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@@ -20,11 +20,12 @@ 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.
|
||||
|
||||
La version **beta.136** ajoute un **lens flare rectangulaire doux** pour le
|
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soleil et la lune, activé à 30 % et réglable indépendamment du bloom.
|
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**Options → Shaders** ; les blocs masquent les astres et leurs reflets.
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Le [ticket de livraison](docs/shader-beta136.md) décrit le rendu et ses vérifications.
|
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Livraison en cours de vérification.
|
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La version **beta.140** relie les lumières colorées aux objets en main et sur
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la tête, renforce leur teinte et ajoute une distance réglable de 8 à 64 blocs
|
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avec apparition progressive. Activation par défaut à 30 % ; torches natives,
|
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option « Torches chaudes » désactivée, cuivre vert et redstone rouge saturé.
|
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Les frontières de saturation des lumières bleues s’atténuent progressivement.
|
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Le [ticket](docs/colored-dynamic-beta140.md) décrit le rendu et les vérifications.
|
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La [livraison précédente](docs/clay-workshop-integration-beta110.md) réunit déjà
|
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l’atelier, les œufs et la neige saisonnière dans l’instance **Sanctuary Beta**.
|
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Les [synchronisations antérieures](docs/git-sync-beta092.md) restent documentées.
|
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@@ -35,6 +36,36 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
|
||||
l’étude de Xaero et des alternatives libres.
|
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|
||||
|
||||
## beta.140 — Lumières portées et fondus
|
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|
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Mains et tête, distances 8/16/32/64, fondus, cuivre vert, redstone rouge et
|
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option pour la chaleur des torches. Lumières colorées activées à 30 % par défaut.
|
||||
[Contrat et vérifications](docs/colored-dynamic-beta140.md) ·
|
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[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.140/Sanctuary-beta.140.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.140/Sanctuary-Test-beta.140.mrpack).
|
||||
|
||||
## beta.139 — Lumières colorées
|
||||
|
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Teintes chaudes, sources des âmes bleues, redstone rouge, froglights et matériaux lumineux.
|
||||
Option désactivée initialement, intensité 35 % ; propagation locale avec obstacles.
|
||||
[Contrat et vérifications](docs/colored-lights-beta139.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.139/Sanctuary-beta.139.mrpack) ·
|
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[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.139/Sanctuary-Test-beta.139.mrpack).
|
||||
|
||||
## beta.138 — Rayons et brouillard
|
||||
|
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Densité automatique des rayons selon le brouillard et les précipitations.
|
||||
[Contrat et vérifications](docs/shader-beta138.md) ·
|
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[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.138/Sanctuary-beta.138.mrpack) ·
|
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[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.138/Sanctuary-Test-beta.138.mrpack).
|
||||
|
||||
## beta.137 — Rayons solaires
|
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|
||||
Faisceaux volumétriques légers, intensité réglable et feuillage perméable.
|
||||
[Contrat et vérifications](docs/shader-beta137.md) ·
|
||||
[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.
|
||||
|
||||
@@ -0,0 +1,101 @@
|
||||
# LIGHT-140 — Lumières colorées portées et distance
|
||||
|
||||
Socle beta.139 `c05c338`, branche `codex/colored-dynamic-beta140`.
|
||||
Minecraft 26.3 / Java 25. Livraison beta.140.
|
||||
|
||||
## Contrat
|
||||
|
||||
Relier les couleurs aux vraies sources de lumière dynamique : mains, tête,
|
||||
cosmétiques, objets au sol et feu, selon le système existant. Renforcer la
|
||||
teinte et activer les lumières colorées par défaut à 30 %. Ajouter une distance
|
||||
d'affichage de 8, 16, 32 ou 64 blocs (16 par défaut), indépendante de la portée
|
||||
native de chaque source. Augmenter la distance coûte davantage en mémoire et
|
||||
calcul ; aucun chargement forcé de chunk. Les choix sauvegardés sont conservés.
|
||||
|
||||
Sources portées actualisées avec le système dynamique, sans reconstruire tout
|
||||
le champ statique à chaque mouvement. Aucun changement de monde ou de règle
|
||||
serveur. Vérifications natives OpenGL et Vulkan, puis construction et archives.
|
||||
|
||||
## Couleurs et fondus
|
||||
|
||||
Torches ordinaires : température native par défaut ; option « Torches chaudes »
|
||||
pour retrouver l'orangé. Glowstone jaune, lave jaune-rouge, redstone rouge saturé,
|
||||
cuivre vert (posé, en main ou sur la tête). Le cuivre est reconnu avant les
|
||||
familles génériques de torches et lanternes. Les palettes explicites restent
|
||||
indépendantes des packs ; le repli des autres matériaux suit leurs textures.
|
||||
|
||||
Le rendu s'atténue sur le dernier quart de la distance choisie. Le champ précédent
|
||||
reste disponible pendant un fondu de 300 ms vers le nouveau champ ; l'activation
|
||||
et les sources dynamiques ont aussi un fondu. Le changement de distance est
|
||||
interpolé. Les sources mobiles utilisent la même sélection bornée et les mêmes
|
||||
intensités que la lumière dynamique existante, avec interpolation visuelle des
|
||||
positions et couleurs. Elles héritent de sa propagation radiale, y compris de
|
||||
ses limites d'occultation ; les blocs posés conservent leur propagation avec murs.
|
||||
|
||||
Le volume varie réellement selon la distance (56, 72, 104 ou 168 blocs de côté,
|
||||
avec marge de propagation). Les grandes distances augmentent la mémoire et le
|
||||
délai de reconstruction ; la construction reste répartie entre les images.
|
||||
Deux champs coexistent brièvement pour le fondu. Seuls les chunks déjà chargés
|
||||
sont lus. La portée lumineuse native des torches n'est pas allongée.
|
||||
|
||||
## Frontières de saturation
|
||||
|
||||
Le stockage beta.139 tronquait les canaux faibles séparément en fin de portée :
|
||||
un bleu pouvait perdre son rouge avant son vert, puis devenir plus saturé sur
|
||||
une frontière visible. Le stockage logarithmique conserve maintenant une marge
|
||||
sous le niveau lumineux natif zéro. Le shader applique la coupure à l'énergie
|
||||
globale en conservant les rapports RGB. La réponse devient linéaire près du noir,
|
||||
sans amplification par racine quatrième des très faibles contributions.
|
||||
|
||||
La transition des champs interpole le résultat colorimétrique rendu, pas une
|
||||
énergie ensuite amplifiée. Les sources mobiles ont une atténuation de fondu
|
||||
compensée pour la même réponse. Le test contrôle les rapports rouge/bleu et
|
||||
vert/bleu d'une torche des âmes de 1 à 9 blocs, jusqu'au bord de sa portée.
|
||||
|
||||
## Vérifications natives
|
||||
|
||||
Minecraft 26.3 / Java 25 sur Apple M1, mondes de test neufs de graine 122 :
|
||||
|
||||
- OpenGL 4.1 Metal : **2 min 40 s**, `build/colored140-opengl.log`.
|
||||
- Vulkan / MoltenVK 1.4.2, profondeur 0–1 et transparence améliorée :
|
||||
**2 min 26 s**, `build/colored140-vulkan.log`.
|
||||
|
||||
Les deux exécutions passent `COLORED139_PASS` et `COLORED140_PASS` :
|
||||
propagation avec murs, sources hors champ, lampes allumées/éteintes, retrait,
|
||||
rechargement des ressources, cache, déplacement/retour de caméra, OFF/zéro,
|
||||
préférences et traductions FR/EN. Les nouveaux contrôles couvrent la teinte
|
||||
bleue jusqu'à neuf blocs, la torche native inchangée, l'option chaude, le cuivre
|
||||
vert et le rouge saturé, les deux mains et le cosmétique de tête, la position
|
||||
en troisième personne, les quatre distances et un fondu sans dépassement.
|
||||
|
||||
Dans la même scène contrôlée, la somme d'écarts OFF/torche chaude à 30 % vaut
|
||||
3 926 093 / 3 926 092 sur OpenGL/Vulkan, contre 2 025 577 en beta.139 à 35 %.
|
||||
Cette mesure vérifie l'accentuation demandée, pas la performance. Le test fige
|
||||
uniquement le scintillement de la lightmap native ; cette sonde et les tests
|
||||
client ne sont pas distribués. Les captures finales sont conservées sous
|
||||
`build/colored140-opengl-screenshots/` et `build/colored140-vulkan-screenshots/`.
|
||||
Comparatif autonome : `build/Shader-beta.140-comparaison.html`.
|
||||
|
||||
Pas de validation des pilotes Windows de l'utilisateur revendiquée. Les
|
||||
limites de beta.139 pour le rendu sous l'eau/lave et les panoramas restent
|
||||
ouvertes. Les sources dynamiques gardent l'occultation du système existant.
|
||||
Aucun monde personnel ouvert ni modifié.
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 22 s**, 126 tâches. Le GameTest serveur dédié reste exclu
|
||||
conformément au refus EULA antérieur ; les tests clients ci-dessus sont exécutés
|
||||
séparément. Log : `build/shader140-build.log`.
|
||||
|
||||
La comparaison avec beta.139 trouve **18 entrées de production modifiées**,
|
||||
limitées aux lumières dynamiques/colorées, options et aides FR/EN. Les sources
|
||||
des JAR correspondent aux fichiers du dépôt. Les archives normale/Test contiennent
|
||||
le même JAR Sanctuary ; la version, les dépendances exactes, les textures de
|
||||
gemmes et de la clé de Steve, l'absence de classes de test et le template complet
|
||||
sont vérifiés. Reçu : `build/shader140-artifact.json`.
|
||||
|
||||
SHA-256 du JAR : `853284c1a61c7fce12edd2f7763717321eef56977290eb0e7c5db5e30bff442f`.
|
||||
|
||||
- Sanctuary-beta.140.mrpack : `1b366746e4d6bebfbe0115c849524bdeb81c14eee89a2510f9dbe18808974d6a`.
|
||||
- Sanctuary-Test-beta.140.mrpack : `50c3cdf759117bb5286d41b4535fde15d9d84deaac833b7f8f61c4a0d29b72e7`.
|
||||
@@ -0,0 +1,107 @@
|
||||
# LIGHT-139 — Lumières colorées
|
||||
|
||||
Socle beta.138 + vérification Vulkan `9d84a02`, Minecraft 26.3 / Java 25.
|
||||
Branche `codex/colored-lights-beta139`, livraison beta.139.
|
||||
|
||||
## Contrat
|
||||
|
||||
Option locale « Lumières colorées » avec intensité. Les vrais blocs émetteurs
|
||||
teintent discrètement leurs environs, y compris hors champ. Torches/lanternes,
|
||||
lave et feu chauds ; sources des âmes bleues ; redstone active rouge ;
|
||||
froglights par variante ; sources Sanctuary selon leur texture/matière.
|
||||
Les blocs éteints n'émettent pas. Le bloom et les inclusions émissives des
|
||||
minerais restent indépendants ; aucune lumière de gameplay n'est ajoutée.
|
||||
|
||||
Propagation RGB dans un volume local de blocs chargés, obstacles et formes
|
||||
natives, construction répartie entre les images, cache des couleurs de
|
||||
matériaux. Aucun chargement forcé de chunk, accès aux mondes personnels,
|
||||
changement de sauvegarde, réseau ou règles serveur.
|
||||
|
||||
## Réalisation
|
||||
|
||||
Dans les options du shader : « Lumières colorées », désactivées initialement,
|
||||
et une intensité de 0 à 100 %, réglée à 35 %. Zéro ou OFF libère les ressources.
|
||||
Les préférences existantes sont conservées. Libellés et aides FR/EN.
|
||||
|
||||
Les familles vanilla demandées ont une palette dédiée. Les autres émetteurs,
|
||||
y compris ceux de Sanctuary, utilisent la couleur des pixels lumineux de leurs
|
||||
textures de modèle, calculée puis mise en cache. Ce repli suit les packs de
|
||||
ressources ; les palettes dédiées vanilla restent constantes. Une texture
|
||||
illisible ou sans pixels exploitables utilise du blanc. Les blocs purement
|
||||
émissifs du bloom, sans émission lumineuse native, ne deviennent pas des lampes.
|
||||
|
||||
Le champ couvre un cube de 64 blocs de côté autour de la caméra. Une marge de
|
||||
14 blocs réserve la propagation aux sources présentes dans le volume ; le rendu
|
||||
s'atténue progressivement sur 4 blocs à sa périphérie. C'est donc un effet de
|
||||
proximité, pas une illumination de tous les chunks visibles. Les formes et
|
||||
l'opacité natives règlent le passage de la lumière. Les canaux utilisent des
|
||||
maxima indépendants, sans addition illimitée des sources superposées.
|
||||
|
||||
Le calcul CPU est réparti avec un budget visé de 2 ms par image, plus les
|
||||
allocations et chargements ponctuels de matériaux ; aucun chiffre de FPS n'est
|
||||
garanti. Un monde immobile réutilise son champ. Les changements rapides et les
|
||||
déplacements peuvent présenter un bref retard, le temps de publier un champ
|
||||
complet. Aucun chargement forcé de chunk. Une texture 512 × 512 contient le champ.
|
||||
La passe GPU teinte les surfaces visibles, atténue l'effet au soleil et dans le
|
||||
brouillard, puis laisse agir le SSGI et le bloom. Les sources tenues, entités,
|
||||
particules et le rendu sous l'eau/lave ne sont pas couverts par cette option.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Essais client natifs réussis dans des mondes neufs (graine 122) sur Apple M1 :
|
||||
|
||||
- OpenGL 4.1 Metal : **1 min 46 s**, `build/colored139-opengl.log`.
|
||||
- Vulkan / MoltenVK 1.4.2, profondeur 0–1 et transparence améliorée :
|
||||
**1 min 30 s**, `build/colored139-vulkan.log`.
|
||||
|
||||
Les deux journaux contiennent `COLORED139_PASS` et le backend réellement actif.
|
||||
Torche et torche des âmes hors champ, trois froglights, pierre lumineuse dont
|
||||
la couleur vient de sa texture, intensité 35/100, cache statique, déplacement
|
||||
et retour de caméra, mur fermé puis ouvert, lampe redstone allumée puis éteinte,
|
||||
retrait de source, rechargement des ressources et OFF/zéro vérifiés.
|
||||
Les préférences persistantes et les libellés FR/EN sont contrôlés ; une dernière
|
||||
capture active conjointement PBR, SSGI, bloom, ombres, highlights et rayons.
|
||||
|
||||
Les sommes d'écart entre OFF et 35 % sont presque identiques entre backends :
|
||||
torche 2 025 577 / 2 025 576 ; âmes 964 200 / 964 201. Il s'agit de mesures
|
||||
sur les pixels de cette scène, pas d'un indice de performance.
|
||||
Comparatif autonome : `build/Shader-beta.139-comparaison.html`.
|
||||
Pas de validation du pilote Vulkan Windows de l'utilisateur revendiquée.
|
||||
Le test fige uniquement le scintillement vanilla des torches afin de comparer
|
||||
les images ; cette sonde est exclue du JAR distribué. Aucun monde personnel ouvert.
|
||||
|
||||
## Diagnostic des essais
|
||||
|
||||
La première comparaison de stabilité détectait le scintillement natif de la
|
||||
lightmap des torches, même avec un champ coloré inchangé. La sonde de test
|
||||
stabilise ce seul facteur ; aucune désactivation de scintillement en production.
|
||||
La pièce d'essai est désormais construite après le chargement de ses chunks,
|
||||
et l'absence de lumière du ciel est vérifiée avant les captures.
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 22 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader139-build.log`.
|
||||
La comparaison à beta.138 trouve **13 entrées de production** modifiées,
|
||||
limitées au shader, à son menu et aux aides FR/EN. Les sondes de test sont
|
||||
absentes du JAR distribué. Sources, archives normale/Test et template complets
|
||||
vérifiés ; textures des gemmes et clé de Steve conservées à l'identique.
|
||||
Reçu local : `build/shader139-artifact.json`.
|
||||
|
||||
JAR SHA-256 : `7b958f6576adbabb2b1af589b866cb52b1a65600ea2fa505b05dd283f8d595df`.
|
||||
|
||||
- `Sanctuary-beta.139.mrpack` : 10450317 octets ; SHA-256 `13f3a283c260876d28ce0c6504615b4a8f4d575906badfbb2b39558f312e9fbb`.
|
||||
- `Sanctuary-Test-beta.139.mrpack` : 10469244 octets ; SHA-256 `c1e0b684dc2650950a0925c4625ef5eb4b78fb5f1c5680f5e302550424fa6d81`.
|
||||
|
||||
## Publication et instance
|
||||
|
||||
[Release beta.139](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.139)
|
||||
publiée depuis `dc33ffa54697f61cd8f579235e7cebdbf0765f7c`, tag exact `beta.139`.
|
||||
Canal packwiz : `9f10167b6acfece9c045573580e186aa72bc91dc`.
|
||||
Deux synchronisations isolées puis deux synchronisations de la même instance
|
||||
Prism réussissent. Un seul JAR Sanctuary beta.139 actif, empreinte identique
|
||||
à l'archive vérifiée ; les **923 fichiers personnels suivis** conservent leurs
|
||||
empreintes. Sauvegarde des fichiers gérés dans
|
||||
`sanctuary-backups/before-beta.139/`. Aucun monde personnel ouvert.
|
||||
Reçus : `build/shader139-isolated.json`, `build/shader139-prism.json`.
|
||||
@@ -14,6 +14,42 @@ 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.138 — Densité des rayons selon la météo
|
||||
|
||||
Brouillard plus dense et diffus, précipitations et atténuation de l'orage.
|
||||
Réglage manuel conservé, aucune nouvelle option ni modification de sauvegarde.
|
||||
[Contrat et vérifications](shader-beta138.md).
|
||||
[Release beta.138](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.138)
|
||||
publiée ; canal `c049423de1971079b9d61874d83adeb6f1ad49f7`. 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.138/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.137 — Rayons solaires volumétriques
|
||||
|
||||
Rayons à travers les ouvertures et le feuillage, activés à 35 %, indépendants
|
||||
du bloom et de l'affichage des ombres de surface. Carte solaire partagée.
|
||||
[Contrat et vérifications](shader-beta137.md).
|
||||
[Release beta.137](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.137)
|
||||
publiée ; canal `68cb39a5edbf5d34def02f670e2488ee852605b8`. 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.137/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## 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.
|
||||
|
||||
@@ -68,3 +68,18 @@ Reçu local : `build/shader136-artifact.json`.
|
||||
- `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 +1,96 @@
|
||||
# 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`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.137](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.137)
|
||||
publiée depuis `2d7072b8a8febac53354e9d0063246ac1e843e37`. Canal packwiz
|
||||
`68cb39a5edbf5d34def02f670e2488ee852605b8` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.137 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.137/`, 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/shader137-artifact.json`, `build/shader137-isolated.json`,
|
||||
`build/shader137-prism.json`, `build/shader137-publication.log`.
|
||||
@@ -0,0 +1,101 @@
|
||||
# SHADER-138 — Épaisseur des rayons et météo
|
||||
|
||||
Demande : épaissir les sunshafts avec la météo, surtout le brouillard.
|
||||
Socle beta.137, branche `codex/sunshaft-weather-beta138`, Minecraft 26.3 / Java 25.
|
||||
Aucune modification des règles météo, des sauvegardes ou du gameplay.
|
||||
|
||||
## Contrat
|
||||
|
||||
Densité et diffusion liées au brouillard environnemental réellement rendu,
|
||||
indépendamment de la limite de distance de rendu. Pluie/neige natives :
|
||||
renforcement plus modéré ; orage : réduction supplémentaire du soleil.
|
||||
Transitions continues, mêmes deux passes et seize segments. Le réglage
|
||||
manuel conserve sa valeur, aucune nouvelle option.
|
||||
|
||||
## Rendu
|
||||
|
||||
Le brouillard utilise `FogData.environmentalEnd`, séparé de la distance de
|
||||
rendu native. Sa contribution croît en douceur entre 192 et 80 blocs de
|
||||
visibilité. La densité passe de ×1 à ×3,5 pour le brouillard seul ; la diffusion
|
||||
angulaire s'élargit et la lumière lointaine s'éteint plus vite. Les coefficients
|
||||
ne dépendent d'aucun bruit animé ni historique d'image.
|
||||
|
||||
Pluie et neige utilisent le niveau natif de précipitation : densité jusqu'à
|
||||
×1,8, diffusion plus légère. La lumière disponible tombe progressivement à
|
||||
25 % sous une pluie maximale et à 8,75 % sous un orage maximal. La carte solaire
|
||||
reste disponible pour le volume même lorsque Minecraft cache entièrement
|
||||
son disque solaire ; les ombres sur les surfaces conservent leur comportement.
|
||||
Le brouillard et la météo continuent leurs transitions natives.
|
||||
|
||||
Même cible au quart de chaque dimension, deux passes, seize segments et
|
||||
quatre lectures de la carte par segment. L'empreinte de l'ombre ne change pas :
|
||||
la météo ne crée pas d'ouverture artificielle à travers un mur.
|
||||
|
||||
## Vérification
|
||||
|
||||
Scénario client natif réussi en **3 min 29 s**, macOS / Apple M1 / OpenGL.
|
||||
Les contrôles des volumes beta.137 passent à nouveau : ouvertures, feuilles,
|
||||
pièce fermée, mouvement/retour, proximité, soleil hors champ, intensité,
|
||||
OFF/zéro/nuit, redimensionnement, rechargement, préférences et libellés FR/EN.
|
||||
|
||||
La suite utilise ensuite les vraies commandes serveur de météo : clair,
|
||||
`weather fog`, pluie, orage et retour au clair, dans le même décor avec le
|
||||
curseur maintenu à 35. Transition progressive du brouillard, rechargement
|
||||
sous brouillard, absence d'éclairage d'une pièce fermée et restitution de
|
||||
l'image claire initiale vérifiés. La contribution normalisée du volume dans
|
||||
cette scène passe d'environ 0,0034 au clair à 0,0236 sous brouillard ; ce n'est
|
||||
pas un multiplicateur universel de luminosité. L'orage reste sous la pluie.
|
||||
|
||||
Log : `build/shader138-client-final.log`, marqueurs `SUNSHAFT137_PASS` et
|
||||
`SUNSHAFT138_WEATHER_PASS`. Comparatif natif autonome :
|
||||
`build/Shader-beta.138-comparaison.html`.
|
||||
|
||||
## Diagnostic de la pluie
|
||||
|
||||
La première exécution native a validé le brouillard, puis s'est arrêtée en
|
||||
attendant des rayons sous une pluie maximale. Minecraft 26.3 fournit alors
|
||||
`rainBrightness = 1 - rainLevel`, soit zéro : beta.137 ne construisait plus la
|
||||
carte solaire. Le volume reçoit désormais son atténuation météo propre et
|
||||
conserve la carte nécessaire, sans réactiver les ombres de surface sous la
|
||||
pluie maximale. Log de diagnostic : `build/shader138-client-first.log`.
|
||||
|
||||
## Limites
|
||||
|
||||
Coefficients artistiques bornés, sans simulation physique de gouttes ni de
|
||||
nuages. Le brouillard environnemental est distinct de la simple distance
|
||||
d'affichage ; la pluie et la neige partagent le niveau natif de précipitation.
|
||||
Les limites des volumes beta.137 restent applicables : 64 blocs maximum,
|
||||
formes de la carte d'ombres et feuillage approximé. Pas de mesure de FPS ni
|
||||
de validation Windows/Vulkan revendiquée.
|
||||
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 20 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader138-build.log`.
|
||||
Comparaison à beta.137 : **6 entrées de production** modifiées, uniquement
|
||||
le rendu et les aides FR/EN. Gameplay et textures des gemmes strictement
|
||||
conservés. JAR normal/Test identique, sources et template vérifiés.
|
||||
Reçu local : `build/shader138-artifact.json`.
|
||||
|
||||
- `Sanctuary-beta.138.mrpack` : 10432860 octets ; SHA-256 `67093d3a53e3d90c31e8fb940d709ccf41ad730595e358346fa27ad744b44460`.
|
||||
|
||||
- `Sanctuary-Test-beta.138.mrpack` : 10451787 octets ; SHA-256 `1ff39158b47f44a831b6506c8c2636441b2bff02644d20b1698330097e5ff059`.
|
||||
|
||||
JAR : `44b6dd14f0e962fcb6f1efd61e0e7bb2c8dbb033cef81598582ec16c46a46518`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.138](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.138)
|
||||
publiée depuis `daf36fdeacca707930092363589c89984af78f3b`. Canal packwiz
|
||||
`c049423de1971079b9d61874d83adeb6f1ad49f7` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.138 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.138/`, 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/shader138-artifact.json`, `build/shader138-isolated.json`,
|
||||
`build/shader138-prism.json`, `build/shader138-publication.log`.
|
||||
@@ -0,0 +1,99 @@
|
||||
# SHADER-139 — Compatibilité Vulkan du shader beta.138
|
||||
|
||||
Socle **beta.138**, Minecraft **26.3**, Java **25**, branche
|
||||
`codex/vulkan-shaders-beta139`.
|
||||
|
||||
Le signalement initial concernait un bloom invisible même à 100 %. Le joueur
|
||||
indique ensuite que le rendu fonctionne de nouveau sur Windows et demande
|
||||
la compatibilité Vulkan. Les changements expérimentaux d'intensité ont été
|
||||
retirés : les shaders et les valeurs par défaut restent ceux de beta.138.
|
||||
|
||||
## Contrat
|
||||
|
||||
Utiliser les mêmes pipelines RenderPearl sur OpenGL et Vulkan. Vérifier le
|
||||
backend réellement utilisé, car Minecraft peut retomber sur OpenGL lorsque
|
||||
Vulkan ne démarre pas. Tester les effets dans de nouveaux mondes ignorés,
|
||||
sans ouvrir de sauvegarde personnelle ni modifier le backend de l'instance Prism.
|
||||
|
||||
Le lancement des tests accepte désormais `-PsanctuaryClientGraphicsBackend=vulkan`
|
||||
ou `opengl`. Les tests de shaders refusent tout repli silencieux et consignent
|
||||
le nom du backend, du GPU et du pilote. Cette option concerne uniquement
|
||||
le client de développement.
|
||||
|
||||
## Reproduction
|
||||
|
||||
```sh
|
||||
JAVA_HOME=/chemin/vers/jdk-25 ./gradlew :sanctuary:runClientGameTest \
|
||||
-PsanctuaryClientTests=true -PsanctuaryPixelShadows122ClientTests=true \
|
||||
-PsanctuaryClientGraphicsBackend=vulkan \
|
||||
-PsanctuaryClientNoVsync=true -PsanctuaryQuickTests=true
|
||||
```
|
||||
|
||||
Sur Windows, utiliser `gradlew.bat` avec les mêmes propriétés et Java 25.
|
||||
Ajouter `-PsanctuaryClientImprovedTransparency=true` pour tester la transparence
|
||||
améliorée ; le choix initial est restauré après le test.
|
||||
Pour les rayons et la météo, remplacer `sanctuaryPixelShadows122ClientTests`
|
||||
par `sanctuarySunshaft137ClientTests`. Pour isoler le bloom et le lens flare,
|
||||
utiliser `sanctuaryBloom130ClientTests`.
|
||||
|
||||
## Diagnostic initial
|
||||
|
||||
Le client Vulkan démarre ici sur **Apple M1 / MoltenVK 1.4.2**, API 1.2.350.
|
||||
Le test du bloom réussit en **2 min 19 s** : les masques des vingt minerais,
|
||||
les contrôles OFF/zéro, intensité/diffusion, l'occlusion, le rechargement,
|
||||
les torches, glowstone, lampes, lave, soleil et le lens flare sont vérifiés.
|
||||
Les mesures de référence du bloom sont identiques à celles d'OpenGL :
|
||||
14649 pixels de minerai, gain du halo faible 218131, fort 1970502,
|
||||
gain solaire 7708. Log : `build/shader139-vulkan-first.log`.
|
||||
|
||||
Cela confirme cette combinaison précise ; ce n'est pas une validation des
|
||||
pilotes NVIDIA/AMD/Intel sous Windows. En cas de retour du problème, le
|
||||
`logs/latest.log` de la session Windows concernée est nécessaire pour relever
|
||||
le backend effectif, le GPU, le pilote et les éventuelles erreurs de pipeline.
|
||||
|
||||
## Suite Vulkan
|
||||
|
||||
`sanctuaryPixelShadows122ClientTests` réussit en **8 min 50 s**. Les contrôles
|
||||
couvrent ombres diurnes/nocturnes, feuillage, stabilité en temps réel,
|
||||
highlights CTM, bloom et lens flare, SSGI en déplacement et près des surfaces,
|
||||
PBR directionnel, rechargement, redimensionnement et interfaces FR/EN.
|
||||
Log : `build/shader139-vulkan-suite2.log`.
|
||||
|
||||
Le bloom et le lens flare réussissent aussi avec
|
||||
`sanctuaryClientImprovedTransparency=true`, en **1 min 45 s**. Le backend
|
||||
est bien Vulkan, sa profondeur est en `[0, 1]` et l'option de transparence
|
||||
est active. Les mesures du bloom restent identiques.
|
||||
Log : `build/shader139-vulkan-transparency.log`.
|
||||
|
||||
La suite météo/rayons beta.138 n'a pas été rejouée sous Vulkan dans ce ticket ;
|
||||
les résultats ci-dessus portent sur les effets explicitement listés.
|
||||
Le joueur confirme que le retour à OpenGL rétablit l'effet sur Windows.
|
||||
Ce défaut particulier reste à reproduire à partir d'un journal récent.
|
||||
|
||||
Un premier lancement utilisait un nom de propriété incomplet et a exécuté
|
||||
la suite générale, échouant dans Blocodex avant les tests de shaders.
|
||||
Ce lancement n'est pas compté comme une validation Vulkan des shaders.
|
||||
La commande corrigée utilise `sanctuaryPixelShadows122ClientTests`.
|
||||
|
||||
## Construction
|
||||
|
||||
`./gradlew check build -x :sanctuary:runGameTest` réussit ; le serveur
|
||||
GameTest dédié reste exclu conformément au refus EULA antérieur.
|
||||
Log : `build/shader139-check-build.log`. Le JAR reconstruit est **strictement
|
||||
identique, octet pour octet**, au JAR Sanctuary de la release beta.138.
|
||||
La distribution ne change pas et ne nécessite donc pas de nouvel assemblage.
|
||||
|
||||
## Distribution
|
||||
|
||||
Ce ticket ajoute des options de lancement de tests et leur documentation.
|
||||
Les shaders de production et les réglages de beta.138 ne sont pas changés.
|
||||
Aucune nouvelle livraison binaire, aucun tag beta.139 ni mise à jour de
|
||||
l'instance personnelle n'est effectué pour une vérification seule.
|
||||
|
||||
## Référence du moteur
|
||||
|
||||
Minecraft 26.3 compile les shaders OpenGL et Vulkan via ShaderC et expose
|
||||
`RENDERPEARL_DEPTH_IS_ZERO_TO_ONE` pour la convention de profondeur.
|
||||
[Notes officielles Minecraft 26.3](https://feedback.minecraft.net/hc/en-us/articles/48913133328013-Minecraft-Java-Edition-26-3).
|
||||
Les effets Sanctuary transmettent déjà la convention du périphérique aux
|
||||
reconstructions de position ; aucun remplacement spéculatif n'est appliqué.
|
||||
+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.136
|
||||
pack_version=beta.136
|
||||
mod_version=beta.140
|
||||
pack_version=beta.140
|
||||
resource_pack_version=beta.121
|
||||
maven_group=fr.koka.sanctuary
|
||||
jei_version=30.32.0-sanctuary.3
|
||||
|
||||
@@ -25,6 +25,16 @@ if (clientRenderTests) {
|
||||
java.srcDir('src/clientGametest/java')
|
||||
}
|
||||
tasks.named('runClientGameTest') {
|
||||
def graphicsBackend = providers.gradleProperty('sanctuaryClientGraphicsBackend')
|
||||
if (graphicsBackend.isPresent()) {
|
||||
args('--graphicsBackend', graphicsBackend.get())
|
||||
systemProperty('sanctuary.test.graphicsBackend', graphicsBackend.get())
|
||||
}
|
||||
def improvedTransparency = providers.gradleProperty('sanctuaryClientImprovedTransparency')
|
||||
if (improvedTransparency.isPresent()) {
|
||||
systemProperty('sanctuary.test.improvedTransparency', improvedTransparency.get())
|
||||
}
|
||||
systemProperty('sanctuary.test.colored140', providers.gradleProperty('sanctuaryColored140ClientTests').getOrElse('false'))
|
||||
systemProperty('sanctuary.test.noVsync', providers.gradleProperty('sanctuaryClientNoVsync').getOrElse('false'))
|
||||
systemProperty('sanctuary.test.quick', providers.gradleProperty('sanctuaryQuickTests').getOrElse('false'))
|
||||
systemProperty('sanctuary.test.introVisualOnly', providers.gradleProperty('sanctuaryIntroVisualOnly').getOrElse('false'))
|
||||
@@ -93,6 +103,10 @@ tasks.named('runGameTest') {
|
||||
}
|
||||
|
||||
tasks.named('processGametestResources') {
|
||||
def colored139Client = providers.gradleProperty('sanctuaryColored139ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuaryColored139ClientTests', colored139Client)
|
||||
if (colored139Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.ColoredLights139ClientChecks') }
|
||||
|
||||
def pbr134Client = providers.gradleProperty('sanctuaryPbr134ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuaryPbr134ClientTests', pbr134Client)
|
||||
if (pbr134Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Pbr134ClientChecks') }
|
||||
@@ -103,6 +117,9 @@ tasks.named('processGametestResources') {
|
||||
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') }
|
||||
|
||||
+1
-1
@@ -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();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);});
|
||||
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());
|
||||
|
||||
+86
@@ -0,0 +1,86 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import java.nio.file.Files;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.world.level.block.Block;
|
||||
import net.minecraft.network.chat.Component;
|
||||
|
||||
/** Fresh native world: offscreen sources, true voxel occlusion and real GPU tint. */
|
||||
public final class ColoredLights139ClientChecks implements FabricClientGameTest {
|
||||
private static final BlockPos SOURCE=new BlockPos(98,101,102),PROBE=new BlockPos(99,101,106);
|
||||
public void runTest(ClientGameTestContext c){
|
||||
System.setProperty("sanctuary.test.freezeBlockFlicker","true");
|
||||
try{new PixelShadows122ClientChecks(false,false,false,false,false,true).runTest(c);}
|
||||
finally{System.clearProperty("sanctuary.test.freezeBlockFlicker");}
|
||||
}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setWarmTorches(true);m.options.particles().set(net.minecraft.server.level.ParticleStatus.MINIMAL);VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setColoredLights(false);VanillaLight.setColoredLightIntensity(35);});
|
||||
camera(c,server,100.5,101,104.5,70);c.waitTicks(30);
|
||||
server.runOnServer(s->{command(s,"time set 18000");
|
||||
for(int x=88;x<=112;x++)for(int z=92;z<=116;z++)for(int y=100;y<=109;y++)
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),(y==100||y==109||x==88||x==112||z==92||z==116)?Blocks.CONCRETE.white().defaultBlockState():Blocks.AIR.defaultBlockState());
|
||||
});
|
||||
look(c,server,0,35);c.waitTicks(30);
|
||||
c.waitFor(m->m.level.getBrightness(net.minecraft.world.level.LightLayer.SKY,PROBE)==0,1200);
|
||||
long warm=0;
|
||||
for(var block:new Block[]{Blocks.TORCH,Blocks.SOUL_TORCH,Blocks.PEARLESCENT_FROGLIGHT,Blocks.VERDANT_FROGLIGHT,Blocks.OCHRE_FROGLIGHT,Blocks.GLOWSTONE}){
|
||||
source(c,server,block);enable(c,false);var off=capture(c,"colored-"+name(block)+"-off");enable(c,true);var on=capture(c,"colored-"+name(block)+"-35");
|
||||
int color=c.computeOnClient(m->ColoredLights.sample(PROBE));long delta=difference(off,on);
|
||||
check(delta>250,"Offscreen source visibly tints native surfaces: "+name(block)+" "+delta);
|
||||
int r=color>>16&255,g=color>>8&255,b=color&255;
|
||||
if(block==Blocks.TORCH){check(r>g&&g>b,"Torch is warm");warm=delta;}
|
||||
if(block==Blocks.SOUL_TORCH)check(b>g&&g>r,"Soul source is blue");
|
||||
if(block==Blocks.SOUL_TORCH)for(int step=1;step<=9;step++){
|
||||
final int distance=step;int sample=c.computeOnClient(m->ColoredLights.sample(SOURCE.offset(distance,0,0)));
|
||||
int sr=sample>>16&255,sg=sample>>8&255,sb=sample&255;
|
||||
double rr=sr==0?0:Math.pow(.8,(sb-sr)/8.0),gg=sg==0?0:Math.pow(.8,(sb-sg)/8.0);
|
||||
check(Math.abs(rr-85/255.)<.02&&Math.abs(gg-189/255.)<.02,"Blue hue remains consistent at native distance "+step+" "+rr+" / "+gg);
|
||||
}
|
||||
if(block==Blocks.VERDANT_FROGLIGHT)check(g>r&&g>b,"Verdant froglight is green");
|
||||
if(block==Blocks.PEARLESCENT_FROGLIGHT)check(r>g&&b>g,"Pearlescent froglight is pink");
|
||||
if(block==Blocks.OCHRE_FROGLIGHT)check(r>g&&g>b,"Ochre froglight is warm");
|
||||
if(block==Blocks.GLOWSTONE)check(r>b,"Other emitters derive their colour from the native texture");
|
||||
System.out.println("COLORED139_SOURCE "+name(block)+" sample="+Integer.toHexString(color)+" delta="+delta);
|
||||
}
|
||||
source(c,server,Blocks.TORCH);enable(c,false);var base=capture(c,null);enable(c,true);var low=capture(c,null);
|
||||
c.runOnClient(m->VanillaLight.setColoredLightIntensity(100));settle(c);var strong=capture(c,"colored-torch-100");check(difference(base,strong)>difference(base,low)*1.5,"Intensity increases colour, without changing native light");
|
||||
int builds=c.computeOnClient(m->ColoredLights.builds());c.waitTicks(25);check(c.computeOnClient(m->ColoredLights.builds())==builds,"Stationary volume is cached");unchanged(strong,capture(c,null),"Static light is stable");
|
||||
camera(c,server,104.5,101,104.5,70);look(c,server,0,35);settle(c);capture(c,"colored-moved");
|
||||
camera(c,server,100.5,101,104.5,70);look(c,server,0,35);settle(c);unchanged(strong,capture(c,"colored-returned"),"Moving and returning preserves world-anchored light");
|
||||
// A complete divider closes the room; light may not take a path around its edges.
|
||||
server.runOnServer(s->{for(int y=101;y<109;y++)for(int z=93;z<116;z++)s.overworld().setBlockAndUpdate(new BlockPos(99,y,z),Blocks.STONE.defaultBlockState());});c.waitTicks(35);settle(c);
|
||||
check((c.computeOnClient(m->ColoredLights.sample(new BlockPos(100,101,106)))&0xffffff)==0,"Opaque wall blocks colour propagation");
|
||||
enable(c,false);var sealedOff=capture(c,null);enable(c,true);unchanged(sealedOff,capture(c,"colored-sealed"),"No coloured light crosses a sealed wall");
|
||||
server.runOnServer(s->{for(int y=101;y<109;y++)for(int z=93;z<116;z++)s.overworld().setBlockAndUpdate(new BlockPos(99,y,z),Blocks.AIR.defaultBlockState());});c.waitTicks(35);settle(c);
|
||||
check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)!=0,"Opening the wall restores light");
|
||||
server.runOnServer(s->{s.overworld().setBlockAndUpdate(SOURCE,Blocks.REDSTONE_LAMP.defaultBlockState());s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.REDSTONE_BLOCK.defaultBlockState());});c.waitTicks(35);settle(c);
|
||||
int red=c.computeOnClient(m->ColoredLights.sample(PROBE));check((red>>16&255)>(red>>8&255)&& (red>>16&255)>(red&255),"Powered redstone source is red");capture(c,"colored-redstone-on");
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.CONCRETE.white().defaultBlockState()));c.waitTicks(35);settle(c);
|
||||
check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)==0,"Unpowered lamp removes cached coloured light");
|
||||
source(c,server,Blocks.SOUL_TORCH);var beforeReload=capture(c,null);
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(beforeReload,capture(c,"colored-reloaded"),"Resource reload rebuilds materials and light field");
|
||||
source(c,server,Blocks.AIR);check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)==0,"Removing the source clears its light");
|
||||
source(c,server,Blocks.SOUL_TORCH);enable(c,false);var off=capture(c,null);c.runOnClient(m->{VanillaLight.setColoredLights(true);VanillaLight.setColoredLightIntensity(0);});c.waitTicks(10);
|
||||
c.runOnClient(m->check(!ColoredLights.allocated(),"Zero releases volume and GPU resources"));unchanged(off,capture(c,null),"Zero is identical to OFF");
|
||||
c.runOnClient(m->{for(String locale:new String[]{"fr_fr","en_us"}){m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String key:new String[]{"colored_lights","colored_lights_help","colored_light_intensity","colored_light_intensity_help"}){String full="sanctuary.shaders."+key;check(!Component.translatable(full).getString().equals(full),"Translated "+locale+" "+full);}}});
|
||||
c.runOnClient(m->{VanillaLight.setColoredLightIntensity(35);VanillaLight.setPbr(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setBloomIntensity(20);VanillaLight.setEdgeHighlights(true);VanillaLight.setPixelShadows(true);VanillaLight.setSunshafts(true);VanillaLight.setLensFlare(true);VanillaLight.setOreEmission(true);});
|
||||
settle(c);c.waitFor(m->ProceduralPbr.applied()&&Bloom.applied(),1200);c.waitTicks(30);capture(c,"colored-with-shader-effects");
|
||||
System.out.println("COLORED139_PASS warm="+warm+" offscreen sources, hues, native textured materials, intensity, cache, camera, walls, lamp updates, removal, reload, zero/OFF and FR/EN");
|
||||
}
|
||||
private static String name(Block b){return net.minecraft.core.registries.BuiltInRegistries.BLOCK.getKey(b).getPath();}
|
||||
private static void source(ClientGameTestContext c,TestServerContext s,Block b){s.runOnServer(server->server.overworld().setBlockAndUpdate(SOURCE,b.defaultBlockState()));c.waitTicks(35);if(c.computeOnClient(m->VanillaLight.coloredLights()))settle(c);}
|
||||
private static void enable(ClientGameTestContext c,boolean value){c.runOnClient(m->VanillaLight.setColoredLights(value));if(value)settle(c);else c.waitTicks(8);}
|
||||
private static void settle(ClientGameTestContext c){int before=c.computeOnClient(m->ColoredLights.renderedFrames());c.waitFor(m->ColoredLights.applied()&&ColoredLights.settled()&&ColoredLights.renderedFrames()>before+8,1600);c.waitTicks(8);}
|
||||
private static long difference(Frame a,Frame b){long sum=0;for(int i=0;i<a.pixels().length;i++)sum+=channelDifference(a.pixels()[i],b.pixels()[i]);return sum;}
|
||||
private static void preferences(){try{
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.deleteIfExists(path);forgetPreferences();check(VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==30,"New defaults are enabled at 30 percent");
|
||||
Files.writeString(path,"{\"bloomIntensity\":20,\"ssgi\":false}");forgetPreferences();check(VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==30&&!VanillaLight.ssgi()&&VanillaLight.bloomIntensity()==20,"Old preferences keep their choices");
|
||||
for(int n:new int[]{-1,0,35,100,400}){VanillaLight.setColoredLights(true);VanillaLight.setColoredLightIntensity(n);forgetPreferences();check(VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==Math.clamp(n,0,100),"Bounded persistent controls");}
|
||||
}catch(java.io.IOException e){throw new AssertionError(e);}}
|
||||
}
|
||||
+59
@@ -0,0 +1,59 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import fr.koka.sanctuary.client.DynamicLightClient;
|
||||
import fr.koka.sanctuary.inventory.*;
|
||||
import fr.koka.sanctuary.cosmetics.AccessoryService;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.*;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.core.registries.BuiltInRegistries;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import net.minecraft.world.entity.EquipmentSlot;
|
||||
import net.minecraft.world.item.*;
|
||||
import net.minecraft.world.level.block.*;
|
||||
import net.minecraft.network.chat.Component;
|
||||
|
||||
final class ColoredLights140ClientChecks {
|
||||
private static final BlockPos SOURCE=new BlockPos(98,101,102),PROBE=new BlockPos(99,101,106);
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{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.setColoredLightIntensity(30);VanillaLight.setWarmTorches(false);VanillaLight.setColoredLightDistance(16);});
|
||||
source(c,server,Blocks.TORCH);enable(c,false);var nativeTorch=capture(c,"torch-native-off");enable(c,true);unchanged(nativeTorch,capture(c,"torch-native-on"),"Normal torch preserves vanilla colour");
|
||||
c.runOnClient(m->VanillaLight.setWarmTorches(true));settle(c);var warm=capture(c,"torch-warm-30");long accent=difference(nativeTorch,warm);check(accent>2_025_577,"30 percent exceeds beta139 warm tint at 35 percent: "+accent);
|
||||
c.runOnClient(m->VanillaLight.setWarmTorches(false));settle(c);unchanged(nativeTorch,capture(c,null),"Warm torch option can restore native tint");
|
||||
for(String name:new String[]{"copper_torch","copper_lantern"}){
|
||||
var copper=BuiltInRegistries.BLOCK.getValue(Identifier.parse("minecraft:"+name));check(copper!=Blocks.AIR&&copper.defaultBlockState().getLightEmission()>0,"Native copper source exists "+name);
|
||||
source(c,server,copper);int value=c.computeOnClient(m->ColoredLights.sample(PROBE));check((value>>8&255)>(value>>16&255)&&(value>>8&255)>(value&255),"Copper emits green");capture(c,name+"-green");
|
||||
}
|
||||
server.runOnServer(s->{s.overworld().setBlockAndUpdate(SOURCE,Blocks.REDSTONE_LAMP.defaultBlockState());s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.REDSTONE_BLOCK.defaultBlockState());});c.waitTicks(40);settle(c);
|
||||
int red=c.computeOnClient(m->ColoredLights.sample(PROBE));check(Math.pow(.8,((red>>16&255)-(red>>8&255))/8.)<.04,"Redstone uses saturated red");capture(c,"redstone-red-30");
|
||||
source(c,server,Blocks.AIR);server.runOnServer(s->s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.CONCRETE.white().defaultBlockState()));
|
||||
// Actual carried sources, synchronized through native equipment and accessory packets.
|
||||
server.runOnServer(s->{command(s,"gamemode creative @a");var p=s.getPlayerList().getPlayers().getFirst();p.setItemSlot(EquipmentSlot.MAINHAND,new ItemStack(Items.SOUL_TORCH));});
|
||||
c.waitFor(m->DynamicLightClient.snapshot(m.level).size()==1,200);c.waitTicks(45);enable(c,false);var carriedOff=capture(c,"held-soul-off");enable(c,true);c.waitTicks(25);var carriedOn=capture(c,"held-soul-blue");check(difference(carriedOff,carriedOn)>1000&&c.computeOnClient(m->ColoredLights.dynamicCount())==1,"Held soul torch is visibly blue");
|
||||
c.runOnClient(m->{var l=DynamicLightClient.snapshot(m.level).sources().iterator().next();check((l.color()&255)>(l.color()>>16&255),"Dynamic source has actual blue colour");});
|
||||
c.runOnClient(m->m.options.setCameraType(net.minecraft.client.CameraType.THIRD_PERSON_BACK));c.waitTicks(25);
|
||||
c.runOnClient(m->{var pos=ColoredLights.dynamicPosition(m.player.getId());check(pos!=null&&pos.distanceToSqr(m.player.getEyePosition())<1,"Third-person light follows player, not camera");});capture(c,"held-third-person");
|
||||
c.runOnClient(m->m.options.setCameraType(net.minecraft.client.CameraType.FIRST_PERSON));c.waitTicks(20);settle(c);
|
||||
int builds=c.computeOnClient(m->ColoredLights.builds());
|
||||
server.runOnServer(s->{var p=s.getPlayerList().getPlayers().getFirst();p.setItemSlot(EquipmentSlot.MAINHAND,ItemStack.EMPTY);p.setItemSlot(EquipmentSlot.OFFHAND,new ItemStack(Items.SOUL_TORCH));});c.waitTicks(35);settle(c);check(c.computeOnClient(m->ColoredLights.builds())==builds,"Moving a light between hands does not rebuild static volume");capture(c,"offhand-soul-blue");
|
||||
var copperItem=BuiltInRegistries.ITEM.getValue(Identifier.parse("minecraft:copper_torch"));
|
||||
server.runOnServer(s->{var p=s.getPlayerList().getPlayers().getFirst();p.setItemSlot(EquipmentSlot.OFFHAND,ItemStack.EMPTY);AccessoryAccess.of(p).setItem(AccessoryContainer.HEAD,new ItemStack(copperItem));AccessoryService.publish(p);});c.waitTicks(45);settle(c);
|
||||
c.runOnClient(m->{var l=DynamicLightClient.snapshot(m.level).sources().iterator().next();check((l.color()>>8&255)>(l.color()>>16&255)&&(l.color()>>8&255)>(l.color()&255),"Head cosmetic carries copper green");});capture(c,"head-copper-green");check(c.computeOnClient(m->ColoredLights.builds())==builds,"Dynamic colour updates preserve static cache");
|
||||
server.runOnServer(s->{var p=s.getPlayerList().getPlayers().getFirst();AccessoryAccess.of(p).setItem(AccessoryContainer.HEAD,ItemStack.EMPTY);AccessoryService.publish(p);});c.waitFor(m->DynamicLightClient.snapshot(m.level).size()==0&&ColoredLights.dynamicCount()==0,200);c.waitTicks(25);
|
||||
server.runOnServer(s->command(s,"gamemode spectator @a"));
|
||||
camera(c,server,100.5,108,104.5,70);look(c,server,0,18);c.waitTicks(25);
|
||||
server.runOnServer(s->{for(int x=88;x<=112;x++)for(int z=117;z<=155;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,100,z),Blocks.CONCRETE.white().defaultBlockState());
|
||||
for(int x=88;x<=112;x++)for(int y=101;y<=109;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,116),Blocks.AIR.defaultBlockState());
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(100,101,140),Blocks.VERDANT_FROGLIGHT.defaultBlockState());});c.waitTicks(50);
|
||||
c.runOnClient(m->VanillaLight.setColoredLightDistance(8));settle(c);var shortRange=capture(c,"distance-8");int small=c.computeOnClient(m->ColoredLights.volumeSide());check(c.computeOnClient(m->ColoredLights.sample(new BlockPos(100,101,141)))==0,"Far field omitted at short distance");
|
||||
int before=c.computeOnClient(m->ColoredLights.builds());c.runOnClient(m->VanillaLight.setColoredLightDistance(64));c.waitFor(m->ColoredLights.builds()>before&&ColoredLights.blend()>0&&ColoredLights.blend()<1,1600);var transition=capture(c,"distance-fade");settle(c);var longRange=capture(c,"distance-64");
|
||||
check(c.computeOnClient(m->ColoredLights.volumeSide())>small,"Distance changes actual field allocation");check((c.computeOnClient(m->ColoredLights.sample(new BlockPos(100,101,141)))&0xffffff)!=0,"Far light retained at long distance");check(difference(shortRange,longRange)>1000,"Far light is visibly rendered");check(difference(transition,longRange)>100&&difference(shortRange,transition)<difference(shortRange,longRange),"Transition is an intermediate rendered frame without overshoot");
|
||||
for(int distance:new int[]{8,16,32,64}){c.runOnClient(m->{VanillaLight.setColoredLightDistance(distance);forgetPreferences();check(VanillaLight.coloredLightDistance()==distance,"Persisted distance "+distance);});settle(c);}
|
||||
c.runOnClient(m->{for(String locale:new String[]{"fr_fr","en_us"}){m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String key:new String[]{"warm_torches","warm_torches_help","colored_light_distance","colored_light_distance_help","colored_light_distance_value"}){String full="sanctuary.shaders."+key;check(!Component.translatable(full,16).getString().equals(full),"Translated "+locale+" "+key);}}});
|
||||
System.out.println("COLORED140_PASS accent="+accent+" native/warm torches, copper green, saturated red, main/offhand/head, dynamic cache, 8/16/32/64 distance, fade and FR/EN");
|
||||
}
|
||||
private static void source(ClientGameTestContext c,TestServerContext s,Block b){s.runOnServer(server->server.overworld().setBlockAndUpdate(SOURCE,b.defaultBlockState()));c.waitTicks(35);settle(c);}
|
||||
private static void enable(ClientGameTestContext c,boolean value){c.runOnClient(m->VanillaLight.setColoredLights(value));if(value)settle(c);else c.waitTicks(10);}
|
||||
private static void settle(ClientGameTestContext c){c.waitFor(m->ColoredLights.applied()&&ColoredLights.settled(),2000);c.waitTicks(12);}
|
||||
private static long difference(Frame a,Frame b){long total=0;for(int i=0;i<a.pixels().length;i++)total+=channelDifference(a.pixels()[i],b.pixels()[i]);return total;}
|
||||
}
|
||||
+1
-1
@@ -160,7 +160,7 @@ final class EdgeHighlights129ClientChecks {
|
||||
check(VanillaLight.edgeHighlights(),"Toggle persists independently");
|
||||
VanillaLight.setEdgeHighlights(false);
|
||||
VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);
|
||||
VanillaLight.setLensFlare(false);
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);
|
||||
VanillaLight.setPbr(false);VanillaLight.setSsgi(false);
|
||||
} catch(java.io.IOException e) { throw new AssertionError(e); }
|
||||
}
|
||||
|
||||
+3
-3
@@ -12,7 +12,7 @@ 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.setLensFlare(false);});
|
||||
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");
|
||||
@@ -43,7 +43,7 @@ final class LensFlare136ClientChecks {
|
||||
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.setLensFlare(false);});
|
||||
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"}){
|
||||
@@ -63,7 +63,7 @@ final class LensFlare136ClientChecks {
|
||||
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.setLensFlare(false);VanillaLight.setLensFlareIntensity(73);forgetPreferences();check(!VanillaLight.lensFlare()&&VanillaLight.lensFlareIntensity()==73,"Saved custom flare retained");
|
||||
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);}}
|
||||
|
||||
+1
-1
@@ -13,7 +13,7 @@ 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.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);});
|
||||
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());
|
||||
|
||||
+23
-7
@@ -36,12 +36,14 @@ import net.minecraft.world.phys.Vec3;
|
||||
|
||||
/** Real terrain/depth-map checks on a new flat seed 122 world; GPU readback is test-only. */
|
||||
public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
private final boolean bloomOnly,ssgiOnly,pbrOnly,closeupOnly;
|
||||
private final boolean bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly,coloredOnly;
|
||||
public PixelShadows122ClientChecks(){this(false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly){this(bloomOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly){this(bloomOnly,ssgiOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly){this(bloomOnly,ssgiOnly,pbrOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly){this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;this.pbrOnly=pbrOnly;this.closeupOnly=closeupOnly;}
|
||||
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(bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly,boolean sunshaftOnly,boolean coloredOnly){this.coloredOnly=coloredOnly;this.sunshaftOnly=sunshaftOnly;this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;this.pbrOnly=pbrOnly;this.closeupOnly=closeupOnly;}
|
||||
private static final int FLOOR = 64;
|
||||
private static final AABB PILLAR = new AABB(0, FLOOR + 1, 0, 2, FLOOR + 9, 2);
|
||||
private static final BlockPos SLAB = new BlockPos(5, FLOOR + 3, -5);
|
||||
@@ -50,6 +52,14 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
|
||||
@Override
|
||||
public void runTest(ClientGameTestContext c) {
|
||||
c.runOnClient(m -> {
|
||||
var info = com.mojang.blaze3d.systems.RenderSystem.getDevice().getDeviceInfo();
|
||||
String expected = System.getProperty("sanctuary.test.graphicsBackend", "");
|
||||
check(expected.isEmpty() || info.backendName().equalsIgnoreCase(expected),
|
||||
"Requested graphics backend must not silently fall back: " + expected + " / " + info.backendName());
|
||||
System.out.println("SHADER139_BACKEND " + info.backendName() + " / " + info.name()
|
||||
+ " / " + info.driverInfo() + " / zeroToOne=" + info.isZZeroToOne());
|
||||
});
|
||||
var path = FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");
|
||||
final byte[] originalPreferences;
|
||||
try {
|
||||
@@ -81,6 +91,9 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
m.options.bobView().set(false);
|
||||
m.options.pauseOnLostFocus = false;
|
||||
m.options.setCameraType(CameraType.FIRST_PERSON);
|
||||
String transparency = System.getProperty("sanctuary.test.improvedTransparency");
|
||||
if (transparency != null) m.options.improvedTransparency().set(Boolean.parseBoolean(transparency));
|
||||
System.out.println("SHADER139_TRANSPARENCY " + m.options.improvedTransparency().get());
|
||||
checkPreferences();
|
||||
});
|
||||
try (var world = c.worldBuilder().adjustSettings(s -> {
|
||||
@@ -136,6 +149,8 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
c.runOnClient(m -> check(VanillaLight.active(), "Native Sanctuary shader is active without an external engine"));
|
||||
float morning = c.computeOnClient(m -> m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
|
||||
|
||||
if(coloredOnly){ColoredLights139ClientChecks.run(c,server);if(Boolean.getBoolean("sanctuary.test.colored140"))ColoredLights140ClientChecks.run(c,server);return;}
|
||||
if(sunshaftOnly){Sunshafts137ClientChecks.run(c,server);return;}
|
||||
if(closeupOnly){SsgiCloseup135ClientChecks.run(c,server);Pbr134ClientChecks.run(c,server);return;}
|
||||
if(pbrOnly){Pbr134ClientChecks.run(c,server);return;}
|
||||
if(ssgiOnly){Ssgi132ClientChecks.run(c,server);return;}
|
||||
@@ -266,7 +281,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
});
|
||||
});
|
||||
c.waitTicks(3);
|
||||
c.takeScreenshot("sanctuary-beta136-shader-options-" + locale);
|
||||
c.takeScreenshot("sanctuary-beta140-shader-options-" + locale);
|
||||
}
|
||||
c.runOnClient(m -> m.gui.setScreen(null));
|
||||
}
|
||||
@@ -446,7 +461,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
|
||||
private static void checkPreferences() {
|
||||
checkDefaults135();
|
||||
VanillaLight.setLensFlare(false);
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);
|
||||
VanillaLight.setPbr(false);
|
||||
VanillaLight.setSsgi(false);
|
||||
VanillaLight.setBloom(false);
|
||||
@@ -550,7 +565,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
|
||||
static Frame capture(ClientGameTestContext c, String name) {
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta136-shader-" + name);
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta140-shader-" + name);
|
||||
var result = new CompletableFuture<Frame>();
|
||||
c.runOnClient(m -> Screenshot.takeScreenshot(m.gameRenderer.mainRenderTarget(), image -> {
|
||||
try (image) {
|
||||
@@ -651,11 +666,11 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
|
||||
private record Options(int distance, int simulationDistance, int fov, boolean bob,
|
||||
boolean pause, CameraType camera, String language) {
|
||||
boolean pause, CameraType camera, String language, boolean improvedTransparency) {
|
||||
static Options capture(Minecraft m) {
|
||||
return new Options(m.options.renderDistance().get(), m.options.simulationDistance().get(), m.options.fov().get(),
|
||||
m.options.bobView().get(), m.options.pauseOnLostFocus,
|
||||
m.options.getCameraType(), m.getLanguageManager().getSelected());
|
||||
m.options.getCameraType(), m.getLanguageManager().getSelected(), m.options.improvedTransparency().get());
|
||||
}
|
||||
|
||||
void restore(Minecraft m) {
|
||||
@@ -665,6 +680,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
m.options.bobView().set(bob);
|
||||
m.options.pauseOnLostFocus = pause;
|
||||
m.options.setCameraType(camera);
|
||||
m.options.improvedTransparency().set(improvedTransparency);
|
||||
m.getLanguageManager().setSelected(language);
|
||||
m.getLanguageManager().onResourceManagerReload(m.getResourceManager());
|
||||
}
|
||||
|
||||
+1
-1
@@ -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.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);});
|
||||
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());
|
||||
|
||||
+39
@@ -0,0 +1,39 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import static fr.koka.sanctuary.client.shader.Sunshafts137ClientChecks.*;
|
||||
import fr.koka.sanctuary.client.WeatherClient;
|
||||
import fr.koka.sanctuary.weather.DailyWeather;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
|
||||
/** Actual server weather -> native atmospheric fog -> shader scattering, same scene and manual strength. */
|
||||
final class SunshaftWeather138ClientChecks {
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
check(Sunshafts.fogDensity(1024)==0&&Sunshafts.fogDensity(192)==0&&Sunshafts.fogDensity(80)==1,"Clear and full fog endpoints");
|
||||
float previous=0;for(int end=192;end>=80;end--){float d=Sunshafts.fogDensity(end);check(d>=previous&&d-previous<.014,"Fog density is bounded, smooth and monotonic");previous=d;}
|
||||
check(Sunshafts.fogDensity(Float.POSITIVE_INFINITY)==0&&Sunshafts.fogDensity(Float.NaN)==0,"Invalid fog distance cannot create NaN shafts");
|
||||
c.runOnClient(m->{VanillaLight.setSunshafts(false);VanillaLight.setSunshaftIntensity(35);VanillaLight.setPixelShadows(false);VanillaLight.setBloom(false);VanillaLight.setLensFlare(false);VanillaLight.setOreEmission(false);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setEdgeHighlights(false);});
|
||||
roof(server,1);camera(c,server,100.5,101,110.5,70);aim(c,server);
|
||||
profile(c,server,DailyWeather.Kind.CLEAR);enable(c,false);var clearOff=capture(c,"weather-shafts-clear-off");enable(c,true);var clear=capture(c,"weather-shafts-clear-35");double clearEnergy=energy(clearOff,clear);
|
||||
server.runOnServer(s->command(s,"weather fog"));c.waitFor(m->WeatherClient.state().kind()==DailyWeather.Kind.FOG,200);
|
||||
float[] transition=new float[12];for(int i=0;i<transition.length;i++){c.waitTicks(20);transition[i]=c.computeOnClient(m->Sunshafts.fogDensity(m.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.fogData.environmentalEnd));if(i>0)check(transition[i]>=transition[i-1]-.002&&transition[i]-transition[i-1]<.4,"Live fog transition has no abrupt density jump");}
|
||||
c.runOnClient(m->{check(m.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.fogData.environmentalEnd<=80.01,"Fog command reaches actual native FogData");check(Sunshafts.applied(),"Atmospheric fog does not disable rays");});
|
||||
enable(c,false);var fogOff=capture(c,"weather-shafts-fog-off");enable(c,true);var fog=capture(c,"weather-shafts-fog-35");double fogEnergy=energy(fogOff,fog);
|
||||
check(fogEnergy>clearEnergy*1.7,"Fog visibly thickens scattering at the same intensity: "+clearEnergy+" -> "+fogEnergy);unchanged(fog,capture(c,null),"Stable fog adds no animated noise");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(fog,capture(c,"weather-shafts-fog-reload"),"Weather coupling survives shader reload");
|
||||
roof(server,0);settle(c);enable(c,false);var sealedOff=capture(c,null);enable(c,true);unchanged(sealedOff,capture(c,"weather-shafts-fog-sealed"),"Dense fog cannot illuminate a sealed room through walls");roof(server,1);settle(c);
|
||||
profile(c,server,DailyWeather.Kind.RAIN);enable(c,false);var rainOff=capture(c,"weather-shafts-rain-off");enable(c,true);double rainEnergy=energy(rainOff,capture(c,"weather-shafts-rain-35"));check(rainEnergy>0&&rainEnergy<fogEnergy,"Rain stays visible but below thick fog: "+rainEnergy);
|
||||
profile(c,server,DailyWeather.Kind.THUNDER);enable(c,false);var stormOff=capture(c,"weather-shafts-storm-off");enable(c,true);double stormEnergy=energy(stormOff,capture(c,"weather-shafts-storm-35"));check(stormEnergy<rainEnergy*.8,"Storm clouds reduce available sunlight: "+stormEnergy+" / "+rainEnergy);
|
||||
profile(c,server,DailyWeather.Kind.CLEAR);enable(c,true);var restored=capture(c,"weather-shafts-restored-clear");unchanged(clear,restored,"Returning to clear restores the original rays without accumulated brightness");
|
||||
c.runOnClient(m->check(VanillaLight.sunshaftIntensity()==35,"Weather never changes the player's intensity setting"));
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(0));c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated(),"Zero still frees atmospheric scattering"));
|
||||
System.out.println("SUNSHAFT138_WEATHER_PASS clear="+clearEnergy+" fog="+fogEnergy+" rain="+rainEnergy+" storm="+stormEnergy+" smooth transitions, native fog, closed room, reload, restored clear and manual setting");
|
||||
}
|
||||
private static void profile(ClientGameTestContext c,TestServerContext server,DailyWeather.Kind kind){
|
||||
server.runOnServer(s->command(s,"sanctuary weather "+kind.key()));
|
||||
c.waitFor(m->WeatherClient.state().active()&&WeatherClient.state().kind()==kind,200);
|
||||
c.waitFor(m->(kind.raining()?m.level.getRainLevel(1)>.999:m.level.getRainLevel(1)<.001)&&(kind.thundering()?m.level.getThunderLevel(1)>.999:m.level.getThunderLevel(1)<.001),600);
|
||||
c.waitTicks(240);
|
||||
}
|
||||
}
|
||||
+64
@@ -0,0 +1,64 @@
|
||||
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");
|
||||
SunshaftWeather138ClientChecks.run(c,server);
|
||||
}
|
||||
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));});}
|
||||
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);}
|
||||
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);}
|
||||
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.
|
||||
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);}}
|
||||
}
|
||||
+17
@@ -0,0 +1,17 @@
|
||||
package fr.koka.sanctuary.gametest.mixin;
|
||||
|
||||
import net.minecraft.client.renderer.Lightmap;
|
||||
import net.minecraft.client.renderer.state.LightmapRenderState;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
import org.spongepowered.asm.mixin.injection.At;
|
||||
import org.spongepowered.asm.mixin.injection.Inject;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
|
||||
/** Freeze only vanilla torch flicker for image comparisons; never packaged in the mod. */
|
||||
@Mixin(Lightmap.class)
|
||||
public abstract class Colored139LightmapProbeMixin {
|
||||
@Inject(method="render",at=@At("HEAD"))
|
||||
private void stableBlockLight(LightmapRenderState state,CallbackInfo ci){
|
||||
if(Boolean.getBoolean("sanctuary.test.freezeBlockFlicker")){state.blockFactor=1;state.needsUpdate=true;}
|
||||
}
|
||||
}
|
||||
@@ -10,6 +10,7 @@
|
||||
"defaultRequire": 1
|
||||
},
|
||||
"client": [
|
||||
"Colored139LightmapProbeMixin",
|
||||
"Fourneau094ParticleProbeMixin",
|
||||
"Tooltip093FontProbeMixin",
|
||||
"ClientVsync046Mixin",
|
||||
|
||||
@@ -27,6 +27,15 @@ public final class DynamicLightClient {
|
||||
private static DynamicLightConfig config;
|
||||
private static final Map<Item,Integer> overrides=new IdentityHashMap<>();
|
||||
private static int ticks;
|
||||
private static boolean invalidatingSections;
|
||||
private static final fr.koka.sanctuary.client.shader.ColoredLightMaterials colors=new fr.koka.sanctuary.client.shader.ColoredLightMaterials();
|
||||
private static Object models;
|
||||
public static boolean invalidatingSections(){return invalidatingSections;}
|
||||
private static final class ColorMix {
|
||||
double r,g,b;
|
||||
void add(int light,int color){if(light<=0)return;double energy=Math.pow(.8,15-light);r=Math.max(r,(color>>16&255)*energy);g=Math.max(g,(color>>8&255)*energy);b=Math.max(b,(color&255)*energy);}
|
||||
int result(){double m=Math.max(1e-8,Math.max(r,Math.max(g,b)));return (int)Math.round(r/m*255)<<16|(int)Math.round(g/m*255)<<8|(int)Math.round(b/m*255);}
|
||||
}
|
||||
private DynamicLightClient() {}
|
||||
public static void register(KeyMapping.Category category) {
|
||||
config=DynamicLightConfig.load();
|
||||
@@ -50,7 +59,7 @@ public final class DynamicLightClient {
|
||||
}
|
||||
public static int pendingSections() {return field.pendingCount();}
|
||||
private static void reset(ClientLevel level) {
|
||||
field=new DynamicLightField();view=new View(level,field.snapshot());ticks=0;
|
||||
field=new DynamicLightField();view=new View(level,field.snapshot());ticks=0;colors.clear();models=null;
|
||||
}
|
||||
private static int emission(ItemStack stack) {return overrides.getOrDefault(stack.getItem(),-1)>=0?overrides.get(stack.getItem()):ItemLightEmission.of(stack);}
|
||||
private static void tick(Minecraft m) {
|
||||
@@ -59,6 +68,8 @@ public final class DynamicLightClient {
|
||||
if(ticks++%config.updateIntervalTicks==0) {
|
||||
List<DynamicLightField.Source> sources=List.of();
|
||||
if(config.enabled) {
|
||||
var currentModels=m.getModelManager().getBlockStateModelSet();if(models!=currentModels){colors.clear();models=currentModels;}
|
||||
boolean tinted=fr.koka.sanctuary.client.shader.VanillaLight.coloredLights();
|
||||
var eye=m.getCameraEntity().getEyePosition();
|
||||
var collect=new DynamicLightField.Collector(config.dropClusterSize);
|
||||
double distance=config.range*config.range;
|
||||
@@ -66,23 +77,26 @@ public final class DynamicLightClient {
|
||||
if(entity.isRemoved() || entity.distanceToSqr(eye)>distance)continue;
|
||||
boolean drop=entity instanceof ItemEntity;
|
||||
int light=entity.isOnFire()?15:0;
|
||||
var mix=new ColorMix();if(light>0)mix.add(light,0xFFAB55);
|
||||
double y=entity.getY()+entity.getBbHeight()*.5;
|
||||
if(entity instanceof ItemEntity item)light=Math.max(light,emission(item.getItem()));
|
||||
if(entity instanceof ItemEntity item){int emitted=emission(item.getItem());light=Math.max(light,emitted);if(emitted>0&&tinted)mix.add(emitted,colors.color(item.getItem()));}
|
||||
else if(entity instanceof LivingEntity living) {
|
||||
if(living instanceof Player p && p.isSpectator())continue;
|
||||
light=Math.max(light,Math.max(emission(living.getMainHandItem()),emission(living.getOffhandItem())));
|
||||
light=Math.max(light,emission(living.getItemBySlot(EquipmentSlot.HEAD)));
|
||||
light=Math.max(light,emission(HeadCosmeticService.appearance(living)));
|
||||
for(var stack:new ItemStack[]{living.getMainHandItem(),living.getOffhandItem(),living.getItemBySlot(EquipmentSlot.HEAD),HeadCosmeticService.appearance(living)}){
|
||||
int emitted=emission(stack);light=Math.max(light,emitted);if(emitted>0&&tinted)mix.add(emitted,colors.color(stack));
|
||||
}
|
||||
y=entity.getEyeY();
|
||||
}
|
||||
if(light>0)collect.add(entity.getId(),drop,entity.getX(),y,entity.getZ(),light);
|
||||
if(light>0)collect.add(entity.getId(),drop,entity.getX(),y,entity.getZ(),light,tinted?mix.result():0xFFFFFF);
|
||||
}
|
||||
sources=collect.finish(config.maxSources,eye.x,eye.y,eye.z,m.player==null?-1:m.player.getId());
|
||||
}
|
||||
if(field.update(sources))view=new View(m.level,field.snapshot());
|
||||
}
|
||||
// Native renderer marks only resident sections; it neither loads chunks nor rebuilds the whole world.
|
||||
field.drain(config.sectionUpdatesPerTick,key->m.levelExtractor.setSectionDirty(
|
||||
DynamicLightField.sectionX(key),DynamicLightField.sectionY(key),DynamicLightField.sectionZ(key)));
|
||||
invalidatingSections=true;
|
||||
try{field.drain(config.sectionUpdatesPerTick,key->m.levelExtractor.setSectionDirty(
|
||||
DynamicLightField.sectionX(key),DynamicLightField.sectionY(key),DynamicLightField.sectionZ(key)));}
|
||||
finally{invalidatingSections=false;}
|
||||
}
|
||||
}
|
||||
|
||||
+37
@@ -0,0 +1,37 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import fr.koka.sanctuary.client.DynamicLightClient;
|
||||
import fr.koka.sanctuary.lighting.DynamicLightField;
|
||||
import java.util.*;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.world.phys.Vec3;
|
||||
|
||||
/** Same bounded sources as native dynamic lighting, with visual interpolation only. */
|
||||
final class ColoredDynamicLights {
|
||||
static final int LIMIT=128;
|
||||
static final class Light {
|
||||
double x,y,z,r,g,b,visibility;int level;boolean seen;
|
||||
Light(DynamicLightField.Source s){x=s.x();y=s.y();z=s.z();level=s.light();r=(s.color()>>16&255)/255.;g=(s.color()>>8&255)/255.;b=(s.color()&255)/255.;}
|
||||
}
|
||||
private final Map<DynamicLightField.Id,Light> lights=new HashMap<>();
|
||||
private long last;
|
||||
List<Light> update(Vec3 camera){
|
||||
long now=System.nanoTime();double dt=last==0?0:Math.min(.1,(now-last)/1e9);last=now;
|
||||
double ease=1-Math.exp(-dt*14),fade=dt/.3;
|
||||
lights.values().forEach(l->l.seen=false);
|
||||
var mc=Minecraft.getInstance();
|
||||
for(var s:DynamicLightClient.snapshot(mc.level).sources()){
|
||||
Light l=lights.computeIfAbsent(s.id(),id->new Light(s));l.seen=true;l.level=s.light();
|
||||
boolean own=!s.id().drop()&&mc.player!=null&&s.id().value()==mc.player.getId()
|
||||
&&mc.getCameraEntity()==mc.player&&mc.options.getCameraType().isFirstPerson();
|
||||
double x=own?camera.x:s.x(),y=own?camera.y:s.y(),z=own?camera.z:s.z();
|
||||
double step=own?1:ease;l.x+=(x-l.x)*step;l.y+=(y-l.y)*step;l.z+=(z-l.z)*step;
|
||||
l.r+=((s.color()>>16&255)/255.-l.r)*ease;l.g+=((s.color()>>8&255)/255.-l.g)*ease;l.b+=((s.color()&255)/255.-l.b)*ease;
|
||||
}
|
||||
for(var it=lights.values().iterator();it.hasNext();){var l=it.next();l.visibility=Math.clamp(l.visibility+(l.seen?fade:-fade),0,1);if(!l.seen&&l.visibility<=0)it.remove();}
|
||||
return lights.values().stream().filter(l->camera.distanceToSqr(l.x,l.y,l.z)<Math.pow(VanillaLight.coloredLightDistance()+l.level,2))
|
||||
.sorted(Comparator.comparingDouble(l->camera.distanceToSqr(l.x,l.y,l.z))).limit(LIMIT).toList();
|
||||
}
|
||||
Vec3 position(long entity){var l=lights.get(new DynamicLightField.Id(false,entity));return l==null?null:new Vec3(l.x,l.y,l.z);}
|
||||
void clear(){lights.clear();last=0;}
|
||||
}
|
||||
+73
@@ -0,0 +1,73 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import java.util.*;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.core.Direction;
|
||||
import net.minecraft.core.registries.BuiltInRegistries;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import net.minecraft.util.RandomSource;
|
||||
import net.minecraft.world.level.block.state.BlockState;
|
||||
import net.minecraft.client.renderer.block.dispatch.BlockStateModelPart;
|
||||
|
||||
/** Colours are analysed once per state/resource reload, never from rendered GPU pixels. */
|
||||
public final class ColoredLightMaterials {
|
||||
private final Map<BlockState,Integer> colors=new IdentityHashMap<>();
|
||||
private final Map<Identifier,Integer> sprites=new HashMap<>();
|
||||
private boolean warm;
|
||||
public int color(BlockState state){if(warm!=VanillaLight.warmTorches()){warm=VanillaLight.warmTorches();clear();}return colors.computeIfAbsent(state,this::analyse);}
|
||||
public int color(net.minecraft.world.item.ItemStack stack){
|
||||
var state=fr.koka.sanctuary.cosmetics.HeadCosmeticData.state(stack);
|
||||
if(state!=null)return color(state);
|
||||
var item=stack.getItem();
|
||||
if(item==net.minecraft.world.item.Items.LAVA_BUCKET)return 0xFF6020;
|
||||
if(item==net.minecraft.world.item.Items.BLAZE_ROD||item==net.minecraft.world.item.Items.BLAZE_POWDER)return 0xFFAB55;
|
||||
if(item==net.minecraft.world.item.Items.GLOWSTONE_DUST)return color(net.minecraft.world.level.block.Blocks.GLOWSTONE.defaultBlockState());
|
||||
if(item==net.minecraft.world.item.Items.GLOW_BERRIES)return 0xFFBD52;
|
||||
if(item==net.minecraft.world.item.Items.GLOW_INK_SAC||item==net.minecraft.world.item.Items.GLOW_ITEM_FRAME)return 0x66EADD;
|
||||
return 0xFFFFFF;
|
||||
}
|
||||
private int analyse(BlockState state){
|
||||
var id=BuiltInRegistries.BLOCK.getKey(state.getBlock());String name=id.getPath();
|
||||
if(id.getNamespace().equals("minecraft")){
|
||||
if(name.contains("copper"))return 0x62FFA0;
|
||||
if(name.startsWith("soul_"))return 0x55BDFF;
|
||||
if(name.contains("redstone"))return 0xFF0602;
|
||||
if(name.equals("torch")||name.equals("wall_torch"))return VanillaLight.warmTorches()?0xFFAB55:0xFFFFFF;
|
||||
if(name.equals("lava"))return 0xFF6020;
|
||||
if(name.equals("pearlescent_froglight"))return 0xFFC0EC;
|
||||
if(name.equals("verdant_froglight"))return 0xB4FF82;
|
||||
if(name.equals("ochre_froglight"))return 0xFFCD72;
|
||||
if(name.contains("torch")||name.equals("lantern")||name.equals("fire")||name.equals("campfire")||name.equals("lava"))return 0xFFAB55;
|
||||
}
|
||||
var parts=new ArrayList<BlockStateModelPart>();
|
||||
Minecraft.getInstance().getModelManager().getBlockStateModelSet().get(state).collectParts(RandomSource.create(0),parts);
|
||||
var used=new HashSet<Identifier>();long r=0,g=0,b=0;int count=0;
|
||||
for(var part:parts)for(int f=0;f<7;f++)for(var quad:part.getQuads(f==6?null:Direction.values()[f])){
|
||||
var sprite=quad.materialInfo().sprite().contents().name();if(!used.add(sprite))continue;
|
||||
int color=sprites.computeIfAbsent(sprite,this::sample);if(color<0)continue;
|
||||
r+=color>>16&255;g+=color>>8&255;b+=color&255;count++;
|
||||
}
|
||||
if(count==0)return 0xFFFFFF;
|
||||
return normalize((float)r/count,(float)g/count,(float)b/count);
|
||||
}
|
||||
private int sample(Identifier id){
|
||||
try(var image=BloomMaterials.read(id)){
|
||||
double r=0,g=0,b=0,weight=0;
|
||||
// First animation frame; bounded sampling also covers high-resolution packs.
|
||||
int w=image.getWidth(),h=Math.min(w,image.getHeight()),step=Math.max(1,Math.max(w,h)/32);
|
||||
for(int y=0;y<h;y+=step)for(int x=0;x<w;x+=step){
|
||||
int c=image.getPixel(x,y);if((c>>>24)<128)continue;
|
||||
int cr=c>>16&255,cg=c>>8&255,cb=c&255,max=Math.max(cr,Math.max(cg,cb)),min=Math.min(cr,Math.min(cg,cb));
|
||||
double k=Math.max(0,(max-96)/159.0);k*=k*(.2+(max-min)/255.0);
|
||||
r+=cr*k;g+=cg*k;b+=cb*k;weight+=k;
|
||||
}
|
||||
return weight<.001?-1:normalize((float)(r/weight),(float)(g/weight),(float)(b/weight));
|
||||
}catch(java.io.IOException e){return -1;}
|
||||
}
|
||||
private static int normalize(float r,float g,float b){
|
||||
float max=Math.max(1,Math.max(r,Math.max(g,b)));
|
||||
return Math.round(r/max*255)<<16|Math.round(g/max*255)<<8|Math.round(b/max*255);
|
||||
}
|
||||
public void clear(){colors.clear();sprites.clear();}
|
||||
int cachedStates(){return colors.size();}
|
||||
}
|
||||
@@ -0,0 +1,134 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.platform.NativeImage;
|
||||
import it.unimi.dsi.fastutil.ints.IntArrayFIFOQueue;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.multiplayer.ClientLevel;
|
||||
import net.minecraft.client.renderer.texture.DynamicTexture;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.core.Direction;
|
||||
import net.minecraft.world.level.LightLayer;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.world.level.block.state.BlockState;
|
||||
import net.minecraft.world.level.chunk.LevelChunk;
|
||||
import net.minecraft.world.level.chunk.status.ChunkStatus;
|
||||
|
||||
/** Client-only RGB propagation. Snapshot, flood and packing share a bounded per-frame work budget. */
|
||||
final class ColoredLightVolume implements AutoCloseable {
|
||||
static int sideFor(int distance){return (distance+20)*2;}
|
||||
static int columns(int side){return (int)Math.ceil(Math.sqrt(side));}
|
||||
private static final Direction[] DIRECTIONS=Direction.values();
|
||||
private final ColoredLightMaterials materials=new ColoredLightMaterials();
|
||||
private ClientLevel level;
|
||||
private Object models;
|
||||
private Build build;
|
||||
private DynamicTexture texture,previous;
|
||||
private BlockPos previousOrigin;
|
||||
private int side,previousSide;
|
||||
private long transitionStarted;
|
||||
float blend(){return Math.clamp((System.nanoTime()-transitionStarted)/300_000_000f,0,1);}
|
||||
DynamicTexture previous(){return previous;}
|
||||
BlockPos previousOrigin(){return previousOrigin;}
|
||||
int previousSide(){return previousSide;}
|
||||
int side(){return side;}
|
||||
private BlockPos origin;
|
||||
private long revision,published=-1,lastStart;
|
||||
private int completed;
|
||||
private boolean warm;
|
||||
void update(){
|
||||
var mc=Minecraft.getInstance();var modelSet=mc.getModelManager().getBlockStateModelSet();
|
||||
if(level!=mc.level||models!=modelSet){close();level=mc.level;models=modelSet;}
|
||||
if(warm!=VanillaLight.warmTorches()){warm=VanillaLight.warmTorches();materials.clear();revision++;if(build!=null){build.close();build=null;}}
|
||||
var p=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.pos;
|
||||
int wantedSide=sideFor(VanillaLight.coloredLightDistance());
|
||||
var wanted=new BlockPos(anchor(p.x,wantedSide),anchor(p.y,wantedSide),anchor(p.z,wantedSide));
|
||||
long now=System.nanoTime();
|
||||
if(previous!=null&&blend()>=1){previous.close();previous=null;previousOrigin=null;}
|
||||
// Complete a snapshot even if the world keeps changing, then catch up; moving
|
||||
// beyond it cancels immediately. Static worlds do no further scanning or flooding.
|
||||
if(build!=null&&(build.side!=wantedSide||!inside(build.origin,BlockPos.containing(p),build.side))){build.close();build=null;}
|
||||
if(build==null&&previous==null&&(texture==null||side!=wantedSide||!wanted.equals(origin)||published!=revision)&&now-lastStart>=100_000_000L){
|
||||
build=new Build(level,wanted,wantedSide,revision,materials);lastStart=now;
|
||||
}
|
||||
if(build!=null&&build.advance(now+2_000_000L)){
|
||||
previous=texture;previousOrigin=origin;previousSide=side;
|
||||
texture=new DynamicTexture(()->"Sanctuary coloured light volume",build.takeImage());
|
||||
side=build.side;transitionStarted=System.nanoTime();
|
||||
origin=build.origin;published=build.revision;build.close();build=null;completed++;
|
||||
}
|
||||
}
|
||||
private static int anchor(double p,int side){return Math.floorDiv((int)Math.floor(p),4)*4-side/2;}
|
||||
private static boolean inside(BlockPos base,BlockPos p,int side){return p.getX()>=base.getX()&&p.getX()<base.getX()+side&&p.getY()>=base.getY()&&p.getY()<base.getY()+side&&p.getZ()>=base.getZ()&&p.getZ()<base.getZ()+side;}
|
||||
void dirty(BlockPos p){if(origin!=null&&inside(origin,p,side)||build!=null&&inside(build.origin,p,build.side))revision++;}
|
||||
void dirtyChunk(int x,int z){if(overlaps(origin,x,z,side)||build!=null&&overlaps(build.origin,x,z,build.side))revision++;}
|
||||
void dirtySection(int x,int y,int z){if(overlapsSection(origin,x,y,z,side)||build!=null&&overlapsSection(build.origin,x,y,z,build.side))revision++;}
|
||||
private static boolean overlapsSection(BlockPos o,int x,int y,int z,int side){return overlaps(o,x,z,side)&&y>=(o.getY()>>4)&&y<=((o.getY()+side-1)>>4);}
|
||||
private static boolean overlaps(BlockPos o,int x,int z,int side){return o!=null&&x>=(o.getX()>>4)&&x<=((o.getX()+side-1)>>4)&&z>=(o.getZ()>>4)&&z<=((o.getZ()+side-1)>>4);}
|
||||
DynamicTexture texture(){return texture;}
|
||||
BlockPos origin(){return origin;}
|
||||
boolean settled(){return texture!=null&&build==null&&revision==published&&blend()>=1;}
|
||||
int completed(){return completed;}
|
||||
int cachedStates(){return materials.cachedStates();}
|
||||
int sample(BlockPos p){if(texture==null||!inside(origin,p,side))return 0;int x=p.getX()-origin.getX(),y=p.getY()-origin.getY(),z=p.getZ()-origin.getZ(),cols=columns(side);return texture.getPixels().getPixel(x+(y%cols)*side,z+(y/cols)*side);}
|
||||
public void close(){if(build!=null){build.close();build=null;}if(texture!=null){texture.close();texture=null;}if(previous!=null){previous.close();previous=null;}materials.clear();level=null;models=null;origin=null;previousOrigin=null;side=previousSide=0;published=-1;revision=0;lastStart=0;}
|
||||
|
||||
private static final class Build implements AutoCloseable {
|
||||
final int side,count,cols,chunkSide;
|
||||
final ClientLevel level;final BlockPos origin;final long revision;final ColoredLightMaterials materials;
|
||||
final BlockState[] states;
|
||||
final byte[] red,green,blue,sky;
|
||||
final boolean[] queued;final IntArrayFIFOQueue queue=new IntArrayFIFOQueue();
|
||||
final LevelChunk[] chunks;final int cx,cz;
|
||||
final BlockPos.MutableBlockPos pos=new BlockPos.MutableBlockPos();
|
||||
NativeImage image;int scan,packed;
|
||||
Build(ClientLevel level,BlockPos origin,int side,long revision,ColoredLightMaterials materials){
|
||||
this.side=side;count=side*side*side;cols=columns(side);chunkSide=(side+15)/16+1;
|
||||
states=new BlockState[count];red=new byte[count];green=new byte[count];blue=new byte[count];sky=new byte[count];queued=new boolean[count];chunks=new LevelChunk[chunkSide*chunkSide];
|
||||
image=new NativeImage(cols*side,((side+cols-1)/cols)*side,false);
|
||||
this.level=level;this.origin=origin;this.revision=revision;this.materials=materials;
|
||||
cx=origin.getX()>>4;cz=origin.getZ()>>4;
|
||||
for(int z=0;z<chunkSide;z++)for(int x=0;x<chunkSide;x++)chunks[x+z*chunkSide]=level.getChunkSource().getChunk(cx+x,cz+z,ChunkStatus.FULL,false);
|
||||
}
|
||||
boolean advance(long deadline){
|
||||
while(scan<count){scan(scan++);if((scan&127)==0&&System.nanoTime()>=deadline)return false;}
|
||||
int work=0;
|
||||
while(!queue.isEmpty()){
|
||||
int i=queue.dequeueInt();queued[i]=false;spread(i);
|
||||
if((++work&127)==0&&System.nanoTime()>=deadline)return false;
|
||||
}
|
||||
while(packed<count){
|
||||
int i=packed++,x=i%side,z=i/side%side,y=i/(side*side);
|
||||
image.setPixel(x+(y%cols)*side,z+(y/cols)*side,(sky[i]&255)<<24|(red[i]&255)<<16|(green[i]&255)<<8|(blue[i]&255));
|
||||
if((packed&511)==0&&System.nanoTime()>=deadline)return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void scan(int i){
|
||||
int x=origin.getX()+(i%side),z=origin.getZ()+(i/side%side),y=origin.getY()+(i/(side*side));pos.set(x,y,z);
|
||||
var chunk=chunks[((x>>4)-cx)+((z>>4)-cz)*chunkSide];
|
||||
var state=chunk==null||level.isOutsideBuildHeight(y)?Blocks.BEDROCK.defaultBlockState():chunk.getBlockState(pos);states[i]=state;
|
||||
if(chunk!=null&&!level.isOutsideBuildHeight(y))sky[i]=(byte)(level.getBrightness(LightLayer.SKY,pos)*17);
|
||||
int emission=state.getLightEmission();if(emission<=0)return;
|
||||
int c=materials.color(state);red[i]=(byte)encode(emission,c>>16&255);green[i]=(byte)encode(emission,c>>8&255);blue[i]=(byte)encode(emission,c&255);enqueue(i);
|
||||
}
|
||||
void spread(int i){
|
||||
int r=red[i]&255,g=green[i]&255,b=blue[i]&255;if(Math.max(r,Math.max(g,b))<=136)return;
|
||||
int x=i%side,z=i/side%side,y=i/(side*side);
|
||||
for(var d:DIRECTIONS){
|
||||
int nx=x+d.getStepX(),ny=y+d.getStepY(),nz=z+d.getStepZ();if(nx<0||nx>=side||ny<0||ny>=side||nz<0||nz>=side)continue;
|
||||
int n=nx+nz*side+ny*side*side;
|
||||
if(r-8<=(red[n]&255)&&g-8<=(green[n]&255)&&b-8<=(blue[n]&255))continue;
|
||||
int loss=net.minecraft.world.level.lighting.LightEngine.getLightDampeningInto(states[i],states[n],d,Math.max(1,states[n].getLightDampening()))*8;
|
||||
int nr=Math.max(0,r-loss),ng=Math.max(0,g-loss),nb=Math.max(0,b-loss);if(Math.max(nr,Math.max(ng,nb))<=128)continue;boolean changed=false;
|
||||
if(nr>(red[n]&255)){red[n]=(byte)nr;changed=true;}if(ng>(green[n]&255)){green[n]=(byte)ng;changed=true;}if(nb>(blue[n]&255)){blue[n]=(byte)nb;changed=true;}
|
||||
if(changed)enqueue(n);
|
||||
}
|
||||
}
|
||||
void enqueue(int i){if(!queued[i]){queued[i]=true;queue.enqueue(i);}}
|
||||
NativeImage takeImage(){var result=image;image=null;return result;}
|
||||
public void close(){if(image!=null){image.close();image=null;}}
|
||||
}
|
||||
// An offset preserves dim colour channels below native level zero. The shader
|
||||
// applies the native cutoff to overall energy, never to each channel separately.
|
||||
static int encode(int emission,int channel){return channel==0?0:Math.clamp((int)Math.round((emission+16+Math.log(channel/255.0)/Math.log(1.25))*8),0,248);}
|
||||
}
|
||||
@@ -0,0 +1,102 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.buffers.Std140Builder;
|
||||
import com.mojang.blaze3d.pipeline.TextureTarget;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBuffer;
|
||||
import com.mojang.renderpearl.api.pipeline.*;
|
||||
import com.mojang.renderpearl.api.textures.FilterMode;
|
||||
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
|
||||
import java.util.Optional;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.MappableRingBuffer;
|
||||
import net.minecraft.client.renderer.RenderPipelines;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import net.minecraft.world.level.material.FogType;
|
||||
import org.joml.Matrix4f;
|
||||
|
||||
/** Visual local colour only: native block/sky light and gameplay remain unchanged. */
|
||||
public final class ColoredLights {
|
||||
private static final RenderPipeline APPLY=RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(Identifier.parse("sanctuary:pipeline/colored_lights"))
|
||||
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/colored_lights"))
|
||||
.withBindGroupLayout(BindGroupLayout.builder().withUniform("ColoredLightScene",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("SceneColor",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("LightVolume",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("PreviousVolume",UniformType.COMBINED_IMAGE_SAMPLER).build())
|
||||
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ZERO,BlendFactor.ZERO,BlendFactor.ONE)),GpuFormat.RGBA8_UNORM,ColorTargetState.WRITE_COLOR))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
private static final ColoredLightVolume VOLUME=new ColoredLightVolume();
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
private static TextureTarget source;
|
||||
private static net.minecraft.client.renderer.texture.DynamicTexture black;
|
||||
private static final ColoredDynamicLights DYNAMIC=new ColoredDynamicLights();
|
||||
private static long activated,lastRender;
|
||||
private static float displayedDistance;
|
||||
private static int dynamicCount;
|
||||
private static MappableRingBuffer uniforms;
|
||||
private static boolean applied;
|
||||
private static int frames;
|
||||
private ColoredLights(){}
|
||||
public static void captureProjection(Matrix4f matrix){projection.set(matrix);}
|
||||
public static void dirtyBlock(BlockPos pos){VOLUME.dirty(pos);}
|
||||
public static void dirtyChunk(int x,int z){VOLUME.dirtyChunk(x,z);}
|
||||
public static void dirtySection(int x,int y,int z){if(!fr.koka.sanctuary.client.DynamicLightClient.invalidatingSections())VOLUME.dirtySection(x,y,z);}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.coloredLights()||VanillaLight.coloredLightIntensity()==0||mc.level==null){release();return;}
|
||||
if(PanoramaCapture.rendering())return;
|
||||
var camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
|
||||
if(camera.fogType!=FogType.NONE)return;
|
||||
long now=System.nanoTime();if(activated==0){activated=now;displayedDistance=VanillaLight.coloredLightDistance();}
|
||||
double elapsed=lastRender==0?0:Math.min(.1,(now-lastRender)/1e9);lastRender=now;
|
||||
displayedDistance+=(VanillaLight.coloredLightDistance()-displayedDistance)*(float)(1-Math.exp(-elapsed*10));
|
||||
VOLUME.update();
|
||||
if(black==null){var image=new com.mojang.blaze3d.platform.NativeImage(1,1,false);image.setPixel(0,0,0);black=new net.minecraft.client.renderer.texture.DynamicTexture(()->"Empty coloured light",image);}
|
||||
var lights=DYNAMIC.update(camera.pos);dynamicCount=lights.size();
|
||||
var current=VOLUME.texture()==null?black:VOLUME.texture();
|
||||
var previous=VOLUME.previous()==null?black:VOLUME.previous();
|
||||
var main=mc.gameRenderer.mainRenderTarget();
|
||||
if(source==null||source.width!=main.width||source.height!=main.height){if(source!=null)source.destroyBuffers();source=new TextureTarget("Sanctuary coloured light source",main.width,main.height,GpuFormat.RGBA8_UNORM,null);}
|
||||
if(uniforms==null)uniforms=new MappableRingBuffer(()->"Sanctuary coloured light scene",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,176+ColoredDynamicLights.LIMIT*32);
|
||||
var base=VOLUME.origin()==null?BlockPos.containing(camera.pos):VOLUME.origin();var fog=camera.fogData;
|
||||
var old=VOLUME.previousOrigin()==null?base:VOLUME.previousOrigin();
|
||||
int side=VOLUME.texture()==null?1:VOLUME.side(),oldSide=VOLUME.previous()==null?1:VOLUME.previousSide();
|
||||
uniforms.rotate();try(var mapped=uniforms.currentBuffer().map(false,true)){
|
||||
var data=Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(projection).mul(camera.viewRotationMatrix).invert())
|
||||
.putVec4((float)(camera.pos.x-base.getX()),(float)(camera.pos.y-base.getY()),(float)(camera.pos.z-base.getZ()),VanillaLight.coloredLightIntensity()/100f)
|
||||
.putVec4(RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,Math.clamp((15-mc.level.getSkyDarken())/15f,0,1),fog.color.w,0)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd)
|
||||
.putVec4(displayedDistance,VOLUME.texture()==null?0:VOLUME.blend(),Math.clamp((now-activated)/300_000_000f,0,1),lights.size())
|
||||
.putVec4(side,ColoredLightVolume.columns(side),current.getPixels().getWidth(),current.getPixels().getHeight())
|
||||
.putVec4((float)(camera.pos.x-old.getX()),(float)(camera.pos.y-old.getY()),(float)(camera.pos.z-old.getZ()),VOLUME.previous()==null?0:1)
|
||||
.putVec4(oldSide,ColoredLightVolume.columns(oldSide),previous.getPixels().getWidth(),previous.getPixels().getHeight());
|
||||
for(int i=0;i<ColoredDynamicLights.LIMIT;i++){if(i<lights.size()){var l=lights.get(i);data.putVec4((float)(l.x-camera.pos.x),(float)(l.y-camera.pos.y),(float)(l.z-camera.pos.z),l.level);}else data.putVec4(0,0,0,0);}
|
||||
for(int i=0;i<ColoredDynamicLights.LIMIT;i++){if(i<lights.size()){var l=lights.get(i);data.putVec4((float)l.r,(float)l.g,(float)l.b,(float)l.visibility);}else data.putVec4(0,0,0,0);}
|
||||
}
|
||||
var encoder=RenderSystem.getDevice().createCommandEncoder();
|
||||
encoder.copyTextureToTexture(main.getColorTexture(),source.getColorTexture(),0,0,0,0,0,main.width,main.height);
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary coloured light",main.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("ColoredLightScene",uniforms.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);pass.setUniform("LightVolume",current.getTextureView(),nearest);pass.setUniform("PreviousVolume",previous.getTextureView(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
applied=true;frames++;
|
||||
}
|
||||
public static void release(){VOLUME.close();DYNAMIC.clear();activated=lastRender=0;dynamicCount=0;if(black!=null){black.close();black=null;}if(source!=null){source.destroyBuffers();source=null;}if(uniforms!=null){uniforms.close();uniforms=null;}applied=false;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return source!=null||VOLUME.texture()!=null;}
|
||||
static boolean settled(){return VOLUME.settled();}
|
||||
static int renderedFrames(){return frames;}
|
||||
static int builds(){return VOLUME.completed();}
|
||||
static int sample(BlockPos pos){return VOLUME.sample(pos);}
|
||||
static net.minecraft.world.phys.Vec3 dynamicPosition(long entity){return DYNAMIC.position(entity);}
|
||||
static int dynamicCount(){return dynamicCount;}
|
||||
static float blend(){return VOLUME.blend();}
|
||||
static int volumeSide(){return VOLUME.side();}
|
||||
static int materials(){return VOLUME.cachedStates();}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -84,12 +85,16 @@ 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));
|
||||
float strength = (lunar ? .10f * moon : .38f)
|
||||
* Math.clamp((sun.y - .08f) / .16f, 0, 1) * sky.rainBrightness;
|
||||
if (strength <= .001f) return;
|
||||
// Rain hides the native solar sprite completely. The atmospheric volume still
|
||||
// needs occluders for its weak scattered daylight; surface shadows stay off.
|
||||
boolean solarVolume=!lunar&&VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()>0;
|
||||
if (strength <= .001f && !solarVolume) return;
|
||||
int distance = VanillaLight.shadowDistance(), pixels = VanillaLight.shadowPixels();
|
||||
TERRAIN.update(client.level, camera.pos, distance, sun);
|
||||
int size = mapSize(distance, pixels);
|
||||
@@ -139,6 +144,8 @@ public final class PixelShadows {
|
||||
pass.drawIndexed(entry.indexCount(), 1, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
depthReady = !lunar;
|
||||
if (!VanillaLight.pixelShadows() || strength <= .001f) { 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())) {
|
||||
@@ -168,7 +175,9 @@ 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(); }
|
||||
|
||||
@@ -23,6 +23,14 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.pbr",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.pbr_help")),VanillaLight.pbr(),VanillaLight::setPbr));
|
||||
slider("pbr_intensity",VanillaLight.pbrIntensity(),VanillaLight::setPbrIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.colored_lights",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.colored_lights_help")),VanillaLight.coloredLights(),VanillaLight::setColoredLights));
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.warm_torches",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.warm_torches_help")),VanillaLight.warmTorches(),VanillaLight::setWarmTorches));
|
||||
slider("colored_light_intensity",VanillaLight.coloredLightIntensity(),VanillaLight::setColoredLightIntensity);
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.colored_light_distance",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.colored_light_distance_help")),(caption,value)->Component.translatable("sanctuary.shaders.colored_light_distance_value",value),
|
||||
new OptionInstance.Enum<>(List.of(8,16,32,64),Codec.INT),VanillaLight.coloredLightDistance(),VanillaLight::setColoredLightDistance));
|
||||
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);
|
||||
@@ -30,6 +38,9 @@ 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);
|
||||
|
||||
@@ -0,0 +1,86 @@
|
||||
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,48);
|
||||
var camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
|
||||
var fog=camera.fogData;
|
||||
float mist=fogDensity(fog.environmentalEnd);
|
||||
float rain=mc.level.getRainLevel(camera.cameraEntityPartialTicks);
|
||||
float thunder=mc.level.getThunderLevel(camera.cameraEntityPartialTicks);
|
||||
var sun=PixelShadows.sunDirection(mc.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
|
||||
float daylight=Math.clamp((sun.y-.08f)/.16f,0,1)*(1-.75f*rain)*(1-.65f*thunder);
|
||||
float density=1+2.5f*mist+.8f*rain;
|
||||
float spread=Math.max(mist,.35f*rain);
|
||||
float extinction=1+.7f*mist+.25f*rain;
|
||||
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)
|
||||
.putVec4(density,spread,extinction,daylight);
|
||||
}
|
||||
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++;
|
||||
}
|
||||
/** Environmental fog has its own end distance; changing render distance is not weather. */
|
||||
static float fogDensity(float environmentalEnd){
|
||||
if(!Float.isFinite(environmentalEnd))return 0;
|
||||
float t=Math.clamp((192-environmentalEnd)/112,0,1);
|
||||
return t*t*(3-2*t);
|
||||
}
|
||||
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;}
|
||||
}
|
||||
@@ -19,11 +19,17 @@ public final class VanillaLight {
|
||||
int saturation=142;
|
||||
boolean pixelShadows=true;
|
||||
boolean bloom=true;
|
||||
boolean sunshafts=true;
|
||||
int sunshaftIntensity=35;
|
||||
boolean lensFlare=true;
|
||||
int lensFlareIntensity=30;
|
||||
boolean pbr=true;
|
||||
int pbrIntensity=50;
|
||||
boolean ssgi=true;
|
||||
boolean coloredLights=true;
|
||||
boolean warmTorches=false;
|
||||
int coloredLightIntensity=30;
|
||||
int coloredLightDistance=16;
|
||||
int ssgiIntensity=35;
|
||||
int bloomIntensity=20;
|
||||
int bloomRadius=50;
|
||||
@@ -41,8 +47,11 @@ 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.coloredLightIntensity=Math.clamp(preferences.coloredLightIntensity,0,100);
|
||||
preferences.coloredLightDistance=normalizeColoredLightDistance(preferences.coloredLightDistance);
|
||||
preferences.ssgiIntensity=Math.clamp(preferences.ssgiIntensity,0,100);
|
||||
preferences.bloomIntensity=Math.clamp(preferences.bloomIntensity,0,100);
|
||||
preferences.bloomRadius=Math.clamp(preferences.bloomRadius,0,100);
|
||||
@@ -64,6 +73,10 @@ 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();}
|
||||
@@ -72,6 +85,15 @@ public final class VanillaLight {
|
||||
public static int pbrIntensity(){enabled();return preferences.pbrIntensity;}
|
||||
public static void setPbr(boolean value){enabled();preferences.pbr=value;save();}
|
||||
public static void setPbrIntensity(int value){enabled();preferences.pbrIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean warmTorches(){enabled();return preferences.warmTorches;}
|
||||
public static void setWarmTorches(boolean value){enabled();preferences.warmTorches=value;save();}
|
||||
public static boolean coloredLights(){enabled();return preferences.coloredLights;}
|
||||
public static int coloredLightIntensity(){enabled();return preferences.coloredLightIntensity;}
|
||||
public static void setColoredLights(boolean value){enabled();preferences.coloredLights=value;save();}
|
||||
public static void setColoredLightIntensity(int value){enabled();preferences.coloredLightIntensity=Math.clamp(value,0,100);save();}
|
||||
public static int coloredLightDistance(){enabled();return preferences.coloredLightDistance;}
|
||||
public static void setColoredLightDistance(int value){enabled();preferences.coloredLightDistance=normalizeColoredLightDistance(value);save();}
|
||||
static int normalizeColoredLightDistance(int value){return value<12?8:value<24?16:value<48?32:64;}
|
||||
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();}
|
||||
|
||||
@@ -7,7 +7,8 @@ import java.util.function.LongConsumer;
|
||||
/** Immutable render snapshots; entity collection and the dirty queue belong to the client tick. */
|
||||
public final class DynamicLightField {
|
||||
public record Id(boolean drop, long value) {}
|
||||
public record Source(Id id, double x, double y, double z, int light) {
|
||||
public record Source(Id id, double x, double y, double z, int light, int color) {
|
||||
public Source(Id id,double x,double y,double z,int light){this(id,x,y,z,light,0xFFFFFF);}
|
||||
public Source {
|
||||
if (!Double.isFinite(x+y+z) || light<1 || light>15) throw new IllegalArgumentException("light source");
|
||||
}
|
||||
@@ -20,9 +21,12 @@ public final class DynamicLightField {
|
||||
private final int cellSize;
|
||||
public Collector(int cellSize) {this.cellSize=Math.max(1,cellSize);}
|
||||
public void add(long entity,boolean drop,double x,double y,double z,int light) {
|
||||
add(entity,drop,x,y,z,light,0xFFFFFF);
|
||||
}
|
||||
public void add(long entity,boolean drop,double x,double y,double z,int light,int color) {
|
||||
if(light<=0)return;
|
||||
Id id=new Id(drop,drop ? sectionKey(floor(x/cellSize),floor(y/cellSize),floor(z/cellSize)) : entity);
|
||||
Source candidate=new Source(id,snap(x),snap(y),snap(z),Math.min(15,light));
|
||||
Source candidate=new Source(id,snap(x),snap(y),snap(z),Math.min(15,light),color);
|
||||
sources.merge(id,candidate,(a,b)->compareRepresentative(a,b)<=0?a:b);
|
||||
}
|
||||
public List<Source> finish(int limit,double x,double y,double z,long priorityEntity) {
|
||||
@@ -53,6 +57,7 @@ public final class DynamicLightField {
|
||||
lists.long2ObjectEntrySet().forEach(e->bins.put(e.getLongKey(),e.getValue().toArray(Source[]::new)));
|
||||
}
|
||||
public int size() {return sources.size();}
|
||||
public Collection<Source> sources(){return sources.values();}
|
||||
public int sectionCount() {return bins.size();}
|
||||
public int sampleCount(double x,double y,double z) {
|
||||
Source[] near=bins.get(sectionKey(floor(x)>>4,floor(y)>>4,floor(z)>>4));return near==null?0:near.length;
|
||||
|
||||
+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.ColoredLights;
|
||||
import fr.koka.sanctuary.client.shader.ProceduralPbr;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import fr.koka.sanctuary.client.shader.ScreenSpaceGI;
|
||||
@@ -16,10 +17,10 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
abstract class PixelShadowDirtyMixin {
|
||||
@Inject(method="blockChanged", at=@At("HEAD"))
|
||||
private void sanctuary$dirty(BlockPos pos, int flags, CallbackInfo ci) {
|
||||
PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos); Bloom.dirtyBlock(pos);
|
||||
PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos); Bloom.dirtyBlock(pos); ColoredLights.dirtyBlock(pos);
|
||||
}
|
||||
@Inject(method="allChanged", at=@At("HEAD"))
|
||||
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); Bloom.release(); ScreenSpaceGI.release(); }
|
||||
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); Bloom.release(); ColoredLights.release(); ScreenSpaceGI.release(); }
|
||||
@Inject(method="setSectionDirty", at=@At("HEAD"))
|
||||
private void sanctuary$pbrLight(int x,int y,int z,CallbackInfo ci){ProceduralPbr.dirtySection(x,y,z);}
|
||||
private void sanctuary$pbrLight(int x,int y,int z,CallbackInfo ci){ProceduralPbr.dirtySection(x,y,z); ColoredLights.dirtySection(x,y,z);}
|
||||
}
|
||||
|
||||
+4
-3
@@ -1,6 +1,7 @@
|
||||
package fr.koka.sanctuary.mixin.client;
|
||||
|
||||
import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.ColoredLights;
|
||||
import fr.koka.sanctuary.client.shader.ProceduralPbr;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import net.minecraft.client.multiplayer.ClientLevel;
|
||||
@@ -17,11 +18,11 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
abstract class PixelShadowLevelMixin {
|
||||
@Inject(method="setBlocksDirty", at=@At("HEAD"))
|
||||
private void sanctuary$block(BlockPos pos, BlockState before, BlockState after, CallbackInfo ci) {
|
||||
if (before != after) {PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos);Bloom.dirtyBlock(pos);}
|
||||
if (before != after) {PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos);Bloom.dirtyBlock(pos); ColoredLights.dirtyBlock(pos);}
|
||||
}
|
||||
|
||||
@Inject(method="onChunkLoaded", at=@At("TAIL"))
|
||||
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); ProceduralPbr.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); }
|
||||
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); ProceduralPbr.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); ColoredLights.dirtyChunk(pos.x(),pos.z()); }
|
||||
@Inject(method="unload", at=@At("HEAD"))
|
||||
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ProceduralPbr.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); }
|
||||
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ProceduralPbr.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ColoredLights.dirtyChunk(chunk.getPos().x(),chunk.getPos().z()); }
|
||||
}
|
||||
|
||||
+5
-2
@@ -4,9 +4,11 @@ import com.llamalad7.mixinextras.injector.wrapoperation.Operation;
|
||||
import com.llamalad7.mixinextras.injector.wrapoperation.WrapOperation;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBufferSlice;
|
||||
import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.ColoredLights;
|
||||
import fr.koka.sanctuary.client.shader.ProceduralPbr;
|
||||
import fr.koka.sanctuary.client.shader.EdgeHighlights;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
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;
|
||||
@@ -24,11 +26,12 @@ abstract class PixelShadowRendererMixin {
|
||||
ProceduralPbr.captureProjection(matrix);
|
||||
EdgeHighlights.captureProjection(matrix);
|
||||
Bloom.captureProjection(matrix);
|
||||
ColoredLights.captureProjection(matrix);
|
||||
ScreenSpaceGI.captureProjection(matrix);
|
||||
return original.call(buffer, matrix);
|
||||
}
|
||||
@Inject(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/GameRenderer;render3dHud(Lnet/minecraft/client/renderer/state/level/CameraRenderState;Lnet/minecraft/client/renderer/state/level/PlayerRenderState;Lnet/minecraft/client/renderer/state/OptionsRenderState;Z)V"))
|
||||
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); ProceduralPbr.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); }
|
||||
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); ProceduralPbr.render(); ColoredLights.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); Sunshafts.render(); }
|
||||
@Inject(method={"close", "setLevel"}, at=@At("HEAD"))
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ScreenSpaceGI.release(); }
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ColoredLights.release(); ScreenSpaceGI.release(); Sunshafts.release(); }
|
||||
}
|
||||
|
||||
@@ -2303,5 +2303,20 @@
|
||||
"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.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. Beams automatically thicken with fog and precipitation. Zero disables the effect.",
|
||||
"sanctuary.shaders.sunshaft_intensity_value": "Sunshafts: %s %%",
|
||||
"sanctuary.shaders.colored_lights": "Colored lights",
|
||||
"sanctuary.shaders.colored_lights_help": "Light-emitting blocks and carried items tint their surroundings, even off screen. Smooth appearance without changing gameplay light levels.",
|
||||
"sanctuary.shaders.colored_light_intensity": "Colored light intensity",
|
||||
"sanctuary.shaders.colored_light_intensity_value": "Colored lights: %s %%",
|
||||
"sanctuary.shaders.colored_light_intensity_help": "Enabled at 30% by default. Zero disables computation. Changes fade in smoothly.",
|
||||
"sanctuary.shaders.colored_light_distance": "Colored light distance",
|
||||
"sanctuary.shaders.colored_light_distance_value": "Colored lights: %s blocks",
|
||||
"sanctuary.shaders.colored_light_distance_help": "View distance: 8 to 64 blocks. Longer distances use more memory and computation. Smooth range fade; each source keeps its native reach.",
|
||||
"sanctuary.shaders.warm_torches": "Warm torches",
|
||||
"sanctuary.shaders.warm_torches_help": "Off: ordinary torches keep the native color temperature. On: orange tint. Other sources retain their own colors."
|
||||
}
|
||||
|
||||
@@ -2303,5 +2303,20 @@
|
||||
"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.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. Les rayons s’épaississent automatiquement avec le brouillard et les précipitations. Zéro désactive le calcul.",
|
||||
"sanctuary.shaders.sunshaft_intensity_value": "Rayons : %s %%",
|
||||
"sanctuary.shaders.colored_lights": "Lumières colorées",
|
||||
"sanctuary.shaders.colored_lights_help": "Les blocs lumineux et les objets portés teintent leurs environs, même hors écran. Apparition progressive, sans changer les règles de lumière du jeu.",
|
||||
"sanctuary.shaders.colored_light_intensity": "Intensité des lumières colorées",
|
||||
"sanctuary.shaders.colored_light_intensity_value": "Lumières colorées : %s %%",
|
||||
"sanctuary.shaders.colored_light_intensity_help": "Activé par défaut à 30 %. Zéro désactive le calcul. Les changements apparaissent progressivement.",
|
||||
"sanctuary.shaders.colored_light_distance": "Distance des lumières colorées",
|
||||
"sanctuary.shaders.colored_light_distance_value": "Lumières colorées : %s blocs",
|
||||
"sanctuary.shaders.colored_light_distance_help": "Distance d'affichage : 8 à 64 blocs. Les grandes distances utilisent plus de mémoire et de calcul. Fondu aux limites ; la portée de chaque source reste native.",
|
||||
"sanctuary.shaders.warm_torches": "Torches chaudes",
|
||||
"sanctuary.shaders.warm_torches_help": "Désactivé : les torches ordinaires conservent la température de couleur native. Activé : teinte orangée. Les autres sources gardent leurs propres couleurs."
|
||||
}
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D WorldDepth;
|
||||
uniform sampler2D SceneColor;
|
||||
uniform sampler2D LightVolume;
|
||||
uniform sampler2D PreviousVolume;
|
||||
layout(std140) uniform ColoredLightScene {
|
||||
mat4 InverseViewProjection;
|
||||
vec4 CameraStrength;
|
||||
vec4 ClipSkyFog;
|
||||
vec4 FogDistance;
|
||||
vec4 VolumeSize;
|
||||
vec4 Atlas;
|
||||
vec4 PreviousCamera;
|
||||
vec4 PreviousAtlas;
|
||||
vec4 DynamicPosition[128];
|
||||
vec4 DynamicColor[128];
|
||||
};
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
vec3 positionAt(vec2 uv,float depth){
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,ClipSkyFog.x>.5?depth:depth*2.0-1.0,1);
|
||||
return p.xyz/p.w;
|
||||
}
|
||||
vec3 neighbor(vec2 uv,vec3 center){float d=texture(WorldDepth,uv).r;return d>0.0?positionAt(uv,d):center;}
|
||||
vec3 normalAt(vec3 p){
|
||||
vec2 pixel=1.0/vec2(textureSize(WorldDepth,0));
|
||||
vec3 l=p-neighbor(texCoord-vec2(pixel.x,0),p),r=neighbor(texCoord+vec2(pixel.x,0),p)-p;
|
||||
vec3 d=p-neighbor(texCoord-vec2(0,pixel.y),p),u=neighbor(texCoord+vec2(0,pixel.y),p)-p;
|
||||
vec3 dx=dot(l,l)>0.0&&(dot(l,l)<dot(r,r)||dot(r,r)==0.0)?l:r;
|
||||
vec3 dy=dot(d,d)>0.0&&(dot(d,d)<dot(u,u)||dot(u,u)==0.0)?d:u;
|
||||
float xx=dot(dx,dx),yy=dot(dy,dy);if(xx<1e-20||yy<1e-20)return vec3(0);
|
||||
vec3 n=cross(dx*inversesqrt(xx),dy*inversesqrt(yy));float nn=dot(n,n);if(nn<1e-12)return vec3(0);
|
||||
n*=inversesqrt(nn);return dot(n,-p)<0.0?-n:n;
|
||||
}
|
||||
vec4 cell(sampler2D volume,ivec3 p,vec4 atlas){
|
||||
int side=int(atlas.x),cols=int(atlas.y);
|
||||
p=clamp(p,ivec3(0),ivec3(side-1));
|
||||
vec4 v=texelFetch(volume,ivec2(p.x+(p.y%cols)*side,p.z+(p.y/cols)*side),0);
|
||||
vec3 spectrum=pow(vec3(.8),vec3(31)-v.rgb*(255.0/8.0))*step(vec3(.5/255.0),v.rgb);
|
||||
float peak=max(spectrum.r,max(spectrum.g,spectrum.b));
|
||||
float energy=max(0.0,(peak-pow(.8,15.0))/(1.0-pow(.8,15.0)));
|
||||
v.rgb=spectrum*(energy/max(peak,1e-12));
|
||||
return v;
|
||||
}
|
||||
vec4 field(sampler2D volume,vec3 p,vec4 atlas){
|
||||
vec3 edges=min(p,vec3(atlas.x)-p);
|
||||
float margin=smoothstep(14.0,18.0,min(edges.x,min(edges.y,edges.z)));if(margin<=0.0)return vec4(0);
|
||||
vec3 at=p-.5;ivec3 base=ivec3(floor(at));vec3 f=fract(at);vec4 result=vec4(0);
|
||||
for(int y=0;y<2;y++)for(int z=0;z<2;z++)for(int x=0;x<2;x++){
|
||||
float w=(x==0?1.0-f.x:f.x)*(y==0?1.0-f.y:f.y)*(z==0?1.0-f.z:f.z);
|
||||
result+=cell(volume,base+ivec3(x,y,z),atlas)*w;
|
||||
}
|
||||
result.rgb*=margin;return result;
|
||||
}
|
||||
vec3 tintGain(vec4 light,float amount){
|
||||
float energy=max(light.r,max(light.g,light.b));if(energy<1e-12)return vec3(1);
|
||||
vec3 tint=clamp(light.rgb/max(dot(light.rgb,vec3(.2126,.7152,.0722)),1e-12),vec3(.02),vec3(3));
|
||||
// Linear close to darkness: no fourth-root halo at the edge of a light pool.
|
||||
float response=energy/(energy+.08);
|
||||
return pow(tint,vec3(clamp(amount*response*(1.0-.8*light.a*ClipSkyFog.y),0.0,.95)));
|
||||
}
|
||||
void main(){
|
||||
vec3 scene=texture(SceneColor,texCoord).rgb;fragColor=vec4(scene,0);
|
||||
float depth=texture(WorldDepth,texCoord).r;if(depth<=0.0)return;
|
||||
vec3 p=positionAt(texCoord,depth),n=normalAt(p);if(dot(n,n)<.5)return;
|
||||
vec3 a=abs(n);float axis=max(a.x,max(a.y,a.z));
|
||||
// Sample outside opaque block faces. Bilinear atlas filtering would leak
|
||||
// across unrelated slices, so the eight neighbours are explicitly addressed.
|
||||
vec3 offset=n*(axis>.995?.51:.06);
|
||||
float border=1.0-smoothstep(VolumeSize.x*.75,VolumeSize.x,length(p));if(border<=0.0)return;
|
||||
vec4 light=field(LightVolume,p+CameraStrength.xyz+offset,Atlas);
|
||||
vec4 before=VolumeSize.y<1.0&&PreviousCamera.w>.5?field(PreviousVolume,p+PreviousCamera.xyz+offset,PreviousAtlas):vec4(0);
|
||||
vec3 dynamic=vec3(0);
|
||||
for(int i=0;i<int(VolumeSize.w);i++){
|
||||
vec3 delta=p-DynamicPosition[i].xyz;float square=dot(delta,delta),radius=DynamicPosition[i].w;
|
||||
if(square>=radius*radius)continue;
|
||||
float remaining=radius-sqrt(square);
|
||||
float power=max(0.0,(pow(.8,15.0-remaining)-pow(.8,15.0))/(1.0-pow(.8,15.0)));
|
||||
float response=power/(power+.08)*smoothstep(0.0,1.0,DynamicColor[i].a);
|
||||
float fadedPower=.08*response/max(1e-6,1.0-response);
|
||||
dynamic=max(dynamic,DynamicColor[i].rgb*fadedPower);
|
||||
}
|
||||
light.rgb=max(light.rgb,dynamic);before.rgb=max(before.rgb,dynamic);
|
||||
float fog=max(clamp((max(length(p.xz),abs(p.y))-FogDistance.x)/max(.001,FogDistance.y-FogDistance.x),0,1),clamp((length(p)-FogDistance.z)/max(.001,FogDistance.w-FogDistance.z),0,1));
|
||||
float amount=CameraStrength.w*1.35*border*(1.0-fog*ClipSkyFog.z)*smoothstep(0.0,1.0,VolumeSize.z);
|
||||
vec3 gain=tintGain(light,amount);
|
||||
// Fade the rendered response, preserving colour and avoiding a bright first frame.
|
||||
if(VolumeSize.y<1.0)gain=mix(tintGain(before,amount),gain,smoothstep(0.0,1.0,VolumeSize.y));
|
||||
fragColor=vec4(scene*gain,0);
|
||||
}
|
||||
@@ -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 +1,47 @@
|
||||
#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*ShaftAtmosphere.z)*distanceFade;
|
||||
}
|
||||
// Thick air scatters into wider viewing angles, while extinguishing distant light.
|
||||
// Keep the shadow footprint unchanged: weather cannot open a hole in a solid wall.
|
||||
float base=mix(.12,.30,ShaftAtmosphere.y);
|
||||
float phase=base+(1.0-base)*pow(max(0.0,dot(ray,SunStrength.xyz)),mix(4.0,2.0,ShaftAtmosphere.y));
|
||||
float weather=ShaftAtmosphere.w;
|
||||
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*ShaftAtmosphere.x;
|
||||
fragColor=vec4(ShaftColor.rgb*amount,end);
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
layout(std140) uniform PixelShadows {
|
||||
mat4 InverseViewProjection;
|
||||
mat4 LightMatrix;
|
||||
vec4 CameraFractionPixels;
|
||||
vec4 SunStrength;
|
||||
vec4 DistanceClipFog;
|
||||
vec4 EnvironmentFog;
|
||||
};
|
||||
layout(std140) uniform ShaftParams {
|
||||
vec4 ShaftColor; vec4 ShaftSettings;
|
||||
vec4 ShaftAtmosphere; // density, angular diffusion, extinction, available daylight
|
||||
};
|
||||
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)));
|
||||
}
|
||||
@@ -52,6 +52,13 @@ public final class Dynamic030Smoke {
|
||||
for(var light:lights)expected=Math.max(expected,(int)Math.max(0,(light.light()-Math.sqrt(light.distanceSquared(x,y,z)))*16));
|
||||
require(indexed.apply(nativeSky,x,y,z)==(nativeSky|expected),"Indexed samples agree with brute-force oracle");
|
||||
}
|
||||
var colored=new DynamicLightField.Collector(4);colored.add(42,false,2,3,4,10,0x55BDFF);
|
||||
var blue=colored.finish(32,0,0,0,42);var blueField=new DynamicLightField.Snapshot(blue);
|
||||
require(blueField.sources().iterator().next().color()==0x55BDFF,"Snapshot retains source colour");
|
||||
require((blueField.apply(nativeSky,2,3,4)&255)==160,"RGB metadata preserves native intensity");
|
||||
var changed=new DynamicLightField.Collector(4);changed.add(42,false,2,3,4,10,0x62FFA0);
|
||||
field.update(blue);require(field.update(changed.finish(32,0,0,0,42)),"Same intensity can change colour");
|
||||
require(blueField.sources().iterator().next().color()==0x55BDFF,"Older coloured snapshot remains immutable");
|
||||
long begin=System.nanoTime();long sum=0;
|
||||
for(int i=0;i<1000000;i++)sum+=stress.apply(0,i%80,2,(i/80)%80);
|
||||
System.out.printf("LIGHT-01 passed: 10,000-drop clustering, 100,000 oracle samples; 1M cached queries %.1f ms (checksum %d)%n",(System.nanoTime()-begin)/1e6,sum);
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
name = "Sanctuary"
|
||||
author = "KOKA99CAB"
|
||||
version = "beta.136"
|
||||
version = "beta.140"
|
||||
pack-format = "packwiz:1.1.0"
|
||||
|
||||
[index]
|
||||
|
||||
Reference in New Issue
Block a user