mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 08:11:35 +02:00
fix the mf grass
This commit is contained in:
+54
-15
@@ -475,6 +475,13 @@ function TileRenderer.new(map, data)
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-- match the atlas's static tiles instead of showing raw grayscale
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gbcCtx = { tilesetId = map.tileset.id, mapId = map.id, key = "#gbc:" .. map.id,
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groupColors = PaletteFX.worldGroupColors(data, map.tileset.id, map.id, nil) }
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-- ...and feeds the color-0-keyed single tiles the feet overdraw needs
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-- (see getKeyedTile): same source image and palette groups, so keep the
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-- context rather than re-deriving it per draw.
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gbcCtx.imagePath = map.tileset.image
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gbcCtx.perRow = map.tileset.tilesPerRow
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self.gbcCtx = gbcCtx
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self.gbcKeyed = {}
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end
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end
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-- a full-color atlas colors everything it paints, ring and border fill
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@@ -672,17 +679,48 @@ local function getColor0KeyShader()
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return color0KeyShader or nil
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end
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-- draw a cell's bottom tile row without touching the shader (the caller
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-- owns it). drawCellBottom wraps this with the color-0 key; tilt mode's
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-- upright pass wraps it with a color-0-keyed palette shader instead
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-- (PaletteFX.keyedShader) so the feet patch is colorized like the ground.
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-- RED++ (COLORS=ADVANCED): the color-0 key, BAKED instead of tested for.
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local function getKeyedTile(self, tile)
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local ctx = self.gbcCtx
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local cached = self.gbcKeyed[tile]
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if cached ~= nil then return cached or nil end
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local img = false
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if ctx.groupColors and love.image and love.image.newImageData then
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local group = PaletteFX.worldGroupAt(ctx.tilesetId, ctx.mapId, tile)
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local colors = group and ctx.groupColors[group + 1]
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local src = Assets.imageData(ctx.imagePath)
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local ox = (tile % ctx.perRow) * 8
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local oy = math.floor(tile / ctx.perRow) * 8
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local out = love.image.newImageData(8, 8)
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for py = 0, 7 do
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for px = 0, 7 do
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local r, g, b, a = src:getPixel(ox + px, oy + py)
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-- read shade 0 off the RAW sheet, on recolorSample's own cutoff, so
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-- the keyed pixels are exactly the ones the shader path keys
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local shade0 = r > 0.83
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r, g, b, a = recolorSample(r, g, b, a, colors)
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out:setPixel(px, py, r, g, b, shade0 and 0 or a)
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end
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end
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img = love.graphics.newImage(out)
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end
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self.gbcKeyed[tile] = img
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return img or nil
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end
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function TileRenderer:drawCellBottomRaw(cx, cy, camX, camY)
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local ty = cy * 2 + 1
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for i = 0, 1 do
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local tx = cx * 2 + i
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local quad = self.quads[self.map:tileAt(tx, ty)]
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if quad then
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love.graphics.draw(self.image, quad, tx * 8 - camX, ty * 8 - camY)
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local tile = self.map:tileAt(tx, ty)
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local keyed = tile and self.gbcCtx and getKeyedTile(self, tile)
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if keyed then
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love.graphics.draw(keyed, tx * 8 - camX, ty * 8 - camY)
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else
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local quad = self.quads[tile]
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if quad then
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love.graphics.draw(self.image, quad, tx * 8 - camX, ty * 8 - camY)
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end
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end
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end
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end
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@@ -690,7 +728,9 @@ end
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-- redraw a cell's bottom tile row (tall grass hides the lower half of
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-- sprites standing in it, like the GB sprite-priority trick)
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function TileRenderer:drawCellBottom(cx, cy, camX, camY)
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local shader = getColor0KeyShader()
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-- the RED++ path is pre-keyed; the white test would be a no-op there at
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-- best, and a false hit on some other group's near-white color 0 at worst
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local shader = not self.gbcCtx and getColor0KeyShader() or nil
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if shader then love.graphics.setShader(shader) end
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self:drawCellBottomRaw(cx, cy, camX, camY)
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if shader then love.graphics.setShader() end
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@@ -712,13 +752,6 @@ function TileRenderer:markCellBottomRedraw(cx, cy, camX, camY, colors)
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end
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end
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-- Window cover for the static tile layer. Refill the reusable window batch
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-- (and the per-entry animated batches) only when the camera has scrolled past
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-- what they already cover; a small margin keeps small scrolls free. Cost
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-- scales with the view, never the map -- crossing a seam or warping in builds
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-- nothing. The beyond-body area (what the old 3-block ring drew) is painted
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-- by :drawBorderFill, whose world-aligned border-block tiling is identical
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-- there, so only body tiles are gathered here.
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local WINDOW_MARGIN = 8 -- tiles of slack kept around the view between refills
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function TileRenderer:ensureWindow(camX, camY, vw, vh)
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@@ -873,6 +906,12 @@ end
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-- atlas -- is unique to this map (gbcAtlasCache is keyed by map id).
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function TileRenderer:release()
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self:releaseBatches()
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if self.gbcKeyed then
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-- baked per instance, shared with nobody (see getKeyedTile)
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for _, img in pairs(self.gbcKeyed) do safeRelease(img) end
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self.gbcKeyed = nil
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self.gbcCtx = nil
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end
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if self.gbcAtlas and self.image then
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local key = self.map.tileset.image .. "#gbc:" .. self.map.id
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if gbcAtlasCache[key] == self.image then gbcAtlasCache[key] = nil end
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