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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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33 Commits
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| 731ecd9677 |
@@ -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"
|
||||
+852
@@ -1,5 +1,857 @@
|
||||
# Changelog
|
||||
|
||||
## 1.5.2
|
||||
|
||||
### Added
|
||||
|
||||
- **The Pokédex in hand is a quarter larger.** Its voxel pitch went from
|
||||
1.1 cm to 1.375 cm (the body from about 10x15 cm to about 12x19 cm),
|
||||
because the screen carries every menu in first person and was
|
||||
squint-small at the old size. The attachment -- flush along the left
|
||||
controller -- is unchanged.
|
||||
|
||||
- **Left stick click steps the VOXEL ladder.** In VR the click now makes
|
||||
exactly the step the "3" key (and the pad's SELECT) makes -- the same
|
||||
function, handed across, so the ladder walk, the FULL step-over and
|
||||
the TILT/GBC FX clearing can never drift from the key's. It used to
|
||||
toggle first/third person against a remembered return rung.
|
||||
|
||||
- **The floating panel shows the same picture at every window size.**
|
||||
The GB-frame region used to be copied into the headset's panel
|
||||
pixel-for-pixel, and the panel's swapchain image has a fixed size --
|
||||
so a window scaled past it (fullscreen above all) ran the frame off
|
||||
the copy's edge and cut the START menu out of the panel. The region
|
||||
is now blitted OUT of the window and SCALED into the swapchain image
|
||||
at the frame's own aspect: identical picture, identical near-square
|
||||
ratio, whatever size or shape the window takes.
|
||||
|
||||
- **Menus stay inside the GB frame while a headset is live.** The
|
||||
engine's new zoom-aware anchoring docks the START menu to the
|
||||
WINDOW's edge -- and both VR screens (the floating panel and the
|
||||
Pokédex) crop the window to the near-square GB frame, so a docked
|
||||
menu was cropped away with the border it hugged. While a headset is
|
||||
live the mod answers the engine's own "hold the anchors" predicate
|
||||
with yes, and every menu blits where it was drawn: the START menu's
|
||||
classic slot, flush with the frame's right edge, which is the right
|
||||
edge of everything the headset shows.
|
||||
|
||||
- **The sky's dither is glued to the sky.** The gradient's bands were
|
||||
already read by true elevation, but the GBC checker between them kept
|
||||
SCREEN-cell parity -- so a head's pitch or roll slid the world-fixed
|
||||
band edges over a screen-fixed checkerboard and the whole gradient
|
||||
shimmered as the pattern recomputed. The ray path is now a computed
|
||||
SKYBOX: each pixel's ray lands in a cell of the sky's own angular
|
||||
grid (azimuth columns, elevation rows, sized to match the diorama's
|
||||
pixel grid on screen), and the band, the checker's parity and the
|
||||
twilight glow -- now measured by the angle to the sun's own direction
|
||||
-- are all answered from that cell's centre. The screen grid
|
||||
quantises nothing, so the picture behaves exactly like a
|
||||
nearest-filtered texture on a dome: its cells slide smoothly with the
|
||||
world, no motion of the head recomputes the pattern, and only the
|
||||
clock moves the sky.
|
||||
|
||||
- **VR works from an installed release.** The OpenXR loader used to be
|
||||
looked for only against the working directory and the game's source --
|
||||
right for the dev tree, wrong for a release install, where importing
|
||||
the mod lands it in the game's SAVE DIRECTORY (or keeps it zipped) and
|
||||
the VR row silently failed to start. The search now also asks the
|
||||
mount that actually holds the mod and the save directory itself; and
|
||||
if nothing on disk answers -- the mod imported as an archive -- the
|
||||
DLL is copied once out of the mod into the save directory and loaded
|
||||
from there, so every install shape reaches the headset.
|
||||
|
||||
- **SELECT walks the VOXEL ladder.** In free roam, the pad's SELECT
|
||||
button makes exactly the step hotkey 3 makes -- OFF through the angle
|
||||
rungs to 1ST and round, stepping over FULL, clearing TILT and GBC FX
|
||||
on every press like the key does. For the machines with no number row:
|
||||
the phone's touch pad and a controller. SELECT has no overworld job in
|
||||
Gen 1 -- its work is all in-menu, and menus keep it untouched.
|
||||
|
||||
- **PCVR, in-process, through OpenXR -- with no change to the parent
|
||||
app.** A new **VR** row (OFF / ON, off by default; on the OPTIONS menu
|
||||
and the mod manager's page). The whole stack rides LuaJIT's FFI from
|
||||
inside the mod: the Khronos OpenXR loader ships in `assets/vr/` (with
|
||||
its Apache-2.0 license alongside), the session binds to LOVE's own
|
||||
OpenGL context, each eye is rendered by the mod's existing scene pass
|
||||
under a placed camera built from the tracked pose, and the finished
|
||||
canvases are blitted straight into the runtime's swapchain images.
|
||||
Works with any Windows OpenXR runtime (SteamVR, Oculus, WMR).
|
||||
|
||||
- **What you see mirrors the VOXEL ladder.** On the orbit rungs the
|
||||
world is a TABLETOP DIORAMA hung at the RUNG'S own viewing angle and
|
||||
at the scale that reproduces the flat screen's framing -- step onto
|
||||
35 and the model presents at 35 degrees, onto 75 and it rises toward
|
||||
eye level, easing between rungs; lean in and the town grows, walk
|
||||
around the table and honest occlusion shows you the far side of the
|
||||
buildings. On **1ST** you stand inside the world at life size (a
|
||||
tile is a stride), the headset steers the same yaw and pitch the
|
||||
flat screen's mouse does, and FreeMove walks where you look.
|
||||
|
||||
- **VR controllers.** One OpenXR action set, suggested onto Touch,
|
||||
Index and WMR (plus the khr/simple fallback), rebindable in the
|
||||
runtime's own UI. In 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, and **clicking
|
||||
the left stick** steps the VOXEL angle ladder exactly as the "3"
|
||||
key does. In the diorama: **right stick up/down** zooms the
|
||||
model, and **squeezing a grip** while moving that hand up or down
|
||||
drags the whole table with it. No controller button leaves VR --
|
||||
both directions belong to the VR row alone, so no mid-fight click
|
||||
can eject you from the headset.
|
||||
|
||||
- **Battles happen ON the world -- from the flat game's own seat.**
|
||||
When a staged fight starts, the headset fades to black and comes
|
||||
back seated in the flat battle's over-the-shoulder shot: on the same
|
||||
camera line (your mon near-left, the foe far-right), pulled in to
|
||||
the wide rig's standing distance at life scale, turned to face the
|
||||
arena -- and fades back to wherever you were when the fight ends.
|
||||
Both mons stand on their arena cells in the VR eyes' own view, yawed
|
||||
per eye, casting real shadows, wearing the hit flash -- and the MOVE
|
||||
ANIMATIONS play out there with them: the engine's own effects layer,
|
||||
caught on a canvas and stood on a billboard that faces the eye the
|
||||
way the mon cards do (effects are 2D drawings, and a drawing must
|
||||
face the eye that is looking), with the classic layout's two slot
|
||||
marks pinned where each arena cell lands on that plane along the
|
||||
eye's own ray -- so a burst authored at a slot sits exactly over the
|
||||
mon standing in for it, per eye, and a projectile crossing the frame
|
||||
crosses the arena. (The flat screen keeps its
|
||||
composed battle shot, untouched.) And the battle camera's parallax
|
||||
drift holds still while a headset is watching: the sway is a flat
|
||||
screen's depth cue, and inside VR it read as the world lurching.
|
||||
|
||||
- **A voxel POKEDEX along your left controller.** A hand-authored
|
||||
voxel model of the series' own field guide -- red slab, lens, LEDs,
|
||||
hinge, d-pad, dark screen bezel -- laid flush along the left
|
||||
controller's grip pose (a full quarter turn forward, so holding the
|
||||
controller is holding the device) through the same XR-to-world
|
||||
mapping as the eyes, at its real hand size wherever the camera is.
|
||||
It rides in FIRST PERSON and in the BATTLE seat; the diorama does
|
||||
without it -- a hand-sized device hovering over a tabletop town is
|
||||
clutter, and the floating panel serves there. In first person its
|
||||
screen carries EVERYTHING the flat screen shows -- menus, dialogs,
|
||||
shops, wipes -- and the floating billboard is retired outright:
|
||||
raise your hand to read, lower it to play. In a staged fight the
|
||||
screen is the 2D battle -- text, menus, HP bars, and any party or
|
||||
bag screen opened over it -- and there too the floating billboard is
|
||||
gone entirely: the fight owns the view, the reading is in the hand.
|
||||
(No tracked left controller still gets the floating panel -- the UI
|
||||
must be readable somewhere.) Drawn by the scene's own pass with real
|
||||
depth, per eye; dark when nothing is showing.
|
||||
|
||||
- **The floating panel wears the GB frame.** The quad used to show
|
||||
the whole window -- monitor-wide, mostly mirror -- and now crops to
|
||||
the 160x144 letterbox where everything the flat screen has to say
|
||||
actually lives, so the panel presents near-square (10:9) at 1:1
|
||||
pixel aspect. To keep a battle's HUDs inside that frame, the HUD
|
||||
blocks stay in their classic GB slots for as long as a headset is
|
||||
live instead of snapping out to the window's edges.
|
||||
|
||||
- **The sky is anchored in space.** On the flat screen the band
|
||||
gradient hangs off the frame; inside a headset that meant the sky
|
||||
(and the sun and moon with it) rode the player's head. The VR eyes
|
||||
now hang the gradient over a fixed slice of elevation above the
|
||||
world's real horizon and drop the fixed-slice fallback entirely, so
|
||||
tilting your head slides the frame across a sky that stays put --
|
||||
and the discs, already projected through each eye's true camera,
|
||||
stand still over their own azimuth. The gradient is a true SKYBOX:
|
||||
each eye hands the sky shader its own ray fan (head rotation plus
|
||||
frustum tangents), and every pixel takes its band -- and its GBC
|
||||
checker dither -- from the TRUE elevation of its own view ray, so
|
||||
no motion of the head, pitch, yaw or roll, in the diorama or in
|
||||
first person, moves a band by a pixel; only the clock recolours
|
||||
them. The FLAT screen's first person gets the very same treatment:
|
||||
the placed rig builds its own ray fan from the basis its view is
|
||||
made of, so mouse-look pitch slides the frame over a sky that
|
||||
stays put there too, dither and all -- while the orbit rungs keep
|
||||
their classic frame-hung painting. And the SUN AND MOON are no
|
||||
longer painted on the frame at all (in first person on the flat
|
||||
screen included): the cell art is baked to a texture once per
|
||||
palette and hung on a quad IN THE WORLD, projected through the
|
||||
camera like any geometry -- no per-frame cell snapping (the
|
||||
jitter), no pattern squared to the canvas (the face that turned
|
||||
with the head).
|
||||
|
||||
- **The VR row exists only where VR can.** Off Windows -- the Android
|
||||
build above all -- the row is absent from the OPTIONS menu and the
|
||||
mod manager's page both (the loader and the GL interop are Win32),
|
||||
and a stored vr=true that migrated over in a save is ignored instead
|
||||
of read, so a phone never tries to start a session or force the
|
||||
battle rows.
|
||||
|
||||
- **VR owns the battle rows.** While the VR row is ON, staged battles
|
||||
are REQUIRED (3D-BTL answers ON whatever it was set to) and BACK
|
||||
SPRITES is held OFF -- the battle seat, the pokedex screen and the
|
||||
effects plane all assume both mons standing on the world -- and both
|
||||
rows leave the OPTIONS menu for the duration, because a switch that
|
||||
decides nothing reads as broken. Both come back, at their stored
|
||||
values, the moment VR goes off.
|
||||
|
||||
- **First person snap-turns.** Flicking the right stick left or right
|
||||
steps the view 45 degrees, once per flick (it re-arms at centre) --
|
||||
a snap rather than a smooth spin, because smooth software yaw is
|
||||
the classic VR comfort mistake. The turn steps the XR-to-world
|
||||
mapping itself, so the eyes, the walk direction and the pokedex in
|
||||
your hand all agree about which way the world now faces.
|
||||
|
||||
- **The cast holds one pose for the headset.** Sprite cards lean back
|
||||
by the camera pitch on the flat screen; a head that roams the table
|
||||
has no one pitch to match, so every VR frame leans the cards at the
|
||||
top rung's near-upright 75 degrees instead -- whatever orbit rung
|
||||
the ladder is on -- and the flat screen keeps leaning with the rung.
|
||||
|
||||
- **Menus, dialogs, battles and wipes float on a panel** (an OpenXR
|
||||
quad layer fed from the window), so everything the flat screen can
|
||||
show, the headset can read. The window itself becomes the VR mirror
|
||||
-- the left eye, fitted to the window -- and every existing
|
||||
keyboard, mouse and pad input keeps working alongside the XR
|
||||
controllers.
|
||||
|
||||
- The two eyes share one shadow map, one pose capture and one glint
|
||||
step per frame (VoxelScene.render's `eyes` path), so they can never
|
||||
disagree about anything but their viewpoint. xrWaitFrame paces the
|
||||
app at headset rate while FixedStep keeps game logic at its own 60
|
||||
Hz; vsync is handed off while the session runs and put back after.
|
||||
|
||||
- Failure is a status, never a crash: no runtime, no headset, no GL
|
||||
interop, or a session lost mid-play all land back on the flat screen
|
||||
with the reason printed (`XR_ERROR_FORM_FACTOR_UNAVAILABLE` means
|
||||
"plug the headset in, then toggle the row"). Needs the mod running
|
||||
from a real folder (the FFI cannot load a DLL out of an archive).
|
||||
|
||||
## 1.5.0
|
||||
|
||||
### Added
|
||||
|
||||
- **1ST: a first-person camera, played like a modern one.** A seventh
|
||||
rung on the VOXEL ladder (hotkey 3 walks it; the OPTIONS row carries
|
||||
it). Stepping onto it dives the camera from wherever the orbit was
|
||||
into the player's own head over half a second, and stepping off flies
|
||||
it back out. The rig rides the same placed-camera seam the staged
|
||||
battle proved out, so the sky's bands meet the horizon, the sun and
|
||||
moon hang where their shadows say, and the water reflects at eye
|
||||
level -- all through math that was already there.
|
||||
|
||||
- **Free look.** Relative mouse motion (the cursor is captured while
|
||||
the rung is on; left click is A, right click is B), the right
|
||||
stick at a rate with a squared response curve, or a touch dragged
|
||||
across any open screen -- the overlay's d-pad and buttons still
|
||||
work, and a second finger can drag the view while the first
|
||||
walks. Pitch clamps short of straight up and straight down.
|
||||
|
||||
- **Free movement.** While 1ST drives, the grid walk is replaced by
|
||||
a continuous, camera-relative one: push forward and you go where
|
||||
you look, at any angle, sliding along whatever you graze. The left
|
||||
stick's raw deflection, the touch d-pad's true vector, or the held
|
||||
keys (forward / backpedal / strafe) all steer it. The grid is
|
||||
still the game: the walk asks the engine's own collision the same
|
||||
per-cell questions a grid step asks, the logical cell tracks the
|
||||
body, and every cell crossed runs the engine's own landing
|
||||
pipeline -- warps, encounters, spinners, gates, poison, repel, the
|
||||
step counters. Walking off the map edge, into a ledge or into a
|
||||
boulder hands the push to the engine's own handlers, so
|
||||
connections cross, ledges hop and boulders shove exactly as
|
||||
themselves. Speed is the grid walker's own (bike included), so
|
||||
distance per second and encounters per tile are unchanged.
|
||||
|
||||
- **Billboards seen from inside the world.** Character cards stop
|
||||
leaning and start turning: upright, yawed about their feet to face
|
||||
the eye, wearing the frame their pose shows *this* viewer -- walk
|
||||
behind an NPC and you see their back, circle to a flank and you
|
||||
get the profile, exactly the four frames Gen 1 drew. The authored
|
||||
figures (the couch sitters) turn the same way, about their own
|
||||
middle. The sun pass swaps frames in step, so a card never reads
|
||||
its own shadow through a mirror-flipped record of itself. The
|
||||
player's own card is left out of the camera draw -- the eye stands
|
||||
in it -- but still casts its shadow on the ground ahead.
|
||||
|
||||
- The shadow map's box follows the look (the orbit's fit reaches far
|
||||
north and barely south, which is wrong for a head facing south);
|
||||
the world curve is declined outright while the head owns the
|
||||
camera; and the whole rung falls back to the 75-degree orbit on
|
||||
hardware without the 3D pass.
|
||||
|
||||
## 1.4.3
|
||||
|
||||
### Added
|
||||
|
||||
- **The furniture of the whole game goes through the building
|
||||
pipeline.** 1.4.1 put four drawings through it; this is the rest of
|
||||
the rooms. Every one of them is the same read -- the drawing's own
|
||||
bands say what is a top seen from above, what is a face seen head-on,
|
||||
and where the thing ends on the floor -- and every one of them
|
||||
replaces a pinned box that wore its drawing as a decal. The pins all
|
||||
stay as the degradation path, neutralized wherever a template stamps.
|
||||
|
||||
- **The bookcase, the commonest piece of furniture in the game** --
|
||||
58 placements across two drawings on the town-house atlas (books
|
||||
and a bowl on each shelf at the west end of eighteen homes, books
|
||||
on both at the east), plus Red's and the Copycat's pair. Pinned
|
||||
`desk` it was a 24px box with the books painted on its flat front.
|
||||
Modelled it is 23 voxels of cabinet with its top seen from above,
|
||||
and every book, bowl and door panel sunk a voxel behind the frame
|
||||
the drawing seals it in.
|
||||
- **Celadon's display cabinets** -- the tall one with the trophy
|
||||
behind its glass and the short one beside it, band for band the
|
||||
same object as the town house's on another atlas, which is what
|
||||
makes the pair read as one line of furniture: 23 voxels and 15,
|
||||
exactly the 8 rows of drawing between them.
|
||||
- **The dining table, everywhere it is drawn** -- the generic town
|
||||
house's at 18 placements, Red's and the Copycat's, and the chief's
|
||||
long table at four cells wide. All of them the lab table's read at
|
||||
a different width, all of them 6 voxels, all of them standing on
|
||||
the ground line their legs are drawn stopping at rather than on
|
||||
the grid's floor.
|
||||
- **The stool at every one of those tables** -- 94 placements on the
|
||||
house atlas alone, ten more in Red's and the Copycat's, and the Fan
|
||||
Club's four members' chairs, a different drawing that is
|
||||
pixel-identical from the seat down. The first template with no base
|
||||
piece at all: a stool is drawn mid-cell over its own floor, so it
|
||||
is a desk-set of exactly one part, seat lid over legs with the
|
||||
floor showing between them.
|
||||
- **The Pokemon Center's healing machine** -- two variants, 24
|
||||
placements, plus the Indigo Plateau lobby's pair. A wall-height
|
||||
cabinet with its monitor perched on the front of its top face,
|
||||
drawn across two map rows because it towers over the 16px band
|
||||
behind it, which the volume path could only read as more wall. The
|
||||
hoses leaving its side are modelled as hoses, at the elevation and
|
||||
the depth the two stacked motifs put them; the west machine's
|
||||
keyboard is a shelf at counter height wearing its own top-view art.
|
||||
- **Bill's desk, and the Silph president's** -- the same drawing in
|
||||
both rooms. Its terminal is drawn in 2:1 isometric, turned 45
|
||||
degrees to the map, and builds as a cube rather than the slab a 2:1
|
||||
reading gives; the kinked dark run between keyboard and computer is
|
||||
raised to the keyboard's height and reads as the cable it is. The
|
||||
desk stops at its own two cells because the artist drew its apron
|
||||
into the walkable cell in front, sharing tiles with the chair
|
||||
pushed up to it -- so the chair is modelled as a part of the desk.
|
||||
- **The Bike Shop's open toolbox.** The drawing looks down INTO the
|
||||
tray, which is why every solid treatment failed it -- as a
|
||||
`billboard` the whole cell went up as one 10-voxel slab wearing the
|
||||
drawing as a decal. `tray` builds four walls, a floor and air
|
||||
between them, with the lid standing open on its hinge.
|
||||
|
||||
What the template language grew to carry them: `tray`; a `desk` band
|
||||
that lays its top face flat as a lid; the `box`, `flat` and `iso`
|
||||
part kinds; `stretch` for a band mapped over a deeper plot than it
|
||||
was drawn on; `inset` for a pane sunk by hand; `panes = false` where
|
||||
the global recess pass has the polarity backwards; a `wall` element
|
||||
so a template can keep the band behind it solid; `plane` for a height
|
||||
the drawing states elsewhere; and `scrub`/`keep`/`support`, which let
|
||||
a template model a surface while leaving an object standing on it to
|
||||
its own standee -- Red's potted plant on the dining table.
|
||||
|
||||
- **Round bins: the `can` class.** Vermilion Gym's switch puzzle stands
|
||||
fifteen galvanised trash cans in a row, and the S.S. Anne redraws the
|
||||
same object pixel for pixel as its galley barrels. Left to the thin
|
||||
standee pool they were flat discs on edge -- fifteen coins standing
|
||||
in a row; pinned a plain `cylinder` the drawing's base arc revolves
|
||||
too and they came out as barrels balanced on a three-voxel stem.
|
||||
`can` is the round hull cut at both ends, hollowed and tapered: the
|
||||
drawn mouth ellipse projects across the top and down the well so you
|
||||
look into the bin, the drawn base ellipse is ground contact rather
|
||||
than body, and the plan narrows toward the floor. The two ellipses
|
||||
are measured off the pixels; the height, the well and the taper are
|
||||
authored, and the entry says why.
|
||||
|
||||
- **The rock gyms' boulders are round.** 87 placements over Pewter's
|
||||
walls and maze and Bruno's clusters, and every one of them was a
|
||||
square bar wearing a boulder texture in relief -- the repeat-aware
|
||||
scenery path extruding the whole drawing as one course. Each cell is
|
||||
now a hull whose plan is its own drawn width profile turned in depth:
|
||||
a dome full-width from the drawn shoulder down, tapering over the top
|
||||
five rows exactly where the art tapers, with the floor's corner
|
||||
diamonds opening between them the way the drawing has them. Still
|
||||
16px, so nothing standing on or beside a rock moves.
|
||||
|
||||
- **The potted plant stands as a plant.** The most repeated interior
|
||||
prop in the game -- 78 placements over 13 maps, six per Pokemon
|
||||
Center -- and its urn was rendering as a hollow black frame, because
|
||||
the drawing's foot lies flush on the block's bottom edge and the
|
||||
background vote took the plant's own darks away with the floor. Named
|
||||
outright as light and white instead, it stands as one organic
|
||||
silhouette 32px tall over its two stacked cells, crown overhanging
|
||||
the stem. `planter` carries the same reading for a round drawing
|
||||
stacked two cells high on one cell of plot.
|
||||
|
||||
- **Bicycles, in both places the Bike Shop draws them.** The six on the
|
||||
showroom floor get their own pool at two voxels rather than the thin
|
||||
pool's five: a bike is a line drawing, and at five voxels every
|
||||
stroke closes the gap to its neighbour with its own side faces, so
|
||||
from any angle but dead-on the air inside the frames filled in and
|
||||
the six came out as one dark lump. And the two against the north wall
|
||||
get `mounted`, a new authored-mask escape for a thing drawn INTO a
|
||||
wall band: it holds the wall's plane as a thin per-pixel slab instead
|
||||
of standing up as a sprite card, and it keeps its drawn elevation, so
|
||||
a bicycle hung clear of the floor stays hung. Its mask is measured
|
||||
rather than hand-drawn -- the plain panel tile composited across the
|
||||
same grid and the background flooded in through the pixels that still
|
||||
match it, which separates bicycle from stripe exactly.
|
||||
|
||||
- **The Marts' cash register is a machine, not a decal.** An authored
|
||||
figure may now state a `depth`, which makes it an object rather than
|
||||
a person: a per-pixel solid standing on the counter instead of the
|
||||
flat card that turned edge-on with the camera. And the drawing is not
|
||||
a box -- its black linework packs two facings, an L of base and arm
|
||||
around a keypad that is the machine's deck seen from above. `flat`
|
||||
lays that rect horizontal in the notch of the L, and `thin` gives the
|
||||
receipt curl a paper's thickness where the body's would have made it
|
||||
a wedge.
|
||||
|
||||
- **Shelf fronts have relief.** Everything the `bookcase` collapse is
|
||||
used for is a shelf, a rack or a display case, and all of them seal
|
||||
their contents behind the drawing's own black frame -- so those
|
||||
regions now sink a voxel, the same rule a facade's window panes are
|
||||
recessed by, and the books stand in the shelf instead of being
|
||||
painted on it. A tileset that borrows the collapse for something that
|
||||
is not a shelf says `bookcase_relief = false`: the League's masonry
|
||||
and pilasters, whose courses are the wall itself, and Bill's
|
||||
transporter drums, whose light regions are a lit barrel.
|
||||
|
||||
### Changed
|
||||
|
||||
- **Class heights now follow the models under them.** A tileset's
|
||||
`heights` gets stools at 5 and tables at 6 in the houses, Bill's desk
|
||||
at 8, and cans at 9 -- each of them the drawn elevation the new
|
||||
template or hull stands at, so whoever sits on a stool sits on the
|
||||
seat, and whatever object sprite stands on a table lands on the
|
||||
modelled top rather than three voxels over it or under it.
|
||||
- The healing machines' two flanks leave the `wall` pin for the thin
|
||||
standee pool. They are equipment standing beside the console -- a
|
||||
pair of pipes and a keyboard -- and as wall each was boxed into a
|
||||
solid 16px half-cell wearing its drawing in relief.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Water no longer hides behind water.** The reflective pass writes no
|
||||
depth -- the depth canvas is detached for the length of it so the
|
||||
shader can read it -- so nothing put a lake in the buffer and no lake
|
||||
could occlude another; the sheets were simply painted in mesh order.
|
||||
Flat water never showed it, one plane, a farther sheet always landing
|
||||
farther down the screen. The world curve ends that: it drops the far
|
||||
side of the map into the near field of view, and a sea a hundred and
|
||||
fifty tiles away came out rasterised on top of the pond at the
|
||||
player's feet, tall grass and all -- water and terrain "from the
|
||||
other side of the map", not reflected but there. The water meshes now
|
||||
go down flat first, through the ordinary scene shader with depth
|
||||
writes on, and the reflective pass draws over what survived. The
|
||||
buffer holds the surface, so the pass's own test throws the far sheet
|
||||
away; the reflection copy holds it too, so a ray grazing another part
|
||||
of the lake reads water rather than the void behind it; and a frame
|
||||
that cannot run the pass at all is unchanged, because the flat draw
|
||||
is the fallback that was already there.
|
||||
- **Reflections under the world curve.** The bend tips the world away
|
||||
and the things standing on it do not lean with it -- and a lake is
|
||||
one of those things. Reflected off the bowl the bend makes, the far
|
||||
half of a pond was a mirror tilted twenty degrees: it threw the ray
|
||||
past the vertical, where the sky ramp's own measure swings from one
|
||||
end to the other across a single column, and hard-edged patches of
|
||||
the wrong sky stamped into the water; the same tilt sent the
|
||||
screen-space march grazing along the bank rather than over it, which
|
||||
is what smeared the dock and the roofs across the harbour. What the
|
||||
water reflects is now worked out in the flat world, exactly as it
|
||||
would be with the curve off, and every marched sample is bent on its
|
||||
way to the screen by the vertex stage's own displacement -- so the
|
||||
ray is straight where it should be and lands where the geometry did.
|
||||
The wave columns are read on the flat sheet too: the relief walk is
|
||||
built on an even slab over a level plane, and in the curved world
|
||||
that slab is a bowl, which handed back a column a pixel or three off
|
||||
per fragment -- a patch of noise in the middle of a pond.
|
||||
- **Merged runs tore open under the curve.** A quad's interior is the
|
||||
chord of a parabola its neighbours draw the arc of, so a long run
|
||||
hangs below the short quads butted against it. Nothing bounded a
|
||||
run's length, and the ones that ran away were those wearing a
|
||||
constant texel -- a roof's black eave outline, its fascia, its shaded
|
||||
underside -- because a flat run has no art to break it. At 102px
|
||||
across a gym the eave tore off the roof and the slot showed the
|
||||
building's dark interior through it. Runs now stop at the next 8px
|
||||
lattice line, which is the lattice buildings are stamped on and the
|
||||
one every other quad in the scene already ends on, so every join is
|
||||
vertex-for-vertex and the bend carries them together. It costs quads
|
||||
whether the curve is on or not -- Cerulean's object stream goes from
|
||||
35.7k to 41.6k -- and that is deliberate: the mesh is cached per map
|
||||
and built over seconds, so meshing for the curve's sake only when the
|
||||
curve is on would mean rebuilding every live map on a keypress.
|
||||
|
||||
## 1.4.1
|
||||
|
||||
### Added
|
||||
|
||||
- **Furniture through the building pipeline.** The band-table voxelizer
|
||||
that models whole buildings from their own drawings (lib/Buildings.lua)
|
||||
now reads interior furniture too, and the first four drawings are in:
|
||||
|
||||
- **F01, the starter-ball table in Oak's lab** -- the tabletop's 16
|
||||
drawn rows lay flat over a 16px plot (1:1, the first template that
|
||||
never cycles), the black/#555/black edge band folds into the slab's
|
||||
own rim, and the base extrudes with its corner feet. Six voxels
|
||||
tall, exactly the drawn elevation.
|
||||
- **F03, the empty north table beside it** -- the same band table on a
|
||||
grid two tiles narrower.
|
||||
- **F02, the lab's computer desk** -- the first DESK-SET template: the
|
||||
drawing segments into PARTS, each classified by the surface it
|
||||
depicts. The monitor and the computer tower stand upright on the
|
||||
desk wearing their own drawn tops as lids; the keyboards and the
|
||||
mouse lie flat in front of them; the sheet of paper on the right
|
||||
lies flat across the desk. Flat parts keep the drawing's own rule --
|
||||
drawn row IS depth row, the same 1:1 the tabletop is drawn with --
|
||||
so an object's height on the drawing is its position on the desk.
|
||||
The Hall of Fame's recording machine is this drawing tile for tile
|
||||
on the GYM atlas, and models identically for free.
|
||||
- **F04, the Center PC** -- the desk-set read again: a Mac-style unit
|
||||
with its screen and drive slot in relief, standing at the back of a
|
||||
low white-topped desk with its keyboard lying at the front edge.
|
||||
Eleven Pokemon Centers, plus the Indigo Plateau lobby, whose MART
|
||||
tileset shares the atlas.
|
||||
|
||||
Two measurements had to stop being assumptions for furniture to fit
|
||||
the pipeline: the GROUND LINE is now read off the drawing (a building
|
||||
ends on the black threshold row it stands on; a table's legs stop two
|
||||
rows short of theirs, and extruding against the grid floated them in
|
||||
the air), and a template may name its PLOT (`depth`) when the matched
|
||||
grid runs past it onto the walkable floor the legs merely stand on.
|
||||
Both are identities for every existing building.
|
||||
|
||||
- **The Center couch has a backrest.** The couch is drawn from above --
|
||||
back-and-arm strip down the west side, cushions and seams on the east
|
||||
-- and rendered as one seat-high box. The new `backrest` class raises
|
||||
the drawn back strip to 12px over the 8px seat, in every Center and
|
||||
the Celadon Hotel. The man sitting on it keeps his seat: the figure
|
||||
anchor now scans under his card for the tallest authored upright (his
|
||||
cushion) instead of reading the corner tile, which is the backrest
|
||||
now.
|
||||
|
||||
### Changed
|
||||
|
||||
- **Sprites ride at the height the art actually stands.** Class heights
|
||||
can now be overridden per tileset (a tileset entry's `heights`), and
|
||||
DOJO's lab tables use it: they are drawn 6px tall, not the default
|
||||
table's 12, so the starter balls sit exactly on the modelled tabletop
|
||||
-- and the volume-built north tables drop to the same height, keeping
|
||||
every table in the room level.
|
||||
- The Center PC's old rendering -- a 12px table box with the unit as a
|
||||
flat standee on it -- retires wherever the F04 template stamps; the
|
||||
pins stay only as the degradation path when the shape profile is
|
||||
absent.
|
||||
|
||||
## 1.4.0
|
||||
|
||||
### Added
|
||||
|
||||
- **WATER, a new row on hotkey 9: water reflects the world, the sky, the sun
|
||||
and the moon.** Every lake, sea and pond in Kanto was a flat animated
|
||||
texture lying in a hole in the ground. It is now a surface, and it is
|
||||
reflective.
|
||||
|
||||
What it reflects, in the order the shader resolves them:
|
||||
|
||||
- **The sky.** The reflected direction goes through the very matrix the
|
||||
frame is drawn with, as a point at infinity, and the canvas row that
|
||||
lands on is looked up on Sky's own band ramp -- the identical texture,
|
||||
the identical checkerboard dither, the identical display-mode transform.
|
||||
So the sky in the lake is the sky over it, and the two meet at the
|
||||
waterline with no seam at any pitch, field of view, window shape or zoom.
|
||||
Blue at noon, gold at dusk, navy under the moon; GRAY gets a grey lake
|
||||
and CLASSIC a green one, for nothing.
|
||||
|
||||
- **The sun and the moon**, hung by ANGLE rather than by screen position,
|
||||
because a reflected body is usually off the top of the frame entirely
|
||||
and a projected point stops meaning anything out there. The angular
|
||||
radius is the painted disc's own radius run back through the camera's
|
||||
field of view, so the two are the same size -- craters, dithered rim,
|
||||
the sunset's loom and all, off one shared list. This is also the
|
||||
specular: a low sun lays a broken gold path across the water on its own,
|
||||
out of the reflection rather than out of a highlight term nailed on
|
||||
beside it.
|
||||
|
||||
- **The world, in screen space.** The reflected ray is walked forward in
|
||||
world space, each step projected through the same matrix, looking for
|
||||
where it passes behind what the depth buffer holds -- then binary-refined
|
||||
onto the contact and read out of a copy of the frame as it stood before
|
||||
the water went down. Shore trees, buildings, ledges and cliffs land in
|
||||
the water because they are on screen; where the ray leaves the frame or
|
||||
finds nothing, the sky above answers instead, which is what makes the far
|
||||
half of a lake sky and the near half scenery with no seam between them.
|
||||
|
||||
Fresnel decides how much of it shows: almost nothing looked straight down
|
||||
at, almost everything looked along -- so the 15-degree rung is a pond and
|
||||
the 75-degree rung is a mirror, off the same surface.
|
||||
|
||||
Every rung gets one, though, which took a lean. A reflection off flat water
|
||||
points as far above the horizon as the eye is above the water: 15 degrees
|
||||
at the top rung -- grazing the sky's pale end, sweeping the sun's own path,
|
||||
travelling far enough across the screen for the march to find the shoreline
|
||||
-- and 75 degrees, straight up, at the steepest. Up there the bands are at
|
||||
their darkest, the sun and moon sit at about 6 degrees of squashed
|
||||
elevation and are nowhere near it, and the screen-space ray leaves the top
|
||||
of the frame in two steps. All three are correct, and together they are a
|
||||
lake with nothing in it.
|
||||
|
||||
So the reflection now LEANS toward the elevation the top rung reflects at,
|
||||
by however far the camera is from having a horizon in frame -- **zero** at
|
||||
the rung where the horizon IS in frame, so the one place the join can be
|
||||
seen, the waterline, is still the exact reflection it was. Toward an
|
||||
elevation rather than by a weight, because the ray it starts from differs
|
||||
at every rung and a fixed fraction lands them all somewhere different: the
|
||||
middle rungs came out further from the sun than the steepest one. And it
|
||||
leans the LEVEL reflection with each column's own deflection added back on
|
||||
top -- leaning the perturbed ray sets its elevation outright, which at full
|
||||
lean gave every column on the lake the same one, flattened the sky to a
|
||||
single band and removed the moon entirely.
|
||||
|
||||
Three rungs rather than a toggle. FULL is the whole thing; SKY drops the
|
||||
ray march and keeps the sky, sun and moon, which is most of the look for a
|
||||
handful of instructions; OFF is the flat water this mode always drew. The
|
||||
FULL preset sets it to FULL.
|
||||
|
||||
- **The water surface is a field of pixel-tall columns, and they are real.**
|
||||
Not a normal map: a heightfield of one-world-pixel bars -- the same unit
|
||||
every other voxel in this mode is built from, and exactly one texel of the
|
||||
water tile -- each standing a WHOLE number of pixels high and rising and
|
||||
falling on its own.
|
||||
|
||||
Three travelling wave trains, and one of them dominates: a wave has a
|
||||
DIRECTION, and its crest is a line running across it for as far as the
|
||||
water goes. Three trains of equal weight cancel and reinforce in patches
|
||||
instead, and the surface comes out as round islands of raised pixels with
|
||||
no travel to them -- blobs rather than waves. The dominant train's
|
||||
wavelength is about forty world pixels, five tiles, so a crest is a long
|
||||
run of columns at one height with a step down either side.
|
||||
|
||||
Drawn with no extra geometry at all: the mesh is still one flat quad per
|
||||
tile, and the columns are found by walking the view ray down through the
|
||||
slab in the pixel shader. That is what makes them read as solid -- a tall
|
||||
bar hides the shorter ones behind it, you see the SIDE of the ones facing
|
||||
you (wearing the mesh's own direction shading, so a crest is lit like every
|
||||
other voxel in the world), and the whole field parallaxes against the plane
|
||||
as the camera moves. The water's art is read at the column the ray landed
|
||||
on rather than at the flat quad underneath, so the pixels travel with the
|
||||
bars they are made of.
|
||||
|
||||
The columns are what you SEE; the normal they reflect with is read off the
|
||||
smooth surface they are a quantisation of. That distinction is the whole
|
||||
difference between a moon on the water and confetti: whole-pixel heights
|
||||
have whole-pixel differences, so a normal built from them can only point in
|
||||
about five directions, and a sun or moon barely two degrees across falls
|
||||
between them. Still one normal per column, so the surface stays
|
||||
pixel-quantised in space while the value it reflects with is continuous.
|
||||
|
||||
Crests stand up to five world pixels, well past the 2px recess water sits
|
||||
in -- deliberately, because the columns are relief drawn inside the water
|
||||
quad's own footprint, so a bar that reaches above the bank is clipped at
|
||||
the water's edge rather than spilling over it. What it buys is a surface
|
||||
with real swell in it instead of a two-rung terrace.
|
||||
|
||||
And it moves in STEPS, at **15 a second** -- the cadence hand-drawn pixel
|
||||
art is animated at. A surface built out of whole pixels that crawls
|
||||
smoothly between them gives away that the quantisation is only skin deep.
|
||||
Each step advances the dominant wave by exactly one world pixel, derived
|
||||
from that train's own wavelength rather than tuned beside it, so nothing
|
||||
ever lands half-way between two pixels and changing a wavelength moves the
|
||||
speed with it.
|
||||
|
||||
- **AA, a new options row: OFF / 2X / 4X.** Everything else in this game is
|
||||
flat art blitted at whole pixels. This mode's world is real geometry seen
|
||||
through a perspective camera, and a polygon edge that lands at an angle
|
||||
across the pixel grid is the one place where a hard stair-step is not a
|
||||
stylistic choice -- a roof ridge, a ledge lip, a tree's silhouette against
|
||||
the sky, the leaning card of a character. At the shallow rungs, where the
|
||||
diorama reads most like a photograph of a model, they crawl as the camera
|
||||
drifts.
|
||||
|
||||
The row is SUPERSAMPLING: the whole pass renders into a canvas larger than
|
||||
the window and is folded back down at the end. The ladder is samples per
|
||||
display pixel, so 2X is a canvas root-two wider and taller and 4X one
|
||||
exactly twice the size -- an honest 2x2 box.
|
||||
|
||||
Two alternatives were tried against what this pass already is, and both
|
||||
lost:
|
||||
|
||||
- **MSAA** would have taken the water with it. The reflections read the
|
||||
frame's own depth buffer as a texture, and a multisampled depth
|
||||
attachment is not something a fragment shader in this dialect can sample.
|
||||
The row would have quietly switched the WATER row off.
|
||||
|
||||
- **An edge filter** (FXAA and its relatives) works from the finished
|
||||
colour alone, so it would be guessing where the edges are out of one
|
||||
sample per pixel -- inventing detail it never rendered, and unable to
|
||||
tell a geometry edge from the boundary between two texels of a tileset.
|
||||
|
||||
Rendering larger has neither problem, and nothing in the frame had to be
|
||||
taught about it: every pass already measures itself in the canvas it was
|
||||
handed, so the sky's dither, the water's ray march, the shadow lookups and
|
||||
the camera itself come out the same picture at a higher sample rate. It
|
||||
antialiases the geometry, the alpha-cut outline of a sprite card, the
|
||||
wireframe and the reflections at once, because none of them know it is
|
||||
happening.
|
||||
|
||||
And it softens the ARTWORK with them, which is worth saying plainly. A
|
||||
tileset texel out here is not a screen pixel, it is a quad in a perspective
|
||||
view, and its boundary crosses the pixel grid at the same arbitrary angle a
|
||||
roof ridge does -- so the fold averages across it exactly as it averages
|
||||
across the ridge. That is what an honest extra sample says about that
|
||||
pixel, and it is also the trade the row is: the diorama comes out smoother,
|
||||
not sharper. Which is why it is a row and not something that is simply on.
|
||||
|
||||
Two things are quoted in DISPLAY pixels rather than canvas ones and are
|
||||
multiplied up to match: the voxel wireframe's line width -- left alone it
|
||||
would fold down to half a line, so turning the smoothing up would appear to
|
||||
fade the grid out -- and the scale the overworld's FX closures draw at.
|
||||
|
||||
The fold is a shader rather than a scaled draw, because the void this pass
|
||||
renders into is a transparent BLACK: averaging a straight-alpha edge against
|
||||
it drags the colour toward black as well as toward transparent, and the
|
||||
engine's composite then multiplies by that alpha a second time. Every
|
||||
silhouette against the sky would have come out ringed with a dark fringe --
|
||||
the exact artefact the row exists to remove. So the taps are premultiplied
|
||||
before they are averaged and divided back out after.
|
||||
|
||||
The staged battle gets it too, on its own canvas: the arena is folded back
|
||||
to the window's pixel size before the depth-of-field pass and the HUDs go
|
||||
on, so the world is smoothed and the pics, panels and text box stay the
|
||||
chunky GB art they are.
|
||||
|
||||
OFF by default, and **FULL neither sets it nor takes the row away** -- it
|
||||
is the one row that is not a knob on the look but on what the look COSTS,
|
||||
and only the player knows what their machine can carry. No hotkey, for the
|
||||
same reason: it is set once, not flicked while walking.
|
||||
|
||||
|
||||
### Changed
|
||||
|
||||
- **The water surface is its own mesh, and its own pass.** A mirror cannot be
|
||||
drawn until what it reflects exists, so water is lifted out of the terrain
|
||||
mesh at build time and drawn between the world and the characters. The
|
||||
shoreline faces around it are untouched -- they belong to the GROUND that
|
||||
exposes them -- and the sun still sees the surface, so a tree at the water's
|
||||
edge still throws its shadow onto the lake.
|
||||
|
||||
- **The scene's depth buffer is a readable canvas.** It was an internal buffer
|
||||
that could be written and tested and never sampled; it is now the same
|
||||
buffer with a texture handle on it, at the same cost. Drivers that will not
|
||||
make one fall straight back to the old buffer and lose the reflections and
|
||||
nothing else.
|
||||
|
||||
- **The cast is reflected too -- by being drawn twice.** Gen 1 draws people
|
||||
over the world and water is world, so a surfing player has to composite
|
||||
OVER the water they are sitting on, which puts them after it; and a
|
||||
reflection can only hold what came before it. So the walkers, the NPCs and
|
||||
the authored figures are painted into the reflection COPY alone, where they
|
||||
are in the picture the water reflects and not yet in the picture the water
|
||||
is drawn into. Both draws go through one function, so they cannot come out
|
||||
different. The staged battle does the same with its two Pokemon.
|
||||
|
||||
The ray march finds them the honest way round: a sprite is not in the depth
|
||||
buffer at that point, so a ray aimed at one passes through to the terrain
|
||||
standing behind it and reads the copy there -- where the sprite is already
|
||||
painted. The reflection lands a hair off the sprite's own depth and exactly
|
||||
on its colour, which at a lake's worth of wave is the same picture.
|
||||
|
||||
### Changed
|
||||
|
||||
- **The waves arrive in sets now, and a little slower.** Three fixed trains
|
||||
are an exactly periodic field -- every forty-odd pixels of sea wore the
|
||||
same crest at the same height, which reads as wallpaper the moment a lake
|
||||
is bigger than the repeat. Two long-wavelength fields now ride the
|
||||
dominant train, four to five carrier wavelengths apiece so neither reads
|
||||
as a wave itself: a SWELL that breathes its amplitude, so a few tall
|
||||
crests march through and hand over to a lull that is itself moving, and a
|
||||
BEND that bows its phase, so a crest line curves across the surface
|
||||
instead of ruling itself over all of it. The two lesser trains stay
|
||||
plain: they are texture rather than structure, and a third modulator is
|
||||
the soup the train weights exist to avoid. The step beat comes down from
|
||||
15 to 12 a second -- the crests were hurrying, and a big wave is slower
|
||||
than a walk cycle -- still a clean divisor of the engine's 60, and still
|
||||
exactly one world pixel of dominant-crest travel per step.
|
||||
|
||||
- **Staged battles draw their water plain, whatever the WATER row says.**
|
||||
The reflective pass is tuned for the overworld's ladder of cameras; a
|
||||
battle's camera is PLACED -- low, tilted, framed like a picture -- and
|
||||
under it the pass read wrong: Fresnel opened all the way up, the leaned
|
||||
sky landed on bands the framing never shows, and a lake-sized arena came
|
||||
out as murk wearing the tile art. The battle is a stage set, and stage
|
||||
water is painted: the flat animated tiles the mode always drew, with the
|
||||
mons compositing over them like everything else on the set.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **On Android the water stayed flat, as if the row were off -- and once it
|
||||
did draw, it came up in blocks with the haze showing through the holes.**
|
||||
Three separate faults, every one of them invisible on desktop GL, run down
|
||||
on a Galaxy Z Fold 7 with the driver's own compiler errors in logcat:
|
||||
|
||||
**The shader would not build.** Fragment floats default to **mediump** on
|
||||
GLSL ES while the vertex stage's default is highp, and the water shader is
|
||||
the mod's first to declare the same uniform -- the frame's `vp` matrix --
|
||||
in BOTH stages, one on each default; GLSL ES refuses to link that, and the
|
||||
pass fell back, quietly and by design, to the flat water the mode always
|
||||
drew. The pixel stage now lifts its float default to highp (guarded, so a
|
||||
GPU without fragment highp still compiles and falls back flat), which
|
||||
settles the link and is also simply needed: the march works in world
|
||||
coordinates that run to a few thousand, where fp16 has no fraction left.
|
||||
The world-position varying is qualified highp for the same reason the
|
||||
wireframe's always was, and the depth sampler too -- samplers default to
|
||||
**lowp** whatever the floats are set to, and eight bits of depth is a
|
||||
march with nothing to land on. One wrinkle inside the fix: LOVE's header
|
||||
forward-declares `effect()` under ITS default, and Samsung's Xclipse
|
||||
compiler treats a definition whose parameter precisions have drifted from
|
||||
the prototype's as an illegal overload -- so effect()'s own float
|
||||
parameters stay pinned to mediump, matching the declaration, and the
|
||||
maths above them runs highp regardless.
|
||||
|
||||
**The depth test read the wrong texels.** The shader's own depth test
|
||||
normalised LOVE's pixel coordinate by the `screen` uniform, which counts
|
||||
canvas UNITS -- and on a highdpi phone (Android's density here is 2.625)
|
||||
a canvas holds that many PIXELS per unit, so the lookup ran to 2.6,
|
||||
clamped, and read edge texels across two thirds of the frame. Water
|
||||
discarded itself in blocks wherever the mis-read depth landed in front,
|
||||
and the haze backdrop showed through the holes. The coordinate is now
|
||||
normalised by `love_ScreenSize.xy` -- the bound canvas's own pixel size,
|
||||
measured in the same units on every display.
|
||||
|
||||
**And the readable depth canvas** -- the one hardware requirement the
|
||||
rest of the mode does not already have -- now tries four formats before
|
||||
giving up: depth24, depth24 riding a stencil (a pairing some mobile
|
||||
drivers will texture when they refuse the bare format), depth32f, and
|
||||
depth16 as the floor every GLES3 device can read. Refused all four, the
|
||||
reflections are lost and nothing else, exactly as before.
|
||||
|
||||
- **Under BACK SPRITES some of your own Pokemon were see-through -- Pikachu,
|
||||
Seel, Dewgong, Chansey, Jigglypuff -- with the arena showing through the
|
||||
middle of them.** Those back pics are drawn as OUTLINES: everything inside
|
||||
the ink is the lightest shade, the decoder keys that shade to nothing, and
|
||||
on hardware it did not matter because the field behind them was white too.
|
||||
|
||||
BattlePics already put that paper back by flooding the background inward and
|
||||
filling whatever it could not reach, and along the bottom of a figure it told
|
||||
a narrow opening (a belly the drawing ran out of, sealed) from a wide one (a
|
||||
stride, left open for the world to show through). Right for a mon standing
|
||||
on the map -- but the pinned back pic is not on the map, it is on the text
|
||||
box with its feet on row 96, and there is white box under its lowest row
|
||||
rather than arena. Every one of those mons leaks out through an opening far
|
||||
too wide to read as a drain, so the flood walked straight up inside them.
|
||||
|
||||
A pic on the box is now told so, and its bottom edge seals: nothing reaches
|
||||
it from below at any width, and the rule stops being a heuristic -- paper is
|
||||
whatever the background cannot walk to from the left, the right or the top.
|
||||
Twelve of the game's 151 back pics turn on this; the other 139 come back
|
||||
byte-identical, and no front pic is touched at all.
|
||||
|
||||
**And a hole is filled with the pic's own paper rather than with white.**
|
||||
Shade 0 is only white while the pic is still grays, and pics arrive here
|
||||
after the bake -- a species SGB colour, a BGP fade mid-animation, PAL_BLACK
|
||||
across the whole screen while the blackout text is up. A hardcoded white
|
||||
belly would have been the one lit thing on a blacked-out mon. The lightest
|
||||
shade still standing in the pic is that colour, and every one of the game's
|
||||
battler pics keeps at least one such pixel -- an eye, a highlight down a
|
||||
cheek -- so what goes back is the baked shade itself.
|
||||
|
||||
### Known
|
||||
|
||||
- Screen-space reflections can only reflect what is in the frame. A tree just
|
||||
off the top edge is not in the water below it, and a reflection whose ray
|
||||
runs off the side of the screen fades into the sky rather than ending on a
|
||||
hard line.
|
||||
|
||||
## 1.3.1
|
||||
|
||||
### Fixed
|
||||
|
||||
@@ -3,24 +3,7 @@
|
||||
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 and VR.
|
||||
|
||||
## Controls
|
||||
|
||||
@@ -29,26 +12,56 @@ 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 → 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 |
|
||||
| `9`, or the **WATER** options row | FULL / SKY / OFF — waves and reflections on water. **SKY** gives the surface its pixel-tall wave columns and puts the sky, the sun, the moon and the cast in them; **FULL** adds a screen-space ray march that also reflects the shoreline, the trees and the buildings standing behind it |
|
||||
| the **BACK SPRITES** options row | OFF / ON — keep your own Pokémon on the battle menu, seen from behind in its classic slot, instead of standing it on the map; the foe is still out there. Only on the menu while **3D-BTL** is on, because it decides nothing without it |
|
||||
| the **AA** options row | OFF / 2X / 4X — smooth the stair-stepped edges of the 3D world by rendering the diorama larger than the window and folding it back down. The ladder is samples per display pixel: 2X is a canvas root-two wider and taller, 4X one exactly twice the size. Every edge in the projected picture softens with the silhouettes — the tileset's own texels are quads in a perspective view and cross the pixel grid at the same arbitrary angles — so the diorama reads smoother rather than sharper. The most expensive row in the mod, so it is OFF by default and **FULL** leaves it alone |
|
||||
| the **DAYTIME** options row | SYNC / DAY / NIGHT / DUSK / DAWN / CYCLE — what time it is outdoors, on the diorama *and* on the flat 2D world; held at SYNC (and off the menu) while VOXEL is FULL |
|
||||
|
||||
**3D-BTL** is on by default and is independent of **VOXEL**: battles draw
|
||||
on the world whether or not the free-roam camera is pitched over.
|
||||
## VR
|
||||
|
||||
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 **VR** options row (OFF / ON, off by default) drives a PCVR headset
|
||||
through OpenXR on Windows — SteamVR, Oculus or WMR.
|
||||
|
||||
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.
|
||||
### 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 | 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 |
|
||||
|
||||
## Licenses
|
||||
|
||||
This mod 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.
|
||||
@@ -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.
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
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|
||||
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|
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|
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|
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|
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"Contribution" shall mean any work of authorship, including
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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||||
|
||||
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|
||||
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|
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|
||||
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|
||||
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||||
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|
||||
excluding those notices that do not pertain to any part of
|
||||
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|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
distribution, then any Derivative Works that You distribute must
|
||||
include a readable copy of the attribution notices contained
|
||||
within such NOTICE file, excluding those notices that do not
|
||||
pertain to any part of the Derivative Works, in at least one
|
||||
of the following places: within a NOTICE text file distributed
|
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|
||||
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|
||||
within a display generated by the Derivative Works, if and
|
||||
wherever such third-party notices normally appear. The contents
|
||||
of the NOTICE file are for informational purposes only and
|
||||
do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
|
||||
or as an addendum to the NOTICE text from the Work, provided
|
||||
that such additional attribution notices cannot be construed
|
||||
as modifying the License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and
|
||||
may provide additional or different license terms and conditions
|
||||
for use, reproduction, or distribution of Your modifications, or
|
||||
for any such Derivative Works as a whole, provided Your use,
|
||||
reproduction, and distribution of the Work otherwise complies with
|
||||
the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||
any Contribution intentionally submitted for inclusion in the Work
|
||||
by You to the Licensor shall be under the terms and conditions of
|
||||
this License, without any additional terms or conditions.
|
||||
Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed
|
||||
with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
names, trademarks, service marks, or product names of the Licensor,
|
||||
except as required for reasonable and customary use in describing the
|
||||
origin of the Work and reproducing the content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||
agreed to in writing, Licensor provides the Work (and each
|
||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||
implied, including, without limitation, any warranties or conditions
|
||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||
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|
||||
risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
|
||||
negligent acts) or agreed to in writing, shall any Contributor be
|
||||
liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a
|
||||
result of this License or out of the use or inability to use the
|
||||
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|
||||
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|
||||
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|
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has been advised of the possibility of such damages.
|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing
|
||||
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|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
||||
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|
||||
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|
||||
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|
||||
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|
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defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
Binary file not shown.
+1336
-87
File diff suppressed because it is too large
Load Diff
@@ -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
|
||||
+13
-3
@@ -124,6 +124,14 @@ 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
|
||||
|
||||
-- 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
|
||||
|
||||
function BattleCam.reset()
|
||||
@@ -160,12 +168,14 @@ function BattleCam.rig(arena, groundY)
|
||||
local R = BattleCam.rigFor(arena)
|
||||
local mx, mz = arena.mid[1], arena.mid[2]
|
||||
|
||||
local yaw = BattleCam.PAN_YAW * phase(BattleCam.t, BattleCam.PAN_PERIOD)
|
||||
local yaw = BattleCam.still 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 = BattleCam.still 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
|
||||
|
||||
|
||||
+106
-25
@@ -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.
|
||||
@@ -154,6 +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
|
||||
@@ -161,7 +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.
|
||||
@@ -169,7 +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)
|
||||
@@ -191,17 +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
|
||||
@@ -219,9 +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
|
||||
@@ -231,8 +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
|
||||
@@ -242,7 +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
|
||||
@@ -255,12 +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
|
||||
|
||||
+161
-8
@@ -42,6 +42,7 @@ local BattleCam = V.require("BattleCam")
|
||||
local BattleBillboard = V.require("BattleBillboard")
|
||||
local VoxelGrid = V.require("VoxelGrid")
|
||||
local DayNight = V.require("DayNight")
|
||||
local AntiAlias = V.require("AntiAlias")
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
local Map = require("src.world.Map")
|
||||
|
||||
@@ -141,9 +142,10 @@ local function prefetchArena(state, host)
|
||||
for _, nb in ipairs(state.neighbors or {}) do live[nb.map.id] = true end
|
||||
ChunkMesher.setLive(live)
|
||||
TerrainAtlas.setLive(live)
|
||||
local terrain = ChunkMesher.request(host, false, nil, true)
|
||||
or ChunkMesher.peek(host, true)
|
||||
return terrain, {}
|
||||
ChunkMesher.request(host, false, nil, true)
|
||||
local terrain, water = ChunkMesher.pair(host, false)
|
||||
if not terrain then terrain, water = ChunkMesher.pair(host, true) end
|
||||
return terrain, {}, water, {}
|
||||
end
|
||||
|
||||
-- ------- the sun
|
||||
@@ -208,6 +210,91 @@ 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
|
||||
@@ -227,7 +314,8 @@ local function shadowSignature(state, arena, terrain, nbMesh, token)
|
||||
end
|
||||
|
||||
local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
|
||||
atlasFor, cards, token, host, neighbors)
|
||||
atlasFor, cards, token, host, neighbors,
|
||||
water, nbWater)
|
||||
if not ShadowMap.available() then return end
|
||||
local sig = shadowSignature(state, arena, terrain, nbMesh, token)
|
||||
if not ShadowMap.stale(sig) then return end
|
||||
@@ -237,6 +325,14 @@ local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
|
||||
for i, nb in ipairs(neighbors) do
|
||||
ShadowMap.draw(nbMesh[i], atlasFor(nb.map), Mat4.translate(nb.ox, 0, nb.oy))
|
||||
end
|
||||
-- the water surface is its own reflective pass now (see Water) and so is
|
||||
-- no longer inside the terrain mesh; the sun still has to see it, or the
|
||||
-- light's map has a hole at every lake
|
||||
ShadowMap.draw(water, atlasFor(host), nil)
|
||||
for i, nb in ipairs(neighbors) do
|
||||
ShadowMap.draw(nbWater and nbWater[i], atlasFor(nb.map),
|
||||
Mat4.translate(nb.ox, 0, nb.oy))
|
||||
end
|
||||
-- thin cards are snugged toward the sun (ShadowMap.snug) so their shadows
|
||||
-- keep contact with their bases instead of starting a bias-width away
|
||||
ShadowMap.draw(ChunkMesher.flowers(host), atlasFor(host),
|
||||
@@ -249,10 +345,15 @@ local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
|
||||
-- the mons themselves, as the same cards the camera will see. Their alpha
|
||||
-- is the silhouette, so what lands on the ground is the shape of the
|
||||
-- Pokemon rather than a blob standing in for one.
|
||||
-- marked as the CAST, so a fight staged at the water's edge does not lay a
|
||||
-- cut-out of a Pokemon across the lake (see ShadowMap.sprites); the arena's
|
||||
-- own floor still takes them, which is the shadow that matters here
|
||||
ShadowMap.sprites(true)
|
||||
for _, card in ipairs(cards or {}) do
|
||||
ShadowMap.draw(BattleBillboard.mesh(), card.tex,
|
||||
ShadowMap.snug(card.model))
|
||||
end
|
||||
ShadowMap.sprites(false)
|
||||
|
||||
ShadowMap.finish(sig)
|
||||
end
|
||||
@@ -299,9 +400,36 @@ end
|
||||
BattleScene.FLASH_COLOR = { 1, 1, 1 }
|
||||
BattleScene.FLASH_STRENGTH = 0.5
|
||||
|
||||
-- ------- the tile clock, while the overworld is not the one drawing
|
||||
--
|
||||
-- Water and flowers animate off TileRenderer's 60Hz counter, and the ENGINE
|
||||
-- only advances it from OverworldState:drawWorld -- which runs under dialogs
|
||||
-- and menus, but not under a battle, because a battle draws instead of the
|
||||
-- overworld rather than over it. So for the length of a staged fight the
|
||||
-- counter stood still: the water tiles stopped rotating their pixels and the
|
||||
-- wave field, which is driven off the same number so the two cannot drift
|
||||
-- (see Water), stopped with them. A lake in the background of a battle was a
|
||||
-- photograph.
|
||||
--
|
||||
-- Ticked HERE rather than from the mod's update hook, because here is the
|
||||
-- one place that means "a staged battle is drawing this frame, and the
|
||||
-- overworld is not". From the update hook the condition would have to be
|
||||
-- guessed at, and a frame where both ran would double the rate.
|
||||
local function tickTiles()
|
||||
local Game = require("src.core.Game")
|
||||
local ow = Game and Game.overworld
|
||||
local top = Game and Game.stack and Game.stack:top()
|
||||
-- during the wipe INTO a battle the overworld can still be the one
|
||||
-- drawing, and it is ticking the clock itself; two ticks in a frame would
|
||||
-- run the water at double speed
|
||||
if top and ow and top == ow then return end
|
||||
pcall(require("src.render.TileRenderer").tick)
|
||||
end
|
||||
|
||||
function BattleScene.render(state, arena, textures, token)
|
||||
if not (state and state.map and arena) then return nil end
|
||||
if not Voxel3D.available() then return nil end
|
||||
tickTiles()
|
||||
|
||||
-- the floor the fight is staged on: normally the player's own, sometimes
|
||||
-- another floor of the same cave or building (see BattleArena)
|
||||
@@ -326,7 +454,7 @@ function BattleScene.render(state, arena, textures, token)
|
||||
|
||||
-- shares the free-roam mode's request/evict bookkeeping, so a battle warms
|
||||
-- exactly the meshes walking around would have and nothing extra
|
||||
local terrain, nbMesh = prefetchArena(state, host)
|
||||
local terrain, nbMesh, water, nbWater = prefetchArena(state, host)
|
||||
if not terrain then return nil end
|
||||
|
||||
local lx, ly, s, pw, ph = BattleScene.letterbox()
|
||||
@@ -356,7 +484,7 @@ function BattleScene.render(state, arena, textures, token)
|
||||
local cards = monCards(arena, groundY, textures)
|
||||
Voxel3D.camera = nil
|
||||
castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh, atlasFor,
|
||||
cards, token, host, neighbors)
|
||||
cards, token, host, neighbors, water, nbWater)
|
||||
|
||||
-- An opaque void either way. Outdoors the camera is low enough that the
|
||||
-- horizon is genuinely in frame, so it is sky; indoors it is the dark end
|
||||
@@ -385,7 +513,16 @@ function BattleScene.render(state, arena, textures, token)
|
||||
-- its own canvas slot: this renders at the window's pixel size and the
|
||||
-- free-roam pass does too, but the two are alive at different moments
|
||||
-- and a shared slot would reallocate on every battle entry and exit
|
||||
if not Voxel3D.beginScene(pw, ph, cx, cy, vw, vh, sky, "battle") then
|
||||
--
|
||||
-- AA, if the row asks for it, renders it larger still and folds it back
|
||||
-- to pw x ph below (see AntiAlias). The framing is untouched by that:
|
||||
-- the lens was widened by the window's RATIO to the letterbox and the
|
||||
-- rig solved in the GB's own frame, so a bigger canvas is more samples
|
||||
-- of the identical shot -- which is why the pins below still measure in
|
||||
-- pw and ph, and why the HUDs and the depth of field, drawn onto the
|
||||
-- folded canvas afterwards, stay the chunky GB art they are.
|
||||
local rw, rh = AntiAlias.expand(pw, ph)
|
||||
if not Voxel3D.beginScene(rw, rh, cx, cy, vw, vh, sky, "battle") then
|
||||
return
|
||||
end
|
||||
Voxel3D.draw(terrain, atlasFor(host), nil)
|
||||
@@ -393,6 +530,22 @@ function BattleScene.render(state, arena, textures, token)
|
||||
Voxel3D.draw(nbMesh[i], atlasFor(nb.map),
|
||||
Mat4.translate(nb.ox, 0, nb.oy))
|
||||
end
|
||||
-- and the water over it -- PLAIN, always: the flat animated tiles, never
|
||||
-- the reflective pass, whatever the WATER row says. The reflection is
|
||||
-- tuned for the overworld's ladder of cameras; this shot's is PLACED --
|
||||
-- low, tilted and framed like a picture -- and under it the pass reads
|
||||
-- wrong: Fresnel opens all the way up, the leaned sky lands on bands the
|
||||
-- framing never shows, and a lake-sized arena comes out as murk wearing
|
||||
-- the tile art. The battle is a stage set, and stage water is painted.
|
||||
-- (No mirror also means the mons need no second draw into one -- they
|
||||
-- just composite over the water below, like everything else on the set.)
|
||||
if water then Voxel3D.draw(water, atlasFor(host)) end
|
||||
for i, nb in ipairs(neighbors) do
|
||||
if nbWater and nbWater[i] then
|
||||
Voxel3D.draw(nbWater[i], atlasFor(nb.map),
|
||||
Mat4.translate(nb.ox, 0, nb.oy))
|
||||
end
|
||||
end
|
||||
-- The mons, standing on their tiles. Depth-tested like everything else,
|
||||
-- so a ledge or a tree between the camera and a Pokemon really is in
|
||||
-- front of it, and the alpha discard cuts the sprite's own outline out of
|
||||
@@ -442,7 +595,7 @@ function BattleScene.render(state, arena, textures, token)
|
||||
Mat4.translate(nb.ox, 0, nb.oy), fpull,
|
||||
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
|
||||
end
|
||||
local canvas = Voxel3D.endScene()
|
||||
local canvas = AntiAlias.resolve(Voxel3D.endScene(), pw, ph, "battle")
|
||||
if not canvas then return end
|
||||
|
||||
local vp = Voxel3D.vp
|
||||
|
||||
+632
-16
@@ -68,6 +68,47 @@ local RECESS_MAX = 24
|
||||
local SHADE = { top = 0.95, south = 1.0, north = 0.68,
|
||||
side = 0.78, bottom = 0.5 }
|
||||
|
||||
-- ------- how far a merged run may reach: the tile lattice
|
||||
--
|
||||
-- Merging is what keeps a 90k-voxel house down to ~2k quads, and under a
|
||||
-- straight projection a run may be as long as it likes -- a straight line
|
||||
-- is a straight line however finely it is cut. THE WORLD CURVE IS NOT
|
||||
-- STRAIGHT. It drops every vertex by the square of its distance from the
|
||||
-- focus (see WorldCurve), so a quad's interior is the CHORD of a parabola
|
||||
-- its neighbours draw the arc of: a run of length L hangs k*L^2/4 below
|
||||
-- the short quads butted against it, and the join tears open.
|
||||
--
|
||||
-- Nothing bounded a run's length before, and the runs that ran away were
|
||||
-- the ones wearing a CONSTANT texel -- the roof's black eave outline, its
|
||||
-- fascia, the shaded underside -- because a flat run has no art to break
|
||||
-- it. Those reached 102px across a gym, which at V-CURVE 3 hangs some
|
||||
-- three world pixels under the roof surface beside it: the eave tore off
|
||||
-- the roof and the drop showed the building's dark interior through the
|
||||
-- slot. (Strip runs, the drawing marching along the atlas, break at the
|
||||
-- tileset's own boundaries and were never the problem.)
|
||||
--
|
||||
-- So a run stops at the next 8px lattice line. Buildings are stamped at
|
||||
-- tx*8 (see stamp), so the model's lattice IS the map's: every quad in the
|
||||
-- scene -- terrain, props, this -- now ends on the same lines, every join
|
||||
-- is vertex-for-vertex, and the bend carries them together. What is left
|
||||
-- is the sag WITHIN one cell, k*64/4, which is under a twentieth of a
|
||||
-- world pixel at any rung.
|
||||
--
|
||||
-- It costs quads on a dense city map (Cerulean's object stream goes from
|
||||
-- 35.7k to 41.6k, and its longest edge from 102px to 8px) and it costs them
|
||||
-- whether the curve is on or not, which is the deliberate trade: the mesh
|
||||
-- is cached per map and built asynchronously over seconds, so meshing for
|
||||
-- the curve's sake only when the curve is on would mean rebuilding every
|
||||
-- live map on a keypress.
|
||||
local CELL = 8
|
||||
|
||||
-- How far a run starting at `a` may go before it crosses the next lattice
|
||||
-- line. Floor-mod, so the awning's negative z lands on the same lines the
|
||||
-- positive side does.
|
||||
local function runCap(a)
|
||||
return CELL - a % CELL
|
||||
end
|
||||
|
||||
local function keyOf(tx, ty)
|
||||
return (ty + 64) * 4096 + (tx + 64)
|
||||
end
|
||||
@@ -170,6 +211,39 @@ local function read(t, data, perRow)
|
||||
|
||||
local inside = {}
|
||||
for i = 0, W * H - 1 do inside[i] = not outside[i] end
|
||||
|
||||
-- `scrub` names pixel rects where the drawing paints an object standing
|
||||
-- ON the surface (Red's potted plant on the dining tabletop). The object
|
||||
-- keeps its own standee -- the template's `keep` leaves its tiles
|
||||
-- unclaimed -- so the band beneath it is the one surface the drawing
|
||||
-- implies but never paints clear: every rect pixel takes the field
|
||||
-- shade, sourced from the first field texel outside the rects, and the
|
||||
-- model's top comes out as the plain surface the object sat on.
|
||||
if t.scrub then
|
||||
local function inRect(x, y)
|
||||
for _, r in ipairs(t.scrub) do
|
||||
if x >= r[1] and x <= r[3] and y >= r[2] and y <= r[4] then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
local donor = nil
|
||||
for i = 0, W * H - 1 do
|
||||
if col[i] == GREY and inside[i]
|
||||
and not inRect(i % W, math.floor(i / W)) then
|
||||
donor = i
|
||||
break
|
||||
end
|
||||
end
|
||||
for i = 0, W * H - 1 do
|
||||
if inRect(i % W, math.floor(i / W)) then
|
||||
col[i] = GREY
|
||||
ax[i], ay[i] = ax[donor], ay[donor]
|
||||
inside[i] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
return { W = W, H = H, col = col, ax = ax, ay = ay, inside = inside }
|
||||
end
|
||||
|
||||
@@ -190,7 +264,24 @@ local function measure(sp, t)
|
||||
top[x] = r
|
||||
end
|
||||
|
||||
local wallH = H - roofRows
|
||||
-- The drawing's own ground line: the row after the last drawn one. A
|
||||
-- building ends on the black threshold row it stands on (ground == H),
|
||||
-- but furniture is drawn standing on open floor -- the lab table's
|
||||
-- legs stop two rows short of its grid -- and extruding against H
|
||||
-- would float it that far above its own plot.
|
||||
local ground = roofRows
|
||||
for sy = H - 1, roofRows, -1 do
|
||||
local drawn = false
|
||||
for sx = 0, W - 1 do
|
||||
if sp.inside[sy * W + sx] then drawn = true break end
|
||||
end
|
||||
if drawn then
|
||||
ground = sy + 1
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
local wallH = ground - roofRows
|
||||
local ytop = wallH - 1 + t.slab
|
||||
|
||||
-- Side faces must not come out as slabs of outline black: where the
|
||||
@@ -259,6 +350,14 @@ local function measure(sp, t)
|
||||
end
|
||||
end
|
||||
|
||||
-- The pane rule reads a LIGHT region the drawing seals behind a BLACK
|
||||
-- frame. A drawing built the other way round -- the healing machine's
|
||||
-- dark screens sealed behind their own white bezels -- inverts under
|
||||
-- it: every lit edge sinks and the black panes stand proud, a black
|
||||
-- lattice a voxel off the face. `panes = false` says the drawing does
|
||||
-- not carry the rule's polarity, so the facade stays flush.
|
||||
if t.panes == false then recess = {} end
|
||||
|
||||
-- One representative texel per shade, taken from the building's own art:
|
||||
-- the roof's fascia and its undersides are geometry the drawing implies
|
||||
-- but never paints, and they must still wear its palette (and pick up
|
||||
@@ -279,20 +378,510 @@ local function measure(sp, t)
|
||||
-- sprite taller than its footprint -- the tower's 16-row drawing
|
||||
-- stands on the 8 rows of it that are actually on the map, and D = H
|
||||
-- would have pushed its body 64px south into the town plaza.
|
||||
return { top = top, ytop = ytop, D = #t.tiles * 8,
|
||||
-- `depth` (in tile rows) names the plot when the grid runs PAST it
|
||||
-- onto ground the drawing merely stands its legs on: the lab table's
|
||||
-- third row is the walkable cell the player faces it from, and the
|
||||
-- full-grid depth would stand the model in their path.
|
||||
-- `depth` names the plot in TILE ROWS, which is the right grain for a
|
||||
-- building. `depthPx` names it in voxels, for an object whose real
|
||||
-- depth is not a whole tile row -- the Bike Shop toolbox is a box
|
||||
-- standing in the middle of its own cell, not a thing that fills a plot.
|
||||
return { top = top, ytop = ytop,
|
||||
D = t.depthPx or ((t.depth or #t.tiles) * 8),
|
||||
ground = ground,
|
||||
recess = recess, interior = interior, shadeTexel = shadeTexel }
|
||||
end
|
||||
|
||||
-- ----------------------------------------------------------------- build --
|
||||
|
||||
-- A desk with separately-classified objects on it (a template's `parts`
|
||||
-- list): the methodology's region classification at part granularity.
|
||||
-- Upright parts anchor their drawn bottom row to the desk's top plane
|
||||
-- and wear their own drawn tops as lids; flat parts (a keyboard, a
|
||||
-- sheet of paper) lie one voxel proud at drawn row = depth row -- the
|
||||
-- same 1:1 the tabletop itself is drawn with, so an object's height ON
|
||||
-- the drawing is its position ON the desk. The desk is the lab-table
|
||||
-- slab + base; its lid is the one synthesized surface in the model
|
||||
-- (the objects cover every drawn pixel of the tabletop), continued
|
||||
-- from the sibling tables' pattern in the drawing's own shades.
|
||||
-- tools/building_voxels.py `build_desk_set` is the reference twin.
|
||||
local function deskSetModel(sp, pr, t)
|
||||
local W, H, D = sp.W, sp.H, pr.D
|
||||
local ground = pr.ground
|
||||
local col, inside = sp.col, sp.inside
|
||||
local vox = {}
|
||||
local function key(x, y, z) return (y * D + z) * W + x end
|
||||
local function put(x, y, z, i) vox[key(x, y, z)] = i end
|
||||
|
||||
-- de-outline walk bounded to the part, so a part's side faces show
|
||||
-- its own material and never the neighbour's (the sprite-wide walk
|
||||
-- the facade path uses would cross the black seam between units)
|
||||
local function interiorAt(sx, sy, lo, hi)
|
||||
local i = sy * W + sx
|
||||
if col[i] ~= BLACK then return sx end
|
||||
local step = sx < math.floor((lo + hi) / 2) and 1 or -1
|
||||
for d = 1, 3 do
|
||||
local nx = sx + step * d
|
||||
if nx >= lo and nx <= hi then
|
||||
local ni = sy * W + nx
|
||||
if inside[ni] and col[ni] ~= BLACK then return nx end
|
||||
end
|
||||
end
|
||||
return sx
|
||||
end
|
||||
|
||||
-- The parts list, shared by every base piece: a desk plane or an
|
||||
-- open tray rim alike, `plane` is simply the height they ride.
|
||||
local ytop = 0
|
||||
local function buildParts(plane)
|
||||
for _, p in ipairs(t.parts) do
|
||||
Budget.tick()
|
||||
local x0, x1 = p.x[1], p.x[2]
|
||||
if p.kind == "flat" then
|
||||
-- drawn row = depth row by default; `z` renames the origin when
|
||||
-- the flat sits below the desk's own drawn top span (the Center
|
||||
-- PC's keyboard). `at` names the sheet's own height when it does
|
||||
-- not lie on the desk plane (the healing machine's keyboard is a
|
||||
-- shelf mounted on the cabinet's side); `thick` gives it a body
|
||||
-- -- layers below the sheet repeating each column's own texel,
|
||||
-- the same continuation rule every synthesized surface follows.
|
||||
local r0 = p.rows[1]
|
||||
local z0 = p.z or r0
|
||||
local atY = p.at or plane
|
||||
local thick = p.thick or 1
|
||||
if atY > ytop then ytop = atY end
|
||||
for sy = r0, p.rows[2] do
|
||||
local z = z0 + (sy - r0)
|
||||
if z >= 0 and z < D then
|
||||
for sx = x0, x1 do
|
||||
if inside[sy * W + sx] then
|
||||
for y = math.max(0, atY - thick + 1), atY do
|
||||
put(sx, y, z, sy * W + sx)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif p.kind == "box" then
|
||||
-- A BOX part is a drawn rect standing at its own drawn
|
||||
-- elevation -- equipment attached to the machine rather than an
|
||||
-- object on the desk plane. The rows are face-on art: the top
|
||||
-- row's drawn height IS the box's top (ground - 1 - r0,
|
||||
-- measured), and the box runs down to `base` (default the drawn
|
||||
-- extent; 0 continues it to the floor, the legs-continue rule).
|
||||
-- Height beyond the drawn rows fills the way a roof band does:
|
||||
-- rows before `cycle` map 1:1 from the top, rows after it 1:1
|
||||
-- from the bottom -- the healing machine hoses' foot lands ON
|
||||
-- the floor -- and the cycle window repeats between.
|
||||
local r0, r1 = p.rows[1], p.rows[2]
|
||||
local c0 = p.cycle and p.cycle[1] or r1
|
||||
local c1 = p.cycle and p.cycle[2] or r1
|
||||
local pz = p.z or 0
|
||||
local pd = p.depth
|
||||
local top = pr.ground - 1 - r0
|
||||
local bot = p.base or (pr.ground - 1 - r1)
|
||||
local nTop, nBot = c0 - r0, r1 - c1
|
||||
if top > ytop then ytop = top end
|
||||
for y = bot, top do
|
||||
local k, j = top - y, y - bot
|
||||
local sy
|
||||
if k < nTop then
|
||||
sy = r0 + k
|
||||
elseif j < nBot then
|
||||
sy = r1 - j
|
||||
else
|
||||
sy = c0 + (k - nTop) % (c1 - c0 + 1)
|
||||
end
|
||||
for sx = x0, x1 do
|
||||
local i = sy * W + sx
|
||||
if inside[i] then
|
||||
local ix = interiorAt(sx, sy, x0, x1)
|
||||
for z = pz, pz + pd - 1 do
|
||||
if z >= 0 and z < D then
|
||||
local px = (z == pz or z == pz + pd - 1) and sx or ix
|
||||
put(sx, y, z, sy * W + px)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif p.kind == "iso" then
|
||||
-- An ISO part is drawn in 2:1 isometric -- a box TURNED 45
|
||||
-- degrees to the map, so one rhombus carries its top, its front
|
||||
-- and its side at once and no band or facade split can reach
|
||||
-- them. Un-projecting it is that projection run backwards: the
|
||||
-- box stands as a real diamond in plan and every voxel wears the
|
||||
-- texel the drawing paints where that voxel projects TO. The
|
||||
-- drawn top lands on the top, the screen on the screen-facing
|
||||
-- side and the flank on the flank, and nothing is segmented by
|
||||
-- hand -- which is the only way to get this right, because the
|
||||
-- three faces meet on a diagonal no rectangle can name.
|
||||
--
|
||||
-- Everything but the depth centre falls out of the drawn rect,
|
||||
-- because the projection fixes it: the half-width is the drawn
|
||||
-- rhombus's x radius, HALF that again its z radius (2:1 is what
|
||||
-- makes it isometric), the near corner's drawn row is the base
|
||||
-- rhombus's front tip, and whatever drawn height is left once
|
||||
-- that rhombus is accounted for is the box's own height. Bill's
|
||||
-- computer: rx 6, rz 3, base centre row 10, and 6 voxels tall --
|
||||
-- which puts its left corner's vertical edge at drawn rows
|
||||
-- 4..10, exactly where the drawing paints one.
|
||||
--
|
||||
-- `plan` is the one thing the drawing CANNOT state: 2:1 is the
|
||||
-- projection, not the object, so reading rz as the plan radius
|
||||
-- too builds a box half as deep as it is wide -- a slab, not the
|
||||
-- cube the drawing depicts. `plan` names the real z radius and
|
||||
-- the drawn row is scaled into it, so a cube is `plan = rx` and
|
||||
-- the drawing still lands on it pixel for pixel.
|
||||
local pr0, pr1 = p.rows[1], p.rows[2]
|
||||
local rx = math.floor((x1 - x0 + 1) / 2)
|
||||
local rz = math.floor(rx / 2)
|
||||
local plan = p.plan or rz
|
||||
local oy = pr1 - rz
|
||||
local h = oy - rz - pr0
|
||||
local ytp = plane + h
|
||||
if ytp > ytop then ytop = ytp end
|
||||
for sx = x0, x1 do
|
||||
-- doubled, so a rect of even width keeps its centre between
|
||||
-- two columns instead of limping one to the left
|
||||
local dx2 = 2 * sx - (x0 + x1)
|
||||
for dz = -plan, plan do
|
||||
local z = p.z + dz
|
||||
local d2 = math.abs(dx2) * plan + 2 * math.abs(dz) * rx
|
||||
if z >= 0 and z < D and d2 <= (2 * rx + 1) * plan then
|
||||
-- the plan row scaled back into the drawn rhombus
|
||||
local dzs = math.floor((2 * dz * rz + plan) / (2 * plan))
|
||||
for y = 0, h do
|
||||
local sy = oy + dzs - y
|
||||
local i = sy * W + sx
|
||||
if sy >= pr0 and sy <= pr1 and inside[i] then
|
||||
put(sx, plane + y, z, i)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
local tr0, tr1 = p.top[1], p.top[2]
|
||||
local fr0, fr1 = p.facade[1], p.facade[2]
|
||||
local pd = p.depth
|
||||
-- `rise` lifts a part off the desk's top plane and `z` names its
|
||||
-- back-most depth row (the field a flat part already carries). An
|
||||
-- object STANDING on a desk needs neither: it starts on the plane
|
||||
-- at the plot's back. The healing machine's console needs both --
|
||||
-- it stands in the FRONT map row of a grid whose back row is the
|
||||
-- wall band it leans against, and its screen head is MOUNTED on
|
||||
-- the console's front two voxels above the body's top. Both come
|
||||
-- off the drawing, not off taste.
|
||||
local base = plane + (p.rise or 0)
|
||||
local pz = p.z or 0
|
||||
local ytp = base + (fr1 - fr0)
|
||||
if ytp > ytop then ytop = ytp end
|
||||
-- `inset` sinks an authored pane one voxel: the pane rule
|
||||
-- applied by hand, for a part whose screen IS sealed behind its
|
||||
-- own black frame while the template's `panes = false` (set for
|
||||
-- the polarity-inverted panel elsewhere in the same drawing)
|
||||
-- blocks the global pass. Same mechanism as a recess: the front
|
||||
-- voxel is simply not placed.
|
||||
local ins = p.inset
|
||||
for sx = x0, x1 do
|
||||
-- the lid: the part's drawn top laid across its depth from the
|
||||
-- back, last row continuing forward; the front lid row is the
|
||||
-- facade's own top row -- the drawn front-top edge. `stretch`
|
||||
-- maps the drawn band over the whole depth instead, the tray's
|
||||
-- rule: for a part authored DEEPER than its drawing (the house
|
||||
-- stool grown past its drawn seat), clamping would print the
|
||||
-- last row as a long smear off the back band's edge.
|
||||
for z = pz, pz + pd - 1 do
|
||||
local front = z == pz + pd - 1
|
||||
local sy
|
||||
if front then
|
||||
sy = fr0
|
||||
elseif p.stretch then
|
||||
sy = math.min(tr0 + math.floor((z - pz) * (tr1 - tr0 + 1)
|
||||
/ (pd - 1)), tr1)
|
||||
else
|
||||
sy = math.min(tr0 + z - pz, tr1)
|
||||
end
|
||||
while sy <= tr1 and not inside[sy * W + sx] do sy = sy + 1 end
|
||||
local ok = sy <= tr1 or (front and inside[fr0 * W + sx])
|
||||
if ok and z >= 0 and z < D then
|
||||
put(sx, ytp, z, (front and fr0 or sy) * W + sx)
|
||||
end
|
||||
end
|
||||
-- the body: facade rows anchored to the part's own base
|
||||
for sy = fr0 + 1, fr1 do
|
||||
local y = base + (fr1 - sy)
|
||||
local i = sy * W + sx
|
||||
if inside[i] then
|
||||
local ix = interiorAt(sx, sy, x0, x1)
|
||||
for z = pz, pz + pd - 1 do
|
||||
if z >= 0 and z < D then
|
||||
if z == pz + pd - 1 then
|
||||
local sunk = ins and sx >= ins.x[1] and sx <= ins.x[2]
|
||||
and sy >= ins.rows[1] and sy <= ins.rows[2]
|
||||
if not sunk and not pr.recess[i] then put(sx, y, z, i) end
|
||||
elseif z == pz then
|
||||
put(sx, y, z, i)
|
||||
else
|
||||
put(sx, y, z, sy * W + ix)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- A TRAY is an open container -- the drawing looks down INTO it, so its
|
||||
-- top-view band is not a lid but the inside of the box, and the model
|
||||
-- has to be hollow. Bands, all measured 1:1 like any other band table:
|
||||
-- `top` is the opening (drawn row -> depth row), `front` the near wall
|
||||
-- seen face-on (drawn row -> elevation), `x` the box's outer span and
|
||||
-- `inner` the opening's, so the difference between them is the wall.
|
||||
-- Four walls stand to the rim, the floor slab lies `floor` voxels thick
|
||||
-- under the opening, and the cavity between them is left as AIR -- which
|
||||
-- is the whole point, and what an extruded facade can never be. Parts (a
|
||||
-- standing lid) then ride the rim like any object on a desk's plane.
|
||||
if t.tray then
|
||||
local tr = t.tray
|
||||
local top0 = tr.top[1]
|
||||
local fr0, fr1 = tr.front[1], tr.front[2]
|
||||
local bx0, bx1 = tr.x[1], tr.x[2]
|
||||
local ix0, ix1 = tr.inner[1], tr.inner[2]
|
||||
local floor = tr.floor or 0
|
||||
local plane = fr1 - fr0 + 1 -- the rim: the wall's height
|
||||
-- Which drawn row lies at depth z. The far rim is the band's first
|
||||
-- row and the near rim the front wall's own, and the drawn inside
|
||||
-- STRETCHES over whatever depth is between them: a box deeper than
|
||||
-- its drawing has rows to spare is the ordinary case once the plot
|
||||
-- stops being the grid, and the alternative -- running out of rows
|
||||
-- and repeating the last one -- would print the wrench twice.
|
||||
local lo, hi = top0 + 1, tr.top[2] - 1 -- the drawn inside
|
||||
local span = math.max(1, D - 3) -- interior depth rows - 1
|
||||
local function trayRow(z)
|
||||
if z == 0 then return top0 end
|
||||
if z == D - 1 then return fr0 end
|
||||
return lo + math.floor((z - 1) * (hi - lo) / span)
|
||||
end
|
||||
for sx = bx0, bx1 do
|
||||
Budget.tick()
|
||||
for z = 0, D - 1 do
|
||||
local hollow = sx >= ix0 and sx <= ix1 and z > 0 and z < D - 1
|
||||
for y = 0, (hollow and floor or plane - 1) do
|
||||
if hollow or y == plane - 1 then
|
||||
-- the opening seen from above: the tray's own floor and
|
||||
-- whatever lies in it -- and the rim is the same band where
|
||||
-- the wall meets it
|
||||
local i = trayRow(z) * W + sx
|
||||
if inside[i] then put(sx, y, z, i) end
|
||||
else
|
||||
-- the wall below the rim: the front band folded up it, the
|
||||
-- drawn face on the front and back layers and the de-outlined
|
||||
-- interior between, exactly as a facade extrudes.
|
||||
--
|
||||
-- NO recess pass here, and it must stay that way: a pane sinks
|
||||
-- by DELETING its front voxel so the one behind becomes the
|
||||
-- pane, and a container's wall is one voxel thick -- there is
|
||||
-- nothing behind it, so the front panel simply opened a hole
|
||||
-- straight into the box and you could see the wrench through it.
|
||||
local sy = fr1 - y
|
||||
local i = sy * W + sx
|
||||
if inside[i] then
|
||||
local px = (z == 0 or z == D - 1) and sx
|
||||
or interiorAt(sx, sy, bx0, bx1)
|
||||
put(sx, y, z, sy * W + px)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if plane > ytop then ytop = plane end
|
||||
buildParts(plane)
|
||||
return { at = function(x, y, z)
|
||||
if x < 0 or x >= W or y < 0 or z < 0 or z >= D then
|
||||
return nil
|
||||
end
|
||||
return vox[key(x, y, z)]
|
||||
end,
|
||||
W = W, ytop = ytop, zmin = 0, zmax = D - 1 }
|
||||
end
|
||||
|
||||
-- No base piece at all: the drawing IS its parts (the house stool -- a
|
||||
-- seat and its legs, nothing under them but floor). The plane the parts
|
||||
-- anchor to is the ground itself.
|
||||
if not t.desk then
|
||||
buildParts(0)
|
||||
return { at = function(x, y, z)
|
||||
if x < 0 or x >= W or y < 0 or z < 0 or z >= D then
|
||||
return nil
|
||||
end
|
||||
return vox[key(x, y, z)]
|
||||
end,
|
||||
W = W, ytop = ytop, zmin = 0, zmax = D - 1 }
|
||||
end
|
||||
|
||||
-- The desk's top plane. Usually the drawing states it: the fascia and
|
||||
-- base rows it paints below the objects ARE the front face, and their
|
||||
-- row count is the height. Bill's desk paints neither inside its grid
|
||||
-- -- its apron is drawn into the WALKABLE cell in front, and that cell
|
||||
-- is left out on purpose so the chair standing there keeps its own
|
||||
-- tiles -- so `plane` names the height directly and the body below the
|
||||
-- lid is synthesized: the band table's own rim treatment, a shaded box
|
||||
-- closed by the outline where it meets the floor, in the drawing's
|
||||
-- shades via shadeTexel.
|
||||
local f0, f1 = t.desk.fascia[1], t.desk.fascia[2]
|
||||
local b0, b1 = t.desk.base[1], t.desk.base[2]
|
||||
local plane = (b1 - b0 + 1) + (f1 - f0 + 1)
|
||||
|
||||
-- The desk's own PLOT, when the grid holds more than the desk. Bill's
|
||||
-- grid runs on into the walkable cell, because the drawing puts the
|
||||
-- desk's apron AND the chair pushed up to it in the same tiles -- so
|
||||
-- the desk box has to stop at its own cell (`depth`) and stand on its
|
||||
-- own ground line rather than the grid's, which the chair's feet set
|
||||
-- eight rows lower. The base band's last row IS that ground line by
|
||||
-- definition, and for every desk drawn inside its own grid it is the
|
||||
-- measured one to the row (lab table, lab computers, Center PC, the
|
||||
-- Bike Shop toolbox), so this changes nothing for them.
|
||||
-- ...and in voxels (`depthPx`) plus a back origin (`z`) when the desk
|
||||
-- is shallower than a tile row and leans against something: the
|
||||
-- healing machine's cabinet is 10 deep -- its drawn top band's 9 rows
|
||||
-- plus the front edge -- standing against the wall band, so its box
|
||||
-- runs z 16..25 of a 32-deep plot.
|
||||
local deskD = t.desk.depthPx or (t.desk.depth and t.desk.depth * 8) or D
|
||||
local dz0 = t.desk.z or 0
|
||||
local dz1 = dz0 + deskD - 1
|
||||
local deskG = b1 + 1
|
||||
-- ...and the desk's COLUMNS (`x`), when the grid is wider than the
|
||||
-- desk: the healing machine's grid carries its flanking hoses and
|
||||
-- keyboard, and the cabinet is only the middle 16 columns.
|
||||
local dx0 = t.desk.x and t.desk.x[1] or 0
|
||||
local dx1 = t.desk.x and t.desk.x[2] or W - 1
|
||||
|
||||
-- The WALL element: the band the machine backs onto, whose tiles this
|
||||
-- grid claims. The drawing shows it only as the stripe background
|
||||
-- around the tower (the same standing as the potted plants' floor),
|
||||
-- so the block cycles the drawing's own stripe unit -- real pixels of
|
||||
-- column `x`, rows `cycle` -- at wall-band height over the back plot,
|
||||
-- exactly what the neighbouring cells' `wall` pins render.
|
||||
if t.wall then
|
||||
local wl = t.wall
|
||||
local c0, c1 = wl.cycle[1], wl.cycle[2]
|
||||
local cn = c1 - c0 + 1
|
||||
local wx = wl.x or 0
|
||||
for y = 0, wl.h - 1 do
|
||||
Budget.tick()
|
||||
local sy = c0 + (wl.h - 1 - y) % cn
|
||||
for sx = 0, W - 1 do
|
||||
for z = 0, wl.depthPx - 1 do
|
||||
put(sx, y, z, sy * W + wx)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- the base band, extruded exactly like every lab table's
|
||||
for sy = b0, b1 do
|
||||
Budget.tick()
|
||||
local y = deskG - 1 - sy
|
||||
for sx = dx0, dx1 do
|
||||
if inside[sy * W + sx] then
|
||||
local ix = interiorAt(sx, sy, dx0, dx1)
|
||||
for z = dz0, dz1 do
|
||||
local px = (z == dz0 or z == dz1) and sx or ix
|
||||
put(sx, y, z, sy * W + px)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
for i in pairs(pr.recess) do
|
||||
local sy = math.floor(i / W)
|
||||
local sx = i % W
|
||||
if sy >= b0 and sy <= b1 and sx >= dx0 and sx <= dx1 then
|
||||
vox[key(sx, deskG - 1 - sy, dz1)] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- the slab: fascia rows wrap every side
|
||||
for sy = f0, f1 do
|
||||
Budget.tick()
|
||||
local y = plane - 1 - (sy - f0)
|
||||
for sx = dx0, dx1 do
|
||||
for z = dz0, dz1 do put(sx, y, z, sy * W + sx) end
|
||||
end
|
||||
end
|
||||
|
||||
if t.desk.top then
|
||||
-- The lid wears the desk's own drawn top band -- the drawing DOES
|
||||
-- paint this tabletop (the healing machine's white top face with
|
||||
-- its lit west and shaded east strips), so nothing is synthesized
|
||||
-- where it is visible: band rows map back-to-front, the first
|
||||
-- fascia row is the drawn front-top edge, same rule as an upright
|
||||
-- part's lid. Where a part's drawing occludes the band (the monitor
|
||||
-- standing on it), the lid continues the nearest strip BESIDE the
|
||||
-- part -- still the drawing's own pixels, the same sibling-pattern
|
||||
-- rule every synthesized lid follows.
|
||||
local tr0, tr1 = t.desk.top[1], t.desk.top[2]
|
||||
for z = dz0, dz1 do
|
||||
Budget.tick()
|
||||
local sy = z == dz1 and f0 or math.min(tr0 + (z - dz0), tr1)
|
||||
for sx = dx0, dx1 do
|
||||
local px = sx
|
||||
for _, p in ipairs(t.parts) do
|
||||
local px0, px1 = p.x[1], p.x[2]
|
||||
local r0, r1
|
||||
if p.kind == "flat" or p.kind == "iso" or p.kind == "box" then
|
||||
r0, r1 = p.rows[1], p.rows[2]
|
||||
else
|
||||
r0, r1 = p.top[1], p.facade[2]
|
||||
end
|
||||
if sx >= px0 and sx <= px1 and sy >= r0 and sy <= r1 then
|
||||
px = (sx - px0 < px1 - sx) and (px0 - 1) or (px1 + 1)
|
||||
px = math.max(dx0, math.min(dx1, px))
|
||||
break
|
||||
end
|
||||
end
|
||||
put(sx, plane - 1, z, sy * W + px)
|
||||
end
|
||||
end
|
||||
else
|
||||
-- the lid continues the sibling tables' top -- black rim, white
|
||||
-- highlight courses along the north and west, grey field
|
||||
local field = t.desk.lid == "white" and WHITE or GREY
|
||||
for sx = dx0, dx1 do
|
||||
for z = dz0, dz1 do
|
||||
local shade = field
|
||||
if sx == dx0 or sx == dx1 or z == dz0 or z == dz1 then
|
||||
shade = BLACK
|
||||
elseif sx == dx0 + 1 or z == dz0 + 1 then
|
||||
shade = WHITE
|
||||
end
|
||||
put(sx, plane - 1, z, pr.shadeTexel[shade])
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if plane > ytop then ytop = plane end
|
||||
buildParts(plane)
|
||||
|
||||
return { at = function(x, y, z)
|
||||
if x < 0 or x >= W or y < 0 or z < 0 or z >= D then return nil end
|
||||
return vox[key(x, y, z)]
|
||||
end,
|
||||
W = W, ytop = ytop, zmin = 0, zmax = D - 1 }
|
||||
end
|
||||
|
||||
-- The voxel model as a lookup: `at(x, y, z)` is the index of the sprite
|
||||
-- pixel that voxel wears, or nil. Build ORDER is expressed as lookup
|
||||
-- order -- roof first, so it overwrites the walls it intersects, and walls
|
||||
-- are trimmed to its underside so nothing pokes through the surface.
|
||||
local function model(sp, pr, t)
|
||||
if t.parts then return deskSetModel(sp, pr, t) end
|
||||
local W, H, D = sp.W, sp.H, pr.D
|
||||
local slab, roofRows = t.slab, t.roofRows
|
||||
local top, ytop = pr.top, pr.ytop
|
||||
local top, ytop, ground = pr.top, pr.ytop, pr.ground
|
||||
|
||||
-- The roof's drawn span. A sprite inset from its box (B03) leaves outer
|
||||
-- columns undrawn in the roof band; they carry no roof at all, and the
|
||||
@@ -367,16 +956,18 @@ local function model(sp, pr, t)
|
||||
|
||||
-- the awning: the band juts two voxels past the walls, front and back
|
||||
if ledge0 and (z == -2 or z == -1 or z == D or z == D + 1) then
|
||||
local sy = H - 1 - y
|
||||
local sy = ground - 1 - y
|
||||
if sy >= ledge0 and sy <= ledge1 and sp.inside[sy * W + x] then
|
||||
return sy * W + x
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- the facade, extruded straight back over the footprint
|
||||
-- the facade, extruded straight back over the footprint. Rows map
|
||||
-- against the measured ground line, not the grid's last row: the two
|
||||
-- differ only for furniture standing on open floor (see measure).
|
||||
if z < 0 or z >= D then return nil end
|
||||
local sy = H - 1 - y
|
||||
local sy = ground - 1 - y
|
||||
local i = sy * W + x
|
||||
if y == 0 and not sp.inside[i] and sy > 0 and sp.inside[i - W] then
|
||||
-- the drawing's last row is the ground the building stands on, so
|
||||
@@ -464,7 +1055,8 @@ local function emit(m, sp, atlasW, atlasH)
|
||||
local function runX(y, z, dx, dy, dz, x)
|
||||
local i0 = ci(x, y, z)
|
||||
local strip, n = nil, 1
|
||||
while true do
|
||||
local cap = runCap(x)
|
||||
while n < cap do
|
||||
local nx = x + n
|
||||
local i = ci(nx, y, z)
|
||||
if not i or ci(nx + dx, y + dy, z + dz) then break end
|
||||
@@ -556,8 +1148,8 @@ local function emit(m, sp, atlasW, atlasH)
|
||||
while z <= zmax do
|
||||
local i = ci(x, y, z)
|
||||
if i and not ci(x + d, y, z) then
|
||||
local n = 1
|
||||
while z + n <= zmax do
|
||||
local n, cap = 1, runCap(z)
|
||||
while n < cap and z + n <= zmax do
|
||||
local j = ci(x, y, z + n)
|
||||
if j ~= i or ci(x + d, y, z + n) then break end
|
||||
n = n + 1
|
||||
@@ -666,7 +1258,7 @@ function Buildings.build(S, map, data, perRow)
|
||||
end
|
||||
built = models[key]
|
||||
end
|
||||
Buildings.stamp(S, map, built, tx, ty, bw, bh)
|
||||
Buildings.stamp(S, map, built, tx, ty, bw, bh, t)
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -676,9 +1268,24 @@ end
|
||||
|
||||
-- One placement: claim its tiles (so the detector leaves them alone and
|
||||
-- the mesher paints ground under them) and copy the model into place.
|
||||
function Buildings.stamp(S, map, quads, tx, ty, bw, bh)
|
||||
local shape = { class = "building", h = 0, art = "building",
|
||||
flat = false, authored = true }
|
||||
--
|
||||
-- Two template fields alter what a claim means, for a drawing that
|
||||
-- carries a STANDEE on its surface (Red's potted plant on the dining
|
||||
-- table). `keep` names tile ids the stamp must NOT claim: their authored
|
||||
-- pins stay live, so the standee scan still stands the object exactly as
|
||||
-- it always did. `support` is the model's top plane in voxels: the claim
|
||||
-- shape carries it as its height, which is what tells that scan the
|
||||
-- standee's shelf -- a plain claim stays at h = 0, and Structures treats
|
||||
-- a building claim with height as a full model (skip, never a second
|
||||
-- box; see its support branches).
|
||||
function Buildings.stamp(S, map, quads, tx, ty, bw, bh, t)
|
||||
local shape = { class = "building", h = (t and t.support) or 0,
|
||||
art = "building", flat = false, authored = true }
|
||||
local keep = nil
|
||||
if t and t.keep then
|
||||
keep = {}
|
||||
for _, id in ipairs(t.keep) do keep[id] = true end
|
||||
end
|
||||
|
||||
-- the ground the building stands on: the commonest flat tile around its
|
||||
-- feet, so a house on a path keeps its path
|
||||
@@ -704,9 +1311,18 @@ function Buildings.stamp(S, map, quads, tx, ty, bw, bh)
|
||||
for r = 0, bh - 1 do
|
||||
for c = 0, bw - 1 do
|
||||
local k = keyOf(tx + c, ty + r)
|
||||
S.shapeAt[k] = shape
|
||||
S.skip[k] = true
|
||||
S.ground[k] = best or false
|
||||
if keep and keep[S.tileAt[k]] then
|
||||
-- unclaimed by request: the tile keeps its pin (the plant's
|
||||
-- cutout pool) and the standee scan finds it there. Only the
|
||||
-- ground is set now, so the scan's own claim of these tiles has
|
||||
-- the building's floor to paint when no flat tile touches a
|
||||
-- cluster ringed by its own furniture.
|
||||
S.ground[k] = best or false
|
||||
else
|
||||
S.shapeAt[k] = shape
|
||||
S.skip[k] = true
|
||||
S.ground[k] = best or false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
+95
-21
@@ -221,8 +221,18 @@ end
|
||||
-- Kept free of any GPU call so it can be exercised headless -- the
|
||||
-- geometry is the part with the interesting invariants, and a suite that
|
||||
-- needed a real GL context to check them would never run in CI.
|
||||
local function runGeometry(map, bodyOnly, masks, sink)
|
||||
-- `waterSink`, when given, takes the WATER SURFACE quads instead of the
|
||||
-- main sink -- the one class in this world that is drawn as its own pass
|
||||
-- (see Water: a mirror cannot be drawn until what it reflects exists).
|
||||
-- Nothing else moves: the quads are the same quads, emitted by the same
|
||||
-- corner and uv arithmetic at the same recessed height, and the shoreline
|
||||
-- faces around them still belong to the GROUND that exposes them.
|
||||
--
|
||||
-- Omitted, water stays in the terrain mesh exactly as it always did, which
|
||||
-- is what the headless geometry() below and the sun's own pass both want.
|
||||
local function runGeometry(map, bodyOnly, masks, sink, waterSink)
|
||||
local push = sink.push
|
||||
local waterPush = waterSink and waterSink.push or nil
|
||||
local tileset = map.tileset
|
||||
local S = Structures.forMap(map)
|
||||
local perRow = tileset.tilesPerRow or 16
|
||||
@@ -358,12 +368,14 @@ local function runGeometry(map, bodyOnly, masks, sink)
|
||||
return aoSide
|
||||
end
|
||||
|
||||
local function topQuad(x0, z0, h, tile, shade)
|
||||
-- `to` routes the quad somewhere other than the main sink -- the water
|
||||
-- surface is the only caller that ever does (see runGeometry's header).
|
||||
local function topQuad(x0, z0, h, tile, shade, to)
|
||||
local u0, u1, v0, v1 = uvRect(tile, 0, 8)
|
||||
push({ { x0, h, z0 }, { x0 + 8, h, z0 },
|
||||
{ x0 + 8, h, z0 + 8 }, { x0, h, z0 + 8 } },
|
||||
{ { u0, v0 }, { u1, v0 }, { u1, v1 }, { u0, v1 } },
|
||||
aoShades(x0 / 8, z0 / 8, h, shade))
|
||||
;(to or push)({ { x0, h, z0 }, { x0 + 8, h, z0 },
|
||||
{ x0 + 8, h, z0 + 8 }, { x0, h, z0 + 8 } },
|
||||
{ { u0, v0 }, { u1, v0 }, { u1, v1 }, { u0, v1 } },
|
||||
aoShades(x0 / 8, z0 / 8, h, shade))
|
||||
end
|
||||
|
||||
-- vertical quad for face direction `d` of the tile column at (x0, z0),
|
||||
@@ -558,8 +570,14 @@ local function runGeometry(map, bodyOnly, masks, sink)
|
||||
end
|
||||
topTile = S.tileAt[keyOf(tx, row)]
|
||||
end
|
||||
-- water's surface, and only water's: the recessed sheet itself,
|
||||
-- never the ground's shoreline bands around it. A cell an object
|
||||
-- stands on took the branch above and paints synthesized GROUND,
|
||||
-- which is right -- a sign at the waterline stands on a plot, not
|
||||
-- on the pond.
|
||||
topQuad(x0, z0, h, topTile,
|
||||
s.art == "upright" and VOLUME_TOP_SHADE or 1)
|
||||
s.art == "upright" and VOLUME_TOP_SHADE or 1,
|
||||
(s.class == "water") and waterPush or nil)
|
||||
end
|
||||
|
||||
-- sides: 8px bands wherever the neighbour is lower. Band k spans
|
||||
@@ -764,18 +782,34 @@ end
|
||||
-- The raw geometry for `map`: (vertex list, triangle index list, quad
|
||||
-- count). Synchronous and GPU-free -- the headless suite and the probes
|
||||
-- exercise the invariants through this.
|
||||
function ChunkMesher.geometry(map, bodyOnly, masks)
|
||||
--
|
||||
-- `split` lifts the water surface out, as it is lifted out for the
|
||||
-- reflective pass, and appends that sink's own three values -- so the suite
|
||||
-- can check the same separation the GPU path relies on without a GPU.
|
||||
-- Without it the water is in the first list, which is what every existing
|
||||
-- caller reads.
|
||||
function ChunkMesher.geometry(map, bodyOnly, masks, split)
|
||||
local sink = newTableSink()
|
||||
runGeometry(map, bodyOnly, masks, sink)
|
||||
return sink.results()
|
||||
local waterSink = split and newTableSink() or nil
|
||||
runGeometry(map, bodyOnly, masks, sink, waterSink)
|
||||
if not waterSink then return sink.results() end
|
||||
local v, i, n = sink.results()
|
||||
local wv, wi, wn = waterSink.results()
|
||||
return v, i, n, wv, wi, wn
|
||||
end
|
||||
|
||||
-- Build the mesh for `map` synchronously. Returns nil when there is
|
||||
-- nothing to draw or meshes are unavailable (headless).
|
||||
function ChunkMesher.build(map, bodyOnly, masks)
|
||||
--
|
||||
-- `split` asks for the water surface as a SECOND mesh, returned after the
|
||||
-- terrain one -- the shape the reflective pass needs (see Water). Without
|
||||
-- it the water is inside the terrain mesh, which is the historical
|
||||
-- contract and what every other caller still wants.
|
||||
function ChunkMesher.build(map, bodyOnly, masks, split)
|
||||
local sink = newSink()
|
||||
runGeometry(map, bodyOnly, masks, sink)
|
||||
return sink.finish()
|
||||
local waterSink = split and newSink() or nil
|
||||
runGeometry(map, bodyOnly, masks, sink, waterSink)
|
||||
return sink.finish(), waterSink and waterSink.finish() or nil
|
||||
end
|
||||
|
||||
local function quadsMesh(quads)
|
||||
@@ -819,14 +853,24 @@ 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 +902,17 @@ 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 +977,17 @@ 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 +1089,14 @@ function ChunkMesher.get(map, bodyOnly, masks)
|
||||
if c.stale then c.stale.aux = nil end
|
||||
end
|
||||
if c[slot] == nil or (c.stale and c.stale[slot]) then
|
||||
local ok, mesh = pcall(ChunkMesher.build, map, bodyOnly, masks)
|
||||
local ok, mesh, water = pcall(ChunkMesher.build, map, bodyOnly, masks,
|
||||
true)
|
||||
if not ok then
|
||||
print("[warn] voxel mesh build failed for " .. tostring(map.id)
|
||||
.. ": " .. tostring(mesh))
|
||||
end
|
||||
swapSlot(c, slot, (ok and mesh) or false)
|
||||
swapSlot(c, waterSlot(slot), (ok and water) or false)
|
||||
if c.stale then
|
||||
c.stale[slot] = nil
|
||||
if not (c.stale.full or c.stale.body or c.stale.aux) then
|
||||
@@ -1058,6 +1117,21 @@ function ChunkMesher.peek(map, bodyOnly)
|
||||
return mesh or nil
|
||||
end
|
||||
|
||||
-- A slot's terrain mesh AND the water surface lifted out of it, as one
|
||||
-- answer. Never builds, like peek.
|
||||
--
|
||||
-- Both or neither, always from the SAME slot: the water was cut out of that
|
||||
-- exact geometry, so pairing a full mesh with a body build's water would
|
||||
-- draw the border ring's ponds twice and leave the body's as holes. Callers
|
||||
-- that fall back from one variant to the other fall back through this, so
|
||||
-- there is nowhere for the two to be chosen separately.
|
||||
function ChunkMesher.pair(map, bodyOnly)
|
||||
local c = cache[map.id]
|
||||
if not c then return nil, nil end
|
||||
local slot = bodyOnly and "body" or "full"
|
||||
return c[slot] or nil, c[waterSlot(slot)] or nil
|
||||
end
|
||||
|
||||
function ChunkMesher.grass(map)
|
||||
local c = cache[map.id]
|
||||
return c and c.grass or nil
|
||||
@@ -1068,8 +1142,8 @@ 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
|
||||
|
||||
@@ -0,0 +1,723 @@
|
||||
-- Voxel world mode: the first-person camera -- the 1ST rung.
|
||||
--
|
||||
-- Every other rung is the same camera at a different pitch: an orbit over
|
||||
-- the view centre, described by one number. 1ST is a different rig
|
||||
-- entirely: the eye stands in the player's own head, the view direction is
|
||||
-- the player's to steer -- mouse, right stick or a touch drag -- and the
|
||||
-- rig rides the placed-camera seam (Voxel3D.camera) that the staged battle
|
||||
-- already proved out. Everything downstream of that seam -- the shader
|
||||
-- uniforms, project(), the sky's vanishing line, the water's lean -- reads
|
||||
-- eye and focus the same way it always has.
|
||||
--
|
||||
-- What this module owns:
|
||||
--
|
||||
-- the ATTITUDE yaw and pitch, fed by whichever look input speaks:
|
||||
-- relative mouse motion, the right stick's rate, or a
|
||||
-- touch dragged across open screen. All three drive the
|
||||
-- same two numbers, so they compose instead of fighting.
|
||||
--
|
||||
-- the BLEND easing between the orbit and the head. Stepping onto
|
||||
-- the rung dives the camera from wherever the orbit was
|
||||
-- into the player's eyes over half a second; stepping off
|
||||
-- flies it back out. Mid-blend the rig is a straight lerp
|
||||
-- of the two cameras -- eye, focus, fov, up -- through
|
||||
-- the same placed-camera record.
|
||||
--
|
||||
-- the MOVE INTENT the analog vector FreeMove walks the player by,
|
||||
-- gathered here because it is made of the same devices:
|
||||
-- the left stick's raw axes, the touch d-pad's true
|
||||
-- deflection, or the held keys, rotated by this camera's
|
||||
-- yaw so "forward" means "where I am looking".
|
||||
--
|
||||
-- Deliberately NOT here: movement itself (lib/FreeMove.lua, which owns the
|
||||
-- collision walk and the grid the game logic still lives on), and the
|
||||
-- billboard math that faces cards at this eye (VoxelScene, which owns
|
||||
-- every other card matrix too).
|
||||
--
|
||||
-- Everything the module reaches -- the mouse's relative mode, the wrapped
|
||||
-- love handlers, the touch overlay's hit test -- is pcall-guarded the same
|
||||
-- way the 3D pass is: headless runs and drivers without a mouse simply
|
||||
-- never see the input, and the rung falls back to holding the 75-degree
|
||||
-- orbit.
|
||||
|
||||
-- the mod namespace (see main.lua): V.require loads a sibling module
|
||||
local V = ...
|
||||
|
||||
local Mat4 = V.require("Mat4")
|
||||
local Voxel = V.require("VoxelState")
|
||||
local Voxel3D = V.require("Voxel3D")
|
||||
local WorldCurve = V.require("WorldCurve")
|
||||
|
||||
local FirstPerson = {}
|
||||
|
||||
-- ------- the rig's numbers
|
||||
--
|
||||
-- EYE_HEIGHT stands the eye near the top of the 16px sprite -- the head,
|
||||
-- not the hat tip -- above the same ground-plus-lift the character card
|
||||
-- stands on, so surfing bobs and ledge hops carry the view with them.
|
||||
--
|
||||
-- FOV is wider than the diorama's ~53 degrees: inside the world, the
|
||||
-- diorama's lens reads as a keyhole. 65 vertical is the modern-shooter
|
||||
-- middle ground.
|
||||
--
|
||||
-- FOCUS_DIST is short on purpose: the placed-camera branch derives its
|
||||
-- near plane from |eye - focus| (dist * 0.05), and the eye walks within
|
||||
-- 2-3 world pixels of a wall face when sliding along it -- a far focus
|
||||
-- would push the near plane through the wall and clip a hole in it.
|
||||
FirstPerson.EYE_HEIGHT = 13
|
||||
FirstPerson.FOV = math.rad(65)
|
||||
FirstPerson.FOCUS_DIST = 24
|
||||
|
||||
-- Pitch limits, in radians below horizontal (positive looks DOWN). The
|
||||
-- world has no ceiling and the sky's bands sit low, so looking far up
|
||||
-- shows the void above the gradient; the up-range is clamped tighter than
|
||||
-- the down-range for that reason, not a technical one.
|
||||
FirstPerson.PITCH_DOWN = math.rad(70)
|
||||
FirstPerson.PITCH_UP = -math.rad(50)
|
||||
FirstPerson.PITCH_DEFAULT = math.rad(10)
|
||||
|
||||
-- how long the dive into (and out of) the head takes, in seconds
|
||||
FirstPerson.BLEND_TIME = 0.45
|
||||
|
||||
-- ------- look input tuning
|
||||
--
|
||||
-- MOUSE_SENS is radians per relative-mode count -- about 0.18 degrees per
|
||||
-- count, the conventional shooter default. STICK rates are radians per
|
||||
-- second at full deflection, with a squared response curve so small
|
||||
-- deflections aim and full ones turn. TOUCH_TURN is what one full screen
|
||||
-- width of drag turns, mobile-shooter convention.
|
||||
FirstPerson.MOUSE_SENS = 0.0032
|
||||
FirstPerson.STICK_YAW = 3.5
|
||||
FirstPerson.STICK_PITCH = 2.4
|
||||
FirstPerson.STICK_DEAD = 0.18
|
||||
FirstPerson.TOUCH_TURN = 2.2 * math.pi
|
||||
FirstPerson.MOVE_DEAD = 0.25
|
||||
|
||||
-- ------- state
|
||||
--
|
||||
-- Yaw is a world bearing: 0 faces south (+Z, the way a resting sprite
|
||||
-- faces), pi/2 east -- the same convention VoxelScene.YAW uses, so a
|
||||
-- facing converts to a yaw by table lookup.
|
||||
FirstPerson.yaw = 0
|
||||
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
|
||||
FirstPerson.blend = 0
|
||||
|
||||
local wasEngaged = false
|
||||
local stick = { x = 0, y = 0 } -- right stick, latest event values
|
||||
local mouseDX, mouseDY = 0, 0 -- relative counts since last update
|
||||
local lookTouch = nil -- { id, x, y } of the claimed finger
|
||||
local touchMove = nil -- the touch d-pad's analog deflection
|
||||
local captured = false -- mouse relative mode engaged by us
|
||||
|
||||
-- the placed-camera record this module last handed to Voxel3D, so passes
|
||||
-- that key behaviour off "is the first-person rig the one drawing" (the
|
||||
-- billboard yaw, the frame remap) can ask by identity rather than by mode
|
||||
-- -- the battle's own placed camera must never read as first person
|
||||
local rig = nil
|
||||
|
||||
local FACING_ANGLE = {
|
||||
down = 0,
|
||||
right = math.pi / 2,
|
||||
up = math.pi,
|
||||
left = -math.pi / 2,
|
||||
}
|
||||
local FACING_ORDER = { "down", "right", "up", "left" }
|
||||
|
||||
local function wrapPi(a)
|
||||
return (a + math.pi) % (2 * math.pi) - math.pi
|
||||
end
|
||||
|
||||
local function ease(t)
|
||||
return t * t * (3 - 2 * t)
|
||||
end
|
||||
|
||||
-- ------- gates
|
||||
|
||||
-- Whether the 1ST rung is selected and the 3D pass can carry it.
|
||||
function FirstPerson.engaged()
|
||||
return Voxel.isFirstPerson(Voxel.level) and Voxel3D.available()
|
||||
end
|
||||
|
||||
-- Whether first person should be READING the player's inputs right now:
|
||||
-- engaged, with the overworld on top of the stack (a menu, a dialog or a
|
||||
-- battle above it owns the buttons, exactly as it does for grid walking).
|
||||
function FirstPerson.driving()
|
||||
if not FirstPerson.engaged() then return false end
|
||||
local ok, top, ow = pcall(function()
|
||||
local Game = require("src.core.Game")
|
||||
return Game.stack and Game.stack:top(), Game.overworld
|
||||
end)
|
||||
return ok and top ~= nil and top == ow
|
||||
end
|
||||
|
||||
-- The eased blend, 0 at the orbit and 1 in the head.
|
||||
function FirstPerson.blendEased()
|
||||
return ease(FirstPerson.blend)
|
||||
end
|
||||
|
||||
-- The blend, but only while the free-roam pass's own rig is the placed
|
||||
-- camera. The battle scene places a camera of its own through the same
|
||||
-- seam, and its cards must keep their stage lean rather than yawing at a
|
||||
-- first-person eye that is not looking at them.
|
||||
function FirstPerson.cardBlend()
|
||||
if not rig or Voxel3D.camera ~= rig then return 0 end
|
||||
return ease(FirstPerson.blend)
|
||||
end
|
||||
|
||||
-- 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.
|
||||
function FirstPerson.hidePlayer()
|
||||
return FirstPerson.cardBlend() > 0.9
|
||||
end
|
||||
|
||||
-- ------- attitude
|
||||
|
||||
-- Apply a look delta, in radians. Everything that turns the head funnels
|
||||
-- through here, so the clamps live once.
|
||||
function FirstPerson.lookBy(dyaw, dpitch)
|
||||
FirstPerson.yaw = wrapPi(FirstPerson.yaw + dyaw)
|
||||
FirstPerson.pitch = math.max(FirstPerson.PITCH_UP,
|
||||
math.min(FirstPerson.PITCH_DOWN,
|
||||
FirstPerson.pitch + dpitch))
|
||||
end
|
||||
|
||||
-- The view direction's flat compass facing, for everything that still
|
||||
-- thinks in the grid's four directions: the cell A interacts with, the
|
||||
-- sprite the sun sees, the direction a blocked slide bonks in.
|
||||
function FirstPerson.compassFacing()
|
||||
local s, c = math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
|
||||
if math.abs(s) > math.abs(c) then
|
||||
return s > 0 and "right" or "left"
|
||||
end
|
||||
return c > 0 and "down" or "up"
|
||||
end
|
||||
|
||||
-- The unit look direction, and its flat (ground-plane) part.
|
||||
local function lookDir()
|
||||
local cp = math.cos(FirstPerson.pitch)
|
||||
return math.sin(FirstPerson.yaw) * cp,
|
||||
-math.sin(FirstPerson.pitch),
|
||||
math.cos(FirstPerson.yaw) * cp
|
||||
end
|
||||
|
||||
function FirstPerson.lookFlat()
|
||||
return math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
|
||||
end
|
||||
|
||||
-- ------- billboards seen from inside the world
|
||||
--
|
||||
-- The diorama's cards face south and lean back by the camera's pitch --
|
||||
-- correct for a camera that always stands south. An eye that can stand
|
||||
-- ANYWHERE sees a south-facing card edge-on from the east, so in first
|
||||
-- person every card yaws about its feet to face the eye (cylindrical
|
||||
-- billboarding: upright, never tipping). VoxelScene blends its matrices
|
||||
-- between the two by cardBlend.
|
||||
|
||||
-- The yaw that turns a card's south-facing normal toward the eye.
|
||||
function FirstPerson.cardYaw(wx, wz)
|
||||
local eye = rig and rig.eye
|
||||
if not eye then return 0 end
|
||||
local dx, dz = eye[1] - wx, eye[3] - wz
|
||||
if dx * dx + dz * dz < 1e-9 then return 0 end
|
||||
return math.atan2(dx, dz)
|
||||
end
|
||||
|
||||
-- Which of the four sprite frames an entity shows THIS eye: its facing
|
||||
-- rotated into the viewer's own frame, quantised. The flat game's frames
|
||||
-- are "how this pose looks from the south", so the apparent facing is the
|
||||
-- pose rotated by where the viewer actually stands -- walk behind an NPC
|
||||
-- and you see their back, circle to their flank and you see the profile,
|
||||
-- exactly as the four frames Gen 1 drew intend.
|
||||
function FirstPerson.apparentFacing(facing, wx, wz)
|
||||
local eye = rig and rig.eye
|
||||
local phi = FACING_ANGLE[facing]
|
||||
if not (eye and phi) then return facing end
|
||||
local dx, dz = eye[1] - wx, eye[3] - wz
|
||||
if dx * dx + dz * dz < 1e-9 then return facing end
|
||||
local rel = wrapPi(phi - math.atan2(dx, dz))
|
||||
local idx = math.floor((rel + math.pi / 4) / (math.pi / 2)) % 4
|
||||
return FACING_ORDER[idx + 1]
|
||||
end
|
||||
|
||||
-- ------- the move intent
|
||||
--
|
||||
-- The analog vector FreeMove walks by, in CAMERA space: mx strafes (+
|
||||
-- right), mz advances (+ forward). Whichever device is actually deflected
|
||||
-- answers -- the left stick's raw axes first (the engine quantises them to
|
||||
-- a d-pad; the raw pair is the analog truth), then a touch d-pad finger,
|
||||
-- then the held keys. Magnitude caps at 1.
|
||||
function FirstPerson.moveVector()
|
||||
local ok, Game = pcall(require, "src.core.Game")
|
||||
local input = ok and Game.input or nil
|
||||
|
||||
local ax = input and input.stickAxis or nil
|
||||
if ax then
|
||||
local mag = math.sqrt(ax.x * ax.x + ax.y * ax.y)
|
||||
if mag > FirstPerson.MOVE_DEAD then
|
||||
local t = math.min(1, (mag - FirstPerson.MOVE_DEAD)
|
||||
/ (1 - FirstPerson.MOVE_DEAD))
|
||||
return ax.x / mag * t, -ax.y / mag * t
|
||||
end
|
||||
end
|
||||
|
||||
if touchMove then
|
||||
local mag = math.sqrt(touchMove.x * touchMove.x
|
||||
+ touchMove.y * touchMove.y)
|
||||
if mag > FirstPerson.MOVE_DEAD then
|
||||
local t = math.min(1, mag)
|
||||
return touchMove.x / mag * t, -touchMove.y / mag * t
|
||||
end
|
||||
end
|
||||
|
||||
if input then
|
||||
local mx = (input:isDown("right") and 1 or 0)
|
||||
- (input:isDown("left") and 1 or 0)
|
||||
local mz = (input:isDown("up") and 1 or 0)
|
||||
- (input:isDown("down") and 1 or 0)
|
||||
if mx ~= 0 or mz ~= 0 then
|
||||
local mag = math.sqrt(mx * mx + mz * mz)
|
||||
return mx / mag, mz / mag
|
||||
end
|
||||
end
|
||||
return 0, 0
|
||||
end
|
||||
|
||||
-- Rotate a camera-space move into world space: forward is the flat look
|
||||
-- direction, strafe-right is its right hand. (cross(forward, up) with
|
||||
-- forward = (sin y, 0, cos y) and up = +Y lands right on (-cos y, 0,
|
||||
-- sin y): face south and your right hand points west.)
|
||||
function FirstPerson.moveWorld(mx, mz)
|
||||
local s, c = math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
|
||||
return -c * mx + s * mz, s * mx + c * mz
|
||||
end
|
||||
|
||||
-- ------- the tick
|
||||
|
||||
-- Runs from the pipeline's update hook, every frame whatever the level --
|
||||
-- the same tick VoxelState eases the orbit on. Owns the blend, the mouse
|
||||
-- capture lifecycle, and the frame's stick-rate look.
|
||||
function FirstPerson.update(dt)
|
||||
local engagedNow = FirstPerson.engaged()
|
||||
|
||||
-- entering the rung: the head starts looking the way the sprite faces,
|
||||
-- pitched gently down -- the reading pose of the flat game
|
||||
if engagedNow and not wasEngaged then
|
||||
local ok, facing = pcall(function()
|
||||
local Game = require("src.core.Game")
|
||||
return Game.overworld and Game.overworld.player
|
||||
and Game.overworld.player.facing
|
||||
end)
|
||||
FirstPerson.yaw = (ok and FACING_ANGLE[facing]) or 0
|
||||
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
|
||||
end
|
||||
wasEngaged = engagedNow
|
||||
|
||||
-- the blend, held at flat until there is terrain to dive into -- the
|
||||
-- same wait Voxel.update keeps for the orbit tween, for the same reason
|
||||
local target = engagedNow and 1 or 0
|
||||
if target > FirstPerson.blend and FirstPerson.blend == 0
|
||||
and not Voxel.ready then
|
||||
target = 0
|
||||
end
|
||||
local step = dt / FirstPerson.BLEND_TIME
|
||||
if FirstPerson.blend < target then
|
||||
FirstPerson.blend = math.min(target, FirstPerson.blend + step)
|
||||
elseif FirstPerson.blend > target then
|
||||
FirstPerson.blend = math.max(target, FirstPerson.blend - step)
|
||||
end
|
||||
if FirstPerson.blend <= 0 and rig then
|
||||
-- fully out: let go of the placed camera (unless a battle already
|
||||
-- swapped its own in, which is not ours to clear)
|
||||
if Voxel3D.camera == rig then Voxel3D.camera = nil end
|
||||
rig = nil
|
||||
end
|
||||
|
||||
-- mouse capture follows engagement: captured whenever the rung is on and
|
||||
-- the window has focus, released the moment either ends. Checked against
|
||||
-- the live mode rather than toggled on edges, so a capture lost to the
|
||||
-- OS (alt-tab) re-arms itself on the next focused frame.
|
||||
local wantCapture = engagedNow
|
||||
if wantCapture and love.window and love.window.hasFocus then
|
||||
local okF, focus = pcall(love.window.hasFocus)
|
||||
wantCapture = okF and focus or false
|
||||
end
|
||||
if love.mouse and love.mouse.setRelativeMode then
|
||||
local okM, isRel = pcall(love.mouse.getRelativeMode)
|
||||
if okM and isRel ~= wantCapture then
|
||||
pcall(love.mouse.setRelativeMode, wantCapture)
|
||||
end
|
||||
captured = wantCapture
|
||||
end
|
||||
|
||||
local driving = FirstPerson.driving()
|
||||
|
||||
-- The mouse's counts, accumulated by the wrapped handler since the last
|
||||
-- tick; dropped unread while something else owns the screen.
|
||||
--
|
||||
-- The yaw sign is NEGATED, here and in every look input below: yaw grows
|
||||
-- south -> east -> north (the world runs +X east, +Z south, and the
|
||||
-- direction is (sin yaw, cos yaw)), which seen from behind the eye is a
|
||||
-- LEFT turn -- so "move the mouse right, look right" means subtracting.
|
||||
local dx, dy = mouseDX, mouseDY
|
||||
mouseDX, mouseDY = 0, 0
|
||||
if driving and (dx ~= 0 or dy ~= 0) then
|
||||
FirstPerson.lookBy(-dx * FirstPerson.MOUSE_SENS,
|
||||
dy * FirstPerson.MOUSE_SENS)
|
||||
end
|
||||
|
||||
-- the right stick is a rate: radians per second, squared response so
|
||||
-- the first half of the throw aims and the rest turns
|
||||
if driving then
|
||||
local rx, ry = stick.x, stick.y
|
||||
local function curve(v)
|
||||
local a = math.abs(v)
|
||||
if a < FirstPerson.STICK_DEAD then return 0 end
|
||||
a = (a - FirstPerson.STICK_DEAD) / (1 - FirstPerson.STICK_DEAD)
|
||||
return (v < 0 and -1 or 1) * a * a
|
||||
end
|
||||
local cy, cp = curve(rx), curve(ry)
|
||||
if cy ~= 0 or cp ~= 0 then
|
||||
-- negated yaw for the same reason as the mouse above
|
||||
FirstPerson.lookBy(-cy * FirstPerson.STICK_YAW * dt,
|
||||
cp * FirstPerson.STICK_PITCH * dt)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the rig itself
|
||||
|
||||
-- The orbit camera's eye/focus/fov/up for the frame's centre -- the same
|
||||
-- arithmetic Voxel3D.viewProjection runs, restated here because the blend
|
||||
-- needs both ends as DATA. Kept textually tiny so the two cannot drift:
|
||||
-- focus on the centre, eye FOCAL*vh away at the pitch, up perpendicular
|
||||
-- in the YZ plane.
|
||||
local function orbitRig(cx, cy, vh)
|
||||
local a = Voxel.angle
|
||||
local dist = Voxel.FOCAL * vh
|
||||
return { cx, dist * math.cos(a), cy + dist * math.sin(a) },
|
||||
{ cx, 0, cy },
|
||||
2 * math.atan(1 / (2 * Voxel.FOCAL)),
|
||||
{ 0, math.sin(a), -math.cos(a) }
|
||||
end
|
||||
|
||||
local lastEye = nil -- frozen head pose for player-less frames
|
||||
|
||||
-- Build this frame's placed camera and hand it to Voxel3D, plus the scene
|
||||
-- centre the curve and the depth reference should use. `me` is the
|
||||
-- player's posed entry (px, py, gh, lift) or nil (a Fly animation), and
|
||||
-- (cx, cy) the orbit's own view centre.
|
||||
--
|
||||
-- Returns nil with the blend fully out, which is the caller's signal to
|
||||
-- leave the orbit in charge.
|
||||
function FirstPerson.frame(me, cx, cy, vw, vh)
|
||||
local b = FirstPerson.blend
|
||||
if b <= 0 then
|
||||
if rig and Voxel3D.camera == rig then Voxel3D.camera = nil end
|
||||
rig = nil
|
||||
return nil
|
||||
end
|
||||
local e = ease(b)
|
||||
|
||||
local head
|
||||
if me then
|
||||
head = { me.px + 8,
|
||||
(me.gh or 0) + (me.lift or 0) + FirstPerson.EYE_HEIGHT,
|
||||
me.py + 8 }
|
||||
lastEye = head
|
||||
else
|
||||
head = lastEye or { cx, FirstPerson.EYE_HEIGHT, cy }
|
||||
end
|
||||
local lx, ly, lz = lookDir()
|
||||
local fpFocus = { head[1] + lx * FirstPerson.FOCUS_DIST,
|
||||
head[2] + ly * FirstPerson.FOCUS_DIST,
|
||||
head[3] + lz * FirstPerson.FOCUS_DIST }
|
||||
|
||||
local oEye, oFocus, oFov, oUp = orbitRig(cx, cy, vh)
|
||||
local function mix(p, q)
|
||||
return { p[1] + (q[1] - p[1]) * e,
|
||||
p[2] + (q[2] - p[2]) * e,
|
||||
p[3] + (q[3] - p[3]) * e }
|
||||
end
|
||||
local up = mix(oUp, { 0, 1, 0 })
|
||||
local ul = math.sqrt(up[1] * up[1] + up[2] * up[2] + up[3] * up[3])
|
||||
if ul > 1e-6 then up[1], up[2], up[3] = up[1] / ul, up[2] / ul, up[3] / ul
|
||||
else up = { 0, 1, 0 } end
|
||||
|
||||
-- the world curve eases out with the blend: standing inside the world,
|
||||
-- the bend that sells the diorama reads as the ground falling away. A
|
||||
-- true zero (curve declined) needs the field present -- nil would let
|
||||
-- Voxel3D fall back to the setting
|
||||
local k = WorldCurve.k(vh) * (1 - e)
|
||||
|
||||
rig = {
|
||||
eye = mix(oEye, head),
|
||||
focus = mix(oFocus, fpFocus),
|
||||
fov = oFov + (FirstPerson.FOV - oFov) * e,
|
||||
up = up,
|
||||
curve = k,
|
||||
}
|
||||
Voxel3D.camera = rig
|
||||
|
||||
-- the scene centre walks from the orbit's view centre to the head, so
|
||||
-- the curve's focus, the depth reference and the glint's travel follow
|
||||
-- the camera that is actually in charge
|
||||
local sx = cx + (head[1] - cx) * e
|
||||
local sy = cy + (head[3] - cy) * e
|
||||
return rig, sx, sy
|
||||
end
|
||||
|
||||
-- Where the shadow pass should centre its box: pushed along the flat look
|
||||
-- so the fitted frustum -- built for an orbit that always looks north --
|
||||
-- covers the ground THIS camera sees. The push is strongest looking
|
||||
-- south (the direction the orbit's box barely reaches) and scales with
|
||||
-- the blend.
|
||||
function FirstPerson.shadowCenter(sx, sy, vh)
|
||||
local e = FirstPerson.cardBlend()
|
||||
if e <= 0 then return sx, sy end
|
||||
local fx, fz = FirstPerson.lookFlat()
|
||||
local ShadowMap = V.require("ShadowMap")
|
||||
local cap = (ShadowMap.FAR_CAP or 2.5) * vh
|
||||
return sx + fx * 0.6 * vh * e,
|
||||
sy + fz * (fz > 0 and (cap - vh * 0.5) or vh * 0.4) * e
|
||||
end
|
||||
|
||||
-- The first-person facts a shadow signature has to include: the sun's
|
||||
-- box is fitted around this camera, so turning the head or walking the
|
||||
-- blend has to re-fit it even standing still.
|
||||
function FirstPerson.signature()
|
||||
local b = FirstPerson.blend
|
||||
if b <= 0 then return "" end
|
||||
return table.concat({
|
||||
math.floor(b * 64),
|
||||
math.floor(FirstPerson.yaw * 64),
|
||||
math.floor(FirstPerson.pitch * 64),
|
||||
}, ",")
|
||||
end
|
||||
|
||||
-- ------- input capture
|
||||
--
|
||||
-- The seams: relative mouse motion has no Game handler at all (the
|
||||
-- engine's love.mousemoved only feeds the mouse-as-touch debug path), the
|
||||
-- right stick's axes are explicitly ignored by Input, and a touch
|
||||
-- anywhere off the overlay's controls dies in TouchControls. Each wrap
|
||||
-- forwards everything it does not claim, and claims only while first
|
||||
-- person is actually driving -- so with the rung off, every byte flows
|
||||
-- exactly where it always did.
|
||||
|
||||
local installed = false
|
||||
|
||||
function FirstPerson.install()
|
||||
if installed then return end
|
||||
installed = true
|
||||
|
||||
local Game = require("src.core.Game")
|
||||
|
||||
-- ------- right stick
|
||||
do
|
||||
local inner = Game.gamepadaxis
|
||||
function Game:gamepadaxis(joystick, axis, value)
|
||||
if axis == "rightx" then stick.x = value
|
||||
elseif axis == "righty" then stick.y = value end
|
||||
return inner(self, joystick, axis, value)
|
||||
end
|
||||
end
|
||||
-- generic (non-gamepad) sticks: axes 1/2 are the left stick by SDL
|
||||
-- convention and Input already claims them; 3/4 are the usual right
|
||||
-- pair on the same class of device. Real gamepads are excluded -- they
|
||||
-- already spoke through the mapped rightx/righty above, and their RAW
|
||||
-- axis 3 is as likely a trigger as a stick.
|
||||
--
|
||||
-- Two more exclusions, both learned the hard way on Android, where this
|
||||
-- wrap runs BEFORE the engine's own generic-joystick guards:
|
||||
--
|
||||
-- the accelerometer arrives as a joystick named for what it is, with
|
||||
-- gravity pinning an axis well past any deadzone -- the same device
|
||||
-- Game:joystickaxis refuses for movement (#459), refused here by the
|
||||
-- same name test, or the view spins on its own the moment 1ST opens.
|
||||
--
|
||||
-- and a raw axis is only BELIEVED after it has been seen near centre
|
||||
-- once. A stick at rest sits at zero, so a real one earns trust with
|
||||
-- its first touch; a gravity-pinned sensor axis or a trigger resting
|
||||
-- at an extreme never centres and so never steers the look.
|
||||
local function isAccelerometer(joystick)
|
||||
local ok, name = pcall(function() return joystick:getName() end)
|
||||
return ok and type(name) == "string"
|
||||
and name:lower():find("accelerometer", 1, true) ~= nil
|
||||
end
|
||||
local rawCentred = {}
|
||||
do
|
||||
local inner = Game.joystickaxis
|
||||
function Game:joystickaxis(joystick, axis, value)
|
||||
local mapped = joystick and joystick.isGamepad and joystick:isGamepad()
|
||||
if not mapped and (axis == 3 or axis == 4)
|
||||
and not isAccelerometer(joystick) then
|
||||
if math.abs(value) < 0.3 then rawCentred[axis] = true end
|
||||
if rawCentred[axis] then
|
||||
if axis == 3 then stick.x = value else stick.y = value end
|
||||
end
|
||||
end
|
||||
return inner(self, joystick, axis, value)
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- mouse
|
||||
--
|
||||
-- love.mousemoved rather than a Game method, because the engine has no
|
||||
-- Game:mousemoved to wrap -- the callback in the project's main.lua is
|
||||
-- the one place relative counts arrive. Claimed only while captured;
|
||||
-- pass-through otherwise, including the mouse-as-touch path.
|
||||
do
|
||||
local inner = love.mousemoved
|
||||
love.mousemoved = function(x, y, dx, dy, istouch)
|
||||
if captured and not istouch then
|
||||
mouseDX = mouseDX + (dx or 0)
|
||||
mouseDY = mouseDY + (dy or 0)
|
||||
return
|
||||
end
|
||||
if inner then return inner(x, y, dx, dy, istouch) end
|
||||
end
|
||||
end
|
||||
-- While the mouse is captured there is no cursor to click UI with, so
|
||||
-- the buttons become GB buttons: left is A, right is B -- through the
|
||||
-- overlay's own press path, which a rebind can never detach. What WE
|
||||
-- pressed is remembered per button, so the release always reaches the
|
||||
-- overlay even if the capture ended while the button was down --
|
||||
-- otherwise a click that outlives the rung strands A held forever.
|
||||
local mouseHeld = {}
|
||||
local MOUSE_BTN = { [1] = "a", [2] = "b" }
|
||||
do
|
||||
local inner = love.mousepressed
|
||||
love.mousepressed = function(x, y, button, istouch, presses)
|
||||
if captured and not istouch and MOUSE_BTN[button] then
|
||||
local Input = require("src.core.Input")
|
||||
mouseHeld[button] = true
|
||||
Input:overlayPressed(MOUSE_BTN[button])
|
||||
return
|
||||
end
|
||||
if inner then return inner(x, y, button, istouch, presses) end
|
||||
end
|
||||
end
|
||||
do
|
||||
local inner = love.mousereleased
|
||||
love.mousereleased = function(x, y, button, istouch, presses)
|
||||
if mouseHeld[button] then
|
||||
local Input = require("src.core.Input")
|
||||
mouseHeld[button] = nil
|
||||
Input:overlayReleased(MOUSE_BTN[button])
|
||||
return
|
||||
end
|
||||
if inner then return inner(x, y, button, istouch, presses) end
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- touch
|
||||
--
|
||||
-- A finger on open screen -- not on the overlay's d-pad or buttons --
|
||||
-- becomes the look drag. One finger owns the look at a time; every
|
||||
-- other touch flows to TouchControls untouched, so a thumb can drag the
|
||||
-- view while the other walks the d-pad. That d-pad finger is also read
|
||||
-- back ANALOG here: TouchControls quantises it to four directions for
|
||||
-- the grid game, but the deflection it quantised is exactly the move
|
||||
-- vector a free walk wants.
|
||||
local TouchControls = require("src.core.TouchControls")
|
||||
|
||||
local function dpadVector(x, y)
|
||||
local ok, v = pcall(function()
|
||||
local L = TouchControls:layout()
|
||||
local dz = L.dpad
|
||||
local half = dz.w * 0.65
|
||||
return { x = math.max(-1, math.min(1, (x - dz.cx) / half)),
|
||||
y = math.max(-1, math.min(1, (y - dz.cy) / half)) }
|
||||
end)
|
||||
return ok and v or nil
|
||||
end
|
||||
|
||||
do
|
||||
local inner = Game.touchpressed
|
||||
function Game:touchpressed(id, x, y)
|
||||
if FirstPerson.driving() then
|
||||
local onControl = nil
|
||||
pcall(function() onControl = TouchControls:hitTest(x, y) end)
|
||||
if not onControl and not lookTouch then
|
||||
lookTouch = { id = id, x = x, y = y }
|
||||
return
|
||||
end
|
||||
inner(self, id, x, y)
|
||||
if onControl == "dpad" and TouchControls.dpadTouch == id then
|
||||
touchMove = dpadVector(x, y)
|
||||
end
|
||||
return
|
||||
end
|
||||
return inner(self, id, x, y)
|
||||
end
|
||||
end
|
||||
do
|
||||
local inner = Game.touchmoved
|
||||
function Game:touchmoved(id, x, y)
|
||||
if lookTouch and lookTouch.id == id then
|
||||
local w = 1280
|
||||
pcall(function() w = love.graphics.getWidth() end)
|
||||
local per = FirstPerson.TOUCH_TURN / math.max(320, w)
|
||||
if FirstPerson.driving() then
|
||||
-- negated yaw for the same reason as the mouse (see update):
|
||||
-- drag right, look right, the mobile-shooter convention
|
||||
FirstPerson.lookBy(-(x - lookTouch.x) * per,
|
||||
(y - lookTouch.y) * per)
|
||||
end
|
||||
lookTouch.x, lookTouch.y = x, y
|
||||
return
|
||||
end
|
||||
if touchMove and TouchControls.dpadTouch == id then
|
||||
touchMove = dpadVector(x, y) or touchMove
|
||||
end
|
||||
return inner(self, id, x, y)
|
||||
end
|
||||
end
|
||||
do
|
||||
local inner = Game.touchreleased
|
||||
function Game:touchreleased(id, x, y)
|
||||
if lookTouch and lookTouch.id == id then
|
||||
lookTouch = nil
|
||||
return
|
||||
end
|
||||
if TouchControls.dpadTouch == id then touchMove = nil end
|
||||
return inner(self, id, x, y)
|
||||
end
|
||||
end
|
||||
|
||||
-- a reset that drops held input state drops ours with it
|
||||
do
|
||||
local inner = Game.focus
|
||||
function Game:focus(f)
|
||||
lookTouch, touchMove = nil, nil
|
||||
stick.x, stick.y = 0, 0
|
||||
mouseDX, mouseDY = 0, 0
|
||||
return inner(self, f)
|
||||
end
|
||||
end
|
||||
-- a disconnected controller cannot send the centering event for whatever
|
||||
-- its stick last held -- the engine drops all input state here, and the
|
||||
-- look rate (plus the raw axes' earned trust) goes with it
|
||||
do
|
||||
local inner = Game.joystickremoved
|
||||
function Game:joystickremoved(joystick)
|
||||
stick.x, stick.y = 0, 0
|
||||
rawCentred[3], rawCentred[4] = nil, nil
|
||||
return inner(self, joystick)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return FirstPerson
|
||||
@@ -0,0 +1,345 @@
|
||||
-- Voxel world mode: free movement for the first-person rung.
|
||||
--
|
||||
-- The engine walks a grid: sixteen frames per cell, four directions,
|
||||
-- input locked mid-step. Inside a first-person camera that gait reads as
|
||||
-- riding a rail, so while 1ST drives, this module replaces the WALK and
|
||||
-- nothing else: the player's position becomes continuous, steered by the
|
||||
-- camera's own yaw -- push forward and you go where you look, at any
|
||||
-- angle, sliding along whatever you graze.
|
||||
--
|
||||
-- THE GRID IS STILL THE GAME. Every fact the world cares about is a fact
|
||||
-- about cells -- what blocks, what warps, what rustles, what bites -- and
|
||||
-- this module keeps the player's logical cell synced to wherever the free
|
||||
-- walk stands, then reuses the engine's own machinery for every one of
|
||||
-- those questions:
|
||||
--
|
||||
-- passability the same isWalkableCell / water-while-surfing /
|
||||
-- tile-pair / entity-occupancy verdicts Collision
|
||||
-- hands the grid walker, asked per cell the player's
|
||||
-- body overlaps.
|
||||
--
|
||||
-- cell arrival OverworldState:onStepComplete, the same landing
|
||||
-- pipeline a grid step runs -- warps, spinners, gates,
|
||||
-- forced currents, poison, repel, encounters, the
|
||||
-- step counters -- fired once per cell crossed, which
|
||||
-- is exactly the rate a grid walk fires it.
|
||||
--
|
||||
-- the special pushes walking off the map edge, into a ledge, or into
|
||||
-- a boulder hands the quantised direction straight to
|
||||
-- checkEdgeExit / checkLedgeHop / checkBoulderPush,
|
||||
-- the engine's own handlers, which validate and stage
|
||||
-- everything themselves (connections, the hop arc,
|
||||
-- the two-push arm). While any of those animates a
|
||||
-- scripted grid move, this module stands aside and
|
||||
-- adopts the result.
|
||||
--
|
||||
-- Nothing here writes save state, rolls encounters, or decides what a
|
||||
-- warp does -- it moves a point, keeps the cell honest, and lets the
|
||||
-- engine be the engine. Stepping off the rung snaps the point to its
|
||||
-- cell and hands the walk back to the grid, and with the rung off this
|
||||
-- module costs one gate check per frame.
|
||||
|
||||
-- the mod namespace (see main.lua): V.require loads a sibling module
|
||||
local V = ...
|
||||
|
||||
local FirstPerson = V.require("FirstPerson")
|
||||
|
||||
local FreeMove = {}
|
||||
|
||||
-- The body: a circle in the ground plane. Small enough to walk every
|
||||
-- one-cell corridor the grid game has (half a cell is 8), big enough to
|
||||
-- keep the eye's near plane out of wall faces when sliding along them.
|
||||
FreeMove.RADIUS = 5.5
|
||||
|
||||
-- World pixels per fixed 60Hz frame -- the grid walker's own speeds (16
|
||||
-- frames per 16px cell on foot, 8 on the bike), so distance covered per
|
||||
-- second is unchanged and the encounter rate per tile crossed stays the
|
||||
-- game's own.
|
||||
FreeMove.WALK = 1.0
|
||||
FreeMove.BIKE = 2.0
|
||||
|
||||
local EPS = 0.01
|
||||
|
||||
-- the free position (player centre, world px) and the px/py we last wrote
|
||||
-- -- if they differ from the player's, something else (a warp, a script)
|
||||
-- moved them, and the free walk adopts rather than fights
|
||||
local pos = nil
|
||||
local lastPx, lastPy = nil, nil
|
||||
|
||||
local function adopt(p)
|
||||
pos = { x = p.px + 8, z = p.py + 8 }
|
||||
lastPx, lastPy = p.px, p.py
|
||||
end
|
||||
|
||||
function FreeMove.drop()
|
||||
pos = nil
|
||||
end
|
||||
|
||||
-- named for the suite: the module's live position, nil while dropped
|
||||
function FreeMove._pos()
|
||||
return pos
|
||||
end
|
||||
|
||||
-- ------- the per-cell verdict
|
||||
--
|
||||
-- The same questions Collision.canMove asks for a grid step, asked of one
|
||||
-- cell from the player's current standing. The player's OWN cell never
|
||||
-- blocks -- the body must always be free to leave wherever it stands
|
||||
-- (a warp mat, the water it is surfing, a cell an NPC just stepped
|
||||
-- against).
|
||||
|
||||
local function pairBlocked(map, surfing, sx, sy, tx, ty)
|
||||
local Game = require("src.core.Game")
|
||||
local tp = Game.data and Game.data.field and Game.data.field.tilePairs
|
||||
if not tp then return false end
|
||||
local list = surfing and tp.water or tp.land
|
||||
if not list or #list == 0 then return false end
|
||||
local tileset = map.def.tileset
|
||||
local a = map:cellTile(sx, sy)
|
||||
local b = map:cellTile(tx, ty)
|
||||
for _, p in ipairs(list) do
|
||||
if p.tileset == tileset
|
||||
and ((p.a == a and p.b == b) or (p.a == b and p.b == a)) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Why (cx, cy) refuses the player's body, or nil when it may enter:
|
||||
-- "bounds" | "tile" | "entity", the grid verdict's own names.
|
||||
local function blockedCell(state, p, cx, cy)
|
||||
if cx == p.cellX and cy == p.cellY then return nil end
|
||||
local map = state.map
|
||||
if not map:inBounds(cx, cy) then return "bounds" end
|
||||
if not map:isWalkableCell(cx, cy) then
|
||||
if not (p.surfing and map:isWaterCell(cx, cy)) then return "tile" end
|
||||
end
|
||||
if pairBlocked(map, p.surfing, p.cellX, p.cellY, cx, cy) then
|
||||
return "tile"
|
||||
end
|
||||
local Collision = require("src.world.Collision")
|
||||
if Collision.occupied(state.entities, cx, cy, p) then return "entity" end
|
||||
return nil
|
||||
end
|
||||
|
||||
FreeMove._blockedCell = blockedCell -- named for the suite
|
||||
|
||||
-- ------- the slide
|
||||
--
|
||||
-- One axis at a time, clamped at the first refusing cell's face: the
|
||||
-- classic axis-separated walk, which is where wall-sliding comes from --
|
||||
-- the blocked axis stops and the free one keeps going. Returns the
|
||||
-- refusal ("bounds"/"tile"/"entity") when this axis was clamped.
|
||||
|
||||
local function slideX(state, p, dx)
|
||||
if dx == 0 then return nil end
|
||||
local r = FreeMove.RADIUS
|
||||
local nx = pos.x + dx
|
||||
local z0 = math.floor((pos.z - r + EPS) / 16)
|
||||
local z1 = math.floor((pos.z + r - EPS) / 16)
|
||||
local hit = nil
|
||||
local edge = dx > 0 and math.floor((nx + r) / 16)
|
||||
or math.floor((nx - r) / 16)
|
||||
for zc = z0, z1 do
|
||||
hit = blockedCell(state, p, edge, zc)
|
||||
if hit then break end
|
||||
end
|
||||
if hit then
|
||||
if dx > 0 then nx = math.min(nx, edge * 16 - r - EPS)
|
||||
else nx = math.max(nx, (edge + 1) * 16 + r + EPS) end
|
||||
end
|
||||
pos.x = nx
|
||||
return hit
|
||||
end
|
||||
|
||||
local function slideZ(state, p, dz)
|
||||
if dz == 0 then return nil end
|
||||
local r = FreeMove.RADIUS
|
||||
local nz = pos.z + dz
|
||||
local x0 = math.floor((pos.x - r + EPS) / 16)
|
||||
local x1 = math.floor((pos.x + r - EPS) / 16)
|
||||
local hit = nil
|
||||
local edge = dz > 0 and math.floor((nz + r) / 16)
|
||||
or math.floor((nz - r) / 16)
|
||||
for xc = x0, x1 do
|
||||
hit = blockedCell(state, p, xc, edge)
|
||||
if hit then break end
|
||||
end
|
||||
if hit then
|
||||
if dz > 0 then nz = math.min(nz, edge * 16 - r - EPS)
|
||||
else nz = math.max(nz, (edge + 1) * 16 + r + EPS) end
|
||||
end
|
||||
pos.z = nz
|
||||
return hit
|
||||
end
|
||||
|
||||
-- ------- the blocked push
|
||||
--
|
||||
-- The grid game's blocked step is where half its verbs live: the map-edge
|
||||
-- crossing, the ledge hop, the boulder shove, the route-gate warp fired
|
||||
-- by collision, and the honest bonk. Hand the engine the quantised
|
||||
-- direction and let its own handlers decide -- each one validates itself
|
||||
-- (checkLedgeHop matches the tile pair, checkEdgeExit checks the bounds),
|
||||
-- so calling them on every firm push is safe. Returns true when one of
|
||||
-- them took the frame over.
|
||||
local function pushSpecials(state, dir, why)
|
||||
local p = state.player
|
||||
p.facing = dir -- the handlers read the push off the facing
|
||||
if why == "bounds" and state:checkEdgeExit(dir) then return true end
|
||||
if state:checkLedgeHop(dir) then return true end
|
||||
if state:checkBoulderPush(dir) then return true end
|
||||
if why ~= "entity" and state:canCollisionWarp() then
|
||||
local Game = require("src.core.Game")
|
||||
local Warp = require("src.world.Warp")
|
||||
local w = Warp.onCollision(state.map, Game.data.field.warpCarpets,
|
||||
p.cellX, p.cellY, dir)
|
||||
if w then
|
||||
state:takeWarp(w.def)
|
||||
return true
|
||||
end
|
||||
end
|
||||
if why ~= "entity" then
|
||||
if (state.bumpCooldown or 0) <= 0 then
|
||||
local Game = require("src.core.Game")
|
||||
require("src.core.Sound").play(Game.data, "Collision")
|
||||
state.bumpCooldown = 16
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- ------- the tick
|
||||
--
|
||||
-- Runs in place of OverworldState:handleInput while first person drives
|
||||
-- (see install below), which means it inherits every gate the grid walk
|
||||
-- has: never during scripted moves, transitions, or with anything above
|
||||
-- the overworld on the stack.
|
||||
|
||||
function FreeMove.tick(state)
|
||||
local p = state.player
|
||||
|
||||
-- a grid move is animating -- a ledge hop, a spinner slide, a scripted
|
||||
-- walk -- or a cutscene owns the player: stand aside, adopt the result
|
||||
if p.moving or p.inputLocked then
|
||||
FreeMove.drop()
|
||||
return
|
||||
end
|
||||
if not pos or p.px ~= lastPx or p.py ~= lastPy then adopt(p) end
|
||||
|
||||
local Game = require("src.core.Game")
|
||||
local input = Game.input
|
||||
|
||||
-- the head is the facing: what A talks to, what the sun's card shows,
|
||||
-- which way a bonk points
|
||||
p.facing = FirstPerson.compassFacing()
|
||||
|
||||
if input:wasPressed("a") then
|
||||
state:interact()
|
||||
return
|
||||
end
|
||||
if input:wasPressed("start") then
|
||||
require("src.core.Sound").play(Game.data, "Start_Menu")
|
||||
require("src.ui.Screens").push(Game, "StartMenu")
|
||||
return
|
||||
end
|
||||
|
||||
local mx, mz = FirstPerson.moveVector()
|
||||
local wx, wz = FirstPerson.moveWorld(mx, mz)
|
||||
|
||||
-- Cycling Road's downhill pull, the free-walk restatement of the grid
|
||||
-- path's simulated PAD_DOWN: south drift with nothing held, braked by
|
||||
-- holding A or B exactly as the Route 17 sign promises
|
||||
local moving = (mx ~= 0 or mz ~= 0)
|
||||
if not moving and Game.save and Game.save.onBike then
|
||||
local fm = Game.data.field.forcedMovement
|
||||
local braking = input:isDown("a") or input:isDown("b")
|
||||
if fm and not braking then
|
||||
for _, m in ipairs(fm.slopeMaps or {}) do
|
||||
if m == state.map.id then
|
||||
wx, wz, moving = 0, 1, true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if not moving then return end
|
||||
|
||||
state.bumpCooldown = math.max(0, (state.bumpCooldown or 0) - 1)
|
||||
|
||||
local speed = (Game.save and Game.save.onBike) and FreeMove.BIKE
|
||||
or FreeMove.WALK
|
||||
local dx, dz = wx * speed, wz * speed
|
||||
|
||||
local hitX = slideX(state, p, dx)
|
||||
local hitZ = slideZ(state, p, dz)
|
||||
|
||||
-- the walk cycle: the wall-bonk clock animates the legs of a player the
|
||||
-- grid thinks is standing still, refreshed while the free walk covers
|
||||
-- ground (Player:update ticks animClock off it; walkPhase reads it)
|
||||
p.bumpFrames = 2
|
||||
|
||||
p.px, p.py = pos.x - 8, pos.z - 8
|
||||
lastPx, lastPy = p.px, p.py
|
||||
|
||||
-- the cell the body stands in; crossing into a new one IS a step
|
||||
local ncx = math.floor(pos.x / 16)
|
||||
local ncy = math.floor(pos.z / 16)
|
||||
if ncx ~= p.cellX or ncy ~= p.cellY then
|
||||
p.cellX, p.cellY = ncx, ncy
|
||||
state:onStepComplete()
|
||||
-- a warp or a battle may have moved the world out from under the
|
||||
-- walk; the adopt check on the next tick picks the pieces up
|
||||
return
|
||||
end
|
||||
|
||||
-- a firm push into something that refused: the engine's own blocked-step
|
||||
-- verbs, aimed the way the push leans
|
||||
local hit, dir
|
||||
if hitX and (not hitZ or math.abs(dx) >= math.abs(dz)) then
|
||||
hit, dir = hitX, (dx > 0 and "right" or "left")
|
||||
elseif hitZ then
|
||||
hit, dir = hitZ, (dz > 0 and "down" or "up")
|
||||
end
|
||||
if hit and math.max(math.abs(dx), math.abs(dz)) > 0.4 * speed then
|
||||
if pushSpecials(state, dir, hit) then
|
||||
FreeMove.drop()
|
||||
return
|
||||
end
|
||||
-- the push handlers may have turned the facing; the head still rules
|
||||
p.facing = FirstPerson.compassFacing()
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the seam
|
||||
--
|
||||
-- OverworldState:handleInput is the one choke point where the grid walk
|
||||
-- reads the pad -- the same seam the engine's own Cycling Road pull and
|
||||
-- collision warps live behind -- so replacing the walk means wrapping it
|
||||
-- and nothing else. Every gate ABOVE the call (scripted moves, trainer
|
||||
-- engagement, transitions, anything on the stack) still applies to the
|
||||
-- free walk, because the wrap sits below them all.
|
||||
function FreeMove.install()
|
||||
local OverworldState = require("src.world.OverworldController")
|
||||
if OverworldState.dramaticShapeFreeMoveHook then return end
|
||||
local inner = OverworldState.handleInput
|
||||
|
||||
function OverworldState:handleInput()
|
||||
if not FirstPerson.driving() then
|
||||
if pos then
|
||||
-- stepping off the rung: back onto the grid, on the cell the
|
||||
-- free walk stood in
|
||||
local p = self.player
|
||||
p.px, p.py = p.cellX * 16, p.cellY * 16
|
||||
FreeMove.drop()
|
||||
end
|
||||
return inner(self)
|
||||
end
|
||||
return FreeMove.tick(self)
|
||||
end
|
||||
|
||||
OverworldState.dramaticShapeFreeMoveHook = true
|
||||
end
|
||||
|
||||
return FreeMove
|
||||
+44
-3
@@ -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 +64,45 @@ function Mat4.rotateX(a)
|
||||
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)
|
||||
|
||||
+194
-5
@@ -68,7 +68,18 @@ OverworldBattle.setting = ModSetting.new(OverworldBattle.KEY,
|
||||
OverworldBattle.LABEL,
|
||||
{ true, false }, { "ON", "OFF" })
|
||||
|
||||
-- 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
|
||||
|
||||
@@ -98,12 +109,40 @@ 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
|
||||
@@ -287,6 +326,10 @@ 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
|
||||
@@ -448,6 +491,23 @@ function OverworldBattle.update(dt)
|
||||
-- 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)
|
||||
@@ -484,11 +544,15 @@ function OverworldBattle.update(dt)
|
||||
-- reason the scene is: it binds a canvas of its own. After the frost, so
|
||||
-- the glass is frosted from the world alone and never from the glyphs
|
||||
-- about to sit on it.
|
||||
local okHud, up = pcall(OverworldBattle.snapHUDs, session.battle, shot)
|
||||
local ios = isIOS()
|
||||
local okHud, up = false, false
|
||||
if not ios then
|
||||
okHud, up = pcall(OverworldBattle.snapHUDs, session.battle, shot)
|
||||
end
|
||||
session.snapped = (okHud and up) and true or false
|
||||
-- once per battle, not once per frame: a driver that cannot do this cannot
|
||||
-- do it sixty times a second either, and the fallback is silent and fine
|
||||
if not okHud and not session.hudWarned then
|
||||
if not ios and not okHud and not session.hudWarned then
|
||||
session.hudWarned = true
|
||||
V.mod.log:warn("overworld battle HUD snap failed: %s -- the HUDs draw "
|
||||
.. "in the battle frame this battle", tostring(up))
|
||||
@@ -506,6 +570,104 @@ 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 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()
|
||||
@@ -668,6 +830,8 @@ local texturing = nil
|
||||
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]
|
||||
@@ -831,11 +995,17 @@ 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
|
||||
@@ -928,6 +1098,7 @@ function OverworldBattle.install()
|
||||
local innerText = BattleState.drawTextArea
|
||||
function BattleState:drawTextArea()
|
||||
if not self.dramaticShapeShot then return innerText(self) end
|
||||
if isIOS() 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()
|
||||
@@ -940,7 +1111,7 @@ 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
|
||||
@@ -1089,6 +1260,13 @@ 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)
|
||||
@@ -1146,6 +1324,17 @@ function OverworldBattle.drawHudPanels(battle)
|
||||
local shot = battle.dramaticShapeShot
|
||||
battle.dramaticShapeDark = nil
|
||||
if not shot then return end
|
||||
if isIOS() then
|
||||
local slide = (battle.introSlide or 0) * 4
|
||||
local enemy, player = OverworldBattle.hudLive(battle, slide)
|
||||
local rect = OverworldBattle.HUD_RECT
|
||||
love.graphics.setColor(1, 1, 1, 0.84)
|
||||
if enemy then love.graphics.rectangle("fill", rect.enemy[1], rect.enemy[2], rect.enemy[3], rect.enemy[4]) end
|
||||
if player then love.graphics.rectangle("fill", rect.player[1], rect.player[2], rect.player[3], rect.player[4]) end
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
battle.dramaticShapeDark = nil
|
||||
return
|
||||
end
|
||||
if snapped() then
|
||||
battle.dramaticShapeDark = session and session.dark or nil
|
||||
return
|
||||
|
||||
@@ -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
|
||||
+223
@@ -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
|
||||
+34
-3
@@ -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
|
||||
@@ -215,6 +221,9 @@ end
|
||||
-- where the canvas cannot be made -- VoxelScene then keeps the flat decal
|
||||
-- shadows, which need nothing but a quad.
|
||||
function ShadowMap.available()
|
||||
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
|
||||
@@ -440,6 +449,9 @@ 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 +460,25 @@ 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()
|
||||
|
||||
+323
-42
@@ -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
|
||||
|
||||
+1115
-162
File diff suppressed because it is too large
Load Diff
+202
-40
@@ -71,6 +71,21 @@ local FALLBACK_HEIGHTS = {
|
||||
-- body builds from the bark rows and the drawn ellipse projects onto
|
||||
-- the hull's round top
|
||||
stump = 16,
|
||||
-- the same hull cut at both ends, hollowed and tapered: an OPEN bin
|
||||
-- standing on a floor (the Vermilion Gym trash cans). The drawn mouth
|
||||
-- ellipse projects onto the round top and down the well, the drawn base
|
||||
-- ellipse is ground contact rather than body, and the plan narrows toward
|
||||
-- the floor. Height is AUTHORED (the profile's can_height, which this
|
||||
-- pin must be kept equal to so anything riding a can lands on its rim) --
|
||||
-- the drawing's own straight run is only a couple of rows, because a GB
|
||||
-- cell spends most of itself on the opening
|
||||
can = 9,
|
||||
-- round scenery drawn ONE cell wide and TWO cells TALL, standing on one
|
||||
-- cell of plot: the Pokemon Centers' potted plants. Carved as one
|
||||
-- 16x32x16 hull in the SOUTH (pot) cell -- the drawing's upper cell is
|
||||
-- the object's height, not its depth. BOTH cells take the class; the
|
||||
-- group build anchors on the north one (Structures.buildCylinders)
|
||||
planter = 32,
|
||||
billboard = 16,
|
||||
signpost = 16,
|
||||
post = 16,
|
||||
@@ -83,10 +98,18 @@ local FALLBACK_HEIGHTS = {
|
||||
bed = 7,
|
||||
stool = 8,
|
||||
counter = 8,
|
||||
-- the raised back band of low seating: the Center couch's west strip
|
||||
-- is drawn from above like the rest of the couch, but depicts the
|
||||
-- back and arm rising over the 8px seat
|
||||
backrest = 12,
|
||||
table = 12,
|
||||
desk = 24,
|
||||
prop = 16,
|
||||
cutout = 16,
|
||||
-- a vehicle drawn SIDE-ON: the showroom bicycles. Standee height like
|
||||
-- every other cutout pool -- what differs is the thickness (see
|
||||
-- Structures' PINNED_DEPTH)
|
||||
bike = 16,
|
||||
console = 16,
|
||||
relief = 3,
|
||||
bookcase = 32,
|
||||
@@ -123,6 +146,8 @@ local ART = {
|
||||
cylinder = "cylinder",
|
||||
canopy = "canopy",
|
||||
stump = "cylinder",
|
||||
can = "cylinder",
|
||||
planter = "planter",
|
||||
billboard = "billboard",
|
||||
-- signposts share the billboard treatment but as their own pool at a
|
||||
-- 2-voxel depth: a sign is a thin plate on a stick, and the standard
|
||||
@@ -145,6 +170,9 @@ local ART = {
|
||||
-- profile archetype Structures builds real steps for -- rising flights
|
||||
-- for stairs leading up, sunken stairwells for stairs leading down
|
||||
bed = "top",
|
||||
-- a backrest's art is the couch seen from above, so like the bed it
|
||||
-- rides the top face of its taller box
|
||||
backrest = "top",
|
||||
stool = "billboard",
|
||||
-- half-cell furniture: a service counter, a low couch. One 8px band,
|
||||
-- so exactly the drawing's bottom row stands up as the front and
|
||||
@@ -158,6 +186,13 @@ local ART = {
|
||||
desk = "upright",
|
||||
prop = "billboard",
|
||||
cutout = "billboard",
|
||||
-- a bicycle is a LINE drawing seen side-on, and its negative space --
|
||||
-- the air inside the frame, between the wheel and the fork -- is what
|
||||
-- makes it read as a bicycle at all. Its own pool at two voxels: any
|
||||
-- thicker and the side faces of neighbouring strokes close those gaps
|
||||
-- from every angle but dead-on, and six of them in a showroom come out
|
||||
-- as one dark lump (which is what the 5px `prop` pool gave)
|
||||
bike = "billboard",
|
||||
-- a machine standing on furniture: the billboard treatment with
|
||||
-- body, plus the one-object contract `cutout` has -- the drawing is
|
||||
-- ringed by the furniture it sits on, and those edges must not be
|
||||
@@ -176,6 +211,7 @@ 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 +331,24 @@ function TileShape.forMap(map)
|
||||
if cache[id] then return cache[id] end
|
||||
|
||||
local heights = TileShape.heights()
|
||||
-- Per-tileset height overrides (a tileset entry's `heights`): the class
|
||||
-- vocabulary is global but the drawings are not -- the DOJO lab tables
|
||||
-- are drawn 6px tall where the default `table` is 12 -- and the height
|
||||
-- a sprite RIDES at (VoxelScene.groundAt) must be the height the art
|
||||
-- actually stands, or the starter balls float over their own table.
|
||||
-- Same gate as the global list: known classes, numbers only.
|
||||
do
|
||||
local s = load()
|
||||
local entry = s and s.tilesets and s.tilesets[id]
|
||||
local over = entry and entry.heights
|
||||
if type(over) == "table" then
|
||||
for class, h in pairs(over) do
|
||||
if type(h) == "number" and FALLBACK_HEIGHTS[class] then
|
||||
heights[class] = h
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local authored = authoredGroups(id, heights)
|
||||
local count = math.floor((tileset.imageWidth or 128) / 8)
|
||||
* math.floor((tileset.imageHeight or 48) / 8)
|
||||
@@ -405,68 +459,158 @@ 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 +683,30 @@ 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
@@ -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")
|
||||
|
||||
+681
@@ -0,0 +1,681 @@
|
||||
-- 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 mirrors the VOXEL ladder, deliberately: 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 VR = {}
|
||||
|
||||
-- the row: plain OFF/ON. No hotkey -- the engine's display keys are
|
||||
-- spoken for, and a headset is not something to toggle by accident.
|
||||
VR.setting = ModSetting.new("vr", "VR", { false, true }, { "OFF", "ON" })
|
||||
|
||||
-- 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
|
||||
|
||||
function VR.enabled()
|
||||
return VR.supported() and VR.setting:get() == true
|
||||
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()
|
||||
zoom, heightOff = 1, 0
|
||||
fpYawOff, snapArmed = 0, true
|
||||
camMode, fadeAlpha = "explore", 0
|
||||
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
|
||||
local fp = FirstPerson.engaged()
|
||||
local battle, battleFloor
|
||||
if camMode == "battle" then battle, battleFloor = battleStage() end
|
||||
if 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.
|
||||
local hand = ctl and ctl.handl or nil
|
||||
if hand 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
|
||||
end
|
||||
else
|
||||
Pokedex.clear()
|
||||
end
|
||||
|
||||
local eyes = {}
|
||||
for i = 1, 2 do
|
||||
local v = views[i]
|
||||
eyes[i] = {
|
||||
camera = VRRig.eyeCamera(v.pose, v.fov, pivot, anchor, scale, mountYaw),
|
||||
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
|
||||
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.
|
||||
--
|
||||
-- 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
|
||||
|
||||
-- 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")
|
||||
VR.setting:setIndex(VR.setting:read() + 1, 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)
|
||||
if not ctl then
|
||||
releaseInputs()
|
||||
return
|
||||
end
|
||||
local ok, Game = pcall(require, "src.core.Game")
|
||||
if not (ok and Game.input) then return end
|
||||
local inp = Game.input
|
||||
|
||||
setGB(inp, "a", ctl.a)
|
||||
setGB(inp, "b", ctl.b)
|
||||
setGB(inp, "start", ctl.start)
|
||||
|
||||
-- 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))
|
||||
|
||||
if ctl.toggleChanged and ctl.toggle then VR.stepView() end
|
||||
|
||||
-- first person's snap turn: a flick of the right stick steps the view
|
||||
-- 45 degrees, once per flick -- it re-arms only when the stick comes
|
||||
-- back toward centre, so holding it turns exactly once
|
||||
if 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
|
||||
|
||||
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 on = VR.enabled()
|
||||
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
|
||||
|
||||
-- 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 ctl = VRXR.input(time)
|
||||
driveControls(ctl, dt, FirstPerson.engaged())
|
||||
|
||||
local worldUp = false
|
||||
if should then
|
||||
local views = VRXR.locateViews(time)
|
||||
if views then
|
||||
worldUp = renderWorld(views, ctl)
|
||||
end
|
||||
end
|
||||
local quadPose = updateQuad(worldUp, 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()
|
||||
for k in pairs(fboCache) do fboCache[k] = nil end
|
||||
end
|
||||
|
||||
return VR
|
||||
+237
@@ -0,0 +1,237 @@
|
||||
-- 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
|
||||
+248
@@ -0,0 +1,248 @@
|
||||
-- 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. `heightOff` is the grab-drag adjustment, in metres of world
|
||||
-- travel (positive drags the world up).
|
||||
function VRRig.dioramaAnchor(angleRad, heightOff)
|
||||
local d = VRRig.VIEW_DIST
|
||||
return { 0,
|
||||
-d * math.cos(angleRad or 0) + (heightOff or 0),
|
||||
-d * math.sin(angleRad or 0) }
|
||||
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).
|
||||
--
|
||||
-- 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 the curve declined -- a bent tabletop reads as a
|
||||
-- broken model, and first person already declines it on the flat screen.
|
||||
function VRRig.eyeCamera(pose, fov, pivot, anchor, scale, yaw)
|
||||
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 = 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
|
||||
+1052
File diff suppressed because it is too large
Load Diff
+445
-21
@@ -33,6 +33,7 @@ local WorldCurve = V.require("WorldCurve")
|
||||
local Sky = V.require("Sky")
|
||||
local DayNight = V.require("DayNight")
|
||||
local GlassMask = V.require("GlassMask")
|
||||
local PixelCanvas = V.require("PixelCanvas")
|
||||
|
||||
local Voxel3D = {}
|
||||
|
||||
@@ -283,8 +284,66 @@ local activeShader = nil -- the variant this pass bound
|
||||
-- resize, so the pair is stable for a session.
|
||||
local slots = {}
|
||||
local canvas, canvasW, canvasH = nil, 0, 0 -- the slot this pass bound
|
||||
local held = nil -- and the whole record for it
|
||||
local active = false
|
||||
|
||||
-- A READABLE depth canvas, so a later pass in the same frame can ask the
|
||||
-- buffer questions rather than only write to it -- which is the whole of
|
||||
-- what makes screen-space reflections possible (see Water).
|
||||
--
|
||||
-- `depth = true` in the target list, which is what this used to bind,
|
||||
-- allocates an internal depth buffer that is written and tested and can
|
||||
-- never be sampled. An explicit canvas is the same buffer with a texture
|
||||
-- handle on it, and costs the same memory.
|
||||
--
|
||||
-- nil where the driver will not make one -- every depth format is optional
|
||||
-- in GLES and a canvas is the only honest test of any of them, so this asks
|
||||
-- for several in order of preference: 24 bits, the same 24 riding a stencil
|
||||
-- (a pairing some mobile drivers will texture when the bare format they
|
||||
-- refuse), 32-bit float, and 16 as the floor every GLES3 device can read.
|
||||
-- Refused all four, beginScene falls straight back to the internal buffer,
|
||||
-- which is exactly the old behaviour minus the reflections.
|
||||
local DEPTH_FORMATS = { "depth24", "depth24stencil8", "depth32f", "depth16" }
|
||||
|
||||
local function newDepth(w, h)
|
||||
if not (love.graphics and love.graphics.newCanvas) then return nil end
|
||||
local c = nil
|
||||
for _, format in ipairs(DEPTH_FORMATS) do
|
||||
local ok, made = pcall(love.graphics.newCanvas, w, h,
|
||||
{ format = format, readable = true })
|
||||
if ok and made then c = made break end
|
||||
end
|
||||
if not c then return nil end
|
||||
-- nearest: a depth is a distance, and a blend of two of them is a
|
||||
-- distance to nothing. The march wants the texel it landed on.
|
||||
pcall(c.setFilter, c, "nearest", "nearest")
|
||||
pcall(c.setWrap, c, "clamp", "clamp")
|
||||
-- and no compare mode: with one set, Texel returns a 0/1 shadow verdict
|
||||
-- instead of the depth, which is not what any reader here wants
|
||||
pcall(c.setDepthSampleMode, c)
|
||||
return c
|
||||
end
|
||||
|
||||
-- The bound target for the slot this pass holds: the colour canvas plus
|
||||
-- either the readable depth canvas or the internal buffer.
|
||||
local function depthTarget()
|
||||
if held and held.depth then
|
||||
return { held.canvas, depthstencil = held.depth }
|
||||
end
|
||||
return { canvas, depth = true }
|
||||
end
|
||||
|
||||
-- Every GPU object one slot owns. The mirror is the copy of the frame the
|
||||
-- water pass reads (see beginWater); it is only ever made if something asks
|
||||
-- for one, so a session that never sees a lake never pays for it.
|
||||
local function releaseSlot(slotHeld)
|
||||
for _, key in ipairs({ "canvas", "depth", "mirror" }) do
|
||||
local obj = slotHeld[key]
|
||||
if obj and obj.release then pcall(obj.release, obj) end
|
||||
slotHeld[key] = nil
|
||||
end
|
||||
end
|
||||
|
||||
local IDENTITY = Mat4.identity()
|
||||
|
||||
-- Whether the driver admits to supporting derivatives. Only a hint --
|
||||
@@ -363,7 +422,14 @@ end
|
||||
-- ---------------------------------------------------------------- camera --
|
||||
|
||||
-- An explicit camera, replacing the orbit below for as long as it is set:
|
||||
-- { eye = {x,y,z}, focus = {x,y,z}, fov = radians, curve = k or nil }.
|
||||
-- { eye = {x,y,z}, focus = {x,y,z}, fov = radians, curve = k or nil,
|
||||
-- up = {x,y,z} or nil }.
|
||||
--
|
||||
-- A caller with matrices of its own -- the VR eyes, whose view comes from
|
||||
-- a tracked pose and whose projection is an off-centre frustum no
|
||||
-- eye/focus/fov triple can express -- sets `view` and `proj` instead, and
|
||||
-- the eye/focus fields stay for everything that reasons about the camera
|
||||
-- rather than projecting with it (setLook, the sky, the water's lean).
|
||||
--
|
||||
-- The orbit is the free-roam camera and it is described entirely by ONE
|
||||
-- number, the pitch, because that is all a camera following the player over
|
||||
@@ -379,6 +445,48 @@ end
|
||||
-- way either way.
|
||||
Voxel3D.camera = nil
|
||||
|
||||
-- This frame's camera RAY FAN, set by viewProjection alongside vp: the
|
||||
-- world direction a canvas point looks along (see Sky.paint's `ray`).
|
||||
-- Present for every free-pitch camera -- the VR eyes bring theirs
|
||||
-- (VRRig.eyeCamera), a placed eye/focus camera gets one built -- and nil
|
||||
-- for the orbit, whose frame-hung sky is the classic look.
|
||||
Voxel3D.skyRayLive = nil
|
||||
|
||||
-- ------- which way, and how steeply, this camera looks
|
||||
--
|
||||
-- Two facts about the view direction, set alongside the eye and the focus
|
||||
-- because they ARE the eye and the focus, and read by anything that has to
|
||||
-- reason about the camera's ATTITUDE rather than about a point in front of
|
||||
-- it:
|
||||
--
|
||||
-- lookFlat the view direction flattened onto the ground plane and
|
||||
-- normalized -- "the way the horizon lies from here", which is
|
||||
-- what a reflection leans toward at the steeper rungs (Water).
|
||||
-- descent how far below horizontal the view runs, as a sine: 0 looking
|
||||
-- level, 1 looking straight down. It is the number that says
|
||||
-- whether there is a horizon in frame at all, and it answers
|
||||
-- the same way for the orbit and for a placed battle camera --
|
||||
-- which is why this is derived from the two vectors rather than
|
||||
-- read off Voxel.angle, a rung the battle camera does not have.
|
||||
--
|
||||
-- A camera looking exactly straight down has no horizontal direction at all,
|
||||
-- and lookFlat then keeps whatever it last held rather than becoming a zero
|
||||
-- vector nothing downstream could normalize.
|
||||
Voxel3D.lookFlat = { 0, 0, -1 }
|
||||
Voxel3D.descent = 0
|
||||
|
||||
local function setLook(eye, focus)
|
||||
local dx = focus[1] - eye[1]
|
||||
local dy = focus[2] - eye[2]
|
||||
local dz = focus[3] - eye[3]
|
||||
local len = math.sqrt(dx * dx + dy * dy + dz * dz)
|
||||
if len < 1e-6 then return end
|
||||
Voxel3D.descent = math.max(0, math.min(1, -dy / len))
|
||||
local flat = math.sqrt(dx * dx + dz * dz)
|
||||
if flat < 1e-6 then return end
|
||||
Voxel3D.lookFlat = { dx / flat, 0, dz / flat }
|
||||
end
|
||||
|
||||
-- View and projection for a `vw` x `vh` world-pixel view centred on
|
||||
-- (cx, cy) in world pixels. Returns the combined matrix.
|
||||
function Voxel3D.viewProjection(cx, cy, vw, vh)
|
||||
@@ -389,32 +497,84 @@ function Voxel3D.viewProjection(cx, cy, vw, vh)
|
||||
-- kept beside the eye for horizonY: where the sky's pale end goes is a
|
||||
-- question about which way this camera looks, and only these two answer it
|
||||
Voxel3D.focus = focus
|
||||
setLook(eye, focus)
|
||||
-- a camera that brought its own matrices (a VR eye) projects with
|
||||
-- them; only the clip-space Y flip is added, for the same canvas
|
||||
-- reason as every other branch here
|
||||
if cam.view and cam.proj then
|
||||
Voxel3D.fovY = cam.fov
|
||||
-- the VR eyes bring their fan with them (VRRig.eyeCamera)
|
||||
Voxel3D.skyRayLive = cam.skyRay
|
||||
return Mat4.mul(Mat4.mul(Mat4.scale(1, -1, 1), cam.proj), cam.view)
|
||||
end
|
||||
local dx = eye[1] - focus[1]
|
||||
local dy = eye[2] - focus[2]
|
||||
local dz = eye[3] - focus[3]
|
||||
local dist = math.max(1, math.sqrt(dx * dx + dy * dy + dz * dz))
|
||||
-- kept for the passes that measure an ANGLE against this camera rather
|
||||
-- than a position: the water's reflected sun is sized in radians, and
|
||||
-- radians per canvas pixel is exactly this over the frame height
|
||||
Voxel3D.fovY = cam.fov
|
||||
local proj = Mat4.perspective(cam.fov, vw / vh,
|
||||
math.max(1, dist * 0.05), dist * 4 + 4096)
|
||||
-- the same clip-space Y flip the orbit needs, for the same reason: we
|
||||
-- bypass LOVE's transform_projection and canvas coordinates run Y down
|
||||
proj = Mat4.mul(Mat4.scale(1, -1, 1), proj)
|
||||
-- world up, so the horizon stays level -- a placed camera that rolled
|
||||
-- with its own pitch would tip the whole arena
|
||||
return Mat4.mul(proj, Mat4.lookAt(eye, focus, { 0, 1, 0 }))
|
||||
-- The camera's RAY FAN, for the sky's skybox path (Sky.paint's `ray`):
|
||||
-- a placed camera with a FREE PITCH -- the first-person rig, steered
|
||||
-- by a mouse on the flat screen -- must not hang its gradient off the
|
||||
-- frame, or looking up and down drags the bands with the view. Built
|
||||
-- from the very basis the view below is: forward, the true right, the
|
||||
-- true up, and the symmetric frustum's tangents.
|
||||
local upv = cam.up or { 0, 1, 0 }
|
||||
local fx, fy, fz = -dx / dist, -dy / dist, -dz / dist
|
||||
local crx = fy * upv[3] - fz * upv[2]
|
||||
local cry = fz * upv[1] - fx * upv[3]
|
||||
local crz = fx * upv[2] - fy * upv[1]
|
||||
local crl = math.sqrt(crx * crx + cry * cry + crz * crz)
|
||||
if crl > 1e-6 then
|
||||
crx, cry, crz = crx / crl, cry / crl, crz / crl
|
||||
local cux = cry * fz - crz * fy
|
||||
local cuy = crz * fx - crx * fz
|
||||
local cuz = crx * fy - cry * fx
|
||||
local tanY = math.tan(cam.fov / 2)
|
||||
local tanX = tanY * (vw / vh)
|
||||
Voxel3D.skyRayLive = {
|
||||
base = { fx - crx * tanX + cux * tanY,
|
||||
fy - cry * tanX + cuy * tanY,
|
||||
fz - crz * tanX + cuz * tanY },
|
||||
du = { crx * 2 * tanX, cry * 2 * tanX, crz * 2 * tanX },
|
||||
dv = { cux * -2 * tanY, cuy * -2 * tanY, cuz * -2 * tanY },
|
||||
}
|
||||
else
|
||||
Voxel3D.skyRayLive = nil
|
||||
end
|
||||
-- world up by default, so the horizon stays level -- a placed camera
|
||||
-- that rolled with its own pitch would tip the whole arena. A caller
|
||||
-- may hand its own up: the first-person BLEND does, because its far
|
||||
-- end is the orbit, whose up leans with the pitch -- world up at the
|
||||
-- orbit's steep end degenerates against a straight-down view.
|
||||
return Mat4.mul(proj, Mat4.lookAt(eye, focus, cam.up or { 0, 1, 0 }))
|
||||
end
|
||||
|
||||
-- the orbit: a fixed pitch per rung, and the classic frame-hung sky --
|
||||
-- no ray fan wanted
|
||||
Voxel3D.skyRayLive = nil
|
||||
|
||||
local a = Voxel.angle
|
||||
local focal = Voxel.FOCAL
|
||||
local dist = focal * vh
|
||||
-- the FOV that makes a straight-down camera at `dist` frame exactly `vh`
|
||||
-- world pixels, which is the framing the flat view already has
|
||||
local fov = 2 * math.atan(1 / (2 * focal))
|
||||
Voxel3D.fovY = fov
|
||||
|
||||
local focus = { cx, 0, cy }
|
||||
local eye = { cx, dist * math.cos(a), cy + dist * math.sin(a) }
|
||||
-- exposed for camera-facing billboards (VoxelScene yaws sprites at it)
|
||||
Voxel3D.eye = eye
|
||||
Voxel3D.focus = focus
|
||||
setLook(eye, focus)
|
||||
-- perpendicular to the view direction in the YZ plane: north is screen-up
|
||||
-- when looking straight down, +Y is screen-up when looking level. Never
|
||||
-- parallel to the view direction, so there is no degenerate a = 0 case.
|
||||
@@ -468,6 +628,56 @@ function Voxel3D.horizonY(h)
|
||||
return (y / w * 0.5 + 0.5) * h
|
||||
end
|
||||
|
||||
-- The horizon as a LINE rather than a row, for a camera that can ROLL --
|
||||
-- a VR eye. A head tipped sideways tips the true horizon across the
|
||||
-- canvas, and a sky painted in flat rows then visibly hinges with the
|
||||
-- head. So: project the flat forward direction (a point ON the vanishing
|
||||
-- line) and the same direction nudged a hair of world-up (a point just
|
||||
-- above it); the difference is the canvas direction "down toward the
|
||||
-- ground", perpendicular to the horizon however the head is tipped.
|
||||
--
|
||||
-- Returns (ax, ay, edge, top): a unit axis in canvas pixels pointing from
|
||||
-- sky toward ground, the horizon's signed distance along it -- a pixel at
|
||||
-- canvas (x, y) is above the horizon while x*ax + y*ay < edge -- and,
|
||||
-- when `elev` (radians) is given, the distance the direction that far
|
||||
-- ABOVE the horizon projects to. `top` is what pins the gradient's far
|
||||
-- end to a real direction in the sky: extrapolating it linearly from a
|
||||
-- pixels-per-radian estimate left the bands sliding as a pitch moved the
|
||||
-- horizon through the frame, because a perspective's rows are tan-spaced,
|
||||
-- not angle-spaced. nil `top` (the elevated direction is outside this
|
||||
-- frustum's forward hemisphere) leaves the caller its estimate. nil
|
||||
-- everything with no horizon in front of this camera.
|
||||
function Voxel3D.horizonLine(w, h, elev)
|
||||
local m, eye, focus = Voxel3D.vp, Voxel3D.eye, Voxel3D.focus
|
||||
if not (m and eye and focus and w and h and h > 0) then return nil end
|
||||
local dx = focus[1] - eye[1]
|
||||
local dz = focus[3] - eye[3]
|
||||
local len = math.sqrt(dx * dx + dz * dz)
|
||||
if len < 1e-6 then return nil end
|
||||
dx, dz = dx / len, dz / len
|
||||
local function proj(vx, vy, vz)
|
||||
local x = m[1] * vx + m[2] * vy + m[3] * vz
|
||||
local y = m[5] * vx + m[6] * vy + m[7] * vz
|
||||
local ww = m[13] * vx + m[14] * vy + m[15] * vz
|
||||
if ww <= 1e-6 then return nil end
|
||||
return (x / ww * 0.5 + 0.5) * w, (y / ww * 0.5 + 0.5) * h
|
||||
end
|
||||
local qx, qy = proj(dx, 0, dz)
|
||||
if not qx then return nil end
|
||||
local rx, ry = proj(dx, 0.02, dz)
|
||||
if not rx then return nil end
|
||||
local ax, ay = qx - rx, qy - ry
|
||||
local al = math.sqrt(ax * ax + ay * ay)
|
||||
if al < 1e-6 then ax, ay = 0, 1 else ax, ay = ax / al, ay / al end
|
||||
local top = nil
|
||||
if elev then
|
||||
local ce, se = math.cos(elev), math.sin(elev)
|
||||
local tx, ty = proj(dx * ce, se, dz * ce)
|
||||
if tx then top = tx * ax + ty * ay end
|
||||
end
|
||||
return ax, ay, qx * ax + qy * ay, top
|
||||
end
|
||||
|
||||
-- ------- the hour's light
|
||||
--
|
||||
-- What the scene shader multiplies every surface by (see dayTint in the
|
||||
@@ -512,12 +722,83 @@ function Voxel3D.skyBody(w, h)
|
||||
return {
|
||||
x = (x / ww * 0.5 + 0.5) * w,
|
||||
y = (y / ww * 0.5 + 0.5) * h,
|
||||
-- the body's WORLD direction, for the skybox path: a ray-fan caller
|
||||
-- measures the twilight glow by the angle between a pixel's ray and
|
||||
-- this, so the glow is pinned to the sky like the bands are (see
|
||||
-- Sky.paint's glowDir)
|
||||
dx = b.dx, dy = b.dy, dz = b.dz,
|
||||
moon = b.moon,
|
||||
glowAmt = amt,
|
||||
glowColor = color,
|
||||
}
|
||||
end
|
||||
|
||||
-- ------- the VR sky's world-anchored pieces
|
||||
--
|
||||
-- Both exist because a headset showed the shortcuts: a gradient painted
|
||||
-- off the frame moved with the head that carried the frame, and a
|
||||
-- screen-space disc re-snapped its cell grid with every head movement
|
||||
-- and held its face square to the canvas instead of to the world. The
|
||||
-- gradient's fix rides the camera record itself (skyRay -- see VRRig and
|
||||
-- Sky's useRay path); the disc's is below.
|
||||
|
||||
-- The sun or moon as a QUAD IN THE WORLD: the baked cell art
|
||||
-- (Sky.discImage) on a square spanned about the hour's direction, its
|
||||
-- corners projected through this very eye -- so the disc is pinned to
|
||||
-- the sky like the terrain is to the ground, stable under every head
|
||||
-- motion, its face upright over the world. Runs inside beginScene's sky
|
||||
-- window, before the depth mode is set, so the world draws over it.
|
||||
local discMesh = nil
|
||||
|
||||
local function drawWorldDisc(w, h)
|
||||
local b = DayNight.body()
|
||||
if not (b and b.dy and b.dy > 0.005) then return end
|
||||
local amt = DayNight.glow()
|
||||
local img = Sky.discImage(b.moon, Sky.discLooming(amt, b.moon))
|
||||
if not img then return end
|
||||
local m = Voxel3D.vp
|
||||
if not m then return end
|
||||
local hl = math.sqrt(b.dx * b.dx + b.dz * b.dz)
|
||||
if hl < 1e-6 then return end
|
||||
-- right = horizontal, perpendicular to the direction; up completes it
|
||||
local rx, rz = b.dz / hl, -b.dx / hl
|
||||
local ux = -rz * b.dy
|
||||
local uy = rz * b.dx - rx * b.dz
|
||||
local uz = rx * b.dy
|
||||
local ul = math.sqrt(ux * ux + uy * uy + uz * uz)
|
||||
if ul < 1e-6 then return end
|
||||
ux, uy, uz = ux / ul, uy / ul, uz / ul
|
||||
if uy < 0 then ux, uy, uz = -ux, -uy, -uz end
|
||||
-- apparent size is an ANGLE, the same fraction of the view the flat
|
||||
-- screen's disc takes of its frame; the low sun looms exactly as there
|
||||
local ang = Sky.DISC_FRAC * (Voxel3D.fovY or 1)
|
||||
if Sky.discLooming(amt, b.moon) then ang = ang * 1.4 end
|
||||
local k = math.tan(ang)
|
||||
local verts = {}
|
||||
local corners = { { -1, -1, 0, 1 }, { 1, -1, 1, 1 },
|
||||
{ 1, 1, 1, 0 }, { -1, 1, 0, 0 } }
|
||||
for i, c in ipairs(corners) do
|
||||
local vx = b.dx + (rx * c[1] + ux * c[2]) * k
|
||||
local vy = b.dy + (uy * c[2]) * k
|
||||
local vz = b.dz + (rz * c[1] + uz * c[2]) * k
|
||||
local x = m[1] * vx + m[2] * vy + m[3] * vz
|
||||
local y = m[5] * vx + m[6] * vy + m[7] * vz
|
||||
local ww = m[13] * vx + m[14] * vy + m[15] * vz
|
||||
if ww <= 1e-6 then return end
|
||||
verts[i] = { (x / ww * 0.5 + 0.5) * w, (y / ww * 0.5 + 0.5) * h,
|
||||
c[3], c[4] }
|
||||
end
|
||||
pcall(function()
|
||||
if not discMesh then
|
||||
discMesh = love.graphics.newMesh(4, "fan", "stream")
|
||||
end
|
||||
discMesh:setVertices(verts)
|
||||
discMesh:setTexture(img)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(discMesh)
|
||||
end)
|
||||
end
|
||||
|
||||
-- ----------------------------------------------------------------- scene --
|
||||
|
||||
-- Begin the 3D pass into a `w` x `h` pixel canvas centred on world
|
||||
@@ -538,22 +819,29 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
|
||||
end
|
||||
if not sh then return false end
|
||||
local name = slot or "world"
|
||||
local held = slots[name]
|
||||
if not (held and held.w == w and held.h == h) then
|
||||
local ok, c = pcall(love.graphics.newCanvas, w, h)
|
||||
local slotHeld = slots[name]
|
||||
if not (slotHeld and slotHeld.w == w and slotHeld.h == h) then
|
||||
local ok, c = PixelCanvas.new(w, h)
|
||||
if not ok then return false end
|
||||
c:setFilter("nearest", "nearest")
|
||||
if held and held.canvas and held.canvas.release then
|
||||
pcall(held.canvas.release, held.canvas)
|
||||
end
|
||||
held = { canvas = c, w = w, h = h }
|
||||
slots[name] = held
|
||||
if slotHeld then releaseSlot(slotHeld) end
|
||||
-- the depth canvas is sized with its colour, so a window resize
|
||||
-- reallocates the pair together and they can never disagree
|
||||
slotHeld = { canvas = c, w = w, h = h, depth = newDepth(w, h) }
|
||||
slots[name] = slotHeld
|
||||
end
|
||||
held = slotHeld
|
||||
canvas, canvasW, canvasH = held.canvas, w, h
|
||||
-- a depth buffer is what makes occlusion real: walk behind a building and
|
||||
-- the building wins, with no y-sorting anywhere
|
||||
local ok = pcall(love.graphics.setCanvas,
|
||||
{ canvas, depth = true })
|
||||
local ok = pcall(love.graphics.setCanvas, depthTarget())
|
||||
if not ok and held.depth then
|
||||
-- the readable canvas would not bind; fall back to the internal buffer
|
||||
-- for the rest of this session rather than losing the whole 3D pass
|
||||
pcall(held.depth.release, held.depth)
|
||||
held.depth = nil
|
||||
ok = pcall(love.graphics.setCanvas, depthTarget())
|
||||
end
|
||||
if not ok then
|
||||
pcall(love.graphics.setCanvas)
|
||||
return false
|
||||
@@ -561,6 +849,24 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
|
||||
-- Ahead of the clear, because the sky's bands are placed off the ground
|
||||
-- plane's vanishing line and that is a property of this matrix.
|
||||
Voxel3D.vp = Voxel3D.viewProjection(cx, cy, vw, vh)
|
||||
-- This frame's pixels per WORLD pixel: the size a diorama pixel is on
|
||||
-- screen. The sky's dither grid is cut to it, and so is the water's --
|
||||
-- one number, so the two break up on the same checkerboard.
|
||||
Voxel3D.cell = w / math.max(1, vw or w)
|
||||
-- A FREE-PITCH camera's sky is ANCHORED IN SPACE, where the orbit's is
|
||||
-- glued to the frame. One discriminator: skyRayLive, set by
|
||||
-- viewProjection above for every camera whose pitch the player steers
|
||||
-- -- the VR eyes and the flat first-person rig alike. With a fan, the
|
||||
-- gradient is a SKYBOX (every pixel takes its band, and its GBC
|
||||
-- checker, from its ray's true elevation -- no motion of the camera
|
||||
-- moves a band, only the clock recolours them) and the sun or moon
|
||||
-- hangs in the WORLD (drawWorldDisc). Without one -- the orbit, whose
|
||||
-- pitch is the rung's -- the classic frame-hung painting stands.
|
||||
local skyRay = Voxel3D.skyRayLive
|
||||
local hy = Voxel3D.horizonY(h)
|
||||
-- where the sky's bottom edge lands, which is what the reflection
|
||||
-- reads its bands against (see Water). nil when nothing painted bands.
|
||||
Voxel3D.skyEdge = (sky and sky.bands) and Sky.region(h, hy) or nil
|
||||
if sky then
|
||||
love.graphics.clear(sky[1], sky[2], sky[3], sky[4] or 1, true, true)
|
||||
-- The sky goes down here, in the one window in this function where a
|
||||
@@ -573,8 +879,14 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
|
||||
-- are the same size as the world's own and follow every resize and zoom.
|
||||
-- The banded sky also hangs the hour's sun or moon (skyBody projects it
|
||||
-- through this very camera); a flat sky has no bands and hangs nothing.
|
||||
Sky.paint(w, h, sky, Voxel3D.horizonY(h), w / math.max(1, vw or w),
|
||||
sky.bands and Voxel3D.skyBody(w, h) or nil)
|
||||
if skyRay and sky.bands then
|
||||
Sky.paint(w, h, sky, nil, Voxel3D.cell, Voxel3D.skyBody(w, h),
|
||||
nil, nil, skyRay)
|
||||
drawWorldDisc(w, h)
|
||||
else
|
||||
Sky.paint(w, h, sky, hy, Voxel3D.cell,
|
||||
sky.bands and Voxel3D.skyBody(w, h) or nil)
|
||||
end
|
||||
else
|
||||
love.graphics.clear(0, 0, 0, 0, true, true)
|
||||
end
|
||||
@@ -600,7 +912,7 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
|
||||
pcall(sh.send, sh, "sunTexel", { texel, texel })
|
||||
if grid then
|
||||
pcall(sh.send, sh, "gridDark", VoxelGrid.DARK)
|
||||
pcall(sh.send, sh, "gridWidth", VoxelGrid.WIDTH)
|
||||
pcall(sh.send, sh, "gridWidth", VoxelGrid.width())
|
||||
end
|
||||
-- ordinary shading until the silhouette pass asks for otherwise. Sent
|
||||
-- every frame rather than once, because a scene that opened mid-ghost --
|
||||
@@ -720,6 +1032,108 @@ function Voxel3D.flatten(color, amount)
|
||||
end
|
||||
end
|
||||
|
||||
-- ------------------------------------------------------- the water pass --
|
||||
--
|
||||
-- A reflective surface has to READ the frame it is being drawn into: the
|
||||
-- colour of what is standing around it and the depth that says where. Both
|
||||
-- are attachments of the target this pass is bound to, and a texture cannot
|
||||
-- be sampled while it is one -- so for the length of the water draw the
|
||||
-- frame is taken apart:
|
||||
--
|
||||
-- the COLOUR is copied to a mirror canvas, which is a texture like any
|
||||
-- other and is what the reflection samples.
|
||||
--
|
||||
-- the DEPTH is simply detached. The water shader does the test itself
|
||||
-- against the texture (see Water), which is the same comparison the
|
||||
-- hardware would have made -- what it gives up is depth WRITES, and water
|
||||
-- is flat, never overlaps itself, and has nothing drawn under it later.
|
||||
--
|
||||
-- `paint`, when given, is called with the MIRROR bound and the scene shader
|
||||
-- set, to add things that must be REFLECTED without being composited yet.
|
||||
--
|
||||
-- The characters are the whole reason it exists. Gen 1 draws people over
|
||||
-- the world and water is world, so the cast has to composite AFTER the
|
||||
-- water -- but a reflection can only contain what was drawn BEFORE it, and
|
||||
-- a lake with everyone standing beside it and nobody in it reads as glass.
|
||||
-- Painting them into the mirror alone settles both: they are in the picture
|
||||
-- the water reflects and not yet in the picture the water is drawn into.
|
||||
--
|
||||
-- They go down depth-TESTED and depth-WRITE-FREE. Tested, so a figure behind
|
||||
-- a building is behind it in the reflection too; write-free because the very
|
||||
-- next thing to read that buffer is the water's own depth test, and a cast
|
||||
-- that had written to it would punch itself out of the water it is standing
|
||||
-- beside.
|
||||
--
|
||||
-- Returns the two textures, or nil when there is nothing to hand over: no
|
||||
-- readable depth canvas on this driver, or no pass open. A caller that gets
|
||||
-- nil draws its water like ordinary terrain, which is what this mode always
|
||||
-- did.
|
||||
--
|
||||
-- MUST be paired with endWater, which puts the frame back together.
|
||||
function Voxel3D.beginWater(paint)
|
||||
if not (active and canvas and held and held.depth) then return nil end
|
||||
if not held.mirror then
|
||||
local ok, c = pcall(love.graphics.newCanvas, held.w, held.h)
|
||||
if not (ok and c) then return nil end
|
||||
pcall(c.setFilter, c, "nearest", "nearest")
|
||||
pcall(c.setWrap, c, "clamp", "clamp")
|
||||
held.mirror = c
|
||||
end
|
||||
love.graphics.setShader()
|
||||
-- the frame's own depth rides along, so the paint below can test against
|
||||
-- it; the copy underneath switches the test off rather than detaching it
|
||||
local ok = pcall(love.graphics.setCanvas,
|
||||
{ held.mirror, depthstencil = held.depth })
|
||||
if not ok then
|
||||
pcall(love.graphics.setCanvas, depthTarget())
|
||||
return nil
|
||||
end
|
||||
love.graphics.setDepthMode("always", false)
|
||||
-- COLOUR only. The last two arguments are what keep the depth buffer the
|
||||
-- frame's rather than this canvas's: cleared here, the water's own depth
|
||||
-- test a few lines later would find nothing in front of anything and every
|
||||
-- lake would draw straight through the buildings standing in it.
|
||||
love.graphics.clear(0, 0, 0, 0, false, false)
|
||||
-- premultiplied over a cleared target is a straight copy: every channel
|
||||
-- lands exactly as it stood, including the alpha, so the mirror is the
|
||||
-- frame rather than the frame composited against something
|
||||
love.graphics.setBlendMode("alpha", "premultiplied")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(canvas)
|
||||
love.graphics.setBlendMode("alpha")
|
||||
if paint and activeShader then
|
||||
love.graphics.setDepthMode("lequal", false)
|
||||
love.graphics.setShader(activeShader)
|
||||
pcall(paint)
|
||||
love.graphics.setShader()
|
||||
end
|
||||
love.graphics.setDepthMode()
|
||||
-- and back to the scene canvas WITHOUT its depth: that texture is about
|
||||
-- to be read
|
||||
if not pcall(love.graphics.setCanvas, canvas) then
|
||||
pcall(love.graphics.setCanvas, depthTarget())
|
||||
return nil
|
||||
end
|
||||
return held.mirror, held.depth
|
||||
end
|
||||
|
||||
-- Put the frame back: depth reattached, depth test and the scene shader as
|
||||
-- the pass had them. Safe to call after a beginWater that returned nil.
|
||||
function Voxel3D.endWater()
|
||||
if not active then return end
|
||||
pcall(love.graphics.setCanvas, depthTarget())
|
||||
pcall(love.graphics.setDepthMode, "lequal", true)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
if activeShader then love.graphics.setShader(activeShader) end
|
||||
end
|
||||
|
||||
-- Whether a reflective water pass can run in this frame at all -- there is
|
||||
-- a depth texture to read. Callers use it to choose between the water
|
||||
-- shader and an ordinary terrain draw before they start moving canvases.
|
||||
function Voxel3D.depthReadable()
|
||||
return (active and held and held.depth) and true or false
|
||||
end
|
||||
|
||||
-- Whether what is drawn next carries the voxel wireframe. false for the
|
||||
-- length of a draw, true to put it back.
|
||||
--
|
||||
@@ -931,18 +1345,28 @@ function Voxel3D.canvas()
|
||||
return canvas
|
||||
end
|
||||
|
||||
-- The bound canvas's pixel size, for a pass that has to work in screen
|
||||
-- coordinates (the water's reflection marches in them).
|
||||
function Voxel3D.size()
|
||||
return canvasW, canvasH
|
||||
end
|
||||
|
||||
-- Drop the GPU objects (window resize, hot reload).
|
||||
function Voxel3D.invalidate()
|
||||
for name, held in pairs(slots) do
|
||||
if held.canvas and held.canvas.release then
|
||||
pcall(held.canvas.release, held.canvas)
|
||||
end
|
||||
for name, slotHeld in pairs(slots) do
|
||||
releaseSlot(slotHeld)
|
||||
slots[name] = nil
|
||||
end
|
||||
canvas, canvasW, canvasH = nil, 0, 0
|
||||
held = nil
|
||||
-- the VR sky's disc mesh belongs to this context like the canvases do
|
||||
if discMesh and discMesh.release then pcall(discMesh.release, discMesh) end
|
||||
discMesh = nil
|
||||
ShadowMap.invalidate()
|
||||
-- the sky is part of this pass and holds a shader of its own
|
||||
Sky.invalidate()
|
||||
-- and so does the water, for the same reason
|
||||
V.require("Water").invalidate()
|
||||
-- and the glass masks are textures of this context too
|
||||
GlassMask.invalidate()
|
||||
end
|
||||
|
||||
@@ -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" })
|
||||
|
||||
+461
-54
@@ -21,7 +21,12 @@ 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 PaletteFX = require("src.render.PaletteFX")
|
||||
local Map = require("src.world.Map")
|
||||
|
||||
@@ -212,6 +217,22 @@ local function frameFor(def, facing, phase, flip)
|
||||
return frame, mirror
|
||||
end
|
||||
|
||||
-- The facing a pose SHOWS this camera. The flat frames are "how this pose
|
||||
-- looks from the south", which is where the orbit always stands; a
|
||||
-- first-person eye stands anywhere, so deep enough into the blend the
|
||||
-- facing is remapped to how the pose looks from THERE -- walk behind an
|
||||
-- NPC and their card wears the back sprite. Used by the camera draw and
|
||||
-- the sun pass BOTH: the card the sun stored and the transform a lit card
|
||||
-- reads its own shadowing with must describe the same frame, or the
|
||||
-- mirror-flip half of the pair asks the map about texels the sun filed
|
||||
-- under the other cheek.
|
||||
local function viewFacing(p)
|
||||
if FirstPerson.cardBlend() > 0.5 then
|
||||
return FirstPerson.apparentFacing(p.facing, p.px + 8, p.py + 8)
|
||||
end
|
||||
return p.facing
|
||||
end
|
||||
|
||||
-- FALLBACK ONLY (see castShadows below). Draw one entity's drop shadow as
|
||||
-- a decal: its current sprite frame as a single quad, flattened onto the
|
||||
-- ground along the sun line (Voxel3D.shadowMatrix). Runs inside
|
||||
@@ -234,17 +255,40 @@ 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 +300,23 @@ 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 +388,7 @@ 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 +461,25 @@ 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 +517,13 @@ 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 +561,175 @@ end
|
||||
|
||||
local glint = {}
|
||||
|
||||
-- ------- the cast
|
||||
--
|
||||
-- Everybody standing on the map: the walkers, and the authored FIGURES the
|
||||
-- tileset draws into its own furniture (they ARE characters as far as the
|
||||
-- artwork is concerned, just ones drawn by the tileset instead of by a
|
||||
-- sprite sheet, so they get the same lean and the same camera-ward pull).
|
||||
--
|
||||
-- One function because it is drawn TWICE and the two must be identical: once
|
||||
-- into the frame, and once into the water's reflection copy (see drawWater --
|
||||
-- Gen 1 draws people over the world, and water is world, so the cast cannot
|
||||
-- be composited before the water it has to appear in).
|
||||
--
|
||||
-- Characters carry no wireframe out here, whatever the V-GRID row says. The
|
||||
-- seams are what makes the WORLD read as built out of voxels, and the people
|
||||
-- walking around in it are the one thing that should read as drawn instead --
|
||||
-- a grid over a 16x16 sprite lands a line every couple of display pixels and
|
||||
-- turns a face into a mesh. (The battle pass makes the opposite call for its
|
||||
-- own combatants, deliberately -- see BattleBillboard.)
|
||||
--
|
||||
-- Sprite sheets until the figure pass: their texture coordinates mean
|
||||
-- nothing to the tileset-shaped glass mask, so the glass is off or the
|
||||
-- panes' atlas positions stripe the cast with lamplight at night.
|
||||
local function drawCast(state, posed, atlasFor)
|
||||
Voxel3D.glass(false)
|
||||
Voxel3D.seams(false)
|
||||
-- Characters, normally depth-tested: the camera-ward pull inside
|
||||
-- drawEntity resolves the lean-over-the-wall-in-front case, and a
|
||||
-- character genuinely behind a building is far deeper and loses the
|
||||
-- test, so buildings and trees really occlude.
|
||||
--
|
||||
-- In first person two of them change: the player's own card is left out
|
||||
-- (the eye is standing in it), and every other card wears the frame its
|
||||
-- pose SHOWS this eye (viewFacing) rather than the one it shows the
|
||||
-- south. Both run through here, so the water's reflection copy -- drawn
|
||||
-- by this same function -- agrees with the frame to the pixel.
|
||||
local hideMe = FirstPerson.hidePlayer()
|
||||
for _, p in ipairs(posed) do
|
||||
if not (p.isPlayer and hideMe) then
|
||||
drawEntity(p.sprite, p.px, p.py, viewFacing(p), p.phase, p.flip, p.gh,
|
||||
p.colors, p.lift)
|
||||
end
|
||||
end
|
||||
-- back on for everything textured from the atlas again -- figures, grass
|
||||
-- and flowers all sample it, where the mask's coordinates are honest
|
||||
Voxel3D.glass(true)
|
||||
-- Figures after the walkers, so a player standing in front of the couch
|
||||
-- wins the overlap -- the order the flat game draws them in.
|
||||
local figPull = billboardPull()
|
||||
eachFigure(state.map, 0, 0, function(mesh, model, caster)
|
||||
Voxel3D.draw(mesh, atlasFor(state.map), model, figPull,
|
||||
ShadowMap.snug(caster))
|
||||
end)
|
||||
for _, nb in ipairs(state.neighbors or {}) do
|
||||
eachFigure(nb.map, nb.ox, nb.oy, function(mesh, model, caster)
|
||||
Voxel3D.draw(mesh, atlasFor(nb.map), model, figPull,
|
||||
ShadowMap.snug(caster))
|
||||
end)
|
||||
end
|
||||
-- and the seams are back on for the terrain art that follows: grass and
|
||||
-- flowers are the world's own drawing, not people
|
||||
Voxel3D.seams(true)
|
||||
end
|
||||
|
||||
-- ------- the water pass
|
||||
--
|
||||
-- Between the terrain and everything that stands on it, because water is a
|
||||
-- MIRROR and a mirror can only reflect what is already down: the ground, the
|
||||
-- shoreline, the trees and buildings behind it, and the sky the frame opened
|
||||
-- with.
|
||||
--
|
||||
-- THE CAST IS THE AWKWARD ONE, and it is settled by drawing it twice. Gen 1
|
||||
-- draws people over the world and water is world, so a surfing player has to
|
||||
-- composite OVER the water they are sitting on -- which puts them after it,
|
||||
-- and a reflection can only hold what came before it. So `cast` is painted
|
||||
-- into the reflection copy alone (Voxel3D.beginWater), where it is in the
|
||||
-- picture the water reflects and not yet in the picture the water is drawn
|
||||
-- into. Both draws go through drawCast, so they cannot come out different.
|
||||
--
|
||||
-- The ray march finds them the honest way round: a sprite is not in the
|
||||
-- DEPTH buffer at that point, so a ray aimed at one passes through to the
|
||||
-- terrain standing behind it and reads the copy there -- where the sprite is
|
||||
-- already painted. The reflection lands a hair off the sprite's own depth
|
||||
-- and exactly on its colour, which at a lake's worth of ripple is the same
|
||||
-- picture.
|
||||
--
|
||||
-- `draws` is a list of { mesh, texture, model }. Nothing is a special case:
|
||||
-- with the row OFF, no depth texture to read, or a shader that would not
|
||||
-- build, the same meshes go through the ordinary scene shader and come out
|
||||
-- as the flat animated water this mode always drew.
|
||||
-- The overworld's alone: the staged battle draws its water plain, always --
|
||||
-- its placed camera reads this pass wrong, and a stage set wants painted
|
||||
-- water anyway (see BattleScene, where the choice is argued).
|
||||
-- ------- and why the flat draw happens FIRST while the world is curved
|
||||
--
|
||||
-- The reflective pass writes no depth -- it cannot, the depth canvas is
|
||||
-- detached for the length of it so the shader can READ it -- and it does its
|
||||
-- own depth test against that texture instead. That test asks whether
|
||||
-- something opaque is in front, and it answers correctly for every case but
|
||||
-- one: WATER IN FRONT OF WATER. Nothing puts water in the depth buffer, so
|
||||
-- no lake can hide another, and the pass simply paints them in mesh order.
|
||||
--
|
||||
-- On a flat world that never matters: every surface lies in the one plane
|
||||
-- at its own recessed height, and a farther sheet always lands farther down
|
||||
-- the screen. THE WORLD CURVE ENDS THAT. The bend drops the world by the
|
||||
-- square of its distance, so the far side of the map swings down and back
|
||||
-- up into the near field of view -- and a sheet of sea a hundred and fifty
|
||||
-- tiles away, drawn later in the same mesh, paints straight over the pond
|
||||
-- at the player's feet. Not a reflection of the far shore: the far shore
|
||||
-- itself, rasterised on top of the water in front of you.
|
||||
--
|
||||
-- So WHILE THE CURVE IS ON, the meshes go down flat first, through the
|
||||
-- ordinary scene shader with depth writes on, and the reflective pass draws
|
||||
-- over the top of what survived: the depth buffer now holds the water
|
||||
-- surface, so the pass's own test throws the far sheet away, and the
|
||||
-- reflection COPY holds it too, so a ray grazing another part of the lake
|
||||
-- reads water rather than the void behind it.
|
||||
--
|
||||
-- With the curve OFF the prepass is not just unnecessary, it is a LIABILITY,
|
||||
-- and it stays off -- the reflective pass tests only against terrain, as it
|
||||
-- always did. Painting the surface into the depth texture turns the pass's
|
||||
-- test into a comparison of the surface against ITSELF, which asks the two
|
||||
-- rasterisations to agree to within interpolation error -- and on mobile
|
||||
-- GPUs they don't reliably (that fight is what put the Android port back on
|
||||
-- flat water). Confined to the curve there is no regression to reach: the
|
||||
-- flat world never had the far-shore bug in the first place.
|
||||
function VoxelScene.drawWater(draws, cast)
|
||||
-- prepass only under the bend; see the header
|
||||
local curved = (Voxel3D.curveK or 0) > 0
|
||||
if curved then
|
||||
for _, d in ipairs(draws) do
|
||||
Voxel3D.draw(d[1], d[2], d[3])
|
||||
end
|
||||
end
|
||||
local plain = not curved
|
||||
if Water.enabled() and Voxel3D.depthReadable() then
|
||||
local mirror, depth = Voxel3D.beginWater(cast)
|
||||
local w, h = Voxel3D.size()
|
||||
local ok = mirror and depth and Water.begin({
|
||||
reflect = mirror, depth = depth,
|
||||
vp = Voxel3D.vp, eye = Voxel3D.eye, curve = { Voxel3D.curveX or 0,
|
||||
Voxel3D.curveZ or 0,
|
||||
Voxel3D.curveK or 0 },
|
||||
screen = { w, h }, cell = Voxel3D.cell, fov = Voxel3D.fovY,
|
||||
skyEdge = Voxel3D.skyEdge, grid = VoxelGrid.enabled(),
|
||||
lookFlat = Voxel3D.lookFlat, descent = Voxel3D.descent,
|
||||
})
|
||||
if ok then
|
||||
for _, d in ipairs(draws) do
|
||||
Water.draw(d[1], d[2], d[3])
|
||||
end
|
||||
Water.finish()
|
||||
plain = false
|
||||
end
|
||||
-- Unconditionally, and OUTSIDE the success branch: beginWater unbinds
|
||||
-- the shader and the depth mode BEFORE it can discover it cannot go on,
|
||||
-- so a frame that bails halfway through has to be put back together
|
||||
-- exactly like one that succeeded -- otherwise every pass after it runs
|
||||
-- with no shader and no depth test.
|
||||
Voxel3D.endWater()
|
||||
end
|
||||
-- the fallback flat draw -- unless the curve's prepass already put the
|
||||
-- same meshes down, in which case a bailed frame is already whole
|
||||
if plain then
|
||||
for _, d in ipairs(draws) do
|
||||
Voxel3D.draw(d[1], d[2], d[3])
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- A stamp of everything the sun pass depends on. Nothing in it moving
|
||||
-- means the shadow map it produced last frame is still exactly right, and
|
||||
-- redrawing the whole world from the sun would buy nothing -- which is
|
||||
@@ -517,6 +757,10 @@ 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())
|
||||
put(tostring(terrain))
|
||||
for i = 1, #nbMesh do put(tostring(nbMesh[i])) end
|
||||
for _, p in ipairs(posed) do
|
||||
@@ -540,9 +784,12 @@ 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
|
||||
|
||||
@@ -551,6 +798,15 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
|
||||
ShadowMap.draw(nbMesh[i], atlasFor(nb.map),
|
||||
Mat4.translate(nb.ox, 0, nb.oy))
|
||||
end
|
||||
-- The water surface, which the terrain mesh no longer carries (it is its
|
||||
-- own reflective pass now -- see Water). The sun still has to see it, or
|
||||
-- the map the light records has a hole at every lake and the frustum's
|
||||
-- far plane answers for the surface a shoreline tree's shadow falls on.
|
||||
ShadowMap.draw(water, atlasFor(state.map), nil)
|
||||
for i, nb in ipairs(state.neighbors or {}) do
|
||||
ShadowMap.draw(nbWater and nbWater[i], atlasFor(nb.map),
|
||||
Mat4.translate(nb.ox, 0, nb.oy))
|
||||
end
|
||||
-- flower billboards live outside the terrain mesh (they draw after the
|
||||
-- characters, pulled -- see render), but the sun still sees them: a
|
||||
-- handful of cutouts per meadow, unlike the grass left out below.
|
||||
@@ -563,6 +819,11 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
|
||||
ShadowMap.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
|
||||
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
|
||||
end
|
||||
-- From here down it is the CAST, marked as such in the map (see
|
||||
-- ShadowMap.sprites) so water can decline them: everything the world casts
|
||||
-- still shades a lake, a silhouette of somebody standing beside it does
|
||||
-- not. Ground, roofs and the characters themselves take them as before.
|
||||
ShadowMap.sprites(true)
|
||||
-- authored figures cast too, for the same reason the flowers do: a
|
||||
-- handful of cards per map, and a person with no shadow reads as pasted on
|
||||
eachFigure(state.map, 0, 0, function(mesh, _, caster)
|
||||
@@ -575,7 +836,12 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
|
||||
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 +850,29 @@ 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)
|
||||
|
||||
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
|
||||
@@ -630,12 +909,53 @@ 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
|
||||
|
||||
-- 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)
|
||||
for i, nb in ipairs(state.neighbors or {}) do
|
||||
Voxel3D.draw(nbMesh[i], atlasFor(nb.map),
|
||||
@@ -652,12 +972,40 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
|
||||
if not Voxel3D.shadowsActive() then
|
||||
Voxel3D.beginShadows()
|
||||
for _, p in ipairs(posed) do
|
||||
drawShadow(p.sprite, p.px, p.py, p.facing, p.phase, p.flip, p.gh,
|
||||
drawShadow(p.sprite, p.px, p.py, viewFacing(p), p.phase, p.flip, p.gh,
|
||||
p.lift)
|
||||
end
|
||||
Voxel3D.endShadows()
|
||||
end
|
||||
|
||||
-- and the water over the top of it, reflecting everything just drawn plus
|
||||
-- the sky the frame opened with (see drawWater).
|
||||
--
|
||||
-- After the fallback decals deliberately: those are the stand-in drop
|
||||
-- shadows for a frame with no shadow map, they write no depth, and a
|
||||
-- lake would otherwise wear one as a black smear. Water covers them,
|
||||
-- which is the same answer the shadow map's own pass gives (see
|
||||
-- ShadowMap.sprites) -- people do not shadow water either way.
|
||||
local waterDraws = {}
|
||||
if water then
|
||||
waterDraws[#waterDraws + 1] = { water, atlasFor(state.map), nil }
|
||||
end
|
||||
for i, nb in ipairs(state.neighbors or {}) do
|
||||
if nbWater and nbWater[i] then
|
||||
waterDraws[#waterDraws + 1] = { nbWater[i], atlasFor(nb.map),
|
||||
Mat4.translate(nb.ox, 0, nb.oy) }
|
||||
end
|
||||
end
|
||||
-- the cast goes into the reflection copy only -- see drawWater for why it
|
||||
-- cannot be composited yet and why it is drawn through the same function
|
||||
-- the real pass below uses
|
||||
if #waterDraws > 0 then
|
||||
VoxelScene.drawWater(waterDraws, function()
|
||||
drawCast(state, posed, atlasFor)
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
-- Sprite sheets from here to the figure pass: their texture coordinates
|
||||
-- mean nothing to the tileset-shaped glass mask, so the glass is off or
|
||||
-- the panes' atlas positions stripe the cast with lamplight at night
|
||||
@@ -670,7 +1018,11 @@ 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()
|
||||
@@ -689,41 +1041,55 @@ 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
|
||||
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)
|
||||
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),
|
||||
@@ -739,7 +1105,7 @@ 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,
|
||||
@@ -750,7 +1116,48 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor)
|
||||
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
|
||||
end
|
||||
|
||||
return Voxel3D.endScene()
|
||||
-- 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
|
||||
|
||||
end -- drawScene
|
||||
|
||||
if not eyes then
|
||||
if not Voxel3D.beginScene(w, h, cx, cy, vw, vh, skyFor(state.map)) then
|
||||
return nil
|
||||
end
|
||||
drawScene()
|
||||
return 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 nil
|
||||
end
|
||||
drawScene()
|
||||
out[i] = Voxel3D.endScene()
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
return VoxelScene
|
||||
|
||||
+25
-3
@@ -32,8 +32,18 @@ local Voxel = {}
|
||||
-- Its ANGLE is 35 degrees, the same as the rung of that name. The duplicate
|
||||
-- in the table is deliberate: the ladder is a list of what each rung LOOKS
|
||||
-- like, and two rungs may look the same while meaning different things.
|
||||
Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75 }
|
||||
Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75" }
|
||||
--
|
||||
-- 1ST is the other rung that is more than an angle: the camera steps off its
|
||||
-- orbit entirely and stands in the player's own eyes (lib/FirstPerson.lua),
|
||||
-- with free look and free movement. Its ANGLE entry is 75 -- the orbit rung
|
||||
-- it hands over from -- because the tween in and out of first person starts
|
||||
-- from whatever the orbit shows, and the lowest rung is the one a dive into
|
||||
-- a head should start from. Everything angle-derived (the sky's fade, the
|
||||
-- billboard lean the blend eases away) reads that 75 while the first-person
|
||||
-- rig owns the actual camera.
|
||||
Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75, 75 }
|
||||
Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75",
|
||||
"1ST (EXPERIMENTAL)" }
|
||||
Voxel.MAX_LEVEL = #Voxel.ANGLES_DEG - 1
|
||||
|
||||
-- the rung FULL sits on, so nothing has to hunt for it by label
|
||||
@@ -43,6 +53,13 @@ function Voxel.isFull(level)
|
||||
return (level or Voxel.level) == Voxel.FULL_LEVEL
|
||||
end
|
||||
|
||||
-- the rung the first-person camera sits on, likewise
|
||||
Voxel.FP_LEVEL = 6
|
||||
|
||||
function Voxel.isFirstPerson(level)
|
||||
return (level or Voxel.level) == Voxel.FP_LEVEL
|
||||
end
|
||||
|
||||
-- ------- what the hotkey walks
|
||||
--
|
||||
-- The ANGLE rungs only, with FULL left out. The key is a display-mode
|
||||
@@ -51,7 +68,12 @@ end
|
||||
-- mid-walk, would silently turn the blur to maximum and flatten the horizon
|
||||
-- with no indication that a keypress had done so. FULL stays on the OPTIONS
|
||||
-- row, which is where a preset that changes other rows belongs.
|
||||
Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5 } -- OFF, 15, 35, 50, 75
|
||||
--
|
||||
-- 1ST is on the path: it changes the camera and only the camera, which is
|
||||
-- exactly what the key promises -- and the key is also the way back OUT of
|
||||
-- first person on a keyboard, where the mouse is captured and the OPTIONS
|
||||
-- menu is a trip.
|
||||
Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5, 6 } -- OFF, 15, 35, 50, 75, 1ST
|
||||
|
||||
-- The rung a press moves to from `level`.
|
||||
--
|
||||
|
||||
+1380
File diff suppressed because it is too large
Load Diff
@@ -23,9 +23,16 @@
|
||||
-- the engine's TILT mode -- is engine plumbing driven by the records
|
||||
-- below. This file declares; lib/ draws.
|
||||
--
|
||||
-- Nothing here reaches collision, movement, triggers or scripts. Voxel
|
||||
-- mode is purely presentational: it changes what the world LOOKS like and
|
||||
-- nothing about what it IS.
|
||||
-- Voxel mode is presentational: it changes what the world LOOKS like and
|
||||
-- nothing about what it IS. ONE rung is the deliberate exception. 1ST --
|
||||
-- the first-person camera -- replaces the grid WALK with a free,
|
||||
-- camera-relative one while it is selected (lib/FreeMove.lua), because a
|
||||
-- head you can steer with a mouse demands feet that go where it looks.
|
||||
-- Even there the game is untouched: the walk asks the engine's own
|
||||
-- collision the same questions a grid step asks, keeps the player's
|
||||
-- logical cell synced, and fires the engine's own landing pipeline per
|
||||
-- cell crossed -- warps, encounters, ledges, gates and scripts all run
|
||||
-- exactly as themselves. Step off the rung and the grid walk is back.
|
||||
|
||||
local mod = ...
|
||||
|
||||
@@ -81,6 +88,11 @@ local OverworldBattle = V.require("OverworldBattle")
|
||||
local BattleExit = V.require("BattleExit")
|
||||
local DayNight = V.require("DayNight")
|
||||
local DayTint = V.require("DayTint")
|
||||
local Water = V.require("Water")
|
||||
local AntiAlias = V.require("AntiAlias")
|
||||
local FirstPerson = V.require("FirstPerson")
|
||||
local FreeMove = V.require("FreeMove")
|
||||
local VR = V.require("VR")
|
||||
|
||||
-- Forward declaration: the voxel pipeline's update hook (registered below)
|
||||
-- calls this, and it is defined further down with the settings it drives.
|
||||
@@ -160,6 +172,11 @@ mod.content.render_pipelines:register("voxel", {
|
||||
-- would fight anyone who changed one deliberately.
|
||||
applyFull(level)
|
||||
Voxel.update(dt, level)
|
||||
-- the first-person head, on the same tick: its blend in and out of the
|
||||
-- orbit, the mouse capture lifecycle, and the frame's stick-rate look.
|
||||
-- Unconditional like Voxel.update, because the blend has to keep easing
|
||||
-- OUT after the rung is left
|
||||
FirstPerson.update(dt)
|
||||
-- the day/night clock, on the same always-running tick: Pipelines.update
|
||||
-- runs whatever the level, so time passes with the mode off, through
|
||||
-- battles and menus, and a CYCLE evening falls mid-fight exactly as it
|
||||
@@ -184,6 +201,13 @@ mod.content.render_pipelines:register("voxel", {
|
||||
-- them announces it. Ahead of the active() gate, so switching it
|
||||
-- while voxel mode is OFF still invalidates what is cached.
|
||||
voidFill.check()
|
||||
-- The whole VR frame -- session lifecycle, xrWaitFrame's pacing, both
|
||||
-- eye renders, the layer submit -- rides this hook, because it is the
|
||||
-- one tick that runs through menus, dialogs and battles, which is
|
||||
-- what a headset needs the world (or at least the UI panel) to do.
|
||||
-- Ahead of the active() gate: with the mode off, the headset still
|
||||
-- shows the flat screen on the floating panel.
|
||||
VR.update(dt)
|
||||
if not Voxel.active() then return end
|
||||
local Game = require("src.core.Game")
|
||||
local ow = Game and Game.overworld
|
||||
@@ -195,6 +219,19 @@ mod.content.render_pipelines:register("voxel", {
|
||||
end,
|
||||
|
||||
drawWorld = function(ctx)
|
||||
-- the palette closure, stashed for the VR frame: it renders from the
|
||||
-- update hook, where no ctx exists to carry one
|
||||
VR.paletteFor = ctx.paletteFor
|
||||
-- With a headset running, the window's world pass becomes the MIRROR
|
||||
-- -- the left eye, fitted to the window -- rather than a third full
|
||||
-- render of the scene. Everything else about the frame (the UI the
|
||||
-- engine composites over this) is unchanged, which is exactly what
|
||||
-- the headset's floating panel photographs.
|
||||
if VR.active() then
|
||||
local sw, sh = sceneSize(ctx)
|
||||
local m = VR.mirror(sw, sh)
|
||||
if m then return m end
|
||||
end
|
||||
-- Terrain and characters are geometry; the field FX stay ordinary 2D
|
||||
-- draws composited on top, anchored through the same camera the 3D
|
||||
-- pass used (ctx.drawFx below). The scene renders at the window's
|
||||
@@ -202,21 +239,36 @@ mod.content.render_pipelines:register("voxel", {
|
||||
-- a magnified low-res image, while the FX closures keep drawing in
|
||||
-- world-pixel units.
|
||||
local sw, sh = sceneSize(ctx)
|
||||
local canvas = VoxelScene.render(ctx.state, sw, sh,
|
||||
-- With AA on, the whole pass runs into a canvas BIGGER than the window
|
||||
-- and is folded back down at the end (see AntiAlias). Nothing between
|
||||
-- these two lines knows: every pass in the frame measures itself in the
|
||||
-- canvas it was handed, so the sky's dither, the water's march and the
|
||||
-- camera itself all come out the same picture at a higher sample rate.
|
||||
local rw, rh = AntiAlias.expand(sw, sh)
|
||||
local canvas = VoxelScene.render(ctx.state, rw, rh,
|
||||
ctx.vw, ctx.vh, ctx.paletteFor)
|
||||
if not canvas then return nil end -- fall back to the 2D path
|
||||
if Voxel3D.beginOverlay() then
|
||||
-- the FX closures are ordinary 2D draws sized in DISPLAY pixels, and
|
||||
-- they are drawing into the supersampled canvas alongside everything
|
||||
-- else -- so the scale goes up with it, or the "!" bubble lands the
|
||||
-- right place at half the size. project() already answers in canvas
|
||||
-- pixels, so only the scale needs saying.
|
||||
ctx.drawFx(function(wx, wy) return Voxel3D.project(wx, 0, wy) end,
|
||||
ctx.scale)
|
||||
ctx.scale * AntiAlias.factor())
|
||||
Voxel3D.endOverlay()
|
||||
end
|
||||
return canvas
|
||||
-- and back to the window's own size, which is what the engine composites
|
||||
-- one canvas pixel to one display pixel. A pass-through when AA is off.
|
||||
return AntiAlias.resolve(canvas, sw, sh, "world")
|
||||
end,
|
||||
|
||||
invalidate = function()
|
||||
Voxel3D.invalidate()
|
||||
OverworldBattle.invalidate()
|
||||
AntiAlias.invalidate()
|
||||
ChunkMesher.invalidate() -- no map id = every cached mesh
|
||||
VR.invalidate() -- the mirror, and FBO ids of dead canvases
|
||||
end,
|
||||
})
|
||||
|
||||
@@ -282,6 +334,10 @@ applyFull = function(level)
|
||||
-- the horizon flat. The curve bends the world away from a walking player,
|
||||
-- which fights a fixed diorama framing
|
||||
WorldCurve.setting:setIndex(1, Game)
|
||||
-- and the water reflecting everything it can: FULL is the diorama at its
|
||||
-- most photographed, and a lake with the sky and the shoreline in it is
|
||||
-- most of what makes the model read as being outdoors
|
||||
Water.setting:setIndex(1, Game)
|
||||
-- and the view fitted to the window
|
||||
opts.zoom = 0
|
||||
Zoom.applyOptions(opts)
|
||||
@@ -332,12 +388,21 @@ local SETTINGS = {
|
||||
{ VoxelGrid.setting, "One-pixel wireframe along every voxel edge." },
|
||||
{ WorldCurve.setting,
|
||||
"Bend the world down over the horizon, Animal Crossing style." },
|
||||
{ Water.setting,
|
||||
"Reflections on water. FULL adds screen-space reflections of the "
|
||||
.. "shoreline, the trees and the buildings behind it; SKY is the sky, "
|
||||
.. "the sun and the moon alone, which is most of the look for a "
|
||||
.. "fraction of the cost." },
|
||||
-- `full` marks a row FULL does not take away. FULL owns the diorama's own
|
||||
-- knobs; what a battle is drawn over, and how it is framed, are not that.
|
||||
-- Off the OPTIONS menu while VR is on: the headset REQUIRES staged
|
||||
-- battles (OverworldBattle.enabled answers true regardless of this row)
|
||||
-- and forbids back sprites (backPinned answers false), so both rows
|
||||
-- decide nothing there and a dead switch on the menu reads as broken.
|
||||
{ OverworldBattle.setting,
|
||||
"Fight on the map: the battle draws over the nearest clear ground, "
|
||||
.. "shot over the shoulder with a slow parallax drift.",
|
||||
full = true },
|
||||
when = function() return not VR.enabled() end, full = true },
|
||||
-- Only offered while a fight can actually be staged on the map: with 3D-BTL
|
||||
-- off the engine draws the classic screen, which is this row's ON already,
|
||||
-- and a row that no longer decides anything is worse than no row.
|
||||
@@ -345,17 +410,51 @@ local SETTINGS = {
|
||||
"Keep your own Pokemon on the battle menu, seen from behind in its "
|
||||
.. "original slot, instead of standing it on the map facing the foe. "
|
||||
.. "The foe is still out there on its own tile.",
|
||||
when = function() return stagedBattles() end, full = true },
|
||||
when = function() return stagedBattles() and not VR.enabled() end,
|
||||
full = true },
|
||||
{ DayNight.setting,
|
||||
"What time it is outdoors: pin the sky to DAY, NIGHT, DUSK or DAWN, "
|
||||
.. "let CYCLE run it -- ten minutes of sun, ten of moon, with the "
|
||||
.. "shadows, the sky and the light following -- or SYNC it to the "
|
||||
.. "clock on the wall, so Kanto's evening falls when yours does." },
|
||||
-- Marked `full` for the opposite reason the battle rows are: this is not a
|
||||
-- knob on the look at all, it is what the look COSTS. FULL is a preset for
|
||||
-- the diorama, not a licence to spend four times the fill rate on the
|
||||
-- machine it happens to be running on, so it neither sets this nor takes
|
||||
-- the row away -- the player decides what their hardware can carry, from
|
||||
-- inside FULL like anywhere else.
|
||||
{ AntiAlias.setting,
|
||||
"Smooth the stair-stepped edges of the 3D world -- roof ridges, ledge "
|
||||
.. "lips, a tree against the sky -- by rendering the diorama larger than "
|
||||
.. "the window and folding it back down. Every edge in the picture "
|
||||
.. "softens with them, the tileset's own texels included, so the diorama "
|
||||
.. "reads smoother rather than sharper. 2X costs half again as many "
|
||||
.. "pixels in each direction and 4X twice, which makes this the most "
|
||||
.. "expensive row in the mod.",
|
||||
full = true },
|
||||
-- `full` for the same reason as AA: not a knob on the look, a question
|
||||
-- about the hardware on the desk.
|
||||
{ VR.setting,
|
||||
"PCVR through OpenXR (SteamVR, Oculus, WMR). The diorama becomes a "
|
||||
.. "tabletop model your head moves around; the 1ST rung stands you "
|
||||
.. "inside the world at life size, looking where the headset looks. "
|
||||
.. "Menus and dialogs float on a panel. Needs a Windows OpenXR runtime "
|
||||
.. "and the mod running from a real folder; without them the row stays "
|
||||
.. "and the game stays flat, with the reason on the console.",
|
||||
-- on Windows the row stays even when a runtime is missing (the console
|
||||
-- says why); off Windows -- mobile above all -- there is no VR to have
|
||||
-- and the row does not exist
|
||||
when = function() return VR.supported() end, full = true },
|
||||
}
|
||||
|
||||
local schema = {}
|
||||
for i, entry in ipairs(SETTINGS) do
|
||||
schema[i] = entry[1]:schema(entry[2])
|
||||
for _, entry in ipairs(SETTINGS) do
|
||||
-- the VR row is absent from the mod manager's page too where the
|
||||
-- platform cannot do VR at all -- the OPTIONS menu's `when` gates are
|
||||
-- situational (a row hidden for now), this one is existential
|
||||
if entry[1] ~= VR.setting or VR.supported() then
|
||||
schema[#schema + 1] = entry[1]:schema(entry[2])
|
||||
end
|
||||
end
|
||||
mod.options:define(schema)
|
||||
|
||||
@@ -366,6 +465,7 @@ mod.options:define(schema)
|
||||
-- 6 T-SHIFT cycle the blur ladder (was 9)
|
||||
-- 7 V-CURVE cycle the horizon bend (new)
|
||||
-- 8 3D-BTL toggle overworld battles (new)
|
||||
-- 9 WATER cycle the water reflections (new; 9 was T-SHIFT's old key)
|
||||
--
|
||||
-- Only 6 arrives by the documented route. Game:keypressed answers the
|
||||
-- engine's own display keys FIRST and returns -- 2 COLORS, 3 TILT, 4 ZOOM,
|
||||
@@ -398,8 +498,37 @@ local HOTKEYS = {
|
||||
["5"] = VoxelGrid.setting,
|
||||
["7"] = WorldCurve.setting,
|
||||
["8"] = OverworldBattle.setting,
|
||||
["9"] = Water.setting,
|
||||
}
|
||||
|
||||
-- One step of the VOXEL angle ladder: everything a "3" press does, named
|
||||
-- so the pad's SELECT button (below) can make exactly the same step. The
|
||||
-- gate is the registry's own; the tilt/GBC FX clearing is the engine work
|
||||
-- the key has always delegated (see the wrap below for why).
|
||||
local function cycleVoxel(game)
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
local top = game.stack and game.stack:top()
|
||||
if not Pipelines.canToggle("voxel", top, game.overworld) then return false end
|
||||
Pipelines.setLevel("voxel", Voxel.nextHotkeyLevel(Pipelines.level("voxel")))
|
||||
Pipelines.syncOptions(game.save.options)
|
||||
-- 3 is the key that used to turn TILT on and sits next to the one that
|
||||
-- used to turn GBC FX on, and this mod has taken both away. A player who
|
||||
-- left either running before enabling the mod would otherwise have no
|
||||
-- way back to off, and both fight the diorama -- so the VOXEL step
|
||||
-- clears them on EVERY press, not just the press that switches on.
|
||||
game.save.options.tilt = 0
|
||||
game.save.options.gbcfx = 0
|
||||
require("src.render.GBCFX").setLevel(0)
|
||||
require("src.render.Tilt").setLevel(game.save.options.tilt or 0)
|
||||
game:writeOptions()
|
||||
return true
|
||||
end
|
||||
|
||||
-- The VR stick click makes this same step (VR.stepView): the function is
|
||||
-- a local of this file, so the handoff is explicit rather than a
|
||||
-- reimplementation drifting out of date in lib/VR.lua.
|
||||
VR.cycleVoxel = cycleVoxel
|
||||
|
||||
do
|
||||
local Game = require("src.core.Game")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
@@ -416,50 +545,30 @@ do
|
||||
-- 3 walks the ANGLE rungs and steps over FULL (Voxel.HOTKEY_ORDER),
|
||||
-- so the registry's plain "advance one and wrap" is not what it
|
||||
-- wants; 6 still is. The gate is the registry's own either way.
|
||||
local stepped = false
|
||||
-- The whole of 3's step lives in cycleVoxel, because the pad's
|
||||
-- SELECT button makes the same step (see the handleInput wrap).
|
||||
if key == "3" then
|
||||
if Pipelines.canToggle("voxel", top, self.overworld) then
|
||||
Pipelines.setLevel("voxel",
|
||||
Voxel.nextHotkeyLevel(Pipelines.level("voxel")))
|
||||
stepped = true
|
||||
end
|
||||
else
|
||||
stepped = Pipelines.hotkey(key, top, self.overworld) and true
|
||||
end
|
||||
if stepped then
|
||||
if cycleVoxel(self) then return end
|
||||
elseif Pipelines.hotkey(key, top, self.overworld) then
|
||||
Pipelines.syncOptions(self.save.options)
|
||||
-- 3 is the key that used to turn TILT on and sits next to the one
|
||||
-- that used to turn GBC FX on, and this mod has taken both away.
|
||||
-- A player who left either running before enabling the mod would
|
||||
-- otherwise have no way back to off, and both fight the diorama:
|
||||
-- TILT is the flat fake of what this mode does for real, and GBC
|
||||
-- FX is a full-screen present pass over the top of it. So the
|
||||
-- VOXEL key clears them on EVERY press, not just the press that
|
||||
-- switches the mode on -- cycling back round to OFF leaves them
|
||||
-- off too, which is the state the key is now the only route to.
|
||||
if key == "3" then
|
||||
self.save.options.tilt = 0
|
||||
self.save.options.gbcfx = 0
|
||||
require("src.render.GBCFX").setLevel(0)
|
||||
end
|
||||
require("src.render.Tilt").setLevel(self.save.options.tilt or 0)
|
||||
self:writeOptions()
|
||||
return
|
||||
end
|
||||
elseif Pipelines.canToggle("voxel", top, self.overworld) then
|
||||
-- All three answer to the voxel pass's own free-roam gate --
|
||||
-- All four answer to the voxel pass's own free-roam gate --
|
||||
-- borrowed from the registry rather than restated, so a press
|
||||
-- mid-warp or mid-cutscene is refused for the wireframe exactly when
|
||||
-- it would be for the mode itself. Two of them parameterise that
|
||||
-- pass; the third (3D-BTL) decides what a battle is drawn over, and
|
||||
-- it would be for the mode itself. Three of them parameterise that
|
||||
-- pass; the fourth (3D-BTL) decides what a battle is drawn over, and
|
||||
-- wants the same gate for a different reason: the answer is read
|
||||
-- when the fight starts, so flipping it from inside one would be a
|
||||
-- switch that appeared to do nothing.
|
||||
claim:cycle(self)
|
||||
-- 8 is one of the two ways staged battles get switched on, and they
|
||||
-- pin BATTLE LAYOUT to OG (see the rows hook). The other two keys
|
||||
-- pin BATTLE LAYOUT to OG (see the rows hook). The other keys
|
||||
-- parameterise the pass and leave the layout alone; the guard answers
|
||||
-- for all three, so nothing here has to know which key it was.
|
||||
-- for all of them, so nothing here has to know which key it was.
|
||||
if stagedBattles() then OverworldBattle.forceOG(self) end
|
||||
return
|
||||
end
|
||||
@@ -716,12 +825,16 @@ do
|
||||
function OptionsMenu:update(dt)
|
||||
local before = Pipelines.level("voxel")
|
||||
local hadBattles = OverworldBattle.enabled()
|
||||
-- the VR row hides the two battle rows while it is on, so stepping
|
||||
-- it changes the LIST exactly the way 3D-BTL does
|
||||
local hadVR = VR.enabled()
|
||||
local wasOn = idAt(self, self.index)
|
||||
inner(self, dt)
|
||||
local after = Pipelines.level("voxel")
|
||||
local crossedFull = after ~= before
|
||||
and (Voxel.isFull(before) or Voxel.isFull(after))
|
||||
if crossedFull or OverworldBattle.enabled() ~= hadBattles then
|
||||
if crossedFull or OverworldBattle.enabled() ~= hadBattles
|
||||
or VR.enabled() ~= hadVR then
|
||||
local rebuilt = OptionsMenu.new(self.game)
|
||||
self.rows = rebuilt.rows
|
||||
-- Follow the row the cursor was ON rather than the slot it was in:
|
||||
@@ -747,6 +860,89 @@ end
|
||||
-- so this file keeps naming every engine seam the mod touches.
|
||||
OverworldBattle.install()
|
||||
|
||||
-- ------- the first-person rung's inputs and its walk
|
||||
--
|
||||
-- 1ST needs two things no other rung does, and each is a named seam:
|
||||
--
|
||||
-- FirstPerson.install claims the LOOK inputs the engine ignores: the right
|
||||
-- stick's axes (Game:gamepadaxis passes them to Input, which returns early
|
||||
-- on anything but the left pair), relative mouse motion (love.mousemoved --
|
||||
-- there is no Game handler to wrap; the engine's own callback only feeds
|
||||
-- the mouse-as-touch debug path, which stays untouched), the mouse buttons
|
||||
-- while the cursor is captured (A and B -- there is no cursor to click UI
|
||||
-- with), and any touch that lands off the overlay's controls (a drag on
|
||||
-- open screen is the look; the d-pad and buttons still go to
|
||||
-- TouchControls, whose own d-pad finger is also read back analog as the
|
||||
-- move vector). Every wrap forwards whatever it does not claim, and claims
|
||||
-- only while 1ST is actually driving.
|
||||
--
|
||||
-- FreeMove.install wraps OverworldState:handleInput -- the one choke point
|
||||
-- where the grid walk reads the pad, and the same seam the engine's own
|
||||
-- Cycling Road pull lives behind. While 1ST drives, the walk is continuous
|
||||
-- and camera-relative; the player's logical cell stays synced and every
|
||||
-- per-cell consequence still runs through the engine's own machinery
|
||||
-- (onStepComplete, checkEdgeExit, checkLedgeHop, checkBoulderPush). The
|
||||
-- file argues the whole arrangement.
|
||||
FirstPerson.install()
|
||||
FreeMove.install()
|
||||
|
||||
-- ------- SELECT walks the angle ladder
|
||||
--
|
||||
-- The same step the "3" key makes, on the pad's own button: a phone (and
|
||||
-- a controller) has no number row, and SELECT has no overworld job in
|
||||
-- Gen 1 -- its work is all in-menu, which this wrap never sees. The seam
|
||||
-- is OverworldState:handleInput, the same choke point the free walk
|
||||
-- replaced: every gate above it -- menus, dialogs, scripted moves,
|
||||
-- transitions -- already decided the overworld owns the buttons, so a
|
||||
-- SELECT here is free-roam by construction, exactly like the key. When
|
||||
-- the step is refused (mid-warp, no 3D pass) the press falls through to
|
||||
-- the engine's own handling, which is a no-op, as ever.
|
||||
--
|
||||
-- Installed AFTER FreeMove.install, deliberately: its wrap must sit
|
||||
-- OUTSIDE the free walk's, or first person -- where FreeMove.tick takes
|
||||
-- the frame and never calls further in -- would eat the button, and the
|
||||
-- one rung SELECT could not step off of would be 1ST itself.
|
||||
do
|
||||
local OverworldState = require("src.world.OverworldController")
|
||||
if not OverworldState.dramaticShapeSelectHook then
|
||||
local inner = OverworldState.handleInput
|
||||
function OverworldState:handleInput(...)
|
||||
local Game = require("src.core.Game")
|
||||
local input = Game.input
|
||||
if input and input.wasPressed and input:wasPressed("select") then
|
||||
if cycleVoxel(Game) then return end
|
||||
end
|
||||
return inner(self, ...)
|
||||
end
|
||||
OverworldState.dramaticShapeSelectHook = true
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- edge-anchored menus stay in the GB frame while a headset is live
|
||||
--
|
||||
-- The engine's zoom-aware anchoring (Renderer:setUIAnchor) docks the START
|
||||
-- menu to the WINDOW's top-right edge. Both VR screens -- the floating
|
||||
-- panel and the Pokedex -- crop the window to the GB frame, so a menu at
|
||||
-- the window's edge is cropped away with the border it docked to. The
|
||||
-- engine's own answer to "a state composes its screen, keep every element
|
||||
-- inside it" is uiAnchorHold, computed per frame from this predicate; a
|
||||
-- live headset is exactly that situation for the WHOLE window, so the
|
||||
-- predicate answers yes for as long as one is. Held menus blit where they
|
||||
-- were drawn in the 160x144 canvas -- the START menu's 9,0 x 11 slot is
|
||||
-- already flush with the frame's right edge, which is the right edge of
|
||||
-- what the headset sees. Off-headset frames fall through untouched.
|
||||
do
|
||||
local Game = require("src.core.Game")
|
||||
if not Game.dramaticShapeAnchorHold then
|
||||
local inner = Game.uiAnchorsHeldInStack
|
||||
function Game.uiAnchorsHeldInStack(stack)
|
||||
if VR.active() then return true end
|
||||
return inner(stack)
|
||||
end
|
||||
Game.dramaticShapeAnchorHold = true
|
||||
end
|
||||
end
|
||||
|
||||
-- The overworld's own pushBattle is the choke point for a wild encounter or
|
||||
-- a trainer, and it is wrapped. A battle that arrives some other way -- a
|
||||
-- link battle, a script pushing a BattleState directly -- reaches this
|
||||
@@ -848,7 +1044,7 @@ mod.hooks:wrap("world.tod", function(next, tod, ctx)
|
||||
return DayNight.tod()
|
||||
end)
|
||||
|
||||
mod.exports.version = "1.3.1"
|
||||
mod.exports.version = "1.5.2"
|
||||
-- exposed so a companion mod can pin its own tiles' shapes or read the
|
||||
-- camera without reaching into this mod's file layout
|
||||
mod.exports.lib = V
|
||||
|
||||
+3
-2
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"id": "DRAMATIC_SHAPE",
|
||||
"name": "Dramatic Shape Voxel Mod",
|
||||
"version": "1.3.1",
|
||||
"version": "1.5.2",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
@@ -15,5 +15,6 @@
|
||||
"engine_internals"
|
||||
],
|
||||
"affects_link": false,
|
||||
"description": "A full 3D diorama overworld: extruded terrain, depth-buffered occlusion, voxel characters and a tilt-shift miniature pass -- and battles fought on the map itself, shot over the shoulder at the nearest clear ground with a slow parallax drift and a depth-of-field pass. Registers two render pipelines and claims hotkeys 3, 5, 6, 7 and 8 -- 3 and 5 displace the engine's TILT and GBC FX keys, both still reachable on the OPTIONS menu. Presentational only: it changes what a battle is drawn over, never where anybody stands."
|
||||
"description": "A full 3D diorama overworld: extruded terrain, depth-buffered occlusion, voxel characters and a tilt-shift miniature pass -- and battles fought on the map itself, shot over the shoulder at the nearest clear ground with a slow parallax drift and a depth-of-field pass. Water reflects the sky, the sun, the moon and -- through a screen-space ray march -- the shoreline standing behind it. Registers two render pipelines and claims hotkeys 3, 5, 6, 7, 8 and 9 -- 3 and 5 displace the engine's TILT and GBC FX keys, both still reachable on the OPTIONS menu. Presentational only: it changes what a battle is drawn over, never where anybody stands.",
|
||||
"github": "DramaticShape/DramaticShapeVoxelMod"
|
||||
}
|
||||
|
||||
@@ -16,13 +16,19 @@ return {
|
||||
"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 rung ONLY, the grid walk is replaced by free camera-relative movement: collision, warps, ledges, encounters and scripts still run through the engine's own machinery, and every other rung leaves movement untouched",
|
||||
"on the 1ST rung the mouse cursor is captured for free look; left click is A, right click is B, and any touch off the overlay's controls drags the view",
|
||||
},
|
||||
added = {
|
||||
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees)",
|
||||
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees / 1ST, a first-person camera with free look and free movement)",
|
||||
"T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur",
|
||||
"V-GRID on hotkey 5 and V-CURVE on hotkey 7",
|
||||
"WATER on hotkey 9 (FULL / SKY / OFF, FULL by default): the water surface becomes a field of pixel-tall voxel columns rising and falling as waves, reflecting the sky, the sun, the moon and the cast standing beside it -- and, on FULL, the shoreline, trees and buildings behind it, by a screen-space ray march",
|
||||
"3D-BTL on hotkey 8 (ON / OFF, on by default), battles fought on the world map",
|
||||
"BACK SPRITES options row (OFF / ON, off by default), which keeps your own Pokemon on the battle menu in its classic slot while the foe stands out on the map",
|
||||
"VR options row (OFF / ON, off by default): 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 diorama the right stick zooms and a squeezed grip drags the table's height; 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",
|
||||
@@ -30,15 +36,28 @@ return {
|
||||
},
|
||||
known = {
|
||||
"needs shader and depth-canvas support; without them the rows still cycle but the world stays 2D and battles draw plainly",
|
||||
"water reflections additionally need a READABLE depth canvas; a driver without one draws the flat animated water this mode always drew",
|
||||
"WATER on FULL ray-marches the depth buffer per water pixel, so a map that is mostly sea costs real fill rate on a weak GPU -- SKY is the same look minus the ray march, and OFF is the flat water",
|
||||
"a screen-space reflection can only reflect what is in the frame: a tree just off the top edge is not in the water below it, and a ray that runs off the side fades into the sky rather than ending on a line",
|
||||
"a map with no 3x6 clearing falls back to a 1x4 one, and a map with neither draws the plain battle screen",
|
||||
"the arena is where the CAMERA goes -- nobody is moved, so a fight staged across the map is a shot of that ground, not a trip to it",
|
||||
"the battle backdrop renders at the GB's 160x144 to match the pics composited over it, so it is chunkier than the free-roam pass",
|
||||
"menus and cutscenes are unaffected -- outside a battle the mode only draws the free-roam overworld",
|
||||
"terrain meshes are cached per map, so the first frame after entering a large map costs a build",
|
||||
"1ST needs the 3D pass like every rung; without it the level still persists but the world stays 2D and the grid walk stays in charge",
|
||||
"in 1ST, scripted walks, ledge hops and spinner slides play out as the grid moves they are, with the camera riding along; free control resumes when they land",
|
||||
"rooms have no ceilings, so a first-person look over an interior wall shows the void the diorama always had behind it",
|
||||
"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",
|
||||
},
|
||||
},
|
||||
credits = {
|
||||
{ who = "pret/pokered", for_ = "the tile and sprite data the geometry is derived from" },
|
||||
{ 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 },
|
||||
}
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,18 @@
|
||||
<?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>
|
||||
@@ -0,0 +1,10 @@
|
||||
<?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>
|
||||
@@ -0,0 +1,5 @@
|
||||
<?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>
|
||||
@@ -0,0 +1,5 @@
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<OpenXRLoaderPackageRoot>$(MSBuildThisFileDirectory)..\..\</OpenXRLoaderPackageRoot>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,35 @@
|
||||
<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>
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
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Binary file not shown.
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<coreProperties xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.openxmlformats.org/package/2006/metadata/core-properties">
|
||||
<dc:creator>Khronos Group</dc:creator>
|
||||
<dc:description>Khronos OpenXR loader and headers required to build a Win32 or UWP OpenXR application</dc:description>
|
||||
<dc:identifier>OpenXR.Loader</dc:identifier>
|
||||
<version>1.0.10.2</version>
|
||||
<keywords>native khronos openxr loader headers</keywords>
|
||||
<lastModifiedBy>NuGet, Version=5.4.0.3, Culture=neutral, PublicKeyToken=31bf3856ad364e35;Microsoft Windows NT 6.2.9200.0;.NET Framework 4.7.2</lastModifiedBy>
|
||||
</coreProperties>
|
||||
@@ -0,0 +1,195 @@
|
||||
-- Driver: one scene, once per rung of the AA row.
|
||||
--
|
||||
-- The AA row is the one setting in this mod whose whole effect is a pixel
|
||||
-- wide, so it is also the one that cannot be judged from a description. This
|
||||
-- renders the SAME frame at each rung and writes one PNG per rung; put two of
|
||||
-- them side by side, magnified, and the row is either doing something or it
|
||||
-- is not.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/aa_shots.lua \
|
||||
-- SHOT_DIR=<dir> lovec.exe .
|
||||
--
|
||||
-- knobs (env):
|
||||
-- SHOT_DIR output directory (created if missing) (default "shots/aa")
|
||||
-- AA_MAP map id (default VIRIDIAN_CITY)
|
||||
-- AA_SPOT "x,y[,facing]" (default 20,26,up)
|
||||
-- AA_RUNG the voxel camera rung (default 5, the 75 one)
|
||||
--
|
||||
-- The scene defaults to a town at the LOW camera on purpose: roof ridges, the
|
||||
-- diagonal of a fence and a tree's silhouette against the sky are the edges
|
||||
-- that stair-step, and 75 degrees is the rung that puts the most of them at an
|
||||
-- angle to the pixel grid.
|
||||
--
|
||||
-- Determinism matters here for the same reason it does in voxel_shots_ab: the
|
||||
-- three shots differ ONLY by the row under test, or comparing them means
|
||||
-- nothing. The clock is pinned, the animated tile slots are frozen, the
|
||||
-- townsfolk are stopped where they stand, and the tilt-shift is held at zero
|
||||
-- (a gaussian over the frame would smear away the very edges being looked at).
|
||||
--
|
||||
-- Nothing here writes the player's options: the row is moved with
|
||||
-- ModSetting:sync, which moves the cached index and persists nothing.
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
local OverworldState = require("src.world.OverworldController")
|
||||
|
||||
local ROOT = os.getenv("SHOT_DIR") or "shots/aa"
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[aa] DRAMATIC_SHAPE mod not loaded -- nothing to shoot")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local AntiAlias = V.require("AntiAlias")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
local ShadowMap = V.require("ShadowMap")
|
||||
|
||||
local MAP = os.getenv("AA_MAP") or "VIRIDIAN_CITY"
|
||||
local SPOT = os.getenv("AA_SPOT") or "20,26,up"
|
||||
local RUNG = math.floor(tonumber(os.getenv("AA_RUNG")) or 5)
|
||||
local sx, sy, sf = SPOT:match("^(%-?%d+),%s*(%-?%d+),?%s*(%a*)$")
|
||||
sx, sy = tonumber(sx) or 20, tonumber(sy) or 26
|
||||
if sf == "" then sf = "up" end
|
||||
|
||||
OverworldState.rollEncounter = function() return nil end
|
||||
|
||||
local NPC = require("src.world.NPC")
|
||||
if not NPC.dramaticShapeAaFreeze then
|
||||
local inner = NPC.update
|
||||
function NPC:update(...)
|
||||
self.frozen = true
|
||||
return inner(self, ...)
|
||||
end
|
||||
NPC.dramaticShapeAaFreeze = true
|
||||
end
|
||||
pcall(love.math.setRandomSeed, 20260801)
|
||||
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function cameraStill()
|
||||
local o = game.overworld
|
||||
local c = o and o.camera
|
||||
if not c then return true end
|
||||
local lx, ly, held = nil, nil, 0
|
||||
for _ = 1, 300 do
|
||||
if c.x == lx and c.y == ly then
|
||||
held = held + 1
|
||||
if held >= 10 then return true end
|
||||
else
|
||||
held = 0
|
||||
lx, ly = c.x, c.y
|
||||
end
|
||||
U.wait(1)
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- The camera PITCH, which is the one that caught this driver out. The tween
|
||||
-- runs on wall-clock dt and Voxel.t reaching 1 is not the same instant the
|
||||
-- angle stops moving, so the first shot of a run came out at 67 degrees
|
||||
-- while the two after it were at 75 -- three frames that differ by the
|
||||
-- camera, in a comparison whose entire subject is a pixel.
|
||||
local function angleStill()
|
||||
local last, held = nil, 0
|
||||
for _ = 1, 600 do
|
||||
if Voxel.angle == last then
|
||||
held = held + 1
|
||||
if held >= 10 then return true end
|
||||
else
|
||||
held = 0
|
||||
last = Voxel.angle
|
||||
end
|
||||
U.wait(1)
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
angleStill()
|
||||
cameraStill()
|
||||
-- the sun map is only redrawn when its inputs move, and the AA row is not
|
||||
-- one of them -- so force one pass at the settled camera rather than
|
||||
-- comparing a frame against a map fitted a few hundredths of a pixel ago
|
||||
if ShadowMap.forget then ShadowMap.forget() end
|
||||
U.wait(20)
|
||||
end
|
||||
|
||||
DayNight.setting:sync("day")
|
||||
U.teleport(game, MAP, sx, sy, sf)
|
||||
Pipelines.setLevel("voxel", RUNG)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
|
||||
-- Warm up before the FIRST shot, not just between them.
|
||||
--
|
||||
-- Neighbour maps are requested from inside the render itself
|
||||
-- (VoxelScene.prefetch), so an empty build queue right after a teleport
|
||||
-- means "nothing has been asked for yet", not "everything is here". The
|
||||
-- first capture of a run came out with the map beyond Viridian missing --
|
||||
-- a whole tree line absent from one frame of a three-way comparison, which
|
||||
-- looks exactly like the row under test doing something enormous. Settling
|
||||
-- twice lets the first render request the neighbourhood and the second
|
||||
-- drain it.
|
||||
settle()
|
||||
settle()
|
||||
|
||||
local shots, missed = 0, 0
|
||||
for _, samples in ipairs({ 0, 2, 4 }) do
|
||||
AntiAlias.setting:sync(samples)
|
||||
settle()
|
||||
-- AA_TRACE=1 prints the state each shot was taken in. When two shots of a
|
||||
-- run disagree by more than the row could account for, this is what says
|
||||
-- which input moved -- it is how the camera-tween and the neighbour-mesh
|
||||
-- settles above were both found.
|
||||
if os.getenv("AA_TRACE") == "1" then
|
||||
local Voxel3D = V.require("Voxel3D")
|
||||
local o = game.overworld
|
||||
local cw, chh = Voxel3D.size()
|
||||
print(("[aa] trace samples=%d angle=%.6f fov=%.6f cell=%.4f canvas=%dx%d cam=(%.3f,%.3f) eye=(%.2f,%.2f,%.2f) factor=%.4f")
|
||||
:format(samples, Voxel.angle or -1, Voxel3D.fovY or -1,
|
||||
Voxel3D.cell or -1, cw or 0, chh or 0,
|
||||
o and o.camera and o.camera.x or -1,
|
||||
o and o.camera and o.camera.y or -1,
|
||||
(Voxel3D.eye or {})[1] or 0, (Voxel3D.eye or {})[2] or 0,
|
||||
(Voxel3D.eye or {})[3] or 0, AntiAlias.factor()))
|
||||
end
|
||||
local path = ("%s/aa_%d.png"):format(ROOT, samples)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then
|
||||
f:close()
|
||||
shots = shots + 1
|
||||
print(("[aa] %s samples=%d"):format(path, samples))
|
||||
else
|
||||
missed = missed + 1
|
||||
print("[aa] capture did not reach disk: " .. path)
|
||||
end
|
||||
end
|
||||
-- left where it was found, so a run cannot leak a rung into the next one
|
||||
AntiAlias.setting:sync(0)
|
||||
|
||||
print(("[aa] %d shots into %s (%d failed to reach disk)")
|
||||
:format(shots, ROOT, missed))
|
||||
end
|
||||
@@ -0,0 +1,79 @@
|
||||
-- Scratch driver: shots of the Bike Shop showroom, for the bicycle
|
||||
-- voxelization. Two viewpoints -- the north wall (the two bikes drawn
|
||||
-- INTO the wall band) and the showroom floor (the six standing bikes).
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/bike_shop_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/bikes AB_TAG=before lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/bikes")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "before")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[bike] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
-- cells: wall bikes ride cell row 0 (tile cols 1-3 and 6-8); the six
|
||||
-- floor bikes stand in cell columns 0 and 2, rows 1-2 and 4-5
|
||||
local SCENES = {
|
||||
{ x = 2, y = 2, face = "up", label = "wall" },
|
||||
{ x = 3, y = 3, face = "up", label = "room" },
|
||||
{ x = 2, y = 4, face = "left", label = "floor" },
|
||||
{ x = 3, y = 6, face = "up", label = "wide" },
|
||||
-- the two toolboxes, cells (6,6) and (7,7)
|
||||
{ x = 5, y = 6, face = "right", label = "tools" },
|
||||
{ x = 6, y = 4, face = "down", label = "tools2" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
for _, rung in ipairs({ 3, 5 }) do
|
||||
U.teleport(game, "BIKE_SHOP", s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[bike] capture missed: " .. path) end
|
||||
end
|
||||
end
|
||||
print(("[bike] %d shots into %s"):format(shots, ROOT))
|
||||
end
|
||||
@@ -0,0 +1,77 @@
|
||||
-- Scratch driver: shots of Bill's desk, for the `bills_desk`
|
||||
-- voxelization. The desk fills cells (1,4) and (2,4) of Bill's house
|
||||
-- with its chair in the walkable cell (1,5) below it, so these are the
|
||||
-- angles you can actually stand at: head-on from the floor two cells
|
||||
-- south, and from either flank.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/bills_desk_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/billsdesk AB_TAG=after lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/billsdesk")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[bills] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
{ x = 1, y = 6, face = "up", label = "headon" },
|
||||
{ x = 2, y = 6, face = "up", label = "headon_e" },
|
||||
{ x = 4, y = 5, face = "left", label = "east" },
|
||||
{ x = 0, y = 5, face = "right", label = "west" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
for _, rung in ipairs({ 3, 5 }) do
|
||||
U.teleport(game, "BILLS_HOUSE", s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[bills] capture missed: " .. path) end
|
||||
end
|
||||
end
|
||||
print(("[bills] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,81 @@
|
||||
-- Scratch driver: shots of the Celadon chief's house, for the display
|
||||
-- cabinet and long table voxelizations. Three viewpoints -- the
|
||||
-- cabinet rank along the north wall, the long table in the middle of
|
||||
-- the room, and a wide shot with both in frame.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/chief_house_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/chief AB_TAG=after lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/chief")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[chief] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
-- the cabinets occupy cells 2..5 of rows 0-1; the long table cells
|
||||
-- 2..5 of rows 3-4; the player walks rows 2 and 5
|
||||
local SCENES = {
|
||||
{ x = 3, y = 2, face = "up", label = "cabinets" },
|
||||
{ x = 5, y = 2, face = "up", label = "bookcase" },
|
||||
{ x = 3, y = 5, face = "up", label = "table" },
|
||||
{ x = 1, y = 5, face = "right", label = "wide" },
|
||||
-- the same rank on CELADON_MANSION_1F, where it stands against the
|
||||
-- interior partition and the grids start on an ODD tile row
|
||||
{ map = "CELADON_MANSION_1F", x = 2, y = 4, face = "up",
|
||||
label = "mansion1f" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
for _, rung in ipairs({ 3, 5 }) do
|
||||
U.teleport(game, s.map or "CELADON_CHIEF_HOUSE", s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[chief] capture missed: " .. path) end
|
||||
end
|
||||
end
|
||||
print(("[chief] %d shots into %s"):format(shots, ROOT))
|
||||
end
|
||||
+1386
-23
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,159 @@
|
||||
-- Scratch driver: shots of the 1ST (first-person) rung -- the rig standing
|
||||
-- in the player's head, billboards yawing to face it, the sky meeting the
|
||||
-- horizon, the shadow box following the look, water seen from eye level,
|
||||
-- and an interior with its figures.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/fp_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/fpshots lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/fp")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[fp] DRAMATIC_SHAPE mod not loaded")
|
||||
return love.event.quit()
|
||||
end
|
||||
local V = handle.lib
|
||||
local FirstPerson = V.require("FirstPerson")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
local DayNight = V.require("DayNight")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 0
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if FirstPerson.blend >= 1 and Voxel.ready
|
||||
and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
-- Teleport to the nearest WALKABLE cell: a guessed coordinate inside a
|
||||
-- building footprint buries the eye in the geometry, which is what the
|
||||
-- first cut of every Pallet shot did.
|
||||
local function place(mapId, x, y)
|
||||
U.teleport(game, mapId, x, y, "down")
|
||||
local ow = game.stack:top()
|
||||
local map = ow and ow.map
|
||||
if not map or map:isWalkableCell(x, y) then return end
|
||||
for r = 1, 8 do
|
||||
for dy = -r, r do
|
||||
for dx = -r, r do
|
||||
if math.max(math.abs(dx), math.abs(dy)) == r then
|
||||
local cx, cy = x + dx, y + dy
|
||||
if map:inBounds(cx, cy) and map:isWalkableCell(cx, cy) then
|
||||
U.teleport(game, mapId, cx, cy, "down")
|
||||
print(("[fp] (%d,%d) not walkable; standing at (%d,%d)")
|
||||
:format(x, y, cx, cy))
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- yaw is a world bearing: 0 south, pi/2 east, pi north, -pi/2 west
|
||||
local SCENES = {
|
||||
-- Pallet Town, mid-street: houses, the lab, NPCs -- the town seen
|
||||
-- from inside it, in each compass direction plus a diagonal
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi, label = "pallet_north" },
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = 0, label = "pallet_south" },
|
||||
{ map = "PALLET_TOWN", x = 9, y = 7, yaw = math.pi / 2, label = "pallet_east" },
|
||||
{ map = "PALLET_TOWN", x = 9, y = 7, yaw = 3 * math.pi / 4,
|
||||
label = "pallet_diag" },
|
||||
-- the shoreline: water at eye level, which is where the battle pass
|
||||
-- says a low placed camera reads the reflection wrong -- the shot
|
||||
-- decides whether 1ST keeps it
|
||||
{ map = "PALLET_TOWN", x = 9, y = 12, yaw = 0, label = "pallet_water" },
|
||||
-- looking up: the sky's bands and the horizon line
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
|
||||
pitch = -math.rad(25), label = "pallet_skyward" },
|
||||
-- and down: the ground, the feet-level shadow
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
|
||||
pitch = math.rad(45), label = "pallet_down" },
|
||||
-- Route 1: grass rows and ledges from inside them
|
||||
{ map = "ROUTE_1", x = 10, y = 28, yaw = math.pi, label = "route1_north" },
|
||||
-- an interior: the Center's counter, machines and couch figures
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 3, y = 5, yaw = math.pi,
|
||||
label = "center_north" },
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 6, y = 4, yaw = -math.pi / 2,
|
||||
label = "center_west" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
place(s.map, s.x, s.y)
|
||||
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
FirstPerson.yaw = s.yaw
|
||||
FirstPerson.pitch = s.pitch or FirstPerson.PITCH_DEFAULT
|
||||
U.wait(20)
|
||||
if U.shot(game, ("%s/%s.png"):format(ROOT, s.label)) then
|
||||
shots = shots + 1
|
||||
end
|
||||
end
|
||||
|
||||
-- one mid-blend shot: step the ladder onto 1ST from 75 and catch the
|
||||
-- dive halfway
|
||||
place("PALLET_TOWN", 13, 14)
|
||||
Pipelines.setLevel("voxel", 5)
|
||||
settle()
|
||||
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
|
||||
for _ = 1, 300 do
|
||||
if FirstPerson.blend >= 0.5 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
if U.shot(game, ROOT .. "/blend_mid.png") then shots = shots + 1 end
|
||||
|
||||
-- ------- the free walk, exercised
|
||||
--
|
||||
-- Hold forward with the head yawed off-grid and confirm the player
|
||||
-- GLIDES: the position moves along the look direction, lands off the
|
||||
-- 16px grid (which no grid step can do), and the logical cell follows.
|
||||
place("PALLET_TOWN", 13, 14)
|
||||
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
|
||||
settle()
|
||||
local ow = game.stack:top()
|
||||
local p = ow.player
|
||||
FirstPerson.yaw = 3 * math.pi / 4 -- northeast, deliberately off-grid
|
||||
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
|
||||
local x0, y0, c0x, c0y = p.px, p.py, p.cellX, p.cellY
|
||||
U.hold(game, "up", 90)
|
||||
U.wait(5)
|
||||
local moved = math.abs(p.px - x0) + math.abs(p.py - y0)
|
||||
print(("[fp] walk: (%.1f,%.1f) cell(%d,%d) -> (%.1f,%.1f) cell(%d,%d)")
|
||||
:format(x0, y0, c0x, c0y, p.px, p.py, p.cellX, p.cellY))
|
||||
print(("[fp] walk moved %.1f px; off-grid: %s; diagonal: %s")
|
||||
:format(moved,
|
||||
tostring(p.px % 16 ~= 0 or p.py % 16 ~= 0),
|
||||
tostring(math.abs(p.px - x0) > 8
|
||||
and math.abs(p.py - y0) > 8)))
|
||||
if U.shot(game, ROOT .. "/walked.png") then shots = shots + 1 end
|
||||
|
||||
print(("[fp] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,78 @@
|
||||
-- Scratch driver: shots of the Pokemon Center healing machines behind
|
||||
-- the counter, for the center_heal_machine voxelization. The pair
|
||||
-- stands at cells (1,0):(2,1) and (6,0):(7,1) of every Center; the
|
||||
-- nurse aisle (row 2) is the row you can actually face them from, and
|
||||
-- the public floor south of the counter gives the wide view.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/heal_machine_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/healshots AB_TAG=after lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/healmachine")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[heal] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
{ x = 1, y = 2, face = "up", label = "west_head" },
|
||||
{ x = 2, y = 2, face = "up", label = "west_keyboard" },
|
||||
{ x = 3, y = 2, face = "left", label = "west_side" },
|
||||
{ x = 6, y = 2, face = "up", label = "east_head" },
|
||||
{ x = 3, y = 4, face = "up", label = "wide" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
for _, rung in ipairs({ 3, 5 }) do
|
||||
U.teleport(game, "VIRIDIAN_POKECENTER", s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[heal] capture missed: " .. path) end
|
||||
end
|
||||
end
|
||||
print(("[heal] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,98 @@
|
||||
-- Scratch driver: shots of the house dining tables and stools, for the
|
||||
-- band-table + no-desk-part voxelization. Every generic home places the
|
||||
-- table at cells (3,3):(4,4) with four stools around it (Blue's house has
|
||||
-- Daisy seated at hers); Red's and the Copycat's ground floors place the
|
||||
-- same furniture one cell lower, with the potted plant CUTOUT standing on
|
||||
-- the tabletop -- the standee the table template must support, not
|
||||
-- swallow.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/house_furniture_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/housefurn AB_TAG=after lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/housefurn")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[housefurn] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
-- head on: below Blue's table looking north over a stool at it,
|
||||
-- Daisy seated at the left one
|
||||
{ map = "BLUES_HOUSE", x = 3, y = 5, face = "up", label = "blues_front" },
|
||||
-- from the east, table and both east stools in profile
|
||||
{ map = "BLUES_HOUSE", x = 6, y = 3, face = "left", label = "blues_side" },
|
||||
-- from the north wall looking south down over the tabletop
|
||||
{ map = "BLUES_HOUSE", x = 4, y = 2, face = "down", label = "blues_over" },
|
||||
-- close beside a stool: seat top, legs and the gap between them
|
||||
{ map = "BLUES_HOUSE", x = 2, y = 5, face = "up", label = "stool_close" },
|
||||
-- Red's table head on from the south: the plant cutout standing on
|
||||
-- the modelled tabletop
|
||||
{ map = "REDS_HOUSE_1F", x = 4, y = 6, face = "up", label = "reds_front" },
|
||||
-- and from the east along the stool row, plant in profile
|
||||
{ map = "REDS_HOUSE_1F", x = 6, y = 4, face = "left", label = "reds_side" },
|
||||
-- the Fan Club's four members' chairs round the boardroom table:
|
||||
-- from the south of the west pair, both stools stacked in profile
|
||||
{ map = "POKEMON_FAN_CLUB", x = 1, y = 5, face = "up",
|
||||
label = "club_west_pair" },
|
||||
-- across the table from the west, both pairs and the octagon between
|
||||
{ map = "POKEMON_FAN_CLUB", x = 0, y = 3, face = "right",
|
||||
label = "club_across" },
|
||||
-- close on the east pair from the north, looking down over the seats
|
||||
{ map = "POKEMON_FAN_CLUB", x = 6, y = 2, face = "down",
|
||||
label = "club_over" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
for _, rung in ipairs({ 3, 5 }) do
|
||||
U.teleport(game, s.map, s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[housefurn] capture missed: " .. path) end
|
||||
end
|
||||
end
|
||||
print(("[housefurn] %d shots into %s"):format(shots, ROOT))
|
||||
end
|
||||
@@ -0,0 +1,76 @@
|
||||
-- Scratch driver: shots of a Poke Mart's clerk counter, for the cash
|
||||
-- register voxelization. The register is drawn at cell (1,5) of the 4x4
|
||||
-- shop layout every Mart shares, in the middle of the counter's east arm,
|
||||
-- so these are the three angles you can actually stand at: head-on from
|
||||
-- the aisle, side-on from the east, and over the counter's south arm.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mart_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/register AB_TAG=after lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/register")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[mart] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
{ x = 1, y = 7, face = "up", label = "aisle" },
|
||||
{ x = 2, y = 5, face = "left", label = "side" },
|
||||
{ x = 2, y = 6, face = "left", label = "over" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
for _, rung in ipairs({ 3, 5 }) do
|
||||
U.teleport(game, "VIRIDIAN_MART", s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[mart] capture missed: " .. path) end
|
||||
end
|
||||
end
|
||||
print(("[mart] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,71 @@
|
||||
-- Driver: one overworld-battle screenshot per species, the mon fighting
|
||||
-- ITSELF -- its back pic on the player's mark and its front pic on the
|
||||
-- enemy's, so a single frame shows both sprites the 3D mode draws for it.
|
||||
--
|
||||
-- The point is a visual sweep for pic glitches (holes the paper-fill missed,
|
||||
-- a silhouette cut wrong, a pin that leaves the mon floating), so every shot
|
||||
-- is staged identically: same map, same cells, same beat -- the battle menu,
|
||||
-- both HUD panels up. Whatever differs between two shots is the mon.
|
||||
--
|
||||
-- SHOT_DIR=.scratchpad/mon_shots \
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/mon_shots.lua love .
|
||||
--
|
||||
-- Files land as NNN_species.png in dex order.
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/mon_shots"
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
|
||||
-- every real species the merged data carries, walked in dex order
|
||||
local species = {}
|
||||
for id, def in pairs(game.data.pokemon) do
|
||||
if type(id) == "string" and type(def) == "table"
|
||||
and def.dex and def.dex >= 1 and def.dex <= 151 then
|
||||
species[#species + 1] = { id = id, dex = def.dex }
|
||||
end
|
||||
end
|
||||
table.sort(species, function(a, b) return a.dex < b.dex end)
|
||||
U.log(("%d species"):format(#species))
|
||||
|
||||
game.save.player.name = "RED"
|
||||
|
||||
for _, s in ipairs(species) do
|
||||
-- level 50 both sides: high enough that nothing about the staging is
|
||||
-- species-specific, and a wild battle never awards exp off a menu shot
|
||||
game.save.party = { Pokemon.new(game.data, s.id, 50) }
|
||||
|
||||
U.teleport(game, "ROUTE_1", 5, 8, "down")
|
||||
-- let the neighbourhood's meshes land so the first battle frame is the
|
||||
-- real arena rather than the flat fallback
|
||||
U.wait(60)
|
||||
|
||||
local battle = BattleState.newWild(game, s.id, 50)
|
||||
battle.onFinish = function() end
|
||||
game.overworld:pushBattle(battle)
|
||||
|
||||
-- the wipe, then tap through "Wild X appeared!" and the send-out until
|
||||
-- the battle MENU is actually up -- a fixed tap count lands on whatever
|
||||
-- beat the intro happened to be on, which is how a shot ends up with the
|
||||
-- trainer still standing where the mon should be
|
||||
U.wait(70)
|
||||
for _ = 1, 200 do
|
||||
if battle.phase == "menu" then break end
|
||||
U.tap(game, "a")
|
||||
U.wait(6)
|
||||
end
|
||||
if battle.phase ~= "menu" then
|
||||
U.log(("STUCK before menu: %s (phase %s)"):format(s.id, tostring(battle.phase)))
|
||||
end
|
||||
-- let the send-out slide/ball beat finish so the mon is standing still
|
||||
U.wait(40)
|
||||
U.shot(game, ("%s/%03d_%s.png"):format(DIR, s.dex, s.id:lower()))
|
||||
|
||||
while game.stack:top() and game.stack:top() ~= game.overworld do
|
||||
game.stack:pop()
|
||||
end
|
||||
U.wait(10)
|
||||
end
|
||||
|
||||
U.log("done -- " .. DIR)
|
||||
end
|
||||
@@ -0,0 +1,63 @@
|
||||
-- Driver: dump the exact pic textures a live 3D battle draws, per stage --
|
||||
-- the sprite as loaded (raw) and what picImage hands the billboard after the
|
||||
-- palette bake and BattlePics' paper fill (final). Diagnostic for pics that
|
||||
-- render with holes: whichever stage the transparency first appears in is
|
||||
-- the stage that made it.
|
||||
--
|
||||
-- SHOT_DIR=.scratchpad/pic_dump \
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/pic_dump.lua love .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/pic_dump"
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
|
||||
local function save(img, path)
|
||||
if not img then U.log("NIL image for " .. path) return end
|
||||
local w, h = img:getDimensions()
|
||||
local g = love.graphics
|
||||
local prev = g.getCanvas()
|
||||
local canvas = g.newCanvas(w, h, { dpiscale = 1 })
|
||||
g.setCanvas(canvas)
|
||||
g.clear(0, 0, 0, 0)
|
||||
g.setBlendMode("replace", "premultiplied")
|
||||
g.setColor(1, 1, 1, 1)
|
||||
g.draw(img, 0, 0)
|
||||
g.setCanvas(prev)
|
||||
g.setBlendMode("alpha")
|
||||
local f = assert(io.open(path, "wb"))
|
||||
f:write(canvas:newImageData():encode("png"):getString())
|
||||
f:close()
|
||||
end
|
||||
|
||||
local SPECIES = os.getenv("PIC_SPECIES")
|
||||
local list = {}
|
||||
if SPECIES then
|
||||
for id in SPECIES:gmatch("[^,%s]+") do list[#list + 1] = id:upper() end
|
||||
else
|
||||
list = { "PIKACHU", "SEEL", "BULBASAUR", "MEWTWO" }
|
||||
end
|
||||
|
||||
for _, id in ipairs(list) do
|
||||
game.save.party = { Pokemon.new(game.data, id, 50) }
|
||||
U.teleport(game, "ROUTE_1", 5, 8, "down")
|
||||
U.wait(30)
|
||||
local battle = BattleState.newWild(game, id, 50)
|
||||
battle.onFinish = function() end
|
||||
game.overworld:pushBattle(battle)
|
||||
U.wait(80)
|
||||
local lo = id:lower()
|
||||
save(battle.enemy.sprite, ("%s/%s_front_raw.png"):format(DIR, lo))
|
||||
save(battle:picImage(battle.enemy.sprite), ("%s/%s_front_final.png"):format(DIR, lo))
|
||||
save(battle.player.sprite, ("%s/%s_back_raw.png"):format(DIR, lo))
|
||||
save(battle:picImage(battle.player.sprite), ("%s/%s_back_final.png"):format(DIR, lo))
|
||||
U.log("dumped " .. id)
|
||||
while game.stack:top() and game.stack:top() ~= game.overworld do
|
||||
game.stack:pop()
|
||||
end
|
||||
U.wait(5)
|
||||
end
|
||||
|
||||
U.log("done -- " .. DIR)
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,91 @@
|
||||
-- Scratch driver: shots of the potted plants, for the plant standee
|
||||
-- voxelization. Every Center places three side-by-side pairs on its
|
||||
-- bottom row -- crowns at cells (0,6)/(1,6), (6,6)/(7,6), (12,6)/(13,6),
|
||||
-- pots below at y=7 -- and INDIGO_PLATEAU_LOBBY (the MART tileset id,
|
||||
-- same atlas) lines four of them along its hall at cells (12,10)..(15,10).
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/potted_plant_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/plants AB_TAG=after lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/plants")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[plant] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
-- east of the left pair, looking west along the bottom row: both
|
||||
-- plants in profile, crown overhang and pot silhouette side-on
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 3, y = 6, face = "left",
|
||||
label = "pair_side" },
|
||||
-- north of the left pair, looking south down over the crowns
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 1, y = 5, face = "down",
|
||||
label = "pair_over" },
|
||||
-- head on: standing below the middle pair looking north at it
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 6, y = 7, face = "up",
|
||||
label = "pair_front" },
|
||||
-- close up beside the east pair's pot
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 11, y = 7, face = "right",
|
||||
label = "close" },
|
||||
-- the Plateau lobby's row of four (MART tileset id), along the row
|
||||
{ map = "INDIGO_PLATEAU_LOBBY", x = 11, y = 10, face = "right",
|
||||
label = "lobby_row" },
|
||||
-- and head on from the hall below
|
||||
{ map = "INDIGO_PLATEAU_LOBBY", x = 13, y = 12, face = "up",
|
||||
label = "lobby_front" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
for _, rung in ipairs({ 3, 5 }) do
|
||||
U.teleport(game, s.map, s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[plant] capture missed: " .. path) end
|
||||
end
|
||||
end
|
||||
print(("[plant] %d shots into %s"):format(shots, ROOT))
|
||||
end
|
||||
@@ -0,0 +1,80 @@
|
||||
-- Scratch driver: the Cerulean gym and the houses beside it, shot at
|
||||
-- several camera rungs with V-CURVE walked OFF..3, to see what the world
|
||||
-- bend does to a building's roof.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/roof_curve_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/roofcurve AB_TAG=before lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/roofcurve")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[roof] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
local WorldCurve = V.require("WorldCurve")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(30)
|
||||
end
|
||||
|
||||
-- the gym door is CERULEAN_CITY (30,19); the bike shop and the row of
|
||||
-- houses along the west side give a second, smaller roof in frame
|
||||
local SCENES = {
|
||||
{ map = "CERULEAN_CITY", x = 30, y = 20, face = "up", label = "gym" },
|
||||
{ map = "CERULEAN_CITY", x = 27, y = 21, face = "up", label = "gymwide" },
|
||||
{ map = "PALLET_TOWN", x = 5, y = 6, face = "up", label = "house" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
for _, rung in ipairs({ 3, 5 }) do
|
||||
for _, curve in ipairs({ 0, 3 }) do
|
||||
U.teleport(game, s.map, s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
WorldCurve.setting:setIndex(curve + 1, game)
|
||||
settle()
|
||||
local path = ("%s/%s_v%d_c%d.png"):format(ROOT, s.label, rung, curve)
|
||||
game.capturePath = path
|
||||
U.wait(8)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[roof] capture missed: " .. path) end
|
||||
end
|
||||
end
|
||||
end
|
||||
print(("[roof] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,47 @@
|
||||
-- Scratch probe: how long do a building model's merged quads get?
|
||||
--
|
||||
-- A quad's longest world-space edge is what decides how far its CHORD
|
||||
-- falls below the world curve's parabola, so this is the number that says
|
||||
-- whether the bend can crack the mesh open.
|
||||
--
|
||||
-- BUILD_MAP=CERULEAN_CITY POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/roof_span_probe.lua lovec .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local mapId = os.getenv("BUILD_MAP") or "CERULEAN_CITY"
|
||||
U.teleport(game, mapId, tonumber(os.getenv("BUILD_X") or "30"),
|
||||
tonumber(os.getenv("BUILD_Y") or "20"), "up")
|
||||
U.wait(30)
|
||||
|
||||
local V = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
V = V and V.lib
|
||||
local Structures = V and V.require("Structures")
|
||||
local ow = game.overworld
|
||||
if not (Structures and ow and ow.map) then
|
||||
print("[span] mod or map unavailable")
|
||||
love.event.quit()
|
||||
return
|
||||
end
|
||||
local S = Structures.forMap(ow.map)
|
||||
local hist, worst = {}, 0
|
||||
for _, q in ipairs(S.objectQuads) do
|
||||
local dx = math.max(q[1][1], q[2][1], q[3][1], q[4][1])
|
||||
- math.min(q[1][1], q[2][1], q[3][1], q[4][1])
|
||||
local dz = math.max(q[1][3], q[2][3], q[3][3], q[4][3])
|
||||
- math.min(q[1][3], q[2][3], q[3][3], q[4][3])
|
||||
local dy = math.max(q[1][2], q[2][2], q[3][2], q[4][2])
|
||||
- math.min(q[1][2], q[2][2], q[3][2], q[4][2])
|
||||
local span = math.max(dx, dz, dy)
|
||||
local bucket = span <= 8 and "<=8" or (span <= 16 and "<=16"
|
||||
or (span <= 32 and "<=32" or (span <= 64 and "<=64" or ">64")))
|
||||
bucket = bucket .. (q.own and " bld" or " prop")
|
||||
hist[bucket] = (hist[bucket] or 0) + 1
|
||||
if span > worst then worst = span end
|
||||
end
|
||||
print(("[span] %d object quads, longest edge %d px"):format(#S.objectQuads, worst))
|
||||
for _, b in ipairs({ "<=8", "<=16", "<=32", "<=64", ">64" }) do
|
||||
for _, kind in ipairs({ " bld", " prop" }) do
|
||||
print(("[span] %-10s %d"):format(b .. kind, hist[b .. kind] or 0))
|
||||
end
|
||||
end
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,75 @@
|
||||
-- Scratch driver: one shot of every OTHER user of the round-hull builder
|
||||
-- (tree canopies, boulders, hedges, stumps, the Center planter), to check
|
||||
-- that the `can` class's base cut is the identity it is supposed to be for
|
||||
-- everything that does not ask for it.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/round_regress_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/round AB_TAG=after lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/round")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then return end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
{ map = "VIRIDIAN_FOREST", x = 16, y = 20, face = "up", label = "forest" },
|
||||
{ map = "PEWTER_GYM", x = 4, y = 10, face = "up", label = "boulders" },
|
||||
{ map = "CELADON_GYM", x = 4, y = 8, face = "up", label = "hedges" },
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 6, y = 5, face = "up", label = "planter" },
|
||||
{ map = "PALLET_TOWN", x = 5, y = 8, face = "up", label = "trees" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
if ok then
|
||||
Pipelines.setLevel("voxel", 5)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s.png"):format(ROOT, s.label)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[round] capture missed: " .. path) end
|
||||
else
|
||||
print("[round] teleport failed: " .. s.map)
|
||||
end
|
||||
end
|
||||
print(("[round] %d shots into %s"):format(shots, ROOT))
|
||||
end
|
||||
@@ -0,0 +1,92 @@
|
||||
-- Scratch driver: shots of the `bookcase` class across the tilesets that
|
||||
-- pin it, for the shelf-front relief. Two of them are NOT shelves --
|
||||
-- the League's gate walls and the terraces on PLATEAU -- and are here as
|
||||
-- the control: their courses run edge to edge, so nothing should sink.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/shelf_relief_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/shelves AB_TAG=before lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/shelves")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "before")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[shelf] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
{ map = "OAKS_LAB", x = 7, y = 2, face = "up", label = "dojo_lab" },
|
||||
{ map = "CELADON_MANSION_2F", x = 2, y = 4, face = "up", label = "mansion_2f" },
|
||||
{ map = "CELADON_MART_2F", x = 5, y = 5, face = "up", label = "lobby_mart" },
|
||||
{ map = "MUSEUM_1F", x = 2, y = 4, face = "up", label = "museum" },
|
||||
{ map = "VIRIDIAN_MART", x = 3, y = 5, face = "up", label = "mart" },
|
||||
{ map = "SS_ANNE_CAPTAINS_ROOM", x = 5, y = 2, face = "up", label = "ship" },
|
||||
-- the controls, both of them tilesets that borrow the collapse for
|
||||
-- something that is NOT a shelf and say so with `bookcase_relief =
|
||||
-- false`: the League's masonry gate walls, and Bill's transporter
|
||||
-- drums. Nothing in either may move.
|
||||
{ map = "INDIGO_PLATEAU", x = 2, y = 5, face = "up", label = "plateau" },
|
||||
{ map = "BILLS_HOUSE", x = 2, y = 3, face = "up", label = "bills" },
|
||||
-- the house shelves: pinned `desk`, NOT `bookcase`, so they go
|
||||
-- through the world mesher's box fold and this relief never reaches
|
||||
-- them. Here to show the gap.
|
||||
{ map = "REDS_HOUSE_1F", x = 1, y = 2, face = "up", label = "reds" },
|
||||
{ map = "BLUES_HOUSE", x = 1, y = 2, face = "up", label = "blues" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
-- twice: the first load of the session has no mesh to settle against
|
||||
pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
if ok then
|
||||
Pipelines.setLevel("voxel", 5)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s.png"):format(ROOT, s.label)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[shelf] capture missed: " .. path) end
|
||||
else
|
||||
print("[shelf] teleport failed: " .. s.map)
|
||||
end
|
||||
end
|
||||
print(("[shelf] %d shots into %s"):format(shots, ROOT))
|
||||
end
|
||||
@@ -0,0 +1,78 @@
|
||||
-- Scratch driver: shots of the SS Anne's galley barrels, which are Lt.
|
||||
-- Surge's trash can redrawn on the ship atlas. Three down the kitchen's
|
||||
-- east wall at cells (13,5)/(13,7)/(13,9), one in the captain's room at
|
||||
-- (4,1), and one each in the two ship-interior houses at (7,7).
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/ship_can_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/ssanne AB_TAG=after lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/ssanne")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[ship] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
{ map = "SS_ANNE_KITCHEN", x = 12, y = 11, face = "up", label = "galley_up" },
|
||||
{ map = "SS_ANNE_KITCHEN", x = 12, y = 3, face = "down", label = "galley_down" },
|
||||
{ map = "SS_ANNE_KITCHEN", x = 11, y = 7, face = "right", label = "galley_side" },
|
||||
{ map = "SS_ANNE_CAPTAINS_ROOM", x = 4, y = 4, face = "up", label = "captain" },
|
||||
{ map = "CERULEAN_BADGE_HOUSE", x = 6, y = 7, face = "right", label = "house" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
local ok = pcall(U.teleport, game, s.map, s.x, s.y, s.face)
|
||||
if ok then
|
||||
Pipelines.setLevel("voxel", 5)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s.png"):format(ROOT, s.label)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[ship] capture missed: " .. path) end
|
||||
else
|
||||
print("[ship] teleport failed: " .. s.map)
|
||||
end
|
||||
end
|
||||
print(("[ship] %d shots into %s"):format(shots, ROOT))
|
||||
end
|
||||
@@ -0,0 +1,80 @@
|
||||
-- Scratch driver: shots of Vermilion Gym's trash cans, for the trash can
|
||||
-- voxelization. The fifteen cans stand on odd cell columns 1..9 in cell
|
||||
-- rows 7, 9 and 11; the sixteenth is up at cell (6,1) beside the leader's
|
||||
-- platform. Even columns are open floor, so the player can be parked
|
||||
-- between two cans and look along a row.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/trash_can_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/cans AB_TAG=before lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/cans")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "before")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[can] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
-- head on into the middle of the field, cans left, right and ahead
|
||||
{ x = 4, y = 12, face = "up", label = "field" },
|
||||
-- close up: standing between two cans of the bottom row
|
||||
{ x = 2, y = 11, face = "left", label = "close" },
|
||||
-- along the row, so the cans line up in depth
|
||||
{ x = 4, y = 13, face = "up", label = "row" },
|
||||
-- from the north, looking back down over all three rows
|
||||
{ x = 4, y = 6, face = "down", label = "over" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
for _, rung in ipairs({ 3, 5 }) do
|
||||
U.teleport(game, "VERMILION_GYM", s.x, s.y, s.face)
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
|
||||
game.capturePath = path
|
||||
U.wait(6)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[can] capture missed: " .. path) end
|
||||
end
|
||||
end
|
||||
print(("[can] %d shots into %s"):format(shots, ROOT))
|
||||
end
|
||||
@@ -214,6 +214,172 @@ Structures.buildFigures(twice, map, 0, 3, 8, 11)
|
||||
T.eq(#twice.figures, 1,
|
||||
"the repaint replaces the pattern, so a rescan cannot match it again")
|
||||
|
||||
-- ------- a figure with a DEPTH is an object, not a card
|
||||
--
|
||||
-- The Marts' cash register: the same authored-mask escape, but a machine
|
||||
-- set down on a counter is a box seen from the front rather than a
|
||||
-- face-on icon, so it builds as a per-pixel solid. Driven over a
|
||||
-- synthetic copy of the counter's east arm, as all nine maps on the MART
|
||||
-- id draw it at cell (1,5):
|
||||
--
|
||||
-- y=9 16 41 the work surface north of it
|
||||
-- y=10 14 15 the register: keypad and receipt curl
|
||||
-- y=11 30 31
|
||||
-- y=12 16 41 the work surface it stands on
|
||||
|
||||
T.check(TileShape.figures("POKECENTER")[1].depth == nil,
|
||||
"the seated man states no depth -- he stays a flat sprite card")
|
||||
|
||||
local regs = TileShape.figures("MART")
|
||||
T.check(type(regs) == "table" and #regs == 1,
|
||||
"MART carries exactly one figure")
|
||||
local reg = regs[1]
|
||||
T.eq(reg.w, 2, "the register is two tiles across")
|
||||
T.eq(reg.h, 2, "and two tall")
|
||||
T.eq(reg.n, 150, "the mask claims 150 pixels of the 256 it spans")
|
||||
T.eq(reg.depth, 12, "its body is 12 voxels deep -- three quarters of the cell")
|
||||
T.check(reg.thin and reg.thin.rows == 4 and reg.thin.depth == 2,
|
||||
"the four rows above its drawn top edge are 2-voxel paper")
|
||||
T.check(reg.flat and reg.flat.x0 == 2 and reg.flat.x1 == 8
|
||||
and reg.flat.r0 == 4 and reg.flat.r1 == 11,
|
||||
"and the keypad is a TOP-VIEW rect, not a face")
|
||||
|
||||
local MART_ROWS = { [9] = { 16, 41 }, [10] = { 14, 15 },
|
||||
[11] = { 30, 31 }, [12] = { 16, 41 } }
|
||||
local martS = { shapeAt = {}, tileAt = {}, figures = {}, skip = {},
|
||||
ground = {}, runs = {}, objectQuads = {} }
|
||||
for ty, row in pairs(MART_ROWS) do
|
||||
for i, tile in ipairs(row) do
|
||||
martS.tileAt[keyOf(1 + i, ty)] = tile
|
||||
martS.shapeAt[keyOf(1 + i, ty)] = COUNTER
|
||||
end
|
||||
end
|
||||
local martMap = {
|
||||
tileset = { id = "MART", tilesPerRow = 16,
|
||||
imageWidth = 128, imageHeight = 48 },
|
||||
isWalkableCell = function() return false end,
|
||||
}
|
||||
Structures.buildFigures(martS, martMap, 2, 3, 9, 12)
|
||||
|
||||
T.eq(#martS.figures, 0, "no card was built -- it is a solid")
|
||||
T.eq(#martS.objectQuads, 351,
|
||||
"and it landed in the standee channel as 351 quads")
|
||||
T.eq(martS.tileAt[keyOf(2, 10)], 16,
|
||||
"its tiles wear the plain work surface now")
|
||||
T.eq(martS.tileAt[keyOf(3, 11)], 41, "all four of them")
|
||||
T.eq(martS.shapeAt[keyOf(2, 10)].class, "counter",
|
||||
"and keep the counter box the machine stands on")
|
||||
|
||||
local rx0, rx1, ry0, ry1, rz0, rz1
|
||||
for _, q in ipairs(martS.objectQuads) do
|
||||
for c = 1, 4 do
|
||||
local p = q[c]
|
||||
rx0 = math.min(rx0 or p[1], p[1]); rx1 = math.max(rx1 or p[1], p[1])
|
||||
ry0 = math.min(ry0 or p[2], p[2]); ry1 = math.max(ry1 or p[2], p[2])
|
||||
rz0 = math.min(rz0 or p[3], p[3]); rz1 = math.max(rz1 or p[3], p[3])
|
||||
end
|
||||
end
|
||||
T.eq(ry0, 8, "it stands ON the counter's 8px top plane, not the floor")
|
||||
T.eq(ry1, 24, "and is its drawn 16px tall")
|
||||
T.eq(rx0, 18, "west edge at the mask's column 2")
|
||||
T.eq(rx1, 30, "east edge at column 13, inside its own cell (16..32)")
|
||||
T.eq(rz1, 96, "its FRONT is the cell's own front edge, where it is drawn")
|
||||
T.eq(rz0, 84, "and it grows north from there, 4 short of the cell's back")
|
||||
|
||||
-- the two thicknesses: the body at 8, the receipt curl at 2, the curl
|
||||
-- centred in the body's own band rather than flush with its front
|
||||
local bands = {}
|
||||
for _, q in ipairs(martS.objectQuads) do
|
||||
for c = 1, 4 do bands[q[c][3]] = true end
|
||||
end
|
||||
for _, z in ipairs({ 84, 89, 91, 96 }) do
|
||||
T.check(bands[z], "the model has a face at z = " .. z)
|
||||
end
|
||||
local curl = {}
|
||||
for _, q in ipairs(martS.objectQuads) do
|
||||
local lo = math.min(q[1][2], q[2][2], q[3][2], q[4][2])
|
||||
if lo >= 21 then for c = 1, 4 do curl[q[c][3]] = true end end
|
||||
end
|
||||
T.check(curl[89] and curl[91] and not curl[84] and not curl[96],
|
||||
"clear of the arm's top only the 2-voxel paper band exists")
|
||||
|
||||
-- THE L. The base band (drawn rows 12-15) stands 4 above the counter and
|
||||
-- the keypad lies on it as a horizontal plate, so the whole machine is
|
||||
-- exactly three surfaces: a foot, an arm, and a deck in the notch.
|
||||
local plate, deckTop = {}, 0
|
||||
for _, q in ipairs(martS.objectQuads) do
|
||||
local flatQuad = q[1][2] == q[2][2] and q[2][2] == q[3][2]
|
||||
and q[3][2] == q[4][2]
|
||||
if flatQuad and q[1][2] == 13 then
|
||||
plate[#plate + 1] = q
|
||||
elseif flatQuad and q[1][2] == 12 then
|
||||
deckTop = deckTop + 1
|
||||
end
|
||||
end
|
||||
T.eq(#plate, 83,
|
||||
"the keypad lies FLAT: one top quad per masked voxel of the deck")
|
||||
T.eq(deckTop, 7,
|
||||
"on the base band's own top, which is 4 voxels up (drawn rows 12-15)")
|
||||
local dz0, dz1
|
||||
for _, q in ipairs(martS.objectQuads) do
|
||||
if q[1][2] == 12 and q[3][2] == 12 then
|
||||
for c = 1, 4 do
|
||||
dz0 = math.min(dz0 or q[c][3], q[c][3])
|
||||
dz1 = math.max(dz1 or q[c][3], q[c][3])
|
||||
end
|
||||
end
|
||||
end
|
||||
T.eq(dz0, 84, "and that deck runs the body's whole depth")
|
||||
T.eq(dz1, 96, "-- plain behind the panel, covered by it in front")
|
||||
|
||||
local px0, px1, pz0, pz1
|
||||
for _, q in ipairs(plate) do
|
||||
for c = 1, 4 do
|
||||
px0 = math.min(px0 or q[c][1], q[c][1]); px1 = math.max(px1 or q[c][1], q[c][1])
|
||||
pz0 = math.min(pz0 or q[c][3], q[c][3]); pz1 = math.max(pz1 or q[c][3], q[c][3])
|
||||
end
|
||||
end
|
||||
T.eq(px0, 18, "the deck spans the mask's columns 2..8")
|
||||
T.eq(px1, 25, "-- the keypad panel and its own black rim")
|
||||
T.eq(pz1, 96, "the deck reaches the body's front edge")
|
||||
T.eq(pz0, 84, "and its back -- 8 drawn rows STRETCHED over 12 voxels")
|
||||
|
||||
-- the stretch is by whole voxels, centre-sampled: 8 drawn rows over 12
|
||||
-- voxels of deck doubles every second one and blurs nothing
|
||||
local perRow16, atlasH16 = 16, 48
|
||||
local depthRow = {}
|
||||
for _, q in ipairs(plate) do
|
||||
local z = math.min(q[1][3], q[2][3], q[3][3], q[4][3])
|
||||
depthRow[z] = math.floor(q.v * atlasH16)
|
||||
end
|
||||
local seen = {}
|
||||
for z = 84, 95 do
|
||||
T.check(depthRow[z] ~= nil, "deck voxel at z = " .. z .. " wears a texel")
|
||||
seen[depthRow[z]] = (seen[depthRow[z]] or 0) + 1
|
||||
end
|
||||
T.eq(depthRow[95], 11, "the front voxel wears the keypad's own bottom rim")
|
||||
T.eq(depthRow[84], 4, "the back one wears its top rim")
|
||||
local doubled = 0
|
||||
for _, n in pairs(seen) do
|
||||
T.check(n == 1 or n == 2, "no drawn row spreads over more than two voxels")
|
||||
if n == 2 then doubled = doubled + 1 end
|
||||
end
|
||||
T.eq(doubled, 4, "exactly four of the eight rows double -- 8 into 12")
|
||||
|
||||
|
||||
-- and the arm still stands its drawn 8 rows above that deck, carrying
|
||||
-- the paper: nothing in the notch reaches higher than the plate
|
||||
local armTop, notchTop = 0, 0
|
||||
for _, q in ipairs(martS.objectQuads) do
|
||||
for c = 1, 4 do
|
||||
if q[c][1] >= 25 then armTop = math.max(armTop, q[c][2])
|
||||
elseif q[c][1] <= 24 then notchTop = math.max(notchTop, q[c][2]) end
|
||||
end
|
||||
end
|
||||
T.eq(armTop, 24, "the arm and its receipt curl reach the drawn 16px")
|
||||
T.eq(notchTop, 23,
|
||||
"and west of it only the keys (13) and the paper overhanging them")
|
||||
|
||||
-- ------- prop_bg: the shades a pinned prop treats as background
|
||||
--
|
||||
-- The potted plants needed this: their pot's olive base is drawn flush on
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
-- Scratch driver: exercise the VR stack against the real machine -- the
|
||||
-- FFI cdefs compile, the loader DLL loads, LOVE's GL context and canvas
|
||||
-- framebuffers are discoverable, and the OpenXR instance either comes up
|
||||
-- (headset present) or reports exactly why not (no runtime / no HMD).
|
||||
-- With a headset connected and the runtime up, it holds a VR session open
|
||||
-- for ten seconds of frames: diorama first, then the 1ST rung.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/vr_probe.lua \
|
||||
-- lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[vr] DRAMATIC_SHAPE mod not loaded")
|
||||
return love.event.quit()
|
||||
end
|
||||
local V = handle.lib
|
||||
local VR = V.require("VR")
|
||||
local VRGL = V.require("VRGL")
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
U.teleport(game, "PALLET_TOWN", 10, 12, "down")
|
||||
Pipelines.setLevel("voxel", 2)
|
||||
U.wait(30)
|
||||
|
||||
-- the GL floor the whole thing stands on
|
||||
local okGL = VRGL.load()
|
||||
print("[vr] GL interop: " .. tostring(okGL) .. " -- " .. VRGL.status())
|
||||
local hdc, hglrc = VRGL.contexts()
|
||||
print("[vr] wgl contexts: " .. tostring(hdc) .. " / " .. tostring(hglrc))
|
||||
local okC, c = pcall(love.graphics.newCanvas, 64, 64)
|
||||
if okC then
|
||||
print("[vr] canvas FBO discovery: " .. tostring(VRGL.canvasFBO(c)))
|
||||
end
|
||||
|
||||
-- the OpenXR stack, driven by the same row the player would use
|
||||
VR.setting:sync(true)
|
||||
for _ = 1, 300 do
|
||||
U.wait(1)
|
||||
if VR.active() or VR.status():find("XR_ERROR") then break end
|
||||
end
|
||||
print("[vr] status: " .. VR.status())
|
||||
print("[vr] active: " .. tostring(VR.active()))
|
||||
|
||||
if VR.active() then
|
||||
print("[vr] holding a diorama session for ~5s of frames")
|
||||
U.wait(450)
|
||||
print("[vr] switching to 1ST for ~5s of frames")
|
||||
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
|
||||
U.wait(450)
|
||||
print("[vr] still active: " .. tostring(VR.active())
|
||||
.. " -- " .. VR.status())
|
||||
end
|
||||
|
||||
VR.setting:sync(false)
|
||||
U.wait(10)
|
||||
print("[vr] after toggle off: " .. VR.status())
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,121 @@
|
||||
-- Scratch driver: water shot with V-CURVE walked OFF..3, to see what the
|
||||
-- world bend does to the reflective pass.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/water_curve_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/watercurve AB_TAG=before lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/watercurve")
|
||||
.. "/" .. (os.getenv("AB_TAG") or "after")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[water] DRAMATIC_SHAPE mod not loaded")
|
||||
return
|
||||
end
|
||||
local V = handle.lib
|
||||
local DayNight = V.require("DayNight")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
local WorldCurve = V.require("WorldCurve")
|
||||
local Water = V.require("Water")
|
||||
-- WATER_RUNG=sky drops the screen-space march and leaves the sky path, to
|
||||
-- tell an artefact of the one from an artefact of the other
|
||||
if os.getenv("WATER_RUNG") then Water.setting:sync(os.getenv("WATER_RUNG")) end
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync(os.getenv("WATER_TIME") or "night")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 1
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
-- Stand on the walkable cell just north of the widest run of water on the
|
||||
-- map, so a scene is picked by where the water actually is rather than by
|
||||
-- a coordinate guessed off the block list.
|
||||
local TileShape = V.require("TileShape")
|
||||
local function shore(map)
|
||||
local def = map.def
|
||||
local shapes = TileShape.forMap(map)
|
||||
local function classAt(cx, cy)
|
||||
local tx, ty = cx * 2, cy * 2
|
||||
local s = TileShape.at(map, shapes, map:tileAt(tx, ty), tx, ty)
|
||||
return s and s.class
|
||||
end
|
||||
local best, bestRun = nil, 0
|
||||
for cy = 1, def.height * 2 - 1 do
|
||||
local run, start = 0, nil
|
||||
for cx = 0, def.width * 2 - 1 do
|
||||
if classAt(cx, cy) == "water" then
|
||||
start = start or cx
|
||||
run = run + 1
|
||||
if run > bestRun and classAt(cx, cy - 1) ~= "water" then
|
||||
bestRun, best = run, { x = start + math.floor(run / 2), y = cy - 1 }
|
||||
end
|
||||
else
|
||||
run, start = 0, nil
|
||||
end
|
||||
end
|
||||
end
|
||||
return best
|
||||
end
|
||||
|
||||
local SCENES = {
|
||||
{ map = "PALLET_TOWN", label = "pallet" },
|
||||
{ map = "CERULEAN_CITY", label = "cerulean" },
|
||||
{ map = "VERMILION_CITY", x = 18, y = 27, label = "vermilion" },
|
||||
{ map = "ROUTE_24", label = "route24" },
|
||||
{ map = "VIRIDIAN_CITY", label = "viridian" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
if not s.x then
|
||||
-- teleport once so the map is loaded, then let the scan place us
|
||||
U.teleport(game, s.map, 1, 1, "down")
|
||||
U.wait(4)
|
||||
local spot = game.overworld and game.overworld.map and shore(game.overworld.map)
|
||||
if spot then s.x, s.y = spot.x, spot.y else s.x, s.y = 1, 1 end
|
||||
print(("[water] %s shore at (%d,%d)"):format(s.label, s.x, s.y))
|
||||
end
|
||||
for _, rung in ipairs({ 3, 4 }) do
|
||||
for _, curve in ipairs({ 0, 3 }) do
|
||||
U.teleport(game, s.map, s.x, s.y, s.face or "down")
|
||||
Pipelines.setLevel("voxel", rung)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
WorldCurve.setting:setIndex(curve + 1, game)
|
||||
settle()
|
||||
local path = ("%s/%s_v%d_c%d.png"):format(ROOT, s.label, rung, curve)
|
||||
game.capturePath = path
|
||||
U.wait(8)
|
||||
local f = io.open(path, "rb")
|
||||
if f then f:close() shots = shots + 1
|
||||
else print("[water] capture missed: " .. path) end
|
||||
end
|
||||
end
|
||||
end
|
||||
print(("[water] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
@@ -0,0 +1,128 @@
|
||||
-- Driver: WHY is the water not reflecting anything?
|
||||
--
|
||||
-- The reflective pass has several links and every one of them fails quietly
|
||||
-- back to flat water, which looks exactly like the row being off. This walks
|
||||
-- the chain in the LIVE game and prints where it stops.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DRAMATIC_SHAPE/tests/water_reflect_probe.lua lovec .
|
||||
--
|
||||
-- knobs (env):
|
||||
-- REFL_MAP map id (default PALLET_TOWN)
|
||||
-- REFL_SPOT "x,y[,facing]" (default 5,6,down)
|
||||
-- REFL_LEVEL voxel rung (default 5, the 75-degree camera,
|
||||
-- which is where a reflection is
|
||||
-- most of what you can see)
|
||||
-- REFL_TIME daytime pin (day/dusk/...) (default: leave as-is)
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local mapId = os.getenv("REFL_MAP") or "PALLET_TOWN"
|
||||
local level = math.floor(tonumber(os.getenv("REFL_LEVEL")) or 5)
|
||||
local sx, sy, facing = (os.getenv("REFL_SPOT") or "5,6,down")
|
||||
:match("^%s*(%d+)%s*,%s*(%d+)%s*,?%s*(%a*)")
|
||||
facing = (facing ~= "" and facing) or "down"
|
||||
|
||||
local function say(...) print("[water-ssr] " .. string.format(...)) end
|
||||
|
||||
U.teleport(game, mapId, tonumber(sx), tonumber(sy), facing)
|
||||
U.wait(20)
|
||||
Pipelines.setLevel("voxel", level)
|
||||
U.wait(40) -- outlast the camera tween and the build
|
||||
|
||||
local V = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
V = V and V.lib
|
||||
if not V then return say("mod exports unreachable -- is it enabled?") end
|
||||
|
||||
local Water = V.require("Water")
|
||||
local Voxel3D = V.require("Voxel3D")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Sky = V.require("Sky")
|
||||
local DayNight = V.require("DayNight")
|
||||
|
||||
if os.getenv("REFL_TIME") then
|
||||
DayNight.setting:sync(os.getenv("REFL_TIME"))
|
||||
U.wait(5)
|
||||
end
|
||||
|
||||
local ow = game.overworld
|
||||
local map = ow and ow.map
|
||||
if not map then return say("no live map") end
|
||||
|
||||
-- 1. is the row on at all?
|
||||
say("row=%s level=%d", tostring(Water.setting:get()), Water.level())
|
||||
if not Water.enabled() then
|
||||
return say("STOP: WATER is OFF -- press 9, or set the row")
|
||||
end
|
||||
|
||||
-- 2. is there any water on this map to reflect in?
|
||||
local terrain, water = ChunkMesher.pair(map, false)
|
||||
if not terrain then terrain, water = ChunkMesher.pair(map, true) end
|
||||
say("terrain mesh=%s water mesh=%s", tostring(terrain ~= nil),
|
||||
tostring(water ~= nil))
|
||||
if not terrain then
|
||||
return say("STOP: no terrain mesh yet -- the build is still cooking")
|
||||
end
|
||||
if not water then
|
||||
say("STOP: this map has no water surface. That is not a fault unless")
|
||||
say(" you can see a lake: check the tileset's water tiles reach")
|
||||
say(" TileShape (run voxel_survey.lua for the shape breakdown).")
|
||||
return
|
||||
end
|
||||
|
||||
-- 3. did the driver give us a depth texture to read? This is the one
|
||||
-- hardware requirement the rest of the mode does not already have.
|
||||
say("depth canvas readable: %s", tostring(Voxel3D.depthReadable()))
|
||||
if not Voxel3D.depthReadable() then
|
||||
say("STOP: no readable depth canvas on this driver (tried depth24, ")
|
||||
say(" depth24stencil8, depth32f and depth16).")
|
||||
say(" The water falls back to the flat scene shader, which is")
|
||||
say(" exactly what it looked like before this feature existed.")
|
||||
return
|
||||
end
|
||||
|
||||
-- 4. did the shader build? Both variants -- the wireframe one needs
|
||||
-- derivatives, which a driver may refuse on its own.
|
||||
say("shader plain=%s grid=%s",
|
||||
tostring(Water.shader(false) ~= nil), tostring(Water.shader(true) ~= nil))
|
||||
if not Water.shader(false) then
|
||||
return say("STOP: the water shader did not compile -- the mod log has "
|
||||
.. "the driver's own message")
|
||||
end
|
||||
|
||||
-- 5. is there a sky to reflect, and something hanging in it?
|
||||
local ramp, count = Sky.ramp()
|
||||
say("sky ramp=%s bands=%s edge=%s", tostring(ramp ~= nil), tostring(count),
|
||||
tostring(Voxel3D.skyEdge))
|
||||
local body = DayNight.body()
|
||||
if body then
|
||||
local amt = DayNight.glow()
|
||||
local w, h = Voxel3D.size()
|
||||
local rpx = Sky.discRadius(h, Voxel3D.cell or 1,
|
||||
{ moon = body.moon, glowAmt = amt })
|
||||
local ang = rpx / ((h or 1) / math.max(1e-4, Voxel3D.fovY or 1))
|
||||
say("body=%s dir=(%.2f, %.2f, %.2f) disc=%.1fpx (%.2f deg)",
|
||||
body.moon and "moon" or "sun", body.dx, body.dy, body.dz, rpx,
|
||||
math.deg(ang))
|
||||
else
|
||||
say("body: none in the sky right now (set REFL_TIME=day or =night)")
|
||||
end
|
||||
if not ramp then
|
||||
say("NOTE: no band ramp -- indoors, or the ramp could not be built. The")
|
||||
say(" sky half of the reflection is off; the ray march still runs.")
|
||||
end
|
||||
|
||||
-- 6. how much reflection this camera is actually asking for. Both numbers
|
||||
-- fall out of the rung, and between them they explain every "it only
|
||||
-- works at 75" report: Fresnel decides how much shows, and the lean
|
||||
-- decides whether what shows has anything in it.
|
||||
local f = Water.FRESNEL_FLOOR + (Water.FRESNEL_CEIL - Water.FRESNEL_FLOOR)
|
||||
* (1 - Voxel3D.descent) ^ Water.FRESNEL_POWER
|
||||
say("camera: descent %.3f -> fresnel about %.2f, horizon lean %.2f",
|
||||
Voxel3D.descent, f, Water.lean(Voxel3D.descent))
|
||||
say("waves: %d px columns, phase %.2f", Water.WAVE_HEIGHT, Water._waveTime())
|
||||
|
||||
say("OK: every link is live. The effect is strongest at REFL_LEVEL=5 (the")
|
||||
say(" 75-degree rung, where Fresnel is highest and the reflection is")
|
||||
say(" exact) and with a low sun (REFL_TIME=dusk).")
|
||||
end
|
||||
+1217
-13
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user