Files
2026-08-04 14:18:11 -04:00

232 lines
8.6 KiB
Lua

-- Overworld battles: the HUD's footing on a world that is not white.
--
-- Gen 1 draws its battle HUDs as black glyphs and bar tiles straight onto
-- the white field, with no box around them -- the field IS the backing. Take
-- the field away and put a route underneath and the name, the level and the
-- HP numbers are black on grass, which is not readable.
--
-- So each HUD block gets a panel: the world behind it, blurred to frosted
-- glass and laid back down translucent, with a tint that pushes it away from
-- whatever colour the text is about to be. Frosted rather than opaque
-- because the point of the mode is that you can see where you are standing,
-- and an opaque slab in the corner of the frame is the white field back
-- again by another name.
--
-- The ink does NOT change. There was a pass here that measured each panel's
-- average brightness and flipped the glyphs to white over a dark one, with
-- hysteresis so a drifting camera could not strobe them. It worked, and it
-- was still wrong: the battle menu is the one part of the frame the player
-- reads constantly, and having its colour depend on what the camera happens
-- to be pointing at makes it an unreliable piece of furniture. Gen 1's
-- battle text is black, so it is black -- and the panel's tint is what
-- earns that its contrast, on a cave floor as much as on a meadow.
--
-- Removing it also took out a one-pixel GPU readback that ran several times
-- a second purely to answer a question nothing asks any more.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local BattleHud = {}
-- How solid the frost is over the world behind it, and how far the tint
-- pushes it toward the far end from the text.
--
-- Both deliberately light. The panel is there to make glyphs legible, not to
-- put a slab in the corner of the frame: at these values the sharp world
-- still reads through it and the blur registers as a pane of glass rather
-- than as a second background.
BattleHud.FROST = 0.55
BattleHud.TINT = 0.26
-- The frost buffer's height; width follows the source's aspect. Small on
-- purpose: the downscale is most of the blur.
BattleHud.FROST_H = 72
local frost, frostW, frostH = nil, 0, 0
local blurA, blurB = nil, nil
local frame = 0
local SHADER = [[
uniform vec2 dir;
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
vec4 sum = Texel(tex, tc) * 0.2270270270;
sum += (Texel(tex, tc + dir) + Texel(tex, tc - dir)) * 0.1945945946;
sum += (Texel(tex, tc + 2.0 * dir) + Texel(tex, tc - 2.0 * dir)) * 0.1216216216;
sum += (Texel(tex, tc + 3.0 * dir) + Texel(tex, tc - 3.0 * dir)) * 0.0540540541;
sum += (Texel(tex, tc + 4.0 * dir) + Texel(tex, tc - 4.0 * dir)) * 0.0162162162;
return sum * 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
local function canvasOf(w, h, filter)
local ok, c = pcall(love.graphics.newCanvas, w, h)
if not ok then return nil end
c:setFilter(filter or "linear", filter or "linear")
return c
end
-- Build (or rebuild) the frosted copy of `src` for this frame.
--
-- Two steps, because one is not enough: the downscale to a 72-row buffer
-- averages the world down to something that no longer reads as terrain, and
-- the separable gaussian over that turns the remaining structure into
-- frosted glass rather than a mosaic of the tiles it came from.
function BattleHud.build(src)
if not src then return nil end
local blur = getShader()
local sw, sh = src:getDimensions()
if sw <= 0 or sh <= 0 then return nil end
local h = BattleHud.FROST_H
local w = math.max(1, math.floor(sw * h / sh + 0.5))
if not frost or frostW ~= w or frostH ~= h then
frost = canvasOf(w, h)
blurA = canvasOf(w, h)
blurB = canvasOf(w, h)
if not (frost and blurA and blurB) then
frost, blurA, blurB, frostW, frostH = nil, nil, nil, 0, 0
return nil
end
frostW, frostH = w, h
end
local prevCanvas = love.graphics.getCanvas()
local prevBlend, prevAlpha = love.graphics.getBlendMode()
local prevFilter = { src:getFilter() }
src:setFilter("linear", "linear")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setBlendMode("replace", "premultiplied")
local ok = pcall(function()
love.graphics.setCanvas(frost)
love.graphics.draw(src, 0, 0, 0, w / sw, h / sh)
if blur then
love.graphics.setShader(blur)
love.graphics.setCanvas(blurA)
pcall(blur.send, blur, "dir", { 2.5 / w, 0 })
love.graphics.draw(frost)
love.graphics.setCanvas(blurB)
pcall(blur.send, blur, "dir", { 0, 2.5 / h })
love.graphics.draw(blurA)
love.graphics.setShader()
frost, blurB = blurB, frost -- the blurred one is the frost now
end
end)
love.graphics.setShader()
if prevCanvas then
love.graphics.setCanvas(prevCanvas)
else
love.graphics.setCanvas()
end
love.graphics.setBlendMode(prevBlend or "alpha", prevAlpha)
src:setFilter(prevFilter[1] or "nearest", prevFilter[2] or "nearest")
frame = frame + 1
return ok and frost or nil
end
function BattleHud.frame()
return frame
end
-- Map a GB-frame rect onto the frost canvas, given where the letterbox sits
-- in the source the frost was built from.
local function frostRect(rect, box)
local kx = frostW / box.pw
local ky = frostH / box.ph
local fx = (box.lx + rect[1] * box.scale) * kx
local fy = (box.ly + rect[2] * box.scale) * ky
local fw = rect[3] * box.scale * kx
local fh = rect[4] * box.scale * ky
return fx, fy, math.max(1, fw), math.max(1, fh)
end
-- The same map for a rect that is ALREADY in world-canvas pixels. A HUD
-- snapped out to the window's edge has left the GB frame, so it has no GB
-- coordinates to be placed from -- see OverworldBattle.snapRects.
local function frostRectWorld(rect, box)
local kx = frostW / box.pw
local ky = frostH / box.ph
return rect[1] * kx, rect[2] * ky,
math.max(1, rect[3] * kx), math.max(1, rect[4] * ky)
end
-- Which of the two the caller's rects are in. One frost buffer, one panel
-- draw, two coordinate spaces: the GB frame (rects land in the 160x144 UI
-- canvas) or world pixels (rects land in the window-resolution world image).
local function mapper(world)
return world and frostRectWorld or frostRect
end
-- Draw one HUD panel into the current target, in that target's own
-- coordinates: GB ones for the 160x144 UI canvas, world pixels (world = true)
-- for a panel laid straight onto the world image.
--
-- The tint always pushes toward WHITE, away from the black ink that is about
-- to land on it, so the contrast is guaranteed rather than hoped for -- and
-- it is the whole of what makes a fixed ink colour workable over any ground.
function BattleHud.panel(rect, box, world)
if not (frost and box and box.scale and box.scale > 0) then return false end
local fx, fy, fw, fh = mapper(world)(rect, box)
local ok = pcall(function()
local quad = love.graphics.newQuad(fx, fy, fw, fh, frostW, frostH)
love.graphics.setColor(1, 1, 1, BattleHud.FROST)
love.graphics.draw(frost, quad, rect[1], rect[2], 0,
rect[3] / fw, rect[4] / fh)
love.graphics.setColor(1, 1, 1, BattleHud.TINT)
love.graphics.rectangle("fill", rect[1], rect[2], rect[3], rect[4])
love.graphics.setColor(1, 1, 1, 1)
end)
return ok
end
-- ------- the whole HUD layer as a texture
--
-- The two blocks do not sit in the same place any more: each is snapped to its
-- own side of the WINDOW, which is outside the 160x144 canvas the engine draws
-- them in (see OverworldBattle.snapRects). A draw cannot be aimed at two
-- places at once, so the layer is rendered ONCE into a GB-sized canvas and
-- each block is then blitted out of it as a quad.
--
local hudLayer = nil
function BattleHud.layerTexture(w, h, fn)
if not hudLayer or hudLayer:getWidth() ~= w or hudLayer:getHeight() ~= h then
hudLayer = canvasOf(w, h, "nearest")
if not hudLayer then return nil end
end
local g = love.graphics
local prevCanvas = g.getCanvas()
local prevBlend, prevAlpha = g.getBlendMode()
local ok, err = pcall(function()
g.setCanvas(hudLayer)
g.clear(0, 0, 0, 0)
g.setBlendMode("alpha")
g.setColor(1, 1, 1, 1)
fn()
end)
if prevCanvas then g.setCanvas(prevCanvas) else g.setCanvas() end
g.setBlendMode(prevBlend or "alpha", prevAlpha)
g.setColor(1, 1, 1, 1)
if not ok then error(err, 0) end
return hudLayer
end
function BattleHud.invalidate()
frost, blurA, blurB = nil, nil, nil
frostW, frostH = 0, 0
hudLayer = nil
end
return BattleHud