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2 Commits
Author SHA1 Message Date
koka 6e1b3b7108 Add colored dynamic lights and smooth hue-preserving fades for beta.140
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 03:13:43 +02:00
koka c05c338e6b Record beta.139 release and preserved Prism state
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 02:27:19 +02:00
21 changed files with 461 additions and 100 deletions
+14 -5
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@@ -20,11 +20,12 @@ La [vision complète](docs/vision.md) conserve les intentions ; le
L’économie, les claims et les dimensions décrits dans la vision restent
à implémenter.
La version **beta.139** ajoute les **lumières colorées** optionnelles : les vrais
blocs lumineux teintent les surfaces voisines, même quand la source est hors
champ. Intensité indépendante, réglée à 35 % ; obstacles natifs et cache local.
Le [ticket](docs/colored-lights-beta139.md) décrit les limites et vérifications.
La [vérification Vulkan antérieure](docs/shader-vulkan-beta138.md) reste disponible.
La version **beta.140** relie les lumières colorées aux objets en main et sur
la tête, renforce leur teinte et ajoute une distance réglable de 8 à 64 blocs
avec apparition progressive. Activation par défaut à 30 % ; torches natives,
option « Torches chaudes » désactivée, cuivre vert et redstone rouge saturé.
Les frontières de saturation des lumières bleues satténuent progressivement.
Le [ticket](docs/colored-dynamic-beta140.md) décrit le rendu et les vérifications.
La [livraison précédente](docs/clay-workshop-integration-beta110.md) réunit déjà
latelier, les œufs et la neige saisonnière dans linstance **Sanctuary Beta**.
Les [synchronisations antérieures](docs/git-sync-beta092.md) restent documentées.
@@ -35,6 +36,14 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
l’étude de Xaero et des alternatives libres.
## beta.140 — Lumières portées et fondus
Mains et tête, distances 8/16/32/64, fondus, cuivre vert, redstone rouge et
option pour la chaleur des torches. Lumières colorées activées à 30 % par défaut.
[Contrat et vérifications](docs/colored-dynamic-beta140.md) ·
[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
Teintes chaudes, sources des âmes bleues, redstone rouge, froglights et matériaux lumineux.
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@@ -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 01 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`.
+12
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@@ -93,3 +93,15 @@ 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`.
+2 -2
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@@ -9,8 +9,8 @@ loom_version=1.17.20
fabric_api_version=0.160.5+26.3
# Release counter: beta.001, .002, .003, ... (see docs/versioning.md).
mod_version=beta.139
pack_version=beta.139
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
+1
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@@ -34,6 +34,7 @@ if (clientRenderTests) {
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'))
@@ -20,7 +20,7 @@ public final class ColoredLights139ClientChecks implements FabricClientGameTest
finally{System.clearProperty("sanctuary.test.freezeBlockFlicker");}
}
static void run(ClientGameTestContext c,TestServerContext server){
c.runOnClient(m->{preferences();m.options.particles().set(net.minecraft.server.level.ParticleStatus.MINIMAL);VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setColoredLights(false);VanillaLight.setColoredLightIntensity(35);});
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++)
@@ -36,6 +36,12 @@ public final class ColoredLights139ClientChecks implements FabricClientGameTest
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");
@@ -73,8 +79,8 @@ public final class ColoredLights139ClientChecks implements FabricClientGameTest
private static void settle(ClientGameTestContext c){int before=c.computeOnClient(m->ColoredLights.renderedFrames());c.waitFor(m->ColoredLights.applied()&&ColoredLights.settled()&&ColoredLights.renderedFrames()>before+8,1600);c.waitTicks(8);}
private static long difference(Frame a,Frame b){long sum=0;for(int i=0;i<a.pixels().length;i++)sum+=channelDifference(a.pixels()[i],b.pixels()[i]);return sum;}
private static void preferences(){try{
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.deleteIfExists(path);forgetPreferences();check(!VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==35,"New option is opt-in, subtle at 35 percent");
Files.writeString(path,"{\"bloomIntensity\":20,\"ssgi\":false}");forgetPreferences();check(!VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==35&&!VanillaLight.ssgi()&&VanillaLight.bloomIntensity()==20,"Old preferences keep their choices");
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);}}
}
@@ -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;}
}
@@ -149,7 +149,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
c.runOnClient(m -> check(VanillaLight.active(), "Native Sanctuary shader is active without an external engine"));
float morning = c.computeOnClient(m -> m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
if(coloredOnly){ColoredLights139ClientChecks.run(c,server);return;}
if(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;}
@@ -281,7 +281,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
});
});
c.waitTicks(3);
c.takeScreenshot("sanctuary-beta139-shader-options-" + locale);
c.takeScreenshot("sanctuary-beta140-shader-options-" + locale);
}
c.runOnClient(m -> m.gui.setScreen(null));
}
@@ -565,7 +565,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
}
static Frame capture(ClientGameTestContext c, String name) {
if (name != null) c.takeScreenshot("sanctuary-beta139-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) {
@@ -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;}
}
}
@@ -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;}
}
@@ -10,15 +10,30 @@ import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.client.renderer.block.dispatch.BlockStateModelPart;
/** Colours are analysed once per state/resource reload, never from rendered GPU pixels. */
final class ColoredLightMaterials {
public final class ColoredLightMaterials {
private final Map<BlockState,Integer> colors=new IdentityHashMap<>();
private final Map<Identifier,Integer> sprites=new HashMap<>();
int color(BlockState state){return colors.computeIfAbsent(state,this::analyse);}
private 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 0xFF3020;
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;
@@ -53,6 +68,6 @@ final class ColoredLightMaterials {
float max=Math.max(1,Math.max(r,Math.max(g,b)));
return Math.round(r/max*255)<<16|Math.round(g/max*255)<<8|Math.round(b/max*255);
}
void clear(){colors.clear();sprites.clear();}
public void clear(){colors.clear();sprites.clear();}
int cachedStates(){return colors.size();}
}
@@ -15,93 +15,111 @@ import net.minecraft.world.level.chunk.status.ChunkStatus;
/** Client-only RGB propagation. Snapshot, flood and packing share a bounded per-frame work budget. */
final class ColoredLightVolume implements AutoCloseable {
static final int SIDE=64,COUNT=SIDE*SIDE*SIDE,ATLAS=512;
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;
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;
var wanted=new BlockPos(anchor(p.x),anchor(p.y),anchor(p.z));
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&&!inside(build.origin,BlockPos.containing(p))){build.close();build=null;}
if(build==null&&(texture==null||!wanted.equals(origin)||published!=revision)&&now-lastStart>=100_000_000L){
build=new Build(level,wanted,revision,materials);lastStart=now;
if(build!=null&&(build.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)){
if(texture==null)texture=new DynamicTexture(()->"Sanctuary coloured light volume",build.takeImage());
else {texture.setPixels(build.takeImage());texture.upload();}
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){return Math.floorDiv((int)Math.floor(p),4)*4-SIDE/2;}
private static boolean inside(BlockPos base,BlockPos p){return p.getX()>=base.getX()&&p.getX()<base.getX()+SIDE&&p.getY()>=base.getY()&&p.getY()<base.getY()+SIDE&&p.getZ()>=base.getZ()&&p.getZ()<base.getZ()+SIDE;}
void dirty(BlockPos p){if(origin!=null&&inside(origin,p)||build!=null&&inside(build.origin,p))revision++;}
void dirtyChunk(int x,int z){if(overlaps(origin,x,z)||build!=null&&overlaps(build.origin,x,z))revision++;}
void dirtySection(int x,int y,int z){if(overlapsSection(origin,x,y,z)||build!=null&&overlapsSection(build.origin,x,y,z))revision++;}
private static boolean overlapsSection(BlockPos o,int x,int y,int z){return overlaps(o,x,z)&&y>=(o.getY()>>4)&&y<=((o.getY()+SIDE-1)>>4);}
private static boolean overlaps(BlockPos o,int x,int z){return o!=null&&x>=(o.getX()>>4)&&x<=((o.getX()+SIDE-1)>>4)&&z>=(o.getZ()>>4)&&z<=((o.getZ()+SIDE-1)>>4);}
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;}
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))return 0;int x=p.getX()-origin.getX(),y=p.getY()-origin.getY(),z=p.getZ()-origin.getZ();return texture.getPixels().getPixel(x+(y&7)*SIDE,z+(y>>3)*SIDE);}
public void close(){if(build!=null){build.close();build=null;}if(texture!=null){texture.close();texture=null;}materials.clear();level=null;models=null;origin=null;published=-1;revision=0;lastStart=0;}
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=new BlockState[COUNT];
final byte[] red=new byte[COUNT],green=new byte[COUNT],blue=new byte[COUNT],sky=new byte[COUNT];
final boolean[] queued=new boolean[COUNT];final IntArrayFIFOQueue queue=new IntArrayFIFOQueue();
final LevelChunk[] chunks=new LevelChunk[25];final int cx,cz;
final 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=new NativeImage(ATLAS,ATLAS,false);int scan,packed;
Build(ClientLevel level,BlockPos origin,long revision,ColoredLightMaterials materials){
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<5;z++)for(int x=0;x<5;x++)chunks[x+z*5]=level.getChunkSource().getChunk(cx+x,cz+z,ChunkStatus.FULL,false);
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;}
while(scan<count){scan(scan++);if((scan&127)==0&&System.nanoTime()>=deadline)return false;}
int work=0;
while(!queue.isEmpty()){
int i=queue.dequeueInt();queued[i]=false;spread(i);
if((++work&127)==0&&System.nanoTime()>=deadline)return false;
}
while(packed<COUNT){
int i=packed++,x=i&63,z=i>>6&63,y=i>>12;
image.setPixel(x+(y&7)*SIDE,z+(y>>3)*SIDE,(sky[i]&255)<<24|(red[i]&255)<<16|(green[i]&255)<<8|(blue[i]&255));
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&63),z=origin.getZ()+(i>>6&63),y=origin.getY()+(i>>12);pos.set(x,y,z);
var chunk=chunks[((x>>4)-cx)+((z>>4)-cz)*5];
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))<=16)return;
int x=i&63,z=i>>6&63,y=i>>12;
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<<6)+(ny<<12);
if(r-16<=(red[n]&255)&&g-16<=(green[n]&255)&&b-16<=(blue[n]&255))continue;
int loss=net.minecraft.world.level.lighting.LightEngine.getLightDampeningInto(states[i],states[n],d,Math.max(1,states[n].getLightDampening()))*16;
int nr=Math.max(0,r-loss),ng=Math.max(0,g-loss),nb=Math.max(0,b-loss);boolean changed=false;
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);
}
@@ -110,7 +128,7 @@ final class ColoredLightVolume implements AutoCloseable {
NativeImage takeImage(){var result=image;image=null;return result;}
public void close(){if(image!=null){image.close();image=null;}}
}
// Logarithmic channels keep the source hue as light loses one native level per
// block. Independent maxima mix overlapping colours without summing unbounded light.
static int encode(int emission,int channel){return channel==0?0:Math.clamp((int)Math.round((emission+Math.log(channel/255.0)/Math.log(1.25))*16),0,240);}
// 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);}
}
@@ -25,13 +25,19 @@ public final class ColoredLights {
.withBindGroupLayout(BindGroupLayout.builder().withUniform("ColoredLightScene",UniformType.UNIFORM_BUFFER)
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("SceneColor",UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("LightVolume",UniformType.COMBINED_IMAGE_SAMPLER).build())
.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;
@@ -39,40 +45,58 @@ public final class ColoredLights {
public static void captureProjection(Matrix4f matrix){projection.set(matrix);}
public static void dirtyBlock(BlockPos pos){VOLUME.dirty(pos);}
public static void dirtyChunk(int x,int z){VOLUME.dirtyChunk(x,z);}
public static void dirtySection(int x,int y,int z){VOLUME.dirtySection(x,y,z);}
public static void 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;
VOLUME.update();if(VOLUME.texture()==null)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,128);
var base=VOLUME.origin();var fog=camera.fogData;
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)){
Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(projection).mul(camera.viewRotationMatrix).invert())
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(ColoredLightVolume.SIDE,14,4,0);
.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",VOLUME.texture().getTextureView(),nearest);pass.draw(3,1,0,0);
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();if(source!=null){source.destroyBuffers();source=null;}if(uniforms!=null){uniforms.close();uniforms=null;}applied=false;}
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();}
}
@@ -25,7 +25,12 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
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);
@@ -26,8 +26,10 @@ public final class VanillaLight {
boolean pbr=true;
int pbrIntensity=50;
boolean ssgi=true;
boolean coloredLights=false;
int coloredLightIntensity=35;
boolean coloredLights=true;
boolean warmTorches=false;
int coloredLightIntensity=30;
int coloredLightDistance=16;
int ssgiIntensity=35;
int bloomIntensity=20;
int bloomRadius=50;
@@ -49,6 +51,7 @@ public final class VanillaLight {
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);
@@ -82,10 +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;
@@ -2310,8 +2310,13 @@
"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 tint their surroundings, even off screen. Local propagation respects obstacles and does not change gameplay light levels.",
"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": "Subtle tint at 35%. Zero disables the calculation. Source changes update progressively."
"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."
}
@@ -2310,8 +2310,13 @@
"sanctuary.shaders.sunshaft_intensity_help": "Force de la lumière dans lair. Les rayons s’épaississent automatiquement avec le brouillard et les précipitations. Zéro désactive le calcul.",
"sanctuary.shaders.sunshaft_intensity_value": "Rayons : %s %%",
"sanctuary.shaders.colored_lights": "Lumières colorées",
"sanctuary.shaders.colored_lights_help": "Les blocs lumineux teintent leurs environs, même hors écran. Propagation locale avec obstacles, sans changer les règles de lumière du jeu.",
"sanctuary.shaders.colored_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": "Teinte douce à 35 %. Zéro désactive le calcul. Les changements de sources sont actualisés progressivement."
"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."
}
@@ -3,12 +3,18 @@
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;
@@ -27,20 +33,32 @@ vec3 normalAt(vec3 p){
vec3 n=cross(dx*inversesqrt(xx),dy*inversesqrt(yy));float nn=dot(n,n);if(nn<1e-12)return vec3(0);
n*=inversesqrt(nn);return dot(n,-p)<0.0?-n:n;
}
vec4 cell(ivec3 p){
p=clamp(p,ivec3(0),ivec3(63));
vec4 v=texelFetch(LightVolume,ivec2(p.x+(p.y%8)*64,p.z+(p.y/8)*64),0);
// Decode Q4.4 logarithmic RGB. Black stays exactly black.
v.rgb=max(vec3(0),(pow(vec3(.8),vec3(15)-v.rgb*(255.0/16.0))-vec3(pow(.8,15.0)))/(1.0-pow(.8,15.0)));
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(vec3 p){
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(base+ivec3(x,y,z))*w;
result+=cell(volume,base+ivec3(x,y,z),atlas)*w;
}
return result;
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);
@@ -49,13 +67,25 @@ void main(){
vec3 a=abs(n);float axis=max(a.x,max(a.y,a.z));
// Sample outside opaque block faces. Bilinear atlas filtering would leak
// across unrelated slices, so the eight neighbours are explicitly addressed.
vec3 local=p+CameraStrength.xyz+n*(axis>.995?.51:.06);
vec3 edge=min(local,vec3(VolumeSize.x)-local);
float border=smoothstep(VolumeSize.y,VolumeSize.y+VolumeSize.z,min(edge.x,min(edge.y,edge.z)));if(border<=0.0)return;
vec4 light=field(local);float energy=max(light.r,max(light.g,light.b));if(energy<.0001)return;
float luminance=dot(light.rgb,vec3(.2126,.7152,.0722));
vec3 tint=clamp(light.rgb/max(luminance,.0001),vec3(.15),vec3(2));
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 strength=CameraStrength.w*.8*sqrt(energy)*border*(1.0-.8*light.a*ClipSkyFog.y)*(1.0-fog*ClipSkyFog.z);
fragColor=vec4(scene*mix(vec3(1),tint,strength),0);
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);
}
@@ -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
View File
@@ -1,6 +1,6 @@
name = "Sanctuary"
author = "KOKA99CAB"
version = "beta.139"
version = "beta.140"
pack-format = "packwiz:1.1.0"
[index]