DramaticShapeVoxelMod archival mirror · read-only
lib/ForestAtmos.lua

ForestAtmos.lua

lib/ForestAtmos.lua32.8 KB100644884f671dbc
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886
-- The air under the canopy: fog, god rays, and what drifts through them.
--
-- Some maps have an ATMOSPHERE (data/map_atmosphere.lua -- Viridian Forest
-- today, any map that adds a line tomorrow): a ground haze the scene shader
-- folds every surface into (see Voxel3D.fog), and VOLUMETRIC light let down
-- through an INVISIBLE canopy hanging above the map's real trees, as if the
-- carved hulls on screen were only the understorey of something taller.
--
-- The rays are not placed geometry. A fullscreen pass marches every
-- pixel's eye ray through the air, stops at the frame's own depth buffer
-- (the same detach-and-read Water runs), and asks two questions of every
-- step of air on the way:
--
--   * the SUN'S question -- the shadow map. Air behind a tree hull is
--     dark air; air in a real gap glows. A trunk stands in a column of
--     its own shade, a character walks through the beams and blocks
--     them, and every shaft on screen agrees with the light already on
--     the floor, because it is read from the same map.
--
--   * the CANOPY'S question -- where this thread of sun pierced the
--     invisible leaf layer. Every step of air on one sun ray shares that
--     point, which is what makes a shaft a SHAFT, and the point samples
--     a wind-blown noise field: the dapple drifts and shivers like
--     leaves moving overhead, opening and closing the beams as it goes.
--
-- The shafts lean along the fixed noon shear, deliberately: a canopy
-- map's rig is pinned to noon (see DayNight.CANOPY), so light that
-- followed the sun's arc would part company with every shadow on the
-- floor. What follows the clock is colour and strength -- gold spears of
-- sun by day, silver moon rays after dark, dying back through the
-- twilights -- plus the crew each shift brings: pollen adrift in the
-- day's beams, fireflies once they cool. A forward-scattering phase term
-- brightens the beams for a camera looking up into the light, which is
-- most of what makes them read as light in air rather than paint on it.
--
-- Everything is deterministic: placement and the leaf field are dealt by
-- a seeded xorshift (StadiumFx's generator), motion is a pure function
-- of one `time` uniform, so a pinned ForestAtmos.time reproduces a frame
-- exactly (see tests/forest_fog_shots). Every shader compiles lazily
-- behind pcall -- nil untried, false unavailable -- and each refusal
-- subtracts only itself: no march without readable depth, no beams
-- without a shadow map, and the fog rides the scene shader whatever
-- happens here.

local V = ...

local DayNight = V.require("DayNight")
local ModSetting = V.require("ModSetting")

local floor, sqrt, min, max = math.floor, math.sqrt, math.min, math.max

local ForestAtmos = {}

-- The viewport, as both shaders here take it (see Voxel3D.cull: the field
-- is set for a headset's diorama frame and for an orbit rung's window box,
-- and nil for every other, where kind 0 means "no cut"). Read through
-- V.require rather than held as an upvalue because this file loads before
-- Voxel3D on some paths.
local function cullAt()
  local c = V.require("Voxel3D").cull
  return c and { c.x, c.y, c.z } or { 0, 0, 0 }
end

local function cullShape()
  local c = V.require("Voxel3D").cull
  return c and { c.r, c.invFade, c.kind } or { 0, 0, 0 }
end

local function cullRect()
  local c = V.require("Voxel3D").cull
  return c and { c.rx or c.r, c.rz or c.r } or { 0, 0 }
end

-- FULL is the point; LOW halves the march and drops the particles, for
-- hardware that minds a per-pixel loop under 4X supersampling.
--
-- On ANDROID the ladder itself is shorter: LOW and OFF, with LOW the
-- default. The march needs a depth texture it can READ, and no driver on
-- the phones this runs on has granted one (see newDepth in Voxel3D) --
-- so FULL would be a rung with nothing behind it, which reads as a
-- broken mod rather than a missing feature. LOW there is the haze, the
-- one part of the atmosphere that rides the scene shader and works
-- everywhere. A desktop save opened on a phone stores FULL still;
-- ModSetting's unknown-value fallback lands it on LOW, and putting the
-- save back on the desktop restores the choice.
local function onAndroid()
  if not (love and love.system and love.system.getOS) then return false end
  local ok, os = pcall(love.system.getOS)
  return ok and os == "Android"
end

ForestAtmos.setting = onAndroid()
  and ModSetting.new("atmos", "FOREST FX", { "low", "off" },
                     { "LOW", "OFF" })
  or ModSetting.new("atmos", "FOREST FX", { "full", "low", "off" },
                    { "FULL", "LOW", "OFF" })

-- the animation clock: ticked by main.lua's always-running update hook,
-- pinnable (frozen = true) so a screenshot driver can hold a frame still
ForestAtmos.time = 0
ForestAtmos.frozen = false

function ForestAtmos.update(dt)
  if ForestAtmos.frozen then return end
  ForestAtmos.time = ForestAtmos.time + (dt or 0)
end

-- ------- the authored table
--
-- Same shape as BattleArena's: the data file behind a pcall with a false
-- sentinel, and an overrides table a tuning driver can stage a candidate
-- through before anything is written down. `~= nil` on the override,
-- because false is meaningful -- "this map has no atmosphere, whatever
-- the file says".

local authored = nil
local overrides = {}

local function configFor(mapId)
  if not mapId then return nil end
  local forced = overrides[mapId]
  if forced ~= nil then return forced or nil end
  if authored == nil then
    local ok, list = pcall(V.data, "map_atmosphere")
    authored = (ok and type(list) == "table") and list or false
  end
  if not authored then return nil end
  return authored[mapId]
end

ForestAtmos.configFor = configFor

-- ------- caches
--
-- Particle layouts and meshes go stale with the map (map.reloaded, and
-- the pipeline's invalidate); called with no map id this also resets the
-- shader and texture sentinels, which is what a lost GL context needs.

local layoutCache = {}
local meshCache = {}
local shaders = {}            -- keyed by variant; nil untried, false refused
local leafTex = nil           -- the tiling leaf-dapple field
local rayMesh = nil           -- the fullscreen ray-fan quad, re-aimed per draw

-- Every bail here is deliberate and silent on screen -- a missing piece
-- subtracts itself, never the frame -- but "the beams are off" and "the
-- beams are off BECAUSE ..." are different debugging days. Each reason
-- is said once on the console, the way VR reports a missing runtime.
local said = {}
local function say(key, msg)
  if said[key] then return end
  said[key] = true
  print("[DRAMATIC_SHAPE] atmos: " .. msg)
end

function ForestAtmos.invalidate(mapId)
  if mapId then
    layoutCache[mapId] = nil
    meshCache[mapId] = nil
  else
    layoutCache, meshCache = {}, {}
    shaders = {}
    leafTex = nil
    rayMesh = nil
  end
end

function ForestAtmos.setOverride(mapId, entry)
  overrides[mapId] = entry
  ForestAtmos.invalidate(mapId)
end

-- ------- the hour's answer
--
-- One ramp, authored per phase and blended with DayNight's own weights,
-- so the fog and the rays can never disagree about what hour it is. The
-- two interact three ways: the fog colour leans toward the ray colour
-- (noon warms the haze, midnight silvers it), the rays scale with the
-- fog's density (a beam IS lit fog -- less medium, less beam), and the
-- march accumulates through the same density the surfaces sink into.

ForestAtmos.RAMP = {
  day    = { fog = { 0.78, 0.86, 0.70 }, ray = { 1.00, 0.93, 0.70 },
             alpha = 0.55, density = 1.00, motes = 1.0, flies = 0.0 },
  golden = { fog = { 0.84, 0.76, 0.58 }, ray = { 1.00, 0.85, 0.55 },
             alpha = 0.35, density = 1.00, motes = 0.6, flies = 0.0 },
  dawn   = { fog = { 0.80, 0.70, 0.66 }, ray = { 1.00, 0.80, 0.62 },
             alpha = 0.20, density = 1.05, motes = 0.3, flies = 0.25 },
  dusk   = { fog = { 0.78, 0.66, 0.58 }, ray = { 1.00, 0.76, 0.55 },
             alpha = 0.20, density = 1.05, motes = 0.2, flies = 0.5 },
  violet = { fog = { 0.52, 0.50, 0.66 }, ray = { 0.82, 0.80, 1.00 },
             alpha = 0.25, density = 1.10, motes = 0.0, flies = 1.0 },
  night  = { fog = { 0.34, 0.40, 0.56 }, ray = { 0.72, 0.80, 1.00 },
             alpha = 0.40, density = 1.15, motes = 0.0, flies = 1.0 },
}

-- The frame's atmosphere for `map` at clock `t` (defaulting to now), or
-- nil -- no entry, or the row is OFF -- in which case nothing is drawn
-- and Voxel3D.fog should be left nil.
function ForestAtmos.frame(map, t)
  if ForestAtmos.setting:get() == "off" then return nil end
  local cfg = configFor(map and map.id)
  if not cfg then return nil end
  local mix = DayNight.mix(t or DayNight.time())
  local fr, fg, fb, rr, rg, rb = 0, 0, 0, 0, 0, 0
  local alpha, dens, motes, flies = 0, 0, 0, 0
  for name, w in pairs(mix) do
    local p = ForestAtmos.RAMP[name] or ForestAtmos.RAMP.day
    fr, fg, fb = fr + p.fog[1] * w, fg + p.fog[2] * w, fb + p.fog[3] * w
    rr, rg, rb = rr + p.ray[1] * w, rg + p.ray[2] * w, rb + p.ray[3] * w
    alpha = alpha + p.alpha * w
    dens = dens + p.density * w
    motes = motes + p.motes * w
    flies = flies + p.flies * w
  end
  -- the haze takes on a little of the light standing in it
  local LEAN = 0.15
  fr = fr + (rr - fr) * LEAN
  fg = fg + (rg - fg) * LEAN
  fb = fb + (rb - fb) * LEAN
  local base = cfg.fog or {}
  local rays = cfg.rays or {}
  return {
    -- in exactly the shape Voxel3D.fog takes, so callers assign it whole
    fog = { color = { fr, fg, fb },
            density = (base.density or 0) * dens,
            start = base.start or 0,
            heightK = base.heightK or 0 },
    rayColor = { rr, rg, rb },
    -- a beam is scattered fog: less medium, less beam
    rayAlpha = alpha * (0.4 + 0.6 * min(dens, 1)),
    rayStrength = rays.strength or 12,
    rayReach = rays.reach or 380,
    moteLevel = motes,
    fireflyLevel = flies,
    cfg = cfg,
  }
end

-- ------- deterministic noise
--
-- The same written-out xorshift StadiumFx runs (see the note there on why
-- not LuaJIT's `bit`): the particle deal and the leaf field must come out
-- identical on every machine and every visit.

local function bxor32(a, b)
  local r, p = 0, 1
  for _ = 1, 32 do
    local x, y = a % 2, b % 2
    if x ~= y then r = r + p end
    a, b, p = floor(a / 2), floor(b / 2), p * 2
  end
  return r
end

local Rng = {}
Rng.__index = Rng

local function newRng(seed)
  local s = seed % 0x100000000
  if s == 0 then s = 0x9E3779B9 end
  return setmetatable({ s = s }, Rng)
end

function Rng:next()
  local x = self.s
  x = bxor32(x, (x % 0x80000) * 0x2000)               -- x ^= (x << 13)
  x = bxor32(x, floor(x / 0x20000))                   -- x ^= x >> 17
  x = bxor32(x, (x % 0x8000000) * 0x20)               -- x ^= (x << 5)
  self.s = x % 0x100000000
  return self.s
end

function Rng:unit()
  return self:next() / 0x100000000
end

-- bilinear value noise on a torus (StadiumFx's), so the leaf field tiles
local function lattice(rng, w, h)
  local g = {}
  for y = 1, h do
    local row = {}
    for x = 1, w do row[x] = rng:unit() end
    g[y] = row
  end
  return g
end

local function smoothstep01(t)
  return t * t * (3 - 2 * t)
end

local function torus(grid, w, h, x, y)
  local x0, y0 = floor(x), floor(y)
  local fx, fy = smoothstep01(x - x0), smoothstep01(y - y0)
  local x1, y1 = (x0 + 1) % w, (y0 + 1) % h
  x0, y0 = x0 % w, y0 % h
  local a = grid[y0 + 1][x0 + 1]
  local b = grid[y0 + 1][x1 + 1]
  local c = grid[y1 + 1][x0 + 1]
  local d = grid[y1 + 1][x1 + 1]
  return (a + (b - a) * fx) + ((c + (d - c) * fx) - (a + (b - a) * fx)) * fy
end

-- ------- the leaf field
--
-- One small tiling texture of three-octave value noise, generated once
-- from a fixed seed: the pattern of the unseen foliage. The shader reads
-- it at two drifting, differently-scaled offsets and thresholds the sum,
-- so the pools of light between the leaves slide, open and close -- the
-- movement is the WIND's, all in the sampling; the cloth itself never
-- changes, which is what keeps a pinned frame reproducible.

local function leafTexture()
  if leafTex ~= nil then return leafTex or nil end
  if not (love and love.image and love.image.newImageData
          and love.graphics and love.graphics.newImage) then
    leafTex = false
    return nil
  end
  local ok, tex = pcall(function()
    local N = 128
    local rng = newRng(0x1EAF)
    local g1 = lattice(rng, 8, 8)
    local g2 = lattice(rng, 16, 16)
    local g3 = lattice(rng, 32, 32)
    local img = love.image.newImageData(N, N)
    for y = 0, N - 1 do
      local v = y / N
      for x = 0, N - 1 do
        local u = x / N
        local n = torus(g1, 8, 8, u * 8, v * 8) * 0.5
                + torus(g2, 16, 16, u * 16, v * 16) * 0.3
                + torus(g3, 32, 32, u * 32, v * 32) * 0.2
        img:setPixel(x, y, n, n, n, 1)
      end
    end
    local t = love.graphics.newImage(img)
    t:setWrap("repeat", "repeat")
    t:setFilter("linear", "linear")
    return t
  end)
  leafTex = (ok and tex) or false
  return leafTex or nil
end

-- ------- placement (the particles; the light places itself)

local MARGIN = 24     -- keep off the map's edge, world px

function ForestAtmos.layout(cfg, w, h)
  local rng = newRng((cfg.seed or 0x51D))
  local canopy = cfg.canopyY or 56
  local motes = {}
  for _ = 1, (cfg.motes and cfg.motes.count) or 0 do
    motes[#motes + 1] = {
      x = MARGIN + rng:unit() * max(w - 2 * MARGIN, 1),
      y = 3 + rng:unit() * max(canopy - 11, 8),
      z = MARGIN + rng:unit() * max(h - 2 * MARGIN, 1),
      phase = rng:unit() * 6.2832,
      rate = 0.5 + rng:unit(),
    }
  end
  local flies = {}
  for _ = 1, (cfg.fireflies and cfg.fireflies.count) or 0 do
    flies[#flies + 1] = {
      x = MARGIN + rng:unit() * max(w - 2 * MARGIN, 1),
      y = 3 + rng:unit() * 12,
      z = MARGIN + rng:unit() * max(h - 2 * MARGIN, 1),
      phase = rng:unit() * 6.2832,
      rate = 0.5 + rng:unit(),
    }
  end
  return { motes = motes, flies = flies }
end

-- A map is width x height BLOCKS of 4x4 tiles of 8 pixels -- times 32
-- for world pixels (the same arithmetic Structures runs in tiles).
local function layoutFor(map)
  local hit = layoutCache[map.id]
  if hit ~= nil then return hit or nil end
  local cfg = configFor(map.id)
  if not cfg then
    layoutCache[map.id] = false
    return nil
  end
  local def = map.def or {}
  local L = ForestAtmos.layout(cfg, (def.width or 16) * 32,
                               (def.height or 16) * 32)
  layoutCache[map.id] = L
  return L
end

ForestAtmos.layoutFor = layoutFor

-- ------- the volumetric march
--
-- A fullscreen quad whose four corners carry the camera's own frustum
-- rays; the varying interpolates them into a world ray per pixel. The
-- pixel stage walks that ray to the depth buffer's surface, and every
-- step of air on the way is lit or not by the shadow map and the leaf
-- field, accumulated through the same haze the surfaces sink into.
--
-- Conventions copied from Water's march: the ray walks the FLAT world
-- (the space it is straight in) and every depth compare bends the sample
-- first, by the same displacement the vertex stage applies -- so the
-- march reads the depth buffer it actually has. The shadow lookup stays
-- flat, exactly like the scene shader's own vSun. STEPS is spliced into
-- the source rather than sent (the LOW rung is a second compile), and
-- there are no uniform arrays anywhere -- see the note in Sky about the
-- Android driver that reads them as zero.

local RAY_SHADER = [[
  varying vec3 vRay;
#ifdef VERTEX
  attribute vec3 RayDir;
  vec4 position(mat4 transform_projection, vec4 vertex_position) {
    vRay = RayDir;
    return transform_projection * vertex_position;
  }
#endif
#ifdef PIXEL
  uniform Image depthTex;    // the frame's own depth, detached to read
  uniform Image sunMap;      // the sun's answer (see ShadowMap)
  uniform Image leafTex;     // the unseen foliage, tiling
  uniform mat4 vp;
  uniform mat4 sunVP;
  uniform float sunBias;
  uniform vec3 eye;
  uniform vec3 curve;        // xy = the focus in world XZ, z = k; 0 = off
  uniform vec2 screen;       // canvas size, for the pixel's own uv
  uniform vec4 fogW;         // density, heightK, canopyY, fadeTo
  uniform vec3 shear;        // the noon shear kx, kz; z = reach
  uniform vec3 rayColor;
  uniform float strength;
  uniform vec3 sunward;      // unit, toward the unseen sun
  uniform vec2 wind;         // leaf-field drift, uv per second
  uniform float time;
  // the viewport, as the scene shader takes it (see Voxel3D): air outside
  // the model is not air, so a sample out there contributes nothing and
  // the beams end with the world they fall through
  uniform vec3 cullAt;
  uniform vec3 cullShape;
  uniform vec2 cullRect;     // the box's half-extents in x and z

  float dioramaCull(vec3 p) {
    if (cullShape.z <= 0.5) return 1.0;
    vec3 cd = p - cullAt;
    float inside;
    if (cullShape.z < 1.5) {                 // the box
      inside = min(cullRect.x - abs(cd.x), cullRect.y - abs(cd.z));
    } else if (cullShape.z < 2.5) {
      inside = cullShape.x - length(cd);     // the ball
    } else {
      inside = cullShape.x - length(cd.xz);  // the fight's pillar
    }
    return clamp(inside * cullShape.y, 0.0, 1.0);
  }

  float sunDepth(vec2 uv) {
    vec4 c = Texel(sunMap, uv);
    return c.r + c.g * (1.0 / 255.0);
  }

  vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
    vec2 uv = sc / screen;
    float sceneD = Texel(depthTex, uv).r;
    vec3 dir = normalize(vRay);
    // Spend every sample where a sample can glow. Above the canopy no
    // beam exists, and below the floor there is no air at all -- so the
    // march runs from where this ray first dips under the leaves to
    // where it would pass the ground, however long or short that
    // stretch is. From the orbit camera that is the last few dozen
    // pixels of a mostly-vertical ray, and dividing the WHOLE reach by
    // the step count there starved the beams to nothing.
    float t0 = 0.0;
    if (eye.y > fogW.z) {
      if (dir.y >= -0.01) return vec4(0.0);
      t0 = (eye.y - fogW.z) / -dir.y;
    }
    float tEnd = shear.z;
    if (dir.y < -0.01) {
      tEnd = min(tEnd, (eye.y + 8.0) / -dir.y);
    }
    if (tEnd <= t0) return vec4(0.0);
    // interleaved gradient noise staggers neighbouring pixels' steps,
    // which is what turns 20-odd samples into a smooth volume instead
    // of an onion of banded slices
    float jitter = fract(52.9829189
                         * fract(dot(sc, vec2(0.06711056, 0.00583715))));
    float dt = (tEnd - t0) / float(STEPS);
    // HALF the fog's own extinction, on the way in and per step: the
    // full rate is what the surfaces sink by, and beams that obeyed it
    // too died before the orbit camera ever saw them. Half keeps the
    // depth cue and leaves the light alive.
    float trans = exp(-fogW.x * 0.5 * t0);
    float acc = 0.0;
    for (int i = 0; i < STEPS; i++) {
      float t = t0 + (float(i) + jitter) * dt;
      vec3 p = eye + dir * t;
      // stop at the surface: bend the sample the way the geometry bent
      vec2 cd = p.xz - curve.xy;
      vec4 c = vp * vec4(p.x, p.y - dot(cd, cd) * curve.z, p.z, 1.0);
      if (c.w <= 1e-6) break;
      if (c.z / c.w * 0.5 + 0.5 > sceneD) break;
      if (p.y < fogW.z) {
        // the sun's question: is this air behind a tree? Outside the
        // frustum nothing was recorded and the air counts as lit, eased
        // at the rim exactly like the scene shader's shadows
        float lit = 1.0;
        vec3 su = (sunVP * vec4(p, 1.0)).xyz;
        if (su.x > 0.0 && su.x < 1.0 && su.y > 0.0 && su.y < 1.0
            && su.z < 1.0) {
          vec2 e2 = min(su.xy, 1.0 - su.xy);
          float edge = smoothstep(0.0, 0.06, min(e2.x, e2.y));
          lit = mix(1.0, step(su.z - sunBias, sunDepth(su.xy)), edge);
        }
        // the canopy's question: where did this thread of light pierce
        // the leaves? Every step of air on one sun ray shares the
        // answer -- that shared point is what makes a shaft a shaft --
        // and the two drifting reads of the field are the wind moving
        // the foliage overhead, opening and closing the beams
        float up = fogW.z - p.y;
        vec2 gap = (p.xz - shear.xy * up) * (1.0 / 96.0);
        float n = Texel(leafTex, gap + wind * time).r * 0.65
                + Texel(leafTex, gap * 2.3 - wind * (time * 0.7)
                        + vec2(0.37, 0.61)).r * 0.35;
        float dapple = 0.08 + 0.92 * smoothstep(0.45, 0.85, n);
        // the beam fades IN below the invisible canopy, thins with
        // altitude like the haze it is made of, and kisses the floor
        float y = max(p.y, 0.0);
        float fadeIn = clamp(up / max(fogW.z - fogW.w, 1.0), 0.0, 1.0);
        float foot = 0.55 + 0.45 * clamp(y / 16.0, 0.0, 1.0);
        float dens = fogW.x * exp(-y * fogW.y);
        acc += trans * lit * dapple * fadeIn * foot * dens * dt
               * dioramaCull(p);
      }
      trans *= exp(-fogW.x * 0.5 * dt);
    }
    // forward scattering: beams bloom for a camera looking up into the
    // light, which is most of what makes them read as light IN air
    float phase = 0.35 + 0.65 * pow(max(dot(dir, sunward), 0.0), 6.0);
    return vec4(rayColor * (acc * strength * phase), 1.0) * color;
  }
#endif
]]

local function rayShaderFor(steps)
  local key = "ray" .. steps
  local s = shaders[key]
  if s ~= nil then return s or nil end
  if not (love and love.graphics and love.graphics.newShader) then
    shaders[key] = false
    return nil
  end
  local src = "#define STEPS " .. steps .. "\n" .. RAY_SHADER
  local ok, sh = pcall(love.graphics.newShader, src)
  if not ok then
    say(key, "ray shader refused -- beams off, fog stays: "
        .. tostring(sh))
  end
  shaders[key] = (ok and sh) or false
  return shaders[key] or nil
end

local RAY_FORMAT = {
  { "VertexPosition", "float", 2 },
  { "RayDir", "float", 3 },
}

-- The camera's frustum corners, from the same fields every pass sets:
-- eye, focus, fovY, and the placed camera's up when there is one (VR
-- eyes roll; the orbit never does). Interpolating a corner ray across
-- the quad IS the standard reconstruction for a perspective camera, so
-- this works identically for the orbit, first person and both eyes.
local function rayQuad(Voxel3D, w, h)
  local e, fo, fov = Voxel3D.eye, Voxel3D.focus, Voxel3D.fovY
  if not (e and fo and fov) then return nil end
  local fx, fy, fz = fo[1] - e[1], fo[2] - e[2], fo[3] - e[3]
  local fl = sqrt(fx * fx + fy * fy + fz * fz)
  if fl < 1e-6 then return nil end
  fx, fy, fz = fx / fl, fy / fl, fz / fl
  local cam = Voxel3D.camera
  local up = (cam and cam.up) or { 0, 1, 0 }
  -- right = forward x up, then a true up perpendicular to both
  local rx = fy * up[3] - fz * up[2]
  local ry = fz * up[1] - fx * up[3]
  local rz = fx * up[2] - fy * up[1]
  local rl = sqrt(rx * rx + ry * ry + rz * rz)
  if rl < 1e-6 then return nil end
  rx, ry, rz = rx / rl, ry / rl, rz / rl
  local ux = ry * fz - rz * fy
  local uy = rz * fx - rx * fz
  local uz = rx * fy - ry * fx
  local hh = math.tan(fov * 0.5)
  local hw = hh * (w / h)
  -- canvas row 0 is the TOP of the frame, which is the +up corner
  local function corner(su, sv)
    return fx + rx * hw * su + ux * hh * sv,
           fy + ry * hw * su + uy * hh * sv,
           fz + rz * hw * su + uz * hh * sv
  end
  local x0, y0, z0 = corner(-1, 1)
  local x1, y1, z1 = corner(1, 1)
  local x2, y2, z2 = corner(1, -1)
  local x3, y3, z3 = corner(-1, -1)
  local verts = {
    { 0, 0, x0, y0, z0 },
    { w, 0, x1, y1, z1 },
    { w, h, x2, y2, z2 },
    { 0, h, x3, y3, z3 },
  }
  if not rayMesh then
    local ok, mesh = pcall(love.graphics.newMesh, RAY_FORMAT, verts,
                           "fan", "stream")
    rayMesh = ok and mesh or nil
    return rayMesh
  end
  local ok = pcall(rayMesh.setVertices, rayMesh, verts)
  return ok and rayMesh or nil
end

-- ------- the particles

local PART_SHADER = [[
  varying vec2 vCorner;
  varying float vGlow;
#ifdef VERTEX
  uniform mat4 vp;
  uniform vec3 curve;
  uniform vec3 cullAt;     // the viewport (see Voxel3D.cull): a mote
  uniform vec3 cullShape;  // outside the model is not in the air
  uniform vec2 cullRect;   // the box's half-extents in x and z
  uniform vec3 axisR;      // the camera's right, world space
  uniform vec3 axisU;      // and its up: the billboard's own frame
  uniform float time;
  uniform float size;
  uniform vec2 sway;       // wander amplitude: horizontal, vertical
  uniform float blinky;    // 0 = steady motes, 1 = blinking fireflies
  attribute vec4 AtmosData;    // corner x, corner y, phase, rate
  vec4 position(mat4 transform_projection, vec4 vertex_position) {
    float ph = AtmosData.z;
    float rt = AtmosData.w;
    float t = time * (0.5 + rt);
    // bounded wander only -- three incommensurate sines, so nothing ever
    // walks off the map or needs a CPU tick to bring it home
    vec3 base = vertex_position.xyz + vec3(
      sin(t * 0.23 + ph) * sway.x,
      sin(t * 0.17 + ph * 2.7) * sway.y,
      cos(t * 0.19 + ph * 1.3) * sway.x);
    float s = 0.5 + 0.5 * sin(t * 1.6 + ph * 9.0);
    vGlow = mix(1.0, smoothstep(0.35, 0.75, s), blinky);
    // a whole mote at once: these are points, so the rim can dim them
    // rather than having to cut one in half
    if (cullShape.z > 0.5) {
      vec3 cd = base - cullAt;
      float inside;
      if (cullShape.z < 1.5) {
        inside = min(cullRect.x - abs(cd.x), cullRect.y - abs(cd.z));
      } else if (cullShape.z < 2.5) {
        inside = cullShape.x - length(cd);
      } else {
        inside = cullShape.x - length(cd.xz);
      }
      vGlow *= clamp(inside * cullShape.y, 0.0, 1.0);
    }
    vCorner = AtmosData.xy;
    vec4 w = vec4(base + axisR * (AtmosData.x * size)
                       + axisU * (AtmosData.y * size), 1.0);
    if (curve.z > 0.0) {
      vec2 cd = w.xz - curve.xy;
      w.y -= dot(cd, cd) * curve.z;
    }
    return vp * w;
  }
#endif
#ifdef PIXEL
  uniform vec3 dotColor;
  uniform float level;
  vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
    float d = dot(vCorner, vCorner);
    float glow = max(0.0, 1.0 - d);
    glow *= glow;
    return vec4(dotColor, glow * level * vGlow) * color;
  }
#endif
]]

local function partShader()
  local s = shaders.part
  if s ~= nil then return s or nil end
  if not (love and love.graphics and love.graphics.newShader) then
    shaders.part = false
    return nil
  end
  local ok, sh = pcall(love.graphics.newShader, PART_SHADER)
  shaders.part = (ok and sh) or false
  return shaders.part or nil
end

local PART_FORMAT = {
  { "VertexPosition", "float", 3 },
  { "AtmosData", "float", 4 },
}

local CORNERS = { { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 } }

local function pushQuad(map, n)
  local b = n * 4
  map[#map + 1] = b + 1
  map[#map + 1] = b + 2
  map[#map + 1] = b + 3
  map[#map + 1] = b + 1
  map[#map + 1] = b + 3
  map[#map + 1] = b + 4
end

local function buildPartMesh(points)
  if #points == 0 then return nil end
  local verts, indices = {}, {}
  for i = 1, #points do
    local p = points[i]
    for c = 1, 4 do
      verts[#verts + 1] = { p.x, p.y, p.z,
                            CORNERS[c][1], CORNERS[c][2], p.phase, p.rate }
    end
    pushQuad(indices, i - 1)
  end
  local ok, mesh = pcall(love.graphics.newMesh, PART_FORMAT, verts,
                         "triangles", "static")
  if not ok then return nil end
  pcall(mesh.setVertexMap, mesh, indices)
  return mesh
end

local function meshesFor(map, L)
  local hit = meshCache[map.id]
  if hit then return hit end
  local M = {
    motes = buildPartMesh(L.motes),
    flies = buildPartMesh(L.flies),
  }
  meshCache[map.id] = M
  return M
end

local MOTE_COLOR = { 1.0, 0.96, 0.78 }
local FLY_COLOR = { 0.72, 1.0, 0.45 }

-- The billboard frame: the camera's own right and up, from the same
-- fields every pass sets (per VR eye too -- drawScene runs per eye and
-- reads the eye's camera). Degenerate looks answer nil and the
-- particles sit this one out.
local function billboardAxes(Voxel3D)
  local e, fo = Voxel3D.eye, Voxel3D.focus
  if not (e and fo) then return nil end
  local lx, ly, lz = fo[1] - e[1], fo[2] - e[2], fo[3] - e[3]
  local ll = sqrt(lx * lx + ly * ly + lz * lz)
  if ll < 1e-6 then return nil end
  lx, ly, lz = lx / ll, ly / ll, lz / ll
  local rx, rz = -lz, lx
  local rl = sqrt(rx * rx + rz * rz)
  if rl < 1e-4 then return nil end
  rx, rz = rx / rl, rz / rl
  return { rx, 0, rz }, { -rz * ly, rz * lx - rx * lz, rx * ly }
end

-- ------- the draw
--
-- Inside the scene pass, in VoxelScene's prop slot. The march borrows
-- the frame's depth through Voxel3D.beginWater -- the same detach Water
-- runs -- and hand-tests every step against it, so the pass itself needs
-- no depth attachment; the particles come after, depth-tested additive
-- geometry like the Stadium flames. Anything missing -- no entry, OFF, a
-- refused shader, no readable depth, no shadow map -- subtracts only
-- itself.
function ForestAtmos.draw(map)
  local rung = ForestAtmos.setting:get()
  if rung == "off" then return end
  local f = ForestAtmos.frame(map)
  if not f then return end
  local Voxel3D = V.require("Voxel3D")
  local ShadowMap = V.require("ShadowMap")

  if f.rayAlpha > 0.01 then
    if not Voxel3D.depthReadable() then
      say("depth", "no readable depth this frame -- beams off, fog stays")
      return
    end
    -- no beams without the sun's own pass: uvVP is only the world -> map
    -- transform while a shadow map is actually standing
    local sunTex = ShadowMap.active() and ShadowMap.texture()
    if not sunTex then
      say("sun", "no shadow map standing -- beams off, fog stays")
    end
    local leaf = leafTexture()
    if not leaf then
      say("leaf", "leaf field would not build -- beams off, fog stays")
    end
    local sh = rayShaderFor(rung == "low" and 12 or 24)
    local w, h = Voxel3D.size()
    local quad = (sh and sunTex and leaf and w) and rayQuad(Voxel3D, w, h)
    if sh and sunTex and leaf and w and not quad then
      say("quad", "no camera frame for the ray fan -- beams off")
    end
    if quad then
      local _, depth = Voxel3D.beginWater(nil)
      if depth then
        say("on", "volumetric beams running")
        local kx, kz = DayNight.shearAt(DayNight.T.day)
        local kl = sqrt(kx * kx + kz * kz + 1)
        love.graphics.setBlendMode("add", "alphamultiply")
        love.graphics.setShader(sh)
        pcall(sh.send, sh, "depthTex", depth)
        pcall(sh.send, sh, "sunMap", sunTex)
        pcall(sh.send, sh, "leafTex", leaf)
        pcall(sh.send, sh, "vp", "row", Voxel3D.vp)
        pcall(sh.send, sh, "sunVP", "row", ShadowMap.uvVP)
        pcall(sh.send, sh, "sunBias", ShadowMap.bias)
        pcall(sh.send, sh, "eye", Voxel3D.eye)
        pcall(sh.send, sh, "curve",
              { Voxel3D.curveX or 0, Voxel3D.curveZ or 0,
                Voxel3D.curveK or 0 })
        pcall(sh.send, sh, "cullAt", cullAt())
        pcall(sh.send, sh, "cullShape", cullShape())
        pcall(sh.send, sh, "cullRect", cullRect())
        pcall(sh.send, sh, "screen", { w, h })
        pcall(sh.send, sh, "fogW",
              { f.fog.density, f.fog.heightK,
                f.cfg.canopyY or 56, f.cfg.fadeTo or 28 })
        pcall(sh.send, sh, "shear", { kx, kz, f.rayReach })
        pcall(sh.send, sh, "rayColor", f.rayColor)
        pcall(sh.send, sh, "strength", f.rayStrength * f.rayAlpha)
        pcall(sh.send, sh, "sunward", { -kx / kl, 1 / kl, -kz / kl })
        pcall(sh.send, sh, "wind", { 0.016, 0.009 })
        pcall(sh.send, sh, "time", ForestAtmos.time)
        pcall(love.graphics.draw, quad)
        love.graphics.setShader()
        love.graphics.setBlendMode("alpha")
      end
      Voxel3D.endWater()
    end
  end

  if rung == "full" then
    local L = layoutFor(map)
    local M = L and meshesFor(map, L)
    local psh = partShader()
    local axisR, axisU = billboardAxes(Voxel3D)
    if M and psh and axisR then
      Voxel3D.blend("add")
      if Voxel3D.beginEffect(psh) then
        pcall(psh.send, psh, "vp", "row", Voxel3D.vp)
        pcall(psh.send, psh, "curve",
              { Voxel3D.curveX or 0, Voxel3D.curveZ or 0,
                Voxel3D.curveK or 0 })
        pcall(psh.send, psh, "cullAt", cullAt())
        pcall(psh.send, psh, "cullShape", cullShape())
        pcall(psh.send, psh, "cullRect", cullRect())
        pcall(psh.send, psh, "axisR", axisR)
        pcall(psh.send, psh, "axisU", axisU)
        pcall(psh.send, psh, "time", ForestAtmos.time)
        if M.motes and f.moteLevel > 0.02 then
          pcall(psh.send, psh, "size", 1.4)
          pcall(psh.send, psh, "sway", { 5, 2.5 })
          pcall(psh.send, psh, "blinky", 0)
          pcall(psh.send, psh, "dotColor", MOTE_COLOR)
          pcall(psh.send, psh, "level", f.moteLevel * 0.5)
          pcall(love.graphics.draw, M.motes)
        end
        if M.flies and f.fireflyLevel > 0.02 then
          pcall(psh.send, psh, "size", 1.6)
          pcall(psh.send, psh, "sway", { 10, 4 })
          pcall(psh.send, psh, "blinky", 1)
          pcall(psh.send, psh, "dotColor", FLY_COLOR)
          pcall(psh.send, psh, "level", f.fireflyLevel * 0.85)
          pcall(love.graphics.draw, M.flies)
        end
        Voxel3D.endEffect()
      end
      Voxel3D.blend(nil)
    end
  end
end

return ForestAtmos