457 lines
17 KiB
JavaScript
457 lines
17 KiB
JavaScript
// 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
|
||
|
||
// ===== WASM LOADER (NON-MODULE VERSION) =====
|
||
let wasmReady = false;
|
||
|
||
// Load embedded WASM script
|
||
if (typeof Module === 'undefined') {
|
||
const script = document.createElement('script');
|
||
// Use absolute path if hosted on GitHub
|
||
script.src = location.origin + location.pathname.replace(/[^/]*$/, '') + 'mods/xVS_cal_wasm.js';
|
||
// Or if same folder: script.src = 'xVS_cal_wasm.js';
|
||
script.onload = () => {
|
||
Module.onRuntimeInitialized = () => {
|
||
wasmReady = true;
|
||
console.log("Realistic System: WASM ready (single-file)");
|
||
};
|
||
};
|
||
script.onerror = () => {
|
||
console.warn("WASM failed – using JS fallback");
|
||
wasmReady = false;
|
||
};
|
||
document.head.appendChild(script);
|
||
}
|
||
|
||
// === LIGHTMAP SYSTEM ===
|
||
var lightmap = [];
|
||
var nextLightmap = [];
|
||
var lightmapScale = 4;
|
||
var lightSourceBoost = 3;
|
||
var falloff = 0.85;
|
||
|
||
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);
|
||
}
|
||
|
||
// === PROPAGATE LIGHTMAP (WASM OR JS) ===
|
||
function propagateLightmap() {
|
||
if (!lightmap[0]) return;
|
||
const width = lightmap[0].length;
|
||
const height = lightmap.length;
|
||
const total = width * height;
|
||
|
||
if (wasmReady && Module) {
|
||
try {
|
||
const inR = new Float32Array(total);
|
||
const inG = new Float32Array(total);
|
||
const inB = new Float32Array(total);
|
||
for (let y = 0; y < height; y++) {
|
||
for (let x = 0; x < width; x++) {
|
||
const idx = y * width + x;
|
||
const c = lightmap[y][x].color;
|
||
inR[idx] = c[0] || 0;
|
||
inG[idx] = c[1] || 0;
|
||
inB[idx] = c[2] || 0;
|
||
}
|
||
}
|
||
|
||
const outR = new Float32Array(total);
|
||
const outG = new Float32Array(total);
|
||
const outB = new Float32Array(total);
|
||
|
||
Module.ccall(
|
||
'propagate_lightmap_f32',
|
||
null,
|
||
['number', 'number', 'number', 'number', 'number', 'number', 'number', 'number', 'number'],
|
||
[
|
||
Module.HEAPF32.subarray(inR.byteOffset / 4, inR.byteOffset / 4 + total),
|
||
Module.HEAPF32.subarray(inG.byteOffset / 4, inG.byteOffset / 4 + total),
|
||
Module.HEAPF32.subarray(inB.byteOffset / 4, inB.byteOffset / 4 + total),
|
||
Module.HEAPF32.subarray(outR.byteOffset / 4, outR.byteOffset / 4 + total),
|
||
Module.HEAPF32.subarray(outG.byteOffset / 4, outG.byteOffset / 4 + total),
|
||
Module.HEAPF32.subarray(outB.byteOffset / 4, outB.byteOffset / 4 + total),
|
||
width, height, falloff
|
||
]
|
||
);
|
||
|
||
for (let y = 0; y < height; y++) {
|
||
for (let x = 0; x < width; x++) {
|
||
const idx = y * width + x;
|
||
nextLightmap[y][x].color = [outR[idx], outG[idx], outB[idx]];
|
||
}
|
||
}
|
||
} catch (e) {
|
||
console.error("WASM light propagation failed", e);
|
||
wasmReady = false;
|
||
return propagateLightmapJS();
|
||
}
|
||
} else {
|
||
return propagateLightmapJS();
|
||
}
|
||
|
||
// Copy next → current
|
||
for (let y = 0; y < height; y++) {
|
||
for (let x = 0; x < width; x++) {
|
||
lightmap[y][x] = {...nextLightmap[y][x]};
|
||
}
|
||
}
|
||
}
|
||
|
||
function propagateLightmapJS() {
|
||
const width = lightmap[0].length;
|
||
const height = lightmap.length;
|
||
const 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;
|
||
for (const n of neighbors) {
|
||
const nx = x + n.dx;
|
||
const ny = y + n.dy;
|
||
if (nx >= 0 && ny >= 0 && nx < width && ny < height) {
|
||
const c = lightmap[ny][nx].color;
|
||
totalColor[0] += c[0];
|
||
totalColor[1] += c[1];
|
||
totalColor[2] += c[2];
|
||
neighborCount++;
|
||
}
|
||
}
|
||
const factor = neighborCount > 0 ? falloff / neighborCount : 0;
|
||
nextLightmap[y][x].color = [
|
||
Math.min(765, Math.max(0, totalColor[0] * factor)),
|
||
Math.min(765, Math.max(0, totalColor[1] * factor)),
|
||
Math.min(765, Math.max(0, totalColor[2] * factor))
|
||
];
|
||
}
|
||
}
|
||
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);
|
||
}
|
||
|
||
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);
|
||
};
|
||
}
|
||
});
|
||
|
||
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);
|
||
|
||
renderPrePixel(function(ctx) {
|
||
if (!paused) propagateLightmap();
|
||
renderLightmap(ctx);
|
||
});
|
||
|
||
if (typeof runAfterReset !== 'undefined') {
|
||
runAfterReset(() => initializeLightmap(width, height));
|
||
} else {
|
||
setTimeout(() => initializeLightmap(width, height), 100);
|
||
}
|
||
|
||
// === SHADOWS (WASM ACCELERATED BLOCKER COUNT) ===
|
||
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);
|
||
}
|
||
});
|
||
["glass", "stained_glass", "glass_shard", "ice", "led"].forEach(t => {
|
||
if (!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 calculateBrightness(pixel) {
|
||
let directNeighbors = 0;
|
||
[[-1,0],[1,0],[0,-1],[0,1]].forEach(([dx,dy]) => {
|
||
if (!isOutOfBounds(pixel.x + dx, pixel.y + dy)) directNeighbors++;
|
||
});
|
||
let outOfBounds = 4 - directNeighbors;
|
||
if (directNeighbors + outOfBounds >= MAX_DIRECT_NEIGHBORS) {
|
||
return adjustBrightness(computeBrightnessFurther(pixel));
|
||
}
|
||
return 1;
|
||
}
|
||
|
||
function computeBrightnessFurther(pixel) {
|
||
if (!wasmReady || !Module) return computeBrightnessFurtherJS(pixel);
|
||
|
||
// Build grid: 0=empty, 1=transparent, 2=opaque
|
||
const lw = Math.min(1000, width); // limit for performance
|
||
const lh = Math.min(1000, height);
|
||
const grid = new Uint8Array(lw * lh);
|
||
for (let y = 0; y < lh; y++) {
|
||
for (let x = 0; x < lw; x++) {
|
||
if (isOutOfBounds(x, y)) {
|
||
grid[y * lw + x] = 2; // treat OOB as opaque
|
||
} else {
|
||
let elName = pixelMap[x]?.[y]?.element;
|
||
if (!elName) grid[y * lw + x] = 0;
|
||
else if (transparentElements.includes(elName)) grid[y * lw + x] = 1;
|
||
else grid[y * lw + x] = 2;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Flatten coords
|
||
const coordsFlat = new Int8Array(FOLLOWUP_COORDS_TO_CHECK.length * 2);
|
||
for (let i = 0; i < FOLLOWUP_COORDS_TO_CHECK.length; i++) {
|
||
coordsFlat[i * 2] = FOLLOWUP_COORDS_TO_CHECK[i][0];
|
||
coordsFlat[i * 2 + 1] = FOLLOWUP_COORDS_TO_CHECK[i][1];
|
||
}
|
||
|
||
const blockers = new Uint8Array(lw * lh);
|
||
try {
|
||
Module.ccall(
|
||
'compute_blockers_u8',
|
||
null,
|
||
['number', 'number', 'number', 'number', 'number', 'number'],
|
||
[
|
||
Module.HEAPU8.subarray(grid.byteOffset, grid.byteOffset + grid.length),
|
||
Module.HEAPU8.subarray(blockers.byteOffset, blockers.byteOffset + blockers.length),
|
||
lw, lh,
|
||
Module.HEAP8.subarray(coordsFlat.byteOffset, coordsFlat.byteOffset + coordsFlat.length),
|
||
FOLLOWUP_COORDS_TO_CHECK.length
|
||
]
|
||
);
|
||
let px = Math.min(pixel.x, lw - 1);
|
||
let py = Math.min(pixel.y, lh - 1);
|
||
let blockerCount = blockers[py * lw + px];
|
||
return 1 - (blockerCount / FOLLOWUP_COORDS_TO_CHECK.length);
|
||
} catch (e) {
|
||
console.warn("WASM shadow failed", e);
|
||
wasmReady = false;
|
||
return computeBrightnessFurtherJS(pixel);
|
||
}
|
||
}
|
||
|
||
function computeBrightnessFurtherJS(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;
|
||
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);
|
||
|
||
// === LIQUID WAVES (pure JS – too tied to rendering) ===
|
||
renderEachPixel(function(pixel, ctx) {
|
||
let el = elements[pixel.element];
|
||
if (el && el.state === "liquid") {
|
||
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";
|
||
drawSquare(ctx, foamColor, pixel.x, foamY, 1, foamAlpha * 0.4);
|
||
|
||
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);
|
||
}
|
||
}
|
||
}
|
||
});
|
||
|
||
if (typeof runEveryTick !== 'undefined') {
|
||
runEveryTick(initTransparent);
|
||
} |