-- 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