Files
DramaticShapeVoxelMod/lib/ForestAtmos.lua
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2026-08-06 19:56:39 -04:00

877 lines
32 KiB
Lua

-- The air under the canopy: fog, god rays, and what drifts through them.
--
-- Some maps have an ATMOSPHERE (data/map_atmosphere.lua -- Viridian Forest
-- today, any map that adds a line tomorrow): a ground haze the scene shader
-- folds every surface into (see Voxel3D.fog), and VOLUMETRIC light let down
-- through an INVISIBLE canopy hanging above the map's real trees, as if the
-- carved hulls on screen were only the understorey of something taller.
--
-- The rays are not placed geometry. A fullscreen pass marches every
-- pixel's eye ray through the air, stops at the frame's own depth buffer
-- (the same detach-and-read Water runs), and asks two questions of every
-- step of air on the way:
--
-- * the SUN'S question -- the shadow map. Air behind a tree hull is
-- dark air; air in a real gap glows. A trunk stands in a column of
-- its own shade, a character walks through the beams and blocks
-- them, and every shaft on screen agrees with the light already on
-- the floor, because it is read from the same map.
--
-- * the CANOPY'S question -- where this thread of sun pierced the
-- invisible leaf layer. Every step of air on one sun ray shares that
-- point, which is what makes a shaft a SHAFT, and the point samples
-- a wind-blown noise field: the dapple drifts and shivers like
-- leaves moving overhead, opening and closing the beams as it goes.
--
-- The shafts lean along the fixed noon shear, deliberately: a canopy
-- map's rig is pinned to noon (see DayNight.CANOPY), so light that
-- followed the sun's arc would part company with every shadow on the
-- floor. What follows the clock is colour and strength -- gold spears of
-- sun by day, silver moon rays after dark, dying back through the
-- twilights -- plus the crew each shift brings: pollen adrift in the
-- day's beams, fireflies once they cool. A forward-scattering phase term
-- brightens the beams for a camera looking up into the light, which is
-- most of what makes them read as light in air rather than paint on it.
--
-- Everything is deterministic: placement and the leaf field are dealt by
-- a seeded xorshift (StadiumFx's generator), motion is a pure function
-- of one `time` uniform, so a pinned ForestAtmos.time reproduces a frame
-- exactly (see tests/forest_fog_shots). Every shader compiles lazily
-- behind pcall -- nil untried, false unavailable -- and each refusal
-- subtracts only itself: no march without readable depth, no beams
-- without a shadow map, and the fog rides the scene shader whatever
-- happens here.
local V = ...
local DayNight = V.require("DayNight")
local ModSetting = V.require("ModSetting")
local floor, sqrt, min, max = math.floor, math.sqrt, math.min, math.max
local ForestAtmos = {}
-- The diorama's viewport, as both shaders here take it (see Voxel3D.cull:
-- the field is set for a headset's diorama frame and nil for every other,
-- where kind 0 means "no cut"). Read through V.require rather than held as
-- an upvalue because this file loads before Voxel3D on some paths.
local function cullAt()
local c = V.require("Voxel3D").cull
return c and { c.x, c.y, c.z } or { 0, 0, 0 }
end
local function cullShape()
local c = V.require("Voxel3D").cull
return c and { c.r, c.invFade, c.kind } or { 0, 0, 0 }
end
-- FULL is the point; LOW halves the march and drops the particles, for
-- hardware that minds a per-pixel loop under 4X supersampling.
--
-- On ANDROID the ladder itself is shorter: LOW and OFF, with LOW the
-- default. The march needs a depth texture it can READ, and no driver on
-- the phones this runs on has granted one (see newDepth in Voxel3D) --
-- so FULL would be a rung with nothing behind it, which reads as a
-- broken mod rather than a missing feature. LOW there is the haze, the
-- one part of the atmosphere that rides the scene shader and works
-- everywhere. A desktop save opened on a phone stores FULL still;
-- ModSetting's unknown-value fallback lands it on LOW, and putting the
-- save back on the desktop restores the choice.
local function onAndroid()
if not (love and love.system and love.system.getOS) then return false end
local ok, os = pcall(love.system.getOS)
return ok and os == "Android"
end
ForestAtmos.setting = onAndroid()
and ModSetting.new("atmos", "FOREST FX", { "low", "off" },
{ "LOW", "OFF" })
or ModSetting.new("atmos", "FOREST FX", { "full", "low", "off" },
{ "FULL", "LOW", "OFF" })
-- the animation clock: ticked by main.lua's always-running update hook,
-- pinnable (frozen = true) so a screenshot driver can hold a frame still
ForestAtmos.time = 0
ForestAtmos.frozen = false
function ForestAtmos.update(dt)
if ForestAtmos.frozen then return end
ForestAtmos.time = ForestAtmos.time + (dt or 0)
end
-- ------- the authored table
--
-- Same shape as BattleArena's: the data file behind a pcall with a false
-- sentinel, and an overrides table a tuning driver can stage a candidate
-- through before anything is written down. `~= nil` on the override,
-- because false is meaningful -- "this map has no atmosphere, whatever
-- the file says".
local authored = nil
local overrides = {}
local function configFor(mapId)
if not mapId then return nil end
local forced = overrides[mapId]
if forced ~= nil then return forced or nil end
if authored == nil then
local ok, list = pcall(V.data, "map_atmosphere")
authored = (ok and type(list) == "table") and list or false
end
if not authored then return nil end
return authored[mapId]
end
ForestAtmos.configFor = configFor
-- ------- caches
--
-- Particle layouts and meshes go stale with the map (map.reloaded, and
-- the pipeline's invalidate); called with no map id this also resets the
-- shader and texture sentinels, which is what a lost GL context needs.
local layoutCache = {}
local meshCache = {}
local shaders = {} -- keyed by variant; nil untried, false refused
local leafTex = nil -- the tiling leaf-dapple field
local rayMesh = nil -- the fullscreen ray-fan quad, re-aimed per draw
-- Every bail here is deliberate and silent on screen -- a missing piece
-- subtracts itself, never the frame -- but "the beams are off" and "the
-- beams are off BECAUSE ..." are different debugging days. Each reason
-- is said once on the console, the way VR reports a missing runtime.
local said = {}
local function say(key, msg)
if said[key] then return end
said[key] = true
print("[DRAMATIC_SHAPE] atmos: " .. msg)
end
function ForestAtmos.invalidate(mapId)
if mapId then
layoutCache[mapId] = nil
meshCache[mapId] = nil
else
layoutCache, meshCache = {}, {}
shaders = {}
leafTex = nil
rayMesh = nil
end
end
function ForestAtmos.setOverride(mapId, entry)
overrides[mapId] = entry
ForestAtmos.invalidate(mapId)
end
-- ------- the hour's answer
--
-- One ramp, authored per phase and blended with DayNight's own weights,
-- so the fog and the rays can never disagree about what hour it is. The
-- two interact three ways: the fog colour leans toward the ray colour
-- (noon warms the haze, midnight silvers it), the rays scale with the
-- fog's density (a beam IS lit fog -- less medium, less beam), and the
-- march accumulates through the same density the surfaces sink into.
ForestAtmos.RAMP = {
day = { fog = { 0.78, 0.86, 0.70 }, ray = { 1.00, 0.93, 0.70 },
alpha = 0.55, density = 1.00, motes = 1.0, flies = 0.0 },
golden = { fog = { 0.84, 0.76, 0.58 }, ray = { 1.00, 0.85, 0.55 },
alpha = 0.35, density = 1.00, motes = 0.6, flies = 0.0 },
dawn = { fog = { 0.80, 0.70, 0.66 }, ray = { 1.00, 0.80, 0.62 },
alpha = 0.20, density = 1.05, motes = 0.3, flies = 0.25 },
dusk = { fog = { 0.78, 0.66, 0.58 }, ray = { 1.00, 0.76, 0.55 },
alpha = 0.20, density = 1.05, motes = 0.2, flies = 0.5 },
violet = { fog = { 0.52, 0.50, 0.66 }, ray = { 0.82, 0.80, 1.00 },
alpha = 0.25, density = 1.10, motes = 0.0, flies = 1.0 },
night = { fog = { 0.34, 0.40, 0.56 }, ray = { 0.72, 0.80, 1.00 },
alpha = 0.40, density = 1.15, motes = 0.0, flies = 1.0 },
}
-- The frame's atmosphere for `map` at clock `t` (defaulting to now), or
-- nil -- no entry, or the row is OFF -- in which case nothing is drawn
-- and Voxel3D.fog should be left nil.
function ForestAtmos.frame(map, t)
if ForestAtmos.setting:get() == "off" then return nil end
local cfg = configFor(map and map.id)
if not cfg then return nil end
local mix = DayNight.mix(t or DayNight.time())
local fr, fg, fb, rr, rg, rb = 0, 0, 0, 0, 0, 0
local alpha, dens, motes, flies = 0, 0, 0, 0
for name, w in pairs(mix) do
local p = ForestAtmos.RAMP[name] or ForestAtmos.RAMP.day
fr, fg, fb = fr + p.fog[1] * w, fg + p.fog[2] * w, fb + p.fog[3] * w
rr, rg, rb = rr + p.ray[1] * w, rg + p.ray[2] * w, rb + p.ray[3] * w
alpha = alpha + p.alpha * w
dens = dens + p.density * w
motes = motes + p.motes * w
flies = flies + p.flies * w
end
-- the haze takes on a little of the light standing in it
local LEAN = 0.15
fr = fr + (rr - fr) * LEAN
fg = fg + (rg - fg) * LEAN
fb = fb + (rb - fb) * LEAN
local base = cfg.fog or {}
local rays = cfg.rays or {}
return {
-- in exactly the shape Voxel3D.fog takes, so callers assign it whole
fog = { color = { fr, fg, fb },
density = (base.density or 0) * dens,
start = base.start or 0,
heightK = base.heightK or 0 },
rayColor = { rr, rg, rb },
-- a beam is scattered fog: less medium, less beam
rayAlpha = alpha * (0.4 + 0.6 * min(dens, 1)),
rayStrength = rays.strength or 12,
rayReach = rays.reach or 380,
moteLevel = motes,
fireflyLevel = flies,
cfg = cfg,
}
end
-- ------- deterministic noise
--
-- The same written-out xorshift StadiumFx runs (see the note there on why
-- not LuaJIT's `bit`): the particle deal and the leaf field must come out
-- identical on every machine and every visit.
local function bxor32(a, b)
local r, p = 0, 1
for _ = 1, 32 do
local x, y = a % 2, b % 2
if x ~= y then r = r + p end
a, b, p = floor(a / 2), floor(b / 2), p * 2
end
return r
end
local Rng = {}
Rng.__index = Rng
local function newRng(seed)
local s = seed % 0x100000000
if s == 0 then s = 0x9E3779B9 end
return setmetatable({ s = s }, Rng)
end
function Rng:next()
local x = self.s
x = bxor32(x, (x % 0x80000) * 0x2000) -- x ^= (x << 13)
x = bxor32(x, floor(x / 0x20000)) -- x ^= x >> 17
x = bxor32(x, (x % 0x8000000) * 0x20) -- x ^= (x << 5)
self.s = x % 0x100000000
return self.s
end
function Rng:unit()
return self:next() / 0x100000000
end
-- bilinear value noise on a torus (StadiumFx's), so the leaf field tiles
local function lattice(rng, w, h)
local g = {}
for y = 1, h do
local row = {}
for x = 1, w do row[x] = rng:unit() end
g[y] = row
end
return g
end
local function smoothstep01(t)
return t * t * (3 - 2 * t)
end
local function torus(grid, w, h, x, y)
local x0, y0 = floor(x), floor(y)
local fx, fy = smoothstep01(x - x0), smoothstep01(y - y0)
local x1, y1 = (x0 + 1) % w, (y0 + 1) % h
x0, y0 = x0 % w, y0 % h
local a = grid[y0 + 1][x0 + 1]
local b = grid[y0 + 1][x1 + 1]
local c = grid[y1 + 1][x0 + 1]
local d = grid[y1 + 1][x1 + 1]
return (a + (b - a) * fx) + ((c + (d - c) * fx) - (a + (b - a) * fx)) * fy
end
-- ------- the leaf field
--
-- One small tiling texture of three-octave value noise, generated once
-- from a fixed seed: the pattern of the unseen foliage. The shader reads
-- it at two drifting, differently-scaled offsets and thresholds the sum,
-- so the pools of light between the leaves slide, open and close -- the
-- movement is the WIND's, all in the sampling; the cloth itself never
-- changes, which is what keeps a pinned frame reproducible.
local function leafTexture()
if leafTex ~= nil then return leafTex or nil end
if not (love and love.image and love.image.newImageData
and love.graphics and love.graphics.newImage) then
leafTex = false
return nil
end
local ok, tex = pcall(function()
local N = 128
local rng = newRng(0x1EAF)
local g1 = lattice(rng, 8, 8)
local g2 = lattice(rng, 16, 16)
local g3 = lattice(rng, 32, 32)
local img = love.image.newImageData(N, N)
for y = 0, N - 1 do
local v = y / N
for x = 0, N - 1 do
local u = x / N
local n = torus(g1, 8, 8, u * 8, v * 8) * 0.5
+ torus(g2, 16, 16, u * 16, v * 16) * 0.3
+ torus(g3, 32, 32, u * 32, v * 32) * 0.2
img:setPixel(x, y, n, n, n, 1)
end
end
local t = love.graphics.newImage(img)
t:setWrap("repeat", "repeat")
t:setFilter("linear", "linear")
return t
end)
leafTex = (ok and tex) or false
return leafTex or nil
end
-- ------- placement (the particles; the light places itself)
local MARGIN = 24 -- keep off the map's edge, world px
function ForestAtmos.layout(cfg, w, h)
local rng = newRng((cfg.seed or 0x51D))
local canopy = cfg.canopyY or 56
local motes = {}
for _ = 1, (cfg.motes and cfg.motes.count) or 0 do
motes[#motes + 1] = {
x = MARGIN + rng:unit() * max(w - 2 * MARGIN, 1),
y = 3 + rng:unit() * max(canopy - 11, 8),
z = MARGIN + rng:unit() * max(h - 2 * MARGIN, 1),
phase = rng:unit() * 6.2832,
rate = 0.5 + rng:unit(),
}
end
local flies = {}
for _ = 1, (cfg.fireflies and cfg.fireflies.count) or 0 do
flies[#flies + 1] = {
x = MARGIN + rng:unit() * max(w - 2 * MARGIN, 1),
y = 3 + rng:unit() * 12,
z = MARGIN + rng:unit() * max(h - 2 * MARGIN, 1),
phase = rng:unit() * 6.2832,
rate = 0.5 + rng:unit(),
}
end
return { motes = motes, flies = flies }
end
-- A map is width x height BLOCKS of 4x4 tiles of 8 pixels -- times 32
-- for world pixels (the same arithmetic Structures runs in tiles).
local function layoutFor(map)
local hit = layoutCache[map.id]
if hit ~= nil then return hit or nil end
local cfg = configFor(map.id)
if not cfg then
layoutCache[map.id] = false
return nil
end
local def = map.def or {}
local L = ForestAtmos.layout(cfg, (def.width or 16) * 32,
(def.height or 16) * 32)
layoutCache[map.id] = L
return L
end
ForestAtmos.layoutFor = layoutFor
-- ------- the volumetric march
--
-- A fullscreen quad whose four corners carry the camera's own frustum
-- rays; the varying interpolates them into a world ray per pixel. The
-- pixel stage walks that ray to the depth buffer's surface, and every
-- step of air on the way is lit or not by the shadow map and the leaf
-- field, accumulated through the same haze the surfaces sink into.
--
-- Conventions copied from Water's march: the ray walks the FLAT world
-- (the space it is straight in) and every depth compare bends the sample
-- first, by the same displacement the vertex stage applies -- so the
-- march reads the depth buffer it actually has. The shadow lookup stays
-- flat, exactly like the scene shader's own vSun. STEPS is spliced into
-- the source rather than sent (the LOW rung is a second compile), and
-- there are no uniform arrays anywhere -- see the note in Sky about the
-- Android driver that reads them as zero.
local RAY_SHADER = [[
varying vec3 vRay;
#ifdef VERTEX
attribute vec3 RayDir;
vec4 position(mat4 transform_projection, vec4 vertex_position) {
vRay = RayDir;
return transform_projection * vertex_position;
}
#endif
#ifdef PIXEL
uniform Image depthTex; // the frame's own depth, detached to read
uniform Image sunMap; // the sun's answer (see ShadowMap)
uniform Image leafTex; // the unseen foliage, tiling
uniform mat4 vp;
uniform mat4 sunVP;
uniform float sunBias;
uniform vec3 eye;
uniform vec3 curve; // xy = the focus in world XZ, z = k; 0 = off
uniform vec2 screen; // canvas size, for the pixel's own uv
uniform vec4 fogW; // density, heightK, canopyY, fadeTo
uniform vec3 shear; // the noon shear kx, kz; z = reach
uniform vec3 rayColor;
uniform float strength;
uniform vec3 sunward; // unit, toward the unseen sun
uniform vec2 wind; // leaf-field drift, uv per second
uniform float time;
// the diorama's viewport, as the scene shader takes it (see Voxel3D):
// air outside the model is not air, so a sample out there contributes
// nothing and the beams end with the world they fall through
uniform vec3 cullAt;
uniform vec3 cullShape;
float dioramaCull(vec3 p) {
if (cullShape.z <= 0.5) return 1.0;
vec3 cd = p - cullAt;
float d;
if (cullShape.z < 1.5) {
d = max(abs(cd.x), abs(cd.z)); // the box
} else if (cullShape.z < 2.5) {
d = length(cd); // the ball
} else {
d = length(cd.xz); // the fight's pillar
}
return clamp((cullShape.x - d) * cullShape.y, 0.0, 1.0);
}
float sunDepth(vec2 uv) {
vec4 c = Texel(sunMap, uv);
return c.r + c.g * (1.0 / 255.0);
}
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
vec2 uv = sc / screen;
float sceneD = Texel(depthTex, uv).r;
vec3 dir = normalize(vRay);
// Spend every sample where a sample can glow. Above the canopy no
// beam exists, and below the floor there is no air at all -- so the
// march runs from where this ray first dips under the leaves to
// where it would pass the ground, however long or short that
// stretch is. From the orbit camera that is the last few dozen
// pixels of a mostly-vertical ray, and dividing the WHOLE reach by
// the step count there starved the beams to nothing.
float t0 = 0.0;
if (eye.y > fogW.z) {
if (dir.y >= -0.01) return vec4(0.0);
t0 = (eye.y - fogW.z) / -dir.y;
}
float tEnd = shear.z;
if (dir.y < -0.01) {
tEnd = min(tEnd, (eye.y + 8.0) / -dir.y);
}
if (tEnd <= t0) return vec4(0.0);
// interleaved gradient noise staggers neighbouring pixels' steps,
// which is what turns 20-odd samples into a smooth volume instead
// of an onion of banded slices
float jitter = fract(52.9829189
* fract(dot(sc, vec2(0.06711056, 0.00583715))));
float dt = (tEnd - t0) / float(STEPS);
// HALF the fog's own extinction, on the way in and per step: the
// full rate is what the surfaces sink by, and beams that obeyed it
// too died before the orbit camera ever saw them. Half keeps the
// depth cue and leaves the light alive.
float trans = exp(-fogW.x * 0.5 * t0);
float acc = 0.0;
for (int i = 0; i < STEPS; i++) {
float t = t0 + (float(i) + jitter) * dt;
vec3 p = eye + dir * t;
// stop at the surface: bend the sample the way the geometry bent
vec2 cd = p.xz - curve.xy;
vec4 c = vp * vec4(p.x, p.y - dot(cd, cd) * curve.z, p.z, 1.0);
if (c.w <= 1e-6) break;
if (c.z / c.w * 0.5 + 0.5 > sceneD) break;
if (p.y < fogW.z) {
// the sun's question: is this air behind a tree? Outside the
// frustum nothing was recorded and the air counts as lit, eased
// at the rim exactly like the scene shader's shadows
float lit = 1.0;
vec3 su = (sunVP * vec4(p, 1.0)).xyz;
if (su.x > 0.0 && su.x < 1.0 && su.y > 0.0 && su.y < 1.0
&& su.z < 1.0) {
vec2 e2 = min(su.xy, 1.0 - su.xy);
float edge = smoothstep(0.0, 0.06, min(e2.x, e2.y));
lit = mix(1.0, step(su.z - sunBias, sunDepth(su.xy)), edge);
}
// the canopy's question: where did this thread of light pierce
// the leaves? Every step of air on one sun ray shares the
// answer -- that shared point is what makes a shaft a shaft --
// and the two drifting reads of the field are the wind moving
// the foliage overhead, opening and closing the beams
float up = fogW.z - p.y;
vec2 gap = (p.xz - shear.xy * up) * (1.0 / 96.0);
float n = Texel(leafTex, gap + wind * time).r * 0.65
+ Texel(leafTex, gap * 2.3 - wind * (time * 0.7)
+ vec2(0.37, 0.61)).r * 0.35;
float dapple = 0.08 + 0.92 * smoothstep(0.45, 0.85, n);
// the beam fades IN below the invisible canopy, thins with
// altitude like the haze it is made of, and kisses the floor
float y = max(p.y, 0.0);
float fadeIn = clamp(up / max(fogW.z - fogW.w, 1.0), 0.0, 1.0);
float foot = 0.55 + 0.45 * clamp(y / 16.0, 0.0, 1.0);
float dens = fogW.x * exp(-y * fogW.y);
acc += trans * lit * dapple * fadeIn * foot * dens * dt
* dioramaCull(p);
}
trans *= exp(-fogW.x * 0.5 * dt);
}
// forward scattering: beams bloom for a camera looking up into the
// light, which is most of what makes them read as light IN air
float phase = 0.35 + 0.65 * pow(max(dot(dir, sunward), 0.0), 6.0);
return vec4(rayColor * (acc * strength * phase), 1.0) * color;
}
#endif
]]
local function rayShaderFor(steps)
local key = "ray" .. steps
local s = shaders[key]
if s ~= nil then return s or nil end
if not (love and love.graphics and love.graphics.newShader) then
shaders[key] = false
return nil
end
local src = "#define STEPS " .. steps .. "\n" .. RAY_SHADER
local ok, sh = pcall(love.graphics.newShader, src)
if not ok then
say(key, "ray shader refused -- beams off, fog stays: "
.. tostring(sh))
end
shaders[key] = (ok and sh) or false
return shaders[key] or nil
end
local RAY_FORMAT = {
{ "VertexPosition", "float", 2 },
{ "RayDir", "float", 3 },
}
-- The camera's frustum corners, from the same fields every pass sets:
-- eye, focus, fovY, and the placed camera's up when there is one (VR
-- eyes roll; the orbit never does). Interpolating a corner ray across
-- the quad IS the standard reconstruction for a perspective camera, so
-- this works identically for the orbit, first person and both eyes.
local function rayQuad(Voxel3D, w, h)
local e, fo, fov = Voxel3D.eye, Voxel3D.focus, Voxel3D.fovY
if not (e and fo and fov) then return nil end
local fx, fy, fz = fo[1] - e[1], fo[2] - e[2], fo[3] - e[3]
local fl = sqrt(fx * fx + fy * fy + fz * fz)
if fl < 1e-6 then return nil end
fx, fy, fz = fx / fl, fy / fl, fz / fl
local cam = Voxel3D.camera
local up = (cam and cam.up) or { 0, 1, 0 }
-- right = forward x up, then a true up perpendicular to both
local rx = fy * up[3] - fz * up[2]
local ry = fz * up[1] - fx * up[3]
local rz = fx * up[2] - fy * up[1]
local rl = sqrt(rx * rx + ry * ry + rz * rz)
if rl < 1e-6 then return nil end
rx, ry, rz = rx / rl, ry / rl, rz / rl
local ux = ry * fz - rz * fy
local uy = rz * fx - rx * fz
local uz = rx * fy - ry * fx
local hh = math.tan(fov * 0.5)
local hw = hh * (w / h)
-- canvas row 0 is the TOP of the frame, which is the +up corner
local function corner(su, sv)
return fx + rx * hw * su + ux * hh * sv,
fy + ry * hw * su + uy * hh * sv,
fz + rz * hw * su + uz * hh * sv
end
local x0, y0, z0 = corner(-1, 1)
local x1, y1, z1 = corner(1, 1)
local x2, y2, z2 = corner(1, -1)
local x3, y3, z3 = corner(-1, -1)
local verts = {
{ 0, 0, x0, y0, z0 },
{ w, 0, x1, y1, z1 },
{ w, h, x2, y2, z2 },
{ 0, h, x3, y3, z3 },
}
if not rayMesh then
local ok, mesh = pcall(love.graphics.newMesh, RAY_FORMAT, verts,
"fan", "stream")
rayMesh = ok and mesh or nil
return rayMesh
end
local ok = pcall(rayMesh.setVertices, rayMesh, verts)
return ok and rayMesh or nil
end
-- ------- the particles
local PART_SHADER = [[
varying vec2 vCorner;
varying float vGlow;
#ifdef VERTEX
uniform mat4 vp;
uniform vec3 curve;
uniform vec3 cullAt; // the diorama's viewport (see Voxel3D.cull):
uniform vec3 cullShape; // a mote outside the model is not in the air
uniform vec3 axisR; // the camera's right, world space
uniform vec3 axisU; // and its up: the billboard's own frame
uniform float time;
uniform float size;
uniform vec2 sway; // wander amplitude: horizontal, vertical
uniform float blinky; // 0 = steady motes, 1 = blinking fireflies
attribute vec4 AtmosData; // corner x, corner y, phase, rate
vec4 position(mat4 transform_projection, vec4 vertex_position) {
float ph = AtmosData.z;
float rt = AtmosData.w;
float t = time * (0.5 + rt);
// bounded wander only -- three incommensurate sines, so nothing ever
// walks off the map or needs a CPU tick to bring it home
vec3 base = vertex_position.xyz + vec3(
sin(t * 0.23 + ph) * sway.x,
sin(t * 0.17 + ph * 2.7) * sway.y,
cos(t * 0.19 + ph * 1.3) * sway.x);
float s = 0.5 + 0.5 * sin(t * 1.6 + ph * 9.0);
vGlow = mix(1.0, smoothstep(0.35, 0.75, s), blinky);
// a whole mote at once: these are points, so the rim can dim them
// rather than having to cut one in half
if (cullShape.z > 0.5) {
vec3 cd = base - cullAt;
float cdd;
if (cullShape.z < 1.5) {
cdd = max(abs(cd.x), abs(cd.z));
} else if (cullShape.z < 2.5) {
cdd = length(cd);
} else {
cdd = length(cd.xz);
}
vGlow *= clamp((cullShape.x - cdd) * cullShape.y, 0.0, 1.0);
}
vCorner = AtmosData.xy;
vec4 w = vec4(base + axisR * (AtmosData.x * size)
+ axisU * (AtmosData.y * size), 1.0);
if (curve.z > 0.0) {
vec2 cd = w.xz - curve.xy;
w.y -= dot(cd, cd) * curve.z;
}
return vp * w;
}
#endif
#ifdef PIXEL
uniform vec3 dotColor;
uniform float level;
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
float d = dot(vCorner, vCorner);
float glow = max(0.0, 1.0 - d);
glow *= glow;
return vec4(dotColor, glow * level * vGlow) * color;
}
#endif
]]
local function partShader()
local s = shaders.part
if s ~= nil then return s or nil end
if not (love and love.graphics and love.graphics.newShader) then
shaders.part = false
return nil
end
local ok, sh = pcall(love.graphics.newShader, PART_SHADER)
shaders.part = (ok and sh) or false
return shaders.part or nil
end
local PART_FORMAT = {
{ "VertexPosition", "float", 3 },
{ "AtmosData", "float", 4 },
}
local CORNERS = { { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 } }
local function pushQuad(map, n)
local b = n * 4
map[#map + 1] = b + 1
map[#map + 1] = b + 2
map[#map + 1] = b + 3
map[#map + 1] = b + 1
map[#map + 1] = b + 3
map[#map + 1] = b + 4
end
local function buildPartMesh(points)
if #points == 0 then return nil end
local verts, indices = {}, {}
for i = 1, #points do
local p = points[i]
for c = 1, 4 do
verts[#verts + 1] = { p.x, p.y, p.z,
CORNERS[c][1], CORNERS[c][2], p.phase, p.rate }
end
pushQuad(indices, i - 1)
end
local ok, mesh = pcall(love.graphics.newMesh, PART_FORMAT, verts,
"triangles", "static")
if not ok then return nil end
pcall(mesh.setVertexMap, mesh, indices)
return mesh
end
local function meshesFor(map, L)
local hit = meshCache[map.id]
if hit then return hit end
local M = {
motes = buildPartMesh(L.motes),
flies = buildPartMesh(L.flies),
}
meshCache[map.id] = M
return M
end
local MOTE_COLOR = { 1.0, 0.96, 0.78 }
local FLY_COLOR = { 0.72, 1.0, 0.45 }
-- The billboard frame: the camera's own right and up, from the same
-- fields every pass sets (per VR eye too -- drawScene runs per eye and
-- reads the eye's camera). Degenerate looks answer nil and the
-- particles sit this one out.
local function billboardAxes(Voxel3D)
local e, fo = Voxel3D.eye, Voxel3D.focus
if not (e and fo) then return nil end
local lx, ly, lz = fo[1] - e[1], fo[2] - e[2], fo[3] - e[3]
local ll = sqrt(lx * lx + ly * ly + lz * lz)
if ll < 1e-6 then return nil end
lx, ly, lz = lx / ll, ly / ll, lz / ll
local rx, rz = -lz, lx
local rl = sqrt(rx * rx + rz * rz)
if rl < 1e-4 then return nil end
rx, rz = rx / rl, rz / rl
return { rx, 0, rz }, { -rz * ly, rz * lx - rx * lz, rx * ly }
end
-- ------- the draw
--
-- Inside the scene pass, in VoxelScene's prop slot. The march borrows
-- the frame's depth through Voxel3D.beginWater -- the same detach Water
-- runs -- and hand-tests every step against it, so the pass itself needs
-- no depth attachment; the particles come after, depth-tested additive
-- geometry like the Stadium flames. Anything missing -- no entry, OFF, a
-- refused shader, no readable depth, no shadow map -- subtracts only
-- itself.
function ForestAtmos.draw(map)
local rung = ForestAtmos.setting:get()
if rung == "off" then return end
local f = ForestAtmos.frame(map)
if not f then return end
local Voxel3D = V.require("Voxel3D")
local ShadowMap = V.require("ShadowMap")
if f.rayAlpha > 0.01 then
if not Voxel3D.depthReadable() then
say("depth", "no readable depth this frame -- beams off, fog stays")
return
end
-- no beams without the sun's own pass: uvVP is only the world -> map
-- transform while a shadow map is actually standing
local sunTex = ShadowMap.active() and ShadowMap.texture()
if not sunTex then
say("sun", "no shadow map standing -- beams off, fog stays")
end
local leaf = leafTexture()
if not leaf then
say("leaf", "leaf field would not build -- beams off, fog stays")
end
local sh = rayShaderFor(rung == "low" and 12 or 24)
local w, h = Voxel3D.size()
local quad = (sh and sunTex and leaf and w) and rayQuad(Voxel3D, w, h)
if sh and sunTex and leaf and w and not quad then
say("quad", "no camera frame for the ray fan -- beams off")
end
if quad then
local _, depth = Voxel3D.beginWater(nil)
if depth then
say("on", "volumetric beams running")
local kx, kz = DayNight.shearAt(DayNight.T.day)
local kl = sqrt(kx * kx + kz * kz + 1)
love.graphics.setBlendMode("add", "alphamultiply")
love.graphics.setShader(sh)
pcall(sh.send, sh, "depthTex", depth)
pcall(sh.send, sh, "sunMap", sunTex)
pcall(sh.send, sh, "leafTex", leaf)
pcall(sh.send, sh, "vp", "row", Voxel3D.vp)
pcall(sh.send, sh, "sunVP", "row", ShadowMap.uvVP)
pcall(sh.send, sh, "sunBias", ShadowMap.bias)
pcall(sh.send, sh, "eye", Voxel3D.eye)
pcall(sh.send, sh, "curve",
{ Voxel3D.curveX or 0, Voxel3D.curveZ or 0,
Voxel3D.curveK or 0 })
pcall(sh.send, sh, "cullAt", cullAt())
pcall(sh.send, sh, "cullShape", cullShape())
pcall(sh.send, sh, "screen", { w, h })
pcall(sh.send, sh, "fogW",
{ f.fog.density, f.fog.heightK,
f.cfg.canopyY or 56, f.cfg.fadeTo or 28 })
pcall(sh.send, sh, "shear", { kx, kz, f.rayReach })
pcall(sh.send, sh, "rayColor", f.rayColor)
pcall(sh.send, sh, "strength", f.rayStrength * f.rayAlpha)
pcall(sh.send, sh, "sunward", { -kx / kl, 1 / kl, -kz / kl })
pcall(sh.send, sh, "wind", { 0.016, 0.009 })
pcall(sh.send, sh, "time", ForestAtmos.time)
pcall(love.graphics.draw, quad)
love.graphics.setShader()
love.graphics.setBlendMode("alpha")
end
Voxel3D.endWater()
end
end
if rung == "full" then
local L = layoutFor(map)
local M = L and meshesFor(map, L)
local psh = partShader()
local axisR, axisU = billboardAxes(Voxel3D)
if M and psh and axisR then
Voxel3D.blend("add")
if Voxel3D.beginEffect(psh) then
pcall(psh.send, psh, "vp", "row", Voxel3D.vp)
pcall(psh.send, psh, "curve",
{ Voxel3D.curveX or 0, Voxel3D.curveZ or 0,
Voxel3D.curveK or 0 })
pcall(psh.send, psh, "cullAt", cullAt())
pcall(psh.send, psh, "cullShape", cullShape())
pcall(psh.send, psh, "axisR", axisR)
pcall(psh.send, psh, "axisU", axisU)
pcall(psh.send, psh, "time", ForestAtmos.time)
if M.motes and f.moteLevel > 0.02 then
pcall(psh.send, psh, "size", 1.4)
pcall(psh.send, psh, "sway", { 5, 2.5 })
pcall(psh.send, psh, "blinky", 0)
pcall(psh.send, psh, "dotColor", MOTE_COLOR)
pcall(psh.send, psh, "level", f.moteLevel * 0.5)
pcall(love.graphics.draw, M.motes)
end
if M.flies and f.fireflyLevel > 0.02 then
pcall(psh.send, psh, "size", 1.6)
pcall(psh.send, psh, "sway", { 10, 4 })
pcall(psh.send, psh, "blinky", 1)
pcall(psh.send, psh, "dotColor", FLY_COLOR)
pcall(psh.send, psh, "level", f.fireflyLevel * 0.85)
pcall(love.graphics.draw, M.flies)
end
Voxel3D.endEffect()
end
Voxel3D.blend(nil)
end
end
end
return ForestAtmos