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@@ -20,10 +20,11 @@ La [vision complète](docs/vision.md) conserve les intentions ; le
|
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L’économie, les claims et les dimensions décrits dans la vision restent
|
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à implémenter.
|
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|
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La version **beta.133** renforce le **SSGI · couleurs diffusées** : atténuation
|
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spatiale revue et composition lumineuse plus visible dès 35 %.
|
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**Options → Shaders** ; intensité réglable, préférences existantes conservées.
|
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Le [ticket de livraison](docs/shader-beta133.md) décrit le rendu et ses limites.
|
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La version **beta.137** ajoute des **rayons solaires volumétriques** qui traversent
|
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les ouvertures du décor et le feuillage. Activés à 35 %, réglables indépendamment
|
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du bloom dans **Options → Shaders**. Carte d'ombres partagée, portée de 64 blocs
|
||||
maximum. Le [ticket](docs/shader-beta137.md) détaille les vérifications.
|
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Livraison en cours de vérification.
|
||||
La [livraison précédente](docs/clay-workshop-integration-beta110.md) réunit déjà
|
||||
l’atelier, les œufs et la neige saisonnière dans l’instance **Sanctuary Beta**.
|
||||
Les [synchronisations antérieures](docs/git-sync-beta092.md) restent documentées.
|
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@@ -34,6 +35,34 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
|
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l’étude de Xaero et des alternatives libres.
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|
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|
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## beta.137 — Rayons solaires
|
||||
|
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Faisceaux volumétriques légers, intensité réglable et feuillage perméable.
|
||||
[Contrat et vérifications](docs/shader-beta137.md) ·
|
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[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.137/Sanctuary-beta.137.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.137/Sanctuary-Test-beta.137.mrpack).
|
||||
|
||||
## beta.136 — Lens flare rectangulaire
|
||||
|
||||
Soleil et lune, reflets doux et intensité indépendante du bloom.
|
||||
[Contrat et vérifications](docs/shader-beta136.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.136/Sanctuary-beta.136.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.136/Sanctuary-Test-beta.136.mrpack).
|
||||
|
||||
## beta.135 — SSGI près des surfaces
|
||||
|
||||
Correction des coupures à courte distance, sans flouter les textures.
|
||||
[Contrat et vérifications](docs/shader-beta135.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.135/Sanctuary-beta.135.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.135/Sanctuary-Test-beta.135.mrpack).
|
||||
|
||||
## beta.134 — PBR optionnel et SSGI filtré
|
||||
|
||||
Relief et reflets des matériaux ; lissage de la lumière indirecte.
|
||||
[Contrat et vérifications](docs/shader-beta134.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.134/Sanctuary-beta.134.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.134/Sanctuary-Test-beta.134.mrpack).
|
||||
|
||||
## beta.133 — SSGI renforcé
|
||||
|
||||
Couleurs voisines plus visibles, même budget de rayons et de cibles GPU.
|
||||
|
||||
@@ -14,6 +14,53 @@ 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.136 — Lens flare rectangulaire
|
||||
|
||||
Rectangles à dégradé doux pour le soleil et la lune, activés à 30 % et
|
||||
réglables indépendamment du bloom. Occultation par les blocs et phases lunaires.
|
||||
[Contrat et vérifications](shader-beta136.md).
|
||||
[Release beta.136](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.136)
|
||||
publiée ; canal `dd5b545a7cfbb957f2c70e9dc17034b44caef98f`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.136/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.135 — SSGI en proximité et nouveaux défauts
|
||||
|
||||
Normales stables près des surfaces, atténuation progressive du rebond au contact.
|
||||
Bloom à 20 %, PBR et SSGI activés par défaut, choix personnels existants conservés.
|
||||
[Contrat et vérifications](shader-beta135.md).
|
||||
[Release beta.135](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.135)
|
||||
publiée ; canal `5b0df577fcd036937c25be3a1f4580f9db3103a1`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.135/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.134 — PBR optionnel et SSGI filtré
|
||||
|
||||
Normales procédurales en cache, rugosité/métallicité par famille et reflets
|
||||
directionnels. Filtrage SSGI et suppression de sa forte réinjection neutre.
|
||||
[Contrat et vérifications](shader-beta134.md).
|
||||
[Release beta.134](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.134)
|
||||
publiée ; canal `35ec0f6e145002f6367944df5b75e2703958eaef`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.134/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.133 — SSGI renforcé
|
||||
|
||||
Diffusion des couleurs rendue visible au réglage 35, même budget de rayons
|
||||
et cibles GPU. [Contrat et vérifications](shader-beta133.md).
|
||||
[Release beta.133](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.133)
|
||||
publiée ; canal `9ceb5a5353c9d1b8bb7834a20e818fd65096ff98`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.133/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.132 — SSGI expérimental
|
||||
|
||||
Diffusion locale des couleurs visibles, rayon 2,5 blocs, intensité réglable,
|
||||
|
||||
@@ -87,3 +87,20 @@ Gameplay, textures, sauvegardes et dépendances inchangés.
|
||||
- `Sanctuary-Test-beta.133.mrpack` : 10413204 octets, SHA-256 `e01f0355bf2cce18156fe94a069e142bedc498624ba0b6e2729ae0f23ea73e80`.
|
||||
|
||||
JAR : `a01cae4a98606007b533ca09ec9f072f19a1db2e9b8de466f4ad075d5c1fc185`.
|
||||
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.133](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.133)
|
||||
publiée depuis `216d3f75b576bd2ed531653012f9cc6c4801d87a`. Canal packwiz
|
||||
`9ceb5a5353c9d1b8bb7834a20e818fd65096ff98` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux synchronisations de la même instance
|
||||
**Sanctuary Beta** réussissent. Un seul JAR beta.133 actif ; les **923 fichiers
|
||||
personnels suivis**, dont sauvegardes et préférences, gardent leurs hashes.
|
||||
Sauvegarde préalable `sanctuary-backups/before-beta.133/`, aucun monde personnel
|
||||
ouvert. Le checkout original conserve ses changements préexistants.
|
||||
|
||||
Les archives normal/Test/template et le comparateur natif sont également dans
|
||||
`sanctuary-beta/build/`. Reçus locaux ignorés : `build/shader133-artifact.json`,
|
||||
`build/shader133-isolated.json`, `build/shader133-prism.json` et
|
||||
`build/shader133-publication.log`.
|
||||
|
||||
@@ -0,0 +1,109 @@
|
||||
# SHADER-134 — PBR procédural optionnel et herbe SSGI
|
||||
|
||||
Demande : ajouter en option des normales calculées à partir des textures actives,
|
||||
avec rugosité des matériaux et reflets orientés. Retour : le SSGI renforcé
|
||||
éclaire artificiellement l'intérieur de l'herbe ; vérifier et corriger ce cas.
|
||||
Branche `codex/pbr-beta134`, socle beta.133, Minecraft 26.3 / Java 25.
|
||||
|
||||
## Contrat
|
||||
|
||||
PBR initialement OFF, intensité 50 réglable 0–100. Cartes de normales à partir
|
||||
des différences de luminance, amplitude limitée ; rugosité/métallicité par
|
||||
famille de blocs, repli rugueux pour les types inconnus. Analyse des ressources
|
||||
actives conservée en cache jusqu'à désactivation ou rechargement ; pas de fichiers
|
||||
écrits dans le pack personnel, pas de GPU readback en production.
|
||||
|
||||
Portée 32 blocs, sections visibles construites progressivement. Budget de maillage
|
||||
24 Mio, atlas de 4 096 matériaux en 16 × 16 avec bordures (1 280 × 1 280 RGBA8,
|
||||
6,25 Mio), copie RGBA8 de l'image courante et uniformes. Les textures de plus haute
|
||||
résolution sont échantillonnées à 16 × 16 ; première image des textures animées.
|
||||
La couleur et l'animation restent celles de l'atlas natif. Pas de parallax ni
|
||||
de géométrie ajoutée aux blocs ; les motifs clairs peuvent donner un faux relief.
|
||||
|
||||
La passe utilise une réponse spéculaire GGX (normales, rugosité, métallicité,
|
||||
Fresnel) et module l'éclairage diffus déjà rendu. Elle ne remplace pas tout le
|
||||
pipeline Minecraft par un moteur PBR physique. Soleil/lune, exposition au ciel et
|
||||
carte d'ombres active limitent les reflets ; pas de reflets miroir, d'environnement
|
||||
SSR, ni de direction locale déduite pour chaque torche. Aucun rendu PBR d'eau,
|
||||
d'entités, d'items ou de modèles spéciaux hors maillage de terrain.
|
||||
|
||||
## SSGI
|
||||
|
||||
Les normales des faces presque axiales sont stabilisées sur leur axe. Deux passes
|
||||
spatiales filtrent la lumière indirecte à demi-résolution, avec rejet des voisins
|
||||
hors du plan du récepteur et interpolation de l'échantillonnage. Les textures de
|
||||
l'image restent nettes. Un tampon RGBA16F supplémentaire à demi-résolution porte
|
||||
le budget des cibles SSGI à environ 8 octets par pixel plein écran (contre 6).
|
||||
Pas d'historique temporel ni de rémanence ajoutés.
|
||||
|
||||
Un parcours de 12 blocs a reproduit des bandes sur un mur et un éclaircissement
|
||||
artificiel d'herbe à 35 et 100. Le filtrage seul ne suffisait pas : la collecte
|
||||
réinjectait aussi trop fortement la lumière ambiante neutre. Elle conserve
|
||||
maintenant la composante chromatique de la source, en soustrayant son canal
|
||||
linéaire minimum. L'éclairage ambiant neutre reste celui de Minecraft. Ce réglage
|
||||
vise le transfert de couleur voulu, pas une simulation physique complète du
|
||||
rebond blanc. Les sources hors champ/cachées restent absentes du SSGI ; le résultat
|
||||
peut encore varier lors d'un déplacement important. PBR et SSGI restent indépendants.
|
||||
|
||||
## Vérification
|
||||
|
||||
Test PBR ciblé réussi en 1 min 13 s : relief éclairé/ombré, intensités 20/50/100,
|
||||
soleil matin/soir, cache stable, préférences, OFF/zéro, mouvement infinitésimal,
|
||||
redimensionnement, rechargement et combinaison des effets. Le premier parcours
|
||||
SSGI est conservé comme reproduction ; résultats finaux ci-dessous.
|
||||
|
||||
|
||||
Le parcours corrigé a réussi en **2 min 47 s** avec 13 positions réparties sur
|
||||
12 blocs, à 35 et 100, chaque fois comparées à OFF. Un mob immobile, des brins
|
||||
d'herbe et un mur figurent dans la scène. Retour au point initial sans rémanence.
|
||||
Sur les captures de ce parcours, le maximum du gain vert moyen mesuré dans
|
||||
l'herbe passe sous 9,73 niveaux à 35 et 24,51 à 100. Le test impose ensuite
|
||||
respectivement des limites de 12 et 30 à chaque position. L'essai reproduisant
|
||||
le défaut atteignait notamment 23,68 et 49,20 à l'extrémité droite.
|
||||
Ces mesures décrivent cette scène, pas une garantie d'absence d'artefacts
|
||||
dans tous les mondes ni sur toutes les cartes graphiques.
|
||||
|
||||
|
||||
La suite client complète réussit en **7 min** sur macOS / Apple M1 / OpenGL.
|
||||
Elle inclut le parcours latéral et ses seuils de gain, les deux couleurs de rebond,
|
||||
le PBR, les ombres, le feuillage, les cinq précisions, le CTM, les émissifs, le
|
||||
bloom, les préférences et les écrans FR/EN. Log : `build/shader134-client-full.log`.
|
||||
Le contrôle PBR final réussit en **1 min 19 s** : placement/retrait d'un toit,
|
||||
invalidations de lumière/maillage et rendu combiné avec les ombres actives. Les
|
||||
reflets utilisent maintenant la grille des ombres pour leur test de visibilité. Aucun résultat Windows/Vulkan ni
|
||||
mesure de FPS revendiqués.
|
||||
|
||||
|
||||
## Construction et artefacts
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 22 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader134-build.log`.
|
||||
Packs normal/Test : même JAR Sanctuary. Sources archivées et template identiques
|
||||
aux sources. Comparaison à beta.133 : **23 entrées de production** changées,
|
||||
limitées au rendu, à ses options et points d'appel. Gameplay et gemmes inchangés.
|
||||
|
||||
- `Sanctuary-beta.134.mrpack` : 10421971 octets, SHA-256 `d5bc79acb1d56e7dcf83c976156fdb2fcde80c98e443bde8a6ab312d56887b7f`.
|
||||
- `Sanctuary-Test-beta.134.mrpack` : 10440898 octets, SHA-256 `04308ebb9adaf76b30a3cbf4fa32ab897e76842803fc8c8411cfa32952d1bdd5`.
|
||||
|
||||
JAR : `a6e69622a5e6629f70dd19b7494ad3b00916bc02169b73635f0e2d563929b7fa`.
|
||||
|
||||
Comparateur local : `build/Shader-beta.134-comparaison.html`. Il contient les
|
||||
captures natives PBR OFF/50/100 et le parcours SSGI de 12 blocs OFF/35/100.
|
||||
Le parcours est une succession de positions enregistrées, pas une mesure des FPS.
|
||||
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.134](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.134)
|
||||
publiée depuis `fc4a0cb68ed2d89163c8e74773976df5bab4f3f1`. Canal packwiz
|
||||
`35ec0f6e145002f6367944df5b75e2703958eaef` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.134 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.134/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparateur natif vérifiés également dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader134-artifact.json`, `build/shader134-isolated.json`,
|
||||
`build/shader134-prism.json`, `build/shader134-publication.log`.
|
||||
@@ -0,0 +1,116 @@
|
||||
# SHADER-135 — SSGI en contre-plongée et près des surfaces
|
||||
|
||||
Demande : supprimer les déchirures horizontales sous une surface, notamment
|
||||
près de la lave, et atténuer proprement le rebond quand la caméra s'approche
|
||||
d'une source ou d'un mur. Branche `codex/shader-closeup-beta135`, socle beta.134.
|
||||
Minecraft 26.3 / Java 25 ; aucune modification de monde ou de gameplay.
|
||||
|
||||
## Diagnostic et correction
|
||||
|
||||
Le calcul des normales comparait l'aire du pixel en unités du monde à un seuil
|
||||
fixe. À courte distance ou à haute résolution, cette aire devient naturellement
|
||||
très petite : le rejet pouvait couper une surface continue. Les deux directions
|
||||
sont maintenant normalisées avant leur produit vectoriel. Les texels de bord
|
||||
sont bornés et les voisins sans profondeur ne créent plus de fausse surface.
|
||||
|
||||
La composition utilise le centre exact du texel de profondeur. Le rebond
|
||||
s'atténue entre 0,4 et 0,06 bloc de distance au **plan** receveur, et lorsque la
|
||||
vue devient presque tangente. Cette distance évite une découpe circulaire sur
|
||||
un mur plat. L'image native reste nette ; aucune texture du décor n'est floutée.
|
||||
|
||||
Les sondes sortant du volume de projection sont rejetées. Leur contribution
|
||||
s'atténue près du plan de caméra et de la limite d'épaisseur d'un impact, au lieu
|
||||
d'une contribution pleine jusqu'à cette limite. Trois ressources GLSL modifiées ;
|
||||
aucune passe, cible GPU, lecture CPU, histoire temporelle ou option ajoutée.
|
||||
Les 12 rayons × 10 pas et les deux passes de filtrage spatial restent inchangés.
|
||||
|
||||
## Réglages initiaux
|
||||
|
||||
Demande ajoutée pendant la livraison : **bloom 20 %**, **PBR ON** et **SSGI ON**.
|
||||
Les intensités PBR 50 et SSGI 35 restent inchangées. Les champs absents du fichier
|
||||
de préférences prennent ces nouvelles valeurs ; les choix explicites du joueur
|
||||
restent conservés. Aides françaises et anglaises mises à jour. Vérification
|
||||
native supplémentaire des préférences vierges, partielles et personnalisées.
|
||||
|
||||
## Reproduction native
|
||||
|
||||
Deux scènes isolées : stone au-dessus de la lave, puis coin à 0,5 bloc d'une
|
||||
paroi rouge. Caméra en contre-plongée, sept distances au plafond de 2 à 0,04 bloc,
|
||||
comparaisons OFF/35/100 avant/après. Dans la première scène, à 0,1 bloc et
|
||||
intensité 100, le saut maximal de gain rouge moyen entre lignes de pixels neutres
|
||||
passe de **14,88 à 0,052** niveaux sur 255. Dans le coin, à 0,4 bloc et intensité
|
||||
35, le rebond auparavant rejeté revient (gain moyen de **6,01** niveaux), puis
|
||||
s'atténue à l'approche du contact. Ces chiffres concernent ces scènes uniquement.
|
||||
|
||||
Les deux essais ciblés corrigés réussissent en 1 min 18 s et 1 min 17 s sur
|
||||
Apple M1 / OpenGL. Images avant/après conservées dans `build/closeup-*` ;
|
||||
comparateur autonome `build/Shader-beta.135-comparaison.html`.
|
||||
|
||||
## Régression et livraison
|
||||
|
||||
Les contrôles natifs de la suite générale réussissent jusqu'au parcours SSGI :
|
||||
ombres, lune, feuillage, temps réel, CTM, émissifs/bloom, couleurs de rebond,
|
||||
occlusion, réglages, rechargement et déplacement latéral de 12 blocs à 35/100.
|
||||
Log : `build/shader135-client-main.log`. La suite n'est pas présentée comme
|
||||
entièrement réussie : elle s'est arrêtée sur une attente incorrecte du nouveau
|
||||
test, qui demandait du rebond alors que sa source était sortie du champ.
|
||||
|
||||
Le scénario corrigé distingue la haute résolution avec source visible de la
|
||||
vue très relevée sans source visible. Le bassin possède un fond pour isoler la
|
||||
lave des essais suivants ; les particules du scénario précédent sont effacées
|
||||
avant la comparaison PBR statique. Une première tentative avait aussi rencontré
|
||||
le refus natif de remettre l'horloge à sa valeur actuelle ; la préparation de
|
||||
l'heure est désormais répétable. Ces changements concernent uniquement les tests.
|
||||
|
||||
Le contrôle final ciblé **réussit en 2 min 52 s** : les deux scènes, 35/100,
|
||||
sept distances, 1280 × 720 avec source visible, source hors champ, mouvement
|
||||
minuscule, rendu combiné, puis contrôles PBR complets (cache, intensités,
|
||||
matériaux, soleil, toit, OFF/zéro, redimensionnement et rechargement).
|
||||
Log : `build/shader135-client-final.log` ; marqueurs `SSGI135_CLOSEUP_PASS` et
|
||||
`PBR134_PASS`. Les seuils de proximité et PBR sont conservés.
|
||||
Le contrôle supplémentaire des nouveaux défauts et du PBR **réussit en
|
||||
1 min 16 s** : préférences vierges, champs absents, valeurs personnelles conservées,
|
||||
puis rendu PBR et combinaison des effets. Log : `build/shader135-defaults-client.log`.
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 18 s**, 126 tâches. Le serveur GameTest dédié demeure exclu
|
||||
conformément au refus EULA antérieur. Les classes des scénarios clients compilent
|
||||
aussi après leur isolation explicite des effets activés par défaut.
|
||||
Log : `build/shader135-build.log` ; compilation : `build/shader135-test-compile.log`.
|
||||
|
||||
## Archives vérifiées
|
||||
|
||||
Comparaison à beta.134 : **6 entrées de production** modifiées, limitées aux
|
||||
trois ressources SSGI, aux valeurs initiales et aux aides FR/EN. Gameplay et
|
||||
textures des gemmes inchangés. Packs normal/Test : JAR Sanctuary identique ;
|
||||
archives de sources et template conformes aux sources. Reçu local ignoré :
|
||||
`build/shader135-artifact.json`.
|
||||
|
||||
|
||||
## Limites
|
||||
|
||||
Le SSGI utilise seulement les surfaces visibles : les sources hors champ restent
|
||||
absentes et un grand changement de vue peut modifier le rebond. L'atténuation
|
||||
proche est volontaire ; ce n'est pas une simulation volumétrique. Le brouillard
|
||||
natif de submersion continue de suspendre le SSGI, comme en beta.134. Aucun
|
||||
résultat Windows/Vulkan ni mesure de FPS revendiqués.
|
||||
|
||||
- `Sanctuary-beta.135.mrpack` : 10422391 octets ; SHA-256 `36ac278f9f5ecd2cefd69da16ea7d153ff44c5fc8e6bf0b3a3d6b71f5d767af6`.
|
||||
|
||||
- `Sanctuary-Test-beta.135.mrpack` : 10441314 octets ; SHA-256 `e096374f7ea0856b20392e5d277e94f6c3d411723d7ffc10ceccdd9f0bf5c4d4`.
|
||||
|
||||
JAR : `a68ccd04a92a962c46a76b26a80cb44a4faf7a13a562094dde51010ade594c10`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.135](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.135)
|
||||
publiée depuis `7fada570efb5ed579e6e4d7bc2b87079c7131b31`. Canal packwiz
|
||||
`5b0df577fcd036937c25be3a1f4580f9db3103a1` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.135 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.135/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparateur natif également vérifiés dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader135-artifact.json`, `build/shader135-isolated.json`,
|
||||
`build/shader135-prism.json`, `build/shader135-publication.log`.
|
||||
@@ -0,0 +1,85 @@
|
||||
# SHADER-136 — Lens flare rectangulaire doux
|
||||
|
||||
Demande : ajouter un lens flare avec des rectangles dégradés, exclusivement
|
||||
pour le soleil et la lune. Socle beta.135, branche `codex/lens-flare-beta136`.
|
||||
Minecraft 26.3 / Java 25. Aucun changement de gameplay ou de monde.
|
||||
|
||||
## Contrat
|
||||
|
||||
Effet activé initialement à **30 %**, intensité réglable 0–100, indépendant du halo de bloom.
|
||||
Rectangles translucides aux bords doux, suivant la position de l'astre à l'écran.
|
||||
La visibilité provient de l'image émissive céleste native, avant les blocs :
|
||||
les murs masquent l'effet, les sources de terrain ne le déclenchent pas.
|
||||
L'astre sortant du champ doit s'atténuer sans sauter sur le bord opposé.
|
||||
Pas d'historique, ni lecture GPU vers le CPU, ni texture générée sur disque.
|
||||
|
||||
## Rendu et budget
|
||||
|
||||
Trois rectangles à dégradé doux par astre : un halo horizontal près de sa
|
||||
position et deux reflets plus petits le long de l'axe passant par le centre de
|
||||
l'écran. Teinte solaire chaude, lunaire légèrement bleue. Intégration de la
|
||||
lumière réellement dessinée par le ciel natif ; phases de lune conservées.
|
||||
Atténuation aux bords de l'écran et à l'horizon, sans projection derrière la caméra.
|
||||
|
||||
Le masque céleste est mesuré avant l'ajout des émissifs de terrain. Réduction
|
||||
vers une texture 2 × 1 RGBA16F (512 échantillons au maximum au total), puis une
|
||||
passe de composition avec deux lectures de cette texture et des dégradés analytiques.
|
||||
La cible d'émission plein écran existante est réutilisée. Quand seul le flare
|
||||
fonctionne, aucun maillage d'émissif de terrain ni tampon de flou n'est construit.
|
||||
OFF et zéro libèrent la cible du flare ; les autres effets gardent leur autonomie.
|
||||
|
||||
## Vérification
|
||||
|
||||
Le scénario client natif réussit en **1 min 52 s** sur macOS / Apple M1 / OpenGL.
|
||||
Soleil OFF/30/80, lune et nouvelle lune, mur occultant, source hors champ,
|
||||
glowstone exclue, image statique, redimensionnement et rechargement des ressources.
|
||||
Le flare reste actif sans bloom ; OFF/zéro libèrent ses ressources. Préférences
|
||||
vierges, partielles, personnalisées, bornage et libellés FR/EN vérifiés.
|
||||
Les contrôles existants du bloom et des minerais émissifs passent également.
|
||||
Log : `build/shader136-client-final.log`, marqueurs `EMISSIVE131_PASS` et
|
||||
`LENS_FLARE136_PASS`. Les captures natives restent dans le dossier de tests ; comparatif autonome
|
||||
`build/Shader-beta.136-comparaison.html` (soleil OFF/30/80 et lune OFF/30).
|
||||
|
||||
Une première tentative s'est arrêtée sur l'attente d'un angle de caméra :
|
||||
Minecraft normalise 180° en −180°. Le scénario utilise maintenant un angle
|
||||
canonique ; ce changement concerne uniquement le test.
|
||||
|
||||
## Limites
|
||||
|
||||
Effet optique en espace écran : il s'atténue quand l'astre quitte le champ et
|
||||
à l'horizon. Le masque natif du ciel contrôle l'occultation ; la lune reste
|
||||
volontairement beaucoup plus discrète. Le brouillard de submersion suspend
|
||||
l'effet comme le bloom existant. Aucun essai Windows/Vulkan ni mesure de FPS
|
||||
revendiqués.
|
||||
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 29 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader136-build.log`.
|
||||
Comparaison à beta.135 : **9 entrées de production** modifiées, uniquement
|
||||
le rendu, ses préférences et ses libellés. Gameplay et textures des gemmes
|
||||
strictement conservés. JAR normal/Test identique, sources et template vérifiés.
|
||||
Reçu local : `build/shader136-artifact.json`.
|
||||
|
||||
- `Sanctuary-beta.136.mrpack` : 10424821 octets ; SHA-256 `808006bf2b0cb3fe63d3e16ae3a0003d27ad0b7e793a3a05f25b5d73ae88bc8d`.
|
||||
|
||||
- `Sanctuary-Test-beta.136.mrpack` : 10443744 octets ; SHA-256 `70f593ad16d1f4fd4305b276ce2727a63f87bcb84df45e55840c1427a314a1eb`.
|
||||
|
||||
JAR : `086afede22903f8988889f6085631451f65d6d55c2e4c81f249d2234698e68e5`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.136](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.136)
|
||||
publiée depuis `71296a9cfb0f6b1a6e6f0c48145f3cc432c8afd0`. Canal packwiz
|
||||
`dd5b545a7cfbb957f2c70e9dc17034b44caef98f` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.136 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.136/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparatif natif également vérifiés dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader136-artifact.json`, `build/shader136-isolated.json`,
|
||||
`build/shader136-prism.json`, `build/shader136-publication.log`.
|
||||
@@ -0,0 +1,81 @@
|
||||
# SHADER-137 — Rayons solaires volumétriques
|
||||
|
||||
Demande validée : faisceaux légers découpés par les blocs, carte d'ombres partagée,
|
||||
feuillage perméable, rendu natif préservé, option et intensité indépendantes du bloom.
|
||||
Socle beta.136, branche `codex/sunshafts-beta137`, Minecraft 26.3 / Java 25.
|
||||
Aucun changement de monde ni de gameplay.
|
||||
|
||||
## Contrat
|
||||
|
||||
Soleil uniquement ; activé initialement à 35 %, intensité 0–100.
|
||||
Intégration de 16 segments par pixel à un quart de chaque dimension.
|
||||
Reconstruction guidée par la profondeur, sans historique ni bruit animé.
|
||||
Réutilisation du masque de feuillage déjà stable dans les ombres.
|
||||
La carte solaire peut fonctionner sans afficher les ombres sur les surfaces.
|
||||
Portée bornée à 64 blocs et à la moitié de la portée des ombres.
|
||||
Atténuation aux limites de la carte, à l'horizon et avec la météo.
|
||||
|
||||
## Rendu et coût borné
|
||||
|
||||
Deux passes : intégration dans une cible RGBA16F de largeur et hauteur divisées
|
||||
par quatre, puis reconstruction guidée par la profondeur. Seize segments
|
||||
quadratiques privilégient les premiers mètres ; quatre lectures fixes de la
|
||||
carte d'ombres par segment adoucissent seulement la lumière dans l'air.
|
||||
La dernière portion du rayon rétrécit continûment à l'approche d'une surface.
|
||||
La lumière utilise une teinte solaire chaude mélangée au brouillard natif.
|
||||
|
||||
La carte d'ombres et ses maillages sont partagés, y compris les trous de
|
||||
transmission déterministes des feuilles. Aucune copie d'image plein écran,
|
||||
aucune duplication du terrain, aucune lecture GPU côté CPU ni accumulation
|
||||
entre images dans le rendu de production. OFF/zéro libèrent le volume ; la
|
||||
carte d'ombres reste seulement si les ombres de surface sont activées.
|
||||
Le soleil sous l'horizon et la submersion suspendent les rayons.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Scénario natif réussi en **1 min 41 s** sur macOS / Apple M1 / OpenGL : pièce
|
||||
entièrement fermée, toit ajouré OFF/35/100, feuilles puis ciel ouvert, déplacement
|
||||
de quatre blocs et retour, caméra proche d'un mur à 0,5 puis 0,125 bloc,
|
||||
soleil hors champ, nuit, OFF/zéro, carte d'ombres partagée, effet combiné,
|
||||
redimensionnement à 961 × 541 et rechargement des ressources. Préférences
|
||||
vierges/partielles/personnelles, bornage et libellés FR/EN également vérifiés.
|
||||
Log : `build/shader137-client-final.log`, marqueur `SUNSHAFT137_PASS`.
|
||||
Comparatif autonome : `build/Shader-beta.137-comparaison.html`.
|
||||
|
||||
La première tentative s'est arrêtée sur une comparaison de gain brut entre
|
||||
feuillage et ciel ouvert. La composition dispose de moins de marge sur un mur
|
||||
déjà clair : le test compare maintenant la contribution normalisée sur les mêmes
|
||||
surfaces, et les feuilles du scénario sont persistantes. Aucun seuil du rendu
|
||||
n'a été assoupli pour faire passer ce contrôle.
|
||||
|
||||
Les contrôles natifs existants du bloom, des vingt textures de minerais émissifs
|
||||
et du lens flare réussissent également en **1 min 32 s**, avec leurs seuils
|
||||
inchangés. Log : `build/shader137-regression.log`, marqueurs `EMISSIVE131_PASS`
|
||||
et `LENS_FLARE136_PASS`. Les autres effets sont explicitement isolés dans les
|
||||
scénarios qui nécessitent une image témoin sans rayons.
|
||||
|
||||
## Limites
|
||||
|
||||
Le volume utilise les formes présentes dans la carte d'ombres existante :
|
||||
il n'ajoute pas de projection d'ombre des entités ou des nuages. Le feuillage
|
||||
reste une approximation par transmission déterministe. Portée maximale de
|
||||
64 blocs, atténuée à son extrémité. Le faible nombre de segments et la résolution
|
||||
réduite peuvent lisser les ouvertures très fines. Aucun résultat Windows/Vulkan
|
||||
ni mesure de FPS revendiqués.
|
||||
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 27 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader137-build.log`.
|
||||
Comparaison à beta.136 : **11 entrées de production** modifiées, uniquement
|
||||
le rendu, ses préférences et ses libellés. Gameplay et textures des gemmes
|
||||
strictement conservés. JAR normal/Test identique, sources et template vérifiés.
|
||||
Reçu local : `build/shader137-artifact.json`.
|
||||
|
||||
- `Sanctuary-beta.137.mrpack` : 10431723 octets ; SHA-256 `6684d1dbe48cd3031b373a03d4380519fdbf5d841e1c7cb5e290dec63b5ba9f6`.
|
||||
|
||||
- `Sanctuary-Test-beta.137.mrpack` : 10450650 octets ; SHA-256 `32b0cee60152b6a5c8f31b248391c79a5fdf47b649de74902b066457ad4785ef`.
|
||||
|
||||
JAR : `f1fbc106b4b048753f9a669af37e9c12f92168af486d4072f514e86920c81faa`.
|
||||
+2
-2
@@ -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.133
|
||||
pack_version=beta.133
|
||||
mod_version=beta.137
|
||||
pack_version=beta.137
|
||||
resource_pack_version=beta.121
|
||||
maven_group=fr.koka.sanctuary
|
||||
jei_version=30.32.0-sanctuary.3
|
||||
|
||||
@@ -93,10 +93,19 @@ tasks.named('runGameTest') {
|
||||
}
|
||||
|
||||
tasks.named('processGametestResources') {
|
||||
def pbr134Client = providers.gradleProperty('sanctuaryPbr134ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuaryPbr134ClientTests', pbr134Client)
|
||||
if (pbr134Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Pbr134ClientChecks') }
|
||||
def ssgi132Client = providers.gradleProperty('sanctuarySsgi132ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuarySsgi132ClientTests', ssgi132Client)
|
||||
if (ssgi132Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Ssgi132ClientChecks') }
|
||||
def closeup135Client = providers.gradleProperty('sanctuarySsgiCloseup135ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuarySsgiCloseup135ClientTests', closeup135Client)
|
||||
if (closeup135Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.SsgiCloseup135ClientChecks') }
|
||||
|
||||
def sunshaft137Client = providers.gradleProperty('sanctuarySunshaft137ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuarySunshaft137ClientTests', sunshaft137Client)
|
||||
if (sunshaft137Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Sunshafts137ClientChecks') }
|
||||
def bloom130Client = providers.gradleProperty('sanctuaryBloom130ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuaryBloom130ClientTests', bloom130Client)
|
||||
if (bloom130Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Bloom130ClientChecks') }
|
||||
|
||||
+3
-2
@@ -23,7 +23,7 @@ public final class Bloom130ClientChecks implements FabricClientGameTest {
|
||||
String ns=name.equals("ruby")||name.equals("sapphire")?"sanctuary:":"minecraft:";result.add(ns+name+"_ore");result.add(ns+"deepslate_"+name+"_ore");}
|
||||
result.add("minecraft:nether_quartz_ore");result.add("minecraft:nether_gold_ore");return List.copyOf(result);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();analyseTextures();VanillaLight.setSaturation(100);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);});
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);analyseTextures();VanillaLight.setSaturation(100);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);});
|
||||
server.runOnServer(s->{command(s,"time set 18000");
|
||||
for(int x=4;x<=20;x++)for(int z=4;z<=20;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.CONCRETE.black().defaultBlockState());
|
||||
@@ -97,12 +97,13 @@ public final class Bloom130ClientChecks implements FabricClientGameTest {
|
||||
unchanged(coveredOff,capture(c,null),"Zero bloom leaves no residual glow");
|
||||
c.runOnClient(m->{VanillaLight.setBloomIntensity(35);VanillaLight.setBloom(false);VanillaLight.setOreEmission(true);VanillaLight.setOreIntensity(50);});
|
||||
System.out.println("EMISSIVE131_PASS independent cores with halo OFF/zero; blur resources released; defaults; masks for 20 ore textures; selective night glow; halo intensity/spread; no through-wall glow; live edits; torch/glowstone/lamp/lava/sun; resource reload; defaults/migration; orePixels="+orePixels+" oreGain="+oreGain+" haloLow="+low+" haloHigh="+high+" sunHalo="+sunlight);
|
||||
LensFlare136ClientChecks.run(c,server);
|
||||
}
|
||||
private static BlockPos orePos(int i){return new BlockPos(8+i%5,65,8+i/5);}
|
||||
private static void preferences(){try{
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.deleteIfExists(path);forgetPreferences();
|
||||
check(VanillaLight.pixelShadows()&&VanillaLight.shadowDistance()==128&&VanillaLight.shadowPixels()==16&&VanillaLight.edgeDistance()==32,"Fresh requested defaults: shadows ON, 128; highlights 32; shared precision 16");
|
||||
check(VanillaLight.bloom()&&VanillaLight.oreEmission()&&VanillaLight.edgeHighlights()&&VanillaLight.bloomIntensity()==35&&VanillaLight.bloomRadius()==50,"Bloom, ore emission and edge highlights default to ON");
|
||||
check(VanillaLight.bloom()&&VanillaLight.oreEmission()&&VanillaLight.edgeHighlights()&&VanillaLight.bloomIntensity()==20&&VanillaLight.bloomRadius()==50,"Bloom, ore emission and edge highlights default to ON");
|
||||
Files.writeString(path,"{\"bloom\":false,\"oreEmission\":false,\"edgeHighlights\":false,\"pixelShadows\":false,\"shadowDistance\":64,\"shadowPixels\":8,\"edgeDistance\":16}");forgetPreferences();
|
||||
check(!VanillaLight.bloom()&&!VanillaLight.oreEmission()&&!VanillaLight.edgeHighlights()&&!VanillaLight.pixelShadows()&&VanillaLight.shadowDistance()==64&&VanillaLight.shadowPixels()==8&&VanillaLight.edgeDistance()==16,"Existing user choices are retained");
|
||||
for(int n:new int[]{-10,0,35,100,400}){VanillaLight.setBloomIntensity(n);VanillaLight.setBloomRadius(n);VanillaLight.setOreIntensity(n);forgetPreferences();check(VanillaLight.bloomIntensity()==Math.clamp(n,0,100)&&VanillaLight.bloomRadius()==Math.clamp(n,0,100)&&VanillaLight.oreIntensity()==Math.clamp(n,0,100),"Persisted bloom controls are bounded");}
|
||||
|
||||
+2
@@ -160,6 +160,8 @@ final class EdgeHighlights129ClientChecks {
|
||||
check(VanillaLight.edgeHighlights(),"Toggle persists independently");
|
||||
VanillaLight.setEdgeHighlights(false);
|
||||
VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);
|
||||
VanillaLight.setPbr(false);VanillaLight.setSsgi(false);
|
||||
} catch(java.io.IOException e) { throw new AssertionError(e); }
|
||||
}
|
||||
|
||||
|
||||
+70
@@ -0,0 +1,70 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import java.nio.file.Files;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.network.chat.Component;
|
||||
|
||||
/** Native sky image, not a generated mockup; explicit independent effect controls. */
|
||||
final class LensFlare136ClientChecks {
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);});
|
||||
server.runOnServer(s->{command(s,"time add 1");command(s,"time set 3000");});
|
||||
camera(c,server,100.5,130,100.5,70);aim(c,server,false);
|
||||
var off=capture(c,"flare-sun-off");enable(c,true);var on=capture(c,"flare-sun-30");
|
||||
long low=gain(off,on);check(low>1000,"Default sun flare is visible: "+low);
|
||||
c.runOnClient(m->check(!Bloom.haloAllocated()&&Bloom.flareAllocated(),"Flare runs without bloom blur targets"));
|
||||
unchanged(on,capture(c,null),"Static rectangular flare has no animated noise");
|
||||
c.runOnClient(m->VanillaLight.setLensFlareIntensity(80));frames(c);var high=capture(c,"flare-sun-80");
|
||||
check(gain(off,high)>low*1.5,"Flare intensity changes native pixels");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();frames(c);
|
||||
unchanged(high,capture(c,"flare-reloaded"),"Flare recovers after resource reload");
|
||||
int width=c.computeOnClient(m->m.getWindow().getScreenWidth()),height=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
c.runOnClient(m->m.getWindow().setWindowed(961,541));c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=off.width(),200);frames(c);
|
||||
enable(c,false);var smallOff=capture(c,null);enable(c,true);check(gain(smallOff,capture(c,"flare-resized"))>1000,"Flare survives odd-sized targets");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(width,height));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==off.width(),200);frames(c);
|
||||
var direction=c.computeOnClient(m->PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));
|
||||
var eye=c.computeOnClient(m->m.player.getEyePosition());var center=BlockPos.containing(eye.x+direction.x*8,eye.y+direction.y*8,eye.z+direction.z*8);
|
||||
cover(server,center,true);c.waitTicks(35);frames(c);var hiddenOn=capture(c,"flare-sun-covered");enable(c,false);
|
||||
unchanged(hiddenOn,capture(c,null),"Occluded sun produces no rectangular flare through a wall");
|
||||
cover(server,center,false);c.waitTicks(35);aim(c,server,false);
|
||||
c.runOnClient(m->{VanillaLight.setBloom(true);VanillaLight.setBloomIntensity(20);VanillaLight.setLensFlareIntensity(30);});enable(c,true);capture(c,"flare-bloom-combined");
|
||||
c.runOnClient(m->VanillaLight.setBloom(false));look(c,server,0,80);enable(c,false);var away=capture(c,null);enable(c,true);unchanged(away,capture(c,"flare-away"),"Behind-camera celestial sources produce no reflected screen edge");
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(new BlockPos(100,129,104),Blocks.GLOWSTONE.defaultBlockState()));
|
||||
look(c,server,0,35);c.waitTicks(25);enable(c,false);var lampOff=capture(c,null);enable(c,true);unchanged(lampOff,capture(c,"flare-glowstone-excluded"),"Visible glowstone does not create a celestial flare");
|
||||
server.runOnServer(s->command(s,"time set 15000"));c.waitTicks(20);aim(c,server,true);
|
||||
enable(c,false);var moonOff=capture(c,"flare-moon-off");enable(c,true);long moon=gain(moonOff,capture(c,"flare-moon-30"));
|
||||
check(moon>200,"Native visible moon creates its own subtle flare: "+moon);
|
||||
server.runOnServer(s->command(s,"time set 111000"));c.waitFor(m->m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.moonPhase.index()==4,200);aim(c,server,true);
|
||||
enable(c,false);var newOff=capture(c,null);enable(c,true);check(gain(newOff,capture(c,"flare-new-moon"))<moon*.1,"Dark new moon does not retain full moon flare");
|
||||
c.runOnClient(m->VanillaLight.setLensFlareIntensity(0));c.waitTicks(8);c.runOnClient(m->check(!Bloom.flareAllocated()&&!Bloom.allocated(),"Zero frees all resources with other effects OFF"));
|
||||
unchanged(newOff,capture(c,null),"Zero flare restores source image");
|
||||
c.runOnClient(m->{VanillaLight.setLensFlareIntensity(30);VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);});
|
||||
for(String locale:new String[]{"fr_fr","en_us"})c.runOnClient(m->{
|
||||
m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());
|
||||
for(String suffix:new String[]{"lens_flare","lens_flare_help","lens_flare_intensity","lens_flare_intensity_help"}){
|
||||
String key="sanctuary.shaders."+suffix;check(!Component.translatable(key).getString().equals(key),"Localized flare control: "+locale+" "+key);
|
||||
}
|
||||
});
|
||||
System.out.println("LENS_FLARE136_PASS sunGain="+low+" moonGain="+moon+" visibility, resize, reload, strength, independent bloom, zero, preferences, FR/EN");
|
||||
}
|
||||
private static void cover(TestServerContext server,BlockPos center,boolean on){server.runOnServer(s->{for(int x=-4;x<=4;x++)for(int y=-4;y<=4;y++)for(int z=-4;z<=4;z++)s.overworld().setBlockAndUpdate(center.offset(x,y,z),on?Blocks.STONE.defaultBlockState():Blocks.AIR.defaultBlockState());});}
|
||||
private static void aim(ClientGameTestContext c,TestServerContext server,boolean moon){
|
||||
var direction=c.computeOnClient(m->PixelShadows.sunDirection(moon?m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.moonAngle:m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));
|
||||
look(c,server,net.minecraft.util.Mth.wrapDegrees((float)Math.toDegrees(Math.atan2(-direction.x,direction.z))+12),-(float)Math.toDegrees(Math.asin(direction.y))+8);
|
||||
}
|
||||
private static void frames(ClientGameTestContext c){int before=c.computeOnClient(m->Bloom.renderedFrames());c.waitFor(m->Bloom.applied()&&Bloom.ready()&&Bloom.renderedFrames()>before+10,1200);c.waitTicks(8);}
|
||||
private static void enable(ClientGameTestContext c,boolean value){c.runOnClient(m->VanillaLight.setLensFlare(value));if(value)frames(c);else c.waitTicks(8);}
|
||||
private static long gain(Frame off,Frame on){long sum=0;for(int i=0;i<off.pixels().length;i++)for(int shift:new int[]{0,8,16})sum+=Math.max(0,(on.pixels()[i]>>shift&255)-(off.pixels()[i]>>shift&255));return sum;}
|
||||
private static void preferences(){try{
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(path,"{\"bloom\":false,\"bloomIntensity\":20}");forgetPreferences();
|
||||
check(VanillaLight.lensFlare()&&VanillaLight.lensFlareIntensity()==30&&!VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20,"Flare defaults preserve bloom choices");
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setLensFlareIntensity(73);forgetPreferences();check(!VanillaLight.lensFlare()&&VanillaLight.lensFlareIntensity()==73,"Saved custom flare retained");
|
||||
for(int n:new int[]{-10,0,30,100,150}){VanillaLight.setLensFlareIntensity(n);forgetPreferences();check(VanillaLight.lensFlareIntensity()==Math.clamp(n,0,100),"Flare intensity persists and clamps");}
|
||||
VanillaLight.setLensFlareIntensity(30);
|
||||
}catch(java.io.IOException e){throw new AssertionError(e);}}
|
||||
}
|
||||
+75
@@ -0,0 +1,75 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import java.nio.file.Files;
|
||||
import java.util.Arrays;
|
||||
|
||||
public final class Pbr134ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);materials();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);});
|
||||
server.runOnServer(s->{command(s,"time set 1000");for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),(x<10?Blocks.BRICKS:x<17?Blocks.OAK_PLANKS:Blocks.IRON_BLOCK).defaultBlockState());
|
||||
for(int y=65;y<=102;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.AIR.defaultBlockState());
|
||||
}});
|
||||
camera(c,server,10.5,69,5.5,65);look(c,server,0,40);settle(c);
|
||||
// The preceding lava/mob fixture may leave animated particles after its blocks are removed.
|
||||
c.runOnClient(m->m.particleEngine.clearParticles());c.waitTicks(2);
|
||||
var off=capture(c,"pbr-off");enable(c,true);var on=capture(c,"pbr-50");
|
||||
var delta=difference(off,on);System.out.println("PBR134_DIFF "+delta);check(delta.changed>500&&delta.brighter>100&&delta.darker>100,"Texture relief has lit and shaded pixels: "+delta);
|
||||
int analyses=c.computeOnClient(m->ProceduralPbr.analyses());c.waitTicks(20);
|
||||
c.runOnClient(m->check(analyses==ProceduralPbr.analyses()&&ProceduralPbr.materialCount()>0,"Source textures are cached, not regenerated every frame"));
|
||||
unchanged(on,capture(c,null),"Static PBR has no animated noise");
|
||||
look(c,server,.00002f,40.00002f);frames(c);unchanged(on,capture(c,null),"PBR tiny camera motion");look(c,server,0,40);frames(c);
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(20));frames(c);var low=difference(off,capture(c,"pbr-20"));
|
||||
check(delta.total>low.total*1.3,"PBR strength affects actual GPU output");
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(100));frames(c);var high=difference(off,capture(c,"pbr-100"));check(high.total>delta.total*1.2,"Strong PBR visibly increases relief");
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(0));c.waitTicks(8);unchanged(off,capture(c,null),"PBR zero restores native image");
|
||||
c.runOnClient(m->check(!ProceduralPbr.allocated()&&ProceduralPbr.materialCount()==0,"Zero releases targets and material cache"));
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(50));frames(c);
|
||||
server.runOnServer(s->command(s,"time set 11000"));settle(c);enable(c,false);var eveningOff=capture(c,null);enable(c,true);var eveningOn=capture(c,"pbr-evening");
|
||||
int directions=0;for(int i=0;i<on.pixels().length;i++){int am=(on.pixels()[i]>>16&255)-(off.pixels()[i]>>16&255),pm=(eveningOn.pixels()[i]>>16&255)-(eveningOff.pixels()[i]>>16&255);if(Math.abs(am-pm)>5)directions++;}
|
||||
check(directions>500,"Relief follows the moving sun: "+directions);
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();frames(c);unchanged(eveningOn,capture(c,"pbr-reloaded"),"Resource reload rebuilds consistent cached materials");
|
||||
// Live geometry and light invalidation: an enclosing roof removes exposure to the sky.
|
||||
server.runOnServer(s->{for(int x=-8;x<=28;x++)for(int z=-8;z<=28;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,73,z),Blocks.STONE.defaultBlockState());});
|
||||
settle(c);frames(c);var roofOn=capture(c,"pbr-roof-on");enable(c,false);var roofOff=capture(c,"pbr-roof-off");
|
||||
unchanged(roofOff,roofOn,"Roof prevents outdoor highlights on enclosed floor");enable(c,true);
|
||||
server.runOnServer(s->{for(int x=-8;x<=28;x++)for(int z=-8;z<=28;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,73,z),Blocks.AIR.defaultBlockState());});
|
||||
settle(c);frames(c);unchanged(eveningOn,capture(c,"pbr-roof-removed"),"Removing roof restores material light without stale meshes");
|
||||
int oldWidth=c.computeOnClient(m->m.getWindow().getScreenWidth()),oldHeight=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
c.runOnClient(m->m.getWindow().setWindowed(961,541));c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=on.width(),200);frames(c);capture(c,"pbr-resized");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(oldWidth,oldHeight));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==on.width(),200);frames(c);
|
||||
c.runOnClient(m->{VanillaLight.setPixelShadows(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setOreEmission(true);VanillaLight.setEdgeHighlights(true);});
|
||||
c.waitFor(m->PixelShadows.applied()&&PixelShadows.ready()&&ScreenSpaceGI.applied()&&Bloom.applied()&&EdgeHighlights.applied()&&ProceduralPbr.applied(),1200);frames(c);capture(c,"pbr-combined");
|
||||
c.runOnClient(m->VanillaLight.setEnabled(false));c.waitTicks(8);c.runOnClient(m->check(!ProceduralPbr.allocated()&&ProceduralPbr.materialCount()==0,"Global OFF releases PBR"));
|
||||
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);});
|
||||
System.out.println("PBR134_PASS normals; profiles; texture cache; directional lighting; intensity; OFF/zero; tiny camera; reload; resize; combined; default="+delta+" high="+high+" directional="+directions);
|
||||
}
|
||||
private static void materials(){
|
||||
int[] flat=new int[16];Arrays.fill(flat,0xFF808080);var profile=PbrMaterials.profile("bricks");
|
||||
for(int p:PbrMaterials.generate(flat,4,4,profile))check((p>>8&0xFFFF)==0x8080,"Flat source has neutral normal");
|
||||
flat[5]=0xFFFFFFFF;var slope=PbrMaterials.generate(flat,4,4,profile);check((slope[4]>>16&255)<128&&(slope[6]>>16&255)>128,"Height gradients produce opposite normal slopes");
|
||||
check(PbrMaterials.profile("iron_block").metal()>.8&&PbrMaterials.profile("iron_ore").metal()==0,"Metal block profile does not turn ore host rock into metal");
|
||||
check(PbrMaterials.profile("oak_planks").roughness()>PbrMaterials.profile("polished_andesite").roughness(),"Wood remains rougher than polished stone");
|
||||
}
|
||||
private static void preferences(){try{
|
||||
var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"ssgi\":true,\"ssgiIntensity\":35,\"bloom\":false}");forgetPreferences();
|
||||
check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==50&&VanillaLight.ssgi()&&!VanillaLight.bloom(),"Missing PBR setting defaults ON while preserving explicit old choices");
|
||||
for(int n:new int[]{-1,0,50,100,101}){VanillaLight.setPbr(true);VanillaLight.setPbrIntensity(n);forgetPreferences();check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==Math.clamp(n,0,100),"PBR preference persistence/clamp");}
|
||||
VanillaLight.setPbrIntensity(50);
|
||||
}catch(Exception e){throw new AssertionError(e);}}
|
||||
private record Delta(int changed,int brighter,int darker,long total){}
|
||||
private static Delta difference(Frame off,Frame on){int changed=0,bright=0,dark=0;long total=0;for(int i=0;i<off.pixels().length;i++){
|
||||
int a=off.pixels()[i],b=on.pixels()[i],delta=(b>>16&255)-(a>>16&255);total+=Math.abs(delta);if(Math.abs(delta)>3)changed++;if(delta>3)bright++;if(delta< -3)dark++;
|
||||
}return new Delta(changed,bright,dark,total);}
|
||||
private static void settle(ClientGameTestContext c){c.waitTicks(35);c.waitFor(m->m.levelRenderer.hasRenderedAllSections(),1200);c.waitTicks(10);}
|
||||
private static void enable(ClientGameTestContext c,boolean on){c.runOnClient(m->VanillaLight.setPbr(on));if(on)frames(c);else c.waitTicks(8);}
|
||||
private static void frames(ClientGameTestContext c){int start=c.computeOnClient(m->ProceduralPbr.renderedFrames());c.waitFor(m->ProceduralPbr.applied()&&ProceduralPbr.ready()&&ProceduralPbr.renderedFrames()>start+10,1200);c.waitTicks(8);}
|
||||
}
|
||||
+28
-4
@@ -36,10 +36,13 @@ import net.minecraft.world.phys.Vec3;
|
||||
|
||||
/** Real terrain/depth-map checks on a new flat seed 122 world; GPU readback is test-only. */
|
||||
public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
private final boolean bloomOnly,ssgiOnly;
|
||||
private final boolean bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly;
|
||||
public PixelShadows122ClientChecks(){this(false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly){this(bloomOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly){this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly){this(bloomOnly,ssgiOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly){this(bloomOnly,ssgiOnly,pbrOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly){this(bloomOnly,ssgiOnly,pbrOnly,closeupOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly,boolean sunshaftOnly){this.sunshaftOnly=sunshaftOnly;this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;this.pbrOnly=pbrOnly;this.closeupOnly=closeupOnly;}
|
||||
private static final int FLOOR = 64;
|
||||
private static final AABB PILLAR = new AABB(0, FLOOR + 1, 0, 2, FLOOR + 9, 2);
|
||||
private static final BlockPos SLAB = new BlockPos(5, FLOOR + 3, -5);
|
||||
@@ -134,6 +137,9 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
c.runOnClient(m -> check(VanillaLight.active(), "Native Sanctuary shader is active without an external engine"));
|
||||
float morning = c.computeOnClient(m -> m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
|
||||
|
||||
if(sunshaftOnly){Sunshafts137ClientChecks.run(c,server);return;}
|
||||
if(closeupOnly){SsgiCloseup135ClientChecks.run(c,server);Pbr134ClientChecks.run(c,server);return;}
|
||||
if(pbrOnly){Pbr134ClientChecks.run(c,server);return;}
|
||||
if(ssgiOnly){Ssgi132ClientChecks.run(c,server);return;}
|
||||
if(bloomOnly){Bloom130ClientChecks.run(c,server);return;}
|
||||
// Keep VanillaLight enabled for both frames: changing its fog/grade would invalidate this oracle.
|
||||
@@ -244,6 +250,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
EdgeHighlights129ClientChecks.run(c, server);
|
||||
Bloom130ClientChecks.run(c, server);
|
||||
Ssgi132ClientChecks.run(c, server);
|
||||
Pbr134ClientChecks.run(c, server);
|
||||
c.getInput().pressKey(InputConstants.KEY_F1);
|
||||
for (String locale : new String[]{"fr_fr", "en_us"}) {
|
||||
c.runOnClient(m -> {
|
||||
@@ -261,7 +268,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
});
|
||||
});
|
||||
c.waitTicks(3);
|
||||
c.takeScreenshot("sanctuary-beta133-shader-options-" + locale);
|
||||
c.takeScreenshot("sanctuary-beta137-shader-options-" + locale);
|
||||
}
|
||||
c.runOnClient(m -> m.gui.setScreen(null));
|
||||
}
|
||||
@@ -425,7 +432,24 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
? java.util.stream.Stream.concat(java.util.stream.Stream.of(widget), widgets(child)) : java.util.stream.Stream.of(widget));
|
||||
}
|
||||
|
||||
private static void checkDefaults135() {
|
||||
try {
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");
|
||||
Files.deleteIfExists(path);forgetPreferences();
|
||||
check(VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20&&VanillaLight.pbr()&&VanillaLight.ssgi(),"Fresh defaults: bloom20, PBR and SSGI ON");
|
||||
check(VanillaLight.pbrIntensity()==50&&VanillaLight.ssgiIntensity()==35,"Existing effect strengths retained");
|
||||
Files.writeString(path,"{\"pbr\":false,\"ssgi\":false,\"bloomIntensity\":73}");forgetPreferences();
|
||||
check(!VanillaLight.pbr()&&!VanillaLight.ssgi()&&VanillaLight.bloomIntensity()==73,"Explicit personal toggles and intensity survive changed defaults");
|
||||
Files.writeString(path,"{\"bloom\":false}");forgetPreferences();
|
||||
check(!VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20&&VanillaLight.pbr()&&VanillaLight.ssgi(),"Missing fields get new defaults without replacing explicit values");
|
||||
System.out.println("SHADER135_DEFAULTS_PASS fresh, partial and personal preferences");
|
||||
} catch(IOException e){throw new AssertionError(e);}
|
||||
}
|
||||
|
||||
private static void checkPreferences() {
|
||||
checkDefaults135();
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);
|
||||
VanillaLight.setPbr(false);
|
||||
VanillaLight.setSsgi(false);
|
||||
VanillaLight.setBloom(false);
|
||||
VanillaLight.setOreEmission(false);
|
||||
@@ -528,7 +552,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
|
||||
static Frame capture(ClientGameTestContext c, String name) {
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta133-shader-" + name);
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta137-shader-" + name);
|
||||
var result = new CompletableFuture<Frame>();
|
||||
c.runOnClient(m -> Screenshot.takeScreenshot(m.gameRenderer.mainRenderTarget(), image -> {
|
||||
try (image) {
|
||||
|
||||
+42
-2
@@ -13,7 +13,7 @@ import java.nio.file.Files;
|
||||
public final class Ssgi132ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setPbr(false);VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
server.runOnServer(s->{command(s,"time set 6000");for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.CONCRETE.white().defaultBlockState());
|
||||
for(int y=65;y<=102;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.AIR.defaultBlockState());
|
||||
@@ -62,15 +62,55 @@ public final class Ssgi132ClientChecks implements FabricClientGameTest {
|
||||
c.runOnClient(m->VanillaLight.setEnabled(false));c.waitTicks(8);
|
||||
c.runOnClient(m->check(!ScreenSpaceGI.allocated(),"Main shader OFF releases SSGI too"));
|
||||
c.runOnClient(m->VanillaLight.setEnabled(true));frames(c);enable(c,false);
|
||||
motion(c,server);
|
||||
SsgiCloseup135ClientChecks.run(c,server);
|
||||
System.out.println("SSGI133_PASS red/blue diffuse bounce; intensity; flat rejection; foreground occlusion; static stability; tiny camera motion; resize; reload; combined shader; OFF/zero; preferences; red="+red+" blue="+blue);
|
||||
}
|
||||
private static void motion(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
wall(server,11,Blocks.AIR.defaultBlockState());
|
||||
server.runOnServer(s->{
|
||||
command(s,"summon minecraft:cow 8.5 65 9.5 {NoAI:1b,Silent:1b,NoGravity:1b,Invulnerable:1b,Tags:[\"ssgi134_test\"]}");
|
||||
for(int x=11;x<=13;x++)for(int z=8;z<=10;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.GRASS_BLOCK.defaultBlockState());
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,65,z),Blocks.SHORT_GRASS.defaultBlockState());
|
||||
}
|
||||
});settle(c);
|
||||
for(int intensity:new int[]{35,100}){
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(intensity));
|
||||
Frame start=null;double worstGrass=0;
|
||||
for(int step=0;step<=12;step++){
|
||||
double x=4.5+step;camera(c,server,x,66.5,5.5,65);
|
||||
look(c,server,(float)Math.toDegrees(Math.atan2(x-10.5,6.5)),10);
|
||||
enable(c,false);var base=capture(c,"ssgi-motion-"+intensity+"-"+step+"-off");
|
||||
enable(c,true);var frame=capture(c,"ssgi-motion-"+intensity+"-"+step+"-on");
|
||||
double grass=grassGain(base,frame);worstGrass=Math.max(worstGrass,grass);
|
||||
check(grass<(intensity==35?12:30),"Lateral view avoids excessive grass brightening at "+intensity+" / "+step+": "+grass);
|
||||
if(step==0)start=frame;
|
||||
}
|
||||
System.out.println("SSGI134_GRASS intensity="+intensity+" maxMeanGreenGain="+worstGrass);
|
||||
camera(c,server,4.5,66.5,5.5,65);look(c,server,(float)Math.toDegrees(Math.atan2(-6,6.5)),10);frames(c);
|
||||
unchanged(start,capture(c,null),"Twelve-block lateral movement returns without stale SSGI history at "+intensity);
|
||||
}
|
||||
enable(c,false);c.runOnClient(m->VanillaLight.setSsgiIntensity(35));
|
||||
server.runOnServer(s->command(s,"kill @e[tag=ssgi134_test]"));
|
||||
System.out.println("SSGI134_MOTION_PASS 12-block lateral sweep, grass/cow/blocks, OFF/ON at35 and100, return without history");
|
||||
}
|
||||
private static double grassGain(Frame off,Frame on){
|
||||
int count=0;long gain=0;
|
||||
for(int i=0;i<off.pixels().length;i++){
|
||||
int a=off.pixels()[i],r=a>>16&255,g=a>>8&255,b=a&255;
|
||||
if(g>r*1.15&&g>b*1.3&&g>45){count++;gain+=Math.max(0,(on.pixels()[i]>>8&255)-g);}
|
||||
}
|
||||
check(count>500,"Motion fixture includes visible vegetation");return gain/(double)count;
|
||||
}
|
||||
private static void wall(TestServerContext server,int z,BlockState state){server.runOnServer(s->{for(int x=6;x<=15;x++)for(int y=65;y<=(z==11?72:69);y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),state);});}
|
||||
private static void settle(ClientGameTestContext c){c.waitTicks(30);c.waitFor(m->m.levelRenderer.hasRenderedAllSections(),1200);c.waitTicks(8);}
|
||||
private static void enable(ClientGameTestContext c,boolean enabled){c.runOnClient(m->VanillaLight.setSsgi(enabled));if(enabled)frames(c);else c.waitTicks(8);}
|
||||
private static void frames(ClientGameTestContext c){int start=c.computeOnClient(m->ScreenSpaceGI.renderedFrames());c.waitFor(m->ScreenSpaceGI.applied()&&ScreenSpaceGI.renderedFrames()>start+10,1200);c.waitTicks(6);}
|
||||
private static void preferences(){try{
|
||||
var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"bloom\":false,\"shadowPixels\":128}");forgetPreferences();
|
||||
check(!VanillaLight.ssgi()&&VanillaLight.ssgiIntensity()==35&&!VanillaLight.bloom()&&VanillaLight.shadowPixels()==128,"Legacy choices preserved; experimental SSGI defaults OFF at 35");
|
||||
check(VanillaLight.ssgi()&&VanillaLight.ssgiIntensity()==35&&!VanillaLight.bloom()&&VanillaLight.shadowPixels()==128,"Legacy choices preserved; missing SSGI setting defaults ON at 35");
|
||||
for(int i:new int[]{-10,0,35,90,140}){VanillaLight.setSsgiIntensity(i);VanillaLight.setSsgi(true);forgetPreferences();check(VanillaLight.ssgi()&&VanillaLight.ssgiIntensity()==Math.clamp(i,0,100),"SSGI persists and clamps");}
|
||||
VanillaLight.setSsgiIntensity(90);
|
||||
}catch(Exception e){throw new AssertionError(e);}}
|
||||
|
||||
+78
@@ -0,0 +1,78 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
|
||||
/** Native low-angle and near-plane regression fixture; never opens a personal world. */
|
||||
public final class SsgiCloseup135ClientChecks implements net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setPbr(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
server.runOnServer(s->{
|
||||
// Minecraft 26.3 rejects setting a clock to its existing value.
|
||||
command(s,"time add 1");command(s,"time set 6000");
|
||||
for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++){
|
||||
// Contain lava: no flow below the platform into the following PBR fixture.
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,63,z),Blocks.STONE.defaultBlockState());
|
||||
for(int y=64;y<=102;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),y==64?Blocks.STONE.defaultBlockState():Blocks.AIR.defaultBlockState());
|
||||
if(x>=5&&x<=16&&z>=4&&z<=14)s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.LAVA.defaultBlockState());
|
||||
if(x>=5&&x<=16&&z>=8&&z<=14)s.overworld().setBlockAndUpdate(new BlockPos(x,68,z),Blocks.STONE.defaultBlockState());
|
||||
if(x>=5&&x<=16&&z==12)for(int y=65;y<=67;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.CONCRETE.red().defaultBlockState());
|
||||
}
|
||||
});c.waitTicks(40);c.waitFor(m->m.levelRenderer.hasRenderedAllSections(),1200);
|
||||
for(int scene=0;scene<2;scene++)for(int intensity:new int[]{35,100}){
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(intensity));
|
||||
for(int step=0;step<7;step++){
|
||||
// Eye approaches the underside, crossing the old fixed normal-area threshold.
|
||||
double gap=new double[]{2.0,1.0,.65,.4,.2,.1,.04}[step];
|
||||
camera(c,server,10.5,68-gap-1.62,scene==0?9.5:11.5,65);look(c,server,0,-25);
|
||||
c.runOnClient(m->VanillaLight.setSsgi(false));c.waitTicks(8);
|
||||
var off=capture(c,"closeup-"+scene+"-"+intensity+"-"+step+"-off");
|
||||
c.runOnClient(m->VanillaLight.setSsgi(true));c.waitFor(m->ScreenSpaceGI.applied(),1200);c.waitTicks(12);
|
||||
var on=capture(c,"closeup-"+scene+"-"+intensity+"-"+step+"-on");
|
||||
var stats=rowJump(off,on);
|
||||
System.out.println("SSGI135_CLOSEUP scene="+scene+" intensity="+intensity+" gap="+gap+" "+stats);
|
||||
if(scene==0&&gap<=.1)check(stats.jump<2&&stats.gain<.1,"Near-plane bounce fades without a horizontal bright strip: "+stats);
|
||||
if(scene==1&&gap==.4)check(stats.rows>30&&stats.gain>1,"Close corner retains actual bounce instead of rejecting small world pixels: "+stats);
|
||||
if(gap==.04)check(stats.gain<.05,"At contact, indirect light fades to the source image: "+stats);
|
||||
}
|
||||
}
|
||||
int width=c.computeOnClient(m->m.getWindow().getScreenWidth()),height=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
camera(c,server,10.5,65.98,11.5,65);look(c,server,0,-25);
|
||||
c.runOnClient(m->{VanillaLight.setSsgiIntensity(100);m.getWindow().setWindowed(1280,720);});
|
||||
c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=width,200);c.waitTicks(15);
|
||||
c.runOnClient(m->VanillaLight.setSsgi(false));c.waitTicks(8);var largeOff=capture(c,"closeup-large-off");
|
||||
c.runOnClient(m->VanillaLight.setSsgi(true));c.waitTicks(15);var large=capture(c,"closeup-large-on");
|
||||
var largeStats=rowJump(largeOff,large);check(largeStats.rows>30&&largeStats.gain>1,"High resolution with a visible source retains bounce: "+largeStats);
|
||||
look(c,server,.00002f,-25.00002f);c.waitTicks(10);unchanged(large,capture(c,null),"Closeup has no subpixel normal threshold flicker");
|
||||
look(c,server,0,-65);c.runOnClient(m->VanillaLight.setSsgi(false));c.waitTicks(8);var steepOff=capture(c,"closeup-offscreen-source-off");
|
||||
c.runOnClient(m->VanillaLight.setSsgi(true));c.waitTicks(15);unchanged(steepOff,capture(c,"closeup-offscreen-source-on"),"Looking away from the source does not invent hidden light");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(width,height));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==width,200);c.waitTicks(15);
|
||||
c.runOnClient(m->{VanillaLight.setPbr(true);VanillaLight.setBloom(true);VanillaLight.setOreEmission(true);VanillaLight.setPixelShadows(true);VanillaLight.setEdgeHighlights(true);});
|
||||
c.waitFor(m->ProceduralPbr.applied()&&ProceduralPbr.ready()&&Bloom.applied()&&PixelShadows.applied()&&PixelShadows.ready(),1200);
|
||||
c.waitTicks(15);capture(c,"closeup-combined");
|
||||
c.runOnClient(m->{VanillaLight.setSsgi(false);VanillaLight.setSsgiIntensity(35);VanillaLight.setPbr(false);});
|
||||
System.out.println("SSGI135_CLOSEUP_PASS low-angle lava/stone and seven camera distances at 35/100");
|
||||
}
|
||||
private record Rows(double jump,double gain,int rows){}
|
||||
private static Rows rowJump(Frame a,Frame b){
|
||||
double previous=0,max=0,gain=0;int rows=0;
|
||||
for(int y=a.height()/8;y<a.height()*7/8;y++){
|
||||
double sum=0;int count=0;
|
||||
for(int x=a.width()/4;x<a.width()*3/4;x++){
|
||||
int i=y*a.width()+x,pa=a.pixels()[i],pb=b.pixels()[i];
|
||||
int r=pa>>16&255,g=pa>>8&255,blue=pa&255;
|
||||
if(Math.max(r,Math.max(g,blue))-Math.min(r,Math.min(g,blue))<12&&g>15){
|
||||
sum+=Math.max(0,(pb>>16&255)-r);count++;
|
||||
}
|
||||
}
|
||||
if(count<a.width()/8)continue;
|
||||
double mean=sum/count;if(rows>0)max=Math.max(max,Math.abs(mean-previous));
|
||||
previous=mean;gain+=mean;rows++;
|
||||
}
|
||||
return new Rows(max,gain/Math.max(rows,1),rows);
|
||||
}
|
||||
}
|
||||
+63
@@ -0,0 +1,63 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import java.nio.file.Files;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.network.chat.Component;
|
||||
import net.minecraft.util.Mth;
|
||||
|
||||
/** Native solar volume in a sealed room, a slotted roof and a leaf canopy. */
|
||||
public final class Sunshafts137ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,false,false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setShadowDistance(64);});
|
||||
server.runOnServer(s->{command(s,"time add 1");command(s,"time set 3000");
|
||||
for(int x=76;x<=124;x++)for(int z=76;z<=124;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,96,z),Blocks.STONE_BRICKS.defaultBlockState());
|
||||
if(x==76||x==124||z==76||z==124)for(int y=97;y<=113;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.STONE_BRICKS.defaultBlockState());
|
||||
}
|
||||
});
|
||||
roof(server,0);camera(c,server,100.5,101,110.5,70);aim(c,server);c.waitTicks(50);
|
||||
var closedOff=capture(c,"shafts-closed-off");enable(c,true);var closed=capture(c,"shafts-closed-on");
|
||||
check(gain(closedOff,closed)<300,"Sealed room receives no sunlight through opaque blocks: "+gain(closedOff,closed));
|
||||
c.runOnClient(m->check(!PixelShadows.applied()&&PixelShadows.depthReady()&&!Bloom.allocated(),"Volume alone shares depth without surface shadows or bloom"));
|
||||
roof(server,1);settle(c);enable(c,false);var off=capture(c,"shafts-slots-off");enable(c,true);var on=capture(c,"shafts-slots-35");long low=gain(off,on);
|
||||
check(low>1000,"Roof openings form visible shafts: "+low);unchanged(on,capture(c,null),"Static shafts have no animated sampling noise");
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(100));settle(c);var strong=capture(c,"shafts-slots-100");check(gain(off,strong)>low*1.5,"Intensity increases volume energy");
|
||||
camera(c,server,104.5,101,110.5,70);aim(c,server);settle(c);capture(c,"shafts-moved-four-blocks");
|
||||
camera(c,server,100.5,101,110.5,70);aim(c,server);settle(c);unchanged(strong,capture(c,"shafts-returned"),"Moving and returning leaves no history or trailing light");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(strong,capture(c,"shafts-reloaded"),"Volume recovers after resource reload");
|
||||
int w=c.computeOnClient(m->m.getWindow().getScreenWidth()),h=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
c.runOnClient(m->m.getWindow().setWindowed(961,541));c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=off.width(),200);settle(c);
|
||||
enable(c,false);var small=capture(c,null);enable(c,true);check(gain(small,capture(c,"shafts-resized"))>1000,"Bilateral volume survives odd dimensions");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(w,h));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==off.width(),200);settle(c);
|
||||
roof(server,2);settle(c);enable(c,false);var leafOff=capture(c,null);enable(c,true);var leafOn=capture(c,"shafts-leaves");long leaf=gain(leafOff,leafOn);double leafEnergy=energy(leafOff,leafOn);check(leaf>1000,"Leaf canopy transmits light: "+leaf);
|
||||
roof(server,3);settle(c);enable(c,false);var openOff=capture(c,null);enable(c,true);var openOn=capture(c,"shafts-open");long open=gain(openOff,openOn);double openEnergy=energy(openOff,openOn);check(openEnergy>leafEnergy,"Leaf canopy attenuates normalized scattering on identical walls: "+leafEnergy+" / "+openEnergy);
|
||||
look(c,server,0,0);settle(c);enable(c,false);var sideOff=capture(c,null);enable(c,true);check(gain(sideOff,capture(c,"shafts-sun-offscreen"))>1000,"Volume persists with sun outside the viewport");
|
||||
long[] close=new long[2];int index=0;
|
||||
for(double z:new double[]{123.5,123.875}){camera(c,server,100.5,101,z,70);look(c,server,0,0);settle(c);enable(c,false);var nearOff=capture(c,null);enable(c,true);close[index++]=gain(nearOff,capture(c,"shafts-wall-"+z));}
|
||||
check(close[1]<=close[0]+100,"Approaching wall attenuates scattering instead of increasing it: "+close[0]+" / "+close[1]);
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(0));c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated()&&PixelShadows.shadowMap()==null,"Zero frees volume and unneeded shared map"));
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(35));enable(c,true);
|
||||
server.runOnServer(s->command(s,"time set 18000"));c.waitTicks(30);c.runOnClient(m->check(!Sunshafts.allocated()&&!Sunshafts.applied(),"Solar volume stops at night"));
|
||||
server.runOnServer(s->command(s,"time set 3000"));camera(c,server,100.5,101,110.5,70);aim(c,server);settle(c);
|
||||
c.runOnClient(m->{VanillaLight.setPixelShadows(true);VanillaLight.setPbr(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setLensFlare(true);VanillaLight.setEdgeHighlights(true);});activeFrames(c);capture(c,"shafts-combined");
|
||||
c.runOnClient(m->{VanillaLight.setSunshafts(false);});c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated()&&PixelShadows.applied(),"OFF preserves independently enabled surface shadows"));
|
||||
for(String locale:new String[]{"fr_fr","en_us"})c.runOnClient(m->{m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String suffix:new String[]{"sunshafts","sunshafts_help","sunshaft_intensity","sunshaft_intensity_help"}){String key="sanctuary.shaders."+suffix;check(!Component.translatable(key).getString().equals(key),"Localized volume controls: "+locale);}});
|
||||
System.out.println("SUNSHAFT137_PASS slotGain="+low+" leafGain="+leaf+" openGain="+open+" closed room, offscreen sun, camera return, proximity, reload/resize, shared map, zero/night, preferences, FR/EN");
|
||||
}
|
||||
private static void roof(TestServerContext server,int mode){server.runOnServer(s->{for(int x=76;x<=124;x++)for(int z=76;z<=124;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,113,z),(mode==3||mode==1&&Math.floorMod(z,8)<3?Blocks.AIR:mode==2?Blocks.OAK_LEAVES:Blocks.OAK_PLANKS).defaultBlockState().trySetValue(net.minecraft.world.level.block.state.properties.BlockStateProperties.PERSISTENT,true));});}
|
||||
private static void aim(ClientGameTestContext c,TestServerContext server){var d=c.computeOnClient(m->PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));look(c,server,Mth.wrapDegrees((float)Math.toDegrees(Math.atan2(-d.x,d.z))+25),-12);}
|
||||
private static void settle(ClientGameTestContext c){int before=c.computeOnClient(m->Sunshafts.renderedFrames());c.waitFor(m->Sunshafts.applied()&&PixelShadows.ready()&&Sunshafts.renderedFrames()>before+10,1200);c.waitTicks(30);}
|
||||
private static void enable(ClientGameTestContext c,boolean enabled){c.runOnClient(m->VanillaLight.setSunshafts(enabled));if(enabled)settle(c);else c.waitTicks(10);}
|
||||
private static long gain(Frame off,Frame on){long sum=0;for(int i=0;i<off.pixels().length;i++)for(int shift:new int[]{0,8,16})sum+=Math.max(0,(on.pixels()[i]>>shift&255)-(off.pixels()[i]>>shift&255));return sum;}
|
||||
// Screen blending has less headroom on a brighter vanilla wall. Remove that factor
|
||||
// before comparing roofs, and exclude the roof itself where geometry changes.
|
||||
private static double energy(Frame off,Frame on){double sum=0;int n=0;for(int y=off.height()/3;y<off.height();y++)for(int x=0;x<off.width();x++){int i=y*off.width()+x;for(int shift:new int[]{0,8,16}){int a=off.pixels()[i]>>shift&255,b=on.pixels()[i]>>shift&255;if(a<240){sum+=Math.max(0,b-a)/(255.0-a);n++;}}}return sum/Math.max(1,n);}
|
||||
private static void preferences(){try{var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"bloom\":false,\"pixelShadows\":false}");forgetPreferences();check(VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()==35&&!VanillaLight.bloom()&&!VanillaLight.pixelShadows(),"Missing shaft settings preserve existing choices");VanillaLight.setSunshafts(false);VanillaLight.setSunshaftIntensity(73);forgetPreferences();check(!VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()==73,"Custom shafts persist");for(int n:new int[]{-10,0,35,100,150}){VanillaLight.setSunshaftIntensity(n);forgetPreferences();check(VanillaLight.sunshaftIntensity()==Math.clamp(n,0,100),"Intensity clamps and persists");}VanillaLight.setSunshaftIntensity(35);}catch(java.io.IOException e){throw new AssertionError(e);}}
|
||||
}
|
||||
@@ -42,16 +42,18 @@ public final class Bloom {
|
||||
var builder=RenderPipeline.builder().withLocation(id("pipeline/"+name)).withVertexShader("core/screenquad").withFragmentShader(id("core/"+name)).withBindGroupLayout(layout.build());
|
||||
if(scene)builder.withBindGroupLayout(SCENE);
|
||||
return RenderPipelines.register(builder.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.ofNullable(blend),name.equals("bloom_blur")||name.equals("bloom_downsample")?GpuFormat.RGBA16_FLOAT:GpuFormat.RGBA8_UNORM,blend==null?ColorTargetState.WRITE_ALL:ColorTargetState.WRITE_COLOR)).withDepthStencilState(Optional.empty()).build());
|
||||
.withColorTargetState(new ColorTargetState(Optional.ofNullable(blend),name.equals("bloom_blur")||name.equals("bloom_downsample")||name.equals("lens_flare_source")?GpuFormat.RGBA16_FLOAT:GpuFormat.RGBA8_UNORM,blend==null?ColorTargetState.WRITE_ALL:ColorTargetState.WRITE_COLOR)).withDepthStencilState(Optional.empty()).build());
|
||||
}
|
||||
private static final RenderPipeline SKY=screen("bloom_sky",null,true,false);
|
||||
private static final RenderPipeline DOWNSAMPLE=screen("bloom_downsample",null,false,false);
|
||||
private static final RenderPipeline BLUR=screen("bloom_blur",null,false,true);
|
||||
private static final RenderPipeline CORE=screen("bloom_core",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_ALPHA,BlendFactor.ZERO,BlendFactor.ONE),false,false);
|
||||
private static final RenderPipeline APPLY=screen("bloom_apply",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE),true,false);
|
||||
private static final RenderPipeline FLARE_SOURCE=screen("lens_flare_source",null,true,false);
|
||||
private static final RenderPipeline FLARE=screen("lens_flare",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE),true,false);
|
||||
private static final BloomTerrain TERRAIN=new BloomTerrain();
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
private static TextureTarget emission,small,ping;
|
||||
private static TextureTarget emission,small,ping,flareSource;
|
||||
private static MappableRingBuffer scene,horizontal,vertical;
|
||||
private static int frames;
|
||||
private static boolean applied;
|
||||
@@ -62,8 +64,9 @@ public final class Bloom {
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
boolean halo=VanillaLight.bloom()&&VanillaLight.bloomIntensity()>0;
|
||||
boolean flare=VanillaLight.lensFlare()&&VanillaLight.lensFlareIntensity()>0;
|
||||
boolean cores=VanillaLight.oreEmission()&&VanillaLight.oreIntensity()>0;
|
||||
if(!VanillaLight.active()||(!halo&&!cores)||mc.level==null){release();return;}
|
||||
if(!VanillaLight.active()||(!halo&&!cores&&!flare)||mc.level==null){release();return;}
|
||||
if(PanoramaCapture.rendering())return;
|
||||
var state=mc.gameRenderer.gameRenderState().levelRenderState;var camera=state.cameraRenderState;
|
||||
if(camera.fogType!=FogType.NONE)return;
|
||||
@@ -71,21 +74,28 @@ public final class Bloom {
|
||||
if(emission==null||emission.width!=main.width||emission.height!=main.height){
|
||||
targetsClose();emission=target("emission",main.width,main.height);
|
||||
}
|
||||
if(scene==null)scene=uniforms("bloom scene",144);
|
||||
if(scene==null)scene=uniforms("bloom scene",192);
|
||||
if(halo){
|
||||
if(small==null){small=target("bloom low",Math.max(1,main.width/8),Math.max(1,main.height/8));ping=target("bloom ping",small.width,small.height);}
|
||||
if(horizontal==null){horizontal=uniforms("bloom horizontal",16);vertical=uniforms("bloom vertical",16);}
|
||||
}else haloClose();
|
||||
var entries=TERRAIN.update();var atlas=TERRAIN.materials.atlas();
|
||||
if(flare){if(flareSource==null)flareSource=target("lens flare sources",2,1);}else flareClose();
|
||||
// A celestial-only flare never needs to scan or mesh terrain emitters.
|
||||
var entries=(halo||cores)?TERRAIN.update():List.<BloomTerrain.Entry>of();
|
||||
if(!halo&&!cores)TERRAIN.close();
|
||||
var atlas=TERRAIN.materials.atlas();
|
||||
var vp=new Matrix4f(projection).mul(camera.viewRotationMatrix);var inverse=new Matrix4f(vp).invert();
|
||||
var sun=PixelShadows.sunDirection(state.skyRenderState.sunAngle);var moon=PixelShadows.sunDirection(state.skyRenderState.moonAngle);
|
||||
float celestial=state.skyRenderState.skybox==DimensionType.Skybox.OVERWORLD?state.skyRenderState.rainBrightness:0;
|
||||
var flareSun=projectFlare(vp,sun,celestial);
|
||||
var flareMoon=projectFlare(vp,moon,celestial*.35f);
|
||||
var fog=camera.fogData;scene.rotate();
|
||||
try(var mapped=scene.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(inverse)
|
||||
.putVec4(VanillaLight.oreEmission()?VanillaLight.oreIntensity()/100f:0,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,VanillaLight.bloomIntensity()/50f,0)
|
||||
.putVec4(sun.x,sun.y,sun.z,celestial).putVec4(moon.x,moon.y,moon.z,celestial*.35f)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,0,0,0);
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,0,0,0)
|
||||
.putVec4(flareSun).putVec4(flareMoon).putVec4(flare?VanillaLight.lensFlareIntensity()/100f:0,(float)main.width/main.height,0,0);
|
||||
}
|
||||
if(halo){
|
||||
float radius=.25f+VanillaLight.bloomRadius()*.0075f;
|
||||
@@ -98,9 +108,11 @@ public final class Bloom {
|
||||
transforms.add(RenderSystem.getDynamicUniforms().writeTransform(new Matrix4f(vp).translate(offset),new Vector4f(1,1,1,1),offset,new Matrix4f()));max=Math.max(max,entry.indices());}
|
||||
var indices=RenderSystem.getSequentialBuffer(PrimitiveTopology.QUADS);indices.requestIndexCount(max);
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
if(halo)screen(SKY,emission.getColorTextureView(),main.getColorTextureView(),true,null);
|
||||
if(halo||flare)screen(SKY,emission.getColorTextureView(),main.getColorTextureView(),true,null);
|
||||
else try(var clear=RenderSystem.getDevice().createCommandEncoder().createRenderPass(()->"Sanctuary clear emission",emission.getColorTextureView(),Optional.of(new Vector4f(0,0,0,0)))){ }
|
||||
|
||||
// Reduce the celestial-only mask before drawing any torch, ore or other terrain emitter.
|
||||
if(flare)screen(FLARE_SOURCE,flareSource.getColorTextureView(),emission.getColorTextureView(),true,null);
|
||||
if(atlas!=null&&!entries.isEmpty())try(var pass=RenderSystem.getDevice().createCommandEncoder().createRenderPass(()->"Sanctuary visible emitters",emission.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(EMITTERS));pass.setUniform("BloomScene",scene.currentBuffer());pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);
|
||||
pass.setUniform("BlockAtlas",mc.getTextureManager().getTexture(TextureAtlas.LOCATION_BLOCKS).getTextureView(),nearest);pass.setUniform("EmissionMasks",atlas.getTextureView(),nearest);
|
||||
@@ -114,8 +126,19 @@ public final class Bloom {
|
||||
}
|
||||
if(cores)screen(CORE,main.getColorTextureView(),emission.getColorTextureView(),false,null);
|
||||
if(halo)screen(APPLY,main.getColorTextureView(),small.getColorTextureView(),true,null);
|
||||
if(flare)screen(FLARE,main.getColorTextureView(),flareSource.getColorTextureView(),true,null);
|
||||
applied=true;frames++;
|
||||
}
|
||||
private static Vector4f projectFlare(Matrix4f vp,Vector3f direction,float strength){
|
||||
var clip=vp.transform(new Vector4f(direction,0));
|
||||
if(clip.w<=.05f||direction.y<=0||strength<=0)return new Vector4f(0,0,0,0);
|
||||
float x=clip.x/clip.w*.5f+.5f,y=clip.y/clip.w*.5f+.5f;
|
||||
// Actual sprite light is measured on GPU. This is only its projected sampling region.
|
||||
float radius=Math.min(.3f,Math.abs(projection.m11())*.08f/clip.w);
|
||||
float horizon=Math.clamp(direction.y/.08f,0,1);
|
||||
return new Vector4f(x,y,radius,strength*horizon*horizon*(3-2*horizon));
|
||||
}
|
||||
private static void flareClose(){if(flareSource!=null){flareSource.destroyBuffers();flareSource=null;}}
|
||||
private static void screen(RenderPipeline pipeline,GpuTextureView output,GpuTextureView input,boolean useScene,MappableRingBuffer blur){
|
||||
try(var pass=RenderSystem.getDevice().createCommandEncoder().createRenderPass(()->"Sanctuary bloom",output,Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(pipeline));pass.setUniform("InputTexture",input,RenderSystem.getSamplerCache().getClampToEdge(pipeline==CORE||pipeline==SKY?FilterMode.NEAREST:FilterMode.LINEAR));
|
||||
@@ -129,8 +152,10 @@ public final class Bloom {
|
||||
if(small!=null){small.destroyBuffers();ping.destroyBuffers();small=ping=null;}
|
||||
if(horizontal!=null){horizontal.close();vertical.close();horizontal=vertical=null;}
|
||||
}
|
||||
private static void targetsClose(){haloClose();if(emission!=null){emission.destroyBuffers();emission=null;}}
|
||||
private static void targetsClose(){haloClose();flareClose();if(emission!=null){emission.destroyBuffers();emission=null;}}
|
||||
public static void release(){TERRAIN.close();targetsClose();if(scene!=null){scene.close();scene=null;}applied=false;}
|
||||
static TextureTarget flareTarget(){return flareSource;}
|
||||
static boolean flareAllocated(){return flareSource!=null;}
|
||||
static boolean haloAllocated(){return small!=null||horizontal!=null;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return emission!=null;}
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.platform.NativeImage;
|
||||
import java.util.*;
|
||||
import net.minecraft.client.renderer.texture.DynamicTexture;
|
||||
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
|
||||
import net.minecraft.core.registries.BuiltInRegistries;
|
||||
import net.minecraft.world.level.block.state.BlockState;
|
||||
|
||||
/** One source-texture analysis per cached material. No frame readback and no generated files on disk. */
|
||||
final class PbrMaterials implements AutoCloseable {
|
||||
static final int INNER=16,TILE=20,GRID=64,SIZE=TILE*GRID,MAX_SPRITES=GRID*GRID;
|
||||
record Profile(float roughness,float metal){}
|
||||
record Slot(int x,int y,boolean empty){
|
||||
float u(float f){return (x+2+Math.clamp(f,0,1)*INNER)/SIZE;}
|
||||
float v(float f){return (y+2+Math.clamp(f,0,1)*INNER)/SIZE;}
|
||||
}
|
||||
private final Map<String,Slot> slots=new HashMap<>();
|
||||
private final Map<BlockState,Profile> profiles=new IdentityHashMap<>();
|
||||
private DynamicTexture atlas;private boolean dirty;private int analyses;
|
||||
boolean candidate(BlockState state){return !state.isAir()&&!state.liquid();}
|
||||
Profile profile(BlockState state){return profiles.computeIfAbsent(state,s->profile(BuiltInRegistries.BLOCK.getKey(s.getBlock()).getPath()));}
|
||||
static Profile profile(String name){
|
||||
if(name.equals("iron_block")||name.equals("gold_block")||name.equals("netherite_block")||name.contains("copper")&&!name.contains("ore")&&!name.contains("raw"))
|
||||
return new Profile(name.contains("oxidized")?.65f:.32f,name.contains("oxidized")?.35f:.85f);
|
||||
if(name.contains("polished")||name.contains("glazed")||name.equals("diamond_block")||name.equals("emerald_block")||name.equals("ruby_block")||name.equals("sapphire_block"))return new Profile(.42f,0);
|
||||
if(name.contains("wool")||name.contains("leaves"))return new Profile(.98f,0);
|
||||
if(name.contains("planks")||name.contains("log")||name.contains("wood"))return new Profile(.88f,0);
|
||||
return new Profile(.82f,0);
|
||||
}
|
||||
Slot slot(TextureAtlasSprite sprite,BlockState state){
|
||||
var profile=profile(state);String key=sprite.contents().name()+":"+profile;
|
||||
var existing=slots.get(key);if(existing!=null)return existing;
|
||||
if(slots.size()>=MAX_SPRITES)return new Slot(0,0,true);
|
||||
int i=slots.size(),x=i%GRID*TILE,y=i/GRID*TILE;
|
||||
if(atlas==null){atlas=new DynamicTexture("Sanctuary procedural PBR",SIZE,SIZE,false);atlas.getPixels().fillRect(0,0,SIZE,SIZE,0x008080FF);}
|
||||
boolean empty=false;
|
||||
try(var image=BloomMaterials.read(sprite.contents().name())){
|
||||
int fw=Math.min(image.getWidth(),sprite.contents().width()),fh=Math.min(image.getHeight(),sprite.contents().height());
|
||||
int[] colors=new int[INNER*INNER];
|
||||
for(int py=0;py<INNER;py++)for(int px=0;px<INNER;px++)colors[py*INNER+px]=image.getPixel(px*fw/INNER,py*fh/INNER);
|
||||
int[] pixels=generate(colors,INNER,INNER,profile);analyses++;
|
||||
for(int py=0;py<TILE;py++)for(int px=0;px<TILE;px++)atlas.getPixels().setPixel(x+px,y+py,pixels[Math.clamp(py-2,0,INNER-1)*INNER+Math.clamp(px-2,0,INNER-1)]);
|
||||
}catch(java.io.IOException e){empty=true;fr.koka.sanctuary.SanctuaryMod.LOGGER.warn("Cannot analyse PBR texture {}",sprite.contents().name(),e);}
|
||||
var result=new Slot(x,y,empty);slots.put(key,result);dirty=true;return result;
|
||||
}
|
||||
static int[] generate(int[] colors,int w,int h,Profile profile){
|
||||
int[] result=new int[colors.length];
|
||||
for(int y=0;y<h;y++)for(int x=0;x<w;x++){
|
||||
int center=colors[y*w+x];float base=luma(center);
|
||||
float left=height(colors[y*w+Math.floorMod(x-1,w)],base),right=height(colors[y*w+(x+1)%w],base);
|
||||
float up=height(colors[Math.floorMod(y-1,h)*w+x],base),down=height(colors[(y+1)%h*w+x],base);
|
||||
float nx=Math.clamp((left-right)*2,-.45f,.45f),ny=Math.clamp((up-down)*2,-.45f,.45f);
|
||||
if((center>>>24)<128){nx=ny=0;}
|
||||
int red=Math.round((nx*.5f+.5f)*255),green=Math.round((ny*.5f+.5f)*255);
|
||||
result[y*w+x]=(Math.round(profile.metal*255)<<24)|(red<<16)|(green<<8)|Math.round(profile.roughness*255);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
private static float height(int color,float fallback){return (color>>>24)<128?fallback:luma(color);}
|
||||
private static float luma(int c){return ((c>>16&255)*.2126f+(c>>8&255)*.7152f+(c&255)*.0722f)/255;}
|
||||
DynamicTexture atlas(){if(dirty){atlas.upload();dirty=false;}return atlas;}
|
||||
int count(){return slots.size();}int analyses(){return analyses;}
|
||||
public void close(){if(atlas!=null){atlas.close();atlas=null;}slots.clear();profiles.clear();dirty=false;analyses=0;}
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.blaze3d.vertex.BufferBuilder;
|
||||
import com.mojang.blaze3d.vertex.ByteBufferBuilder;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBuffer;
|
||||
import com.mojang.renderpearl.api.pipeline.PrimitiveTopology;
|
||||
import com.mojang.renderpearl.api.vertex.VertexFormat;
|
||||
import java.util.*;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.model.geom.builders.UVPair;
|
||||
import net.minecraft.client.renderer.block.dispatch.BlockStateModelPart;
|
||||
import net.minecraft.client.renderer.texture.TextureAtlas;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.core.Direction;
|
||||
import net.minecraft.core.SectionPos;
|
||||
import net.minecraft.util.RandomSource;
|
||||
import net.minecraft.world.level.chunk.LevelChunkSection;
|
||||
import net.minecraft.world.level.chunk.status.ChunkStatus;
|
||||
import net.minecraft.world.phys.Vec3;
|
||||
|
||||
/** Nearby native sections, bounded incremental meshing; models and resource UV rotations remain native. */
|
||||
final class PbrTerrain implements AutoCloseable {
|
||||
static final VertexFormat FORMAT=VertexFormat.builder(0).addAttribute("Position",GpuFormat.RGB32_FLOAT)
|
||||
.addAttribute("Color",GpuFormat.RGBA8_UNORM).addAttribute("UV0",GpuFormat.RG32_FLOAT)
|
||||
.addAttribute("UV3",GpuFormat.RG32_FLOAT).build();
|
||||
private static final long MAX_BYTES=24L*1024*1024;
|
||||
private final Map<Long,Section> sections=new HashMap<>();
|
||||
final PbrMaterials materials=new PbrMaterials();
|
||||
private Build building;
|
||||
private long bytes;
|
||||
private Object models,level;
|
||||
private List<Section> visible=List.of();
|
||||
record Entry(BlockPos origin,GpuBuffer vertices,int indices){}
|
||||
List<Entry> update(){
|
||||
var mc=Minecraft.getInstance();var current=mc.getModelManager().getBlockStateModelSet();
|
||||
if(models!=current||level!=mc.level){close();models=current;level=mc.level;}
|
||||
Vec3 camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.pos;
|
||||
long frame=mc.level.getGameTime();var active=new ArrayList<Section>();
|
||||
for(var render:mc.levelRenderer.visibleSections()){
|
||||
long key=render.getSectionNode();var pos=render.getRenderOrigin();
|
||||
if(pos.offset(8,8,8).distToCenterSqr(camera)>48*48)continue;
|
||||
var chunk=mc.level.getChunkSource().getChunk(pos.getX()>>4,pos.getZ()>>4,ChunkStatus.FULL,false);
|
||||
if(chunk==null)continue;
|
||||
var storage=chunk.getSection(mc.level.getSectionIndex(pos.getY()));
|
||||
var section=sections.get(key);
|
||||
if(section==null||section.storage!=storage){if(section!=null)remove(section);section=new Section(key,pos.immutable(),storage);sections.put(key,section);}
|
||||
section.seen=frame;active.add(section);
|
||||
}
|
||||
visible=active;
|
||||
for(var iterator=sections.values().iterator();iterator.hasNext();){var section=iterator.next();if(frame-section.seen>40){remove(section);iterator.remove();}}
|
||||
long deadline=System.nanoTime()+3_000_000L;int started=building==null?0:1;
|
||||
while(System.nanoTime()<deadline){
|
||||
if(building==null){
|
||||
if(started++>=4)break;
|
||||
Section next=active.stream().filter(s->s.dirty).min(Comparator.comparingDouble(s->s.origin.distToCenterSqr(camera))).orElse(null);
|
||||
if(next==null)break;
|
||||
if(!next.storage.maybeHas(materials::candidate)){next.dirty=false;continue;}
|
||||
building=new Build(next);
|
||||
}
|
||||
if(!advance(building,deadline))break;
|
||||
var done=building;building=null;
|
||||
try(done){
|
||||
done.section.dirty=false;
|
||||
if(done.quads>0&&!done.overflow){
|
||||
try(var mesh=done.out.buildOrThrow()){
|
||||
long size=mesh.vertexBuffer().remaining();
|
||||
if(bytes+size<=MAX_BYTES){
|
||||
var buffer=RenderSystem.getDevice().createBuffer(()->"Sanctuary PBR surfaces",GpuBuffer.USAGE_VERTEX|GpuBuffer.USAGE_COPY_DST,mesh.vertexBuffer());
|
||||
int count=mesh.drawState().indexCount();RenderSystem.getSequentialBuffer(PrimitiveTopology.QUADS).getBuffer(count);
|
||||
done.section.entry=new Entry(done.section.origin,buffer,count);bytes+=buffer.size();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return active.stream().map(s->s.entry).filter(Objects::nonNull).toList();
|
||||
}
|
||||
private boolean advance(Build build,long deadline){
|
||||
var mc=Minecraft.getInstance();var models=mc.getModelManager().getBlockStateModelSet();
|
||||
var parts=new ArrayList<BlockStateModelPart>();var random=RandomSource.create();
|
||||
while(build.cursor<4096){
|
||||
int i=build.cursor++,x=i&15,z=i>>4&15,y=i>>8;var state=build.section.storage.getBlockState(x,y,z);
|
||||
if(materials.candidate(state)){
|
||||
var pos=build.section.origin.offset(x,y,z);
|
||||
parts.clear();random.setSeed(state.getSeed(pos));if(!state.liquid())models.get(state).collectParts(random,parts);
|
||||
var tintSources=mc.getBlockColors().getTintSources(state);
|
||||
var offset=state.getOffset(pos);
|
||||
for(var part:parts)for(int f=0;f<7;f++){
|
||||
Direction face=f==6?null:Direction.values()[f];
|
||||
if(face!=null&&mc.level.getBlockState(pos.relative(face)).isSolidRender())continue;
|
||||
for(var quad:part.getQuads(face)){
|
||||
var material=quad.materialInfo();var sprite=material.sprite();
|
||||
if(!sprite.atlasLocation().equals(TextureAtlas.LOCATION_BLOCKS))continue;
|
||||
var slot=materials.slot(sprite,state);
|
||||
if(slot.empty())continue;
|
||||
if(build.quads>=16384){build.overflow=true;return true;}
|
||||
int tint=0xFFFFFF,index=material.tintIndex();
|
||||
if(index>=0&&index<tintSources.size())tint=tintSources.get(index).colorInWorld(state,mc.level,pos)&0xFFFFFF;
|
||||
int sky=mc.level.getBrightness(net.minecraft.world.level.LightLayer.SKY,face==null?pos:pos.relative(face));
|
||||
int color=(Math.round(sky/15f*255)<<24)|tint;
|
||||
for(int v=0;v<4;v++){
|
||||
var p=quad.position(v);float u=UVPair.unpackU(quad.packedUV(v)),tv=UVPair.unpackV(quad.packedUV(v));
|
||||
float localU=(u-sprite.getU0())/(sprite.getU1()-sprite.getU0()),localV=(tv-sprite.getV0())/(sprite.getV1()-sprite.getV0());
|
||||
build.out.addVertex(x+p.x()+(float)offset.x,y+p.y()+(float)offset.y,z+p.z()+(float)offset.z)
|
||||
.setColor(color).setUv(u,tv).setUv3(slot.u(localU),slot.v(localV));
|
||||
}
|
||||
build.quads++;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if(System.nanoTime()>=deadline)return build.cursor==4096;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void dirtySection(int x,int y,int z){dirty(sections.get(SectionPos.asLong(x,y,z)));}
|
||||
void dirty(BlockPos pos){for(int x=(pos.getX()-1)>>4;x<=(pos.getX()+1)>>4;x++)for(int y=(pos.getY()-1)>>4;y<=(pos.getY()+1)>>4;y++)for(int z=(pos.getZ()-1)>>4;z<=(pos.getZ()+1)>>4;z++)dirty(sections.get(SectionPos.asLong(x,y,z)));}
|
||||
void dirtyChunk(int x,int z){for(var section:sections.values())if(Math.abs((section.origin.getX()>>4)-x)<=1&&Math.abs((section.origin.getZ()>>4)-z)<=1)dirty(section);}
|
||||
private void dirty(Section section){if(section!=null){remove(section);section.dirty=true;}}
|
||||
private void remove(Section section){if(building!=null&&building.section==section){building.close();building=null;}if(section.entry!=null){bytes-=section.entry.vertices.size();section.entry.vertices.close();section.entry=null;}}
|
||||
boolean settled(){return building==null&&visible.stream().noneMatch(s->s.dirty);}
|
||||
public void close(){if(building!=null){building.close();building=null;}for(var section:sections.values())remove(section);sections.clear();visible=List.of();materials.close();models=level=null;bytes=0;}
|
||||
private static final class Section{
|
||||
final long key;final BlockPos origin;final LevelChunkSection storage;long seen;boolean dirty=true;Entry entry;
|
||||
Section(long key,BlockPos origin,LevelChunkSection storage){this.key=key;this.origin=origin;this.storage=storage;}
|
||||
}
|
||||
private static final class Build implements AutoCloseable{
|
||||
final Section section;final ByteBufferBuilder buffer=new ByteBufferBuilder(65536);final BufferBuilder out=new BufferBuilder(buffer,PrimitiveTopology.QUADS,FORMAT);
|
||||
int cursor,quads;boolean overflow;
|
||||
Build(Section section){this.section=section;}
|
||||
public void close(){buffer.close();}
|
||||
}
|
||||
}
|
||||
@@ -55,7 +55,7 @@ public final class PixelShadows {
|
||||
private static TextureTarget shadowMap;
|
||||
private static MappableRingBuffer uniforms;
|
||||
private static int renderedFrames;
|
||||
private static boolean applied;
|
||||
private static boolean applied, depthReady;
|
||||
|
||||
private PixelShadows() { }
|
||||
public static void register() {
|
||||
@@ -73,8 +73,9 @@ public final class PixelShadows {
|
||||
/** Called after the world's depth is resolved and before the first-person hand and GUI. */
|
||||
public static void render() {
|
||||
applied = false;
|
||||
depthReady = false;
|
||||
var client = Minecraft.getInstance();
|
||||
if (!VanillaLight.active() || !VanillaLight.pixelShadows() || client.level == null) {
|
||||
if (!VanillaLight.active() || (!VanillaLight.pixelShadows() && !(VanillaLight.sunshafts() && VanillaLight.sunshaftIntensity()>0)) || client.level == null) {
|
||||
release();
|
||||
return;
|
||||
}
|
||||
@@ -84,6 +85,7 @@ public final class PixelShadows {
|
||||
CameraRenderState camera = state.cameraRenderState;
|
||||
var sun = sunDirection(sky.sunAngle);
|
||||
boolean lunar = sun.y <= .08f;
|
||||
if (lunar && !VanillaLight.pixelShadows()) { release(); return; }
|
||||
if (lunar) sun = sunDirection(sky.moonAngle);
|
||||
if (sky.skybox != DimensionType.Skybox.OVERWORLD || camera.fogType != FogType.NONE || sun.y <= .08f) return;
|
||||
float moon = sky.moonPhase == null ? 1 : (float)(.5 + .5 * Math.cos(sky.moonPhase.index() * Math.PI / 4));
|
||||
@@ -139,6 +141,8 @@ public final class PixelShadows {
|
||||
pass.drawIndexed(entry.indexCount(), 1, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
depthReady = !lunar;
|
||||
if (!VanillaLight.pixelShadows()) { renderedFrames++; return; }
|
||||
var main = client.gameRenderer.mainRenderTarget();
|
||||
var nearest = RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try (var pass = encoder.createRenderPass(() -> "Sanctuary pixel shadows", main.getColorTextureView(), Optional.empty())) {
|
||||
@@ -154,6 +158,8 @@ public final class PixelShadows {
|
||||
}
|
||||
|
||||
static double anchor(double coordinate) { return Math.floor(coordinate / 16.0 + .5) * 16.0; }
|
||||
static com.mojang.renderpearl.api.buffers.GpuBuffer materialUniforms(){return uniforms.currentBuffer();}
|
||||
static com.mojang.renderpearl.api.textures.GpuTextureView materialDepth(){return shadowMap.getDepthTextureView();}
|
||||
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;
|
||||
@@ -166,7 +172,9 @@ public final class PixelShadows {
|
||||
if (shadowMap != null) { shadowMap.destroyBuffers(); shadowMap = null; }
|
||||
if (uniforms != null) { uniforms.close(); uniforms = null; }
|
||||
applied = false;
|
||||
depthReady = false;
|
||||
}
|
||||
static boolean depthReady() { return depthReady; }
|
||||
static int renderedFrames() { return renderedFrames; }
|
||||
static boolean applied() { return applied; }
|
||||
static boolean ready() { return TERRAIN.settled(); }
|
||||
|
||||
@@ -0,0 +1,93 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.buffers.Std140Builder;
|
||||
import com.mojang.blaze3d.pipeline.TextureTarget;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBuffer;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBufferSlice;
|
||||
import com.mojang.renderpearl.api.pipeline.*;
|
||||
import com.mojang.renderpearl.api.textures.FilterMode;
|
||||
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
|
||||
import java.util.*;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.BindGroupLayouts;
|
||||
import net.minecraft.client.renderer.MappableRingBuffer;
|
||||
import net.minecraft.client.renderer.RenderPipelines;
|
||||
import net.minecraft.client.renderer.texture.TextureAtlas;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.resources.Identifier;
|
||||
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;
|
||||
|
||||
/** Optional local material pass: cached texture normals, GGX highlights and diffuse relief. */
|
||||
public final class ProceduralPbr {
|
||||
private static final BindGroupLayout SCENE=BindGroupLayout.builder().withUniform("PbrScene",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("PixelShadows",UniformType.UNIFORM_BUFFER).withUniform("SunDepth",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("SceneColor",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("BlockAtlas",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("MaterialAtlas",UniformType.COMBINED_IMAGE_SAMPLER).build();
|
||||
private static final RenderPipeline PIPELINE=RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(Identifier.parse("sanctuary:pipeline/pbr")).withVertexShader(Identifier.parse("sanctuary:core/pbr"))
|
||||
.withFragmentShader(Identifier.parse("sanctuary:core/pbr")).withBindGroupLayout(BindGroupLayouts.DYNAMIC_TRANSFORMS).withBindGroupLayout(SCENE)
|
||||
.withVertexBinding(0,PbrTerrain.FORMAT).withPrimitiveTopology(PrimitiveTopology.QUADS).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.empty(),GpuFormat.RGBA8_UNORM,ColorTargetState.WRITE_COLOR))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
private static final PbrTerrain TERRAIN=new PbrTerrain();
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
private static TextureTarget source;
|
||||
private static MappableRingBuffer scene;
|
||||
private static boolean applied;private static int frames;
|
||||
private ProceduralPbr(){}
|
||||
public static void captureProjection(Matrix4f matrix){projection.set(matrix);}
|
||||
public static void dirtyBlock(BlockPos pos){TERRAIN.dirty(pos);}
|
||||
public static void dirtyChunk(int x,int z){TERRAIN.dirtyChunk(x,z);}
|
||||
public static void dirtySection(int x,int y,int z){TERRAIN.dirtySection(x,y,z);}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.pbr()||VanillaLight.pbrIntensity()==0||mc.level==null){release();return;}
|
||||
var state=mc.gameRenderer.gameRenderState().levelRenderState;var camera=state.cameraRenderState;var sky=state.skyRenderState;
|
||||
if(PanoramaCapture.rendering()||camera.fogType!=FogType.NONE||sky.skybox!=DimensionType.Skybox.OVERWORLD)return;
|
||||
var main=mc.gameRenderer.mainRenderTarget();
|
||||
if(source==null||source.width!=main.width||source.height!=main.height){if(source!=null)source.destroyBuffers();source=new TextureTarget("Sanctuary PBR source",main.width,main.height,GpuFormat.RGBA8_UNORM,null);}
|
||||
// The extra padding also supplies a valid inactive PixelShadows binding (192 bytes).
|
||||
if(scene==null)scene=new MappableRingBuffer(()->"Sanctuary PBR scene",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,192);
|
||||
var entries=TERRAIN.update();var atlas=TERRAIN.materials.atlas();
|
||||
var vp=new Matrix4f(projection).mul(camera.viewRotationMatrix);var fog=camera.fogData;
|
||||
var sun=PixelShadows.sunDirection(sky.sunAngle);boolean lunar=sun.y<=.08f;
|
||||
if(lunar)sun=PixelShadows.sunDirection(sky.moonAngle);
|
||||
float moon=sky.moonPhase==null?1:(float)(.5+.5*Math.cos(sky.moonPhase.index()*Math.PI/4));
|
||||
float strength=(lunar?.12f*moon:1)*sky.rainBrightness*Math.clamp((sun.y-.04f)/.16f,0,1);
|
||||
boolean shadow=PixelShadows.applied();
|
||||
scene.rotate();try(var mapped=scene.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(vp).invert())
|
||||
.putVec4(sun.x,sun.y,sun.z,strength)
|
||||
.putVec4(VanillaLight.pbrIntensity()/100f,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,shadow?1:0,32)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,0,0,0)
|
||||
.putVec4(0,0,0,0).putVec4(0,0,0,0).putVec4(0,0,0,0).putVec4(0,0,0,0);
|
||||
}
|
||||
var transforms=new ArrayList<GpuBufferSlice>(entries.size());int max=0;
|
||||
for(var entry:entries){var p=entry.origin();var offset=new Vector3f((float)(p.getX()-camera.pos.x),(float)(p.getY()-camera.pos.y),(float)(p.getZ()-camera.pos.z));
|
||||
transforms.add(RenderSystem.getDynamicUniforms().writeTransform(new Matrix4f(vp).translate(offset),new Vector4f(1,1,1,1),offset,new Matrix4f()));max=Math.max(max,entry.indices());}
|
||||
var indices=RenderSystem.getSequentialBuffer(PrimitiveTopology.QUADS);indices.requestIndexCount(max);
|
||||
var encoder=RenderSystem.getDevice().createCommandEncoder();
|
||||
encoder.copyTextureToTexture(main.getColorTexture(),source.getColorTexture(),0,0,0,0,0,main.width,main.height);
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
if(atlas!=null&&!entries.isEmpty())try(var pass=encoder.createRenderPass(()->"Sanctuary PBR materials",main.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(PIPELINE));pass.setUniform("PbrScene",scene.currentBuffer());
|
||||
pass.setUniform("PixelShadows",shadow?PixelShadows.materialUniforms():scene.currentBuffer());
|
||||
pass.setUniform("SunDepth",shadow?PixelShadows.materialDepth():main.getDepthTextureView(),nearest);
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);
|
||||
pass.setUniform("BlockAtlas",mc.getTextureManager().getTexture(TextureAtlas.LOCATION_BLOCKS).getTextureView(),nearest);
|
||||
pass.setUniform("MaterialAtlas",atlas.getTextureView(),nearest);pass.setIndexBuffer(indices.getBuffer(),indices.type());
|
||||
for(int i=0;i<entries.size();i++){var entry=entries.get(i);pass.setUniform("DynamicTransforms",transforms.get(i));pass.setVertexBuffer(0,entry.vertices().slice());pass.drawIndexed(entry.indices(),1,0,0,0);}
|
||||
}
|
||||
applied=true;frames++;
|
||||
}
|
||||
public static void release(){TERRAIN.close();if(source!=null){source.destroyBuffers();source=null;}if(scene!=null){scene.close();scene=null;}applied=false;}
|
||||
static boolean applied(){return applied;}static boolean ready(){return TERRAIN.settled();}
|
||||
static boolean allocated(){return source!=null;}static int renderedFrames(){return frames;}
|
||||
static int materialCount(){return TERRAIN.materials.count();}static int analyses(){return TERRAIN.materials.analyses();}
|
||||
}
|
||||
@@ -26,15 +26,15 @@ public final class ScreenSpaceGI {
|
||||
private static RenderPipeline pipeline(String name,boolean composite){
|
||||
return RenderPipelines.register(RenderPipeline.builder().withLocation(Identifier.parse("sanctuary:pipeline/"+name))
|
||||
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/"+name))
|
||||
.withBindGroupLayout(LAYOUT).withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withBindGroupLayout(LAYOUT).withBindGroupLayout(BindGroupLayout.builder().withUniform("GIBlur",UniformType.UNIFORM_BUFFER).build()).withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(composite?Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ZERO,BlendFactor.ZERO,BlendFactor.ONE)):Optional.empty(),
|
||||
composite?GpuFormat.RGBA8_UNORM:GpuFormat.RGBA16_FLOAT,composite?ColorTargetState.WRITE_COLOR:ColorTargetState.WRITE_ALL))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
}
|
||||
private static final RenderPipeline GATHER=pipeline("ssgi_gather",false),APPLY=pipeline("ssgi_apply",true);
|
||||
private static final RenderPipeline GATHER=pipeline("ssgi_gather",false),APPLY=pipeline("ssgi_apply",true),FILTER=pipeline("ssgi_filter",false);
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
private static TextureTarget source,indirect;
|
||||
private static MappableRingBuffer uniforms;
|
||||
private static TextureTarget source,indirect,filtered;
|
||||
private static MappableRingBuffer uniforms,horizontal,vertical;
|
||||
private static boolean applied;
|
||||
private static int frames;
|
||||
private ScreenSpaceGI(){}
|
||||
@@ -49,8 +49,16 @@ public final class ScreenSpaceGI {
|
||||
if(source==null||source.width!=main.width||source.height!=main.height){
|
||||
release();source=new TextureTarget("Sanctuary SSGI source",main.width,main.height,GpuFormat.RGBA8_UNORM,null);
|
||||
indirect=new TextureTarget("Sanctuary SSGI indirect",Math.max(1,(main.width+1)/2),Math.max(1,(main.height+1)/2),GpuFormat.RGBA16_FLOAT,null);
|
||||
filtered=new TextureTarget("Sanctuary SSGI filtered",indirect.width,indirect.height,GpuFormat.RGBA16_FLOAT,null);
|
||||
}
|
||||
if(uniforms==null)uniforms=new MappableRingBuffer(()->"Sanctuary SSGI",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,176);
|
||||
if(uniforms==null){
|
||||
uniforms=new MappableRingBuffer(()->"Sanctuary SSGI",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,176);
|
||||
horizontal=new MappableRingBuffer(()->"Sanctuary SSGI filter X",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,16);
|
||||
vertical=new MappableRingBuffer(()->"Sanctuary SSGI filter Y",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,16);
|
||||
}
|
||||
horizontal.rotate();try(var m=horizontal.currentBuffer().map(false,true)){Std140Builder.intoBuffer(m.data()).putVec4(1,0,0,0);}
|
||||
vertical.rotate();try(var m=vertical.currentBuffer().map(false,true)){Std140Builder.intoBuffer(m.data()).putVec4(0,1,0,0);}
|
||||
|
||||
var vp=new Matrix4f(projection).mul(camera.viewRotationMatrix);var fog=camera.fogData;
|
||||
uniforms.rotate();try(var mapped=uniforms.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(vp).invert()).putMat4f(vp)
|
||||
@@ -63,19 +71,29 @@ public final class ScreenSpaceGI {
|
||||
encoder.copyTextureToTexture(main.getColorTexture(),source.getColorTexture(),0,0,0,0,0,main.width,main.height);
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary SSGI gather",indirect.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(GATHER));pass.setUniform("GIParams",uniforms.currentBuffer());
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(GATHER));pass.setUniform("GIBlur",horizontal.currentBuffer());pass.setUniform("GIParams",uniforms.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);
|
||||
// Unused by gather; bind a separate texture, never its own output.
|
||||
pass.setUniform("IndirectLight",source.getColorTextureView(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
filter(encoder,indirect,filtered,horizontal);
|
||||
filter(encoder,filtered,indirect,vertical);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary SSGI composite",main.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("GIParams",uniforms.currentBuffer());
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("GIBlur",horizontal.currentBuffer());pass.setUniform("GIParams",uniforms.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);
|
||||
pass.setUniform("IndirectLight",indirect.getColorTextureView(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
applied=true;frames++;
|
||||
}
|
||||
public static void release(){if(source!=null){source.destroyBuffers();indirect.destroyBuffers();source=indirect=null;}if(uniforms!=null){uniforms.close();uniforms=null;}applied=false;}
|
||||
private static void filter(com.mojang.renderpearl.api.commands.CommandEncoder encoder,TextureTarget input,TextureTarget output,MappableRingBuffer direction){
|
||||
var main=Minecraft.getInstance().gameRenderer.mainRenderTarget();var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary SSGI bilateral filter",output.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(FILTER));pass.setUniform("GIParams",uniforms.currentBuffer());pass.setUniform("GIBlur",direction.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);
|
||||
pass.setUniform("IndirectLight",input.getColorTextureView(),RenderSystem.getSamplerCache().getClampToEdge(FilterMode.LINEAR));pass.draw(3,1,0,0);
|
||||
}
|
||||
}
|
||||
public static void release(){if(source!=null){source.destroyBuffers();indirect.destroyBuffers();filtered.destroyBuffers();source=indirect=filtered=null;}if(uniforms!=null){uniforms.close();horizontal.close();vertical.close();uniforms=horizontal=vertical=null;}applied=false;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return source!=null;}
|
||||
static int renderedFrames(){return frames;}
|
||||
|
||||
@@ -20,6 +20,9 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.precision",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.precision_help")),(caption,value)->Component.translatable("sanctuary.shaders.precision_value",value),
|
||||
new OptionInstance.Enum<>(List.of(8,16,32,64,128),Codec.INT),VanillaLight.shadowPixels(),VanillaLight::setShadowPixels));
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.pbr",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.pbr_help")),VanillaLight.pbr(),VanillaLight::setPbr));
|
||||
slider("pbr_intensity",VanillaLight.pbrIntensity(),VanillaLight::setPbrIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.ssgi",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.ssgi_help")),VanillaLight.ssgi(),VanillaLight::setSsgi));
|
||||
slider("ssgi_intensity",VanillaLight.ssgiIntensity(),VanillaLight::setSsgiIntensity);
|
||||
@@ -27,6 +30,12 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
|
||||
Component.translatable("sanctuary.shaders.bloom_help")),VanillaLight.bloom(),VanillaLight::setBloom));
|
||||
slider("bloom_intensity",VanillaLight.bloomIntensity(),VanillaLight::setBloomIntensity);
|
||||
slider("bloom_radius",VanillaLight.bloomRadius(),VanillaLight::setBloomRadius);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.sunshafts",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.sunshafts_help")),VanillaLight.sunshafts(),VanillaLight::setSunshafts));
|
||||
slider("sunshaft_intensity",VanillaLight.sunshaftIntensity(),VanillaLight::setSunshaftIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.lens_flare",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.lens_flare_help")),VanillaLight.lensFlare(),VanillaLight::setLensFlare));
|
||||
slider("lens_flare_intensity",VanillaLight.lensFlareIntensity(),VanillaLight::setLensFlareIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.ore_emission",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.ore_emission_help")),VanillaLight.oreEmission(),VanillaLight::setOreEmission));
|
||||
slider("ore_intensity",VanillaLight.oreIntensity(),VanillaLight::setOreIntensity);
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.buffers.Std140Builder;
|
||||
import com.mojang.blaze3d.pipeline.TextureTarget;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBuffer;
|
||||
import com.mojang.renderpearl.api.pipeline.*;
|
||||
import com.mojang.renderpearl.api.textures.FilterMode;
|
||||
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
|
||||
import java.util.Optional;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.MappableRingBuffer;
|
||||
import net.minecraft.client.renderer.RenderPipelines;
|
||||
import net.minecraft.resources.Identifier;
|
||||
|
||||
/** Solar scattering in the existing shadow volume. No scene copy, readback, temporal history or terrain duplication. */
|
||||
public final class Sunshafts {
|
||||
private static final BindGroupLayout SCENE=BindGroupLayout.builder()
|
||||
.withUniform("PixelShadows",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("ShaftParams",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER).build();
|
||||
private static RenderPipeline pipeline(String name,boolean composite){
|
||||
var inputs=BindGroupLayout.builder();
|
||||
if(composite)inputs.withUniform("ShaftLight",UniformType.COMBINED_IMAGE_SAMPLER);
|
||||
else inputs.withUniform("SunDepth",UniformType.COMBINED_IMAGE_SAMPLER);
|
||||
return RenderPipelines.register(RenderPipeline.builder().withLocation(Identifier.parse("sanctuary:pipeline/"+name))
|
||||
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/"+name))
|
||||
.withBindGroupLayout(SCENE).withBindGroupLayout(inputs.build())
|
||||
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(composite?Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE)):Optional.empty(),
|
||||
composite?GpuFormat.RGBA8_UNORM:GpuFormat.RGBA16_FLOAT,composite?ColorTargetState.WRITE_COLOR:ColorTargetState.WRITE_ALL))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
}
|
||||
private static final RenderPipeline GATHER=pipeline("sunshaft_gather",false),APPLY=pipeline("sunshaft_apply",true);
|
||||
private static TextureTarget light;
|
||||
private static MappableRingBuffer settings;
|
||||
private static boolean applied;
|
||||
private static int frames;
|
||||
private Sunshafts(){}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.sunshafts()||VanillaLight.sunshaftIntensity()==0||mc.level==null){release();return;}
|
||||
if(PanoramaCapture.rendering())return;
|
||||
if(!PixelShadows.depthReady()){release();return;}
|
||||
var main=mc.gameRenderer.mainRenderTarget();int width=Math.max(1,(main.width+3)/4),height=Math.max(1,(main.height+3)/4);
|
||||
if(light==null||light.width!=width||light.height!=height){release();light=new TextureTarget("Sanctuary sunshafts",width,height,GpuFormat.RGBA16_FLOAT,null);}
|
||||
if(settings==null)settings=new MappableRingBuffer(()->"Sanctuary sunshafts",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,32);
|
||||
var fog=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.fogData;
|
||||
settings.rotate();try(var mapped=settings.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putVec4(.85f+.15f*fog.color.x,.78f+.15f*fog.color.y,.66f+.15f*fog.color.z,0)
|
||||
.putVec4(VanillaLight.sunshaftIntensity()/100f,Math.min(64,VanillaLight.shadowDistance()*.5f),0,0);
|
||||
}
|
||||
var encoder=RenderSystem.getDevice().createCommandEncoder();var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary solar volume",light.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(GATHER));pass.setUniform("PixelShadows",PixelShadows.materialUniforms());pass.setUniform("ShaftParams",settings.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SunDepth",PixelShadows.materialDepth(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary solar volume composite",main.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("PixelShadows",PixelShadows.materialUniforms());pass.setUniform("ShaftParams",settings.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("ShaftLight",light.getColorTextureView(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
applied=true;frames++;
|
||||
}
|
||||
public static void release(){if(light!=null){light.destroyBuffers();light=null;}if(settings!=null){settings.close();settings=null;}applied=false;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return light!=null;}
|
||||
static int renderedFrames(){return frames;}
|
||||
static TextureTarget target(){return light;}
|
||||
}
|
||||
@@ -19,9 +19,15 @@ public final class VanillaLight {
|
||||
int saturation=142;
|
||||
boolean pixelShadows=true;
|
||||
boolean bloom=true;
|
||||
boolean ssgi=false;
|
||||
boolean sunshafts=true;
|
||||
int sunshaftIntensity=35;
|
||||
boolean lensFlare=true;
|
||||
int lensFlareIntensity=30;
|
||||
boolean pbr=true;
|
||||
int pbrIntensity=50;
|
||||
boolean ssgi=true;
|
||||
int ssgiIntensity=35;
|
||||
int bloomIntensity=35;
|
||||
int bloomIntensity=20;
|
||||
int bloomRadius=50;
|
||||
boolean oreEmission=true;
|
||||
int oreIntensity=50;
|
||||
@@ -37,6 +43,9 @@ 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.sunshaftIntensity=Math.clamp(preferences.sunshaftIntensity,0,100);
|
||||
preferences.lensFlareIntensity=Math.clamp(preferences.lensFlareIntensity,0,100);
|
||||
preferences.pbrIntensity=Math.clamp(preferences.pbrIntensity,0,100);
|
||||
preferences.ssgiIntensity=Math.clamp(preferences.ssgiIntensity,0,100);
|
||||
preferences.bloomIntensity=Math.clamp(preferences.bloomIntensity,0,100);
|
||||
preferences.bloomRadius=Math.clamp(preferences.bloomRadius,0,100);
|
||||
@@ -58,6 +67,18 @@ public final class VanillaLight {
|
||||
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 sunshafts(){enabled();return preferences.sunshafts;}
|
||||
public static int sunshaftIntensity(){enabled();return preferences.sunshaftIntensity;}
|
||||
public static void setSunshafts(boolean value){enabled();preferences.sunshafts=value;save();}
|
||||
public static void setSunshaftIntensity(int value){enabled();preferences.sunshaftIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean lensFlare(){enabled();return preferences.lensFlare;}
|
||||
public static int lensFlareIntensity(){enabled();return preferences.lensFlareIntensity;}
|
||||
public static void setLensFlare(boolean value){enabled();preferences.lensFlare=value;save();}
|
||||
public static void setLensFlareIntensity(int value){enabled();preferences.lensFlareIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean pbr(){enabled();return preferences.pbr;}
|
||||
public static int pbrIntensity(){enabled();return preferences.pbrIntensity;}
|
||||
public static void setPbr(boolean value){enabled();preferences.pbr=value;save();}
|
||||
public static void setPbrIntensity(int value){enabled();preferences.pbrIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean ssgi(){enabled();return preferences.ssgi;}
|
||||
public static int ssgiIntensity(){enabled();return preferences.ssgiIntensity;}
|
||||
public static void setSsgi(boolean value){enabled();preferences.ssgi=value;save();}
|
||||
|
||||
+5
-2
@@ -1,6 +1,7 @@
|
||||
package fr.koka.sanctuary.mixin.client;
|
||||
|
||||
import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.ProceduralPbr;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import fr.koka.sanctuary.client.shader.ScreenSpaceGI;
|
||||
import net.minecraft.client.renderer.extract.LevelExtractor;
|
||||
@@ -15,8 +16,10 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
abstract class PixelShadowDirtyMixin {
|
||||
@Inject(method="blockChanged", at=@At("HEAD"))
|
||||
private void sanctuary$dirty(BlockPos pos, int flags, CallbackInfo ci) {
|
||||
PixelShadows.dirtyBlock(pos); Bloom.dirtyBlock(pos);
|
||||
PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos); Bloom.dirtyBlock(pos);
|
||||
}
|
||||
@Inject(method="allChanged", at=@At("HEAD"))
|
||||
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); Bloom.release(); ScreenSpaceGI.release(); }
|
||||
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); Bloom.release(); ScreenSpaceGI.release(); }
|
||||
@Inject(method="setSectionDirty", at=@At("HEAD"))
|
||||
private void sanctuary$pbrLight(int x,int y,int z,CallbackInfo ci){ProceduralPbr.dirtySection(x,y,z);}
|
||||
}
|
||||
|
||||
+4
-3
@@ -1,6 +1,7 @@
|
||||
package fr.koka.sanctuary.mixin.client;
|
||||
|
||||
import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.ProceduralPbr;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import net.minecraft.client.multiplayer.ClientLevel;
|
||||
import net.minecraft.core.BlockPos;
|
||||
@@ -16,11 +17,11 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
abstract class PixelShadowLevelMixin {
|
||||
@Inject(method="setBlocksDirty", at=@At("HEAD"))
|
||||
private void sanctuary$block(BlockPos pos, BlockState before, BlockState after, CallbackInfo ci) {
|
||||
if (before != after) {PixelShadows.dirtyBlock(pos);Bloom.dirtyBlock(pos);}
|
||||
if (before != after) {PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos);Bloom.dirtyBlock(pos);}
|
||||
}
|
||||
|
||||
@Inject(method="onChunkLoaded", at=@At("TAIL"))
|
||||
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); }
|
||||
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); ProceduralPbr.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); }
|
||||
@Inject(method="unload", at=@At("HEAD"))
|
||||
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); }
|
||||
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ProceduralPbr.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); }
|
||||
}
|
||||
|
||||
+5
-2
@@ -4,8 +4,10 @@ import com.llamalad7.mixinextras.injector.wrapoperation.Operation;
|
||||
import com.llamalad7.mixinextras.injector.wrapoperation.WrapOperation;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBufferSlice;
|
||||
import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.ProceduralPbr;
|
||||
import fr.koka.sanctuary.client.shader.EdgeHighlights;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import fr.koka.sanctuary.client.shader.Sunshafts;
|
||||
import fr.koka.sanctuary.client.shader.ScreenSpaceGI;
|
||||
import net.minecraft.client.renderer.GameRenderer;
|
||||
import net.minecraft.client.renderer.ProjectionMatrixBuffer;
|
||||
@@ -20,13 +22,14 @@ abstract class PixelShadowRendererMixin {
|
||||
@WrapOperation(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/ProjectionMatrixBuffer;getBuffer(Lorg/joml/Matrix4f;)Lcom/mojang/renderpearl/api/buffers/GpuBufferSlice;"))
|
||||
private GpuBufferSlice sanctuary$projection(ProjectionMatrixBuffer buffer, Matrix4f matrix, Operation<GpuBufferSlice> original) {
|
||||
PixelShadows.captureProjection(matrix);
|
||||
ProceduralPbr.captureProjection(matrix);
|
||||
EdgeHighlights.captureProjection(matrix);
|
||||
Bloom.captureProjection(matrix);
|
||||
ScreenSpaceGI.captureProjection(matrix);
|
||||
return original.call(buffer, matrix);
|
||||
}
|
||||
@Inject(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/GameRenderer;render3dHud(Lnet/minecraft/client/renderer/state/level/CameraRenderState;Lnet/minecraft/client/renderer/state/level/PlayerRenderState;Lnet/minecraft/client/renderer/state/OptionsRenderState;Z)V"))
|
||||
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); }
|
||||
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); ProceduralPbr.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); Sunshafts.render(); }
|
||||
@Inject(method={"close", "setLevel"}, at=@At("HEAD"))
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); EdgeHighlights.release(); Bloom.release(); ScreenSpaceGI.release(); }
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ScreenSpaceGI.release(); Sunshafts.release(); }
|
||||
}
|
||||
|
||||
@@ -2279,7 +2279,7 @@
|
||||
"sanctuary.shaders.bloom": "Bloom",
|
||||
"sanctuary.shaders.bloom_help": "Glow around the sun and luminous surfaces. ON by default. Turning it off removes halos while keeping emissive ores. Requires Vanilla Light.",
|
||||
"sanctuary.shaders.bloom_intensity": "Bloom strength",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Halo strength. Zero removes halos and their blur passes while keeping emissive ores.",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Halo strength, 20% by default. Zero removes halos and their blur passes while keeping emissive ores.",
|
||||
"sanctuary.shaders.bloom_intensity_value": "Bloom: %s%%",
|
||||
"sanctuary.shaders.bloom_radius": "Bloom spread",
|
||||
"sanctuary.shaders.bloom_radius_help": "Halo size around luminous pixels. Texture details stay sharp.",
|
||||
@@ -2290,8 +2290,23 @@
|
||||
"sanctuary.shaders.ore_intensity_help": "Inclusion brightness. Does not change world light levels or mob spawning.",
|
||||
"sanctuary.shaders.ore_intensity_value": "Ores: %s%%",
|
||||
"sanctuary.shaders.ssgi": "SSGI · color bounce",
|
||||
"sanctuary.shaders.ssgi_help": "Experimental: enhanced color bounce between nearby visible surfaces. Radius 2.5 blocks. Off-screen surfaces do not contribute. OFF by default.",
|
||||
"sanctuary.shaders.ssgi_help": "Experimental: enhanced color bounce between nearby visible surfaces. Radius 2.5 blocks. Off-screen surfaces do not contribute. ON by default.",
|
||||
"sanctuary.shaders.ssgi_intensity": "SSGI strength",
|
||||
"sanctuary.shaders.ssgi_intensity_help": "Strength of diffuse color bounce. Zero stops rendering and frees its resources. Does not change world light.",
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI: %s%%"
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI: %s%%",
|
||||
"sanctuary.shaders.pbr": "PBR · material relief",
|
||||
"sanctuary.shaders.pbr_help": "Experimental: procedural block normals and roughness, sun and moon highlights. Range 32 blocks. ON by default.",
|
||||
"sanctuary.shaders.pbr_intensity": "PBR strength",
|
||||
"sanctuary.shaders.pbr_intensity_help": "Material relief and highlights. Zero stops rendering and frees the cache. Original textures remain unchanged.",
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR: %s%%",
|
||||
"sanctuary.shaders.lens_flare": "Lens flare · soft rectangles",
|
||||
"sanctuary.shaders.lens_flare_help": "Soft rectangular sun and moon reflections. Obstacles hide the sources. Independent of the bloom halo.",
|
||||
"sanctuary.shaders.lens_flare_intensity": "Lens flare intensity",
|
||||
"sanctuary.shaders.lens_flare_intensity_help": "Celestial reflection strength. Zero disables the effect.",
|
||||
"sanctuary.shaders.lens_flare_intensity_value": "Lens flare: %s %%",
|
||||
"sanctuary.shaders.sunshafts": "Sunshafts",
|
||||
"sanctuary.shaders.sunshafts_help": "Light beams through openings in the scenery. Independent of bloom; range follows shadows (up to 64 blocks).",
|
||||
"sanctuary.shaders.sunshaft_intensity": "Sunshaft intensity",
|
||||
"sanctuary.shaders.sunshaft_intensity_help": "Strength of light scattered in the air. Zero disables the effect.",
|
||||
"sanctuary.shaders.sunshaft_intensity_value": "Sunshafts: %s %%"
|
||||
}
|
||||
|
||||
@@ -2279,7 +2279,7 @@
|
||||
"sanctuary.shaders.bloom": "Bloom",
|
||||
"sanctuary.shaders.bloom_help": "Halo du soleil et des surfaces lumineuses. Activé par défaut. L’arrêt coupe le halo et conserve les minerais émissifs. Nécessite Vanilla Light.",
|
||||
"sanctuary.shaders.bloom_intensity": "Intensité du bloom",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Force du halo. Zéro supprime le halo et ses passes de diffusion, tout en conservant les minerais émissifs.",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Force du halo, 20 % par défaut. Zéro supprime le halo et ses passes de diffusion, tout en conservant les minerais émissifs.",
|
||||
"sanctuary.shaders.bloom_intensity_value": "Bloom : %s %%",
|
||||
"sanctuary.shaders.bloom_radius": "Diffusion du bloom",
|
||||
"sanctuary.shaders.bloom_radius_help": "Taille du halo autour des pixels lumineux. Les détails des textures restent nets.",
|
||||
@@ -2290,8 +2290,23 @@
|
||||
"sanctuary.shaders.ore_intensity_help": "Luminosité des inclusions. Aucun changement de la lumière du monde ou des apparitions de mobs.",
|
||||
"sanctuary.shaders.ore_intensity_value": "Minerais : %s %%",
|
||||
"sanctuary.shaders.ssgi": "SSGI · couleurs diffusées",
|
||||
"sanctuary.shaders.ssgi_help": "Expérimental : diffusion renforcée des couleurs entre surfaces visibles proches. Rayon 2,5 blocs. Les surfaces hors écran ne contribuent pas. Désactivé par défaut.",
|
||||
"sanctuary.shaders.ssgi_help": "Expérimental : diffusion renforcée des couleurs entre surfaces visibles proches. Rayon 2,5 blocs. Les surfaces hors écran ne contribuent pas. Activé par défaut.",
|
||||
"sanctuary.shaders.ssgi_intensity": "Intensité du SSGI",
|
||||
"sanctuary.shaders.ssgi_intensity_help": "Force de la teinte diffusée. Zéro coupe le calcul et libère ses ressources. Aucun changement de lumière du monde.",
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI : %s %%"
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI : %s %%",
|
||||
"sanctuary.shaders.pbr": "PBR · relief des matériaux",
|
||||
"sanctuary.shaders.pbr_help": "Expérimental : normales procédurales et rugosité des blocs, reflets du soleil et de la lune. Portée 32 blocs. Activé par défaut.",
|
||||
"sanctuary.shaders.pbr_intensity": "Intensité du PBR",
|
||||
"sanctuary.shaders.pbr_intensity_help": "Relief et reflets des matériaux. Zéro coupe le calcul et libère le cache. Ne modifie pas les textures originales.",
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR : %s %%",
|
||||
"sanctuary.shaders.lens_flare": "Lens flare · rectangles doux",
|
||||
"sanctuary.shaders.lens_flare_help": "Reflets rectangulaires du soleil et de la lune, aux bords dégradés. Les obstacles masquent les sources. Indépendant du halo de bloom.",
|
||||
"sanctuary.shaders.lens_flare_intensity": "Intensité du lens flare",
|
||||
"sanctuary.shaders.lens_flare_intensity_help": "Force des reflets célestes. Zéro désactive le calcul.",
|
||||
"sanctuary.shaders.lens_flare_intensity_value": "Lens flare : %s %%",
|
||||
"sanctuary.shaders.sunshafts": "Rayons solaires",
|
||||
"sanctuary.shaders.sunshafts_help": "Faisceaux de lumière dans les ouvertures du décor. Indépendants du bloom, portée liée aux ombres (64 blocs maximum).",
|
||||
"sanctuary.shaders.sunshaft_intensity": "Intensité des rayons",
|
||||
"sanctuary.shaders.sunshaft_intensity_help": "Force de la lumière dans l’air. Zéro désactive le calcul.",
|
||||
"sanctuary.shaders.sunshaft_intensity_value": "Rayons : %s %%"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:bloom_scene.glsl>
|
||||
uniform sampler2D InputTexture;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
float softBox(vec2 center,vec2 halfSize){
|
||||
vec2 q=abs((texCoord-center)*vec2(FlareParams.y,1))/halfSize;
|
||||
float fade=1.0-smoothstep(.08,1.0,max(q.x,q.y));
|
||||
return fade*fade;
|
||||
}
|
||||
vec3 flare(vec4 source,vec3 light,vec3 tint){
|
||||
vec2 axis=source.xy-vec2(.5);
|
||||
float shape=softBox(source.xy,vec2(.26,.075))*.55;
|
||||
shape+=softBox(vec2(.5)-axis*.4,vec2(.115,.085))*.35;
|
||||
shape+=softBox(vec2(.5)-axis*.9,vec2(.055,.045))*.22;
|
||||
return light*tint*shape;
|
||||
}
|
||||
void main(){
|
||||
vec3 sun=texture(InputTexture,vec2(.25,.5)).rgb;
|
||||
vec3 moon=texture(InputTexture,vec2(.75,.5)).rgb;
|
||||
vec3 light=flare(FlareSun,sun,vec3(1,.92,.78))+flare(FlareMoon,moon,vec3(.75,.87,1));
|
||||
fragColor=vec4(1.0-exp(-light*FlareParams.x*6.0),0.0);
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:bloom_scene.glsl>
|
||||
uniform sampler2D InputTexture;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
vec4 source=gl_FragCoord.x<1.0?FlareSun:FlareMoon;
|
||||
fragColor=vec4(0.0);
|
||||
if(source.w<=0.0)return;
|
||||
float border=min(min(source.x,source.y),min(1.0-source.x,1.0-source.y));
|
||||
float edge=smoothstep(0.0,.08,border);
|
||||
if(edge<=0.0)return;
|
||||
vec3 color=vec3(0);
|
||||
// Two output pixels only: stable area integration, not a full-screen sampling loop.
|
||||
for(int y=0;y<16;y++)for(int x=0;x<16;x++){
|
||||
vec2 offset=(vec2(x,y)+.5)/16.0*2.0-1.0;
|
||||
vec2 uv=source.xy+offset*source.z/vec2(FlareParams.y,1);
|
||||
if(any(lessThan(uv,vec2(0)))||any(greaterThan(uv,vec2(1))))continue;
|
||||
color+=texture(InputTexture,uv).rgb;
|
||||
}
|
||||
fragColor=vec4(color/256.0*source.w*edge,1.0);
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D WorldDepth;
|
||||
uniform sampler2D SceneColor;
|
||||
uniform sampler2D BlockAtlas;
|
||||
uniform sampler2D MaterialAtlas;
|
||||
uniform sampler2D SunDepth;
|
||||
layout(std140) uniform PbrScene {
|
||||
mat4 PbrInverseVP;
|
||||
vec4 PbrSun;
|
||||
vec4 PbrParams;
|
||||
vec4 PbrFog;
|
||||
vec4 PbrEnvironment;
|
||||
};
|
||||
layout(std140) uniform PixelShadows {
|
||||
mat4 InverseViewProjection;
|
||||
mat4 LightMatrix;
|
||||
vec4 CameraFractionPixels;
|
||||
vec4 SunStrength;
|
||||
vec4 DistanceClipFog;
|
||||
vec4 EnvironmentFog;
|
||||
};
|
||||
layout(location=0) in vec3 relativePosition;
|
||||
layout(location=1) in vec2 blockUv;
|
||||
layout(location=2) in vec2 maskUv;
|
||||
layout(location=3) in vec4 tint;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
float visibility(vec3 p,vec3 n){
|
||||
if(PbrParams.z<0.5)return 1.0;
|
||||
vec3 world=p+CameraFractionPixels.xyz;
|
||||
vec3 snapped=(floor(world*CameraFractionPixels.w+.0001)+.5)/CameraFractionPixels.w;
|
||||
vec3 receiver=snapped+n*dot(world-snapped,n);
|
||||
vec4 light=LightMatrix*vec4(receiver+n*0.04+PbrSun.xyz*0.015,1.0);
|
||||
vec3 q=light.xyz/light.w;q.xy=q.xy*0.5+0.5;
|
||||
if(DistanceClipFog.y<0.5)q.z=q.z*0.5+0.5;
|
||||
if(any(lessThan(q,vec3(0)))||any(greaterThan(q,vec3(1))))return 1.0;
|
||||
return q.z>texture(SunDepth,q.xy).r+0.00015?0.0:1.0;
|
||||
}
|
||||
void main(){
|
||||
// Derivatives precede divergent discard; UV-space tangents preserve rotated/mirrored block textures.
|
||||
vec3 dx=dFdx(relativePosition),dy=dFdy(relativePosition);
|
||||
vec2 tx=dFdx(blockUv),ty=dFdy(blockUv);
|
||||
float det=tx.x*ty.y-tx.y*ty.x;
|
||||
vec3 baseNormal=normalize(cross(dx,dy));if(dot(baseNormal,-relativePosition)<0.0)baseNormal=-baseNormal;
|
||||
vec2 uv=gl_FragCoord.xy/vec2(textureSize(WorldDepth,0));float depth=texture(WorldDepth,uv).r;
|
||||
vec4 projected=PbrInverseVP*vec4(uv*2.0-1.0,PbrParams.y>0.5?depth:depth*2.0-1.0,1.0);
|
||||
vec3 visible=projected.xyz/projected.w;
|
||||
if(depth<=0.0||abs(length(visible)-length(relativePosition))>0.035||length(relativePosition)>=PbrParams.w||abs(det)<1e-12)discard;
|
||||
vec4 texel=texture(BlockAtlas,blockUv);if(texel.a<0.99)discard;
|
||||
vec3 tangent=normalize((dx*ty.y-dy*tx.y)/det),bitangent=normalize((dy*tx.x-dx*ty.x)/det);
|
||||
vec4 material=texture(MaterialAtlas,maskUv);
|
||||
// RG stores signed height derivatives; B roughness, A metalness, not transparency.
|
||||
vec2 slope=(material.rg*255.0-128.0)/127.0*PbrParams.x*2.0;
|
||||
vec3 n=normalize(baseNormal+tangent*slope.x+bitangent*slope.y);
|
||||
vec3 l=normalize(PbrSun.xyz),v=normalize(-relativePosition),h=normalize(l+v);
|
||||
float nl=max(dot(n,l),0.0),nv=max(dot(n,v),0.001),nh=max(dot(n,h),0.0),vh=max(dot(v,h),0.0);
|
||||
float roughness=max(material.b,0.25),alpha=roughness*roughness,a2=alpha*alpha;
|
||||
float denom=nh*nh*(a2-1.0)+1.0;
|
||||
float distribution=a2/max(3.14159265*denom*denom,0.00001);
|
||||
float k=(roughness+1.0)*(roughness+1.0)/8.0;
|
||||
float geometry=nv/(nv*(1.0-k)+k)*nl/max(nl*(1.0-k)+k,0.00001);
|
||||
vec3 albedo=texel.rgb*tint.rgb;albedo*=albedo;
|
||||
vec3 f0=mix(vec3(0.04),albedo,material.a);
|
||||
vec3 fresnel=f0+(1.0-f0)*pow(1.0-vh,5.0);
|
||||
vec3 specular=distribution*geometry*fresnel/max(4.0*nv*nl,0.0001)*nl;
|
||||
float fog=max(clamp((max(length(relativePosition.xz),abs(relativePosition.y))-PbrFog.x)/max(PbrFog.y-PbrFog.x,.001),0.0,1.0),
|
||||
clamp((length(relativePosition)-PbrFog.z)/max(PbrFog.w-PbrFog.z,.001),0.0,1.0));
|
||||
float amount=PbrSun.w*pow(tint.a,8.0)*visibility(relativePosition,baseNormal)*(1.0-fog*PbrEnvironment.x)
|
||||
*(1.0-smoothstep(PbrParams.w*.75,PbrParams.w,length(relativePosition)));
|
||||
if(amount<=0.0001)discard;
|
||||
vec3 scene=texture(SceneColor,uv).rgb;vec3 linear=scene*scene;
|
||||
// Native diffuse light already exists. Apply only the perturbed-normal difference, then add GGX.
|
||||
float relief=(nl-max(dot(baseNormal,l),0.0))*.7;
|
||||
vec3 lit=clamp(linear*(1.0+relief*amount),0.0,1.0);
|
||||
vec3 shine=min(specular*PbrParams.x*amount*3.0,vec3(0.5));
|
||||
lit+=(1.0-lit)*(1.0-exp(-shine));
|
||||
fragColor=vec4(sqrt(clamp(lit,0.0,1.0)),1.0);
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
#version 330
|
||||
#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=2) in vec2 UV0;
|
||||
layout(location=3) in vec2 UV3;
|
||||
layout(location=0) out vec3 relativePosition;
|
||||
layout(location=1) out vec2 blockUv;
|
||||
layout(location=2) out vec2 maskUv;
|
||||
layout(location=3) out vec4 tint;
|
||||
void main(){gl_Position=ModelViewMat*vec4(Position,1.0);relativePosition=Position+ModelOffset;blockUv=UV0;maskUv=UV3;tint=Color;}
|
||||
@@ -4,9 +4,10 @@
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
float depth=texture(WorldDepth,texCoord).r;
|
||||
vec2 surface=giTexel(texCoord);float depth=texture(WorldDepth,surface).r;
|
||||
if(depth<=0.0)discard;
|
||||
vec3 p=giPosition(texCoord,depth),normal=giNormal(texCoord,p);
|
||||
vec3 p=giPosition(surface,depth),normal=giNormal(surface,p);
|
||||
float confidence=giConfidence(p,normal);if(confidence<=0.0)discard;
|
||||
vec2 size=vec2(textureSize(IndirectLight,0)),coord=texCoord*size-0.5,base=floor(coord),f=fract(coord);
|
||||
vec3 bounce=vec3(0.0);float total=0.0;
|
||||
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
|
||||
@@ -27,7 +28,7 @@ void main(){
|
||||
// Artistic single-bounce gain: the old gamma-space screen blend hid almost all
|
||||
// of the transport on bright blocks. Compose in approximate linear light and
|
||||
// encode once; a soft shoulder keeps strong bounce below channel clipping.
|
||||
vec3 irradiance=bounce/total*(GISettings.x*96.0);
|
||||
vec3 irradiance=bounce/total*(GISettings.x*96.0*confidence);
|
||||
vec3 reflected=linearScene*irradiance;
|
||||
vec3 lit=linearScene+(1.0-linearScene)*(1.0-exp(-reflected));
|
||||
fragColor=vec4(sqrt(clamp(lit,0.0,1.0)),0.0);
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:ssgi.glsl>
|
||||
layout(std140) uniform GIBlur { vec4 Direction; };
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
vec4 center=texture(IndirectLight,texCoord);fragColor=center;
|
||||
if(center.a<=0.0)return;
|
||||
vec2 uv=giTexel(texCoord);float depth=texture(WorldDepth,uv).r;
|
||||
if(depth<=0.0)return;
|
||||
vec3 p=giPosition(uv,depth),n=giNormal(uv,p);
|
||||
if(length(n)<.9)return;
|
||||
vec2 pixel=Direction.xy/vec2(textureSize(IndirectLight,0));
|
||||
vec2 nearUV=giTexel(texCoord+pixel);
|
||||
float nearDepth=texture(WorldDepth,nearUV).r;
|
||||
float footprint=nearDepth>0.0?length(giPosition(nearUV,nearDepth)-p):.12;
|
||||
// Approx. 0.36 block support, capped at 24 half-resolution pixels at close range.
|
||||
float stride=clamp(.12/max(footprint,.001),1.0,8.0);
|
||||
vec3 total=center.rgb;float weight=1.0;
|
||||
for(int i=-3;i<=3;i++){
|
||||
if(i==0)continue;
|
||||
vec2 tap=texCoord+pixel*(float(i)*stride);
|
||||
if(any(lessThan(tap,vec2(0)))||any(greaterThan(tap,vec2(1))))continue;
|
||||
vec4 light=texture(IndirectLight,tap);if(light.a<=0.0)continue;
|
||||
vec2 surface=giTexel(tap);float d=texture(WorldDepth,surface).r;if(d<=0.0)continue;
|
||||
vec3 q=giPosition(surface,d);float plane=abs(dot(q-p,n));
|
||||
// Only blur the indirect light on the same receiving plane, never scene textures or silhouettes.
|
||||
if(plane>.035||length(q-p)>.7)continue;
|
||||
float w=exp(-float(i*i)*.32)*(1.0-smoothstep(.01,.035,plane));
|
||||
total+=light.rgb*w;weight+=w;
|
||||
}
|
||||
fragColor=vec4(total/weight,center.a);
|
||||
}
|
||||
@@ -23,7 +23,10 @@ void main(){
|
||||
float travel=GISettings.z*float(step)/10.0;
|
||||
vec3 probe=start+direction*travel;
|
||||
vec4 clip=ViewProjection*vec4(probe,1.0);
|
||||
if(clip.w<=0.0)break;
|
||||
if(clip.w<=0.05)break;
|
||||
float probeDepth=clip.z/clip.w;
|
||||
if(GISettings.y<0.5)probeDepth=probeDepth*.5+.5;
|
||||
if(probeDepth<=0.0||probeDepth>=1.0)break;
|
||||
vec2 hitUV=clip.xy/clip.w*0.5+0.5;
|
||||
if(any(lessThan(hitUV,vec2(0.002)))||any(greaterThan(hitUV,vec2(0.998))))break;
|
||||
hitUV=giTexel(hitUV);float hitDepth=texture(WorldDepth,hitUV).r;
|
||||
@@ -38,8 +41,12 @@ void main(){
|
||||
float edge=smoothstep(0.0,0.06,min(min(hitUV.x,hitUV.y),min(1.0-hitUV.x,1.0-hitUV.y)));
|
||||
vec3 color=texture(SceneColor,hitUV).rgb;
|
||||
float falloff=1.0-separation/GISettings.z;
|
||||
// Decode the scene approximately to linear light; one spatial falloff is enough.
|
||||
sum+=color*color*facing*falloff*edge*giFog(hit);
|
||||
// Vanilla already supplies neutral ambient light. Transport the chromatic
|
||||
// remainder instead of re-injecting bright grey ground into every nearby face.
|
||||
vec3 linear=color*color;
|
||||
vec3 chroma=linear-vec3(min(linear.r,min(linear.g,linear.b)));
|
||||
float confidence=smoothstep(.05,.3,clip.w)*(1.0-smoothstep(.12,.35,behind));
|
||||
sum+=chroma*facing*falloff*edge*giFog(hit)*confidence;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:sunshafts.glsl>
|
||||
uniform sampler2D ShaftLight;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
float end=shaftEnd(shaftTexel(texCoord));
|
||||
vec2 size=vec2(textureSize(ShaftLight,0)),at=texCoord*size-.5,base=floor(at),f=fract(at);
|
||||
vec3 sum=vec3(0);float weight=0.0;
|
||||
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
|
||||
vec4 light=texture(ShaftLight,(base+vec2(x,y)+.5)/size);
|
||||
float tolerance=.15+end*.035;
|
||||
float compatible=1.0-smoothstep(tolerance*.2,tolerance,abs(light.a-end));
|
||||
float w=(x==0?1.0-f.x:f.x)*(y==0?1.0-f.y:f.y)*compatible;
|
||||
sum+=light.rgb*w;weight+=w;
|
||||
}
|
||||
if(weight<.0001)discard;
|
||||
// Smooth energy shoulder and near-contact fade; preserve framebuffer alpha.
|
||||
fragColor=vec4(1.0-exp(-sum/weight*smoothstep(.03,.2,end)),0);
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:sunshafts.glsl>
|
||||
uniform sampler2D SunDepth;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
float sunlight(vec3 point){
|
||||
vec4 light=LightMatrix*vec4(point+CameraFractionPixels.xyz,1);
|
||||
vec3 q=light.xyz/light.w;q.xy=q.xy*.5+.5;
|
||||
if(DistanceClipFog.y<.5)q.z=q.z*.5+.5;
|
||||
// No clamped shadow-map edge may become a fictitious column of light.
|
||||
float border=min(min(q.x,q.y),min(1.0-q.x,1.0-q.y));
|
||||
if(border<=0.0||q.z<=0.0||q.z>=1.0)return 0.0;
|
||||
vec2 size=vec2(textureSize(SunDepth,0));
|
||||
// Fixed world-scale footprint softens the volume, not the block textures.
|
||||
vec2 footprint=max(vec2(1.0)/size,vec2(.12/(DistanceClipFog.x+16.0)));
|
||||
float lit=0.0;
|
||||
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
|
||||
float depth=texture(SunDepth,q.xy+(vec2(x,y)-.5)*footprint).r;
|
||||
lit+=smoothstep(-.00035,.00035,depth-q.z);
|
||||
}
|
||||
return lit*.25*smoothstep(0.0,.06,border)*smoothstep(0.0,.03,min(q.z,1.0-q.z));
|
||||
}
|
||||
void main(){
|
||||
vec2 uv=shaftTexel(texCoord);float end=shaftEnd(uv);
|
||||
vec3 ray=normalize(shaftPosition(uv,.0001));
|
||||
float total=0.0,range=ShaftSettings.y;
|
||||
// Quadratic, deterministic segments resolve nearby occluders without frame noise.
|
||||
// Partial last segments fade continuously as a wall approaches the camera.
|
||||
for(int i=0;i<16;i++){
|
||||
float a=float(i)/16.0,b=float(i+1)/16.0;
|
||||
float start=range*a*a,stop=min(end,range*b*b);
|
||||
float span=max(0.0,stop-start);if(span<=0.0)break;
|
||||
float t=(start+stop)*.5;
|
||||
float distanceFade=1.0-smoothstep(range*.7,range,t);
|
||||
total+=sunlight(ray*t)*span*exp(-t/24.0)*distanceFade;
|
||||
}
|
||||
float phase=.12+.88*pow(max(0.0,dot(ray,SunStrength.xyz)),4.0);
|
||||
float weather=clamp(SunStrength.w/.38,0.0,1.0);
|
||||
float fogDistance=max(abs(ray.x),max(abs(ray.y),abs(ray.z)))*end;
|
||||
float nativeFog=1.0-smoothstep(DistanceClipFog.z,max(DistanceClipFog.z+.01,DistanceClipFog.w),fogDistance);
|
||||
float amount=total*.018*phase*weather*ShaftSettings.x*nativeFog;
|
||||
fragColor=vec4(ShaftColor.rgb*amount,end);
|
||||
}
|
||||
@@ -6,6 +6,9 @@ layout(std140) uniform BloomScene {
|
||||
vec4 MoonDirection;
|
||||
vec4 FogDistance;
|
||||
vec4 FogInfo;
|
||||
vec4 FlareSun; // projected UV, sampling radius in screen-height units, visibility
|
||||
vec4 FlareMoon;
|
||||
vec4 FlareParams; // strength, aspect ratio, reserved, reserved
|
||||
};
|
||||
vec3 bloomPosition(vec2 uv,float depth) {
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,BloomParams.y>0.5?depth:depth*2.0-1.0,1.0);
|
||||
|
||||
@@ -12,18 +12,38 @@ vec3 giPosition(vec2 uv,float depth){
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,GISettings.y>0.5?depth:depth*2.0-1.0,1.0);
|
||||
return p.xyz/p.w;
|
||||
}
|
||||
vec2 giTexel(vec2 uv){vec2 size=vec2(textureSize(WorldDepth,0));return (floor(uv*size)+0.5)/size;}
|
||||
vec2 giTexel(vec2 uv){
|
||||
vec2 size=vec2(textureSize(WorldDepth,0));
|
||||
return (clamp(floor(uv*size),vec2(0),size-1.0)+0.5)/size;
|
||||
}
|
||||
vec3 giNeighbor(vec2 uv,vec3 center){
|
||||
uv=giTexel(uv);float depth=texture(WorldDepth,uv).r;
|
||||
return depth>0.0?giPosition(uv,depth):center;
|
||||
}
|
||||
vec3 giNormal(vec2 uv,vec3 p){
|
||||
vec2 pixel=1.0/vec2(textureSize(WorldDepth,0));
|
||||
vec3 l=giPosition(uv-vec2(pixel.x,0),texture(WorldDepth,uv-vec2(pixel.x,0)).r);
|
||||
vec3 r=giPosition(uv+vec2(pixel.x,0),texture(WorldDepth,uv+vec2(pixel.x,0)).r);
|
||||
vec3 d=giPosition(uv-vec2(0,pixel.y),texture(WorldDepth,uv-vec2(0,pixel.y)).r);
|
||||
vec3 u=giPosition(uv+vec2(0,pixel.y),texture(WorldDepth,uv+vec2(0,pixel.y)).r);
|
||||
vec3 dx=length(r-p)<length(p-l)?r-p:p-l;
|
||||
vec3 dy=length(u-p)<length(p-d)?u-p:p-d;
|
||||
vec3 n=cross(dx,dy);n/=max(length(n),0.00001);
|
||||
vec3 l=p-giNeighbor(uv-vec2(pixel.x,0),p),r=giNeighbor(uv+vec2(pixel.x,0),p)-p;
|
||||
vec3 d=p-giNeighbor(uv-vec2(0,pixel.y),p),u=giNeighbor(uv+vec2(0,pixel.y),p)-p;
|
||||
vec3 dx=dot(l,l)>0.0&&(dot(l,l)<dot(r,r)||dot(r,r)==0.0)?l:r;
|
||||
vec3 dy=dot(d,d)>0.0&&(dot(d,d)<dot(u,u)||dot(u,u)==0.0)?d:u;
|
||||
// Normalize directions BEFORE the cross product. Pixel area approaches zero
|
||||
// near a surface (or at high resolution); it is not a validity criterion.
|
||||
float xx=dot(dx,dx),yy=dot(dy,dy);
|
||||
if(xx<1e-20||yy<1e-20)return vec3(0);
|
||||
vec3 n=cross(dx*inversesqrt(xx),dy*inversesqrt(yy));
|
||||
float nn=dot(n,n);if(nn<1e-12)return vec3(0);n*=inversesqrt(nn);
|
||||
vec3 a=abs(n);
|
||||
if(max(a.x,max(a.y,a.z))>.995){
|
||||
n=a.x>a.y&&a.x>a.z?vec3(sign(n.x),0,0):a.y>a.z?vec3(0,sign(n.y),0):vec3(0,0,sign(n.z));
|
||||
}
|
||||
return dot(n,-p)<0.0?-n:n;
|
||||
}
|
||||
float giConfidence(vec3 p,vec3 n){
|
||||
// Distance to the receiving plane, not radial distance: no circular cut in
|
||||
// a flat wall. Fade before entering it; also soften nearly tangent views.
|
||||
float planeDistance=abs(dot(p,n));
|
||||
return smoothstep(.06,.4,planeDistance)*smoothstep(.025,.12,planeDistance/max(length(p),.0001));
|
||||
}
|
||||
float giFog(vec3 p){
|
||||
float a=clamp((max(length(p.xz),abs(p.y))-GIFog.x)/max(GIFog.y-GIFog.x,0.001),0.0,1.0);
|
||||
float b=clamp((length(p)-GIFog.z)/max(GIFog.w-GIFog.z,0.001),0.0,1.0);
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
layout(std140) uniform PixelShadows {
|
||||
mat4 InverseViewProjection;
|
||||
mat4 LightMatrix;
|
||||
vec4 CameraFractionPixels;
|
||||
vec4 SunStrength;
|
||||
vec4 DistanceClipFog;
|
||||
vec4 EnvironmentFog;
|
||||
};
|
||||
layout(std140) uniform ShaftParams { vec4 ShaftColor; vec4 ShaftSettings; };
|
||||
uniform sampler2D WorldDepth;
|
||||
vec2 shaftTexel(vec2 uv){
|
||||
vec2 size=vec2(textureSize(WorldDepth,0));
|
||||
return (clamp(floor(uv*size),vec2(0),size-1.0)+.5)/size;
|
||||
}
|
||||
vec3 shaftPosition(vec2 uv,float depth){
|
||||
float z=DistanceClipFog.y>.5?depth:depth*2.0-1.0;
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,z,1);
|
||||
return p.xyz/p.w;
|
||||
}
|
||||
float shaftEnd(vec2 uv){
|
||||
float depth=texture(WorldDepth,uv).r;
|
||||
return depth<=0.0?ShaftSettings.y:min(ShaftSettings.y,length(shaftPosition(uv,depth)));
|
||||
}
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
name = "Sanctuary"
|
||||
author = "KOKA99CAB"
|
||||
version = "beta.133"
|
||||
version = "beta.137"
|
||||
pack-format = "packwiz:1.1.0"
|
||||
|
||||
[index]
|
||||
|
||||
Reference in New Issue
Block a user