// realistic_system.js - Global Realistic Lighting, Shadows, and Water Effects for ALL elements (including addons) // Features: // - Dynamic colored light propagation from fire, lights, hot pixels, etc. // - Realistic occlusion shadows (darker in crevices/caves), modulated by light intensity // - Wavy foam on ALL liquids (water, oils, mod liquids) // - Works with any mods/addons automatically (liquids get waves, all get lit/shadowed) // Performance: Low-res lightmap + cached shadows = smooth even on large views // Install: Save as realistic_system.js in mods folder, load via Mod Manager // === LIGHTMAP SYSTEM (Dynamic Glow/Light Propagation) === var lightmap = []; var nextLightmap = []; var lightmapScale = 4; // Higher = lower quality/faster (2-8 recommended) var lightSourceBoost = 3; var falloff = 0.85; // Helper functions function rgbToArray(colorString) { if (typeof colorString !== "string") return [255,255,255]; if (colorString.startsWith("rgb")) { return colorString.slice(4, -1).split(",").map(val => parseInt(val.trim())); } else if (colorString.startsWith("#")) { let hex = colorString.slice(1); if (hex.length === 3) hex = hex.split("").map(char => char + char).join(""); let r = parseInt(hex.slice(0, 2), 16); let g = parseInt(hex.slice(2, 4), 16); let b = parseInt(hex.slice(4, 6), 16); return [r, g, b]; } return [255,255,255]; } function scaleList(numbers, scale) { return numbers.map(number => number * scale); } function rgbToHsv(r, g, b) { r /= 255; g /= 255; b /= 255; let max = Math.max(r, g, b), min = Math.min(r, g, b); let h, s, v = max; let d = max - min; s = max === 0 ? 0 : d / max; if (max === min) h = 0; else { switch (max) { case r: h = (g - b) / d + (g < b ? 6 : 0); break; case g: h = (b - r) / d + 2; break; case b: h = (r - g) / d + 4; break; } h /= 6; } return [h, s, v]; } function hsvToRgb(h, s, v) { let i = Math.floor(h * 6); let f = h * 6 - i; let p = v * (1 - s); let q = v * (1 - f * s); let t = v * (1 - (1 - f) * s); let r, g, b; switch (i % 6) { case 0: r = v; g = t; b = p; break; case 1: r = q; g = v; b = p; break; case 2: r = p; g = v; b = t; break; case 3: r = p; g = q; b = v; break; case 4: r = t; g = p; b = v; break; case 5: r = v; g = p; b = q; break; } return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)]; } function initializeLightmap(w, h) { let lw = Math.ceil(w / lightmapScale) + 1; let lh = Math.ceil(h / lightmapScale) + 1; function createArray(width_, height_) { return Array.from({length: height_}, () => Array.from({length: width_}, () => ({color: [0, 0, 0]}))); } lightmap = createArray(lw, lh); nextLightmap = createArray(lw, lh); } function propagateLightmap() { if (!lightmap[0]) return; let width = lightmap[0].length; let height = lightmap.length; let neighbors = [{dx:1,dy:0},{dx:-1,dy:0},{dx:0,dy:1},{dx:0,dy:-1}]; for (let y = 0; y < height; y++) { for (let x = 0; x < width; x++) { let totalColor = [0,0,0]; let neighborCount = 0; neighbors.forEach(n => { let nx = x + n.dx, ny = y + n.dy; if (nx >= 0 && ny >= 0 && nx < width && ny < height) { totalColor[0] += lightmap[ny][nx].color[0]; totalColor[1] += lightmap[ny][nx].color[1]; totalColor[2] += lightmap[ny][nx].color[2]; neighborCount++; } }); nextLightmap[y][x] = { color: [ Math.min(765, Math.max(0, (totalColor[0] / neighborCount) * falloff)), Math.min(765, Math.max(0, (totalColor[1] / neighborCount) * falloff)), Math.min(765, Math.max(0, (totalColor[2] / neighborCount) * falloff)) ] }; } } // Copy next to current for (let y = 0; y < height; y++) { for (let x = 0; x < width; x++) { lightmap[y][x] = {...nextLightmap[y][x]}; } } } function renderLightmap(ctx) { if (!lightmap[0]) return; let lw = lightmap[0].length; let lh = lightmap.length; for (let y = 0; y < lh; y++) { for (let x = 0; x < lw; x++) { let color = lightmap[y][x].color; let r = color[0], g = color[1], b = color[2]; if (r > 16 || g > 16 || b > 16) { let hsv = rgbToHsv(r, g, b); let newColor = hsvToRgb(hsv[0], hsv[1], 1); let alpha = hsv[2]; ctx.globalAlpha = 1; ctx.fillStyle = `rgba(${newColor[0]},${newColor[1]},${newColor[2]},${alpha * 0.4})`; ctx.fillRect(x * pixelSize * lightmapScale, y * pixelSize * lightmapScale, pixelSize * lightmapScale, pixelSize * lightmapScale); ctx.fillStyle = `rgba(${newColor[0]},${newColor[1]},${newColor[2]},${alpha * 0.25})`; ctx.fillRect((x * pixelSize - pixelSizeHalf) * lightmapScale, (y * pixelSize - pixelSizeHalf) * lightmapScale, pixelSize * lightmapScale * 2, pixelSize * lightmapScale * 2); } } } } function glowItsOwnColor(pixel) { if (!pixel.color) return; let x = Math.floor(pixel.x / lightmapScale); let y = Math.floor(pixel.y / lightmapScale); if (x < 0 || y < 0 || x >= lightmap[0]?.length || y >= lightmap?.length) return; lightmap[y][x].color = scaleList(rgbToArray(pixel.color), lightSourceBoost); } function glowPowered(pixel) { if (!pixel.charge || pixel.charge <= 0 || !pixel.color) return; glowItsOwnColor(pixel); } // Override ticks for common light sources (works with addons if they use these elements) let lightEmitters = [ "fire", "cold_fire", "plasma", "lava", "magma", "sun", "light", "liquid_light", "laser", "flash", "rainbow", "ember", "fw_ember", "explosion", "n_explosion", "supernova", "fireball", "blaster", "lightning", "electric", "positron", "neutron", "proton", "radiation", "fallout", "rad_cloud", "rad_steam", "uranium", "molten_uranium" ]; lightEmitters.forEach(elName => { let el = elements[elName]; if (el && el.tick) { let origTick = el.tick; el.tick = function(pixel) { origTick(pixel); glowItsOwnColor(pixel); }; } }); ["neon", "led", "light_bulb"].forEach(elName => { let el = elements[elName]; if (el && el.tick) { let origTick = el.tick; el.tick = function(pixel) { origTick(pixel); glowPowered(pixel); }; } }); // Temp-based glow for hot pixels (metals, etc.) function glowTemp(pixel) { let t = pixel.temp; if (t < 500) return; let intensity = Math.min(1, (t - 500) / 2000); let r = Math.min(255, 100 + 155 * intensity); let g = Math.min(255, 50 * intensity); let b = Math.min(255, 10 * intensity); let x = Math.floor(pixel.x / lightmapScale); let y = Math.floor(pixel.y / lightmapScale); if (x < 0 || y < 0 || x >= lightmap[0]?.length || y >= lightmap?.length) return; lightmap[y][x].color = scaleList([r, g, b], lightSourceBoost * intensity); } runPerPixel(glowTemp); // Lightmap render hook renderPrePixel(function(ctx) { if (!paused) propagateLightmap(); renderLightmap(ctx); }); // Init lightmap if (typeof runAfterReset !== 'undefined') { runAfterReset(() => initializeLightmap(width, height)); } else { setTimeout(() => initializeLightmap(width, height), 100); } // === SHADOWS / OCCLUSION (Realistic Darkness in Shadows) === const DEFAULT_LIGHT_FACTOR = 0.8; const MIN_LIGHT_INTENSITY = 0.4; const MAX_DIRECT_NEIGHBORS = 4; const FOLLOWUP_COORDS_TO_CHECK = [ [-1,-1],[-1,1],[1,-1],[1,1], [-2,0],[2,0],[0,-2],[0,2], [-3,0],[3,0],[0,-3],[0,3], [-4,0],[4,0],[0,-4],[0,4] ]; let transparentElements = []; function initTransparent() { transparentElements = []; Object.keys(elements).forEach(name => { let el = elements[name]; if (el.state === "gas" || el.category === "special" || el.putInTransparentList) { transparentElements.push(name); } }); // Add common transparents ["glass","stained_glass","glass_shard","ice","led"].forEach(t => transparentElements.includes(t) || transparentElements.push(t)); } initTransparent(); let frameCounter = 0; let pixelBrightnessCache = {}; function isOutOfBounds(x, y) { return x >= width || y >= height || x < 0 || y < 0; } function getOutOfBoundsNeighbors(pixel) { let out = []; [[-1,0],[1,0],[0,-1],[0,1]].forEach(([dx,dy]) => { let nx = pixel.x + dx, ny = pixel.y + dy; if (isOutOfBounds(nx, ny)) out.push({x:nx,y:ny}); }); return out; } function calculateBrightness(pixel) { let neighCount = getNeighbors(pixel).length + getOutOfBoundsNeighbors(pixel).length; if (neighCount >= MAX_DIRECT_NEIGHBORS) { let lightFactor = computeBrightnessFurther(pixel); return adjustBrightness(lightFactor); } return 1; } function computeBrightnessFurther(pixel) { let blockers = 0; FOLLOWUP_COORDS_TO_CHECK.forEach(([dx,dy]) => { let nx = pixel.x + dx, ny = pixel.y + dy; if (isOutOfBounds(nx, ny)) { blockers++; return; } let elName = pixelMap[nx]?.[ny]?.element; if (elName && !transparentElements.includes(elName)) blockers++; }); return 1 - (blockers / FOLLOWUP_COORDS_TO_CHECK.length); } function adjustBrightness(factor) { return factor * DEFAULT_LIGHT_FACTOR + MIN_LIGHT_INTENSITY; } function applyShadows(ctx) { if (frameCounter % 2 === 0) { currentPixels.forEach(pixel => { let brightness = calculateBrightness(pixel); pixelBrightnessCache[`${pixel.x},${pixel.y}`] = brightness; }); } currentPixels.forEach(pixel => { let brightness = pixelBrightnessCache[`${pixel.x},${pixel.y}`] || 1; // Sample local lightmap intensity let lx = Math.floor(pixel.x / lightmapScale); let ly = Math.floor(pixel.y / lightmapScale); let lightInt = 0; if (ly >= 0 && ly < lightmap?.length && lx >= 0 && lx < lightmap[0]?.length) { let lm = lightmap[ly][lx].color; lightInt = (lm[0] + lm[1] + lm[2]) / (255 * 3); } let shadeAlpha = (1 - brightness) * 0.7 * Math.max(0.2, 1 - lightInt * 0.8); ctx.globalAlpha = shadeAlpha; ctx.fillStyle = "#000"; ctx.fillRect(pixel.x * pixelSize, pixel.y * pixelSize, pixelSize, pixelSize); }); frameCounter++; } renderPostPixel(applyShadows); // === REALISTIC WATER / LIQUIDS (Waves & Foam on ALL Liquids) === renderEachPixel(function(pixel, ctx) { let el = elements[pixel.element]; if (el && el.state === "liquid") { // Wavy foam surface let time = (pixelTicks * 0.01 + pixel.x * 0.15 + pixel.y * 0.03) % (Math.PI * 2); let waveOffset = Math.sin(time) * 0.35 - 0.15; let foamY = Math.floor(pixel.y + waveOffset); let foamAlpha = 0.6 + Math.sin(time * 1.5) * 0.3; let foamColor = "#e8f4ff"; // Light blue-white foam drawSquare(ctx, foamColor, pixel.x, foamY, 1, foamAlpha * 0.4); // Subtle caustic glow if lit (bonus realism) let lx = Math.floor(pixel.x / lightmapScale); let ly = Math.floor(pixel.y / lightmapScale); if (ly >= 0 && ly < lightmap?.length && lx >= 0 && lx < lightmap[0]?.length) { let lmBright = (lightmap[ly][lx].color[0] + lightmap[ly][lx].color[1] + lightmap[ly][lx].color[2]) / (255 * 3); if (lmBright > 0.2) { let causticAlpha = lmBright * 0.3; let causticX = pixel.x + Math.sin(time * 0.7) * 0.2; let causticY = pixel.y + 0.5 + Math.cos(time * 1.2) * 0.15; drawSquare(ctx, "#00ff88", causticX, causticY, 0.8, causticAlpha); } } } }); // Re-init transparent on element changes (for mods) if (typeof runEveryTick !== 'undefined') { runEveryTick(initTransparent); }