Files
DramaticShapeVoxelMod/main.lua
T
DramaticShape 0ba9109e40 1.0.5: furnish every remaining interior
Extends the shape profile from ten tilesets to twenty-three -- 1,190
pinned tiles over ~130 maps -- surveyed against the standard the
finished interiors set: one 16px wall band carrying its built-ins,
half-cell counters, bookcase-collapsed shelving, thin-pool plant
standees, objects riding the furniture they are drawn above.

The recurring failures were rooms sunk into ponds by the three
stale-cache water ids (collision is per cell, so one trapped tile sank
its neighbours too), counters and cave edges towering to 32-48px,
racks fusing into deep monoliths, and anything in a walkable cell --
stools, tables, staircases, gravestone arches -- vanishing into the
floor.

Also fixes the door fold overwriting profile pins: it replaced the
resolved shape unconditionally, so stair pins on tiles their tileset
lists in doorTiles (Celadon Mansion, Pokemon Mansion 3F) silently did
nothing.
2026-07-27 02:24:05 -04:00

383 lines
16 KiB
Lua

-- Dramatic Shape Voxel Mod: a full 3D diorama overworld, shipped as a
-- rendering pipeline mod.
--
-- The engine's render_pipelines registry (src/mods/Schemas.lua) lets a mod
-- own part of the frame. This mod registers two:
--
-- voxel a drawWorld pipeline. Instead of the flat tile blit, the
-- overworld's terrain is extruded into real geometry, walked
-- by a depth-buffered 3D camera, with characters as leaning
-- sprite slabs and a shadow map throwing real cast shadows
-- across whatever they land on. Occlusion is the depth
-- buffer, not a y-sort: walk behind a building and the
-- building is simply in front.
--
-- tiltshift a worldPresent pipeline -- the stage that post-processes
-- the finished world BEFORE the UI composites over it. A
-- tilt-shift blur that sells the miniature-model look, on the
-- diorama only, leaving text boxes and menus crisp.
--
-- Everything a display mode needs beyond the two draw functions -- the
-- OFF/15/35/50 ladder, the options rows, the hotkeys, persistence in
-- save.options.pipelines, the free-roam gate, the mutual exclusion with
-- the engine's TILT mode -- is engine plumbing driven by the records
-- below. This file declares; lib/ draws.
--
-- Nothing here reaches collision, movement, triggers or scripts. Voxel
-- mode is purely presentational: it changes what the world LOOKS like and
-- nothing about what it IS.
local mod = ...
-- ------- the mod namespace
--
-- lib/ modules require each other through V rather than package.path: a
-- mod directory is not on it, and may live inside a mounted .love archive
-- that plain require cannot reach. Each module is loaded once, with V
-- passed in as its vararg (`local V = ...`).
local V = { mod = mod, path = mod.path }
local function chunkFor(rel)
local source = mod:read(rel)
if not source then
error(("DRAMATIC_SHAPE: %s is missing -- reinstall the mod"):format(rel), 0)
end
local chunk, err = load(source, "@" .. mod.path .. "/" .. rel)
if not chunk then
error(("DRAMATIC_SHAPE: %s did not compile: %s"):format(rel, tostring(err)), 0)
end
return chunk
end
local modules = {}
function V.require(name)
local hit = modules[name]
if hit ~= nil then return hit end
local value = chunkFor("lib/" .. name .. ".lua")(V)
modules[name] = value
return value
end
local dataFiles = {}
function V.data(name)
local hit = dataFiles[name]
if hit ~= nil then return hit end
local value = chunkFor("data/" .. name .. ".lua")(V)
dataFiles[name] = value
return value
end
-- ------- pipelines
local Voxel = V.require("VoxelState")
local Voxel3D = V.require("Voxel3D")
local VoxelScene = V.require("VoxelScene")
local TiltShift = V.require("TiltShift")
local ChunkMesher = V.require("ChunkMesher")
local VoxelGrid = V.require("VoxelGrid")
local WorldCurve = V.require("WorldCurve")
-- The last VOID FILL the terrain was meshed under; see the update hook.
-- The scene canvas's size, in FRAMEBUFFER PIXELS.
--
-- `ctx.width/height` are the window measured in LOVE UNITS
-- (love.graphics.getDimensions), but the engine composites a pipeline's
-- returned canvas with `draw(canvas, 0, 0, 0, 1/dpiX, 1/dpiY)` -- a scale
-- that only covers the window when the canvas is at PIXEL resolution.
-- Sizing it in units costs the DPI scale TWICE: the canvas is that much
-- smaller, then it is drawn that much smaller again, so the diorama lands
-- in the top-left corner at 1/dpi of the screen. Desktop never sees it --
-- units and pixels are the same thing there -- but on Android the DPI scale
-- is the display density (2.625 on a 420dpi panel), and the world came out
-- a third of the size in each direction.
--
-- So ask for the pixel dimensions rather than trusting the ctx. That is
-- the number a fixed engine would hand over, so this keeps working either
-- way instead of double-correcting. It also squares the FX pass: ctx.scale
-- is ALREADY in pixels per world pixel (Zoom.scale over Renderer:fitScale,
-- which measures the drawable), so the closures ctx.drawFx runs were being
-- scaled for a canvas 2.6x bigger than the one they drew into.
local function sceneSize(ctx)
if love.graphics and 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 ctx.width, ctx.height
end
local voidFill = { last = nil }
function voidFill.check()
local TileRenderer = require("src.render.TileRenderer")
local now = TileRenderer.voidFill
if voidFill.last ~= nil and now ~= voidFill.last then
ChunkMesher.invalidate() -- no map id: every ring on every map is stale
end
voidFill.last = now
end
mod.content.render_pipelines:register("voxel", {
label = "VOXEL",
levels = Voxel.ANGLE_LABELS,
-- 3 is the engine's TILT key, which this mode supersedes -- see the
-- hotkey block near the bottom of this file for how it is claimed
hotkey = "3",
-- above tiltshift, so the two sort together in the options list with the
-- mode first and its post-process under it
priority = 20,
-- Headless runs and drivers without a depth canvas or shader support
-- answer false here, and the engine keeps the vanilla 2D path -- which
-- is why no caller ever has to guard for a missing 3D pass.
available = function()
return Voxel3D.available()
end,
-- the engine hands over the live level; we ease the camera toward it.
-- pump() advances queued mesh builds inside a few-millisecond budget,
-- so entering voxel mode (and streaming neighbours while walking)
-- costs frames nothing visible -- the old synchronous build froze the
-- first frame for seconds. prefetch() runs here as well as in the
-- draw, because update ticks even while a warp's Transition covers
-- the screen: the destination's meshes start building the moment the
-- map swaps behind the fade, and the fade-covered frames get a wider
-- pump slice -- so stepping out of a door lands on terrain that is
-- already there instead of a flat flash.
update = function(dt, level)
Voxel.update(dt, level)
-- VOID FILL picks the block the border ring is made of, and in this
-- mode that ring is BAKED INTO THE MESH rather than drawn each frame.
-- So the option has to reach the cache or nothing happens on screen
-- until the meshes are dropped for some other reason -- which reads
-- exactly like the option doing nothing at all. Polled rather than
-- hooked because the engine changes it from three places (the options
-- row, applyOptions on load, TileRenderer.setVoidFill) and none of
-- them announces it. Ahead of the active() gate, so switching it
-- while voxel mode is OFF still invalidates what is cached.
voidFill.check()
if not Voxel.active() then return end
local Game = require("src.core.Game")
local ow = Game and Game.overworld
if ow and ow.map and ow.camera then
pcall(VoxelScene.prefetch, ow)
end
ChunkMesher.pump(Game and Game.stack
and Game.stack:top() ~= ow)
end,
drawWorld = function(ctx)
-- Terrain and characters are geometry; the field FX stay ordinary 2D
-- draws composited on top, anchored through the same camera the 3D
-- pass used (ctx.drawFx below). The scene renders at the window's
-- PIXEL resolution (see sceneSize) so the 3D pass is crisp rather than
-- a magnified low-res image, while the FX closures keep drawing in
-- world-pixel units.
local sw, sh = sceneSize(ctx)
local canvas = VoxelScene.render(ctx.state, sw, sh,
ctx.vw, ctx.vh, ctx.paletteFor)
if not canvas then return nil end -- fall back to the 2D path
if Voxel3D.beginOverlay() then
ctx.drawFx(function(wx, wy) return Voxel3D.project(wx, 0, wy) end,
ctx.scale)
Voxel3D.endOverlay()
end
return canvas
end,
invalidate = function()
Voxel3D.invalidate()
ChunkMesher.invalidate() -- no map id = every cached mesh
end,
})
mod.content.render_pipelines:register("tiltshift", {
label = "T-SHIFT",
levels = TiltShift.LABELS,
-- 6 is free: no engine branch claims it, so this one alone reaches the
-- registry by the documented route
hotkey = "6",
priority = 10,
update = function(dt, level)
TiltShift.update(dt, level)
end,
-- worldPresent, not present: the blur belongs on the diorama, not on the
-- dialog box in front of it. A pass-through when the level is 0 or the
-- shader is unavailable, so the frame is untouched in every other case.
worldPresent = function(canvas)
return TiltShift.apply(canvas)
end,
invalidate = function()
TiltShift.invalidate()
end,
})
-- ------- this mod's own settings
--
-- Neither of these is a pipeline: they own no pass of the frame, they
-- PARAMETERISE the voxel one, so they have nothing to put in drawWorld or
-- present and the registry would rightly reject them. Plain mod settings
-- instead -- see ModSetting for where they persist and how the two rows
-- each ends up on stay in step.
local SETTINGS = {
{ VoxelGrid.setting, "One-pixel wireframe along every voxel edge." },
{ WorldCurve.setting,
"Bend the world down over the horizon, Animal Crossing style." },
}
local schema = {}
for i, entry in ipairs(SETTINGS) do
schema[i] = entry[1]:schema(entry[2])
end
mod.options:define(schema)
-- ------- this mod's hotkeys
--
-- 3 VOXEL cycle the camera ladder (was 6)
-- 5 V-GRID toggle the wireframe (new)
-- 6 T-SHIFT cycle the blur ladder (was 9)
-- 7 V-CURVE cycle the horizon bend (new)
--
-- Only 6 arrives by the documented route. Game:keypressed answers the
-- engine's own display keys FIRST and returns -- 2 COLORS, 3 TILT, 4 ZOOM,
-- 5 GBC FX -- and only then offers the key to Pipelines.hotkey, expressly
-- so "a pipeline can never shadow one" (Schemas, render_pipelines.hotkey).
-- 3 and 5 are two of those, and 7 belongs to a pair of plain mod settings
-- that own no pass and so have no registry to claim a key from at all.
--
-- So this wraps Game:keypressed. It is the invasive option and it is the
-- only one: polling the keyboard in update() would fire alongside the
-- engine's handler rather than instead of it, so 3 would cycle this mode
-- AND the engine's TILT on the same press.
--
-- Consequences worth being explicit about: while this mod is enabled, TILT
-- (3) and GBC FX (5) are unreachable by key. Both are still reachable on
-- the OPTIONS menu, and TILT is the one this mode supersedes anyway -- the
-- registry already forces it off whenever a world pipeline takes the pass.
--
-- Everything the engine does around a pipeline hotkey has to happen here
-- too, so the work is DELEGATED rather than reimplemented: Pipelines.hotkey
-- applies its own gate and ladder, and the three lines after it are the
-- engine's own (syncOptions, the tilt exclusion, writeOptions).
local HOTKEYS = {
["3"] = "pipeline", -- voxel, by its declared hotkey
["6"] = "pipeline", -- tiltshift, likewise
["5"] = VoxelGrid.setting,
["7"] = WorldCurve.setting,
}
do
local Game = require("src.core.Game")
local Pipelines = require("src.render.Pipelines")
local inner = Game.keypressed
function Game:keypressed(key)
local claim = HOTKEYS[key]
local top = self.stack and self.stack:top()
-- A screen with its own key handler gets the key first, exactly as the
-- engine's first branch does: typing a nickname must not toggle a
-- render mode. Only free-roam presses are ours to take.
if claim and not (top and top.onKeyPressed) then
if claim == "pipeline" then
if Pipelines.hotkey(key, top, self.overworld) then
Pipelines.syncOptions(self.save.options)
-- 3 is the key that used to turn TILT on and sits next to the one
-- that used to turn GBC FX on, and this mod has taken both away.
-- A player who left either running before enabling the mod would
-- otherwise have no way back to off, and both fight the diorama:
-- TILT is the flat fake of what this mode does for real, and GBC
-- FX is a full-screen present pass over the top of it. So the
-- VOXEL key clears them on EVERY press, not just the press that
-- switches the mode on -- cycling back round to OFF leaves them
-- off too, which is the state the key is now the only route to.
if key == "3" then
self.save.options.tilt = 0
self.save.options.gbcfx = 0
require("src.render.GBCFX").setLevel(0)
end
require("src.render.Tilt").setLevel(self.save.options.tilt or 0)
self:writeOptions()
return
end
elseif Pipelines.canToggle("voxel", top, self.overworld) then
-- Both settings parameterise the voxel pass, so they answer to the
-- same free-roam gate it does -- borrowed from the registry rather
-- than restated, so a press mid-warp or mid-cutscene is refused for
-- the wireframe exactly when it would be for the mode itself.
claim:cycle(self)
return
end
end
return inner(self, key)
end
end
-- call next() first and decorate what comes back, so every other mod's
-- rows survive this one
mod.hooks:wrap("ui.options.rows", function(next, game, rows)
local out = next(game, rows)
if type(out) ~= "table" then return out end
for _, entry in ipairs(SETTINGS) do
out[#out + 1] = entry[1]:row()
end
return out
end)
-- The mod manager writes and persists on its own, so the only thing left
-- to do is move our cached index and pick the new value up.
mod.events:on("mod.options_changed", function(payload)
if not (payload and payload.mod == mod.id) then return end
for _, entry in ipairs(SETTINGS) do
if payload.key == entry[1].key then entry[1]:sync(payload.value) end
end
end)
-- ------- keeping the geometry in step with the world
--
-- Terrain meshes are derived from a map's block layer, so anything that
-- rewrites a block (a cut tree, a smashed rock, a script's replaceBlock)
-- has to drop that map's cached mesh or the 3D world keeps showing the
-- tree that is no longer there. The 2D tile renderer invalidates its own
-- caches off the same edit.
-- refresh, not invalidate: the stale mesh keeps drawing while the
-- replacement builds in the background, so a one-block edit (Cut, a
-- door stamp, the tree regrowing on re-entry) repopulates in place
-- instead of blinking the whole scene down to the flat 2D path
mod.events:on("world.block_replaced", function(payload)
local mapId = payload and (payload.mapId or (payload.map and payload.map.id))
if mapId then ChunkMesher.refresh(mapId) end
end)
-- A reloaded map is rebuilt from scratch (warps that re-enter the same map,
-- hot reload), so its mesh is stale for the same reason -- with one
-- exception, and it is the common one.
--
-- A palette switch reloads the map ONLY to rebuild its atlas
-- (PaletteFX.setMode -> reloadMap(id, "colors")). The geometry that comes
-- back is identical: this mesher reads block layout and tile ids and never
-- reads colour, and the palette lives entirely in the texture TerrainAtlas
-- hands back per frame -- which is keyed BY palette, so the new colours are
-- already built by the time the next frame draws.
--
-- Dropping the mesh anyway cost a visible flash of the flat 2D world on
-- every palette toggle. Mesh builds are asynchronous, so the frames between
-- the drop and the first finished mesh have no terrain to draw, and
-- drawWorld returning nil IS the 2D fallback. Keeping the geometry lets the
-- new colours land on the diorama already on screen, in one frame, which is
-- what a palette toggle should look like from inside voxel mode.
mod.events:on("map.reloaded", function(payload)
if payload and payload.reason == "colors" then return end
local mapId = payload and (payload.mapId or (payload.map and payload.map.id))
if mapId then ChunkMesher.invalidate(mapId) end
end)
mod.exports.version = "1.0.5"
-- exposed so a companion mod can pin its own tiles' shapes or read the
-- camera without reaching into this mod's file layout
mod.exports.lib = V