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Author SHA1 Message Date
DramaticShape e14afd8dfa Merge pull request #131 from DramaticShape/dev
1.7.0
2026-08-06 20:43:35 -04:00
DramaticShape 301bd4c1f9 Merge pull request #130 from DramaticShape/stadium_fixes
Stadium fixes
2026-08-06 20:40:38 -04:00
DramaticShape 00f2b0bb9a Merge pull request #128 from DramaticShape/stadium_fixes
Stadium fixes
2026-08-06 18:24:30 -04:00
DramaticShape 6bcd4d3144 Merge pull request #118 from DramaticShape/dev
1.6.2
2026-08-06 01:17:21 -04:00
DramaticShape b50bbe0782 Merge pull request #111 from Code-Grub/fix/roof-surface-silhouette-cap
keep a sloped roof's surface off its own outline cap
2026-08-06 01:13:19 -04:00
DramaticShape 9f74ea7e73 Merge pull request #117 from DramaticShape/stadium_fixes
Update viridan forest FX
2026-08-06 01:12:06 -04:00
DramaticShape 790c34efff Merge pull request #115 from DramaticShape/dev
1.6.1
2026-08-05 19:11:33 -04:00
DramaticShape e14cf3de90 Merge pull request #114 from DramaticShape/stadium_fixes
Stadium fixes
2026-08-05 19:10:17 -04:00
Code-Grub dde0879527 keep a sloped roof's surface off its own outline cap
The hip ends of the gabled house and Oak's lab come out as black teeth
marching down the slope instead of battens running with it.

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

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

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

The version bump and CHANGELOG entry are left out deliberately, so this
does not collide with the release flow.
2026-08-05 17:45:56 -04:00
DramaticShape 43385c8bf6 Merge pull request #99 from DramaticShape/dev
1.6.0
2026-08-04 17:51:30 -04:00
DramaticShape c404c766cd Merge pull request #89 from DramaticShape/dev
1.5.5
2026-08-03 17:54:01 -04:00
DramaticShape 9700806a92 Merge pull request #72 from DramaticShape/dev
1.5.4
2026-08-02 22:44:57 -04:00
DramaticShape 6e9b787e41 Merge pull request #70 from DramaticShape/dev
ios fixes
2026-08-02 21:16:15 -04:00
3 changed files with 167 additions and 21 deletions
+28 -5
View File
@@ -264,6 +264,27 @@ local function measure(sp, t)
top[x] = r
end
-- The row a column's roof SURFACE may sink to. `top[x]` is the
-- silhouette cap -- the black the drawing closes its shape with -- and
-- the depth map spends most of a tapered column's depth above it, so
-- clamping onto `top[x]` paints that one outline pixel the length of
-- the slope and the courses beat against it. The surface belongs on the
-- first PAINTED row instead: the same refusal to let the outline stand
-- as a face that the side faces already make below.
local surfaceTop = {}
for x = 0, W - 1 do
local y = top[x]
while y < roofRows and sp.inside[y * W + x]
and sp.col[y * W + x] == BLACK do
y = y + 1
end
if y < roofRows and sp.inside[y * W + x] then
surfaceTop[x] = y
else
surfaceTop[x] = top[x]
end
end
-- 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
@@ -386,7 +407,7 @@ local function measure(sp, t)
-- 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,
return { top = top, surfaceTop = surfaceTop, ytop = ytop,
D = t.depthPx or ((t.depth or #t.tiles) * 8),
ground = ground,
recess = recess, interior = interior, shadeTexel = shadeTexel }
@@ -971,6 +992,7 @@ local function model(sp, pr, t)
local W, H, D = sp.W, sp.H, pr.D
local slab, roofRows = t.slab, t.roofRows
local top, ytop, ground = pr.top, pr.ytop, pr.ground
local surfaceTop = pr.surfaceTop
-- 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
@@ -1020,11 +1042,12 @@ local function model(sp, pr, t)
if top[x] < roofRows
and y > tx - slab and y <= tx and z >= rz0 and z <= rz1 then
if y == tx and x > x0d and x < x1d and z > rz0 and z < rz1 then
-- the surface itself. Clamping the row into the column's first
-- drawn row keeps the flank battens running down the slope
-- instead of falling off the silhouette.
-- the surface itself. Lifting the row into the column's first
-- PAINTED row keeps the flank battens running down the slope
-- instead of falling off the silhouette -- and off its cap, which
-- is outline black and belongs to the rim, not to the surface.
local sy = roofSy[z]
if sy < top[x] then sy = top[x] end
if sy < surfaceTop[x] then sy = surfaceTop[x] end
return sy * W + x
end
-- The rim reproduces the eave the drawing itself paints under the
+83
View File
@@ -0,0 +1,83 @@
-- Driver: the two sloped-roof drawings in Pallet Town, shot at the orbit
-- rungs, to see what the roof surface wears down a TAPERED flank.
--
-- A tapered column's first drawn row is its silhouette cap, and the cap is
-- outline black. The depth map spends most of the roof's depth above that
-- cap, so a surface clamped onto it paints the outline the length of the
-- slope and the course cycle beats against it -- black teeth marching down
-- the hip. The surface belongs on the column's first PAINTED row instead.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/roof_cap_shots.lua \
-- SHOT_DIR=.scratchpad/roofcap 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/roofcap")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[cap] 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(30)
end
-- B07 (the gabled house: Red's and Blue's) and B31 (Oak's lab) are the
-- two tapered roof bands standing on one map -- 16 drawn rows and 32,
-- the two groups every other sloped building borrows its band table
-- from. Standing south of each puts the hip end across the frame.
local SCENES = {
{ map = "PALLET_TOWN", x = 5, y = 6, face = "up", label = "reds_house" },
{ map = "PALLET_TOWN", x = 13, y = 3, face = "up", label = "blues_house" },
{ map = "PALLET_TOWN", x = 12, y = 12, face = "up", label = "oaks_lab" },
}
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(8)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[cap] capture missed: " .. path) end
end
end
print(("[cap] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end
+56 -16
View File
@@ -1393,6 +1393,22 @@ def profile(sp, t):
wall_h = ground - t["roof_rows"]
ytop = wall_h - 1 + t["slab"]
# The row a column's roof SURFACE may sink to. `top[x]` is the
# silhouette cap -- the black the drawing closes its shape with -- and
# the depth map spends most of a tapered column's depth above it, so a
# clamp onto `top[x]` paints that one outline pixel across the slope
# and the courses beat against it. The surface belongs on the first
# PAINTED row instead, which is the same thing the side faces already
# do when the drawing's own pixel is the outline.
surface_top = []
for x in range(W):
y = top[x]
while (y < t["roof_rows"] and inside(x, y)
and sp["col"][y][x] == BLACK):
y += 1
surface_top.append(y if y < t["roof_rows"] and inside(x, y)
else top[x])
# Recesses: the panes the art seals behind a black frame. Non-black
# pixels of the facade split into components across the black outline;
# a component small enough to be a window or a doorway sinks one voxel.
@@ -1434,7 +1450,8 @@ def profile(sp, t):
# Depth is the PLOT. For a whole-drawing building that is the grid
# itself; `depth` (in tile rows) names it when the grid runs past the
# plot onto ground the drawing merely stands its legs on.
return dict(top=top, wall_h=wall_h, ytop=ytop, recess=recess,
return dict(top=top, surface_top=surface_top,
wall_h=wall_h, ytop=ytop, recess=recess,
inside=inside,
# `depth` names the plot in TILE ROWS, which is the right
# grain for a building. `depth_px` names it in voxels, for
@@ -1929,6 +1946,29 @@ def build_desk_set(sp, pr, t):
return vox
def roof_surface_row(pr, t):
"""Which drawn row the roof surface wears at column x, depth z.
The drawing looks at the roof from the north, so its rows ARE depth: the
rims map one row per voxel and the middle cycles a run whose period is
the course rhythm. A tapered column's band starts lower down the
drawing, and the row it wears is lifted to stay inside it."""
z0, z1 = 0, pr["D"] - 1 + t["front_eave"]
back, front = t["roof_back"], t["roof_front"]
c0, c1 = t["roof_cycle"]
rows, floor = t["roof_rows"], pr["surface_top"]
def depth_row(z):
df, db = z - z0, z1 - z # from the north / the south edge
if df < back:
return df # north rim: the drawing's top rows
if db < front:
return rows - 1 - db # south rim: fascia and eave course
return c0 + (df - c0) % (c1 - c0 + 1)
return (lambda x, z: max(depth_row(z), floor[x])), z0, z1
def build(sp, pr, t):
"""The voxel model. Order is load-bearing: walls, ledge, recesses, then
the roof solid overwrites what it intersects and the walls are trimmed
@@ -2007,17 +2047,7 @@ def build(sp, pr, t):
vox.pop((sx, pr["ground"] - 1 - sy, D - 1), None)
# ---- roof: flat top over the plateau, stepped diagonal ends
z0, z1 = 0, D - 1 + t["front_eave"]
back, front = t["roof_back"], t["roof_front"]
c0, c1 = t["roof_cycle"]
def roof_sy(z):
df, db = z - z0, z1 - z # from the north / the south edge
if df < back:
return df # north rim: the drawing's top rows
if db < front:
return t["roof_rows"] - 1 - db # south rim: fascia and eave course
return c0 + (df - c0) % (c1 - c0 + 1)
surface_row, z0, z1 = roof_surface_row(pr, t)
shade_px = {}
for sy in range(H):
@@ -2029,10 +2059,7 @@ def build(sp, pr, t):
tt = T(x)
for z in range(z0, z1 + 1):
outer = x == x0d or x == x1d or z == z0 or z == z1
# the slope's texture is the drawing's own: clamping into the
# column's first drawn row keeps flank battens running down the
# slope instead of falling off the silhouette
sy = max(roof_sy(z), pr["top"][x])
sy = surface_row(x, z)
for y in range(tt - slab + 1, tt + 1):
if y == tt and not outer:
put(x, y, z, x, sy)
@@ -2306,6 +2333,19 @@ def verify_roof(vox, pr, t):
# drawing's own corner rounding
assert all(ytop - v <= 1 for v in prof), "the flat roof is not level"
# The surface is surface, not outline. `top[x]` is the column's own
# silhouette cap -- the black the drawing closes the shape with, the
# same black measure() already refuses to let stand as a wall's side
# face -- so a surface that samples it promotes a boundary decoration
# into texture. A tapered column's cap sits well down the band, where
# the depth map spends most of the roof's depth above it.
surface_row, sz0, sz1 = roof_surface_row(pr, t)
for x in roofed[1:-1]:
for z in range(sz0 + 1, sz1):
assert surface_row(x, z) != top[x], \
f"roof surface wears the silhouette cap at {x},{z} " \
f"(row {top[x]})"
# every wall column carries roof over it -- and a column the roof never
# reaches carries nothing at all, rather than being silently trimmed away
over = set(roofed)