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-- Voxel world mode: the day/night cycle -- one clock, and everything the
-- frame asks it.
--
-- THE CLOCK is twenty minutes around: ten of day, ten of night. The DAYTIME
-- row either PINS it -- DAY, NIGHT, DUSK and DAWN are fixed times on that
-- dial, not separate looks -- or lets it run (CYCLE), in which case the pin
-- the player left is where the cycle picks up. Everything below is a pure
-- function of the clock, so the pinned settings and the running cycle can
-- never drift apart: DUSK is simply the cycle stopped at sunset.
--
-- THE SUN's noon is this mod's existing sun, exactly: shear (-0.85, -0.55),
-- hanging in the southeast about 45 degrees up. That is the DAY setting and
-- the default, so a player who never touches the row sees the mod they
-- already had. From there the arc swings NORTH at both ends -- rising 70
-- degrees north of east, setting the mirror of that -- because the camera
-- looks north and the northern sky is the only sky it ever frames: a sun
-- that rose due east would light the world for ten minutes without once
-- being seen. Swung north, the disc stands in frame through dawn and dusk
-- (the hours worth looking at) and passes overhead-behind-the-camera
-- through midday, which is where a noon sun belongs.
--
-- THE MOON arcs entirely through the northern sky -- rising northeast, due
-- north at mid-night, setting northwest -- so it hangs over the diorama all
-- night and the pinned NIGHT setting puts it dead centre. Its shadows fall
-- softly south, away from it, at about two-thirds the sun's weight.
--
-- SHADOWS are the shear the light throws: direction opposite the body's
-- bearing, length its elevation's cotangent (clamped -- a rising sun throws
-- a long shadow, not an infinite one), strength fading to nothing over the
-- last twelve degrees before the horizon so the handoff between sun and
-- moon is a soft gap rather than a snap. Face shading (Voxel3D.FACE_SHADE)
-- deliberately stays the noon bake: it is a subtle angle term baked into
-- every mesh, and rebaking the world's geometry per phase buys less than
-- the cast shadows, the sky and the tint already say.
--
-- OUTDOOR ONLY. Indoors keeps the noon rig, the untinted world and no sky:
-- a cave at midnight is exactly as dark as a cave at noon, which is what a
-- room with no windows looks like. Map.isOutdoor is the same test the sky
-- already rests on; the caller passes its answer in (applyRig/tint).
--
-- Persistence: the running cycle's clock is written into the mod's own
-- save-file bucket (save.modData.DRAMATIC_SHAPE, via mod.save) on the
-- engine's save.writing event, and read back on save.loaded/created. A save
-- with no clock in it starts at noon.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ModSetting = V.require("ModSetting")
local PaletteFX = require("src.render.PaletteFX")
local DayNight = {}
-- ------- the dial
DayNight.CYCLE = 1200 -- seconds around the whole dial
DayNight.DAY_LEN = 600 -- the sun's half; the moon has the rest
DayNight.BLEND = 75 -- seconds of palette blend either side of a twilight
-- where the pinned settings stop the clock
DayNight.T = { dawn = 0, day = 300, dusk = 600, night = 900 }
DayNight.KEY = "daytime"
DayNight.LABEL = "DAYTIME"
-- "sync" first: an unset or unreadable value follows the machine's own
-- clock, per the row's contract (ModSetting values[1] is the default) --
-- and forceSync below reaches for it by the same position.
DayNight.setting = ModSetting.new(DayNight.KEY, DayNight.LABEL,
{ "sync", "day", "night", "dusk",
"dawn", "cycle" },
{ "SYNC", "DAY", "NIGHT", "DUSK",
"DAWN", "CYCLE" })
-- The one writer for the FULL pin. While VOXEL sits on FULL the DAYTIME
-- row is off the menu with the rest of the rows the preset owns, and the
-- value is held HERE at SYNC -- the diorama preset's sky follows the clock
-- on the wall, whatever was chosen before. Called from every path that can
-- arrive at or act under FULL (main.lua: the preset itself, the rows hook,
-- the manager's options_changed), mirroring OverworldBattle.forceOG.
function DayNight.forceSync(game)
if DayNight.setting:get() ~= "sync" then
DayNight.setting:setIndex(1, game)
end
end
DayNight.clock = DayNight.T.day -- the running cycle's own position
-- ------- the two arcs
--
-- Bearings in DEGREES from east toward south (the world's +X is east, +Z
-- south), elevations in degrees up from the ground plane.
-- noon IS the existing sun: shear (-0.85, -0.55) hangs it at
-- atan2(0.55, 0.85) south of east, atan(1/hypot) = 44.65 degrees up
local NOON_KX, NOON_KZ = -0.85, -0.55
local TH_NOON = math.deg(math.atan2(-NOON_KZ, -NOON_KX))
local EL_NOON = math.deg(math.atan(1 / math.sqrt(NOON_KX * NOON_KX
+ NOON_KZ * NOON_KZ)))
local TH_RISE, TH_SET = -70, 250 -- north of east / north of west
local TH_MRISE, TH_MMID, TH_MSET = -20, -90, -160
local EL_MOON = 40
DayNight.K_MAX = 2.0 -- shear clamp: a shadow at most twice its height
DayNight.ALPHA_SUN = 0.40 -- the existing midday shadow weight
DayNight.ALPHA_MOON = 0.26 -- moonlight is a softer press
DayNight.FADE_DEG = 12 -- shadows fade out over the last degrees of a rise/set
-- disc PLACEMENT only: the true elevation would put the noon sun far above
-- any frame, so the arc the discs ride is squashed toward the horizon. The
-- shadows always use the true elevation.
DayNight.ELEV_SQUASH = 0.14
-- three-point arc: a at s=0, b at s=0.5, c at s=1
local function arc(a, b, c, s)
if s < 0.5 then return a + (b - a) * 2 * s end
return b + (c - b) * (2 * s - 1)
end
-- The body lighting the world at clock `t`: bearing and elevation in
-- degrees, and whether it is the moon. The t == DAY_LEN boundary belongs to
-- the SUN, so the pinned DUSK setting is the sun half-set in the northwest,
-- not the moon rising.
function DayNight.bodyAt(t)
t = t % DayNight.CYCLE
if t <= DayNight.DAY_LEN then
local s = t / DayNight.DAY_LEN
return arc(TH_RISE, TH_NOON, TH_SET, s),
EL_NOON * math.sin(math.pi * s), false
end
local s = (t - DayNight.DAY_LEN) / (DayNight.CYCLE - DayNight.DAY_LEN)
return arc(TH_MRISE, TH_MMID, TH_MSET, s),
EL_MOON * math.sin(math.pi * s), true
end
-- The shadow shear that body throws: drift per pixel of height, opposite
-- the bearing, cot(elevation) long, clamped.
function DayNight.shearAt(t)
local th, el, moon = DayNight.bodyAt(t)
if el < 0.5 then el = 0.5 end
local k = math.min(DayNight.K_MAX, 1 / math.tan(math.rad(el)))
return -math.cos(math.rad(th)) * k, -math.sin(math.rad(th)) * k, moon
end
-- How much shadow the light can press right now, 0..1 of the body's own
-- weight: full up high, gone at the horizon, so sunset hands off to
-- moonrise through a soft shadowless gap instead of snapping.
function DayNight.strengthAt(t)
local _, el = DayNight.bodyAt(t)
local s = el / DayNight.FADE_DEG
if s < 0 then return 0 end
return s < 1 and s or 1
end
-- ------- the palettes
--
-- Sky bands, lightest FIRST (the horizon end), exactly the shape Sky.bands
-- reads. Six bands, not four: twilight is the whole show here, and six rungs
-- of it is what keeps a sunset reading as a gradient rather than as stripes.
-- Every channel is a multiple of 8 -- the 5-bit GBC lattice -- including
-- after blending, which re-quantises onto it.
-- `golden` and `violet` are not pins -- they are WAYPOINTS the blends pass
-- through. Day's blue horizon and dusk's gold one are near-complements, and
-- a straight lerp between complements bottoms out in grey: mid-transition
-- the whole sky went the colour of dishwater, and gold-to-navy did the same
-- on the far side of sunset. So the evening bends through a golden hour
-- (horizon warming, zenith still blue -- late afternoon), and both edges of
-- the night bend through a violet civil twilight (rose horizon under a
-- violet sky -- the real colour of that half hour).
DayNight.PALETTES = {
day = { { 184, 216, 248 }, { 144, 192, 248 }, { 104, 160, 240 },
{ 72, 128, 224 }, { 48, 96, 200 }, { 40, 72, 168 } },
golden = { { 248, 216, 144 }, { 232, 184, 136 }, { 176, 152, 168 },
{ 120, 128, 192 }, { 80, 104, 184 }, { 56, 80, 152 } },
dawn = { { 248, 216, 152 }, { 248, 176, 136 }, { 232, 136, 144 },
{ 176, 104, 168 }, { 112, 80, 168 }, { 64, 64, 136 } },
dusk = { { 248, 200, 112 }, { 248, 152, 96 }, { 232, 104, 96 },
{ 184, 80, 136 }, { 120, 64, 152 }, { 56, 48, 120 } },
violet = { { 200, 136, 160 }, { 152, 104, 160 }, { 112, 80, 152 },
{ 72, 56, 128 }, { 40, 40, 96 }, { 16, 24, 64 } },
night = { { 88, 104, 160 }, { 64, 80, 136 }, { 48, 56, 112 },
{ 32, 40, 88 }, { 16, 24, 64 }, { 8, 8, 40 } },
}
-- what the world's own colours are multiplied by, per phase (0..255)
DayNight.TINTS = {
day = { 255, 255, 255 },
golden = { 255, 232, 208 },
dawn = { 255, 216, 192 },
dusk = { 255, 192, 168 },
violet = { 184, 160, 200 },
night = { 120, 136, 192 },
}
-- the twilight glow around the low sun, and the discs' own four-shade
-- palettes (lightest first, so a display mode transforms them like any
-- other palette)
DayNight.GLOWS = { dawn = { 248, 232, 176 }, dusk = { 248, 224, 168 } }
DayNight.SUN_COLORS = { { 248, 240, 200 }, { 248, 208, 96 },
{ 248, 144, 80 }, { 216, 96, 64 } }
DayNight.MOON_COLORS = { { 240, 244, 248 }, { 224, 232, 240 },
{ 168, 184, 208 }, { 120, 136, 168 } }
-- The dial as keyframes: a repeated name is a plateau, a change is a
-- BLEND-wide ramp. Laid out so DUSK and DAWN proper land exactly on their
-- pinned times, and so the evening approaches dusk THROUGH the golden-hour
-- waypoint rather than straight across the grey between blue and gold. The
-- morning side needs no waypoint of its own: dawn's pinks into day's blues
-- share a family and blend clean.
local DIAL
local function dial()
if DIAL then return DIAL end
local B, D, C = DayNight.BLEND, DayNight.DAY_LEN, DayNight.CYCLE
DIAL = {
{ 0, "dawn" }, { B, "day" },
{ D - 2 * B, "day" }, { D - B, "golden" }, { D, "dusk" },
{ D + B / 2, "violet" }, { D + B, "night" },
{ C - B, "night" }, { C - B / 2, "violet" }, { C, "dawn" },
}
return DIAL
end
-- Phase weights at clock `t`, off the dial above.
function DayNight.mix(t)
t = t % DayNight.CYCLE
local d = dial()
for i = 1, #d - 1 do
local a, b = d[i], d[i + 1]
if t >= a[1] and t < b[1] then
if a[2] == b[2] then return { [a[2]] = 1 } end
local u = (t - a[1]) / (b[1] - a[1])
return { [a[2]] = 1 - u, [b[2]] = u }
end
end
return { dawn = 1 }
end
-- back onto the 5-bit lattice after any blend
local function q8(v)
v = math.floor(v / 8 + 0.5) * 8
if v < 0 then return 0 end
return v > 248 and 248 or v
end
local function blend3(key, mix, fallback)
local r, g, b = 0, 0, 0
for name, w in pairs(mix) do
local c = key[name] or fallback
r = r + c[1] * w
g = g + c[2] * w
b = b + c[3] * w
end
return { q8(r), q8(g), q8(b) }
end
-- The sky palette for clock `t`, blended between the phase palettes and
-- re-quantised to the lattice. Memoised per whole second: the answer only
-- moves as the cycle runs, and the cycle moves it slowly.
local palCache = { key = nil, pal = nil }
function DayNight.palette(t)
t = t or DayNight.time()
local key = math.floor(t % DayNight.CYCLE)
if palCache.key == key then return palCache.pal end
local mix = DayNight.mix(t)
local pal = {}
for i = 1, #DayNight.PALETTES.day do
local r, g, b = 0, 0, 0
for name, w in pairs(mix) do
local c = DayNight.PALETTES[name][i]
r = r + c[1] * w
g = g + c[2] * w
b = b + c[3] * w
end
pal[i] = { q8(r), q8(g), q8(b) }
end
palCache.key, palCache.pal = key, pal
return pal
end
-- The world tint for clock `t`, {r, g, b} in 0..1. Neutral indoors -- the
-- caller answers for where it is standing (see the header).
local tintCache = { key = nil, tint = nil }
local NEUTRAL = { 1, 1, 1 }
function DayNight.tint(outdoor, t)
if not outdoor then return NEUTRAL end
t = t or DayNight.time()
local key = math.floor(t % DayNight.CYCLE)
if tintCache.key ~= key then
-- NOT re-quantised: this is a light level the shader multiplies by, not
-- a palette colour, and the lattice's 248 ceiling would make even noon
-- fractionally dim
local mix = DayNight.mix(t)
local r, g, b = 0, 0, 0
for name, w in pairs(mix) do
local c = DayNight.TINTS[name] or DayNight.TINTS.day
r = r + c[1] * w
g = g + c[2] * w
b = b + c[3] * w
end
tintCache.key = key
tintCache.tint = { r / 255, g / 255, b / 255 }
end
return tintCache.tint
end
-- The twilight glow: how strongly (0..1) and in what colour the sky warms
-- around the low sun. Only the SUN glows -- a moonrise is silver, not gold.
function DayNight.glow(t)
t = t or DayNight.time()
local _, _, moon = DayNight.bodyAt(t)
if moon then return 0, nil end
local mix = DayNight.mix(t)
local amt = (mix.dawn or 0) + (mix.dusk or 0)
if amt <= 0 then return 0, nil end
return amt, blend3(DayNight.GLOWS, mix, DayNight.GLOWS.dusk)
end
-- ------- the clock itself
local lastMode = nil
local function mode()
return DayNight.setting:get() or "day"
end
-- Where SYNC reads the real clock: local hours, 0..24 with the minutes as
-- fraction. A named seam rather than a bare os.date call, so the suite can
-- hand it a fixed hour.
function DayNight.hours()
local d = os.date("*t")
return d.hour + d.min / 60 + d.sec / 3600
end
-- SYNC: the machine's own time of day laid onto the dial. Local noon is
-- the DAY pin, midnight the NIGHT pin, six and eighteen the twilights --
-- an hour of the real day is fifty seconds of dial, and Kanto's evening
-- falls when the player's does.
function DayNight.syncTime()
return ((DayNight.hours() - 6) * (DayNight.CYCLE / 24)) % DayNight.CYCLE
end
-- The effective time: the pin, the running clock under CYCLE, or the wall
-- clock under SYNC.
function DayNight.time()
local m = mode()
if m == "cycle" then return DayNight.clock end
if m == "sync" then return DayNight.syncTime() end
return DayNight.T[m] or DayNight.T.day
end
-- Advance the cycle. Runs every frame from the voxel pipeline's update hook
-- (which ticks through battles and menus too, so night falls during a long
-- fight exactly as it does on a walk). Stepping ONTO cycle picks up from
-- the pin the player was just looking at: DUSK then CYCLE rolls on into
-- night rather than teleporting the sky.
function DayNight.update(dt)
local m = mode()
if m ~= lastMode then
if m == "cycle" then
-- from a pin, its time; from SYNC, wherever the real sky already was
DayNight.clock = DayNight.T[lastMode]
or (lastMode == "sync" and DayNight.syncTime())
or DayNight.clock
end
lastMode = m
end
if m == "cycle" and dt and dt > 0 then
DayNight.clock = (DayNight.clock + dt) % DayNight.CYCLE
end
end
-- The clock the RIG runs on: quantised, so the shadow map redraws a few
-- times a minute as the sun crawls rather than every frame.
DayNight.STEP = 2
function DayNight.rigTime()
local t = DayNight.time()
return math.floor(t / DayNight.STEP) * DayNight.STEP
end
-- ------- what the frame reads
-- Point the shared light rig at the clock -- or at noon, indoors. This
-- writes the same fields everything already reads (ShadowMap.KX/KZ for the
-- sun pass and its frustum, Voxel3D.SHADOW_* for the decal fallback and the
-- sunDark uniform), so no draw path changes to follow the sun; they follow
-- the rig, and the rig follows the clock.
function DayNight.applyRig(outdoor)
local ShadowMap = V.require("ShadowMap")
local Voxel3D = V.require("Voxel3D")
local t = outdoor and DayNight.rigTime() or DayNight.T.day
local kx, kz, moon = DayNight.shearAt(t)
ShadowMap.KX, ShadowMap.KZ = kx, kz
Voxel3D.SHADOW_KX, Voxel3D.SHADOW_KZ = kx, kz
local base = moon and DayNight.ALPHA_MOON or DayNight.ALPHA_SUN
Voxel3D.SHADOW_ALPHA = base * DayNight.strengthAt(t)
return t
end
-- How much of a pass's OWN shadow weight the hour leaves it, 0..1 -- for a
-- caller that sets its own alpha (the battle arena) and should still lose
-- its shadows to a sunset.
function DayNight.shadowScale(outdoor, t)
if not outdoor then return 1 end
t = t or DayNight.rigTime()
local _, _, moon = DayNight.bodyAt(t)
local s = DayNight.strengthAt(t)
return moon and s * (DayNight.ALPHA_MOON / DayNight.ALPHA_SUN) or s
end
-- The disc to hang in the sky, or nil when the body is set or behind the
-- camera's half of the sky. Returns a direction for the PLACEMENT arc --
-- true bearing, squashed elevation (see ELEV_SQUASH) -- plus which body it
-- is; the caller projects it through its own camera.
function DayNight.body(t)
t = t or DayNight.time()
local th, el, moon = DayNight.bodyAt(t)
if el < -2 then return nil end
local e = math.rad(el * DayNight.ELEV_SQUASH)
local b = math.rad(th)
return {
dx = math.cos(b) * math.cos(e),
dy = math.sin(e),
dz = math.sin(b) * math.cos(e),
moon = moon,
}
end
-- Maps under a CANOPY: not outdoor -- there is no sky to paint and no sun
-- or moon to see, so the shadow rig stays the mod's fixed noon light,
-- which is all that ever filtered through the leaves -- but not a sealed
-- room either: night still FALLS in them. Of everything the clock does,
-- exactly one thing reaches a canopy map: the hour's tint.
DayNight.CANOPY = { VIRIDIAN_FOREST = true }
function DayNight.isCanopy(map)
return (map and map.id and DayNight.CANOPY[map.id]) and true or false
end
-- How lit the WINDOWS are, 0..1 -- the lamps behind the glass, not the sky.
-- They come on through dusk (a lit window against a sunset is half the point
-- of having either), burn all night, and are mostly out again by dawn:
-- people wake before it is bright, they do not read at sunrise.
local LAMPS = { night = 1, violet = 1, dusk = 0.7, dawn = 0.25 }
function DayNight.windowLight(t)
local mix = DayNight.mix(t or DayNight.time())
local lit = 0
for name, w in pairs(mix) do
lit = lit + (LAMPS[name] or 0) * w
end
return lit
end
-- The period name for the engine's world.tod hook (map.palette ctx.tod,
-- music.select): the dominant phase, in the vocabulary day/night mods use.
local TOD = { day = "DAY", golden = "DAY", night = "NIGHT",
violet = "NIGHT", dawn = "MORNING", dusk = "EVENING" }
function DayNight.tod(t)
local mix = DayNight.mix(t or DayNight.time())
local best, bestW = "day", -1
for name, w in pairs(mix) do
if w > bestW then best, bestW = name, w end
end
return TOD[best] or "DAY"
end
-- ------- persistence
--
-- The clock rides the SAVE SLOT, not the options file: what time it is in
-- Kanto is a fact about that journey, like where the player is standing.
-- mod.save is the loader's per-mod bucket in save.modData, which persists
-- with the slot on its own -- writing the value is all there is to do.
DayNight.SAVE_KEY = "clock"
function DayNight.store()
local saveApi = V.mod and V.mod.save
if not (saveApi and saveApi.set) then return end
pcall(saveApi.set, saveApi, DayNight.SAVE_KEY, DayNight.clock)
end
function DayNight.restore()
local saveApi = V.mod and V.mod.save
local stored = nil
if saveApi and saveApi.get then
local ok, got = pcall(saveApi.get, saveApi, DayNight.SAVE_KEY)
if ok then stored = got end
end
-- no time set: it is day (the requirement, verbatim)
DayNight.clock = type(stored) == "number"
and stored % DayNight.CYCLE or DayNight.T.day
end
return DayNight