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authorSomhairle H. Marisol <[email protected]>2026-09-22 02:07:21 +0800
committerSomhairle H. Marisol <[email protected]>2026-09-22 02:07:21 +0800
commitcc8dff4d567e8257b3cef66df804fbddb8ee3463 (patch)
treed6b925aad3461cabf872cb2306a6f0f39be57e49 /src/LivingVillage.Desktop
parentfb10189b8e0b2a3eb0c102ed9383151e5062c792 (diff)
parent37953a4b58dfc5f3b8aedf10ad6f1474c2960767 (diff)
downloadliving-village-cc8dff4d567e8257b3cef66df804fbddb8ee3463.tar.gz
merge: P18 黄昏暖色真实渲染(独立复验全绿 Desktop 108/Kernel 89)
Diffstat (limited to 'src/LivingVillage.Desktop')
-rw-r--r--src/LivingVillage.Desktop/Game.fs8
-rw-r--r--src/LivingVillage.Desktop/M6Presentation.fs44
2 files changed, 38 insertions, 14 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs
index 765cea8..e48888e 100644
--- a/src/LivingVillage.Desktop/Game.fs
+++ b/src/LivingVillage.Desktop/Game.fs
@@ -893,6 +893,14 @@ type LivingVillageGame() as this =
VillageArt.drawGroundShadow spriteBatch pixel camera npc.Pos
let spec = VillageArt.npcSpriteSpecAtTarget npc.Id npc.Pos npc.Mind.Target world.Tick
VillageArt.drawCharacter spriteBatch artTextures camera npc.Pos spec profile.WorldTint
+
+ // Golden-hour wash: the multiplicative WorldTint can only darken, so a warm
+ // premultiplied veil is layered over the whole scene. Because rgb is premultiplied
+ // by its own low alpha it adds warm light without ever saturating to white; alpha
+ // is a pure tick function, so noon/midnight get none and dawn/dusk peak warm.
+ let veilAlpha = M6Presentation.goldenVeilAlpha world.Tick
+ if veilAlpha > 0 then
+ spriteBatch.Draw(pixel, Rectangle(0, 0, viewport.Width, viewport.Height), VillageArt.premultiply 255 150 70 veilAlpha)
spriteBatch.End()
// Contextual floating prompt over the unique target; same CJK atlas font path as the HUD.
diff --git a/src/LivingVillage.Desktop/M6Presentation.fs b/src/LivingVillage.Desktop/M6Presentation.fs
index 752034a..25737d7 100644
--- a/src/LivingVillage.Desktop/M6Presentation.fs
+++ b/src/LivingVillage.Desktop/M6Presentation.fs
@@ -23,13 +23,17 @@ module M6Presentation =
| Day -> "白天"
| Night -> "夜晚"
- // Transition windows in float hours. Dawn lingers past 6:00 and dusk begins before
- // 20:00 so the blue hour is longer and the sky warms before it darkens; the anchors
- // still agree with Sim.isNightTick (night >= 22:00 or < 6:00) once fully dark.
+ // Transition windows in float hours. Dawn lingers past 6:00 so the blue hour is long.
+ // Dusk keeps two independent ramps: the darkening ramp 20:00 -> 22:00 (still agrees with
+ // Sim.isNightTick at 22:00), and a wider golden-hour warmth bump peaking at 20:30. Keeping
+ // them separate is what makes the orange dusk visible: at 20:45 the scene is still only
+ // ~0.37 dark (Day mode) while warmth is high.
let dawnStartHour = 4.0f
let dawnEndHour = 6.5f
- let duskStartHour = 19.5f
+ let duskStartHour = 20.0f
let duskEndHour = 22.0f
+ let duskWarmthStartHour = 19.25f
+ let duskWarmthEndHour = 21.75f
/// Continuous light blend: 0 = full day, 1 = full night. Deterministic pure function
/// of the simulation tick, parameterised by the dawn/dusk windows above.
@@ -53,23 +57,32 @@ module M6Presentation =
let mid = (startHour + endHour) * 0.5f
let half = (endHour - startHour) * 0.5f
1.0f - abs (hour - mid) / half
- max (bump dawnStartHour dawnEndHour) (bump duskStartHour duskEndHour)
+ max (bump dawnStartHour dawnEndHour) (bump duskWarmthStartHour duskWarmthEndHour)
+
+ /// Additive golden-hour veil alpha (0 at noon/midnight, peaks ~150 at dawn/dusk mid).
+ /// Multiplicative WorldTint alone cannot warm green foliage, so the renderer layers this
+ /// premultiplied orange wash over the finished world scene.
+ let goldenVeilAlpha (tick: int64) : int =
+ int (150.0f * transitionWarmth tick)
let private lerp (a: int) (b: int) (blend: float32) : int =
a + int (float32 (b - a) * blend)
- /// Blended sky/world colour plus the golden-hour warmth shift (warm channels up, blue down).
+ /// Blended sky colour plus a strong golden-hour shift: at dusk this reads as a warm orange
+ /// horizon (red up hard, blue down hard) rather than the old muted blue-grey twilight.
let backgroundAtWarmth (blend: float32) (warmth: float32) : Color =
Color(
- lerp 100 18 blend + int (52.0f * warmth),
- lerp 160 25 blend + int (14.0f * warmth),
- lerp 210 55 blend - int (34.0f * warmth))
+ lerp 100 18 blend + int (120.0f * warmth),
+ lerp 160 25 blend + int (20.0f * warmth),
+ lerp 210 55 blend - int (90.0f * warmth))
+ /// World tint also warms (red up, green slightly down, blue down) so tiles, props and
+ /// characters all lean golden before the additive veil is layered on top.
let worldTintAtWarmth (blend: float32) (warmth: float32) : Color =
Color(
- lerp 255 118 blend + int (10.0f * warmth),
- lerp 248 136 blend - int (6.0f * warmth),
- lerp 224 184 blend - int (26.0f * warmth))
+ lerp 255 118 blend + int (70.0f * warmth),
+ lerp 248 136 blend - int (10.0f * warmth),
+ lerp 224 184 blend - int (75.0f * warmth))
/// Warmth-free base colours (kept for callers that only have a blend value).
let backgroundAtBlend (blend: float32) : Color = backgroundAtWarmth blend 0.0f
@@ -83,7 +96,9 @@ module M6Presentation =
Background = backgroundAtWarmth blend warmth
Blend = blend
WorldTint = worldTintAtWarmth blend warmth
- LanternGlow = blend
+ // Lanterns glow through the golden hour too, so dusk reads as warm lanterns at a
+ // warm sunset rather than only a local night point-light.
+ LanternGlow = max blend (warmth * 0.8f)
SkyWarmth = warmth }
let profileAtTick (tick: int64) : M6RenderProfile = lightingAtTick tick
@@ -122,10 +137,11 @@ module M6Presentation =
sprintf "%02d:%02d" hour minute
/// 时段标签:清晨/白天/黄昏/夜晚,与实际 tick 一致(纯函数)。
+ /// 黄昏覆盖到 21:00,与 dusk 暖色窗口(峰值 20:30)对齐;22:00 起才是夜晚。
let timePeriodLabel (tick: int64) : string =
let hour = hourOf tick
if hour < 5 then "夜晚"
elif hour < 8 then "清晨"
elif hour < 17 then "白天"
- elif hour < 20 then "黄昏"
+ elif hour < 21 then "黄昏"
else "夜晚"