Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
97ff2b54cb | ||
|
|
59346d7f0a | ||
|
|
ea151dd5df | ||
|
|
7ce01c47f2 | ||
|
|
93ed5574a4 | ||
|
|
c9f5c56e68 | ||
|
|
6e1b3b7108 | ||
|
|
c05c338e6b |
@@ -20,11 +20,14 @@ 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.143** garde le sampler natif de précipitation pour la neige
|
||||
saisonnière, mais ralentit son rythme : l'accumulation est espacée par un
|
||||
facteur 12 et la fonte par le facteur temps réel 72. Les protections existantes
|
||||
restent inchangées : neige construite, biomes froids, hiver, profils neigeux
|
||||
et météo Vanilla. Le [ticket](docs/realtime-snow-melt-beta143.md) documente le
|
||||
contrat et les vérifications.
|
||||
La beta.142 est publiée et synchronisée dans l’instance Sanctuary Beta ;
|
||||
les 923 fichiers personnels suivis sont conservés jusqu'à la prochaine livraison.
|
||||
La [livraison précédente](docs/clay-workshop-integration-beta110.md) réunit déjà
|
||||
l’atelier, les œufs et la neige saisonnière dans l’instance **Sanctuary Beta**.
|
||||
Les [synchronisations antérieures](docs/git-sync-beta092.md) restent documentées.
|
||||
@@ -35,6 +38,39 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
|
||||
l’étude de Xaero et des alternatives libres.
|
||||
|
||||
|
||||
## beta.143 — Neige saisonnière en temps réel
|
||||
|
||||
Accumulation ralentie par un facteur 12 et fonte saisonnière ralentie par le
|
||||
facteur naturel 72, tout en conservant le sampler natif des colonnes de
|
||||
précipitation. Deux blocs de neige fondent en environ 2,7 jours réels en été,
|
||||
5,4 au printemps et 11 en automne.
|
||||
[Contrat et vérifications](docs/realtime-snow-melt-beta143.md).
|
||||
|
||||
## beta.142 — Vulkan par défaut et stabilité PBR
|
||||
|
||||
Moteur natif Vulkan prioritaire, relief conservé pendant les reconstructions,
|
||||
calculs de reflets bornés et intensité initiale 80 %. Choix personnels conservés.
|
||||
[Contrat et vérifications](docs/pbr-refresh-beta142.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.142/Sanctuary-beta.142.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.142/Sanctuary-Test-beta.142.mrpack).
|
||||
|
||||
## beta.141 — Direction locale et normales PBR
|
||||
|
||||
Relief et reflets orientés par les lumières locales. Cache compact, confiance
|
||||
réduite pour les sources opposées, objets portés et fondus. Activer PBR et
|
||||
Lumières colorées ; portée PBR 32 blocs.
|
||||
[Contrat et vérifications](docs/directional-lights-beta141.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.141/Sanctuary-beta.141.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.141/Sanctuary-Test-beta.141.mrpack).
|
||||
|
||||
## 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.
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
# 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`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.140](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.140)
|
||||
publiée sur le commit source `6e1b3b71088437fe57cf2b9b979b6d62711628d3` ; canal stable
|
||||
`2c360a0759d4a164f82c89ac2bef04ff69d50875` vérifié après publication.
|
||||
Deux synchronisations isolées puis deux dans la même instance Sanctuary Beta
|
||||
réussissent. Les **923 fichiers personnels** suivis gardent leurs hashes.
|
||||
Sauvegarde préalable : `sanctuary-backups/before-beta.140/`. Aucun monde personnel
|
||||
ouvert. Reçus : `build/shader140-isolated.json` et `build/shader140-prism.json`.
|
||||
Archives normale/Test/template et comparaison copiées dans `sanctuary-beta/build/`.
|
||||
@@ -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`.
|
||||
|
||||
@@ -0,0 +1,127 @@
|
||||
# LIGHT-141 — Direction locale pour les normales PBR
|
||||
|
||||
Socle beta.140 `c9f5c56`, branche `codex/directional-lights-beta141`.
|
||||
Minecraft 26.3 / Java 25. Livraison beta.141.
|
||||
|
||||
## Contrat
|
||||
|
||||
Estimer une direction d'arrivée depuis les six voisins du champ lumineux,
|
||||
avec intensité et confiance. Conserver cette estimation dans une texture
|
||||
compacte reconstruite avec le champ, uniquement quand le PBR est actif.
|
||||
Les sources portées utilisent leurs positions déjà disponibles. Brancher ces
|
||||
directions sur les normales et reflets PBR existants, sans nouveau bouton.
|
||||
Les sources opposées doivent réduire la directionnalité, sans bascule brutale.
|
||||
Les champs précédent/courant gardent leur fondu et les obstacles restent pris
|
||||
en compte pour les blocs posés. Aucun changement de lumière de gameplay,
|
||||
de sauvegarde ou de génération ; aucune promesse de lancer de rayons exact.
|
||||
|
||||
## Programme de vérification
|
||||
|
||||
Contrôles natifs OpenGL/Vulkan : direction, sources opposées, murs, rendu de
|
||||
relief en intérieur, déplacement des sources, transitions et PBR OFF.
|
||||
Régression des lumières beta.139/140 puis check/build et assemblage. GameTest
|
||||
serveur dédié exclu selon le refus EULA antérieur. Aucun monde personnel ouvert.
|
||||
|
||||
## Réalisation
|
||||
|
||||
Le champ RGB conserve une texture directionnelle RGBA8 supplémentaire :
|
||||
les trois composantes codent la direction pondérée, l'alpha sa réponse lumineuse.
|
||||
Les voisins plus lumineux et accessibles contribuent à l'estimation ; les
|
||||
arrivées opposées s'annulent dans le vecteur, sans supprimer l'éclairage natif.
|
||||
Le shader interpole les moments pondérés avant normalisation, y compris entre
|
||||
les champs précédent et courant. La confiance réduit le relief quand aucune
|
||||
direction ne domine.
|
||||
|
||||
Cette texture est préparée dans le budget de reconstruction existant, avec
|
||||
un maximum de six voisins par cellule éclairée et une table d'énergie réutilisée.
|
||||
Aucune recherche de sources ni rayons par pixel pour les blocs posés. La
|
||||
lecture GPU interpole huit cellules par champ ; les deux champs sont utilisés
|
||||
pendant le fondu. Les sources mobiles réutilisent les positions, intensités et
|
||||
transitions déjà collectées, dans la limite existante de 128 sources.
|
||||
|
||||
Une texture directionnelle occupe environ 1,5 Mo à 16 blocs de distance et
|
||||
19 Mo à 64 blocs, par copie CPU/GPU ; deux champs coexistent lors des transitions.
|
||||
Le champ directionnel n'est construit que si PBR est actif avec une intensité
|
||||
non nulle. Sa désactivation libère les directions après la transition.
|
||||
Le coût est borné par ces réglages, sans garantie de FPS.
|
||||
|
||||
La passe PBR applique la différence entre normale de base et normale perturbée,
|
||||
puis un reflet GGX local. Elle garde sa portée de 32 blocs et les réglages PBR
|
||||
existants ; Lumières colorées doit être actif. Le soleil et la lune continuent
|
||||
à fonctionner lorsque les lumières colorées sont coupées. Les aides FR/EN
|
||||
expliquent cette dépendance.
|
||||
|
||||
C'est une direction dominante approximative : deux lumières colorées opposées
|
||||
ne produisent pas deux reflets indépendants. Les sources mobiles gardent la
|
||||
propagation radiale et les limites d'occultation existantes. Les normales PBR
|
||||
concernent les surfaces de blocs prises en charge, pas tous les modèles de mobs.
|
||||
Les exclusions existantes des panoramas et de l'immersion restent inchangées.
|
||||
|
||||
## Premier essai ciblé
|
||||
|
||||
L'essai natif OpenGL ciblé réussit en **1 min 12 s** : direction gauche/droite,
|
||||
annulation des sources opposées avec énergie conservée, occultation par un mur,
|
||||
relief sur la pierre en intérieur et avec une torche en main, stabilité au repos,
|
||||
libération des directions avec PBR OFF et maintien du chemin solaire avec
|
||||
Lumières colorées OFF. La somme d'écarts PBR OFF/ON sur la pierre vaut 878 114
|
||||
au réglage PBR 100 % ; c'est une comparaison de pixels, pas une mesure de FPS.
|
||||
Log : `build/directional141-focused.log`.
|
||||
|
||||
Les essais de préparation ont révélé un conflit de nom de matrice GLSL, corrigé,
|
||||
puis des erreurs de fixture (angle 180° normalisé par Minecraft, suppression
|
||||
d'entités alors que la sélection était vide, commande d'heure déjà à minuit),
|
||||
corrigées sans changer le rendu.
|
||||
|
||||
## Validation complète OpenGL
|
||||
|
||||
La chaîne complète réussit en **3 min 1 s** sur OpenGL / Apple M1 :
|
||||
`COLORED139_PASS`, `COLORED140_PASS` et `DIRECTIONAL141_PASS`.
|
||||
Elle réunit les contrôles de couleurs, objets portés, caméra, occultation,
|
||||
rechargement des ressources, préférences, distances/fondus et directions PBR.
|
||||
Le test ciblé est reproductible avec `-PsanctuaryDirectional141Only=true` ;
|
||||
la chaîne complète utilise `-PsanctuaryDirectional141ClientTests=true` avec
|
||||
les deux suites de lumières existantes.
|
||||
Log : `build/directional141-opengl.log`. Captures natives conservées dans
|
||||
`build/directional141-opengl-screenshots/`. Comparaison autonome sans retraitement :
|
||||
`build/Shader-beta.141-comparaison.html`.
|
||||
|
||||
## Validation complète Vulkan
|
||||
|
||||
La même chaîne réussit en **2 min 56 s** sur Vulkan / Apple M1, MoltenVK 1.4.2,
|
||||
profondeur 0–1 et transparence améliorée. Les trois marqueurs de réussite sont
|
||||
présents dans `build/directional141-vulkan.log`. L'écart PBR local OFF/ON vaut
|
||||
878 107, contre 878 114 sous OpenGL dans cette scène. Les captures natives sont
|
||||
conservées dans `build/directional141-vulkan-screenshots/`.
|
||||
Les deux moteurs vérifient la compilation, les chemins actifs et désactivés,
|
||||
le cache, les murs, les sources opposées et portées, ainsi que les régressions
|
||||
beta.139/140. Pas de validation des pilotes Windows de l'utilisateur revendiquée.
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 35 s**, 126 tâches. Le GameTest serveur dédié reste exclu
|
||||
selon le refus EULA antérieur. Les suites clientes ci-dessus ont été exécutées
|
||||
séparément. Log : `build/shader141-build.log`.
|
||||
|
||||
Comparaison à beta.140 : **8 entrées de production modifiées**, limitées au
|
||||
champ lumineux, à sa préparation avant le PBR, au shader PBR et aux aides FR/EN.
|
||||
Les archives normale/Test contiennent le même JAR Sanctuary, sans classes
|
||||
de test. Version, dépendances exactes, sources des JAR, textures de gemmes et
|
||||
de la clé de Steve, et template complet sont vérifiés.
|
||||
Reçu : `build/shader141-artifact.json`.
|
||||
|
||||
SHA-256 du JAR : `660f29c3fa77fee4de6a8db5673c61619985804494f70e961998da36f396d0f1`.
|
||||
|
||||
- Sanctuary-beta.141.mrpack : `08df23dac9e98fbfa2935f747345c38244bddc3a3d9371c6416f251e85a7eb19`.
|
||||
- Sanctuary-Test-beta.141.mrpack : `a300ef5bfff7b6990c9f5c2760e9c3a23d7a27aeb10b8f04d29db9a7409fa0e1`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.141](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.141)
|
||||
publiée sur le commit source `93ed5574a4f77bd3a083b254498f4994efe31179` ; canal stable
|
||||
`7e6c84400f80db24bf5204cd21d628194ae9f0f7` vérifié après publication.
|
||||
Deux synchronisations isolées puis deux dans la même instance Sanctuary Beta
|
||||
réussissent. Les **923 fichiers personnels** suivis gardent leurs hashes.
|
||||
Sauvegarde préalable : `sanctuary-backups/before-beta.141/`. Aucun monde personnel
|
||||
ouvert. Reçus : `build/shader141-isolated.json` et `build/shader141-prism.json`.
|
||||
Archives normale/Test/template et comparaison copiées dans `sanctuary-beta/build/`.
|
||||
@@ -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.142 — Vulkan par défaut et stabilité PBR
|
||||
|
||||
Vulkan natif prioritaire, rafraîchissements PBR stables et intensité initiale
|
||||
80 %, calculs de reflets bornés. [Contrat et vérifications](pbr-refresh-beta142.md).
|
||||
[Release beta.142](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.142)
|
||||
publiée ; canal `d661260e2bbabb0326c86d6cc543daf986979596`. Deux synchronisations isolées
|
||||
puis deux dans l'instance Sanctuary Beta réussies. Les 923 fichiers personnels
|
||||
suivis gardent leurs hashes. Aucun monde personnel ouvert ; sauvegarde préalable
|
||||
`sanctuary-backups/before-beta.142/`. Archives vérifiées dans `sanctuary-beta/build/`.
|
||||
Un choix OpenGL explicite reste conservé : sélectionner Vulkan dans les réglages
|
||||
vidéo et redémarrer pour changer ce choix. La capture Windows de bruit en
|
||||
mouvement reste à reconfirmer sur son pilote ; les contrôles OpenGL/Vulkan Mac
|
||||
et la correction du domaine numérique du reflet sont documentés dans le ticket.
|
||||
|
||||
## beta.141 — Direction des lumières pour les normales PBR
|
||||
|
||||
Directions locales mises en cache, sources portées, confiance réduite lorsque
|
||||
les sources s'opposent et fondus. Activer PBR et Lumières colorées ; portée PBR
|
||||
de 32 blocs. [Contrat et vérifications](directional-lights-beta141.md).
|
||||
[Release beta.141](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.141)
|
||||
publiée ; canal `7e6c84400f80db24bf5204cd21d628194ae9f0f7`. Deux synchronisations isolées
|
||||
puis deux dans l'instance Sanctuary Beta réussies. Les 923 fichiers personnels
|
||||
suivis gardent leurs hashes. Aucun monde personnel ouvert ; sauvegarde préalable
|
||||
`sanctuary-backups/before-beta.141/`. Archives vérifiées dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.140 — Lumières portées et fondus
|
||||
|
||||
Couleurs des objets en main et sur la tête, distances 8/16/32/64 et fondus
|
||||
préservant la teinte. Torches natives par défaut, option chaude, cuivre vert
|
||||
et redstone rouge. [Contrat et vérifications](colored-dynamic-beta140.md).
|
||||
[Release beta.140](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.140)
|
||||
publiée ; canal `2c360a0759d4a164f82c89ac2bef04ff69d50875`. Deux synchronisations isolées
|
||||
puis deux dans l'instance Sanctuary Beta réussies. Les 923 fichiers personnels
|
||||
suivis gardent leurs hashes. Aucun monde personnel ouvert ; sauvegarde préalable
|
||||
`sanctuary-backups/before-beta.140/`. Archives vérifiées dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.138 — Densité des rayons selon la météo
|
||||
|
||||
Brouillard plus dense et diffus, précipitations et atténuation de l'orage.
|
||||
|
||||
@@ -0,0 +1,173 @@
|
||||
# PBR-142 — Stabilité du relief et Vulkan par défaut
|
||||
|
||||
Socle beta.141 `7ce01c4`, branche `codex/pbr-refresh-beta142`.
|
||||
Minecraft 26.3 / Java 25. Livraison beta.142.
|
||||
|
||||
## Contrat
|
||||
|
||||
Corriger le clignotement lors de la reconstruction des sections PBR : conserver
|
||||
le rendu précédent jusqu'à ce que le remplaçant soit disponible et éviter les
|
||||
reconstructions dues seulement aux lumières dynamiques. Une invalidation pendant
|
||||
une reconstruction doit être conservée, sans annuler indéfiniment le travail.
|
||||
Le PBR passe à 80 % par défaut, valeur confirmée par l'utilisateur ; les choix
|
||||
explicitement enregistrés restent conservés.
|
||||
|
||||
La capture `2026-09-18_04.19.34.png` montre des points très clairs, plus fins
|
||||
que les pixels des textures, sur des parois et un plafond de grotte. L'utilisateur
|
||||
confirme OpenGL et leur disparition quand seul le PBR est coupé. Examiner
|
||||
les lectures de textures et les calculs aux angles rasants séparément du cache.
|
||||
|
||||
Tests natifs prévus : recalcul de section sous observation, invalidations
|
||||
répétées, remplacement atomique, suppression réelle de blocs, lumière portée,
|
||||
cache et préférences ; OpenGL et Vulkan. Pas de monde personnel ouvert.
|
||||
|
||||
## Précision du signalement et implémentation
|
||||
|
||||
L'utilisateur précise ensuite que le bruit apparaît **en mouvement**, et demande
|
||||
le passage à Vulkan. Il ne faut donc pas attribuer les points de sa capture au
|
||||
seul clignotement de reconstruction : ce sont deux vérifications distinctes.
|
||||
|
||||
- Les sections PBR publiées restent affichées jusqu'au remplacement de leur
|
||||
maillage. Une nouvelle invalidation durant la construction est mémorisée ;
|
||||
elle n'annule plus continuellement le travail. Le budget permanent reste
|
||||
24 Mio, avec temporairement l'ancien et le nouveau maillage d'une section.
|
||||
- Les invalidations de lumière dynamique ne régénèrent plus la géométrie PBR.
|
||||
Les changements de blocs et de lumière du ciel restent pris en compte.
|
||||
- Lectures explicites des texels de profondeur/scène et du niveau de matériau,
|
||||
gradients de texture calculés avant les rejets de fragments. Les produits
|
||||
scalaires des reflets sont bornés, la puissance entière de Fresnel est
|
||||
explicite, les résultats non finis ne remplacent pas la scène native.
|
||||
Aucun flou ajouté aux textures.
|
||||
- Le choix graphique natif « Par défaut » devient « Vulkan (par défaut) »
|
||||
(FR/EN) et essaie Vulkan en premier. Minecraft conserve son repli OpenGL si
|
||||
Vulkan ne peut pas être initialisé. Un choix **OpenGL explicite** reste
|
||||
disponible ; pour une installation ainsi réglée, sélectionner Vulkan dans
|
||||
les réglages vidéo puis redémarrer. Aucun moteur externe ni VulkanMod ajouté.
|
||||
- 80 % est la nouvelle intensité PBR initiale. Les valeurs déjà enregistrées
|
||||
explicitement restent conservées.
|
||||
|
||||
Le code Minecraft 26.3 a été inspecté : `PreferredGraphicsApi.VULKAN` essaie
|
||||
Vulkan puis OpenGL ; le choix natif `DEFAULT` essayait auparavant OpenGL d'abord.
|
||||
Tous les effets Sanctuary utilisent déjà l'API graphique native. Le seul hook
|
||||
OpenGL direct est le correctif spécifique de lecture des panoramas dans
|
||||
`GlCommandEncoder` ; il ne remplace pas la voie Vulkan native.
|
||||
|
||||
Référence pour les lectures après contrôle divergent :
|
||||
[documentation Khronos des samplers](https://wikis.khronos.org/opengl/Sampler_%28GLSL%29).
|
||||
La correction rend ces lectures explicites ; elle ne constitue pas à elle seule
|
||||
une reproduction du défaut sur le pilote Windows de l'utilisateur.
|
||||
|
||||
## Observations de diagnostic
|
||||
|
||||
Le détecteur de points blancs isolés (minimum RGB 170, au moins cinq voisins
|
||||
sur huit sous 120) compte 669 points sur l'image utilisateur et zéro sur la
|
||||
première grotte de contrôle. Il s'agit de scènes, résolutions et pilotes différents,
|
||||
pas d'un avant/après reproduisant exactement le bug utilisateur. Les rendus
|
||||
natifs OpenGL de contrôle étaient déjà exempts de ce grain avant les nouvelles
|
||||
protections du shader ; le signalement Windows reste donc à reconfirmer là-bas.
|
||||
|
||||
Le test de rafraîchissement conserve les mêmes maillages publiés durant douze
|
||||
invalidations consécutives, compare l'image et vérifie que des remplacements
|
||||
aboutissent. Le test de torche alterne quatre fois les torches normales/des âmes
|
||||
sans reconstruction des normales. Le contrôle de mouvement presse réellement
|
||||
Avancer, maintient la torche et le PBR actifs et vérifie un déplacement d'au moins
|
||||
un bloc avant de vérifier les 24 captures. Les angles -30°, 0° et 35° sont aussi
|
||||
contrôlés, ainsi que les effets combinés et les préférences.
|
||||
|
||||
### Domaine invalide du reflet de la torche en main
|
||||
|
||||
Pour la lumière du joueur en vue subjective, la source est la caméra : le
|
||||
vecteur lumière et le vecteur de vue sont parallèles. L'ancien
|
||||
`pow(1 - max(dot(v,h),0),5)` n'avait aucune borne supérieure pour ce produit
|
||||
scalaire. Un calcul reproductible Float32 (100 000 positions, graine 142)
|
||||
donne 19 991 bases légèrement négatives, jusqu'à -2,3841858e-7, contre zéro
|
||||
après clamp. C'est une reproduction numérique d'un **domaine de calcul invalide**,
|
||||
pas une reproduction des pixels produits par le pilote utilisateur.
|
||||
|
||||
GLSL 3.30 ne définit pas `pow` pour une base négative, même avec un exposant
|
||||
entier : [spécification Khronos, fonctions exponentielles](https://registry.khronos.org/OpenGL/specs/gl/GLSLangSpec.3.30.pdf).
|
||||
Le correctif borne les cosinus à [0,1] et remplace cette puissance par des
|
||||
multiplications. La torche alignée sur la caméra ne dépend donc plus du traitement
|
||||
de cette entrée invalide par le pilote. Reçu numérique ignoré :
|
||||
`build/pbr142-fresnel-domain.json`.
|
||||
|
||||
### Mise à jour des fixtures antérieures
|
||||
|
||||
La suite Vulkan complète s'est arrêtée au contrôle SSGI de coin : l'oracle
|
||||
ne trouvait plus de pierre neutre (`rows=0`), car les lumières colorées ajoutées
|
||||
depuis beta.139/140 teintaient la pierre avec la lave. Le test de proximité SSGI
|
||||
et le test PBR solaire isolent désormais leur effet en coupant cette autre passe.
|
||||
Aucun seuil n'a été diminué et aucun changement de rendu SSGI n'est livré.
|
||||
Le sous-ensemble en échec est relancé séparément ; les étapes précédentes
|
||||
(ombres, CTM, bloom, lens flare, déplacement SSGI) avaient réussi.
|
||||
|
||||
## Vérifications natives
|
||||
|
||||
Sur Mac Apple M1, Java 25 et Minecraft 26.3 :
|
||||
|
||||
- OpenGL : suite couleurs/directions/rafraîchissement en 3 min 36 s, puis
|
||||
déplacement continu avec torche active en 1 min 36 s. Zéro point blanc isolé
|
||||
sur les 24 images de mouvement et les trois angles de grotte.
|
||||
- Vulkan/MoltenVK 1.4.2 : sélection automatique sans argument de moteur,
|
||||
couleurs/directions/rafraîchissement en 3 min 47 s. Dernier test continu avec
|
||||
torche active en 1 min 37 s, zéro point blanc isolé sur les 24 images.
|
||||
- Ombrages lune/midi/feuilles, distances et précisions, stabilité temps réel,
|
||||
CTM, bloom (minerais, torche, lampe, lave, soleil), émissifs indépendants et
|
||||
lens flare validés sous Vulkan dans la suite d'effets. Le déplacement SSGI
|
||||
sur douze blocs passe également. La suite s'arrête ensuite sur l'oracle
|
||||
ancien de couleur de pierre décrit ci-dessus : ne pas présenter ce lancement
|
||||
de 7 min 15 s comme une réussite complète.
|
||||
- Reprise ciblée après isolation de cet oracle : SSGI près des surfaces puis
|
||||
PBR extérieur réussis sous Vulkan en 2 min 55 s. Proximité 35/100, haute
|
||||
résolution, léger mouvement, toit ajouté/retiré, reload, resize, zéro/OFF et
|
||||
effets combinés. Gain SSGI au coin test : 6,01 sur 99 lignes à 35 %.
|
||||
- Les nouvelles valeurs initiales et les choix enregistrés sont testés, dont
|
||||
une intensité PBR explicitement enregistrée à 50 qui reste à 50.
|
||||
|
||||
Les premiers essais du nouveau contrôle de mouvement ont permis de corriger
|
||||
son entrée clavier : `pressKey` ne maintient pas une touche enfoncée. Le test
|
||||
final utilise `holdKey` puis `releaseKey`, vérifie le déplacement réel et refuse
|
||||
la disparition de la lumière portée ou du PBR pendant les captures.
|
||||
|
||||
Les jeux de test utilisent uniquement des mondes neufs et ignorés. La capture
|
||||
et le pilote Windows utilisateur n'ont pas été reproduits à l'identique ; leur
|
||||
retest reste ouvert malgré les corrections numériques et les contrôles natifs.
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 38 s**, 126 tâches. Le GameTest serveur dédié reste exclu
|
||||
selon le refus EULA antérieur ; les suites clientes ci-dessus ont réellement
|
||||
utilisé les deux moteurs natifs. `git diff --check` passe.
|
||||
|
||||
Les archives normale/Test embarquent le même JAR, leurs versions/index/hashes
|
||||
sont vérifiés, leurs sources correspondent aux fichiers courants. Le template
|
||||
contient exactement les ressources attendues. Les onze entrées de production
|
||||
modifiées par rapport à beta.141 sont limitées au PBR, au choix graphique et
|
||||
aux traductions ; les ressources de jeu antérieures sont conservées.
|
||||
|
||||
SHA-256 du JAR : `0bc2da9df2ef004e6dc78932cfde7b31b7717c63c83ceed789d151177c41bc1a`.
|
||||
|
||||
- `Sanctuary-beta.142.mrpack` : 10464746 octets ; SHA-256 `dba4fd8e1e3b20136faa1c1de3494df3cb250c87de199c04e07883c786ca48ee`.
|
||||
- `Sanctuary-Test-beta.142.mrpack` : 10483672 octets ; SHA-256 `d56b81a4aea6649a40a3c49dedee904989943a518ad0ae7c520b808dd0f9b9a7`.
|
||||
|
||||
Reçu détaillé ignoré : `build/shader142-artifact.json`.
|
||||
|
||||
## Livraison réalisée
|
||||
|
||||
[Release beta.142](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.142)
|
||||
publiée depuis `ea151dd5df8c7c5abd0107656f40c723efbf2ebe`. Canal stable :
|
||||
`d661260e2bbabb0326c86d6cc543daf986979596`. Archives normale/Test, ZIP d'amorçage Prism et template
|
||||
publiés avec vérification de leurs téléchargements ; tag et artefacts immuables.
|
||||
|
||||
Deux synchronisations isolées puis deux synchronisations de l'instance
|
||||
**Sanctuary Beta** réussies. Les 923 fichiers personnels suivis ont conservé
|
||||
leurs hashes, notamment mondes, réglages et packs personnels. Aucun monde
|
||||
personnel ouvert. Sauvegarde préalable : `sanctuary-backups/before-beta.142/`.
|
||||
L'instance locale conserve son réglage graphique natif « default », qui démarre
|
||||
désormais avec Vulkan prioritaire. Un Windows explicitement réglé sur OpenGL
|
||||
doit sélectionner Vulkan dans les réglages vidéo et redémarrer.
|
||||
|
||||
Archives locales également dans `sanctuary-beta/build/`. Le checkout de travail
|
||||
historique modifié `sanctuary-beta` n'a pas été réinitialisé ; seules ces archives
|
||||
ignorées y ont été déposées. Sources sur `codex/pbr-refresh-beta142`.
|
||||
@@ -0,0 +1,56 @@
|
||||
# SNOW-143 — Neige saisonnière en temps réel
|
||||
|
||||
Branche `codex/realtime-snow-melt-beta143`, socle beta.142. Minecraft 26.3 /
|
||||
Java 25. Livraison beta.143.
|
||||
|
||||
## Comportement
|
||||
|
||||
L'accumulation et la fonte saisonnière conservent le sampler natif de
|
||||
précipitation `ServerLevel.tickPrecipitation`. Sanctuary ne scanne donc toujours
|
||||
pas les chunks et ne force aucun chargement de terrain. Le changement porte
|
||||
seulement sur la probabilité des mutations de neige.
|
||||
|
||||
Pendant une chute de neige, Sanctuary ajoute désormais une couche une fois sur
|
||||
12 échantillons natifs en moyenne. La neige reste visible pendant une session,
|
||||
mais les colonnes ne montent plus instantanément. À `randomTickSpeed = 3`, une
|
||||
couche apparaît en moyenne après environ 40 minutes de neige continue.
|
||||
|
||||
Pour la fonte, chaque tirage saisonnier est multiplié par `72`, le rapport
|
||||
entre une journée réelle de 24 heures et une journée Minecraft de 20 minutes.
|
||||
|
||||
Une couche fond désormais en moyenne en 4 h 05 en été,
|
||||
8 h 10 au printemps et 16 h 25 en automne. Avec le plafond actuel de deux blocs,
|
||||
une colonne météo suivie met environ 2,7 jours réels à disparaître en été,
|
||||
5,4 jours au printemps et 11 jours en automne. L'hiver ne fond toujours pas.
|
||||
|
||||
Les règles de protection restent celles de beta.109 : seule la neige déposée
|
||||
par la météo Sanctuary depuis l'ajout du suivi `sanctuary:natural_snow_v1`
|
||||
peut fondre. La neige construite, l'ancienne neige non suivie, les couches
|
||||
manuelles, les biomes froids, les profils neigeux et la météo Vanilla restent
|
||||
préservés. Aucun format de sauvegarde ne change.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Vérifié le 18 septembre 2026 sur macOS, Java 25.
|
||||
|
||||
- `./gradlew :sanctuary:runClientGameTest -PsanctuaryClientTests=true
|
||||
-PsanctuaryMelt109ClientTests=true -PsanctuaryClientNoVsync=true
|
||||
-PsanctuaryQuickTests=true` : réussi en 57 s, avec le marqueur
|
||||
`MELT109_NATIVE_PASS`. Le test couvre l'accumulation beta.108 ralentie,
|
||||
la fonte couche par couche, la provenance persistante, les saisons, la
|
||||
gamerule, la météo Vanilla, les profils neigeux, les biomes froids et le
|
||||
rechargement de monde.
|
||||
- `./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest` :
|
||||
réussi en 2 min 31 s, 126 tâches. Le GameTest serveur dédié reste exclu
|
||||
conformément au refus antérieur de son EULA ; les contrôles natifs utilisent
|
||||
le serveur intégré.
|
||||
- `python3 scripts/pack.py check` : versions, icône et index packwiz vérifiés.
|
||||
- Exports MRpack produits avec `packwiz modrinth export`, intégrité ZIP vérifiée.
|
||||
Les deux MRpack embarquent exactement le JAR Sanctuary construit.
|
||||
|
||||
| Artefact | Taille | SHA-256 |
|
||||
| --- | ---: | --- |
|
||||
| `sanctuary-beta.143.jar` | 11 323 665 octets | `fd4b663ac2b2a106624c42b09997db229cc14d6c39d44ae83079bc6aa9d39a08` |
|
||||
| `Sanctuary-beta.143.mrpack` | 10 464 931 octets | `e55caaa41c5a3a2666ff5415846e18f44d504ac34b698f3d974091cfb52364c5` |
|
||||
| `Sanctuary-Test-beta.143.mrpack` | 10 483 858 octets | `b14bca04c4a48771209d0f7e234ff9ef6b800eb236fb969a6f0dfcee5620dafc` |
|
||||
| `Sanctuary-Template-beta.143.zip` | 4 354 153 octets | `071fd8da67d1d0224b89889a5fcbc4cd269673dddb7a52f89aa78802f154605a` |
|
||||
+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.139
|
||||
pack_version=beta.139
|
||||
mod_version=beta.143
|
||||
pack_version=beta.143
|
||||
resource_pack_version=beta.121
|
||||
maven_group=fr.koka.sanctuary
|
||||
jei_version=30.32.0-sanctuary.3
|
||||
|
||||
@@ -34,6 +34,10 @@ if (clientRenderTests) {
|
||||
if (improvedTransparency.isPresent()) {
|
||||
systemProperty('sanctuary.test.improvedTransparency', improvedTransparency.get())
|
||||
}
|
||||
systemProperty('sanctuary.test.pbr142', providers.gradleProperty('sanctuaryPbr142ClientTests').getOrElse('false'))
|
||||
systemProperty('sanctuary.test.directional141Only', providers.gradleProperty('sanctuaryDirectional141Only').getOrElse('false'))
|
||||
systemProperty('sanctuary.test.directional141', providers.gradleProperty('sanctuaryDirectional141ClientTests').getOrElse('false'))
|
||||
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'))
|
||||
|
||||
+19
-11
@@ -12,6 +12,7 @@ import java.time.Instant;
|
||||
import java.time.ZoneOffset;
|
||||
import java.util.UUID;
|
||||
import java.util.concurrent.atomic.AtomicBoolean;
|
||||
import java.util.function.BooleanSupplier;
|
||||
import net.fabricmc.fabric.api.client.event.lifecycle.v1.ClientTickEvents;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
@@ -50,24 +51,29 @@ public final class Melt109ClientChecks implements FabricClientGameTest {
|
||||
for(int x=-15;x<=15;x++)for(int z=-15;z<=15;z++)l.setBlockAndUpdate(new BlockPos(x,79,z),Blocks.STONE.defaultBlockState());
|
||||
clock(l,"2026-07-10T12:00:00Z",SeasonalWeather.Season.SUMMER);
|
||||
check(l.getGameRules().get(SeasonalSnowMelt.ENABLED),"Melt enabled by default");
|
||||
check(SeasonalSnowMelt.REALTIME_SCALE==72,"Real-time snow melt scale is one real day per 72 native days");
|
||||
check(SeasonalSnowMelt.chance(SeasonalWeather.Season.SUMMER)==72
|
||||
&&SeasonalSnowMelt.chance(SeasonalWeather.Season.SPRING)==144
|
||||
&&SeasonalSnowMelt.chance(SeasonalWeather.Season.AUTUMN)==288
|
||||
&&SeasonalSnowMelt.chance(SeasonalWeather.Season.WINTER)==0,"Seasonal melt chances include the 72x real-time scale");
|
||||
deposit(l,AT,16);check(l.getBlockState(AT.above()).is(Blocks.SNOW_BLOCK),"Default two-block accumulation retained");
|
||||
clear(l);step(l,AT,1);
|
||||
check(layers(l,AT.above())==7&&layers(l,AT)==8,"Summer melts only one top layer");
|
||||
step(l,AT,7);check(l.getBlockState(AT.above()).isAir()&&layers(l,AT)==8,"Top block melts completely before the lower block");
|
||||
step(l,AT,8);check(l.getBlockState(AT).isAir()&&!tracked(l,AT),"Natural column vanishes without water; receipt removed");
|
||||
clear(l);
|
||||
until(l,AT,5000,()->layers(l,AT.above())==7&&layers(l,AT)==8,"Summer melts only one top layer");
|
||||
until(l,AT,20000,()->l.getBlockState(AT.above()).isAir()&&layers(l,AT)==8,"Top block melts completely before the lower block");
|
||||
until(l,AT,20000,()->l.getBlockState(AT).isAir()&&!tracked(l,AT),"Natural column vanishes without water; receipt removed");
|
||||
|
||||
var built=new BlockPos(7,80,4);l.setBlockAndUpdate(built,Blocks.SNOW_BLOCK.defaultBlockState());step(l,built,64);check(layers(l,built)==8,"Untracked snow block preserved");
|
||||
var old=new BlockPos(8,80,4);snow(l,old,5);step(l,old,64);check(layers(l,old)==5,"Untracked old layers preserved");
|
||||
var base=new BlockPos(9,80,4);snow(l,base,3);deposit(l,base,5);clear(l);step(l,base,16);check(layers(l,base)==3&&!tracked(l,base),"Weather above manual layers melts only back to its base");
|
||||
var atop=new BlockPos(9,80,6);l.setBlockAndUpdate(atop,Blocks.SNOW_BLOCK.defaultBlockState());deposit(l,atop,8);clear(l);step(l,atop,16);check(layers(l,atop)==8&&l.getBlockState(atop.above()).isAir(),"Weather on a snow construction melts; construction stays");
|
||||
var base=new BlockPos(9,80,4);snow(l,base,3);deposit(l,base,5);clear(l);until(l,base,20000,()->layers(l,base)==3&&!tracked(l,base),"Weather above manual layers melts only back to its base");
|
||||
var atop=new BlockPos(9,80,6);l.setBlockAndUpdate(atop,Blocks.SNOW_BLOCK.defaultBlockState());deposit(l,atop,8);clear(l);until(l,atop,20000,()->layers(l,atop)==8&&l.getBlockState(atop.above()).isAir(),"Weather on a snow construction melts; construction stays");
|
||||
var replaced=new BlockPos(10,80,4);deposit(l,replaced,8);l.setBlockAndUpdate(replaced,Blocks.AIR.defaultBlockState());l.setBlockAndUpdate(replaced,Blocks.SNOW_BLOCK.defaultBlockState());clear(l);step(l,replaced,32);check(layers(l,replaced)==8&&!tracked(l,replaced),"Break and replacement cannot inherit melt permission");
|
||||
var thickened=new BlockPos(10,80,6);deposit(l,thickened,2);snow(l,thickened,6);clear(l);step(l,thickened,32);check(layers(l,thickened)==6&&!tracked(l,thickened),"Manual layer edit relinquishes natural provenance");
|
||||
var capped=new BlockPos(12,80,6);deposit(l,capped,8);snow(l,capped.above(),1);clear(l);step(l,capped,32);check(layers(l,capped)==8&&layers(l,capped.above())==1,"Manual thin snow cap protects its natural support");
|
||||
var roof=new BlockPos(11,80,4);deposit(l,roof,8);l.setBlockAndUpdate(roof.above(3),Blocks.STONE.defaultBlockState());clear(l);step(l,roof,32);check(layers(l,roof)==8,"Covered snow remains untouched");l.setBlockAndUpdate(roof.above(3),Blocks.AIR.defaultBlockState());step(l,roof,1);check(layers(l,roof)==7,"Uncovered natural snow resumes melt");
|
||||
var roof=new BlockPos(11,80,4);deposit(l,roof,8);l.setBlockAndUpdate(roof.above(3),Blocks.STONE.defaultBlockState());clear(l);step(l,roof,32);check(layers(l,roof)==8,"Covered snow remains untouched");l.setBlockAndUpdate(roof.above(3),Blocks.AIR.defaultBlockState());until(l,roof,10000,()->layers(l,roof)==7,"Uncovered natural snow resumes melt");
|
||||
command(l,"gamerule sanctuary:seasonal_snow_melt false");step(l,roof,32);check(layers(l,roof)==7,"Operator disables melting");command(l,"gamerule sanctuary:seasonal_snow_melt true");
|
||||
clock(l,"2026-01-10T12:00:00Z",SeasonalWeather.Season.WINTER);clear(l);step(l,roof,64);check(layers(l,roof)==7,"Winter never melts even with clear weather");
|
||||
clock(l,"2026-04-10T12:00:00Z",SeasonalWeather.Season.SPRING);clear(l);step(l,roof,64);check(l.getBlockState(roof).isAir(),"Spring progressively melts");
|
||||
deposit(l,roof,8);clock(l,"2026-10-10T12:00:00Z",SeasonalWeather.Season.AUTUMN);clear(l);step(l,roof,128);check(l.getBlockState(roof).isAir(),"Autumn progressively melts");
|
||||
clock(l,"2026-04-10T12:00:00Z",SeasonalWeather.Season.SPRING);clear(l);until(l,roof,30000,()->l.getBlockState(roof).isAir(),"Spring progressively melts");
|
||||
deposit(l,roof,8);clock(l,"2026-10-10T12:00:00Z",SeasonalWeather.Season.AUTUMN);clear(l);until(l,roof,50000,()->l.getBlockState(roof).isAir(),"Autumn progressively melts");
|
||||
deposit(l,roof,8);clock(l,"2026-07-10T12:00:00Z",SeasonalWeather.Season.SUMMER);
|
||||
command(l,"sanctuary weather snow");l.getWeatherData().setRaining(false);l.setRainLevel(0);step(l,roof,64);check(layers(l,roof)==8,"Forced summer snowfall blocks melting");
|
||||
command(l,"sanctuary weather snow_showers");l.getWeatherData().setRaining(false);l.setRainLevel(0);step(l,roof,64);check(layers(l,roof)==8,"Pauses in snow showers also block melting");
|
||||
@@ -84,7 +90,7 @@ public final class Melt109ClientChecks implements FabricClientGameTest {
|
||||
var l=server.overworld();clock(l,"2026-07-10T12:00:00Z",SeasonalWeather.Season.SUMMER);clear(l);
|
||||
check(!l.getGameRules().get(SeasonalSnowMelt.ENABLED),"Melt rule persists across restart");
|
||||
check(layers(l,PERSIST)==8&&layers(l,PERSIST.above())==8&&tracked(l,PERSIST)&&tracked(l,PERSIST.above()),"Chunk attachment survives native save/reload");
|
||||
command(l,"gamerule sanctuary:seasonal_snow_melt true");step(l,PERSIST,16);
|
||||
command(l,"gamerule sanctuary:seasonal_snow_melt true");until(l,PERSIST,30000,()->l.getBlockState(PERSIST).isAir()&&l.getBlockState(PERSIST.above()).isAir()&&!tracked(l,PERSIST), "Loaded natural snow melts and clears provenance");
|
||||
check(l.getBlockState(PERSIST).isAir()&&l.getBlockState(PERSIST.above()).isAir()&&!tracked(l,PERSIST),"Loaded natural snow melts and clears provenance: base="+l.getBlockState(PERSIST)+", top="+l.getBlockState(PERSIST.above())+", sky="+l.canSeeSky(PERSIST.above(2))+", active="+WeatherService.active(l)+", biome="+l.getBiome(PERSIST)+", season="+WeatherService.season(server));
|
||||
check(layers(l,new BlockPos(7,80,4))==8&&layers(l,new BlockPos(9,80,4))==3,"Built and preexisting snow preserved across restart");
|
||||
});
|
||||
@@ -92,13 +98,15 @@ public final class Melt109ClientChecks implements FabricClientGameTest {
|
||||
System.out.println("MELT109_NATIVE_PASS: accumulation regression, top-down melt, seasons, profiles, cold biomes, constructions, edit invalidation, gamerule, native chunk save/reload");
|
||||
}finally{intro.set(false);}
|
||||
}
|
||||
private static void deposit(ServerLevel l,BlockPos pos,int count){l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,1,l.getServer());command(l,"sanctuary weather snow");l.getWeatherData().setRaining(true);l.setRainLevel(1);step(l,pos,count);l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,0,l.getServer());}
|
||||
private static void deposit(ServerLevel l,BlockPos pos,int count){l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,1,l.getServer());command(l,"sanctuary weather snow");l.getWeatherData().setRaining(true);l.setRainLevel(1);int target=depth(l,pos)+count;until(l,pos,Math.max(1000,count*200),()->depth(l,pos)>=target,"Weather snow reaches depth "+target+" at "+pos);l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,0,l.getServer());}
|
||||
private static void clear(ServerLevel l){command(l,"sanctuary weather clear");l.getWeatherData().setRaining(false);l.setRainLevel(0);}
|
||||
private static void clock(ServerLevel l,String time,SeasonalWeather.Season expected){try{var field=RealtimeService.Session.class.getDeclaredField("clock");field.setAccessible(true);field.set(RealtimeService.session(l.getServer()),Clock.fixed(Instant.parse(time),ZoneOffset.UTC));check(WeatherService.season(l.getServer())==expected,"Test calendar: "+expected);}catch(ReflectiveOperationException e){throw new AssertionError(e);}}
|
||||
private static boolean tracked(ServerLevel l,BlockPos p){var m=l.getChunkAt(p).getAttached(SeasonalSnowMelt.NATURAL);return m!=null&&m.containsKey(Long.toString(p.asLong()));}
|
||||
private static void snow(ServerLevel l,BlockPos p,int layers){l.setBlockAndUpdate(p,Blocks.SNOW.defaultBlockState().setValue(SnowLayerBlock.LAYERS,layers));}
|
||||
private static int layers(ServerLevel l,BlockPos p){return SeasonalSnowMelt.layers(l.getBlockState(p));}
|
||||
private static int depth(ServerLevel l,BlockPos p){int total=0;for(int i=0;i<32;i++){int layers=layers(l,p.above(i));if(layers==0)break;total+=layers;}return total;}
|
||||
private static void step(ServerLevel l,BlockPos p,int n){for(int i=0;i<n;i++)l.tickPrecipitation(p);}
|
||||
private static void until(ServerLevel l,BlockPos p,int max,BooleanSupplier condition,String message){for(int i=0;i<max&&!condition.getAsBoolean();i++)l.tickPrecipitation(p);check(condition.getAsBoolean(),message);}
|
||||
private static void command(ServerLevel l,String s){l.getServer().getCommands().performPrefixedCommand(l.getServer().createCommandSourceStack(),s);}
|
||||
private static KeyEvent enter(){return new KeyEvent(InputConstants.KEY_RETURN,0,0);}
|
||||
private static void check(boolean ok,String message){if(!ok)throw new AssertionError(message);}
|
||||
|
||||
+19
-15
@@ -6,6 +6,7 @@ import fr.koka.sanctuary.progression.SanctuaryGameplay;
|
||||
import fr.koka.sanctuary.weather.SnowAccumulation;
|
||||
import java.util.UUID;
|
||||
import java.util.concurrent.atomic.AtomicBoolean;
|
||||
import java.util.function.BooleanSupplier;
|
||||
import net.fabricmc.fabric.api.client.event.lifecycle.v1.ClientTickEvents;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
@@ -45,42 +46,45 @@ public final class Snow108ClientChecks implements FabricClientGameTest {
|
||||
if(enabled) {
|
||||
command(l,"sanctuary weather snow");l.setRainLevel(1);
|
||||
check(l.getGameRules().get(SnowAccumulation.MAX_HEIGHT)==2,"Default two blocks");
|
||||
for(int i=1;i<=7;i++){l.tickPrecipitation(AT);check(layers(l,AT)==i,"One layer per precipitation event: "+i);}
|
||||
check(SnowAccumulation.REALTIME_SCALE==12,"Snow accumulation uses the 12x real-time arrival scale");
|
||||
for(int i=1;i<=7;i++){int expected=i;until(l,AT,1000,()->layers(l,AT)==expected,"Layer "+i+" arrives through the native sampler");}
|
||||
var pig=EntityTypes.PIG.create(l,EntitySpawnReason.COMMAND);pig.setNoAi(true);pig.setNoGravity(true);pig.setPos(4.5,80.75,4.5);l.addFreshEntity(pig);
|
||||
l.tickPrecipitation(AT);check(l.getBlockState(AT).is(Blocks.SNOW_BLOCK),"Eighth layer becomes solid snow block");
|
||||
until(l,AT,1000,()->l.getBlockState(AT).is(Blocks.SNOW_BLOCK),"Eighth layer becomes solid snow block");
|
||||
check(l.getBlockState(AT).getCollisionShape(l,AT,CollisionContext.empty()).bounds().maxY==1,"Full block collision");
|
||||
check(pig.getY()>=81,"Growth lifts a standing entity");pig.discard();
|
||||
l.tickPrecipitation(AT);check(layers(l,AT.above())==1,"New layer begins above solid snow");
|
||||
for(int i=0;i<30;i++)l.tickPrecipitation(AT);
|
||||
until(l,AT,1000,()->layers(l,AT.above())==1,"New layer begins above solid snow");
|
||||
until(l,AT,2000,()->l.getBlockState(AT.above()).is(Blocks.SNOW_BLOCK),"Default cap fills a second block");
|
||||
check(l.getBlockState(AT.above()).is(Blocks.SNOW_BLOCK)&&l.getBlockState(AT.above(2)).isAir(),"Default cap at two blocks");
|
||||
command(l,"gamerule sanctuary:snow_accumulation_height 4");
|
||||
for(int i=0;i<30;i++)l.tickPrecipitation(AT);
|
||||
until(l,AT,5000,()->l.getBlockState(AT.above(3)).is(Blocks.SNOW_BLOCK),"Raised cap fills the fourth block");
|
||||
check(l.getBlockState(AT.above(3)).is(Blocks.SNOW_BLOCK)&&l.getBlockState(AT.above(4)).isAir(),"Operator raises cap to four blocks");
|
||||
command(l,"gamerule sanctuary:snow_accumulation_height -1");
|
||||
for(int i=0;i<16;i++)l.tickPrecipitation(AT);
|
||||
until(l,AT,3000,()->l.getBlockState(AT.above(5)).is(Blocks.SNOW_BLOCK),"Unlimited mode fills beyond the cap");
|
||||
check(l.getBlockState(AT.above(5)).is(Blocks.SNOW_BLOCK),"Unlimited mode continues upward");
|
||||
var fresh=new BlockPos(-5,80,-5);command(l,"gamerule sanctuary:snow_accumulation_height 0");l.tickPrecipitation(fresh);check(l.getBlockState(fresh).isAir(),"Sanctuary zero stops deposits");
|
||||
command(l,"gamerule sanctuary:snow_accumulation_height 2");l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,0,server);l.tickPrecipitation(fresh);check(l.getBlockState(fresh).isAir(),"Native zero remains authoritative");l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,1,server);
|
||||
l.setRainLevel(0);l.getWeatherData().setRaining(false);l.tickPrecipitation(fresh);check(l.getBlockState(fresh).isAir(),"No accumulation between showers");
|
||||
command(l,"sanctuary weather snow_showers");l.setRainLevel(1);l.getWeatherData().setRaining(true);l.tickPrecipitation(fresh);check(layers(l,fresh)==1,"Snow showers accumulate while falling");
|
||||
var flower=new BlockPos(-6,80,-6);l.setBlockAndUpdate(flower.below(),Blocks.GRASS_BLOCK.defaultBlockState());l.setBlockAndUpdate(flower,Blocks.DANDELION.defaultBlockState());l.tickPrecipitation(flower);check(l.getBlockState(flower).is(Blocks.DANDELION),"Plant preserved");
|
||||
var water=new BlockPos(-7,79,-7);l.setBlockAndUpdate(water,Blocks.WATER.defaultBlockState());l.tickPrecipitation(water);check(l.getBlockState(water).is(Blocks.WATER)&&l.getBlockState(water.above()).isAir(),"Open water not filled with snow");
|
||||
var roof=new BlockPos(7,83,-7);l.setBlockAndUpdate(roof,Blocks.STONE.defaultBlockState());l.tickPrecipitation(roof);check(layers(l,roof.above())==1&&l.getBlockState(roof.below()).isAir(),"Snow on roof, not indoors");
|
||||
var fresh=new BlockPos(-5,80,-5);command(l,"gamerule sanctuary:snow_accumulation_height 0");step(l,fresh,200);check(l.getBlockState(fresh).isAir(),"Sanctuary zero stops deposits");
|
||||
command(l,"gamerule sanctuary:snow_accumulation_height 2");l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,0,server);step(l,fresh,200);check(l.getBlockState(fresh).isAir(),"Native zero remains authoritative");l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,1,server);
|
||||
l.setRainLevel(0);l.getWeatherData().setRaining(false);step(l,fresh,200);check(l.getBlockState(fresh).isAir(),"No accumulation between showers");
|
||||
command(l,"sanctuary weather snow_showers");l.setRainLevel(1);l.getWeatherData().setRaining(true);until(l,fresh,1000,()->layers(l,fresh)==1,"Snow showers accumulate while falling");
|
||||
var flower=new BlockPos(-6,80,-6);l.setBlockAndUpdate(flower.below(),Blocks.GRASS_BLOCK.defaultBlockState());l.setBlockAndUpdate(flower,Blocks.DANDELION.defaultBlockState());step(l,flower,200);check(l.getBlockState(flower).is(Blocks.DANDELION),"Plant preserved");
|
||||
var water=new BlockPos(-7,79,-7);l.setBlockAndUpdate(water,Blocks.WATER.defaultBlockState());step(l,water,200);check(l.getBlockState(water).is(Blocks.WATER)&&l.getBlockState(water.above()).isAir(),"Open water not filled with snow");
|
||||
var roof=new BlockPos(7,83,-7);l.setBlockAndUpdate(roof,Blocks.STONE.defaultBlockState());until(l,roof,1000,()->layers(l,roof.above())==1,"Snow on roof arrives");check(layers(l,roof.above())==1&&l.getBlockState(roof.below()).isAir(),"Snow on roof, not indoors");
|
||||
var cauldron=new BlockPos(8,80,-8);l.setBlockAndUpdate(cauldron,Blocks.CAULDRON.defaultBlockState());for(int i=0;i<200;i++)l.tickPrecipitation(cauldron);check(l.getBlockState(cauldron).is(Blocks.POWDER_SNOW_CAULDRON),"Native cauldron snow filling preserved");
|
||||
command(l,"sanctuary weather rain");l.setRainLevel(1);var rainy=new BlockPos(10,80,0);l.tickPrecipitation(rainy);check(l.getBlockState(rainy).isAir(),"Temperate rain is not snow");
|
||||
command(l,"sanctuary weather vanilla");cold(l);for(int i=0;i<8;i++)l.tickPrecipitation(new BlockPos(0,80,0));check(l.getBlockState(new BlockPos(0,80,0)).is(Blocks.SNOW_BLOCK),"Cold biome also accumulates with vanilla weather");
|
||||
command(l,"sanctuary weather vanilla");cold(l);until(l,new BlockPos(0,80,0),2000,()->l.getBlockState(new BlockPos(0,80,0)).is(Blocks.SNOW_BLOCK),"Cold biome also accumulates with vanilla weather");
|
||||
var light=new BlockPos(11,80,11);l.setBlockAndUpdate(light.below(),Blocks.GLOWSTONE.defaultBlockState());command(l,"sanctuary weather snow");l.setRainLevel(1);
|
||||
} else {
|
||||
cold(l);for(int i=0;i<40;i++)l.tickPrecipitation(AT);check(layers(l,AT)==1&&l.getBlockState(AT.above()).isAir(),"Non-Sanctuary world keeps native one-layer limit");
|
||||
}
|
||||
});
|
||||
if(enabled){c.waitTicks(8);world.getServer().runOnServer(s->{var l=s.overworld();var light=new BlockPos(11,80,11);check(l.getBrightness(LightLayer.BLOCK,light)>=10,"Test light propagated");for(int i=0;i<16;i++)l.tickPrecipitation(light);check(l.getBlockState(light).isAir(),"Bright surfaces do not accumulate");});}
|
||||
if(enabled){c.waitTicks(8);world.getServer().runOnServer(s->{var l=s.overworld();var light=new BlockPos(11,80,11);check(l.getBrightness(LightLayer.BLOCK,light)>=10,"Test light propagated");step(l,light,400);check(l.getBlockState(light).isAir(),"Bright surfaces do not accumulate");});}
|
||||
}
|
||||
System.out.println("SNOW108_NATIVE_PASS: layers, solid blocks, vertical stacking, entity lift, caps and commands, weather, light, supports, cauldron and vanilla world");
|
||||
}finally{intro.set(false);}
|
||||
}
|
||||
private static void cold(ServerLevel l){command(l,"fillbiome -8 76 -8 8 88 8 minecraft:snowy_plains");l.getWeatherData().setRaining(true);l.setRainLevel(1);}
|
||||
private static int layers(ServerLevel l,BlockPos p){var s=l.getBlockState(p);return s.is(Blocks.SNOW)?s.getValue(SnowLayerBlock.LAYERS):0;}
|
||||
private static void step(ServerLevel l,BlockPos p,int n){for(int i=0;i<n;i++)l.tickPrecipitation(p);}
|
||||
private static void until(ServerLevel l,BlockPos p,int max,BooleanSupplier condition,String message){for(int i=0;i<max&&!condition.getAsBoolean();i++)l.tickPrecipitation(p);check(condition.getAsBoolean(),message);}
|
||||
private static void command(ServerLevel l,String s){l.getServer().getCommands().performPrefixedCommand(l.getServer().createCommandSourceStack(),s);}
|
||||
private static KeyEvent enter(){return new KeyEvent(InputConstants.KEY_RETURN,0,0);}
|
||||
private static void check(boolean ok,String message){if(!ok)throw new AssertionError(message);}
|
||||
|
||||
+9
-3
@@ -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);}}
|
||||
}
|
||||
|
||||
+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;}
|
||||
}
|
||||
+51
@@ -0,0 +1,51 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.*;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
|
||||
/** Real enclosed stone surfaces: local normal response without sunlight. */
|
||||
final class DirectionalLights141ClientChecks {
|
||||
private static final BlockPos LEFT=new BlockPos(96,101,102),RIGHT=new BlockPos(104,101,102),PROBE=new BlockPos(100,101,102);
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);m.options.particles().set(net.minecraft.server.level.ParticleStatus.MINIMAL);VanillaLight.setColoredLights(true);VanillaLight.setColoredLightIntensity(30);VanillaLight.setColoredLightDistance(16);VanillaLight.setWarmTorches(false);VanillaLight.setPbr(false);VanillaLight.setPbrIntensity(100);});
|
||||
camera(c,server,100.5,101,98.5,70);look(c,server,0,35);c.waitTicks(30);
|
||||
server.runOnServer(s->{if(s.clockManager().getInstance(s.overworld().dimensionType().defaultClock().orElseThrow()).totalTicks()!=18000)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)?Blocks.STONE.defaultBlockState():(y==109||x==88||x==112||z==92||z==116)?Blocks.CONCRETE.white().defaultBlockState():Blocks.AIR.defaultBlockState());
|
||||
s.overworld().setBlockAndUpdate(LEFT,Blocks.TORCH.defaultBlockState());
|
||||
});c.waitTicks(40);settle(c);var flat=capture(c,"direction-left-pbr-off");
|
||||
c.runOnClient(m->VanillaLight.setPbr(true));c.waitFor(m->ColoredLights.directionSample(PROBE)!=0&&ProceduralPbr.ready(),2000);settle(c);
|
||||
int left=c.computeOnClient(m->ColoredLights.directionSample(PROBE));check(dx(left)<-.9&&Math.abs(dy(left))<.02&&Math.abs(dz(left))<.02,"Cached arrival points toward the left source");
|
||||
var relief=capture(c,"direction-left-pbr-on");long delta=difference(flat,relief);check(delta>1000,"Local light visibly affects stone normals without skylight: "+delta);
|
||||
int builds=c.computeOnClient(m->ColoredLights.builds());c.waitTicks(25);check(c.computeOnClient(m->ColoredLights.builds())==builds,"Static directions reuse the cache");unchanged(relief,capture(c,null),"Static local PBR is stable");
|
||||
if(Boolean.getBoolean("sanctuary.test.pbr142"))PbrRefresh142ClientChecks.refresh(c,server,relief);
|
||||
server.runOnServer(s->{s.overworld().setBlockAndUpdate(LEFT,Blocks.AIR.defaultBlockState());s.overworld().setBlockAndUpdate(RIGHT,Blocks.TORCH.defaultBlockState());});c.waitTicks(40);settle(c);
|
||||
int right=c.computeOnClient(m->ColoredLights.directionSample(PROBE));check(dx(right)>.9,"Moving the source reverses arrival direction");capture(c,"direction-right-pbr-on");
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(LEFT,Blocks.TORCH.defaultBlockState()));c.waitTicks(40);settle(c);
|
||||
int opposed=c.computeOnClient(m->ColoredLights.directionSample(PROBE));check(Math.abs(dx(opposed))<.02&&Math.abs(dy(opposed))<.02&&Math.abs(dz(opposed))<.02&&(opposed>>>24)>0,"Equal opposing lights cancel direction, retain illumination");capture(c,"direction-opposed");
|
||||
// A sealed barrier must prevent both intensity and direction reaching the probe.
|
||||
server.runOnServer(s->{s.overworld().setBlockAndUpdate(RIGHT,Blocks.AIR.defaultBlockState());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(40);settle(c);
|
||||
check(c.computeOnClient(m->ColoredLights.directionSample(PROBE))==0,"Closed wall blocks local direction and energy");capture(c,"direction-blocked");
|
||||
server.runOnServer(s->{s.overworld().setBlockAndUpdate(LEFT,Blocks.AIR.defaultBlockState());
|
||||
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());
|
||||
command(s,"gamemode creative @a");s.getPlayerList().getPlayers().getFirst().setItemSlot(net.minecraft.world.entity.EquipmentSlot.MAINHAND,new net.minecraft.world.item.ItemStack(net.minecraft.world.item.Items.TORCH));});
|
||||
c.waitTicks(45);settle(c);capture(c,"direction-held-pbr-on");
|
||||
c.runOnClient(m->VanillaLight.setPbr(false));c.waitTicks(35);settle(c);var heldFlat=capture(c,"direction-held-pbr-off");
|
||||
c.runOnClient(m->VanillaLight.setPbr(true));c.waitTicks(35);settle(c);var heldRelief=capture(c,"direction-held-pbr-on-final");
|
||||
if(Boolean.getBoolean("sanctuary.test.pbr142"))PbrRefresh142ClientChecks.held(c,server);
|
||||
long heldDelta=difference(heldFlat,heldRelief);check(heldDelta>1000&&c.computeOnClient(m->ColoredLights.dynamicCount())==1,"Carried light drives local PBR: "+heldDelta);
|
||||
server.runOnServer(s->s.getPlayerList().getPlayers().getFirst().setItemSlot(net.minecraft.world.entity.EquipmentSlot.MAINHAND,net.minecraft.world.item.ItemStack.EMPTY));c.waitTicks(35);
|
||||
c.runOnClient(m->VanillaLight.setPbr(false));c.waitTicks(35);settle(c);check(c.computeOnClient(m->ColoredLights.directionSample(LEFT))==0,"PBR OFF releases directional field");
|
||||
c.runOnClient(m->{VanillaLight.setColoredLights(false);VanillaLight.setPbr(true);});c.waitTicks(25);capture(c,"direction-colored-off");
|
||||
check(!c.computeOnClient(m->ColoredLights.allocated()),"Color OFF releases local field while PBR keeps its solar path");
|
||||
if(Boolean.getBoolean("sanctuary.test.pbr142"))PbrRefresh142ClientChecks.cave(c,server);
|
||||
System.out.println("DIRECTIONAL141_PASS localPbrDelta="+delta+" native normals, left/right, opposing sources, wall, held light, stable cache, OFF");
|
||||
}
|
||||
private static double dx(int c){return ((c>>16&255)-128)/127.;}
|
||||
private static double dy(int c){return ((c>>8&255)-128)/127.;}
|
||||
private static double dz(int c){return ((c&255)-128)/127.;}
|
||||
private static void settle(ClientGameTestContext c){c.waitFor(m->ColoredLights.applied()&&ColoredLights.settled(),2400);c.waitTicks(14);}
|
||||
private static long difference(Frame a,Frame b){long n=0;for(int i=0;i<a.pixels().length;i++)n+=channelDifference(a.pixels()[i],b.pixels()[i]);return n;}
|
||||
}
|
||||
+2
-2
@@ -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.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);});
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);materials();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setColoredLights(false);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());
|
||||
@@ -61,7 +61,7 @@ public final class Pbr134ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
private static void preferences(){try{
|
||||
var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"ssgi\":true,\"ssgiIntensity\":35,\"bloom\":false}");forgetPreferences();
|
||||
check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==50&&VanillaLight.ssgi()&&!VanillaLight.bloom(),"Missing PBR setting defaults ON while preserving explicit old choices");
|
||||
check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==80&&VanillaLight.ssgi()&&!VanillaLight.bloom(),"Missing PBR setting defaults ON while preserving explicit old choices");
|
||||
for(int n:new int[]{-1,0,50,100,101}){VanillaLight.setPbr(true);VanillaLight.setPbrIntensity(n);forgetPreferences();check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==Math.clamp(n,0,100),"PBR preference persistence/clamp");}
|
||||
VanillaLight.setPbrIntensity(50);
|
||||
}catch(Exception e){throw new AssertionError(e);}}
|
||||
|
||||
+63
@@ -0,0 +1,63 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.*;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.world.item.*;
|
||||
import net.minecraft.world.entity.EquipmentSlot;
|
||||
|
||||
final class PbrRefresh142ClientChecks {
|
||||
static void refresh(ClientGameTestContext c,TestServerContext s,Frame reference){
|
||||
int entries=c.computeOnClient(m->ProceduralPbr.terrainEntries()),builds=c.computeOnClient(m->ProceduralPbr.terrainBuilds());check(entries>0,"PBR fixture has visible sections");
|
||||
for(int i=0;i<12;i++){
|
||||
c.runOnClient(m->{for(var section:m.levelRenderer.visibleSections()){var p=section.getRenderOrigin();ProceduralPbr.dirtySection(p.getX()>>4,p.getY()>>4,p.getZ()>>4);}
|
||||
check(ProceduralPbr.terrainEntries()==entries,"Invalidation retains every published PBR section");});
|
||||
c.waitTicks(1);unchanged(reference,capture(c,null),"PBR remains visible throughout repeated refreshes");
|
||||
}
|
||||
ready(c);check(c.computeOnClient(m->ProceduralPbr.terrainBuilds())>builds,"Replacement meshes actually published");unchanged(reference,capture(c,"refresh-stable"),"Replacement preserves the rendered normals");
|
||||
System.out.println("PBR142_REFRESH_PASS entries="+entries+" repeated invalidation, retained rendering, completed replacements");
|
||||
}
|
||||
static void held(ClientGameTestContext c,TestServerContext s){
|
||||
ready(c);int builds=c.computeOnClient(m->ProceduralPbr.terrainBuilds());
|
||||
for(var item:new Item[]{Items.SOUL_TORCH,Items.TORCH,Items.SOUL_TORCH,Items.TORCH}){
|
||||
s.runOnServer(server->server.getPlayerList().getPlayers().getFirst().setItemSlot(EquipmentSlot.MAINHAND,new ItemStack(item)));c.waitTicks(25);
|
||||
}
|
||||
check(c.computeOnClient(m->ProceduralPbr.terrainBuilds())==builds,"Carried light updates do not rebuild the normal mesh");
|
||||
System.out.println("PBR142_HELD_PASS native dynamic relighting preserves the PBR geometry cache");
|
||||
}
|
||||
static void cave(ClientGameTestContext c,TestServerContext s){
|
||||
c.runOnClient(m->{VanillaLight.setColoredLights(true);VanillaLight.setPbr(false);VanillaLight.setPbrIntensity(80);VanillaLight.setColoredLightDistance(16);});
|
||||
camera(c,s,0.5,65,2.5,70);look(c,s,0,-12);c.waitTicks(30);
|
||||
s.runOnServer(server->{for(int x=-5;x<=5;x++)for(int z=-1;z<=18;z++)for(int y=64;y<=70;y++)
|
||||
server.overworld().setBlockAndUpdate(new BlockPos(x,y,z),(x==-5||x==5||y==64||y==70||z==-1||z==18)?Blocks.DEEPSLATE.defaultBlockState():Blocks.AIR.defaultBlockState());
|
||||
for(int y=65;y<=69;y++)server.overworld().setBlockAndUpdate(new BlockPos(-2,y,9),Blocks.DEEPSLATE.defaultBlockState());
|
||||
for(int z=5;z<14;z++)server.overworld().setBlockAndUpdate(new BlockPos(3,67,z),Blocks.DEEPSLATE.defaultBlockState());
|
||||
server.overworld().setBlockAndUpdate(new BlockPos(3,68,8),Blocks.WATER.defaultBlockState());
|
||||
server.getPlayerList().getPlayers().getFirst().setItemSlot(EquipmentSlot.MAINHAND,new ItemStack(Items.TORCH));
|
||||
});c.waitTicks(100);var off=capture(c,"cave-pbr-off");c.runOnClient(m->VanillaLight.setPbr(true));ready(c);var on=capture(c,"cave-pbr-80");
|
||||
check(specks(on)<=specks(off)+4,"PBR does not introduce isolated white points in the cave");
|
||||
System.out.println("PBR142_CAVE_PIXELS off="+specks(off)+" on="+specks(on));
|
||||
// Capture while the camera is actually travelling, before settling caches.
|
||||
s.runOnServer(server->{var player=server.getPlayerList().getPlayers().getFirst();player.getAbilities().flying=true;player.onUpdateAbilities();});c.waitTicks(10);
|
||||
var start=c.computeOnClient(m->m.player.position());
|
||||
c.getInput().holdKey(o->o.keyUp);
|
||||
int maximumSpecks=0;
|
||||
try {for(int frame=0;frame<24;frame++){
|
||||
c.waitTicks(1);c.runOnClient(m->check(ColoredLights.dynamicCount()>0&&ProceduralPbr.applied(),"Carried light and PBR remain active during motion"));var moving=capture(c,frame%8==0?"cave-moving-"+frame:null);
|
||||
maximumSpecks=Math.max(maximumSpecks,specks(moving));
|
||||
}} finally {c.getInput().releaseKey(o->o.keyUp);}
|
||||
check(c.computeOnClient(m->m.player.position().distanceToSqr(start))>1.0,"Camera really travels at least one block");
|
||||
check(maximumSpecks<=4,"Moving camera has no isolated white grain: "+maximumSpecks);
|
||||
System.out.println("PBR142_MOVEMENT_PASS frames=24 maxSpecks="+maximumSpecks);
|
||||
camera(c,s,0.5,65,2.5,70);
|
||||
for(float pitch:new float[]{-30,0,35}){look(c,s,0,pitch);ready(c);var frame=capture(c,"cave-angle-"+(int)pitch);check(specks(frame)<=4,"Grazing-angle PBR has no white grain");System.out.println("PBR142_CAVE_ANGLE "+pitch+" specks="+specks(frame));}
|
||||
c.runOnClient(m->{VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setPixelShadows(true);VanillaLight.setEdgeHighlights(true);VanillaLight.setSunshafts(true);});c.waitTicks(40);ready(c);capture(c,"cave-combined");
|
||||
System.out.println("PBR142_PASS refresh, dynamic cache, defaults, cave and grazing-angle captures");
|
||||
}
|
||||
private static int specks(Frame f){int count=0,w=f.width();for(int y=2;y<f.height()-2;y++)for(int x=2;x<w-2;x++){
|
||||
int i=y*w+x,p=f.pixels()[i];int value=Math.min(p>>16&255,Math.min(p>>8&255,p&255));if(value<170)continue;
|
||||
int dark=0;for(int dy=-1;dy<=1;dy++)for(int dx=-1;dx<=1;dx++){if(dx==0&&dy==0)continue;int q=f.pixels()[i+dy*w+dx];if(Math.max(q>>16&255,Math.max(q>>8&255,q&255))<120)dark++;}if(dark>=5)count++;
|
||||
}return count;}
|
||||
private static void ready(ClientGameTestContext c){c.waitTicks(14);c.waitFor(m->ProceduralPbr.ready(),2400);c.waitTicks(8);}
|
||||
}
|
||||
+8
-5
@@ -54,7 +54,9 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c) {
|
||||
c.runOnClient(m -> {
|
||||
var info = com.mojang.blaze3d.systems.RenderSystem.getDevice().getDeviceInfo();
|
||||
String expected = System.getProperty("sanctuary.test.graphicsBackend", "");
|
||||
String expected = System.getProperty("sanctuary.test.graphicsBackend", "vulkan");
|
||||
check(net.minecraft.client.PreferredGraphicsApi.DEFAULT.getBackendsToTry()[0] instanceof com.mojang.renderpearl.backend.vulkan.VulkanBackend, "Default tries native Vulkan first");
|
||||
check(net.minecraft.client.PreferredGraphicsApi.OPENGL.getBackendsToTry()[0] instanceof com.mojang.renderpearl.backend.opengl.GlBackend, "Explicit OpenGL remains available");
|
||||
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()
|
||||
@@ -149,7 +151,7 @@ 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){if(Boolean.getBoolean("sanctuary.test.directional141Only")){DirectionalLights141ClientChecks.run(c,server);return;}ColoredLights139ClientChecks.run(c,server);if(Boolean.getBoolean("sanctuary.test.colored140"))ColoredLights140ClientChecks.run(c,server);if(Boolean.getBoolean("sanctuary.test.directional141"))DirectionalLights141ClientChecks.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 +283,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
});
|
||||
});
|
||||
c.waitTicks(3);
|
||||
c.takeScreenshot("sanctuary-beta139-shader-options-" + locale);
|
||||
c.takeScreenshot("sanctuary-beta142-shader-options-" + locale);
|
||||
}
|
||||
c.runOnClient(m -> m.gui.setScreen(null));
|
||||
}
|
||||
@@ -450,11 +452,12 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");
|
||||
Files.deleteIfExists(path);forgetPreferences();
|
||||
check(VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20&&VanillaLight.pbr()&&VanillaLight.ssgi(),"Fresh defaults: bloom20, PBR and SSGI ON");
|
||||
check(VanillaLight.pbrIntensity()==50&&VanillaLight.ssgiIntensity()==35,"Existing effect strengths retained");
|
||||
check(VanillaLight.pbrIntensity()==80&&VanillaLight.ssgiIntensity()==35,"PBR default 80, SSGI strength retained");
|
||||
Files.writeString(path,"{\"pbr\":false,\"ssgi\":false,\"bloomIntensity\":73}");forgetPreferences();
|
||||
check(!VanillaLight.pbr()&&!VanillaLight.ssgi()&&VanillaLight.bloomIntensity()==73,"Explicit personal toggles and intensity survive changed defaults");
|
||||
Files.writeString(path,"{\"bloom\":false}");forgetPreferences();
|
||||
check(!VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20&&VanillaLight.pbr()&&VanillaLight.ssgi(),"Missing fields get new defaults without replacing explicit values");
|
||||
Files.writeString(path,"{\"pbrIntensity\":50}");forgetPreferences();check(VanillaLight.pbrIntensity()==50,"Explicit PBR 50 is preserved");
|
||||
System.out.println("SHADER135_DEFAULTS_PASS fresh, partial and personal preferences");
|
||||
} catch(IOException e){throw new AssertionError(e);}
|
||||
}
|
||||
@@ -565,7 +568,7 @@ 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-beta142-shader-" + name);
|
||||
var result = new CompletableFuture<Frame>();
|
||||
c.runOnClient(m -> Screenshot.takeScreenshot(m.gameRenderer.mainRenderTarget(), image -> {
|
||||
try (image) {
|
||||
|
||||
+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.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);});
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setPbr(false);VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setColoredLights(false);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());
|
||||
|
||||
+1
-1
@@ -10,7 +10,7 @@ import net.minecraft.world.level.block.Blocks;
|
||||
public final class SsgiCloseup135ClientChecks implements net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setPbr(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setColoredLights(false);VanillaLight.setSsgi(false);VanillaLight.setPbr(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
server.runOnServer(s->{
|
||||
// Minecraft 26.3 rejects setting a clock to its existing value.
|
||||
command(s,"time add 1");command(s,"time set 6000");
|
||||
|
||||
@@ -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;}
|
||||
}
|
||||
+19
-4
@@ -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();}
|
||||
}
|
||||
|
||||
+87
-42
@@ -15,102 +15,147 @@ 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,direction,previousDirection;
|
||||
private boolean directional;
|
||||
DynamicTexture direction(){return direction;}
|
||||
DynamicTexture previousDirection(){return previousDirection;}
|
||||
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));
|
||||
boolean wantedDirection=VanillaLight.pbr()&&VanillaLight.pbrIntensity()>0;
|
||||
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;if(previousDirection!=null){previousDirection.close();previousDirection=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.directional!=wantedDirection||build.side!=wantedSide||!inside(build.origin,BlockPos.containing(p),build.side))){build.close();build=null;}
|
||||
if(build==null&&previous==null&&(texture==null||directional!=wantedDirection||side!=wantedSide||!wanted.equals(origin)||published!=revision)&&now-lastStart>=100_000_000L){
|
||||
build=new Build(level,wanted,wantedSide,revision,materials,wantedDirection);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;previousDirection=direction;
|
||||
direction=build.directionImage==null?null:new DynamicTexture(()->"Sanctuary light direction",build.takeDirectionImage());directional=build.directional;
|
||||
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 directionSample(BlockPos p){if(direction==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 direction.getPixels().getPixel(x+(y%cols)*side,z+(y/cols)*side);}
|
||||
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;}if(direction!=null){direction.close();direction=null;}if(previousDirection!=null){previousDirection.close();previousDirection=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,directionImage;final boolean directional;int scan,packed;
|
||||
private static final double[] ENERGY=new double[256];
|
||||
static{for(int i=129;i<256;i++)ENERGY[i]=Math.max(0,(Math.pow(.8,31-i/8.)-Math.pow(.8,15))/(1-Math.pow(.8,15)));}
|
||||
Build(ClientLevel level,BlockPos origin,int side,long revision,ColoredLightMaterials materials,boolean directional){
|
||||
this.directional=directional;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);
|
||||
if(directional)directionImage=new NativeImage(image.getWidth(),image.getHeight(),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(directional)directionImage.setPixel(x+(y%cols)*side,z+(y/cols)*side,directionAt(i,x,y,z));
|
||||
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);
|
||||
}
|
||||
}
|
||||
double energy(int i){return ENERGY[Math.max(red[i]&255,Math.max(green[i]&255,blue[i]&255))];}
|
||||
int directionAt(int i,int x,int y,int z){
|
||||
double energy=energy(i);if(energy<=0)return 0;
|
||||
double vx=0,vy=0,vz=0,total=0;
|
||||
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;double w=Math.max(0,energy(n)-energy);
|
||||
if(w<=0||net.minecraft.world.level.lighting.LightEngine.getLightDampeningInto(states[n],states[i],d.getOpposite(),Math.max(1,states[i].getLightDampening()))>=15)continue;
|
||||
vx+=d.getStepX()*w;vy+=d.getStepY()*w;vz+=d.getStepZ()*w;total+=w;
|
||||
}
|
||||
// The vector length is confidence: opposing arrivals cancel instead of flipping.
|
||||
double scale=total>1e-12?127/total:0;
|
||||
int a=(int)Math.round(255*energy/(energy+.08));
|
||||
return a<<24|(int)Math.round(128+vx*scale)<<16|(int)Math.round(128+vy*scale)<<8|(int)Math.round(128+vz*scale);
|
||||
}
|
||||
NativeImage takeDirectionImage(){var result=directionImage;directionImage=null;return result;}
|
||||
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;}}
|
||||
public void close(){if(image!=null){image.close();image=null;}if(directionImage!=null){directionImage.close();directionImage=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);}
|
||||
}
|
||||
|
||||
@@ -25,54 +25,93 @@ 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 boolean applied,prepared;
|
||||
private static int frames;
|
||||
private ColoredLights(){}
|
||||
public static void captureProjection(Matrix4f matrix){projection.set(matrix);}
|
||||
public static void dirtyBlock(BlockPos pos){VOLUME.dirty(pos);}
|
||||
public static void dirtyChunk(int x,int z){VOLUME.dirtyChunk(x,z);}
|
||||
public static void dirtySection(int x,int y,int z){VOLUME.dirtySection(x,y,z);}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
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 prepare(){
|
||||
applied=false;prepared=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);}
|
||||
}
|
||||
prepared=true;
|
||||
}
|
||||
static void bindDirections(com.mojang.renderpearl.api.commands.RenderPass pass){
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
pass.setUniform("ColoredLightScene",uniforms.currentBuffer());
|
||||
pass.setUniform("LightDirection",(VOLUME.direction()==null?black:VOLUME.direction()).getTextureView(),nearest);
|
||||
pass.setUniform("PreviousDirection",(VOLUME.previousDirection()==null?black:VOLUME.previousDirection()).getTextureView(),nearest);
|
||||
}
|
||||
static boolean directionalReady(){return prepared&&VanillaLight.pbr();}
|
||||
public static void render(){
|
||||
if(!prepared)return;
|
||||
var main=Minecraft.getInstance().gameRenderer.mainRenderTarget();
|
||||
var current=VOLUME.texture()==null?black:VOLUME.texture();
|
||||
var previous=VOLUME.previous()==null?black:VOLUME.previous();
|
||||
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(){prepared=false;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 directionSample(BlockPos pos){return VOLUME.directionSample(pos);}
|
||||
static int materials(){return VOLUME.cachedStates();}
|
||||
}
|
||||
|
||||
@@ -30,6 +30,7 @@ final class PbrTerrain implements AutoCloseable {
|
||||
final PbrMaterials materials=new PbrMaterials();
|
||||
private Build building;
|
||||
private long bytes;
|
||||
private int completed;
|
||||
private Object models,level;
|
||||
private List<Section> visible=List.of();
|
||||
record Entry(BlockPos origin,GpuBuffer vertices,int indices){}
|
||||
@@ -45,7 +46,11 @@ final class PbrTerrain implements AutoCloseable {
|
||||
if(chunk==null)continue;
|
||||
var storage=chunk.getSection(mc.level.getSectionIndex(pos.getY()));
|
||||
var section=sections.get(key);
|
||||
if(section==null||section.storage!=storage){if(section!=null)remove(section);section=new Section(key,pos.immutable(),storage);sections.put(key,section);}
|
||||
if(section==null||section.storage!=storage){
|
||||
Entry retained=section==null?null:section.entry;
|
||||
if(section!=null){section.entry=null;remove(section);}
|
||||
section=new Section(key,pos.immutable(),storage);section.entry=retained;sections.put(key,section);
|
||||
}
|
||||
section.seen=frame;active.add(section);
|
||||
}
|
||||
visible=active;
|
||||
@@ -56,23 +61,30 @@ final class PbrTerrain implements AutoCloseable {
|
||||
if(started++>=4)break;
|
||||
Section next=active.stream().filter(s->s.dirty).min(Comparator.comparingDouble(s->s.origin.distToCenterSqr(camera))).orElse(null);
|
||||
if(next==null)break;
|
||||
if(!next.storage.maybeHas(materials::candidate)){next.dirty=false;continue;}
|
||||
if(!next.storage.maybeHas(materials::candidate)){releaseEntry(next);next.dirty=false;continue;}
|
||||
building=new Build(next);
|
||||
}
|
||||
if(!advance(building,deadline))break;
|
||||
var done=building;building=null;
|
||||
try(done){
|
||||
done.section.dirty=false;
|
||||
done.section.dirty=done.section.revision!=done.revision;
|
||||
Entry replacement=null;
|
||||
if(done.quads>0&&!done.overflow){
|
||||
try(var mesh=done.out.buildOrThrow()){
|
||||
long size=mesh.vertexBuffer().remaining();
|
||||
if(bytes+size<=MAX_BYTES){
|
||||
long replaced=done.section.entry==null?0:done.section.entry.vertices.size();
|
||||
if(bytes-replaced+size<=MAX_BYTES){
|
||||
var buffer=RenderSystem.getDevice().createBuffer(()->"Sanctuary PBR surfaces",GpuBuffer.USAGE_VERTEX|GpuBuffer.USAGE_COPY_DST,mesh.vertexBuffer());
|
||||
int count=mesh.drawState().indexCount();RenderSystem.getSequentialBuffer(PrimitiveTopology.QUADS).getBuffer(count);
|
||||
done.section.entry=new Entry(done.section.origin,buffer,count);bytes+=buffer.size();
|
||||
replacement=new Entry(done.section.origin,buffer,count);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Publish atomically. A dirty section stays visible while its new
|
||||
// geometry is built, including when light updates arrive mid-build.
|
||||
releaseEntry(done.section);done.section.entry=replacement;
|
||||
if(replacement!=null)bytes+=replacement.vertices.size();
|
||||
completed++;
|
||||
}
|
||||
}
|
||||
return active.stream().map(s->s.entry).filter(Objects::nonNull).toList();
|
||||
@@ -118,18 +130,22 @@ final class PbrTerrain implements AutoCloseable {
|
||||
void dirtySection(int x,int y,int z){dirty(sections.get(SectionPos.asLong(x,y,z)));}
|
||||
void dirty(BlockPos pos){for(int x=(pos.getX()-1)>>4;x<=(pos.getX()+1)>>4;x++)for(int y=(pos.getY()-1)>>4;y<=(pos.getY()+1)>>4;y++)for(int z=(pos.getZ()-1)>>4;z<=(pos.getZ()+1)>>4;z++)dirty(sections.get(SectionPos.asLong(x,y,z)));}
|
||||
void dirtyChunk(int x,int z){for(var section:sections.values())if(Math.abs((section.origin.getX()>>4)-x)<=1&&Math.abs((section.origin.getZ()>>4)-z)<=1)dirty(section);}
|
||||
private void dirty(Section section){if(section!=null){remove(section);section.dirty=true;}}
|
||||
private void remove(Section section){if(building!=null&&building.section==section){building.close();building=null;}if(section.entry!=null){bytes-=section.entry.vertices.size();section.entry.vertices.close();section.entry=null;}}
|
||||
private void dirty(Section section){if(section!=null){section.revision++;section.dirty=true;}}
|
||||
private void releaseEntry(Section section){if(section.entry!=null){bytes-=section.entry.vertices.size();section.entry.vertices.close();section.entry=null;}}
|
||||
private void remove(Section section){if(building!=null&&building.section==section){building.close();building=null;}releaseEntry(section);}
|
||||
int entryCount(){return (int)visible.stream().filter(s->s.entry!=null).count();}
|
||||
int completed(){return completed;}
|
||||
boolean building(){return building!=null;}
|
||||
boolean settled(){return building==null&&visible.stream().noneMatch(s->s.dirty);}
|
||||
public void close(){if(building!=null){building.close();building=null;}for(var section:sections.values())remove(section);sections.clear();visible=List.of();materials.close();models=level=null;bytes=0;}
|
||||
private static final class Section{
|
||||
final long key;final BlockPos origin;final LevelChunkSection storage;long seen;boolean dirty=true;Entry entry;
|
||||
final long key;final BlockPos origin;final LevelChunkSection storage;long seen,revision;boolean dirty=true;Entry entry;
|
||||
Section(long key,BlockPos origin,LevelChunkSection storage){this.key=key;this.origin=origin;this.storage=storage;}
|
||||
}
|
||||
private static final class Build implements AutoCloseable{
|
||||
final Section section;final ByteBufferBuilder buffer=new ByteBufferBuilder(65536);final BufferBuilder out=new BufferBuilder(buffer,PrimitiveTopology.QUADS,FORMAT);
|
||||
final Section section;final long revision;final ByteBufferBuilder buffer=new ByteBufferBuilder(65536);final BufferBuilder out=new BufferBuilder(buffer,PrimitiveTopology.QUADS,FORMAT);
|
||||
int cursor,quads;boolean overflow;
|
||||
Build(Section section){this.section=section;}
|
||||
Build(Section section){this.section=section;revision=section.revision;}
|
||||
public void close(){buffer.close();}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -28,6 +28,7 @@ public final class ProceduralPbr {
|
||||
private static final BindGroupLayout SCENE=BindGroupLayout.builder().withUniform("PbrScene",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("PixelShadows",UniformType.UNIFORM_BUFFER).withUniform("SunDepth",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("SceneColor",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("ColoredLightScene",UniformType.UNIFORM_BUFFER).withUniform("LightDirection",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("PreviousDirection",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("BlockAtlas",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("MaterialAtlas",UniformType.COMBINED_IMAGE_SAMPLER).build();
|
||||
private static final RenderPipeline PIPELINE=RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(Identifier.parse("sanctuary:pipeline/pbr")).withVertexShader(Identifier.parse("sanctuary:core/pbr"))
|
||||
@@ -44,7 +45,7 @@ public final class ProceduralPbr {
|
||||
public static void captureProjection(Matrix4f matrix){projection.set(matrix);}
|
||||
public static void dirtyBlock(BlockPos pos){TERRAIN.dirty(pos);}
|
||||
public static void dirtyChunk(int x,int z){TERRAIN.dirtyChunk(x,z);}
|
||||
public static void dirtySection(int x,int y,int z){TERRAIN.dirtySection(x,y,z);}
|
||||
public static void dirtySection(int x,int y,int z){if(!fr.koka.sanctuary.client.DynamicLightClient.invalidatingSections())TERRAIN.dirtySection(x,y,z);}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.pbr()||VanillaLight.pbrIntensity()==0||mc.level==null){release();return;}
|
||||
@@ -52,8 +53,8 @@ public final class ProceduralPbr {
|
||||
if(PanoramaCapture.rendering()||camera.fogType!=FogType.NONE||sky.skybox!=DimensionType.Skybox.OVERWORLD)return;
|
||||
var main=mc.gameRenderer.mainRenderTarget();
|
||||
if(source==null||source.width!=main.width||source.height!=main.height){if(source!=null)source.destroyBuffers();source=new TextureTarget("Sanctuary PBR source",main.width,main.height,GpuFormat.RGBA8_UNORM,null);}
|
||||
// The extra padding also supplies a valid inactive PixelShadows binding (192 bytes).
|
||||
if(scene==null)scene=new MappableRingBuffer(()->"Sanctuary PBR scene",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,192);
|
||||
// Padding supplies valid inactive PixelShadows and local-light uniform bindings.
|
||||
if(scene==null)scene=new MappableRingBuffer(()->"Sanctuary PBR scene",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,176+ColoredDynamicLights.LIMIT*32);
|
||||
var entries=TERRAIN.update();var atlas=TERRAIN.materials.atlas();
|
||||
var vp=new Matrix4f(projection).mul(camera.viewRotationMatrix);var fog=camera.fogData;
|
||||
var sun=PixelShadows.sunDirection(sky.sunAngle);boolean lunar=sun.y<=.08f;
|
||||
@@ -65,7 +66,7 @@ public final class ProceduralPbr {
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(vp).invert())
|
||||
.putVec4(sun.x,sun.y,sun.z,strength)
|
||||
.putVec4(VanillaLight.pbrIntensity()/100f,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,shadow?1:0,32)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,0,0,0)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,ColoredLights.directionalReady()?1:0,0,0)
|
||||
.putVec4(0,0,0,0).putVec4(0,0,0,0).putVec4(0,0,0,0).putVec4(0,0,0,0);
|
||||
}
|
||||
var transforms=new ArrayList<GpuBufferSlice>(entries.size());int max=0;
|
||||
@@ -81,7 +82,10 @@ public final class ProceduralPbr {
|
||||
pass.setUniform("SunDepth",shadow?PixelShadows.materialDepth():main.getDepthTextureView(),nearest);
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);
|
||||
pass.setUniform("BlockAtlas",mc.getTextureManager().getTexture(TextureAtlas.LOCATION_BLOCKS).getTextureView(),nearest);
|
||||
pass.setUniform("MaterialAtlas",atlas.getTextureView(),nearest);pass.setIndexBuffer(indices.getBuffer(),indices.type());
|
||||
pass.setUniform("MaterialAtlas",atlas.getTextureView(),nearest);
|
||||
if(ColoredLights.directionalReady())ColoredLights.bindDirections(pass);
|
||||
else{pass.setUniform("ColoredLightScene",scene.currentBuffer());pass.setUniform("LightDirection",source.getColorTextureView(),nearest);pass.setUniform("PreviousDirection",source.getColorTextureView(),nearest);}
|
||||
pass.setIndexBuffer(indices.getBuffer(),indices.type());
|
||||
for(int i=0;i<entries.size();i++){var entry=entries.get(i);pass.setUniform("DynamicTransforms",transforms.get(i));pass.setVertexBuffer(0,entry.vertices().slice());pass.drawIndexed(entry.indices(),1,0,0,0);}
|
||||
}
|
||||
applied=true;frames++;
|
||||
@@ -89,5 +93,8 @@ public final class ProceduralPbr {
|
||||
public static void release(){TERRAIN.close();if(source!=null){source.destroyBuffers();source=null;}if(scene!=null){scene.close();scene=null;}applied=false;}
|
||||
static boolean applied(){return applied;}static boolean ready(){return TERRAIN.settled();}
|
||||
static boolean allocated(){return source!=null;}static int renderedFrames(){return frames;}
|
||||
static int terrainEntries(){return TERRAIN.entryCount();}
|
||||
static int terrainBuilds(){return TERRAIN.completed();}
|
||||
static boolean terrainBuilding(){return TERRAIN.building();}
|
||||
static int materialCount(){return TERRAIN.materials.count();}static int analyses(){return TERRAIN.materials.analyses();}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -24,10 +24,12 @@ public final class VanillaLight {
|
||||
boolean lensFlare=true;
|
||||
int lensFlareIntensity=30;
|
||||
boolean pbr=true;
|
||||
int pbrIntensity=50;
|
||||
int pbrIntensity=80;
|
||||
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;
|
||||
|
||||
+1
-1
@@ -31,7 +31,7 @@ abstract class PixelShadowRendererMixin {
|
||||
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$shadows(CallbackInfo ci) { PixelShadows.render(); ProceduralPbr.render(); ColoredLights.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); Sunshafts.render(); }
|
||||
private void sanctuary$shadows(CallbackInfo ci) { ColoredLights.prepare(); PixelShadows.render(); ProceduralPbr.render(); ColoredLights.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); Sunshafts.render(); }
|
||||
@Inject(method={"close", "setLevel"}, at=@At("HEAD"))
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ColoredLights.release(); ScreenSpaceGI.release(); Sunshafts.release(); }
|
||||
}
|
||||
|
||||
+24
@@ -0,0 +1,24 @@
|
||||
package fr.koka.sanctuary.mixin.client;
|
||||
|
||||
import com.mojang.renderpearl.api.device.GpuBackend;
|
||||
import net.minecraft.client.PreferredGraphicsApi;
|
||||
import net.minecraft.network.chat.Component;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
import org.spongepowered.asm.mixin.injection.At;
|
||||
import org.spongepowered.asm.mixin.injection.Inject;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
|
||||
|
||||
/** Sanctuary's default uses native Vulkan with Minecraft's OpenGL fallback. */
|
||||
@Mixin(PreferredGraphicsApi.class)
|
||||
abstract class PreferredGraphicsApiMixin {
|
||||
@Inject(method="getBackendsToTry", at=@At("HEAD"), cancellable=true)
|
||||
private void sanctuary$vulkanDefault(CallbackInfoReturnable<GpuBackend[]> ci) {
|
||||
if ((Object)this == PreferredGraphicsApi.DEFAULT)
|
||||
ci.setReturnValue(PreferredGraphicsApi.VULKAN.getBackendsToTry());
|
||||
}
|
||||
@Inject(method="caption", at=@At("HEAD"), cancellable=true)
|
||||
private void sanctuary$defaultCaption(CallbackInfoReturnable<Component> ci) {
|
||||
if ((Object)this == PreferredGraphicsApi.DEFAULT)
|
||||
ci.setReturnValue(Component.translatable("sanctuary.graphics.default_vulkan"));
|
||||
}
|
||||
}
|
||||
@@ -21,6 +21,9 @@ import net.minecraft.world.level.levelgen.Heightmap;
|
||||
|
||||
/** Melt only known weather deposits, using the existing precipitation column sampler. */
|
||||
public final class SeasonalSnowMelt {
|
||||
/** One real day lasts 72 native Minecraft days. Keep the native sampler, slow only its melt chance. */
|
||||
public static final int REALTIME_SCALE = 72;
|
||||
|
||||
public static final GameRule<Boolean> ENABLED = GameRuleBuilder.forBoolean(true)
|
||||
.category(GameRuleCategory.UPDATES).buildAndRegister(SanctuaryMod.id("seasonal_snow_melt"));
|
||||
|
||||
@@ -77,12 +80,7 @@ public final class SeasonalSnowMelt {
|
||||
var chunk = level.getChunkAt(column);
|
||||
var entries = chunk.getAttached(NATURAL);
|
||||
if (entries == null || entries.isEmpty()) return;
|
||||
int chance = switch (WeatherService.season(level.getServer())) {
|
||||
case WINTER -> 0;
|
||||
case SPRING -> 2;
|
||||
case SUMMER -> 1;
|
||||
case AUTUMN -> 4;
|
||||
};
|
||||
int chance = chance(WeatherService.season(level.getServer()));
|
||||
if (chance == 0 || level.getRandom().nextInt(chance) != 0) return;
|
||||
var pos = level.getHeightmapPos(Heightmap.Types.MOTION_BLOCKING, column);
|
||||
// Thin layers are above the heightmap; a full snow block is just below it.
|
||||
@@ -103,5 +101,15 @@ public final class SeasonalSnowMelt {
|
||||
if (level.setBlockAndUpdate(pos, after)) remember(level, pos, entry.base, after);
|
||||
}
|
||||
|
||||
public static int chance(SeasonalWeather.Season season) {
|
||||
int seasonal = switch (season) {
|
||||
case WINTER -> 0;
|
||||
case SPRING -> 2;
|
||||
case SUMMER -> 1;
|
||||
case AUTUMN -> 4;
|
||||
};
|
||||
return seasonal == 0 ? 0 : seasonal * REALTIME_SCALE;
|
||||
}
|
||||
|
||||
private static String key(BlockPos pos) { return Long.toString(pos.asLong()); }
|
||||
}
|
||||
|
||||
@@ -16,8 +16,11 @@ import net.minecraft.world.level.block.state.BlockState;
|
||||
import net.minecraft.world.level.gamerules.GameRule;
|
||||
import net.minecraft.world.level.gamerules.GameRuleCategory;
|
||||
|
||||
/** One real layer per native precipitation tick; no additional chunk or entity scan. */
|
||||
/** Weather snow accumulation, using the native precipitation sampler without chunk scans. */
|
||||
public final class SnowAccumulation {
|
||||
/** Snowfall should remain visible during a session, but no longer stack instantly. */
|
||||
public static final int REALTIME_SCALE = 12;
|
||||
|
||||
public static final GameRule<Integer> MAX_HEIGHT = GameRuleBuilder.forInteger(2)
|
||||
.range(-1, 128).category(GameRuleCategory.UPDATES)
|
||||
.buildAndRegister(SanctuaryMod.id("snow_accumulation_height"));
|
||||
@@ -38,7 +41,7 @@ public final class SnowAccumulation {
|
||||
/** Return whether vanilla should perform its own deposit. */
|
||||
public static boolean replaceNative(ServerLevel level, BlockPos pos, boolean canSnow) {
|
||||
if (!canSnow || !ENABLED.contains(level.getServer())) return canSnow;
|
||||
if (canSnow) deposit(level, pos);
|
||||
if (level.getRandom().nextInt(REALTIME_SCALE) == 0) deposit(level, pos);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"sanctuary.graphics.default_vulkan": "Vulkan (default)",
|
||||
"sanctuary.statuary.clay_ready": "Clay: original model colors.",
|
||||
"sanctuary.weather.selected": "Real Time weather: %s for %s (%s). The daily forecast resumes at midnight.",
|
||||
"sanctuary.weather.overcast": "Overcast",
|
||||
@@ -2295,7 +2296,7 @@
|
||||
"sanctuary.shaders.ssgi_intensity_help": "Strength of diffuse color bounce. Zero stops rendering and frees its resources. Does not change world light.",
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI: %s%%",
|
||||
"sanctuary.shaders.pbr": "PBR · material relief",
|
||||
"sanctuary.shaders.pbr_help": "Experimental: procedural block normals and roughness, sun and moon highlights. Range 32 blocks. ON by default.",
|
||||
"sanctuary.shaders.pbr_help": "Experimental: procedural block normals and roughness, sun, moon and local light highlights. Enable Colored lights for local direction. Range 32 blocks. ON at 80% by default.",
|
||||
"sanctuary.shaders.pbr_intensity": "PBR strength",
|
||||
"sanctuary.shaders.pbr_intensity_help": "Material relief and highlights. Zero stops rendering and frees the cache. Original textures remain unchanged.",
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR: %s%%",
|
||||
@@ -2310,8 +2311,13 @@
|
||||
"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."
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
{
|
||||
"sanctuary.graphics.default_vulkan": "Vulkan (par défaut)",
|
||||
"sanctuary.statuary.clay_ready": "Argile : couleurs originales du modèle.",
|
||||
"sanctuary.weather.selected": "Météo Real Time : %s pour la journée du %s (%s). Le tirage quotidien reprend à minuit.",
|
||||
"sanctuary.weather.overcast": "Ciel gris",
|
||||
@@ -2295,7 +2296,7 @@
|
||||
"sanctuary.shaders.ssgi_intensity_help": "Force de la teinte diffusée. Zéro coupe le calcul et libère ses ressources. Aucun changement de lumière du monde.",
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI : %s %%",
|
||||
"sanctuary.shaders.pbr": "PBR · relief des matériaux",
|
||||
"sanctuary.shaders.pbr_help": "Expérimental : normales procédurales et rugosité des blocs, reflets du soleil et de la lune. Portée 32 blocs. Activé par défaut.",
|
||||
"sanctuary.shaders.pbr_help": "Expérimental : normales procédurales et rugosité des blocs, reflets du soleil, de la lune et des lumières locales. Activer Lumières colorées pour la direction locale. Portée 32 blocs. Activé par défaut à 80 %.",
|
||||
"sanctuary.shaders.pbr_intensity": "Intensité du PBR",
|
||||
"sanctuary.shaders.pbr_intensity_help": "Relief et reflets des matériaux. Zéro coupe le calcul et libère le cache. Ne modifie pas les textures originales.",
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR : %s %%",
|
||||
@@ -2310,8 +2311,13 @@
|
||||
"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 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."
|
||||
}
|
||||
|
||||
+46
-16
@@ -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);
|
||||
}
|
||||
|
||||
@@ -5,6 +5,20 @@ uniform sampler2D SceneColor;
|
||||
uniform sampler2D BlockAtlas;
|
||||
uniform sampler2D MaterialAtlas;
|
||||
uniform sampler2D SunDepth;
|
||||
uniform sampler2D LightDirection;
|
||||
uniform sampler2D PreviousDirection;
|
||||
layout(std140) uniform ColoredLightScene {
|
||||
mat4 LocalInverseViewProjection;
|
||||
vec4 CameraStrength;
|
||||
vec4 ClipSkyFog;
|
||||
vec4 FogDistance;
|
||||
vec4 VolumeSize;
|
||||
vec4 Atlas;
|
||||
vec4 PreviousCamera;
|
||||
vec4 PreviousAtlas;
|
||||
vec4 DynamicPosition[128];
|
||||
vec4 DynamicColor[128];
|
||||
};
|
||||
layout(std140) uniform PbrScene {
|
||||
mat4 PbrInverseVP;
|
||||
vec4 PbrSun;
|
||||
@@ -34,7 +48,55 @@ float visibility(vec3 p,vec3 n){
|
||||
vec3 q=light.xyz/light.w;q.xy=q.xy*0.5+0.5;
|
||||
if(DistanceClipFog.y<0.5)q.z=q.z*0.5+0.5;
|
||||
if(any(lessThan(q,vec3(0)))||any(greaterThan(q,vec3(1))))return 1.0;
|
||||
return q.z>texture(SunDepth,q.xy).r+0.00015?0.0:1.0;
|
||||
return q.z>textureLod(SunDepth,q.xy,0.0).r+0.00015?0.0:1.0;
|
||||
}
|
||||
// Cached direction moments; filtering moments before normalization avoids unstable
|
||||
// switches between nearby/opposed sources. Alpha stores the light response.
|
||||
vec4 directionField(sampler2D field,vec3 p,vec4 atlas){
|
||||
if(textureSize(field,0).x<int(atlas.z))return vec4(0);
|
||||
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);
|
||||
int side=int(atlas.x),cols=int(atlas.y);vec3 at=p-.5;ivec3 base=ivec3(floor(at));vec3 f=fract(at);vec4 sum=vec4(0);
|
||||
for(int y=0;y<2;y++)for(int z=0;z<2;z++)for(int x=0;x<2;x++){
|
||||
ivec3 q=clamp(base+ivec3(x,y,z),ivec3(0),ivec3(side-1));
|
||||
vec4 cell=texelFetch(field,ivec2(q.x+(q.y%cols)*side,q.z+(q.y/cols)*side),0);
|
||||
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);
|
||||
sum+=vec4((cell.rgb*255.0-128.0)/127.0*cell.a,cell.a)*w;
|
||||
}
|
||||
return sum*margin;
|
||||
}
|
||||
vec4 localArrival(vec3 p,vec3 normal){
|
||||
if(PbrEnvironment.y<.5)return vec4(0);
|
||||
vec3 offset=normal*.51;
|
||||
vec4 field=directionField(LightDirection,p+CameraStrength.xyz+offset,Atlas);
|
||||
if(VolumeSize.y<1.0){
|
||||
vec4 before=PreviousCamera.w>.5?directionField(PreviousDirection,p+PreviousCamera.xyz+offset,PreviousAtlas):vec4(0);
|
||||
field=mix(before,field,smoothstep(0.0,1.0,VolumeSize.y));
|
||||
}
|
||||
for(int i=0;i<int(VolumeSize.w);i++){
|
||||
vec3 delta=DynamicPosition[i].xyz-p;float distance=length(delta),radius=DynamicPosition[i].w;
|
||||
if(distance>=radius||distance<.001)continue;
|
||||
float power=max(0.0,(pow(.8,15.0-radius+distance)-pow(.8,15.0))/(1.0-pow(.8,15.0)));
|
||||
float weight=power/(power+.08)*smoothstep(0.0,1.0,DynamicColor[i].a);
|
||||
field+=vec4(delta/distance*weight,weight);
|
||||
}
|
||||
float magnitude=length(field.xyz);if(magnitude<.00001||field.a<.00001)return vec4(0);
|
||||
float confidence=smoothstep(.02,1.0,magnitude/field.a);
|
||||
float fade=(1.0-smoothstep(VolumeSize.x*.75,VolumeSize.x,length(p)))*smoothstep(0.0,1.0,VolumeSize.z);
|
||||
return vec4(field.xyz/magnitude,confidence*min(field.a,1.0)*fade*clamp(CameraStrength.w/0.3,0.0,1.0));
|
||||
}
|
||||
vec3 localShine(vec3 n,vec3 v,vec3 l,vec4 material,vec3 albedo){
|
||||
vec3 halfVector=l+v;float size=dot(halfVector,halfVector);if(size<.00001)return vec3(0);
|
||||
vec3 h=halfVector*inversesqrt(size);
|
||||
float nl=clamp(dot(n,l),0.0,1.0),nv=clamp(dot(n,v),.001,1.0),nh=clamp(dot(n,h),0.0,1.0),vh=clamp(dot(v,h),0.0,1.0);
|
||||
float roughness=max(material.b,.25),alpha=roughness*roughness,a2=alpha*alpha;
|
||||
float denom=nh*nh*(a2-1.0)+1.0,distribution=a2/max(3.14159265*denom*denom,.00001);
|
||||
float k=(roughness+1.0)*(roughness+1.0)/8.0;
|
||||
float geometry=nv/(nv*(1.0-k)+k)*nl/max(nl*(1.0-k)+k,.00001);
|
||||
// Explicit integer power stays defined even at round-off limits on OpenGL drivers.
|
||||
float grazing=1.0-vh,grazing2=grazing*grazing;
|
||||
vec3 f0=mix(vec3(.04),albedo,material.a),fresnel=f0+(1.0-f0)*(grazing2*grazing2*grazing);
|
||||
return distribution*geometry*fresnel/max(4.0*nv*nl,.0001)*nl;
|
||||
}
|
||||
void main(){
|
||||
// Derivatives precede divergent discard; UV-space tangents preserve rotated/mirrored block textures.
|
||||
@@ -42,37 +104,40 @@ void main(){
|
||||
vec2 tx=dFdx(blockUv),ty=dFdy(blockUv);
|
||||
float det=tx.x*ty.y-tx.y*ty.x;
|
||||
vec3 baseNormal=normalize(cross(dx,dy));if(dot(baseNormal,-relativePosition)<0.0)baseNormal=-baseNormal;
|
||||
vec2 uv=gl_FragCoord.xy/vec2(textureSize(WorldDepth,0));float depth=texture(WorldDepth,uv).r;
|
||||
vec2 uv=gl_FragCoord.xy/vec2(textureSize(WorldDepth,0));float depth=texelFetch(WorldDepth,ivec2(gl_FragCoord.xy),0).r;
|
||||
vec4 projected=PbrInverseVP*vec4(uv*2.0-1.0,PbrParams.y>0.5?depth:depth*2.0-1.0,1.0);
|
||||
vec3 visible=projected.xyz/projected.w;
|
||||
if(depth<=0.0||abs(length(visible)-length(relativePosition))>0.035||length(relativePosition)>=PbrParams.w||abs(det)<1e-12)discard;
|
||||
vec4 texel=texture(BlockAtlas,blockUv);if(texel.a<0.99)discard;
|
||||
// Keep atlas derivatives valid after per-fragment depth/alpha rejection.
|
||||
vec4 texel=textureGrad(BlockAtlas,blockUv,tx,ty);if(texel.a<0.99)discard;
|
||||
vec3 tangent=normalize((dx*ty.y-dy*tx.y)/det),bitangent=normalize((dy*tx.x-dx*ty.x)/det);
|
||||
vec4 material=texture(MaterialAtlas,maskUv);
|
||||
vec4 material=textureLod(MaterialAtlas,maskUv,0.0);
|
||||
// RG stores signed height derivatives; B roughness, A metalness, not transparency.
|
||||
vec2 slope=(material.rg*255.0-128.0)/127.0*PbrParams.x*2.0;
|
||||
vec3 n=normalize(baseNormal+tangent*slope.x+bitangent*slope.y);
|
||||
vec3 l=normalize(PbrSun.xyz),v=normalize(-relativePosition),h=normalize(l+v);
|
||||
float nl=max(dot(n,l),0.0),nv=max(dot(n,v),0.001),nh=max(dot(n,h),0.0),vh=max(dot(v,h),0.0);
|
||||
float roughness=max(material.b,0.25),alpha=roughness*roughness,a2=alpha*alpha;
|
||||
float denom=nh*nh*(a2-1.0)+1.0;
|
||||
float distribution=a2/max(3.14159265*denom*denom,0.00001);
|
||||
float k=(roughness+1.0)*(roughness+1.0)/8.0;
|
||||
float geometry=nv/(nv*(1.0-k)+k)*nl/max(nl*(1.0-k)+k,0.00001);
|
||||
// Reject degenerate/interpolated geometry without replacing the native scene with NaNs.
|
||||
if(any(isnan(n))||any(isinf(n))||dot(relativePosition,relativePosition)<.000001)discard;
|
||||
vec3 l=normalize(PbrSun.xyz),v=normalize(-relativePosition);
|
||||
float nl=clamp(dot(n,l),0.0,1.0);
|
||||
vec3 albedo=texel.rgb*tint.rgb;albedo*=albedo;
|
||||
vec3 f0=mix(vec3(0.04),albedo,material.a);
|
||||
vec3 fresnel=f0+(1.0-f0)*pow(1.0-vh,5.0);
|
||||
vec3 specular=distribution*geometry*fresnel/max(4.0*nv*nl,0.0001)*nl;
|
||||
vec3 specular=localShine(n,v,l,material,albedo);
|
||||
float fog=max(clamp((max(length(relativePosition.xz),abs(relativePosition.y))-PbrFog.x)/max(PbrFog.y-PbrFog.x,.001),0.0,1.0),
|
||||
clamp((length(relativePosition)-PbrFog.z)/max(PbrFog.w-PbrFog.z,.001),0.0,1.0));
|
||||
float amount=PbrSun.w*pow(tint.a,8.0)*visibility(relativePosition,baseNormal)*(1.0-fog*PbrEnvironment.x)
|
||||
*(1.0-smoothstep(PbrParams.w*.75,PbrParams.w,length(relativePosition)));
|
||||
if(amount<=0.0001)discard;
|
||||
vec3 scene=texture(SceneColor,uv).rgb;vec3 linear=scene*scene;
|
||||
vec4 arrival=localArrival(relativePosition,baseNormal);
|
||||
float localAmount=arrival.w*(1.0-fog*PbrEnvironment.x)*(1.0-smoothstep(PbrParams.w*.75,PbrParams.w,length(relativePosition)));
|
||||
if(amount<=0.0001&&localAmount<=0.0001)discard;
|
||||
vec3 scene=texelFetch(SceneColor,ivec2(gl_FragCoord.xy),0).rgb;vec3 linear=scene*scene;
|
||||
// Native diffuse light already exists. Apply only the perturbed-normal difference, then add GGX.
|
||||
float relief=(nl-max(dot(baseNormal,l),0.0))*.7;
|
||||
vec3 lit=clamp(linear*(1.0+relief*amount),0.0,1.0);
|
||||
vec3 shine=min(specular*PbrParams.x*amount*3.0,vec3(0.5));
|
||||
if(localAmount>.0001){
|
||||
float localRelief=(max(dot(n,arrival.xyz),0.0)-max(dot(baseNormal,arrival.xyz),0.0))*.7;
|
||||
lit=clamp(lit*(1.0+localRelief*localAmount),0.0,1.0);
|
||||
}
|
||||
vec3 shine=min((specular*amount+localShine(n,v,arrival.xyz,material,albedo)*localAmount)*PbrParams.x*3.0,vec3(0.5));
|
||||
lit+=(1.0-lit)*(1.0-exp(-shine));
|
||||
if(any(isnan(lit))||any(isinf(lit)))discard;
|
||||
fragColor=vec4(sqrt(clamp(lit,0.0,1.0)),1.0);
|
||||
}
|
||||
|
||||
@@ -277,7 +277,8 @@
|
||||
"client.SculptureParticlesMixin",
|
||||
"client.PixelShadowRendererMixin",
|
||||
"client.PixelShadowLevelMixin",
|
||||
"client.PixelShadowDirtyMixin"
|
||||
"client.PixelShadowDirtyMixin",
|
||||
"client.PreferredGraphicsApiMixin"
|
||||
],
|
||||
"injectors": {
|
||||
"defaultRequire": 1
|
||||
|
||||
@@ -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.139"
|
||||
version = "beta.143"
|
||||
pack-format = "packwiz:1.1.0"
|
||||
|
||||
[index]
|
||||
|
||||
Reference in New Issue
Block a user