Files
2026-08-06 19:57:11 -04:00

163 lines
6.2 KiB
Lua

-- Driver: the DIORAMA mode's own frame, without a headset.
--
-- The diorama is drawn through VoxelScene's `eyes` path, and that path only
-- ever runs from lib/VR -- so with no OpenXR runtime on the machine there is
-- nothing to look at and nothing to check. This builds ONE eye by hand (the
-- same VRRig mapping the headset would have built), opens a diorama frame,
-- and encodes the eye canvas straight to a PNG.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/diorama_shots.lua \
-- SHOT_DIR=<dir> lovec.exe .
--
-- knobs (env):
-- SHOT_DIR output directory under the LOVE save dir (default "diorama")
-- DIO_MAP map id (default VIRIDIAN_CITY)
-- DIO_SPOT "x,y[,facing]" (default 20,26,up)
-- DIO_RUNG the voxel camera rung (default 5, the 75 one)
--
-- It also prints whether each shader the mode touches actually COMPILED,
-- which is the part a headless suite cannot answer: the cull is new source
-- in the scene shader, the water shader and both forest ones, and a shader
-- that will not build fails soft everywhere in this mod -- the picture just
-- quietly loses a pass.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = os.getenv("SHOT_DIR") or "diorama"
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[dio] DRAMATIC_SHAPE mod not loaded -- nothing to shoot")
return
end
local V = handle.lib
local Voxel = V.require("VoxelState")
local Voxel3D = V.require("Voxel3D")
local VoxelScene = V.require("VoxelScene")
local VRRig = V.require("VRRig")
local Diorama = V.require("Diorama")
local Water = V.require("Water")
local ChunkMesher = V.require("ChunkMesher")
local DayNight = V.require("DayNight")
local VR = V.require("VR")
local Curve = V.require("WorldCurve")
local MAP = os.getenv("DIO_MAP") or "VIRIDIAN_CITY"
local SPOT = os.getenv("DIO_SPOT") or "20,26,up"
local RUNG = math.floor(tonumber(os.getenv("DIO_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
require("src.world.OverworldController").rollEncounter = function() return nil end
DayNight.setting:sync("day")
U.teleport(game, MAP, sx, sy, sf)
Pipelines.setLevel("voxel", RUNG)
Pipelines.setLevel("tiltshift", 0)
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(20)
end
settle()
settle()
print(("[dio] scene shader %s | grid variant %s | water %s")
:format(tostring(Voxel3D.shader() ~= nil),
tostring(Voxel3D.shader(true) ~= nil),
tostring(Water.shader(false) ~= nil)))
-- one eye, straight ahead from the resting head: the mapping lib/VR would
-- have built for this rung, with no pose to read off a runtime
local POSE = { pos = { 0, 0, 0 }, quat = { 0, 0, 0, 1 } }
local FOV = { angleLeft = -0.8, angleRight = 0.8,
angleUp = 0.7, angleDown = -0.7 }
local function shoot(name, opts)
local ow = game.overworld
local vw, vh = 320, 288
pcall(function() vw, vh = game.renderer:worldViewSize() end)
local cx = ow.camera.x + vw / 2
local cy = ow.camera.y + vh / 2
Diorama.begin(opts.mode or "diorama")
Diorama.zoom = opts.zoom or 1
Diorama.yaw = opts.yaw or 0
-- the cut's SHAPE is the V-CURVE row's (box while flat, ball while
-- bent), so the driver throws the row rather than asking for a shape
Curve.setting:sync(opts.curve or 0)
if opts.arena then
Diorama.pillar(opts.arena)
else
Diorama.viewport(cx, cy, vh)
end
local pivot = VRRig.dioramaPivot(Diorama.cull.x, Diorama.cull.z)
local anchor = VRRig.dioramaAnchor(Voxel.angle, Diorama.offset)
-- the same framing lib/VR picks: the view ordinarily, the DISC while a
-- fight is staged
local frame = opts.arena and (Diorama.cull.r * 2.6) or vh
local scale = VRRig.dioramaScale(frame, Voxel.FOCAL)
-- the bend the diorama asks its eyes for (lib/VR does the same)
local curveK = Curve.k(vh)
local eyes = {
{ camera = VRRig.eyeCamera(POSE, FOV, pivot, anchor, scale,
opts.yaw ~= 0 and opts.yaw or nil, curveK),
w = 720, h = 720, slot = "vrL", adopt = false },
cx = pivot[1], cy = pivot[3],
}
VoxelScene.spriteLean = math.rad(75)
local ok, out = pcall(VoxelScene.render, ow, 0, 0, vw, vh,
VR.paletteFor, eyes)
VoxelScene.spriteLean = nil
if not (ok and out and out[1]) then
print("[dio] " .. name .. ": no frame (" .. tostring(out) .. ")")
Diorama.stop()
return
end
local okE, err = pcall(function()
love.filesystem.createDirectory(ROOT)
local data = out[1]:newImageData()
data:encode("png", ROOT .. "/" .. name .. ".png")
end)
print("[dio] " .. name
.. (okE and " written" or (" ENCODE FAILED: " .. tostring(err))))
Diorama.stop()
end
shoot("box", { mode = "diorama" })
shoot("box-turned", { mode = "diorama", yaw = math.rad(35) })
shoot("box-tight", { mode = "diorama", zoom = 0.5 })
shoot("ball-3", { mode = "diorama", curve = 3 })
shoot("ball-4", { mode = "diorama", curve = 4 })
shoot("ball-5", { mode = "diorama", curve = 5 })
shoot("ball-wide", { mode = "diorama", curve = 5, zoom = 1.9 })
shoot("keyed", { mode = "diorama-mr" })
shoot("keyed-ball", { mode = "diorama-mr", curve = 3 })
do
-- a fight's disc, cut about the arena the map would actually stage on
local BattleArena = V.require("BattleArena")
local ow = game.overworld
local arena = BattleArena.find(ow.map, ow.player.cellX, ow.player.cellY,
false)
if arena then
shoot("arena-disc", { mode = "diorama", arena = arena })
else
print("[dio] no arena on this map -- disc shot skipped")
end
end
Diorama.stop()
print("[dio] done; PNGs are under the LOVE save directory / " .. ROOT)
love.event.quit()
end