fix water again on android
DramaticShape · 2026-08-02 ·
parent 1a283d6771
fix water again on android
Changed files
lib/VoxelScene.lua | 63 +++++++++++++++++++++++++++++++++++++++------------------------
lib/VoxelState.lua | 27 ++++++++++++++++++++++++---
lib/Water.lua | 26 ++++++++++++++++++++++----
tests/dramatic_shape_test.lua | 8 +++++---
4 files changed, 90 insertions(+), 34 deletions(-)
Diff
diff --git a/lib/VoxelScene.lua b/lib/VoxelScene.lua
index e06036e..529f367 100644
--- a/lib/VoxelScene.lua
+++ b/lib/VoxelScene.lua
@@ -583,7 +583,7 @@ end
-- The overworld's alone: the staged battle draws its water plain, always --
-- its placed camera reads this pass wrong, and a stage set wants painted
-- water anyway (see BattleScene, where the choice is argued).
--- ------- and why the flat draw happens FIRST, every time
+-- ------- and why the flat draw happens FIRST while the world is curved
--
-- The reflective pass writes no depth -- it cannot, the depth canvas is
-- detached for the length of it so the shader can READ it -- and it does its
@@ -592,31 +592,39 @@ end
-- one: WATER IN FRONT OF WATER. Nothing puts water in the depth buffer, so
-- no lake can hide another, and the pass simply paints them in mesh order.
--
--- On flat water that never mattered, because every surface lies in the one
--- plane at its own recessed height and a farther sheet always lands farther
--- down the screen. THE WORLD CURVE ENDS THAT. The bend drops the world by
--- the square of its distance, so the far side of the map swings down and
--- back up into the near field of view -- and a sheet of sea a hundred and
--- fifty tiles away, drawn later in the same mesh, paints straight over the
--- pond at the player's feet. That is the tall grass and the water "from the
--- other side of the map": not a reflection of them, THEM, rasterised on top
--- of the water in front of you.
+-- On a flat world that never matters: every surface lies in the one plane
+-- at its own recessed height, and a farther sheet always lands farther down
+-- the screen. THE WORLD CURVE ENDS THAT. The bend drops the world by the
+-- square of its distance, so the far side of the map swings down and back
+-- up into the near field of view -- and a sheet of sea a hundred and fifty
+-- tiles away, drawn later in the same mesh, paints straight over the pond
+-- at the player's feet. Not a reflection of the far shore: the far shore
+-- itself, rasterised on top of the water in front of you.
--
--- So the meshes go down flat first, through the ordinary scene shader with
--- depth writes on, and the reflective pass draws over the top of what
--- survived. Three things fall out of it and all three are wanted: the depth
--- buffer now holds the water surface, so the pass's own test throws the far
--- sheet away; the reflection COPY holds it too, so a ray grazing another
--- part of the lake reads water rather than the void behind it; and the flat
--- draw is the same fallback this function already ended with, so a frame
--- that cannot run the reflective pass is unchanged.
+-- So WHILE THE CURVE IS ON, the meshes go down flat first, through the
+-- ordinary scene shader with depth writes on, and the reflective pass draws
+-- over the top of what survived: the depth buffer now holds the water
+-- surface, so the pass's own test throws the far sheet away, and the
+-- reflection COPY holds it too, so a ray grazing another part of the lake
+-- reads water rather than the void behind it.
--
--- It costs one more rasterisation of the water meshes. Water is a small
--- share of a frame's triangles and this is the cheapest shader in the mode.
+-- With the curve OFF the prepass is not just unnecessary, it is a LIABILITY,
+-- and it stays off -- the reflective pass tests only against terrain, as it
+-- always did. Painting the surface into the depth texture turns the pass's
+-- test into a comparison of the surface against ITSELF, which asks the two
+-- rasterisations to agree to within interpolation error -- and on mobile
+-- GPUs they don't reliably (that fight is what put the Android port back on
+-- flat water). Confined to the curve there is no regression to reach: the
+-- flat world never had the far-shore bug in the first place.
function VoxelScene.drawWater(draws, cast)
- for _, d in ipairs(draws) do
- Voxel3D.draw(d[1], d[2], d[3])
+ -- prepass only under the bend; see the header
+ local curved = (Voxel3D.curveK or 0) > 0
+ if curved then
+ for _, d in ipairs(draws) do
+ Voxel3D.draw(d[1], d[2], d[3])
+ end
end
+ local plain = not curved
if Water.enabled() and Voxel3D.depthReadable() then
local mirror, depth = Voxel3D.beginWater(cast)
local w, h = Voxel3D.size()
@@ -634,15 +642,22 @@ function VoxelScene.drawWater(draws, cast)
Water.draw(d[1], d[2], d[3])
end
Water.finish()
+ plain = false
end
-- Unconditionally, and OUTSIDE the success branch: beginWater unbinds
-- the shader and the depth mode BEFORE it can discover it cannot go on,
-- so a frame that bails halfway through has to be put back together
-- exactly like one that succeeded -- otherwise every pass after it runs
- -- with no shader and no depth test. (What a bail leaves on screen is the
- -- flat draw above, which is where this function used to end anyway.)
+ -- with no shader and no depth test.
Voxel3D.endWater()
end
+ -- the fallback flat draw -- unless the curve's prepass already put the
+ -- same meshes down, in which case a bailed frame is already whole
+ if plain then
+ for _, d in ipairs(draws) do
+ Voxel3D.draw(d[1], d[2], d[3])
+ end
+ end
end
-- A stamp of everything the sun pass depends on. Nothing in it moving
diff --git a/lib/VoxelState.lua b/lib/VoxelState.lua
index efad2ec..e19b314 100644
--- a/lib/VoxelState.lua
+++ b/lib/VoxelState.lua
@@ -32,8 +32,17 @@ local Voxel = {}
-- Its ANGLE is 35 degrees, the same as the rung of that name. The duplicate
-- in the table is deliberate: the ladder is a list of what each rung LOOKS
-- like, and two rungs may look the same while meaning different things.
-Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75 }
-Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75" }
+--
+-- 1ST is the other rung that is more than an angle: the camera steps off its
+-- orbit entirely and stands in the player's own eyes (lib/FirstPerson.lua),
+-- with free look and free movement. Its ANGLE entry is 75 -- the orbit rung
+-- it hands over from -- because the tween in and out of first person starts
+-- from whatever the orbit shows, and the lowest rung is the one a dive into
+-- a head should start from. Everything angle-derived (the sky's fade, the
+-- billboard lean the blend eases away) reads that 75 while the first-person
+-- rig owns the actual camera.
+Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75, 75 }
+Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75", "1ST" }
Voxel.MAX_LEVEL = #Voxel.ANGLES_DEG - 1
-- the rung FULL sits on, so nothing has to hunt for it by label
@@ -43,6 +52,13 @@ function Voxel.isFull(level)
return (level or Voxel.level) == Voxel.FULL_LEVEL
end
+-- the rung the first-person camera sits on, likewise
+Voxel.FP_LEVEL = 6
+
+function Voxel.isFirstPerson(level)
+ return (level or Voxel.level) == Voxel.FP_LEVEL
+end
+
-- ------- what the hotkey walks
--
-- The ANGLE rungs only, with FULL left out. The key is a display-mode
@@ -51,7 +67,12 @@ end
-- mid-walk, would silently turn the blur to maximum and flatten the horizon
-- with no indication that a keypress had done so. FULL stays on the OPTIONS
-- row, which is where a preset that changes other rows belongs.
-Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5 } -- OFF, 15, 35, 50, 75
+--
+-- 1ST is on the path: it changes the camera and only the camera, which is
+-- exactly what the key promises -- and the key is also the way back OUT of
+-- first person on a keyboard, where the mouse is captured and the OPTIONS
+-- menu is a trip.
+Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5, 6 } -- OFF, 15, 35, 50, 75, 1ST
-- The rung a press moves to from `level`.
--
diff --git a/lib/Water.lua b/lib/Water.lua
index 3bfcf4e..45ecd26 100644
--- a/lib/Water.lua
+++ b/lib/Water.lua
@@ -960,11 +960,29 @@ vec4 effect(mediump vec4 color, Image tex, mediump vec2 tc, mediump vec2 sc) {
// The buffer now holds THIS SURFACE too (VoxelScene draws the water flat
// before the pass that reflects it), which is what makes one lake able to
// hide another -- and it means every fragment here is testing against its
- // own depth. The two draws reach it through different shader programs, so
- // ask for a hair of slack rather than bit-equality: far less than the gap
- // to anything genuinely in front, far more than two compilers disagree by.
+ // own depth. That raises the bar on the fragment's own z: gl_FragCoord is
+ // allowed to be MEDIUMP on GLES (and is, on Adreno), and fp16 near the far
+ // end of the range steps by about half a thousandth -- which the old test
+ // against the terrain far behind the surface never felt, and a comparison
+ // of the surface against itself loses outright. Every fragment failed, the
+ // pass discarded the whole lake, and Android showed the flat draw
+ // underneath. So the depth is recomputed HERE, in highp, from the same
+ // vBent and vp the vertex stage used -- full precision on every driver.
+ //
+ // The slack is sized to what remains after that, which is not rounding:
+ // the buffer holds depth interpolated LINEARLY IN SCREEN SPACE, while the
+ // recomputation projects the perspective-interpolated vBent -- the exact
+ // answer. The two agree at the vertices and drift apart across a quad's
+ // interior, by more the bigger the quad stands on screen; on a phone
+ // (fit scale 6, water quads hundreds of pixels tall) the drift crosses
+ // 1e-5 mid-quad, which discarded the middle of every tile row and looked
+ // like flat water with reflective seams. Anything GENUINELY in front of a
+ // water pixel is whole world units nearer -- upward of 1e-3 in depth --
+ // so 2e-4 clears the drift with room while still catching every occluder.
vec2 uv = sc / love_ScreenSize.xy;
- if (gl_FragCoord.z > Texel(depthTex, uv).r + 1e-5) discard;
+ vec4 selfC = vp * vec4(vBent, 1.0);
+ float selfZ = selfC.z / selfC.w * 0.5 + 0.5;
+ if (selfZ > Texel(depthTex, uv).r + 2e-4) discard;
// THE COLUMN THIS FRAGMENT IS LOOKING AT. Every water pixel is a bar of
// its own standing a whole number of pixels tall, and the ray decides
diff --git a/tests/dramatic_shape_test.lua b/tests/dramatic_shape_test.lua
index a832e15..703763a 100644
--- a/tests/dramatic_shape_test.lua
+++ b/tests/dramatic_shape_test.lua
@@ -1924,9 +1924,11 @@ T.check(plain:find("sc / love_ScreenSize.xy", 1, true) ~= nil,
-- the world curve drops the far side of the map into the near field of view,
-- and a sea a hundred and fifty tiles away came out rasterised on top of the
-- pond at the player's feet, tall grass and all.
-T.check(plain:find("Texel(depthTex, uv).r + 1e-5", 1, true) ~= nil,
- "with a hair of slack, because every water fragment is now testing "
- .. "against its own depth through a second shader program")
+T.check(plain:find("vec4 selfC = vp * vec4(vBent, 1.0)", 1, true) ~= nil
+ and plain:find("Texel(depthTex, uv).r + 2e-4", 1, true) ~= nil,
+ "testing a HIGHP recomputed depth (gl_FragCoord.z is mediump on mobile "
+ .. "GLES -- fp16 loses a self-comparison outright) with slack covering "
+ .. "the buffer's screen-linear interpolation drift across big quads")
T.check(VoxelScene.drawWater ~= nil, "and the flat draw that puts it there")
-- ------- the lift itself