Files
DramaticShapeVoxelMod/tests/water_reflect_probe.lua
T
DramaticShape 8f38aeb36e water updates
2026-07-31 23:05:54 -04:00

128 lines
5.4 KiB
Lua

-- Driver: WHY is the water not reflecting anything?
--
-- The reflective pass has several links and every one of them fails quietly
-- back to flat water, which looks exactly like the row being off. This walks
-- the chain in the LIVE game and prints where it stops.
--
-- POKEPORT_DRIVER=mods/DRAMATIC_SHAPE/tests/water_reflect_probe.lua lovec .
--
-- knobs (env):
-- REFL_MAP map id (default PALLET_TOWN)
-- REFL_SPOT "x,y[,facing]" (default 5,6,down)
-- REFL_LEVEL voxel rung (default 5, the 75-degree camera,
-- which is where a reflection is
-- most of what you can see)
-- REFL_TIME daytime pin (day/dusk/...) (default: leave as-is)
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local mapId = os.getenv("REFL_MAP") or "PALLET_TOWN"
local level = math.floor(tonumber(os.getenv("REFL_LEVEL")) or 5)
local sx, sy, facing = (os.getenv("REFL_SPOT") or "5,6,down")
:match("^%s*(%d+)%s*,%s*(%d+)%s*,?%s*(%a*)")
facing = (facing ~= "" and facing) or "down"
local function say(...) print("[water-ssr] " .. string.format(...)) end
U.teleport(game, mapId, tonumber(sx), tonumber(sy), facing)
U.wait(20)
Pipelines.setLevel("voxel", level)
U.wait(40) -- outlast the camera tween and the build
local V = game.mods.exports["DRAMATIC_SHAPE"]
V = V and V.lib
if not V then return say("mod exports unreachable -- is it enabled?") end
local Water = V.require("Water")
local Voxel3D = V.require("Voxel3D")
local ChunkMesher = V.require("ChunkMesher")
local Sky = V.require("Sky")
local DayNight = V.require("DayNight")
if os.getenv("REFL_TIME") then
DayNight.setting:sync(os.getenv("REFL_TIME"))
U.wait(5)
end
local ow = game.overworld
local map = ow and ow.map
if not map then return say("no live map") end
-- 1. is the row on at all?
say("row=%s level=%d", tostring(Water.setting:get()), Water.level())
if not Water.enabled() then
return say("STOP: WATER is OFF -- press 9, or set the row")
end
-- 2. is there any water on this map to reflect in?
local terrain, water = ChunkMesher.pair(map, false)
if not terrain then terrain, water = ChunkMesher.pair(map, true) end
say("terrain mesh=%s water mesh=%s", tostring(terrain ~= nil),
tostring(water ~= nil))
if not terrain then
return say("STOP: no terrain mesh yet -- the build is still cooking")
end
if not water then
say("STOP: this map has no water surface. That is not a fault unless")
say(" you can see a lake: check the tileset's water tiles reach")
say(" TileShape (run voxel_survey.lua for the shape breakdown).")
return
end
-- 3. did the driver give us a depth texture to read? This is the one
-- hardware requirement the rest of the mode does not already have.
say("depth canvas readable: %s", tostring(Voxel3D.depthReadable()))
if not Voxel3D.depthReadable() then
say("STOP: no readable depth canvas on this driver (depth24/readable).")
say(" The water falls back to the flat scene shader, which is")
say(" exactly what it looked like before this feature existed.")
return
end
-- 4. did the shader build? Both variants -- the wireframe one needs
-- derivatives, which a driver may refuse on its own.
say("shader plain=%s grid=%s",
tostring(Water.shader(false) ~= nil), tostring(Water.shader(true) ~= nil))
if not Water.shader(false) then
return say("STOP: the water shader did not compile -- the mod log has "
.. "the driver's own message")
end
-- 5. is there a sky to reflect, and something hanging in it?
local ramp, count = Sky.ramp()
say("sky ramp=%s bands=%s edge=%s", tostring(ramp ~= nil), tostring(count),
tostring(Voxel3D.skyEdge))
local body = DayNight.body()
if body then
local amt = DayNight.glow()
local w, h = Voxel3D.size()
local rpx = Sky.discRadius(h, Voxel3D.cell or 1,
{ moon = body.moon, glowAmt = amt })
local ang = rpx / ((h or 1) / math.max(1e-4, Voxel3D.fovY or 1))
say("body=%s dir=(%.2f, %.2f, %.2f) disc=%.1fpx (%.2f deg)",
body.moon and "moon" or "sun", body.dx, body.dy, body.dz, rpx,
math.deg(ang))
else
say("body: none in the sky right now (set REFL_TIME=day or =night)")
end
if not ramp then
say("NOTE: no band ramp -- indoors, or the ramp could not be built. The")
say(" sky half of the reflection is off; the ray march still runs.")
end
-- 6. how much reflection this camera is actually asking for. Both numbers
-- fall out of the rung, and between them they explain every "it only
-- works at 75" report: Fresnel decides how much shows, and the lean
-- decides whether what shows has anything in it.
local f = Water.FRESNEL_FLOOR + (Water.FRESNEL_CEIL - Water.FRESNEL_FLOOR)
* (1 - Voxel3D.descent) ^ Water.FRESNEL_POWER
say("camera: descent %.3f -> fresnel about %.2f, horizon lean %.2f",
Voxel3D.descent, f, Water.lean(Voxel3D.descent))
say("waves: %d px columns, phase %.2f", Water.WAVE_HEIGHT, Water._waveTime())
say("OK: every link is live. The effect is strongest at REFL_LEVEL=5 (the")
say(" 75-degree rung, where Fresnel is highest and the reflection is")
say(" exact) and with a low sun (REFL_TIME=dusk).")
end