Compare commits

...
4 Commits
Author SHA1 Message Date
koka 35103a7ea8 Add connected edge highlights and stable shadow projection for beta.129
Build Sanctuary / build (push) Canceled after 0s
2026-09-17 19:11:11 +02:00
koka 6502883cc4 Document verified beta.128 publication and Prism synchronization
Build Sanctuary / build (push) Canceled after 0s
2026-09-17 18:34:55 +02:00
koka a4e96c0d99 Stabilize pixel shadows and add moonlight and foliage for beta.128
Build Sanctuary / build (push) Canceled after 0s
2026-09-17 18:33:07 +02:00
koka 7c63865157 Document verified beta.127 shader release and instance synchronization
Build Sanctuary / build (push) Canceled after 0s
2026-09-17 17:53:16 +02:00
24 changed files with 1186 additions and 98 deletions
+21 -6
View File
@@ -20,12 +20,13 @@ 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.127** intègre les ombres portées pixélisées au shader natif
**Sanctuary · Vanilla Light**. Elles s'activent dans **Options → Shaders**, avec
finesse et portée réglables. Le [ticket de livraison](docs/shader-beta127.md)
décrit les réglages, les limites et les vérifications. Les ajouts de
[beta.126](docs/gems-beta126.md) — gemmes, argile spéciale et commandes de
découverte — sont conservés.
La version **beta.129** ajoute les reflets CTM optionnels sur les contours du
relief, avec une portée indépendante de 16 à 256 blocs. Les surfaces plates
se raccordent entre tous les matériaux. Les ombres gagnent les portées
128/256, gardent leur intensité à midi et ne réalignent plus leur grille à
chaque mouvement du soleil. **Options → Shaders → Sanctuary · Vanilla Light**.
Le [ticket de livraison](docs/shader-beta129.md) précise le résultat et ses
vérifications. Publication et synchronisation en cours de préparation.
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.
@@ -36,6 +37,20 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
l’étude de Xaero et des alternatives libres.
## beta.129 — Reflets CTM et ombres jusqu'à 256 blocs
Reflets connectés réglables, cinq portées indépendantes, soleil plein à midi
et correction du réalignement cyclique de la grille d'ombres.
[Contrat et vérifications](docs/shader-beta129.md).
## beta.128 — Ombres stables, lune et feuillage
Grille de réception stabilisée, contours nets des blocs, atténuation à midi,
ombre lunaire légère et feuillage nuancé selon son épaisseur.
[Contrat et vérifications](docs/shader-beta128.md) ·
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.128/Sanctuary-beta.128.mrpack) ·
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.128/Sanctuary-Test-beta.128.mrpack).
## beta.127 — Shader : ombres portées pixélisées
Ombres solaires natives, finesse 8/16/32 pixels par bloc et portée 16/32/64 blocs.
+22
View File
@@ -14,6 +14,28 @@ JAR Sanctuary sont des pièces jointes de releases Gitea. Aucun JAR de mod ou
dépendance téléchargée n'entre dans l'historique Git. Le canal Beta est distinct
de l'ancien pack 26.2.
## beta.128 — stabilité des ombres, lune et feuillage
Ombres des blocs nettes et stabilisées, atténuation à midi, lune légère et
feuillage nuancé selon son épaisseur. [Contrat et vérifications](shader-beta128.md).
[Release beta.128](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.128)
publiée ; canal `eba01726ee132a6e548d129fa7ee04f24c880917`. Deux synchronisations isolées
puis deux dans la même instance **Sanctuary Beta** réussies. Les 923 fichiers
personnels suivis, réglages de shaders compris, sont conservés. Aucun monde
personnel ouvert ; copie préalable dans `sanctuary-backups/before-beta.128/`.
Packs normal/Test et template copiés et vérifiés dans `sanctuary-beta/build/`.
## beta.127 — shader et ombres pixélisées
Ombres solaires optionnelles intégrées à Sanctuary · Vanilla Light, avec finesse
et portée réglables. Socle beta.126 conservé. [Contrat et vérifications](shader-beta127.md).
[Release beta.127](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.127)
publiée ; canal `7fd24a43e01ee497a23311e3c78e1dd3dddd877a`. Deux synchronisations
isolées puis deux dans la même instance **Sanctuary Beta** réussies.
Les 923 fichiers personnels suivis, réglages de shaders compris, sont conservés.
Aucun monde personnel ouvert ; copie préalable dans `sanctuary-backups/before-beta.127/`.
Packs normal/Test et template copiés et vérifiés dans `sanctuary-beta/build/`.
## beta.126 — gemmes, argile et découvertes
Rubis et saphir, nouvelles textures d'items, argile conservant les couleurs
+15
View File
@@ -71,3 +71,18 @@ exactement les ressources du mod. Aucune fixture de test ni monde embarqué.
| `Sanctuary-beta.127.mrpack` | `23fa6ca0c5d1f1033e13e5370d669491b398d5a99e13f8bd1e983f998a24a20a` |
| `Sanctuary-Test-beta.127.mrpack` | `f185f3a743ba23cd6c024d1c1e46587706bf4f3edb5e14d7e5dee522a1ebf2c2` |
| `sanctuary-beta.127.jar` | `3ef3fab67f4f703864a1acc9ae2395c636d206f3128d3399140eaf045a46d5f3` |
## Publication et synchronisation
[Release beta.127](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.127)
publiée depuis `00be1eb0d0bfe042442d90255385033a7765092f` ; artefacts immuables retéléchargés
et vérifiés. Canal packwiz : `7fd24a43e01ee497a23311e3c78e1dd3dddd877a`.
Deux synchronisations isolées puis deux dans l'instance existante
**Sanctuary Beta** ont réussi. Les **923 fichiers personnels** suivis,
y compris les préférences de shaders, sont conservés. Aucun monde personnel
ouvert ; copie préalable dans `sanctuary-backups/before-beta.127/`.
Les packs normal/Test et le template sont aussi copiés et vérifiés dans
`sanctuary-beta/build/`. Reçus locaux : `build/shader127-artifact.json`,
`build/shader127-isolated.json`, `build/shader127-prism.json` et journal de
publication `build/shader127-publication.log`.
+106
View File
@@ -0,0 +1,106 @@
# SHADER-128 — stabilité, lune et feuillage
Demandes du 17 septembre 2026 : réduire le jitter des bords et à midi, conserver
des ombres de blocs nettes et un feuillage nuancé, ajouter une ombre lunaire
fine et une transmission
irrégulière du feuillage selon son épaisseur. Branche `codex/moon-foliage-beta128`,
socle publié beta.127, Minecraft 26.3 / Java 25.
## Résultat
Les faces de voxels reçoivent l'ombre sur une grille fixe ; leur plan est
stabilisé au 1/16 de bloc et les faces inclinées conservent leur normale. La
carte de profondeur utilise un ancrage par 16 blocs avec alignement de ses
texels. **Les ombres des blocs restent nettes** : le créateur a écarté leur
adoucissement après l'essai visuel. Le filtrage est réservé au feuillage.
Le soleil continue de se déplacer : ce mouvement naturel peut toujours faire
avancer une ombre d'une case. L'objectif est de supprimer les oscillations
liées à la caméra, pas de figer le temps.
Entre une élévation solaire de 0,92 et le zénith, l'intensité diminue doucement
jusqu'à 25 % de sa valeur habituelle : alpha maximal 0,095 au lieu de 0,38.
La lune réutilise la même carte et son angle natif ; alpha maximal 0,10 selon
sa phase, nul à la nouvelle lune. Horizon, pluie, portée et brume atténuent
les deux lumières. Pas de seconde passe de carte lunaire simultanée.
Les blocs du tag vanilla `leaves` projettent une couverture probabiliste fixe
sur une grille de quart de bloc. Les faces internes restent présentes : plus
le rayon traverse de couches, moins il a de chances de passer. Il s'agit d'une
approximation statistique de l'épaisseur, pas d'un comptage des feuilles ni
d'une lecture des trous de leur texture. Quatre échantillons bilinéaires sur
un quart de bloc mélangent cette couverture
en nuances, évaluées sur la grille pixélisée. Un masque R8 distingue feuilles
et blocs dans la même passe de profondeur, pour garder les silhouettes opaques
nettes. Les comparaisons suivent le plan récepteur pour éviter l'auto-ombrage
sur les surfaces obliques. Le motif ne dépend ni du temps ni de la caméra et
ne demande aucune lecture GPU côté CPU en production.
Les budgets du cache restent 96 Mio, quatre sections et 3 ms souples par image.
Le feuillage ajoute des faces ; son filtrage utilise seize comparaisons de
profondeur et, selon le cas, autant de lectures du masque. Les ombres opaques
pleines utilisent le chemin court. Le masque prend 4 Mio à la définition
par défaut, 16 Mio au maximum ; aucune promesse de FPS n'est faite.
Réglages existants et libellés FR/EN conservés/actualisés. Les ombres restent
optionnelles et désactivées par défaut. Règles, éclairage de gameplay, mondes
et génération inchangés. Les limitations de beta.127 concernant les entités,
fluides, verre et autres formes non occultantes subsistent.
## Vérifications
`PixelShadows122ClientChecks`, fixture historique étendue, réussit en **1 min
44 s** dans un monde neuf plat, graine 122, client natif macOS/OpenGL.
- Soleil : 920 échantillons de sol ombrés et 63 412 inchangés ; retrait/repose
d'un pilier hors écran restitue puis rétablit son ombre.
- Lune : ombre localisée mesurée ; arrêt des passes à la nouvelle lune.
- Midi : ombre atténuée et **zéro échantillon de transition adoucie sur 65 664**
dans la scène de contrôle du contour opaque.
- Caméra : petits déplacements autour de l'ancien ancrage entier et du nouvel
ancrage par 16 blocs, retour au point initial, petites rotations en vue
oblique, instants avant/après midi et passage de 5999 à 6001 ticks.
Comparaisons d'images avec tolérance de trois niveaux par canal et moins
de 1 % d'échantillons changés pour ces petits mouvements.
- Vue oblique : 19 637 échantillons ombrés, 46 027 inchangés sur le sol blanc.
- Feuillage : assombrissement moyen mesuré d'environ **18,6 %** pour une couche,
**31,7 %** pour quatre, contre **36,8 %** sous une couverture solide.
Motif fixe dans le temps ; modification des couches invalide le cache actif.
- Trois finesses/trois portées, désactivation/libération GPU, préférences
persistantes, rechargement des ressources, textes FR/EN et captures inspectés.
Commande native : `./gradlew :sanctuary:runClientGameTest
-PsanctuaryClientTests=true -PsanctuaryPixelShadows122ClientTests=true
-PsanctuaryClientNoVsync=true -PsanctuaryQuickTests=true` sous Java 25.
Logs : `build/shader128-client.log` ; captures sous
`mods/sanctuary/build/run/clientGameTest/screenshots/`.
`./gradlew check build assemblePack assembleTestPack
-x :sanctuary:runGameTest` réussit en **2 min 24 s**, 126 tâches.
Les sources archivées correspondent au ticket. **13 entrées de production**
diffèrent de beta.127, limitées aux classes du shader, GLSL et libellés FR/EN.
Gemmes, sculptures, découvertes, données et règles de jeu restent identiques.
Normal et Test embarquent le même JAR ; le template correspond exactement aux
ressources exportables. Aucun monde ni fixture de test embarqué.
Le serveur GameTest dédié reste exclu conformément au refus antérieur de son
EULA. Aucun monde personnel utilisé. Aucun essai Windows/Vulkan revendiqué.
## Artefacts vérifiés
| Artefact | SHA-256 |
| --- | --- |
| `Sanctuary-beta.128.mrpack` | `84125b18366afde52c8cba4bc7007257b1c3d8b79d413338abe64d0e0ae8feaf` |
| `Sanctuary-Test-beta.128.mrpack` | `6bfb10d8d63875bfb84e813d4f0a9faf5db30902cc0400deda0993c08b86e597` |
| `sanctuary-beta.128.jar` | `c54cbae7efaa7059c8fd4d28801087983379958fe34eedff51682d106d649c6a` |
## Publication et synchronisation
[Release beta.128](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.128)
publiée depuis `a4e96c0d99c976231d7ca92b1db6bdb6aa7083c6` ; les artefacts immuables ont été
retéléchargés et vérifiés. Canal packwiz : `eba01726ee132a6e548d129fa7ee04f24c880917`.
Deux synchronisations isolées puis deux dans l'instance existante
**Sanctuary Beta** ont réussi. Les **923 fichiers personnels** suivis,
y compris les réglages de shaders, sont conservés. Aucun monde personnel
ouvert ; copie préalable dans `sanctuary-backups/before-beta.128/`.
Packs normal/Test et template copiés et vérifiés dans `sanctuary-beta/build/`.
Reçus locaux : `build/shader128-artifact.json`, `build/shader128-isolated.json`,
`build/shader128-prism.json` ; journal : `build/shader128-publication.log`.
+109
View File
@@ -0,0 +1,109 @@
# SHADER-129 — arêtes connectées et portées étendues
Demandes du 17 septembre 2026 : highlight optionnel, puis raccordement CTM de
tous les blocs coplanaires, portée indépendante 16256 blocs, ombres à 128/256,
suppression de l'atténuation au zénith et du réalignement cyclique des ombres.
Branche `codex/edge-highlights-beta129`, socle beta.128, Minecraft 26.3 / Java 25.
## Résultat
Dans **Options → Shaders → Sanctuary · Vanilla Light**, les reflets sur les
arêtes sont désactivés par défaut. L'intensité va de 0 à 100 ; la valeur 30
éclaircit au maximum de 12 %. Leur portée se règle indépendamment des ombres :
**16, 32, 64, 128 ou 256 blocs**. Les anciens réglages restent conservés.
Le highlight raccorde les surfaces plates, y compris entre matériaux différents,
sans dessiner les jonctions intérieures. Il suit les contours visibles du relief,
y compris les dalles et escaliers. Il multiplie la couleur existante pour garder
les pixels des textures et composer avec les ombres. Ce CTM géométrique utilise
la profondeur déjà produite par Minecraft : aucune liste de blocs autorisés,
aucun pack CTM à fournir, aucune exploration CPU du volume de 256 blocs.
Une cassure/repose modifie le contour dès que le terrain natif est réaffiché.
Le trait proche suit la grille de 1/16 de bloc. À distance, la couverture devient
partielle pour limiter le scintillement des traits plus petits qu'un pixel.
La portée choisie s'efface progressivement dans son dernier quart et respecte
la brume ainsi que la distance de rendu. Une passe plein écran, quatre sondes
de profondeur et un tampon uniforme de 176 octets ; aucun retour GPU vers CPU
en production. L'arrêt de l'option ou une intensité nulle libèrent ce tampon.
Ce n'est pas un remplacement des textures par des variantes CTM. Le calcul
concerne les faces visibles alignées sur la grille : les faces hors écran,
les surfaces transparentes absentes de la profondeur et les géométries
arbitrairement inclinées ne sont pas reconstruites. À très grande distance,
les détails plus petits qu'un pixel peuvent rester imperceptibles. Aucun
chargement de chunk forcé, aucune promesse de FPS.
Les ombres proposent les cinq mêmes portées. La carte reste plafonnée à
4096 × 4096 : les grandes distances réduisent sa précision spatiale. Le cache
garde ses limites de 96 Mio, quatre sections et 3 ms souples de construction
par image ; la réconciliation des chunks est limitée aux ticks et changements
de caméra/terrain plutôt qu'à toutes les images.
L'intensité solaire reste pleine au zénith. Les contours opaques restent nets,
le filtrage du feuillage et les ombres légères de la lune sont conservés.
Le réalignement de la grille lumineuse a lieu au changement d'ancrage de la
caméra, avec transfert de phase par texels entiers. La rotation du soleil ne
réarrondit plus la projection de l'origine mondiale à chaque image, source
de sauts périodiques amplifiés aux grandes coordonnées. Le soleil continue
d'avancer ; une ombre pixélisée peut naturellement changer de case. Cette
correction ne modifie pas l'horloge serveur ni sa cadence native.
Textes FR/EN. Aucun changement de règles, sauvegardes, génération, gemmes,
sculptures ou découvertes.
## Vérifications et livraison
Le client natif réussit en **2 min 41 s**, dans un monde neuf plat, graine 122,
sur macOS / Apple M1 / OpenGL :
- CTM : 596 échantillons éclaircis sur le contour et 65 068 conservés ; les
20 centres et 20 jonctions coplanaires ciblés restent intacts, y compris
au changement de matériau. L'intensité 90 produit environ trois fois le gain.
- Ouverture d'un trou : 716 échantillons éclaircis ; la fermeture restitue
l'image connectée. Au-delà de 16 blocs, le réglage 16 supprime le contour ;
le réglage 64 le rétablit (254 échantillons éclaircis).
- Cinq portées CTM et cinq portées d'ombres, persistance/clamp, migration des
anciennes préférences, arrêt/libération, rechargement, caméra et vue oblique
avec ombres. Captures françaises/anglaises inspectées ; suppression ensuite
d'un préfixe redondant dans le libellé de portée.
- Soleil, lune, nouvelle lune, ombres opaques nettes à midi et transmission
du feuillage restent vérifiés. Casters hors écran et retrait/repose actifs.
- 2 000 petits pas solaires aux coordonnées ±100 000 vérifient l'absence de
saut de translation de la carte ; changement d'ancrage par texels entiers.
La séquence du vrai service realtime suit 294 images : angle avancé de
0,000694 radian, aucun rebond dans les 65 664 échantillons de sol suivis.
Sur cette courte séquence, aucune case opaque n'a changé ; cela ne constitue
pas une mesure de mouvement visible sur une journée entière.
La fixture initiale capturait parfois le terrain avant la fin de sa construction
native : elle attend désormais la réception de toute la plateforme et la fin
compilée des sections. Aucun changement de gameplay pour contourner ce problème.
Commande : `./gradlew :sanctuary:runClientGameTest -PsanctuaryClientTests=true
-PsanctuaryPixelShadows122ClientTests=true -PsanctuaryClientNoVsync=true
-PsanctuaryQuickTests=true`. Log `build/shader129-client.log`, captures sous
`mods/sanctuary/build/run/clientGameTest/screenshots/`.
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
réussit en **2 min 17 s**, 126 tâches. Une dernière passe dassemblage intègre
la simplification du libellé de portée (2 min 18 s). Les archives sont vérifiées :
**17 entrées de production** diffèrent de beta.128, limitées au shader et à ses
interfaces. Même JAR dans normal/Test, sources archivées conformes, ressources
du template exactes, assets des gemmes inchangés. Aucun monde ni test embarqué.
Le serveur GameTest dédié
reste exclu conformément au refus antérieur de son EULA. Aucun monde personnel
utilisé pour les essais, aucun résultat Windows/Vulkan revendiqué.
Archives vérifiées dans `build/` et recopiées dans le dossier de livraison
habituel `sanctuary-beta/build/` :
- Normal : 10 353 946 octets, SHA-256
`2c7735194faab8a699004e69ad543ce6e8fabdebe297b759bffd31fea2dcc2e8`.
- Test : 10 372 872 octets, SHA-256
`cca572ee313d1d7e66ed745bb48bac62490998760d9b7bbfc7a1f6d60c430dce`.
- JAR Sanctuary :
`ca3e2ff4e0717a3a54c1d57478d43aade39d001b71c4eec745d76f010f7def54`.
Publication et synchronisation à consigner après leur exécution.
+2 -2
View File
@@ -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.127
pack_version=beta.127
mod_version=beta.129
pack_version=beta.129
resource_pack_version=beta.121
maven_group=fr.koka.sanctuary
jei_version=30.32.0-sanctuary.3
@@ -0,0 +1,206 @@
package fr.koka.sanctuary.client.shader;
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
import java.nio.file.Files;
import java.util.ArrayList;
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 org.joml.Matrix4f;
import org.joml.Vector4f;
/** Native GPU checks sharing the isolated flat-world fixture and its preference backup. */
final class EdgeHighlights129ClientChecks {
static void run(ClientGameTestContext c, TestServerContext server) {
c.runOnClient(m -> preferences());
server.runOnServer(s -> {
for (int x=10;x<=14;x++) for (int z=6;z<=10;z++) {
s.overworld().setBlockAndUpdate(new BlockPos(x,65,z),
(Math.floorMod(x,8)<4 ? Blocks.STONE : Blocks.OAK_PLANKS).defaultBlockState());
}
});
camera(c,server,12.5,72,8.5,60);
c.waitTicks(35);
shadows(c,false);
edge(c,false);
var off=capture(c,"edges-flat-off");
c.waitTicks(6);
unchanged(off,capture(c,null),"Highlight OFF control is stable");
edge(c,true);
var on=capture(c,"edges-flat-on-30");
var low=measure(off,on);
check(low.brighter>100 && low.stable>low.samples*.55 && low.darker<low.samples*.005,
"Highlight brightens local strips, preserves face interiors: "+low);
grid(c,off,on);
for (int distance : new int[]{16,32,64,128,256}) {
c.runOnClient(m -> VanillaLight.setEdgeDistance(distance));
frames(c);
check(c.computeOnClient(m -> VanillaLight.edgeDistance())==distance,"All CTM ranges are available");
unchanged(on,capture(c,null),"Near CTM contours unchanged at range "+distance);
}
c.runOnClient(m -> VanillaLight.setEdgeDistance(32));
c.runOnClient(m -> {
check(PixelShadows.shadowMap()==null,"Highlight works without allocating a cast-shadow map");
VanillaLight.setEdgeIntensity(90);
});
frames(c);
var high=measure(off,capture(c,"edges-flat-on-90"));
check(high.meanGain>low.meanGain*1.8,"Intensity changes visible brightness: low="+low+" high="+high);
c.runOnClient(m -> VanillaLight.setEdgeIntensity(0));
c.waitTicks(6);
c.runOnClient(m -> check(!EdgeHighlights.applied() && !EdgeHighlights.allocated(),"Zero intensity frees its uniform buffer"));
unchanged(off,capture(c,"edges-zero"),"Zero intensity reproduces OFF exactly");
c.runOnClient(m -> VanillaLight.setEdgeIntensity(30));
frames(c);
camera(c,server,11.99999,72,8.5,60);
var anchor=capture(c,null);
camera(c,server,12.00001,72,8.5,60);
unchanged(anchor,capture(c,"edges-anchor-crossing"),"Grid remains stable across an integer camera anchor");
camera(c,server,12.5,72,8.5,60);
unchanged(on,capture(c,null),"Returning to the camera restores the same grid");
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);
c.waitFor(m -> reload.isDone() && m.gui.overlay()==null,1200);
reload.join();
c.runOnClient(m -> {
forgetPreferences();
check(VanillaLight.edgeHighlights() && VanillaLight.edgeIntensity()==30,"Highlight preferences survive reload and disk reread");
});
frames(c);
unchanged(on,capture(c,"edges-after-reload"),"Resource reload retains the highlight image");
edge(c,false);
unchanged(off,capture(c,"edges-off-restored"),"Disabling leaves no residual highlight");
// A new hole creates a connected boundary immediately; filling it removes that boundary.
server.runOnServer(s -> s.overworld().setBlockAndUpdate(new BlockPos(12,65,8),Blocks.AIR.defaultBlockState()));
c.waitTicks(20);
var holeOff=capture(c,null);
edge(c,true);
var hole=measure(holeOff,capture(c,"edges-ctm-hole"));
check(hole.brighter>low.brighter+20,"Removing an interior block creates a new CTM contour");
server.runOnServer(s -> s.overworld().setBlockAndUpdate(new BlockPos(12,65,8),Blocks.STONE.defaultBlockState()));
c.waitTicks(20);
unchanged(on,capture(c,null),"Filling the hole reconnects the flat surface");
// The actual radius gates a visible contour, independently of shadow range.
camera(c,server,12.5,88,8.5,30);
edge(c,false);
var farOff=capture(c,null);
c.runOnClient(m -> VanillaLight.setEdgeDistance(16));
edge(c,true);
unchanged(farOff,capture(c,"edges-beyond-16"),"CTM beyond selected 16-block radius is absent");
c.runOnClient(m -> {VanillaLight.setEdgeDistance(64);VanillaLight.setEdgeIntensity(90);});
frames(c);
var far=measure(farOff,capture(c,"edges-inside-64"));
check(far.brighter>40,"Extending the CTM radius restores a distant contour: "+far);
c.runOnClient(m -> {VanillaLight.setEdgeDistance(32);VanillaLight.setEdgeIntensity(30);});
edge(c,false);
server.runOnServer(s -> {
for (int x=9;x<=13;x+=2) for(int y=65;y<=67;y++)
s.overworld().setBlockAndUpdate(new BlockPos(x,y,12),
(x==9 ? Blocks.CONCRETE.red() : x==11 ? Blocks.STONE_BRICKS : Blocks.OAK_PLANKS).defaultBlockState());
s.overworld().setBlockAndUpdate(new BlockPos(10,65,11),Blocks.STONE_SLAB.defaultBlockState());
s.overworld().setBlockAndUpdate(new BlockPos(12,65,11),Blocks.OAK_STAIRS.defaultBlockState());
});
camera(c,server,12.5,72,7.5,70);
look(c,server,15,55);
shadows(c,true);
var reliefOff=capture(c,"edges-relief-with-shadows-off");
edge(c,true);
var reliefOn=capture(c,"edges-relief-with-shadows-on");
var relief=measure(reliefOff,reliefOn);
check(relief.brighter>100 && relief.stable>relief.samples*.5 && relief.darker<relief.samples*.01,
"Highlight composes with cast shadows and coloured textured blocks: "+relief);
look(c,server,15.00002f,55.00002f);
unchanged(reliefOn,capture(c,null),"Tiny oblique camera rotation keeps highlights stable");
c.runOnClient(m -> VanillaLight.setEnabled(false));
c.waitTicks(6);
c.runOnClient(m -> check(!EdgeHighlights.applied() && !EdgeHighlights.allocated(),"Main shader OFF also releases highlight resources"));
c.runOnClient(m -> VanillaLight.setEnabled(true));
frames(c);
edge(c,false);
System.out.println("EDGE_HIGHLIGHTS129_PASS connected contours and unchanged flat joins; independent shadows; intensity; zero/OFF release; "
+"camera anchors; oblique textured scene; resource reload; legacy preference migration; low="+low+" high="+high+" relief="+relief);
}
private static void preferences() {
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");
try {
// Real prior-version JSON, without either new field. Preserve its existing settings.
Files.writeString(path,"{\"enabled\":true,\"saturation\":100,\"pixelShadows\":true,\"shadowPixels\":16,\"shadowDistance\":32}");
forgetPreferences();
check(!VanillaLight.edgeHighlights() && VanillaLight.edgeIntensity()==30 && VanillaLight.edgeDistance()==32,"Old configuration defaults highlights OFF at intensity 30");
check(VanillaLight.pixelShadows() && VanillaLight.saturation()==100,"Migration retains existing shader choices");
for(int value:new int[]{-100,0,30,100,1000}) {
VanillaLight.setEdgeIntensity(value);forgetPreferences();
check(VanillaLight.edgeIntensity()==Math.clamp(value,0,100),"Saved intensity is bounded");
}
for(int[] pair:new int[][]{{-1,16},{24,32},{48,64},{96,128},{192,256},{9999,256}}) {
VanillaLight.setEdgeDistance(pair[0]);forgetPreferences();
check(VanillaLight.edgeDistance()==pair[1],"Saved CTM distance is bounded and normalized");
}
VanillaLight.setEdgeDistance(32);
VanillaLight.setEdgeIntensity(30);
VanillaLight.setEdgeHighlights(true);forgetPreferences();
check(VanillaLight.edgeHighlights(),"Toggle persists independently");
VanillaLight.setEdgeHighlights(false);
} catch(java.io.IOException e) { throw new AssertionError(e); }
}
private static void edge(ClientGameTestContext c,boolean enabled) {
c.runOnClient(m -> VanillaLight.setEdgeHighlights(enabled));
if(enabled)frames(c);
else {
c.waitTicks(6);
c.runOnClient(m -> check(!EdgeHighlights.applied() && !EdgeHighlights.allocated(),"OFF frees resources"));
}
}
private static void frames(ClientGameTestContext c) {
int before=c.computeOnClient(m -> EdgeHighlights.renderedFrames());
c.waitFor(m -> EdgeHighlights.applied() && EdgeHighlights.renderedFrames()>before+8,200);
c.waitTicks(6);
}
private record Difference(int samples,int brighter,int stable,int darker,double meanGain) { }
private static Difference measure(Frame off,Frame on) {
int samples=0,brighter=0,stable=0,darker=0;double gain=0;
for(int y=off.height()/10;y<off.height()*9/10;y+=2) for(int x=off.width()/10;x<off.width()*9/10;x+=2) {
int i=y*off.width()+x,a=off.pixels()[i],b=on.pixels()[i];
int delta=brightness(b)-brightness(a);samples++;gain+=delta;
if(delta>=4)brighter++;
if(delta<=-4)darker++;
if(channelDifference(a,b)<=2)stable++;
}
var result=new Difference(samples,brighter,stable,darker,gain/samples);
System.out.println("EDGE_HIGHLIGHTS129_PIXELS "+result);
return result;
}
private static void grid(ClientGameTestContext c,Frame off,Frame on) {
var samples=c.computeOnClient(m -> {
var camera=m.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
var vp=new Matrix4f(camera.projectionMatrix).mul(camera.viewRotationMatrix);
var result=new ArrayList<int[]>();
for(int x=11;x<=14;x++) for(int z=6;z<=10;z++) for(int edge=0;edge<2;edge++) {
var p=vp.transform(new Vector4f((float)(x+(edge==0?.5:1.0/32)-camera.pos.x),
(float)(66-camera.pos.y),(float)(z+.5-camera.pos.z),1));
int px=(int)((p.x/p.w*.5+.5)*off.width());
int py=(int)((.5-p.y/p.w*.5)*off.height());
if(px>=10 && px<off.width()-10 && py>=10 && py<off.height()-10)result.add(new int[]{py*off.width()+px,edge});
}
return result;
});
int centers=0,unchanged=0,edges=0,bright=0;
for(var sample:samples) {
int a=off.pixels()[sample[0]],b=on.pixels()[sample[0]];
if(sample[1]==0){centers++;if(channelDifference(a,b)<=2)unchanged++;}
else {edges++;if(brightness(b)-brightness(a)>=4)bright++;}
}
check(centers>=15 && unchanged>centers*.95 && edges>=15 && bright==0,
"Connected block centers and coplanar joins remain untouched: centers="+unchanged+"/"+centers+" edges="+bright+"/"+edges);
System.out.println("EDGE_HIGHLIGHTS129_GRID centers="+unchanged+"/"+centers+" edges="+bright+"/"+edges);
}
}
@@ -100,7 +100,13 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
check(!s.getGlobalGameRules().get(GameRules.ADVANCE_TIME), "Native daylight rule is frozen");
command(s, "time set 3000");
command(s, "gamemode spectator @a");
if (s.getGlobalGameRules().get(GameRules.SPAWN_MOBS))
command(s, "gamerule " + GameRules.SPAWN_MOBS.id() + " false");
var level = s.overworld();
var entities = new java.util.ArrayList<net.minecraft.world.entity.Entity>();
level.getAllEntities().forEach(entities::add);
entities.stream().filter(e -> !(e instanceof net.minecraft.server.level.ServerPlayer))
.forEach(net.minecraft.world.entity.Entity::discard);
// The elevated platform isolates the samples from grass, mobs and flat-world lighting.
for (int x = -24; x <= 24; x++) for (int z = -24; z <= 24; z++) {
level.setBlockAndUpdate(new BlockPos(x, FLOOR, z), Blocks.CONCRETE.white().defaultBlockState());
@@ -115,6 +121,11 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
c.waitFor(m -> m.level.getBlockState(new BlockPos(0, FLOOR + 8, 0)).is(Blocks.CONCRETE.red())
&& m.level.getBlockState(SLAB).is(Blocks.RED_SANDSTONE_SLAB)
&& m.level.getBlockState(STAIR).is(Blocks.RED_SANDSTONE_STAIRS), 200);
c.waitFor(m -> {
for(int x=-24;x<=24;x+=8) for(int z=-24;z<=24;z+=8)
if(!m.level.getBlockState(new BlockPos(x,FLOOR,z)).is(Blocks.CONCRETE.white()))return false;
return m.levelRenderer.hasRenderedAllSections();
},1200);
c.waitTicks(40);
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);
@@ -141,7 +152,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
"Live pixel density reallocates the correct depth map"));
capture(c, "precision-" + pixels);
}
for (int distance : new int[]{16, 64, 32}) {
for (int distance : new int[]{16, 64, 128, 256, 32}) {
c.runOnClient(m -> VanillaLight.setShadowDistance(distance));
activeFrames(c);
c.runOnClient(m -> check(PixelShadows.shadowMap().width == PixelShadows.mapSize(distance, 16),
@@ -185,21 +196,27 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
localShadow(compare(offscreenOff, replaced), "Replacing caster restores its shadow", .20);
unchanged(offscreenOn, replaced, "Same caster restores the same ground shadow");
server.runOnServer(s -> command(s, "time set midnight"));
c.waitFor(m -> PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle).y < 0,
200);
c.waitTicks(10);
int nightFrames = c.computeOnClient(m -> {
check(VanillaLight.pixelShadows() && !PixelShadows.applied(), "Enabled sun shadows are inactive at midnight");
return PixelShadows.renderedFrames();
});
var nightOn = capture(c, "midnight-on");
c.waitTicks(6);
c.runOnClient(m -> check(PixelShadows.renderedFrames() == nightFrames, "Midnight submits no sun-shadow frames"));
// beta.128: the moon now casts a weaker shadow using its native celestial angle.
server.runOnServer(s -> command(s, "time set 15000"));
c.waitFor(m -> PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle).y < 0, 200);
camera(c, server, -2, FLOOR + 18, 1, 70);
shadows(c, false);
unchanged(nightOn, capture(c, "midnight-off"), "Midnight ON/OFF image is unchanged");
var moonOff = capture(c, "moon-off");
shadows(c, true);
var moonOn = capture(c, "moon-on");
var moonStats = opacity(moonOff, moonOn);
check(moonStats.dark > 100 && moonStats.maximum > .025 && moonStats.maximum < .14,
"Moon creates localized subtle shadows: " + moonStats);
unchanged(moonOn, capture(c, null), "Frozen moon shadow is stable");
server.runOnServer(s -> command(s, "time set 111000"));
c.waitFor(m -> m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.moonPhase.index() == 4
&& !PixelShadows.applied(), 200);
c.waitTicks(6);
int newMoonFrames = c.computeOnClient(m -> PixelShadows.renderedFrames());
c.waitTicks(6);
c.runOnClient(m -> check(PixelShadows.renderedFrames() == newMoonFrames, "New moon submits no shadow pass"));
noonAndFoliage(c, server);
server.runOnServer(s -> command(s, "time set 3000"));
c.waitFor(m -> PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle).y > .2f,
200);
shadows(c, true);
@@ -217,12 +234,14 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
});
activeFrames(c);
unchanged(beforeReload, capture(c, "after-reload"), "Resource reload preserves the rendered ground shadow");
RealtimeShadows129ClientChecks.run(c, server);
EdgeHighlights129ClientChecks.run(c, server);
c.getInput().pressKey(InputConstants.KEY_F1);
for (String locale : new String[]{"fr_fr", "en_us"}) {
c.runOnClient(m -> {
m.getLanguageManager().setSelected(locale);
m.getLanguageManager().onResourceManagerReload(m.getResourceManager());
for (String key : new String[]{"pixel_shadows", "shadow_pixels", "shadow_distance"}) {
for (String key : new String[]{"pixel_shadows", "shadow_pixels", "shadow_distance", "edge_highlights", "edge_intensity", "edge_distance"}) {
String fullKey = "sanctuary.shaders." + key;
check(!Component.translatable(fullKey).getString().equals(fullKey), "Translated " + locale + " " + key);
}
@@ -234,12 +253,12 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
});
});
c.waitTicks(3);
c.takeScreenshot("sanctuary-beta122-shadows-options-" + locale);
c.takeScreenshot("sanctuary-beta129-shadows-options-" + locale);
}
c.runOnClient(m -> m.gui.setScreen(null));
}
System.out.println("PIXEL_SHADOWS122_CLIENT_PASS: bounded saved preferences; native GPU ON/OFF ground; "
+ "offscreen caster; live removal/replacement; midnight idle; resource reload; FR/EN screenshots");
+ "offscreen caster; live removal/replacement; subtle moon; full-strength noon; foliage density; camera stability; resource reload; FR/EN screenshots");
} finally {
onboarding.set(false);
c.runOnClient(m -> {
@@ -258,6 +277,140 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
}
}
private static void noonAndFoliage(ClientGameTestContext c, TestServerContext server) {
// Overhead caster keeps a visible noon shadow while the camera sits below it.
server.runOnServer(s -> {
pillar(s, false);
s.overworld().setBlockAndUpdate(SLAB, Blocks.AIR.defaultBlockState());
s.overworld().setBlockAndUpdate(STAIR, Blocks.AIR.defaultBlockState());
canopy(s, 1, false, 3);
command(s, "time set 6000");
});
camera(c, server, .99999, FLOOR + 5, 1, 70);
c.waitTicks(30);
shadows(c, false);
var noonOff = capture(c, "noon-off");
shadows(c, true);
var noonOn = capture(c, "noon-on");
var noonStats = opacity(noonOff, noonOn);
crispEdge(noonOff, noonOn);
check(noonStats.dark > 100 && noonStats.maximum > .34 && noonStats.maximum < .42,
"Noon shadow keeps its full daytime strength: " + noonStats);
camera(c, server, 1.00001, FLOOR + 5, 1, 70);
unchanged(noonOn, capture(c, "noon-camera-subpixel"), "Noon tiny motion across former integer anchor");
camera(c, server, .99999, FLOOR + 5, 1, 70);
unchanged(noonOn, capture(c, null), "Noon camera return");
look(c, server, 35, 60);
shadows(c, false);
var obliqueOff = capture(c, "noon-oblique-off");
shadows(c, true);
var obliqueNoon = capture(c, "noon-oblique");
localShadow(compare(obliqueOff, obliqueNoon), "Oblique noon camera sees actual white receiving ground", .10);
look(c, server, 35.00002f, 60.00002f);
unchanged(obliqueNoon, capture(c, null), "Subpixel rotation with an oblique receiver");
// Both sides of noon, frozen individually: no frame-to-frame edge flicker.
for (int time : new int[]{5990, 6010}) {
server.runOnServer(s -> command(s, "time set " + time));
c.waitTicks(10);
var stable = capture(c, "noon-" + time);
c.waitTicks(10);
unchanged(stable, capture(c, null), "Frozen near-noon " + time);
}
server.runOnServer(s -> command(s, "time set 5999"));
c.waitTicks(10);
var beforeNoon = capture(c, null);
server.runOnServer(s -> command(s, "time set 6001"));
c.waitTicks(10);
unchanged(beforeNoon, capture(c, "noon-crossing"), "Continuous passage through noon has no large flip");
server.runOnServer(s -> {
canopy(s, 1, true, 16);
command(s, "time set 3000");
});
camera(c, server, 0, FLOOR + 5, 0, 60);
c.waitTicks(30);
shadows(c, false);
var thinOff = capture(c, "leaves-thin-off");
shadows(c, true);
var thinOn = capture(c, "leaves-thin-on");
var thin = opacity(thinOff, thinOn);
c.waitTicks(8);
unchanged(thinOn, capture(c, null), "Leaf noise is independent of frame/time");
// Keep the live cache: adding inner leaf layers must invalidate it too.
server.runOnServer(s -> canopy(s, 4, true, 16));
c.waitTicks(30);
activeFrames(c);
var thickOn = capture(c, "leaves-thick-on");
shadows(c, false);
var thickOff = capture(c, "leaves-thick-off");
var thick = opacity(thickOff, thickOn);
server.runOnServer(s -> canopy(s, 4, false, 16));
c.waitTicks(30);
var solidOff = capture(c, "canopy-solid-off");
shadows(c, true);
var solid = opacity(solidOff, capture(c, "canopy-solid-on"));
check(thin.mean > .02 && thick.mean > thin.mean + .025 && solid.mean > thick.mean + .01,
"Depth increases foliage opacity, bounded by solid: thin=" + thin + " thick=" + thick + " solid=" + solid);
check(thin.dark > 100 && thin.lit > 100, "Thin foliage has both light holes and shadows: " + thin);
server.runOnServer(s -> {
for (int x=-16;x<=16;x++) for(int z=-16;z<=16;z++) for(int y=FLOOR+10;y<FLOOR+13;y++)
s.overworld().setBlockAndUpdate(new BlockPos(x,y,z), Blocks.AIR.defaultBlockState());
canopy(s, 1, true, 16);
});
c.waitTicks(30);
// Crossing a 16-block origin boundary must preserve the same world shadow.
camera(c, server, 7.99999, FLOOR + 5, 0, 60);
activeFrames(c);
var boundary = capture(c, null);
camera(c, server, 8.00001, FLOOR + 5, 0, 60);
activeFrames(c);
unchanged(boundary, capture(c, "anchor-boundary"), "Subpixel motion across 16-block anchor");
System.out.println("SHADOWS128_PASS moon/noon plus stable anchors; foliage thin=" + thin + " thick=" + thick + " solid=" + solid);
server.runOnServer(s -> {
for (int x=-16;x<=16;x++) for(int z=-16;z<=16;z++) for(int y=FLOOR+9;y<FLOOR+13;y++)
s.overworld().setBlockAndUpdate(new BlockPos(x,y,z), Blocks.AIR.defaultBlockState());
pillar(s, true);
});
}
private static void canopy(MinecraftServer s, int layers, boolean leaves, int radius) {
var state = leaves ? Blocks.OAK_LEAVES.defaultBlockState().setValue(net.minecraft.world.level.block.LeavesBlock.PERSISTENT, true)
: Blocks.CONCRETE.red().defaultBlockState();
for (int x=-radius;x<=radius;x++) for(int z=-radius;z<=radius;z++) for(int y=FLOOR+9;y<FLOOR+9+layers;y++)
s.overworld().setBlockAndUpdate(new BlockPos(x,y,z), state);
}
private static void crispEdge(Frame off, Frame on) {
int samples = 0, intermediate = 0;
for (int y=off.height/10;y<off.height*9/10;y+=2) for (int x=off.width/10;x<off.width*9/10;x+=2) {
int i=y*off.width+x;
if (!whiteGround(off.pixels[i])) continue;
samples++;
double ratio=(brightness(off.pixels[i])-brightness(on.pixels[i]))/(double)brightness(off.pixels[i]);
if (ratio > .015 && ratio < .32) intermediate++;
}
check(samples > 1000 && intermediate < samples / 200,
"Opaque noon edge stays crisp, no foliage smoothing: " + intermediate + "/" + samples);
System.out.println("SHADOWS128_CRISP intermediate=" + intermediate + "/" + samples);
}
private record Opacity(int samples, int dark, int lit, double mean, double maximum) { }
private static Opacity opacity(Frame off, Frame on) {
sameSize(off,on);
int samples=0,dark=0,lit=0;double sum=0,maximum=0;
for(int y=off.height/10;y<off.height*9/10;y+=2) for(int x=off.width/10;x<off.width*9/10;x+=2) {
int i=y*off.width+x,a=off.pixels[i],b=on.pixels[i];
int r=a>>16&255,g=a>>8&255,blue=a&255;
if(Math.min(r,Math.min(g,blue))<24 || Math.max(r,Math.max(g,blue))-Math.min(r,Math.min(g,blue))>64)continue;
double ratio=(brightness(a)-brightness(b))/(double)brightness(a);
samples++;sum+=ratio;maximum=Math.max(maximum,ratio);
if(ratio>.02)dark++;else if(Math.abs(ratio)<.01)lit++;
}
check(samples>1000,"White concrete (including blue moonlight) available for shadow opacity");
var result=new Opacity(samples,dark,lit,sum/samples,maximum);
System.out.println("SHADOWS128_OPACITY " + result);
return result;
}
private static java.util.stream.Stream<net.minecraft.client.gui.components.events.GuiEventListener> widgets(
net.minecraft.client.gui.components.events.ContainerEventHandler root) {
return root.children().stream().flatMap(widget -> widget instanceof net.minecraft.client.gui.components.events.ContainerEventHandler child
@@ -266,13 +419,14 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
private static void checkPreferences() {
VanillaLight.setEnabled(true);
VanillaLight.setEdgeHighlights(false);
VanillaLight.setSaturation(100);
for (int[] pair : new int[][]{{Integer.MIN_VALUE, 8}, {11, 8}, {12, 16}, {16, 16}, {23, 16}, {24, 32}, {Integer.MAX_VALUE, 32}}) {
VanillaLight.setShadowPixels(pair[0]);
forgetPreferences();
check(VanillaLight.shadowPixels() == pair[1], "Persisted pixel density rounds/clamps " + pair[0]);
}
for (int[] pair : new int[][]{{Integer.MIN_VALUE, 16}, {23, 16}, {24, 32}, {32, 32}, {47, 32}, {48, 64}, {Integer.MAX_VALUE, 64}}) {
for (int[] pair : new int[][]{{Integer.MIN_VALUE, 16}, {23, 16}, {24, 32}, {32, 32}, {47, 32}, {48, 64}, {95,64}, {96,128}, {191,128}, {192,256}, {256,256}, {Integer.MAX_VALUE, 256}}) {
VanillaLight.setShadowDistance(pair[0]);
forgetPreferences();
check(VanillaLight.shadowDistance() == pair[1], "Persisted shadow distance rounds/clamps " + pair[0]);
@@ -286,7 +440,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
VanillaLight.setShadowDistance(32);
}
private static void forgetPreferences() {
static void forgetPreferences() {
try {
var field = VanillaLight.class.getDeclaredField("preferences");
field.setAccessible(true);
@@ -296,13 +450,14 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
}
}
private static void camera(ClientGameTestContext c, TestServerContext server, double x, double y, double z, int fov) {
static void camera(ClientGameTestContext c, TestServerContext server, double x, double y, double z, int fov) {
server.runOnServer(s -> {
var p = s.getPlayerList().getPlayers().getFirst();
p.teleportTo(x, y, z);
command(s, "tp @a " + x + " " + y + " " + z + " 0 90");
p.setDeltaMovement(Vec3.ZERO);
});
c.waitFor(m -> m.player.position().distanceToSqr(new Vec3(x, y, z)) < .0001, 200);
c.waitFor(m -> m.player.position().distanceToSqr(new Vec3(x, y, z)) < .0001
&& Math.abs(m.player.getXRot() - 90) < .001, 200);
c.runOnClient(m -> {
m.options.fov().set(fov);
m.player.setYRot(0);
@@ -314,6 +469,16 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
c.waitTicks(15);
}
static void look(ClientGameTestContext c, TestServerContext server, float yaw, float pitch) {
server.runOnServer(s -> {
var p = s.getPlayerList().getPlayers().getFirst();
command(s, "tp @a " + p.getX() + " " + p.getY() + " " + p.getZ() + " " + yaw + " " + pitch);
});
c.waitFor(m -> Math.abs(m.player.getXRot() - pitch) < .00001
&& Math.abs(m.player.getYRot() - yaw) < .00001, 200);
c.waitTicks(15);
}
private static void pillar(MinecraftServer s, boolean present) {
for (int x = 0; x < 2; x++) for (int z = 0; z < 2; z++) for (int y = FLOOR + 1; y <= FLOOR + 8; y++) {
s.overworld().setBlockAndUpdate(new BlockPos(x, y, z),
@@ -321,7 +486,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
}
}
private static void command(MinecraftServer s, String command) {
static void command(MinecraftServer s, String command) {
try {
// Dispatcher exceptions fail the fixture instead of leaving an ignored command error in chat.
s.getCommands().getDispatcher().execute(command, s.createCommandSourceStack());
@@ -330,7 +495,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
}
}
private static void shadows(ClientGameTestContext c, boolean enabled) {
static void shadows(ClientGameTestContext c, boolean enabled) {
c.runOnClient(m -> VanillaLight.setPixelShadows(enabled));
if (enabled) activeFrames(c);
else {
@@ -344,15 +509,15 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
}
}
private static void activeFrames(ClientGameTestContext c) {
static void activeFrames(ClientGameTestContext c) {
int before = c.computeOnClient(m -> PixelShadows.renderedFrames());
c.waitFor(m -> PixelShadows.applied() && PixelShadows.ready() && PixelShadows.renderedFrames() > before + 12, 200);
// Allow the bounded terrain cache and native light/chunk uploads to settle before reading pixels.
c.waitTicks(30);
}
private static Frame capture(ClientGameTestContext c, String name) {
if (name != null) c.takeScreenshot("sanctuary-beta122-shadows-" + name);
static Frame capture(ClientGameTestContext c, String name) {
if (name != null) c.takeScreenshot("sanctuary-beta129-shadows-" + name);
var result = new CompletableFuture<Frame>();
c.runOnClient(m -> Screenshot.takeScreenshot(m.gameRenderer.mainRenderTarget(), image -> {
try (image) {
@@ -365,7 +530,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
return result.join();
}
private record Frame(int width, int height, int[] pixels) { }
record Frame(int width, int height, int[] pixels) { }
private record Difference(int sampled, int ground, int dark, int stable, int brighter) { }
private static Difference compare(Frame before, Frame after) {
@@ -395,7 +560,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
check(d.brighter < Math.max(12, d.ground / 100), label + ": shadows must not brighten ground: " + d);
}
private static void unchanged(Frame before, Frame after, String label) {
static void unchanged(Frame before, Frame after, String label) {
sameSize(before, after);
int sampled = 0, changed = 0;
for (int y = before.height / 10; y < before.height * 9 / 10; y += 2) {
@@ -438,11 +603,11 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
return Math.min(r, Math.min(g, b)) > 100 && Math.max(r, Math.max(g, b)) - Math.min(r, Math.min(g, b)) < 24;
}
private static int brightness(int color) {
static int brightness(int color) {
return ((color >> 16 & 255) + (color >> 8 & 255) + (color & 255)) / 3;
}
private static int channelDifference(int a, int b) {
static int channelDifference(int a, int b) {
return Math.max(Math.abs((a >> 16 & 255) - (b >> 16 & 255)),
Math.max(Math.abs((a >> 8 & 255) - (b >> 8 & 255)), Math.abs((a & 255) - (b & 255))));
}
@@ -473,5 +638,5 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
}
private static KeyEvent enter() { return new KeyEvent(InputConstants.KEY_RETURN, 0, 0); }
private static void check(boolean ok, String message) { if (!ok) throw new AssertionError(message); }
static void check(boolean ok, String message) { if (!ok) throw new AssertionError(message); }
}
@@ -0,0 +1,115 @@
package fr.koka.sanctuary.client.shader;
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
import fr.koka.sanctuary.realtime.RealtimeService;
import java.time.Clock;
import java.time.Duration;
import java.time.Instant;
import java.util.ArrayList;
import java.util.Collections;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.concurrent.atomic.AtomicReference;
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
import net.fabricmc.fabric.api.client.rendering.v1.level.LevelRenderEvents;
final class RealtimeShadows129ClientChecks {
private static void projectionContinuity() {
// Far coordinates amplify the old per-frame rounding failure. Moving the sun must not
// add a periodic translation to the shadow raster while the camera remains stationary.
var grid=new ShadowProjection();
float last=0; int jumps=0; float greatest=0;
for(int i=0;i<2000;i++) {
var matrix=grid.matrix(PixelShadows.sunDirection(.7f+i*.000001f),32,2048,100000,64,-100000,false);
if(i>0){float step=Math.abs(matrix.m31()-last);greatest=Math.max(greatest,step);if(step>1e-6f)jumps++;}
last=matrix.m31();
}
check(jumps==0,"Slow light rotation has no cyclical raster translation far from spawn: "+greatest);
// Recentring transfers the phase modulo integral texels, preserving the sampled grid.
var sun=PixelShadows.sunDirection(.71f);
var before=grid.matrix(sun,32,2048,100000,64,-100000,false);
var after=grid.matrix(sun,32,2048,100016,64,-100000,false);
var a=before.transform(new org.joml.Vector4f(4,1,2,1));
var b=after.transform(new org.joml.Vector4f(-12,1,2,1));
for(float value:new float[]{(b.x-a.x)*1024,(b.y-a.y)*1024})
check(Math.abs(value-Math.rint(value))<.001,"Camera recentering moves only whole shadow texels");
}
static void run(ClientGameTestContext c, TestServerContext server) {
projectionContinuity();
var enabled=new AtomicBoolean(false);
var trace=Collections.synchronizedList(new ArrayList<double[]>());
LevelRenderEvents.END_EXTRACTION.register(context -> {
if(enabled.get() && trace.size()<4096)trace.add(new double[]{System.nanoTime()/1e9,context.levelState().skyRenderState.sunAngle});
});
var original=new AtomicReference<Clock>();
try {
server.runOnServer(s -> {
var session=RealtimeService.session(s);
check(session!=null,"Isolated world has the actual real-time service");
try {
var field=session.getClass().getDeclaredField("clock");field.setAccessible(true);
original.set((Clock)field.get(session));
var morning=session.sample().day().noon().minusSeconds(3*3600);
field.set(session,Clock.offset(Clock.systemUTC(),Duration.between(Instant.now(),morning)));
check(RealtimeService.setMode(s,true),"Real-time mode enabled through actual server service");
} catch(ReflectiveOperationException e) {throw new AssertionError(e);}
catch(Exception e) {throw new AssertionError(e);}
});
c.waitFor(m -> PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle).y>.2,200);
c.waitTicks(40);
double shadowX=c.computeOnClient(m -> {
var sun=PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
return 1-7*sun.x/sun.y;
});
camera(c,server,shadowX,69,1,30);
shadows(c,false);
var off=capture(c,null);
shadows(c,true);
enabled.set(true);
var frames=new ArrayList<Frame>();
for(int i=0;i<24;i++) {c.waitTicks(6);frames.add(capture(c,i==0?"realtime-start":i==23?"realtime-end":null));}
c.runOnClient(m -> enabled.set(false));
double travel=Math.IEEEremainder(trace.getLast()[1]-trace.getFirst()[1],Math.PI*2);
int reverse=0;double largest=0;
for(int i=1;i<trace.size();i++) {
double delta=Math.IEEEremainder(trace.get(i)[1]-trace.get(i-1)[1],Math.PI*2)*Math.signum(travel);
if(delta<-.0000001){reverse++;largest=Math.max(largest,-delta);}
}
int samples=0,changed=0,rebound=0;
for(int y=off.height()/10;y<off.height()*9/10;y+=2) for(int x=off.width()/10;x<off.width()*9/10;x+=2) {
int index=y*off.width()+x,a=off.pixels()[index];
int r=a>>16&255,g=a>>8&255,b=a&255;
if(Math.min(r,Math.min(g,b))<100 || Math.max(r,Math.max(g,b))-Math.min(r,Math.min(g,b))>24)continue;
samples++;int flips=0;
boolean last=brightness(a)-brightness(frames.getFirst().pixels()[index])>=8;
for(var frame:frames) {
boolean dark=brightness(a)-brightness(frame.pixels()[index])>=8;
if(last!=dark)flips++;
last=dark;
}
if(flips>0)changed++;
if(flips>1)rebound++;
}
check(trace.size()>30 && Math.abs(travel)>.00001,"Real-time shadows actually remain dynamic");
check(rebound<Math.max(8,samples/1000),"Real-time opaque contours must not repeatedly rebound: "+rebound);
System.out.println("REALTIME129_PASS frames="+trace.size()+" rawTravel="+travel+" reversals="+reverse+" largestReverse="+largest
+" pixels="+samples+" changed="+changed+" rebound="+rebound);
try {
var out=new StringBuilder("seconds,raw_angle\n");
for(var sample:trace)out.append(sample[0]).append(',').append(sample[1]).append('\n');
java.nio.file.Files.writeString(net.fabricmc.loader.api.FabricLoader.getInstance().getGameDir().resolve("shadow129-clock.csv"),out);
}catch(java.io.IOException e){throw new AssertionError(e);}
} finally {
enabled.set(false);
server.runOnServer(s -> {
try {
RealtimeService.setMode(s,false);
if(original.get()!=null){var session=RealtimeService.session(s);var field=session.getClass().getDeclaredField("clock");field.setAccessible(true);field.set(session,original.get());}
command(s,"time set 3000");
}catch(Exception e){throw new AssertionError(e);}
});
}
}
}
@@ -20,6 +20,7 @@ public final class SanctuaryKnowledgeClient implements ClientModInitializer {
SanctuaryResourcePack.register();
VortexCloudRenderer.register();
fr.koka.sanctuary.client.shader.PixelShadows.register();
fr.koka.sanctuary.client.shader.EdgeHighlights.register();
ProgressionClient.register();
StarClient.register();
WeatherClient.register();
@@ -0,0 +1,99 @@
package fr.koka.sanctuary.client.shader;
import com.mojang.blaze3d.buffers.Std140Builder;
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.fabricmc.fabric.api.client.event.lifecycle.v1.ClientLifecycleEvents;
import net.fabricmc.fabric.api.client.networking.v1.ClientPlayConnectionEvents;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.MappableRingBuffer;
import net.minecraft.client.renderer.RenderPipelines;
import net.minecraft.resources.Identifier;
import net.minecraft.world.level.material.FogType;
import org.joml.Matrix4f;
/** Optional, texture-preserving highlights on visible voxel edges. No gameplay light changes. */
public final class EdgeHighlights {
// Destination * (1 + highlight): retain the block's existing colour and texture, including shadows.
private static final RenderPipeline APPLY = RenderPipelines.register(RenderPipeline.builder()
.withLocation(Identifier.parse("sanctuary:pipeline/edge_highlights"))
.withVertexShader("core/screenquad")
.withFragmentShader(Identifier.parse("sanctuary:core/edge_highlights"))
.withBindGroupLayout(BindGroupLayout.builder()
.withUniform("EdgeHighlights", UniformType.UNIFORM_BUFFER)
.withUniform("WorldDepth", UniformType.COMBINED_IMAGE_SAMPLER).build())
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
.withColorTargetState(new ColorTargetState(Optional.of(new BlendFunction(
BlendFactor.DST_COLOR, BlendFactor.ONE, BlendFactor.ZERO, BlendFactor.ONE)),
GpuFormat.RGBA8_UNORM, ColorTargetState.WRITE_COLOR))
.withDepthStencilState(Optional.empty()).build());
private static final Matrix4f projection = new Matrix4f();
private static MappableRingBuffer uniforms;
private static boolean applied;
private static int renderedFrames;
private EdgeHighlights() { }
public static void register() {
ClientPlayConnectionEvents.DISCONNECT.register((handler, client) -> release());
ClientLifecycleEvents.CLIENT_STOPPING.register(client -> release());
}
public static void captureProjection(Matrix4f matrix) { projection.set(matrix); }
/** Runs after cast shadows and before the hand and HUD; works without the shadow depth map. */
public static void render() {
applied = false;
var client = Minecraft.getInstance();
if (!VanillaLight.active() || !VanillaLight.edgeHighlights() || VanillaLight.edgeIntensity() == 0
|| client.level == null) {
release();
return;
}
if (PanoramaCapture.rendering()) return;
var camera = client.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
if (camera.fogType != FogType.NONE) return;
if (uniforms == null) uniforms = new MappableRingBuffer(() -> "Sanctuary edge highlights",
GpuBuffer.USAGE_UNIFORM | GpuBuffer.USAGE_MAP_WRITE, 176);
var viewProjection = new Matrix4f(projection).mul(camera.viewRotationMatrix);
var inverse = new Matrix4f(viewProjection).invert();
var fog = camera.fogData;
uniforms.rotate();
try (var mapped = uniforms.currentBuffer().map(false, true)) {
Std140Builder.intoBuffer(mapped.data()).putMat4f(inverse).putMat4f(viewProjection)
.putVec4((float)(camera.pos.x - Math.floor(camera.pos.x)),
(float)(camera.pos.y - Math.floor(camera.pos.y)),
(float)(camera.pos.z - Math.floor(camera.pos.z)), 16)
.putVec4(VanillaLight.edgeIntensity() * .004f,
RenderSystem.getDevice().getDeviceInfo().isZZeroToOne() ? 1 : 0,
fog.renderDistanceStart, fog.renderDistanceEnd)
.putVec4(fog.environmentalStart, fog.environmentalEnd, fog.color.w, VanillaLight.edgeDistance());
}
var main = client.gameRenderer.mainRenderTarget();
var encoder = RenderSystem.getDevice().createCommandEncoder();
try (var pass = encoder.createRenderPass(() -> "Sanctuary edge highlights",
main.getColorTextureView(), Optional.empty())) {
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));
pass.setUniform("EdgeHighlights", uniforms.currentBuffer());
pass.setUniform("WorldDepth", main.getDepthTextureView(),
RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST));
pass.draw(3, 1, 0, 0);
}
renderedFrames++;
applied = true;
}
public static void release() {
if (uniforms != null) { uniforms.close(); uniforms = null; }
applied = false;
}
static boolean applied() { return applied; }
static boolean allocated() { return uniforms != null; }
static int renderedFrames() { return renderedFrames; }
}
@@ -24,16 +24,18 @@ import net.minecraft.world.level.dimension.DimensionType;
import net.minecraft.world.level.material.FogType;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.joml.Vector4f;
/** Native sun depth map and world-grid receivers. Never reads GPU pixels or changes gameplay light. */
/** Native sun/moon depth map and world-grid receivers. Never reads GPU pixels or changes gameplay light. */
public final class PixelShadows {
private static final RenderPipeline DEPTH = RenderPipelines.register(RenderPipeline.builder()
.withLocation(Identifier.parse("sanctuary:pipeline/pixel_shadow_depth"))
.withVertexShader(Identifier.parse("sanctuary:core/pixel_shadow_depth"))
.withFragmentShader(Identifier.parse("sanctuary:core/pixel_shadow_depth"))
.withBindGroupLayout(BindGroupLayouts.DYNAMIC_TRANSFORMS)
.withVertexBinding(0, DefaultVertexFormat.POSITION)
.withVertexBinding(0, DefaultVertexFormat.POSITION_COLOR)
.withPrimitiveTopology(PrimitiveTopology.QUADS).withCull(false)
.withColorTargetState(new ColorTargetState(Optional.empty(), GpuFormat.R8_UNORM, ColorTargetState.WRITE_COLOR))
.withDepthStencilState(new DepthStencilState(CompareOp.LESS_THAN, true)).build());
private static final RenderPipeline APPLY = RenderPipelines.register(RenderPipeline.builder()
.withLocation(Identifier.parse("sanctuary:pipeline/pixel_shadows"))
@@ -42,12 +44,14 @@ public final class PixelShadows {
.withBindGroupLayout(BindGroupLayout.builder()
.withUniform("PixelShadows", UniformType.UNIFORM_BUFFER)
.withUniform("WorldDepth", UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("SunDepth", UniformType.COMBINED_IMAGE_SAMPLER).build())
.withUniform("SunDepth", UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("SunMaterial", UniformType.COMBINED_IMAGE_SAMPLER).build())
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
.withColorTargetState(new ColorTargetState(Optional.of(BlendFunction.TRANSLUCENT), GpuFormat.RGBA8_UNORM, ColorTargetState.WRITE_COLOR))
.withDepthStencilState(Optional.empty()).build());
private static final ShadowTerrain TERRAIN = new ShadowTerrain();
private static final Matrix4f projection = new Matrix4f();
private static final ShadowProjection lightGrid = new ShadowProjection();
private static TextureTarget shadowMap;
private static MappableRingBuffer uniforms;
private static int renderedFrames;
@@ -79,21 +83,25 @@ public final class PixelShadows {
var sky = state.skyRenderState;
CameraRenderState camera = state.cameraRenderState;
var sun = sunDirection(sky.sunAngle);
boolean lunar = sun.y <= .08f;
if (lunar) sun = sunDirection(sky.moonAngle);
if (sky.skybox != DimensionType.Skybox.OVERWORLD || camera.fogType != FogType.NONE || sun.y <= .08f) return;
float strength = .38f * Math.clamp((sun.y - .08f) / .16f, 0, 1) * sky.rainBrightness;
float moon = sky.moonPhase == null ? 1 : (float)(.5 + .5 * Math.cos(sky.moonPhase.index() * Math.PI / 4));
float strength = (lunar ? .10f * moon : .38f)
* Math.clamp((sun.y - .08f) / .16f, 0, 1) * sky.rainBrightness;
if (strength <= .001f) return;
int distance = VanillaLight.shadowDistance(), pixels = VanillaLight.shadowPixels();
TERRAIN.update(client.level, camera.pos, distance, sun);
int size = mapSize(distance, pixels);
if (shadowMap == null || shadowMap.width != size) {
if (shadowMap != null) shadowMap.destroyBuffers();
shadowMap = new TextureTarget("Sanctuary sun shadows", size, size, null, GpuFormat.D32_FLOAT);
shadowMap = new TextureTarget("Sanctuary celestial shadows", size, size, GpuFormat.R8_UNORM, GpuFormat.D32_FLOAT);
}
if (uniforms == null) uniforms = new MappableRingBuffer(() -> "Sanctuary pixel shadows",
GpuBuffer.USAGE_UNIFORM | GpuBuffer.USAGE_MAP_WRITE, 192);
double ox = Math.floor(camera.pos.x), oy = Math.floor(camera.pos.y), oz = Math.floor(camera.pos.z);
double ox = anchor(camera.pos.x), oy = anchor(camera.pos.y), oz = anchor(camera.pos.z);
boolean zeroToOne = RenderSystem.getDevice().getDeviceInfo().isZZeroToOne();
var light = lightMatrix(sun, distance, size, ox, oy, oz, zeroToOne);
var light = lightGrid.matrix(sun, distance, size, ox, oy, oz, zeroToOne);
var inverse = new Matrix4f(projection).mul(camera.viewRotationMatrix).invert();
uniforms.rotate();
var fog = camera.fogData;
@@ -109,13 +117,18 @@ public final class PixelShadows {
int maxIndices = 0;
for (var entry : entries) {
transforms.add(RenderSystem.getDynamicUniforms().writeTransform(new Matrix4f(light)
.translate((float)(entry.x() - ox), (float)(entry.y() - oy), (float)(entry.z() - oz))));
.translate((float)(entry.x() - ox), (float)(entry.y() - oy), (float)(entry.z() - oz)),
new Vector4f(1, 1, 1, 1),
// Bounded world coordinates keep foliage noise precise far from spawn.
new Vector3f(Math.floorMod(entry.x(), 4096), Math.floorMod(entry.y(), 4096),
Math.floorMod(entry.z(), 4096)), new Matrix4f()));
maxIndices = Math.max(maxIndices, entry.indexCount());
}
var indices = RenderSystem.getSequentialBuffer(PrimitiveTopology.QUADS);
indices.requestIndexCount(maxIndices);
var encoder = RenderSystem.getDevice().createCommandEncoder();
try (var pass = encoder.createRenderPass(com.mojang.renderpearl.api.commands.RenderPassDescriptor.builder(() -> "Sanctuary sun depth")
try (var pass = encoder.createRenderPass(com.mojang.renderpearl.api.commands.RenderPassDescriptor.builder(() -> "Sanctuary celestial depth")
.withColorAttachment(shadowMap.getColorTextureView(), Optional.of(new Vector4f(0, 0, 0, 0)))
.withDepthAttachment(shadowMap.getDepthTextureView(), OptionalDouble.of(1)).build())) {
pass.setPipeline(RenderSystem.getCompiledPipeline(DEPTH));
if (maxIndices > 0) pass.setIndexBuffer(indices.getBuffer(), indices.type());
@@ -133,32 +146,23 @@ public final class PixelShadows {
pass.setUniform("PixelShadows", uniforms.currentBuffer());
pass.setUniform("WorldDepth", main.getDepthTextureView(), nearest);
pass.setUniform("SunDepth", shadowMap.getDepthTextureView(), nearest);
pass.setUniform("SunMaterial", shadowMap.getColorTextureView(), nearest);
pass.draw(3, 1, 0, 0);
}
renderedFrames++;
applied = true;
}
static double anchor(double coordinate) { return Math.floor(coordinate / 16.0 + .5) * 16.0; }
static Vector3f sunDirection(float angle) { return new Vector3f(-(float)Math.sin(angle), (float)Math.cos(angle), 0); }
static int mapSize(int distance, int pixels) {
int size = 512;
while (size < 2 * (distance + 8) * pixels && size < 4096) size *= 2;
while (size < 2 * (distance + 16) * pixels && size < 4096) size *= 2;
return size;
}
static Matrix4f lightMatrix(Vector3f sun, int distance, int size, double x, double y, double z, boolean zeroToOne) {
float extent = distance + 8, reach = 4 * (distance + 16);
// A fixed up axis is nonsingular even at noon. Snap the light-space origin to texels.
var view = new Matrix4f().lookAt(sun.x * reach, sun.y * reach, sun.z * reach, 0, 0, 0, 0, 0, 1);
double texel = 2.0 * extent / size;
double sx = view.m00() * x + view.m10() * y + view.m20() * z;
double sy = view.m01() * x + view.m11() * y + view.m21() * z;
var result = new Matrix4f().setOrtho(-extent, extent, -extent, extent, .1f, reach * 2, zeroToOne).mul(view);
result.m30(result.m30() + (float)((sx - Math.rint(sx / texel) * texel) / extent));
result.m31(result.m31() + (float)((sy - Math.rint(sy / texel) * texel) / extent));
return result;
}
public static void release() {
TERRAIN.close();
lightGrid.reset();
if (shadowMap != null) { shadowMap.destroyBuffers(); shadowMap = null; }
if (uniforms != null) { uniforms.close(); uniforms = null; }
applied = false;
@@ -17,6 +17,15 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.saturation",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.saturation_help")),(caption,value)->Component.translatable("sanctuary.shaders.saturation_value",value),
new OptionInstance.IntRange(0,200),VanillaLight.saturation(),VanillaLight::setSaturation));
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.edge_highlights",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.edge_highlights_help")),
VanillaLight.edgeHighlights(),VanillaLight::setEdgeHighlights));
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.edge_intensity",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.edge_intensity_help")),(caption,value)->Component.translatable("sanctuary.shaders.edge_intensity_value",value),
new OptionInstance.IntRange(0,100),VanillaLight.edgeIntensity(),VanillaLight::setEdgeIntensity));
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.edge_distance",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.edge_distance_help")),(caption,value)->Component.translatable("sanctuary.shaders.edge_distance_value",value),
new OptionInstance.Enum<>(List.of(16,32,64,128,256),Codec.INT),VanillaLight.edgeDistance(),VanillaLight::setEdgeDistance));
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.pixel_shadows",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.pixel_shadows_help")),
VanillaLight.pixelShadows(),VanillaLight::setPixelShadows));
@@ -25,6 +34,6 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
new OptionInstance.Enum<>(List.of(8,16,32),Codec.INT),VanillaLight.shadowPixels(),VanillaLight::setShadowPixels));
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.shadow_distance",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.shadow_distance_help")),(caption,value)->Component.translatable("sanctuary.shaders.shadow_distance_value",value),
new OptionInstance.Enum<>(List.of(16,32,64),Codec.INT),VanillaLight.shadowDistance(),VanillaLight::setShadowDistance));
new OptionInstance.Enum<>(List.of(16,32,64,128,256),Codec.INT),VanillaLight.shadowDistance(),VanillaLight::setShadowDistance));
}
}
@@ -0,0 +1,37 @@
package fr.koka.sanctuary.client.shader;
import org.joml.Matrix4f;
import org.joml.Vector3f;
/** Keeps the raster grid continuous as the sun moves; only camera recentering snaps to texels. */
final class ShadowProjection {
private boolean initialized;
private int distance, size;
private double x, y, z, phaseX, phaseY;
Matrix4f matrix(Vector3f sun, int distance, int size, double x, double y, double z, boolean zeroToOne) {
float extent = distance + 16, reach = 4 * (distance + 16);
var view = new Matrix4f().lookAt(sun.x * reach, sun.y * reach, sun.z * reach,
0, 0, 0, 0, 0, 1);
double texel = 2.0 * extent / size;
if (!initialized || this.distance != distance || this.size != size) {
phaseX = phaseY = 0;
} else if (this.x != x || this.y != y || this.z != z) {
double dx = x - this.x, dy = y - this.y, dz = z - this.z;
phaseX = Math.IEEEremainder(phaseX + view.m00() * dx + view.m10() * dy + view.m20() * dz, texel);
phaseY = Math.IEEEremainder(phaseY + view.m01() * dx + view.m11() * dy + view.m21() * dz, texel);
}
// Re-rounding the projected WORLD origin every frame made a slowly rotating light jump
// a raster texel periodically, particularly far from spawn. Retain this phase in between
// camera anchor changes: the light can rotate continuously without moving the raster origin.
initialized = true;
this.distance = distance; this.size = size;
this.x = x; this.y = y; this.z = z;
var result = new Matrix4f().setOrtho(-extent, extent, -extent, extent, .1f, reach * 2, zeroToOne).mul(view);
result.m30(result.m30() + (float)(phaseX / extent));
result.m31(result.m31() + (float)(phaseY / extent));
return result;
}
void reset() { initialized = false; }
}
@@ -14,6 +14,7 @@ import java.util.List;
import java.util.Map;
import java.util.Objects;
import net.minecraft.core.Direction;
import net.minecraft.tags.BlockTags;
import net.minecraft.core.SectionPos;
import net.minecraft.world.level.ChunkPos;
import net.minecraft.client.multiplayer.ClientLevel;
@@ -28,7 +29,7 @@ import org.joml.Vector3fc;
/**
* Render-thread-only, read-only terrain casters. Call update BEFORE opening any render pass.
* Positions use DefaultVertexFormat.POSITION (three floats), relative to the entry's block
* Positions use POSITION_COLOR (three floats plus a foliage flag), relative to the entry's block
* origin; add that origin in the draw transform. Indices belong to RenderSystem's shared
* QUADS sequential buffer, which update grows before drawing. This cache never owns it.
*
@@ -38,8 +39,8 @@ import org.joml.Vector3fc;
* A different ClientLevel, or update(null, ...), also releases all owned resources.
*/
public final class ShadowTerrain implements AutoCloseable {
/** Bounds metadata/work as well as geometry; current shader options use 16, 32 and 64. */
public static final int MAX_DISTANCE = 128;
/** Bounds metadata/work as well as geometry; shader options reach 256 blocks. */
public static final int MAX_DISTANCE = 256;
private static final int MAX_SECTIONS_PER_UPDATE = 4;
private static final long BUILD_NANOS = 3_000_000L;
private static final long MAX_GPU_BYTES = 96L * 1024 * 1024;
@@ -60,6 +61,8 @@ public final class ShadowTerrain implements AutoCloseable {
private long gpuBytes;
private List<Entry> entries = List.of();
private boolean entriesChanged;
private long reconciledTick = Long.MIN_VALUE;
private boolean metadataDirty = true;
private int cameraSectionX, cameraSectionY, cameraSectionZ;
/**
@@ -107,7 +110,12 @@ public final class ShadowTerrain implements AutoCloseable {
cameraSectionX = cx;
cameraSectionY = cy;
cameraSectionZ = cz;
reconcile();
// Large ranges must not rescan loaded chunk metadata at the display's frame rate.
if (moved || metadataDirty || reconciledTick != level.getGameTime()) {
reconcile();
reconciledTick = level.getGameTime();
metadataDirty = false;
}
if (moved) {
retryDeferred();
}
@@ -171,11 +179,13 @@ public final class ShadowTerrain implements AutoCloseable {
RenderSystem.assertOnRenderThread();
Section section = sections.get(SectionPos.asLong(sx, sy, sz));
if (section != null) dirty(section);
else metadataDirty = true;
}
/** Coordinates are chunk coordinates. Caller also invalidates adjacent chunks as needed. */
public void dirtyChunk(int cx, int cz) {
RenderSystem.assertOnRenderThread();
metadataDirty = true;
for (Section section : sections.values()) {
if (section.x == cx && section.z == cz) dirty(section);
}
@@ -268,7 +278,9 @@ public final class ShadowTerrain implements AutoCloseable {
while (build.cursor < 4096) {
int index = build.cursor++;
int x = index & 15, z = (index >> 4) & 15, y = index >> 8;
Shape shape = shape(build.section.storage.getBlockState(x, y, z));
var state = build.section.storage.getBlockState(x, y, z);
boolean foliage = state.is(BlockTags.LEAVES);
Shape shape = foliage ? LEAVES : shape(state);
if (shape != null) {
if (shape.boxes == null) {
build.oversized = true;
@@ -276,6 +288,7 @@ public final class ShadowTerrain implements AutoCloseable {
}
int hidden = 0;
for (Direction direction : DIRECTIONS) {
if (foliage) break; // Retain internal leaf faces: each layer contributes transmission.
BlockState neighbor = neighbor(build.section, x + direction.getStepX(),
y + direction.getStepY(), z + direction.getStepZ());
Shape other = neighbor == null ? null : shape(neighbor);
@@ -290,7 +303,7 @@ public final class ShadowTerrain implements AutoCloseable {
build.oversized = true;
return true;
}
face(build.vertices, box, x, y, z, direction);
face(build.vertices, box, x, y, z, direction, foliage ? 0xFFFFFFFF : 0xFF000000);
build.quads++;
}
}
@@ -314,7 +327,7 @@ public final class ShadowTerrain implements AutoCloseable {
private Shape shape(BlockState state) {
// Retain the solid part of waterlogged slabs/stairs, but never mesh the fluid itself.
if (state.isAir() || !state.canOcclude() || state.liquid()) return null;
if (state.isAir() || state.is(BlockTags.LEAVES) || !state.canOcclude() || state.liquid()) return null;
Shape cached = shapes.get(state);
if (cached != null) return cached;
// In 26.3 occlusion shapes are cached on BlockState and take no level/position argument.
@@ -402,6 +415,8 @@ public final class ShadowTerrain implements AutoCloseable {
for (Section section : sections.values()) release(section);
sections.clear();
chunks.clear();
reconciledTick = Long.MIN_VALUE;
metadataDirty = true;
shapes.clear();
entries = List.of();
entriesChanged = false;
@@ -426,34 +441,34 @@ public final class ShadowTerrain implements AutoCloseable {
}
/** Counterclockwise exterior faces, matching the native sequential QUADS index order. */
private static void face(BufferBuilder out, AABB box, int x, int y, int z, Direction direction) {
private static void face(BufferBuilder out, AABB box, int x, int y, int z, Direction direction, int color) {
float x0 = x + (float) box.minX, x1 = x + (float) box.maxX;
float y0 = y + (float) box.minY, y1 = y + (float) box.maxY;
float z0 = z + (float) box.minZ, z1 = z + (float) box.maxZ;
switch (direction) {
case DOWN -> {
out.addVertex(x0, y0, z0); out.addVertex(x1, y0, z0);
out.addVertex(x1, y0, z1); out.addVertex(x0, y0, z1);
out.addVertex(x0, y0, z0).setColor(color); out.addVertex(x1, y0, z0).setColor(color);
out.addVertex(x1, y0, z1).setColor(color); out.addVertex(x0, y0, z1).setColor(color);
}
case UP -> {
out.addVertex(x0, y1, z0); out.addVertex(x0, y1, z1);
out.addVertex(x1, y1, z1); out.addVertex(x1, y1, z0);
out.addVertex(x0, y1, z0).setColor(color); out.addVertex(x0, y1, z1).setColor(color);
out.addVertex(x1, y1, z1).setColor(color); out.addVertex(x1, y1, z0).setColor(color);
}
case NORTH -> {
out.addVertex(x0, y0, z0); out.addVertex(x0, y1, z0);
out.addVertex(x1, y1, z0); out.addVertex(x1, y0, z0);
out.addVertex(x0, y0, z0).setColor(color); out.addVertex(x0, y1, z0).setColor(color);
out.addVertex(x1, y1, z0).setColor(color); out.addVertex(x1, y0, z0).setColor(color);
}
case SOUTH -> {
out.addVertex(x0, y0, z1); out.addVertex(x1, y0, z1);
out.addVertex(x1, y1, z1); out.addVertex(x0, y1, z1);
out.addVertex(x0, y0, z1).setColor(color); out.addVertex(x1, y0, z1).setColor(color);
out.addVertex(x1, y1, z1).setColor(color); out.addVertex(x0, y1, z1).setColor(color);
}
case WEST -> {
out.addVertex(x0, y0, z0); out.addVertex(x0, y0, z1);
out.addVertex(x0, y1, z1); out.addVertex(x0, y1, z0);
out.addVertex(x0, y0, z0).setColor(color); out.addVertex(x0, y0, z1).setColor(color);
out.addVertex(x0, y1, z1).setColor(color); out.addVertex(x0, y1, z0).setColor(color);
}
case EAST -> {
out.addVertex(x1, y0, z0); out.addVertex(x1, y1, z0);
out.addVertex(x1, y1, z1); out.addVertex(x1, y0, z1);
out.addVertex(x1, y0, z0).setColor(color); out.addVertex(x1, y1, z0).setColor(color);
out.addVertex(x1, y1, z1).setColor(color); out.addVertex(x1, y0, z1).setColor(color);
}
}
}
@@ -470,6 +485,7 @@ public final class ShadowTerrain implements AutoCloseable {
}
private record Shape(AABB[] boxes, int fullFaces) { }
private static final Shape LEAVES = new Shape(new AABB[]{new AABB(0, 0, 0, 1, 1, 1)}, 0);
private static final class Section {
final int x, y, z;
@@ -496,7 +512,7 @@ public final class ShadowTerrain implements AutoCloseable {
private static final class Build implements AutoCloseable {
final Section section;
final ByteBufferBuilder bytes = new ByteBufferBuilder(64 * 1024);
final BufferBuilder vertices = new BufferBuilder(bytes, PrimitiveTopology.QUADS, DefaultVertexFormat.POSITION);
final BufferBuilder vertices = new BufferBuilder(bytes, PrimitiveTopology.QUADS, DefaultVertexFormat.POSITION_COLOR);
int cursor, quads;
boolean oversized;
@@ -18,6 +18,9 @@ public final class VanillaLight {
boolean enabled=true;
int saturation=142;
boolean pixelShadows=false;
boolean edgeHighlights=false;
int edgeIntensity=30;
int edgeDistance=32;
int shadowPixels=16;
int shadowDistance=32;
}
@@ -27,22 +30,30 @@ public final class VanillaLight {
try{if(Files.isRegularFile(path()))preferences=new GsonBuilder().create().fromJson(Files.readString(path()),Preferences.class);}
catch(Exception e){SanctuaryMod.LOGGER.warn("Cannot read Sanctuary shader preference",e);}
if(preferences==null)preferences=new Preferences();
preferences.edgeIntensity=Math.clamp(preferences.edgeIntensity,0,100);
preferences.edgeDistance=normalizeShadowDistance(preferences.edgeDistance);
preferences.saturation=Math.clamp(preferences.saturation,0,200);
preferences.shadowPixels=normalizeShadowValue(preferences.shadowPixels,8,16,32);
preferences.shadowDistance=normalizeShadowValue(preferences.shadowDistance,16,32,64);
preferences.shadowDistance=normalizeShadowDistance(preferences.shadowDistance);
}
return preferences.enabled;
}
public static boolean externalEngine(){return EXTERNAL_ENGINE;}
public static boolean active(){return ProgressionClient.active()&&!EXTERNAL_ENGINE&&enabled();}
public static int saturation(){enabled();return preferences.saturation;}
public static boolean edgeHighlights(){enabled();return preferences.edgeHighlights;}
public static int edgeDistance(){enabled();return preferences.edgeDistance;}
public static void setEdgeDistance(int value){enabled();preferences.edgeDistance=normalizeShadowDistance(value);save();}
public static int edgeIntensity(){enabled();return preferences.edgeIntensity;}
public static void setEdgeHighlights(boolean value){enabled();preferences.edgeHighlights=value;save();}
public static void setEdgeIntensity(int value){enabled();preferences.edgeIntensity=Math.clamp(value,0,100);save();}
public static boolean pixelShadows(){enabled();return preferences.pixelShadows;}
public static int shadowPixels(){enabled();return preferences.shadowPixels;}
public static int shadowDistance(){enabled();return preferences.shadowDistance;}
public static void setSaturation(int value){enabled();preferences.saturation=Math.clamp(value,0,200);save();}
public static void setPixelShadows(boolean value){enabled();preferences.pixelShadows=value;save();}
public static void setShadowPixels(int value){enabled();preferences.shadowPixels=normalizeShadowValue(value,8,16,32);save();}
public static void setShadowDistance(int value){enabled();preferences.shadowDistance=normalizeShadowValue(value,16,32,64);save();}
public static void setShadowDistance(int value){enabled();preferences.shadowDistance=normalizeShadowDistance(value);save();}
public static void setEnabled(boolean value){
enabled();preferences.enabled=value;
save();
@@ -52,6 +63,12 @@ public final class VanillaLight {
if(value<(low+middle)/2)return low;
return value<(middle+high)/2?middle:high;
}
private static int normalizeShadowDistance(int value){
if(value<24)return 16;
if(value<48)return 32;
if(value<96)return 64;
return value<192?128:256;
}
private static void save(){
try{
Files.createDirectories(path().getParent());var temporary=path().resolveSibling(path().getFileName()+".tmp");
@@ -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.EdgeHighlights;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.ProjectionMatrixBuffer;
import org.joml.Matrix4f;
@@ -17,10 +18,11 @@ abstract class PixelShadowRendererMixin {
@WrapOperation(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/ProjectionMatrixBuffer;getBuffer(Lorg/joml/Matrix4f;)Lcom/mojang/renderpearl/api/buffers/GpuBufferSlice;"))
private GpuBufferSlice sanctuary$projection(ProjectionMatrixBuffer buffer, Matrix4f matrix, Operation<GpuBufferSlice> original) {
PixelShadows.captureProjection(matrix);
EdgeHighlights.captureProjection(matrix);
return original.call(buffer, matrix);
}
@Inject(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/GameRenderer;render3dHud(Lnet/minecraft/client/renderer/state/level/CameraRenderState;Lnet/minecraft/client/renderer/state/level/PlayerRenderState;Lnet/minecraft/client/renderer/state/OptionsRenderState;Z)V"))
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); }
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); EdgeHighlights.render(); }
@Inject(method={"close", "setLevel"}, at=@At("HEAD"))
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); }
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); EdgeHighlights.release(); }
}
@@ -2257,12 +2257,20 @@
"block.sanctuary.deepslate_sapphire_ore": "Deepslate Sapphire Ore",
"sanctuary.discovery.granted": "Discoveries added for %s: %s blocks, %s items, %s species. Linked recipes updated; reopen catalogues.",
"sanctuary.discovery.invalid": "Choose a discoverable block, item or species.",
"sanctuary.shaders.edge_highlights": "Edge highlights",
"sanctuary.shaders.edge_highlights_help": "Connected highlights along terrain contours. Flat surfaces connect, even across different blocks. Preserves textures. OFF by default; requires Vanilla Light.",
"sanctuary.shaders.edge_intensity": "Edge intensity",
"sanctuary.shaders.edge_intensity_help": "Highlight strength along edges. Independent of cast shadows.",
"sanctuary.shaders.edge_intensity_value": "Edge intensity: %s %%",
"sanctuary.shaders.pixel_shadows": "Pixel shadows",
"sanctuary.shaders.pixel_shadows_help": "Sun shadows cast by solid blocks, aligned to a pixel grid. Disabled by default. Requires Vanilla Light; gameplay light levels stay unchanged.",
"sanctuary.shaders.pixel_shadows_help": "Sun shadows and subtle moon shadows on a pixel grid. Dappled foliage and stable contours. Disabled by default; requires Vanilla Light.",
"sanctuary.shaders.shadow_pixels": "Shadow precision",
"sanctuary.shaders.shadow_pixels_value": "%s pixels/block",
"sanctuary.shaders.shadow_pixels_help": "Grid precision: 8, 16 or 32 pixels per block. Higher values make shadow pixels finer. Requires Vanilla Light and pixel shadows.",
"sanctuary.shaders.shadow_distance": "Shadow distance",
"sanctuary.shaders.shadow_distance_value": "%s blocks",
"sanctuary.shaders.shadow_distance_help": "Shadow range: 16, 32 or 64 blocks. Higher distances cost more performance. Requires Vanilla Light and pixel shadows."
"sanctuary.shaders.shadow_distance_help": "Shadow range: 16, 32, 64, 128 or 256 blocks, within loaded terrain. Higher distances cost more performance. Requires Vanilla Light and pixel shadows.",
"sanctuary.shaders.edge_distance": "Highlight distance",
"sanctuary.shaders.edge_distance_value": "%s blocks",
"sanctuary.shaders.edge_distance_help": "Independent range: 16, 32, 64, 128 or 256 blocks. Limited to visible terrain and render distance. Distant contours become naturally finer."
}
@@ -2257,12 +2257,20 @@
"block.sanctuary.deepslate_sapphire_ore": "Minerai de saphir des abîmes",
"sanctuary.discovery.granted": "Découvertes ajoutées pour %s : %s blocs, %s objets, %s espèces. Recettes liées actualisées ; rouvre les catalogues.",
"sanctuary.discovery.invalid": "Choisis un bloc, un objet ou une espèce découvrable.",
"sanctuary.shaders.edge_highlights": "Reflets sur les arêtes",
"sanctuary.shaders.edge_highlights_help": "Reflets connectés sur les contours du relief. Les surfaces plates se raccordent, même entre blocs différents. Préserve les textures. Désactivé par défaut ; nécessite Vanilla Light.",
"sanctuary.shaders.edge_intensity": "Intensité des arêtes",
"sanctuary.shaders.edge_intensity_help": "Force du reflet sur les arêtes. Le réglage est indépendant des ombres portées.",
"sanctuary.shaders.edge_intensity_value": "Intensité des arêtes : %s %%",
"sanctuary.shaders.pixel_shadows": "Ombres pixelisées",
"sanctuary.shaders.pixel_shadows_help": "Ombres du soleil projetées par les blocs solides, alignées sur une grille de pixels. Désactivées par défaut. Nécessite Vanilla Light ; ne change pas la lumière du jeu.",
"sanctuary.shaders.pixel_shadows_help": "Ombres du soleil et ombres légères de la lune, sur une grille de pixels. Feuillage irrégulier et contours stables. Désactivées par défaut ; nécessite Vanilla Light.",
"sanctuary.shaders.shadow_pixels": "Précision des ombres",
"sanctuary.shaders.shadow_pixels_value": "%s pixels/bloc",
"sanctuary.shaders.shadow_pixels_help": "Précision de la grille : 8, 16 ou 32 pixels par bloc. Plus la valeur est élevée, plus les pixels des ombres sont fins. Nécessite Vanilla Light et les ombres pixelisées.",
"sanctuary.shaders.shadow_distance": "Distance des ombres",
"sanctuary.shaders.shadow_distance_value": "%s blocs",
"sanctuary.shaders.shadow_distance_help": "Portée des ombres : 16, 32 ou 64 blocs. Une distance plus élevée coûte davantage en performances. Nécessite Vanilla Light et les ombres pixelisées."
"sanctuary.shaders.shadow_distance_help": "Portée des ombres : 16, 32, 64, 128 ou 256 blocs, dans le terrain chargé. Une distance élevée coûte davantage en performances. Nécessite Vanilla Light et les ombres pixelisées.",
"sanctuary.shaders.edge_distance": "Portée des arêtes",
"sanctuary.shaders.edge_distance_value": "%s blocs",
"sanctuary.shaders.edge_distance_help": "Portée indépendante : 16, 32, 64, 128 ou 256 blocs. Limitée au terrain visible et à la distance de rendu. Les contours lointains saffinent naturellement."
}
@@ -0,0 +1,71 @@
#version 330
#extension GL_ARB_separate_shader_objects : require
uniform sampler2D WorldDepth;
layout(std140) uniform EdgeHighlights {
mat4 InverseViewProjection;
mat4 ViewProjection;
vec4 CameraGrid;
vec4 StrengthClipFog;
vec4 EnvironmentFog;
};
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
vec3 positionAt(vec2 uv, float depth) {
float z = StrengthClipFog.y > 0.5 ? depth : depth * 2.0 - 1.0;
vec4 p = InverseViewProjection * vec4(uv * 2.0 - 1.0, z, 1.0);
return p.xyz / p.w;
}
float exposed(vec3 probe, vec3 surface, vec3 normal) {
vec4 clip = ViewProjection * vec4(probe, 1.0);
if (clip.w <= 0.0) return 0.0;
vec2 uv = clip.xy / clip.w * 0.5 + 0.5;
if (any(lessThanEqual(uv, vec2(0.0))) || any(greaterThanEqual(uv, vec2(1.0)))) return 0.0;
// Reconstruct at the sampled depth texel's centre, not at a different subpixel position.
vec2 size = vec2(textureSize(WorldDepth, 0));
uv = (floor(uv * size) + 0.5) / size;
float depth = texture(WorldDepth, uv).r;
if (depth <= 0.0) return 1.0;
float behind = dot(positionAt(uv, depth) - surface, normal);
// A coplanar neighbouring block contributes zero. Concave corners are not glowing seams.
return 1.0 - smoothstep(-0.045, -0.020, behind);
}
float fogAmount(float distance, float start, float end) {
return clamp((distance - start) / max(end - start, 0.001), 0.0, 1.0);
}
void main() {
float depth = texture(WorldDepth, texCoord).r;
vec3 relative = positionAt(texCoord, depth);
vec3 dx = dFdx(relative), dy = dFdy(relative);
vec3 normal = normalize(cross(dx, dy));
if (dot(normal, -relative) < 0.0) normal = -normal;
vec3 an = abs(normal);
if (depth <= 0.0 || length(relative) >= EnvironmentFog.w || max(max(an.x, an.y), an.z) < 0.995) discard;
vec3 axis = an.x > an.y && an.x > an.z ? vec3(1,0,0) : an.y > an.z ? vec3(0,1,0) : vec3(0,0,1);
normal = axis * sign(dot(normal, axis));
vec3 tangent = axis.x > 0.5 ? vec3(0,0,1) : vec3(1,0,0);
vec3 bitangent = abs(cross(axis, tangent));
float width = 1.0 / CameraGrid.w;
vec3 p = relative + CameraGrid.xyz;
float plane = floor(dot(p, axis) * CameraGrid.w + 0.5) * width;
// Restrict to voxel planes; don't trace arbitrary moving models with a voxel-grid effect.
if (abs(dot(p, axis) - plane) > 0.003) discard;
vec3 q = (floor(p * CameraGrid.w + 0.0001) + 0.5) * width;
q += axis * (plane - dot(q, axis));
q -= CameraGrid.xyz;
float probeWidth = max(width, max(length(dx), length(dy)));
float edge = max(max(exposed(q + tangent * probeWidth, q, normal), exposed(q - tangent * probeWidth, q, normal)),
max(exposed(q + bitangent * probeWidth, q, normal), exposed(q - bitangent * probeWidth, q, normal)));
// Connected surfaces share their outline, irrespective of the block texture.
// Integrate subpixel strips as coverage rather than deleting distant CTM outlines.
float footprint = max(length(dx), length(dy));
float fade = min(1.0, width / max(footprint, width));
fade *= 1.0 - smoothstep(EnvironmentFog.w * 0.75, EnvironmentFog.w, length(relative));
float fog = max(fogAmount(length(relative), EnvironmentFog.x, EnvironmentFog.y),
fogAmount(max(length(relative.xz), abs(relative.y)), StrengthClipFog.z, StrengthClipFog.w));
float highlight = edge * fade * StrengthClipFog.x * (1.0 - fog * EnvironmentFog.z);
fragColor = vec4(vec3(highlight), 0.0);
}
@@ -1,3 +1,18 @@
#version 330
#extension GL_ARB_separate_shader_objects : require
void main() { }
layout(location = 0) in vec3 foliagePosition;
layout(location = 1) flat in float foliage;
layout(location = 0) out vec4 material;
uint mixBits(uint h) {
h ^= h >> 16; h *= 0x7feb352du; h ^= h >> 15; h *= 0x846ca68bu; return h ^ (h >> 16);
}
void main() {
// Fixed quarter-block cells: no frame/time/camera seed, texture-alpha sampling or CPU ray march.
// Each crossed leaf surface transmits 78%; independent layers converge towards solid shade.
if (foliage > 0.5) {
uvec3 p = uvec3(ivec3(floor((foliagePosition + 0.03125) * 4.0)));
uint h = mixBits(p.x ^ mixBits(p.y + 0x9e3779b9u) ^ mixBits(p.z + 0x85ebca6bu));
if (float(h & 65535u) / 65535.0 >= 0.22) discard;
}
material = vec4(foliage, 0.0, 0.0, 1.0);
}
@@ -2,6 +2,11 @@
#extension GL_ARB_separate_shader_objects : require
#include <minecraft:dynamictransforms.glsl>
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 0) out vec3 foliagePosition;
layout(location = 1) flat out float foliage;
void main() {
gl_Position = ModelViewMat * vec4(Position, 1.0);
foliagePosition = Position + ModelOffset;
foliage = Color.r;
}
@@ -2,6 +2,7 @@
#extension GL_ARB_separate_shader_objects : require
uniform sampler2D WorldDepth;
uniform sampler2D SunDepth;
uniform sampler2D SunMaterial;
layout(std140) uniform PixelShadows {
mat4 InverseViewProjection;
mat4 LightMatrix;
@@ -15,6 +16,31 @@ layout(location = 0) out vec4 fragColor;
float linearFog(float d, float start, float end) {
return clamp((d - start) / max(end - start, 0.001), 0.0, 1.0);
}
float shadowAt(vec2 uv, vec3 receiver, vec2 planeSlope, bool includeOpaque) {
if (!includeOpaque && texture(SunMaterial, uv).r < 0.5) return 0.0;
// Compare each tap on the same receiving plane; an oblique floor must not shadow itself.
float depth = receiver.z + dot(uv - receiver.xy, planeSlope);
return depth > texture(SunDepth, uv).r + 0.00015 ? 1.0 : 0.0;
}
float bilinearShadow(vec2 uv, vec3 receiver, vec2 planeSlope, bool includeOpaque) {
vec2 size = vec2(textureSize(SunDepth, 0));
vec2 at = uv * size - 0.5;
vec2 base = (floor(at) + 0.5) / size;
vec2 t = fract(at), stepSize = 1.0 / size;
return mix(mix(shadowAt(base,receiver,planeSlope,includeOpaque),
shadowAt(base+vec2(stepSize.x,0.0),receiver,planeSlope,includeOpaque),t.x),
mix(shadowAt(base+vec2(0.0,stepSize.y),receiver,planeSlope,includeOpaque),
shadowAt(base+stepSize,receiver,planeSlope,includeOpaque),t.x),t.y);
}
float filteredShadow(vec3 coord, vec2 planeSlope, bool includeOpaque) {
// Four fixed bilinear taps span a quarter block, averaging leaf coverage into softer shades.
// The result is still evaluated once per world-grid cell, with no temporal/random jitter.
float r = 0.125 / (2.0 * (DistanceClipFog.x + 16.0));
return 0.25 * (bilinearShadow(coord.xy+vec2(-r,-r),coord,planeSlope,includeOpaque)
+ bilinearShadow(coord.xy+vec2( r,-r),coord,planeSlope,includeOpaque)
+ bilinearShadow(coord.xy+vec2(-r, r),coord,planeSlope,includeOpaque)
+ bilinearShadow(coord.xy+vec2( r, r),coord,planeSlope,includeOpaque));
}
void main() {
float depth = texture(WorldDepth, texCoord).r;
float clipDepth = DistanceClipFog.y > 0.5 ? depth : depth * 2.0 - 1.0;
@@ -24,18 +50,35 @@ void main() {
vec3 normal = normalize(cross(dFdx(relative), dFdy(relative)));
if (dot(normal, -relative) < 0.0) normal = -normal;
if (depth <= 0.0 || length(relative) >= DistanceClipFog.x) discard;
// Depth derivatives vary with the camera. Use a stable axis for voxel faces.
vec3 absoluteNormal = abs(normal);
vec3 axis = absoluteNormal.x > absoluteNormal.y && absoluteNormal.x > absoluteNormal.z ? vec3(1,0,0)
: absoluteNormal.y > absoluteNormal.z ? vec3(0,1,0) : vec3(0,0,1);
bool voxelFace = max(max(absoluteNormal.x, absoluteNormal.y), absoluteNormal.z) > 0.995;
if (voxelFace) normal = axis * sign(dot(normal,axis));
vec3 p = relative + CameraFractionPixels.xyz;
float pixels = CameraFractionPixels.w;
vec3 snapped = (floor(p * pixels) + 0.5) / pixels;
vec3 q = snapped + normal * dot(p - snapped, normal);
vec3 snapped = (floor(p * pixels + 0.0001) + 0.5) / pixels;
// Vanilla voxel faces live on the 1/16 grid. Quantize their plane as well as the two face axes.
float plane = floor(dot(p,axis) * 16.0 + 0.5) / 16.0;
vec3 q = voxelFace ? snapped + axis * (plane - dot(snapped,axis))
: snapped + normal * dot(p - snapped, normal);
q += normal * 0.04 + SunStrength.xyz * 0.015;
vec4 light = LightMatrix * vec4(q, 1.0);
vec3 coord = light.xyz / light.w;
coord.xy = coord.xy * 0.5 + 0.5;
if (DistanceClipFog.y < 0.5) coord.z = coord.z * 0.5 + 0.5;
if (any(lessThan(coord, vec3(0.0))) || any(greaterThan(coord, vec3(1.0)))) discard;
float blocker = texture(SunDepth, coord.xy).r;
float shade = coord.z > blocker + 0.00015 ? 1.0 : 0.0;
// Cofactors transform the receiver normal without a per-fragment matrix inverse.
vec3 a = LightMatrix[0].xyz, b = LightMatrix[1].xyz, c = LightMatrix[2].xyz;
vec3 lightNormal = normal.x * cross(b,c) + normal.y * cross(c,a) + normal.z * cross(a,b);
vec2 planeSlope = abs(lightNormal.z) > 0.00000001
? -lightNormal.xy / lightNormal.z * (DistanceClipFog.y > 0.5 ? 2.0 : 1.0) : vec2(0.0);
bool leaf = texture(SunMaterial, coord.xy).r > 0.5;
float hardShadow = shadowAt(coord.xy, coord, planeSlope, true);
// Keep opaque-block edges crisp. Only foliage coverage receives the soft kernel.
// Leaf taps may include opaque occluders behind them, preserving shade under roofs.
float shade = !leaf && hardShadow > 0.5 ? 1.0 : filteredShadow(coord, planeSlope, leaf);
float fade = 1.0 - smoothstep(DistanceClipFog.x * 0.8, DistanceClipFog.x, length(relative));
float fog = max(linearFog(length(relative), EnvironmentFog.x, EnvironmentFog.y),
linearFog(max(length(relative.xz), abs(relative.y)), DistanceClipFog.z, DistanceClipFog.w));
+1 -1
View File
@@ -1,6 +1,6 @@
name = "Sanctuary"
author = "KOKA99CAB"
version = "beta.127"
version = "beta.129"
pack-format = "packwiz:1.1.0"
[index]