Add optional local colored lights for beta.139
Build Sanctuary / build (push) Canceled after 0s

This commit is contained in:
koka
2026-09-18 02:25:48 +02:00
parent 9d84a02ed9
commit dc33ffa546
20 changed files with 566 additions and 24 deletions
+13 -7
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@@ -20,13 +20,11 @@ La [vision complète](docs/vision.md) conserve les intentions ; le
L’économie, les claims et les dimensions décrits dans la vision restent
à implémenter.
La version **beta.138** adapte l’épaisseur des **rayons solaires à la météo** :
plus denses et diffus dans le brouillard, renforcés sous les précipitations,
avec moins de lumière pendant lorage. Le curseur reste inchangé.
Le [ticket](docs/shader-beta138.md) détaille le rendu et ses vérifications.
La [vérification Vulkan](docs/shader-vulkan-beta138.md) précise les backends testés
et les limites de la validation par pilote.
Release publiée et même instance Prism synchronisée ; sauvegardes et réglages conservés.
La version **beta.139** ajoute les **lumières colorées** optionnelles : les vrais
blocs lumineux teintent les surfaces voisines, même quand la source est hors
champ. Intensité indépendante, réglée à 35 % ; obstacles natifs et cache local.
Le [ticket](docs/colored-lights-beta139.md) décrit les limites et vérifications.
La [vérification Vulkan antérieure](docs/shader-vulkan-beta138.md) reste disponible.
La [livraison précédente](docs/clay-workshop-integration-beta110.md) réunit déjà
latelier, les œufs et la neige saisonnière dans linstance **Sanctuary Beta**.
Les [synchronisations antérieures](docs/git-sync-beta092.md) restent documentées.
@@ -37,6 +35,14 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
l’étude de Xaero et des alternatives libres.
## beta.139 — Lumières colorées
Teintes chaudes, sources des âmes bleues, redstone rouge, froglights et matériaux lumineux.
Option désactivée initialement, intensité 35 % ; propagation locale avec obstacles.
[Contrat et vérifications](docs/colored-lights-beta139.md) ·
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.139/Sanctuary-beta.139.mrpack) ·
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.139/Sanctuary-Test-beta.139.mrpack).
## beta.138 — Rayons et brouillard
Densité automatique des rayons selon le brouillard et les précipitations.
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@@ -0,0 +1,95 @@
# LIGHT-139 — Lumières colorées
Socle beta.138 + vérification Vulkan `9d84a02`, Minecraft 26.3 / Java 25.
Branche `codex/colored-lights-beta139`, livraison beta.139.
## Contrat
Option locale « Lumières colorées » avec intensité. Les vrais blocs émetteurs
teintent discrètement leurs environs, y compris hors champ. Torches/lanternes,
lave et feu chauds ; sources des âmes bleues ; redstone active rouge ;
froglights par variante ; sources Sanctuary selon leur texture/matière.
Les blocs éteints n'émettent pas. Le bloom et les inclusions émissives des
minerais restent indépendants ; aucune lumière de gameplay n'est ajoutée.
Propagation RGB dans un volume local de blocs chargés, obstacles et formes
natives, construction répartie entre les images, cache des couleurs de
matériaux. Aucun chargement forcé de chunk, accès aux mondes personnels,
changement de sauvegarde, réseau ou règles serveur.
## Réalisation
Dans les options du shader : « Lumières colorées », désactivées initialement,
et une intensité de 0 à 100 %, réglée à 35 %. Zéro ou OFF libère les ressources.
Les préférences existantes sont conservées. Libellés et aides FR/EN.
Les familles vanilla demandées ont une palette dédiée. Les autres émetteurs,
y compris ceux de Sanctuary, utilisent la couleur des pixels lumineux de leurs
textures de modèle, calculée puis mise en cache. Ce repli suit les packs de
ressources ; les palettes dédiées vanilla restent constantes. Une texture
illisible ou sans pixels exploitables utilise du blanc. Les blocs purement
émissifs du bloom, sans émission lumineuse native, ne deviennent pas des lampes.
Le champ couvre un cube de 64 blocs de côté autour de la caméra. Une marge de
14 blocs réserve la propagation aux sources présentes dans le volume ; le rendu
s'atténue progressivement sur 4 blocs à sa périphérie. C'est donc un effet de
proximité, pas une illumination de tous les chunks visibles. Les formes et
l'opacité natives règlent le passage de la lumière. Les canaux utilisent des
maxima indépendants, sans addition illimitée des sources superposées.
Le calcul CPU est réparti avec un budget visé de 2 ms par image, plus les
allocations et chargements ponctuels de matériaux ; aucun chiffre de FPS n'est
garanti. Un monde immobile réutilise son champ. Les changements rapides et les
déplacements peuvent présenter un bref retard, le temps de publier un champ
complet. Aucun chargement forcé de chunk. Une texture 512 × 512 contient le champ.
La passe GPU teinte les surfaces visibles, atténue l'effet au soleil et dans le
brouillard, puis laisse agir le SSGI et le bloom. Les sources tenues, entités,
particules et le rendu sous l'eau/lave ne sont pas couverts par cette option.
## Vérifications
Essais client natifs réussis dans des mondes neufs (graine 122) sur Apple M1 :
- OpenGL 4.1 Metal : **1 min 46 s**, `build/colored139-opengl.log`.
- Vulkan / MoltenVK 1.4.2, profondeur 01 et transparence améliorée :
**1 min 30 s**, `build/colored139-vulkan.log`.
Les deux journaux contiennent `COLORED139_PASS` et le backend réellement actif.
Torche et torche des âmes hors champ, trois froglights, pierre lumineuse dont
la couleur vient de sa texture, intensité 35/100, cache statique, déplacement
et retour de caméra, mur fermé puis ouvert, lampe redstone allumée puis éteinte,
retrait de source, rechargement des ressources et OFF/zéro vérifiés.
Les préférences persistantes et les libellés FR/EN sont contrôlés ; une dernière
capture active conjointement PBR, SSGI, bloom, ombres, highlights et rayons.
Les sommes d'écart entre OFF et 35 % sont presque identiques entre backends :
torche 2 025 577 / 2 025 576 ; âmes 964 200 / 964 201. Il s'agit de mesures
sur les pixels de cette scène, pas d'un indice de performance.
Comparatif autonome : `build/Shader-beta.139-comparaison.html`.
Pas de validation du pilote Vulkan Windows de l'utilisateur revendiquée.
Le test fige uniquement le scintillement vanilla des torches afin de comparer
les images ; cette sonde est exclue du JAR distribué. Aucun monde personnel ouvert.
## Diagnostic des essais
La première comparaison de stabilité détectait le scintillement natif de la
lightmap des torches, même avec un champ coloré inchangé. La sonde de test
stabilise ce seul facteur ; aucune désactivation de scintillement en production.
La pièce d'essai est désormais construite après le chargement de ses chunks,
et l'absence de lumière du ciel est vérifiée avant les captures.
## Construction et archives
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
réussit en **2 min 22 s**, 126 tâches. Le serveur GameTest dédié reste exclu
conformément au refus EULA antérieur. Log : `build/shader139-build.log`.
La comparaison à beta.138 trouve **13 entrées de production** modifiées,
limitées au shader, à son menu et aux aides FR/EN. Les sondes de test sont
absentes du JAR distribué. Sources, archives normale/Test et template complets
vérifiés ; textures des gemmes et clé de Steve conservées à l'identique.
Reçu local : `build/shader139-artifact.json`.
JAR SHA-256 : `7b958f6576adbabb2b1af589b866cb52b1a65600ea2fa505b05dd283f8d595df`.
- `Sanctuary-beta.139.mrpack` : 10450317 octets ; SHA-256 `13f3a283c260876d28ce0c6504615b4a8f4d575906badfbb2b39558f312e9fbb`.
- `Sanctuary-Test-beta.139.mrpack` : 10469244 octets ; SHA-256 `c1e0b684dc2650950a0925c4625ef5eb4b78fb5f1c5680f5e302550424fa6d81`.
+2 -2
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@@ -9,8 +9,8 @@ loom_version=1.17.20
fabric_api_version=0.160.5+26.3
# Release counter: beta.001, .002, .003, ... (see docs/versioning.md).
mod_version=beta.138
pack_version=beta.138
mod_version=beta.139
pack_version=beta.139
resource_pack_version=beta.121
maven_group=fr.koka.sanctuary
jei_version=30.32.0-sanctuary.3
+4
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@@ -102,6 +102,10 @@ tasks.named('runGameTest') {
}
tasks.named('processGametestResources') {
def colored139Client = providers.gradleProperty('sanctuaryColored139ClientTests').map { it.toBoolean() }.getOrElse(false)
inputs.property('sanctuaryColored139ClientTests', colored139Client)
if (colored139Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.ColoredLights139ClientChecks') }
def pbr134Client = providers.gradleProperty('sanctuaryPbr134ClientTests').map { it.toBoolean() }.getOrElse(false)
inputs.property('sanctuaryPbr134ClientTests', pbr134Client)
if (pbr134Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Pbr134ClientChecks') }
@@ -0,0 +1,80 @@
package fr.koka.sanctuary.client.shader;
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
import java.nio.file.Files;
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.core.BlockPos;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.Block;
import net.minecraft.network.chat.Component;
/** Fresh native world: offscreen sources, true voxel occlusion and real GPU tint. */
public final class ColoredLights139ClientChecks implements FabricClientGameTest {
private static final BlockPos SOURCE=new BlockPos(98,101,102),PROBE=new BlockPos(99,101,106);
public void runTest(ClientGameTestContext c){
System.setProperty("sanctuary.test.freezeBlockFlicker","true");
try{new PixelShadows122ClientChecks(false,false,false,false,false,true).runTest(c);}
finally{System.clearProperty("sanctuary.test.freezeBlockFlicker");}
}
static void run(ClientGameTestContext c,TestServerContext server){
c.runOnClient(m->{preferences();m.options.particles().set(net.minecraft.server.level.ParticleStatus.MINIMAL);VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setColoredLights(false);VanillaLight.setColoredLightIntensity(35);});
camera(c,server,100.5,101,104.5,70);c.waitTicks(30);
server.runOnServer(s->{command(s,"time set 18000");
for(int x=88;x<=112;x++)for(int z=92;z<=116;z++)for(int y=100;y<=109;y++)
s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),(y==100||y==109||x==88||x==112||z==92||z==116)?Blocks.CONCRETE.white().defaultBlockState():Blocks.AIR.defaultBlockState());
});
look(c,server,0,35);c.waitTicks(30);
c.waitFor(m->m.level.getBrightness(net.minecraft.world.level.LightLayer.SKY,PROBE)==0,1200);
long warm=0;
for(var block:new Block[]{Blocks.TORCH,Blocks.SOUL_TORCH,Blocks.PEARLESCENT_FROGLIGHT,Blocks.VERDANT_FROGLIGHT,Blocks.OCHRE_FROGLIGHT,Blocks.GLOWSTONE}){
source(c,server,block);enable(c,false);var off=capture(c,"colored-"+name(block)+"-off");enable(c,true);var on=capture(c,"colored-"+name(block)+"-35");
int color=c.computeOnClient(m->ColoredLights.sample(PROBE));long delta=difference(off,on);
check(delta>250,"Offscreen source visibly tints native surfaces: "+name(block)+" "+delta);
int r=color>>16&255,g=color>>8&255,b=color&255;
if(block==Blocks.TORCH){check(r>g&&g>b,"Torch is warm");warm=delta;}
if(block==Blocks.SOUL_TORCH)check(b>g&&g>r,"Soul source is blue");
if(block==Blocks.VERDANT_FROGLIGHT)check(g>r&&g>b,"Verdant froglight is green");
if(block==Blocks.PEARLESCENT_FROGLIGHT)check(r>g&&b>g,"Pearlescent froglight is pink");
if(block==Blocks.OCHRE_FROGLIGHT)check(r>g&&g>b,"Ochre froglight is warm");
if(block==Blocks.GLOWSTONE)check(r>b,"Other emitters derive their colour from the native texture");
System.out.println("COLORED139_SOURCE "+name(block)+" sample="+Integer.toHexString(color)+" delta="+delta);
}
source(c,server,Blocks.TORCH);enable(c,false);var base=capture(c,null);enable(c,true);var low=capture(c,null);
c.runOnClient(m->VanillaLight.setColoredLightIntensity(100));settle(c);var strong=capture(c,"colored-torch-100");check(difference(base,strong)>difference(base,low)*1.5,"Intensity increases colour, without changing native light");
int builds=c.computeOnClient(m->ColoredLights.builds());c.waitTicks(25);check(c.computeOnClient(m->ColoredLights.builds())==builds,"Stationary volume is cached");unchanged(strong,capture(c,null),"Static light is stable");
camera(c,server,104.5,101,104.5,70);look(c,server,0,35);settle(c);capture(c,"colored-moved");
camera(c,server,100.5,101,104.5,70);look(c,server,0,35);settle(c);unchanged(strong,capture(c,"colored-returned"),"Moving and returning preserves world-anchored light");
// A complete divider closes the room; light may not take a path around its edges.
server.runOnServer(s->{for(int y=101;y<109;y++)for(int z=93;z<116;z++)s.overworld().setBlockAndUpdate(new BlockPos(99,y,z),Blocks.STONE.defaultBlockState());});c.waitTicks(35);settle(c);
check((c.computeOnClient(m->ColoredLights.sample(new BlockPos(100,101,106)))&0xffffff)==0,"Opaque wall blocks colour propagation");
enable(c,false);var sealedOff=capture(c,null);enable(c,true);unchanged(sealedOff,capture(c,"colored-sealed"),"No coloured light crosses a sealed wall");
server.runOnServer(s->{for(int y=101;y<109;y++)for(int z=93;z<116;z++)s.overworld().setBlockAndUpdate(new BlockPos(99,y,z),Blocks.AIR.defaultBlockState());});c.waitTicks(35);settle(c);
check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)!=0,"Opening the wall restores light");
server.runOnServer(s->{s.overworld().setBlockAndUpdate(SOURCE,Blocks.REDSTONE_LAMP.defaultBlockState());s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.REDSTONE_BLOCK.defaultBlockState());});c.waitTicks(35);settle(c);
int red=c.computeOnClient(m->ColoredLights.sample(PROBE));check((red>>16&255)>(red>>8&255)&& (red>>16&255)>(red&255),"Powered redstone source is red");capture(c,"colored-redstone-on");
server.runOnServer(s->s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.CONCRETE.white().defaultBlockState()));c.waitTicks(35);settle(c);
check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)==0,"Unpowered lamp removes cached coloured light");
source(c,server,Blocks.SOUL_TORCH);var beforeReload=capture(c,null);
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(beforeReload,capture(c,"colored-reloaded"),"Resource reload rebuilds materials and light field");
source(c,server,Blocks.AIR);check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)==0,"Removing the source clears its light");
source(c,server,Blocks.SOUL_TORCH);enable(c,false);var off=capture(c,null);c.runOnClient(m->{VanillaLight.setColoredLights(true);VanillaLight.setColoredLightIntensity(0);});c.waitTicks(10);
c.runOnClient(m->check(!ColoredLights.allocated(),"Zero releases volume and GPU resources"));unchanged(off,capture(c,null),"Zero is identical to OFF");
c.runOnClient(m->{for(String locale:new String[]{"fr_fr","en_us"}){m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String key:new String[]{"colored_lights","colored_lights_help","colored_light_intensity","colored_light_intensity_help"}){String full="sanctuary.shaders."+key;check(!Component.translatable(full).getString().equals(full),"Translated "+locale+" "+full);}}});
c.runOnClient(m->{VanillaLight.setColoredLightIntensity(35);VanillaLight.setPbr(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setBloomIntensity(20);VanillaLight.setEdgeHighlights(true);VanillaLight.setPixelShadows(true);VanillaLight.setSunshafts(true);VanillaLight.setLensFlare(true);VanillaLight.setOreEmission(true);});
settle(c);c.waitFor(m->ProceduralPbr.applied()&&Bloom.applied(),1200);c.waitTicks(30);capture(c,"colored-with-shader-effects");
System.out.println("COLORED139_PASS warm="+warm+" offscreen sources, hues, native textured materials, intensity, cache, camera, walls, lamp updates, removal, reload, zero/OFF and FR/EN");
}
private static String name(Block b){return net.minecraft.core.registries.BuiltInRegistries.BLOCK.getKey(b).getPath();}
private static void source(ClientGameTestContext c,TestServerContext s,Block b){s.runOnServer(server->server.overworld().setBlockAndUpdate(SOURCE,b.defaultBlockState()));c.waitTicks(35);if(c.computeOnClient(m->VanillaLight.coloredLights()))settle(c);}
private static void enable(ClientGameTestContext c,boolean value){c.runOnClient(m->VanillaLight.setColoredLights(value));if(value)settle(c);else c.waitTicks(8);}
private static void settle(ClientGameTestContext c){int before=c.computeOnClient(m->ColoredLights.renderedFrames());c.waitFor(m->ColoredLights.applied()&&ColoredLights.settled()&&ColoredLights.renderedFrames()>before+8,1600);c.waitTicks(8);}
private static long difference(Frame a,Frame b){long sum=0;for(int i=0;i<a.pixels().length;i++)sum+=channelDifference(a.pixels()[i],b.pixels()[i]);return sum;}
private static void preferences(){try{
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.deleteIfExists(path);forgetPreferences();check(!VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==35,"New option is opt-in, subtle at 35 percent");
Files.writeString(path,"{\"bloomIntensity\":20,\"ssgi\":false}");forgetPreferences();check(!VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==35&&!VanillaLight.ssgi()&&VanillaLight.bloomIntensity()==20,"Old preferences keep their choices");
for(int n:new int[]{-1,0,35,100,400}){VanillaLight.setColoredLights(true);VanillaLight.setColoredLightIntensity(n);forgetPreferences();check(VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==Math.clamp(n,0,100),"Bounded persistent controls");}
}catch(java.io.IOException e){throw new AssertionError(e);}}
}
@@ -36,13 +36,14 @@ import net.minecraft.world.phys.Vec3;
/** Real terrain/depth-map checks on a new flat seed 122 world; GPU readback is test-only. */
public final class PixelShadows122ClientChecks implements FabricClientGameTest {
private final boolean bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly;
private final boolean bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly,coloredOnly;
public PixelShadows122ClientChecks(){this(false);}
PixelShadows122ClientChecks(boolean bloomOnly){this(bloomOnly,false);}
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly){this(bloomOnly,ssgiOnly,false);}
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly){this(bloomOnly,ssgiOnly,pbrOnly,false);}
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly){this(bloomOnly,ssgiOnly,pbrOnly,closeupOnly,false);}
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly,boolean sunshaftOnly){this.sunshaftOnly=sunshaftOnly;this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;this.pbrOnly=pbrOnly;this.closeupOnly=closeupOnly;}
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly,boolean sunshaftOnly){this(bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly,false);}
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly,boolean sunshaftOnly,boolean coloredOnly){this.coloredOnly=coloredOnly;this.sunshaftOnly=sunshaftOnly;this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;this.pbrOnly=pbrOnly;this.closeupOnly=closeupOnly;}
private static final int FLOOR = 64;
private static final AABB PILLAR = new AABB(0, FLOOR + 1, 0, 2, FLOOR + 9, 2);
private static final BlockPos SLAB = new BlockPos(5, FLOOR + 3, -5);
@@ -148,6 +149,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
c.runOnClient(m -> check(VanillaLight.active(), "Native Sanctuary shader is active without an external engine"));
float morning = c.computeOnClient(m -> m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
if(coloredOnly){ColoredLights139ClientChecks.run(c,server);return;}
if(sunshaftOnly){Sunshafts137ClientChecks.run(c,server);return;}
if(closeupOnly){SsgiCloseup135ClientChecks.run(c,server);Pbr134ClientChecks.run(c,server);return;}
if(pbrOnly){Pbr134ClientChecks.run(c,server);return;}
@@ -279,7 +281,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
});
});
c.waitTicks(3);
c.takeScreenshot("sanctuary-beta138-shader-options-" + locale);
c.takeScreenshot("sanctuary-beta139-shader-options-" + locale);
}
c.runOnClient(m -> m.gui.setScreen(null));
}
@@ -563,7 +565,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
}
static Frame capture(ClientGameTestContext c, String name) {
if (name != null) c.takeScreenshot("sanctuary-beta138-shader-" + name);
if (name != null) c.takeScreenshot("sanctuary-beta139-shader-" + name);
var result = new CompletableFuture<Frame>();
c.runOnClient(m -> Screenshot.takeScreenshot(m.gameRenderer.mainRenderTarget(), image -> {
try (image) {
@@ -0,0 +1,17 @@
package fr.koka.sanctuary.gametest.mixin;
import net.minecraft.client.renderer.Lightmap;
import net.minecraft.client.renderer.state.LightmapRenderState;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/** Freeze only vanilla torch flicker for image comparisons; never packaged in the mod. */
@Mixin(Lightmap.class)
public abstract class Colored139LightmapProbeMixin {
@Inject(method="render",at=@At("HEAD"))
private void stableBlockLight(LightmapRenderState state,CallbackInfo ci){
if(Boolean.getBoolean("sanctuary.test.freezeBlockFlicker")){state.blockFactor=1;state.needsUpdate=true;}
}
}
@@ -10,6 +10,7 @@
"defaultRequire": 1
},
"client": [
"Colored139LightmapProbeMixin",
"Fourneau094ParticleProbeMixin",
"Tooltip093FontProbeMixin",
"ClientVsync046Mixin",
@@ -0,0 +1,58 @@
package fr.koka.sanctuary.client.shader;
import java.util.*;
import net.minecraft.client.Minecraft;
import net.minecraft.core.Direction;
import net.minecraft.core.registries.BuiltInRegistries;
import net.minecraft.resources.Identifier;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.client.renderer.block.dispatch.BlockStateModelPart;
/** Colours are analysed once per state/resource reload, never from rendered GPU pixels. */
final class ColoredLightMaterials {
private final Map<BlockState,Integer> colors=new IdentityHashMap<>();
private final Map<Identifier,Integer> sprites=new HashMap<>();
int color(BlockState state){return colors.computeIfAbsent(state,this::analyse);}
private int analyse(BlockState state){
var id=BuiltInRegistries.BLOCK.getKey(state.getBlock());String name=id.getPath();
if(id.getNamespace().equals("minecraft")){
if(name.startsWith("soul_"))return 0x55BDFF;
if(name.contains("redstone"))return 0xFF3020;
if(name.equals("pearlescent_froglight"))return 0xFFC0EC;
if(name.equals("verdant_froglight"))return 0xB4FF82;
if(name.equals("ochre_froglight"))return 0xFFCD72;
if(name.contains("torch")||name.equals("lantern")||name.equals("fire")||name.equals("campfire")||name.equals("lava"))return 0xFFAB55;
}
var parts=new ArrayList<BlockStateModelPart>();
Minecraft.getInstance().getModelManager().getBlockStateModelSet().get(state).collectParts(RandomSource.create(0),parts);
var used=new HashSet<Identifier>();long r=0,g=0,b=0;int count=0;
for(var part:parts)for(int f=0;f<7;f++)for(var quad:part.getQuads(f==6?null:Direction.values()[f])){
var sprite=quad.materialInfo().sprite().contents().name();if(!used.add(sprite))continue;
int color=sprites.computeIfAbsent(sprite,this::sample);if(color<0)continue;
r+=color>>16&255;g+=color>>8&255;b+=color&255;count++;
}
if(count==0)return 0xFFFFFF;
return normalize((float)r/count,(float)g/count,(float)b/count);
}
private int sample(Identifier id){
try(var image=BloomMaterials.read(id)){
double r=0,g=0,b=0,weight=0;
// First animation frame; bounded sampling also covers high-resolution packs.
int w=image.getWidth(),h=Math.min(w,image.getHeight()),step=Math.max(1,Math.max(w,h)/32);
for(int y=0;y<h;y+=step)for(int x=0;x<w;x+=step){
int c=image.getPixel(x,y);if((c>>>24)<128)continue;
int cr=c>>16&255,cg=c>>8&255,cb=c&255,max=Math.max(cr,Math.max(cg,cb)),min=Math.min(cr,Math.min(cg,cb));
double k=Math.max(0,(max-96)/159.0);k*=k*(.2+(max-min)/255.0);
r+=cr*k;g+=cg*k;b+=cb*k;weight+=k;
}
return weight<.001?-1:normalize((float)(r/weight),(float)(g/weight),(float)(b/weight));
}catch(java.io.IOException e){return -1;}
}
private static int normalize(float r,float g,float b){
float max=Math.max(1,Math.max(r,Math.max(g,b)));
return Math.round(r/max*255)<<16|Math.round(g/max*255)<<8|Math.round(b/max*255);
}
void clear(){colors.clear();sprites.clear();}
int cachedStates(){return colors.size();}
}
@@ -0,0 +1,116 @@
package fr.koka.sanctuary.client.shader;
import com.mojang.blaze3d.platform.NativeImage;
import it.unimi.dsi.fastutil.ints.IntArrayFIFOQueue;
import net.minecraft.client.Minecraft;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.client.renderer.texture.DynamicTexture;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.world.level.LightLayer;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.LevelChunk;
import net.minecraft.world.level.chunk.status.ChunkStatus;
/** Client-only RGB propagation. Snapshot, flood and packing share a bounded per-frame work budget. */
final class ColoredLightVolume implements AutoCloseable {
static final int SIDE=64,COUNT=SIDE*SIDE*SIDE,ATLAS=512;
private static final Direction[] DIRECTIONS=Direction.values();
private final ColoredLightMaterials materials=new ColoredLightMaterials();
private ClientLevel level;
private Object models;
private Build build;
private DynamicTexture texture;
private BlockPos origin;
private long revision,published=-1,lastStart;
private int completed;
void update(){
var mc=Minecraft.getInstance();var modelSet=mc.getModelManager().getBlockStateModelSet();
if(level!=mc.level||models!=modelSet){close();level=mc.level;models=modelSet;}
var p=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.pos;
var wanted=new BlockPos(anchor(p.x),anchor(p.y),anchor(p.z));
long now=System.nanoTime();
// Complete a snapshot even if the world keeps changing, then catch up; moving
// beyond it cancels immediately. Static worlds do no further scanning or flooding.
if(build!=null&&!inside(build.origin,BlockPos.containing(p))){build.close();build=null;}
if(build==null&&(texture==null||!wanted.equals(origin)||published!=revision)&&now-lastStart>=100_000_000L){
build=new Build(level,wanted,revision,materials);lastStart=now;
}
if(build!=null&&build.advance(now+2_000_000L)){
if(texture==null)texture=new DynamicTexture(()->"Sanctuary coloured light volume",build.takeImage());
else {texture.setPixels(build.takeImage());texture.upload();}
origin=build.origin;published=build.revision;build.close();build=null;completed++;
}
}
private static int anchor(double p){return Math.floorDiv((int)Math.floor(p),4)*4-SIDE/2;}
private static boolean inside(BlockPos base,BlockPos p){return p.getX()>=base.getX()&&p.getX()<base.getX()+SIDE&&p.getY()>=base.getY()&&p.getY()<base.getY()+SIDE&&p.getZ()>=base.getZ()&&p.getZ()<base.getZ()+SIDE;}
void dirty(BlockPos p){if(origin!=null&&inside(origin,p)||build!=null&&inside(build.origin,p))revision++;}
void dirtyChunk(int x,int z){if(overlaps(origin,x,z)||build!=null&&overlaps(build.origin,x,z))revision++;}
void dirtySection(int x,int y,int z){if(overlapsSection(origin,x,y,z)||build!=null&&overlapsSection(build.origin,x,y,z))revision++;}
private static boolean overlapsSection(BlockPos o,int x,int y,int z){return overlaps(o,x,z)&&y>=(o.getY()>>4)&&y<=((o.getY()+SIDE-1)>>4);}
private static boolean overlaps(BlockPos o,int x,int z){return o!=null&&x>=(o.getX()>>4)&&x<=((o.getX()+SIDE-1)>>4)&&z>=(o.getZ()>>4)&&z<=((o.getZ()+SIDE-1)>>4);}
DynamicTexture texture(){return texture;}
BlockPos origin(){return origin;}
boolean settled(){return texture!=null&&build==null&&revision==published;}
int completed(){return completed;}
int cachedStates(){return materials.cachedStates();}
int sample(BlockPos p){if(texture==null||!inside(origin,p))return 0;int x=p.getX()-origin.getX(),y=p.getY()-origin.getY(),z=p.getZ()-origin.getZ();return texture.getPixels().getPixel(x+(y&7)*SIDE,z+(y>>3)*SIDE);}
public void close(){if(build!=null){build.close();build=null;}if(texture!=null){texture.close();texture=null;}materials.clear();level=null;models=null;origin=null;published=-1;revision=0;lastStart=0;}
private static final class Build implements AutoCloseable {
final ClientLevel level;final BlockPos origin;final long revision;final ColoredLightMaterials materials;
final BlockState[] states=new BlockState[COUNT];
final byte[] red=new byte[COUNT],green=new byte[COUNT],blue=new byte[COUNT],sky=new byte[COUNT];
final boolean[] queued=new boolean[COUNT];final IntArrayFIFOQueue queue=new IntArrayFIFOQueue();
final LevelChunk[] chunks=new LevelChunk[25];final int cx,cz;
final BlockPos.MutableBlockPos pos=new BlockPos.MutableBlockPos();
NativeImage image=new NativeImage(ATLAS,ATLAS,false);int scan,packed;
Build(ClientLevel level,BlockPos origin,long revision,ColoredLightMaterials materials){
this.level=level;this.origin=origin;this.revision=revision;this.materials=materials;
cx=origin.getX()>>4;cz=origin.getZ()>>4;
for(int z=0;z<5;z++)for(int x=0;x<5;x++)chunks[x+z*5]=level.getChunkSource().getChunk(cx+x,cz+z,ChunkStatus.FULL,false);
}
boolean advance(long deadline){
while(scan<COUNT){scan(scan++);if((scan&127)==0&&System.nanoTime()>=deadline)return false;}
int work=0;
while(!queue.isEmpty()){
int i=queue.dequeueInt();queued[i]=false;spread(i);
if((++work&127)==0&&System.nanoTime()>=deadline)return false;
}
while(packed<COUNT){
int i=packed++,x=i&63,z=i>>6&63,y=i>>12;
image.setPixel(x+(y&7)*SIDE,z+(y>>3)*SIDE,(sky[i]&255)<<24|(red[i]&255)<<16|(green[i]&255)<<8|(blue[i]&255));
if((packed&511)==0&&System.nanoTime()>=deadline)return false;
}
return true;
}
void scan(int i){
int x=origin.getX()+(i&63),z=origin.getZ()+(i>>6&63),y=origin.getY()+(i>>12);pos.set(x,y,z);
var chunk=chunks[((x>>4)-cx)+((z>>4)-cz)*5];
var state=chunk==null||level.isOutsideBuildHeight(y)?Blocks.BEDROCK.defaultBlockState():chunk.getBlockState(pos);states[i]=state;
if(chunk!=null&&!level.isOutsideBuildHeight(y))sky[i]=(byte)(level.getBrightness(LightLayer.SKY,pos)*17);
int emission=state.getLightEmission();if(emission<=0)return;
int c=materials.color(state);red[i]=(byte)encode(emission,c>>16&255);green[i]=(byte)encode(emission,c>>8&255);blue[i]=(byte)encode(emission,c&255);enqueue(i);
}
void spread(int i){
int r=red[i]&255,g=green[i]&255,b=blue[i]&255;if(Math.max(r,Math.max(g,b))<=16)return;
int x=i&63,z=i>>6&63,y=i>>12;
for(var d:DIRECTIONS){
int nx=x+d.getStepX(),ny=y+d.getStepY(),nz=z+d.getStepZ();if(nx<0||nx>=SIDE||ny<0||ny>=SIDE||nz<0||nz>=SIDE)continue;
int n=nx+(nz<<6)+(ny<<12);
if(r-16<=(red[n]&255)&&g-16<=(green[n]&255)&&b-16<=(blue[n]&255))continue;
int loss=net.minecraft.world.level.lighting.LightEngine.getLightDampeningInto(states[i],states[n],d,Math.max(1,states[n].getLightDampening()))*16;
int nr=Math.max(0,r-loss),ng=Math.max(0,g-loss),nb=Math.max(0,b-loss);boolean changed=false;
if(nr>(red[n]&255)){red[n]=(byte)nr;changed=true;}if(ng>(green[n]&255)){green[n]=(byte)ng;changed=true;}if(nb>(blue[n]&255)){blue[n]=(byte)nb;changed=true;}
if(changed)enqueue(n);
}
}
void enqueue(int i){if(!queued[i]){queued[i]=true;queue.enqueue(i);}}
NativeImage takeImage(){var result=image;image=null;return result;}
public void close(){if(image!=null){image.close();image=null;}}
}
// Logarithmic channels keep the source hue as light loses one native level per
// block. Independent maxima mix overlapping colours without summing unbounded light.
static int encode(int emission,int channel){return channel==0?0:Math.clamp((int)Math.round((emission+Math.log(channel/255.0)/Math.log(1.25))*16),0,240);}
}
@@ -0,0 +1,78 @@
package fr.koka.sanctuary.client.shader;
import com.mojang.blaze3d.buffers.Std140Builder;
import com.mojang.blaze3d.pipeline.TextureTarget;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.renderpearl.api.GpuFormat;
import com.mojang.renderpearl.api.buffers.GpuBuffer;
import com.mojang.renderpearl.api.pipeline.*;
import com.mojang.renderpearl.api.textures.FilterMode;
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
import java.util.Optional;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.MappableRingBuffer;
import net.minecraft.client.renderer.RenderPipelines;
import net.minecraft.core.BlockPos;
import net.minecraft.resources.Identifier;
import net.minecraft.world.level.material.FogType;
import org.joml.Matrix4f;
/** Visual local colour only: native block/sky light and gameplay remain unchanged. */
public final class ColoredLights {
private static final RenderPipeline APPLY=RenderPipelines.register(RenderPipeline.builder()
.withLocation(Identifier.parse("sanctuary:pipeline/colored_lights"))
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/colored_lights"))
.withBindGroupLayout(BindGroupLayout.builder().withUniform("ColoredLightScene",UniformType.UNIFORM_BUFFER)
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("SceneColor",UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("LightVolume",UniformType.COMBINED_IMAGE_SAMPLER).build())
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
.withColorTargetState(new ColorTargetState(Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ZERO,BlendFactor.ZERO,BlendFactor.ONE)),GpuFormat.RGBA8_UNORM,ColorTargetState.WRITE_COLOR))
.withDepthStencilState(Optional.empty()).build());
private static final ColoredLightVolume VOLUME=new ColoredLightVolume();
private static final Matrix4f projection=new Matrix4f();
private static TextureTarget source;
private static MappableRingBuffer uniforms;
private static boolean applied;
private static int frames;
private ColoredLights(){}
public static void captureProjection(Matrix4f matrix){projection.set(matrix);}
public static void dirtyBlock(BlockPos pos){VOLUME.dirty(pos);}
public static void dirtyChunk(int x,int z){VOLUME.dirtyChunk(x,z);}
public static void dirtySection(int x,int y,int z){VOLUME.dirtySection(x,y,z);}
public static void render(){
applied=false;var mc=Minecraft.getInstance();
if(!VanillaLight.active()||!VanillaLight.coloredLights()||VanillaLight.coloredLightIntensity()==0||mc.level==null){release();return;}
if(PanoramaCapture.rendering())return;
var camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
if(camera.fogType!=FogType.NONE)return;
VOLUME.update();if(VOLUME.texture()==null)return;
var main=mc.gameRenderer.mainRenderTarget();
if(source==null||source.width!=main.width||source.height!=main.height){if(source!=null)source.destroyBuffers();source=new TextureTarget("Sanctuary coloured light source",main.width,main.height,GpuFormat.RGBA8_UNORM,null);}
if(uniforms==null)uniforms=new MappableRingBuffer(()->"Sanctuary coloured light scene",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,128);
var base=VOLUME.origin();var fog=camera.fogData;
uniforms.rotate();try(var mapped=uniforms.currentBuffer().map(false,true)){
Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(projection).mul(camera.viewRotationMatrix).invert())
.putVec4((float)(camera.pos.x-base.getX()),(float)(camera.pos.y-base.getY()),(float)(camera.pos.z-base.getZ()),VanillaLight.coloredLightIntensity()/100f)
.putVec4(RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,Math.clamp((15-mc.level.getSkyDarken())/15f,0,1),fog.color.w,0)
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd)
.putVec4(ColoredLightVolume.SIDE,14,4,0);
}
var encoder=RenderSystem.getDevice().createCommandEncoder();
encoder.copyTextureToTexture(main.getColorTexture(),source.getColorTexture(),0,0,0,0,0,main.width,main.height);
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
try(var pass=encoder.createRenderPass(()->"Sanctuary coloured light",main.getColorTextureView(),Optional.empty())){
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("ColoredLightScene",uniforms.currentBuffer());
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);pass.setUniform("LightVolume",VOLUME.texture().getTextureView(),nearest);pass.draw(3,1,0,0);
}
applied=true;frames++;
}
public static void release(){VOLUME.close();if(source!=null){source.destroyBuffers();source=null;}if(uniforms!=null){uniforms.close();uniforms=null;}applied=false;}
static boolean applied(){return applied;}
static boolean allocated(){return source!=null||VOLUME.texture()!=null;}
static boolean settled(){return VOLUME.settled();}
static int renderedFrames(){return frames;}
static int builds(){return VOLUME.completed();}
static int sample(BlockPos pos){return VOLUME.sample(pos);}
static int materials(){return VOLUME.cachedStates();}
}
@@ -23,6 +23,9 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.pbr",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.pbr_help")),VanillaLight.pbr(),VanillaLight::setPbr));
slider("pbr_intensity",VanillaLight.pbrIntensity(),VanillaLight::setPbrIntensity);
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.colored_lights",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.colored_lights_help")),VanillaLight.coloredLights(),VanillaLight::setColoredLights));
slider("colored_light_intensity",VanillaLight.coloredLightIntensity(),VanillaLight::setColoredLightIntensity);
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.ssgi",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.ssgi_help")),VanillaLight.ssgi(),VanillaLight::setSsgi));
slider("ssgi_intensity",VanillaLight.ssgiIntensity(),VanillaLight::setSsgiIntensity);
@@ -26,6 +26,8 @@ public final class VanillaLight {
boolean pbr=true;
int pbrIntensity=50;
boolean ssgi=true;
boolean coloredLights=false;
int coloredLightIntensity=35;
int ssgiIntensity=35;
int bloomIntensity=20;
int bloomRadius=50;
@@ -46,6 +48,7 @@ public final class VanillaLight {
preferences.sunshaftIntensity=Math.clamp(preferences.sunshaftIntensity,0,100);
preferences.lensFlareIntensity=Math.clamp(preferences.lensFlareIntensity,0,100);
preferences.pbrIntensity=Math.clamp(preferences.pbrIntensity,0,100);
preferences.coloredLightIntensity=Math.clamp(preferences.coloredLightIntensity,0,100);
preferences.ssgiIntensity=Math.clamp(preferences.ssgiIntensity,0,100);
preferences.bloomIntensity=Math.clamp(preferences.bloomIntensity,0,100);
preferences.bloomRadius=Math.clamp(preferences.bloomRadius,0,100);
@@ -79,6 +82,10 @@ public final class VanillaLight {
public static int pbrIntensity(){enabled();return preferences.pbrIntensity;}
public static void setPbr(boolean value){enabled();preferences.pbr=value;save();}
public static void setPbrIntensity(int value){enabled();preferences.pbrIntensity=Math.clamp(value,0,100);save();}
public static boolean coloredLights(){enabled();return preferences.coloredLights;}
public static int coloredLightIntensity(){enabled();return preferences.coloredLightIntensity;}
public static void setColoredLights(boolean value){enabled();preferences.coloredLights=value;save();}
public static void setColoredLightIntensity(int value){enabled();preferences.coloredLightIntensity=Math.clamp(value,0,100);save();}
public static boolean ssgi(){enabled();return preferences.ssgi;}
public static int ssgiIntensity(){enabled();return preferences.ssgiIntensity;}
public static void setSsgi(boolean value){enabled();preferences.ssgi=value;save();}
@@ -1,6 +1,7 @@
package fr.koka.sanctuary.mixin.client;
import fr.koka.sanctuary.client.shader.PixelShadows;
import fr.koka.sanctuary.client.shader.ColoredLights;
import fr.koka.sanctuary.client.shader.ProceduralPbr;
import fr.koka.sanctuary.client.shader.Bloom;
import fr.koka.sanctuary.client.shader.ScreenSpaceGI;
@@ -16,10 +17,10 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
abstract class PixelShadowDirtyMixin {
@Inject(method="blockChanged", at=@At("HEAD"))
private void sanctuary$dirty(BlockPos pos, int flags, CallbackInfo ci) {
PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos); Bloom.dirtyBlock(pos);
PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos); Bloom.dirtyBlock(pos); ColoredLights.dirtyBlock(pos);
}
@Inject(method="allChanged", at=@At("HEAD"))
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); Bloom.release(); ScreenSpaceGI.release(); }
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); Bloom.release(); ColoredLights.release(); ScreenSpaceGI.release(); }
@Inject(method="setSectionDirty", at=@At("HEAD"))
private void sanctuary$pbrLight(int x,int y,int z,CallbackInfo ci){ProceduralPbr.dirtySection(x,y,z);}
private void sanctuary$pbrLight(int x,int y,int z,CallbackInfo ci){ProceduralPbr.dirtySection(x,y,z); ColoredLights.dirtySection(x,y,z);}
}
@@ -1,6 +1,7 @@
package fr.koka.sanctuary.mixin.client;
import fr.koka.sanctuary.client.shader.PixelShadows;
import fr.koka.sanctuary.client.shader.ColoredLights;
import fr.koka.sanctuary.client.shader.ProceduralPbr;
import fr.koka.sanctuary.client.shader.Bloom;
import net.minecraft.client.multiplayer.ClientLevel;
@@ -17,11 +18,11 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
abstract class PixelShadowLevelMixin {
@Inject(method="setBlocksDirty", at=@At("HEAD"))
private void sanctuary$block(BlockPos pos, BlockState before, BlockState after, CallbackInfo ci) {
if (before != after) {PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos);Bloom.dirtyBlock(pos);}
if (before != after) {PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos);Bloom.dirtyBlock(pos); ColoredLights.dirtyBlock(pos);}
}
@Inject(method="onChunkLoaded", at=@At("TAIL"))
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); ProceduralPbr.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); }
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); ProceduralPbr.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); ColoredLights.dirtyChunk(pos.x(),pos.z()); }
@Inject(method="unload", at=@At("HEAD"))
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ProceduralPbr.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); }
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ProceduralPbr.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ColoredLights.dirtyChunk(chunk.getPos().x(),chunk.getPos().z()); }
}
@@ -4,6 +4,7 @@ import com.llamalad7.mixinextras.injector.wrapoperation.Operation;
import com.llamalad7.mixinextras.injector.wrapoperation.WrapOperation;
import com.mojang.renderpearl.api.buffers.GpuBufferSlice;
import fr.koka.sanctuary.client.shader.PixelShadows;
import fr.koka.sanctuary.client.shader.ColoredLights;
import fr.koka.sanctuary.client.shader.ProceduralPbr;
import fr.koka.sanctuary.client.shader.EdgeHighlights;
import fr.koka.sanctuary.client.shader.Bloom;
@@ -25,11 +26,12 @@ abstract class PixelShadowRendererMixin {
ProceduralPbr.captureProjection(matrix);
EdgeHighlights.captureProjection(matrix);
Bloom.captureProjection(matrix);
ColoredLights.captureProjection(matrix);
ScreenSpaceGI.captureProjection(matrix);
return original.call(buffer, matrix);
}
@Inject(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/GameRenderer;render3dHud(Lnet/minecraft/client/renderer/state/level/CameraRenderState;Lnet/minecraft/client/renderer/state/level/PlayerRenderState;Lnet/minecraft/client/renderer/state/OptionsRenderState;Z)V"))
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); ProceduralPbr.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); Sunshafts.render(); }
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); ProceduralPbr.render(); ColoredLights.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); Sunshafts.render(); }
@Inject(method={"close", "setLevel"}, at=@At("HEAD"))
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ScreenSpaceGI.release(); Sunshafts.release(); }
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ColoredLights.release(); ScreenSpaceGI.release(); Sunshafts.release(); }
}
@@ -2308,5 +2308,10 @@
"sanctuary.shaders.sunshafts_help": "Light beams through openings in the scenery. Independent of bloom; range follows shadows (up to 64 blocks).",
"sanctuary.shaders.sunshaft_intensity": "Sunshaft intensity",
"sanctuary.shaders.sunshaft_intensity_help": "Strength of light scattered in the air. Beams automatically thicken with fog and precipitation. Zero disables the effect.",
"sanctuary.shaders.sunshaft_intensity_value": "Sunshafts: %s %%"
"sanctuary.shaders.sunshaft_intensity_value": "Sunshafts: %s %%",
"sanctuary.shaders.colored_lights": "Colored lights",
"sanctuary.shaders.colored_lights_help": "Light-emitting blocks tint their surroundings, even off screen. Local propagation respects obstacles and does not change gameplay light levels.",
"sanctuary.shaders.colored_light_intensity": "Colored light intensity",
"sanctuary.shaders.colored_light_intensity_value": "Colored lights: %s %%",
"sanctuary.shaders.colored_light_intensity_help": "Subtle tint at 35%. Zero disables the calculation. Source changes update progressively."
}
@@ -2308,5 +2308,10 @@
"sanctuary.shaders.sunshafts_help": "Faisceaux de lumière dans les ouvertures du décor. Indépendants du bloom, portée liée aux ombres (64 blocs maximum).",
"sanctuary.shaders.sunshaft_intensity": "Intensité des rayons",
"sanctuary.shaders.sunshaft_intensity_help": "Force de la lumière dans lair. Les rayons s’épaississent automatiquement avec le brouillard et les précipitations. Zéro désactive le calcul.",
"sanctuary.shaders.sunshaft_intensity_value": "Rayons : %s %%"
"sanctuary.shaders.sunshaft_intensity_value": "Rayons : %s %%",
"sanctuary.shaders.colored_lights": "Lumières colorées",
"sanctuary.shaders.colored_lights_help": "Les blocs lumineux teintent leurs environs, même hors écran. Propagation locale avec obstacles, sans changer les règles de lumière du jeu.",
"sanctuary.shaders.colored_light_intensity": "Intensité des lumières colorées",
"sanctuary.shaders.colored_light_intensity_value": "Lumières colorées : %s %%",
"sanctuary.shaders.colored_light_intensity_help": "Teinte douce à 35 %. Zéro désactive le calcul. Les changements de sources sont actualisés progressivement."
}
@@ -0,0 +1,61 @@
#version 330
#extension GL_ARB_separate_shader_objects : require
uniform sampler2D WorldDepth;
uniform sampler2D SceneColor;
uniform sampler2D LightVolume;
layout(std140) uniform ColoredLightScene {
mat4 InverseViewProjection;
vec4 CameraStrength;
vec4 ClipSkyFog;
vec4 FogDistance;
vec4 VolumeSize;
};
layout(location=0) in vec2 texCoord;
layout(location=0) out vec4 fragColor;
vec3 positionAt(vec2 uv,float depth){
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,ClipSkyFog.x>.5?depth:depth*2.0-1.0,1);
return p.xyz/p.w;
}
vec3 neighbor(vec2 uv,vec3 center){float d=texture(WorldDepth,uv).r;return d>0.0?positionAt(uv,d):center;}
vec3 normalAt(vec3 p){
vec2 pixel=1.0/vec2(textureSize(WorldDepth,0));
vec3 l=p-neighbor(texCoord-vec2(pixel.x,0),p),r=neighbor(texCoord+vec2(pixel.x,0),p)-p;
vec3 d=p-neighbor(texCoord-vec2(0,pixel.y),p),u=neighbor(texCoord+vec2(0,pixel.y),p)-p;
vec3 dx=dot(l,l)>0.0&&(dot(l,l)<dot(r,r)||dot(r,r)==0.0)?l:r;
vec3 dy=dot(d,d)>0.0&&(dot(d,d)<dot(u,u)||dot(u,u)==0.0)?d:u;
float xx=dot(dx,dx),yy=dot(dy,dy);if(xx<1e-20||yy<1e-20)return vec3(0);
vec3 n=cross(dx*inversesqrt(xx),dy*inversesqrt(yy));float nn=dot(n,n);if(nn<1e-12)return vec3(0);
n*=inversesqrt(nn);return dot(n,-p)<0.0?-n:n;
}
vec4 cell(ivec3 p){
p=clamp(p,ivec3(0),ivec3(63));
vec4 v=texelFetch(LightVolume,ivec2(p.x+(p.y%8)*64,p.z+(p.y/8)*64),0);
// Decode Q4.4 logarithmic RGB. Black stays exactly black.
v.rgb=max(vec3(0),(pow(vec3(.8),vec3(15)-v.rgb*(255.0/16.0))-vec3(pow(.8,15.0)))/(1.0-pow(.8,15.0)));
return v;
}
vec4 field(vec3 p){
vec3 at=p-.5;ivec3 base=ivec3(floor(at));vec3 f=fract(at);vec4 result=vec4(0);
for(int y=0;y<2;y++)for(int z=0;z<2;z++)for(int x=0;x<2;x++){
float w=(x==0?1.0-f.x:f.x)*(y==0?1.0-f.y:f.y)*(z==0?1.0-f.z:f.z);
result+=cell(base+ivec3(x,y,z))*w;
}
return result;
}
void main(){
vec3 scene=texture(SceneColor,texCoord).rgb;fragColor=vec4(scene,0);
float depth=texture(WorldDepth,texCoord).r;if(depth<=0.0)return;
vec3 p=positionAt(texCoord,depth),n=normalAt(p);if(dot(n,n)<.5)return;
vec3 a=abs(n);float axis=max(a.x,max(a.y,a.z));
// Sample outside opaque block faces. Bilinear atlas filtering would leak
// across unrelated slices, so the eight neighbours are explicitly addressed.
vec3 local=p+CameraStrength.xyz+n*(axis>.995?.51:.06);
vec3 edge=min(local,vec3(VolumeSize.x)-local);
float border=smoothstep(VolumeSize.y,VolumeSize.y+VolumeSize.z,min(edge.x,min(edge.y,edge.z)));if(border<=0.0)return;
vec4 light=field(local);float energy=max(light.r,max(light.g,light.b));if(energy<.0001)return;
float luminance=dot(light.rgb,vec3(.2126,.7152,.0722));
vec3 tint=clamp(light.rgb/max(luminance,.0001),vec3(.15),vec3(2));
float fog=max(clamp((max(length(p.xz),abs(p.y))-FogDistance.x)/max(.001,FogDistance.y-FogDistance.x),0,1),clamp((length(p)-FogDistance.z)/max(.001,FogDistance.w-FogDistance.z),0,1));
float strength=CameraStrength.w*.8*sqrt(energy)*border*(1.0-.8*light.a*ClipSkyFog.y)*(1.0-fog*ClipSkyFog.z);
fragColor=vec4(scene*mix(vec3(1),tint,strength),0);
}
+1 -1
View File
@@ -1,6 +1,6 @@
name = "Sanctuary"
author = "KOKA99CAB"
version = "beta.138"
version = "beta.139"
pack-format = "packwiz:1.1.0"
[index]