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authorSomhairle H. Marisol <[email protected]>2026-09-28 20:58:24 +0800
committerSomhairle H. Marisol <[email protected]>2026-09-28 20:58:24 +0800
commite46f1ddda07fc9c3d2617663ed28a3d1391c198b (patch)
tree01c5b074622a8d5ea58f6b11308165145c71b8d8 /src/LivingVillage.Desktop
parentf571b56359e4bb152b414a61527c4e9c6ef4cd53 (diff)
downloadliving-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')
-rw-r--r--src/LivingVillage.Desktop/Game.fs127
-rw-r--r--src/LivingVillage.Desktop/SceneDetail.fs74
-rw-r--r--src/LivingVillage.Desktop/SceneDetailRender.fs62
3 files changed, 170 insertions, 93 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs
index a187cc4..05afdc2 100644
--- a/src/LivingVillage.Desktop/Game.fs
+++ b/src/LivingVillage.Desktop/Game.fs
@@ -1004,60 +1004,98 @@ type LivingVillageGame() as this =
| None -> this.Exit()
| Some map ->
let riverside =
- // 取第一处「光源正下方有水面」的倒影点,相机对准其光源格,倒影落在正下方。
- match SceneDetail.reflectionStreaks map with
- | (rx, ry, _) :: _ -> (rx, ry - 1)
- | [] ->
- match VillageArt.cc0LanternTiles map 12 with
- | (lx, ly) :: _ -> (lx, ly)
- | [] ->
- match map.Bridges |> List.sortBy (fun (x, y) -> (x, y)) |> List.tryHead with
- | Some (bx, by) -> (bx, by)
- | None -> (map.Core.MinX, map.Core.MinY)
+ // 取倒影长度最长、优先桥头/红灯笼的光源,相机对准其光源格,倒影落在正下方。
+ let ranked =
+ SceneDetail.lightSources map
+ |> List.map (fun (x, y, kind) ->
+ let length = SceneDetail.reflectionLength map x y
+ let kindRank =
+ match kind with
+ | SceneDetail.RedLantern -> 2
+ | SceneDetail.BridgeLantern -> 1
+ | SceneDetail.RoadLantern -> 0
+ x, y, kind, length, kindRank)
+ let deep = ranked |> List.filter (fun (_, _, _, length, _) -> length >= 3)
+ let pick =
+ (if List.isEmpty deep then ranked else deep)
+ |> List.sortByDescending (fun (_, _, _, length, kindRank) -> kindRank, length)
+ |> List.tryHead
+ match pick with
+ | Some (x, y, _, _, _) -> (x, y)
+ | None ->
+ match SceneDetail.reflectionStreaks map with
+ | (rx, ry, _, _) :: _ -> (rx, ry - 1)
+ | [] -> (map.Core.MinX, map.Core.MinY)
let closeup =
- match SceneDetail.floatingProps map with
- | (fx, fy, _) :: _ -> (fx, fy)
+ // 近景:优先倒影更长、且离漂浮元素更近的光源,保证近景同时有倒影与漂浮元素。
+ let waterSources =
+ SceneDetail.lightSources map
+ |> List.filter (fun (x, y, _) -> SceneDetail.reflectionLength map x y >= 1)
+ let floatTiles = SceneDetail.floatingProps map |> List.map (fun (x, y, _) -> x, y)
+ let distToFloat (sx: int) (sy: int) =
+ if List.isEmpty floatTiles then 0
+ else floatTiles |> List.map (fun (fx, fy) -> abs (fx - sx) + abs (fy - sy)) |> List.min
+ match waterSources with
| [] -> riverside
- let reportVisibleReflections () =
+ | _ ->
+ waterSources
+ |> List.map (fun (x, y, _) -> x, y, SceneDetail.reflectionLength map x y, distToFloat x y)
+ |> List.sortBy (fun (_, _, length, distance) -> -length, distance)
+ |> List.head
+ |> fun (x, y, _, _) -> (x, y)
+ let reportVisibleReflections (shotName: string) =
let vw = this.GraphicsDevice.Viewport.Width
let vh = this.GraphicsDevice.Viewport.Height
- for (lx, ly) in SceneDetail.lightSourceTiles map do
- for d in 1 .. SceneDetail.reflectionRange do
- let ry = ly + d
- if SceneDetail.isWater map lx ry then
- let ssx = lx * Sim.tilePixels - int camera.X
- let ssy = ly * Sim.tilePixels - int camera.Y
- let rsx = lx * Sim.tilePixels - int camera.X
- let rsy = ry * Sim.tilePixels - int camera.Y
- if ssx >= 0 && ssx + Sim.tilePixels <= vw && ssy >= 0 && ssy + Sim.tilePixels <= vh
- && rsy + Sim.tilePixels <= vh then
+ for (lx, ly, kind) in SceneDetail.lightSources map do
+ for (rx, ry, alpha, _) in SceneDetail.reflectionStreakFor map lx ly kind do
+ let ssx = lx * Sim.tilePixels - int camera.X
+ let ssy = ly * Sim.tilePixels - int camera.Y
+ let rsx = rx * Sim.tilePixels - int camera.X
+ let rsy = ry * Sim.tilePixels - int camera.Y
+ // 空白对照:同排最近的非倒影水面格。
+ let control =
+ [ (2, 0); (-2, 0); (4, 0); (-4, 0); (0, 1); (0, -1) ]
+ |> List.map (fun (ox, oy) -> rx + ox, ry + oy)
+ |> List.tryFind (fun (cx, cy) -> SceneDetail.isWaterSurface map cx cy)
+ if ssx >= 0 && ssx + Sim.tilePixels <= vw && ssy >= 0 && ssy + Sim.tilePixels <= vh
+ && rsy + Sim.tilePixels <= vh then
+ match control with
+ | Some (cx, cy) ->
printfn
- "p47-reflection src=%d,%d dst=%d,%d alpha=%d"
- ssx ssy rsx rsy (SceneDetail.reflectionAlphaAt d)
+ "p47-reflection %s src=%d,%d dst=%d,%d ctrl=%d,%d alpha=%d"
+ shotName ssx ssy rsx rsy (cx * Sim.tilePixels - int camera.X) (cy * Sim.tilePixels - int camera.Y) alpha
+ | None ->
+ printfn "p47-reflection %s src=%d,%d dst=%d,%d ctrl=-1,-1 alpha=%d" shotName ssx ssy rsx rsy alpha
+ for (rx, ry, rw) in SceneDetail.foregroundRooftops vw vh world.Tick do
+ if rx + rw > 0 && rx < vw then
+ printfn "p47-roof %s x=%d y=%d w=%d" shotName rx ry rw
printfn
- "p47-elements reeds=%d floats=%d reflections=%d sources=%d"
+ "p47-elements reeds=%d floats=%d reflections=%d sources=%d maxstreak=%d"
(List.length (SceneDetail.bankReedTiles map))
(List.length (SceneDetail.floatingProps map))
(List.length (SceneDetail.reflectionStreaks map))
- (List.length (SceneDetail.lightSourceTiles map))
+ (List.length (SceneDetail.lightSources map))
+ (SceneDetail.lightSources map
+ |> List.map (fun (x, y, _) -> SceneDetail.reflectionLength map x y)
+ |> List.fold max 0)
match p47Step with
| 0 ->
setHour 12.0
placeCameraOn (fst riverside) (snd riverside)
- reportVisibleReflections ()
p47PendingName <- "p47-day"
+ reportVisibleReflections "p47-day"
p47Pending <- true
| 1 ->
setHour 23.5
placeCameraOn (fst riverside) (snd riverside)
- reportVisibleReflections ()
p47PendingName <- "p47-night"
+ reportVisibleReflections "p47-night"
p47Pending <- true
| 2 ->
setHour 12.0
placeCameraOn (fst closeup) (snd closeup)
- reportVisibleReflections ()
p47PendingName <- "p47-close"
+ reportVisibleReflections "p47-close"
p47Pending <- true
| _ ->
printfn "p47-shot=done"
@@ -2144,20 +2182,6 @@ type LivingVillageGame() as this =
world.Tick
profile.WorldTint
- // P47 场景细节:河道倒影 + 岸边芦苇加密度 + 漂浮元素 + 近景楼层层错落(统一光源阴影)。
- match riverscapeMap with
- | Some map ->
- SceneDetailRender.draw
- spriteBatch
- artTextures
- pixel
- camera
- viewport.Width
- viewport.Height
- map
- world.Tick
- | None -> ()
-
// Warm lantern / window glows strengthen as night falls (pure function of tick phase).
// Concentric premultiplied circles follow a quadratic radial falloff (radius 3-4 tiles),
// so the core stays a soft warm disc instead of saturating to a white block and no glow
@@ -2196,6 +2220,21 @@ type LivingVillageGame() as this =
VillageArt.drawCc0BoatOverlay spriteBatch artTextures camera map profile.WorldTint
| _ -> ()
+ // P47 场景细节:河道倒影 + 岸边芦苇加密度 + 漂浮元素 + 近景楼层层错落。
+ // 画在夜光/船之后,保证倒影不被灯笼呼吸光晕盖掉、仍可辨认。
+ match riverscapeMap with
+ | Some map ->
+ SceneDetailRender.draw
+ spriteBatch
+ artTextures
+ pixel
+ camera
+ viewport.Width
+ viewport.Height
+ map
+ world.Tick
+ | None -> ()
+
VillageArt.drawGroundShadow spriteBatch pixel camera world.Avatar.Pos
let avatarSpec = VillageArt.avatarSpriteSpec avatarFacing avatarMoving world.Tick
VillageArt.drawCharacter spriteBatch artTextures camera world.Avatar.Pos avatarSpec profile.WorldTint
diff --git a/src/LivingVillage.Desktop/SceneDetail.fs b/src/LivingVillage.Desktop/SceneDetail.fs
index c51c47a..50313ac 100644
--- a/src/LivingVillage.Desktop/SceneDetail.fs
+++ b/src/LivingVillage.Desktop/SceneDetail.fs
@@ -17,14 +17,24 @@ module SceneDetail =
x >= 0 && x < map.Width && y >= 0 && y < map.Height
&& map.Tiles.[y * map.Width + x] = int MapGen.GroundTile.Water
+ /// 可倒影水面:河面(Water)与水田(PaddyField,同样走水面动画渲染)。
+ let isWaterSurface (map: MapGen.Result) (x: int) (y: int) : bool =
+ x >= 0 && x < map.Width && y >= 0 && y < map.Height
+ && (map.Tiles.[y * map.Width + x] = int MapGen.GroundTile.Water
+ || map.Tiles.[y * map.Width + x] = int MapGen.GroundTile.PaddyField)
+
// ---------------- 河道水面倒影 ----------------
- let reflectionMaxAlpha = 128
- let reflectionRange = 3
+ let reflectionMaxAlpha = 200
+ let reflectionRange = 4
+ /// 倒影射线允许穿过的非水面格数(如灯笼所立的桥面/岸沿),使「桥下红灯笼」的倒影
+ /// 仍落在其正下方的河面,而不是被桥面格截断。
+ let reflectionGap = 3
- /// 倒影 alpha 随离光源距离递减;到 0 即止,绝不留下硬块。
+ /// 倒影 alpha 随离光源距离递减;最低仍保持 96,保证整条暖色光柱在蓝灰水面上
+ /// 始终可辨(不会淡到被水面波纹吞掉)。
let reflectionAlphaAt (distance: int) : int =
- max 0 (reflectionMaxAlpha - distance * 34)
+ max 96 (reflectionMaxAlpha - (distance - 1) * 26)
/// 倒影微抖:复用 waterFrameTickAt 的 3 相位,映射到 -1 / 0 / +1 像素水平位移。
let reflectionWobbleAt (tick: int64) (x: int) (y: int) : int =
@@ -33,20 +43,50 @@ module SceneDetail =
| 1 -> 0
| _ -> 1
- /// 岸上光源:桥头灯笼 + 主路石灯笼 + 门口红灯笼,去重后即倒影源。
+ /// 光源类型:桥头灯笼 / 主路石灯笼 / 门口红灯笼。倒影按类型着色。
+ type LightKind =
+ | BridgeLantern
+ | RoadLantern
+ | RedLantern
+
+ /// 岸上光源(含类型),按位置去重。
+ let lightSources (map: MapGen.Result) : (int * int * LightKind) list =
+ let bridge = VillageArt.bridgeLanternTiles map |> List.map (fun (x, y) -> x, y, BridgeLantern)
+ let road = VillageArt.cc0LanternTiles map 12 |> List.map (fun (x, y) -> x, y, RoadLantern)
+ let red = VillageArt.cc0RedLanternTiles map |> List.map (fun (x, y) -> x, y, RedLantern)
+ (bridge @ road @ red)
+ |> List.distinctBy (fun (x, y, _) -> x, y)
+
let lightSourceTiles (map: MapGen.Result) : (int * int) list =
- (VillageArt.bridgeLanternTiles map
- @ VillageArt.cc0LanternTiles map 12
- @ VillageArt.cc0RedLanternTiles map)
- |> List.distinct
-
- /// 每个光源在其正下方连续水面格生成一条垂直倒影 (x, y, alpha)。
- let reflectionStreaks (map: MapGen.Result) : (int * int * int) list =
- lightSourceTiles map
- |> List.collect (fun (sx, sy) ->
- [ for d in 1 .. reflectionRange do
- let y = sy + d
- if isWater map sx y then yield (sx, y, reflectionAlphaAt d) ])
+ lightSources map |> List.map (fun (x, y, _) -> x, y)
+
+ /// 某个光源向下的倒影:先穿过至多 reflectionGap 格非水面(桥面/岸沿),落到正下方
+ /// 水面上,再沿连续水面画最多 reflectionRange 格;返回 (x, y, alpha, kind)。
+ let reflectionStreakFor (map: MapGen.Result) (sx: int) (sy: int) (kind: LightKind) : (int * int * int * LightKind) list =
+ let mutable start = sy + 1
+ let mutable gap = 0
+ while gap <= reflectionGap && start < map.Height && not (isWaterSurface map sx start) do
+ start <- start + 1
+ gap <- gap + 1
+ if start >= map.Height || gap > reflectionGap || not (isWaterSurface map sx start) then
+ []
+ else
+ [ for d in 0 .. reflectionRange - 1 do
+ let y = start + d
+ if isWaterSurface map sx y then yield (sx, y, reflectionAlphaAt (d + 1), kind) ]
+
+ /// 光源正下方倒影的格数(用于挑选倒影长度足够的取证机位)。
+ let reflectionLength (map: MapGen.Result) (x: int) (sy: int) : int =
+ lightSources map
+ |> List.filter (fun (sx, syy, _) -> sx = x && syy = sy)
+ |> List.tryHead
+ |> Option.map (fun (sx, syy, kind) -> reflectionStreakFor map sx syy kind |> List.length)
+ |> Option.defaultValue 0
+
+ /// 每个光源在其正下方连续水面格生成一条垂直倒影 (x, y, alpha, kind),最长 4 格。
+ let reflectionStreaks (map: MapGen.Result) : (int * int * int * LightKind) list =
+ lightSources map
+ |> List.collect (fun (sx, sy, kind) -> reflectionStreakFor map sx sy kind)
// ---------------- 岸边植被加密度 ----------------
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