mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:40:50 +02:00
cd3c4300ae
Two voxel-mode holes, both in ChunkMesher's keep/emit rules: 1. A tile claimed by a standing object (building footprint, sign standee, pond bushes) painted only its flat synthesized ground and never emitted side faces, so beside recessed water the 2px step was an open slit into the sky. The skip branch now emits the same below-ground side bands ordinary ground does, cut from the synthesized ground's art. 2. A profiled building whose front row is the map's last tile row has its facade exactly on the shared boundary plane (Saffron's row houses seen from Route 6), where the strict overBody test and the closed neighbour mask dropped it. Outward-facing quads on the body's boundary planes are now kept, told apart from ring scraps -- the thing the mask exists to kill -- by their winding.
1018 lines
41 KiB
Lua
1018 lines
41 KiB
Lua
-- Voxel world mode: turn a map's tile layer into one static 3D mesh.
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--
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-- The scene description comes from Structures.lua, which -- 3dSen-style --
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-- detects each connected drawn thing on the map and picks its model:
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--
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-- flat ground / water / void: a single quad.
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-- top art ledges, roofs (profile-authored): a box with the art on its
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-- TOP face; partial side bands crop the art (a 6px ledge face
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-- is the bottom of the lip drawing).
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-- volume walls, buildings, tree lines: each column rises to the
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-- structure's REAL drawn height (Structures measures it,
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-- repeat-aware and region-consistent -- a 6-row house is 48px,
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-- a 40-row border forest is rows of 16px trees). The south
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-- face folds the full artwork upright, 8px band by band, band
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-- k sampling the map row k tiles north; the top wears the
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-- structure's top rows.
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-- object small props with a silhouette (plants, signs, lone trees):
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-- per-pixel voxel prisms prebuilt by Structures, standing on
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-- synthesized ground -- this mesher just emits their quads.
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-- Round trees arrive as STAMPS (a shared hull template plus a
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-- cell offset) and expand here, straight into the vertex
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-- stream, so no map retains per-cell copies of its forests.
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--
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-- Side faces are never stretched: all sides are 8px bands with the art
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-- tiled per band and cropped at partial bands.
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--
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-- Texturing samples the TILESET ATLAS, not a rendered copy of the map. The
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-- atlas is 128x48; a map-space canvas covering the biggest routes would be
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-- ~5 MB each with up to five live at once (connected maps), which is real
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-- memory on the mobile targets. Sampling the atlas costs 24 KB, and costs
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-- nothing in fidelity because TerrainAtlas hands back the same atlas
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-- TileRenderer draws with -- including the fully recolored one RED++
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-- bakes -- so terrain color comes through untouched.
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--
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-- BUILDS ARE ASYNCHRONOUS. A frame never blocks on meshing: VoxelScene
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-- requests what it wants to draw, request() queues a build job, and
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-- pump() -- called once a frame from the pipeline's update -- advances
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-- the queue inside a few-millisecond budget (BuildBudget suspends the
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-- job's coroutine mid-loop when the slice is spent). Until a mesh lands
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-- the scene simply draws without it: the engine's flat path while the
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-- current map has nothing, the body-only variant while the full one (the
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-- border ring) is still cooking, neighbours popping in as they finish.
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-- The synchronous get() remains for probes and tests.
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--
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-- Meshes are cached per map id and EVICTED down to the live set (current
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-- map + connected neighbours) whenever that set changes -- setLive()
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-- releases far maps' GPU meshes and their Structures analysis, which is
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-- what used to grow the heap by gigabytes over a cross-region trek.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local Assets = require("src.render.Assets")
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local Structures = V.require("Structures")
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local TileShape = V.require("TileShape")
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local Voxel3D = V.require("Voxel3D")
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local Budget = V.require("BuildBudget")
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local ffi = nil
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do
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local ok, mod = pcall(require, "ffi")
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if ok then ffi = mod end
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end
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local ChunkMesher = {}
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-- Ring of border blocks meshed around the body, matching the width
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-- TileRenderer draws so the two modes end at the same place.
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local RING = 3
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-- A sliver of a texel, to keep a quad's sampling inside its own tile.
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-- Without any inset the perspective rasteriser lands on a NEIGHBOURING
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-- tile's texel along the shared edge and stitches bright seams across the
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-- whole map.
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--
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-- It has to be a sliver and not, as it first was, half a texel. A tile is
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-- 8 texels of art across 8 world pixels -- one texel per pixel exactly --
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-- and insetting the uv by half a texel at each end squeezes that art into
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-- a 7-texel sample range while the quad still covers 8 world pixels. The
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-- art then advances 7/8 of a texel per pixel: boundaries drift off the
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-- pixel grid, one art pixel gets sampled twice and another never at all.
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-- Nothing showed it until the voxel wireframe drew the grid those pixels
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-- were supposed to be sitting on. Interpolation error is nowhere near a
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-- fiftieth of a texel, so this is as safe against bleed and costs 0.25% of
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-- a pixel of drift across a whole tile.
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local INSET = 0.02
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-- The south face of a volume is the artwork itself, so it draws at full
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-- brightness; its top face darkens a touch so the plateau behind a
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-- standing drawing reads as depth rather than repeating the same art at
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-- the same energy.
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local VOLUME_TOP_SHADE = 0.85
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local cache = {} -- map id -> { full = mesh|false, body = ..., grass = ... }
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local gen = {} -- map id -> generation, bumped by invalidate/evict
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-- Horizontal neighbours: tile step, face direction id (see Voxel3D).
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local SIDES = {
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{ 1, 0, 1 }, -- +X east
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{ -1, 0, 2 }, -- -X west
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{ 0, 1, 5 }, -- +Z south
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{ 0, -1, 6 }, -- -Z north
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}
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local function keyOf(tx, ty)
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return (ty + 64) * 4096 + (tx + 64)
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end
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-- ------------------------------------------------------------ vertex sinks
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-- A sink accepts quads (4 corners, 4 uv pairs, flat or per-corner shade)
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-- and finishes into a drawable mesh. The TABLE sink reproduces the
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-- historical pure-Lua output -- geometry() returns its arrays for the
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-- headless suite. The FFI sink packs the same six floats per vertex
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-- straight into one growing native buffer, unindexed (v1 v2 v3 v1 v3 v4),
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-- skipping ~a million short-lived Lua tables per route and LOVE's slow
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-- table-by-table vertex upload.
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local function newTableSink()
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local verts, indices, quads = {}, {}, 0
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return {
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push = function(c, uv, shade)
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local flat = type(shade) ~= "table"
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for i = 1, 4 do
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local cc, t = c[i], uv[i]
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verts[#verts + 1] = { cc[1], cc[2], cc[3], t[1], t[2],
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flat and shade or shade[i] }
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end
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Voxel3D.pushQuad(indices, quads)
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quads = quads + 1
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end,
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results = function()
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return verts, indices, quads
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end,
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finish = function()
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return Voxel3D.newMesh(verts, indices)
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end,
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}
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end
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local TRI_ORDER = { 1, 2, 3, 1, 3, 4 }
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local function newFfiSink()
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local cap = 4096 * 6
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local buf = ffi.new("float[?]", cap * 6)
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local n = 0
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local sink
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sink = {
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push = function(c, uv, shade)
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if n + 6 > cap then
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local grown = ffi.new("float[?]", cap * 2 * 6)
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ffi.copy(grown, buf, n * 6 * 4)
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buf, cap = grown, cap * 2
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end
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local flat = type(shade) ~= "table"
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local base = n * 6
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for k = 1, 6 do
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local i = TRI_ORDER[k]
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local cc, t = c[i], uv[i]
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buf[base] = cc[1]
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buf[base + 1] = cc[2]
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buf[base + 2] = cc[3]
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buf[base + 3] = t[1]
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buf[base + 4] = t[2]
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buf[base + 5] = flat and shade or shade[i]
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base = base + 6
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end
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n = n + 6
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end,
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finish = function()
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if n == 0 then return nil end
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-- upload in slices with budget ticks between: a route-sized mesh
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-- is ~10-20MB and one atomic setVertices was the last remaining
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-- frame spike. The mesh is not cached (so never drawn) until the
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-- whole upload lands, and LuaJIT yields fine across pcall.
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local ok, mesh = pcall(function()
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local m = love.graphics.newMesh(Voxel3D.FORMAT, n,
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"triangles", "static")
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local CHUNK = 65536 -- vertices per slice (~1.5MB)
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local i = 0
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while i < n do
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local count = math.min(CHUNK, n - i)
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local bytes = count * 6 * 4
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local data = love.data.newByteData(bytes)
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ffi.copy(data:getFFIPointer(), buf + i * 6, bytes)
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m:setVertices(data, i + 1)
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data:release()
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i = i + count
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Budget.check()
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end
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return m
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end)
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return ok and mesh or nil
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end,
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}
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return sink
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end
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local function newSink()
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if ffi and love and love.data and love.data.newByteData
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and love.graphics and love.graphics.newMesh then
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return newFfiSink()
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end
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return newTableSink()
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end
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-- -------------------------------------------------------------- geometry
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-- Emit the raw geometry for `map` into `sink`. `bodyOnly` skips the
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-- border ring -- the shape the 2D path's drawMapOnly has always had: a
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-- neighbour map contributes its body, and only the CURRENT map supplies
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-- the ring around the view.
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--
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-- `masks` (full variant only) lists rectangles, in this map's world
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-- pixels, where connected neighbour BODIES sit: ring geometry inside them
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-- is suppressed. The 2D renderer never needed this because it painted
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-- neighbour bodies OVER the ring; with a depth buffer the ring's standing
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-- trees would rise straight through the neighbour's flat ground -- cross
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-- into Route 1 and a wall of border trees sprouts over Pallet.
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--
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-- Kept free of any GPU call so it can be exercised headless -- the
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-- geometry is the part with the interesting invariants, and a suite that
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-- needed a real GL context to check them would never run in CI.
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local function runGeometry(map, bodyOnly, masks, sink)
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local push = sink.push
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local tileset = map.tileset
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local S = Structures.forMap(map)
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local perRow = tileset.tilesPerRow or 16
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local atlasW = tileset.imageWidth or (perRow * 8)
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local atlasH = tileset.imageHeight or 48
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local function heightAt(tx, ty)
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local k = keyOf(tx, ty)
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if S.skip[k] then return 0 end
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local run = S.runs[k]
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if run then return run.h end
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local s = S.shapeAt[k]
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return s and s.h or 0
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end
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-- one atlas-rect UV, optionally cropped to art rows [vTop, vBot] of 8
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local function uvRect(tile, vTop, vBot)
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local ax = (tile % perRow) * 8
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local ay = math.floor(tile / perRow) * 8
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local vi = math.min(INSET, (vBot - vTop) / 4)
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return (ax + INSET) / atlasW, (ax + 8 - INSET) / atlasW,
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(ay + vTop + vi) / atlasH, (ay + vBot - vi) / atlasH
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end
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-- ------------------------------------------------------ ambient occlusion
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--
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-- Ambient light is what reaches a surface from the sky at large, so it is
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-- blocked by how much geometry crowds a point rather than by where the
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-- sun happens to be -- which makes it the exact complement of the shadow
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-- pass, and the reason both are worth having. The shadow map draws the
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-- long directional shadow a building throws; this draws the dark seam in
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-- every corner the sky cannot see into, at every scale finer than a
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-- shadow map texel.
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--
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-- Baked per vertex, the classic voxel way: each corner counts the
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-- neighbours that crowd it and steps down once per neighbour, and the
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-- rasteriser interpolates the steps into a smooth falloff. Costs exactly
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-- nothing at draw time, and it is resolution-independent -- a screen
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-- space pass would blur across the pixel grid this whole mode is built
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-- to keep crisp.
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--
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-- (What was here before was a one-directional contact shadow keyed to a
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-- sun in the northwest: two neighbours, one corner, top faces only.)
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-- Intensity. Both terms below are DARKENING amounts rather than
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-- multipliers, so this one number scales the whole effect: 1.0 is the
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-- barely-there first cut, and everything is expressed against it.
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local AO_STRENGTH = 2.4
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local AO_STEP = 0.09 * AO_STRENGTH -- per crowding neighbour, max 3
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local AO_EDGE = 1 - 0.14 * AO_STRENGTH -- creases / corners on a face
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local AO_GROUND = 0.12 * AO_STRENGTH -- a prop's contact with the floor
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local AO_RISE = 6 -- px over which the floor lets go
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local AO_FLOOR = 0.25 -- never let a vertex reach black
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-- Both sinks copy a per-corner shade straight out into the vertex stream
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-- and keep no reference, so these two scratch rows are reused for every
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-- quad on the map rather than allocating a table per face -- a route
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-- builds a few hundred thousand of them.
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local aoTop = { 0, 0, 0, 0 }
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local aoSide = { 0, 0, 0, 0 }
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-- A top face's four corners, each occluded by the three cells that touch
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-- it: two edge neighbours and the diagonal between them.
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local function aoShades(tx, ty, h, shade)
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local n = heightAt(tx, ty - 1) > h
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local s = heightAt(tx, ty + 1) > h
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local e = heightAt(tx + 1, ty) > h
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local w = heightAt(tx - 1, ty) > h
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local nw = heightAt(tx - 1, ty - 1) > h
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local ne = heightAt(tx + 1, ty - 1) > h
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local sw = heightAt(tx - 1, ty + 1) > h
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local se = heightAt(tx + 1, ty + 1) > h
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if not (n or s or e or w or nw or ne or sw or se) then return shade end
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local function corner(a, b, d)
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local k = 0
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if a then k = k + 1 end
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if b then k = k + 1 end
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-- a diagonal wedged behind both of its edges adds nothing: the
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-- corner is already as enclosed as it can get, and counting it
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-- again is what turns an ordinary inside corner black
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if d and not (a and b) then k = k + 1 end
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-- floored, so cranking AO_STRENGTH deepens the seams instead of
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-- punching holes of pure black through the world
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return shade * math.max(AO_FLOOR, 1 - AO_STEP * k)
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end
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-- corners in topQuad order: NW, NE, SE, SW
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aoTop[1], aoTop[2] = corner(n, w, nw), corner(n, e, ne)
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aoTop[3], aoTop[4] = corner(s, e, se), corner(s, w, sw)
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return aoTop
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end
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-- The same idea on an upright face, where the crowding is of two kinds:
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-- the CREASE it rises out of (the band sitting on the ground, or on
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-- whatever lower neighbour exposed the face) and the INSIDE CORNERS
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-- where the columns flanking it stand proud of the band. `hl`/`hr` are
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-- those flanking heights in FACE order -- left then right as seen from
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-- outside, per LATERAL below -- so the shades line up with sideQuad's
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-- corners without the caller thinking about compass directions.
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local LATERAL = {
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[1] = { 0, 1, 0, -1 }, -- east face: left south, right north
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[2] = { 0, -1, 0, 1 }, -- west face: left north, right south
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[5] = { -1, 0, 1, 0 }, -- south face: left west, right east
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[6] = { 1, 0, -1, 0 }, -- north face: left east, right west
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}
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-- Ground contact for the prebuilt prop quads -- the per-pixel plants,
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-- signs and lone trees, and the round-tree stamps. Those arrive from
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-- Structures already finished, so the neighbour counting above has no
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-- columns to count. What it CAN say is that the ground plane itself
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-- blocks half the sky, so the closer a voxel sits to it the less ambient
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-- light reaches it -- which is what plants a prop on the floor instead
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-- of leaving it looking pasted over the top.
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local aoProp = { 0, 0, 0, 0 }
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local function groundShades(c, shade)
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if type(shade) == "table" then return shade end
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local y1, y2, y3, y4 = c[1][2], c[2][2], c[3][2], c[4][2]
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if math.min(y1, y2, y3, y4) >= AO_RISE then return shade end
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for i = 1, 4 do
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local t = c[i][2] / AO_RISE
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aoProp[i] = shade * (t >= 1 and 1 or (1 - AO_GROUND * (1 - t)))
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end
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return aoProp
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end
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local AO_CORNER = math.max(AO_FLOOR, AO_EDGE * AO_EDGE) -- crease AND flank
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local function sideShades(hl, hr, y0, y1, crease, shade)
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if not (crease or hl > y0 or hr > y0) then return shade end
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-- corners run bottom-left, bottom-right, top-right, top-left
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local base = crease and AO_EDGE or 1
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aoSide[1] = shade * (hl > y0 and (crease and AO_CORNER or AO_EDGE) or base)
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aoSide[2] = shade * (hr > y0 and (crease and AO_CORNER or AO_EDGE) or base)
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aoSide[3] = shade * (hr > y1 and AO_EDGE or 1)
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aoSide[4] = shade * (hl > y1 and AO_EDGE or 1)
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return aoSide
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end
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local function topQuad(x0, z0, h, tile, shade)
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local u0, u1, v0, v1 = uvRect(tile, 0, 8)
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push({ { x0, h, z0 }, { x0 + 8, h, z0 },
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{ x0 + 8, h, z0 + 8 }, { x0, h, z0 + 8 } },
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{ { u0, v0 }, { u1, v0 }, { u1, v1 }, { u0, v1 } },
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aoShades(x0 / 8, z0 / 8, h, shade))
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end
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-- vertical quad for face direction `d` of the tile column at (x0, z0),
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-- spanning heights [y0, y1] and showing art rows [vTop, vBot] of `tile`.
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-- Corners run bottom-left, bottom-right, top-right, top-left as seen
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-- from outside; u follows +X on the north/south faces so a door or sign
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-- never draws mirrored.
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local function sideQuad(d, x0, z0, y0, y1, tile, vTop, vBot, shade)
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local x1, z1 = x0 + 8, z0 + 8
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local c
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if d == 5 then -- south, at z1
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c = { { x0, y0, z1 }, { x1, y0, z1 }, { x1, y1, z1 }, { x0, y1, z1 } }
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elseif d == 6 then -- north, at z0
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c = { { x1, y0, z0 }, { x0, y0, z0 }, { x0, y1, z0 }, { x1, y1, z0 } }
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elseif d == 1 then -- east, at x1
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c = { { x1, y0, z1 }, { x1, y0, z0 }, { x1, y1, z0 }, { x1, y1, z1 } }
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else -- west, at x0
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c = { { x0, y0, z0 }, { x0, y0, z1 }, { x0, y1, z1 }, { x0, y1, z0 } }
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end
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local u0, u1, v0, v1 = uvRect(tile, vTop, vBot)
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push(c, { { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } }, shade)
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end
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local def = map.def
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local tw, th = def.width * 4, def.height * 4 -- map size in tiles
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local r = bodyOnly and 0 or RING * 4
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-- true when the (ring) position lies under a connected neighbour's body
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local function masked(px0, pz0, px1, pz1)
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if not masks then return false end
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for _, mk in ipairs(masks) do
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if px1 > mk[1] and px0 < mk[3] and pz1 > mk[2] and pz0 < mk[4] then
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return true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
-- The inclusive variant for OBJECT quads: a quad TOUCHING a neighbour
|
|
-- body counts as under it. The old test took the quad's center with
|
|
-- strict bounds, and a quad whose center sat exactly on the body's
|
|
-- edge line escaped the mask -- stringing stray pixel fragments of
|
|
-- otherwise-dropped border trees along every map seam.
|
|
local function maskedClosed(px0, pz0, px1, pz1)
|
|
if not masks then return false end
|
|
for _, mk in ipairs(masks) do
|
|
if px1 >= mk[1] and px0 <= mk[3] and pz1 >= mk[2] and pz0 <= mk[4] then
|
|
return true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
for ty = -r, th + r - 1 do
|
|
for tx = -r, tw + r - 1 do
|
|
Budget.tick()
|
|
local k = keyOf(tx, ty)
|
|
local s, tile = S.shapeAt[k], S.tileAt[k]
|
|
local inBody = tx >= 0 and ty >= 0 and tx < tw and ty < th
|
|
if not inBody and masked(tx * 8, ty * 8, tx * 8 + 8, ty * 8 + 8) then
|
|
s = nil
|
|
end
|
|
|
|
if s and S.skip[k] then
|
|
-- an object stands here; paint its synthesized ground and let the
|
|
-- prebuilt prism quads (appended below) carry the art
|
|
local g = S.ground[k]
|
|
if g then
|
|
topQuad(tx * 8, ty * 8, 0, g, 1)
|
|
-- the claimed tile is still ground at height 0, and water next
|
|
-- door still recesses below it: without the same below-ground
|
|
-- side bands ordinary ground emits, the two-pixel shoreline
|
|
-- face is a slit into the sky behind the mesh -- which is
|
|
-- exactly what a building plot or a sign standing at the
|
|
-- waterline showed. Same bands, cut from the synthesized
|
|
-- ground's own art
|
|
for _, side in ipairs(SIDES) do
|
|
local nh = heightAt(tx + side[1], ty + side[2])
|
|
if nh < 0 then
|
|
local d = side[3]
|
|
local lat = LATERAL[d]
|
|
local hl = lat and heightAt(tx + lat[1], ty + lat[2]) or 0
|
|
local hr = lat and heightAt(tx + lat[3], ty + lat[4]) or 0
|
|
for band = math.floor(nh / 8), -1 do
|
|
local y0 = math.max(nh, band * 8)
|
|
local y1 = math.min(0, band * 8 + 8)
|
|
if y1 > y0 then
|
|
sideQuad(d, tx * 8, ty * 8, y0, y1, g,
|
|
(band * 8 + 8) - y1, (band * 8 + 8) - y0,
|
|
sideShades(hl, hr, y0, y1, y0 <= nh,
|
|
Voxel3D.FACE_SHADE[d]))
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
elseif s then
|
|
local run = S.runs[k]
|
|
local h = run and run.h or s.h
|
|
local x0, z0 = tx * 8, ty * 8
|
|
|
|
-- top face. A roofed volume gets a GABLE segment: the roof rises
|
|
-- from the facade top at the south eave to a ridge across the
|
|
-- footprint's middle, then falls back to the facade at the north
|
|
-- edge -- so the far side sits LOW. (The first cut was a shed
|
|
-- plane rising all the way north, which turns a building into a
|
|
-- ramp.) The south slope wears the structure's roof rows (ridge
|
|
-- art at the ridge, eaves art at the eave); the back slope
|
|
-- mirrors them. Exposed east/west flanks hip: their outer edge
|
|
-- drops toward the eave, rounding the drawn corner tiles into 45
|
|
-- degree corners. Flat-topped volumes wear their top rows;
|
|
-- everything else its own art.
|
|
if run and run.rise > 0 then
|
|
local mid = run.extent / 2
|
|
local function gableH(d) -- d = rows north of the south eave
|
|
local t = d <= mid and d / mid or (run.extent - d) / (run.extent - mid)
|
|
return run.h + run.rise * math.max(0, math.min(1, t))
|
|
end
|
|
local d0 = run.front - ty -- rows from the south edge
|
|
local hS = gableH(d0)
|
|
local hN = gableH(d0 + 1)
|
|
-- art by proximity to the ridge, mirrored over the back
|
|
local rel = 1 - math.abs(d0 + 0.5 - mid) / math.max(mid, 0.5)
|
|
local idx = math.min(run.roofRows - 1,
|
|
math.floor((1 - rel) * run.roofRows))
|
|
local roofTile = map:tileAt(tx, run.north + idx)
|
|
local swY, seY, neY, nwY = hS, hS, hN, hN
|
|
if heightAt(tx - 1, ty) < run.h then -- west flank: hip
|
|
swY = math.max(run.h, hS - 8)
|
|
nwY = math.max(run.h, hN - 8)
|
|
end
|
|
if heightAt(tx + 1, ty) < run.h then -- east flank: hip
|
|
seY = math.max(run.h, hS - 8)
|
|
neY = math.max(run.h, hN - 8)
|
|
end
|
|
local u0, u1, v0, v1 = uvRect(roofTile, 0, 8)
|
|
push({ { x0, swY, z0 + 8 }, { x0 + 8, seY, z0 + 8 },
|
|
{ x0 + 8, neY, z0 }, { x0, nwY, z0 } },
|
|
{ { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } }, 0.95)
|
|
elseif run then
|
|
local m = math.min(2, run.extent)
|
|
local topTile = map:tileAt(tx, run.north + ((ty - run.north) % m))
|
|
topQuad(x0, z0, h, topTile, VOLUME_TOP_SHADE)
|
|
else
|
|
local topTile = tile
|
|
if s.art == "upright" and s.authored then
|
|
-- Top art for a pinned box. A furniture drawing is top-view
|
|
-- rows over floor(h/8) face-on rows the fold stands upright;
|
|
-- a face row's top would repeat its front art lying flat, so
|
|
-- it wears the nearest row above the face block instead --
|
|
-- the drawn tabletop (and whatever sits on it) stays on top,
|
|
-- and a fully-folded structure (wall, desk) tops with its
|
|
-- northmost row.
|
|
local north, front = ty, ty
|
|
while ty - north < 6 do
|
|
local bs = S.shapeAt[keyOf(tx, north - 1)]
|
|
if bs and bs.authored and bs.class == s.class then
|
|
north = north - 1
|
|
else
|
|
break
|
|
end
|
|
end
|
|
while front - ty < 6 do
|
|
local bs = S.shapeAt[keyOf(tx, front + 1)]
|
|
if bs and bs.authored and bs.class == s.class then
|
|
front = front + 1
|
|
else
|
|
break
|
|
end
|
|
end
|
|
local row = math.min(ty, front - math.floor(h / 8))
|
|
if row < north then
|
|
-- the whole run folded onto the face: top with the drawn
|
|
-- row just above it when that row is furniture too (a
|
|
-- bookcase wearing its shelf-top trim), else with the
|
|
-- run's own top row
|
|
local above = S.shapeAt[keyOf(tx, north - 1)]
|
|
row = (above and above.authored and above.art == "upright")
|
|
and (north - 1) or north
|
|
end
|
|
topTile = S.tileAt[keyOf(tx, row)]
|
|
end
|
|
topQuad(x0, z0, h, topTile,
|
|
s.art == "upright" and VOLUME_TOP_SHADE or 1)
|
|
end
|
|
|
|
-- sides: 8px bands wherever the neighbour is lower. Band k spans
|
|
-- heights [8k, 8k+8) and shows one full tile of art; a partial
|
|
-- band crops the art rows to match, so nothing ever stretches.
|
|
for _, side in ipairs(SIDES) do
|
|
local nh = heightAt(tx + side[1], ty + side[2])
|
|
if nh < h then
|
|
local d = side[3]
|
|
-- the columns flanking this face, for the inside-corner term:
|
|
-- fixed for the whole face, so they are read once rather than
|
|
-- once per 8px band
|
|
local lat = LATERAL[d]
|
|
local hl = lat and heightAt(tx + lat[1], ty + lat[2]) or 0
|
|
local hr = lat and heightAt(tx + lat[3], ty + lat[4]) or 0
|
|
for band = math.floor(nh / 8), math.ceil(h / 8) - 1 do
|
|
local y0 = math.max(nh, band * 8)
|
|
local y1 = math.min(h, band * 8 + 8)
|
|
if y1 > y0 then
|
|
local src, shade = tile, Voxel3D.FACE_SHADE[d]
|
|
if run then
|
|
-- fold the structure's artwork up this face: band k
|
|
-- samples the map row k tiles north of the structure's
|
|
-- front, clamped to its extent. The south face is the
|
|
-- drawing itself (full brightness); the other sides wear
|
|
-- the same rows darkened, so a building's flank matches
|
|
-- its face instead of smearing one tile
|
|
if d == 6 then
|
|
src = map:tileAt(tx, math.min(run.front,
|
|
run.north + band))
|
|
else
|
|
src = map:tileAt(tx, math.max(run.north,
|
|
run.front - band))
|
|
end
|
|
if d == 5 then shade = 1 end
|
|
elseif s.art == "upright" then
|
|
-- profile-authored upright (a pinned wall or furniture
|
|
-- box): fold the drawing up the face, band 0 the
|
|
-- structure's southmost same-class row and higher bands
|
|
-- the rows north of it, repeating past the top. The
|
|
-- south face is the drawing itself (full brightness);
|
|
-- flanks and back wear the same front stack darkened, so
|
|
-- a desk's side matches its face instead of smearing a
|
|
-- different jumble per row.
|
|
if d == 5 then shade = 1 end
|
|
local front = ty
|
|
while front < ty + 6 do
|
|
local fs2 = S.shapeAt[keyOf(tx, front + 1)]
|
|
if fs2 and fs2.authored and fs2.class == s.class then
|
|
front = front + 1
|
|
else
|
|
break
|
|
end
|
|
end
|
|
local fk = keyOf(tx, front - band)
|
|
local fs = S.shapeAt[fk]
|
|
if fs and fs.authored and fs.class == s.class then
|
|
src = S.tileAt[fk]
|
|
end
|
|
end
|
|
sideQuad(d, x0, z0, y0, y1, src,
|
|
(band * 8 + 8) - y1, (band * 8 + 8) - y0,
|
|
sideShades(hl, hr, y0, y1, y0 <= nh, shade))
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Prebuilt quads from Structures (per-pixel voxel props, lathed
|
|
-- columns) plus the round-tree stamps expanded in place. Keep rules,
|
|
-- by the quad's own extent:
|
|
-- body-only the quad must overlap the OPEN body interval -- a
|
|
-- neighbour's ring props must not march past its edge
|
|
-- into this map, and a quad lying exactly ON the edge
|
|
-- plane would z-fight the map that owns that plane.
|
|
-- full anything overlapping the body stays whole (props that
|
|
-- straddle the edge no longer shed their outer half);
|
|
-- pure ring quads drop when they touch a neighbour body
|
|
-- (maskedClosed), which is what strings of seam pixels
|
|
-- were: fragments of dropped border trees whose centers
|
|
-- sat exactly on the boundary line.
|
|
local bw, bh = tw * 8, th * 8
|
|
local function keepQuad(x0, z0, x1, z1)
|
|
local overBody = x1 > 0 and x0 < bw and z1 > 0 and z0 < bh
|
|
if bodyOnly then return overBody end
|
|
return overBody or not maskedClosed(x0, z0, x1, z1)
|
|
end
|
|
|
|
-- A face lying EXACTLY on a body boundary plane is ambiguous to the
|
|
-- rect tests above: a body structure's outward facade (a Saffron row
|
|
-- house whose front row is the map's last row, its south wall on the
|
|
-- shared plane with Route 6) and the inward face of a ring scrap
|
|
-- occupy the same degenerate rect, and the strict overBody plus the
|
|
-- closed mask dropped BOTH -- which is why those facades were missing.
|
|
-- The winding tells them apart: a face pointing AWAY from the body
|
|
-- belongs to this map's own edge-row structure and nothing in the
|
|
-- neighbour will ever draw that plane, so it stays; a face pointing
|
|
-- INTO the body is the scrap the mask rules exist to kill, and falls
|
|
-- through to them.
|
|
local function outwardOnEdge(q, x0, z0, x1, z1)
|
|
if z0 == z1 and (z0 == 0 or z0 == bh) and x1 > 0 and x0 < bw then
|
|
local nz = (q[2][1] - q[1][1]) * (q[3][2] - q[1][2])
|
|
- (q[2][2] - q[1][2]) * (q[3][1] - q[1][1])
|
|
return (z0 == bh and nz > 0) or (z0 == 0 and nz < 0)
|
|
end
|
|
if x0 == x1 and (x0 == 0 or x0 == bw) and z1 > 0 and z0 < bh then
|
|
local nx = (q[2][2] - q[1][2]) * (q[3][3] - q[1][3])
|
|
- (q[2][3] - q[1][3]) * (q[3][2] - q[1][2])
|
|
return (x0 == bw and nx > 0) or (x0 == 0 and nx < 0)
|
|
end
|
|
return false
|
|
end
|
|
|
|
local scUV = { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } }
|
|
local function quadUV(q)
|
|
if q.uv then return q.uv end
|
|
for i = 1, 4 do
|
|
scUV[i][1], scUV[i][2] = q.u, q.v
|
|
end
|
|
return scUV
|
|
end
|
|
|
|
for _, q in ipairs(S.objectQuads) do
|
|
Budget.tick()
|
|
local x0 = math.min(q[1][1], q[2][1], q[3][1], q[4][1])
|
|
local x1 = math.max(q[1][1], q[2][1], q[3][1], q[4][1])
|
|
local z0 = math.min(q[1][3], q[2][3], q[3][3], q[4][3])
|
|
local z1 = math.max(q[1][3], q[2][3], q[3][3], q[4][3])
|
|
if outwardOnEdge(q, x0, z0, x1, z1) or keepQuad(x0, z0, x1, z1) then
|
|
push({ q[1], q[2], q[3], q[4] }, quadUV(q), groundShades(q, q.shade))
|
|
end
|
|
end
|
|
|
|
-- true when the rect sits entirely inside one neighbour-body rect
|
|
local function containedInMask(x0, z0, x1, z1)
|
|
if not masks then return false end
|
|
for _, mk in ipairs(masks) do
|
|
if x0 >= mk[1] and x1 <= mk[3] and z0 >= mk[2] and z1 <= mk[4] then
|
|
return true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
-- round-tree stamps: the shared hull template translated per cell,
|
|
-- through reusable scratch corners so expansion allocates nothing.
|
|
-- A hull spans at most its own 16px cell, so one rect test usually
|
|
-- answers for the whole stamp: strictly interior stamps keep every
|
|
-- quad, ring stamps buried under a neighbour body (or, body-only, ring
|
|
-- stamps full stop) skip without touching their quads. Only stamps
|
|
-- crossing a boundary walk quad by quad.
|
|
local sc = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } }
|
|
for _, st in ipairs(S.roundStamps or {}) do
|
|
local mx, mz = st.mx, st.mz
|
|
local sx0, sz0, sx1, sz1 = mx - 8, mz - 8, mx + 8, mz + 8
|
|
local interior = sx0 > 0 and sx1 < bw and sz0 > 0 and sz1 < bh
|
|
local overBody = sx1 > 0 and sx0 < bw and sz1 > 0 and sz0 < bh
|
|
local keepAll, skipAll
|
|
if bodyOnly then
|
|
keepAll = interior
|
|
skipAll = not overBody
|
|
else
|
|
keepAll = interior or not maskedClosed(sx0, sz0, sx1, sz1)
|
|
skipAll = not overBody and containedInMask(sx0, sz0, sx1, sz1)
|
|
end
|
|
if not skipAll then
|
|
for _, q in ipairs(st.quads) do
|
|
Budget.tick()
|
|
for i = 1, 4 do
|
|
local c, s2 = q[i], sc[i]
|
|
s2[1] = c[1] + mx
|
|
s2[2] = c[2]
|
|
s2[3] = c[3] + mz
|
|
end
|
|
local ok = keepAll
|
|
if not ok then
|
|
local x0 = math.min(sc[1][1], sc[2][1], sc[3][1], sc[4][1])
|
|
local x1 = math.max(sc[1][1], sc[2][1], sc[3][1], sc[4][1])
|
|
local z0 = math.min(sc[1][3], sc[2][3], sc[3][3], sc[4][3])
|
|
local z1 = math.max(sc[1][3], sc[2][3], sc[3][3], sc[4][3])
|
|
ok = keepQuad(x0, z0, x1, z1)
|
|
end
|
|
if ok then
|
|
push(sc, quadUV(q), groundShades(sc, q.shade))
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- The raw geometry for `map`: (vertex list, triangle index list, quad
|
|
-- count). Synchronous and GPU-free -- the headless suite and the probes
|
|
-- exercise the invariants through this.
|
|
function ChunkMesher.geometry(map, bodyOnly, masks)
|
|
local sink = newTableSink()
|
|
runGeometry(map, bodyOnly, masks, sink)
|
|
return sink.results()
|
|
end
|
|
|
|
-- Build the mesh for `map` synchronously. Returns nil when there is
|
|
-- nothing to draw or meshes are unavailable (headless).
|
|
function ChunkMesher.build(map, bodyOnly, masks)
|
|
local sink = newSink()
|
|
runGeometry(map, bodyOnly, masks, sink)
|
|
return sink.finish()
|
|
end
|
|
|
|
-- The tall-grass rows as their own mesh: VoxelScene draws it AFTER the
|
|
-- characters so the southern row of a grass cell still overdraws a
|
|
-- walker's feet (characters stamp over terrain, Gen 1 style, so ordinary
|
|
-- terrain could never do this).
|
|
local function buildGrassMesh(map)
|
|
local S = Structures.forMap(map)
|
|
if #S.grassQuads == 0 then return nil end
|
|
local verts, indices, n = {}, {}, 0
|
|
for _, q in ipairs(S.grassQuads) do
|
|
for i = 1, 4 do
|
|
local c = q[i]
|
|
local uv = q.uv and q.uv[i] or { q.u, q.v }
|
|
verts[#verts + 1] = { c[1], c[2], c[3], uv[1], uv[2], q.shade }
|
|
end
|
|
Voxel3D.pushQuad(indices, n)
|
|
n = n + 1
|
|
end
|
|
return Voxel3D.newMesh(verts, indices)
|
|
end
|
|
|
|
-- ------------------------------------------------------------- the cache
|
|
|
|
local function entry(id)
|
|
local c = cache[id]
|
|
if not c then
|
|
c = {}
|
|
cache[id] = c
|
|
end
|
|
return c
|
|
end
|
|
|
|
local function releaseEntry(c)
|
|
for _, slot in ipairs({ "full", "body", "grass" }) do
|
|
local mesh = c[slot]
|
|
if mesh and mesh.release then pcall(mesh.release, mesh) end
|
|
c[slot] = nil
|
|
end
|
|
end
|
|
|
|
-- ---------------------------------------------------------- async builds
|
|
|
|
local jobs = {} -- FIFO of pending jobs
|
|
local jobIndex = {} -- "id:slot" -> job
|
|
|
|
local clock = (love and love.timer and love.timer.getTime) or os.clock
|
|
|
|
local function jobKey(id, slot)
|
|
return id .. ":" .. slot
|
|
end
|
|
|
|
local function finishJob(job, ok, err)
|
|
jobIndex[jobKey(job.id, job.slot)] = nil
|
|
for i, j in ipairs(jobs) do
|
|
if j == job then
|
|
table.remove(jobs, i)
|
|
break
|
|
end
|
|
end
|
|
if not ok then
|
|
-- name the reason: in a real session a lost build is a black map
|
|
print("[warn] voxel mesh build failed for " .. tostring(job.id)
|
|
.. ": " .. tostring(err))
|
|
if (gen[job.id] or 0) == job.gen then
|
|
entry(job.id)[job.slot] = false
|
|
end
|
|
end
|
|
end
|
|
|
|
-- A build only lands if the map's generation still matches the one the
|
|
-- job was queued under -- invalidate/evict bump it to cancel in-flight
|
|
-- work whose inputs went stale.
|
|
local function runJob(job)
|
|
local map = job.map
|
|
local c = entry(job.id)
|
|
if c.grass == nil then
|
|
local okG, grass = pcall(buildGrassMesh, map)
|
|
if (gen[job.id] or 0) ~= job.gen then return end
|
|
c.grass = (okG and grass) or false
|
|
end
|
|
local sink = newSink()
|
|
runGeometry(map, job.slot == "body", job.masks, sink)
|
|
local mesh = sink.finish()
|
|
if (gen[job.id] or 0) ~= job.gen then return end
|
|
c[job.slot] = mesh or false
|
|
end
|
|
|
|
-- Queue a build unless the slot is already cached or queued. Returns the
|
|
-- cached mesh when there is one (false-cached misses return nil).
|
|
-- `urgent` marks the current map's meshes: pump() gives those a bigger
|
|
-- slice and runs them before neighbour jobs.
|
|
function ChunkMesher.request(map, bodyOnly, masks, urgent)
|
|
local slot = bodyOnly and "body" or "full"
|
|
local c = cache[map.id]
|
|
if c and c[slot] ~= nil then return c[slot] or nil end
|
|
local key = jobKey(map.id, slot)
|
|
local job = jobIndex[key]
|
|
if not job then
|
|
job = { id = map.id, map = map, slot = slot, masks = masks,
|
|
urgent = urgent or false, gen = gen[map.id] or 0 }
|
|
jobIndex[key] = job
|
|
jobs[#jobs + 1] = job
|
|
elseif urgent then
|
|
job.urgent = true
|
|
end
|
|
return nil
|
|
end
|
|
|
|
function ChunkMesher.pending()
|
|
return #jobs
|
|
end
|
|
|
|
-- Advance queued builds inside a per-frame time budget. Urgent jobs (the
|
|
-- current map) come first and get the larger slice -- the first voxel
|
|
-- frame after a toggle is worth more milliseconds than a neighbour
|
|
-- popping in one frame later. `covered` says the world pass is hidden
|
|
-- this frame (a warp's fade, a menu): nothing visible can hitch, so the
|
|
-- slice opens up and a door fade swallows most of a destination build.
|
|
local URGENT_SLICE = 0.012
|
|
local IDLE_SLICE = 0.005
|
|
local COVERED_SLICE = 0.030
|
|
|
|
function ChunkMesher.pump(covered)
|
|
if #jobs == 0 then return end
|
|
local pick = jobs[1]
|
|
for _, j in ipairs(jobs) do
|
|
if j.urgent then
|
|
pick = j
|
|
break
|
|
end
|
|
end
|
|
local slice = covered and COVERED_SLICE
|
|
or (pick.urgent and URGENT_SLICE or IDLE_SLICE)
|
|
local deadline = clock() + slice
|
|
while pick do
|
|
if not pick.co then
|
|
pick.co = coroutine.create(runJob)
|
|
end
|
|
Budget.begin(pick.co, deadline - clock())
|
|
local ok, err = coroutine.resume(pick.co, pick)
|
|
Budget.finish()
|
|
if not ok then
|
|
finishJob(pick, false, err)
|
|
elseif coroutine.status(pick.co) == "dead" then
|
|
finishJob(pick, true)
|
|
else
|
|
return -- slice spent mid-build; resume next frame
|
|
end
|
|
if clock() >= deadline or #jobs == 0 then return end
|
|
pick = jobs[1]
|
|
for _, j in ipairs(jobs) do
|
|
if j.urgent then
|
|
pick = j
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Meshes for `map`, built SYNCHRONOUSLY on first use -- the historical
|
|
-- contract, kept for probes and any direct caller. `false` is cached for
|
|
-- a map whose mesh could not be built so a headless run does not retry
|
|
-- every frame. `masks` (the full variant's neighbour-body rects) is
|
|
-- static per map id -- a map's connections never change -- so it caches
|
|
-- like everything else.
|
|
function ChunkMesher.get(map, bodyOnly, masks)
|
|
local slot = bodyOnly and "body" or "full"
|
|
local c = entry(map.id)
|
|
if c.grass == nil then
|
|
local okG, grass = pcall(buildGrassMesh, map)
|
|
c.grass = (okG and grass) or false
|
|
end
|
|
if c[slot] == nil then
|
|
local ok, mesh = pcall(ChunkMesher.build, map, bodyOnly, masks)
|
|
if not ok then
|
|
print("[warn] voxel mesh build failed for " .. tostring(map.id)
|
|
.. ": " .. tostring(mesh))
|
|
end
|
|
c[slot] = (ok and mesh) or false
|
|
local key = jobKey(map.id, slot)
|
|
local job = jobIndex[key]
|
|
if job then finishJob(job, true) end
|
|
end
|
|
return c[slot] or nil
|
|
end
|
|
|
|
-- The cached mesh, or nil -- never builds. The async path's read side.
|
|
function ChunkMesher.peek(map, bodyOnly)
|
|
local c = cache[map.id]
|
|
local mesh = c and c[bodyOnly and "body" or "full"]
|
|
return mesh or nil
|
|
end
|
|
|
|
function ChunkMesher.grass(map)
|
|
local c = cache[map.id]
|
|
return c and c.grass or nil
|
|
end
|
|
|
|
-- Evict everything outside `live` (a set of map ids): far maps' meshes
|
|
-- are released -- GPU buffer and LOVE's CPU copy both -- and their
|
|
-- Structures analysis dropped. The live set is the current map plus its
|
|
-- rendered neighbours, so memory stays bounded by what is on or near the
|
|
-- screen instead of growing with every area ever visited.
|
|
--
|
|
-- The PREVIOUS live set is retained too: warping into a building
|
|
-- collapses the set to one small interior, and evicting the town at the
|
|
-- door means rebuilding the whole neighbourhood on the way out -- a
|
|
-- flat-world flash after every house. One set of history makes the
|
|
-- round trip free while staying bounded at two neighbourhoods.
|
|
local prevLive = {}
|
|
|
|
function ChunkMesher.setLive(live)
|
|
for id, c in pairs(cache) do
|
|
if not live[id] and not prevLive[id] then
|
|
releaseEntry(c)
|
|
cache[id] = nil
|
|
gen[id] = (gen[id] or 0) + 1
|
|
Structures.invalidate(id)
|
|
end
|
|
end
|
|
for i = #jobs, 1, -1 do
|
|
local job = jobs[i]
|
|
if not live[job.id] and not prevLive[job.id] then
|
|
jobIndex[jobKey(job.id, job.slot)] = nil
|
|
table.remove(jobs, i)
|
|
end
|
|
end
|
|
prevLive = live
|
|
end
|
|
|
|
-- Drop one map's mesh (Cut swapped a block) or all of them (hot reload).
|
|
-- Structures' analysis is derived from the same block layer, so it drops
|
|
-- in the same breath; in-flight builds of the map are cancelled through
|
|
-- the generation counter.
|
|
function ChunkMesher.invalidate(mapId)
|
|
Structures.invalidate(mapId)
|
|
if mapId then
|
|
local c = cache[mapId]
|
|
if c then releaseEntry(c) end
|
|
cache[mapId] = nil
|
|
gen[mapId] = (gen[mapId] or 0) + 1
|
|
else
|
|
for _, c in pairs(cache) do releaseEntry(c) end
|
|
cache = {}
|
|
for id in pairs(gen) do gen[id] = gen[id] + 1 end
|
|
end
|
|
for i = #jobs, 1, -1 do
|
|
local job = jobs[i]
|
|
if mapId == nil or job.id == mapId then
|
|
jobIndex[jobKey(job.id, job.slot)] = nil
|
|
table.remove(jobs, i)
|
|
end
|
|
end
|
|
end
|
|
|
|
Assets.register(function() ChunkMesher.invalidate() end)
|
|
|
|
return ChunkMesher
|