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| author | Somhairle H. Marisol <[email protected]> | 2026-09-28 20:58:24 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-28 20:58:24 +0800 |
| commit | e46f1ddda07fc9c3d2617663ed28a3d1391c198b (patch) | |
| tree | 01c5b074622a8d5ea58f6b11308165145c71b8d8 /src/LivingVillage.Desktop/SceneDetailRender.fs | |
| parent | f571b56359e4bb152b414a61527c4e9c6ef4cd53 (diff) | |
| download | living-village-e46f1ddda07fc9c3d2617663ed28a3d1391c198b.tar.gz | |
p47: 整改 — 倒影改暖色垂直光柱(gap-skip穿桥面落水面,最长≥3格)+近景接入倒影+近景屋顶受光/背光双档luma
Diffstat (limited to 'src/LivingVillage.Desktop/SceneDetailRender.fs')
| -rw-r--r-- | src/LivingVillage.Desktop/SceneDetailRender.fs | 62 |
1 files changed, 30 insertions, 32 deletions
diff --git a/src/LivingVillage.Desktop/SceneDetailRender.fs b/src/LivingVillage.Desktop/SceneDetailRender.fs index 2136d25..abe0b89 100644 --- a/src/LivingVillage.Desktop/SceneDetailRender.fs +++ b/src/LivingVillage.Desktop/SceneDetailRender.fs @@ -6,40 +6,31 @@ open Microsoft.Xna.Framework.Graphics open LivingVillage.Kernel /// P47 场景细节渲染层:把 `SceneDetail` 的纯函数结果落成画面。 -/// 反射用「光源精灵垂直镜像 + 相位微抖」,岸边芦苇/漂浮元素用既有瓦片精灵与原创点阵图集, -/// 近景屋顶用既有屋瓦精灵 + 统一方向阴影。全部只读,不改瓦片/可达性。 +/// 倒影为每个光源正下方一条暖色垂直光柱(核心 + 外晕,离光源越远越淡), +/// 岸芦苇/漂浮元素用既有瓦片精灵与原创点阵图集,近景屋顶按统一光源分受光面/背光面。 +/// 全部只读,不改瓦片/可达性。 module SceneDetailRender = let private tileX (camera: Vector2) (x: int) = x * Sim.tilePixels - int camera.X let private tileY (camera: Vector2) (y: int) = y * Sim.tilePixels - int camera.Y - let private drawFlipVertical + /// 河道倒影:每个光源在正下方水面格画一段暖色垂直光柱(外晕 20px + 核心 10px), + /// alpha 随离光源距离递减、逐格 ±1px 微抖,连成一条可辨认的暖色垂直条纹 + /// (明显区别于蓝灰横向波纹)。 + let private drawReflections (spriteBatch: SpriteBatch) - (atlas: Texture2D) - (source: Rectangle) - (x: int) - (y: int) - (color: Color) = - spriteBatch.Draw( - atlas, - Rectangle(x, y, Sim.tilePixels, Sim.tilePixels), - Nullable(source), - color, - 0.0f, - Vector2.Zero, - SpriteEffects.FlipVertically, - 0.0f) - - /// 河道倒影:岸上每个光源在其正下方水面格画一份垂直镜像,随 waterFrameTickAt 相位水平微抖。 - let private drawReflections (spriteBatch: SpriteBatch) (textures: VillageArt.ArtTextures) (camera: Vector2) (map: MapGen.Result) (tick: int64) = - let source, atlas = - match textures.Cc0TileAtlas with - | Some cc0 -> VillageArt.cc0TileRect VillageArt.cc0TileIndexStoneLantern, cc0 - | None -> VillageArt.atlasTileRectangle 20, textures.TileAtlas - for (x, y, alpha) in SceneDetail.reflectionStreaks map do + (pixel: Texture2D) + (camera: Vector2) + (map: MapGen.Result) + (tick: int64) = + for (x, y, alpha, _) in SceneDetail.reflectionStreaks map do let wobble = SceneDetail.reflectionWobbleAt tick x y - let color = VillageArt.premultiply 255 214 168 alpha - drawFlipVertical spriteBatch atlas source (tileX camera x + wobble) (tileY camera y) color + let cx = tileX camera x + let cy = tileY camera y + let halo = VillageArt.premultiply 255 150 70 (alpha * 3 / 5) + let core = VillageArt.premultiply 255 208 120 alpha + spriteBatch.Draw(pixel, Rectangle(cx + 4 + wobble, cy, 24, Sim.tilePixels), halo) + spriteBatch.Draw(pixel, Rectangle(cx + 10 + wobble, cy, 12, Sim.tilePixels), core) /// 岸边芦苇加密度:用既有芦苇精灵补绘一层贴水芦苇。 let private drawBankReeds (spriteBatch: SpriteBatch) (textures: VillageArt.ArtTextures) (camera: Vector2) (map: MapGen.Result) = @@ -69,17 +60,24 @@ module SceneDetailRender = Nullable(source), Color.White) - /// 近景楼层层错落:屏幕空间前景屋顶带,所有阴影统一投向右下(SceneDetail.shadowOffsetPx)。 - let private drawForeground (spriteBatch: SpriteBatch) (textures: VillageArt.ArtTextures) (viewportWidth: int) (viewportHeight: int) (tick: int64) = + /// 近景楼层层错落:屏幕空间前景屋顶带。统一光源来自左上,故每段屋顶 + /// 左半受光(暖亮)、右半背光(压暗),并整体投影到右下(shadowOffsetPx)。 + let private drawForeground (spriteBatch: SpriteBatch) (textures: VillageArt.ArtTextures) (pixel: Texture2D) (viewportWidth: int) (viewportHeight: int) (tick: int64) = let ridgeSource = VillageArt.atlasTileRectangle 8 let eaveSource = VillageArt.atlasTileRectangle 9 let shadowColor = VillageArt.premultiply 8 12 18 120 + let litColor = VillageArt.premultiply 255 236 196 46 + let darkColor = VillageArt.premultiply 6 10 18 110 let dx, dy = SceneDetail.shadowOffsetPx for (x, y, w) in SceneDetail.foregroundRooftops viewportWidth viewportHeight tick do - // 统一方向阴影:先把 eave 的暗色镜像平移一份到右下,再画本体。 + // 统一方向的投影:先把 eave 的暗色镜像平移一份到右下,再画本体。 spriteBatch.Draw(textures.TileAtlas, Rectangle(x + dx, y + dy, w, Sim.tilePixels), Nullable(eaveSource), shadowColor) spriteBatch.Draw(textures.TileAtlas, Rectangle(x, y - Sim.tilePixels, w, Sim.tilePixels), Nullable(ridgeSource), Color.White) spriteBatch.Draw(textures.TileAtlas, Rectangle(x, y, w, Sim.tilePixels), Nullable(eaveSource), Color.White) + // 受光面 / 背光面:左半加暖亮、右半压暗,形成两档以上 luma 差。 + let half = max 1 (w / 2) + spriteBatch.Draw(pixel, Rectangle(x, y - Sim.tilePixels, half, 2 * Sim.tilePixels), litColor) + spriteBatch.Draw(pixel, Rectangle(x + half, y - Sim.tilePixels, w - half, 2 * Sim.tilePixels), darkColor) /// 一次性绘制全部 P47 场景细节(倒影 → 岸边芦苇 → 漂浮元素 → 近景前景层)。 let draw @@ -91,7 +89,7 @@ module SceneDetailRender = (viewportHeight: int) (map: MapGen.Result) (tick: int64) = - drawReflections spriteBatch textures camera map tick + drawReflections spriteBatch pixel camera map tick drawBankReeds spriteBatch textures camera map drawFloaters spriteBatch textures camera map tick - drawForeground spriteBatch textures viewportWidth viewportHeight tick + drawForeground spriteBatch textures pixel viewportWidth viewportHeight tick |
