crimsonland 0.1.0.dev5__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- crimson/__init__.py +24 -0
- crimson/assets_fetch.py +60 -0
- crimson/atlas.py +92 -0
- crimson/audio_router.py +155 -0
- crimson/bonuses.py +167 -0
- crimson/camera.py +75 -0
- crimson/cli.py +380 -0
- crimson/creatures/__init__.py +8 -0
- crimson/creatures/ai.py +186 -0
- crimson/creatures/anim.py +173 -0
- crimson/creatures/damage.py +103 -0
- crimson/creatures/runtime.py +1019 -0
- crimson/creatures/spawn.py +2871 -0
- crimson/debug.py +7 -0
- crimson/demo.py +1360 -0
- crimson/demo_trial.py +140 -0
- crimson/effects.py +1086 -0
- crimson/effects_atlas.py +73 -0
- crimson/frontend/__init__.py +1 -0
- crimson/frontend/assets.py +43 -0
- crimson/frontend/boot.py +424 -0
- crimson/frontend/menu.py +700 -0
- crimson/frontend/panels/__init__.py +1 -0
- crimson/frontend/panels/base.py +410 -0
- crimson/frontend/panels/controls.py +132 -0
- crimson/frontend/panels/mods.py +128 -0
- crimson/frontend/panels/options.py +409 -0
- crimson/frontend/panels/play_game.py +627 -0
- crimson/frontend/panels/stats.py +351 -0
- crimson/frontend/transitions.py +31 -0
- crimson/game.py +2533 -0
- crimson/game_modes.py +15 -0
- crimson/game_world.py +652 -0
- crimson/gameplay.py +2467 -0
- crimson/input_codes.py +176 -0
- crimson/modes/__init__.py +1 -0
- crimson/modes/base_gameplay_mode.py +219 -0
- crimson/modes/quest_mode.py +502 -0
- crimson/modes/rush_mode.py +300 -0
- crimson/modes/survival_mode.py +792 -0
- crimson/modes/tutorial_mode.py +648 -0
- crimson/modes/typo_mode.py +472 -0
- crimson/paths.py +23 -0
- crimson/perks.py +828 -0
- crimson/persistence/__init__.py +1 -0
- crimson/persistence/highscores.py +385 -0
- crimson/persistence/save_status.py +245 -0
- crimson/player_damage.py +77 -0
- crimson/projectiles.py +1133 -0
- crimson/quests/__init__.py +18 -0
- crimson/quests/helpers.py +147 -0
- crimson/quests/registry.py +49 -0
- crimson/quests/results.py +164 -0
- crimson/quests/runtime.py +91 -0
- crimson/quests/tier1.py +620 -0
- crimson/quests/tier2.py +652 -0
- crimson/quests/tier3.py +579 -0
- crimson/quests/tier4.py +721 -0
- crimson/quests/tier5.py +886 -0
- crimson/quests/timeline.py +115 -0
- crimson/quests/types.py +70 -0
- crimson/render/__init__.py +1 -0
- crimson/render/terrain_fx.py +88 -0
- crimson/render/world_renderer.py +1941 -0
- crimson/sim/__init__.py +1 -0
- crimson/sim/world_defs.py +67 -0
- crimson/sim/world_state.py +422 -0
- crimson/terrain_assets.py +19 -0
- crimson/tutorial/__init__.py +12 -0
- crimson/tutorial/timeline.py +291 -0
- crimson/typo/__init__.py +2 -0
- crimson/typo/names.py +233 -0
- crimson/typo/player.py +43 -0
- crimson/typo/spawns.py +73 -0
- crimson/typo/typing.py +52 -0
- crimson/ui/__init__.py +3 -0
- crimson/ui/cursor.py +95 -0
- crimson/ui/demo_trial_overlay.py +235 -0
- crimson/ui/game_over.py +660 -0
- crimson/ui/hud.py +601 -0
- crimson/ui/perk_menu.py +388 -0
- crimson/views/__init__.py +40 -0
- crimson/views/aim_debug.py +276 -0
- crimson/views/animations.py +274 -0
- crimson/views/arsenal_debug.py +404 -0
- crimson/views/audio_bootstrap.py +47 -0
- crimson/views/bonuses.py +201 -0
- crimson/views/camera_debug.py +359 -0
- crimson/views/camera_shake.py +229 -0
- crimson/views/corpse_stamp_debug.py +324 -0
- crimson/views/decals_debug.py +739 -0
- crimson/views/empty.py +19 -0
- crimson/views/fonts.py +114 -0
- crimson/views/game_over.py +117 -0
- crimson/views/ground.py +259 -0
- crimson/views/lighting_debug.py +1166 -0
- crimson/views/particles.py +293 -0
- crimson/views/perk_menu_debug.py +430 -0
- crimson/views/perks.py +398 -0
- crimson/views/player.py +434 -0
- crimson/views/player_sprite_debug.py +314 -0
- crimson/views/projectile_fx.py +609 -0
- crimson/views/projectile_render_debug.py +393 -0
- crimson/views/projectiles.py +221 -0
- crimson/views/quest_title_overlay.py +108 -0
- crimson/views/registry.py +34 -0
- crimson/views/rush.py +16 -0
- crimson/views/small_font_debug.py +204 -0
- crimson/views/spawn_plan.py +363 -0
- crimson/views/sprites.py +214 -0
- crimson/views/survival.py +15 -0
- crimson/views/terrain.py +132 -0
- crimson/views/ui.py +123 -0
- crimson/views/wicons.py +166 -0
- crimson/weapon_sfx.py +63 -0
- crimson/weapons.py +860 -0
- crimsonland-0.1.0.dev5.dist-info/METADATA +9 -0
- crimsonland-0.1.0.dev5.dist-info/RECORD +139 -0
- crimsonland-0.1.0.dev5.dist-info/WHEEL +4 -0
- crimsonland-0.1.0.dev5.dist-info/entry_points.txt +4 -0
- grim/__init__.py +20 -0
- grim/app.py +92 -0
- grim/assets.py +231 -0
- grim/audio.py +106 -0
- grim/config.py +294 -0
- grim/console.py +737 -0
- grim/fonts/__init__.py +7 -0
- grim/fonts/grim_mono.py +111 -0
- grim/fonts/small.py +120 -0
- grim/input.py +44 -0
- grim/jaz.py +103 -0
- grim/math.py +17 -0
- grim/music.py +403 -0
- grim/paq.py +76 -0
- grim/rand.py +37 -0
- grim/sfx.py +276 -0
- grim/sfx_map.py +103 -0
- grim/terrain_render.py +840 -0
- grim/view.py +16 -0
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from __future__ import annotations
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import json
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import math
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import random
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import os
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from pathlib import Path
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from dataclasses import dataclass
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import pyray as rl
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from grim.config import ensure_crimson_cfg
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from grim.fonts.small import SmallFontData, draw_small_text, load_small_font
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from grim.view import ViewContext
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from ..creatures.spawn import CreatureInit, CreatureTypeId
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from ..game_world import GameWorld
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from ..gameplay import PlayerInput
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from ..paths import default_runtime_dir
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from .registry import register_view
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WORLD_SIZE = 1024.0
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UI_TEXT_SCALE = 1.0
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UI_TEXT_COLOR = rl.Color(220, 220, 220, 255)
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UI_HINT_COLOR = rl.Color(140, 140, 140, 255)
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UI_ERROR_COLOR = rl.Color(240, 80, 80, 255)
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_SDF_SHADOW_MAX_CIRCLES = 64
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_SDF_SHADOW_MAX_STEPS = 64
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_SDF_SHADOW_EPSILON = 0.25
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_SDF_SHADOW_MIN_STEP = 0.25
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_SDF_SHADOW_VS_330 = r"""
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#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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uniform mat4 mvp;
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void main() {
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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"""
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_SDF_SHADOW_FS_330 = rf"""
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 finalColor;
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#define MAX_CIRCLES {_SDF_SHADOW_MAX_CIRCLES}
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uniform vec2 u_resolution;
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uniform vec4 u_light_color;
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uniform vec2 u_light_pos;
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uniform float u_light_range;
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uniform float u_light_source_radius;
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uniform float u_shadow_k;
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uniform float u_shadow_floor;
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uniform int u_debug_mode;
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uniform int u_circle_count;
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uniform vec4 u_circles[MAX_CIRCLES];
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float map_skip(vec2 p, int skip_idx)
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{{
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// Keep finite to avoid overflow in shadow math when there are no occluders
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// or when uniform data is missing.
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float d = 1e6;
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for (int i = 0; i < MAX_CIRCLES; i++)
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{{
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if (i >= u_circle_count) break;
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if (i == skip_idx) continue;
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vec4 c = u_circles[i];
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d = min(d, length(p - c.xy) - c.z);
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}}
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return d;
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}}
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float map_with_index(vec2 p, out int hit_idx)
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{{
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float d = 1e6;
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hit_idx = -1;
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for (int i = 0; i < MAX_CIRCLES; i++)
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{{
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if (i >= u_circle_count) break;
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vec4 c = u_circles[i];
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float di = length(p - c.xy) - c.z;
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if (di < d)
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{{
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d = di;
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hit_idx = i;
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}}
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}}
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return d;
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}}
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// Raymarched SDF soft shadows (Inigo Quilez + Sebastian Aaltonen improvement).
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// `u_shadow_k` behaves like the original `k` hardness parameter.
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float softshadow(vec2 ro, vec2 rd, float mint, float maxt, float k, int skip_idx)
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{{
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if (u_circle_count <= 0) return 1.0;
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float res = 1.0;
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float t = mint;
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float ph = 1e6;
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for (int i = 0; i < {_SDF_SHADOW_MAX_STEPS} && t < maxt; i++)
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{{
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float h = map_skip(ro + rd * t, skip_idx);
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if (h < {_SDF_SHADOW_EPSILON:.4f}) return 0.0;
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float y = h*h/(2.0*ph);
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float d = sqrt(max(0.0, h*h - y*y));
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res = min(res, k * d / max(0.001, t - y));
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ph = h;
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t += max(h, {_SDF_SHADOW_MIN_STEP:.4f});
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}}
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return clamp(res, 0.0, 1.0);
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}}
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void main()
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{{
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// Match raylib 2D screen coords: origin top-left.
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vec2 p = vec2(gl_FragCoord.x, u_resolution.y - gl_FragCoord.y);
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if (u_debug_mode == 1)
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{{
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finalColor = vec4(1.0, 1.0, 1.0, 1.0);
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return;
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}}
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if (u_debug_mode == 2)
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{{
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vec2 uv = p / max(u_resolution, vec2(1.0));
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finalColor = vec4(uv.x, uv.y, 0.0, 1.0);
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return;
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}}
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vec2 to_light = u_light_pos - p;
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float dist = length(to_light);
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if (dist <= 1e-4 || dist > u_light_range)
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{{
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}}
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if (u_debug_mode == 3)
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{{
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finalColor = vec4(1.0, 1.0, 1.0, 1.0);
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return;
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}}
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float atten = 1.0 - clamp(dist / u_light_range, 0.0, 1.0);
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atten = atten * atten;
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if (u_debug_mode == 4)
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{{
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finalColor = vec4(vec3(atten), 1.0);
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return;
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}}
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int self_idx = -1;
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float d0 = map_with_index(p, self_idx);
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float k = u_shadow_k;
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// Heuristic: larger disc lights soften shadows.
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if (u_light_source_radius > 0.0)
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{{
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k = u_shadow_k / max(1.0, u_light_source_radius * 0.25);
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}}
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vec2 rd = to_light / max(dist, 1e-4);
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float maxt = max(0.0, dist - max(0.0, u_light_source_radius));
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float shadow = 0.0;
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if (d0 >= 0.0)
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{{
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shadow = softshadow(p, rd, 0.5, maxt, k, -1);
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}}
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float a = 1.0 - clamp(dist / u_light_range, 0.0, 1.0);
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float floor = clamp(u_shadow_floor, 0.0, 1.0);
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float fill = min(floor * a, atten);
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float shade = mix(fill, atten, shadow);
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if (u_debug_mode == 5)
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{{
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finalColor = vec4(vec3(shade), 1.0);
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return;
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}}
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vec3 add = u_light_color.rgb * shade;
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finalColor = vec4(clamp(add, 0.0, 1.0), 1.0);
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}}
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"""
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def _clamp(value: float, lo: float, hi: float) -> float:
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if value < lo:
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return lo
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if value > hi:
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return hi
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return value
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@dataclass
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class _EmissiveProjectile:
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x: float
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y: float
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vx: float
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vy: float
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age: float
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ttl: float
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@dataclass
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class _FlyingLight:
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x: float
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y: float
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angle: float
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radius: float
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omega: float
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range: float
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source_radius: float
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color: rl.Color
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class LightingDebugView:
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def __init__(self, ctx: ViewContext) -> None:
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self._assets_root = ctx.assets_dir
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self._missing_assets: list[str] = []
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self._small: SmallFontData | None = None
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self._world = GameWorld(
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assets_dir=ctx.assets_dir,
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world_size=WORLD_SIZE,
|
|
242
|
+
demo_mode_active=False,
|
|
243
|
+
difficulty_level=0,
|
|
244
|
+
hardcore=False,
|
|
245
|
+
)
|
|
246
|
+
self._player = self._world.players[0] if self._world.players else None
|
|
247
|
+
|
|
248
|
+
self.close_requested = False
|
|
249
|
+
|
|
250
|
+
self._ui_mouse_x = 0.0
|
|
251
|
+
self._ui_mouse_y = 0.0
|
|
252
|
+
|
|
253
|
+
self._simulate = True
|
|
254
|
+
self._draw_debug = True
|
|
255
|
+
self._draw_occluders = False
|
|
256
|
+
self._debug_lightmap_preview = False
|
|
257
|
+
self._debug_dump_next_frame = False
|
|
258
|
+
self._debug_dump_count = 0
|
|
259
|
+
self._debug_auto_dump = os.environ.get("CRIMSON_LIGHTING_DEBUG_AUTODUMP", "0") not in ("", "0", "false", "False")
|
|
260
|
+
|
|
261
|
+
self._sdf_shadow_k = 12.0
|
|
262
|
+
self._sdf_shadow_floor = 0.25
|
|
263
|
+
try:
|
|
264
|
+
self._sdf_debug_mode = int(os.environ.get("CRIMSON_LIGHTING_SDF_DEBUG_MODE", "0"))
|
|
265
|
+
except Exception:
|
|
266
|
+
self._sdf_debug_mode = 0
|
|
267
|
+
|
|
268
|
+
self._light_radius = 360.0
|
|
269
|
+
self._light_source_radius = 14.0
|
|
270
|
+
self._ambient_base = rl.Color(26, 26, 34, 255)
|
|
271
|
+
self._ambient_mul = 1.0
|
|
272
|
+
self._ambient = rl.Color(26, 26, 34, 255)
|
|
273
|
+
self._light_tint = rl.Color(255, 245, 220, 255)
|
|
274
|
+
self._cursor_light_enabled = True
|
|
275
|
+
|
|
276
|
+
self._last_sdf_circles: list[tuple[float, float, float]] = []
|
|
277
|
+
self._occluder_radius_mul = 0.25
|
|
278
|
+
self._occluder_radius_pad_px = 0.0
|
|
279
|
+
|
|
280
|
+
self._projectiles: list[_EmissiveProjectile] = []
|
|
281
|
+
self._proj_fire_cd = 0.0
|
|
282
|
+
self._proj_fire_interval = 0.08
|
|
283
|
+
self._proj_speed = 350.0
|
|
284
|
+
self._proj_ttl = 1.25
|
|
285
|
+
self._proj_radius_px = 3.0
|
|
286
|
+
self._proj_light_range = 220.0
|
|
287
|
+
self._proj_light_source_radius = 10.0
|
|
288
|
+
self._proj_light_tint = rl.Color(255, 190, 140, 255)
|
|
289
|
+
self._max_projectiles = 128
|
|
290
|
+
self._max_projectile_lights = 16
|
|
291
|
+
|
|
292
|
+
self._fly_lights_enabled = False
|
|
293
|
+
self._fly_lights: list[_FlyingLight] = []
|
|
294
|
+
self._fly_light_count = 6
|
|
295
|
+
self._fly_light_range = 320.0
|
|
296
|
+
self._fly_light_source_radius = 18.0
|
|
297
|
+
|
|
298
|
+
self._sdf_shader: rl.Shader | None = None
|
|
299
|
+
self._sdf_shader_tried: bool = False
|
|
300
|
+
self._sdf_shader_locs: dict[str, int] = {}
|
|
301
|
+
self._sdf_shader_missing: list[str] = []
|
|
302
|
+
self._light_rt: rl.RenderTexture | None = None
|
|
303
|
+
self._solid_white: rl.Texture | None = None
|
|
304
|
+
|
|
305
|
+
self._update_ambient()
|
|
306
|
+
|
|
307
|
+
def _update_ambient(self) -> None:
|
|
308
|
+
base = self._ambient_base
|
|
309
|
+
m = max(0.0, float(self._ambient_mul))
|
|
310
|
+
self._ambient = rl.Color(
|
|
311
|
+
int(_clamp(float(base.r) * m, 0.0, 255.0)),
|
|
312
|
+
int(_clamp(float(base.g) * m, 0.0, 255.0)),
|
|
313
|
+
int(_clamp(float(base.b) * m, 0.0, 255.0)),
|
|
314
|
+
255,
|
|
315
|
+
)
|
|
316
|
+
|
|
317
|
+
def _spawn_fly_lights(self, *, seed: int) -> None:
|
|
318
|
+
if self._player is None:
|
|
319
|
+
return
|
|
320
|
+
rng = random.Random(int(seed))
|
|
321
|
+
palette = [
|
|
322
|
+
rl.Color(120, 220, 255, 255),
|
|
323
|
+
rl.Color(255, 110, 200, 255),
|
|
324
|
+
rl.Color(140, 255, 160, 255),
|
|
325
|
+
rl.Color(255, 220, 120, 255),
|
|
326
|
+
rl.Color(180, 140, 255, 255),
|
|
327
|
+
rl.Color(255, 160, 90, 255),
|
|
328
|
+
]
|
|
329
|
+
px = float(self._player.pos_x)
|
|
330
|
+
py = float(self._player.pos_y)
|
|
331
|
+
self._fly_lights.clear()
|
|
332
|
+
for i in range(int(self._fly_light_count)):
|
|
333
|
+
angle = rng.random() * math.tau
|
|
334
|
+
radius = 160.0 + rng.random() * 260.0
|
|
335
|
+
omega = (0.8 + rng.random() * 1.6) * (-1.0 if (i % 2) else 1.0)
|
|
336
|
+
c = palette[i % len(palette)]
|
|
337
|
+
if rng.random() < 0.5:
|
|
338
|
+
c = palette[int(rng.random() * len(palette)) % len(palette)]
|
|
339
|
+
x = _clamp(px + math.cos(angle) * radius, 0.0, WORLD_SIZE)
|
|
340
|
+
y = _clamp(py + math.sin(angle) * radius, 0.0, WORLD_SIZE)
|
|
341
|
+
r = float(self._fly_light_range) * (0.8 + rng.random() * 0.5)
|
|
342
|
+
sr = float(self._fly_light_source_radius) * (0.7 + rng.random() * 0.7)
|
|
343
|
+
self._fly_lights.append(
|
|
344
|
+
_FlyingLight(
|
|
345
|
+
x=float(x),
|
|
346
|
+
y=float(y),
|
|
347
|
+
angle=float(angle),
|
|
348
|
+
radius=float(radius),
|
|
349
|
+
omega=float(omega),
|
|
350
|
+
range=float(r),
|
|
351
|
+
source_radius=float(sr),
|
|
352
|
+
color=c,
|
|
353
|
+
)
|
|
354
|
+
)
|
|
355
|
+
|
|
356
|
+
def _ui_line_height(self, scale: float = UI_TEXT_SCALE) -> int:
|
|
357
|
+
if self._small is not None:
|
|
358
|
+
return int(self._small.cell_size * scale)
|
|
359
|
+
return int(20 * scale)
|
|
360
|
+
|
|
361
|
+
def _draw_ui_text(self, text: str, x: float, y: float, color: rl.Color, scale: float = UI_TEXT_SCALE) -> None:
|
|
362
|
+
if self._small is not None:
|
|
363
|
+
draw_small_text(self._small, text, x, y, scale, color)
|
|
364
|
+
else:
|
|
365
|
+
rl.draw_text(text, int(x), int(y), int(20 * scale), color)
|
|
366
|
+
|
|
367
|
+
def _update_ui_mouse(self) -> None:
|
|
368
|
+
if self._debug_auto_dump:
|
|
369
|
+
return
|
|
370
|
+
mouse = rl.get_mouse_position()
|
|
371
|
+
screen_w = float(rl.get_screen_width())
|
|
372
|
+
screen_h = float(rl.get_screen_height())
|
|
373
|
+
self._ui_mouse_x = _clamp(float(mouse.x), 0.0, max(0.0, screen_w - 1.0))
|
|
374
|
+
self._ui_mouse_y = _clamp(float(mouse.y), 0.0, max(0.0, screen_h - 1.0))
|
|
375
|
+
|
|
376
|
+
def _handle_debug_input(self) -> None:
|
|
377
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_ESCAPE):
|
|
378
|
+
self.close_requested = True
|
|
379
|
+
|
|
380
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_SPACE):
|
|
381
|
+
self._simulate = not self._simulate
|
|
382
|
+
|
|
383
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_ONE):
|
|
384
|
+
self._draw_debug = not self._draw_debug
|
|
385
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_TWO):
|
|
386
|
+
self._draw_occluders = not self._draw_occluders
|
|
387
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_THREE):
|
|
388
|
+
self._cursor_light_enabled = not self._cursor_light_enabled
|
|
389
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_FIVE):
|
|
390
|
+
self._fly_lights_enabled = not self._fly_lights_enabled
|
|
391
|
+
if self._fly_lights_enabled and not self._fly_lights:
|
|
392
|
+
self._spawn_fly_lights(seed=0xF17_0BEE)
|
|
393
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_FOUR):
|
|
394
|
+
self._debug_lightmap_preview = not self._debug_lightmap_preview
|
|
395
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_F5):
|
|
396
|
+
self._debug_dump_next_frame = True
|
|
397
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_F6):
|
|
398
|
+
self._sdf_debug_mode = (self._sdf_debug_mode + 1) % 6
|
|
399
|
+
|
|
400
|
+
shift = rl.is_key_down(rl.KeyboardKey.KEY_LEFT_SHIFT) or rl.is_key_down(rl.KeyboardKey.KEY_RIGHT_SHIFT)
|
|
401
|
+
occ_mul_step = 0.05 if not shift else 0.10
|
|
402
|
+
occ_pad_step = 1.0 if not shift else 4.0
|
|
403
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_O):
|
|
404
|
+
self._occluder_radius_mul = _clamp(self._occluder_radius_mul - occ_mul_step, 0.25, 2.50)
|
|
405
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_P):
|
|
406
|
+
self._occluder_radius_mul = _clamp(self._occluder_radius_mul + occ_mul_step, 0.25, 2.50)
|
|
407
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_K):
|
|
408
|
+
self._occluder_radius_pad_px = _clamp(self._occluder_radius_pad_px - occ_pad_step, -20.0, 60.0)
|
|
409
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_L):
|
|
410
|
+
self._occluder_radius_pad_px = _clamp(self._occluder_radius_pad_px + occ_pad_step, -20.0, 60.0)
|
|
411
|
+
|
|
412
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_MINUS) or rl.is_key_pressed(rl.KeyboardKey.KEY_KP_SUBTRACT):
|
|
413
|
+
self._sdf_shadow_floor = _clamp(self._sdf_shadow_floor - 0.05, 0.0, 0.9)
|
|
414
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_EQUAL) or rl.is_key_pressed(rl.KeyboardKey.KEY_KP_ADD):
|
|
415
|
+
self._sdf_shadow_floor = _clamp(self._sdf_shadow_floor + 0.05, 0.0, 0.9)
|
|
416
|
+
|
|
417
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_LEFT_BRACKET):
|
|
418
|
+
if shift:
|
|
419
|
+
self._light_radius = max(80.0, self._light_radius - 20.0)
|
|
420
|
+
else:
|
|
421
|
+
self._light_source_radius = max(1.0, self._light_source_radius - 2.0)
|
|
422
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_RIGHT_BRACKET):
|
|
423
|
+
if shift:
|
|
424
|
+
self._light_radius = min(1200.0, self._light_radius + 20.0)
|
|
425
|
+
else:
|
|
426
|
+
self._light_source_radius = min(80.0, self._light_source_radius + 2.0)
|
|
427
|
+
|
|
428
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_COMMA):
|
|
429
|
+
self._sdf_shadow_k = max(1.0, self._sdf_shadow_k / 1.25)
|
|
430
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_PERIOD):
|
|
431
|
+
self._sdf_shadow_k = min(512.0, self._sdf_shadow_k * 1.25)
|
|
432
|
+
|
|
433
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_R):
|
|
434
|
+
self._reset_scene(seed=0xBEEF)
|
|
435
|
+
|
|
436
|
+
amb_step = 0.10 if not shift else 0.25
|
|
437
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_N):
|
|
438
|
+
self._ambient_mul = _clamp(self._ambient_mul - amb_step, 0.0, 8.0)
|
|
439
|
+
self._update_ambient()
|
|
440
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_M):
|
|
441
|
+
self._ambient_mul = _clamp(self._ambient_mul + amb_step, 0.0, 8.0)
|
|
442
|
+
self._update_ambient()
|
|
443
|
+
|
|
444
|
+
def _ensure_sdf_shader(self) -> rl.Shader | None:
|
|
445
|
+
if (
|
|
446
|
+
self._sdf_shader is not None
|
|
447
|
+
and int(getattr(self._sdf_shader, "id", 0)) > 0
|
|
448
|
+
and rl.is_shader_valid(self._sdf_shader)
|
|
449
|
+
):
|
|
450
|
+
return self._sdf_shader
|
|
451
|
+
if self._sdf_shader_tried:
|
|
452
|
+
return None
|
|
453
|
+
self._sdf_shader_tried = True
|
|
454
|
+
|
|
455
|
+
try:
|
|
456
|
+
# Prefer raylib's default vertex shader to avoid attribute binding
|
|
457
|
+
# mismatches across platforms/backends.
|
|
458
|
+
shader = rl.load_shader_from_memory(None, _SDF_SHADOW_FS_330)
|
|
459
|
+
except Exception:
|
|
460
|
+
try:
|
|
461
|
+
shader = rl.load_shader_from_memory(_SDF_SHADOW_VS_330, _SDF_SHADOW_FS_330)
|
|
462
|
+
except Exception:
|
|
463
|
+
self._sdf_shader = None
|
|
464
|
+
return None
|
|
465
|
+
|
|
466
|
+
if int(getattr(shader, "id", 0)) <= 0 or not rl.is_shader_valid(shader):
|
|
467
|
+
self._sdf_shader = None
|
|
468
|
+
return None
|
|
469
|
+
|
|
470
|
+
self._sdf_shader = shader
|
|
471
|
+
|
|
472
|
+
circles_loc = rl.get_shader_location(shader, "u_circles")
|
|
473
|
+
if circles_loc < 0:
|
|
474
|
+
circles_loc = rl.get_shader_location(shader, "u_circles[0]")
|
|
475
|
+
|
|
476
|
+
self._sdf_shader_locs = {
|
|
477
|
+
"u_resolution": rl.get_shader_location(shader, "u_resolution"),
|
|
478
|
+
"u_light_color": rl.get_shader_location(shader, "u_light_color"),
|
|
479
|
+
"u_light_pos": rl.get_shader_location(shader, "u_light_pos"),
|
|
480
|
+
"u_light_range": rl.get_shader_location(shader, "u_light_range"),
|
|
481
|
+
"u_light_source_radius": rl.get_shader_location(shader, "u_light_source_radius"),
|
|
482
|
+
"u_shadow_k": rl.get_shader_location(shader, "u_shadow_k"),
|
|
483
|
+
"u_shadow_floor": rl.get_shader_location(shader, "u_shadow_floor"),
|
|
484
|
+
"u_debug_mode": rl.get_shader_location(shader, "u_debug_mode"),
|
|
485
|
+
"u_circle_count": rl.get_shader_location(shader, "u_circle_count"),
|
|
486
|
+
"u_circles": circles_loc,
|
|
487
|
+
}
|
|
488
|
+
self._sdf_shader_missing = [name for name, loc in self._sdf_shader_locs.items() if loc < 0]
|
|
489
|
+
|
|
490
|
+
return self._sdf_shader
|
|
491
|
+
|
|
492
|
+
def _ensure_render_target(self, rt: rl.RenderTexture | None, w: int, h: int) -> rl.RenderTexture:
|
|
493
|
+
if rt is not None and int(getattr(rt, "id", 0)) > 0:
|
|
494
|
+
if int(getattr(getattr(rt, "texture", None), "width", 0)) == w and int(getattr(getattr(rt, "texture", None), "height", 0)) == h:
|
|
495
|
+
return rt
|
|
496
|
+
rl.unload_render_texture(rt)
|
|
497
|
+
return rl.load_render_texture(w, h)
|
|
498
|
+
|
|
499
|
+
def _ensure_render_targets(self) -> None:
|
|
500
|
+
w = int(max(1, rl.get_screen_width()))
|
|
501
|
+
h = int(max(1, rl.get_screen_height()))
|
|
502
|
+
self._light_rt = self._ensure_render_target(self._light_rt, w, h)
|
|
503
|
+
|
|
504
|
+
def _reset_scene(self, *, seed: int) -> None:
|
|
505
|
+
self._world.reset(seed=int(seed), player_count=1)
|
|
506
|
+
self._player = self._world.players[0] if self._world.players else None
|
|
507
|
+
self._world.update_camera(0.0)
|
|
508
|
+
self._projectiles.clear()
|
|
509
|
+
self._proj_fire_cd = 0.0
|
|
510
|
+
self._cursor_light_enabled = True
|
|
511
|
+
self._ambient_mul = 1.0
|
|
512
|
+
self._update_ambient()
|
|
513
|
+
if self._fly_lights_enabled:
|
|
514
|
+
self._spawn_fly_lights(seed=int(seed) ^ 0xF17_0BEE)
|
|
515
|
+
else:
|
|
516
|
+
self._fly_lights.clear()
|
|
517
|
+
|
|
518
|
+
rng = random.Random(int(seed))
|
|
519
|
+
if self._player is None:
|
|
520
|
+
return
|
|
521
|
+
center_x = float(self._player.pos_x)
|
|
522
|
+
center_y = float(self._player.pos_y)
|
|
523
|
+
|
|
524
|
+
self._world.creatures.reset()
|
|
525
|
+
types = [
|
|
526
|
+
CreatureTypeId.ZOMBIE,
|
|
527
|
+
CreatureTypeId.ALIEN,
|
|
528
|
+
CreatureTypeId.SPIDER_SP1,
|
|
529
|
+
CreatureTypeId.LIZARD,
|
|
530
|
+
]
|
|
531
|
+
for idx in range(20):
|
|
532
|
+
t = types[idx % len(types)]
|
|
533
|
+
angle = rng.random() * math.tau
|
|
534
|
+
radius = 120.0 + rng.random() * 260.0
|
|
535
|
+
x = center_x + math.cos(angle) * radius
|
|
536
|
+
y = center_y + math.sin(angle) * radius
|
|
537
|
+
x = _clamp(x, 40.0, WORLD_SIZE - 40.0)
|
|
538
|
+
y = _clamp(y, 40.0, WORLD_SIZE - 40.0)
|
|
539
|
+
init = CreatureInit(
|
|
540
|
+
origin_template_id=0,
|
|
541
|
+
pos_x=float(x),
|
|
542
|
+
pos_y=float(y),
|
|
543
|
+
heading=float(rng.random() * math.tau),
|
|
544
|
+
phase_seed=float(rng.random() * 999.0),
|
|
545
|
+
type_id=t,
|
|
546
|
+
health=80.0,
|
|
547
|
+
max_health=80.0,
|
|
548
|
+
move_speed=1.0,
|
|
549
|
+
reward_value=0.0,
|
|
550
|
+
size=48.0 + rng.random() * 18.0,
|
|
551
|
+
contact_damage=0.0,
|
|
552
|
+
)
|
|
553
|
+
self._world.creatures.spawn_init(init, rand=self._world.state.rng.rand)
|
|
554
|
+
|
|
555
|
+
def open(self) -> None:
|
|
556
|
+
self._missing_assets.clear()
|
|
557
|
+
try:
|
|
558
|
+
self._small = load_small_font(self._assets_root, self._missing_assets)
|
|
559
|
+
except Exception:
|
|
560
|
+
self._small = None
|
|
561
|
+
|
|
562
|
+
runtime_dir = default_runtime_dir()
|
|
563
|
+
if runtime_dir.is_dir():
|
|
564
|
+
try:
|
|
565
|
+
self._world.config = ensure_crimson_cfg(runtime_dir)
|
|
566
|
+
except Exception:
|
|
567
|
+
self._world.config = None
|
|
568
|
+
else:
|
|
569
|
+
self._world.config = None
|
|
570
|
+
|
|
571
|
+
self._world.open()
|
|
572
|
+
self._reset_scene(seed=0xBEEF)
|
|
573
|
+
self._ensure_render_targets()
|
|
574
|
+
|
|
575
|
+
try:
|
|
576
|
+
img = rl.gen_image_color(1, 1, rl.WHITE)
|
|
577
|
+
self._solid_white = rl.load_texture_from_image(img)
|
|
578
|
+
rl.unload_image(img)
|
|
579
|
+
except Exception:
|
|
580
|
+
self._solid_white = None
|
|
581
|
+
|
|
582
|
+
self._ui_mouse_x = float(rl.get_screen_width()) * 0.5
|
|
583
|
+
self._ui_mouse_y = float(rl.get_screen_height()) * 0.5
|
|
584
|
+
if self._debug_auto_dump:
|
|
585
|
+
self._debug_dump_next_frame = True
|
|
586
|
+
|
|
587
|
+
def close(self) -> None:
|
|
588
|
+
if self._small is not None:
|
|
589
|
+
rl.unload_texture(self._small.texture)
|
|
590
|
+
self._small = None
|
|
591
|
+
if self._sdf_shader is not None and int(getattr(self._sdf_shader, "id", 0)) > 0:
|
|
592
|
+
rl.unload_shader(self._sdf_shader)
|
|
593
|
+
self._sdf_shader = None
|
|
594
|
+
self._sdf_shader_locs.clear()
|
|
595
|
+
self._sdf_shader_missing.clear()
|
|
596
|
+
if self._light_rt is not None and int(getattr(self._light_rt, "id", 0)) > 0:
|
|
597
|
+
rl.unload_render_texture(self._light_rt)
|
|
598
|
+
self._light_rt = None
|
|
599
|
+
if self._solid_white is not None and int(getattr(self._solid_white, "id", 0)) > 0:
|
|
600
|
+
rl.unload_texture(self._solid_white)
|
|
601
|
+
self._solid_white = None
|
|
602
|
+
self._world.close()
|
|
603
|
+
|
|
604
|
+
def update(self, dt: float) -> None:
|
|
605
|
+
dt_frame = float(dt)
|
|
606
|
+
self._update_ui_mouse()
|
|
607
|
+
self._handle_debug_input()
|
|
608
|
+
|
|
609
|
+
aim_x, aim_y = self._world.screen_to_world(self._ui_mouse_x, self._ui_mouse_y)
|
|
610
|
+
if self._player is not None:
|
|
611
|
+
self._player.aim_x = float(aim_x)
|
|
612
|
+
self._player.aim_y = float(aim_y)
|
|
613
|
+
|
|
614
|
+
move_x = 0.0
|
|
615
|
+
move_y = 0.0
|
|
616
|
+
if rl.is_key_down(rl.KeyboardKey.KEY_A):
|
|
617
|
+
move_x -= 1.0
|
|
618
|
+
if rl.is_key_down(rl.KeyboardKey.KEY_D):
|
|
619
|
+
move_x += 1.0
|
|
620
|
+
if rl.is_key_down(rl.KeyboardKey.KEY_W):
|
|
621
|
+
move_y -= 1.0
|
|
622
|
+
if rl.is_key_down(rl.KeyboardKey.KEY_S):
|
|
623
|
+
move_y += 1.0
|
|
624
|
+
|
|
625
|
+
dt_world = dt_frame if self._simulate else 0.0
|
|
626
|
+
self._world.update(
|
|
627
|
+
dt_world,
|
|
628
|
+
inputs=[
|
|
629
|
+
PlayerInput(
|
|
630
|
+
move_x=move_x,
|
|
631
|
+
move_y=move_y,
|
|
632
|
+
aim_x=float(aim_x),
|
|
633
|
+
aim_y=float(aim_y),
|
|
634
|
+
fire_down=False,
|
|
635
|
+
fire_pressed=False,
|
|
636
|
+
reload_pressed=False,
|
|
637
|
+
)
|
|
638
|
+
],
|
|
639
|
+
auto_pick_perks=False,
|
|
640
|
+
perk_progression_enabled=False,
|
|
641
|
+
)
|
|
642
|
+
|
|
643
|
+
if not self._debug_auto_dump and rl.is_mouse_button_down(rl.MouseButton.MOUSE_BUTTON_LEFT):
|
|
644
|
+
self._proj_fire_cd -= dt_frame
|
|
645
|
+
while self._proj_fire_cd <= 0.0:
|
|
646
|
+
self._spawn_projectile(aim_x=float(aim_x), aim_y=float(aim_y))
|
|
647
|
+
self._proj_fire_cd += float(self._proj_fire_interval)
|
|
648
|
+
else:
|
|
649
|
+
self._proj_fire_cd = max(0.0, self._proj_fire_cd - dt_frame)
|
|
650
|
+
|
|
651
|
+
if dt_world > 0.0:
|
|
652
|
+
if self._fly_lights_enabled and self._fly_lights and self._player is not None:
|
|
653
|
+
px = float(self._player.pos_x)
|
|
654
|
+
py = float(self._player.pos_y)
|
|
655
|
+
for fl in self._fly_lights:
|
|
656
|
+
fl.angle += fl.omega * dt_world
|
|
657
|
+
wobble = 1.0 + 0.10 * math.sin(fl.angle * 0.7)
|
|
658
|
+
r = fl.radius * wobble
|
|
659
|
+
fl.x = _clamp(px + math.cos(fl.angle) * r, 0.0, WORLD_SIZE)
|
|
660
|
+
fl.y = _clamp(py + math.sin(fl.angle) * r, 0.0, WORLD_SIZE)
|
|
661
|
+
|
|
662
|
+
keep: list[_EmissiveProjectile] = []
|
|
663
|
+
margin = 80.0
|
|
664
|
+
for proj in self._projectiles:
|
|
665
|
+
proj.age += dt_world
|
|
666
|
+
proj.x += proj.vx * dt_world
|
|
667
|
+
proj.y += proj.vy * dt_world
|
|
668
|
+
if proj.age >= proj.ttl:
|
|
669
|
+
continue
|
|
670
|
+
if proj.x < -margin or proj.x > WORLD_SIZE + margin or proj.y < -margin or proj.y > WORLD_SIZE + margin:
|
|
671
|
+
continue
|
|
672
|
+
keep.append(proj)
|
|
673
|
+
self._projectiles = keep[-self._max_projectiles :]
|
|
674
|
+
|
|
675
|
+
def _spawn_projectile(self, *, aim_x: float, aim_y: float) -> None:
|
|
676
|
+
if self._player is None:
|
|
677
|
+
return
|
|
678
|
+
px = float(self._player.pos_x)
|
|
679
|
+
py = float(self._player.pos_y)
|
|
680
|
+
dx = float(aim_x) - px
|
|
681
|
+
dy = float(aim_y) - py
|
|
682
|
+
d = math.hypot(dx, dy)
|
|
683
|
+
if d <= 1e-3:
|
|
684
|
+
dx = 1.0
|
|
685
|
+
dy = 0.0
|
|
686
|
+
d = 1.0
|
|
687
|
+
dx /= d
|
|
688
|
+
dy /= d
|
|
689
|
+
muzzle = 18.0
|
|
690
|
+
x = px + dx * muzzle
|
|
691
|
+
y = py + dy * muzzle
|
|
692
|
+
speed = float(self._proj_speed)
|
|
693
|
+
self._projectiles.append(
|
|
694
|
+
_EmissiveProjectile(
|
|
695
|
+
x=float(x),
|
|
696
|
+
y=float(y),
|
|
697
|
+
vx=float(dx) * speed,
|
|
698
|
+
vy=float(dy) * speed,
|
|
699
|
+
age=0.0,
|
|
700
|
+
ttl=float(self._proj_ttl),
|
|
701
|
+
)
|
|
702
|
+
)
|
|
703
|
+
|
|
704
|
+
def _dump_debug(self, *, light_x: float, light_y: float, sdf_ok: bool) -> None:
|
|
705
|
+
if self._light_rt is None:
|
|
706
|
+
return
|
|
707
|
+
out_dir = Path("artifacts") / "lighting-debug"
|
|
708
|
+
try:
|
|
709
|
+
out_dir.mkdir(parents=True, exist_ok=True)
|
|
710
|
+
except Exception:
|
|
711
|
+
return
|
|
712
|
+
|
|
713
|
+
self._debug_dump_count += 1
|
|
714
|
+
prefix = f"{self._debug_dump_count:04d}"
|
|
715
|
+
|
|
716
|
+
w = int(self._light_rt.texture.width)
|
|
717
|
+
h = int(self._light_rt.texture.height)
|
|
718
|
+
|
|
719
|
+
# Lightmap readback + samples.
|
|
720
|
+
lightmap_path = out_dir / f"{prefix}_lightmap.png"
|
|
721
|
+
samples: dict[str, list[int]] = {}
|
|
722
|
+
approx_min_rgb = [255, 255, 255]
|
|
723
|
+
approx_max_rgb = [0, 0, 0]
|
|
724
|
+
try:
|
|
725
|
+
img = rl.load_image_from_texture(self._light_rt.texture)
|
|
726
|
+
rl.export_image(img, str(lightmap_path))
|
|
727
|
+
|
|
728
|
+
iw = int(img.width)
|
|
729
|
+
ih = int(img.height)
|
|
730
|
+
|
|
731
|
+
def sample(x: float, y: float) -> list[int]:
|
|
732
|
+
xi = max(0, min(iw - 1, int(x)))
|
|
733
|
+
yi = max(0, min(ih - 1, int(y)))
|
|
734
|
+
c = rl.get_image_color(img, xi, yi)
|
|
735
|
+
return [int(c.r), int(c.g), int(c.b), int(c.a)]
|
|
736
|
+
|
|
737
|
+
samples["light_xy"] = sample(light_x, light_y)
|
|
738
|
+
samples["light_xy_flip_y"] = sample(light_x, float(ih - 1) - light_y)
|
|
739
|
+
samples["center"] = sample(float(iw) * 0.5, float(ih) * 0.5)
|
|
740
|
+
samples["center_flip_y"] = sample(float(iw) * 0.5, float(ih - 1) - float(ih) * 0.5)
|
|
741
|
+
samples["tl"] = sample(0.0, 0.0)
|
|
742
|
+
samples["bl"] = sample(0.0, float(ih - 1))
|
|
743
|
+
|
|
744
|
+
step_x = max(1, iw // 32)
|
|
745
|
+
step_y = max(1, ih // 32)
|
|
746
|
+
for y in range(0, ih, step_y):
|
|
747
|
+
for x in range(0, iw, step_x):
|
|
748
|
+
c = rl.get_image_color(img, x, y)
|
|
749
|
+
approx_min_rgb[0] = min(approx_min_rgb[0], int(c.r))
|
|
750
|
+
approx_min_rgb[1] = min(approx_min_rgb[1], int(c.g))
|
|
751
|
+
approx_min_rgb[2] = min(approx_min_rgb[2], int(c.b))
|
|
752
|
+
approx_max_rgb[0] = max(approx_max_rgb[0], int(c.r))
|
|
753
|
+
approx_max_rgb[1] = max(approx_max_rgb[1], int(c.g))
|
|
754
|
+
approx_max_rgb[2] = max(approx_max_rgb[2], int(c.b))
|
|
755
|
+
|
|
756
|
+
rl.unload_image(img)
|
|
757
|
+
except Exception:
|
|
758
|
+
pass
|
|
759
|
+
|
|
760
|
+
# Full-screen screenshot (after the frame is drawn).
|
|
761
|
+
screenshot_path = out_dir / f"{prefix}_screen.png"
|
|
762
|
+
fallback = Path.cwd() / screenshot_path.name
|
|
763
|
+
try:
|
|
764
|
+
if screenshot_path.exists():
|
|
765
|
+
screenshot_path.unlink()
|
|
766
|
+
except Exception:
|
|
767
|
+
pass
|
|
768
|
+
try:
|
|
769
|
+
if fallback.exists():
|
|
770
|
+
fallback.unlink()
|
|
771
|
+
except Exception:
|
|
772
|
+
pass
|
|
773
|
+
try:
|
|
774
|
+
rl.take_screenshot(str(screenshot_path))
|
|
775
|
+
except Exception:
|
|
776
|
+
pass
|
|
777
|
+
if fallback.exists():
|
|
778
|
+
try:
|
|
779
|
+
fallback.replace(screenshot_path)
|
|
780
|
+
except Exception:
|
|
781
|
+
pass
|
|
782
|
+
|
|
783
|
+
lt = self._light_tint
|
|
784
|
+
builtin_locs: dict[str, int | None] = {}
|
|
785
|
+
if self._sdf_shader is not None:
|
|
786
|
+
try:
|
|
787
|
+
locs = self._sdf_shader.locs
|
|
788
|
+
builtin_locs = {
|
|
789
|
+
"map_diffuse": int(locs[rl.SHADER_LOC_MAP_DIFFUSE]),
|
|
790
|
+
"map_normal": int(locs[rl.SHADER_LOC_MAP_NORMAL]),
|
|
791
|
+
"vector_view": int(locs[rl.SHADER_LOC_VECTOR_VIEW]),
|
|
792
|
+
"matrix_mvp": int(locs[rl.SHADER_LOC_MATRIX_MVP]),
|
|
793
|
+
"matrix_model": int(locs[rl.SHADER_LOC_MATRIX_MODEL]),
|
|
794
|
+
"matrix_view": int(locs[rl.SHADER_LOC_MATRIX_VIEW]),
|
|
795
|
+
"matrix_projection": int(locs[rl.SHADER_LOC_MATRIX_PROJECTION]),
|
|
796
|
+
"color_diffuse": int(locs[rl.SHADER_LOC_COLOR_DIFFUSE]),
|
|
797
|
+
"color_ambient": int(locs[rl.SHADER_LOC_COLOR_AMBIENT]),
|
|
798
|
+
"color_specular": int(locs[rl.SHADER_LOC_COLOR_SPECULAR]),
|
|
799
|
+
}
|
|
800
|
+
except Exception:
|
|
801
|
+
builtin_locs = {}
|
|
802
|
+
stats = {
|
|
803
|
+
"sdf_ok": bool(sdf_ok),
|
|
804
|
+
"screen_size": [int(rl.get_screen_width()), int(rl.get_screen_height())],
|
|
805
|
+
"light_rt_size": [w, h],
|
|
806
|
+
"light_pos": [float(light_x), float(light_y)],
|
|
807
|
+
"light_radius": float(self._light_radius),
|
|
808
|
+
"light_source_radius": float(self._light_source_radius),
|
|
809
|
+
"light_tint_rgba": [int(lt.r), int(lt.g), int(lt.b), int(lt.a)],
|
|
810
|
+
"ambient_rgba": [int(self._ambient.r), int(self._ambient.g), int(self._ambient.b), int(self._ambient.a)],
|
|
811
|
+
"ambient_mul": float(self._ambient_mul),
|
|
812
|
+
"cursor_light_enabled": bool(self._cursor_light_enabled),
|
|
813
|
+
"fly_lights_enabled": bool(self._fly_lights_enabled),
|
|
814
|
+
"fly_light_count": int(len(self._fly_lights)),
|
|
815
|
+
"shadow_k": float(self._sdf_shadow_k),
|
|
816
|
+
"shadow_floor": float(self._sdf_shadow_floor),
|
|
817
|
+
"occluder_radius_mul": float(self._occluder_radius_mul),
|
|
818
|
+
"occluder_radius_pad_px": float(self._occluder_radius_pad_px),
|
|
819
|
+
"debug_mode": int(self._sdf_debug_mode),
|
|
820
|
+
"circle_count": int(len(self._last_sdf_circles)),
|
|
821
|
+
"circles": [[float(x), float(y), float(r)] for (x, y, r) in self._last_sdf_circles[:16]],
|
|
822
|
+
"projectile_count": int(len(self._projectiles)),
|
|
823
|
+
"shader_uniform_locs": dict(self._sdf_shader_locs),
|
|
824
|
+
"shader_uniform_missing": list(self._sdf_shader_missing),
|
|
825
|
+
"shader_builtin_locs": builtin_locs,
|
|
826
|
+
"lightmap_samples_rgba": samples,
|
|
827
|
+
"lightmap_approx_min_rgb": approx_min_rgb,
|
|
828
|
+
"lightmap_approx_max_rgb": approx_max_rgb,
|
|
829
|
+
"paths": {"lightmap": str(lightmap_path), "screenshot": str(screenshot_path)},
|
|
830
|
+
}
|
|
831
|
+
stats_path = out_dir / f"{prefix}_stats.json"
|
|
832
|
+
try:
|
|
833
|
+
stats_path.write_text(json.dumps(stats, indent=2, sort_keys=True) + "\n", encoding="utf-8")
|
|
834
|
+
except Exception:
|
|
835
|
+
pass
|
|
836
|
+
|
|
837
|
+
def _render_lightmap_sdf(self, *, light_x: float, light_y: float) -> bool:
|
|
838
|
+
if self._light_rt is None:
|
|
839
|
+
return False
|
|
840
|
+
shader = self._ensure_sdf_shader()
|
|
841
|
+
if shader is None:
|
|
842
|
+
return False
|
|
843
|
+
|
|
844
|
+
locs = self._sdf_shader_locs
|
|
845
|
+
|
|
846
|
+
w = float(self._light_rt.texture.width)
|
|
847
|
+
h = float(self._light_rt.texture.height)
|
|
848
|
+
_cam_x, _cam_y, scale_x, scale_y = self._world.renderer._world_params()
|
|
849
|
+
scale = (scale_x + scale_y) * 0.5
|
|
850
|
+
|
|
851
|
+
def occ_radius(size: float) -> float:
|
|
852
|
+
r = float(size) * 0.5 * scale
|
|
853
|
+
r = r * float(self._occluder_radius_mul) + float(self._occluder_radius_pad_px)
|
|
854
|
+
return max(1.0, r)
|
|
855
|
+
|
|
856
|
+
circles: list[tuple[float, float, float]] = []
|
|
857
|
+
|
|
858
|
+
if self._player is not None:
|
|
859
|
+
px, py = self._world.world_to_screen(float(self._player.pos_x), float(self._player.pos_y))
|
|
860
|
+
pr = occ_radius(float(self._player.size))
|
|
861
|
+
circles.append((float(px), float(py), float(pr)))
|
|
862
|
+
|
|
863
|
+
for creature in self._world.creatures.entries:
|
|
864
|
+
if not creature.active:
|
|
865
|
+
continue
|
|
866
|
+
sx, sy = self._world.world_to_screen(float(creature.x), float(creature.y))
|
|
867
|
+
cr = occ_radius(float(creature.size))
|
|
868
|
+
circles.append((float(sx), float(sy), float(cr)))
|
|
869
|
+
|
|
870
|
+
if len(circles) > _SDF_SHADOW_MAX_CIRCLES:
|
|
871
|
+
circles = circles[:_SDF_SHADOW_MAX_CIRCLES]
|
|
872
|
+
self._last_sdf_circles = circles
|
|
873
|
+
|
|
874
|
+
def set_vec2(name: str, x: float, y: float) -> None:
|
|
875
|
+
loc = locs.get(name, -1)
|
|
876
|
+
if loc < 0:
|
|
877
|
+
return
|
|
878
|
+
buf = rl.ffi.new("float[2]", [float(x), float(y)])
|
|
879
|
+
rl.set_shader_value(shader, loc, rl.ffi.cast("float *", buf), rl.SHADER_UNIFORM_VEC2)
|
|
880
|
+
|
|
881
|
+
def set_vec4(name: str, x: float, y: float, z: float, q: float) -> None:
|
|
882
|
+
loc = locs.get(name, -1)
|
|
883
|
+
if loc < 0:
|
|
884
|
+
return
|
|
885
|
+
buf = rl.ffi.new("float[4]", [float(x), float(y), float(z), float(q)])
|
|
886
|
+
rl.set_shader_value(shader, loc, rl.ffi.cast("float *", buf), rl.SHADER_UNIFORM_VEC4)
|
|
887
|
+
|
|
888
|
+
def set_float(name: str, value: float) -> None:
|
|
889
|
+
loc = locs.get(name, -1)
|
|
890
|
+
if loc < 0:
|
|
891
|
+
return
|
|
892
|
+
rl.set_shader_value(shader, loc, rl.ffi.new("float *", float(value)), rl.SHADER_UNIFORM_FLOAT)
|
|
893
|
+
|
|
894
|
+
def set_int(name: str, value: int) -> None:
|
|
895
|
+
loc = locs.get(name, -1)
|
|
896
|
+
if loc < 0:
|
|
897
|
+
return
|
|
898
|
+
rl.set_shader_value(shader, loc, rl.ffi.new("int *", int(value)), rl.SHADER_UNIFORM_INT)
|
|
899
|
+
|
|
900
|
+
rl.begin_texture_mode(self._light_rt)
|
|
901
|
+
rl.clear_background(self._ambient)
|
|
902
|
+
# Ensure 2D lightmap passes are not affected by whatever depth state the
|
|
903
|
+
# world renderer left behind.
|
|
904
|
+
rl.rl_disable_depth_test()
|
|
905
|
+
rl.rl_disable_depth_mask()
|
|
906
|
+
rl.begin_shader_mode(shader)
|
|
907
|
+
set_vec2("u_resolution", w, h)
|
|
908
|
+
set_float("u_shadow_k", float(self._sdf_shadow_k))
|
|
909
|
+
set_float("u_shadow_floor", float(self._sdf_shadow_floor))
|
|
910
|
+
set_int("u_debug_mode", int(self._sdf_debug_mode))
|
|
911
|
+
|
|
912
|
+
set_int("u_circle_count", len(circles))
|
|
913
|
+
circles_loc = locs.get("u_circles", -1)
|
|
914
|
+
if circles and circles_loc >= 0:
|
|
915
|
+
flat: list[float] = []
|
|
916
|
+
for cx, cy, cr in circles:
|
|
917
|
+
flat.extend((float(cx), float(cy), float(cr), 1.0))
|
|
918
|
+
buf = rl.ffi.new("float[]", flat)
|
|
919
|
+
rl.set_shader_value_v(
|
|
920
|
+
shader,
|
|
921
|
+
circles_loc,
|
|
922
|
+
rl.ffi.cast("float *", buf),
|
|
923
|
+
rl.SHADER_UNIFORM_VEC4,
|
|
924
|
+
len(circles),
|
|
925
|
+
)
|
|
926
|
+
rl.begin_blend_mode(rl.BLEND_ADDITIVE)
|
|
927
|
+
|
|
928
|
+
lights: list[tuple[float, float, float, float, float, float, float]] = []
|
|
929
|
+
|
|
930
|
+
def cursor_light() -> tuple[float, float, float, float, float, float, float]:
|
|
931
|
+
lt = self._light_tint
|
|
932
|
+
return (
|
|
933
|
+
float(light_x),
|
|
934
|
+
float(light_y),
|
|
935
|
+
float(self._light_radius),
|
|
936
|
+
float(self._light_source_radius),
|
|
937
|
+
float(lt.r) / 255.0,
|
|
938
|
+
float(lt.g) / 255.0,
|
|
939
|
+
float(lt.b) / 255.0,
|
|
940
|
+
)
|
|
941
|
+
|
|
942
|
+
def proj_light(proj: _EmissiveProjectile) -> tuple[float, float, float, float, float, float, float]:
|
|
943
|
+
sx, sy = self._world.world_to_screen(float(proj.x), float(proj.y))
|
|
944
|
+
fade = _clamp(1.0 - float(proj.age) / max(0.001, float(proj.ttl)), 0.0, 1.0)
|
|
945
|
+
pr = self._proj_light_tint
|
|
946
|
+
return (
|
|
947
|
+
float(sx),
|
|
948
|
+
float(sy),
|
|
949
|
+
float(self._proj_light_range),
|
|
950
|
+
float(self._proj_light_source_radius),
|
|
951
|
+
float(pr.r) / 255.0 * fade,
|
|
952
|
+
float(pr.g) / 255.0 * fade,
|
|
953
|
+
float(pr.b) / 255.0 * fade,
|
|
954
|
+
)
|
|
955
|
+
|
|
956
|
+
if self._sdf_debug_mode != 0:
|
|
957
|
+
if self._cursor_light_enabled:
|
|
958
|
+
lights.append(cursor_light())
|
|
959
|
+
elif self._projectiles:
|
|
960
|
+
lights.append(proj_light(self._projectiles[-1]))
|
|
961
|
+
elif self._fly_lights_enabled and self._fly_lights:
|
|
962
|
+
fl = self._fly_lights[0]
|
|
963
|
+
sx, sy = self._world.world_to_screen(float(fl.x), float(fl.y))
|
|
964
|
+
c = fl.color
|
|
965
|
+
lights.append(
|
|
966
|
+
(
|
|
967
|
+
float(sx),
|
|
968
|
+
float(sy),
|
|
969
|
+
float(fl.range),
|
|
970
|
+
float(fl.source_radius),
|
|
971
|
+
float(c.r) / 255.0,
|
|
972
|
+
float(c.g) / 255.0,
|
|
973
|
+
float(c.b) / 255.0,
|
|
974
|
+
)
|
|
975
|
+
)
|
|
976
|
+
else:
|
|
977
|
+
# Debug mode still needs a pass to visualize shader output.
|
|
978
|
+
lights.append(cursor_light())
|
|
979
|
+
else:
|
|
980
|
+
if self._cursor_light_enabled:
|
|
981
|
+
lights.append(cursor_light())
|
|
982
|
+
if self._projectiles:
|
|
983
|
+
for proj in self._projectiles[-self._max_projectile_lights :]:
|
|
984
|
+
lights.append(proj_light(proj))
|
|
985
|
+
if self._fly_lights_enabled and self._fly_lights:
|
|
986
|
+
for fl in self._fly_lights[:12]:
|
|
987
|
+
sx, sy = self._world.world_to_screen(float(fl.x), float(fl.y))
|
|
988
|
+
c = fl.color
|
|
989
|
+
lights.append(
|
|
990
|
+
(
|
|
991
|
+
float(sx),
|
|
992
|
+
float(sy),
|
|
993
|
+
float(fl.range),
|
|
994
|
+
float(fl.source_radius),
|
|
995
|
+
float(c.r) / 255.0,
|
|
996
|
+
float(c.g) / 255.0,
|
|
997
|
+
float(c.b) / 255.0,
|
|
998
|
+
)
|
|
999
|
+
)
|
|
1000
|
+
|
|
1001
|
+
def draw_fullscreen() -> None:
|
|
1002
|
+
if self._solid_white is not None and int(getattr(self._solid_white, "id", 0)) > 0:
|
|
1003
|
+
src = rl.Rectangle(0.0, 0.0, float(self._solid_white.width), float(self._solid_white.height))
|
|
1004
|
+
dst = rl.Rectangle(0.0, 0.0, float(w), float(h))
|
|
1005
|
+
rl.draw_texture_pro(self._solid_white, src, dst, rl.Vector2(0.0, 0.0), 0.0, rl.WHITE)
|
|
1006
|
+
else:
|
|
1007
|
+
rl.draw_rectangle(0, 0, int(w), int(h), rl.WHITE)
|
|
1008
|
+
|
|
1009
|
+
for lx, ly, lrange, lsrc, lr, lg, lb in lights:
|
|
1010
|
+
if lx < -lrange or lx > w + lrange or ly < -lrange or ly > h + lrange:
|
|
1011
|
+
continue
|
|
1012
|
+
set_vec4("u_light_color", lr, lg, lb, 1.0)
|
|
1013
|
+
set_vec2("u_light_pos", lx, ly)
|
|
1014
|
+
set_float("u_light_range", lrange)
|
|
1015
|
+
set_float("u_light_source_radius", lsrc)
|
|
1016
|
+
draw_fullscreen()
|
|
1017
|
+
# Make sure each fullscreen pass is flushed before changing light
|
|
1018
|
+
# uniforms (raylib batches draws).
|
|
1019
|
+
rl.rl_draw_render_batch_active()
|
|
1020
|
+
|
|
1021
|
+
rl.end_blend_mode()
|
|
1022
|
+
rl.end_shader_mode()
|
|
1023
|
+
rl.end_texture_mode()
|
|
1024
|
+
return True
|
|
1025
|
+
|
|
1026
|
+
def draw(self) -> None:
|
|
1027
|
+
if self._player is None:
|
|
1028
|
+
rl.clear_background(rl.Color(10, 10, 12, 255))
|
|
1029
|
+
self._draw_ui_text("Lighting debug view: missing player", 16.0, 16.0, UI_ERROR_COLOR)
|
|
1030
|
+
return
|
|
1031
|
+
|
|
1032
|
+
self._ensure_render_targets()
|
|
1033
|
+
if self._light_rt is None:
|
|
1034
|
+
rl.clear_background(rl.Color(10, 10, 12, 255))
|
|
1035
|
+
self._draw_ui_text("Lighting debug view: missing render targets", 16.0, 16.0, UI_ERROR_COLOR)
|
|
1036
|
+
return
|
|
1037
|
+
|
|
1038
|
+
light_x = float(self._ui_mouse_x)
|
|
1039
|
+
light_y = float(self._ui_mouse_y)
|
|
1040
|
+
sdf_ok = self._render_lightmap_sdf(light_x=light_x, light_y=light_y)
|
|
1041
|
+
if not sdf_ok:
|
|
1042
|
+
rl.begin_texture_mode(self._light_rt)
|
|
1043
|
+
rl.clear_background(self._ambient)
|
|
1044
|
+
rl.end_texture_mode()
|
|
1045
|
+
|
|
1046
|
+
# Draw the world, then multiply by the lightmap.
|
|
1047
|
+
rl.clear_background(rl.BLACK)
|
|
1048
|
+
self._world.draw(draw_aim_indicators=False, entity_alpha=1.0)
|
|
1049
|
+
|
|
1050
|
+
src_light = rl.Rectangle(0.0, 0.0, float(self._light_rt.texture.width), -float(self._light_rt.texture.height))
|
|
1051
|
+
dst_light = rl.Rectangle(0.0, 0.0, float(rl.get_screen_width()), float(rl.get_screen_height()))
|
|
1052
|
+
rl.begin_blend_mode(rl.BLEND_MULTIPLIED)
|
|
1053
|
+
rl.draw_texture_pro(self._light_rt.texture, src_light, dst_light, rl.Vector2(0.0, 0.0), 0.0, rl.WHITE)
|
|
1054
|
+
rl.end_blend_mode()
|
|
1055
|
+
|
|
1056
|
+
if self._projectiles:
|
|
1057
|
+
rl.begin_blend_mode(rl.BLEND_ADDITIVE)
|
|
1058
|
+
for proj in self._projectiles:
|
|
1059
|
+
sx, sy = self._world.world_to_screen(float(proj.x), float(proj.y))
|
|
1060
|
+
fade = _clamp(1.0 - float(proj.age) / max(0.001, float(proj.ttl)), 0.0, 1.0)
|
|
1061
|
+
c = self._proj_light_tint
|
|
1062
|
+
rl.draw_circle(
|
|
1063
|
+
int(sx),
|
|
1064
|
+
int(sy),
|
|
1065
|
+
float(self._proj_radius_px),
|
|
1066
|
+
rl.Color(int(c.r), int(c.g), int(c.b), int(220.0 * fade)),
|
|
1067
|
+
)
|
|
1068
|
+
rl.end_blend_mode()
|
|
1069
|
+
|
|
1070
|
+
if self._fly_lights_enabled and self._fly_lights:
|
|
1071
|
+
rl.begin_blend_mode(rl.BLEND_ADDITIVE)
|
|
1072
|
+
for fl in self._fly_lights:
|
|
1073
|
+
sx, sy = self._world.world_to_screen(float(fl.x), float(fl.y))
|
|
1074
|
+
c = fl.color
|
|
1075
|
+
rl.draw_circle(
|
|
1076
|
+
int(sx),
|
|
1077
|
+
int(sy),
|
|
1078
|
+
4.0,
|
|
1079
|
+
rl.Color(int(c.r), int(c.g), int(c.b), 220),
|
|
1080
|
+
)
|
|
1081
|
+
rl.end_blend_mode()
|
|
1082
|
+
|
|
1083
|
+
if self._debug_lightmap_preview:
|
|
1084
|
+
screen_w = float(rl.get_screen_width())
|
|
1085
|
+
scale = 0.25
|
|
1086
|
+
pad = 16.0
|
|
1087
|
+
preview_w = float(self._light_rt.texture.width) * scale
|
|
1088
|
+
preview_h = float(self._light_rt.texture.height) * scale
|
|
1089
|
+
dst_preview = rl.Rectangle(screen_w - preview_w - pad, pad, preview_w, preview_h)
|
|
1090
|
+
rl.begin_blend_mode(rl.BLEND_ALPHA)
|
|
1091
|
+
rl.draw_texture_pro(
|
|
1092
|
+
self._light_rt.texture,
|
|
1093
|
+
src_light,
|
|
1094
|
+
dst_preview,
|
|
1095
|
+
rl.Vector2(0.0, 0.0),
|
|
1096
|
+
0.0,
|
|
1097
|
+
rl.WHITE,
|
|
1098
|
+
)
|
|
1099
|
+
rl.end_blend_mode()
|
|
1100
|
+
rl.draw_rectangle_lines(int(dst_preview.x), int(dst_preview.y), int(dst_preview.width), int(dst_preview.height), rl.Color(255, 255, 255, 120))
|
|
1101
|
+
|
|
1102
|
+
_cam_x, _cam_y, scale_x, scale_y = self._world.renderer._world_params()
|
|
1103
|
+
scale = (scale_x + scale_y) * 0.5
|
|
1104
|
+
|
|
1105
|
+
if self._draw_occluders:
|
|
1106
|
+
px, py = self._world.world_to_screen(float(self._player.pos_x), float(self._player.pos_y))
|
|
1107
|
+
rl.draw_circle_lines(
|
|
1108
|
+
int(px),
|
|
1109
|
+
int(py),
|
|
1110
|
+
int(max(1.0, float(self._player.size) * 0.5 * scale * float(self._occluder_radius_mul) + float(self._occluder_radius_pad_px))),
|
|
1111
|
+
rl.Color(80, 220, 120, 180),
|
|
1112
|
+
)
|
|
1113
|
+
for creature in self._world.creatures.entries:
|
|
1114
|
+
if not creature.active:
|
|
1115
|
+
continue
|
|
1116
|
+
sx, sy = self._world.world_to_screen(float(creature.x), float(creature.y))
|
|
1117
|
+
r = float(creature.size) * 0.5 * scale * float(self._occluder_radius_mul) + float(self._occluder_radius_pad_px)
|
|
1118
|
+
rl.draw_circle_lines(int(sx), int(sy), int(max(1.0, r)), rl.Color(220, 80, 80, 180))
|
|
1119
|
+
|
|
1120
|
+
rl.draw_circle_lines(int(light_x), int(light_y), 6, rl.Color(255, 255, 255, 220))
|
|
1121
|
+
if self._cursor_light_enabled:
|
|
1122
|
+
rl.draw_circle_lines(int(light_x), int(light_y), int(max(1.0, self._light_radius)), rl.Color(255, 255, 255, 40))
|
|
1123
|
+
rl.draw_circle_lines(
|
|
1124
|
+
int(light_x),
|
|
1125
|
+
int(light_y),
|
|
1126
|
+
int(max(1.0, self._light_source_radius)),
|
|
1127
|
+
rl.Color(255, 255, 255, 100),
|
|
1128
|
+
)
|
|
1129
|
+
|
|
1130
|
+
if self._debug_dump_next_frame:
|
|
1131
|
+
self._debug_dump_next_frame = False
|
|
1132
|
+
self._dump_debug(light_x=light_x, light_y=light_y, sdf_ok=sdf_ok)
|
|
1133
|
+
if self._debug_auto_dump:
|
|
1134
|
+
self.close_requested = True
|
|
1135
|
+
|
|
1136
|
+
if self._draw_debug:
|
|
1137
|
+
title = "Lighting debug view (night + SDF shadows)"
|
|
1138
|
+
lines = [
|
|
1139
|
+
title,
|
|
1140
|
+
"WASD move MOUSE light pos",
|
|
1141
|
+
"SPACE simulate R reset",
|
|
1142
|
+
f",/. shadow_k={self._sdf_shadow_k:.1f}",
|
|
1143
|
+
f"F6 sdf_debug={self._sdf_debug_mode} (1 solid, 2 uv, 3 range, 4 atten, 5 shade)",
|
|
1144
|
+
f"+/- shadow_floor={self._sdf_shadow_floor:.2f}",
|
|
1145
|
+
f"[ ] disc_radius={self._light_source_radius:.0f} shift+[ ] light_radius={self._light_radius:.0f}",
|
|
1146
|
+
f"O/P occ_mul={self._occluder_radius_mul:.2f} K/L occ_pad_px={self._occluder_radius_pad_px:.1f} (hold shift for bigger steps)",
|
|
1147
|
+
f"LMB shoot proj={len(self._projectiles)} proj_lights<= {self._max_projectile_lights}",
|
|
1148
|
+
f"3 cursor_light={'on' if self._cursor_light_enabled else 'off'} N/M ambient_mul={self._ambient_mul:.2f} (hold shift for bigger steps)",
|
|
1149
|
+
f"5 fly_lights={'on' if self._fly_lights_enabled else 'off'} count={len(self._fly_lights)}",
|
|
1150
|
+
"1 ui 2 occluders 4 lightmap preview",
|
|
1151
|
+
"F5 dump debug (artifacts/lighting-debug/)",
|
|
1152
|
+
]
|
|
1153
|
+
if not sdf_ok:
|
|
1154
|
+
lines.append("SDF shader unavailable (ambient-only fallback)")
|
|
1155
|
+
elif self._sdf_shader_missing:
|
|
1156
|
+
lines.append("SDF uniforms missing: " + ", ".join(self._sdf_shader_missing))
|
|
1157
|
+
x0 = 16.0
|
|
1158
|
+
y0 = 16.0
|
|
1159
|
+
lh = float(self._ui_line_height())
|
|
1160
|
+
for idx, line in enumerate(lines):
|
|
1161
|
+
self._draw_ui_text(line, x0, y0 + lh * float(idx), UI_TEXT_COLOR if idx < 5 else UI_HINT_COLOR)
|
|
1162
|
+
|
|
1163
|
+
|
|
1164
|
+
@register_view("lighting-debug", "Lighting (SDF)")
|
|
1165
|
+
def _create_lighting_debug_view(*, ctx: ViewContext) -> LightingDebugView:
|
|
1166
|
+
return LightingDebugView(ctx)
|