures then
for _, slot in ipairs(model.textures) do
if slot.image and slot.image.release then
pcall(slot.image.release, slot.image)
end
slot.image = nil
end
end
end
end
function StadiumPack.forget()
StadiumPack.invalidate()
cache, order = {}, {}
end
return StadiumPack
+864
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-- STADIUM battles: posing a skeleton and skinning it, on the CPU.
--
-- One instance of this is one Pokemon standing on the map -- the meshes it
-- draws through and the scratch space its pose is computed in. The MODEL
-- (geometry, bones, animations, textures) is shared and read-only; this is
-- everything about it that is per-Pokemon and changes every frame.
--
-- ------- why the CPU
--
-- Because these models are tiny and the mod's shader already exists. A
-- battle model is 674 vertices on average and 1311 at the worst, of which
-- exactly two are on screen at a time -- so skinning them by hand costs
-- about two thousand vertex transforms a frame, which is less than the
-- grass pass does on an empty route. What it buys is that the finished
-- vertices go into Voxel3D's OWN vertex format, through Voxel3D's OWN
-- shader, and therefore get every single thing the rest of the diorama
-- gets for free: the depth buffer decides what is in front of what, the
-- sun pass throws a real shadow of the actual pose, the hour's tint lands
-- on it, the hit flash flattens it, and the tilt-shift and the
-- depth-of-field see it as part of the picture. A GPU skinning path would
-- have needed a second shader that then had to re-implement all of that,
-- and a second shadow shader beside it.
--
-- It is also what makes the FORMAT work. Every vertex in the Stadium set is
-- rigidly bound to ONE bone with weight 1 (model_extract/README.md), so
-- skinning is a single matrix multiply per vertex with no blend -- and the
-- per-vertex `shade` Voxel3D wants, which no glTF has, is computed here
-- from the bone-local normal.
--
-- ------- the two matrix chains
--
-- The game keeps bone scale OUT of the matrix chain (func_800143C0): scale
-- accumulates in its own stack, a bone's local translation is
-- pre-multiplied by its parent's accumulated scale, and a bone's own
-- accumulated scale is applied to the finished matrix only at draw time.
-- glTF cannot express that -- its node scale propagates to children -- and
-- the reference export works around it by splitting every bone into two
-- nodes.
--
-- Here it falls out naturally, as two arrays:
--
-- pivot rotation and translation only. This is what a CHILD inherits,
-- and it is a pure rotation, which is also why the normals are
-- transformed with it rather than with the draw matrix.
-- draw the same matrix with the bone's accumulated scale applied on
-- the right, which is the one vertices go through.
--
-- Folding the scale into the chain instead is the obvious mistake and it
-- applies every ancestor's scale once per generation. It is caught by the
-- suite: tools/stadium_pack.py measures the bind pose with this exact walk
-- and its answer matches the verified glTF export on all 151 species.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel3D = V.require("Voxel3D")
local StadiumPack = V.require("StadiumPack")
local StadiumRig = {}
StadiumRig.__index = StadiumRig
local sin, cos, floor = math.sin, math.cos, math.floor
-- binary angle (32768 = pi) to radians
local ANG = math.pi / 32768
-- ------- how a surface is lit
--
-- Voxel3D shades a face by its DIRECTION rather than by a light uniform:
-- every terrain and character mesh in this mode carries a per-vertex
-- `shade` baked from which way its face points, and the shadow map
-- multiplies on top of that (see Voxel3D.FACE_SHADE). A skinned model has
-- no fixed faces to bake, so the same answer is computed per vertex from
-- the posed normal -- and these four numbers are FACE_SHADE's own six
-- values, fitted:
--
-- +Y up 1.00 -Y down 0.55 +X east 0.84 -X west 0.72
-- +Z south 0.90 -Z north 0.68
--
-- so a Pokemon's flank catches the same southeastern sun the roof of the
-- house behind it does, and the two read as being in one picture.
local SHADE_BASE = 0.7725
local SHADE_X = 0.06
local SHADE_Y = 0.225
local SHADE_Z = 0.11
-- ------- an instance
-- `model` is a StadiumPack model. Returns nil where meshes cannot be made,
-- which is the same "no 3D" answer every other GPU object in this mod gives.
function StadiumRig.new(model)
if not (model and model.prims) then return nil end
if not (love.graphics and love.graphics.newMesh) then return nil end
local self = setmetatable({
model = model,
-- The two chains, flat: twelve numbers a bone, row-major 3x4.
--
-- Named with the M rather than `pivot` and `draw` because an instance
-- field called `draw` shadows the DRAW METHOD through __index, and the
-- failure that causes is a nasty one: the shadow pass calls caster()
-- and keeps working, so a Pokemon casts a perfect animated shadow onto
-- ground it is not standing on.
pivotM = {},
drawM = {},
-- the accumulated scale, which is the third thing the game's own walk
-- carries and neither matrix can hold
accX = {}, accY = {}, accZ = {},
parts = {},
-- what the pose walk last answered, so a frame that neither moved the
-- animation nor turned the model can skip the whole thing
poseKey = nil,
-- scratch for the body-centre estimate (see anchor), kept on the rig so
-- a per-frame measurement allocates nothing
cx = {}, cy = {}, cz = {},
}, StadiumRig)
-- One mesh per primitive: a primitive is already "the triangles sharing
-- one texture", which is exactly one draw call's worth.
--
-- "dynamic" rather than "static": every vertex is rewritten every frame
-- the pose changes, which is what the usage hint exists to say.
for i, prim in ipairs(model.prims) do
local rows = {}
local uv = prim.uv
for k = 1, prim.vertCount do
-- position and shade are filled by skin(); the texture coordinates
-- never change, so they are written once here
rows[k] = { 0, 0, 0, uv[k * 2 - 1], uv[k * 2], 1 }
end
local ok, mesh = pcall(love.graphics.newMesh, Voxel3D.FORMAT, rows,
"triangles", "dynamic")
if not ok then return nil end
pcall(mesh.setVertexMap, mesh, prim.index)
self.parts[i] = { mesh = mesh, rows = rows, prim = prim }
end
-- the spot the animations are measured against, taken while there is no
-- pose to overwrite (see measureBind)
pcall(self.measureBind, self)
return self
end
function StadiumRig:release()
for _, part in ipairs(self.parts or {}) do
if part.mesh and part.mesh.release then
pcall(part.mesh.release, part.mesh)
end
end
self.parts = {}
end
-- ------- sampling one track
--
-- `c` is the pack's own fold: a bare number when the component holds still
-- for the whole animation, or one value a frame when it does not. Two frame
-- indices and a blend come in because the caller has already resolved what
-- "between frame 12 and 13, three tenths of the way" means for THIS
-- animation's looping.
-- One component at one frame.
local function sampleAt(c, i)
if type(c) == "number" then return c end
return c[i]
end
-- ------- interpolation, and the one place it must not happen
--
-- These streams are not keyframes: they carry ONE VALUE PER FRAME at 30 Hz,
-- and the game steps them a frame at a time. So at 60 Hz the honest replay
-- is each pose held for two frames -- which is exactly what it looks like,
-- a set of models moving at half the frame rate of everything around them.
-- Blending between consecutive entries is therefore not reconstructing
-- something the source had; it is INVENTING the halfway pose. It is worth
-- inventing, because a 30 Hz step against a 60 Hz camera reads as a stutter
-- and the halfway pose is right far more often than it is wrong.
--
-- Where it IS wrong is the reason a naive version of this shipped once and
-- had to be taken out: bones snapping to an upside-down pose for a frame,
-- arms turning inside out for a few. Rotations here are EULER TRIPLES, and
-- a Euler triple is not a direction you can walk along. Two triples can
-- describe nearly the same orientation and be nowhere near each other
-- component by component -- (0, 20976, 32736) and (0, -19936, -5904) are a
-- real pair out of the set -- so walking from one to the other passes
-- through orientations that are nothing like either end. That is precisely
-- a bone flipping over and back inside one frame.
--
-- Shortest-arc wrapping (below) fixes the easy half of that, where a
-- component crosses the +-pi seam. It cannot fix the hard half, where the
-- source simply RE-EXPRESSES a rotation. So the hard half is not fixed, it
-- is DETECTED: a bone whose rotation moves more than BREAK_ANGLE in a
-- single frame is not being animated, it is being re-expressed or snapped,
-- and that bone holds its frame instead of blending. Per bone and all three
-- components together, because the three are one rotation and blending two
-- of them while holding the third is its own wrong answer.
--
-- The same guard, in the same spirit, for TRANSLATION: BREAK_MOVE of the
-- model's own height inside one frame is a teleport rather than a stride.
-- Scale needs none -- a linear blend of two scales lies between them, and
-- there is no way for that to be a pose neither end had.
-- 32768 binary-angle units is pi, so this is a quarter turn in one 30 Hz
-- frame -- 2700 degrees a second. Nothing in the set genuinely moves that
-- fast; everything that reads as moving that fast is a re-expression.
local BREAK_ANGLE = 16384
-- and half the Pokemon's own height in one frame, which is fifteen body
-- heights a second
local BREAK_MOVE = 0.5
-- The signed distance from `c[i0]` to `c[i1]` the SHORT way round, for a
-- binary angle. Interpolating 32700 toward -32700 the long way spins the
-- bone most of a full turn inside one frame; the short way is 136 units,
-- which is what actually happened.
local function angleDelta(c, i0, i1)
if type(c) == "number" then return 0 end
local d = c[i1] - c[i0]
if d > 32768 then d = d - 65536 elseif d < -32768 then d = d + 65536 end
return d
end
local function linearDelta(c, i0, i1)
if type(c) == "number" then return 0 end
return c[i1] - c[i0]
end
-- ------- the pose
--
-- `anim` is an index into model.anims (or nil for the bind pose), `frame` a
-- FLOAT frame in that animation's own 30 Hz timeline, and `wrap` whether
-- the far end joins back to loopStart (a standby loop) or holds on the last
-- frame (a faint).
function StadiumRig:pose(anim, frame, wrap)
local model = self.model
local n = model.boneCount
local tracks = anim and StadiumPack.tracks(model, anim) or nil
local frames = anim and model.anims[anim] and model.anims[anim].frames or 1
-- The two frames this instant falls between, and how far. `k` is 0 on
-- every whole frame, so a caller that steps in whole frames -- the test
-- suite, the blink probe -- sees exactly the frame it asked for.
local i0, i1, k = 1, 1, 0
if tracks and frames > 1 then
local f = frame
if f < 0 then f = 0 end
local base = floor(f)
k = f - base
local loop = model.anims[anim].loopStart or 0
if not (loop > 0 and loop < frames) then loop = 0 end
if base >= frames then
if wrap then
-- the far end joins back to loopStart, which is where the game's own
-- player sends the counter (func_80016FBC)
base = loop + (base - loop) % (frames - loop)
else
base = frames - 1 -- a faint holds where it fell
k = 0
end
end
i0 = base + 1
if i0 > frames then i0 = frames end
if i0 < 1 then i0 = 1 end
-- and the frame after it, which past the end of a loop is loopStart --
-- the same seam the counter itself crosses. An animation that HOLDS
-- (a faint) has nothing after its last frame, so it blends with itself.
if i0 < frames then
i1 = i0 + 1
elseif wrap then
i1 = loop + 1
else
i1, k = i0, 0
end
end
-- The frame this animation is actually SHOWING, after the wrap or the
-- hold, 0-based -- the WHOLE frame, never the blend. A texture swap has no
-- halfway: an eye is open or it is shut, and a pupil interpolated toward a
-- swirl is not a thing the hardware could draw. So the skeleton runs at 60
-- and the textures step at 30, which is what the game does with both.
-- Stashed rather than recomputed because the texture
-- animation is sampled at the very same frame (see textures) -- in the
-- game one counter drives both, and 73% of the paired animations in the
-- set are the same length as each other, which is what that looks like
-- from the outside. Two copies of this arithmetic would be two things to
-- keep in step; one number cannot drift from itself.
self.frameAt = i0 - 1
local parent = model.parent
local restT, restR, restS = model.restT, model.restR, model.restS
local pivot, drw = self.pivotM, self.drawM
local accX, accY, accZ = self.accX, self.accY, self.accZ
-- how far a bone may travel in one frame before it is read as a teleport
-- rather than a stride. In the vertices' own RAW units, which is what the
-- tracks are in: model.height is measured after the model_root scale.
local moveBreak = nil
if k > 0 then
local root = model.rootScale
if not (root and root > 0) then root = 1 end
local h = (model.height or 0) / root
if h > 0 then moveBreak = h * BREAK_MOVE end
end
for b = 1, n do
local o3 = (b - 1) * 3
local tx, ty, tz, rx, ry, rz, kx, ky, kz
local comps = tracks and tracks[b]
if comps then
tx = sampleAt(comps[1], i0)
ty = sampleAt(comps[2], i0)
tz = sampleAt(comps[3], i0)
rx = sampleAt(comps[4], i0)
ry = sampleAt(comps[5], i0)
rz = sampleAt(comps[6], i0)
kx = sampleAt(comps[7], i0)
ky = sampleAt(comps[8], i0)
kz = sampleAt(comps[9], i0)
if k > 0 then
-- ROTATION, all three at once: a bone that snaps holds its frame,
-- and a bone that moves holds none of it (see BREAK_ANGLE)
local dx = angleDelta(comps[4], i0, i1)
local dy = angleDelta(comps[5], i0, i1)
local dz = angleDelta(comps[6], i0, i1)
if dx < 0 then dx = -dx end
if dy < 0 then dy = -dy end
if dz < 0 then dz = -dz end
if dx <= BREAK_ANGLE and dy <= BREAK_ANGLE and dz <= BREAK_ANGLE then
rx = rx + angleDelta(comps[4], i0, i1) * k
ry = ry + angleDelta(comps[5], i0, i1) * k
rz = rz + angleDelta(comps[6], i0, i1) * k
end
-- TRANSLATION, likewise together: the three are one offset
local mx = linearDelta(comps[1], i0, i1)
local my = linearDelta(comps[2], i0, i1)
local mz = linearDelta(comps[3], i0, i1)
local far = false
if moveBreak then
far = (mx > moveBreak or mx < -moveBreak)
or (my > moveBreak or my < -moveBreak)
or (mz > moveBreak or mz < -moveBreak)
end
if not far then
tx, ty, tz = tx + mx * k, ty + my * k, tz + mz * k
end
-- SCALE, which cannot land anywhere the two ends did not bracket
kx = kx + linearDelta(comps[7], i0, i1) * k
ky = ky + linearDelta(comps[8], i0, i1) * k
kz = kz + linearDelta(comps[9], i0, i1) * k
end
else
-- a bone this animation never touches keeps its rest transform
tx, ty, tz = restT[o3 + 1], restT[o3 + 2], restT[o3 + 3]
rx, ry, rz = restR[o3 + 1], restR[o3 + 2], restR[o3 + 3]
kx, ky, kz = restS[o3 + 1], restS[o3 + 2], restS[o3 + 3]
end
local p = parent[b]
local pax, pay, paz = 1, 1, 1
if p > 0 then pax, pay, paz = accX[p], accY[p], accZ[p] end
-- the parent's accumulated scale, applied to the CHILD's offset. This
-- is the whole of what the game does instead of propagating scale.
tx, ty, tz = tx * pax, ty * pay, tz * paz
-- Rx * Ry * Rz in the game's own row-vector form (src/F420.c
-- func_8000F730), written out as the rows of a 3x3
local ax, ay, az = rx * ANG, ry * ANG, rz * ANG
local sx, cx = sin(ax), cos(ax)
local sy, cy = sin(ay), cos(ay)
local sz, cz = sin(az), cos(az)
local m11, m12, m13 = cy * cz, sx * sy * cz - cx * sz, cx * sy * cz + sx * sz
local m21, m22, m23 = cy * sz, sx * sy * sz + cx * cz, cx * sy * sz - sx * cz
local m31, m32, m33 = -sy, sx * cy, cx * cy
local o = (b - 1) * 12
if p > 0 then
local q = (p - 1) * 12
local a1, a2, a3, a4 = pivot[q + 1], pivot[q + 2], pivot[q + 3], pivot[q + 4]
local b1, b2, b3, b4 = pivot[q + 5], pivot[q + 6], pivot[q + 7], pivot[q + 8]
local c1, c2, c3, c4 = pivot[q + 9], pivot[q + 10], pivot[q + 11], pivot[q + 12]
pivot[o + 1] = a1 * m11 + a2 * m21 + a3 * m31
pivot[o + 2] = a1 * m12 + a2 * m22 + a3 * m32
pivot[o + 3] = a1 * m13 + a2 * m23 + a3 * m33
pivot[o + 4] = a1 * tx + a2 * ty + a3 * tz + a4
pivot[o + 5] = b1 * m11 + b2 * m21 + b3 * m31
pivot[o + 6] = b1 * m12 + b2 * m22 + b3 * m32
pivot[o + 7] = b1 * m13 + b2 * m23 + b3 * m33
pivot[o + 8] = b1 * tx + b2 * ty + b3 * tz + b4
pivot[o + 9] = c1 * m11 + c2 * m21 + c3 * m31
pivot[o + 10] = c1 * m12 + c2 * m22 + c3 * m32
pivot[o + 11] = c1 * m13 + c2 * m23 + c3 * m33
pivot[o + 12] = c1 * tx + c2 * ty + c3 * tz + c4
else
pivot[o + 1], pivot[o + 2], pivot[o + 3], pivot[o + 4] = m11, m12, m13, tx
pivot[o + 5], pivot[o + 6], pivot[o + 7], pivot[o + 8] = m21, m22, m23, ty
pivot[o + 9], pivot[o + 10], pivot[o + 11], pivot[o + 12] = m31, m32, m33, tz
end
local ex, ey, ez = pax * kx, pay * ky, paz * kz
accX[b], accY[b], accZ[b] = ex, ey, ez
-- the bone's own accumulated scale, on the right: it scales the axes of
-- THIS bone's space and cannot reach the children, which is exactly the
-- game's draw-time application
drw[o + 1], drw[o + 2] = pivot[o + 1] * ex, pivot[o + 2] * ey
drw[o + 3], drw[o + 4] = pivot[o + 3] * ez, pivot[o + 4]
drw[o + 5], drw[o + 6] = pivot[o + 5] * ex, pivot[o + 6] * ey
drw[o + 7], drw[o + 8] = pivot[o + 7] * ez, pivot[o + 8]
drw[o + 9], drw[o + 10] = pivot[o + 9] * ex, pivot[o + 10] * ey
drw[o + 11], drw[o + 12] = pivot[o + 11] * ez, pivot[o + 12]
end
end
-- ------- keeping the Pokemon on its own tile
--
-- Stadium's animations MOVE the Pokemon, and they move it a long way. Half
-- the set's send-out entrances walk the body more than its own height off
-- the spot it started on; Dewgong's faint travels nearly ten body-heights,
-- and its entrance seven and a half. Every one of them ends exactly where it
-- began, because that game framed each Pokemon with a camera of its OWN that
-- followed the performance around a stage.
--
-- This mode has one camera, solved to put two named map cells at two fixed
-- points in a 160x144 frame (BattleCam), and a Pokemon that travels seven
-- body-heights out of that frame is simply GONE -- which is what sending out
-- a Farfetch'd looked like: an empty tile for three and a half seconds,
-- while its animation played somewhere off to the left of the shot.
--
-- So the bulk travel is taken back out. The pose is measured, and whatever
-- has carried the body further than `limit` from where the bind pose put it
-- is subtracted from every bone.
--
-- ------- why a LIMIT and not an anchor
--
-- Pinning the body outright would flatten the animations into mime: a lunge,
-- a hop, a recoil and a collapse are all the body moving, and they are the
-- part worth having. What breaks the shot is not motion, it is EXCURSION --
-- and the two are told apart by how far. Inside the limit nothing is touched
-- at all, so the 83 species whose animations stay put are bit-for-bit what
-- they were; past it the excess alone is removed, so a big move still reads
-- as big and still comes back to the tile it left.
--
-- ------- where the body IS, and why it is not the median
--
-- The first version of this took the median bone origin, on the reasoning
-- that a handful of bones flung anywhere cannot move a median. True, and it
-- had a worse problem: a median is a RANK, and a rank flips. On a bird most
-- of the skeleton is wing, so as the wings beat, which bone sits at the
-- middle of the sorted list swaps between the up cluster and the down one --
-- and the estimate jumps with it. Measured on Pidgey's standby loop the
-- median moved a tenth of a body-height between adjacent half-frames, and on
-- Pidgeot three whole body-heights. The anchor turns that straight into a
-- translation of the ENTIRE Pokemon, so the body counter-shook against its
-- own wings and the flapping read as twice its real speed. That is the
-- "Pidgey's wings flap super fast" this comment exists because of.
--
-- The centre is now the bone origins averaged, WEIGHTED BY HOW MANY VERTICES
-- EACH BONE MOVES. That fixes both halves at once:
--
-- * the weights are a property of the MESH, computed once and never
-- changing, so there is no rank to flip and no discontinuity available
-- to it -- the estimate is as smooth as the bones themselves
-- * a bone with little geometry on it barely counts, which is exactly the
-- robustness the median was for. Farfetch'd's trail is thirty vertices
-- on five bones -- 1.6% of the model -- so streaking three thousand
-- units out moves this by nothing worth measuring
--
-- Against the median it is two to five times smoother on every species
-- tested and measures the same travel to within a few percent.
-- How far the body estimate may move in ONE 30 Hz frame of a species' own
-- standby loop before that species is judged unmeasurable and left
-- unanchored (see measureBind). The fastest genuine motion in the set is
-- about a fifth of a body-height a frame; the one species that fails this
-- moves three.
StadiumRig.ANCHOR_STEADY = 0.5
-- Which context slot the standby loop is, without requiring StadiumPack --
-- this module is below it and a require would be circular. Position 1 of
-- StadiumPack.CONTEXT, which is the format's own contract.
local IDLE_SLOT = 1
-- How much of the model each bone actually carries. Cached on the shared
-- model: it is a fact about the mesh, not about this instance.
local function boneWeights(model)
if model.boneW then return model.boneW, model.boneWTotal end
local w, total = {}, 0
for b = 1, model.boneCount do w[b] = 0 end
for _, prim in ipairs(model.prims) do
local bone = prim.bone
for k = 1, prim.vertCount do
local b = bone[k]
if w[b] then w[b] = w[b] + 1; total = total + 1 end
end
end
model.boneW, model.boneWTotal = w, total
return w, total
end
-- The body centre of the pose currently in drawM.
local function centre(self, n)
local model = self.model
local w, total = boneWeights(model)
if not (total > 0) then return nil end
local x, y, z = 0, 0, 0
local d = self.drawM
for b = 1, n do
local q = w[b]
if q and q > 0 then
local o = (b - 1) * 12
x = x + d[o + 4] * q
y = y + d[o + 8] * q
z = z + d[o + 12] * q
end
end
return x / total, y / total, z / total
end
-- Where the BIND pose puts it -- the spot every animation is measured
-- against. Cached on the shared MODEL, because it is a fact about the model
-- and not about this instance of it.
--
-- Called once, from new(), and deliberately not lazily from anchor(): taking
-- this measurement means POSING the bind pose, which would overwrite the
-- animated pose anchor() was called to correct. Doing it while the rig is
-- still being built is the one moment there is no pose to lose.
function StadiumRig:measureBind()
local model = self.model
if model.bindCX then return end
self:pose(nil, 0, false)
model.bindCX, model.bindCY, model.bindCZ = centre(self, model.boneCount)
-- ------- and whether this species can be anchored at all
--
-- Decided ONCE, per model, offline, by walking its standby loop and asking
-- how far the body estimate moves between one frame and the next.
--
-- Everything the anchor does rests on that estimate being a description of
-- where the Pokemon is. For 147 species it is: the fastest real motion in
-- the set moves the body about a fifth of a body-height per 30 Hz frame.
-- Pidgeot's standby loop moves it THREE, because a few of its rotation
-- frames are junk (the worst data in the set, and a known issue in its own
-- right). There is no filter setting that both tracks a real excursion and
-- rejects that -- measured, at four time constants, either the excursions
-- came back or the shake did -- because the two are only a factor of
-- fifteen apart and a filter is a proportion.
--
-- So a species whose own idle says its estimate cannot be trusted is not
-- anchored, and plays exactly as it did before the anchor existed: it
-- travels as far as its animation says, and it does not vibrate. One
-- species trading a framing problem for no problem beats 147 trading a
-- solved framing problem for a shake.
--
-- Cheap: forty-odd poses on a model that is about to be posed sixty times
-- a second anyway.
local idle = model.ctx and model.ctx[IDLE_SLOT]
local anim = (idle and idle ~= 0xFFFF) and (idle + 1) or nil
local rec = anim and model.anims and model.anims[anim]
model.anchorOk = true
if rec and rec.frames and rec.frames > 1 then
local root = model.rootScale
if not (root and root > 0) then root = 1 end
local h = (model.height or 0) / root
if h > 0 then
local px, py, pz, worst = nil, nil, nil, 0
for f = 0, rec.frames - 1 do
self:pose(anim, f, true)
local x, y, z = centre(self, model.boneCount)
if x and px then
local d = (((x - px) ^ 2 + (y - py) ^ 2 + (z - pz) ^ 2) ^ 0.5) / h
if d > worst then worst = d end
end
px, py, pz = x, y, z
end
if worst > StadiumRig.ANCHOR_STEADY then
model.anchorOk = false
V.mod.log:info("stadium: species %s moves its own body %.1f "
.. "body-heights in one frame of its standby loop -- "
.. "not anchoring it, the measurement cannot be "
.. "trusted", tostring(model.species), worst)
end
end
end
-- and leave the bind pose behind, not the last frame of the idle
self:pose(nil, 0, false)
end
-- ------- and why the offset is SMOOTHED
--
-- A better centre is not enough on its own. Any estimate that follows the
-- pose carries the pose's own frame-to-frame wobble into it, and the anchor
-- multiplies that up into a translation of the whole Pokemon -- so a species
-- whose source data is erratic (Pidgeot's standby loop has a few frames of
-- junk in it, and no estimator can smooth data that is genuinely wrong)
-- would shake bodily rather than in the one bone that is wrong.
--
-- So the offset is low-passed. What the anchor is FOR is a slow excursion --
-- a Pokemon swimming seven body-heights away over two seconds -- and that
-- survives a filter with this time constant untouched, while anything
-- oscillating frame to frame is flattened. The correction ends up describing
-- where the Pokemon has drifted TO, never how it is shaking on the way.
--
-- HALF_LIFE is in seconds: the time the offset takes to close half of any
-- gap between where it is and where the pose says it should be. Short enough
-- that a real excursion is caught within a few frames of starting, long
-- enough that a 30 Hz wobble does not survive it.
StadiumRig.ANCHOR_HALF_LIFE = 0.05
-- ------- what this does NOT fix, and why it stops here
--
-- The filter is a proportion, so it divides the input wobble down rather than
-- bounding it -- and one species' data is bad enough to get through anyway.
-- Pidgeot's standby loop carries a few frames of junk rotation (the worst in
-- the set, and a known issue since before the anchor existed), which moves
-- the body estimate three body-heights inside a single frame; filtered, that
-- is still about three pixels a frame on a fourteen-pixel model.
--
-- Two further mechanisms were built and MEASURED against the set, and both
-- were taken back out:
--
-- a rate limit on the correction bounded the shake to a third of a pixel,
-- and cost so much tracking that 33 of the 148 entrances went back to
-- leaving the frame -- half the problem the anchor exists to solve
--
-- a rate limit on the MEASUREMENT, to tell a spike from an excursion by
-- speed, could not separate them: the fastest real excursion (Dewgong's
-- entrance, five and a half body-heights a second) is close enough to
-- Pidgeot's sustained junk that any threshold either clipped Dewgong or
-- passed Pidgeot, and freezing on distrust made both worse
--
-- So it stops here, at the setting that is right for the 147 species whose
-- data is not broken. Pidgeot is a data problem and belongs with the other
-- data problems in the CHANGELOG's Known section, not in this control loop:
-- the alternative was distorting every other Pokemon's animation to flatter
-- one whose source frames are wrong.
-- Pull the pose back toward the tile. `limit` is in the Pokemon's own
-- body-heights; nil or a non-positive value leaves the pose exactly as posed.
-- `dt` is the frame's own delta; without one the offset is applied whole,
-- which is what a still (the QA sweep, a probe) wants.
function StadiumRig:anchor(limit, dt)
if not (limit and limit > 0) then return end
local model = self.model
local n = model.boneCount
-- the vertices are in RAW units, before the model_root scale that
-- model.height is measured after
local root = model.rootScale
if not (root and root > 0) then root = 1 end
local h = (model.height or 0) / root
if not (h > 0) then return end
local bx, by, bz = model.bindCX, model.bindCY, model.bindCZ
if not bx then return end -- never measured; leave the pose alone
if model.anchorOk == false then return end -- and unmeasurable, at that
local x, y, z = centre(self, n)
if not x then return end
local dx, dy, dz = x - bx, y - by, z - bz
local dist = (dx * dx + dy * dy + dz * dz) ^ 0.5
local allow = limit * h
-- what the pose alone asks for: the EXCESS beyond the limit, so what is
-- inside it stays and the motion keeps its shape
local ox, oy, oz = 0, 0, 0
if dist > allow and dist > 0 then
local k = (dist - allow) / dist
ox, oy, oz = dx * k, dy * k, dz * k
end
-- and then toward it rather than straight to it (see ANCHOR_HALF_LIFE),
-- and never faster than ANCHOR_RATE
if dt and dt > 0 then
local half = StadiumRig.ANCHOR_HALF_LIFE
local a = (half > 0) and (1 - 0.5 ^ (dt / half)) or 1
if a > 1 then a = 1 end
local px, py, pz = self.anchorX or ox, self.anchorY or oy, self.anchorZ or oz
ox = px + (ox - px) * a
oy = py + (oy - py) * a
oz = pz + (oz - pz) * a
end
self.anchorX, self.anchorY, self.anchorZ = ox, oy, oz
if ox == 0 and oy == 0 and oz == 0 then return end
local pivot, drw = self.pivotM, self.drawM
for b = 1, n do
local o = (b - 1) * 12
pivot[o + 4] = pivot[o + 4] - ox
pivot[o + 8] = pivot[o + 8] - oy
pivot[o + 12] = pivot[o + 12] - oz
drw[o + 4] = drw[o + 4] - ox
drw[o + 8] = drw[o + 8] - oy
drw[o + 12] = drw[o + 12] - oz
end
end
-- ------- the skin
--
-- Every vertex through its one bone's draw matrix, and its normal through
-- the same bone's pivot (a pure rotation, so the normal survives a
-- non-uniformly scaled bone -- which several species have).
--
-- `yaw` is the model matrix's own turn, and it is folded in HERE rather
-- than left to the matrix because the shade has to be computed against the
-- WORLD normal: a Pokemon turned to face its opponent has a differently lit
-- flank than one facing the camera, and the sun does not turn with it.
function StadiumRig:skin(yaw)
local cy, sy = cos(yaw or 0), sin(yaw or 0)
local drw, piv = self.drawM, self.pivotM
for _, part in ipairs(self.parts) do
local prim, rows = part.prim, part.rows
local px, py, pz = prim.px, prim.py, prim.pz
local nx, ny, nz = prim.nx, prim.ny, prim.nz
local bone = prim.bone
for k = 1, prim.vertCount do
local o = (bone[k] - 1) * 12
local x, y, z = px[k], py[k], pz[k]
local row = rows[k]
row[1] = drw[o + 1] * x + drw[o + 2] * y + drw[o + 3] * z + drw[o + 4]
row[2] = drw[o + 5] * x + drw[o + 6] * y + drw[o + 7] * z + drw[o + 8]
row[3] = drw[o + 9] * x + drw[o + 10] * y + drw[o + 11] * z + drw[o + 12]
local ax, ay, az = nx[k], ny[k], nz[k]
local wx = piv[o + 1] * ax + piv[o + 2] * ay + piv[o + 3] * az
local wy = piv[o + 5] * ax + piv[o + 6] * ay + piv[o + 7] * az
local wz = piv[o + 9] * ax + piv[o + 10] * ay + piv[o + 11] * az
-- the model matrix's yaw, by hand: (x, z) turned, y untouched
row[6] = SHADE_BASE + SHADE_X * (cy * wx + sy * wz) + SHADE_Y * wy
+ SHADE_Z * (cy * wz - sy * wx)
end
pcall(part.mesh.setVertices, part.mesh, rows)
end
end
-- What this POSE actually occupies, in the rig's own posed space: the
-- vertical span of every skinned vertex, and the furthest any of them
-- stands from the model's vertical axis.
--
-- Read off the skinned rows rather than off the pack's bind-pose figures,
-- because the two are not the same claim. The bind measurements say how
-- big the model is; a caller placing something ON the Pokemon needs to
-- know where the Pokemon IS, and for a flying species the standby
-- animation carries it a third of its own height off the floor -- a lift
-- that exists only in the posed bones and appears in no static field.
--
-- Answers nil before the first skin(), which is the caller's cue to fall
-- back to the bind figures.
function StadiumRig:posedBounds()
local lo, hi, r2 = nil, nil, 0
for _, part in ipairs(self.parts) do
local rows, n = part.rows, part.prim.vertCount
for k = 1, n do
local row = rows[k]
local y = row[2]
if not lo or y < lo then lo = y end
if not hi or y > hi then hi = y end
local d = row[1] * row[1] + row[3] * row[3]
if d > r2 then r2 = d end
end
end
if not lo then return nil end
return lo, hi, math.sqrt(r2)
end
-- ------- which texture each part wears this frame
--
-- The eyes. A primitive whose display list carried geo command 0x23 with a
-- channel index has its texture REPLACED every frame from a stream of
-- texture-table indices (src/18140.c func_800176DC) -- which is how every
-- Pokemon in the game blinks, and how a confused one gets swirls. glTF has
-- no channel for that, so the .glb files carry only the first frame; the
-- pack carries the streams.
--
-- `aux` is an index into model.auxAnims (the stream set) and `frame` its
-- own frame counter, which runs independently of the skeletal one.
-- The eyes, and everything else a material swaps per frame.
--
-- Sampled at the SKELETAL animation's own frame -- the one pose() just
-- resolved -- and CLAMPED past the end of the stream rather than wrapped.
-- Both halves of that matter, and getting either wrong is visible.
--
-- The frame is the skeleton's because in the game a single counter drives
-- both; the data says so plainly, since 507 of the 691 paired animations in
-- the set have a texture animation exactly as long as the skeletal one it
-- rides with.
--
-- The clamp is what the game's own sampler does (func_80017540 indexes the
-- stream and holds the last entry past its end), and it is the whole
-- difference between a blink and a twitch. Rattata's standby loop is forty
-- frames and its blink is FIVE -- `6 8 7 8 6`, open through closed and back.
-- Wrapped on the blink's own length that plays six times a second, which is
-- what it looked like. Clamped, the eye blinks once at the top of the loop
-- and stays open for the remaining thirty-five frames, so it blinks about
-- once a second and a half.
function StadiumRig:textures(aux)
local model = self.model
local anim = aux and model.auxAnims and model.auxAnims[aux] or nil
local frame = self.frameAt or 0
for _, part in ipairs(self.parts) do
local prim = part.prim
local index = prim.tex
if anim and prim.texAnim and prim.texAnim >= 0 and prim.texMap then
local stream = anim.channels[prim.texAnim + 1]
local n = stream and #stream or 0
if n > 0 then
local at = frame + 1
if at > n then at = n end
if at < 1 then at = 1 end
local mapped = prim.texMap[stream[at]]
if mapped then index = mapped end
end
end
part.texture = StadiumPack.image(model, index)
end
end
-- ------- the draw
--
-- `model` here is the MODEL MATRIX -- where this Pokemon stands, how big
-- and which way round -- and `sunModel` the transform the shadow pass drew
-- it with, which for these is the same matrix (unlike a character's leaning
-- card; see Voxel3D.draw).
--
-- Seams off for the whole of it: the voxel wireframe draws the integer
-- planes of a mesh's own model space, and these vertices are in the N64's
-- own units where an integer plane means nothing (see VoxelGrid). Glass off
-- for the same reason the sprite passes turn it off -- the mask's
-- coordinates belong to the tileset atlas, not to a Pokemon's texture.
function StadiumRig:draw(matrix, pull)
Voxel3D.seams(false)
Voxel3D.glass(false)
local additive = nil
for _, part in ipairs(self.parts) do
if part.prim.additive then
-- held back to a second pass so the flames composite over the body
-- rather than depth-fighting it
additive = additive or {}
additive[#additive + 1] = part
elseif part.texture then
Voxel3D.draw(part.mesh, part.texture, matrix, pull)
end
end
if additive then
Voxel3D.blend("add")
for _, part in ipairs(additive) do
if part.texture then
Voxel3D.draw(part.mesh, part.texture, matrix, pull)
end
end
Voxel3D.blend(nil)
end
Voxel3D.glass(true)
Voxel3D.seams(true)
end
-- The same geometry as the SUN sees it: no camera-ward pull (a trick for
-- the view's own depth buffer, which would drag a shadow off its owner) and
-- through the shadow pass's own draw call. The generated flame prims are
-- skipped -- a fire casts light, not a shadow.
function StadiumRig:caster(shadowMap, matrix)
for _, part in ipairs(self.parts) do
if part.texture and not part.prim.additive then
shadowMap.draw(part.mesh, part.texture, matrix)
end
end
end
return StadiumRig
+314
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@@ -0,0 +1,314 @@
-- STADIUM battles: getting at the Pokemon Stadium ROM.
--
-- Byte order, the archive the battle models are packed into, the Yay0
-- decompressor that unwraps each one, and the per-species battle tables. It
-- is a port of model_extract/pipeline/rom.py, function for function, and the
-- Python remains the reference: tools/stadium_pack.py drives that side and
-- tests/stadium_extract_test.lua diffs this side's finished packs against it
-- byte for byte.
--
-- ------- why this exists in Lua at all
--
-- The mod cannot ship the models. They are ROM data, so what ships is the
-- READER, and the player supplies the ROM -- exactly the arrangement the
-- engine itself already has for the Game Boy ROM it is a recompilation of
-- (src/import/RomImporter.lua). Everything from `baserom.z64` to
-- `assets/stadium/NNN.dsm` therefore has to happen here, on the machine, in
-- Lua, with no Python and no build step.
--
-- ------- what makes that tractable
--
-- Three steps, and none of them needs a decompilation toolchain:
--
-- 1. BYTE ORDER. The three N64 dump conventions differ by a swap that is
-- detected from the magic word and undone once, on load.
-- 2. THE ARCHIVE. The segment at 0x920000 is a count and a table of
-- (offset, size) records. No compression at that level, no names.
-- 3. Yay0. Nintendo's LZ variant: a bitstream where a 1 copies a literal
-- byte and a 0 pulls a (distance, length) pair out of a side table.
-- Thirty lines, and the same thirty lines the Python has.
--
-- Verified in the Python by decompressing all 215 entries and diffing against
-- what the decompilation's own `make init` produces: 215/215 identical.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumRom = {}
local byte = string.byte
local char = string.char
local concat = table.concat
local sub = string.sub
local floor = math.floor
-- ROM offsets, from pokestadium-us.yaml by way of pipeline/rom.py.
StadiumRom.POKEMON_MODELS = 0x920000 -- archive of the 215 battle models
StadiumRom.BATTLE_DATA = 0x70D3A0 -- per-species battle tables
StadiumRom.MAIN_ROM = 0x1000 -- main code segment ...
StadiumRom.MAIN_VRAM = 0x80000400 -- ... and where it lands in RAM
StadiumRom.PTR_TABLE_VRAM = 0x80075BD0 -- D_80075BD0[species - 1]
-- The revision every offset above is keyed to. A different ROM still runs --
-- it may well be a regional variant with the same layout -- but the caller is
-- told, because "the models came out as garbage" and "that is not the ROM
-- this was written against" are the same fact and only one of them is useful.
StadiumRom.US_MD5 = "ed1378bc12115f71209a77844965ba50"
-- The battle table's shape: 0xB90 bytes a species, as 0x10-byte entries.
-- Entries 0..164 are the moves (entry n drives move n + 1) and 165 up are the
-- fixed battle contexts.
StadiumRom.STRIDE = 0xB90
StadiumRom.ENTRY = 0x10
StadiumRom.N_MOVES = 165
-- How many of the archive's 215 models are the battle Pokemon. The rest are
-- props and trophies with no battle table.
StadiumRom.N_POKEMON = 151
-- ------- byte order
--
-- .z64 is big-endian and native; .v64 has each pair of bytes swapped; .n64
-- has each word reversed. `gsub` with a capture-reversing replacement does
-- either in one call through C rather than a Lua loop over 33 million bytes.
local MAGIC_Z64 = "\128\055\018\064"
local MAGIC_V64 = "\055\128\064\018"
local MAGIC_N64 = "\064\018\055\128"
-- Normalise a dump to .z64 order, or nil when it is not an N64 ROM at all.
function StadiumRom.normalise(bytes)
if type(bytes) ~= "string" or #bytes < 0x1000 then return nil end
local magic = sub(bytes, 1, 4)
if magic == MAGIC_Z64 then return bytes end
if magic == MAGIC_V64 then return (bytes:gsub("(.)(.)", "%2%1")) end
if magic == MAGIC_N64 then
return (bytes:gsub("(.)(.)(.)(.)", "%4%3%2%1"))
end
return nil
end
-- ------- Yay0
--
-- The output has to be RANDOM ACCESS while it is being written -- a back
-- reference copies from what has already been produced, and overlapping runs
-- are legal and common -- so it is built in a flat table of byte values and
-- turned into a string at the end.
--
-- The string.char conversion is the part that wants care: it is variadic and
-- has an argument limit, so the table is walked in blocks and the blocks
-- concatenated. Blocks of 4096 keep the call count and the intermediate
-- string count both low; the whole 151-model set converts in well under a
-- second on LuaJIT, which is what made an FFI buffer unnecessary here and
-- kept this module portable to any Lua the engine runs on.
local CHUNK = 4096
-- LuaJIT keeps `unpack` global; 5.2+ moved it onto table.
local unpack = unpack or table.unpack
local function bytesToString(out, n)
if n == 0 then return "" end
local parts, np = {}, 0
local i = 1
while i <= n do
local j = i + CHUNK - 1
if j > n then j = n end
np = np + 1
parts[np] = char(unpack(out, i, j))
i = j + 1
end
return concat(parts)
end
-- Nintendo Yay0. Header: magic, decompressed size, link table offset, chunk
-- offset; then a bitstream read a word at a time.
function StadiumRom.yay0(src, base)
base = base or 0
if sub(src, base + 1, base + 4) ~= "Yay0" then return nil, "not Yay0" end
local function be32(o)
local a, b, c, d = byte(src, base + o + 1, base + o + 4)
return ((a * 256 + b) * 256 + c) * 256 + d
end
local size = be32(4)
-- all three cursors are 1-based indices into `src`; the mask stream starts
-- immediately after the 16-byte header
local maskP = base + 0x10 + 1
local linkP = base + be32(8) + 1
local chunkP = base + be32(12) + 1
local out = {}
local pos = 0 -- bytes produced so far
local mask, bits = 0, 0
while pos < size do
if bits == 0 then
local a, b, c, d = byte(src, maskP, maskP + 3)
mask = ((a * 256 + b) * 256 + c) * 256 + d
maskP = maskP + 4
bits = 32
end
if mask >= 0x80000000 then
pos = pos + 1
out[pos] = byte(src, chunkP)
chunkP = chunkP + 1
else
local a, b = byte(src, linkP, linkP + 1)
linkP = linkP + 2
local link = a * 256 + b
local dist = link % 0x1000
local count = floor(link / 0x1000)
if count == 0 then
count = byte(src, chunkP) + 0x12
chunkP = chunkP + 1
else
count = count + 2
end
-- overlapping runs are legal: copying one byte at a time from the
-- output as it grows is the behaviour, not a naive version of it
local copy = pos - dist
for _ = 1, count do
pos = pos + 1
out[pos] = out[copy]
copy = copy + 1
end
end
mask = (mask * 2) % 0x100000000
bits = bits - 1
end
return bytesToString(out, size)
end
-- Unwrap whatever container an asset arrived in. The model archive's entries
-- are PERS-SZP: an eight-byte magic plus a header size, wrapping a Yay0
-- stream.
function StadiumRom.decompress(blob)
if sub(blob, 1, 8) == "PERS-SZP" then
local a, b, c, d = byte(blob, 9, 12)
local header = ((a * 256 + b) * 256 + c) * 256 + d
return StadiumRom.yay0(blob, header)
end
if sub(blob, 1, 4) == "Yay0" then return StadiumRom.yay0(blob, 0) end
return blob
end
-- ------- the ROM
local Rom = {}
Rom.__index = Rom
-- `bytes` is the whole file. Returns the ROM, or nil plus why.
function StadiumRom.open(bytes)
local data = StadiumRom.normalise(bytes)
if not data then return nil, "not an N64 ROM (bad magic)" end
return setmetatable({ data = data }, Rom)
end
function Rom:u8(o)
return byte(self.data, o + 1)
end
function Rom:u32(o)
local a, b, c, d = byte(self.data, o + 1, o + 4)
if not d then return 0 end
return ((a * 256 + b) * 256 + c) * 256 + d
end
function Rom:vramToRom(vram)
return StadiumRom.MAIN_ROM + (vram - StadiumRom.MAIN_VRAM)
end
-- The md5 of the normalised image, or nil where LOVE's hash is not there
-- (the headless suite). Only ever used to tell the player which ROM they
-- gave us, never to refuse one.
function Rom:md5()
if self.hash ~= nil then return self.hash or nil end
local ok, hex = pcall(function()
local digest = love.data.hash("md5", self.data)
if type(digest) == "userdata" and digest.getString then
digest = digest:getString()
end
return love.data.encode("string", "hex", digest)
end)
self.hash = (ok and hex) or false
return self.hash or nil
end
function Rom:isExpectedUS()
local hex = self:md5()
return hex == nil or hex == StadiumRom.US_MD5
end
-- ------- the archive
--
-- Segments that hold many files start with
-- u32 tag, u32 0, u32 totalSize, u32 fileCount
-- followed by fileCount { u32 offset, u32 size, u32 pad[2] } records, all
-- relative to the start of the segment.
--
-- Only the top three bytes of the first word are reliably zero: the model
-- archive puts a nonzero value in the low byte, which is the same quirk the
-- decompilation's own tools/unpack_asset.py works around.
--
-- Returns a list of { start, size } rather than the bytes, so nothing is
-- copied until a caller actually wants a file.
function Rom:archive(off)
local tag = self:u32(off)
if (tag - tag % 256) ~= 0 or self:u32(off + 4) ~= 0 then return nil end
local count = self:u32(off + 12)
if count <= 0 or count >= 4096 then return nil end
local out = {}
for i = 0, count - 1 do
local rec = off + 0x10 + i * 0x10
out[i + 1] = { start = off + self:u32(rec), size = self:u32(rec + 4) }
end
return out
end
-- The entries of the battle-model archive, uncopied.
function Rom:models()
if not self.modelDir then
self.modelDir = self:archive(StadiumRom.POKEMON_MODELS) or {}
end
return self.modelDir
end
function Rom:modelCount()
return #self:models()
end
-- One model fragment, decompressed. `fileno` is 0-based, as in the Python and
-- in the source-file names: `N.bin` holds species N + 1.
function Rom:model(fileno)
local rec = self:models()[fileno + 1]
if not rec then return nil end
return StadiumRom.decompress(sub(self.data, rec.start + 1,
rec.start + rec.size))
end
-- ------- the per-species battle tables
--
-- func_84302658 in src/fragments/62 DMAs 0xB90 bytes a species out of the
-- 0x70D3A0 segment, addressed through the D_80075BD0 pointer table. Byte 0 of
-- each 0x10-byte entry indexes that Pokemon's animation list and byte 1 its
-- auxiliary (texture) animation list.
--
-- Returns a 0-based array-like table of { anim, aux }, aux 0xFF meaning none
-- and coming back as -1 -- the shape the packer writes.
function Rom:battleRows(species)
local ptrTable = self:vramToRom(StadiumRom.PTR_TABLE_VRAM)
local raw = self:u32(ptrTable + (species - 1) * 4)
local o = StadiumRom.BATTLE_DATA + raw % 0x1000000
local rows = {}
local n = StadiumRom.STRIDE / StadiumRom.ENTRY
for e = 0, n - 1 do
local anim = self:u8(o + e * StadiumRom.ENTRY)
local aux = self:u8(o + e * StadiumRom.ENTRY + 1)
rows[e] = { anim, aux == 0xFF and -1 or aux }
end
rows.n = n
return rows
end
return StadiumRom
+309
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-- STADIUM battles: importing the ROM, instead of being told where to put it.
--
-- The mod ships no Pokemon Stadium models and cannot -- they are that game's
-- data -- so the player supplies the cartridge. The original instruction for
-- that was "make a folder called baseroms next to the game and drop the file
-- in it", which is a fine sentence to write and a poor thing to ask. It needs
-- a folder the player has to create, in a place that is different on every
-- platform and is inside an unwritable archive on a packaged build, and it
-- fails SILENTLY: the two STADIUM rungs are simply not on the row, and
-- nothing on screen says why.
--
-- So this opens a file picker instead, from a row on the OPTIONS menu, and
-- the folder keeps working for anyone who prefers it (StadiumInstall).
--
-- ------- the picker is the host's, not LOVE's
--
-- LOVE 11.5 has no file dialog. love.window.showFileDialog arrived in 12 and
-- love.system.pickFile is a native bridge this project ships for mobile
-- rather than part of LOVE at all. What every desktop OS does have is a
-- dialog reachable from a shell, so that is what is used here -- osascript on
-- macOS, PowerShell's OpenFileDialog on Windows, zenity then kdialog on
-- Linux.
--
-- This is deliberately the SAME four commands the engine's own ROM importer
-- uses for the Game Boy cartridge (src/import/RomImporter.lua's chooseRom),
-- down to writing the Windows pick as UTF-8 -- the console's OEM codepage
-- mangles a non-ASCII path into something that crashes the next text draw.
-- Being a second copy of that is worth it: a mod cannot call into the
-- importer's private helpers, and the alternative is asking the engine to
-- grow a seam for one caller.
--
-- The dialog BLOCKS. io.popen waits for the player to choose, and the game is
-- frozen for as long as it is up. That is what the engine's importer does
-- too, it is what a modal dialog means, and the frame it freezes on is an
-- options menu.
--
-- ------- and the ROM is not kept
--
-- The picked file is read, built from, and forgotten -- nothing is copied
-- anywhere. A Stadium cartridge is 32 MB and the models built out of it are
-- 34, so keeping both would double the cost of a feature for a file that has
-- no further use: the packs are what the game reads afterwards, and the
-- marker records the ROM's md5 so a swapped cartridge is still noticed.
--
-- The one thing that costs is a format bump, which invalidates the packs and
-- leaves nothing to rebuild from. That is what the row still being there is
-- for -- it reads READY, and pressing it imports again.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumInstall = V.require("StadiumInstall")
local StadiumRomPick = {}
StadiumRomPick.LABEL = "STADIUM ROM"
StadiumRomPick.ID = "DRAMATIC_SHAPE:stadiumRom"
-- Names the REVISION, because that is the thing a player gets wrong: the
-- model offsets are keyed to US 1.0 and nothing else is going to work.
local PROMPT = "Choose your Pokemon Stadium (US) 1.0 ROM"
-- ------- the host, at arm's length
--
-- Everything below is read through pcall and a presence test. The mod loader
-- hands a mod the real `io` and `os` today, but a mod that TAKES that for
-- granted is one that stops loading the day a sandbox arrives -- and this is
-- a convenience on top of a folder scan that works without any of it.
local function haveShell()
local ok, popen = pcall(function() return io and io.popen end)
return (ok and popen) and true or false
end
local function haveFiles()
local ok, open = pcall(function() return io and io.open end)
return (ok and open) and true or false
end
local function osName()
local ok, name = pcall(function() return love.system.getOS() end)
return ok and name or nil
end
-- Run a command and return its trimmed stdout, or nil for anything that did
-- not produce a line -- a cancelled dialog, a missing zenity, a shell that
-- is not there.
local function commandOutput(cmd)
if not haveShell() then return nil end
local ok, pipe = pcall(io.popen, cmd)
if not (ok and pipe) then return nil end
local okRead, out = pcall(pipe.read, pipe, "*a")
pcall(pipe.close, pipe)
if not (okRead and type(out) == "string") then return nil end
out = out:gsub("^%s+", ""):gsub("%s+$", "")
return (out ~= "") and out or nil
end
-- ------- can this machine open a DIALOG
--
-- Desktop only, and honestly so.
--
-- On ANDROID the picker is a native bridge (love.system.pickFile) whose
-- kind -> filename mapping is a fixed list of three in the engine's own C++,
-- and an unrecognised kind falls through to `picked_rom.gb`. That is not
-- merely the wrong name -- it is the file the engine's Game Boy importer is
-- watching, and reading that code settles it: the importer's size test only
-- SKIPS a 1 MB file it has already imported, so a 32 MB N64 ROM landing
-- there falls straight through to `love.filesystem.remove` and
-- `startData` -- deleted, and then reported to the player as a broken Game
-- Boy ROM. So the bridge is not called until it learns the kind, which is a
-- two-line change in System.cpp and an APK rebuild (see README).
--
-- Android is not stuck without it: conf.lua points the save directory at the
-- app's external-files folder, so `baseroms/` there is reachable over USB or
-- any file manager with no root and no permission prompt. What Android
-- lacked was being TOLD that -- the row vanished, and the folder's absolute
-- path was only ever written to a console no phone shows. That is what the
-- note below is for.
function StadiumRomPick.canDialog()
if not (haveShell() and haveFiles()) then return false end
local p = osName()
return p == "Windows" or p == "OS X" or p == "Linux"
end
-- Kept as the old name for callers that only wanted "is there a dialog".
StadiumRomPick.available = StadiumRomPick.canDialog
-- Where a SAF pick would land if the native bridge grows a Stadium kind.
-- Watched unconditionally (see poll): on a build that never writes it this
-- costs one getInfo a frame, and on one that does the mod needs no further
-- change to use it.
StadiumRomPick.PICKED = "picked_stadium.z64"
-- Open the dialog. Returns the chosen absolute path, or nil when the player
-- cancelled or no dialog could be opened.
function StadiumRomPick.choose()
local p = osName()
if p == "OS X" then
return commandOutput(
([[osascript -e 'POSIX path of (choose file with prompt "%s" of type ]]
.. [[{"z64", "n64", "v64"})' 2>/dev/null]]):format(PROMPT))
elseif p == "Windows" then
local script = table.concat({
"Add-Type -AssemblyName System.Windows.Forms;",
"$d=New-Object System.Windows.Forms.OpenFileDialog;",
"$d.Title='" .. PROMPT .. "';",
"$d.Filter='Nintendo 64 ROM (*.z64;*.n64;*.v64)|*.z64;*.n64;*.v64"
.. "|All files (*.*)|*.*';",
-- as UTF-8: the console's OEM codepage would mangle a non-ASCII path
-- and crash the next text draw that showed it
"if($d.ShowDialog() -eq 'OK'){[Console]::OutputEncoding="
.. "[Text.Encoding]::UTF8; [Console]::Write($d.FileName)}",
})
return commandOutput(
'powershell -NoProfile -STA -Command "' .. script .. '"')
elseif p == "Linux" then
local path = commandOutput(
([[zenity --file-selection --title="%s" ]]
.. [[--file-filter="Nintendo 64 ROM | *.z64 *.n64 *.v64" 2>/dev/null]])
:format(PROMPT))
if path then return path end
-- zenity is absent on plenty of installs (and on most handheld Linux
-- distributions); KDE's own dialog is the usual second answer
return commandOutput(
[[kdialog --getopenfilename "$HOME" "*.z64 *.n64 *.v64|]]
.. [[Nintendo 64 ROM" 2>/dev/null]])
end
return nil
end
-- Read an ABSOLUTE path, which love.filesystem cannot: it only sees inside
-- the physfs mount, and a picked file is anywhere on the disk. Returns the
-- bytes, or nil plus a reason short enough to fit the loading screen.
function StadiumRomPick.read(path)
if not haveFiles() then return nil, "no file access" end
local ok, fp = pcall(io.open, path, "rb")
if not (ok and fp) then return nil, "could not open that file" end
local okRead, bytes = pcall(fp.read, fp, "*a")
pcall(fp.close, fp)
if not (okRead and type(bytes) == "string" and #bytes > 0) then
return nil, "could not read that file"
end
return bytes
end
-- ------- the whole flow, from one keypress
--
-- Pick, read, start the build, and put the loading screen up over whatever
-- asked -- which is the OPTIONS menu, so the row is there again underneath
-- when the build finishes and now reads READY.
--
-- A CANCELLED dialog is not a failure and says nothing: the player opened a
-- file browser and changed their mind, and a mod that made an announcement
-- about that would be the second most annoying thing on the menu.
--
-- Everything else lands on the loading screen's own failure state, because it
-- is the one surface in this mode with room for a sentence -- and because a
-- player who has just chosen the wrong file is owed a reason and not a row
-- that quietly goes on saying IMPORT.
function StadiumRomPick.import(game)
if StadiumInstall.status.state == "building" then return false end
local StadiumScreen = V.require("StadiumScreen")
-- No dialog on this platform: say where the file goes, on screen, because
-- that is the whole of what the player is missing and the console is not
-- somewhere they can read it.
if not StadiumRomPick.canDialog() then
if game and game.stack then
game.stack:push(StadiumScreen.newNote(game, "STADIUM ROM",
"PUT STADIUM US 1.0 HERE:",
StadiumInstall.romHintFile()))
end
return false
end
local path = StadiumRomPick.choose()
if not path then return false end
local function fail(why)
StadiumInstall.status.state = "failed"
StadiumInstall.status.error = why
if game and game.stack then
game.stack:push(StadiumScreen.new(game, true))
end
return false
end
local bytes, err = StadiumRomPick.read(path)
if not bytes then return fail(err or "could not read that file") end
local ok, beginErr = StadiumInstall.beginFrom(bytes, path)
if not ok then return fail(tostring(beginErr)) end
if game and game.stack then
game.stack:push(StadiumScreen.new(game, true))
end
return true
end
-- ------- the row
--
-- An ACTION rather than a value, which is why it is not a ModSetting: there
-- is no rung to store, nothing for the mod manager's page to persist, and
-- nothing to restore on the next boot. What it shows is a STATE -- the models
-- are there or they are not -- and what it does is the only thing it can do.
--
-- Still offered once they ARE there, reading READY. Pressing it imports
-- again, which is how a player swaps to a different revision, and how they
-- rebuild after a format bump has invalidated the packs and left nothing on
-- disk to rebuild from (see the header: the ROM is not kept).
--
-- nil where no dialog can be opened, which takes the row off the menu
-- entirely rather than offering a button that cannot do anything.
function StadiumRomPick.row()
return {
id = StadiumRomPick.ID,
label = StadiumRomPick.LABEL,
value = function()
if StadiumInstall.status.state == "building" then return "BUILDING" end
if StadiumInstall.available() then return "READY" end
-- WHERE, not IMPORT, where pressing it can only tell you the folder:
-- a row that says IMPORT and then does not import is a worse row than
-- one that says what it actually does
return StadiumRomPick.canDialog() and "IMPORT" or "WHERE?"
end,
step = function(game)
pcall(StadiumRomPick.import, game)
return true
end,
}
end
-- ------- a pick that landed while we were not looking
--
-- The desktop dialog BLOCKS, so `import` above can read the answer on the
-- next line. A SAF pick cannot work that way: it is a separate activity,
-- Android is free to destroy the game while it is up, and the file appears
-- some frames later -- so the only way to notice one is to look for it.
--
-- Nothing writes this filename today (see canDialog). It is watched anyway so
-- that teaching the native bridge one more kind is the whole of the Android
-- picker work, with no second change needed here.
--
-- Consumed and DELETED either way: a 32 MB file left in the save directory
-- would be imported again on the next boot, and kept forever if the import
-- failed.
function StadiumRomPick.poll(game)
local f = love and love.filesystem
if not (f and f.getInfo) then return false end
if StadiumInstall.status.state == "building" then return false end
local ok, info = pcall(f.getInfo, StadiumRomPick.PICKED, "file")
if not (ok and info) then return false end
local okRead, bytes = pcall(f.read, StadiumRomPick.PICKED)
pcall(f.remove, StadiumRomPick.PICKED)
if not (okRead and type(bytes) == "string") then return false end
local StadiumScreen = V.require("StadiumScreen")
local started, err = StadiumInstall.beginFrom(bytes, StadiumRomPick.PICKED)
if not started then
StadiumInstall.status.state = "failed"
StadiumInstall.status.error = tostring(err)
end
if game and game.stack then
game.stack:push(StadiumScreen.new(game, true))
end
return true
end
return StadiumRomPick
+391
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-- STADIUM battles: the one-time build, on screen.
--
-- A pushed game state, so it draws in the Game Boy's own 160x144 and stops
-- everything under it -- which is what it should do, because it is doing real
-- work and the player should not be walking around while it happens.
--
-- ------- why a species a frame
--
-- A species takes roughly fifty milliseconds to extract, and there are 151 of
-- them. That is ten seconds, which has to go somewhere. Doing them one per
-- frame puts the whole cost on this screen where it is explained, keeps the
-- bar moving at a visible rate, and leaves the frame free to draw between
-- them. Batching more per frame would finish no sooner -- the work is the
-- same -- and would only make the bar jump.
--
-- ------- what it says
--
-- Three things, and each of them is answering a question the player would
-- otherwise have to guess at while the game sits there:
--
-- WHAT is happening -- "STADIUM EXTRACTION", which is what it is.
--
-- HOW FAR through it is -- a bar, filled by species written rather than by
-- elapsed time, so it cannot lie about the remaining work.
--
-- THAT IT IS ALIVE -- which Pokemon it is on, by name. Not decoration: it
-- is the difference between a progress bar the player trusts and one they
-- suspect has hung, and it costs one lookup a frame.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumInstall = V.require("StadiumInstall")
local StadiumScreen = {}
StadiumScreen.__index = StadiumScreen
-- The Game Boy frame this draws in.
local W, H = 160, 144
-- How long the finished message stays up before the screen retires itself.
StadiumScreen.HOLD = 1.1
local Font = nil
local function font()
if Font then return Font end
local ok, F = pcall(require, "src.render.Font")
if ok then Font = F end
return Font
end
-- Black glyphs, because that is the only colour the Game Boy font sheets
-- have -- they are black on transparent, so setColor cannot lighten one.
-- Everything here is therefore laid out dark-on-light.
local function text(str, x, y)
local F = font()
if not F then return end
love.graphics.setColor(0, 0, 0, 1)
F.draw(str, math.floor(x), math.floor(y))
end
local function centred(str, y)
local F = font()
if not F then return end
text(str, (W - F.width(str)) / 2, y)
end
-- How many glyphs fit across the frame. The font is a fixed eight pixels, so
-- twenty is the line -- and a centred string longer than that does not
-- overflow tidily off one side, it clips off BOTH and loses its first word as
-- well as its last ("that is not a Pokemon Stadium ROM" came out as "at is
-- not a Pokemon").
--
-- Fixed, and it stays fixed: shrinking the text to fit more in was tried and
-- the font will not take it. These are 1-bit 8x8 bitmaps, so a fractional
-- downscale drops whole pixel rows out of every glyph -- at 0.75 the last
-- line of an Android save path came out as mush. Long strings get more LINES
-- instead (see the note layout in draw).
local COLS = 20
-- Break a string into lines that fit, on word boundaries, and never more than
-- `limit` of them.
local function wrapped(str, limit, cols)
limit = limit or 2
cols = cols or COLS
local lines, line = {}, nil
local function push(text)
if #lines < limit then lines[#lines + 1] = text end
end
for word in tostring(str):gmatch("%S+") do
local try = line and (line .. " " .. word) or word
if #try <= cols then
line = try
else
if line then push(line) end
-- A word longer than the line is BROKEN ACROSS lines rather than cut.
-- It is always a path, and a path is the one thing here that has to be
-- readable in full -- an absolute Android save directory runs to
-- ninety-odd characters with no spaces in it at all, so truncating at
-- twenty told the player almost nothing.
while #word > cols do
push(word:sub(1, cols))
word = word:sub(cols + 1)
end
line = word
end
if #lines >= limit then break end
end
if line then push(line) end
return lines
end
-- ------- dex number -> the engine's own species key
--
-- Built once, from the loaded data rather than from a list of names carried
-- here: a list would be a second place for the same 151 facts to live, and
-- would go stale against a mod that renames one.
local dexNames = nil
local function speciesName(dex)
if not dex then return nil end
if not dexNames then
dexNames = {}
local ok, data = pcall(function()
return require("src.core.Game").data
end)
if ok and data and data.pokemon then
for key, def in pairs(data.pokemon) do
if type(def) == "table" and def.dex then dexNames[def.dex] = key end
end
end
end
return dexNames[dex]
end
-- `adopt` means the caller has ALREADY started the build, or already decided
-- it cannot start -- which is the imported path (StadiumRomPick opens the
-- picked file itself, because love.filesystem cannot read an absolute path).
-- Without it this screen would call begin() on the way in and throw away the
-- job it was pushed to display, or overwrite the failure it was pushed to
-- explain with a fresh "no ROM in baseroms" -- which would be true, and would
-- have nothing to do with what just went wrong.
function StadiumScreen.new(game, adopt)
return setmetatable({ game = game, hold = 0, started = adopt and true or false,
adopted = adopt and true or false }, StadiumScreen)
end
-- ------- the same plate, saying something instead of doing something
--
-- A NOTE: title, a wrapped body, and a key to dismiss it. It exists because
-- the one piece of information a player on a platform with no file dialog
-- actually needs -- the absolute path of the folder to put the cartridge in
-- -- is long, machine-specific, and was only ever written to the console,
-- which nobody on a phone can read.
--
-- Same state shape and the same plate as the build screen, so there is one
-- look and one set of stack manners rather than two.
function StadiumScreen.newNote(game, title, lead, body)
return setmetatable({ game = game,
note = { title = title, lead = lead, body = body } },
StadiumScreen)
end
-- Opaque: the loading screen owns the frame, so the map underneath is not
-- drawn and not paying for a render it cannot be seen through.
StadiumScreen.isOpaque = true
function StadiumScreen:enter()
if self.note or self.adopted then return end
local ok, err = StadiumInstall.begin()
self.started = ok and true or false
if not ok then
StadiumInstall.status.state = "failed"
StadiumInstall.status.error = err
end
end
-- The buttons that dismiss a note. Every face button and START, because the
-- prompt says ANY and a player who has to hunt for the right one on a phone
-- has been lied to.
local DISMISS = { "a", "b", "start", "select" }
function StadiumScreen:update()
-- ------- a note is dismissed by a BUTTON, not by a key
--
-- `onKeyPressed` is the keyboard, and a phone has none: the touch overlay
-- feeds the engine's Input as virtual buttons (Input.overlayPressed), so a
-- state that only listens for keys cannot be closed by touch at all. That
-- stranded a player on this screen with no way off it -- the one screen in
-- the mod whose entire job is to tell somebody something and then get out
-- of the way.
--
-- Polled here rather than handled as an event because `wasPressed` is the
-- edge test the engine's own battle screens use, and it is fed by the
-- keyboard, the gamepad AND the overlay through one path.
if self.note then
local input = self.game and self.game.input
if input and input.wasPressed then
for _, btn in ipairs(DISMISS) do
if input:wasPressed(btn) then
if self.game.stack and self.game.stack:top() == self then
self.game.stack:pop()
end
return
end
end
end
return
end
local status = StadiumInstall.status
if status.state == "building" then
if not StadiumInstall.step() then
-- fell out of building: either finished or failed, both of which hold
-- for a moment so the player sees which
self.hold = 0
end
return
end
self.hold = self.hold + 1 / 60
-- a failure stays up longer, because it is the one the player has to read
local wait = StadiumScreen.HOLD
if status.state == "failed" then
wait = StadiumScreen.HOLD * 4
elseif status.wrongVersion then
-- a warning nobody can read is not a warning
wait = StadiumScreen.HOLD * 3
end
if self.hold >= wait then
if self.game and self.game.stack and self.game.stack:top() == self then
self.game.stack:pop()
end
end
end
-- Let the player out of a build that has gone wrong, or that they would
-- rather not wait for. Cancelling leaves the packs unbuilt, so the STADIUM
-- rungs stay off the row until the next boot offers again -- which is
-- honest, and better than a half-built set.
local function pop(self)
if self.game and self.game.stack and self.game.stack:top() == self then
self.game.stack:pop()
end
end
function StadiumScreen:onKeyPressed(key)
-- A note takes any key too. This is the KEYBOARD path and it is not the
-- one that matters on a phone -- see update, which polls the engine's
-- Input so the touch overlay's virtual buttons work as well.
if self.note then pop(self) return true end
if key == "escape" or key == "x" or key == "backspace" then
StadiumInstall.cancel()
if self.game and self.game.stack and self.game.stack:top() == self then
self.game.stack:pop()
end
return true
end
return false
end
function StadiumScreen:draw()
local status = StadiumInstall.status
love.graphics.setColor(0.93, 0.94, 0.90, 1)
love.graphics.rectangle("fill", 0, 0, W, H)
if self.note then
centred(self.note.title, 12)
-- The sentence is kept SHORT so the path can have the rest of the plate
-- at full size. Shrinking the path was tried first and does not survive
-- the font: these are 1-bit 8x8 bitmaps, so a fractional downscale drops
-- whole pixel rows out of every glyph and the last line came out as
-- mush. Nine rows of twenty characters is 180, which is longer than any
-- real save path, so nothing has to be shrunk to fit.
local lead = wrapped(self.note.lead or "", 2)
for i, line in ipairs(lead) do centred(line, 30 + (i - 1) * 10) end
local y = 30 + #lead * 10 + 6
for i, line in ipairs(wrapped(self.note.body or "", 9)) do
centred(line, y + (i - 1) * 9)
end
centred("PRESS ANY KEY", 130)
love.graphics.setColor(1, 1, 1, 1)
return
end
-- One line, and it is the whole heading: eighteen glyphs at the font's
-- fixed eight pixels is 144 of the frame's 160.
centred("STADIUM EXTRACTION", 34)
if status.state == "failed" then
centred("COULD NOT BUILD", 68)
local lines = wrapped(status.error or "unknown", 2)
for i, line in ipairs(lines) do centred(line, 82 + (i - 1) * 10) end
centred("STADIUM IS OFF", 110)
love.graphics.setColor(1, 1, 1, 1)
return
end
local done = status.done or 0
local total = status.total or StadiumInstall.COUNT
local frac = (total > 0) and (done / total) or 1
if status.state == "done" then frac = 1 end
if frac < 0 then frac = 0 elseif frac > 1 then frac = 1 end
-- The bar: a dark frame, an EMPTY interior the same colour as the plate,
-- and a dark fill growing left to right.
--
-- The track has to be the plate's own white rather than a light grey. This
-- draws inside the Game Boy frame, so the colorization pass quantises
-- everything here into the four GB shades and paints them -- and a grey
-- track lands one shade down, which comes out as a bar that is GREEN where
-- the work is still to do and dark where it is done. The eye reads colour
-- as the filled part and gets the progress exactly backwards.
local bx, by, bw, bh = 24, 68, W - 48, 9
love.graphics.setColor(0.06, 0.05, 0.09, 1)
love.graphics.rectangle("fill", bx - 1, by - 1, bw + 2, bh + 2)
love.graphics.setColor(0.93, 0.94, 0.90, 1)
love.graphics.rectangle("fill", bx, by, bw, bh)
love.graphics.setColor(0.06, 0.05, 0.09, 1)
love.graphics.rectangle("fill", bx, by, math.floor(bw * frac + 0.5), bh)
if status.state == "done" then
centred("READY", 86)
-- and say so if it was built from something other than the revision every
-- offset in the reader was measured against: it may look fine, it may be
-- subtly wrong, and the player is the only one who can swap the file
if status.wrongVersion then
centred("NOT US 1.0 --", 104)
centred("MODELS MAY BE WRONG", 114)
end
else
local name = speciesName(status.species)
centred(("%d/%d"):format(done, total), 86)
if name then centred(name, 98) end
end
love.graphics.setColor(1, 1, 1, 1)
end
-- ------- when this comes up
--
-- The first frame the player is actually IN the world, rather than at boot.
-- Two reasons. The engine has its own launcher and ROM importer before the
-- game starts, and pushing over those would be fighting them for the screen.
-- And `Game.data` has to be loaded for the species names above to resolve.
--
-- Asked once. If the player cancels, or there is no ROM, this does not come
-- back until the next run -- a loading screen that reappears every time you
-- step outside would be worse than no stadium models.
local asked = false
function StadiumScreen.maybePush()
if asked then return false end
local ok, Game = pcall(require, "src.core.Game")
if not (ok and Game and Game.stack and Game.overworld) then return false end
if Game.stack:top() ~= Game.overworld then return false end
asked = true
if not StadiumInstall.pending() then
-- Say where to put a cartridge, ONCE, and only when there is nothing to
-- build from and nothing already built. The two STADIUM rungs are simply
-- absent in that case (ModSetting.setGate), which is the right thing for
-- a row to do and tells the player nothing about why -- and the answer
-- they need is an absolute path that depends on how the game was
-- installed, so it cannot be written into the options help text.
if not StadiumInstall.available() then
-- The IMPORT row is the answer wherever a file dialog can be opened,
-- and it is the better one: no folder to create, no path to get right,
-- no restart. The folder is still said, once, for the platforms with no
-- dialog (Android, a handheld Linux with neither zenity nor kdialog)
-- and for anyone who would rather drop a file than click through one.
-- The STADIUM ROM row is on the OPTIONS menu on every platform now, so
-- point at it rather than reciting a path here: where a file dialog can
-- be opened it opens one, and where it cannot it shows this same folder
-- on screen -- which is the part a phone could not otherwise find out.
local okPick, pick = pcall(V.require, "StadiumRomPick")
local label = (okPick and pick and pick.LABEL) or "STADIUM ROM"
local how = (okPick and pick and pick.canDialog())
and "opens a file picker" or "says where to put one"
V.mod.log:info("stadium: no Pokemon Stadium (US) 1.0 ROM found, so the "
.. "STADIUM battle rungs are off. OPTIONS -> %s %s; the "
.. "folder is %s", label, how, StadiumInstall.romHint())
end
return false
end
Game.stack:push(StadiumScreen.new(Game))
return true
end
-- named for the suite, which drives the screen without a boot
function StadiumScreen._reset()
asked = false
end
return StadiumScreen
+340
View File
@@ -0,0 +1,340 @@
-- The B rungs: the two discs the fight is staged on.
--
-- Where an A rung puts the fight on the MAP -- real ground, whatever the
-- route happens to look like -- a B rung puts it on two platforms against
-- the sky and draws no map at all.
--
-- ------- one stage, two rungs
--
-- The discs do not know what is standing on them. 2D-3D B stands the Game
-- Boy's own battle pics there and STADIUM B stands the Pokemon Stadium
-- models, and this file is identical for both: it draws two platforms at two
-- cells and sizes each to whatever footprint it is given. That is why the
-- flat disc rung cost a value in the 3D-BTL ladder and nothing else.
--
-- ------- why this is a rung and not a fix
--
-- Staging on the map is the better picture when the map cooperates, and it
-- often does not. Half of Kanto's interiors are furniture; a cave floor can
-- be nothing but two-cell corridors; some maps have nowhere a fight can be
-- SEEN from a low camera and are declined outright (see BattleArena), which
-- drops the player back to the flat battle screen with no warning. And even
-- where a spot exists, the ground behind the foe is a hedge or a shop counter
-- rather than anything a battle wants behind it.
--
-- Discs have none of those problems, because the stage is CARRIED rather than
-- found: it works on every map, in every building, at every step, and the
-- framing is the same every time. What it gives up is the thing STADIUM A is
-- for -- fighting somewhere real.
--
-- ------- what stays
--
-- The sky, and the light. A battle outdoors is under the hour's own sky, with
-- its bands and its sun or moon (Voxel3D.beginScene paints it when handed a
-- dressed one); a battle in a cave or a room is under that place's own void
-- and its own neutral light, exactly as the map itself would be. So the mode
-- is abstracted from the GROUND, not from the world -- walk into a cave at
-- midnight and the fight looks like a cave at midnight.
--
-- And the framing. The camera, the pins, the HUDs, the text box, the move
-- animations and the depth of field are all identical, because every one of
-- them is hung off the arena's CELLS rather than off what is under them. That
-- is the same reason STADIUM A could be an option on the mode rather than a
-- second mode, and it is why this file is a few hundred lines and not a few
-- thousand.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local Voxel3D = V.require("Voxel3D")
local StadiumStage = {}
local floor = math.floor
local sin, cos = math.sin, math.cos
local pi = math.pi
-- ------- the shape of a disc
--
-- Radius in world pixels, where a map cell is 16 and the two mons stand three
-- cells apart.
--
-- A PLATFORM FOLLOWS WHAT STANDS ON IT rather than being one fixed size,
-- because the set's footprints run nearly tenfold: a Caterpie is under four
-- world pixels across and Moltres, wings out, is twenty-six. One radius for
-- both is either a dinner plate under the caterpillar or a doily under the
-- bird.
--
-- RADIUS is the floor, and it is the number most species land on -- it is a
-- little over the map cell a Pokemon is sized to cover, which is the
-- proportion the Game Boy's own battle platforms have. PAD is the margin
-- around a mon that needs more than that, and MAX_RADIUS stops Moltres from
-- being handed something the frame cannot hold.
--
-- These are the FULL radius, out to where the fade has finished; the solid
-- centre a Pokemon actually stands on is SOLID of it. PAD is sized so that a
-- mon's own footprint fits inside that centre rather than out over the
-- stipple -- 1.8 x 0.70 is a little over 1.25, so a big Pokemon still has
-- solid ground under its edges.
StadiumStage.RADIUS = 18
StadiumStage.MAX_RADIUS = 34
StadiumStage.PAD = 1.8
-- The platform for a mon of this footprint. `r` may be nil -- nothing is
-- standing there yet, which is every frame of the send-out before the model
-- appears, and it is also the whole of the flat 2D-3D B rung, where a
-- Pokemon is a battle pic sized to cover exactly one map cell and RADIUS is
-- already a little over that. Either way the platform is the plain one, and
-- it has to be there BEFORE the Pokemon lands on it.
function StadiumStage.radiusFor(r)
local want = (r or 0) * StadiumStage.PAD
if want < StadiumStage.RADIUS then return StadiumStage.RADIUS end
if want > StadiumStage.MAX_RADIUS then return StadiumStage.MAX_RADIUS end
return want
end
-- Per-vertex shading, in the same terms StadiumRig lights the models with, so
-- a disc and the Pokemon standing on it agree about where the sun is. Fitted
-- to Voxel3D.FACE_SHADE's six values: the constant is the average, and each
-- axis term is half the spread between that axis's two faces.
local SHADE_BASE = 0.7725
local SHADE_X = 0.06
local SHADE_Y = 0.225
local SHADE_Z = 0.11
local function shadeFor(nx, ny, nz)
local s = SHADE_BASE + nx * SHADE_X + ny * SHADE_Y + nz * SHADE_Z
if s < 0.30 then return 0.30 end
if s > 1.00 then return 1.00 end
return s
end
-- ------- the texture
--
-- The platform is a FLAT painted disc that fades out at its rim -- no rim
-- wall, no thickness, the whole thing carried in one texture on one quad
-- lying on the ground plane. That is what the Game Boy's own battle
-- platforms are, and it is what keeps the stage from competing with the
-- Pokemon standing on it.
--
-- ------- why the fade is DITHERED
--
-- The scene shader discards any texel under half alpha outright (it has to:
-- that is what keeps a sprite's transparent corners out of the depth buffer).
-- So a smooth alpha ramp does not fade -- it comes out as a hard circle cut
-- at wherever the ramp crosses 0.5, which is the one thing this must not be.
--
-- The fade is therefore an ORDERED DITHER baked into the texture's alpha:
-- every texel is fully on or fully off, and the proportion that are on falls
-- away toward the rim. It is the same trick the sky already uses for its
-- bands (Sky.DITHER), it needs no shader change and so risks nothing in any
-- other pass, and on a mode built out of visible texels it reads as intended
-- rather than as a limitation.
--
-- The COLOUR is deliberately neutral. Everything the shader does to it after
-- this is the environment's: Voxel3D.tint carries the hour outdoors and the
-- room's own flat light indoors, and the shadow pass darkens whatever the
-- Pokemon standing on it occludes. So one texture is a sunlit platform, a
-- dusk platform and a cave platform, without a variant for each.
StadiumStage.TEX = 128
-- Where the solid centre ends, as a fraction of the disc's radius. Inside
-- this everything is opaque; from here to the rim the dither thins out.
StadiumStage.SOLID = 0.76
local TOP = { 0.74, 0.71, 0.63 }
local TOP_ALT = { 0.67, 0.64, 0.57 }
local texture = nil
-- A small deterministic scatter, for the surface itself. Not a random one: an
-- authored constant that happens to look unpatterned is worth more here than
-- a seed, because it can never change under a different Lua.
--
-- Quantised into blocks, so the surface reads as TEXELS rather than as noise.
-- Per-pixel it came out as a fine mottle that fought the dithered rim for
-- attention -- and the rim is the thing worth looking at. At this size the
-- grain is roughly the size of the voxels everywhere else in the mode.
StadiumStage.GRAIN = 4
local function grain(x, y)
local bx = (x - x % StadiumStage.GRAIN) / StadiumStage.GRAIN
local by = (y - y % StadiumStage.GRAIN) / StadiumStage.GRAIN
local v = (bx * 37 + by * 71 + ((bx * by) % 13) * 17) % 100
return v < 34
end
-- The 8x8 ordered (Bayer) matrix, as thresholds in 0..63. Ordered rather than
-- random because a random dither crawls: this pattern is fixed in the
-- texture, so the fade holds still while the camera drifts across it.
local BAYER = {
{ 0, 32, 8, 40, 2, 34, 10, 42 },
{ 48, 16, 56, 24, 50, 18, 58, 26 },
{ 12, 44, 4, 36, 14, 46, 6, 38 },
{ 60, 28, 52, 20, 62, 30, 54, 22 },
{ 3, 35, 11, 43, 1, 33, 9, 41 },
{ 51, 19, 59, 27, 49, 17, 57, 25 },
{ 15, 47, 7, 39, 13, 45, 5, 37 },
{ 63, 31, 55, 23, 61, 29, 53, 21 },
}
function StadiumStage.texture()
if texture ~= nil then return texture or nil end
local ok, img = pcall(function()
local n = StadiumStage.TEX
local data = love.image.newImageData(n, n)
local half = (n - 1) / 2
local solid = StadiumStage.SOLID
for y = 0, n - 1 do
local dy = (y - half) / half
for x = 0, n - 1 do
local dx = (x - half) / half
local d = (dx * dx + dy * dy) ^ 0.5
-- how much of this texel's neighbourhood should survive: everything
-- inside the solid core, nothing past the rim, and a smooth ramp
-- between the two that the dither turns into a stipple
local cover
if d <= solid then
cover = 1.0
elseif d >= 1.0 then
cover = 0.0
else
local t = (d - solid) / (1.0 - solid)
cover = 1.0 - t * t * (3 - 2 * t) -- smoothstep, falling
end
local threshold = (BAYER[y % 8 + 1][x % 8 + 1] + 0.5) / 64
local a = (cover > threshold) and 1 or 0
local c = grain(x, y) and TOP_ALT or TOP
data:setPixel(x, y, c[1], c[2], c[3], a)
end
end
local image = love.graphics.newImage(data)
-- nearest, like every other texture in this mode: the grain and the
-- stipple are both meant to read as texels. Clamped rather than
-- repeating now that one texture covers the whole disc.
image:setFilter("nearest", "nearest")
image:setWrap("clampzero", "clampzero")
return image
end)
texture = (ok and img) or false
return texture or nil
end
-- ------- the mesh
--
-- One quad, lying flat on the ground plane, spanning -1..1 in x and z with
-- the whole texture stretched across it. The DISC is the texture's business,
-- not the geometry's -- everything outside the painted circle is alpha the
-- shader discards -- which is what "a flat texture that fades out at the
-- edges" means and what makes this four vertices rather than a hundred and
-- fifty.
--
-- Shaded as a face pointing straight up, because it is one.
local mesh = nil
local function build()
local s = shadeFor(0, 1, 0)
local verts = {
{ -1, 0, -1, 0, 0, s },
{ 1, 0, -1, 1, 0, s },
{ 1, 0, 1, 1, 1, s },
{ -1, 0, 1, 0, 1, s },
}
return Voxel3D.newMesh(verts, { 1, 2, 3, 1, 3, 4 })
end
function StadiumStage.mesh()
if mesh == nil then mesh = build() or false end
return mesh or nil
end
function StadiumStage.invalidate()
if texture and texture.release then pcall(texture.release, texture) end
if mesh and mesh.release then pcall(mesh.release, mesh) end
texture, mesh = nil, nil
end
-- How far under the ground plane the disc actually sits. A hair, and only so
-- that a flat-footed Pokemon's sole -- which is AT the ground plane -- is not
-- coplanar with it and left to the depth buffer's mercy.
StadiumStage.SINK = 0.06
-- Where one disc sits: centred on a cell, at the ground plane, so a Pokemon
-- placed at that same height stands ON it rather than in it.
function StadiumStage.matrix(x, groundY, z, radius)
radius = radius or StadiumStage.RADIUS
return Mat4.mul(Mat4.translate(x, groundY - StadiumStage.SINK, z),
Mat4.scale(radius, 1, radius))
end
-- The two platforms this frame, as (side, matrix) -- shared by the camera's
-- pass and the sun's, so the two can never disagree about where they are.
local function each(arena, groundY, fn)
local ok, Stadium = pcall(V.require, "Stadium")
for _, side in ipairs({ "enemy", "player" }) do
local cell = arena[side]
if cell then
local footprint = ok and Stadium and Stadium.footprint(side) or nil
fn(StadiumStage.matrix(cell[1], groundY, cell[2],
StadiumStage.radiusFor(footprint)))
end
end
end
-- ------- the synthetic arena
--
-- A B rung does not search the map, because it does not stand on it. The
-- arena is the same WIDE shape every other staged fight uses -- so the two
-- cells are three apart down the middle and BattleCam frames them exactly as
-- it always has -- just placed at a fixed spot rather than a found one.
--
-- Away from the origin on purpose. The coordinates run through the camera
-- solve, the sun's frustum fit and the projection to Game Boy pixels, and
-- putting a stage at (0, 0) is the kind of thing that hides a sign error for
-- months.
StadiumStage.ORIGIN = { 16, 16 }
function StadiumStage.arena(map)
local BattleArena = V.require("BattleArena")
local arena = BattleArena.at(StadiumStage.ORIGIN[1], StadiumStage.ORIGIN[2],
"wide")
if not arena then return nil end
-- the map is carried for its SKY and its palette only -- what kind of place
-- the fight is happening in -- never for its geometry
arena.map = map
arena.discs = true
return arena
end
-- ------- the draws
-- The discs, in the main pass. No wireframe: everything else in this frame is
-- built a unit per voxel and wears the seams that fall out of that, and a
-- disc is a turned solid with no grid to draw.
function StadiumStage.draw(arena, groundY)
if not (arena and arena.discs) then return end
local m = StadiumStage.mesh()
local tex = StadiumStage.texture()
if not (m and tex) then return end
Voxel3D.seams(false)
Voxel3D.glass(false)
each(arena, groundY, function(matrix) Voxel3D.draw(m, tex, matrix) end)
Voxel3D.glass(true)
Voxel3D.seams(true)
end
-- And into the sun, so the two Pokemon put real shadows on the platforms they
-- are standing on. Without this the shadow map is empty where the discs are
-- and a mon casts onto nothing at all -- which, with no ground behind it
-- either, reads as the pair floating.
function StadiumStage.cast(shadowMap, arena, groundY)
if not (arena and arena.discs and shadowMap) then return end
local m = StadiumStage.mesh()
local tex = StadiumStage.texture()
if not (m and tex) then return end
each(arena, groundY, function(matrix) shadowMap.draw(m, tex, matrix) end)
end
return StadiumStage
+1313 -171
View File
File diff suppressed because it is too large Load Diff
+6 -1
View File
@@ -270,7 +270,12 @@ local function readback(image)
local prev = love.graphics.getCanvas()
local ok, data = pcall(function()
local w, h = image:getDimensions()
local canvas = love.graphics.newCanvas(w, h)
-- dpiscale = 1, or this is not a copy. On a highdpi surface (Android,
-- iOS -- see conf.lua) newCanvas takes the surface's scale by default,
-- so the atlas would be drawn into a texture 2.75x its size and read
-- back magnified -- and every tile coordinate below, which counts in
-- eights from the top-left, would land somewhere between two tiles.
local canvas = love.graphics.newCanvas(w, h, { dpiscale = 1 })
love.graphics.setCanvas(canvas)
love.graphics.clear(0, 0, 0, 0)
-- straight copy: no blending against the cleared target, no tint from
+407
View File
@@ -0,0 +1,407 @@
-- Voxel world mode: the third-person camera -- the 3RD rung.
--
-- 3RD is 1ST with the eye pulled off the back of the head. Everything that
-- makes the first-person rung work -- the steered attitude, the placed
-- camera on Voxel3D's seam, the cards that turn to face the eye, the
-- continuous camera-relative walk -- is already general over WHERE the eye
-- stands, so this module adds exactly one thing to it: a BOOM.
--
-- What the boom owns:
--
-- the LENGTH how far behind the pivot the eye sits, eased in and out
-- so stepping between 1ST and 3RD slides rather than cuts,
-- and clamped every frame by what the world will allow.
--
-- the COLLISION a march back along the boom line through the terrain
-- height field and the map's own walkability, so backing
-- into a wall walks the camera in toward the player's
-- shoulders instead of through the wall into the void.
-- The recovery is deliberately slower than the intrusion:
-- a camera must never be a frame late leaving geometry,
-- and must never snap back out the instant a corner clears.
--
-- the SHOULDER the small lateral rail offset that keeps the character
-- off dead centre, faded out with the boom so a camera
-- jammed against a wall does not also slide sideways into
-- it.
--
-- Deliberately NOT here: the attitude, the look inputs, the blend, the
-- move intent (all lib/FirstPerson.lua, which drives this module and reads
-- its answer while building the frame's rig), and movement itself
-- (lib/FreeMove.lua, unchanged -- the walk is camera-relative either way,
-- and the camera's yaw is the same number on both rungs).
--
-- Nothing here is required for the rung to draw: with no overworld to ask
-- (a headless run, the test suite) every query answers "clear" and the boom
-- extends to its full length over an empty world.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel = V.require("VoxelState")
local ThirdPerson = {}
-- ------- the boom's numbers
--
-- BOOM is world pixels behind the pivot at full extension. A cell is 16 and
-- a character card is 16 tall, so 48 stands the camera three cells back:
-- with the first-person lens (65 degrees vertical) that frames the player
-- at roughly a quarter of the frame height -- the modern action-game
-- middle ground, close enough to read the four-frame sprite and far enough
-- to see the cell you are about to walk into.
--
-- PIVOT_LIFT raises the orbit point above the first-person eye, so the
-- boom looks slightly DOWN across the player's shoulder rather than
-- straight through the back of their head.
--
-- SHOULDER is the lateral rail offset, in world pixels, positive to the
-- camera's right -- which puts the player left of centre, leaving the
-- larger half of the frame in front of them.
ThirdPerson.BOOM = 48
ThirdPerson.PIVOT_LIFT = 4
ThirdPerson.SHOULDER = 4
-- how long the eye takes to slide out to the boom (and back into the head
-- when 1ST is picked), in seconds -- the same order as FirstPerson's own
-- dive so stepping 75 -> 1ST -> 3RD reads as one continuous camera
ThirdPerson.BOOM_TIME = 0.35
-- ------- the player's own zoom
--
-- A multiplier on BOOM, stepped by the wheel, Q/E or a pinch (see
-- CamControl, which owns every one of those and decides which camera a
-- given input is aimed at). The range is deliberately wider IN than OUT:
-- close is the shot people reach for, and far enough out the character is
-- a few pixels and the rung may as well be an orbit rung.
--
-- Stepped in fractions rather than world pixels so a notch feels the same
-- at both ends -- the near end of a linear step would crawl and the far
-- end would leap.
ThirdPerson.ZOOM_MIN = 0.45 -- ~22px: over the shoulder, close
ThirdPerson.ZOOM_MAX = 2.4 -- ~115px: the character in a landscape
ThirdPerson.ZOOM_STEP = 1.18 -- one wheel notch / key press
ThirdPerson.ZOOM_TIME = 0.18 -- how fast the eye eases to a new one
ThirdPerson.zoom = 1 -- eased, what place() actually uses
ThirdPerson.zoomGoal = 1 -- what the input asked for
-- Step the zoom by `notches` (positive pulls the camera OUT). Returns true
-- when the goal actually moved, so a caller can tell "zoomed" from "already
-- at the stop" and let the input fall through.
function ThirdPerson.stepZoom(notches)
local was = ThirdPerson.zoomGoal
local goal = was * (ThirdPerson.ZOOM_STEP ^ (notches or 0))
ThirdPerson.zoomGoal = math.max(ThirdPerson.ZOOM_MIN,
math.min(ThirdPerson.ZOOM_MAX, goal))
return ThirdPerson.zoomGoal ~= was
end
-- Scale the zoom by a continuous factor -- what a pinch hands over, where
-- the gesture's own scale IS the answer and there are no notches.
function ThirdPerson.scaleZoom(factor)
if not (factor and factor > 0) then return false end
return ThirdPerson.stepZoom(math.log(factor) / math.log(ThirdPerson.ZOOM_STEP))
end
-- ------- the collision's numbers
--
-- STEP is how far apart the samples along the boom line are, in world
-- pixels, and REFINE how many bisections narrow the first blocked one --
-- four halvings of a 4px step lands the eye within a quarter pixel of the
-- face, which is finer than the boom ever needs to be.
--
-- PAD is the clearance kept between the eye and whatever stopped it. It
-- has to beat the placed camera's near plane (|eye - focus| * 0.05, which
-- at full extension is about 3.6 world pixels -- see Voxel3D) or the near
-- plane clips a hole in the very wall the boom stopped at.
--
-- CLEAR is how high above a cell's ground the eye must be to pass OVER
-- something unwalkable rather than being stopped by it: a fence, a kerb or
-- a plant pot should not shove the camera in, a building should. Roughly
-- head height, so the eye clears the props and never the walls.
ThirdPerson.STEP = 4
ThirdPerson.REFINE = 4
ThirdPerson.PAD = 5
ThirdPerson.CLEAR = 20
-- How fast the boom is allowed to grow BACK once whatever shortened it is
-- out of the way, in world pixels per second. Shortening is instant (a
-- camera inside a wall is a hole in the frame); lengthening is rationed,
-- so rounding a corner eases the eye back out instead of snapping it.
ThirdPerson.RETURN = 150
-- ------- state
--
-- `out` is the eased extension, 0 in the head and 1 fully boomed -- the
-- number that carries 1ST into 3RD. `len` is the boom's actual length in
-- world pixels after the world has had its say, which is what place()
-- stands the eye at and update() eases back toward `want`.
ThirdPerson.out = 0
ThirdPerson.len = 0
ThirdPerson.want = 0
local function ease(t)
return t * t * (3 - 2 * t)
end
-- ------- gates
-- Whether the 3RD rung is the one selected. Not "is the boom out" -- that
-- is extended() below, which stays true through the ease after the rung is
-- left, the same way FirstPerson.blend outlives its own rung.
--
-- A live headset declines the boom outright: VR builds its own eye cameras
-- from the tracked pose and never asks place() where to stand, and a
-- headset that seats its wearer three cells behind their own body is a
-- well-known way to make people ill. Answering false here is what keeps
-- everything ELSE the extension decides -- the player's own card, the body
-- that turns as it walks -- honest about the head VR actually puts you in.
-- Required lazily and guarded: VR reaches this module through FirstPerson,
-- and a headless run has no VR module worth loading at all.
local function headset()
local ok, on = pcall(function() return V.require("VR").active() end)
return ok and on or false
end
function ThirdPerson.selected()
return Voxel.isThirdPerson(Voxel.level) and not headset()
end
-- The eased extension, 0 at the head and 1 at the full boom.
function ThirdPerson.extension()
return ease(ThirdPerson.out)
end
-- Whether the boom is out far enough to be a third-person camera at all --
-- read off the TARGET extension rather than the live length, so it is
-- steady while the world shoves the eye about. What the body reads to
-- decide whether it turns along its own travel.
function ThirdPerson.extended()
return ThirdPerson.extension() > 0.5
end
-- How far back the eye must ACTUALLY be, in world pixels, for the player's
-- own card to be worth drawing: a shade under a cell, which is the point
-- where a 16-pixel card stops being a character and starts being a wall of
-- pixels across the lens.
ThirdPerson.SHOW_AT = 14
-- Whether the player's own card belongs in the frame. Not the same
-- question as extended(): back into a fence and the boom collapses into
-- the head whatever the rung says, and a card drawn there fills the lens
-- from inside exactly as it would in first person -- so it comes out, and
-- the rung reads as first person for as long as the world insists on it.
function ThirdPerson.showsPlayer()
return ThirdPerson.extension() > 0 and ThirdPerson.len >= ThirdPerson.SHOW_AT
end
-- ------- the world the boom has to fit through
--
-- Everything below asks the live overworld and pcall-guards the asking:
-- with no map (headless, the suite, a frame mid-warp) the boom simply
-- extends to its full length, which is the right answer for a world with
-- nothing in it.
local function overworld()
local ok, ow = pcall(function()
return require("src.core.Game").overworld
end)
if not ok or not ow or not ow.map then return nil end
return ow
end
-- Which map, and which of its cells, covers a world point. The player's own
-- map first, then the neighbours the scene streams in around it (same ox/oy
-- offsets VoxelScene draws them at) -- without that pass the boom would
-- shorten against "off the map" every time the player walked within three
-- cells of a route connection, which is most of the time.
--
-- nil means no map covers it: genuinely off the world, where the border
-- ring is drawn and the camera has no business going.
local function cellAt(ow, wx, wz)
local map = ow.map
local cx, cy = math.floor(wx / 16), math.floor(wz / 16)
if map:inBounds(cx, cy) then return map, cx, cy end
for _, nb in ipairs(ow.neighbors or {}) do
if nb.map then
local nx = math.floor((wx - (nb.ox or 0)) / 16)
local ny = math.floor((wz - (nb.oy or 0)) / 16)
if nb.map:inBounds(nx, ny) then return nb.map, nx, ny end
end
end
return nil
end
-- Whether the eye may not stand at this world point. Two refusals, and
-- they are different questions:
--
-- the GROUND is the terrain height field the mesh is actually built from
-- (VoxelScene.groundAt -- the same answer a character stands on), so a
-- ledge, a raised bank or a cliff stops the boom exactly where it stops
-- the geometry, at any pitch.
--
-- the WALKABILITY is the map's own, and stands in for everything built
-- ON the ground that the height field does not describe: house walls,
-- trees, signs, counters. Held to CLEAR above that cell's ground so the
-- short furniture of the world is passed over rather than bumped into.
local function occupied(ow, wx, y, wz)
local map, cx, cy = cellAt(ow, wx, wz)
if not map then return true end
local VoxelScene = V.require("VoxelScene")
local okG, gh = pcall(VoxelScene.groundAt, map, cx, cy)
gh = (okG and gh) or 0
if y < gh + ThirdPerson.PAD then return true end
local okW, walkable = pcall(function() return map:isWalkableCell(cx, cy) end)
if okW and not walkable and y < gh + ThirdPerson.CLEAR then return true end
return false
end
ThirdPerson._occupied = occupied -- named for the suite
-- How far back along (bx, by, bz) from `pivot` the eye can stand, up to
-- `want`. March at STEP, and when a sample refuses, bisect back into the
-- gap between it and the last clear one -- so the answer is the face's own
-- position rather than the sampling grid's, and walking toward a wall
-- draws the camera in smoothly instead of in four-pixel jerks. PAD comes
-- off whatever survives.
function ThirdPerson.reach(ow, pivot, bx, by, bz, want)
if not ow or want <= 0 then return math.max(0, want) end
local function clear(t)
return not occupied(ow, pivot[1] + bx * t, pivot[2] + by * t,
pivot[3] + bz * t)
end
local lo = 0
local steps = math.ceil(want / ThirdPerson.STEP)
local hi = nil
for i = 1, steps do
local t = math.min(want, i * ThirdPerson.STEP)
if clear(t) then
lo = t
else
hi = t
break
end
end
if not hi then return want end
for _ = 1, ThirdPerson.REFINE do
local mid = (lo + hi) / 2
if clear(mid) then lo = mid else hi = mid end
end
return math.max(0, lo - ThirdPerson.PAD)
end
-- ------- the tick
--
-- Rides FirstPerson.update, which is itself on the pipeline's own update
-- hook, so this runs every frame whatever the rung -- the extension has to
-- keep easing back in after 3RD is left. `blend` is FirstPerson's dive into
-- the head: while it is fully out (the diorama), the extension SNAPS to its
-- target rather than easing, so picking 3RD from an orbit rung is one
-- motion (the dive) rather than two (a dive, then a slide backwards).
function ThirdPerson.update(dt, blend)
-- the player's own zoom FIRST, so everything below measures itself
-- against the boom length this frame actually wants. A step is a request
-- rather than a jump: three notches of wheel should read as one glide.
local zg = ThirdPerson.zoomGoal
if ThirdPerson.zoom ~= zg then
local k = math.min(1, dt / ThirdPerson.ZOOM_TIME)
local z = ThirdPerson.zoom + (zg - ThirdPerson.zoom) * k
ThirdPerson.zoom = (math.abs(zg - z) < 1e-4) and zg or z
end
local target = ThirdPerson.selected() and 1 or 0
if (blend or 0) <= 0 then
ThirdPerson.out = target
ThirdPerson.len = ThirdPerson.reachFor() * target
-- and the wanted length with it: place() is what normally maintains it
-- and it does not run at all while the rig is out of the frame, so a
-- stale want left here would have the recovery below creeping the boom
-- back out over a camera that is not on screen
ThirdPerson.want = ThirdPerson.len
else
local step = dt / ThirdPerson.BOOM_TIME
if ThirdPerson.out < target then
ThirdPerson.out = math.min(target, ThirdPerson.out + step)
elseif ThirdPerson.out > target then
ThirdPerson.out = math.max(target, ThirdPerson.out - step)
end
end
-- the rationed recovery: place() already pulled `len` in to whatever the
-- world allowed this frame, and this is the only thing that lets it back
-- out again
if ThirdPerson.len < ThirdPerson.want then
ThirdPerson.len = math.min(ThirdPerson.want,
ThirdPerson.len + ThirdPerson.RETURN * dt)
end
end
-- The boom's full length right now, before the world has its say: BOOM at
-- the player's own zoom. Named so the collision march and the shoulder
-- fade measure themselves against the same number.
function ThirdPerson.reachFor()
return ThirdPerson.BOOM * ThirdPerson.zoom
end
-- ------- the eye
--
-- Where the camera stands, given the pivot the first-person rig would have
-- put the eye at and the unit look direction it would have looked along.
-- Returns the eye and the focus: both slide by the shoulder offset, so the
-- view direction is untouched and only the frame's contents shift.
--
-- With the boom fully in this is exactly the first-person answer, to the
-- pixel -- which is what makes 1ST and 3RD one rig with a number between
-- them rather than two cameras to keep in sync.
function ThirdPerson.place(pivot, lx, ly, lz, focus)
local e = ThirdPerson.extension()
if e <= 0 then
ThirdPerson.want, ThirdPerson.len = 0, 0
return pivot, focus
end
local up = ThirdPerson.PIVOT_LIFT * e
local orbit = { pivot[1], pivot[2] + up, pivot[3] }
local want = ThirdPerson.reachFor() * e
ThirdPerson.want = want
local room = ThirdPerson.reach(overworld(), orbit, -lx, -ly, -lz, want)
-- in instantly, out only as fast as update() allows
ThirdPerson.len = math.min(ThirdPerson.len, room)
local len = ThirdPerson.len
-- the rail offset, faded with how much boom actually survived: a camera
-- squeezed against a wall gives up its shoulder before it gives up its
-- distance. Right of the look, flat: cross(look, worldUp) normalized,
-- which for a look of (sin y, *, cos y) is (-cos y, 0, sin y) -- the same
-- right hand FirstPerson.moveWorld strafes along.
-- The rail rides the ZOOM as well, so it stays the same fraction of the
-- frame at every distance: a fixed four pixels would swamp the close shot
-- and vanish from the wide one.
local flat = math.sqrt(lx * lx + lz * lz)
local sx, sz = 0, 0
if flat > 1e-6 then
local s = ThirdPerson.SHOULDER * ThirdPerson.zoom * e
* (len / math.max(want, 1e-6))
sx, sz = -lz / flat * s, lx / flat * s
end
local eye = { orbit[1] - lx * len + sx,
orbit[2] - ly * len,
orbit[3] - lz * len + sz }
local aim = focus and { focus[1] + sx, focus[2] + up, focus[3] + sz }
or nil
return eye, aim
end
-- What a shadow signature has to include about the boom: the sun's box is
-- fitted around this camera, so sliding the eye back (or having a wall
-- shove it in) re-fits it even standing still.
function ThirdPerson.signature()
if ThirdPerson.extension() <= 0 then return "" end
return math.floor(ThirdPerson.len) .. "/" ..
math.floor(ThirdPerson.extension() * 64)
end
return ThirdPerson
+211 -40
View File
@@ -71,6 +71,29 @@ local FALLBACK_HEIGHTS = {
-- body builds from the bark rows and the drawn ellipse projects onto
-- the hull's round top
stump = 16,
-- the same hull cut at both ends, hollowed and tapered: an OPEN bin
-- standing on a floor (the Vermilion Gym trash cans). The drawn mouth
-- ellipse projects onto the round top and down the well, the drawn base
-- ellipse is ground contact rather than body, and the plan narrows toward
-- the floor. Height is AUTHORED (the profile's can_height, which this
-- pin must be kept equal to so anything riding a can lands on its rim) --
-- the drawing's own straight run is only a couple of rows, because a GB
-- cell spends most of itself on the opening
can = 9,
-- the same hull SQUASHED front to back (the profile's sapling_squash,
-- a percent of the revolved depth): the little trees drawn one cell
-- wide -- Celadon Gym's garden trees and the overworld's cuttable
-- tree, which are the same drawing on two atlases. A tree is round in
-- its canopy but is not a boulder: revolved at full width it fills a
-- whole cell of depth, so the plan keeps its circle and shrinks toward
-- an ellipse
sapling = 16,
-- round scenery drawn ONE cell wide and TWO cells TALL, standing on one
-- cell of plot: the Pokemon Centers' potted plants. Carved as one
-- 16x32x16 hull in the SOUTH (pot) cell -- the drawing's upper cell is
-- the object's height, not its depth. BOTH cells take the class; the
-- group build anchors on the north one (Structures.buildCylinders)
planter = 32,
billboard = 16,
signpost = 16,
post = 16,
@@ -83,10 +106,18 @@ local FALLBACK_HEIGHTS = {
bed = 7,
stool = 8,
counter = 8,
-- the raised back band of low seating: the Center couch's west strip
-- is drawn from above like the rest of the couch, but depicts the
-- back and arm rising over the 8px seat
backrest = 12,
table = 12,
desk = 24,
prop = 16,
cutout = 16,
-- a vehicle drawn SIDE-ON: the showroom bicycles. Standee height like
-- every other cutout pool -- what differs is the thickness (see
-- Structures' PINNED_DEPTH)
bike = 16,
console = 16,
relief = 3,
bookcase = 32,
@@ -123,6 +154,9 @@ local ART = {
cylinder = "cylinder",
canopy = "canopy",
stump = "cylinder",
can = "cylinder",
sapling = "cylinder",
planter = "planter",
billboard = "billboard",
-- signposts share the billboard treatment but as their own pool at a
-- 2-voxel depth: a sign is a thin plate on a stick, and the standard
@@ -145,6 +179,9 @@ local ART = {
-- profile archetype Structures builds real steps for -- rising flights
-- for stairs leading up, sunken stairwells for stairs leading down
bed = "top",
-- a backrest's art is the couch seen from above, so like the bed it
-- rides the top face of its taller box
backrest = "top",
stool = "billboard",
-- half-cell furniture: a service counter, a low couch. One 8px band,
-- so exactly the drawing's bottom row stands up as the front and
@@ -158,6 +195,13 @@ local ART = {
desk = "upright",
prop = "billboard",
cutout = "billboard",
-- a bicycle is a LINE drawing seen side-on, and its negative space --
-- the air inside the frame, between the wheel and the fork -- is what
-- makes it read as a bicycle at all. Its own pool at two voxels: any
-- thicker and the side faces of neighbouring strokes close those gaps
-- from every angle but dead-on, and six of them in a showroom come out
-- as one dark lump (which is what the 5px `prop` pool gave)
bike = "billboard",
-- a machine standing on furniture: the billboard treatment with
-- body, plus the one-object contract `cutout` has -- the drawing is
-- ringed by the furniture it sits on, and those edges must not be
@@ -176,6 +220,7 @@ local ART = {
local spec = nil -- the loaded data file, or false when absent
local cache = {} -- tileset id -> resolved shape list
local figCache = {} -- tileset id -> parsed figure masks, or false
local mntCache = {} -- tileset id -> parsed mounted masks, or false
local bgCache = {} -- tileset id -> prop background shades, or false
-- The shape profile ships with the mod (data/voxel_heights.lua) and is read
@@ -295,6 +340,24 @@ function TileShape.forMap(map)
if cache[id] then return cache[id] end
local heights = TileShape.heights()
-- Per-tileset height overrides (a tileset entry's `heights`): the class
-- vocabulary is global but the drawings are not -- the DOJO lab tables
-- are drawn 6px tall where the default `table` is 12 -- and the height
-- a sprite RIDES at (VoxelScene.groundAt) must be the height the art
-- actually stands, or the starter balls float over their own table.
-- Same gate as the global list: known classes, numbers only.
do
local s = load()
local entry = s and s.tilesets and s.tilesets[id]
local over = entry and entry.heights
if type(over) == "table" then
for class, h in pairs(over) do
if type(h) == "number" and FALLBACK_HEIGHTS[class] then
heights[class] = h
end
end
end
end
local authored = authoredGroups(id, heights)
local count = math.floor((tileset.imageWidth or 128) / 8)
* math.floor((tileset.imageHeight or 48) / 8)
@@ -405,68 +468,158 @@ end
-- pixel by pixel (see data/voxel_heights.lua):
--
-- figures = { { w = <tiles across>,
-- depth = <voxels of body; ABSENT for a person>,
-- thin = { rows = <top rows>, depth = <voxels> },
-- flat = { x = { <lx0>, <lx1> }, rows = { <r0>, <r1> } },
-- tiles = { ...w*h tile ids, row-major... },
-- under = { ...w*h ids: what each tile wears once the
-- figure is lifted off it... },
-- pixels = { ...h*8 strings of w*8 chars, "." = not the
-- figure... } } }
--
-- No class: a figure is always a flat sprite card, drawn the way
-- SpriteBillboards draws a character (see Structures.buildFigures).
-- No class -- what the entry carries instead is a `depth`, or does not:
--
-- WITHOUT one it is a flat sprite card, drawn the way SpriteBillboards
-- draws a character. That is the right reading for a PERSON: a Gen 1
-- figure is a face-on 2D icon, and extruding one reconstructs a body
-- nobody drew (see Structures.buildFigures).
-- WITH one it is an OBJECT and gets the standee treatment every other
-- solid here gets -- a per-pixel slab in world space, standing on the
-- same furniture the card would have stood on. The Marts' cash
-- register is the case: a machine on a counter is a box, not an icon.
--
-- Two fields say which parts of such a drawing are NOT the extrusion,
-- because a solid drawn in one 16x16 GB cell still packs more than one
-- facing:
--
-- `thin` caps the thickness over the mask's top rows, for the part of
-- the drawing that is not the machine (the register's receipt curl).
-- `flat` names a rect of the mask that is a TOP-VIEW surface rather
-- than a face -- the register's keypad, whose keys lie ON its deck.
-- The rect lays horizontal one voxel proud of whatever the extrusion
-- leaves below it, at the elevation its BOTTOM row would have had,
-- with drawn row = depth row 1:1 (the mapping the lab tabletop is
-- drawn with). So a drawing whose front elevation is an L reads as
-- one: body up the side and along the base, keys lying in the notch.
--
-- Returned normalized: `mask` as a set keyed by ly * (w * 8) + lx, so
-- Structures can read it as a bitmap without re-parsing per position.
-- A malformed entry is dropped rather than half-applied -- a typo in a
-- mask should leave the couch alone, not carve a hole in it.
--
-- `mounted` (below) carries the same four fields, so the parse is shared,
-- and so are the optional ones that give an authored mask a BODY: `depth`,
-- `thin` and `flat` above. `depth` is left nil when unstated, because
-- absence is meaningful on a figure: no depth means the flat sprite card a
-- person is drawn as.
local function authoredMasks(list)
local out = {}
if type(list) ~= "table" then return out end
for _, f in ipairs(list) do
local ok = type(f) == "table" and type(f.w) == "number"
and type(f.tiles) == "table" and type(f.under) == "table"
and type(f.pixels) == "table"
local w = ok and math.floor(f.w) or 0
local h = (w >= 1) and (#f.tiles / w) or 0
ok = ok and w >= 1 and h >= 1 and h == math.floor(h)
and #f.under == #f.tiles and #f.pixels == h * 8
if ok then
for i = 1, h * 8 do
local row = f.pixels[i]
if type(row) ~= "string" or #row ~= w * 8 then
ok = false
break
end
end
end
if ok then
local mask, n = {}, 0
for ly = 0, h * 8 - 1 do
local row = f.pixels[ly + 1]
for lx = 0, w * 8 - 1 do
if row:sub(lx + 1, lx + 1) ~= "." then
mask[ly * (w * 8) + lx] = true
n = n + 1
end
end
end
local depth = tonumber(f.depth)
local thin = nil
if type(f.thin) == "table" and tonumber(f.thin.rows)
and tonumber(f.thin.depth) then
thin = { rows = math.floor(tonumber(f.thin.rows)),
depth = math.floor(tonumber(f.thin.depth)) }
end
local flat = nil
if type(f.flat) == "table" and type(f.flat.x) == "table"
and type(f.flat.rows) == "table" then
flat = { x0 = math.floor(f.flat.x[1]), x1 = math.floor(f.flat.x[2]),
r0 = math.floor(f.flat.rows[1]),
r1 = math.floor(f.flat.rows[2]) }
end
if n > 0 then
out[#out + 1] = { w = w, h = h, n = n, mask = mask,
tiles = f.tiles, under = f.under,
depth = depth and math.floor(depth) or nil,
thin = thin, flat = flat }
end
end
end
return out
end
function TileShape.figures(tilesetId)
local hit = figCache[tilesetId]
if hit ~= nil then return hit or nil end
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local list = entry and entry.figures
local out = {}
if type(list) == "table" then
for _, f in ipairs(list) do
local ok = type(f) == "table" and type(f.w) == "number"
and type(f.tiles) == "table" and type(f.under) == "table"
and type(f.pixels) == "table"
local w = ok and math.floor(f.w) or 0
local h = (w >= 1) and (#f.tiles / w) or 0
ok = ok and w >= 1 and h >= 1 and h == math.floor(h)
and #f.under == #f.tiles and #f.pixels == h * 8
if ok then
for i = 1, h * 8 do
local row = f.pixels[i]
if type(row) ~= "string" or #row ~= w * 8 then
ok = false
break
end
end
end
if ok then
local mask, n = {}, 0
for ly = 0, h * 8 - 1 do
local row = f.pixels[ly + 1]
for lx = 0, w * 8 - 1 do
if row:sub(lx + 1, lx + 1) ~= "." then
mask[ly * (w * 8) + lx] = true
n = n + 1
end
end
end
if n > 0 then
out[#out + 1] = { w = w, h = h, n = n, mask = mask,
tiles = f.tiles, under = f.under }
end
end
end
end
local out = authoredMasks(entry and entry.figures)
figCache[tilesetId] = (#out > 0) and out or false
return figCache[tilesetId] or nil
end
-- Hand-authored MOUNTED objects for one tileset: a thing drawn INTO the
-- wall band it hangs on, cut out by an explicit pixel mask and stood
-- proud of the wall's face.
--
-- Same authoring problem as `figures` and the same answer -- a class pin
-- resolves a whole 8x8 tile, and the detector cannot segment a drawing
-- that has no background margin to flood from. The Bike Shop's two wall
-- bicycles are the case: the shop's striped wall panel runs BEHIND them,
-- and its #555 stripes are a flood boundary, so a silhouette flood comes
-- back with the stripes attached to the bike.
--
-- Two things differ from a figure, and both follow from the object being
-- an object rather than a character:
--
-- it keeps its DRAWN ELEVATION. A figure stands on its own feet; a
-- mounted thing sits where the wall band draws it, so a bicycle hung
-- clear of the floor stays hung.
-- it has THICKNESS (`depth`, default 2), and it is built in world
-- space as a per-pixel slab jutting south of the band -- not as a
-- camera-facing sprite card. A bicycle drawn side-on is a plane
-- parallel to the wall, not a face-on icon.
--
-- mounted = { { w = <tiles across>,
-- depth = <voxels it juts into the room>,
-- tiles = { ...w*h tile ids, row-major... },
-- under = { ...w*h ids: what each tile wears once the
-- object is lifted off it (the plain panel)... },
-- pixels = { ...h*8 strings of w*8 chars, "." = wall... } } }
function TileShape.mounted(tilesetId)
local hit = mntCache[tilesetId]
if hit ~= nil then return hit or nil end
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
local out = authoredMasks(entry and entry.mounted)
mntCache[tilesetId] = (#out > 0) and out or false
return mntCache[tilesetId] or nil
end
-- Which GB shades count as BACKGROUND for a pinned per-pixel prop, per tile
-- (a tileset entry's prop_bg). Returns tile id -> set of shade names, or nil.
--
@@ -539,12 +692,30 @@ function TileShape.bookcaseBackfill(tilesetId)
return mode == "above" and mode or nil
end
--- Does this tileset's `bookcase` run carry the measured pane RELIEF on
--- its front (a tileset entry's bookcase_relief)? Default yes: the class
--- almost always collapses a shelf, a rack or a display case, and every
--- one of those seals its contents behind a frame that should stand proud
--- of them.
---
--- A tileset says `bookcase_relief = false` when it borrows the collapse
--- for something that is NOT a shelf -- the League's gate walls and
--- pilasters, Bill's transporter drums -- where the drawing's light
--- regions are the masonry and the barrel, not panes, and sinking them
--- carves the surface instead of describing it.
function TileShape.bookcaseRelief(tilesetId)
local s = load()
local entry = s and s.tilesets and s.tilesets[tilesetId]
return not (entry and entry.bookcase_relief == false)
end
-- Drop the cache: a mod that shadows data/voxel_heights.lua or a tileset
-- record needs the next lookup to re-resolve (hot reload, mod toggle).
function TileShape.invalidate()
spec = nil
cache = {}
figCache = {}
mntCache = {}
bgCache = {}
end
+4 -2
View File
@@ -25,6 +25,7 @@
-- failure -- headless, no shader support) apply() hands the canvas back
-- untouched, so every other path is byte-for-byte what it always was.
local V = ...
local TiltShift = {}
TiltShift.level = 0
@@ -85,9 +86,10 @@ end
local function getCanvases(w, h)
if not ping or cw ~= w or ch ~= h then
local ok, a = pcall(love.graphics.newCanvas, w, h)
local PixelCanvas = V.require("PixelCanvas")
local ok, a = PixelCanvas.new(w, h)
if not ok then return nil end
local okB, b = pcall(love.graphics.newCanvas, w, h)
local okB, b = PixelCanvas.new(w, h)
if not okB then return nil end
-- the gaussian's fractional tap offsets need linear filtering
a:setFilter("linear", "linear")
+987
View File
@@ -0,0 +1,987 @@
-- VR: the conductor -- one call per game frame that runs the whole
-- headset side, and the row that switches it on.
--
-- The shape of a VR frame, from the pipeline's update hook (which ticks
-- every frame whatever is on the stack, which is exactly what a headset
-- needs -- the world must keep arriving through menus, dialogs and
-- battles):
--
-- poll the runtime's events (begin the session when it says READY)
-- xrWaitFrame <- BLOCKS until the headset wants a frame;
-- with vsync handed off (set to 0 while the
-- session runs) this is what paces the whole
-- app at headset rate, while FixedStep keeps
-- the game's own logic at its 60 Hz
-- locate the two eyes
-- render the world once per eye (VoxelScene.render's `eyes` path:
-- shared shadow map, shared pose capture, per-eye cameras from VRRig)
-- blit each eye canvas into its swapchain image (VRGL)
-- copy the window's front buffer into the UI quad when a menu, dialog,
-- battle or wipe is what the flat screen is showing
-- xrEndFrame with the projection layer and/or the quad
--
-- WHICH VR YOU GET is the row's own rung first (see VR.setting), and only
-- then the VOXEL ladder. STANDARD is the mode described below. The two
-- DIORAMA rungs are one presentation instead of a ladder -- the world is
-- always a model on the table, cut to a square viewport (a ball with a
-- dissolved rim while V-CURVE is on) that the grips pick up, turn and
-- open out, with a staged fight arriving as a floating disc of map.
-- lib/Diorama owns all of that; what this file owns is pointing the
-- mapping at it. DIORAMA-MR is the same with the background keyed green
-- for a mixed-reality capture.
--
-- Within STANDARD, which VR you get mirrors the VOXEL ladder: on the orbit
-- rungs the world is a TABLETOP DIORAMA pinned below and ahead of where
-- your head started -- lean in, walk around it; on 1ST you stand inside
-- at life scale, the HMD steers FirstPerson's yaw and pitch, and FreeMove
-- walks where you look exactly as it does on the flat screen. A STAGED
-- FIGHT takes the camera from both: the headset snaps -- through a fade
-- to black and back -- to the flat battle's own over-the-shoulder seat
-- (VRRig.battleMount), and returns the same way when the fight ends;
-- the 2D battle screen lights up on the POKEDEX in the tracked left
-- hand (lib/Pokedex.lua) and NO floating panel is submitted at all --
-- the fight itself owns the view. The flat window keeps
-- running as the mirror (left eye when the world is up), so menus stay
-- usable at the desk and every existing input keeps working alongside
-- the XR controllers.
--
-- Failure is a status, never a crash: no runtime, no headset, no GL
-- interop, or a mid-session loss all land back on the flat screen with
-- the reason readable off VR.status().
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ModSetting = V.require("ModSetting")
local Voxel = V.require("VoxelState")
local Voxel3D = V.require("Voxel3D")
local VoxelScene = V.require("VoxelScene")
local FirstPerson = V.require("FirstPerson")
local BattleCam = V.require("BattleCam")
local VRRig = V.require("VRRig")
local VRXR = V.require("VRXR")
local VRGL = V.require("VRGL")
local Pokedex = V.require("Pokedex")
local Diorama = V.require("Diorama")
local VR = {}
-- The row: OFF, and then WHICH VR. No hotkey -- the engine's display keys
-- are spoken for, and a headset is not something to toggle by accident.
--
-- STANDARD what this mod shipped: the headset follows the VOXEL
-- ladder, orbit rungs becoming a tabletop and 1ST standing
-- you inside the world at life size.
-- DIORAMA one presentation instead of a ladder -- the world is
-- always a model on the table, cut to a viewport you can
-- pick up, turn and open out (see lib/Diorama). There is no
-- 2D and no first person in it: both are a different promise
-- about where the player is standing.
-- DIORAMA-MR the same, with the background keyed pure green for a
-- mixed-reality capture.
--
-- `true` is still STANDARD's stored value, deliberately: the row used to be
-- a toggle, and a save that stored it as one must come back on the rung it
-- was left on rather than falling to OFF.
VR.setting = ModSetting.new("vr", "VR",
{ false, true, "diorama", "diorama-mr" },
{ "OFF", "STANDARD", "DIORAMA", "DIORAMA-MR" })
-- How the right stick turns you in first person. OFF is the 45-degree
-- SNAP this mod shipped with and the reason for it is comfort, not
-- taste: a software turn moves the world past a head that did not move,
-- which is vection with no vestibular signal to match it, and it is the
-- single most reliable way to make somebody ill in a headset. A snap
-- gives the inner ear nothing to disagree with.
--
-- But snap turning is not free either -- it costs continuity, and the
-- players who have their sea legs generally want the stick. So it is a
-- row rather than a decision: OFF by default, on for anyone who asks,
-- and the row only exists while there is a headset to use it in.
VR.smoothTurn = ModSetting.new("smoothturn", "SMOOTH TURN",
{ false, true }, { "OFF", "ON" })
-- radians per second at full deflection, with a squared response so the
-- first half of the throw aims and the rest turns -- the same curve
-- FirstPerson gives the flat screen's right stick
VR.SMOOTH_TURN_RATE = 2.2
-- Where the diorama's UI panel floats vs first person's. These are the
-- FALLBACK screens: wherever the pokedex is up and lit -- first
-- person's menus, a battle's 2D scene -- no quad is submitted at all
-- (see updateQuad), and these serve only the diorama and the no-tracked-
-- controller case.
local QUAD_DIORAMA = { pos = { 0, 0.1, -1.0 }, width = 0.8 }
local QUAD_FP = { pos = { 0, 0, -1.4 }, width = 1.1 }
local started = false -- start() succeeded this enablement
local failed = nil -- start() failed; wait for a re-toggle
local wasOn = false
local savedVsync = nil
local fboCache = setmetatable({}, { __mode = "k" }) -- canvas -> GL FBO id
local mirrorSrc = nil -- last left-eye canvas, for the window
local mirrorCanvas = nil
local status = "off"
-- the diorama's live adjustments: the right stick's zoom (a multiplier on
-- the model's size) and the grab-drag's height (metres of world travel)
local zoom = 1
local heightOff = 0
local held = {} -- GB buttons this module is holding down
local lastHandY = nil -- the gripping hand's height, last frame
-- First person's SNAP TURN: the right stick flicked left or right steps
-- the whole XR-to-world mapping 45 degrees at a time (a smooth software
-- turn is the classic comfort mistake -- vection with no vestibular
-- signal; a snap is instant and the head does the rest). The offset
-- turns the mapping itself, so the eyes, the walk direction and the
-- pokedex all agree about which way the world now faces.
local SNAP_TURN = math.rad(45)
local fpYawOff = 0 -- accumulated snaps, radians
local snapArmed = true -- re-arms when the stick returns to centre
local function wrapPi(a)
return (a + math.pi) % (2 * math.pi) - math.pi
end
-- The battle snap, made a FADE rather than a cut: when a fight is staged
-- on the world (or stops being), black rises over both eyes, the camera
-- swaps mounts behind it, and black lifts. A teleport inside VR is the
-- one camera move that should never be SEEN happening -- the world
-- sliding to a new seat reads as the room moving.
local FADE_TIME = 0.35 -- seconds each way: out, then back in
local camMode = "explore" -- "explore" (diorama / 1ST) or "battle"
local fadeAlpha = 0 -- the black over the eyes right now
-- The staged fight to look at, if there is one: arena, floor height.
local function battleStage()
local ok, arena, groundY = pcall(function()
return V.require("OverworldBattle").stage()
end)
if not ok then return nil end
return arena, groundY
end
-- the palette closure the engine hands drawWorld; stashed there (see
-- main.lua) because the VR frame renders from update, where no ctx exists
VR.paletteFor = nil
-- Whether this platform can do VR AT ALL: the shipped loader and the GL
-- interop are Win32 (openxr_loader.dll, wgl), so only Windows qualifies.
-- Everywhere else -- Android above all -- the row is not offered on any
-- menu, and a stored vr=true is ignored rather than read: a save that
-- migrated over from the desktop must not leave a phone trying to start
-- an OpenXR session (or silently forcing the battle rows). Headless runs
-- have no love.system and answer true, which costs nothing: enabling VR
-- there stops at VRXR.start like it always did.
function VR.supported()
local ok, os = pcall(function() return love.system.getOS() end)
if not ok or not os then return true end
return os == "Windows"
end
-- Which VR the row is asking for: "off", "standard", "diorama" or
-- "diorama-mr". The one place the stored value is interpreted -- everything
-- else asks this, so a rung added to the ladder is a change here and
-- nowhere else.
function VR.mode()
if not VR.supported() then return "off" end
local v = VR.setting:get()
if v == true then return "standard" end
if v == "diorama" or v == "diorama-mr" then return v end
return "off"
end
function VR.enabled()
return VR.mode() ~= "off"
end
-- Whether the row is on one of the DIORAMA rungs -- the modes where the
-- world is a model with an edge to it rather than a place to stand in.
function VR.dioramaMode()
local m = VR.mode()
return m == "diorama" or m == "diorama-mr"
end
function VR.active()
return started and VRXR.isRunning()
end
function VR.status()
if not VR.enabled() then return "off" end
if failed then return failed end
return VRXR.status()
end
-- Let go of every input this module was holding: the GB buttons pressed
-- through the overlay path, and the synthetic left stick. Runs when the
-- session ends and whenever a frame has no controller state to read.
local function releaseInputs()
local ok, Game = pcall(require, "src.core.Game")
if not ok or not Game.input then return end
for btn in pairs(held) do
pcall(function() Game.input:overlayReleased(btn) end)
held[btn] = nil
end
pcall(function()
Game.input:gamepadaxis(nil, "leftx", 0)
Game.input:gamepadaxis(nil, "lefty", 0)
end)
lastHandY = nil
end
local function shutdown(reason)
if started then
VRXR.stop()
started = false
end
if savedVsync ~= nil then
pcall(love.window.setVSync, savedVsync)
savedVsync = nil
end
-- the placed camera may still be a VR eye's; the orbit must get the
-- pass back clean
Voxel3D.camera = nil
mirrorSrc = nil
releaseInputs()
BattleCam.still = false
VoxelScene.spriteLean = nil
Pokedex.clear()
-- the horde's gun too: its VR frame is a matrix built from a hand pose,
-- and a stale one left behind would pin the model to wherever the
-- controller was when the session died -- on the FLAT screen, where the
-- view model should have taken over
V.require("HordeGun").clear()
zoom, heightOff = 1, 0
fpYawOff, snapArmed = 0, true
camMode, fadeAlpha = "explore", 0
-- the model goes back on the table where it started: the grab, the turn,
-- the viewport's size and the meshes cut for it
Diorama.reset()
status = reason or "off"
end
VR.shutdown = shutdown -- named for the probe driver
-- Whether the flat screen is showing something the world pass cannot: a
-- menu, a dialog, a battle, a transition wipe. The quad and the pokedex's
-- screen both key on it.
local function uiShowing()
local ok, showing = pcall(function()
local Game = require("src.core.Game")
local top = Game.stack and Game.stack:top()
return top ~= Game.overworld
or (Game.overworld and Game.overworld.transitioning) or false
end)
return ok and showing or false
end
-- ------- the pokedex's screen
--
-- What the device in the hand shows during a battle: the flat window --
-- which IS the 2D battle screen for as long as the battle state draws --
-- copied into a canvas the scene pass can texture with, cropped by UV to
-- the battle's own letterbox so the screen wears the GB frame edge to
-- edge. Menus over the battle (the party, the bag) ride along for free:
-- they are the flat screen too, and reading them on the device in your
-- hand is exactly the point.
local dexCanvas = nil
local function dexScreen()
local ok, out = pcall(function()
local ww, wh = love.graphics.getPixelDimensions()
if not (ww and ww > 0 and wh and wh > 0) then return nil end
if not (dexCanvas and dexCanvas:getWidth() == ww
and dexCanvas:getHeight() == wh) then
dexCanvas = love.graphics.newCanvas(ww, wh)
pcall(dexCanvas.setFilter, dexCanvas, "nearest", "nearest")
end
local fbo = fboCache[dexCanvas]
if not fbo then
fbo = VRGL.canvasFBO(dexCanvas)
fboCache[dexCanvas] = fbo
end
if not (fbo and VRGL.copyFrontToCanvas(fbo, ww, wh)) then return nil end
local BattleScene = V.require("BattleScene")
local lx, ly, s = BattleScene.letterbox()
return { dexCanvas,
lx / ww, ly / wh,
(lx + BattleScene.GB_W * s) / ww,
(ly + BattleScene.GB_H * s) / wh }
end)
return ok and out or nil
end
-- ------- the world, once per eye
local function renderWorld(views, ctl)
local ok, Game = pcall(require, "src.core.Game")
local ow = ok and Game.overworld or nil
if not (ow and ow.map and ow.camera and Voxel.active()
and Voxel3D.available()) then
return false
end
local vw, vh = 320, 288
pcall(function() vw, vh = Game.renderer:worldViewSize() end)
-- Whatever the camera does, the CARDS hold the top rung's near-upright
-- lean: a head that roams has no one pitch for them to match, and 75
-- degrees is the pose that reads as "standing" from anywhere. Cleared
-- on shutdown, so the flat screen leans with the rung as ever.
VoxelScene.spriteLean = math.rad(75)
local pivot, anchor, scale, mountYaw
-- Either free-roam rung puts the headset in the player's head: 3RD's boom
-- is a FLAT-SCREEN framing device, and a headset that stands its wearer
-- three cells behind their own body is a well-known way to make people
-- ill. The rung still changes the walk and the cards the same way; only
-- the eye stays where a head belongs.
--
-- A DIORAMA mode never does either: the world is a model on the table
-- whatever the rung says, so first person is refused here rather than
-- being made to work at a scale it does not mean.
local dio = VR.dioramaMode()
local fp = (not dio) and FirstPerson.engaged()
local battle, battleFloor
if camMode == "battle" then battle, battleFloor = battleStage() end
if dio then
-- ------- the diorama modes
--
-- The model presents exactly as the standard view frames it -- the
-- pivot VIEW_DIST away along the rung's angle, at the scale that
-- reproduces that framing -- and then everything the player has done
-- to it goes on top: the carry, the turn, the stick's zoom.
--
-- A STAGED FIGHT does not move the head here (that is the standard
-- mode's over-the-shoulder seat, and it is a first-person answer):
-- the MODEL re-centres on the arena and the viewport becomes a
-- vertical pillar about it, so the fight arrives as a disc of map
-- lifted out of the world and left floating on the table.
-- what the model is FRAMED to fill: the view the flat screen would
-- have shown ordinarily, and the DISC itself while a fight is staged
-- -- a disc left at map scale is a coin on a table across the room.
local frame = vh
if battle then
pivot = VRRig.dioramaPivot(battle.mid[1], battle.mid[2])
local cut = Diorama.pillar(battle)
if cut then frame = cut.r * 2.6 end
else
pivot = VRRig.dioramaPivot(ow.camera.x + vw / 2, ow.camera.y + vh / 2)
Diorama.viewport(pivot[1], pivot[3], vh)
end
anchor = VRRig.dioramaAnchor(Voxel.angle, Diorama.offset)
scale = VRRig.dioramaScale(frame, Voxel.FOCAL) / zoom
-- the hand-turn, and -- while a fight is staged -- the arena's own
-- quarter turn taken back out, so a turned arena arrives on the table
-- facing the head rather than lying across it (Diorama.battleYaw)
local dioYaw = battle and Diorama.battleYaw(battle) or Diorama.yaw
if dioYaw ~= 0 then mountYaw = dioYaw end
elseif battle then
-- the over-the-shoulder seat the flat battle shot stands in, pulled
-- close enough for a headset's own lens (see VRRig.battleMount), at
-- life scale, turned to face the arena
local rec = BattleCam.rig(battle, battleFloor)
pivot, mountYaw = VRRig.battleMount(rec.eye, rec.focus)
anchor = { 0, 0, 0 }
scale = VRRig.FP_SCALE
elseif fp then
local p = ow.player
local gh = 0
pcall(function() gh = VoxelScene.groundAt(ow.map, p.cellX, p.cellY) end)
pivot = VRRig.fpPivot(p.px, p.py, gh, FirstPerson.EYE_HEIGHT)
anchor = { 0, 0, 0 }
scale = VRRig.FP_SCALE
-- the snap turn is a yaw on the MAPPING, same seam the battle mount
-- turns through
if fpYawOff ~= 0 then mountYaw = fpYawOff end
-- the HMD is the head: its yaw and pitch (plus the snaps) become
-- FirstPerson's, so FreeMove walks where you look and A talks to
-- what you face
local yaw, pitch = VRRig.headYawPitch(views[1].pose.quat)
FirstPerson.yaw = wrapPi(yaw + fpYawOff)
FirstPerson.pitch = math.max(FirstPerson.PITCH_UP,
math.min(FirstPerson.PITCH_DOWN, pitch))
else
-- The table presents the world exactly as the flat screen does at
-- rest: the pivot sits VIEW_DIST away along the RUNG'S own angle
-- (stepping rungs re-tilts the model, easing with the rung tween),
-- at the scale that reproduces the flat framing -- then the player's
-- own adjustments go on top: the stick's zoom, the grip's height.
pivot = VRRig.dioramaPivot(ow.camera.x + vw / 2, ow.camera.y + vh / 2)
anchor = VRRig.dioramaAnchor(Voxel.angle, heightOff)
scale = VRRig.dioramaScale(vh, Voxel.FOCAL) / zoom
end
-- The pokedex, on the tracked left hand, under this very mapping --
-- but only where it earns its keep: FIRST PERSON, where its screen is
-- every menu, dialog and wipe the flat screen shows (and the floating
-- billboard is retired outright -- see updateQuad), and the BATTLE
-- seat, where its screen is the fight's own 2D scene. The diorama
-- does without: a hand-sized device hovering over a tabletop town is
-- clutter, and the panel serves there. No hand tracked, no device.
-- (`not dio` for the same reason the diorama never had one: a hand-sized
-- device hovering over a tabletop town is clutter, and that is as true
-- of a tabletop FIGHT -- the panel serves both.)
local hand = ctl and ctl.handl or nil
if hand and not dio and (battle or fp) then
Pokedex.place(hand, pivot, anchor, scale, mountYaw)
if uiShowing() then
local scr = dexScreen()
if scr then
Pokedex.screen(scr[1], scr[2], scr[3], scr[4], scr[5])
end
elseif V.require("Horde").active then
-- HORDE MODE's readout, on the device already in the player's left
-- hand. It cannot be a flat overlay: the eye buffers have
-- ASYMMETRIC frusta, so the same canvas pixel is a different ANGLE
-- in each eye and a 2D HUD drawn into both tears down the middle.
-- The Pokedex is real geometry both eyes see from their own
-- position, so the stereo is correct by construction -- and it is
-- already tracked, already lit, and already the thing this mod
-- puts information on. (The gun wore it briefly and that was
-- worse: a screen on the slide sits exactly where the iron sights
-- need to be looked through.)
--
-- The UV rect goes over the usual way up: v = 0 at the TOP, which
-- is how the device's screen quad reads every other texture it
-- wears. An inverted rect was tried first, on the theory that a
-- self-drawn canvas samples from the bottom -- it does not here,
-- and it stood the readout on its head.
local tex = V.require("HordeHud").panelTexture()
if tex then Pokedex.screen(tex, 0, 0, 1, 1) end
end
else
Pokedex.clear()
end
-- and the horde's gun on the tracked RIGHT hand, under the same
-- mapping. The AIM pose where the runtime offers one -- the barrel
-- should point where the player is pointing, not along their wrist --
-- and the grip pose as the fallback. Placed here rather than in the
-- draw because the shot is traced down the model's own axis, so the
-- matrix has to exist before anything can be hit with it.
do
local HordeGun = V.require("HordeGun")
local right = ctl and (ctl.aimr or ctl.handr) or nil
if right and fp and not battle and V.require("Horde").active then
HordeGun.place(right, pivot, anchor, scale, mountYaw)
else
HordeGun.clear()
end
end
-- THE WORLD CURVE, for the diorama modes alone. Standing inside a bent
-- world is what first person declines on the flat screen too, and the
-- battle mount is a placed shot -- but a diorama is a model being looked
-- AT, so the bend turns it into a little globe curling over its own
-- horizon, which is the whole point of the throw the left stick's click
-- makes. Measured against the FLAT view height, so a rung's bend is the
-- same bend the flat screen would have drawn.
--
-- It bends about the scene centre, which for these eyes is the pivot --
-- the model's own middle -- so the globe is centred on the model rather
-- than on wherever a head happens to be standing.
local curveK = dio and V.require("WorldCurve").k(vh) or 0
local eyes = {}
for i = 1, 2 do
local v = views[i]
eyes[i] = {
camera = VRRig.eyeCamera(v.pose, v.fov, pivot, anchor, scale, mountYaw,
curveK),
w = v.w, h = v.h,
slot = i == 1 and "vrL" or "vrR",
-- the battle seat is a placed shot, not the first-person rig: the
-- cards keep their stage lean rather than yawing at this eye, and
-- the player's own card stays visible in it
adopt = not battle,
}
end
eyes.cx, eyes.cy = pivot[1], pivot[3]
local okR, canvases = pcall(VoxelScene.render, ow, 0, 0, vw, vh,
VR.paletteFor, eyes)
if not (okR and type(canvases) == "table" and canvases[1] and canvases[2])
then
return false
end
-- the snap's fade, over the finished eyes: plain black at this moment's
-- strength, drawn before the blit so the headset never sees the swap.
-- A full-frame fill is the ONE 2D thing that is safe to draw into an
-- eye buffer -- it covers everything, so it does not matter that the
-- two frusta disagree about where any given pixel points.
if fadeAlpha > 0 then
pcall(function()
for i = 1, 2 do
local c = canvases[i]
love.graphics.setCanvas(c)
love.graphics.setColor(0, 0, 0, math.min(1, fadeAlpha))
love.graphics.rectangle("fill", 0, 0, c:getWidth(), c:getHeight())
end
love.graphics.setCanvas()
love.graphics.setColor(1, 1, 1, 1)
end)
end
for i = 1, 2 do
local canvas = canvases[i]
local tex, tw, th = VRXR.acquireEye(i)
if tex then
local fbo = fboCache[canvas]
if not fbo then
fbo = VRGL.canvasFBO(canvas)
fboCache[canvas] = fbo
end
if fbo then
VRGL.blitToTexture(fbo, canvas:getWidth(), canvas:getHeight(),
tex, tw, th)
end
end
VRXR.releaseEye(i)
end
mirrorSrc = canvases[1]
return true
end
-- ------- the UI panel
-- Whether the flat screen is showing something the world pass cannot: a
-- menu, a dialog, a battle, a transition wipe -- or everything, when the
-- world pass is off entirely.
local function wantQuad(worldUp)
if not worldUp then return true end
return uiShowing()
end
local function updateQuad(worldUp, fp)
if not wantQuad(worldUp) then return nil end
-- Wherever the pokedex is up and lit -- first person's menus, the
-- battle seat's 2D fight -- it IS the screen, and no floating
-- billboard is submitted at all. (No tracked left hand still gets
-- the panel: the UI must be readable somewhere.)
if Pokedex.frame and Pokedex.frame.tex then return nil end
local tex, qw, qh = VRXR.acquireQuad()
if not tex then return nil end
local ww, wh = qw, qh
pcall(function() ww, wh = love.graphics.getPixelDimensions() end)
-- The panel wears the GB FRAME, not the window: everything the flat
-- screen has to say lives in the 160x144 letterbox (the world around
-- it is just the mirror's picture). The frame region is blitted OUT
-- of the window and SCALED into the swapchain image -- never copied
-- pixel-for-pixel, because the swapchain's size is fixed at session
-- start and a fullscreened window outgrows it, running the frame (and
-- the START menu flush with its right edge) off the copy. Scaled, the
-- panel shows the identical picture at the identical ratio whatever
-- size the window is. Source coordinates are GL's, origin bottom-left.
local crop = nil
local copied = false
pcall(function()
local BattleScene = V.require("BattleScene")
local lx, ly, s = BattleScene.letterbox()
local wpx = math.ceil(BattleScene.GB_W * s)
local hpx = math.ceil(BattleScene.GB_H * s)
local sx = math.max(0, math.floor(lx))
local sy = math.max(0, math.floor(wh - ly - hpx))
wpx = math.min(wpx, ww - sx)
hpx = math.min(hpx, wh - sy)
if wpx < 1 or hpx < 1 then return end
-- fitted to the swapchain image at the REGION's own aspect: the
-- crop then presents exactly that rect, so the panel's shape is the
-- GB frame's at any window and any swapchain size
local fit = math.min(qw / wpx, qh / hpx)
local dw = math.max(1, math.floor(wpx * fit))
local dh = math.max(1, math.floor(hpx * fit))
if VRGL.copyFrontRegionToTexture(tex, sx, sy, wpx, hpx, dw, dh) then
copied = true
crop = { 0, 0, dw, dh }
end
end)
if not copied then
-- no letterbox to cut (or the blit refused): the old whole-window
-- copy, clamped, is still a readable panel
VRGL.copyFrontBuffer(tex, math.min(qw, ww), math.min(qh, wh))
end
VRXR.releaseQuad()
local base = fp and QUAD_FP or QUAD_DIORAMA
if not crop then return base end
return { pos = base.pos, width = base.width, crop = crop }
end
-- ------- the controllers
--
-- The mapping the mod ships (rebindable in the runtime's own UI):
--
-- both modes left stick moves (through the engine's own stick path,
-- so it grid-walks the diorama and free-walks 1ST);
-- A/B are A/B; either trigger is START; clicking the
-- LEFT stick steps the VOXEL angle ladder exactly as
-- the "3" key (and the pad's SELECT) does.
-- 1ST only right stick left/right SNAP-TURNS 45 degrees a flick.
-- diorama only right stick up/down zooms the model; squeezing a grip
-- and moving that hand up or down drags the whole table
-- with it.
--
-- The DIORAMA modes rebind two of those, because in them there is no
-- ladder to step and no table-height to be the only thing worth dragging:
--
-- left stick click throws V-CURVE to its top rung and back.
-- grips one carries the model anywhere in the room; both
-- turn it and open the viewport out (Diorama.gesture).
--
-- Leaving VR is the VR row's job alone (OPTIONS menu or the manager) --
-- no controller button does it. VR.leave below stays as the API for it.
-- The left stick click makes EXACTLY the step the "3" key makes: one
-- rung up the VOXEL angle ladder, wrapping, stepping over FULL, clearing
-- TILT and GBC FX in the save -- by calling the very function the key
-- and the pad's SELECT button already share. main.lua installs it below
-- (cycleVoxel is a local of that file); the free-roam gate is the
-- registry's own, inside it, so a click over a menu or mid-warp is a
-- no-op exactly like the key.
VR.cycleVoxel = nil -- cycleVoxel(game), set by main.lua
function VR.stepView()
pcall(function()
if not VR.cycleVoxel then return end
VR.cycleVoxel(require("src.core.Game"))
end)
end
-- Put the VOXEL ladder on a given rung, for the one caller that needs to
-- rather than to step: a DIORAMA mode holding the ladder off 2D and off
-- both free-roam rungs (see dioramaRung). Handed over by main.lua next to
-- cycleVoxel and for the same reason.
VR.setVoxelLevel = nil -- setVoxelLevel(game, level), set by main.lua
-- The rung a diorama mode holds the ladder on when it finds it somewhere
-- the mode cannot present: 35 degrees, the standard view's own angle.
VR.DIORAMA_RUNG = 3
-- 2D is not a diorama and neither is standing inside the world, so while a
-- diorama mode is live the ladder is held on an orbit rung. Cheap enough to
-- ask every frame: it is a table read and, almost always, no write.
local function dioramaRung()
pcall(function()
if not VR.setVoxelLevel then return end
local Pipelines = require("src.render.Pipelines")
local level = Pipelines.level("voxel") or 0
if level == 0 or Voxel.isFreeCam(level) then
VR.setVoxelLevel(require("src.core.Game"), VR.DIORAMA_RUNG)
end
end)
end
-- The V-CURVE row, thrown to its top rung and back -- what the left stick's
-- click does in a diorama, where there is no ladder for it to step.
--
-- A toggle rather than a cycle, because in a headset the curve is not a
-- taste setting with four values: it is the one control that decides
-- whether the model is a flat slab of map or a little world curling away
-- over its own horizon, and the player wants to see both, now, without
-- counting clicks. The rung it was on is remembered so the click gives it
-- back rather than dropping the row to OFF.
--
-- It changes the CUT with it (see lib/Diorama): flat world, square box,
-- hard edge; curved world, ball, dissolve. One click swaps the whole
-- reading of the model, which is why it is the click worth having here.
local curveWas = nil
function VR.toggleCurve()
pcall(function()
local Game = require("src.core.Game")
local WorldCurve = V.require("WorldCurve")
local top = WorldCurve.setting.values[#WorldCurve.setting.values]
if WorldCurve.setting:get() == top then
WorldCurve.setting:setValue(curveWas or WorldCurve.setting.values[1],
Game)
curveWas = nil
else
curveWas = WorldCurve.setting:get()
WorldCurve.setting:setValue(top, Game)
end
end)
end
-- Leave VR: the VR row toggled back off and persisted, exactly as if
-- stepped on the OPTIONS menu, so the next update tears the session down
-- and the flat screen takes the picture back. Deliberately bound to NO
-- controller button (a click that ejects you from the headset is a trap
-- mid-fight); kept as the one programmatic door out.
function VR.leave()
pcall(function()
local Game = require("src.core.Game")
-- OFF by VALUE, not by stepping the row: the row is a ladder now, and
-- one step off STANDARD is DIORAMA rather than the way out
VR.setting:setValue(false, Game)
end)
end
local function setGB(inp, btn, down)
if down and not held[btn] then
held[btn] = true
inp:overlayPressed(btn)
elseif not down and held[btn] then
held[btn] = nil
inp:overlayReleased(btn)
end
end
local function driveControls(ctl, dt, fp, dio)
if not ctl then
releaseInputs()
Diorama.releaseGrab()
return
end
local ok, Game = pcall(require, "src.core.Game")
if not (ok and Game.input) then return end
local inp = Game.input
-- HORDE MODE re-reads the right hand as a weapon: the trigger fires
-- (its own OpenXR action, suggested alongside START on the same input
-- -- see VRXR.setupInput), and B reloads. START is dropped rather than
-- forwarded, because the mode does not pause. Everything else -- the
-- stick's walk, the snap turn, A -- keeps working, so the player can
-- still move and look while they are being chased.
local Horde = V.require("Horde")
if Horde.playing() then
local Gun = V.require("HordeGun")
if ctl.fireChanged and ctl.fire then Gun.fire() end
if ctl.bChanged and ctl.b then Gun.reload() end
setGB(inp, "a", ctl.a)
setGB(inp, "b", false)
setGB(inp, "start", false)
else
setGB(inp, "a", ctl.a)
setGB(inp, "b", ctl.b)
setGB(inp, "start", ctl.start)
end
-- the left stick, through the engine's OWN stick handler: it quantises
-- to the grid d-pad for the diorama, and FirstPerson.moveVector reads
-- the same raw pair for the free walk. OpenXR's +Y is up; the engine's
-- lefty is +down.
inp:gamepadaxis(nil, "leftx", ctl.moveX or 0)
inp:gamepadaxis(nil, "lefty", -(ctl.moveY or 0))
-- the left stick click: the VOXEL ladder ordinarily, the V-CURVE throw in
-- a diorama (where the ladder is held on one rung and the click would
-- otherwise do nothing), and the way out of horde mode while it runs (the
-- rung is locked there too, and a headset has no ESCAPE key)
if ctl.toggleChanged and ctl.toggle then
if Horde.active then
Horde.askExit()
elseif dio then
VR.toggleCurve()
else
VR.stepView()
end
end
-- first person's turn on the right stick. SMOOTH TURN ON makes it a
-- rate -- hold and the world rotates under you -- and OFF (the
-- default) makes it a 45-degree snap per flick: see the row's own
-- reasoning where it is declared. Either way the offset turns the
-- MAPPING, so the eyes, the walk direction, the pokedex and the gun
-- all agree about which way the world now faces.
if fp and camMode ~= "battle" and VR.smoothTurn:get() == true then
local sx = ctl.lookX or 0
local a = math.abs(sx)
if a > 0.2 then
a = (a - 0.2) / 0.8
-- increasing yaw turns LEFT in this mod's compass, so a stick
-- pushed right subtracts -- the same sign the snap below uses
fpYawOff = wrapPi(fpYawOff
- (sx > 0 and 1 or -1) * a * a
* VR.SMOOTH_TURN_RATE * (dt or 0))
end
snapArmed = true -- so a switch back to snap mid-flick re-arms
elseif fp and camMode ~= "battle" then
local sx = ctl.lookX or 0
if math.abs(sx) > 0.65 then
if snapArmed then
snapArmed = false
-- increasing yaw turns LEFT in this mod's compass, so a stick
-- pushed right subtracts
fpYawOff = wrapPi(fpYawOff + (sx > 0 and -SNAP_TURN or SNAP_TURN))
end
elseif math.abs(sx) < 0.35 then
snapArmed = true
end
end
-- THE DIORAMA'S GRIPS take the model itself: one hand carries it through
-- the room, both turn it and open the viewport out (see Diorama.gesture).
-- The stick's zoom still sizes the model under all of that -- the two
-- are different questions, "how big is it" and "how much of it is there".
if dio then
lastHandY = nil
local zy = ctl.lookY or 0
if math.abs(zy) > 0.15 then
zoom = math.max(0.35, math.min(4, zoom * math.exp(zy * (dt or 0) * 1.6)))
end
Diorama.gesture(ctl)
return
end
if not fp and camMode ~= "battle" then
local zy = ctl.lookY or 0
if math.abs(zy) > 0.15 then
zoom = math.max(0.35, math.min(4, zoom * math.exp(zy * (dt or 0) * 1.6)))
end
-- the grab-drag: while a grip is squeezed, the table follows that
-- hand's height, metre for metre
local gl, gr = ctl.gripL or 0, ctl.gripR or 0
local y = (gr >= gl) and ctl.handrY or ctl.handlY
if math.max(gl, gr) > 0.6 and y then
if lastHandY then
heightOff = math.max(-1.5, math.min(1.5, heightOff + (y - lastHandY)))
end
lastHandY = y
else
lastHandY = nil
end
else
lastHandY = nil
end
end
-- ------- the per-frame drive
function VR.update(dt)
local mode = VR.mode()
local on = mode ~= "off"
if not on then
if wasOn then
shutdown("off")
failed = nil
end
wasOn = false
return
end
if not wasOn then failed = nil end -- a fresh toggle earns a fresh try
wasOn = true
if failed then return end
if not started then
local qw, qh = 1024, 768
pcall(function() qw, qh = love.graphics.getPixelDimensions() end)
if VRXR.start(qw, qh) then
started = true
status = "session created"
print("[DRAMATIC_SHAPE] VR: " .. VRXR.status())
else
failed = VRXR.status()
print("[DRAMATIC_SHAPE] VR unavailable: " .. failed
.. " -- fix that, then toggle the VR row to retry")
return
end
end
if not VRXR.poll() then
-- the runtime took the session away (headset off, runtime shut down)
shutdown("session lost")
failed = "session lost -- toggle VR off and on to retry"
return
end
if not VRXR.isRunning() then return end
-- the headset paces the app now; vsync would fight it
if savedVsync == nil then
savedVsync = 1
pcall(function() savedVsync = love.window.getVSync() end)
pcall(love.window.setVSync, 0)
end
-- Which VR this frame is, before anything reads it: the diorama's own
-- fields (the viewport, the chroma key) are open for the length of the
-- frame and shut with the session. The rung guard rides it -- there is
-- no 2D diorama and no first-person one.
if Diorama.begin(mode) then dioramaRung() end
-- the battle camera holds still for as long as a headset is watching:
-- its drift is a flat screen's depth cue, and a swaying picture inside
-- VR reads as the world lurching
BattleCam.still = true
-- The battle snap's fade: while the camera the frame WANTS is not the
-- one it is showing, black rises; at full black the mount swaps; then
-- black lifts. Driven here, on game time, so a fight that ends during
-- the fade just turns it around.
local want = battleStage() and "battle" or "explore"
if want ~= camMode then
fadeAlpha = math.min(1, fadeAlpha + (dt or 0) / FADE_TIME)
if fadeAlpha >= 1 then camMode = want end
else
fadeAlpha = math.max(0, fadeAlpha - (dt or 0) / FADE_TIME)
end
local time, should = VRXR.waitFrame()
if not time then return end
-- the controllers, before the world renders: the frame the toggle
-- flips rungs on should be the frame that renders the new rig. The
-- state is kept in hand for renderWorld too -- the pokedex stands on
-- the same frame's left-hand pose.
local dio = VR.dioramaMode()
local ctl = VRXR.input(time)
driveControls(ctl, dt, (not dio) and FirstPerson.engaged(), dio)
local worldUp = false
if should then
local views = VRXR.locateViews(time)
if views then
worldUp = renderWorld(views, ctl)
end
end
-- the diorama's panel is the tabletop one whatever the rung says: there
-- is no first person in the mode to float it closer for
local quadPose = updateQuad(worldUp, (not dio) and FirstPerson.engaged())
VRXR.endFrame(time, worldUp or nil, quadPose)
end
-- ------- the window while a headset owns the picture
-- The flat window becomes the mirror: the left eye, fitted to the window.
-- Returns nil when there is nothing to mirror (the caller draws the flat
-- path as ever).
function VR.mirror(sw, sh)
if not (VR.active() and mirrorSrc) then return nil end
if not (mirrorCanvas and mirrorCanvas:getWidth() == sw
and mirrorCanvas:getHeight() == sh) then
local ok, c = pcall(love.graphics.newCanvas, sw, sh)
if not ok then return nil end
mirrorCanvas = c
end
local ok = pcall(function()
love.graphics.setCanvas(mirrorCanvas)
love.graphics.clear(0, 0, 0, 1)
local mw, mh = mirrorSrc:getDimensions()
local s = math.min(sw / mw, sh / mh)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(mirrorSrc, (sw - mw * s) / 2, (sh - mh * s) / 2, 0, s, s)
love.graphics.setCanvas()
end)
pcall(love.graphics.setCanvas)
return ok and mirrorCanvas or nil
end
-- window resize, hot reload: the eye canvases are Voxel3D's and go with
-- its invalidate; ours is the mirror and the FBO ids learned from dead
-- canvases
function VR.invalidate()
if mirrorCanvas and mirrorCanvas.release then
pcall(mirrorCanvas.release, mirrorCanvas)
end
mirrorCanvas, mirrorSrc = nil, nil
if dexCanvas and dexCanvas.release then pcall(dexCanvas.release, dexCanvas) end
dexCanvas = nil
Pokedex.invalidate()
Diorama.invalidate() -- the base's mesh and its cave-floor texture
V.require("HordeGun").invalidate()
V.require("HordeHud").invalidate()
for k in pairs(fboCache) do fboCache[k] = nil end
end
return VR
+237
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-- VR: the raw OpenGL this mod is otherwise proud to never need.
--
-- OpenXR hands over its swapchain images as GL TEXTURE IDS, and LOVE never
-- exposes the GL names behind its own canvases -- so getting a rendered
-- eye from a love Canvas into a headset means dropping below LOVE for a
-- few calls a frame: discover the canvas's framebuffer, blit it into the
-- swapchain texture, and put the pipeline back exactly as LOVE believes it
-- to be. Everything here is that, and only that.
--
-- Three rules keep this safe:
--
-- discovery over spelunking. The canvas's FBO id is read from the
-- driver with documented queries (bind the canvas THROUGH LOVE, ask
-- GL_DRAW_FRAMEBUFFER_BINDING) rather than from LOVE's internals, so a
-- LOVE patch cannot move it out from under us.
--
-- restore what LOVE caches. LOVE tracks the bound framebuffer and skips
-- redundant binds, so raw binds must end back at the exact binding LOVE
-- thinks is current -- the default framebuffer, 0, since every call
-- here runs between LOVE passes -- or LOVE's next draw lands in ours.
--
-- pcall at the rim, ffi inside. The FFI setup can fail (headless, a GL
-- context without FBO entry points); it fails ONCE, at load(), and
-- callers see `nil, reason` rather than an error mid-frame.
local VRGL = {}
local ffi = nil
local gl = nil -- opengl32 exports (GL 1.1 + wgl)
local ext = {} -- post-1.1 entry points via wglGetProcAddress
local ready = false
local reason = nil
local fbo = nil -- our scratch framebuffer, made once
local GL = {
FRAMEBUFFER = 0x8D40,
READ_FRAMEBUFFER = 0x8CA8,
DRAW_FRAMEBUFFER = 0x8CA9,
DRAW_FRAMEBUFFER_BINDING = 0x8CA6,
COLOR_ATTACHMENT0 = 0x8CE0,
COLOR_BUFFER_BIT = 0x4000,
NEAREST = 0x2600,
LINEAR = 0x2601,
TEXTURE_2D = 0x0DE1,
FRONT = 0x0404,
BACK = 0x0405,
}
VRGL.GL = GL
local CDEF = [[
typedef void (__stdcall *PROC)();
void* wglGetCurrentDC(void);
void* wglGetCurrentContext(void);
PROC wglGetProcAddress(const char*);
unsigned int glGetError(void);
void glGetIntegerv(unsigned int pname, int* params);
void glReadBuffer(unsigned int mode);
void glFlush(void);
void glCopyTexSubImage2D(unsigned int target, int level, int xoffset,
int yoffset, int x, int y, int width, int height);
void glBindTexture(unsigned int target, unsigned int texture);
typedef void (__stdcall *pfn_glBindFramebuffer)(unsigned int, unsigned int);
typedef void (__stdcall *pfn_glGenFramebuffers)(int, unsigned int*);
typedef void (__stdcall *pfn_glDeleteFramebuffers)(int, const unsigned int*);
typedef void (__stdcall *pfn_glFramebufferTexture2D)(unsigned int,
unsigned int, unsigned int, unsigned int, int);
typedef void (__stdcall *pfn_glBlitFramebuffer)(int, int, int, int,
int, int, int, int, unsigned int, unsigned int);
]]
-- One-time FFI setup. Idempotent, and every path out records why it
-- stopped, so VR's status line can say something better than "no".
function VRGL.load()
if ready then return true end
if reason then return false, reason end
local ok, err = pcall(function()
ffi = require("ffi")
-- cdef survives a reload; redefinition is the only error worth eating
pcall(ffi.cdef, CDEF)
gl = ffi.load("opengl32")
local function proc(name, typ)
local p = gl.wglGetProcAddress(name)
if p == nil then error(name .. " not exposed by this GL context", 0) end
return ffi.cast(typ, p)
end
ext.glBindFramebuffer = proc("glBindFramebuffer", "pfn_glBindFramebuffer")
ext.glGenFramebuffers = proc("glGenFramebuffers", "pfn_glGenFramebuffers")
ext.glDeleteFramebuffers =
proc("glDeleteFramebuffers", "pfn_glDeleteFramebuffers")
ext.glFramebufferTexture2D =
proc("glFramebufferTexture2D", "pfn_glFramebufferTexture2D")
ext.glBlitFramebuffer = proc("glBlitFramebuffer", "pfn_glBlitFramebuffer")
end)
if not ok then
reason = "GL interop unavailable: " .. tostring(err)
return false, reason
end
ready = true
return true
end
-- The window's device and GL contexts, which the OpenXR session binds to.
function VRGL.contexts()
if not VRGL.load() then return nil, nil end
return gl.wglGetCurrentDC(), gl.wglGetCurrentContext()
end
-- The GL framebuffer behind a LOVE canvas. Bound through LOVE (so LOVE's
-- own cache stays truthful), read from the driver, then released.
function VRGL.canvasFBO(canvas)
if not VRGL.load() then return nil end
local id = nil
local ok = pcall(function()
love.graphics.setCanvas(canvas)
local out = ffi.new("int[1]")
gl.glGetIntegerv(GL.DRAW_FRAMEBUFFER_BINDING, out)
id = out[0]
love.graphics.setCanvas()
end)
pcall(love.graphics.setCanvas)
return ok and id or nil
end
-- Blit a LOVE canvas's pixels into a GL texture (an XR swapchain image),
-- flipped vertically on the way: LOVE renders its canvases y-down, GL
-- textures composite y-up, and the blit is the one place the two meet.
--
-- `srcFBO` comes from canvasFBO (cache it -- it is stable for the
-- canvas's lifetime). Ends with framebuffer 0 bound, which is the binding
-- LOVE believes in between its passes.
function VRGL.blitToTexture(srcFBO, sw, sh, tex, tw, th)
if not ready then return false end
local ok = pcall(function()
if not fbo then
local out = ffi.new("unsigned int[1]")
ext.glGenFramebuffers(1, out)
fbo = out[0]
end
ext.glBindFramebuffer(GL.DRAW_FRAMEBUFFER, fbo)
ext.glFramebufferTexture2D(GL.DRAW_FRAMEBUFFER, GL.COLOR_ATTACHMENT0,
GL.TEXTURE_2D, tex, 0)
ext.glBindFramebuffer(GL.READ_FRAMEBUFFER, srcFBO)
ext.glBlitFramebuffer(0, sh, sw, 0, 0, 0, tw, th,
GL.COLOR_BUFFER_BIT, GL.LINEAR)
ext.glBindFramebuffer(GL.FRAMEBUFFER, 0)
end)
if not ok then pcall(function() ext.glBindFramebuffer(GL.FRAMEBUFFER, 0) end) end
return ok
end
-- Copy the WINDOW's currently displayed image (the front buffer -- the
-- back buffer's contents are undefined after a swap) into a GL texture:
-- the UI quad the headset floats in front of the world. Restores the read
-- buffer to BACK, the default LOVE never changes.
function VRGL.copyFrontBuffer(tex, w, h)
if not ready then return false end
local ok = pcall(function()
ext.glBindFramebuffer(GL.FRAMEBUFFER, 0)
gl.glReadBuffer(GL.FRONT)
gl.glBindTexture(GL.TEXTURE_2D, tex)
gl.glCopyTexSubImage2D(GL.TEXTURE_2D, 0, 0, 0, 0, 0, w, h)
gl.glBindTexture(GL.TEXTURE_2D, 0)
gl.glReadBuffer(GL.BACK)
end)
if not ok then pcall(function() gl.glReadBuffer(GL.BACK) end) end
return ok
end
-- Blit a REGION of the window's front buffer into a GL texture (an XR
-- swapchain image), SCALED to (dw, dh) at the texture's origin. This is
-- the panel's route: the whole-window copy above is pixel-for-pixel, so
-- a window larger than the swapchain image simply ran off its edges --
-- fullscreen cut the GB frame's own menu off the panel. A scaled blit
-- has no such cliff: the letterbox region lands whole at the texture's
-- own resolution whatever size the window is. Source coordinates are GL
-- window space, origin bottom-left; LINEAR, because the region rarely
-- matches the target size exactly and dropped rows read worse than a
-- soft one. Restores the read buffer and framebuffer LOVE believes in.
function VRGL.copyFrontRegionToTexture(tex, sx, sy, sw, sh, dw, dh)
if not ready then return false end
local ok = pcall(function()
if not fbo then
local out = ffi.new("unsigned int[1]")
ext.glGenFramebuffers(1, out)
fbo = out[0]
end
ext.glBindFramebuffer(GL.READ_FRAMEBUFFER, 0)
gl.glReadBuffer(GL.FRONT)
ext.glBindFramebuffer(GL.DRAW_FRAMEBUFFER, fbo)
ext.glFramebufferTexture2D(GL.DRAW_FRAMEBUFFER, GL.COLOR_ATTACHMENT0,
GL.TEXTURE_2D, tex, 0)
ext.glBlitFramebuffer(sx, sy, sx + sw, sy + sh, 0, 0, dw, dh,
GL.COLOR_BUFFER_BIT, GL.LINEAR)
ext.glBindFramebuffer(GL.FRAMEBUFFER, 0)
gl.glReadBuffer(GL.BACK)
end)
if not ok then
pcall(function()
ext.glBindFramebuffer(GL.FRAMEBUFFER, 0)
gl.glReadBuffer(GL.BACK)
end)
end
return ok
end
-- Copy the window's front buffer into a LOVE CANVAS (by its FBO id, from
-- canvasFBO), flipped so the canvas reads top-down exactly like the
-- window: what LOVE then draws from that canvas at (0,0) is the screen,
-- row for row. The battle's VR quad is the caller: it needs the screen as
-- something LOVE can CUT UP (scissored cutouts of the UI), not just as a
-- finished texture -- copyFrontBuffer above is for the finished case.
function VRGL.copyFrontToCanvas(dstFBO, w, h)
if not ready then return false end
local ok = pcall(function()
ext.glBindFramebuffer(GL.READ_FRAMEBUFFER, 0)
gl.glReadBuffer(GL.FRONT)
ext.glBindFramebuffer(GL.DRAW_FRAMEBUFFER, dstFBO)
ext.glBlitFramebuffer(0, 0, w, h, 0, h, w, 0,
GL.COLOR_BUFFER_BIT, GL.NEAREST)
ext.glBindFramebuffer(GL.FRAMEBUFFER, 0)
gl.glReadBuffer(GL.BACK)
end)
if not ok then
pcall(function()
ext.glBindFramebuffer(GL.FRAMEBUFFER, 0)
gl.glReadBuffer(GL.BACK)
end)
end
return ok
end
function VRGL.status()
if ready then return "ok" end
return reason or "not loaded"
end
return VRGL
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-- VR: the pose arithmetic -- how a headset eye becomes one of this mod's
-- cameras. Pure math on purpose: no FFI, no OpenXR types, nothing a
-- headless test cannot hold still. Everything device-shaped stays in
-- VRXR/VRGL; everything world-shaped is here.
--
-- Two ways the world can sit around a headset, and they mirror the VOXEL
-- ladder exactly:
--
-- DIORAMA every orbit rung. The map is a tabletop miniature: a point
-- of the world (the view centre) is pinned VIEW_DIST away
-- along the rung's own viewing angle (dioramaAnchor), at the
-- scale that reproduces the flat screen's framing
-- (dioramaScale) -- so at rest the model presents exactly as
-- the standard view does, and the head moves freely around it
-- -- lean in and the town grows, walk around the table and
-- see the far side of the buildings honest occlusion has been
-- hiding.
--
-- FIRST_PERSON the 1ST rung. The player's head is pinned to where the
-- headset started, at FP_SCALE, so a 16-pixel person stands
-- about 1.6 m tall and a cell is a stride. The HMD's own
-- orientation becomes FirstPerson's yaw and pitch, so movement
-- stays "push forward, go where you look" through the same
-- FreeMove the flat screen uses.
--
-- SPACES AND UNITS. OpenXR LOCAL space is metres, +Y up, -Z the way the
-- head faced at session start. World space is world PIXELS, +Y up, +Z
-- south. The two are aligned axis-for-axis -- "away from you" is north --
-- so the whole mapping is one translate-and-scale:
--
-- worldFromXr(p) = pivot + s * (p - anchor)
--
-- with `pivot` a world point, `anchor` the LOCAL-space point pinned to it,
-- and `s` the scale in px/m. An eye's camera is then
--
-- worldFromEye = T(pivot) * S(s) * T(-anchor) * T(pose.pos) * R(pose.q)
-- view = the same chain inverted piece by rigid piece
--
-- and the VIEW deliberately ends in METRES: it un-scales the world, so eye
-- space -- where the projection's near and far live -- is real-world
-- metres whatever the mode's scale. Depth precision and clip planes stay
-- sane at both 10 px/m and 128 px/m.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local VRRig = {}
-- first person's life size: 10 px/m makes a 16 px tile a 1.6 m stride
VRRig.FP_SCALE = 10
-- How far the diorama's pivot sits from the resting head, in metres --
-- the arm's-length viewing distance the anchor and the scale below are
-- both built around.
VRRig.VIEW_DIST = 0.95
-- Where, in LOCAL metres, the diorama's pivot sits: VIEW_DIST away along
-- the RUNG'S OWN viewing angle. The flat screen's camera looks at the
-- world `a` radians off vertical; putting the pivot at (-d cos a) below
-- and (-d sin a) ahead of the resting head reproduces exactly that line
-- of sight -- step onto the 35 rung and the table presents at 35 degrees,
-- onto 75 and it rises toward eye level, easing between them as the rung
-- tween runs.
--
-- `off` is the grab-drag adjustment, in metres of LOCAL travel -- where
-- the player has carried the model to. A bare number is the height alone,
-- which is what the standard mode's one-axis drag has always sent; the
-- DIORAMA modes hand over all three (see lib/Diorama). Positive Y drags
-- the world up: the anchor is the LOCAL point pinned to the pivot, so
-- moving it moves the model with the hand rather than against it.
function VRRig.dioramaAnchor(angleRad, off)
local d = VRRig.VIEW_DIST
local ox, oy, oz = 0, 0, 0
if type(off) == "table" then
ox, oy, oz = off[1] or 0, off[2] or 0, off[3] or 0
elseif type(off) == "number" then
oy = off
end
return { ox,
-d * math.cos(angleRad or 0) + oy,
-d * math.sin(angleRad or 0) + oz }
end
-- The diorama's scale, in world px per metre: the one that makes the
-- table subtend the same field the flat screen frames. The flat camera
-- fits `vh` world pixels in a lens of focal `focal` (Voxel.FOCAL); at
-- VIEW_DIST the same framing needs vh * focal / d pixels to the metre --
-- so the resting head sees the standard view's angle AND its apparent
-- size, and the zoom rows (which change vh) keep working in VR.
function VRRig.dioramaScale(vh, focal)
return math.max(16, (vh or 288) * (focal or 1) / VRRig.VIEW_DIST)
end
-- kept as the test suite's fixed example anchor, and as the fallback for
-- an angle nobody supplied
VRRig.TABLE = { 0, -0.45, -0.75 }
-- ------- the battle mount
--
-- A staged fight snaps the headset to an OVER-THE-SHOULDER seat: the same
-- line the flat battle camera stands on (eye through focus, so the player's
-- mon is near-left and the foe far-right exactly as the flat shot frames
-- them), but pulled in to BATTLE_DIST -- the flat rig is a long lens from
-- fifteen metres back, and a headset's lens is its own eyes, so keeping the
-- distance would shrink the fight to a stage seen from the back row. 66 px
-- is the wide rig's own standing distance: six and a half metres at life
-- scale, close enough to fill the view, far enough to hold both mons in it
-- -- and short enough to stay inside the small rooms the wide rig exists
-- for.
VRRig.BATTLE_DIST = 66
-- Where the head sits for a staged fight, and which way the mapping must
-- turn so that seat FACES it. Returns the pivot (world px -- pin the XR
-- origin here at FP_SCALE) and the yaw for eyeCamera: the flat camera
-- looks along focus - eye, the resting headset looks along XR -Z (world
-- north), and the yaw is what closes that gap.
function VRRig.battleMount(eye, focus)
local dx = eye[1] - focus[1]
local dy = eye[2] - focus[2]
local dz = eye[3] - focus[3]
local len = math.sqrt(dx * dx + dy * dy + dz * dz)
if len < 1e-6 then return { eye[1], eye[2], eye[3] }, 0 end
local k = VRRig.BATTLE_DIST / len
-- Ry(yaw) sends XR forward (0,0,-1) to (-sin yaw, 0, -cos yaw); aiming
-- that along the horizontal of focus - eye solves to atan2 of eye - focus
return { focus[1] + dx * k, focus[2] + dy * k, focus[3] + dz * k },
math.atan2(dx, dz)
end
-- eye-space clip planes, in metres (see the unit note above)
VRRig.NEAR = 0.05
VRRig.FAR = 400
-- ------- one eye's camera
-- Build the placed-camera record for one eye.
--
-- pose { pos = {x,y,z} metres, quat = {x,y,z,w} } (OpenXR LOCAL)
-- fov { angleLeft, angleRight, angleUp, angleDown } signed radians
-- pivot {x,y,z} world px pinned to `anchor`
-- anchor {x,y,z} LOCAL metres (VRRig.TABLE, or 0,0,0 for first person)
-- scale world px per metre
-- yaw optional turn of the whole mapping about +Y, radians: the
-- battle mount faces the resting head at the arena with it.
-- worldFromXr(p) becomes pivot + s * Ry(yaw) * (p - anchor).
-- curveK the world curve this eye is to be drawn with (see WorldCurve);
-- omitted is 0, the curve DECLINED.
--
-- Off by default because standing inside a bent world is what first person
-- already declines on the flat screen, and the battle mount is a placed
-- shot. The DIORAMA modes are the case that wants it and asks for it: the
-- model is a thing being looked AT, so bending it into a little globe is
-- the whole point rather than a broken tabletop -- and it is what the left
-- stick's click throws (see lib/VR). Passed in rather than read here
-- because a rig has no business deciding what a row means.
--
-- Beware the shape of the answer: Voxel3D reads `camera.curve` with `or`,
-- and 0 is TRUE in Lua, so a 0 here really does pin the bend off -- which
-- is exactly why the diorama's curve did nothing until this became a
-- parameter.
--
-- Returns a table shaped for Voxel3D.camera: raw view + proj, the world
-- eye and focus (for setLook, the water's lean, the sky), fov as a
-- vertical span, and that curve.
function VRRig.eyeCamera(pose, fov, pivot, anchor, scale, yaw, curveK)
local px, py, pz = pose.pos[1], pose.pos[2], pose.pos[3]
local q = pose.quat
local R = Mat4.fromQuat(q[1], q[2], q[3], q[4])
-- view = R^T * T(-pos) * T(anchor) * Ry(-yaw) * S(1/s) * T(-pivot)
local view = Mat4.mul(Mat4.transpose(R), Mat4.translate(-px, -py, -pz))
view = Mat4.mul(view, Mat4.translate(anchor[1], anchor[2], anchor[3]))
if yaw and yaw ~= 0 then
view = Mat4.mul(view, Mat4.rotateY(-yaw))
end
view = Mat4.mul(view, Mat4.scale(1 / scale, 1 / scale, 1 / scale))
view = Mat4.mul(view, Mat4.translate(-pivot[1], -pivot[2], -pivot[3]))
local proj = Mat4.fovProjection(fov.angleLeft, fov.angleRight,
fov.angleUp, fov.angleDown,
VRRig.NEAR, VRRig.FAR)
-- The eye's RAY FAN, in world axes: the direction a canvas point
-- (u, v in 0..1, left-to-right and top-to-bottom) looks along is
-- base + u * du + v * dv. The sky reads its per-pixel TRUE elevation
-- off this (a real skybox cannot be painted from any per-frame row
-- mapping -- that is exact only at the view's own azimuth and swims
-- everywhere else). Directions only, so the mapping's scale drops out;
-- the yaw must not (the battle mount and the snap turn swing the world).
local Rw = R
if yaw and yaw ~= 0 then Rw = Mat4.mul(Mat4.rotateY(yaw), R) end
local tl, tr = math.tan(fov.angleLeft), math.tan(fov.angleRight)
local tu, td = math.tan(fov.angleUp), math.tan(fov.angleDown)
-- world columns of the head's rotation: right (X), up (Y), forward (-Z)
local rxc, ryc, rzc = Rw[1], Rw[5], Rw[9]
local uxc, uyc, uzc = Rw[2], Rw[6], Rw[10]
local fxc, fyc, fzc = -Rw[3], -Rw[7], -Rw[11]
local skyRay = {
base = { fxc + rxc * tl + uxc * tu,
fyc + ryc * tl + uyc * tu,
fzc + rzc * tl + uzc * tu },
du = { rxc * (tr - tl), ryc * (tr - tl), rzc * (tr - tl) },
dv = { uxc * (td - tu), uyc * (td - tu), uzc * (td - tu) },
}
-- the eye and its forward, in world pixels: worldFromEye applied to the
-- origin and to -Z
local ax, ay, az = px - anchor[1], py - anchor[2], pz - anchor[3]
-- R's third column is the eye's +Z axis; forward is its negation
local fx, fy, fz = -R[3], -R[7], -R[11]
if yaw and yaw ~= 0 then
local c, s = math.cos(yaw), math.sin(yaw)
ax, az = c * ax + s * az, -s * ax + c * az
fx, fz = c * fx + s * fz, -s * fx + c * fz
end
local ex = pivot[1] + scale * ax
local ey = pivot[2] + scale * ay
local ez = pivot[3] + scale * az
return {
view = view,
proj = proj,
eye = { ex, ey, ez },
focus = { ex + fx * scale, ey + fy * scale, ez + fz * scale },
fov = fov.angleUp - fov.angleDown,
curve = curveK or 0,
skyRay = skyRay,
}
end
-- The WORLD model matrix a hand-held prop stands on: worldFromXr (the
-- same mapping the eyes use -- so the prop is exactly where the hand is,
-- whatever mode the mapping is in) composed with the hand's own tracked
-- pose. A mesh authored in METRES rides it straight: the mapping's scale
-- is what turns metres into world pixels, so the prop keeps its real
-- size in the hand at the diorama's scale and at life scale alike.
--
-- model = T(pivot) * S(s) * Ry(yaw) * T(-anchor) * T(hand.pos) * R(hand.quat)
function VRRig.propMatrix(pose, pivot, anchor, scale, yaw)
local m = Mat4.translate(pivot[1], pivot[2], pivot[3])
m = Mat4.mul(m, Mat4.scale(scale, scale, scale))
if yaw and yaw ~= 0 then m = Mat4.mul(m, Mat4.rotateY(yaw)) end
m = Mat4.mul(m, Mat4.translate(-anchor[1], -anchor[2], -anchor[3]))
m = Mat4.mul(m, Mat4.translate(pose.pos[1], pose.pos[2], pose.pos[3]))
local q = pose.quat
return Mat4.mul(m, Mat4.fromQuat(q[1], q[2], q[3], q[4]))
end
-- The flat compass numbers a head orientation implies, for driving
-- FirstPerson (and through it FreeMove) from the HMD: yaw in this mod's
-- convention (0 south, pi/2 east) and pitch positive-down.
function VRRig.headYawPitch(quat)
local R = Mat4.fromQuat(quat[1], quat[2], quat[3], quat[4])
local fx, fy, fz = -R[3], -R[7], -R[11]
local flat = math.sqrt(fx * fx + fz * fz)
local yaw = flat > 1e-6 and math.atan2(fx, fz) or 0
local pitch = -math.asin(math.max(-1, math.min(1, fy)))
return yaw, pitch
end
-- The two pivots. First person pins the player's head; the diorama pins
-- the view centre at the ground plane. `gh` is the ground height under
-- the player (VoxelScene.groundAt), `eyeH` FirstPerson.EYE_HEIGHT.
function VRRig.fpPivot(pxTopLeft, pyTopLeft, gh, eyeH)
return { pxTopLeft + 8, (gh or 0) + (eyeH or 13), pyTopLeft + 8 }
end
function VRRig.dioramaPivot(cx, cy)
return { cx, 0, cy }
end
return VRRig
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-- RENDER DIST: how much of the map the orbit rungs bother to draw.
--
-- lib/Diorama cuts a headset's model out of the world with a box the
-- player opens and closes with their hands. This is the same cut on the
-- flat screen, asked the other way round: not "how much world do I want to
-- be holding" but "how much world can this camera actually SEE" -- so that
-- nothing off screen is drawn, and nothing on screen is missing.
--
-- THE FOOTPRINT IS NOT THE WINDOW. That is the whole difficulty, and the
-- first cut of this file got it wrong: it took the flat game's own vw-by-vh
-- rectangle about the view centre, which is exactly right at 0 degrees and
-- wrong at every rung the mode actually has. Tilt the camera and the ground
-- it frames stops being that rectangle and becomes a TRAPEZOID -- reaching
-- much further north (the far edge of the frame is further away, so it
-- covers more ground per pixel), flaring much wider there for the same
-- reason, and pulling IN at the south edge, which is nearer the eye than
-- the focus is. A window-sized box cuts the north field and both far
-- corners off a world that is plainly on screen: gaps at the top and down
-- the sides, with sky showing through them.
--
-- So the footprint is derived from the camera rather than guessed. The
-- orbit is one number (see Voxel3D.viewProjection): eye at distance
-- FOCAL*vh, pitched `a` off straight down, looking at the view centre,
-- with a fov chosen so a straight-down camera frames exactly vh. Cast the
-- frame's own corner rays at the ground plane and the trapezoid falls out
-- in closed form -- see footprint() for the derivation, which is three
-- lines of algebra and no tuning at all.
--
-- AND THE GROUND IS NOT THE PICTURE. The trapezoid is where the frame's
-- rays LAND; what is drawn is what stands on it, and a tree at the bottom
-- of the screen has its feet south of the row its top is seen on. Cut to
-- the trapezoid alone, the box takes that tree away whole -- the cut is by
-- column, so a base one pixel outside loses the whole height -- and the
-- bottom of the frame reads as a bite taken out of the scenery. So the
-- south edge is walked back down the bottom ray by the tallest thing that
-- can stand there; see lift().
--
-- The CUT is still a rectangle (the shader's box kind), so what is stored
-- is the trapezoid's bounding rect: never narrower than the picture, so it
-- can never take a bite out of it. It is off-centre in z, because the
-- trapezoid is -- the box sits north of the view centre at every rung but
-- the top one.
--
-- THE HORIZON IS WHY THERE IS A ROW AT ALL. Past about 63 degrees (exactly
-- atan(2*FOCAL), where the top of the frame lifts off the ground plane) the
-- trapezoid stops being finite: the camera can see to the horizon, and "all
-- the ground on screen" is an infinite answer. Something has to name a
-- distance, and that is what RENDER DIST names -- MAX_REACH view heights,
-- times the row's own multiplier. Below that pitch the row does nothing to
-- the picture at all, because the honest footprint is already smaller than
-- the reach; at 75 it is what decides where the world ends.
--
-- AND IT PAYS FOR ITSELF. A cut this file can describe in world pixels is
-- one VoxelScene can test a whole neighbour map against BEFORE drawing it
-- -- see shows() -- so a connected map that lands entirely outside the box
-- costs no terrain mesh, no water, no grass, no flowers and no shadow
-- pass. Most of the win is at the HIGH rungs, where the camera is nearly
-- overhead and the footprint is barely bigger than the window; at 75 it
-- sees half the region and skips almost nothing, which is the truth about
-- that rung rather than a shortcoming of the test.
--
-- WHAT IT DOES NOT TOUCH. The free-roam rungs (1ST and 3RD): the player is
-- standing IN the world there, and a box around a walking eye is a
-- fog-of-war circle rather than a model on a table. The rung tween into
-- them opens the box out with the blend rather than dropping it on a
-- frame, so diving into a head does not pop the sides away. A headset's
-- frame is not touched either -- lib/Diorama owns the cut there, and VR's
-- STANDARD rungs are a tabletop already.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ModSetting = V.require("ModSetting")
local ViewBox = {}
ViewBox.KEY = "viewbox"
-- RENDER DIST rather than a V- name like the rows either side of it: what
-- the player is choosing is HOW MUCH WORLD gets drawn, which is the thing
-- every game with this row calls a render distance. The mode read -- the
-- slab with sides -- is what that buys, not what the row is asking.
ViewBox.LABEL = "RENDER DIST"
-- The ladder, as a multiplier on the footprint the camera actually frames.
-- Rung 0 is FIT and it is the default, and FIT means exactly that: the
-- ground on screen and no more. It cannot open a gap -- 1.0 times the
-- honest answer is the honest answer -- so the only thing the wider rungs
-- buy below the horizon pitch is margin around a cut nobody can see.
--
-- Where they DO decide the picture is at 75, and at the tween rungs either
-- side of it, where the footprint is infinite and MAX_REACH below stands in
-- for it: there the ladder is a real render distance and FIT is the closest
-- horizon of the four.
--
-- Geometric rather than even, for the reason WorldCurve's ladder is: what
-- the player sees change between two rungs is the AREA inside the box, and
-- that goes as the square -- even steps bunch the whole ladder at the
-- near end.
--
-- The last rung is 0, which is no cut at all. It sits at the TOP because
-- "everything" is where the ladder is going: FIT, wider, wider, wider,
-- all of it.
ViewBox.FRACS = { 1.0, 1.5, 2.25, 3.5, 0 }
ViewBox.setting = ModSetting.new(ViewBox.KEY, ViewBox.LABEL,
{ 0, 1, 2, 3, 4 },
{ "FIT", "WIDE", "WIDER", "WIDEST", "OFF" })
-- How far the world may reach when the camera can see the HORIZON and the
-- honest footprint is infinite, in view heights. Generous on purpose: this
-- is a backstop for an unbounded answer, not a curtain to draw across the
-- middle distance, and it wants to land well past the edge of the loaded
-- neighbourhood so the world runs out before the cut does. Multiplied by
-- the row, so a player who can see the seam can push it away.
ViewBox.MAX_REACH = 6
-- ------- the geometry standing on the ground it frames
--
-- The footprint is where the frame's rays hit the GROUND, and the ground is
-- not what the picture is made of. A tree is most of a hundred world pixels
-- tall, and a point that high up on the BOTTOM edge's own ray sits south of
-- where that ray lands -- nearer the eye, because the ray is coming down. So
-- the bottom of the screen is full of things whose feet are outside the
-- ground trapezoid, and a box cut to the trapezoid alone takes them away
-- whole: the shader cuts a fragment by the column it stands in (Voxel3D's
-- dioramaCull is unbounded upward, deliberately, so a cut never takes the
-- tops off trees), so a tree one pixel south of the edge loses its whole
-- height at once. That is a bite along the bottom of the picture -- a row of
-- trees cut through by the frame's own edge, with the ground behind them
-- showing.
--
-- HEIGHT is the tallest thing standing on that ground, and it is the sun
-- pass's own figure for the same reason it needs one: how far outside the
-- ground it fits can something still reach the picture? Kept here rather
-- than read across so this file's cut does not move when the light's
-- frustum is retuned; they answer to the same world either way.
ViewBox.HEIGHT = 160
-- And a tile of slack on top, at every pitch. The cut's south edge would
-- otherwise land on the frame's own bottom row at the rungs where the term
-- below is zero, which is a hard edge (see FADE_FRAC) balanced on the
-- pixel it is drawn at -- a supersampled frame (lib/AntiAlias) resolves
-- half of it. One tile is cheap and no cut this file makes should be
-- decided by a rounding.
ViewBox.SOUTH_PAD = 16
-- How much further south than the ground it lands on the bottom edge of the
-- frame can still show, in world pixels.
--
-- At sy = -1 the ray direction (see footprint) is
--
-- d = (0, -(cos a + tanY sin a), -(sin a - tanY cos a))
--
-- in (x, y, z) with y up and -z north, so climbing it costs
--
-- (sin a - tanY cos a) / (cos a + tanY sin a)
--
-- of south per world pixel of height. Zero at and below atan(tanY) -- about
-- 26 degrees with FOCAL 1, where the ray is shallower than the frame's own
-- half-angle and a RAISED point lands north of the ground hit, which no cut
-- can lose -- a tile and a half at 35, four at 50, and a good eleven at 75,
-- where the eye is nearly level and a tree is nearly all of what is under
-- the bottom of the frame.
function ViewBox.lift(a)
local Voxel = V.require("VoxelState")
local tanY = 1 / (2 * (Voxel.FOCAL or 1))
local ca = math.max(math.cos(a or 0), 1e-3)
local sa = math.max(math.sin(a or 0), 0)
local rise = (sa - tanY * ca) / (ca + tanY * sa)
if rise <= 0 then return 0 end
return ViewBox.HEIGHT * rise
end
-- The rim under V-CURVE, as a fraction of the shorter half-extent, and for
-- the reason Diorama.FADE_FRAC exists: a bent world has no straight sides,
-- so a hard edge across one is a lie about what is being looked at. Flat,
-- the box keeps its hard edge -- that IS the sides.
ViewBox.FADE_FRAC = 0.16
-- How far outside the box a map may still have geometry inside it: the
-- border ring ChunkMesher meshes around a body (RING = 3 blocks of 32
-- world pixels), which is the one thing a map draws beyond its own
-- rectangle. A neighbour kept by this margin that turns out to be entirely
-- outside is drawn and then cut per fragment, which is what would have
-- happened without the test -- the margin can only cost a draw, never a
-- hole.
ViewBox.PAD = 96
function ViewBox.level()
return ViewBox.setting:get() or 0
end
-- The multiplier in force, or nil for OFF -- which is also every caller's
-- "there is no cut this frame" answer.
function ViewBox.frac()
local f = ViewBox.FRACS[ViewBox.level() + 1]
if not f or f <= 0 then return nil end
return f
end
-- Whether this rung is one the box is about: an ORBIT rung, which is every
-- level the mode has except OFF (level 0, where there is no 3D pass to cut)
-- and the two free-roam rungs (see the header).
function ViewBox.appliesTo(level)
local ok, applies = pcall(function()
local Voxel = V.require("VoxelState")
local l = level or Voxel.level or 0
return l > 0 and not Voxel.isFreeCam(l)
end)
return ok and applies or false
end
-- ------- what the live frame is
--
-- Set by VoxelScene for the length of one flat frame and cleared with it,
-- exactly as Diorama's is for a headset's. Nothing else writes it, and
-- every reader -- the shader uniforms, the neighbour skip -- hangs off this
-- one field being nil or not.
ViewBox.cull = nil -- { x, y, z, r, rx, rz, invFade, kind }
local function curved()
local ok, on = pcall(function()
return V.require("WorldCurve").active()
end)
return ok and on or false
end
-- How far out of the orbit and into a walking head the rung tween has got,
-- 0..1. The box opens out by one over what is LEFT of the orbit, so it has
-- grown past every edge of the frame by the time the eye arrives in the
-- head and the cut is dropped -- rather than the sides vanishing on the
-- frame the rung number changed, which is a pop in the middle of a move.
local function orbitLeft()
local ok, blend = pcall(function()
return V.require("FirstPerson").blendEased()
end)
if not ok or type(blend) ~= "number" then return 1 end
return 1 - math.max(0, math.min(1, blend))
end
-- ------- the ground this camera frames
--
-- The orbit (Voxel3D.viewProjection's else branch) is: eye at distance
-- k = FOCAL*vh, pitched `a` off straight down and due south of the focus;
-- focus on the ground at the view centre; a symmetric frustum whose
-- half-tangents are tanY = 1/(2*FOCAL) vertically and tanY*(vw/vh)
-- horizontally. Screen coordinates run sx, sy in [-1, 1] with sy = +1 the
-- TOP of the frame, which is north.
--
-- The ray through a screen point is forward + right*sx*tanX + up*sy*tanY,
-- and with the orbit's basis (right = +x, forward = (0, -cos a, -sin a),
-- up = (0, sin a, -cos a)) that comes out as
--
-- d = ( sx*tanX, -cos a + sy*tanY*sin a, -sin a - sy*tanY*cos a )
--
-- Drop it to the ground plane from an eye at height k*cos a and the whole
-- trapezoid collapses to ONE denominator,
--
-- D(sy) = cos a - sy*tanY*sin a
--
-- with (the sin^2 + cos^2 cancels most of the algebra away):
--
-- north of centre : (vh/2) * sy / D(sy)
-- half-width : (vw/2) * cos a / D(sy)
--
-- because k*tanY is exactly vh/2 and tanX*k is exactly vw/2, whatever FOCAL
-- is. At a = 0 both reduce to vh/2 and vw/2 -- the flat window, which is
-- the case the first cut of this file mistook for all of them.
--
-- D shrinks as sy climbs, so BOTH grow toward the top of the frame, and
-- both blow up where D reaches zero: sy* = cot(a)/tanY, the row the horizon
-- sits on. Past 63 degrees that row is inside the frame and the answer is
-- infinite -- which is what `reach` is for.
--
-- Returns three DISTANCES from the view centre, all positive: how far the
-- picture runs north, how far south, and how far to each side.
function ViewBox.footprint(a, vw, vh, reach)
local Voxel = V.require("VoxelState")
local halfW, halfH = (vw or 320) * 0.5, (vh or 288) * 0.5
local tanY = 1 / (2 * (Voxel.FOCAL or 1))
-- the orbit never reaches level (75 degrees is the last rung) but a tween
-- reads a live angle, and a cos of zero is a horizon through the middle
-- of the frame rather than a number
local ca = math.max(math.cos(a or 0), 1e-3)
local sa = math.max(math.sin(a or 0), 0)
-- The screen row the far edge is taken at: the TOP of the frame, or the
-- row whose ray lands `reach` out, whichever comes first. Inverting the
-- north formula for sy gives
--
-- sy = reach*cos a / (vh/2 + reach*tanY*sin a)
--
-- which is always strictly below the horizon row (it approaches it from
-- underneath as reach grows), so D below is always positive -- with the
-- horizon in frame this never even reaches 1 and the clamp is inert.
local sy = reach * ca / (halfH + reach * tanY * sa)
if sy > 1 then sy = 1 end
local D = ca - sy * tanY * sa
if D < 1e-3 then D = 1e-3 end
return halfH * sy / D, -- north
halfH / (ca + tanY * sa), -- south: the sy = -1 row
halfW * ca / D -- and the widest row is the far one
end
-- Open the frame's cut: the bounding rectangle of the ground this camera
-- frames, times the row's multiplier. Returns the cut, or nil when this
-- frame has none -- which is the row at OFF, a rung the box is not about,
-- and a camera that has finished its dive into a head.
function ViewBox.frame(cx, cy, vw, vh, level)
ViewBox.cull = nil
local frac = ViewBox.frac()
if not (frac and ViewBox.appliesTo(level)) then return nil end
local left = orbitLeft()
if left <= 0.001 then return nil end
frac = frac / left
local Voxel = V.require("VoxelState")
local angle = Voxel.angle or 0
local north, south, side = ViewBox.footprint(
angle, vw, vh, ViewBox.MAX_REACH * (vh or 288))
-- the ground the bottom edge lands on is not the southernmost thing under
-- it: what STANDS there reaches into the frame from further south (see
-- lift). Added before the row's multiplier, so FIT carries it too -- it is
-- a correction to the honest answer, not margin around it.
south = south + ViewBox.lift(angle) + ViewBox.SOUTH_PAD
north, south, side = north * frac, south * frac, side * frac
-- The rectangle around it. Off-centre in z, because the trapezoid is:
-- the camera looks NORTH from south of its focus, so there is far more
-- picture ahead of the view centre than behind it -- at 35 degrees
-- roughly twice as much, at 75 the whole frame.
--
-- The same floor Diorama.radius keeps: a box smaller than a couple of
-- tiles is not a viewport, it is a hole the player is standing in.
local rx = math.max(24, side)
local rz = math.max(24, (north + south) * 0.5)
local bent = curved()
local fade = bent and math.max(1, math.min(rx, rz) * ViewBox.FADE_FRAC) or 0
ViewBox.cull = {
x = cx, y = 0, z = cy - (north - south) * 0.5,
-- `r` is what the ball and the pillar kinds are sized by and the box
-- is not; carried so the cut table has one shape whoever made it
r = math.max(rx, rz), rx = rx, rz = rz,
-- a zero band is a hard edge: half a pixel of ramp, which is one pixel
-- of antialiasing rather than a stair (Diorama says the same)
invFade = 1 / math.max(fade, 0.5),
kind = V.require("Diorama").BOX,
}
return ViewBox.cull
end
function ViewBox.stop()
ViewBox.cull = nil
end
-- ------- the coarse half of the cut
--
-- Whether anything inside the world-pixel rectangle (x0, z0)-(x1, z1) can
-- be inside this frame's box. True whenever there is no box, so a caller
-- may guard every draw with it unconditionally.
function ViewBox.shows(x0, z0, x1, z1)
local c = ViewBox.cull
if not c then return true end
local pad = ViewBox.PAD
return x0 - pad <= c.x + c.rx and x1 + pad >= c.x - c.rx
and z0 - pad <= c.z + c.rz and z1 + pad >= c.z - c.rz
end
-- The same question about a connected neighbour, in the shape VoxelScene
-- keeps them: { map, ox, oy } with the offset in world pixels and the map's
-- own size in blocks of 32 (the shape prefetch's masks are built from).
function ViewBox.showsMap(nb)
if not (nb and nb.map and nb.map.def) then return true end
return ViewBox.shows(nb.ox or 0, nb.oy or 0,
(nb.ox or 0) + (nb.map.def.width or 0) * 32,
(nb.oy or 0) + (nb.map.def.height or 0) * 32)
end
-- What the shadow pass has to notice: WHICH neighbours it drew is now a
-- function of the row, and the row is the one input to that the sun's own
-- signature does not already carry (the centre, the view size and the
-- rung are all in it). Widening the box brings a neighbour back into the
-- light's frustum, and a map recorded without it must be redrawn.
function ViewBox.signature()
return ViewBox.frac() or 0
end
function ViewBox.row()
return ViewBox.setting:row()
end
function ViewBox.sync(value)
ViewBox.setting:sync(value)
end
return ViewBox
+799 -43
View File
File diff suppressed because it is too large Load Diff
+13
View File
@@ -44,6 +44,19 @@ VoxelGrid.DARK = 0.45
-- 1.0 here is the one-pixel wireframe.
VoxelGrid.WIDTH = 1.0
-- The same width in the CANVAS pixels the shader measures in, which is what
-- every sender of it actually wants.
--
-- The two are the same number until AA renders the pass larger than the
-- window (see AntiAlias): there a canvas pixel is a fraction of a display
-- one, and a width left at 1.0 would come out a half or a quarter of a line
-- after the fold -- the wireframe fading as the smoothing goes up, which
-- reads as one row breaking the other. Scaled, it stays a one-pixel seam and
-- simply gains the antialiasing everything else in the frame just gained.
function VoxelGrid.width()
return VoxelGrid.WIDTH * V.require("AntiAlias").factor()
end
-- where it persists and the rows that cycle it (see ModSetting)
VoxelGrid.setting = ModSetting.new(VoxelGrid.KEY, VoxelGrid.LABEL,
{ false, true }, { "OFF", "ON" })
+634 -69
View File
@@ -15,13 +15,21 @@ local V = ...
local Mat4 = V.require("Mat4")
local Voxel3D = V.require("Voxel3D")
local ShadowMap = V.require("ShadowMap")
local Shadows = V.require("Shadows")
local ChunkMesher = V.require("ChunkMesher")
local SpriteBillboards = V.require("SpriteBillboards")
local TileShape = V.require("TileShape")
local TerrainAtlas = V.require("TerrainAtlas")
local Voxel = V.require("VoxelState")
local Sky = V.require("Sky")
local Water = V.require("Water")
local VoxelGrid = V.require("VoxelGrid")
local DayNight = V.require("DayNight")
local FirstPerson = V.require("FirstPerson")
local BattleBillboard = V.require("BattleBillboard")
local Pokedex = V.require("Pokedex")
local Diorama = V.require("Diorama")
local ViewBox = V.require("ViewBox")
local PaletteFX = require("src.render.PaletteFX")
local Map = require("src.world.Map")
@@ -212,6 +220,30 @@ local function frameFor(def, facing, phase, flip)
return frame, mirror
end
-- The facing a pose SHOWS this camera. The flat frames are "how this pose
-- looks from the south", which is where the orbit always stands; a
-- first-person eye stands anywhere, so deep enough into the blend the
-- facing is remapped to how the pose looks from THERE -- walk behind an
-- NPC and their card wears the back sprite. Used by the camera draw and
-- the sun pass BOTH: the card the sun stored and the transform a lit card
-- reads its own shadowing with must describe the same frame, or the
-- mirror-flip half of the pair asks the map about texels the sun filed
-- under the other cheek.
-- The player's own card asks a different function for the same answer:
-- their body's bearing is what the camera is derived FROM, so it is known
-- continuously rather than as one of four directions, and measuring
-- against the compass point instead flicks the card to a profile for a
-- frame or two when the camera is spun fast (see playerFacing).
local function viewFacing(p)
if FirstPerson.cardBlend() > 0.5 then
if p.isPlayer then
return FirstPerson.playerFacing(p.facing, p.px + 8, p.py + 8)
end
return FirstPerson.apparentFacing(p.facing, p.px + 8, p.py + 8)
end
return p.facing
end
-- FALLBACK ONLY (see castShadows below). Draw one entity's drop shadow as
-- a decal: its current sprite frame as a single quad, flattened onto the
-- ground along the sun line (Voxel3D.shadowMatrix). Runs inside
@@ -234,17 +266,40 @@ end
-- Shared by the solid draw and the silhouette below, so the two can never
-- drift apart -- a silhouette standing anywhere but exactly behind the
-- figure would read as a second character.
--
-- IN FIRST PERSON the card stops leaning and starts TURNING: upright, yawed
-- about its feet to face the eye (cylindrical billboarding). A south-facing
-- card is invisible edge-on to an eye standing east of it, which no orbit
-- camera could ever do and a first-person one does constantly. The blend
-- carries one pose into the other -- the lean eases out as the yaw eases in
-- -- and cardBlend is zero for every camera that is not the first-person
-- rig, the battle's placed shot included, so nothing else moves.
-- The pitch the sprite cards lean back by -- normally the rung's own
-- camera angle, overridable in radians. VR sets the override to the top
-- rung's 75 degrees for every diorama and battle frame: a table watched
-- from a freely moving head has no one camera pitch for the cards to
-- match, and the near-upright top-rung lean is the pose that reads as
-- "standing" from anywhere around it. nil (the default, and the flat
-- screen always) leans with the rung as ever.
VoxelScene.spriteLean = nil
local function leanAngle()
return VoxelScene.spriteLean or V.require("VoxelState").angle
end
local function billboardMatrix(px, py, y, mirror)
local Voxel = V.require("VoxelState")
local m = Mat4.mul(Mat4.translate(px + 8, y, py + 8),
Mat4.rotateX(Voxel.angle - math.pi / 2))
local b = FirstPerson.cardBlend()
local m = Mat4.translate(px + 8, y, py + 8)
if b > 0 then
m = Mat4.mul(m, Mat4.rotateY(FirstPerson.cardYaw(px + 8, py + 8) * b))
end
m = Mat4.mul(m, Mat4.rotateX((leanAngle() - math.pi / 2) * (1 - b)))
if mirror then m = Mat4.mul(m, Mat4.scale(-1, 1, 1)) end
return Mat4.mul(m, Mat4.translate(-8, 0, 0))
end
local function billboardPull()
local Voxel = V.require("VoxelState")
return VoxelScene.pull(math.max(Voxel.angle, 0.05))
return VoxelScene.pull(math.max(leanAngle(), 0.05))
end
-- An authored FIGURE's card -- a person the tileset draws INTO a piece of
@@ -256,10 +311,23 @@ end
-- the Pokemon Center couch reads face-on at every tilt like the NPCs
-- around him. No cell centring: unlike a character he is not standing on a
-- cell, he is standing where he was drawn, which may straddle two.
--
-- First person turns him at the eye like the walkers (see billboardMatrix)
-- -- about his own middle, because unlike a character card his local space
-- starts at x = 0 rather than being anchored by a -8 shift, and a yaw about
-- his edge would swing him off his seat. The width rode in on the record
-- for exactly this (ChunkMesher.buildFigureMeshes).
local function figureMatrix(f, offX, offZ)
local Voxel = V.require("VoxelState")
return Mat4.mul(Mat4.translate(f.wx + (offX or 0), f.y, f.wz + (offZ or 0)),
Mat4.rotateX(Voxel.angle - math.pi / 2))
local b = FirstPerson.cardBlend()
local wx, wz = f.wx + (offX or 0), f.wz + (offZ or 0)
local m = Mat4.translate(wx, f.y, wz)
if b > 0 and f.w and f.w > 0 then
local half = f.w / 2
m = Mat4.mul(m, Mat4.translate(half, 0, 0))
m = Mat4.mul(m, Mat4.rotateY(FirstPerson.cardYaw(wx + half, wz) * b))
m = Mat4.mul(m, Mat4.translate(-half, 0, 0))
end
return Mat4.mul(m, Mat4.rotateX((leanAngle() - math.pi / 2) * (1 - b)))
end
-- What the sun sees: the same card UNLEANED and flattened, exactly as
@@ -331,7 +399,7 @@ VoxelScene.drawEntity = drawEntity
-- mesh for it.
local function drawGhost(p)
local def = p.sprite.def
local frame, mirror = frameFor(def, p.facing, p.phase, p.flip)
local frame, mirror = frameFor(def, viewFacing(p), p.phase, p.flip)
local mesh = SpriteBillboards.shadowQuad(def, frame)
if not mesh then return end
local tex = p.sprite:resolveImage()
@@ -404,17 +472,25 @@ 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 /
@@ -452,7 +528,13 @@ local function posesOf(state, spriteColors)
gh = groundAt(state.map, e.cellX, e.cellY),
lift = e.py - vy, colors = colors,
}
if e == state.player then me = posed[#posed] end
if e == state.player then
me = posed[#posed]
-- marked so the camera draw can leave the card out in first
-- person, where it would fill the lens from inside; the SUN pass
-- reads the same list and deliberately does not check the mark
me.isPlayer = true
end
end
end
return posed, me
@@ -490,6 +572,177 @@ end
local glint = {}
-- ------- the cast
--
-- Everybody standing on the map: the walkers, and the authored FIGURES the
-- tileset draws into its own furniture (they ARE characters as far as the
-- artwork is concerned, just ones drawn by the tileset instead of by a
-- sprite sheet, so they get the same lean and the same camera-ward pull).
--
-- One function because it is drawn TWICE and the two must be identical: once
-- into the frame, and once into the water's reflection copy (see drawWater --
-- Gen 1 draws people over the world, and water is world, so the cast cannot
-- be composited before the water it has to appear in).
--
-- Characters carry no wireframe out here, whatever the V-GRID row says. The
-- seams are what makes the WORLD read as built out of voxels, and the people
-- walking around in it are the one thing that should read as drawn instead --
-- a grid over a 16x16 sprite lands a line every couple of display pixels and
-- turns a face into a mesh. (The battle pass makes the opposite call for its
-- own combatants, deliberately -- see BattleBillboard.)
--
-- Sprite sheets until the figure pass: their texture coordinates mean
-- nothing to the tileset-shaped glass mask, so the glass is off or the
-- panes' atlas positions stripe the cast with lamplight at night.
local function drawCast(state, posed, atlasFor)
Voxel3D.glass(false)
Voxel3D.seams(false)
-- Characters, normally depth-tested: the camera-ward pull inside
-- drawEntity resolves the lean-over-the-wall-in-front case, and a
-- character genuinely behind a building is far deeper and loses the
-- test, so buildings and trees really occlude.
--
-- In first person two of them change: the player's own card is left out
-- (the eye is standing in it), and every other card wears the frame its
-- pose SHOWS this eye (viewFacing) rather than the one it shows the
-- south. Both run through here, so the water's reflection copy -- drawn
-- by this same function -- agrees with the frame to the pixel.
local hideMe = FirstPerson.hidePlayer()
for _, p in ipairs(posed) do
if not (p.isPlayer and hideMe) then
drawEntity(p.sprite, p.px, p.py, viewFacing(p), p.phase, p.flip, p.gh,
p.colors, p.lift)
end
end
-- back on for everything textured from the atlas again -- figures, grass
-- and flowers all sample it, where the mask's coordinates are honest
Voxel3D.glass(true)
-- Figures after the walkers, so a player standing in front of the couch
-- wins the overlap -- the order the flat game draws them in.
local figPull = billboardPull()
eachFigure(state.map, 0, 0, function(mesh, model, caster)
Voxel3D.draw(mesh, atlasFor(state.map), model, figPull,
ShadowMap.snug(caster))
end)
for _, nb in ipairs(state.neighbors or {}) do
if ViewBox.showsMap(nb) then
eachFigure(nb.map, nb.ox, nb.oy, function(mesh, model, caster)
Voxel3D.draw(mesh, atlasFor(nb.map), model, figPull,
ShadowMap.snug(caster))
end)
end
end
-- and the seams are back on for the terrain art that follows: grass and
-- flowers are the world's own drawing, not people
Voxel3D.seams(true)
end
-- ------- the water pass
--
-- Between the terrain and everything that stands on it, because water is a
-- MIRROR and a mirror can only reflect what is already down: the ground, the
-- shoreline, the trees and buildings behind it, and the sky the frame opened
-- with.
--
-- THE CAST IS THE AWKWARD ONE, and it is settled by drawing it twice. Gen 1
-- draws people over the world and water is world, so a surfing player has to
-- composite OVER the water they are sitting on -- which puts them after it,
-- and a reflection can only hold what came before it. So `cast` is painted
-- into the reflection copy alone (Voxel3D.beginWater), where it is in the
-- picture the water reflects and not yet in the picture the water is drawn
-- into. Both draws go through drawCast, so they cannot come out different.
--
-- The ray march finds them the honest way round: a sprite is not in the
-- DEPTH buffer at that point, so a ray aimed at one passes through to the
-- terrain standing behind it and reads the copy there -- where the sprite is
-- already painted. The reflection lands a hair off the sprite's own depth
-- and exactly on its colour, which at a lake's worth of ripple is the same
-- picture.
--
-- `draws` is a list of { mesh, texture, model }. Nothing is a special case:
-- with the row OFF, no depth texture to read, or a shader that would not
-- build, the same meshes go through the ordinary scene shader and come out
-- as the flat animated water this mode always drew.
-- The overworld's alone: the staged battle draws its water plain, always --
-- its placed camera reads this pass wrong, and a stage set wants painted
-- water anyway (see BattleScene, where the choice is argued).
-- ------- and why the flat draw happens FIRST while the world is curved
--
-- The reflective pass writes no depth -- it cannot, the depth canvas is
-- detached for the length of it so the shader can READ it -- and it does its
-- own depth test against that texture instead. That test asks whether
-- something opaque is in front, and it answers correctly for every case but
-- one: WATER IN FRONT OF WATER. Nothing puts water in the depth buffer, so
-- no lake can hide another, and the pass simply paints them in mesh order.
--
-- On a flat world that never matters: every surface lies in the one plane
-- at its own recessed height, and a farther sheet always lands farther down
-- the screen. THE WORLD CURVE ENDS THAT. The bend drops the world by the
-- square of its distance, so the far side of the map swings down and back
-- up into the near field of view -- and a sheet of sea a hundred and fifty
-- tiles away, drawn later in the same mesh, paints straight over the pond
-- at the player's feet. Not a reflection of the far shore: the far shore
-- itself, rasterised on top of the water in front of you.
--
-- So WHILE THE CURVE IS ON, the meshes go down flat first, through the
-- ordinary scene shader with depth writes on, and the reflective pass draws
-- over the top of what survived: the depth buffer now holds the water
-- surface, so the pass's own test throws the far sheet away, and the
-- reflection COPY holds it too, so a ray grazing another part of the lake
-- reads water rather than the void behind it.
--
-- With the curve OFF the prepass is not just unnecessary, it is a LIABILITY,
-- and it stays off -- the reflective pass tests only against terrain, as it
-- always did. Painting the surface into the depth texture turns the pass's
-- test into a comparison of the surface against ITSELF, which asks the two
-- rasterisations to agree to within interpolation error -- and on mobile
-- GPUs they don't reliably (that fight is what put the Android port back on
-- flat water). Confined to the curve there is no regression to reach: the
-- flat world never had the far-shore bug in the first place.
function VoxelScene.drawWater(draws, cast)
-- prepass only under the bend; see the header
local curved = (Voxel3D.curveK or 0) > 0
if curved then
for _, d in ipairs(draws) do
Voxel3D.draw(d[1], d[2], d[3])
end
end
local plain = not curved
if Water.enabled() and Voxel3D.depthReadable() then
local mirror, depth = Voxel3D.beginWater(cast)
local w, h = Voxel3D.size()
local ok = mirror and depth and Water.begin({
reflect = mirror, depth = depth,
vp = Voxel3D.vp, eye = Voxel3D.eye, curve = { Voxel3D.curveX or 0,
Voxel3D.curveZ or 0,
Voxel3D.curveK or 0 },
screen = { w, h }, cell = Voxel3D.cell, fov = Voxel3D.fovY,
skyEdge = Voxel3D.skyEdge, grid = VoxelGrid.enabled(),
lookFlat = Voxel3D.lookFlat, descent = Voxel3D.descent,
})
if ok then
for _, d in ipairs(draws) do
Water.draw(d[1], d[2], d[3])
end
Water.finish()
plain = false
end
-- Unconditionally, and OUTSIDE the success branch: beginWater unbinds
-- the shader and the depth mode BEFORE it can discover it cannot go on,
-- so a frame that bails halfway through has to be put back together
-- exactly like one that succeeded -- otherwise every pass after it runs
-- with no shader and no depth test.
Voxel3D.endWater()
end
-- the fallback flat draw -- unless the curve's prepass already put the
-- same meshes down, in which case a bailed frame is already whole
if plain then
for _, d in ipairs(draws) do
Voxel3D.draw(d[1], d[2], d[3])
end
end
end
-- A stamp of everything the sun pass depends on. Nothing in it moving
-- means the shadow map it produced last frame is still exactly right, and
-- redrawing the whole world from the sun would buy nothing -- which is
@@ -517,6 +770,15 @@ local function shadowSignature(terrain, nbMesh, posed, cx, cy, vw, vh)
-- few times a minute rather than every frame.
put(math.floor(ShadowMap.KX * 128))
put(math.floor(ShadowMap.KZ * 128))
-- and the first-person head: the box is fitted around wherever it looks
-- and the sprite cards swap frames as it circles them, so a turn on the
-- spot re-fits and redraws exactly like a camera move ("" outside 1ST)
put(FirstPerson.signature())
-- and the window box, because WHICH neighbours went into the light is a
-- function of it (see ViewBox.signature): opening the row out brings a
-- map back inside the cut, and a sun map recorded without it would leave
-- that map standing in its own unlit shadow
put(ViewBox.signature())
put(tostring(terrain))
for i = 1, #nbMesh do put(tostring(nbMesh[i])) end
for _, p in ipairs(posed) do
@@ -540,16 +802,37 @@ 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, battleCards, battleToken)
if not ShadowMap.available() then return end
local sig = shadowSignature(terrain, nbMesh, posed, cx, cy, vw, vh)
-- a staged fight's pics move every frame the animation does, and the sun
-- has to follow them (VR frames only; see render)
if battleToken then sig = sig .. "|btl" .. tostring(battleToken) end
if not ShadowMap.stale(sig) then return end
if not ShadowMap.begin(cx, cy, vw, vh) then return end
ShadowMap.draw(terrain, atlasFor(state.map), nil)
-- The window box's coarse cut, here and at every neighbour loop below
-- (lib/ViewBox): a connected map lying entirely outside this frame's
-- viewport has nothing inside it that could reach the picture, so it is
-- not submitted at all. True for every map whenever there is no box,
-- which is every frame the row is OFF and every headset frame.
for i, nb in ipairs(state.neighbors or {}) do
ShadowMap.draw(nbMesh[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
if ViewBox.showsMap(nb) then
ShadowMap.draw(nbMesh[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
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
if ViewBox.showsMap(nb) then
ShadowMap.draw(nbWater and nbWater[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
end
-- flower billboards live outside the terrain mesh (they draw after the
-- characters, pulled -- see render), but the sun still sees them: a
@@ -560,22 +843,36 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
ShadowMap.draw(ChunkMesher.flowers(state.map), atlasFor(state.map),
ShadowMap.snug(nil))
for _, nb in ipairs(state.neighbors or {}) do
ShadowMap.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
if ViewBox.showsMap(nb) then
ShadowMap.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
end
-- From here down it is the CAST, marked as such in the map (see
-- ShadowMap.sprites) so water can decline them: everything the world casts
-- still shades a lake, a silhouette of somebody standing beside it does
-- not. Ground, roofs and the characters themselves take them as before.
ShadowMap.sprites(true)
-- authored figures cast too, for the same reason the flowers do: a
-- handful of cards per map, and a person with no shadow reads as pasted on
eachFigure(state.map, 0, 0, function(mesh, _, caster)
ShadowMap.draw(mesh, atlasFor(state.map), ShadowMap.snug(caster))
end)
for _, nb in ipairs(state.neighbors or {}) do
eachFigure(nb.map, nb.ox, nb.oy, function(mesh, _, caster)
ShadowMap.draw(mesh, atlasFor(nb.map), ShadowMap.snug(caster))
end)
if ViewBox.showsMap(nb) then
eachFigure(nb.map, nb.ox, nb.oy, function(mesh, _, caster)
ShadowMap.draw(mesh, atlasFor(nb.map), ShadowMap.snug(caster))
end)
end
end
for _, p in ipairs(posed) do
local def = p.sprite.def
local frame, mirror = frameFor(def, p.facing, p.phase, p.flip)
-- viewFacing, exactly as the camera draw picks it (see viewFacing for
-- why the two passes must agree): in first person the sun's card
-- swaps frame as the eye circles, which costs a redraw the signature
-- already charges for (FirstPerson.signature) and keeps a card from
-- fringing against a mirror-flipped record of itself
local frame, mirror = frameFor(def, viewFacing(p), p.phase, p.flip)
local mesh = SpriteBillboards.shadowQuad(def, frame)
if mesh then
ShadowMap.draw(mesh, p.sprite:resolveImage(),
@@ -584,16 +881,39 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
mirror)))
end
end
-- a staged fight's mons (VR frames only): the same cards the eye pass
-- stands on the arena, snugged like every thin card, marked as the cast
-- so the water can decline them like everybody else's silhouette
for _, card in ipairs(battleCards or {}) do
ShadowMap.draw(BattleBillboard.mesh(), card.tex, ShadowMap.snug(card.model))
end
ShadowMap.sprites(false)
-- and the STADIUM models, outside the sprite flag and un-snugged, for
-- the reasons the flat battle pass gives (BattleScene.castShadows):
-- these are geometry, not cut-outs
pcall(function()
local stageArena, stageY = V.require("OverworldBattle").stage()
if stageArena and stageArena.discs then
V.require("StadiumStage").cast(ShadowMap, stageArena, stageY or 0)
end
V.require("Stadium").cast(ShadowMap)
end)
ShadowMap.finish(sig)
end
function VoxelScene.render(state, w, h, vw, vh, paletteFor)
-- Render the world. Without `eyes`, one frame into one canvas -- the flat
-- path every rung has always taken. With `eyes` -- a list of
-- { camera, w, h, slot, adopt } records, plus optional cx/cy for the
-- scene centre -- the same frame is drawn once per entry and the list of
-- canvases comes back: the VR path, two eyes over one shared shadow map,
-- pose capture and glint step.
function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
-- With nothing cached at all (the first frame of a fresh toggle),
-- 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
@@ -615,8 +935,25 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
local GlassMask = V.require("GlassMask")
Voxel3D.glassMask = outdoor and GlassMask.texture(state.map.tileset) or nil
Voxel3D.glassNight = outdoor and DayNight.windowLight() or 0
-- The existing day/night ramp is also a darkness factor. Fireflies fade
-- in naturally at dusk and reach full contrast only at deepest night.
Voxel3D.fireflyNight = outdoor and DayNight.windowLight() or 0
local g = VoxelScene.glintStep(glint, cx, cy)
Voxel3D.glassPhase, Voxel3D.glassGlint = g.phase, g.amp
-- and the map's atmosphere, if it has one (see ForestAtmos): the haze
-- the scene shader folds every surface into, in the hour's colour.
-- nil for every map without an entry -- a clear day, exactly as before.
local ForestAtmos = V.require("ForestAtmos")
local atmos = ForestAtmos.frame(state.map)
Voxel3D.fog = atmos and atmos.fog or nil
-- and the DIORAMA modes' viewport and chroma key (lib/Diorama, driven by
-- the headset -- lib/VR sets them for the length of one frame). Both are
-- put back to nil at the end of this function, so no other pass in the
-- frame -- the battle screen's own arena shot above all -- can inherit a
-- cut world or a green background.
local dioFrame = (eyes and Diorama.on) and true or false
Voxel3D.cull = dioFrame and Diorama.cull or nil
Voxel3D.keyColor = dioFrame and Diorama.keyColor() or nil
local function atlasFor(map)
return TerrainAtlas.forMap(map, modeColors(paletteFor, map))
@@ -630,16 +967,81 @@ 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)
if not Voxel3D.beginScene(w, h, cx, cy, vw, vh, skyFor(state.map)) then
return nil
-- The first-person rig, built (or blended) for this frame and handed to
-- Voxel3D BEFORE either pass runs: the sun's box is fitted around this
-- camera, and every card matrix asks it which way to turn. With the
-- blend fully out the call clears the placed camera and the orbit is
-- exactly what it always was. The scene centre it returns walks from
-- the orbit's view centre into the head, so the curve's focus and the
-- depth reference follow the camera actually in charge.
--
-- A VR frame skips all of it: the caller brought its own cameras, and
-- its own idea of the scene centre with them.
if not eyes then
local fpRig, fpCx, fpCy = FirstPerson.frame(me, cx, cy, vw, vh)
if fpRig then cx, cy = fpCx, fpCy end
elseif eyes.cx then
cx, cy = eyes.cx, eyes.cy
end
-- and the ORBIT RUNGS' own viewport (lib/ViewBox): the flat screen's
-- answer to the same question the diorama's box asks -- the map cut to
-- the window that frames it, so a tilted world reads as a model with
-- sides rather than a map running off every edge. Flat frames only: a
-- headset's cut is Diorama's above, and the two must never both be live.
--
-- After the first-person block, so the box is centred on the camera
-- actually in charge and opens out with a dive into a head rather than
-- vanishing on the frame the rung changed.
--
-- Ahead of castShadows, deliberately: the sun draws the same neighbours
-- the eye does (both ask ViewBox.showsMap), so a map skipped out here is
-- skipped out there and nothing is left casting a shadow it cannot own.
if not eyes then
Voxel3D.cull = ViewBox.frame(cx, cy, vw, vh)
else
ViewBox.stop()
end
-- A staged fight, seen by the VR eyes: the flat screen draws the battle
-- SCREEN while one is up (this pass never runs), but the headset keeps
-- looking at the world, so the world had better have the fight on it.
-- Fetched per frame for the sun, and again per EYE in drawScene, because
-- the cards yaw toward whichever eye is asking.
local battleCards, battleTex, battleToken = nil, nil, nil
if eyes then
local okB, cards, tex, token = pcall(function()
return V.require("OverworldBattle").worldCards()
end)
if okB and cards then
battleCards, battleTex, battleToken = cards, tex, token
end
end
-- The sun's box, pushed along the first-person look so it covers the
-- ground THIS camera sees (a no-op at blend zero): the orbit's fit
-- reaches far north and barely south, which is right for every rung
-- but a head free to face south.
local shCx, shCy = FirstPerson.shadowCenter(cx, cy, vh)
castShadows(state, terrain, nbMesh, posed, shCx, shCy, vw, vh, atlasFor,
water, nbWater, battleCards, battleToken)
-- Everything between beginScene and endScene, as one function: the flat
-- path runs it once, a VR frame runs it once PER EYE -- same posed
-- list, same shadow map, same glint, so the two eyes can never disagree
-- about anything but their viewpoint.
local function drawScene()
Voxel3D.draw(terrain, atlasFor(state.map), nil)
-- the window box's coarse cut, exactly as the sun pass took it: the same
-- test on the same maps, so the light and the eye can never disagree
-- about which neighbours are in this frame (see ViewBox.showsMap)
for i, nb in ipairs(state.neighbors or {}) do
Voxel3D.draw(nbMesh[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
if ViewBox.showsMap(nb) then
Voxel3D.draw(nbMesh[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
end
-- Without a shadow map (headless, or a driver that could not make the
@@ -649,15 +1051,47 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
-- against the terrain just drawn (a shadow behind a building stays
-- hidden) but never depth-writing, so the grass pass at the end of the
-- frame still wins its feet-overdraw fights.
if not Voxel3D.shadowsActive() then
--
-- Not with the SHADOWS row off, though: that is a player saying no
-- shadows, and standing the fallback in would answer a machine that
-- cannot have them (see lib/Shadows).
if Shadows.enabled() and not Voxel3D.shadowsActive() then
Voxel3D.beginShadows()
for _, p in ipairs(posed) do
drawShadow(p.sprite, p.px, p.py, p.facing, p.phase, p.flip, p.gh,
drawShadow(p.sprite, p.px, p.py, viewFacing(p), p.phase, p.flip, p.gh,
p.lift)
end
Voxel3D.endShadows()
end
-- and the water over the top of it, reflecting everything just drawn plus
-- the sky the frame opened with (see drawWater).
--
-- After the fallback decals deliberately: those are the stand-in drop
-- shadows for a frame with no shadow map, they write no depth, and a
-- lake would otherwise wear one as a black smear. Water covers them,
-- which is the same answer the shadow map's own pass gives (see
-- ShadowMap.sprites) -- people do not shadow water either way.
local waterDraws = {}
if water then
waterDraws[#waterDraws + 1] = { water, atlasFor(state.map), nil }
end
for i, nb in ipairs(state.neighbors or {}) do
if nbWater and nbWater[i] and ViewBox.showsMap(nb) 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
@@ -670,7 +1104,11 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
-- wrote it, so the silhouette would paint over the player at all times.
-- Every character then draws on top as usual, which leaves the silhouette
-- showing in exactly one situation: where the world hides them.
if me then
--
-- Not in first person: the card it silhouettes is the one the camera is
-- standing inside, and "the world is in front of the player" is every
-- wall the player faces.
if me and not FirstPerson.hidePlayer() then
Voxel3D.beginGhost()
drawGhost(me)
Voxel3D.endGhost()
@@ -689,46 +1127,97 @@ 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))
drawCast(state, posed, atlasFor)
-- The staged fight's mons, standing on their arena cells in THIS eye's
-- view (VR frames only; battleTex is nil otherwise). Rebuilt per eye
-- because the cards yaw toward the eye that is looking. No wireframe
-- and no glass on them for the reasons BattleBillboard and the battle
-- pass each argue: the cards are not on the voxel grid, and their
-- texcoords mean nothing to the tileset's pane mask. The hit flash
-- rides the same flatten the battle pass uses, held short of solid.
if battleTex then
local okB, cards = pcall(function()
return V.require("OverworldBattle").worldCards()
end)
if okB and cards then
local BattleScene = V.require("BattleScene")
Voxel3D.glass(false)
Voxel3D.seams(false)
if battleTex.flash then
Voxel3D.flatten(BattleScene.FLASH_COLOR, BattleScene.FLASH_STRENGTH)
end
for _, card in ipairs(cards) do
Voxel3D.draw(BattleBillboard.mesh(), card.tex, card.model,
BattleBillboard.PULL)
end
-- and, on the STADIUM rungs, the models -- the same skinned meshes the
-- flat pass and the sun already used this frame, drawn again through
-- THIS eye. Unlike the cards there is nothing per-eye about them: a
-- model faces its opponent, not the viewer, so both eyes see the same
-- pose from their own seats, which is what makes it read as solid.
--
-- On a disc rung the platforms come with them. In a headset the world is
-- still drawn -- the player is standing IN it, which is the whole point
-- of the headset, so the rung's "no map" does not apply here -- and the
-- discs then read as a stage set down on the ground, which is what they
-- are.
pcall(function()
local stageArena, stageY = V.require("OverworldBattle").stage()
if stageArena and stageArena.discs then
V.require("StadiumStage").draw(stageArena, stageY or 0)
end
V.require("Stadium").draw(BattleBillboard.PULL)
end)
if battleTex.flash then Voxel3D.flatten(nil) end
-- and the MOVE ANIMATIONS, standing on the same arena: the
-- engine's own effects layer on the plane through both cells
-- (BattleScene.fxCard), pulled a little harder than the mons so
-- a burst plays over the card it is bursting on
local okA, fxTex, fxModel = pcall(function()
return V.require("OverworldBattle").worldAnim()
end)
if okA and fxTex and fxModel then
Voxel3D.draw(BattleBillboard.mesh(), fxTex, fxModel,
BattleBillboard.PULL + 6)
end
Voxel3D.seams(true)
Voxel3D.glass(true)
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)
-- 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
-- is preserved, so the row still overdraws feet -- the 3D version of
-- the GB's grass-over-feet trick -- while grass keeps losing to the
-- buildings it genuinely stands behind (far deeper than the pull).
local Voxel = V.require("VoxelState")
local pull = VoxelScene.pull(math.max(Voxel.angle, 0.05))
-- the same angle the cards leaned by (leanAngle honours VR's override),
-- so the tuft rows keep exactly the characters' own depth handicap
local lean = math.max(leanAngle(), 0.05)
local pull = VoxelScene.pull(lean)
-- Character px/py is anchored on the 16 px card. Its world centre/feet
-- contact used by the camera code is +8,+8, so use the same point here.
-- Keep the prior rendered point so fast steps sweep through every tuft.
local gx, gz = -100000, -100000
if me then gx, gz = me.px + 8, me.py + 8 end
VoxelScene._grassPrevX = VoxelScene._grassPrevX or gx
VoxelScene._grassPrevZ = VoxelScene._grassPrevZ or gz
-- A warp/map transition is not a walk. Do not sweep one enormous contact
-- segment across the new map when the player jumps more than two tiles.
local gdx, gdz = gx - VoxelScene._grassPrevX, gz - VoxelScene._grassPrevZ
if gdx * gdx + gdz * gdz > 32 * 32 then
VoxelScene._grassPrevX, VoxelScene._grassPrevZ = gx, gz
end
Voxel3D.grassWind(true, gx, gz,
VoxelScene._grassPrevX, VoxelScene._grassPrevZ)
Voxel3D.draw(ChunkMesher.grass(state.map), atlasFor(state.map), nil, pull)
for _, nb in ipairs(state.neighbors or {}) do
Voxel3D.draw(ChunkMesher.grass(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), pull)
if ViewBox.showsMap(nb) then
Voxel3D.draw(ChunkMesher.grass(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), pull)
end
end
Voxel3D.grassWind(false)
VoxelScene._grassPrevX, VoxelScene._grassPrevZ = gx, gz
-- flower billboards: pulled like the characters and the grass, MINUS
-- the depth of 8 world pixels along the view (8 sin a -- the camera
-- looks along (0, -cos a, -sin a), so that is exactly one tile row of
@@ -739,18 +1228,94 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
-- lands behind the card and the player obscures the patch they stand
-- ON, while the nearest flower of the cell south (+20) stays in front
-- and keeps overdrawing their feet.
local fpull = math.max(0, pull - 8 * math.sin(math.max(Voxel.angle, 0.05)))
local fpull = math.max(0, pull - 8 * math.sin(lean))
-- flowers are snugged casters too, so they read their own shadowing
-- through the same snugged transform the sun stored them with
Voxel3D.draw(ChunkMesher.flowers(state.map), atlasFor(state.map), nil,
fpull, ShadowMap.snug(nil))
for _, nb in ipairs(state.neighbors or {}) do
Voxel3D.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), fpull,
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
if ViewBox.showsMap(nb) then
Voxel3D.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), fpull,
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
end
return Voxel3D.endScene()
-- The map's atmosphere -- god rays down from the invisible canopy, and
-- whatever drifts through them (see ForestAtmos). Additive over the
-- finished depth buffer, so the trees occlude the light and the light
-- writes nothing; here in the prop slot, after everything the beams
-- should fall across and inside drawScene so VR gets them per eye. On
-- the one map that has any, today.
ForestAtmos.draw(state.map)
-- The VR pokedex in the player's left hand, last of all: a prop over
-- the world drawn with real depth, so leaning it into a wall still
-- occludes honestly. Its frame only exists while a session is live and
-- the left hand is tracked (VR.lua sets it), so every flat frame skips
-- this in one field read. No wireframe and no glass, like the cast:
-- the device is a drawing riding the scene, not part of the terrain.
if Pokedex.frame then
Voxel3D.glass(false)
Voxel3D.seams(false)
Pokedex.draw()
Voxel3D.seams(true)
Voxel3D.glass(true)
end
-- HORDE MODE's handgun, in the same slot and for the same reasons: a
-- prop over the world with real depth, no wireframe and no glass. In VR
-- it rides the tracked right hand (lib/VR placed it this frame); on the
-- flat screen it is carried by the camera, which is why it draws here
-- rather than in the overlay -- a view model that is 2D cannot be
-- occluded by the wall the player just backed into.
do
local HordeGun = V.require("HordeGun")
if HordeGun.visible() then
Voxel3D.glass(false)
Voxel3D.seams(false)
HordeGun.draw()
Voxel3D.seams(true)
Voxel3D.glass(true)
end
end
end -- drawScene
-- the viewport fields are this function's for the length of this
-- function, whichever way it leaves (see where they are set)
local function done(result)
Voxel3D.cull, Voxel3D.keyColor = nil, nil
ViewBox.stop()
return result
end
if not eyes then
if not Voxel3D.beginScene(w, h, cx, cy, vw, vh, skyFor(state.map)) then
return done(nil)
end
drawScene()
return done(Voxel3D.endScene())
end
-- The VR frame: the same scene once per eye, each into its own named
-- canvas slot under its own placed camera. `adopt` hands the eye's
-- record to FirstPerson as the live rig, which is what turns the
-- billboards toward THIS eye in first person (cardBlend keys on rig
-- identity -- see FirstPerson) and leaves them leaning in the diorama,
-- where the blend is zero.
local out = {}
for i, eye in ipairs(eyes) do
Voxel3D.camera = eye.camera
if eye.adopt then FirstPerson.adoptVReye(eye.camera) end
if not Voxel3D.beginScene(eye.w, eye.h, cx, cy, vw, vh,
skyFor(state.map), eye.slot) then
return done(nil)
end
drawScene()
out[i] = Voxel3D.endScene()
end
return done(out)
end
return VoxelScene
+43 -3
View File
@@ -32,8 +32,19 @@ local Voxel = {}
-- Its ANGLE is 35 degrees, the same as the rung of that name. The duplicate
-- in the table is deliberate: the ladder is a list of what each rung LOOKS
-- like, and two rungs may look the same while meaning different things.
Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75 }
Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75" }
--
-- 1ST and 3RD are the other rungs that are more than an angle: the camera
-- steps off its orbit entirely and stands with the player -- in their eyes
-- (lib/FirstPerson.lua), or on a boom behind their shoulder
-- (lib/ThirdPerson.lua) -- with free look and free movement on both. Their
-- ANGLE entries are 75 -- the orbit rung they hand over from -- because the
-- tween in and out starts from whatever the orbit shows, and the lowest rung
-- is the one a dive into a head should start from. Everything angle-derived
-- (the sky's fade, the billboard lean the blend eases away) reads that 75
-- while the free-roam rig owns the actual camera.
Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75, 75, 75 }
Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75",
"1ST (EXPERIMENTAL)", "3RD (EXPERIMENTAL)" }
Voxel.MAX_LEVEL = #Voxel.ANGLES_DEG - 1
-- the rung FULL sits on, so nothing has to hunt for it by label
@@ -43,6 +54,30 @@ function Voxel.isFull(level)
return (level or Voxel.level) == Voxel.FULL_LEVEL
end
-- the rung the first-person camera sits on, likewise
Voxel.FP_LEVEL = 6
function Voxel.isFirstPerson(level)
return (level or Voxel.level) == Voxel.FP_LEVEL
end
-- and the third-person one, which is the same rig with the eye boomed off
-- the back of the head (lib/ThirdPerson.lua)
Voxel.TP_LEVEL = 7
function Voxel.isThirdPerson(level)
return (level or Voxel.level) == Voxel.TP_LEVEL
end
-- The two of them together: the rungs where the camera stands WITH the
-- player rather than orbiting the view centre, which is what decides that
-- the look inputs are read, the walk goes free and the cards turn to face
-- the eye. Everything that used to ask isFirstPerson for those asks this.
function Voxel.isFreeCam(level)
level = level or Voxel.level
return Voxel.isFirstPerson(level) or Voxel.isThirdPerson(level)
end
-- ------- what the hotkey walks
--
-- The ANGLE rungs only, with FULL left out. The key is a display-mode
@@ -51,7 +86,12 @@ end
-- mid-walk, would silently turn the blur to maximum and flatten the horizon
-- with no indication that a keypress had done so. FULL stays on the OPTIONS
-- row, which is where a preset that changes other rows belongs.
Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5 } -- OFF, 15, 35, 50, 75
--
-- 1ST and 3RD are on the path: they change the camera and only the camera,
-- which is exactly what the key promises -- and the key is also the way back
-- OUT of them on a keyboard, where the mouse is captured and the OPTIONS
-- menu is a trip.
Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5, 6, 7 } -- OFF,15,35,50,75,1ST,3RD
-- The rung a press moves to from `level`.
--
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+20 -3
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@@ -56,11 +56,28 @@ WorldCurve.LABEL = "V-CURVE"
-- of the town -- which stops being a look and starts being an occlusion
-- bug, since what has rolled away is still there to walk into. (The first
-- cut ran 0.18/0.35/0.60 and every rung of it was a marble.)
WorldCurve.AMOUNTS = { 0, 0.05, 0.10, 0.18 }
--
-- 4 AND 5 ARE PAST THAT LINE ON PURPOSE, and they are for the DIORAMA:
-- once the world is a model being looked at from outside rather than a
-- place being walked around in, "the horizon has closed over the next
-- block" stops being a bug and becomes the entire effect -- the town on
-- top of a little planet.
--
-- 5 is the HALF SPHERE, and it is not eyeballed. The drop is a parabola,
-- y = k d^2 with k = amount / vh, and the parabola that osculates a sphere
-- of radius R at its pole is y = d^2 / 2R -- so k = 1 / 2R, and an amount
-- of 1.0 gives R = vh / 2. The diorama's box is cut at exactly half a view
-- height (Diorama.BOX_FRAC), so at amount 1.0 the model's own rim is that
-- sphere's EQUATOR: the ground turns 45 degrees by the edge of the cut and
-- is falling vertically a view-height out. A dome, ending where the model
-- ends. 4 is the step between it and 3, geometrically rather than
-- arithmetically -- the effect goes as the square of distance, so even
-- steps in `amount` would bunch the whole ladder at the bottom.
WorldCurve.AMOUNTS = { 0, 0.05, 0.10, 0.18, 0.42, 1.00 }
WorldCurve.setting = ModSetting.new(WorldCurve.KEY, WorldCurve.LABEL,
{ 0, 1, 2, 3 },
{ "OFF", "1", "2", "3" })
{ 0, 1, 2, 3, 4, 5 },
{ "OFF", "1", "2", "3", "4", "5" })
function WorldCurve.level()
return WorldCurve.setting:get() or 0
+677 -110
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+4 -3
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@@ -1,7 +1,7 @@
{
"id": "DRAMATIC_SHAPE",
"name": "Dramatic Shape Voxel Mod",
"version": "1.3.0",
"version": "1.7.2",
"api": 2,
"entry": "main.lua",
"profile": "content",
@@ -10,10 +10,11 @@
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
"conflicts": [],
"conflicts": ["ds_fp_ceiling"],
"permissions": [
"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": "Draws the overworld as a 3D diorama.",
"github": "DramaticShape/DramaticShapeVoxelMod"
}
+44 -3
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@@ -10,35 +10,76 @@ return {
changed = {
"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",
"with 3D-BTL on 2D-3D A, a battle draws over the map's nearest clear ground instead of over a white field",
"with 3D-BTL on a B rung, the fight is staged on two discs against the sky with no map drawn at all, which works on every map including the caves and shop floors that have nowhere to stage a fight",
"with 3D-BTL on STADIUM A or STADIUM B, the same fight is staged with the Pokemon Stadium battle models in place of the flat pics -- 148 of the 151 species, skinned and animated, playing the animation the move being used actually calls for; Exeggutor, Tangela and Magmar have corrupt animation data at source and keep their battle sprites",
"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",
"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",
"SELECT in free roam steps the VOXEL ladder exactly as hotkey 3 does -- the button has no overworld job in Gen 1, and phones and pads have no number row; menus keep it untouched",
"on the 1ST and 3RD rungs ONLY, the grid walk is replaced by free camera-relative movement: collision, warps, ledges, encounters and scripts still run through the engine's own machinery, and every other rung leaves movement untouched",
"on the 1ST and 3RD rungs the mouse cursor is captured for free look; left click is A, right click is B, and any touch off the overlay's controls drags the view",
"on the 3RD rung the character turns to face where they are walking rather than where the camera looks, so a strafe reads as one; standing still they come back round to the camera's bearing, which is the one A talks along",
"on 1ST and 3RD the wall-collision sound is gone: a free walk slides along every wall it grazes rather than refusing a discrete step, so the bonk rang twice a second for walking down a corridor",
"the BATTLE BG options row is taken OFF the menu and pinned to WHITE for as long as this mod is installed -- the mode fills the window with the map, so the row's own question (what to put in the voids around the battle) has no voids left to be about, and its WORLD setting drew a second dimmed copy of the overworld under the arena; uninstalling puts the row back",
"a staged battle's camera can be steered by the player -- right stick, touch drag or mouse to swing it around the arena and raise it, wheel / Q / E / pinch / stick click for the lens -- between the shot the rig was solved for and a side-on view of the arena, and it opens the lens as it goes so both Pokemon stay framed; the angle and lens carry into the next battle",
"with BACK SPRITES on the battle camera is held at the solved shot, because that setting pins your own Pokemon to the menu's slot while the foe stands on the map and no angle holds a half-framed, half-solid composition",
},
added = {
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees)",
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees / 1ST / 3RD -- a first-person camera and a third-person one, both with free look and free movement)",
"T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur",
"V-GRID on hotkey 5 and V-CURVE on hotkey 7",
"3D-BTL on hotkey 8 (ON / OFF, on by default), battles fought on the world map",
"Q and E zoom whichever camera is in front of you -- the third-person boom, a staged battle's lens, or the engine's own survey zoom on an orbit rung -- alongside the mouse wheel, a two-finger pinch, and the pad's left and right stick clicks (out and in). 1ST claims none of them: the eye is in the player's head and there is no distance to change",
"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 (2D-3D A / 2D-3D B / STADIUM A / STADIUM B / OFF, 2D-3D A by default), battles fought in 3D -- 2D-3D stands the game's own pics up as cards and STADIUM replaces them with the Pokemon Stadium battle models, while A stages the fight on the map and B on two carried discs against the sky. Only the STADIUM rungs need a ROM, and they are on the row once those models have been built (see below); 2D-3D B is generated in Lua and needs nothing",
"the STADIUM animations are driven from the fight: a move plays the animation that species' own battle table names for it (so DIG really does put Diglett into the ground), fainting plays the faint and holds there, and a send-out grows the Pokemon out of the ball and plays the entrance. Damage plays nothing -- the set has no reaction animation in it, and the engine's own flash, blink and HP drain already say so. The eyes blink and go dizzy, and Charmander's tail flame and Weezing's gas are drawn over the body",
"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",
"VR options row (OFF / STANDARD / DIORAMA / DIORAMA-MR, off by default; a save that stored the old toggle as true comes back on STANDARD). STANDARD is the mode below. DIORAMA is one presentation instead of a ladder: the world is always the model on the table, cut to an invisible BOX centred on the view -- a square slab of world with a HARD edge, because a flat world is a thing with sides -- which V-CURVE turns into a BALL whose rim is a gradient fade into the same sky (the cut reaches terrain, cast, grass, water and the forest's beams alike), with a staged fight ignoring both and cutting a vertical PILLAR about the arena -- always dissolved at the rim -- and framing the model to it: the fight lifted out of the map as a floating disc. The grips take hold of it: one hand carries the model through the room, both hands turn it and open the viewport out. The left stick's click throws V-CURVE to its top rung and back instead of stepping views; there is no 2D diorama and no first-person one, so the VOXEL ladder is held on an orbit rung while the mode runs and the Pokedex stays away. DIORAMA-MR is the same with the background keyed pure green (no bands, no sun, no haze) for a mixed-reality capture",
"VR STANDARD (the row's second rung): PCVR through OpenXR on Windows -- the diorama as a head-tracked tabletop model presented at the rung's own angle and framing on the orbit rungs, life-size first person on 1ST, a staged battle snapping the headset (through a fade to black) into the flat game's own over-the-shoulder seat at life scale, a voxel Pokedex flush along the left controller in first person and in battles (menus, dialogs and the 2D battle screen on its screen; the diorama does without it), the sky and its sun and moon anchored in space (bands, GBC dither and twilight glow alike -- nothing in the sky reacts to the head), the floating panel wearing the GB frame near-square rather than the whole monitor-wide window (scaled into the headset, so the picture and its ratio are identical at every window size, fullscreen included), the window as mirror; needs a runtime (SteamVR/Oculus/WMR) and the mod on a real folder",
"VR controllers (Touch/Index/WMR, rebindable in the runtime): left stick moves, A/B are A/B, either trigger is START, left stick click steps the VOXEL angle ladder exactly as the 3 key and SELECT do; in 1ST the right stick snap-turns 45 degrees a flick; in the tabletop the right stick zooms; under STANDARD a squeezed grip drags the table's height, and in a DIORAMA the grips take the model itself -- one carries it, both turn it and resize the viewport, and the left stick's click throws V-CURVE instead; no controller button leaves VR -- that is the VR row's job",
"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",
"SMOOTH TURN options row (OFF / ON, off by default, and only on the menu while VR is ON): turn continuously with the right stick instead of snapping 45 degrees a flick. The snap is the default because a software turn moves the world past a head that did not move, which is the reliable way to make somebody ill in a headset -- but it costs continuity, so the choice is the player's",
"HORDE MODE, on the konami code (Up Up Down Down Left Right Left Right B A) standing in the overworld: the sky drops to a starless violet night, the Lavender Town theme comes up, the camera locks into the player's own head (in VR too), a voxel handgun with working iron sights appears in the right hand, and waves of people -- the map's own NPCs among them -- walk out of the dark to kill you. Score per kill, a random Pokemon cry for each one that falls, no pausing; the horde follows you through doors. Health out is a GAME OVER card with the score and PRESS A, which puts the map, the cell, the facing, the camera rung, the hour, the music and every NPC back exactly as they were. Fire on left click, the pad's right trigger or B, a tap on a touch screen, or the right trigger in VR; reload on R, the pad's X, or B on the right controller; aim down the sights on right click or the left trigger",
"the horde's gunshot, dry fire, magazine and slide sounds, synthesized on the game's own emulated Game Boy sound hardware (no audio files ship with the mod)",
},
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 STADIUM rungs need the Pokemon Stadium battle models, and the mod ships none of them -- they are that game's data. Press STADIUM ROM on the OPTIONS menu to pick one with the system file dialog, or drop one in a baseroms/ folder beside the game. It must be Pokemon Stadium (US) 1.0 (md5 ed1378bc12115f71209a77844965ba50) -- every offset in the reader is keyed to that cartridge, and anything else is refused or builds wrong models; either way the 151 models are built out of it on a loading screen, in about ten seconds, into the save directory, and the ROM itself is not kept. Until then the two rungs are simply not on the row. Once built, a rung declines per POKEMON rather than per battle: a species with no pack, a standing substitute doll, and the trainer's own pic before the send-out each fall back to the flat card on that side alone, with the other side keeping its model",
"the STADIUM rungs size a Pokemon by its own model against the set's median, with the range compressed -- the authored heights span sixteenfold, from Caterpie to Gyarados, and a shared over-the-shoulder shot cannot hold that. The order and the feel of the differences survive; the literal ratios do not",
"three species -- Exeggutor, Tangela and Magmar -- have standby loops that are corrupt in the source extraction, and are held at their bind pose so they stand still rather than coming apart",
"the arena is where the CAMERA goes -- nobody is moved, so a fight staged across the map is a shot of that ground, not a trip to it",
"the battle backdrop renders at the GB's 160x144 to match the pics composited over it, so it is chunkier than the free-roam pass",
"menus and cutscenes are unaffected -- outside a battle the mode only draws the free-roam overworld",
"terrain meshes are cached per map, so the first frame after entering a large map costs a build",
"1ST and 3RD need the 3D pass like every rung; without it the level still persists but the world stays 2D and the grid walk stays in charge",
"in 1ST and 3RD, scripted walks, ledge hops and spinner slides play out as the grid moves they are, with the camera riding along; free control resumes when they land",
"3RD's boom shortens against whatever stands behind the player, so backing into a wall walks the camera in to their shoulders; squeezed all the way in it draws as 1ST until they step clear",
"3RD in VR is 1ST in VR: a headset that seats its wearer three cells behind their own body is a well-known way to make people ill, so the boom is declined while a headset is live",
"rooms have no ceilings, so a first-person look over an interior wall shows the void the diorama always had behind it",
"VR is Windows x64 only (the shipped loader and the Win32 GL binding): on any other platform -- mobile above all -- the VR row is absent from the OPTIONS menu and the manager's page both, and a stored vr=true carried over in a save is ignored. On Windows it renders the scene once per eye (heavy with WATER FULL or AA up); pad/keyboard/mouse keep working alongside the XR controllers. The loader DLL is found wherever the mod was put -- the dev tree, an installed release's save directory, or an imported archive, from which it is copied once into the save directory so the FFI has a real disk path",
"VR on and off are both the VR row's job (options menu or manager); no controller button does either",
"the Pokedex needs a TRACKED left controller; without one there is no device in hand and the floating panel carries the UI as before",
"while the VR row is ON, 3D-BTL is held ON and BACK SPRITES held OFF (the headset's battle staging assumes both), and both rows leave the OPTIONS menu until VR goes off -- their stored values come back with them",
"while a headset is live the battle HUDs keep their classic in-frame slots instead of snapping to the window's edges, and the engine's edge-anchored menus (the START menu above all) are held inside the frame the same way, on the flat mirror too -- both VR screens crop to the GB frame, and a block at the window's edge would be cropped away with it",
"VR swapchains prefer plain RGBA8; a runtime that only offers sRGB shows slightly lifted colours",
"HORDE MODE needs the 3D pass, like every rung that has a camera in it: without one the code is refused and nothing happens",
"the horde's crowd are the overworld's own sprite billboards, so at close range they are flat cards the size of a person -- they hold two cells off the player for that reason, close enough to swing and far enough to be seen past",
"a run is not saved: the score and the best score ride the save slot, but the mode itself has no state to resume, and quitting mid-run simply ends it",
},
},
credits = {
{ who = "pret/pokered", for_ = "the tile and sprite data the geometry is derived from" },
{ who = "pret/pokestadium", for_ = "the decompilation the STADIUM extractor was written against -- the bone matrix chain and where scale is applied (func_800143C0), the rotation basis (func_8000F730), the animation and texture-animation samplers (func_80016FBC / func_80017540), the battle context slots and the move-id constants. No code or data from it is included or redistributed here; see README.md" },
{ who = "The Khronos Group", for_ = "the OpenXR loader shipped unmodified in assets/vr (Apache-2.0; full license text alongside the DLL)" },
},
compat = { engine = ">=0.1.37 <2.0.0", modApi = 2 },
}
+181
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@@ -0,0 +1,181 @@
# Pokemon Stadium (US) — battle model export
> **Built on [pret/pokestadium](https://github.com/pret/pokestadium).** This
> pipeline is original code, but it could not have been written without that
> project's decompilation: the bone matrix chain and the fact that scale is
> kept out of it (`func_800143C0`), the rotation basis (`func_8000F730`), the
> animation and texture-animation samplers (`func_80016FBC`, `func_80017540`),
> the battle context slots, and the move-id constants all came from reading
> it. **No code or data from that project is vendored here or required to run
> this** — see the mod's [README](../README.md#acknowledgements--pretpokestadium),
> and get anything you want to reuse from upstream under its own terms.
>
> No ROM data is committed either: everything below is generated from a
> cartridge you supply.
All 151 battle Pokemon plus 64 other models from the same segment, in standard
formats. Regenerate straight from the ROM — stdlib only, no `make init`, no
splat, no crunch64:
```bash
model_extract/pipeline/build.py
```
Put a US 1.0 ROM in [baseroms/](baseroms/) (`.z64`, `.n64` or `.v64`), or pass
`--rom=PATH`. See [pipeline/README.md](pipeline/README.md) for the module layout,
how the ROM is unpacked, and the generated-effects notes.
```
viewer.html browse everything in the browser — open it directly
manifest.json every model + what each of its animations is used for
moves.json all 165 moves + the animation each species plays for them
glb/025_pikachu.glb glTF 2.0 binary: mesh, skeleton, skin, animations, textures
glb/x152_model.glb non-Pokemon models from the same segment (props, trophies…)
textures/025_pikachu/ the same textures as loose PNGs, named <n>_<w>x<h>.png
js/ viewer payloads, one per model, plus index.js and moves.js
```
`viewer.html` has a filterable picker for every model plus prev/next/random, a
**move picker** that jumps to whichever animation the current Pokemon plays for
that move, per-animation playback with a frame scrubber, an eye/texture-animation
selector, and texture/lighting/wireframe/skeleton toggles. It reads `js/`, not
`glb/`, because browsers block `fetch` of local files from `file://` — script
injection is what lets the page work when you just double-click it.
Sizes: 73 MB `glb/`, 54 MB `js/`, 7.4 MB `textures/`. Two flags if you want less:
`--no-js` skips the viewer payloads and `viewer.html` (leaving the glTF export
alone), and `--manifest-only` rebuilds just `manifest.json`.
`.glb` files are self-contained and open directly in Blender, Maya, Unity, Unreal,
three.js, Godot, Windows 3D Viewer, macOS Quick Look, and https://gltf-viewer.donmccurdy.com.
Source file `N.bin` holds species `N + 1`.
## Conventions
- Y up, +Z front, right-handed — glTF standard.
- Animations are authored at **30 fps**; keyframe times are `frame / 30`.
- Units are game units. Models are authored 10x and scaled down by the
`model_root` node, matching the geo layout's scale command.
- Textures are `CLAMP_TO_EDGE`, materials are `alphaMode: MASK` with cutoff 0.5
(N64 RGBA5551 has one bit of alpha). `doubleSided` follows the display list's
cull mode.
## Skeleton
The game keeps bone scale *out* of the matrix chain (`func_800143C0` in
[src/12D80.c](../src/12D80.c)): scale accumulates in its own stack, a bone's local
translation is pre-multiplied by the parent's accumulated scale, and the
accumulated scale is applied to the rows of the finished world matrix only at
draw time. glTF node TRS instead propagates scale multiplicatively to children,
so a 1:1 node mapping would be wrong wherever a non-uniformly scaled bone has
descendants.
Each game bone is therefore exported as two nodes:
| node | role |
| --- | --- |
| `boneNN` | pivot: `translation = t * accScale(parent)`, `rotation = R`, scale 1 |
| `boneNN_scale` | leaf child holding `scale = accScale(bone)`, so it cannot propagate |
The skin binds to the `boneNN_scale` nodes, whose world matrices then equal the
game's draw matrices exactly. Vertices are already in bone-local space and each is
rigidly bound to one bone, so all inverse bind matrices are identity.
This was verified by parsing each exported `.glb` back and diffing every joint
matrix against a reference implementation of the game's own math, over the bind
pose and four sampled frames of every animation. Worst-case disagreement is
~1e-2 game units on models spanning 2040 units, entirely from storing rotations
as spec-normalised `SHORT` quaternions.
## Animation semantics
Per-species battle data lives in `assets/us/70D3A0.bin`, 0xB90 bytes per species,
DMA'd into the battle system by `func_84302658` via the `D_80075BD0[species-1]`
pointer table. It is an array of 0x10-byte entries; byte 0 of each entry is an
index into that Pokemon's animation list and byte 1 indexes the auxiliary list:
- **entries 0164** — one per move, in the move ID order of
[oldnotes/stadium1/constants/move_constants.s](../oldnotes/stadium1/constants/move_constants.s).
Entry *n* gives the animation played when the Pokemon uses move *n + 1*.
- **entries 165+** — fixed battle contexts (idle, hit, faint, …).
Every one of the 151 species' tables indexes only animations that exist in that
species' list, which is what confirms the layout.
`manifest.json` reports, for each animation, the exact list of moves that trigger
it plus which context slots reference it. `moves.json` inverts that: every move,
and the animation each of the 151 species plays for it.
One caveat when reading move data: the table is **dense**. Every species has a
row for every move, including moves it can never learn, and those unreachable
rows overwhelmingly point at the species' generic reaction animation — the same
one the `hit` slot uses. So "118 species play Thunderbolt" is an artifact, not a
fact about the game. `moves.json` marks each row with `differsFromDefault` and
gives a `speciesWithOwnAnimation` count per move; treat those as the signal. The `animationSlots` section carries an
`evidence` field per slot:
- `code` — the battle code in `src/fragments/62` names the slot outright.
- `data` — inferred from what the referenced animation actually does, measured
across all 151 species. For example slot 167 is labelled `faint` because its
animation always ends far from the standing pose (the model drops to
0.030.84x idle height, or leaves the frame entirely for fliers), while slot
168's animation always ends at exactly idle height.
`endBehavior` reports what the animation player does past the last frame
(`func_80016FBC`): every animation in the game wraps back to `loopStartFrame`, so
one-shots like `faint` are ended by the battle state machine switching animation,
not by the player clamping. glTF has no loop flag, so importers will loop clips by
default.
The common layout, consistent across nearly every species:
| animation | role |
| --- | --- |
| 0 | idle / standby loop (all 151 species) |
| 1 | second idle-length animation, rarely referenced by the context slots |
| 2 | hit / damage reaction (149151 species across slots 166, 178181) |
| 3 … n-3 | attack animations, selected per move |
| n-2 | faint (slots 167, 177) |
| n-1 | entrance / return-to-idle cycle (slots 168, 183) |
## Texture animations (blinking, dizzy eyes)
The second animation list in the model root is a *texture* animation, not a
skeletal one (`src/18140.c`). Geo command `0x23` carries a channel index at
offset `0x02`; when it is `>= 0`, `func_800176DC` replaces that material's
texture every frame from a per-frame stream of texture-table indices.
Charmander's eyes are the clearest example — texture 2 is the open eye, 3 and 4
are blink frames, and 57 are the dizzy swirl:
| aux animation | frames | texture stream |
| --- | --- | --- |
| 0 | 10 | `2 2 3 3 4 4 4 3 3 2` — a blink |
| 2 | 122 | cycles `5 6 7` — confusion swirl |
| 4 | 18 | a slower blink |
The viewer plays these. Each skeletal animation is paired with the texture
animation the battle table most often sets alongside it, and the `eyes` dropdown
overrides that. glTF 2.0 has no texture-swap animation channel, so this data
lives in `js/` and `moves.json` rather than the `.glb` — the `.glb` files carry
the first frame's texture on each material.
## Known gaps
- **Move effect visuals are not here.** Geo command `0x24` does not draw
anything: `func_80014CB8` just records an attachment point (an id plus a world
position) on the Pokemon, and the battle system spawns particles there. Ids
114 are generic and used by nearly every species. So Charmander's tail flame,
beams, explosions and the like are drawn by the effect system in the battle
fragments and are not present in these model files — Charmander's texture set
contains eyes, claws, teeth and skin, and no flame.
- **The Poke Ball throw/open model was not found.** It is not in this segment,
no other `assets/us/**.bin` contains a model fragment, and scanning the ROM
ranges of fragments 6264 for embedded model headers found none. What does
exist is Poke Ball *2D* artwork in fragment 29
(`fragments/29/fragment29_unk_bin_*`, flagged in the splat yaml). The throw is
most likely built from raw display lists rather than a geo-layout model.
- Files 151214 are exported as `x<file>_model` with generic names. They are
props, trophies, minigame pieces and similar; only Surfing Pikachu (file 152,
the same 37-bone / 723-triangle rig as Pikachu) is named with confidence. They
carry no battle table, so their animations are left unnamed.
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baserom.z64
*.z64
*.n64
*.v64
*:Zone.Identifier
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# Put the ROM here
`pipeline/build.py` looks for a Pokemon Stadium (US 1.0) ROM in this folder:
model_extract/baseroms/baserom.z64
`.z64`, `.n64` and `.v64` byte orders are all accepted — the pipeline detects the
magic and normalises on load. Any ROM file dropped in this folder is picked up.
Expected md5 of the US 1.0 ROM: `ed1378bc12115f71209a77844965ba50`. A different
ROM still runs, but the build prints a warning since the offsets are keyed to
this revision.
Search order (first hit wins):
1. `model_extract/baseroms/baserom.z64`
2. `model_extract/baseroms/us/baserom.z64`
3. `baseroms/us/baserom.z64` at the repo root — the location `make init` uses
4. any `*.z64` / `*.n64` / `*.v64` in this folder
Or point at one explicitly:
model_extract/pipeline/build.py --rom=/path/to/baserom.z64
The ROM is not included and is not tracked by git.
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# Export pipeline
End-to-end: `baserom.z64` in, everything in `model_extract/` out. **Stdlib only**
no `make init`, no splat, no crunch64, no build directory.
```bash
model_extract/pipeline/build.py # finds the ROM automatically
model_extract/pipeline/build.py --rom=/path/to.z64 --out=/tmp/out
```
The ROM is looked for in `model_extract/baseroms/` first, so this folder stands
on its own; the repo's own `baseroms/us/` is the fallback. Search order:
1. `model_extract/baseroms/baserom.z64`
2. `model_extract/baseroms/us/baserom.z64`
3. `baseroms/us/baserom.z64` at the repo root — where `make init` expects it
4. any `*.z64` / `*.n64` / `*.v64` sitting in `model_extract/baseroms/`
`.z64`, `.n64` and `.v64` all work — the byte order is detected from the magic
and normalised on load. See [../baseroms/README.md](../baseroms/README.md).
| flag | effect |
| --- | --- |
| `--only=3,91` | restrict to those model file numbers (fast iteration) |
| `--no-glb` | skip the glTF binaries and PNG dumps |
| `--no-js` | skip the viewer payloads and `viewer.html` |
| `--no-effects` | skip the generated fire/gas stand-ins |
## Modules
| file | does |
| --- | --- |
| `rom.py` | byte-order fixup (.z64/.v64/.n64), md5 check, archive unpacking, Yay0 and PERS-SZP decompression |
| `fragment.py` | FRAGMENT module → geo layout walk, F3DEX2 execution, textures, skeleton, animations |
| `battle.py` | per-species battle tables, move names, animation-context slot meanings |
| `glb.py` | glTF 2.0 binary writer |
| `effects.py` | **generated** fire/gas stand-ins (see below) |
| `build.py` | driver: ties it together, writes manifests |
## Getting from ROM to models without the build system
Three steps, all in `rom.py`:
1. **Byte order.** `.z64` is native; `.v64` swaps byte pairs; `.n64` reverses
words. Detected from the magic and normalised on load.
2. **Archive.** The segment at `0x920000` starts with
`u32 tag, u32 0, u32 totalSize, u32 fileCount`, then one
`{u32 offset, u32 size, u32 pad[2]}` record per file. Only the top three
bytes of the first word are reliably zero — the model archive puts a nonzero
value in the low byte, which is the quirk `tools/unpack_asset.py` works
around too.
3. **Decompression.** Each entry is `PERS-SZP` (an 8-byte magic plus a header
size, wrapping a Yay0 stream). The Yay0 decoder is ~30 lines: a bitstream
where a 1 copies a literal byte and a 0 pulls a (distance, length) pair.
Verified by decompressing all 215 entries and diffing against what
`make init` produces: **215/215 byte-identical**.
The battle tables need one more hop — `D_80075BD0[species - 1]` lives in the main
code segment, so `Rom.vram_to_rom` converts `0x80075BD0` using the segment's
`start`/`vram` from the splat yaml.
## Generated effects
`effects.py` produces **original, procedurally generated** fire and gas. It is
not extracted game data, and everything it emits is tagged `generated: true` in
the manifest, the viewer payloads and the PNG filenames (`*_fx.png`).
This exists because the real effects are not in the model files at all. Geo
command `0x08` attaches a callback (`func_80014A60` calls `node->unk_10`), and
the model supplies only two empty display lists and zeroed scratch buffers for
it to fill. The callback lives in another fragment and has not been ported, so
there is no flame mesh or flame texture to extract — Charmander's texture set is
eyes, claws, teeth and skin.
The stand-ins are anchored to the exact bone the callback hangs off, so they sit
where the real effect would and follow the animation:
| callback | species | stand-in |
| --- | --- | --- |
| `0x810000D8` | Charmander, Charmeleon, Charizard, Magmar, Moltres | tail/crest flame |
| `0x81000108` | Ponyta, Rapidash, Moltres wings | small flame |
| `0x810000E0` | Gastly (only) | gas cloud |
Both are looping flipbooks built from tileable value noise, drawn on a pair of
crossed quads — glTF cannot billboard, so crossed quads are the portable way to
make them read from any angle. Sizes are expressed as a fraction of the model's
**height** and divided by the anchor bone's accumulated scale, so an effect comes
out the intended size wherever in the skeleton it hangs. Seeds derive from the
species number, so a given Pokemon always generates the same effect.
In the viewer they draw in a second pass with depth writes off — additive for
fire, alpha for gas — and there is a *generated effects* toggle to hide them.
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#!/usr/bin/env python3
"""
Per-species battle data.
`func_84302658` in src/fragments/62 DMAs a 0xB90-byte table per species out of
the 0x70D3A0 segment, addressed through the D_80075BD0 pointer table. It is an
array of 0x10-byte entries: byte 0 is an index into that Pokemon's animation
list, byte 1 indexes the auxiliary (texture) animation list.
entries 0..164 one per move, so entry n drives move n + 1
entries 165+ fixed battle contexts
Every one of the 151 species' tables indexes only animations that species
actually has, which is what confirms the layout.
"""
import os
import struct
STRIDE = 0xB90
ENTRY = 0x10
N_MOVES = 165
# `evidence` records how far each label can be trusted:
# code - the battle code in src/fragments/62 names the slot outright
# data - inferred from what the referenced animation does, measured over all
# 151 species
CONTEXT_SLOTS = {
165: ('idle', 'code',
'The standby loop. func_8432B0A4 restores this slot whenever the Pokemon '
'returns to neutral, and it resolves to animation 0 for all 151 species.'),
166: ('attack_default', 'data',
'Resolves to animation 2 for 149/151 species, the same animation slots '
'178-181 use in the reaction paths. Called "hit" until the move table '
'was read against it: it is the animation most of a species\' MOVES '
'play, the default attack rather than a damage reaction (the name has '
'to match lib/StadiumPack.lua\'s CONTEXT and StadiumBuild\'s CONTEXTS).'),
167: ('faint', 'data',
'The referenced animation always ends far from the standing pose - the '
'model collapses to 0.03-0.84x its idle height, or leaves the frame '
'entirely for fliers.'),
168: ('entrance', 'code+data',
'The default slot in func_8430506C / func_8432AF70. The referenced '
'animation ends at exactly idle height, so it is a full cycle that '
'settles back into the standby pose.'),
169: ('reaction_169', 'data', 'Resolves to the idle animation for 139/151 species.'),
170: ('reaction_170', 'data', 'Split between the idle and hit animations.'),
171: ('reaction_171', 'data', 'Resolves to the idle animation for 138/151 species.'),
172: ('reaction_172', 'data', 'Resolves to the idle animation for 148/151 species.'),
173: ('reaction_173', 'data', 'Resolves to the hit animation for 97/151 species.'),
174: ('reaction_174', 'data', 'Resolves to the idle animation for 138/151 species.'),
175: ('struggle', 'code', 'Passed as slot 0xAF to func_84305A74.'),
176: ('idle_alt', 'code',
'Substituted for the idle slot when battle flag 0x200 is set.'),
177: ('faint_alt', 'data', 'Same animation as slot 167 for almost every species.'),
178: ('flinch', 'code',
'Used when the incoming move is one of the two listed in D_84384598.'),
179: ('reaction_179', 'data', 'Resolves to the hit animation for all 151 species.'),
180: ('reaction_180', 'data', 'Resolves to the hit animation for all 151 species.'),
181: ('reaction_181', 'data', 'Resolves to the hit animation for all 151 species.'),
182: ('reaction_182', 'data',
'Resolves to animation 0 for 136 species and animation 1 for the other 15.'),
183: ('entrance_alt', 'data', 'Same animation as slot 168 for every species.'),
184: ('idle_return', 'code', 'Passed as slot 0xB8 to func_84305A74.'),
}
MOVE_CONSTANTS = 'oldnotes/stadium1/constants/move_constants.s'
def load_move_names(repo_root='.'):
"""Move IDs come from the repo's own extracted constants when available."""
path = os.path.join(repo_root, MOVE_CONSTANTS)
names = {}
if os.path.exists(path):
for line in open(path, encoding='utf-8', errors='replace'):
# the file also carries an ABC_* section indexing moves alphabetically
# by their Japanese names; only the real move IDs are wanted
if ' EQU ' not in line or line.startswith('ABC_'):
continue
name, val = line.split(' EQU ')
val = val.split(';', 1)[0].strip()
if val:
names[int(val, 0)] = name.strip().replace('_', ' ').title()
return {i: names.get(i, f'Move {i}') for i in range(1, N_MOVES + 1)}
class BattleTables:
def __init__(self, rom):
from rom import BATTLE_DATA, PTR_TABLE_VRAM
self.rom = rom
self.base = BATTLE_DATA
self.ptr_table = rom.vram_to_rom(PTR_TABLE_VRAM)
def offset(self, species):
raw = self.rom.u32(self.ptr_table + (species - 1) * 4)
return self.base + (raw & 0xFFFFFF)
def rows(self, species):
"""Returns [(animIndex, auxIndex)] for every entry, aux 0xFF -> -1."""
o = self.offset(species)
out = []
for e in range(STRIDE // ENTRY):
anim = self.rom.data[o + e * ENTRY]
aux = self.rom.data[o + e * ENTRY + 1]
out.append((anim, -1 if aux == 0xFF else aux))
return out
SPECIES = {}
_NAMES = (
"Bulbasaur Ivysaur Venusaur Charmander Charmeleon Charizard Squirtle Wartortle Blastoise "
"Caterpie Metapod Butterfree Weedle Kakuna Beedrill Pidgey Pidgeotto Pidgeot Rattata Raticate "
"Spearow Fearow Ekans Arbok Pikachu Raichu Sandshrew Sandslash NidoranF Nidorina Nidoqueen "
"NidoranM Nidorino Nidoking Clefairy Clefable Vulpix Ninetales Jigglypuff Wigglytuff Zubat "
"Golbat Oddish Gloom Vileplume Paras Parasect Venonat Venomoth Diglett Dugtrio Meowth Persian "
"Psyduck Golduck Mankey Primeape Growlithe Arcanine Poliwag Poliwhirl Poliwrath Abra Kadabra "
"Alakazam Machop Machoke Machamp Bellsprout Weepinbell Victreebel Tentacool Tentacruel Geodude "
"Graveler Golem Ponyta Rapidash Slowpoke Slowbro Magnemite Magneton Farfetchd Doduo Dodrio "
"Seel Dewgong Grimer Muk Shellder Cloyster Gastly Haunter Gengar Onix Drowzee Hypno Krabby "
"Kingler Voltorb Electrode Exeggcute Exeggutor Cubone Marowak Hitmonlee Hitmonchan Lickitung "
"Koffing Weezing Rhyhorn Rhydon Chansey Tangela Kangaskhan Horsea Seadra Goldeen Seaking "
"Staryu Starmie MrMime Scyther Jynx Electabuzz Magmar Pinsir Tauros Magikarp Gyarados Lapras "
"Ditto Eevee Vaporeon Jolteon Flareon Porygon Omanyte Omastar Kabuto Kabutops Aerodactyl "
"Snorlax Articuno Zapdos Moltres Dratini Dragonair Dragonite Mewtwo Mew").split()
for _i, _n in enumerate(_NAMES):
SPECIES[_i + 1] = _n
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#!/usr/bin/env python3
"""
End-to-end export: baserom.z64 -> glb / textures / viewer payloads / manifests.
model_extract/pipeline/build.py [--rom PATH] [--out DIR] [options]
Stdlib only. Nothing here needs `make init`, splat or crunch64 -- the ROM is
read, decompressed and parsed directly.
Options:
--no-js skip the viewer payloads and viewer.html
--no-glb skip the glTF binaries and PNG dumps
--no-effects skip the generated fire/gas stand-ins
--only N[,N] restrict to these model file numbers (for quick iteration)
"""
import base64
import collections
import json
import math
import os
import sys
HERE = os.path.dirname(os.path.abspath(__file__))
sys.path.insert(0, HERE)
REPO = os.path.abspath(os.path.join(HERE, '..', '..'))
import battle
import effects as fx_gen
import fragment
import glb as glb_mod
import rom as rom_mod
N_POKEMON = 151
EXTRA_NAMES = {152: 'Surfing Pikachu'} # only the one identified with confidence
# Where to look for the ROM, in order. model_extract/baseroms/ comes first so the
# folder can stand on its own; the repo's own baseroms/ is the fallback.
BASEROMS = os.path.join(os.path.dirname(HERE), 'baseroms')
ROM_CANDIDATES = [
os.path.join(BASEROMS, 'baserom.z64'),
os.path.join(BASEROMS, 'us', 'baserom.z64'),
os.path.join(REPO, 'baseroms', 'us', 'baserom.z64'),
]
def find_rom():
for p in ROM_CANDIDATES:
if os.path.exists(p):
return p
if os.path.isdir(BASEROMS): # any ROM dropped in the folder
for f in sorted(os.listdir(BASEROMS)):
if f.lower().endswith(('.z64', '.n64', '.v64')):
return os.path.join(BASEROMS, f)
return None
# --------------------------------------------------------------- bind extent
def bind_extent(data):
"""World-space bounding box of the bind pose, used to size the effects."""
def trs(t, r, s):
S = lambda v: math.sin(v / 32768 * math.pi)
C = lambda v: math.cos(v / 32768 * math.pi)
sx, cx = S(r[0]), C(r[0]); sy, cy = S(r[1]), C(r[1]); sz, cz = S(r[2]), C(r[2])
return [cy*cz*s[0], cy*sz*s[0], -sy*s[0], 0,
(sx*sy*cz-cx*sz)*s[1], (sx*sy*sz+cx*cz)*s[1], sx*cy*s[1], 0,
(cx*sy*cz+sx*sz)*s[2], (cx*sy*sz-sx*cz)*s[2], cx*cy*s[2], 0,
t[0], t[1], t[2], 1]
def mul(a, b):
r = [0]*16
for c in range(4):
for i in range(4):
r[c*4+i] = a[i]*b[c*4] + a[4+i]*b[c*4+1] + a[8+i]*b[c*4+2] + a[12+i]*b[c*4+3]
return r
root = trs([0, 0, 0], [0, 0, 0], data['rootScale'])
acc, uns, mats = [], [], []
for b in data['bones']:
pa = acc[b['parent']] if b['parent'] >= 0 else [1.0, 1.0, 1.0]
pu = uns[b['parent']] if b['parent'] >= 0 else root
u = mul(pu, trs([b['t'][k]*pa[k] for k in range(3)], b['r'], [1, 1, 1]))
a = [pa[k]*b['s'][k] for k in range(3)]
m = list(u)
for k in range(4):
m[k] *= a[0]; m[4+k] *= a[1]; m[8+k] *= a[2]
acc.append(a); uns.append(u); mats.append(m)
lo = [1e9]*3; hi = [-1e9]*3
for p in data['prims']:
for i, bi in enumerate(p['skin']):
m = mats[bi]
x, y, z = p['pos'][i*3:i*3+3]
w = (m[0]*x+m[4]*y+m[8]*z+m[12], m[1]*x+m[5]*y+m[9]*z+m[13],
m[2]*x+m[6]*y+m[10]*z+m[14])
for k in range(3):
lo[k] = min(lo[k], w[k]); hi[k] = max(hi[k], w[k])
# height, not the largest dimension: sizing off the max would scale Moltres'
# flames to its wingspan
extent = (hi[1] - lo[1]) if lo[0] <= hi[0] else 1.0
# how much each bone scales its own local space, so effects can compensate
scales = [math.sqrt(m[0]*m[0] + m[1]*m[1] + m[2]*m[2]) for m in mats]
return extent, scales
# ------------------------------------------------------------ animation names
# Which context name wins when several claim the same animation. The battle
# table points many slots at one clip, and these are the ones worth naming.
NAME_PREF = ['idle', 'attack_default', 'faint', 'entrance', 'struggle', 'flinch']
def label_animations(data, rows, moves):
"""Name each animation after what the battle table uses it for, and pair it
with the texture animation that table most often sets alongside it.
Mutates `data['anims']`, giving each a `name` and an `aux`, and hands back
the per-animation context and move lists the manifest reports. Factored out
of main() because the mod's packer (tools/stadium_pack.py) has to label them
exactly the same way for its output to be comparable with the Lua extractor
that reads the same ROM at runtime.
"""
entries = [r[0] for r in rows]
aux = [r[1] for r in rows]
uses = [[] for _ in data['anims']]
move_uses = [[] for _ in data['anims']]
for e, ai in enumerate(entries):
if ai >= len(uses):
continue
if e < battle.N_MOVES:
move_uses[ai].append(moves[e + 1])
elif e in battle.CONTEXT_SLOTS:
uses[ai].append(battle.CONTEXT_SLOTS[e][0])
pairs = [collections.Counter() for _ in data['anims']]
for e, ai in enumerate(entries):
if ai < len(pairs) and 0 <= aux[e] < len(data['auxAnims']):
pairs[ai][aux[e]] += 1
for i, a in enumerate(data['anims']):
ctx = sorted(set(uses[i]))
named = [n for n in NAME_PREF if n in ctx]
a['name'] = (named[0] if named else 'attack' if move_uses[i]
else ctx[0] if ctx else f'anim{i}')
a['aux'] = pairs[i].most_common(1)[0][0] if pairs[i] else -1
seen = {}
for a in data['anims']:
n = seen.get(a['name'], 0)
seen[a['name']] = n + 1
if n:
a['name'] = f'{a["name"]}_{n + 1}'
return uses, move_uses
def attach_effects(data, species, raw=False):
"""Append generated fire/gas prims + their flipbook textures.
`raw` matches fragment.extract's: the flipbook frames are already RGBA8, so
they are stored as-is rather than encoded, for the packer that wants pixels.
"""
if not data.get('fx'):
return 0
extent, bone_scale = bind_extent(data)
made = fx_gen.build_for(species, data['fx'], extent, bone_scale)
for e in made:
first = len(data['textures'])
for i, frame in enumerate(e['frames']):
rec = dict(index=-1, w=e['w'], h=e['h'], generated=True)
if raw:
rec['rgba'] = frame
else:
rec['png'] = ('data:image/png;base64,' + base64.b64encode(
fragment.png(e['w'], e['h'], frame)).decode())
data['textures'].append(rec)
g = e['geo']
data['prims'].append(dict(
tex=first, cull=0, texAnim=-1, texMap={},
generated=True, effect=e['kind'],
blend='add' if e['kind'] == 'fire' else 'alpha',
fxFrames=list(range(first, first + len(e['frames']))),
pos=g['pos'], uv=g['uv'], nrm=g['nrm'], skin=g['skin'], idx=g['idx']))
return len(made)
# --------------------------------------------------------------------- main
def main(argv):
args = {a.split('=')[0]: (a.split('=', 1)[1] if '=' in a else True) for a in argv}
rom_path = args.get('--rom') or find_rom()
outdir = args.get('--out') or os.path.join(REPO, 'model_extract')
want_js = '--no-js' not in args
want_glb = '--no-glb' not in args
want_fx = '--no-effects' not in args
only = {int(x) for x in args['--only'].split(',')} if '--only' in args else None
if not rom_path or not os.path.exists(rom_path):
sys.exit('ROM not found. Put a Pokemon Stadium (US 1.0) ROM at\n'
f' {os.path.join(BASEROMS, "baserom.z64")}\n'
'or pass --rom=PATH. Searched:\n '
+ '\n '.join(ROM_CANDIDATES))
print(f'reading {rom_path}')
rom = rom_mod.Rom(rom_path)
print(f' md5 {rom.md5}' + ('' if rom.is_expected_us else ' (NOT the expected US 1.0 ROM)'))
blobs = rom_mod.pokemon_models(rom)
print(f' {len(blobs)} model fragments')
tables = battle.BattleTables(rom)
moves = battle.load_move_names(REPO)
for sub in ('glb', 'textures', 'js'):
os.makedirs(os.path.join(outdir, sub), exist_ok=True)
manifest = dict(
source='Pokemon Stadium (US) 1.0', romMd5=rom.md5,
generator='model_extract/pipeline/build.py',
coordinateSystem='Y up, +Z front, units are game units (models authored 10x, '
'baked into the model_root node scale)',
frameRate=30,
generatedEffects='Prims and textures tagged generated:true are NOT extracted '
'game data -- see pipeline/effects.py.',
animationSlots={str(k): dict(name=v[0], evidence=v[1], description=v[2])
for k, v in battle.CONTEXT_SLOTS.items()},
pokemon=[], extra=[])
move_rows, anim_names, index, fx_count = {}, {}, [], 0
for fileno, blob in enumerate(blobs):
if only is not None and fileno not in only:
continue
try:
data = fragment.extract(blob, f'{fileno}.bin')
except Exception as exc:
print(f' skip {fileno}: {exc}')
continue
species = data['species']
pokemon = fileno < N_POKEMON
if pokemon:
rows = tables.rows(species)
uses, move_uses = label_animations(data, rows, moves)
slug = f'{species:03d}_{battle.SPECIES.get(species, str(species)).lower()}'
data['name'] = battle.SPECIES.get(species, f'#{species}')
move_rows[species] = [[rows[e][0], rows[e][1]]
for e in range(battle.N_MOVES)]
anim_names[species] = [a['name'] for a in data['anims']]
else:
slug = f'x{fileno:03d}_model'
data['name'] = EXTRA_NAMES.get(fileno, f'Model {fileno}')
for i, a in enumerate(data['anims']):
a['name'] = f'anim{i}'
a['aux'] = 0 if data['auxAnims'] else -1
nfx = attach_effects(data, species) if want_fx else 0
fx_count += nfx
pngs = [base64.b64decode(t['png'].split(',', 1)[1]) for t in data['textures']]
if want_glb:
with open(os.path.join(outdir, 'glb', slug + '.glb'), 'wb') as fp:
fp.write(glb_mod.build_glb(data, pngs))
texdir = os.path.join(outdir, 'textures', slug)
os.makedirs(texdir, exist_ok=True)
for i, (t, p) in enumerate(zip(data['textures'], pngs)):
tag = '_fx' if t.get('generated') else ''
with open(os.path.join(texdir, f'{i:02d}_{t["w"]}x{t["h"]}{tag}.png'), 'wb') as fp:
fp.write(p)
if want_js:
with open(os.path.join(outdir, 'js', slug + '.js'), 'w') as fp:
fp.write('PKMN_LOAD(' + json.dumps(data, separators=(',', ':')) + ');\n')
entry = dict(
species=species, name=data['name'], slug=slug,
group='pokemon' if pokemon else 'extra',
sourceFile=f'{fileno}.bin', glb=f'glb/{slug}.glb',
textureDir=f'textures/{slug}',
triangles=sum(len(p['idx']) // 3 for p in data['prims']),
vertices=sum(len(p['pos']) // 3 for p in data['prims']),
bones=len(data['bones']), textures=len(data['textures']),
generatedEffects=nfx,
animations=[dict(
index=i, name=a['name'], frames=a['frames'],
seconds=round(a['frames'] / 30.0, 3),
endBehavior='clamp' if (a['flags'] & 2) else 'wrap',
loopStartFrame=a['loopStart'],
**(dict(contexts=sorted(set(uses[i])),
moves=sorted(set(move_uses[i])),
moveCount=len(set(move_uses[i]))) if pokemon else {}))
for i, a in enumerate(data['anims'])])
(manifest['pokemon'] if pokemon else manifest['extra']).append(entry)
index.append(dict(species=species, name=data['name'], slug=slug,
group=entry['group'], triangles=entry['triangles'],
bones=entry['bones'], animations=len(data['anims'])))
print(f' {slug:<22} {len(data["anims"]):2d} anims {entry["triangles"]:5d} tris'
+ (f' +{nfx} effect' if nfx else ''))
# ---- move index ------------------------------------------------------
moves_out = []
if move_rows:
default_anim = {p['species']: next(
(a['index'] for a in p['animations'] if 'attack_default' in a.get('contexts', [])), -1)
for p in manifest['pokemon']}
for mid in range(1, battle.N_MOVES + 1):
users, tally, ndiff = [], collections.Counter(), 0
for sp in sorted(move_rows):
ai, ax = move_rows[sp][mid - 1]
name = anim_names[sp][ai] if ai < len(anim_names[sp]) else f'anim{ai}'
diff = ai != default_anim.get(sp, -1)
ndiff += diff
tally[name] += 1
users.append(dict(species=sp, animation=ai, animationName=name,
aux=ax, differsFromDefault=diff))
moves_out.append(dict(
id=mid, name=moves[mid], speciesWithOwnAnimation=ndiff,
animationNames=[dict(name=n, species=c) for n, c in tally.most_common()],
users=users))
with open(os.path.join(outdir, 'moves.json'), 'w') as fp:
json.dump(dict(source=manifest['source'], note=(
'Entry n of the per-species battle table (0-indexed) selects the '
'animation played when that Pokemon uses move n+1. The table is dense '
'- every species has a row for every move, including moves it can '
'never learn - and those unreachable rows overwhelmingly point at the '
'species\' generic reaction animation. Use differsFromDefault.'),
moves=moves_out), fp, indent=1)
with open(os.path.join(outdir, 'manifest.json'), 'w') as fp:
json.dump(manifest, fp, indent=2)
if want_js:
with open(os.path.join(outdir, 'js', 'index.js'), 'w') as fp:
fp.write('window.PKMN_INDEX = ' + json.dumps(index, separators=(',', ':')) + ';\n')
if moves_out:
with open(os.path.join(outdir, 'js', 'moves.js'), 'w') as fp:
fp.write('window.PKMN_MOVES = ' + json.dumps(
[dict(id=m['id'], name=m['name'],
bySpecies={str(u['species']): [u['animation'], u['aux']]
for u in m['users']}) for m in moves_out],
separators=(',', ':')) + ';\n')
viewer_src = os.path.join(REPO, 'tools/model_viewer/viewer.html')
if os.path.exists(viewer_src):
with open(viewer_src) as s, open(os.path.join(outdir, 'viewer.html'), 'w') as d:
d.write(s.read())
print(f'\n{len(manifest["pokemon"])} Pokemon + {len(manifest["extra"])} other models'
f', {fx_count} generated effects')
if __name__ == '__main__':
main(sys.argv[1:])
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#!/usr/bin/env python3
"""
Generated stand-in effects.
IMPORTANT: nothing in this file is extracted game data. The real tail flame,
mane fire and gas are drawn by procedural callbacks that live in another
fragment (geo command 0x08 -> func_80014A60 calls node->unk_10, and the model
file supplies only two empty display lists plus zeroed scratch buffers). Those
callbacks have not been ported, so the models genuinely contain no flame mesh
and no flame texture.
What follows is an original, procedurally generated replacement: looping
flipbook textures plus a pair of crossed quads anchored to the bone the
callback hangs off. It is meant to make the models look right in the viewer,
and it is tagged `generated: true` everywhere it appears so it is never
mistaken for ripped content.
"""
import math
# geo cmd 0x08 callback ids -> which effect to stand in for. The grouping is the
# game's own: every species sharing a callback shares an effect.
FIRE_TAIL = 0x810000D8 # Charmander, Charmeleon, Charizard, Magmar, Moltres
FIRE_SMALL = 0x81000108 # Ponyta, Rapidash, Moltres wings
AURA = 0x810000E0 # Gastly, Koffing, Weezing, Vaporeon, Articuno, Moltres
class Rng:
"""Deterministic PRNG so a given species always generates the same effect."""
def __init__(self, seed):
self.s = seed & 0xFFFFFFFF or 0x9E3779B9
def next(self):
x = self.s
x ^= (x << 13) & 0xFFFFFFFF
x ^= x >> 17
x ^= (x << 5) & 0xFFFFFFFF
self.s = x & 0xFFFFFFFF
return self.s
def unit(self):
return self.next() / 0x100000000
def _lattice(rng, w, h):
return [[rng.unit() for _ in range(w)] for _ in range(h)]
def _smooth(t):
return t * t * (3 - 2 * t)
def _sample(grid, x, y):
"""Bilinear value noise on a torus, so the field tiles in both axes."""
h, w = len(grid), len(grid[0])
x0, y0 = int(math.floor(x)) % w, int(math.floor(y)) % h
x1, y1 = (x0 + 1) % w, (y0 + 1) % h
fx, fy = _smooth(x - math.floor(x)), _smooth(y - math.floor(y))
a = grid[y0][x0] + (grid[y0][x1] - grid[y0][x0]) * fx
b = grid[y1][x0] + (grid[y1][x1] - grid[y1][x0]) * fx
return a + (b - a) * fy
def _fbm(grids, x, y, scale):
"""Sum octaves of tileable noise."""
total, amp, norm = 0.0, 1.0, 0.0
for i, g in enumerate(grids):
f = scale * (2 ** i)
total += _sample(g, x * f, y * f) * amp
norm += amp
amp *= 0.5
return total / norm
def _ramp(stops, t):
t = max(0.0, min(1.0, t))
for i in range(len(stops) - 1):
a, b = stops[i], stops[i + 1]
if t <= b[0]:
k = 0.0 if b[0] == a[0] else (t - a[0]) / (b[0] - a[0])
return tuple(int(a[1 + j] + (b[1 + j] - a[1 + j]) * k) for j in range(4))
return tuple(stops[-1][1:])
FIRE_RAMP = [ # intensity -> RGBA
(0.00, 0, 0, 0, 0),
(0.30, 120, 24, 8, 90),
(0.52, 226, 78, 16, 205),
(0.74, 252, 176, 44, 245),
(1.00, 255, 246, 214, 255),
]
GAS_RAMP = [
(0.00, 0, 0, 0, 0),
(0.34, 52, 26, 78, 70),
(0.60, 96, 52, 140, 140),
(0.82, 148, 96, 196, 190),
(1.00, 208, 176, 236, 215),
]
def fire_frames(seed, w=32, h=64, frames=8, wisp=1.0):
"""Upward-advected noise plume. Scrolling by an exact multiple of the noise
lattice over the frame count makes the loop seamless."""
rng = Rng(seed)
grids = [_lattice(rng, 8, 8), _lattice(rng, 16, 16), _lattice(rng, 32, 32)]
out = []
for f in range(frames):
t = f / frames
buf = bytearray(w * h * 4)
for y in range(h):
v = y / (h - 1) # 0 at the base, 1 at the tip
# plume envelope: wide and hot at the base, pinched at the tip
taper = max(0.0, 1.0 - v) ** 0.42
for x in range(w):
u = (x / (w - 1)) * 2 - 1 # -1 .. 1 across the flame
radial = (1.0 - min(1.0, abs(u) / max(0.10, taper * 0.95))) ** 0.7
if radial <= 0:
continue
n = _fbm(grids, x / w, (y / h) - t, 3.0)
lick = 0.55 + 0.75 * (n - 0.5) * wisp
inten = radial * (0.55 + 0.8 * taper) * lick
inten -= 0.16 * v # cool towards the tip
if inten <= 0.02:
continue
r, g, b, a = _ramp(FIRE_RAMP, inten)
i = ((h - 1 - y) * w + x) * 4 # +Y in texture space is up
buf[i:i+4] = bytes((r, g, b, a))
out.append(bytes(buf))
return w, h, out
def gas_frames(seed, w=48, h=48, frames=10):
"""Slow swirling haze that fades out towards the rim."""
rng = Rng(seed)
grids = [_lattice(rng, 8, 8), _lattice(rng, 16, 16), _lattice(rng, 32, 32)]
out = []
for f in range(frames):
t = f / frames
buf = bytearray(w * h * 4)
ang = t * 2 * math.pi
for y in range(h):
for x in range(w):
dx = (x / (w - 1)) * 2 - 1
dy = (y / (h - 1)) * 2 - 1
d = math.hypot(dx, dy)
if d >= 1.0:
continue
falloff = (1.0 - d) ** 0.85
# rotate the sample point so the haze churns without popping
sx = dx * math.cos(ang) - dy * math.sin(ang)
sy = dx * math.sin(ang) + dy * math.cos(ang)
n = _fbm(grids, sx * 0.5 + 0.5, sy * 0.5 + 0.5 - t, 2.5)
inten = falloff * (0.78 + 1.30 * (n - 0.44))
if inten <= 0.03:
continue
r, g, b, a = _ramp(GAS_RAMP, inten)
i = (y * w + x) * 4
buf[i:i+4] = bytes((r, g, b, a))
out.append(bytes(buf))
return w, h, out
def crossed_quads(bone, length, width, axis='y', centred=False):
"""Two quads at right angles so the effect reads from any angle -- the
portable stand-in for a billboard, since glTF cannot billboard.
`axis` picks which bone-local direction the quad grows along. Bone-local +X
runs down the limb, so a flame laid out along X comes out lying sideways;
'y' is that same quad rotated 90 degrees left about Z, which stands it up.
`centred` straddles the origin instead of growing from it."""
pos, uv, nrm, skin, idx = [], [], [], [], []
for q in range(2):
base = len(pos) // 3
for (s, t) in ((0, 0), (1, 0), (1, 1), (0, 1)):
a = (s - 0.5) * width
b = (t - 0.5) * length if centred else t * length
if axis == 'x':
p = (b, a, 0.0) if q == 0 else (b, 0.0, a)
else: # (x, y) -> (-y, x)
p = (-a, b, 0.0) if q == 0 else (0.0, b, a)
pos += list(p)
uv += [s, 1.0 - t]
nrm += [0.0, 0.0, 1.0] if q == 0 else [1.0, 0.0, 0.0]
skin.append(bone)
idx += [base, base + 1, base + 2, base, base + 2, base + 3]
return dict(pos=pos, uv=uv, nrm=nrm, skin=skin, idx=idx)
# desired size as a fraction of the model's world-space extent
SIZES = {
'fire_tail': (0.40, 0.22), # length, width
'fire_small': (0.075, 0.042),
'gas': (1.05, 1.05),
}
def build_for(species, fx, extent, bone_scale):
"""Returns [{kind, bone, geo, w, h, frames}] for one model, or [].
`extent` is the model's world-space size and `bone_scale[i]` how much bone i
already scales its local space; dividing by it keeps every effect the size we
asked for regardless of where in the skeleton it hangs."""
out = []
for node in fx:
cb, bone = node['callback'], node['bone']
if bone < 0 or bone >= len(bone_scale):
continue
k = bone_scale[bone] or 1.0
if cb == FIRE_TAIL:
fl, fw = SIZES['fire_tail']
w, h, fr = fire_frames(species * 7919 + 1, 32, 64, 8)
geo = crossed_quads(bone, extent * fl / k, extent * fw / k, axis='y')
out.append(dict(kind='fire', bone=bone, geo=geo, w=w, h=h, frames=fr))
elif cb == FIRE_SMALL:
fl, fw = SIZES['fire_small']
w, h, fr = fire_frames(species * 6271 + bone, 24, 40, 8, wisp=1.25)
geo = crossed_quads(bone, extent * fl / k, extent * fw / k, axis='y')
out.append(dict(kind='fire', bone=bone, geo=geo, w=w, h=h, frames=fr))
elif cb == AURA and species == 92: # Gastly only
fl, fw = SIZES['gas']
w, h, fr = gas_frames(species * 5237 + 3, 48, 48, 10)
geo = crossed_quads(bone, extent * fl / k, extent * fw / k, axis='y', centred=True)
out.append(dict(kind='gas', bone=bone, geo=geo, w=w, h=h, frames=fr))
return out
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#!/usr/bin/env python3
"""
Model extraction: FRAGMENT module -> geometry, textures, skeleton, animations.
Self-contained copy of tools/model_viewer/extract_model.py, taking raw bytes so
it can be fed straight from the ROM. See ../README.md for the format notes.
"""
import json, os, struct, sys, zlib
BASE = 0x8FF00000
# ---------------------------------------------------------------- geo layout
CMD_SIZES = {
0x00:0x08, 0x01:0x04, 0x02:0x08, 0x03:0x08, 0x04:0x04, 0x05:0x04, 0x06:0x04,
0x07:0x08, 0x08:0x0C, 0x09:0x04, 0x0A:0x08, 0x0B:0x18, 0x0C:0x04, 0x0D:0x04,
0x0E:0x04, 0x0F:0x04, 0x10:0x04, 0x11:0x04, 0x12:0x04, 0x13:0x08, 0x14:0x0C,
0x15:0x0C, 0x16:0x04, 0x17:0x14, 0x18:0x08, 0x19:0x08, 0x1A:0x04, 0x1B:0x10,
0x1C:0x10, 0x1D:0x1C, 0x1E:0x08, 0x1F:0x18, 0x20:0x14, 0x21:0x10, 0x22:0x08,
0x23:0x10, 0x24:0x04, 0x25:0x04, 0x26:0x14,
}
class Fragment:
def __init__(self, data, name='<bytes>'):
self.d = data if isinstance(data, (bytes, bytearray)) else open(data, 'rb').read()
self.name = name if isinstance(data, (bytes, bytearray)) else str(data)
if self.d[8:0x10] != b'FRAGMENT':
raise ValueError(f'{self.name}: not a FRAGMENT module')
self.hdrSize, self.relocOff, self.sizeRom, self.sizeRam = struct.unpack_from('>4I', self.d, 0x10)
def off(self, ptr):
return None if ptr == 0 else ptr - BASE
def u8(self, o): return self.d[o]
def s8(self, o): return struct.unpack_from('>b', self.d, o)[0]
def u16(self, o): return struct.unpack_from('>H', self.d, o)[0]
def s16(self, o): return struct.unpack_from('>h', self.d, o)[0]
def u32(self, o): return struct.unpack_from('>I', self.d, o)[0]
def s32(self, o): return struct.unpack_from('>i', self.d, o)[0]
def ptr(self, o): return self.off(self.u32(o))
def root(self):
"""The entry stub ends with `lui rX, hi; addiu rX, rX, lo` loading the root struct."""
for o in range(0x20, 0x80, 4):
w = self.u32(o)
if (w >> 26) != 0x0F: # lui
continue
reg = (w >> 16) & 0x1F
w2 = self.u32(o + 4)
if (w2 >> 26) == 0x09 and ((w2 >> 21) & 0x1F) == reg: # addiu rX, rX, imm
return ((self.u16(o + 2) << 16) + self.s16(o + 6)) - BASE
raise RuntimeError('could not locate root struct')
def ptr_list(self, o):
out = []
while True:
p = self.ptr(o)
if p is None:
return out
out.append(p)
o += 4
# --------------------------------------------------------------- F3DEX2 exec
def signed(v, bits):
m = 1 << (bits - 1)
return (v ^ m) - m
class Model:
"""Walks the geo layout, executes the display lists, accumulates draw data."""
def __init__(self, frag):
self.f = frag
r = frag.root()
self.species = frag.u16(r)
self.geoLayouts = frag.ptr_list(frag.ptr(r + 0x08))
self.anims = frag.ptr_list(frag.ptr(r + 0x0C))
self.auxAnims = frag.ptr_list(frag.ptr(r + 0x10))
self.textures = [] # {fmt, siz, w, h, texels, data}
self.tluts = [] # palettes: {count, data, dl}
self.bones = [] # {parent, boneId, chan, t, r, s}
self.boneById = {}
self.prims = [] # {tex, cull, verts:[...], tris:[...]}
self.primsByKey = {}
self.vtxBase = None
self.rootScale = [1.0, 1.0, 1.0]
self.fx = [] # geo cmd 0x08 procedural effect nodes
self.warnings = []
# ---- textures -------------------------------------------------------
def read_texture_table(self, off, count):
f = self.f
for i in range(count):
o = off + i * 0xC
self.textures.append(dict(
fmt=f.u8(o), siz=f.u8(o + 1), w=f.s16(o + 2),
h=f.u16(o + 4), texels=f.u16(o + 6), data=f.ptr(o + 8)))
def read_tlut_table(self, off, count):
"""Palettes reuse the texture-record layout: the count sits in the width
field, the palette data in the next word, and unk_08 is the DL that loads
it (src/12D80.c func_80015B20). The DL is authoritative, so run it."""
f = self.f
for i in range(count):
o = off + i * 0xC
rec = dict(count=f.u16(o + 2), data=f.ptr(o + 4), dl=f.ptr(o + 8))
dl = rec['dl']
if dl is not None:
for _ in range(16):
w0, w1 = struct.unpack_from('>II', f.d, dl)
op = w0 >> 24
if op == 0xFD: # G_SETTIMG
rec['data'] = f.off(w1)
elif op == 0xF0: # G_LOADTLUT
rec['count'] = ((w1 >> 14) & 0x3FF) + 1
elif op == 0xDF:
break
dl += 8
self.tluts.append(rec)
# ---- geo layout -----------------------------------------------------
def build(self):
self.curTex = -1
self.curTlut = -1
self.curMat = None
self.curTexAnim = -1
# Mirrors gCurGraphNodeList in src/geo_layout.c: stack[-1] is the slot the
# next node command writes to, and a node's parent -- and the bone whose
# matrix is live -- is the slot *below* it (func_80017AC4).
self.stack = [-1]
# The RSP vertex cache persists across display lists: a bone's list often
# preloads verts that the *next* bone's list then indexes, which is how
# these models get blended joints. Each slot remembers the bone whose
# matrix was current when it was loaded.
self.vbuf = [None] * 64
self.walk(self.geoLayouts[0])
def walk(self, o, depth=0):
f = self.f
if depth > 32:
return
while True:
cmd = f.u8(o)
size = CMD_SIZES.get(cmd)
if size is None:
self.warnings.append(f'unknown geo cmd {cmd:#04x} at {o:#x}')
return
if cmd == 0x01 or cmd == 0x04: # end / return
return
if cmd in (0x00, 0x03): # branch (with return)
self.walk(f.ptr(o + 4), depth + 1)
elif cmd == 0x02: # jump (no return)
o = f.ptr(o + 4)
continue
elif cmd == 0x05: # open node
self.stack.append(self.stack[-1])
elif cmd == 0x06: # close node
self.stack.pop()
elif cmd == 0x17: # model header
self.read_texture_table(f.ptr(o + 8), f.s16(o + 2))
if f.ptr(o + 0xC):
self.read_tlut_table(f.ptr(o + 0xC), f.s16(o + 4))
self.vtxBase = f.ptr(o + 0x10)
self.nVerts = f.s16(o + 6)
elif cmd == 0x08: # procedural effect callback
self.fx.append(dict(bone=self.curBone(), callback=f.u32(o + 4),
arg=f.ptr(o + 8)))
elif cmd == 0x1C: # uniform scale node
self.rootScale = [f.s32(o + 4) / 65536.0, f.s32(o + 8) / 65536.0,
f.s32(o + 0xC) / 65536.0]
elif cmd == 0x1D: # bone / joint node
idx = len(self.bones)
self.bones.append(dict(
parent=self.curBone(), boneId=f.u8(o + 1), flags=f.u8(o + 2),
chan=f.s8(o + 3),
t=[f.s16(o + 4), f.s16(o + 6), f.s16(o + 8)],
r=[f.s16(o + 0xA), f.s16(o + 0xC), f.s16(o + 0xE)],
s=[f.s32(o + 0x10) / 65536.0, f.s32(o + 0x14) / 65536.0,
f.s32(o + 0x18) / 65536.0]))
self.boneById[f.u8(o + 1)] = idx
self.stack[-1] = idx
elif cmd == 0x23: # set texture / material
self.curTex = f.s16(o + 8)
self.curTlut = f.s16(o + 0xA)
self.curMat = f.ptr(o + 4)
# offset 0x02 is the texture-animation channel; -1 means static.
# func_800176DC swaps this material's texture per frame from the
# auxiliary animation's channel stream.
self.curTexAnim = f.s16(o + 2)
elif cmd == 0x22: # display list on current bone
self.run_dl(f.ptr(o + 4), self.curBone())
elif cmd == 0x1E: # display list on named bone
self.run_dl(f.ptr(o + 4), self.boneById.get(f.s16(o + 2), self.curBone()))
elif cmd in (0x20, 0x21): # display list + own transform
self.run_dl(f.ptr(o + (0x10 if cmd == 0x20 else 0xC)), self.curBone())
o += size
def curBone(self):
return self.stack[-2] if len(self.stack) >= 2 else -1
# ---- display lists --------------------------------------------------
def run_dl(self, o, bone, depth=0):
if o is None or depth > 8:
return
f = self.f
vbuf = self.vbuf
cull = 0x400
while True:
w0, w1 = struct.unpack_from('>II', f.d, o)
op = w0 >> 24
o += 8
if op == 0xDF: # G_ENDDL
return
if op == 0xDE: # G_DL
self.run_dl(f.off(w1), bone, depth + 1)
if (w0 >> 16) & 0xFF: # branch, not call
return
continue
if op == 0x01: # G_VTX
n = (w0 >> 12) & 0xFF
v0 = ((w0 & 0xFFF) >> 1) - n
a = f.off(w1)
for i in range(n):
p = a + i * 0x10
if 0 <= v0 + i < len(vbuf):
vbuf[v0 + i] = (
f.s16(p), f.s16(p + 2), f.s16(p + 4), # position
f.s16(p + 8) / 32.0, f.s16(p + 10) / 32.0, # s, t (S10.5)
f.s8(p + 12), f.s8(p + 13), f.s8(p + 14), # normal
f.u8(p + 15), # alpha
bone) # owning bone
continue
if op == 0xD9: # G_GEOMETRYMODE
cull = (cull & (w0 & 0xFFFFFF)) | w1
continue
if op in (0x05, 0x06): # G_TRI1 / G_TRI2
prim = self.prim_for(self.curTex, self.curTlut, self.curMat,
self.curTexAnim, cull & 0x600)
def emit(a, b, c):
tri = []
for idx in (a, b, c):
v = vbuf[idx] if idx < len(vbuf) else None
if v is None:
return
j = prim['_remap'].get(v)
if j is None:
j = len(prim['verts'])
prim['_remap'][v] = j
prim['verts'].append(v)
tri.append(j)
if (cull & 0x200) and not (cull & 0x400):
tri.reverse()
prim['tris'].append(tri)
emit(((w0 >> 16) & 0xFF) // 2, ((w0 >> 8) & 0xFF) // 2, (w0 & 0xFF) // 2)
if op == 0x06:
emit(((w1 >> 16) & 0xFF) // 2, ((w1 >> 8) & 0xFF) // 2, (w1 & 0xFF) // 2)
continue
# everything else (SETTILE / sync / ...) is state we reconstruct
# from the texture table instead, so it is skipped.
def prim_for(self, tex, tlut, mat, texAnim, cull):
key = (tex, tlut, mat, texAnim, cull)
p = self.primsByKey.get(key)
if p is None:
p = dict(tex=tex, tlut=tlut, mat=mat, texAnim=texAnim, cull=cull,
verts=[], tris=[], _remap={})
self.primsByKey[key] = p
self.prims.append(p)
return p
def tile_palette(self, mat):
"""CI4 selects a 16-entry block of the TLUT via the render tile's palette
field; read it from the material display list's final G_SETTILE."""
if mat is None:
return 0
pal = 0
for _ in range(16):
w0, w1 = struct.unpack_from('>II', self.f.d, mat)
op = w0 >> 24
if op == 0xF5 and ((w1 >> 24) & 7) == 0: # G_SETTILE, render tile
pal = (w1 >> 20) & 0xF
elif op == 0xDF:
break
mat += 8
return pal
# ---------------------------------------------------------------- animations
def bitfield(f, base, index, bits):
"""src/F420.c func_80010500: signed `bits`-wide field at bit index*bits.
C integer division truncates toward zero; Python's floors. That only differs
for negative indices, which is exactly what an empty channel produces, so the
truncating form is used here to match the hardware."""
bitpos = index * bits
word = bitpos // 16 if bitpos >= 0 else -((-bitpos) // 16) # C: trunc to zero
rem = bitpos - word * 16 # C: sign follows bitpos
o = base + word * 2
v = (f.u16(o) << 16) | f.u16(o + 2)
v = (v << (rem & 31)) & 0xFFFFFFFF # MIPS masks the shift to 5 bits
return signed(v >> (32 - bits), bits)
class Animation:
"""src/17300.c. Two sampling modes: packed per-frame streams (default) and
hermite keyframes (flags & 8)."""
def __init__(self, frag, off):
f = self.f = frag
self.off = off
# The flags live in the LOW byte of the u16 at +0 -- reading the byte
# AT +0 gets the always-zero high byte, which silently turns every
# hermite animation (flags & 8: Pidgeot, Dodrio, Exeggutor, Tangela,
# Magmar) into a packed-stream read of keyframe tables.
self.flags = f.u16(off)
self.startFrame= f.u16(off + 4)
self.loopStart = f.u16(off + 6)
self.nChannels = f.u16(off + 8)
self.nFrames = f.u16(off + 0xA)
self.chanTable = f.ptr(off + 0xC)
self.scaleData = f.ptr(off + 0x10)
self.rotData = f.ptr(off + 0x14)
self.transData = f.ptr(off + 0x18)
def chan(self, i):
o = self.chanTable + i * 0xA
f = self.f
return dict(nScale=f.u8(o), nRot=f.u8(o + 1), nTrans=f.u8(o + 2),
interp=f.u8(o + 3), oScale=f.u16(o + 4),
oRot=f.u16(o + 6), oTrans=f.u16(o + 8))
# -- packed stream sampling (flags & 8 == 0) --------------------------
# A count of 0 means the component has no stream. In the ROM that only
# ever happens in HERMITE animations, where a count under 2 means "the
# offset field IS the constant value" -- no packed animation of any of the
# 151 species carries an empty channel, so the bind-pose fallback here is
# dead code kept as a safety net.
def _trans_packed(self, c, frame):
if c['nTrans'] == 0:
return None
bits = 16 if (self.flags & 4) else 12
if c['nTrans'] == 1:
# (s16) casts both ways: func_80016848 reads the u16 offset field
# back as a signed constant.
return float(signed(c['oTrans'], 16) if (self.flags & 4)
else signed((c['oTrans'] * 16) & 0xFFFF, 16) >> 4)
i = c['oTrans'] + min(frame, c['nTrans'] - 1)
return float(bitfield(self.f, self.transData, i, bits))
def _rot_packed(self, c, frame):
if c['nRot'] == 0:
return None
if c['nRot'] == 1:
return signed((c['oRot'] * 16) & 0xFFFF, 16)
i = c['oRot'] + min(frame, c['nRot'] - 1)
return signed((bitfield(self.f, self.rotData, i, 12) * 16) & 0xFFFF, 16)
def _scale_packed(self, c, frame):
if c['nScale'] == 0:
return None
if c['nScale'] == 1:
return c['oScale'] / 1000.0
i = c['oScale'] + min(frame, c['nScale'] - 1)
return self.f.s16(self.scaleData + i * 2) / 1000.0
# -- hermite keyframe sampling (flags & 8) ----------------------------
def _hermite(self, base, n, frame, wide):
f = self.f
stride = 8 if wide else 6
def key(i):
o = base + i * stride
return (f.s16(o), f.s16(o + 2), f.s16(o + 4),
f.s16(o + 6) if wide else f.s16(o + 4))
k0 = key(0)
if k0[0] >= frame:
return float(k0[1])
last = key(n - 1)
if frame >= last[0]:
return float(last[1])
i = 0
while i < n - 2:
if frame < key(i + 1)[0]:
break
i += 1
a, b = key(i), key(i + 1)
x = (frame - a[0]) / 30.0
y = 30.0 / (b[0] - a[0])
x2, x3 = x * x, x * x * x
y2, y3 = y * y, y * y * y
return (a[1] * (2 * x3 * y3 - 3 * x2 * y2 + 1)
+ b[1] * (-2 * x3 * y3 + 3 * x2 * y2)
+ (a[3] if wide else a[2]) * (x3 * y2 - 2 * x2 * y + x)
+ b[2] * (x3 * y2 - x2 * y))
def _trans_key(self, c, frame):
if c['nTrans'] < 2:
return float(signed(c['oTrans'], 16))
return self._hermite(self.transData + c['oTrans'] * 2, c['nTrans'], frame, c['interp'] & 1)
def _rot_key(self, c, frame):
if c['nRot'] < 2:
deg = signed(c['oRot'], 16) / 10.0
else:
deg = self._hermite(self.rotData + c['oRot'] * 2, c['nRot'], frame, c['interp'] & 2) / 10.0
deg %= 360.0
# func_80016DE0 returns s16: the f32 -> s16 cast WRAPS an angle above
# 180 degrees to its negative twin. Same binary angle either way, but
# the packer stores i16 with clamping, so an unwrapped 350-degree
# value would pin at 32767 (= 180 degrees) instead.
return signed(int(deg / 360.0 * 65536.0) & 0xFFFF, 16)
def _scale_key(self, c, frame):
if c['nScale'] < 2:
return signed(c['oScale'], 16) / 100.0
return self._hermite(self.scaleData + c['oScale'] * 2, c['nScale'], frame, c['interp'] & 4) / 100.0
def sample_trs(self, chanIndex, frame, bind=None):
"""Returns (translation, rotation, scale) triples for one bone. Components
whose channel carries no data fall back to the bone's bind value."""
base = chanIndex * 3
if base < 0 or base + 2 >= self.nChannels:
return None
cs = [self.chan(base + i) for i in range(3)]
if self.flags & 8:
out = ([self._trans_key(c, frame) for c in cs],
[self._rot_key(c, frame) for c in cs],
[self._scale_key(c, frame) for c in cs])
else:
out = ([self._trans_packed(c, frame) for c in cs],
[self._rot_packed(c, frame) for c in cs],
[self._scale_packed(c, frame) for c in cs])
if bind is None:
bind = ([0, 0, 0], [0, 0, 0], [1.0, 1.0, 1.0])
return tuple([v if v is not None else bind[k][i] for i, v in enumerate(comp)]
for k, comp in enumerate(out))
class AuxAnimation:
"""Texture animation (src/18140.c). Same header shape as the skeletal
animations, but each channel is a per-frame stream of texture-table indices
that func_800176DC substitutes into a material."""
def __init__(self, frag, off):
f = self.f = frag
self.flags = f.u16(off) # low byte, same layout as Animation
self.startFrame= f.u16(off + 4)
self.loopStart = f.u16(off + 6)
self.nChannels = f.u16(off + 8)
self.nFrames = f.u16(off + 0xA)
self.chanTable = f.ptr(off + 0xC)
self.data = f.ptr(off + 0x10)
def sample(self, chan, frame):
"""func_80017540: index into the stream, clamped to the channel length."""
if not (0 <= chan < self.nChannels) or self.chanTable is None:
return None
o = self.chanTable + chan * 4
count, base = self.f.u16(o), self.f.u16(o + 2)
if count == 0:
return None
i = base + (frame if frame < count else count - 1)
return self.f.u8(self.data + i)
def track(self, chan):
n = max(1, self.nFrames)
return [self.sample(chan, i) for i in range(n)]
# ------------------------------------------------------------------ textures
def rgba5551(p):
return (((p >> 11) & 0x1F) * 255 // 31, ((p >> 6) & 0x1F) * 255 // 31,
((p >> 1) & 0x1F) * 255 // 31, 255 if (p & 1) else 0)
def decode_texture(f, tex, tlut=None, palette=0):
"""Returns (w, h, RGBA8 bytes) for the N64 texture formats these models use."""
w, h, fmt, siz, addr = tex['w'], tex['h'], tex['fmt'], tex['siz'], tex['data']
out = bytearray(w * h * 4)
d = f.d
n = w * h
def nibble(i):
return (d[addr + i // 2] >> (0 if i & 1 else 4)) & 0xF
if fmt == 0 and siz == 2: # RGBA16 (5/5/5/1)
for i in range(n):
out[i*4:i*4+4] = bytes(rgba5551(struct.unpack_from('>H', d, addr + i * 2)[0]))
elif fmt == 0 and siz == 3: # RGBA32
out[:] = d[addr:addr + n * 4]
elif fmt == 2: # CI4 / CI8 -> RGBA16 palette
pal = []
if tlut is not None and tlut['data'] is not None:
base = tlut['data'] + (palette * 16 * 2 if siz == 0 else 0)
for i in range(16 if siz == 0 else 256):
pal.append(bytes(rgba5551(struct.unpack_from('>H', d, base + i * 2)[0])))
if not pal:
pal = [b'\xff\x00\xff\xff'] * 256
for i in range(n):
idx = nibble(i) if siz == 0 else d[addr + i]
out[i*4:i*4+4] = pal[idx % len(pal)]
elif fmt == 3: # IA16 / IA8 / IA4
for i in range(n):
if siz == 2:
v = struct.unpack_from('>H', d, addr + i * 2)[0]
l, a = v >> 8, v & 0xFF
elif siz == 1:
v = d[addr + i]
l, a = (v >> 4) * 17, (v & 0xF) * 17
else:
v = nibble(i)
l, a = ((v >> 1) * 255) // 7, 255 if (v & 1) else 0
out[i*4:i*4+4] = bytes((l, l, l, a))
elif fmt == 4: # I8 / I4
for i in range(n):
l = d[addr + i] if siz == 1 else nibble(i) * 17
out[i*4:i*4+4] = bytes((l, l, l, 255))
else:
for i in range(n): # unsupported: magenta
out[i*4:i*4+4] = b'\xff\x00\xff\xff'
return w, h, bytes(out)
def png(w, h, rgba):
"""Minimal PNG encoder (no PIL dependency)."""
raw = b''.join(b'\x00' + rgba[y*w*4:(y+1)*w*4] for y in range(h))
def chunk(tag, data):
c = tag + data
return struct.pack('>I', len(data)) + c + struct.pack('>I', zlib.crc32(c) & 0xFFFFFFFF)
return (b'\x89PNG\r\n\x1a\n'
+ chunk(b'IHDR', struct.pack('>IIBBBBB', w, h, 8, 6, 0, 0, 0))
+ chunk(b'IDAT', zlib.compress(raw, 9))
+ chunk(b'IEND', b''))
# ---------------------------------------------------------------------- main
def unique(seq):
"""The distinct values of `seq`, in the order they first appear.
Used where a set used to be. A set of small ints iterates in hash-slot
order, which is stable across runs but is neither insertion nor sort order
and is a CPython implementation detail -- and here it decided the order
textures get REGISTERED in, and so their indices in the packed file. Order
of appearance is a property of the data instead of the interpreter, which
is what lets the Lua extractor produce the same file.
"""
seen, out = set(), []
for v in seq:
if v in seen:
continue
seen.add(v)
out.append(v)
return out
def dedupe_fx(nodes):
"""The geo layout's effect callbacks, once each, IN THE ORDER THEY APPEAR.
A geo layout can name the same callback on the same bone more than once
(the walk visits a subtree twice), so these have to be deduplicated, and it
used to be done by dropping them through a set. That was a real bug rather
than a style point: the set held tuples containing strings, so its iteration
order moved with PYTHONHASHSEED, and the generated flames of every species
carrying more than one -- Ponyta, Rapidash and Moltres -- came out in a
different order, with different seeds and therefore different pixels, on
different runs of the same build.
Order of appearance is the game's own order, it is stable, and it is what
the Lua extractor can reproduce.
"""
seen, out = set(), []
for node in nodes:
key = (node['bone'], node['callback'], node['arg'])
if key in seen:
continue
seen.add(key)
out.append(dict(node))
return out
def extract(path, name=None, raw=False):
"""`raw=True` carries each texture's decoded RGBA8 bytes as `rgba` instead
of encoding a PNG data URI into `png`.
The viewer and the glTF export both want a PNG, so that stays the default.
The mod's own packer wants the pixels: it stores them uncompressed, so that
its Lua counterpart -- which has no zlib whose output is guaranteed to
agree with this one's byte for byte -- can be checked against it exactly.
"""
f = Fragment(path, name or str(path))
m = Model(f)
m.build()
import base64
auxAnims = [AuxAnimation(f, o) for o in m.auxAnims]
texIndexMap, texOut = {}, []
def register(texIdx, tlut, pal):
key = (texIdx, tlut, pal)
if key in texIndexMap:
return texIndexMap[key]
if not (0 <= texIdx < len(m.textures)):
return -1
texIndexMap[key] = len(texOut)
tl = m.tluts[tlut] if 0 <= tlut < len(m.tluts) else None
w, h, rgba = decode_texture(f, m.textures[texIdx], tl, pal)
rec = dict(index=texIdx, w=w, h=h)
if raw:
rec['rgba'] = rgba
else:
rec['png'] = ('data:image/png;base64,'
+ base64.b64encode(png(w, h, rgba)).decode())
texOut.append(rec)
return texIndexMap[key]
for p in m.prims:
if not p['tris']:
continue
pal = m.tile_palette(p['mat'])
register(p['tex'], p['tlut'], pal)
# An animated material can swap to any texture its channel names, so all
# of them have to be decoded up front.
if p['texAnim'] >= 0:
for a in auxAnims:
for t in unique(a.track(p['texAnim'])):
if t is not None:
register(t, p['tlut'], pal)
prims = []
for p in m.prims:
if not p['tris']:
continue
pos, uv, nrm, skin = [], [], [], []
pal = m.tile_palette(p['mat'])
ti = texIndexMap.get((p['tex'], p['tlut'], pal), -1)
# texture-table index -> slot in texOut, for the animated swap
texMap = {}
if p['texAnim'] >= 0:
for a in auxAnims:
for t in unique(a.track(p['texAnim'])):
if t is not None and (t, p['tlut'], pal) in texIndexMap:
texMap[t] = texIndexMap[(t, p['tlut'], pal)]
tw, th = (m.textures[p['tex']]['w'], m.textures[p['tex']]['h']) if ti >= 0 else (32, 32)
for v in p['verts']:
pos += [v[0], v[1], v[2]]
uv += [v[3] / tw, v[4] / th]
nrm += [v[5] / 127.0, v[6] / 127.0, v[7] / 127.0]
skin.append(v[9])
prims.append(dict(tex=ti, cull=p['cull'], texAnim=p['texAnim'],
texMap={str(k): v for k, v in sorted(texMap.items())},
pos=pos, uv=uv, nrm=nrm, skin=skin,
idx=[i for t in p['tris'] for i in t]))
def compress(values, nd):
"""Constant tracks collapse to a scalar; most channels never move."""
r = [round(v, nd) for v in values]
return r[0] if all(v == r[0] for v in r) else r
anims = []
for i, off in enumerate(m.anims):
a = Animation(f, off)
nf = max(1, a.nFrames)
tracks = []
for b in m.bones:
ch = b['chan']
bind = (b['t'], b['r'], b['s'])
if ch < 0 or a.sample_trs(ch, 0, bind) is None:
tracks.append(None)
continue
samples = [a.sample_trs(ch, fr, bind) for fr in range(nf)]
tracks.append(dict(
t=[compress([s[0][k] for s in samples], 3) for k in range(3)],
r=[compress([s[1][k] for s in samples], 0) for k in range(3)],
s=[compress([s[2][k] for s in samples], 5) for k in range(3)]))
anims.append(dict(index=i, frames=nf, flags=a.flags,
channels=a.nChannels, loopStart=a.loopStart, tracks=tracks))
auxOut = []
for i, a in enumerate(auxAnims):
auxOut.append(dict(index=i, frames=max(1, a.nFrames), flags=a.flags,
loopStart=a.loopStart,
channels=[a.track(c) for c in range(a.nChannels)]))
return dict(
species=m.species,
name=SPECIES.get(m.species, f'#{m.species}'),
file=os.path.basename(f.name),
rootScale=m.rootScale,
bones=[dict(parent=b['parent'], boneId=b['boneId'], chan=b['chan'],
flags=b['flags'], t=b['t'], r=b['r'], s=b['s']) for b in m.bones],
textures=texOut,
prims=prims,
anims=anims,
auxAnims=auxOut,
fx=dedupe_fx(m.fx),
warnings=m.warnings,
)
SPECIES = {}
_NAMES = (
"Bulbasaur Ivysaur Venusaur Charmander Charmeleon Charizard Squirtle Wartortle Blastoise "
"Caterpie Metapod Butterfree Weedle Kakuna Beedrill Pidgey Pidgeotto Pidgeot Rattata Raticate "
"Spearow Fearow Ekans Arbok Pikachu Raichu Sandshrew Sandslash NidoranF Nidorina Nidoqueen "
"NidoranM Nidorino Nidoking Clefairy Clefable Vulpix Ninetales Jigglypuff Wigglytuff Zubat "
"Golbat Oddish Gloom Vileplume Paras Parasect Venonat Venomoth Diglett Dugtrio Meowth Persian "
"Psyduck Golduck Mankey Primeape Growlithe Arcanine Poliwag Poliwhirl Poliwrath Abra Kadabra "
"Alakazam Machop Machoke Machamp Bellsprout Weepinbell Victreebel Tentacool Tentacruel Geodude "
"Graveler Golem Ponyta Rapidash Slowpoke Slowbro Magnemite Magneton Farfetchd Doduo Dodrio "
"Seel Dewgong Grimer Muk Shellder Cloyster Gastly Haunter Gengar Onix Drowzee Hypno Krabby "
"Kingler Voltorb Electrode Exeggcute Exeggutor Cubone Marowak Hitmonlee Hitmonchan Lickitung "
"Koffing Weezing Rhyhorn Rhydon Chansey Tangela Kangaskhan Horsea Seadra Goldeen Seaking "
"Staryu Starmie MrMime Scyther Jynx Electabuzz Magmar Pinsir Tauros Magikarp Gyarados Lapras "
"Ditto Eevee Vaporeon Jolteon Flareon Porygon Omanyte Omastar Kabuto Kabutops Aerodactyl "
"Snorlax Articuno Zapdos Moltres Dratini Dragonair Dragonite Mewtwo Mew").split()
for _i, _n in enumerate(_NAMES):
SPECIES[_i + 1] = _n
if __name__ == '__main__':
here = os.path.dirname(os.path.abspath(__file__))
src = sys.argv[1] if len(sys.argv) > 1 else 'assets/us/pokemon_models/24.bin'
dst = sys.argv[2] if len(sys.argv) > 2 else os.path.join(here, 'model.js')
data = extract(src)
body = json.dumps(data, separators=(',', ':'))
with open(dst, 'w') as fp:
fp.write('window.PKMN_MODEL = ' + body + ';\n')
tris = sum(len(p['idx']) // 3 for p in data['prims'])
print(f"{data['name']} (#{data['species']}) bones={len(data['bones'])} prims={len(data['prims'])} "
f"tris={tris} textures={len(data['textures'])} anims={len(data['anims'])}")
print(f"frames per anim: {[a['frames'] for a in data['anims']]}")
if data['warnings']:
print('warnings:', data['warnings'][:5])
print(f'wrote {dst} ({os.path.getsize(dst)/1024:.0f} KB)')
+274
View File
@@ -0,0 +1,274 @@
#!/usr/bin/env python3
"""
glTF 2.0 binary writer.
Each game bone becomes two nodes -- a pivot carrying translation/rotation and a
leaf carrying the accumulated scale -- because the game keeps scale out of the
matrix chain while glTF propagates it to children. See ../README.md.
"""
import json
import math
import struct
ND = 7 # decimals kept on node rest transforms
def quat_from_euler(r):
"""The game's rotation is Rx*Ry*Rz in row-vector form (src/F420.c
func_8000F730); build that basis as glTF columns and convert."""
sx, cx = math.sin(r[0] / 32768 * math.pi), math.cos(r[0] / 32768 * math.pi)
sy, cy = math.sin(r[1] / 32768 * math.pi), math.cos(r[1] / 32768 * math.pi)
sz, cz = math.sin(r[2] / 32768 * math.pi), math.cos(r[2] / 32768 * math.pi)
# rows of the game matrix become the columns of the glTF rotation
m = ((cy*cz, sx*sy*cz - cx*sz, cx*sy*cz + sx*sz),
(cy*sz, sx*sy*sz + cx*cz, cx*sy*sz - sx*cz),
(-sy, sx*cy, cx*cy))
tr = m[0][0] + m[1][1] + m[2][2]
if tr > 0:
s = math.sqrt(tr + 1.0) * 2
w = 0.25 * s
x = (m[2][1] - m[1][2]) / s
y = (m[0][2] - m[2][0]) / s
z = (m[1][0] - m[0][1]) / s
elif m[0][0] > m[1][1] and m[0][0] > m[2][2]:
s = math.sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]) * 2
w = (m[2][1] - m[1][2]) / s
x = 0.25 * s
y = (m[0][1] + m[1][0]) / s
z = (m[0][2] + m[2][0]) / s
elif m[1][1] > m[2][2]:
s = math.sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]) * 2
w = (m[0][2] - m[2][0]) / s
x = (m[0][1] + m[1][0]) / s
y = 0.25 * s
z = (m[1][2] + m[2][1]) / s
else:
s = math.sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]) * 2
w = (m[1][0] - m[0][1]) / s
x = (m[0][2] + m[2][0]) / s
y = (m[1][2] + m[2][1]) / s
z = 0.25 * s
n = math.sqrt(x*x + y*y + z*z + w*w) or 1.0
return [x/n, y/n, z/n, w/n]
def pose(bones, sample_fn):
"""Returns (pivotT, pivotQ, jointS) for every bone at one instant."""
acc, pt, pq, js = [], [], [], []
for i, b in enumerate(bones):
t, r, s = sample_fn(i, b)
pa = acc[b['parent']] if b['parent'] >= 0 else (1.0, 1.0, 1.0)
pt.append([t[0]*pa[0], t[1]*pa[1], t[2]*pa[2]])
pq.append(quat_from_euler(r))
a = (pa[0]*s[0], pa[1]*s[1], pa[2]*s[2])
acc.append(a)
js.append(list(a))
return pt, pq, js
# ------------------------------------------------------------------ glTF build
class Glb:
def __init__(self):
self.buf = bytearray()
self.views = []
self.accessors = []
def view(self, data, target=None):
while len(self.buf) % 4:
self.buf.append(0)
off = len(self.buf)
self.buf += data
v = dict(buffer=0, byteOffset=off, byteLength=len(data))
if target:
v['target'] = target
self.views.append(v)
return len(self.views) - 1
def accessor(self, data, ctype, atype, count, target=None,
minmax=None, normalized=False):
a = dict(bufferView=self.view(data, target), componentType=ctype,
count=count, type=atype)
if normalized:
a['normalized'] = True
if minmax:
a['min'], a['max'] = minmax
self.accessors.append(a)
return len(self.accessors) - 1
def floats(self, values, atype, target=None, minmax=None):
n = {'SCALAR': 1, 'VEC2': 2, 'VEC3': 3, 'VEC4': 4, 'MAT4': 16}[atype]
return self.accessor(struct.pack(f'<{len(values)}f', *values),
5126, atype, len(values) // n, target, minmax)
def finish(self, gltf):
gltf['buffers'] = [dict(byteLength=len(self.buf))]
gltf['bufferViews'] = self.views
gltf['accessors'] = self.accessors
js = json.dumps(gltf, separators=(',', ':')).encode()
js += b' ' * (-len(js) % 4)
bin_ = bytes(self.buf) + b'\0' * (-len(self.buf) % 4)
return (struct.pack('<III', 0x46546C67, 2, 12 + 8 + len(js) + 8 + len(bin_))
+ struct.pack('<II', len(js), 0x4E4F534A) + js
+ struct.pack('<II', len(bin_), 0x004E4942) + bin_)
def build_glb(data, pngs):
bones = data['bones']
nb = len(bones)
g = Glb()
gltf = dict(asset=dict(version='2.0',
generator='pokestadium tools/model_viewer/export_gltf.py'))
# ---- nodes: root scale, then a pivot/joint pair per bone ----------------
bind_t, bind_q, bind_s = pose(bones, lambda i, b: (b['t'], b['r'], b['s']))
nodes = [dict(name='model_root', scale=[round(v, 6) for v in data['rootScale']])]
pivot_id = [0] * nb
joint_id = [0] * nb
for i, b in enumerate(bones):
pivot_id[i] = len(nodes)
nodes.append(dict(name=f'bone{b["boneId"]:02d}',
translation=[round(v, ND) for v in bind_t[i]],
rotation=[round(v, ND) for v in bind_q[i]]))
joint_id[i] = len(nodes)
nodes.append(dict(name=f'bone{b["boneId"]:02d}_scale',
scale=[round(v, ND) for v in bind_s[i]]))
nodes[pivot_id[i]]['children'] = [joint_id[i]]
for i, b in enumerate(bones):
parent = pivot_id[b['parent']] if b['parent'] >= 0 else 0
nodes[parent].setdefault('children', []).append(pivot_id[i])
# ---- textures / materials ---------------------------------------------
images, samplers, textures, materials = [], [], [], []
if pngs:
samplers.append(dict(magFilter=9729, minFilter=9729,
wrapS=33071, wrapT=33071)) # LINEAR, CLAMP
for i, blob in enumerate(pngs):
images.append(dict(mimeType='image/png',
bufferView=g.view(blob), name=f'tex{i:02d}'))
textures.append(dict(sampler=0, source=i))
prims_out = []
for p in data['prims']:
nv = len(p['pos']) // 3
pos = [float(v) for v in p['pos']]
mn = [min(pos[k::3]) for k in range(3)]
mx = [max(pos[k::3]) for k in range(3)]
attrs = dict(
POSITION=g.floats(pos, 'VEC3', 34962, (mn, mx)),
NORMAL=g.floats([float(v) for v in p['nrm']], 'VEC3', 34962),
TEXCOORD_0=g.floats([float(v) for v in p['uv']], 'VEC2', 34962),
JOINTS_0=g.accessor(
struct.pack(f'<{nv*4}H', *[v for j in p['skin'] for v in (j, 0, 0, 0)]),
5123, 'VEC4', nv, 34962),
WEIGHTS_0=g.floats([v for _ in range(nv) for v in (1.0, 0.0, 0.0, 0.0)],
'VEC4', 34962),
)
idx = g.accessor(struct.pack(f'<{len(p["idx"])}H', *p['idx']),
5123, 'SCALAR', len(p['idx']), 34963)
blend = p.get('blend')
mat = dict(
name=f'mat{len(materials):02d}',
alphaMode='BLEND' if blend else 'MASK',
doubleSided=bool(blend) or not (p['cull'] & 0x400),
pbrMetallicRoughness=dict(metallicFactor=0.0, roughnessFactor=0.9),
)
if blend:
# generated effects are unlit so they read as emissive fire/gas
mat['emissiveFactor'] = [1.0, 1.0, 1.0]
else:
mat['alphaCutoff'] = 0.5
if p['tex'] >= 0:
mat['pbrMetallicRoughness']['baseColorTexture'] = dict(index=p['tex'])
if blend:
mat['emissiveTexture'] = dict(index=p['tex'])
materials.append(mat)
prims_out.append(dict(attributes=attrs, indices=idx,
material=len(materials) - 1))
skin_node = len(nodes)
nodes.append(dict(name=data['name'], mesh=0, skin=0))
ident = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
gltf['skins'] = [dict(joints=joint_id, skeleton=0,
inverseBindMatrices=g.floats(ident * nb, 'MAT4'))]
gltf['meshes'] = [dict(name=data['name'], primitives=prims_out)]
# ---- animations --------------------------------------------------------
anims = []
for a in data['anims']:
nf = a['frames']
times = [round(fr / 30.0, 6) for fr in range(nf)] # authored at 30 fps
def sample_fn(i, b, _a=a):
tr = _a['tracks'][i]
if not tr:
return b['t'], b['r'], b['s']
pick = lambda c, fr: (c if isinstance(c, (int, float))
else c[min(fr, len(c) - 1)])
return ([pick(c, sample_fn.fr) for c in tr['t']],
[pick(c, sample_fn.fr) for c in tr['r']],
[pick(c, sample_fn.fr) for c in tr['s']])
seq_t = [[] for _ in range(nb)]
seq_q = [[] for _ in range(nb)]
seq_s = [[] for _ in range(nb)]
for fr in range(nf):
sample_fn.fr = fr
pt, pq, js = pose(bones, sample_fn)
for i in range(nb):
if seq_q[i] and sum(x*y for x, y in zip(seq_q[i][-1], pq[i])) < 0:
pq[i] = [-v for v in pq[i]] # keep quaternions continuous
seq_t[i].append(pt[i]); seq_q[i].append(pq[i]); seq_s[i].append(js[i])
channels, samplers_a = [], []
cache = {}
def time_accessor(keys):
if keys not in cache:
t = times if keys == nf else [times[0], times[-1]]
cache[keys] = g.floats(t, 'SCALAR', minmax=([t[0]], [t[-1]]))
return cache[keys]
for i in range(nb):
for seq, path, node, dflt in (
(seq_t[i], 'translation', pivot_id[i], nodes[pivot_id[i]]['translation']),
(seq_q[i], 'rotation', pivot_id[i], nodes[pivot_id[i]]['rotation']),
(seq_s[i], 'scale', joint_id[i], nodes[joint_id[i]]['scale'])):
const = all(v == seq[0] for v in seq)
# A constant channel can only be dropped when it already equals the
# node's rest value; otherwise the node would sit in its bind pose.
if const and [round(c, ND) for c in seq[0]] == dflt:
continue
if const:
seq = [seq[0], seq[0]]
time_acc = time_accessor(len(seq))
flat = [c for v in seq for c in v]
if path == 'rotation':
out = g.accessor(
struct.pack(f'<{len(flat)}h',
*[max(-32768, min(32767, round(c * 32767)))
for c in flat]),
5122, 'VEC4', len(seq), normalized=True)
else:
out = g.floats(flat, 'VEC3')
samplers_a.append(dict(input=time_acc, output=out,
interpolation='LINEAR'))
channels.append(dict(sampler=len(samplers_a) - 1,
target=dict(node=node, path=path)))
if channels:
anims.append(dict(name=a['name'], channels=channels, samplers=samplers_a))
if anims:
gltf['animations'] = anims
gltf['nodes'] = nodes
gltf['scenes'] = [dict(nodes=[0, skin_node])]
gltf['scene'] = 0
if images:
gltf['images'] = images
gltf['samplers'] = samplers
gltf['textures'] = textures
gltf['materials'] = materials
return g.finish(gltf)
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#!/usr/bin/env python3
"""
Raw ROM access for the Pokemon Stadium (US) model export.
Everything here is stdlib-only: byte-order fixup, the Yay0 decompressor, the
PERS-SZP wrapper the assets use, and the little archive format that packs many
files into one segment. That is all it takes to get from baserom.z64 to model
data, so the export does not need `make init`, splat or crunch64.
"""
import hashlib
import struct
# ROM offsets taken from pokestadium-us.yaml.
POKEMON_MODELS = 0x920000 # archive of the 215 battle models
BATTLE_DATA = 0x70D3A0 # per-species battle tables, indexed by D_80075BD0
MAIN_ROM = 0x1000 # main code segment ...
MAIN_VRAM = 0x80000400 # ... and where it lands in RAM
PTR_TABLE_VRAM = 0x80075BD0 # D_80075BD0[species - 1] -> offset into BATTLE_DATA
US_MD5 = 'ed1378bc12115f71209a77844965ba50'
class Rom:
def __init__(self, path):
data = bytearray(open(path, 'rb').read())
magic = struct.unpack_from('>I', data, 0)[0]
if magic == 0x37804012: # .v64, byte-swapped pairs
data[0::2], data[1::2] = data[1::2], data[0::2]
elif magic == 0x40123780: # .n64, word-reversed
data = bytearray(b''.join(data[i:i+4][::-1] for i in range(0, len(data), 4)))
elif magic != 0x80371240: # .z64, native big endian
raise ValueError(f'{path}: not an N64 ROM (magic {magic:#010x})')
self.data = bytes(data)
self.md5 = hashlib.md5(self.data).hexdigest()
@property
def is_expected_us(self):
return self.md5 == US_MD5
def u32(self, o):
return struct.unpack_from('>I', self.data, o)[0]
def vram_to_rom(self, vram):
return MAIN_ROM + (vram - MAIN_VRAM)
# ---- archive ---------------------------------------------------------
def archive(self, off):
"""Segments that hold many files start with
u32 tag, u32 0, u32 totalSize, u32 fileCount
followed by fileCount { u32 offset, u32 size, u32 pad[2] } records,
all relative to the start of the segment (tools/unpack_asset.py).
Only the top three bytes of the first word are reliably zero -- the
model archive puts a nonzero value in the low byte."""
if (self.u32(off) & 0xFFFFFF00) != 0 or self.u32(off + 4) != 0:
return [self.data[off:]]
count = self.u32(off + 12)
if not 0 < count < 4096:
return [self.data[off:]]
out = []
for i in range(count):
rec = off + 0x10 + i * 0x10
start, size = self.u32(rec), self.u32(rec + 4)
out.append(self.data[off + start: off + start + size])
return out
# ------------------------------------------------------------- decompression
def yay0_decompress(src):
"""Nintendo Yay0. Header: magic, decompressed size, link offset, chunk
offset; then a bitstream where a 1 copies one literal byte and a 0 pulls a
(distance, length) pair from the link table."""
if src[:4] != b'Yay0':
raise ValueError('not Yay0')
size, link_off, chunk_off = struct.unpack_from('>3I', src, 4)
out = bytearray(size)
mask_p, link_p, chunk_p, pos = 0x10, link_off, chunk_off, 0
mask, bits = 0, 0
while pos < size:
if bits == 0:
mask = struct.unpack_from('>I', src, mask_p)[0]
mask_p += 4
bits = 32
if mask & 0x80000000:
out[pos] = src[chunk_p]
chunk_p += 1
pos += 1
else:
link = struct.unpack_from('>H', src, link_p)[0]
link_p += 2
dist = link & 0x0FFF
count = link >> 12
if count == 0:
count = src[chunk_p] + 0x12
chunk_p += 1
else:
count += 2
copy = pos - dist - 1
for _ in range(count): # overlapping runs are legal
out[pos] = out[copy]
pos += 1
copy += 1
mask = (mask << 1) & 0xFFFFFFFF
bits -= 1
return bytes(out)
def decompress(blob):
"""Unwrap whatever container an asset arrived in."""
if blob[:8] == b'PERS-SZP':
header = struct.unpack_from('>I', blob, 8)[0]
return yay0_decompress(blob[header:])
if blob[:4] == b'Yay0':
return yay0_decompress(blob)
return blob
def pokemon_models(rom):
"""Returns the decompressed model fragments, indexed by file number."""
return [decompress(b) for b in rom.archive(POKEMON_MODELS)]
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<?xml version="1.0" encoding="utf-8"?>
<package xmlns="http://schemas.microsoft.com/packaging/2013/05/nuspec.xsd">
<metadata>
<id>OpenXR.Loader</id>
<version>1.0.10.2</version>
<authors>Khronos Group</authors>
<owners>Khronos Group</owners>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<license type="expression">Apache-2.0</license>
<licenseUrl>https://licenses.nuget.org/Apache-2.0</licenseUrl>
<projectUrl>https://github.com/KhronosGroup/OpenXR-SDK</projectUrl>
<description>Khronos OpenXR loader and headers required to build a Win32 or UWP OpenXR application</description>
<tags>native khronos openxr loader headers</tags>
<dependencies>
<dependency id="OpenXR.Headers" version="1.0.10.2" />
</dependencies>
</metadata>
</package>
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<?xml version="1.0" encoding="utf-8"?>
<Types xmlns="http://schemas.openxmlformats.org/package/2006/content-types">
<Default Extension="rels" ContentType="application/vnd.openxmlformats-package.relationships+xml" />
<Default Extension="psmdcp" ContentType="application/vnd.openxmlformats-package.core-properties+xml" />
<Default Extension="props" ContentType="application/octet" />
<Default Extension="targets" ContentType="application/octet" />
<Default Extension="dll" ContentType="application/octet" />
<Default Extension="lib" ContentType="application/octet" />
<Default Extension="nuspec" ContentType="application/octet" />
</Types>
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<?xml version="1.0" encoding="utf-8"?>
<Relationships xmlns="http://schemas.openxmlformats.org/package/2006/relationships">
<Relationship Type="http://schemas.microsoft.com/packaging/2010/07/manifest" Target="/OpenXR.Loader.nuspec" Id="R0D169365D22F5E6F" />
<Relationship Type="http://schemas.openxmlformats.org/package/2006/relationships/metadata/core-properties" Target="/package/services/metadata/core-properties/948f85fa57f345119150f5525085c62c.psmdcp" Id="R10D7CDDCA5670667" />
</Relationships>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<OpenXRLoaderPackageRoot>$(MSBuildThisFileDirectory)..\..\</OpenXRLoaderPackageRoot>
</PropertyGroup>
</Project>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Choose>
<When Condition="'$(ApplicationType)|$(ApplicationTypeRevision)' == 'Windows Store|10.0'">
<PropertyGroup>
<OpenXRLoaderBinaryRoot>$(OpenXRLoaderPackageRoot)native\$(Platform)_uwp\release</OpenXRLoaderBinaryRoot>
</PropertyGroup>
</When>
<Otherwise>
<PropertyGroup>
<OpenXRLoaderBinaryRoot>$(OpenXRLoaderPackageRoot)native\$(Platform)\release</OpenXRLoaderBinaryRoot>
</PropertyGroup>
</Otherwise>
</Choose>
<ItemDefinitionGroup>
<Link>
<AdditionalDependencies>%(AdditionalDependencies);$(OpenXRLoaderBinaryRoot)\lib\openxr_loader.lib</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<!-- Copy the OpenXR loader DLL to the output directory and include in packaging -->
<ItemGroup Condition="'$(OpenXRSkipLoaderCopy)'!='true'">
<None Include="$(OpenXRLoaderBinaryRoot)\bin\openxr_loader.dll">
<Link>%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<DeploymentContent>true</DeploymentContent>
</None>
</ItemGroup>
<Target Name="EnsurePropsImported" BeforeTargets="PrepareForBuild">
<Error Condition="'$(OpenXRLoaderPackageRoot)'==''" Text="OpenXRLoaderPackageRoot property missing. Project is malformed. Try removing and re-adding the NuGet reference." />
</Target>
</Project>
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