Files
DramaticShapeVoxelMod/lib/BattleScene.lua
2026-08-03 17:09:03 -04:00

656 lines
31 KiB
Lua

-- Overworld battles: one frame of the arena, as geometry.
--
-- The same world the free-roam mode draws, from a placed camera instead of
-- the orbit, at the WINDOW's own pixel resolution -- not the GB's. The
-- backdrop reaches the screen through Renderer's worldOverride, the seam a
-- render pipeline's finished world image already composites through, which
-- is drawn one canvas pixel to one screen pixel; the 160x144 battle screen
-- then blits over it in the classic letterbox. So the world is as crisp as
-- the free-roam diorama and the pics, HUDs and text box stay exactly the
-- chunky GB art they are.
--
-- Rendering the whole window rather than just the letterbox means the
-- framing has to be split in two. The RIG frames the GB's 160x144 (see
-- BattleCam, which is solved against coordinates in that frame); this
-- module widens the lens by exactly the ratio the window bears to the
-- letterbox, so the letterbox sub-rectangle of what gets rendered is
-- bit-for-bit the framing the rig asked for, and everything outside it is
-- extra picture. That is what lets the two mons be PINNED: their cells
-- project to the same GB coordinates at any window size or zoom.
--
-- Characters are deliberately absent. The overworld cast is culled for the
-- length of the battle (see OverworldBattle), so this pass has terrain,
-- grass and flowers and nothing that walks -- the arena is empty, which is
-- what makes it an arena.
--
-- Everything expensive is shared with the free-roam mode rather than
-- duplicated: the same chunk meshes out of ChunkMesher, the same palette
-- atlas out of TerrainAtlas, the same sun out of ShadowMap. A battle on a
-- map already meshed for walking around costs the frame it draws and
-- nothing 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 ShadowMap = V.require("ShadowMap")
local ChunkMesher = V.require("ChunkMesher")
local TerrainAtlas = V.require("TerrainAtlas")
local VoxelScene = V.require("VoxelScene")
local BattleCam = V.require("BattleCam")
local BattleBillboard = V.require("BattleBillboard")
local VoxelGrid = V.require("VoxelGrid")
local DayNight = V.require("DayNight")
local AntiAlias = V.require("AntiAlias")
local PaletteFX = require("src.render.PaletteFX")
local Map = require("src.world.Map")
local BattleScene = {}
-- The GB frame the battle screen is drawn in, and the frame BattleCam's rig
-- is solved against.
BattleScene.GB_W = 160
BattleScene.GB_H = 144
-- A map cell in world pixels: the overworld square a mon stands on, which is
-- both what the arena is measured in and what a mon is sized to.
BattleScene.CELL = 16
-- How far into black a shadow goes in the arena, against the free-roam
-- mode's own lighter setting.
--
-- Darker on purpose, and only here. Walking around, a shadow is scenery and
-- wants to stay out of the way of reading the map. In a battle it is doing
-- one specific job: the two mons are flat cards, and the ONLY thing telling
-- the eye they are standing on that floor rather than hanging in front of it
-- is the shadow they put on it. A faint one leaves them floating.
BattleScene.SHADOW_ALPHA = 0.68
-- Which rung of the sky ramp an indoor void is painted with. A room has no
-- sky, but it does have somewhere the geometry stops, and leaving that
-- transparent would show the letterbox clear through the gaps.
local INDOOR_SHADE = 4
-- ------- where the GB frame sits inside the window
--
-- Renderer blits worldOverride one canvas pixel to one screen pixel and then
-- blits the 160x144 UI canvas into a centred, integer-scaled letterbox. So
-- these have to agree with Renderer:endFrame exactly, or the pins land off
-- the mons by however much they disagree.
function BattleScene.letterbox()
local Renderer = require("src.render.Renderer")
local pw, ph = BattleScene.pixelSize()
local s = Renderer:fitScale()
return math.floor((pw - BattleScene.GB_W * s) / 2),
math.floor((ph - BattleScene.GB_H * s) / 2),
s, pw, ph
end
-- The window in FRAMEBUFFER pixels, which is what the override blit works
-- in. love.graphics.getDimensions is in LOVE units and differs from this by
-- the display density on mobile.
function BattleScene.pixelSize()
if love.graphics.getPixelDimensions then
local pw, ph = love.graphics.getPixelDimensions()
if pw and ph and pw > 0 and ph > 0 then return pw, ph end
end
return love.graphics.getDimensions()
end
-- Widen the rig's vertical field of view from the GB frame to the whole
-- window, so the letterbox rows show exactly what the rig framed.
--
-- The horizontal falls out of it: at aspect pw/ph the window's half-width is
-- tan(fov/2) * pw/ph, and the letterbox is 160*s of those pw pixels, which
-- works back out to the GB frame's own 160/144. So one scale on the vertical
-- pins both axes.
function BattleScene.letterboxFov(fovGB, ph, s)
local span = BattleScene.GB_H * s
if span <= 0 then return fovGB end
return 2 * math.atan(math.tan(fovGB / 2) * ph / span)
end
-- ------- palette
--
-- The world palette a map draws under, in the shape VoxelScene's colour
-- helpers take. Rebuilt per frame from the overworld state, which is where
-- the engine's own pipeline context gets it too (OverworldController's
-- ctx.paletteFor).
local function paletteFor(state, home)
return function(map)
return PaletteFX.pal(require("src.core.Game").data,
state:paletteNameFor(map or home))
end
end
-- ------- the map the fight is staged on
--
-- Normally the one the player is standing on. An authored arena may name
-- another floor of the same cave or building (see BattleArena), and then the
-- scene is THAT map: its terrain, its palette, its sky. Nothing else in the
-- battle changes -- the fight, the party, the player's own position are all
-- exactly where they were.
--
-- A foreign floor is meshed alone, with no connected neighbours: connections
-- are the player's neighbourhood, and the map the camera has gone to visit is
-- not standing in it. Both maps are kept live so neither the arena's mesh nor
-- the one waiting to be walked back onto is evicted mid-battle.
local function prefetchArena(state, host)
if host == state.map then return VoxelScene.prefetch(state) end
local live = { [host.id] = true, [state.map.id] = true }
for _, nb in ipairs(state.neighbors or {}) do live[nb.map.id] = true end
ChunkMesher.setLive(live)
TerrainAtlas.setLive(live)
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
--
-- Only has to be drawn once per battle: the arena does not move, and neither
-- does the light. So the signature is the map, the arena and the meshes --
-- not the camera, which is the one thing that IS moving and the one thing
-- the sun does not care about.
-- ------- the two mons, hung on their cells
--
-- The billboard texture is the battle screen's own 160x144 pics layer with
-- one side rendered into it (see OverworldBattle.sideTexture), so the quad is
-- that whole frame stood up on the map -- which is what carries every pic
-- effect the engine applies without any of them being reimplemented here.
--
-- Its size follows from one number: a full 7x7-tile mon covers one overworld
-- square, so a canvas pixel is FULL_W / FULL_PIC world pixels and the card is
-- the canvas at that scale. Its placement follows from the anchor the
-- texture reports -- the column the pic was centred on and the row its feet
-- were put on -- which is translated onto the cell before the card is stood
-- up, so a mon of any size in any pose has its feet on the ground.
-- `mirror` flips the card about its own anchor column. Both mons wear their
-- FRONT pic, which is drawn facing out of the screen -- so dropped into the
-- world unaltered the pair stand back to back, both looking the same way past
-- each other. Mirroring the near one turns it to face the far one, which is
-- what a fight looks like; and because it is a flip about the pic's own
-- centre the feet do not move off the tile.
--
-- The player's TRAINER pic is the exception, and it is exempted below. That
-- one is a BACK view -- the player seen from behind, already turned to face
-- up the field -- so it arrives pointing the right way and mirroring it would
-- turn it around to face the camera it is standing in front of.
local function monMatrix(tex, x, groundY, z, mirror)
local k = BattleBillboard.FULL_W / BattleBillboard.FULL_PIC
local w = BattleScene.GB_W * k
local h = BattleScene.GB_H * k
local ox = -((tex.ax / BattleScene.GB_W) - 0.5) * w
local oy = -((BattleScene.GB_H - tex.ay) / BattleScene.GB_H) * h
local yaw = BattleBillboard.yawToward(x, z, Voxel3D.eye)
local card = Mat4.mul(Mat4.translate(ox, oy, 0), Mat4.scale(w, h, 1))
if mirror then card = Mat4.mul(Mat4.scale(-1, 1, 1), card) end
return Mat4.mul(Mat4.mul(Mat4.translate(x, groundY, z), Mat4.rotateY(yaw)),
card)
end
-- Every mon that has something to show this frame, as (texture, matrix).
local function monCards(arena, groundY, textures)
local out = {}
if not textures then return out end
for _, side in ipairs({ "enemy", "player" }) do
local tex = textures[side]
local cell = (side == "player") and arena.player or arena.enemy
if tex and tex.canvas and cell then
local mirror = (side == "player") and not tex.trainer
out[#out + 1] = { tex = tex.canvas,
model = monMatrix(tex, cell[1], groundY, cell[2],
mirror) }
end
end
return out
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
-- -- goes in the signature; the terrain half of the answer would otherwise
-- keep a stale pass alive and freeze the shadows in whatever pose they were
-- first drawn in.
local function shadowSignature(state, arena, terrain, nbMesh, token)
local host = arena.map or state.map
local parts = { "battle", host.id, arena.x, arena.y, arena.shape,
tostring(terrain), tostring(token or 0),
-- the cycle keeps running through a fight, and an arena lit
-- from somewhere new must be re-cast from there
math.floor(ShadowMap.KX * 128),
math.floor(ShadowMap.KZ * 128) }
for i = 1, #nbMesh do parts[#parts + 1] = tostring(nbMesh[i]) end
return table.concat(parts, ",")
end
local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
atlasFor, cards, token, host, neighbors,
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
if not ShadowMap.begin(cx, cy, vw, vh) then return end
ShadowMap.draw(terrain, atlasFor(host), nil)
for i, nb in ipairs(neighbors) do
ShadowMap.draw(nbMesh[i], atlasFor(nb.map), Mat4.translate(nb.ox, 0, nb.oy))
end
-- the water surface is its own reflective pass now (see Water) and so is
-- no longer inside the terrain mesh; the sun still has to see it, or the
-- light's map has a hole at every lake
ShadowMap.draw(water, atlasFor(host), nil)
for i, nb in ipairs(neighbors) do
ShadowMap.draw(nbWater and nbWater[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
-- thin cards are snugged toward the sun (ShadowMap.snug) so their shadows
-- keep contact with their bases instead of starting a bias-width away
ShadowMap.draw(ChunkMesher.flowers(host), atlasFor(host),
ShadowMap.snug(nil))
for _, nb in ipairs(neighbors) do
ShadowMap.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
-- 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
-- The height of the arena floor: the ground the two mons stand on. Both
-- cells are open, so they are normally the same; take the player's, which is
-- the one nearer the camera and therefore the one a mismatch would show up
-- against.
function BattleScene.groundY(map, arena)
local ok, h = pcall(VoxelScene.groundAt, map,
arena.playerCell[1], arena.playerCell[2])
return (ok and h) or 0
end
-- Where a world point lands in GB frame coordinates under `vp`, or nil when
-- it is behind the camera. This is the function the pins are built on: it
-- takes the window-resolution clip position and divides the letterbox back
-- out of it, so the answer is in the same 160x144 space the battle screen
-- draws its pics in.
function BattleScene.toGB(vp, wx, wy, wz, lx, ly, s, pw, ph)
local cx = vp[1] * wx + vp[2] * wy + vp[3] * wz + vp[4]
local cy = vp[5] * wx + vp[6] * wy + vp[7] * wz + vp[8]
local cw = vp[13] * wx + vp[14] * wy + vp[15] * wz + vp[16]
if cw <= 1e-6 then return nil end
-- viewProjection already flipped clip Y into LOVE's Y-down convention
local px = (cx / cw * 0.5 + 0.5) * pw
local py = (cy / cw * 0.5 + 0.5) * ph
return (px - lx) / s, (py - ly) / s
end
-- Render the arena and hand back { canvas, player = {x,y}, enemy = {x,y} },
-- the two marks in GB coordinates -- or nil when there is nothing to draw
-- yet (the terrain mesh is still building, the driver has no depth support).
-- nil is not a failure: the caller simply leaves the battle screen as the
-- engine drew it for that frame.
-- White, for the hit flash, and how far toward it the card goes.
--
-- The shader replaces the card's colour rather than multiplying it, so at
-- full strength this is the sprite turned into a solid white silhouette --
-- which is what the effect is on a flat GB screen and far too much on a
-- sprite standing in a lit world. Held well short of 1, the mon's own
-- shading still reads through the flash: it looks struck rather than
-- deleted.
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)
local host = arena.map or state.map
local neighbors = (host == state.map) and (state.neighbors or {}) or {}
-- the hour's light reaches the arena exactly as it reaches free-roam: the
-- shared rig follows the clock on an outdoor floor and stays at noon on an
-- indoor one, and the same tint multiplies the staged shot -- with the
-- same window glass on whatever buildings stand in the background
local outdoor = host.def and Map.isOutdoor(host.def) or false
DayNight.applyRig(outdoor)
-- a canopy floor (Viridian Forest) fights under the hour's tint too,
-- with the rig and the void exactly as they were
Voxel3D.tint = DayNight.tint(outdoor or DayNight.isCanopy(host))
local GlassMask = V.require("GlassMask")
Voxel3D.glassMask = outdoor and GlassMask.texture(host.tileset) or nil
Voxel3D.glassNight = outdoor and DayNight.windowLight() or 0
-- no glint in the arena: the drift is the shot breathing, not the player
-- moving, and a shimmer on background windows would fight the mons
Voxel3D.glassGlint = 0
-- 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, water, nbWater = prefetchArena(state, host)
if not terrain then return nil end
local lx, ly, s, pw, ph = BattleScene.letterbox()
if not (pw > 0 and ph > 0 and s > 0) then return nil end
local palette = paletteFor(state, host)
local function atlasFor(map)
return TerrainAtlas.forMap(map, VoxelScene._modeColors(palette, map))
end
local groundY = BattleScene.groundY(host, arena)
local cam, pitch = BattleCam.rig(arena, groundY)
cam.fov = BattleScene.letterboxFov(cam.fov, ph, s)
local cx, cy = arena.mid[1], arena.mid[2]
-- the world extents the sun frustum is fitted to; the camera itself is
-- framed by cam.fov, so these only have to describe the ground in shot
-- the player's zoom is part of this: the sun's box is fitted to what the
-- frame holds, so a shot pulled wide has to light the ground it just
-- brought into view rather than the ground the rig alone would have
local vh = BattleCam.frameH(arena) * ph / (BattleScene.GB_H * s)
local vw = vh * pw / ph
-- the cards need the camera's eye to face it, so the rig has to be live
-- before they are built; Voxel3D.eye is set by viewProjection, which
-- beginScene calls -- so a provisional one is taken here for the sun pass
-- and the real one is rebuilt inside the scene below.
Voxel3D.camera = cam
Voxel3D.viewProjection(cx, cy, vw, vh)
local cards = monCards(arena, groundY, textures)
Voxel3D.camera = nil
castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh, atlasFor,
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
-- of the same ramp, which is a room's "past the wall". Transparent -- the
-- free-roam default -- would let the letterbox clear through wherever the
-- geometry stops.
local sky = VoxelScene.skyColor(host, 1)
or VoxelScene.skyShade(INDOOR_SHADE, 1)
Voxel3D.camera = cam
-- the sun is turned up for the arena and put back afterwards, so the
-- free-roam world it shares this module with keeps its own weight -- and
-- the hour still has the last word: a sunset fades the arena's shadows
-- out and the moon presses more softly, exactly as it does outside
local sunWas = Voxel3D.SHADOW_ALPHA
Voxel3D.SHADOW_ALPHA = BattleScene.SHADOW_ALPHA
* DayNight.shadowScale(outdoor)
-- and the wireframe is ON for a battle whatever the V-GRID row says. The
-- arena is a staged shot rather than the world being walked through, and
-- the seams are what make it read as built rather than photographed. Forced
-- through the override so the player's own row is never written to.
local gridWas = VoxelGrid.override
VoxelGrid.override = true
local out = nil
local ok, err = pcall(function()
-- 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
--
-- 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)
for i, nb in ipairs(neighbors) do
Voxel3D.draw(nbMesh[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
-- and the water over it -- PLAIN, always: the flat animated tiles, never
-- the reflective pass, whatever the WATER row says. The reflection is
-- tuned for the overworld's ladder of cameras; this shot's is PLACED --
-- low, tilted and framed like a picture -- and under it the pass reads
-- wrong: Fresnel opens all the way up, the leaned sky lands on bands the
-- framing never shows, and a lake-sized arena comes out as murk wearing
-- the tile art. The battle is a stage set, and stage water is painted.
-- (No mirror also means the mons need no second draw into one -- they
-- just composite over the water below, like everything else on the set.)
if water then Voxel3D.draw(water, atlasFor(host)) end
for i, nb in ipairs(neighbors) do
if nbWater and nbWater[i] then
Voxel3D.draw(nbWater[i], atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy))
end
end
-- 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
-- the card. A small camera-ward pull keeps a card rooted to the ground
-- plane from z-fighting the tile it is standing on.
-- The engine's hit flash is a full-screen white rectangle, which on a
-- white battle field is a flash and over a world is a whiteout of the
-- map, the HUD and the text box alike. It is dropped on the way past
-- (see OverworldBattle) and put back HERE, on the two things it was ever
-- about: the mons themselves go solid white for those frames.
local flashing = textures and textures.flash
if flashing then
Voxel3D.flatten(BattleScene.FLASH_COLOR, BattleScene.FLASH_STRENGTH)
end
-- and no voxel wireframe on the pair. Everything else in this frame is
-- built a unit per voxel and wears the seams that fall out of that; a
-- mon's card is one quad wearing the battle screen (see
-- BattleBillboard), so it is off the grid and has no seams to draw.
Voxel3D.seams(false)
-- and no glass either: the cards wear the battle screen, not the
-- tileset atlas, so the mask's coordinates mean nothing on them
Voxel3D.glass(false)
for _, card in ipairs(monCards(arena, groundY, textures)) do
-- the sun stored this card snugged (castShadows), so its own shadow
-- lookup must read the same snugged transform -- see ShadowMap.snug
Voxel3D.draw(BattleBillboard.mesh(), card.tex, card.model,
BattleBillboard.PULL, ShadowMap.snug(card.model))
end
Voxel3D.glass(true)
Voxel3D.seams(true)
if flashing then Voxel3D.flatten(nil) end
-- grass and flowers ride the same camera-ward pull the free-roam pass
-- gives them, measured against THIS camera's pitch rather than the
-- orbit's -- there is no character here for them to overdraw, but the
-- pull is also what keeps a tuft from z-fighting the floor it stands on
local pull = VoxelScene.pull(math.max(pitch, 0.05))
Voxel3D.draw(ChunkMesher.grass(host), atlasFor(host), nil, pull)
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.grass(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), pull)
end
local fpull = math.max(0, pull - 8 * math.sin(math.max(pitch, 0.05)))
Voxel3D.draw(ChunkMesher.flowers(host), atlasFor(host), nil, fpull,
ShadowMap.snug(nil))
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), fpull,
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
local canvas = AntiAlias.resolve(Voxel3D.endScene(), pw, ph, "battle")
if not canvas then return end
local vp = Voxel3D.vp
local pmx, pmy = BattleScene.toGB(vp, arena.player[1], groundY,
arena.player[2], lx, ly, s, pw, ph)
local emx, emy = BattleScene.toGB(vp, arena.enemy[1], groundY,
arena.enemy[2], lx, ly, s, pw, ph)
if not (pmx and emx) then return end
-- How wide one overworld square is on screen where each mon stands, in
-- GB pixels. This is what the pics are scaled to: a mon covers its own
-- square and no more, at whatever the drift has done to the distance.
local half = BattleScene.CELL / 2
local pl = BattleScene.toGB(vp, arena.player[1] - half, groundY,
arena.player[2], lx, ly, s, pw, ph)
local pr = BattleScene.toGB(vp, arena.player[1] + half, groundY,
arena.player[2], lx, ly, s, pw, ph)
local el = BattleScene.toGB(vp, arena.enemy[1] - half, groundY,
arena.enemy[2], lx, ly, s, pw, ph)
local er = BattleScene.toGB(vp, arena.enemy[1] + half, groundY,
arena.enemy[2], lx, ly, s, pw, ph)
if not (pl and pr and el and er) then return end
out = {
canvas = canvas,
player = { pmx, pmy },
enemy = { emx, emy },
playerSpan = math.abs(pr - pl),
enemySpan = math.abs(er - el),
-- the letterbox, so the depth-of-field pass can put its sharp band on
-- the two marks rather than on a fraction of the window
lx = lx, ly = ly, scale = s, pw = pw, ph = ph,
-- and the hour's light, for anything drawn over this shot that is NOT
-- geometry and so never went past the shader that applied it -- the back
-- pic pinned to the menu (see OverworldBattle.backPinned). Neutral
-- indoors, which is what DayNight.tint answers for a room.
tint = Voxel3D.tint,
}
end)
-- the placed camera is ours for exactly this pass; anything else that
-- renders (the free-roam pipeline, next frame) must find the orbit back
Voxel3D.camera = nil
Voxel3D.SHADOW_ALPHA = sunWas
VoxelGrid.override = gridWas
if not ok then
-- endScene never ran, so the canvas is still bound and the shader still
-- set; put the frame back the way it was found before rethrowing
pcall(love.graphics.setShader)
pcall(love.graphics.setDepthMode)
pcall(love.graphics.setCanvas)
error(err, 0)
end
return out
end
return BattleScene