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@@ -1,5 +1,38 @@
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# Sanctuary
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## beta.150 — Terre mate et reflets du coucher de soleil (pack local)
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Terre mate avec relief conservé. Le soleil et son reflet se colorent ensemble
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en suivant la couleur et la transition du coucher de soleil natif de Minecraft.
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Les accents lumineux suivent les normales animées des vaguelettes et leur
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orientation vers le soleil et la caméra. [Contrat et vérifications](docs/matte-dirt-beta150.md).
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## beta.149 — Distances PBR / SSR et feuillage (pack local)
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Deux distances séparées, 64 blocs par défaut chacune, jusqu’à 256 blocs.
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Option renommée « SSR » et suppression du voile spéculaire sur le feuillage.
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[Contrat et vérifications](docs/independent-distances-beta149.md).
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## beta.148 — PBR 50 % et soleil diffus (pack local)
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PBR à 50 %, reflet solaire plus doux avec fusion par texel préservant
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la texture de l’eau. SSR à 20 %, portée commune jusqu’à 256 blocs.
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[Contrat et vérifications](docs/pbr-soft-sun-beta148.md).
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## beta.147 — PBR proche, lune et portée 256 (pack local)
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Correction du scintillement à très courte distance, reflet lunaire adouci
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et distance commune PBR/SSR jusqu’à 256 blocs.
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[Contrat et vérifications](docs/pbr-close-range-beta147.md).
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## beta.146 — Reflets et transitions de l’eau (pack local)
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Correction du masquage des personnages en F5 et sélection stricte des surfaces PBR.
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PBR à 80 % et SSR à 20 % par défaut, distance commune PBR/SSR
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(16/32/64/128 blocs), reflet solaire large et blanc avec léger bloom des matières.
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Eau naturelle selon le type de monde et mélange 1/3/5/9/17 blocs.
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[Contrat et vérifications](docs/reflections-water-beta146.md).
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## beta.145 — PBR de l’eau et reflets pixélisés (livraison locale)
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L’eau et le verre rejoignent le PBR natif. L’option expérimentale de reflets
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@@ -2328,7 +2361,7 @@ Depuis beta.090, la cible est **Minecraft 26.3 finale**, publiée le 15 septembr
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| Fabric API | 0.160.5+26.3 |
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| Fabric Loom | 1.17.20 |
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| Gradle Wrapper | 9.5.1, distribution vérifiée par SHA-256 |
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| Sanctuary / pack | beta.122 |
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| Sanctuary / pack | beta.150 |
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Java 25 et Python 3.11 ou plus récent sont nécessaires. Le script pack utilise
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uniquement la bibliothèque standard et repère aussi une installation Python
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@@ -2357,7 +2390,7 @@ décrits dans [Validation](docs/testing.md).
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Résultats :
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- `mods/sanctuary/build/libs/sanctuary-beta.122.jar` : mod à installer avec
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- `mods/sanctuary/build/libs/sanctuary-beta.150.jar` : mod à installer avec
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Fabric API sur la version Minecraft indiquée.
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- `build/packwiz/` : pack de développement complet, avec le mod construit et
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l'index vérifié. Voir [Installation packwiz](packwiz/README.md).
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@@ -0,0 +1,68 @@
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# RENDER-149 — Distances PBR et SSR indépendantes
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Branche `codex/separate-reflection-distances-beta149`, socle beta.148 `6f87144`.
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- Deux réglages : Distance PBR et Distance SSR, chacun à 64 blocs par défaut.
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Choix 16, 32, 64, 128, 256 blocs, enregistrés séparément.
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- Le PBR conserve son propre fondu et sa propre limite de portée. Le SSR
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utilise sa distance pour les surfaces réfléchissantes et sa recherche de
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paysage. Le maillage et la sélection des surfaces couvrent le maximum des
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deux portées actives, afin que réduire l’une ne coupe pas l’autre.
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- Ancien défaut commun 32 migré une fois vers PBR 64 ; nouveau réglage SSR 64.
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Les anciennes valeurs PBR différentes de 32 restent conservées. Après la
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migration, un choix explicite 32 est conservé comme les autres valeurs.
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- Option nommée exactement « SSR » en français et en anglais, sans la mention
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« expérimental ». Les autres options expérimentales du jeu sont inchangées.
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- Intensités PBR 50 % et SSR 20 %, rendu solaire diffus de beta.148 conservés.
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SSR conserve sa dépendance au PBR et les limites du paysage visible/chargé
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et du budget de maillage.
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- Les feuilles (et fibres de laine, même profil entièrement mat) ne reçoivent
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plus de large éclat spéculaire blanc. Leur relief normal reste présent.
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La pierre et le bois retrouvent exactement leur poids spéculaire précédent,
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comme les surfaces polies, les métaux, l’eau et le verre. La suppression
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concerne les profils non métalliques de rugosité 0,98, avec transition 0,90–0,98.
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## Vérifications
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Contrôles de persistance indépendante, valeurs par défaut et libellés FR/EN.
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Scènes graphiques avec PBR variable/SSR 256 puis PBR 256/SSR variable.
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- Suite PBR/préférences Vulkan réussie : deux défauts 64 et persistance
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indépendante sur 16/32/64/128/256 ; libellés FR/EN et nom SSR vérifiés.
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Journal : `build/beta149-pbr-vulkan.log`.
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- Suites SSR Vulkan et OpenGL réussies avec les portées dissociées, F5,
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intersections, eau/verre/métal, soleil/lune, OFF/zéro et rechargement.
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Journaux : `build/beta149-ssr-vulkan.log`, `build/beta149-ssr-opengl.log`.
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Ces passes précèdent l’ajustement final du profil entièrement mat.
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- Suite PBR Vulkan finale avec feuillage réussie : 170 172 pixels de feuilles
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contrôlés, saturation relative 1,00007, relief visible sur 63 236 pixels.
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Journal : `build/beta149-foliage-vulkan.log` ; captures correspondantes
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dans `build/evidence/beta149-foliage-vulkan/`.
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- Bois et briques après recentrage sur le feuillage : aucun pixel modifié
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par rapport à la capture précédant l’ajustement, sur les zones de contrôle
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de 26 304 et 40 896 pixels respectivement.
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- `./gradlew check build` exécuté dans l’instantané isolé : 252 tests serveur,
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229 réussis et 23 échecs, mêmes identifiants qu’en beta.148. Aucun nouvel échec.
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Journal : `build/beta149-check-build-isolated.log` ; comparaison :
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`build/beta149-server-failures.json`. L’ajustement final du feuillage concerne
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seulement le shader et son test client. Le contrôle global reste en échec.
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- Suite PBR OpenGL finale réussie également : 170 199 pixels de feuilles,
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saturation relative 1,00001, relief visible sur 63 263 pixels.
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Journal : `build/beta149-foliage-opengl.log` ; captures correspondantes
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dans `build/evidence/beta149-foliage-opengl/`.
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- Assemblage final réussi : `./gradlew build assemblePack -x :sanctuary:check`,
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sans répéter les contrôles purs/serveur exécutés dans l’instantané.
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Journal : `build/beta149-build-pack.log`. Cette exclusion ne transforme
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pas le contrôle complet en réussite.
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## Artefact
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[Sanctuary-beta.149.mrpack](../build/Sanctuary-beta.149.mrpack), copié aussi dans
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`sanctuary-beta/build/` avec les autres versions. Archive vérifiée, un seul JAR
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Sanctuary beta.149 identique au JAR construit, shaders identiques aux sources,
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libellés SSR et deux portées FR/EN vérifiés. Minecraft 26.3 / Loader 0.19.5.
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Taille : 10 520 465 octets. SHA-256 :
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`ef5519d9a0e2006b865b62371a6f8712db02ab138aa9698339d6fdb02fb4befa`.
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Reçu : `build/beta149-artifacts.json`. Aucune installation Prism ni publication.
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@@ -0,0 +1,96 @@
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# RENDER-150 — Terre mate et reflets solaires colorés
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Branche `codex/matte-dirt-beta150`, socle beta.149 `1c23d0c`.
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La terre sèche utilise un profil entièrement mat (rugosité 0,98, métal 0),
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comme le feuillage corrigé en beta.149. Cela enlève l’éclat blanc/gris diffus
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sans supprimer les normales ni le contraste de relief. Le SSR de ces matières
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est également atténué par leur rugosité, sans changer son réglage global.
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Blocs concernés : dirt, coarse_dirt, rooted_dirt, grass_block, dirt_path,
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farmland, podzol et mycelium. Les faces terreuses suivent ainsi le même profil.
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Les autres profils de matière sont inchangés.
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Le disque du soleil et son reflet utilisent la même couleur native
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`SkyRenderState.sunriseAndSunsetColor`, issue de l’attribut environnemental
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Minecraft `SUNRISE_SUNSET_COLOR`. Son alpha pilote la transition depuis le
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blanc : aucune palette horaire ou altitude artificielle. Le soleil reste
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neutre tant que le dégradé natif est absent et se colore avec le ciel.
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La teinte solaire est convertie en lumière linéaire pour le PBR. Le mixin
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modifie seulement la couleur du disque solaire, préserve l’alpha de pluie,
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la texture native et la lune, et respecte la désactivation globale de Vanilla Light.
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La fusion diffuse de l’eau et sa normale animée d’origine sont conservées.
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Les accents suivent les pentes des vaguelettes qui réfléchissent le soleil
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vers la caméra. Leur pulsation vient des normales animées de la texture,
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sans oscillateur indépendant ni inversion artificielle du relief.
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Une faible variation stable par texel évite des crêtes toutes identiques ;
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elle module seulement l’intensité, sans produire des points isolés aléatoires.
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Les détails s’atténuent lorsqu’ils deviennent plus petits qu’un pixel écran.
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Les accents restent limités au reflet solaire et conservent sa couleur.
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Les lampes et la lune gardent leurs
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couleurs propres.
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PBR 50 %, SSR 20 % et deux portées indépendantes de 64 blocs par défaut conservés.
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Minecraft 26.3, Java 25 et dépendances inchangés ; aucune sauvegarde modifiée.
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## Vérifications
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Tests des profils de terre et scènes GPU comparant PBR OFF/ON sur terre et
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feuillage : conservation de la couleur native et présence du relief.
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- Suites PBR finales Vulkan/OpenGL réussies, dont profils des huit types de
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sol, proximité, intensités, préférences et feuillage.
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Journaux : `build/beta150-pbr-vulkan-final.log` et
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`build/beta150-pbr-opengl-final.log`.
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- Terre : 180 469 pixels contrôlés, saturation relative 0,99877 sur les deux
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moteurs ; relief visible sur 145 415 pixels. Captures conservées dans
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`build/evidence/beta150-pbr-vulkan-final/` et
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`build/evidence/beta150-pbr-opengl-final/`.
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Les tests comparent la contribution PBR au rendu natif et capturent aussi
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le disque du soleil, avant puis pendant la transition native du ciel.
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Le contrôle serveur `./gradlew check build`, exécuté dans une copie isolée
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`build/server-validation` avant les derniers ajouts exclusivement client,
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compte 229 réussites et 23 échecs sur 252 tests. Les 23 identifiants d’échec
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sont identiques à beta.149 ; aucun nouvel identifiant. Le contrôle global
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n’est donc pas vert. Journaux : `build/beta150-check-build-isolated.log` et
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`build/beta150-server-failures.json`.
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Les scènes solaires comparent le rendu PBR au natif, avant et pendant le
|
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coucher de soleil. À 2 000 ticks, la teinte native est blanche ; à 11 500 ticks
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sa transition commence légèrement (alpha 0,051) ; à 12 400 ticks l’alpha
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natif atteint 0,831 et le disque devient chaud (centre RGB 255/255/135).
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||||
Les deux moteurs ont validé cette synchronisation native.
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||||
|
||||
Un lancement sans sélection PBR a également rencontré l’assertion client
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Blocodex « The full snapshot must become visible together », avant les scènes
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GPU (`build/beta150-water-motion-vulkan.log`). Il ne constitue pas une
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validation de la suite client générale.
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La suite finale Vulkan des éclats liés aux vaguelettes passe
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(`build/beta150-wave-glints-vulkan.log`) : animation native, masquage F5,
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distances indépendantes, reflets solaires et lunaires, matériaux transparents,
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rechargement des ressources et redimensionnement. Dans la scène solaire,
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150 563 pixels sont éclaircis, sans pixel blanc saturé.
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La suite OpenGL finale passe également
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(`build/beta150-wave-glints-opengl.log`) : 148 180 pixels éclaircis, aucun
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pixel blanc saturé. Les captures finales sont conservées dans
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`build/evidence/beta150-wave-glints-vulkan/` et
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`build/evidence/beta150-wave-glints-opengl/`.
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Le ressenti des vaguelettes en mouvement reste à confirmer par le créateur
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sur sa configuration ; les tests ne constituent pas une validation esthétique.
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## Pack local
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Construction et assemblage réussis avec
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`./gradlew build assemblePack -x :sanctuary:check`, après le contrôle complet
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ci-dessus. L’exclusion ne transforme pas ses échecs connus en réussite.
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Export packwiz puis vérification ZIP, version Fabric, Minecraft 26.3,
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Loader 0.19.5, JAR unique identique au construit, shader final et mixin solaire.
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- Pack : `/Users/koka/Documents/sanctuary/sanctuary-beta/build/Sanctuary-beta.150.mrpack`
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- Taille : 10522942 octets.
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- SHA-256 pack : `65a4a44948dcdcf0325b5e24c076a03f8832184f25f5c1ff16f69bd3ee641b93`.
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- SHA-256 JAR : `4962e6f8cafd6ef3e81e088bf9b0092a264441632cfa095d4fe7394b855f093d`.
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- Reçu : `build/beta150-artifacts.json`, également copié à côté du pack.
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Aucun canal publié, aucune instance Prism ni sauvegarde personnelle modifiée.
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@@ -0,0 +1,82 @@
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# RENDER-147 — PBR proche, lune et portée 256 blocs
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Branche `codex/pbr-close-range-beta147`, socle beta.146 `cf9a670`.
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Minecraft 26.3, Java 25 ; dépendances et formats de sauvegarde inchangés.
|
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## Résultat
|
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|
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- Le prépassage des récepteurs PBR comparait encore les profondeurs natives
|
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avec un epsilon fixe de 0,0000001. En profondeur inversée, cette marge
|
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devenait trop stricte au voisinage de la caméra : de nombreux fragments
|
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alternaient entre le rendu natif et le PBR lors de mouvements minuscules.
|
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- La comparaison utilise maintenant une distance reconstruite avec la marge
|
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bornée de 5 mm déjà employée par les passes couleur. La sélection de la
|
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surface PBR la plus proche et son test de profondeur EQUAL restent stricts.
|
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Aucun décalage du maillage ni fondu supprimant le PBR près de la caméra.
|
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- La lune ne reçoit plus le renforcement spéculaire du soleil (×20 pour
|
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l’eau, ×4 pour les autres matières). Son coefficient lunaire et ses phases
|
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restent appliqués ; le grand reflet solaire est conservé.
|
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- Distance commune PBR/SSR : 16, 32 (défaut), 64, 128 ou 256 blocs.
|
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À 256, le rayon SSR peut aussi rechercher jusqu’à 256 blocs. Nombre de pas
|
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et budgets de maillage inchangés ; les limites du terrain visible/chargé,
|
||||
des reflets hors écran et du budget de maillage subsistent.
|
||||
- PBR 80 %, SSR 20 %, mélange des eaux et préférences de beta.146 conservés.
|
||||
Libellés FR/EN mis à jour.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Mondes de test jetables, macOS Apple M1. Aucune sauvegarde personnelle utilisée.
|
||||
|
||||
- Reproduction avant correction sous Vulkan : à 12 cm du sol de briques,
|
||||
59 442 / 262 272 pixels changent de plus de 12 niveaux RVB cumulés sous une
|
||||
rotation de 0,00002 degré. Le test échoue. Journal :
|
||||
`build/beta147-close-before-vulkan.log`.
|
||||
- Même scène après correction : 1 / 262 272 pixels à 12 cm ; également testé
|
||||
à 25 cm, 50 cm et 1 m. Suite PBR Vulkan réussie :
|
||||
`build/beta147-close-after-vulkan.log`.
|
||||
- Preuves avant/après dans `build/evidence/close-before-vulkan/` et
|
||||
`build/evidence/close-after-vulkan/`.
|
||||
|
||||
- Suite PBR et préférences OpenGL finale réussie : mêmes scènes proches,
|
||||
persistance des distances dont 256 blocs, FR/EN, OFF/zéro, intensités,
|
||||
rechargement, redimensionnement et effets combinés.
|
||||
Journal : `build/beta147-close-final-opengl.log` ; preuves :
|
||||
`build/evidence/beta147-close-final-opengl/`.
|
||||
|
||||
- Suite SSR Vulkan finale réussie : F5, intersections, portées dont 256,
|
||||
eau/verre/métal, OFF/zéro, rechargement et redimensionnement.
|
||||
Journal : `build/beta147-ssr-final-vulkan.log` ; preuves :
|
||||
`build/evidence/beta147-ssr-final-vulkan/`.
|
||||
- À PBR 80 % / SSR 20 %, le soleil conserve 22 697 pixels quasi blancs sur
|
||||
la scène aquatique 854 × 480. La lune seule en compte zéro, tout en modifiant
|
||||
visiblement 40 808 pixels par rapport au PBR OFF. Capture du bloom lunaire
|
||||
inspectée : reflet doux, sans plateau blanc.
|
||||
|
||||
- Suite SSR OpenGL finale réussie également : zéro pixel quasi blanc pour
|
||||
la lune, 22 111 pour le soleil et 40 749 pixels de reflet lunaire visibles.
|
||||
Intersections : 91 / 518 400 pixels changés sous rotation minuscule.
|
||||
Journal : `build/beta147-ssr-final-opengl.log` ; captures correspondantes
|
||||
dans `build/evidence/beta147-ssr-final-opengl/`.
|
||||
- `./gradlew check build` dans un instantané isolé : 252 tests serveur,
|
||||
229 réussis, 23 échecs, avec exactement les mêmes identifiants que beta.146.
|
||||
Journal : `build/beta147-check-build-isolated.log` ; comparaison :
|
||||
`build/beta147-server-failures.json`. La vérification globale reste en échec.
|
||||
Les derniers ajouts lune/256 concernent exclusivement le rendu client,
|
||||
ses réglages et ses tests ; ils sont validés par les suites finales ci-dessus.
|
||||
- Assemblage final réussi : `./gradlew build assemblePack -x :sanctuary:check`,
|
||||
après les contrôles purs et serveur exécutés dans l’instantané, sans les
|
||||
répéter. Journal : `build/beta147-build-pack.log`. Cette exclusion ne
|
||||
transforme pas le contrôle complet en réussite.
|
||||
|
||||
## Artefact
|
||||
|
||||
[Sanctuary-beta.147.mrpack](../build/Sanctuary-beta.147.mrpack), également copié
|
||||
à côté de beta.146 dans `sanctuary-beta/build/`. Aucun ancien pack remplacé,
|
||||
aucune installation Prism ou publication effectuée.
|
||||
|
||||
Archive ZIP vérifiée, un seul JAR Sanctuary beta.147, identique au JAR construit,
|
||||
shaders identiques aux sources finales, options FR/EN 256 présentes,
|
||||
Minecraft 26.3 / Fabric Loader 0.19.5 conservés. Taille : 10 519 851 octets.
|
||||
SHA-256 : `b8044243dbe160d5171ea584052cf5732393e4d91352c29c33b727af80c0a5bc`.
|
||||
Reçu : `build/beta147-artifacts.json`.
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
# RENDER-148 — PBR 50 % et reflet solaire diffus
|
||||
|
||||
Branche `codex/pbr-soft-sun-beta148`, socle beta.147 `96a36d9`.
|
||||
Minecraft 26.3, Java 25, dépendances et sauvegardes inchangés.
|
||||
|
||||
## Résultat
|
||||
|
||||
- PBR à 50 % par défaut, SSR toujours à 20 % et portée commune jusqu’à 256.
|
||||
- Les configurations anciennes contenant exactement PBR 80 % passent à 50 %.
|
||||
Un marqueur de migration conserve ensuite tout choix explicite, y compris
|
||||
un nouveau choix 80 %. Les autres anciennes intensités restent conservées.
|
||||
- Le reflet solaire de l’eau avait un renforcement ×20 et une compression
|
||||
exponentielle qui effaçait les détails dans une large zone blanche.
|
||||
Le renforcement passe à ×6 et le lobe est plus diffus (rugosité minimale
|
||||
de 0,42 au lieu de 0,34 pour le lobe céleste de l’eau).
|
||||
- Pour le soleil sur l’eau, fusion par texel entre éclaircissement vers le
|
||||
blanc et lumière douce fondée sur la couleur native. La pondération emploie
|
||||
une compression rationnelle, sans atteindre brutalement un plateau blanc.
|
||||
La texture et ses animations restent natives ; aucun bruit ajouté.
|
||||
- La lune conserve son intensité atténuée, sans renforcement solaire.
|
||||
Les lampes et matières solides conservent leur fusion spéculaire précédente.
|
||||
Le bloom reste réglable et suit la lumière réellement ajoutée.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Scènes plates jetables, Apple M1, Vulkan et OpenGL. Le test solaire contrôle
|
||||
une lumière largement visible et limite les pixels quasi blancs à moins de
|
||||
0,5 % de l’image, au lieu d’imposer une grande tache blanche.
|
||||
|
||||
Premier contrôle Vulkan à PBR 50 % / SSR 20 % : 149 908 pixels éclaircis,
|
||||
zéro pixel quasi blanc sur 854 × 480. Captures vues du dessus et à soleil bas
|
||||
inspectées : la texture reste visible dans la traînée lumineuse.
|
||||
Preuves : `build/evidence/beta148-preview/`.
|
||||
Rendu de la traînée solaire approuvé par le créateur après inspection de la capture.
|
||||
|
||||
- Suites SSR complètes Vulkan et OpenGL réussies : F5, intersections, portées,
|
||||
eau/verre/métal, OFF/zéro, lune, bloom, rechargement et redimensionnement.
|
||||
Journaux : `build/beta148-ssr-vulkan.log`, `build/beta148-ssr-opengl.log`.
|
||||
Sous OpenGL, 146 680 pixels éclaircis et zéro pixel quasi blanc dans la scène
|
||||
solaire. La lune reste visible sans saturation (35 865 pixels modifiés).
|
||||
Preuves : `build/evidence/beta148-ssr-vulkan/` et
|
||||
`build/evidence/beta148-ssr-opengl/`.
|
||||
|
||||
- Suites PBR/préférences Vulkan et OpenGL réussies : défaut 50 %, migration
|
||||
de l’ancien 80 %, conservation d’un nouveau choix explicite 80 %, valeurs
|
||||
personnalisées, FR/EN, proximité, OFF/zéro, intensités et rechargement.
|
||||
Journaux : `build/beta148-pbr-vulkan.log`, `build/beta148-pbr-opengl.log`.
|
||||
- `./gradlew check build` dans l’instantané isolé : 252 tests serveur,
|
||||
229 réussis, 23 échecs. Exactement les mêmes identifiants que beta.147,
|
||||
aucun nouvel échec. Journal : `build/beta148-check-build-isolated.log` ;
|
||||
comparaison : `build/beta148-server-failures.json`. Le contrôle global
|
||||
demeure donc en échec.
|
||||
- Assemblage final réussi : `./gradlew build assemblePack -x :sanctuary:check`,
|
||||
sans répéter les contrôles purs et serveur déjà exécutés dans l’instantané.
|
||||
Journal : `build/beta148-build-pack.log`. L’exclusion ne constitue pas
|
||||
une réussite du contrôle complet.
|
||||
|
||||
## Artefact
|
||||
|
||||
[Sanctuary-beta.148.mrpack](../build/Sanctuary-beta.148.mrpack), également copié
|
||||
à côté des autres versions dans `sanctuary-beta/build/`. Archive ZIP vérifiée,
|
||||
un seul JAR Sanctuary beta.148 identique au JAR construit, shaders finaux
|
||||
identiques aux sources, textes FR/EN 50 % et dépendances exactes vérifiés.
|
||||
Taille : 10 520 050 octets. SHA-256 :
|
||||
`597cc2a96eabc3cf0ebf8ac59b4f94cf7cabf0c773e1dce13c10736ca6fcba38`.
|
||||
Reçu : `build/beta148-artifacts.json`.
|
||||
Aucune publication ni installation Prism effectuée.
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
# RENDER-146 — Reflets, portée commune et transitions de l’eau
|
||||
|
||||
Branche `codex/reflections-water-beta146`, socle beta.145 `ed2d088`.
|
||||
Minecraft 26.3, Java 25 et dépendances inchangés. Préparation locale uniquement.
|
||||
|
||||
## Contrat
|
||||
|
||||
- Les passes PBR et SSR vérifient la profondeur finale du rendu natif pour
|
||||
masquer les personnages, notamment en F5. La profondeur du paysage capturée
|
||||
avant les transparences reste celle utilisée pour rechercher le reflet.
|
||||
- Le PBR utilise le test matériel EQUAL contre la profondeur du récepteur
|
||||
sélectionné. L’ancienne tolérance de 3,5 cm pouvait accepter des faces
|
||||
concurrentes près des coins ; elle est supprimée. La comparaison avec la
|
||||
profondeur native conserve seulement une marge de 5 mm pour les différences
|
||||
d’ordre de calcul des matrices, sans relâcher la sélection stricte du récepteur.
|
||||
La position du vertex est déclarée invariante entre les passes.
|
||||
- PBR à 80 % et SSR à 20 % par défaut, pour toutes les matières, eau comprise.
|
||||
Deux intensités d’effets distinctes, sans réglage séparé solide/liquide.
|
||||
Les préférences explicites déjà enregistrées restent conservées.
|
||||
- Distance PBR/SSR commune : 16, 32 (défaut), 64, 128 blocs. Maillages,
|
||||
sélection des récepteurs et fondu final emploient ce réglage. Le rayon SSR
|
||||
conserve sa recherche maximale de 128 blocs dans le paysage visible.
|
||||
Budgets de maillages inchangés : solides 24 Mio, transparences 8 Mio.
|
||||
Une forte densité à grande portée peut donc limiter les surfaces disponibles.
|
||||
- Le reflet du soleil adopte un lobe plus large sur l’eau, avec une irradiance
|
||||
renforcée : grande empreinte blanche vue du dessus et traînée étendue aux
|
||||
angles rasants. Les lampes conservent leur lobe local.
|
||||
Les éclats spéculaires ne sont plus plafonnés au gris moyen. Leur compression
|
||||
conserve une valeur finie pouvant approcher le blanc. Une contribution douce
|
||||
des seules passes PBR/SSR alimente le bloom existant, sans faire briller tous
|
||||
les blocs blancs. Le réglage Bloom et son intensité gardent autorité.
|
||||
- Eau naturelle OFF par défaut dans une dimension ordinaire, ON pour une
|
||||
dimension dont le générateur est Sanctuary / ExpansionChunkGenerator.
|
||||
Le serveur transmet ce contexte à la connexion, au changement de dimension
|
||||
et à la réapparition, y compris en multijoueur. Le défaut automatique nécessite
|
||||
ce contexte envoyé par un serveur beta.146 ; sans lui, le client utilise le
|
||||
défaut ordinaire OFF, toujours réglable. Aucune donnée de monde modifiée.
|
||||
Les choix ON/OFF sont mémorisés séparément pour ces deux catégories.
|
||||
Un ancien OFF explicite est conservé dans les deux ; un ancien ON global
|
||||
adopte les nouveaux défauts par contexte.
|
||||
- Mélange des profils sur 1×1, 3×3, 5×5, 9×9 (défaut) ou 17×17 blocs, puis
|
||||
interpolation aux sommets. Océans toujours clairs. La texture demeure native.
|
||||
Surface et immersion utilisent la même étendue. Les changements du fond
|
||||
invalident toute la largeur dépendante ; changer le réglage reconstruit les
|
||||
sections chargées contenant de l’eau.
|
||||
|
||||
Le filtre de surface est calculé dans la copie de région native, avec sommes
|
||||
préfixées par hauteur pour borner le coût des sommets. Aucun accès au monde
|
||||
vivant depuis le worker, chargement de chunk ou modification de sauvegarde.
|
||||
Les textes des nouvelles options sont fournis en français et en anglais.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Machine : Apple M1, macOS, Java 25, Minecraft 26.3. Mondes plats jetables,
|
||||
graine 122 ; aucune sauvegarde personnelle utilisée.
|
||||
|
||||
- Suite SSR/PBR Vulkan avec transparence améliorée : réussie
|
||||
(`build/beta146-final-settings-vulkan.log`). F5 avec personnage réel en créatif,
|
||||
portée 16/32/64/128, couleur du paysage, eau/verre/métal, OFF/zéro,
|
||||
immersion, rechargement de ressources et redimensionnement.
|
||||
- Suite SSR/PBR OpenGL finale réussie également
|
||||
(`build/beta146-final-settings-opengl.log`), avec 22 450 pixels quasi blancs
|
||||
dans la scène solaire et 99 / 518 400 pixels modifiés dans le contrôle
|
||||
des intersections. Captures dans `build/evidence/final-settings-opengl/`.
|
||||
- F5 : les 1 900 pixels du torse contrôlés sont strictement identiques entre
|
||||
SSR OFF et ON, tandis que le reflet reste présent autour du personnage.
|
||||
- Soleil : 22 111 pixels quasi blancs sur 854 × 480 à PBR 80 % / SSR 20 %,
|
||||
sans bloom, sur la scène de contrôle Vulkan. Les captures vues du dessus et
|
||||
à soleil bas montrent une empreinte large et une traînée allongée.
|
||||
Bloom OFF libère sa cible.
|
||||
- Mur, sol et escaliers en contact : 86 pixels sur 518 400 changent de plus
|
||||
de 12 niveaux cumulés lors d’une rotation de 0,00002 degré ; seuil du test
|
||||
0,1 %. Le cadre exclut l’eau animée, qui ne constitue pas une référence
|
||||
de stabilité pour les blocs statiques.
|
||||
|
||||
- Eau : suites fonctionnelles Vulkan et OpenGL réussies
|
||||
(`build/beta146-water-vulkan.log`, `build/beta146-water-opengl.log`).
|
||||
Profils, mélange 5/9/17, changement de contexte transmis par le serveur,
|
||||
préférences séparées, immersion, fond modifié, océans, eau courante,
|
||||
waterlogging et rechargement. OpenGL contrôle aussi l’égalité des couleurs
|
||||
aux frontières des copies de région et avec l’échantillonnage de brume.
|
||||
- `./gradlew check build` exécuté dans un instantané isolé des sources :
|
||||
252 tests serveur, 229 réussis et 23 échecs. Les identifiants des échecs
|
||||
correspondent exactement au reçu archivé beta.145 ; aucun nouvel identifiant.
|
||||
Il ne s’agit pas d’une nouvelle exécution comparative de beta.145.
|
||||
Journal : `build/beta146-check-build-isolated.log` ; comparaison :
|
||||
`build/beta146-server-failures.json`. Les derniers changements après cet
|
||||
instantané concernent le rendu client, ses réglages et ses tests.
|
||||
|
||||
Les preuves Vulkan finales sont dans `build/evidence/final-settings-vulkan/`.
|
||||
La suite de régression PBR et de préférences finale réussit
|
||||
(`build/beta146-final-pbr-preferences.log`) : PBR 80 %, SSR 20 %, persistance,
|
||||
migration des anciennes préférences, FR/EN, OFF/zéro et rechargement.
|
||||
La commande finale `./gradlew check build assemblePack -x :sanctuary:runGameTest`
|
||||
réussit (125 tâches), sans répéter la suite serveur isolée déjà exécutée.
|
||||
Journal : `build/beta146-final-build-pack.log`. Cette exclusion ne transforme
|
||||
pas les 23 échecs serveur en validation globale réussie.
|
||||
|
||||
## Artefact local
|
||||
|
||||
Le pack [Sanctuary-beta.146.mrpack](../build/Sanctuary-beta.146.mrpack) est exporté
|
||||
et copié dans le dossier `sanctuary-beta/build/`, à côté des autres versions.
|
||||
Intégrité ZIP, version beta.146, Minecraft 26.3 et identité du JAR embarqué
|
||||
avec le JAR construit contrôlées ; shaders finaux présents et identiques aux sources.
|
||||
Taille : 10 519 634 octets. SHA-256 :
|
||||
`9f3f7a840652d401741cbe3c85bbb5626326542179754cb599479b01a6b4c955`.
|
||||
Reçu : `build/beta146-artifacts.json`.
|
||||
|
||||
Aucun benchmark isolé de performance de beta.146 n’est revendiqué : des
|
||||
contrôles serveur peuvent tourner simultanément. Les limites SSR hors écran,
|
||||
de maillage à grande portée et de compatibilité avec d’autres GPU subsistent.
|
||||
Aucune publication ou synchronisation Prism.
|
||||
+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.145
|
||||
pack_version=beta.145
|
||||
mod_version=beta.150
|
||||
pack_version=beta.150
|
||||
resource_pack_version=beta.121
|
||||
maven_group=fr.koka.sanctuary
|
||||
jei_version=30.32.0-sanctuary.3
|
||||
|
||||
+68
-6
@@ -27,12 +27,14 @@ public final class Pbr134ClientChecks implements FabricClientGameTest {
|
||||
c.runOnClient(m->check(analyses==ProceduralPbr.analyses()&&ProceduralPbr.materialCount()>0,"Source textures are cached, not regenerated every frame"));
|
||||
unchanged(on,capture(c,null),"Static PBR has no animated noise");
|
||||
look(c,server,.00002f,40.00002f);frames(c);unchanged(on,capture(c,null),"PBR tiny camera motion");look(c,server,0,40);frames(c);
|
||||
closeRange(c,server);
|
||||
camera(c,server,10.5,69,5.5,65);look(c,server,0,40);settle(c);
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(20));frames(c);var low=difference(off,capture(c,"pbr-20"));
|
||||
check(delta.total>low.total*1.3,"PBR strength affects actual GPU output");
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(100));frames(c);var high=difference(off,capture(c,"pbr-100"));check(high.total>delta.total*1.2,"Strong PBR visibly increases relief");
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(0));c.waitTicks(8);unchanged(off,capture(c,null),"PBR zero restores native image");
|
||||
c.runOnClient(m->{VanillaLight.setPbrIntensity(0);});c.waitTicks(8);unchanged(off,capture(c,null),"PBR zero restores native image");
|
||||
c.runOnClient(m->check(!ProceduralPbr.allocated()&&ProceduralPbr.materialCount()==0,"Zero releases targets and material cache"));
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(50));frames(c);
|
||||
c.runOnClient(m->{VanillaLight.setPbrIntensity(50);});frames(c);
|
||||
server.runOnServer(s->command(s,"time set 11000"));settle(c);enable(c,false);var eveningOff=capture(c,null);enable(c,true);var eveningOn=capture(c,"pbr-evening");
|
||||
int directions=0;for(int i=0;i<on.pixels().length;i++){int am=(on.pixels()[i]>>16&255)-(off.pixels()[i]>>16&255),pm=(eveningOn.pixels()[i]>>16&255)-(eveningOff.pixels()[i]>>16&255);if(Math.abs(am-pm)>5)directions++;}
|
||||
check(directions>500,"Relief follows the moving sun: "+directions);
|
||||
@@ -48,10 +50,53 @@ public final class Pbr134ClientChecks implements FabricClientGameTest {
|
||||
c.runOnClient(m->m.getWindow().setWindowed(oldWidth,oldHeight));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==on.width(),200);frames(c);
|
||||
c.runOnClient(m->{VanillaLight.setPixelShadows(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setOreEmission(true);VanillaLight.setEdgeHighlights(true);});
|
||||
c.waitFor(m->PixelShadows.applied()&&PixelShadows.ready()&&ScreenSpaceGI.applied()&&Bloom.applied()&&EdgeHighlights.applied()&&ProceduralPbr.applied(),1200);frames(c);capture(c,"pbr-combined");
|
||||
matteGround(c,server,Blocks.OAK_LEAVES,"leaves",true);
|
||||
matteGround(c,server,Blocks.DIRT,"dirt",false);
|
||||
c.runOnClient(m->VanillaLight.setEnabled(false));c.waitTicks(8);c.runOnClient(m->check(!ProceduralPbr.allocated()&&ProceduralPbr.materialCount()==0,"Global OFF releases PBR"));
|
||||
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);});
|
||||
System.out.println("PBR134_PASS normals; profiles; texture cache; directional lighting; intensity; OFF/zero; tiny camera; reload; resize; combined; default="+delta+" high="+high+" directional="+directions);
|
||||
}
|
||||
private static void matteGround(ClientGameTestContext c,TestServerContext server,net.minecraft.world.level.block.Block block,String name,boolean leaves){
|
||||
c.runOnClient(m->{VanillaLight.setSsr(false);VanillaLight.setPbrIntensity(50);VanillaLight.setPixelShadows(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setEdgeHighlights(false);});
|
||||
server.runOnServer(s->{if(leaves)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),leaves?block.defaultBlockState().setValue(net.minecraft.world.level.block.LeavesBlock.PERSISTENT,true):block.defaultBlockState());});
|
||||
camera(c,server,10.5,69,5.5,65);look(c,server,0,40);settle(c);
|
||||
enable(c,false);var off=capture(c,"pbr150-"+name+"-off");enable(c,true);var on=capture(c,"pbr150-"+name+"-on");
|
||||
double nativeChroma=0,pbrChroma=0;int samples=0,relief=0;
|
||||
for(int y=off.height()/3;y<off.height()*9/10;y++)for(int x=off.width()/10;x<off.width()*9/10;x++){
|
||||
int i=y*off.width()+x,a=off.pixels()[i],b=on.pixels()[i],r=a>>16&255,g=a>>8&255,blue=a&255;
|
||||
if(leaves?(g<30||g<r*1.1||g<blue*1.1):(r<30||r<g*1.05||g<blue*1.1))continue;
|
||||
nativeChroma+=chroma(a);pbrChroma+=chroma(b);samples++;
|
||||
if(Math.abs((b>>16&255)-r)+Math.abs((b>>8&255)-g)+Math.abs((b&255)-blue)>6)relief++;
|
||||
}
|
||||
double retained=pbrChroma/nativeChroma;
|
||||
System.out.println("PBR150_MATTE material="+name+" samples="+samples+" chromaRetained="+retained+" relief="+relief);
|
||||
check(samples>1000&&retained>.985,name+" preserves native colour without specular veil: "+retained);
|
||||
check(relief>100,name+" normal relief remains visible");
|
||||
}
|
||||
private static double chroma(int pixel){
|
||||
int r=pixel>>16&255,g=pixel>>8&255,b=pixel&255,max=Math.max(r,Math.max(g,b)),min=Math.min(r,Math.min(g,b));
|
||||
return (max-min)/(double)Math.max(1,max);
|
||||
}
|
||||
private static void closeRange(ClientGameTestContext c,TestServerContext server){
|
||||
int failures=0;
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(80));
|
||||
for(double distance:new double[]{.12,.25,.5,1.0}){
|
||||
double eye=c.computeOnClient(m->(double)m.player.getEyeHeight());
|
||||
camera(c,server,4.5,65-eye+distance,5.5,65);look(c,server,17,55);settle(c);frames(c);
|
||||
var before=capture(c,"pbr147-close-"+distance);
|
||||
look(c,server,17.00002f,55.00002f);frames(c);var after=capture(c,"pbr147-close-moved-"+distance);
|
||||
int changed=0,count=0;
|
||||
for(int y=before.height()/10;y<before.height()*9/10;y++)for(int x=before.width()/10;x<before.width()*9/10;x++){
|
||||
int i=y*before.width()+x,a=before.pixels()[i],b=after.pixels()[i];count++;
|
||||
if(Math.abs((a>>16&255)-(b>>16&255))+Math.abs((a>>8&255)-(b>>8&255))+Math.abs((a&255)-(b&255))>12)changed++;
|
||||
}
|
||||
System.out.println("PBR147_CLOSE distance="+distance+" changed="+changed+" samples="+count);
|
||||
if(changed>count*.001)failures++;
|
||||
}
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(50));
|
||||
check(failures==0,"Close PBR stays stable under subpixel motion: failing distances="+failures);
|
||||
}
|
||||
private static void materials(){
|
||||
int[] flat=new int[16];Arrays.fill(flat,0xFF808080);var profile=PbrMaterials.profile("bricks");
|
||||
for(int p:PbrMaterials.generate(flat,4,4,profile))check((p>>8&0xFFFF)==0x8080,"Flat source has neutral normal");
|
||||
@@ -61,23 +106,40 @@ public final class Pbr134ClientChecks implements FabricClientGameTest {
|
||||
check(PbrMaterials.profile("water").metal()==0&&PbrMaterials.profile("glass").metal()==0,"Water and glass stay dielectric");
|
||||
int[] glass={0x00FFFFFF,0x00000000,0x00000000,0x00FFFFFF};
|
||||
for(int p:PbrMaterials.generate(glass,2,2,PbrMaterials.profile("glass")))check((p>>8&0xFFFF)==0x8080,"Transparent glass texels fall back to geometric normal");
|
||||
for(String soil:new String[]{"dirt","coarse_dirt","rooted_dirt","grass_block","dirt_path","farmland","podzol","mycelium"})
|
||||
check(PbrMaterials.profile(soil).roughness()>=.98f&&PbrMaterials.profile(soil).metal()==0,"Dry soil has a fully matte profile: "+soil);
|
||||
check(PbrMaterials.profile("oak_planks").roughness()>PbrMaterials.profile("polished_andesite").roughness(),"Wood remains rougher than polished stone");
|
||||
}
|
||||
private static void preferences(){try{
|
||||
var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"ssgi\":true,\"ssgiIntensity\":35,\"bloom\":false}");forgetPreferences();
|
||||
check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==80&&VanillaLight.ssgi()&&!VanillaLight.bloom(),"Missing PBR setting defaults ON while preserving explicit old choices");
|
||||
check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==50&&VanillaLight.ssgi()&&!VanillaLight.bloom(),"Missing PBR setting defaults ON while preserving explicit old choices");
|
||||
Files.writeString(p,"{\"pbrIntensity\":80}");forgetPreferences();
|
||||
check(VanillaLight.pbrIntensity()==50,"Previous 80 percent baseline migrates to 50 once");
|
||||
VanillaLight.setPbrIntensity(80);forgetPreferences();check(VanillaLight.pbrIntensity()==80,"New explicit 80 percent choice persists after migration");
|
||||
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");}
|
||||
check(!VanillaLight.ssr()&&VanillaLight.ssrIntensity()==50,"Missing SSR defaults OFF at 50 percent");
|
||||
check(VanillaLight.pbrDistance()==64&&VanillaLight.ssrDistance()==64,"Independent distances default to 64");
|
||||
check(!VanillaLight.naturalWater(false)&&VanillaLight.naturalWater(true),"World-specific water defaults");
|
||||
for(int n:new int[]{16,32,64,128,256}){VanillaLight.setPbrDistance(n);forgetPreferences();check(VanillaLight.pbrDistance()==n&&VanillaLight.ssrDistance()==64,"PBR distance changes independently");}
|
||||
for(int n:new int[]{16,32,64,128,256}){VanillaLight.setSsrDistance(n);forgetPreferences();check(VanillaLight.ssrDistance()==n&&VanillaLight.pbrDistance()==256,"SSR distance changes independently");}
|
||||
VanillaLight.setSsrDistance(64);
|
||||
for(int n:new int[]{0,1,2,4,8}){VanillaLight.setWaterBlendRadius(n);forgetPreferences();check(VanillaLight.waterBlendRadius()==n,"Water blend persistence");}
|
||||
VanillaLight.setPbrDistance(32);VanillaLight.setWaterBlendRadius(4);
|
||||
check(!VanillaLight.ssr()&&VanillaLight.ssrIntensity()==20,"Missing SSR defaults OFF at 20 percent");
|
||||
for(int n:new int[]{-1,0,50,100,101}){VanillaLight.setSsr(true);VanillaLight.setSsrIntensity(n);forgetPreferences();check(VanillaLight.ssr()&&VanillaLight.ssrIntensity()==Math.clamp(n,0,100),"SSR preference persistence/clamp");}
|
||||
VanillaLight.setSsr(false);VanillaLight.setSsrIntensity(50);forgetPreferences();check(!VanillaLight.ssr(),"SSR OFF persists");
|
||||
VanillaLight.setSsr(false);VanillaLight.setSsrIntensity(20);forgetPreferences();check(!VanillaLight.ssr(),"SSR OFF persists");
|
||||
var manager=net.minecraft.client.Minecraft.getInstance().getLanguageManager();var oldLanguage=manager.getSelected();
|
||||
for(String locale:new String[]{"fr_fr","en_us"}){
|
||||
manager.setSelected(locale);manager.onResourceManagerReload(net.minecraft.client.Minecraft.getInstance().getResourceManager());
|
||||
for(String key:new String[]{"ssr","ssr_help","ssr_intensity","ssr_intensity_help","ssr_intensity_value"}){
|
||||
for(String key:new String[]{"ssr_distance","ssr_distance_help","ssr_distance_value","pbr_distance","pbr_distance_help","pbr_distance_value","water_blend","water_blend_help","water_blend_value","ssr","ssr_help","ssr_intensity","ssr_intensity_help","ssr_intensity_value"}){
|
||||
String full="sanctuary.shaders."+key;check(!net.minecraft.network.chat.Component.translatable(full,50).getString().equals(full),"SSR FR/EN "+full);
|
||||
}
|
||||
}
|
||||
check(net.minecraft.network.chat.Component.translatable("sanctuary.shaders.ssr").getString().equals("SSR"),"SSR label without experimental qualifier");
|
||||
manager.setSelected(oldLanguage);manager.onResourceManagerReload(net.minecraft.client.Minecraft.getInstance().getResourceManager());
|
||||
Files.writeString(p,"{\"naturalWater\":false,\"pbrIntensity\":37}");forgetPreferences();
|
||||
check(!VanillaLight.naturalWater(false)&&!VanillaLight.naturalWater(true)&&VanillaLight.pbrIntensity()==37,"Legacy water OFF and personal PBR intensity are preserved");
|
||||
Files.writeString(p,"{\"naturalWater\":true}");forgetPreferences();
|
||||
check(!VanillaLight.naturalWater(false)&&VanillaLight.naturalWater(true),"Legacy global ON adopts contextual defaults");
|
||||
VanillaLight.setPbrIntensity(50);
|
||||
}catch(Exception e){throw new AssertionError(e);}}
|
||||
private record Delta(int changed,int brighter,int darker,long total){}
|
||||
|
||||
+110
-1
@@ -10,7 +10,7 @@ import net.minecraft.world.level.block.Blocks;
|
||||
final class PixelReflectionsClientChecks {
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(true);VanillaLight.setPbrIntensity(80);
|
||||
VanillaLight.setNaturalWater(true);VanillaLight.setWaterIntensity(100);VanillaLight.setSsr(false);VanillaLight.setSsrIntensity(100);VanillaLight.setColoredLights(false);VanillaLight.setSsgi(false);
|
||||
VanillaLight.setNaturalWater(true);VanillaLight.setWaterIntensity(100);VanillaLight.setWaterBlendRadius(0);VanillaLight.setSsr(false);VanillaLight.setSsrIntensity(100);VanillaLight.setColoredLights(false);VanillaLight.setSsgi(false);
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);
|
||||
VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);});
|
||||
server.runOnServer(s->{
|
||||
@@ -32,6 +32,97 @@ final class PixelReflectionsClientChecks {
|
||||
long changed=changed(off,on);System.out.println("SSR_WATER_DIFF "+changed);
|
||||
check(changed>100,"SSR changes water receiver pixels: "+changed);
|
||||
double redSignal=colourSignal(off,on);
|
||||
server.runOnServer(s->{command(s,"gamemode creative @a");var player=s.getPlayerList().getPlayers().getFirst();player.getAbilities().flying=true;player.onUpdateAbilities();});
|
||||
c.waitTicks(10);
|
||||
c.runOnClient(m->m.options.setCameraType(net.minecraft.client.CameraType.THIRD_PERSON_BACK));c.waitTicks(20);
|
||||
c.runOnClient(m->VanillaLight.setSsr(false));c.waitTicks(8);var f5Off=capture(c,"ssr146-f5-off");
|
||||
c.runOnClient(m->VanillaLight.setSsr(true));frames(c);var f5On=capture(c,"ssr146-f5-on");
|
||||
check(changed(f5Off,f5On)>100,"SSR remains visible around third-person player");
|
||||
int torsoChange=0,torsoPixels=0;
|
||||
for(int y=f5Off.height()*55/100;y<f5Off.height()*71/100;y++)for(int x=f5Off.width()*485/1000;x<f5Off.width()*515/1000;x++){
|
||||
int index=y*f5Off.width()+x;torsoPixels++;if(f5Off.pixels()[index]!=f5On.pixels()[index])torsoChange++;
|
||||
}
|
||||
check(torsoChange<torsoPixels*.01,"SSR does not draw through the visible F5 torso: "+torsoChange+" / "+torsoPixels);
|
||||
c.runOnClient(m->m.options.setCameraType(net.minecraft.client.CameraType.FIRST_PERSON));c.waitTicks(20);
|
||||
server.runOnServer(s->command(s,"gamemode spectator @a"));c.waitTicks(10);
|
||||
for(int distance:new int[]{16,64,128,256,32}){
|
||||
c.runOnClient(m->{VanillaLight.setPbrDistance(distance);VanillaLight.setSsrDistance(256);});settle(c);frames(c);capture(c,"ssr146-distance-"+distance);
|
||||
c.runOnClient(m->check(ProceduralPbr.applied()&&PixelReflections.applied(),"Independent material distances render at PBR "+distance+" / SSR 256"));
|
||||
}
|
||||
|
||||
for(int distance:new int[]{16,64,256}){
|
||||
c.runOnClient(m->{VanillaLight.setPbrDistance(256);VanillaLight.setSsrDistance(distance);});settle(c);frames(c);
|
||||
capture(c,"ssr149-independent-"+distance);
|
||||
c.runOnClient(m->check(ProceduralPbr.applied()&&PixelReflections.applied(),"PBR 256 remains active with independent SSR "+distance));
|
||||
}
|
||||
c.runOnClient(m->VanillaLight.setPbrDistance(32));
|
||||
c.runOnClient(m->VanillaLight.setSsrDistance(32));
|
||||
c.runOnClient(m->{VanillaLight.setPbrIntensity(50);VanillaLight.setSsrIntensity(20);});
|
||||
camera(c,server,.5,68,10,70);settle(c);frames(c);
|
||||
c.runOnClient(m->VanillaLight.setPbr(false));c.waitTicks(8);var solarOff=capture(c,"ssr148-solar-water-off");
|
||||
c.runOnClient(m->VanillaLight.setPbr(true));frames(c);
|
||||
var solar=capture(c,"ssr146-solar-water");
|
||||
int white=0;for(int pixel:solar.pixels())if((pixel>>16&255)>235&&(pixel>>8&255)>235&&(pixel&255)>235)white++;
|
||||
int brightened=0;for(int i=0;i<solar.pixels().length;i++){
|
||||
int a=solarOff.pixels()[i],b=solar.pixels()[i];
|
||||
if((b>>16&255)+(b>>8&255)+(b&255)>(a>>16&255)+(a>>8&255)+(a&255)+24)brightened++;
|
||||
}
|
||||
check(brightened>5000,"Soft solar reflection remains broadly visible: "+brightened);
|
||||
check(white<solar.pixels().length*.005,"Soft solar reflection preserves texture instead of a white plateau: "+white);
|
||||
System.out.println("PBR148_SOLAR brightened="+brightened+" white="+white);
|
||||
System.out.println("SSR146_SOLAR_WHITE pixels="+white+" width="+solar.width()+" height="+solar.height());
|
||||
c.runOnClient(m->VanillaLight.setBloom(true));frames(c);capture(c,"ssr146-solar-water-bloom");
|
||||
c.runOnClient(m->check(MaterialBloom.contribution()!=null,"Material light reaches bloom"));
|
||||
c.runOnClient(m->VanillaLight.setBloom(false));frames(c);
|
||||
c.runOnClient(m->check(MaterialBloom.contribution()==null,"Bloom OFF releases material halo"));
|
||||
server.runOnServer(s->command(s,"time set 18000"));c.waitTicks(15);
|
||||
c.runOnClient(m->VanillaLight.setSsr(false));c.waitTicks(8);
|
||||
var moon=capture(c,"ssr147-moon-water");
|
||||
int moonWhite=0;for(int pixel:moon.pixels())if((pixel>>16&255)>235&&(pixel>>8&255)>235&&(pixel&255)>235)moonWhite++;
|
||||
check(moonWhite<Math.max(10,white*.05),"Moon reflection stays much softer than the sun: "+moonWhite+" / "+white);
|
||||
c.runOnClient(m->VanillaLight.setPbr(false));c.waitTicks(8);var moonOff=capture(c,"ssr147-moon-water-off");
|
||||
check(changed(moonOff,moon)>100,"Soft moon reflection remains visible");
|
||||
System.out.println("PBR147_MOON white="+moonWhite+" sunWhite="+white+" changed="+changed(moonOff,moon));
|
||||
c.runOnClient(m->{VanillaLight.setPbr(true);VanillaLight.setSsr(true);VanillaLight.setBloom(true);});frames(c);capture(c,"ssr147-moon-water-bloom");
|
||||
c.runOnClient(m->VanillaLight.setBloom(false));
|
||||
server.runOnServer(s->command(s,"time set 1000"));c.waitTicks(10);
|
||||
var sunLook=c.computeOnClient(m->{var sun=PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);return new float[]{(float)Math.toDegrees(Math.atan2(-sun.x,sun.z)),(float)Math.toDegrees(Math.asin(sun.y))};});
|
||||
look(c,server,sunLook[0],sunLook[1]);frames(c);capture(c,"ssr146-solar-path-low-sun");
|
||||
c.runOnClient(m->VanillaLight.setBloom(true));frames(c);capture(c,"ssr146-solar-path-low-sun-bloom");
|
||||
for(int time:new int[]{2000,11500,12400}){
|
||||
c.runOnClient(m->{VanillaLight.setBloom(false);VanillaLight.setSsr(false);});
|
||||
server.runOnServer(s->command(s,"time set "+time));c.waitTicks(15);
|
||||
var solarLook=c.computeOnClient(m->{var sun=PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);return new float[]{(float)Math.toDegrees(Math.atan2(-sun.x,sun.z)),(float)Math.toDegrees(Math.asin(sun.y))};});
|
||||
look(c,server,solarLook[0],solarLook[1]);pbrFrames(c);
|
||||
var warm=capture(c,"ssr150-solar-"+time);
|
||||
c.runOnClient(m->VanillaLight.setPbr(false));c.waitTicks(8);var nativeWater=capture(c,"ssr150-solar-native-"+time);
|
||||
long red=0,green=0,blue=0;int samples=0;
|
||||
for(int y=warm.height()/3;y<warm.height()*9/10;y++)for(int x=warm.width()/3;x<warm.width()*2/3;x++){
|
||||
int i=y*warm.width()+x,a=nativeWater.pixels()[i],b=warm.pixels()[i];
|
||||
int dr=(b>>16&255)-(a>>16&255),dg=(b>>8&255)-(a>>8&255),db=(b&255)-(a&255);
|
||||
if(dr>3){red+=dr;green+=dg;blue+=db;samples++;}
|
||||
}
|
||||
System.out.println("PBR150_SOLAR_COLOUR time="+time+" pitch="+solarLook[1]+" samples="+samples+" red="+red+" green="+green+" blue="+blue);
|
||||
var tint=c.computeOnClient(m->SolarColour.tint(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState));
|
||||
float nativeFade=c.computeOnClient(m->m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunriseAndSunsetColor.w());
|
||||
System.out.println("PBR150_NATIVE_SUNSET time="+time+" fade="+nativeFade+" tint="+tint);
|
||||
check(samples>500,"Solar reflection remains visible: "+time);
|
||||
if(nativeFade>.1)check(red>green*1.1&&red>blue*1.1,"Reflection follows warm native horizon colour: "+time);
|
||||
if(nativeFade==0)check(tint.equals(new org.joml.Vector3f(1)),"No early tint before native sunset");
|
||||
c.runOnClient(m->{VanillaLight.setPbr(true);VanillaLight.setSsr(true);VanillaLight.setBloom(true);});frames(c);capture(c,"ssr150-solar-bloom-"+time);
|
||||
c.runOnClient(m->VanillaLight.setBloom(false));
|
||||
look(c,server,solarLook[0],-solarLook[1]);frames(c);var sunDisc=capture(c,"ssr150-sun-disc-"+time);
|
||||
long sr=0,sg=0,sb=0;int sunSamples=0;
|
||||
for(int y=sunDisc.height()/2-5;y<sunDisc.height()/2+5;y++)for(int x=sunDisc.width()/2-5;x<sunDisc.width()/2+5;x++){
|
||||
int pixel=sunDisc.pixels()[y*sunDisc.width()+x];sr+=pixel>>16&255;sg+=pixel>>8&255;sb+=pixel&255;sunSamples++;
|
||||
}
|
||||
System.out.println("PBR150_SUN_DISC time="+time+" red="+sr/sunSamples+" green="+sg/sunSamples+" blue="+sb/sunSamples);
|
||||
if(nativeFade>.1)check(sr>sb*1.05,"Sun disc follows native warm tint: "+time);
|
||||
look(c,server,solarLook[0],solarLook[1]);
|
||||
}
|
||||
c.runOnClient(m->{VanillaLight.setBloom(false);VanillaLight.setSsrIntensity(100);});
|
||||
server.runOnServer(s->command(s,"time set 6000"));c.waitTicks(10);
|
||||
camera(c,server,.5,68,0,70);look(c,server,0,12);settle(c);
|
||||
server.runOnServer(s->{for(int x=-12;x<=12;x++)for(int y=65;y<=77-Math.abs(x)/2;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,19),Blocks.CONCRETE.blue().defaultBlockState());});
|
||||
settle(c);c.runOnClient(m->VanillaLight.setSsr(false));c.waitTicks(8);var blueOff=capture(c,"ssr-blue-off");
|
||||
c.runOnClient(m->VanillaLight.setSsr(true));frames(c);var blueOn=capture(c,"ssr-blue-on");double blueSignal=colourSignal(blueOff,blueOn);
|
||||
@@ -82,6 +173,13 @@ final class PixelReflectionsClientChecks {
|
||||
check(changed(metalOff,metalOn)>100,"Solid PBR reflects landscape");
|
||||
look(c,server,.00002f,12.00002f);frames(c);var tiny=capture(c,"ssr-metal-tiny-motion");
|
||||
check(stableMetal(metalOn,tiny),"Tiny camera movement keeps material texels stable");look(c,server,0,12);frames(c);
|
||||
server.runOnServer(s->{
|
||||
command(s,"fill -7 67 9 7 70 9 iron_block");
|
||||
for(int x=-6;x<=6;x+=2)command(s,"setblock "+x+" 67 8 polished_andesite_stairs[facing=south]");
|
||||
});settle(c);frames(c);var intersections=capture(c,"ssr146-intersections");
|
||||
look(c,server,.00002f,12.00002f);frames(c);var shifted=capture(c,"ssr146-intersections-tiny-motion");
|
||||
check(stableIntersections(intersections,shifted),"Block intersections remain stable during subpixel motion");
|
||||
look(c,server,0,12);frames(c);
|
||||
c.runOnClient(m->{VanillaLight.setPixelShadows(true);VanillaLight.setSsgi(true);VanillaLight.setColoredLights(true);VanillaLight.setBloom(true);VanillaLight.setSunshafts(true);});
|
||||
frames(c);capture(c,"ssr-combined");
|
||||
server.runOnServer(s->command(s,"time set 18000"));c.waitTicks(15);frames(c);capture(c,"ssr-moon");
|
||||
@@ -112,6 +210,16 @@ final class PixelReflectionsClientChecks {
|
||||
c.runOnClient(m->VanillaLight.setPbr(false));c.waitTicks(8);c.runOnClient(m->check(!PixelReflections.allocated(),"PBR OFF releases reflection resources"));
|
||||
System.out.println("SSR_PASS water; transparent glass; solids; OFF/zero; motion; reload; resize");
|
||||
}
|
||||
private static boolean stableIntersections(Frame a,Frame b){
|
||||
// The surrounding animated water is not a stability oracle for static blocks.
|
||||
int changed=0,count=0;
|
||||
for(int y=a.height()*30/100;y<a.height()*80/100;y++)for(int x=a.width()/4;x<a.width()*3/4;x++){
|
||||
int i=y*a.width()+x,aa=a.pixels()[i],bb=b.pixels()[i];count++;
|
||||
if(Math.abs((aa>>16&255)-(bb>>16&255))+Math.abs((aa>>8&255)-(bb>>8&255))+Math.abs((aa&255)-(bb&255))>12)changed++;
|
||||
}
|
||||
System.out.println("SSR146_INTERSECTIONS changed="+changed+" samples="+count);
|
||||
return changed<count*.001;
|
||||
}
|
||||
private static boolean stableMetal(Frame a,Frame b){int changes=0,count=0;
|
||||
for(int y=a.height()*58/100;y<a.height()*68/100;y++)for(int x=a.width()*3/10;x<a.width()*7/10;x++){
|
||||
int i=y*a.width()+x,aa=a.pixels()[i],bb=b.pixels()[i];count++;
|
||||
@@ -151,6 +259,7 @@ final class PixelReflectionsClientChecks {
|
||||
int i=y*a.width()+x,aa=a.pixels()[i],bb=b.pixels()[i];
|
||||
if(Math.abs((aa>>16&255)-(bb>>16&255))+Math.abs((aa>>8&255)-(bb>>8&255))+Math.abs((aa&255)-(bb&255))>8)n++;
|
||||
}return n;}
|
||||
private static void pbrFrames(ClientGameTestContext c){int start=c.computeOnClient(m->ProceduralPbr.renderedFrames());c.waitFor(m->ProceduralPbr.applied()&&ProceduralPbr.renderedFrames()>start+8,1200);}
|
||||
private static void frames(ClientGameTestContext c){int start=c.computeOnClient(m->PixelReflections.frames());c.waitFor(m->PixelReflections.applied()&&ProceduralPbr.ready()&&PixelReflections.frames()>start+8,1200);}
|
||||
private static void settle(ClientGameTestContext c){c.waitTicks(45);c.waitFor(m->m.levelRenderer.hasRenderedAllSections()&&ProceduralPbr.ready(),1200);c.waitTicks(10);}
|
||||
}
|
||||
|
||||
+1
-1
@@ -454,7 +454,7 @@ 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()==80&&VanillaLight.ssgiIntensity()==35,"PBR default 80, SSGI strength retained");
|
||||
check(VanillaLight.pbrIntensity()==50&&VanillaLight.ssrIntensity()==20&&VanillaLight.ssgiIntensity()==35,"PBR 50 and SSR 20 defaults, 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();
|
||||
|
||||
+25
-1
@@ -11,7 +11,7 @@ import java.util.*;
|
||||
final class Water144ClientChecks {
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{
|
||||
VanillaLight.setEnabled(true);VanillaLight.setNaturalWater(true);VanillaLight.setWaterIntensity(100);
|
||||
VanillaLight.setEnabled(true);VanillaLight.setNaturalWater(true);VanillaLight.setWaterIntensity(100);VanillaLight.setWaterBlendRadius(0);
|
||||
VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);
|
||||
VanillaLight.setPixelShadows(false);VanillaLight.setColoredLights(false);VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);
|
||||
});
|
||||
@@ -41,6 +41,30 @@ final class Water144ClientChecks {
|
||||
check(NaturalWater.sample(m.level,88.5,110.1,8.5).equals(NaturalWater.CLEAR),"No bed in bounded search uses clear");
|
||||
var boundary=NaturalWater.sample(m.level,80,99.1,8.5);check(boundary.tint()>.1&&boundary.tint()<.85,"Section boundary mixes profiles");
|
||||
});
|
||||
c.runOnClient(m->check(!NaturalWater.sanctuaryWorld(),"Server identifies ordinary test dimension"));
|
||||
server.runOnServer(s->net.fabricmc.fabric.api.networking.v1.ServerPlayNetworking.send(s.getPlayerList().getPlayers().getFirst(),new fr.koka.sanctuary.water.WaterWorldSettings.Context(true)));
|
||||
c.waitTicks(5);c.runOnClient(m->{check(NaturalWater.sanctuaryWorld()&&VanillaLight.naturalWater(),"Sanctuary context defaults ON");VanillaLight.setNaturalWater(false);});
|
||||
server.runOnServer(s->net.fabricmc.fabric.api.networking.v1.ServerPlayNetworking.send(s.getPlayerList().getPlayers().getFirst(),new fr.koka.sanctuary.water.WaterWorldSettings.Context(false)));
|
||||
c.waitTicks(5);c.runOnClient(m->check(VanillaLight.naturalWater(),"Ordinary explicit ON is independent of Sanctuary OFF"));
|
||||
server.runOnServer(s->net.fabricmc.fabric.api.networking.v1.ServerPlayNetworking.send(s.getPlayerList().getPlayers().getFirst(),new fr.koka.sanctuary.water.WaterWorldSettings.Context(true)));
|
||||
c.waitTicks(5);c.runOnClient(m->{check(!VanillaLight.naturalWater(),"Sanctuary explicit OFF survives context round trip");VanillaLight.setNaturalWater(true);});
|
||||
server.runOnServer(s->net.fabricmc.fabric.api.networking.v1.ServerPlayNetworking.send(s.getPlayerList().getPlayers().getFirst(),new fr.koka.sanctuary.water.WaterWorldSettings.Context(false)));
|
||||
c.waitTicks(5);
|
||||
for(int radius:new int[]{2,4,8}){
|
||||
c.runOnClient(m->VanillaLight.setWaterBlendRadius(radius));settle(c);
|
||||
c.runOnClient(m->{
|
||||
var left=NaturalWater.sample(m.level,79.5,99.1,8.5);
|
||||
var right=NaturalWater.sample(m.level,80.5,99.1,8.5);
|
||||
check(left.tint()>.1&&right.tint()<.85&&right.tint()>left.tint(),"Wider transition smooths both sides of section seam");
|
||||
var west=new NaturalWater.Region(m.level,3,5,-1).corner(m.level,new BlockPos(79,99,8),1,0);
|
||||
var east=new NaturalWater.Region(m.level,4,5,-1).corner(m.level,new BlockPos(80,99,8),0,0);
|
||||
var expected=NaturalWater.sample(m.level,80,99,8);
|
||||
check(Math.abs(west.tint()-east.tint())<.0002&&Math.abs(west.alpha()-east.alpha())<.0002,"Adjacent compiled sections share continuous vertex tint and alpha");
|
||||
check(Math.abs(west.tint()-expected.tint())<.0002&&Math.abs(west.alpha()-expected.alpha())<.0002,"Compiled surface blend matches immersion sampling");
|
||||
});
|
||||
capture(c,"blend146-"+(radius*2+1));
|
||||
}
|
||||
c.runOnClient(m->VanillaLight.setWaterBlendRadius(0));settle(c);
|
||||
enable(c,false);var off=capture(c,"surface-off");enable(c,true);var on=capture(c,"surface-on");
|
||||
check(difference(off,on)>100000,"Visible surface colour and opacity change");
|
||||
c.runOnClient(m->VanillaLight.setWaterIntensity(0));settle(c);var zero=capture(c,"surface-zero");
|
||||
|
||||
@@ -71,6 +71,7 @@ public final class SanctuaryMod implements ModInitializer {
|
||||
fr.koka.sanctuary.notifications.DiscoveryNotifications.register();
|
||||
fr.koka.sanctuary.realtime.RealtimeService.register();
|
||||
fr.koka.sanctuary.weather.WeatherService.register();
|
||||
fr.koka.sanctuary.water.WaterWorldSettings.register();
|
||||
fr.koka.sanctuary.plans.PlanService.register();
|
||||
fr.koka.sanctuary.plans.Statuary.register();
|
||||
fr.koka.sanctuary.food.FoodSync.register();
|
||||
|
||||
@@ -42,8 +42,9 @@ public final class Bloom {
|
||||
var builder=RenderPipeline.builder().withLocation(id("pipeline/"+name)).withVertexShader("core/screenquad").withFragmentShader(id("core/"+name)).withBindGroupLayout(layout.build());
|
||||
if(scene)builder.withBindGroupLayout(SCENE);
|
||||
return RenderPipelines.register(builder.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.ofNullable(blend),name.equals("bloom_blur")||name.equals("bloom_downsample")||name.equals("lens_flare_source")?GpuFormat.RGBA16_FLOAT:GpuFormat.RGBA8_UNORM,blend==null?ColorTargetState.WRITE_ALL:ColorTargetState.WRITE_COLOR)).withDepthStencilState(Optional.empty()).build());
|
||||
.withColorTargetState(new ColorTargetState(Optional.ofNullable(blend),name.equals("bloom_material_add")||name.equals("bloom_blur")||name.equals("bloom_downsample")||name.equals("lens_flare_source")?GpuFormat.RGBA16_FLOAT:GpuFormat.RGBA8_UNORM,blend==null?ColorTargetState.WRITE_ALL:ColorTargetState.WRITE_COLOR)).withDepthStencilState(Optional.empty()).build());
|
||||
}
|
||||
private static final RenderPipeline MATERIAL=screen("bloom_material_add",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE,BlendFactor.ZERO,BlendFactor.ONE),false,false);
|
||||
private static final RenderPipeline SKY=screen("bloom_sky",null,true,false);
|
||||
private static final RenderPipeline DOWNSAMPLE=screen("bloom_downsample",null,false,false);
|
||||
private static final RenderPipeline BLUR=screen("bloom_blur",null,false,true);
|
||||
@@ -121,6 +122,7 @@ public final class Bloom {
|
||||
}
|
||||
if(halo){
|
||||
screen(DOWNSAMPLE,small.getColorTextureView(),emission.getColorTextureView(),false,null);
|
||||
if(MaterialBloom.contribution()!=null)screen(MATERIAL,small.getColorTextureView(),MaterialBloom.contribution(),false,null);
|
||||
screen(BLUR,ping.getColorTextureView(),small.getColorTextureView(),false,horizontal);
|
||||
screen(BLUR,small.getColorTextureView(),ping.getColorTextureView(),false,vertical);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.pipeline.TextureTarget;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.pipeline.*;
|
||||
import com.mojang.renderpearl.api.textures.*;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.RenderPipelines;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import org.joml.Vector4f;
|
||||
import java.util.Optional;
|
||||
|
||||
/** Extract only the positive contribution of each material pass, before other effects. */
|
||||
final class MaterialBloom {
|
||||
private static final RenderPipeline EXTRACT=RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(Identifier.parse("sanctuary:pipeline/material_bloom"))
|
||||
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/material_bloom"))
|
||||
.withBindGroupLayout(BindGroupLayout.builder().withUniform("Before",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("After",UniformType.COMBINED_IMAGE_SAMPLER).build())
|
||||
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ONE,BlendFactor.ZERO,BlendFactor.ONE)),GpuFormat.RGBA16_FLOAT,ColorTargetState.WRITE_COLOR))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
private static TextureTarget contribution;
|
||||
private static boolean ready;
|
||||
private MaterialBloom(){}
|
||||
static void beginFrame(){ready=false;if(!VanillaLight.bloom()||VanillaLight.bloomIntensity()==0)release();}
|
||||
static void accumulate(GpuTextureView before){
|
||||
if(!VanillaLight.bloom()||VanillaLight.bloomIntensity()==0)return;
|
||||
var main=Minecraft.getInstance().gameRenderer.mainRenderTarget();
|
||||
int w=Math.max(1,main.width/8),h=Math.max(1,main.height/8);
|
||||
if(contribution==null||contribution.width!=w||contribution.height!=h){release();contribution=new TextureTarget("Sanctuary material glow",w,h,GpuFormat.RGBA16_FLOAT,null);}
|
||||
try(var pass=RenderSystem.getDevice().createCommandEncoder().createRenderPass(()->"Sanctuary material glow",contribution.getColorTextureView(),ready?Optional.empty():Optional.of(new Vector4f()))){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(EXTRACT));
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
pass.setUniform("Before",before,nearest);pass.setUniform("After",main.getColorTextureView(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
ready=true;
|
||||
}
|
||||
static GpuTextureView contribution(){return ready?contribution.getColorTextureView():null;}
|
||||
static void release(){if(contribution!=null){contribution.destroyBuffers();contribution=null;}ready=false;}
|
||||
}
|
||||
@@ -29,11 +29,18 @@ public final class NaturalWater {
|
||||
private static volatile Map<Block,Integer> materials=Map.of();
|
||||
private static volatile float strength;
|
||||
private static ClientLevel previousLevel;
|
||||
private static boolean sanctuaryWorld;
|
||||
private static volatile int blendRadius=4;
|
||||
public static boolean sanctuaryWorld(){return sanctuaryWorld;}
|
||||
private static Profile fogFrom=CLEAR,fogTarget=CLEAR;
|
||||
private static long fogChanged;
|
||||
private static boolean wasUnderwater;
|
||||
private NaturalWater(){}
|
||||
public static void register(){
|
||||
net.fabricmc.fabric.api.client.networking.v1.ClientPlayNetworking.registerGlobalReceiver(
|
||||
fr.koka.sanctuary.water.WaterWorldSettings.Context.TYPE,(payload,context)->context.client().execute(()->sanctuaryWorld=payload.sanctuary()));
|
||||
net.fabricmc.fabric.api.client.networking.v1.ClientPlayConnectionEvents.DISCONNECT.register((listener,client)->sanctuaryWorld=false);
|
||||
net.fabricmc.fabric.api.client.networking.v1.ClientConfigurationConnectionEvents.INIT.register((listener,client)->sanctuaryWorld=false);
|
||||
ResourceLoader.get(PackType.CLIENT_RESOURCES).registerReloadListener(Identifier.parse("sanctuary:water_materials"),
|
||||
(ResourceManagerReloadListener) manager->{
|
||||
try(var reader=manager.getResourceOrThrow(Identifier.parse("sanctuary:water_materials.json")).openAsReader()){
|
||||
@@ -48,7 +55,7 @@ public final class NaturalWater {
|
||||
});
|
||||
ClientTickEvents.END_CLIENT_TICK.register(client->{
|
||||
float next=VanillaLight.active()&&VanillaLight.naturalWater()?VanillaLight.waterIntensity()/100f:0;
|
||||
if(previousLevel!=client.level||strength!=next){previousLevel=client.level;strength=next;wasUnderwater=false;
|
||||
if(previousLevel!=client.level||strength!=next||blendRadius!=VanillaLight.waterBlendRadius()){previousLevel=client.level;strength=next;blendRadius=VanillaLight.waterBlendRadius();wasUnderwater=false;
|
||||
if(client.level!=null)invalidateWaterSections(client);}
|
||||
if(client.level==null||next==0){wasUnderwater=false;return;}
|
||||
var camera=client.gameRenderer.mainCamera();
|
||||
@@ -103,10 +110,19 @@ public final class NaturalWater {
|
||||
}
|
||||
private static Profile live(ClientLevel l,int x,int y,int z){
|
||||
var p=new BlockPos(x,y,z);if(!l.hasChunk(x>>4,z>>4)||ocean(l,p))return CLEAR;
|
||||
return PROFILES[classify(l::getBlockState,p,materials)];
|
||||
float tint=0,alpha=0,fog=0;int count=0;
|
||||
for(int dz=-blendRadius;dz<=blendRadius;dz++)for(int dx=-blendRadius;dx<=blendRadius;dx++){
|
||||
var q=p.offset(dx,0,dz);
|
||||
Profile v=!l.hasChunk(q.getX()>>4,q.getZ()>>4)||ocean(l,q)?CLEAR:PROFILES[classify(l::getBlockState,q,materials)];
|
||||
tint+=v.tint;alpha+=v.alpha;fog+=v.fog;count++;
|
||||
}
|
||||
return new Profile(tint/count,alpha/count,fog/count);
|
||||
}
|
||||
/** Owned by a single native section compilation, with ocean data captured before worker submission. */
|
||||
public static final class Region {
|
||||
private static final int PAD=9,SIDE=34;
|
||||
private final int radius=blendRadius;
|
||||
private final float[][][] sums=new float[16][][];
|
||||
private final int ox,oy,oz;
|
||||
private final net.minecraft.world.level.biome.BiomeManager biomes;
|
||||
private byte[] oceanKinds;
|
||||
@@ -117,30 +133,47 @@ public final class NaturalWater {
|
||||
ox=(minX+1)*16;oy=(minY+1)*16;oz=(minZ+1)*16;
|
||||
// Copy quart holders, then keep the native seeded biome zoom on the immutable copy.
|
||||
// Sampling only quart centres would misclassify the jagged edges of ocean biomes.
|
||||
var copied=new java.util.ArrayList<net.minecraft.core.Holder<net.minecraft.world.level.biome.Biome>>(216);
|
||||
int qx=(ox>>2)-1,qy=(oy>>2)-1,qz=(oz>>2)-1;
|
||||
for(int y=0;y<6;y++)for(int z=0;z<6;z++)for(int x=0;x<6;x++)
|
||||
var copied=new java.util.ArrayList<net.minecraft.core.Holder<net.minecraft.world.level.biome.Biome>>(600);
|
||||
int qx=(ox>>2)-3,qy=(oy>>2)-1,qz=(oz>>2)-3;
|
||||
for(int y=0;y<6;y++)for(int z=0;z<10;z++)for(int x=0;x<10;x++)
|
||||
copied.add(level.hasChunk((qx+x)>>2,(qz+z)>>2)?level.getBiomeManager().getNoiseBiomeAtQuart(qx+x,qy+y,qz+z):null);
|
||||
biomes=level.getBiomeManager().withDifferentSource((x,y,z)->copied.get(((y-qy)*6+z-qz)*6+x-qx));
|
||||
biomes=level.getBiomeManager().withDifferentSource((x,y,z)->copied.get(((y-qy)*10+z-qz)*10+x-qx));
|
||||
}
|
||||
public boolean ocean(int x,int y,int z){
|
||||
if(oceanKinds==null)oceanKinds=new byte[18*16*18];
|
||||
int key=((y-oy)*18+z-oz+1)*18+x-ox+1;
|
||||
if(oceanKinds==null)oceanKinds=new byte[SIDE*16*SIDE];
|
||||
int key=((y-oy)*SIDE+z-oz+PAD)*SIDE+x-ox+PAD;
|
||||
int code=oceanKinds[key];if(code==0){var biome=biomes.getBiome(x,y,z);code=biome!=null&&biome.is(BiomeTags.IS_OCEAN)?2:1;oceanKinds[key]=(byte)code;}
|
||||
return code==2;
|
||||
}
|
||||
private Profile profile(BlockAndTintGetter region,int x,int y,int z){
|
||||
if(x<ox-1||x>ox+16||y<oy||y>oy+15||z<oz-1||z>oz+16)return CLEAR;
|
||||
if(x<ox-PAD||x>=ox-PAD+SIDE||y<oy||y>oy+15||z<oz-PAD||z>=oz-PAD+SIDE)return CLEAR;
|
||||
if(ocean(x,y,z))return CLEAR;
|
||||
int key=((y-oy)*18+z-oz+1)*18+x-ox+1;
|
||||
if(profiles==null)profiles=new byte[18*16*18];
|
||||
int key=((y-oy)*SIDE+z-oz+PAD)*SIDE+x-ox+PAD;
|
||||
if(profiles==null)profiles=new byte[SIDE*16*SIDE];
|
||||
int code=profiles[key];if(code==0){code=1+classify(region::getBlockState,new BlockPos(x,y,z),table);profiles[key]=(byte)code;}
|
||||
return PROFILES[code-1];
|
||||
}
|
||||
private Profile blended(BlockAndTintGetter region,int x,int y,int z){
|
||||
if(radius==0)return profile(region,x,y,z);
|
||||
int layer=y-oy,stride=SIDE+1;
|
||||
if(sums[layer]==null){
|
||||
var sum=new float[3][stride*stride];
|
||||
for(int iz=0;iz<SIDE;iz++)for(int ix=0;ix<SIDE;ix++){
|
||||
var p=profile(region,ox-PAD+ix,y,oz-PAD+iz);int at=(iz+1)*stride+ix+1;
|
||||
float[] values={p.tint,p.alpha,p.fog};
|
||||
for(int c=0;c<3;c++)sum[c][at]=values[c]+sum[c][at-1]+sum[c][at-stride]-sum[c][at-stride-1];
|
||||
}
|
||||
sums[layer]=sum;
|
||||
}
|
||||
int left=x-ox+PAD-radius,top=z-oz+PAD-radius,right=left+radius*2+1,bottom=top+radius*2+1;
|
||||
float[] values=new float[3];float area=(radius*2+1)*(radius*2+1);
|
||||
for(int c=0;c<3;c++){var a=sums[layer][c];values[c]=(a[bottom*stride+right]-a[top*stride+right]-a[bottom*stride+left]+a[top*stride+left])/area;}
|
||||
return new Profile(values[0],values[1],values[2]);
|
||||
}
|
||||
public Profile corner(BlockAndTintGetter region,BlockPos p,int dx,int dz){
|
||||
if(ocean(p.getX(),p.getY(),p.getZ()))return CLEAR;
|
||||
int x=p.getX()+dx-1,y=p.getY(),z=p.getZ()+dz-1;
|
||||
return profile(region,x,y,z).mix(profile(region,x+1,y,z),.5f).mix(profile(region,x,y,z+1).mix(profile(region,x+1,y,z+1),.5f),.5f);
|
||||
return blended(region,x,y,z).mix(blended(region,x+1,y,z),.5f).mix(blended(region,x,y,z+1).mix(blended(region,x+1,y,z+1),.5f),.5f);
|
||||
}
|
||||
}
|
||||
public interface RegionAccess { Region sanctuary$waterRegion(); }
|
||||
@@ -158,7 +191,8 @@ public final class NaturalWater {
|
||||
public static void dirty(BlockPos pos){
|
||||
if(strength==0)return;
|
||||
var renderer=Minecraft.getInstance().levelExtractor;
|
||||
renderer.setSectionRangeDirty((pos.getX()-1)>>4,pos.getY()>>4,(pos.getZ()-1)>>4,
|
||||
(pos.getX()+1)>>4,(pos.getY()+DEPTH)>>4,(pos.getZ()+1)>>4);
|
||||
int margin=blendRadius+1;
|
||||
renderer.setSectionRangeDirty((pos.getX()-margin)>>4,pos.getY()>>4,(pos.getZ()-margin)>>4,
|
||||
(pos.getX()+margin)>>4,(pos.getY()+DEPTH)>>4,(pos.getZ()+margin)>>4);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,6 +32,8 @@ final class PbrMaterials implements AutoCloseable {
|
||||
if(name.equals("iron_block")||name.equals("gold_block")||name.equals("netherite_block")||name.contains("copper")&&!name.contains("ore")&&!name.contains("raw"))
|
||||
return new Profile(name.contains("oxidized")?.65f:.32f,name.contains("oxidized")?.35f:.85f);
|
||||
if(name.contains("polished")||name.contains("glazed")||name.equals("diamond_block")||name.equals("emerald_block")||name.equals("ruby_block")||name.equals("sapphire_block"))return new Profile(.42f,0);
|
||||
// Dry soil keeps its normal relief without a broad white specular coating.
|
||||
if(java.util.Set.of("dirt","coarse_dirt","rooted_dirt","grass_block","dirt_path","farmland","podzol","mycelium").contains(name))return new Profile(.98f,0);
|
||||
if(name.contains("wool")||name.contains("leaves"))return new Profile(.98f,0);
|
||||
if(name.contains("planks")||name.contains("log")||name.contains("wood"))return new Profile(.88f,0);
|
||||
return new Profile(.82f,0);
|
||||
|
||||
@@ -48,7 +48,7 @@ final class PbrTerrain implements AutoCloseable {
|
||||
long frame=mc.level.getGameTime();var active=new ArrayList<Section>();
|
||||
for(var render:mc.levelRenderer.visibleSections()){
|
||||
long key=render.getSectionNode();var pos=render.getRenderOrigin();
|
||||
if(pos.offset(8,8,8).distToCenterSqr(camera)>48*48)continue;
|
||||
if(pos.offset(8,8,8).distToCenterSqr(camera)>Math.pow(VanillaLight.materialDistance()+16,2))continue;
|
||||
var chunk=mc.level.getChunkSource().getChunk(pos.getX()>>4,pos.getZ()>>4,ChunkStatus.FULL,false);
|
||||
if(chunk==null)continue;
|
||||
var storage=chunk.getSection(mc.level.getSectionIndex(pos.getY()));
|
||||
|
||||
@@ -60,7 +60,7 @@ public final class PixelReflections {
|
||||
&&mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.fogType==FogType.NONE
|
||||
&&mc.gameRenderer.gameRenderState().levelRenderState.skyRenderState.skybox==net.minecraft.world.level.dimension.DimensionType.Skybox.OVERWORLD;
|
||||
}
|
||||
public static void beginFrame(){captured=ready=applied=false;if(!eligible())release();}
|
||||
public static void beginFrame(){MaterialBloom.beginFrame();captured=ready=applied=false;if(!eligible())release();}
|
||||
/** Called only with the opaque render pass closed, on both native transparency paths. */
|
||||
public static void captureOpaque(){
|
||||
if(!eligible())return;
|
||||
@@ -90,8 +90,8 @@ public final class PixelReflections {
|
||||
if(uniform==null)uniform=new MappableRingBuffer(()->"Sanctuary reflection parameters",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,160);
|
||||
uniform.rotate();try(var map=uniform.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(map.data()).putMat4f(vp).putMat4f(new Matrix4f(vp).invert())
|
||||
.putVec4(RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,VanillaLight.ssrIntensity()/100f,VanillaLight.pbrIntensity()/100f,32)
|
||||
.putVec4(128,32,0,0);
|
||||
.putVec4(RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,VanillaLight.ssrIntensity()/100f,VanillaLight.pbrIntensity()/100f,VanillaLight.ssrDistance())
|
||||
.putVec4(Math.max(128,VanillaLight.ssrDistance()),32,VanillaLight.materialDistance(),0);
|
||||
}
|
||||
int max=java.util.stream.Stream.concat(solid.stream(),transparent.stream()).mapToInt(PbrTerrain.Entry::indices).max().orElse(0);
|
||||
RenderSystem.getSequentialBuffer(PrimitiveTopology.QUADS).requestIndexCount(max);
|
||||
@@ -111,7 +111,7 @@ public final class PixelReflections {
|
||||
pass.setUniform("OpaqueDepth",opaqueDepthView,nearest);
|
||||
pass.setUniform("OpaqueColor",opaqueColorView!=null?opaqueColorView:scene,nearest);
|
||||
// Never bind the receiver as a sampled texture while it is attached for depth writes.
|
||||
pass.setUniform("ReceiverDepth",opaqueDepthView,nearest);
|
||||
pass.setUniform("ReceiverDepth",reflection?Minecraft.getInstance().gameRenderer.mainRenderTarget().getDepthTextureView():opaqueDepthView,nearest);
|
||||
pass.setUniform("SceneColor",scene,nearest);
|
||||
pass.setUniform("BlockAtlas",Minecraft.getInstance().getTextureManager().getTexture(TextureAtlas.LOCATION_BLOCKS).getTextureView(),nearest);
|
||||
}
|
||||
@@ -135,6 +135,7 @@ public final class PixelReflections {
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(REFLECT));bind(pass,scene,true);
|
||||
draw(pass,solid,solidAtlas);draw(pass,transparent,transparentAtlas);
|
||||
}
|
||||
MaterialBloom.accumulate(scene);
|
||||
applied=true;frames++;
|
||||
}
|
||||
public static void release(){
|
||||
|
||||
@@ -33,9 +33,9 @@ public final class ProceduralPbr {
|
||||
private static final RenderPipeline PIPELINE=RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(Identifier.parse("sanctuary:pipeline/pbr")).withVertexShader(Identifier.parse("sanctuary:core/pbr"))
|
||||
.withFragmentShader(Identifier.parse("sanctuary:core/pbr")).withBindGroupLayout(BindGroupLayouts.DYNAMIC_TRANSFORMS).withBindGroupLayout(SCENE)
|
||||
.withVertexBinding(0,PbrTerrain.FORMAT).withPrimitiveTopology(PrimitiveTopology.QUADS).withCull(false)
|
||||
.withVertexBinding(0,PbrTerrain.FORMAT).withPrimitiveTopology(PrimitiveTopology.QUADS).withCull(true)
|
||||
.withColorTargetState(new ColorTargetState(Optional.empty(),GpuFormat.RGBA8_UNORM,ColorTargetState.WRITE_COLOR))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
.withDepthStencilState(new DepthStencilState(CompareOp.EQUAL,false)).build());
|
||||
private static final PbrTerrain TERRAIN=new PbrTerrain();
|
||||
private static final PbrTerrain TRANSPARENT=new PbrTerrain(true);
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
@@ -61,17 +61,21 @@ public final class ProceduralPbr {
|
||||
var entries=new ArrayList<PbrTerrain.Entry>(solidEntries);entries.addAll(transparentEntries);
|
||||
var vp=new Matrix4f(projection).mul(camera.viewRotationMatrix);var fog=camera.fogData;
|
||||
PixelReflections.prepare(vp,solidEntries,atlas,transparentEntries,transparentAtlas);
|
||||
if(PixelReflections.depth()==null)return;
|
||||
var sun=PixelShadows.sunDirection(sky.sunAngle);boolean lunar=sun.y<=.08f;
|
||||
if(lunar)sun=PixelShadows.sunDirection(sky.moonAngle);
|
||||
float moon=sky.moonPhase==null?1:(float)(.5+.5*Math.cos(sky.moonPhase.index()*Math.PI/4));
|
||||
float strength=(lunar?.12f*moon:1)*sky.rainBrightness*Math.clamp((sun.y-.04f)/.16f,0,1);
|
||||
var sunColour=lunar?new org.joml.Vector3f(1):SolarColour.tint(sky);
|
||||
boolean shadow=PixelShadows.applied();
|
||||
scene.rotate();try(var mapped=scene.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(vp).invert())
|
||||
.putVec4(sun.x,sun.y,sun.z,strength)
|
||||
.putVec4(VanillaLight.pbrIntensity()/100f,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,shadow?1:0,32)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,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);
|
||||
.putVec4(VanillaLight.pbrIntensity()/100f,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,shadow?1:0,VanillaLight.pbrDistance())
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,ColoredLights.directionalReady()?1:0,lunar?0:1,0)
|
||||
.putVec4(sunColour.x*sunColour.x,sunColour.y*sunColour.y,sunColour.z*sunColour.z,1)
|
||||
.putVec4((float)(camera.pos.x%256),(float)(camera.pos.y%256),(float)(camera.pos.z%256),0)
|
||||
.putVec4(0,0,0,0).putVec4(0,0,0,0);
|
||||
}
|
||||
var transforms=new ArrayList<GpuBufferSlice>(entries.size());int max=0;
|
||||
for(var entry:entries){var p=entry.origin();var offset=new Vector3f((float)(p.getX()-camera.pos.x),(float)(p.getY()-camera.pos.y),(float)(p.getZ()-camera.pos.z));
|
||||
@@ -80,11 +84,11 @@ public final class ProceduralPbr {
|
||||
var encoder=RenderSystem.getDevice().createCommandEncoder();
|
||||
encoder.copyTextureToTexture(main.getColorTexture(),source.getColorTexture(),0,0,0,0,0,main.width,main.height);
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
if((atlas!=null||transparentAtlas!=null)&&!entries.isEmpty())try(var pass=encoder.createRenderPass(()->"Sanctuary PBR materials",main.getColorTextureView(),Optional.empty())){
|
||||
if((atlas!=null||transparentAtlas!=null)&&!entries.isEmpty())try(var pass=encoder.createRenderPass(()->"Sanctuary PBR materials",main.getColorTextureView(),Optional.empty(),PixelReflections.depth(),OptionalDouble.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(PIPELINE));pass.setUniform("PbrScene",scene.currentBuffer());
|
||||
pass.setUniform("PixelShadows",shadow?PixelShadows.materialUniforms():scene.currentBuffer());
|
||||
pass.setUniform("SunDepth",shadow?PixelShadows.materialDepth():main.getDepthTextureView(),nearest);
|
||||
pass.setUniform("WorldDepth",PixelReflections.depth()!=null?PixelReflections.depth():main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),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!=null?atlas:transparentAtlas).getTextureView(),nearest);
|
||||
if(ColoredLights.directionalReady())ColoredLights.bindDirections(pass);
|
||||
@@ -93,6 +97,7 @@ public final class ProceduralPbr {
|
||||
for(int i=0;i<entries.size();i++){var entry=entries.get(i);
|
||||
pass.setUniform("MaterialAtlas",(i<solidEntries.size()?atlas:transparentAtlas).getTextureView(),nearest);pass.setUniform("DynamicTransforms",transforms.get(i));pass.setVertexBuffer(0,entry.vertices().slice());pass.drawIndexed(entry.indices(),1,0,0,0);}
|
||||
}
|
||||
MaterialBloom.accumulate(source.getColorTextureView());
|
||||
applied=true;frames++;
|
||||
}
|
||||
static com.mojang.renderpearl.api.textures.GpuTextureView copyScene(){
|
||||
@@ -100,7 +105,7 @@ public final class ProceduralPbr {
|
||||
RenderSystem.getDevice().createCommandEncoder().copyTextureToTexture(main.getColorTexture(),source.getColorTexture(),0,0,0,0,0,main.width,main.height);
|
||||
return source.getColorTextureView();
|
||||
}
|
||||
public static void release(){TERRAIN.close();TRANSPARENT.close();PixelReflections.release();if(source!=null){source.destroyBuffers();source=null;}if(scene!=null){scene.close();scene=null;}applied=false;}
|
||||
public static void release(){MaterialBloom.release();TERRAIN.close();TRANSPARENT.close();PixelReflections.release();if(source!=null){source.destroyBuffers();source=null;}if(scene!=null){scene.close();scene=null;}applied=false;}
|
||||
static long solidBytes(){return TERRAIN.allocatedBytes();}
|
||||
static long transparentBytes(){return TRANSPARENT.allocatedBytes();}
|
||||
static int waterUpdates(){return TRANSPARENT.materials.animationUpdates();}
|
||||
|
||||
@@ -17,6 +17,9 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.natural_water",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.natural_water_help")),VanillaLight.naturalWater(),VanillaLight::setNaturalWater));
|
||||
slider("water_intensity",VanillaLight.waterIntensity(),VanillaLight::setWaterIntensity);
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.water_blend",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.water_blend_help")),(caption,value)->Component.translatable("sanctuary.shaders.water_blend_value",value*2+1,value*2+1),
|
||||
new OptionInstance.Enum<>(List.of(0,1,2,4,8),Codec.INT),VanillaLight.waterBlendRadius(),VanillaLight::setWaterBlendRadius));
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.saturation",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.saturation_help")),(caption,value)->Component.translatable("sanctuary.shaders.saturation_value",value),
|
||||
new OptionInstance.IntRange(0,200),VanillaLight.saturation(),VanillaLight::setSaturation));
|
||||
@@ -26,9 +29,15 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.pbr",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.pbr_help")),VanillaLight.pbr(),VanillaLight::setPbr));
|
||||
slider("pbr_intensity",VanillaLight.pbrIntensity(),VanillaLight::setPbrIntensity);
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.pbr_distance",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.pbr_distance_help")),(caption,value)->Component.translatable("sanctuary.shaders.pbr_distance_value",value),
|
||||
new OptionInstance.Enum<>(List.of(16,32,64,128,256),Codec.INT),VanillaLight.pbrDistance(),VanillaLight::setPbrDistance));
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.ssr",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.ssr_help")),VanillaLight.ssr(),VanillaLight::setSsr));
|
||||
slider("ssr_intensity",VanillaLight.ssrIntensity(),VanillaLight::setSsrIntensity);
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.ssr_distance",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.ssr_distance_help")),(caption,value)->Component.translatable("sanctuary.shaders.ssr_distance_value",value),
|
||||
new OptionInstance.Enum<>(List.of(16,32,64,128,256),Codec.INT),VanillaLight.ssrDistance(),VanillaLight::setSsrDistance));
|
||||
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(
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import net.minecraft.client.renderer.state.level.SkyRenderState;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
/** Uses the exact colour and fade already extracted for Minecraft's horizon. */
|
||||
public final class SolarColour {
|
||||
private SolarColour(){}
|
||||
public static Vector3f tint(SkyRenderState sky){
|
||||
var colour=sky.sunriseAndSunsetColor;
|
||||
if(colour==null)return new Vector3f(1);
|
||||
float weight=Math.clamp(colour.w(),0,1);
|
||||
return new Vector3f(1).lerp(new Vector3f(colour.x(),colour.y(),colour.z()),weight);
|
||||
}
|
||||
}
|
||||
@@ -16,7 +16,10 @@ public final class VanillaLight {
|
||||
private VanillaLight() { }
|
||||
private static final class Preferences {
|
||||
boolean enabled=true;
|
||||
boolean naturalWater=true;
|
||||
Boolean naturalWater; // Legacy OFF is an explicit opt-out in both world types.
|
||||
Boolean sanctuaryNaturalWater;
|
||||
Boolean ordinaryNaturalWater;
|
||||
int waterBlendRadius=4;
|
||||
int waterIntensity=100;
|
||||
int saturation=142;
|
||||
boolean pixelShadows=true;
|
||||
@@ -26,9 +29,13 @@ public final class VanillaLight {
|
||||
boolean lensFlare=true;
|
||||
int lensFlareIntensity=30;
|
||||
boolean pbr=true;
|
||||
int pbrIntensity=80;
|
||||
int pbrIntensity=50;
|
||||
int pbrBalanceVersion;
|
||||
int pbrDistance=64;
|
||||
int ssrDistance=64;
|
||||
int reflectionDistanceVersion;
|
||||
boolean ssr=false;
|
||||
int ssrIntensity=50;
|
||||
int ssrIntensity=20;
|
||||
boolean ssgi=true;
|
||||
boolean coloredLights=true;
|
||||
boolean warmTorches=false;
|
||||
@@ -51,9 +58,21 @@ public final class VanillaLight {
|
||||
try{if(Files.isRegularFile(path()))preferences=new GsonBuilder().create().fromJson(Files.readString(path()),Preferences.class);}
|
||||
catch(Exception e){SanctuaryMod.LOGGER.warn("Cannot read Sanctuary shader preference",e);}
|
||||
if(preferences==null)preferences=new Preferences();
|
||||
if(Boolean.FALSE.equals(preferences.naturalWater)){
|
||||
if(preferences.sanctuaryNaturalWater==null)preferences.sanctuaryNaturalWater=false;
|
||||
if(preferences.ordinaryNaturalWater==null)preferences.ordinaryNaturalWater=false;
|
||||
}
|
||||
preferences.naturalWater=null;
|
||||
preferences.sunshaftIntensity=Math.clamp(preferences.sunshaftIntensity,0,100);
|
||||
preferences.lensFlareIntensity=Math.clamp(preferences.lensFlareIntensity,0,100);
|
||||
preferences.ssrIntensity=Math.clamp(preferences.ssrIntensity,0,100);
|
||||
if(preferences.reflectionDistanceVersion<1&&preferences.pbrDistance==32)preferences.pbrDistance=64;
|
||||
preferences.reflectionDistanceVersion=1;
|
||||
preferences.pbrDistance=normalizePbrDistance(preferences.pbrDistance);
|
||||
preferences.ssrDistance=normalizePbrDistance(preferences.ssrDistance);
|
||||
// Migrate the previous 80% baseline once; later explicit 80% choices persist.
|
||||
if(preferences.pbrBalanceVersion<1&&preferences.pbrIntensity==80)preferences.pbrIntensity=50;
|
||||
preferences.pbrBalanceVersion=1;
|
||||
preferences.pbrIntensity=Math.clamp(preferences.pbrIntensity,0,100);
|
||||
preferences.coloredLightIntensity=Math.clamp(preferences.coloredLightIntensity,0,100);
|
||||
preferences.coloredLightDistance=normalizeColoredLightDistance(preferences.coloredLightDistance);
|
||||
@@ -63,6 +82,7 @@ public final class VanillaLight {
|
||||
preferences.oreIntensity=Math.clamp(preferences.oreIntensity,0,100);
|
||||
preferences.edgeIntensity=Math.clamp(preferences.edgeIntensity,0,100);
|
||||
preferences.edgeDistance=normalizeShadowDistance(preferences.edgeDistance);
|
||||
preferences.waterBlendRadius=normalizeWaterBlendRadius(preferences.waterBlendRadius);
|
||||
preferences.waterIntensity=Math.clamp(preferences.waterIntensity,0,100);
|
||||
preferences.saturation=Math.clamp(preferences.saturation,0,200);
|
||||
preferences.shadowPixels=normalizePrecision(preferences.shadowPixels);
|
||||
@@ -72,9 +92,13 @@ public final class VanillaLight {
|
||||
}
|
||||
public static boolean externalEngine(){return EXTERNAL_ENGINE;}
|
||||
public static boolean active(){return ProgressionClient.active()&&!EXTERNAL_ENGINE&&enabled();}
|
||||
public static boolean naturalWater(){enabled();return preferences.naturalWater;}
|
||||
public static boolean naturalWater(){return naturalWater(NaturalWater.sanctuaryWorld());}
|
||||
static boolean naturalWater(boolean sanctuary){enabled();Boolean value=sanctuary?preferences.sanctuaryNaturalWater:preferences.ordinaryNaturalWater;return value!=null?value:sanctuary;}
|
||||
public static int waterBlendRadius(){enabled();return preferences.waterBlendRadius;}
|
||||
public static void setWaterBlendRadius(int value){enabled();preferences.waterBlendRadius=normalizeWaterBlendRadius(value);save();}
|
||||
static int normalizeWaterBlendRadius(int value){return value<1?0:value<2?1:value<3?2:value<6?4:8;}
|
||||
public static int waterIntensity(){enabled();return preferences.waterIntensity;}
|
||||
public static void setNaturalWater(boolean value){enabled();preferences.naturalWater=value;save();}
|
||||
public static void setNaturalWater(boolean value){enabled();if(NaturalWater.sanctuaryWorld())preferences.sanctuaryNaturalWater=value;else preferences.ordinaryNaturalWater=value;save();}
|
||||
public static void setWaterIntensity(int value){enabled();preferences.waterIntensity=Math.clamp(value,0,100);save();}
|
||||
public static int saturation(){enabled();return preferences.saturation;}
|
||||
public static boolean edgeHighlights(){enabled();return preferences.edgeHighlights;}
|
||||
@@ -95,6 +119,12 @@ public final class VanillaLight {
|
||||
public static int ssrIntensity(){enabled();return preferences.ssrIntensity;}
|
||||
public static void setSsr(boolean value){enabled();preferences.ssr=value;save();}
|
||||
public static void setSsrIntensity(int value){enabled();preferences.ssrIntensity=Math.clamp(value,0,100);save();}
|
||||
public static int ssrDistance(){enabled();return preferences.ssrDistance;}
|
||||
public static void setSsrDistance(int value){enabled();preferences.ssrDistance=normalizePbrDistance(value);save();}
|
||||
static int materialDistance(){return Math.max(pbrDistance(),ssr()&&ssrIntensity()>0?ssrDistance():0);}
|
||||
public static int pbrDistance(){enabled();return preferences.pbrDistance;}
|
||||
public static void setPbrDistance(int value){enabled();preferences.pbrDistance=normalizePbrDistance(value);save();}
|
||||
static int normalizePbrDistance(int value){return value<24?16:value<48?32:value<96?64:value<192?128:256;}
|
||||
public static boolean pbr(){enabled();return preferences.pbr;}
|
||||
public static int pbrIntensity(){enabled();return preferences.pbrIntensity;}
|
||||
public static void setPbr(boolean value){enabled();preferences.pbr=value;save();}
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
package fr.koka.sanctuary.mixin.client;
|
||||
|
||||
import com.mojang.renderpearl.api.buffers.GpuBufferSlice;
|
||||
import fr.koka.sanctuary.client.shader.SolarColour;
|
||||
import fr.koka.sanctuary.client.shader.VanillaLight;
|
||||
import net.minecraft.client.renderer.SkyRenderer;
|
||||
import net.minecraft.client.renderer.state.level.SkyRenderState;
|
||||
import org.joml.Vector3f;
|
||||
import org.joml.Vector4f;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
import org.spongepowered.asm.mixin.Unique;
|
||||
import org.spongepowered.asm.mixin.injection.At;
|
||||
import org.spongepowered.asm.mixin.injection.Inject;
|
||||
import org.spongepowered.asm.mixin.injection.ModifyArg;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
|
||||
@Mixin(SkyRenderer.class)
|
||||
abstract class SolarColourMixin {
|
||||
@Unique private Vector3f sanctuary$sunTint=new Vector3f(1);
|
||||
@Inject(method="render",at=@At("HEAD"))
|
||||
private void sanctuary$nativeSunset(GpuBufferSlice fog,SkyRenderState sky,CallbackInfo ci){
|
||||
sanctuary$sunTint=VanillaLight.active()?SolarColour.tint(sky):new Vector3f(1);
|
||||
}
|
||||
@ModifyArg(method="renderSun",at=@At(value="INVOKE",target="Lnet/minecraft/client/renderer/DynamicGpuData;writeTransform(Lorg/joml/Matrix4f;Lorg/joml/Vector4f;)Lcom/mojang/renderpearl/api/buffers/GpuBufferSlice;"),index=1)
|
||||
private Vector4f sanctuary$tintSun(Vector4f nativeColour){
|
||||
return new Vector4f(nativeColour.x*sanctuary$sunTint.x,nativeColour.y*sanctuary$sunTint.y,nativeColour.z*sanctuary$sunTint.z,nativeColour.w);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
package fr.koka.sanctuary.water;
|
||||
|
||||
import fr.koka.sanctuary.SanctuaryMod;
|
||||
import fr.koka.sanctuary.expansion.ExpansionChunkGenerator;
|
||||
import net.fabricmc.fabric.api.networking.v1.*;
|
||||
import net.fabricmc.fabric.api.entity.event.v1.ServerEntityLevelChangeEvents;
|
||||
import net.fabricmc.fabric.api.entity.event.v1.ServerPlayerEvents;
|
||||
import net.minecraft.network.RegistryFriendlyByteBuf;
|
||||
import net.minecraft.network.codec.StreamCodec;
|
||||
import net.minecraft.network.protocol.common.custom.CustomPacketPayload;
|
||||
import net.minecraft.server.level.ServerPlayer;
|
||||
|
||||
/** Read-only dimension context; no persistent world or generation changes. */
|
||||
public final class WaterWorldSettings {
|
||||
private WaterWorldSettings() {}
|
||||
public record Context(boolean sanctuary) implements CustomPacketPayload {
|
||||
public static final Type<Context> TYPE=new Type<>(SanctuaryMod.id("water_world_v1"));
|
||||
public static final StreamCodec<RegistryFriendlyByteBuf,Context> CODEC=CustomPacketPayload.codec(
|
||||
(p,b)->b.writeBoolean(p.sanctuary),b->new Context(b.readBoolean()));
|
||||
public Type<Context> type(){return TYPE;}
|
||||
}
|
||||
public static void register(){
|
||||
PayloadTypeRegistry.clientboundPlay().register(Context.TYPE,Context.CODEC);
|
||||
ServerPlayConnectionEvents.JOIN.register((handler,sender,server)->send(handler.player));
|
||||
ServerEntityLevelChangeEvents.AFTER_PLAYER_CHANGE_LEVEL.register((player,origin,destination)->send(player));
|
||||
ServerPlayerEvents.AFTER_RESPAWN.register((oldPlayer,player,alive)->send(player));
|
||||
}
|
||||
private static void send(ServerPlayer player){
|
||||
if(ServerPlayNetworking.canSend(player,Context.TYPE))
|
||||
ServerPlayNetworking.send(player,new Context(player.level().getChunkSource().getGenerator() instanceof ExpansionChunkGenerator));
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"sanctuary.shaders.ssr_intensity_value": "Reflection strength: %s%%",
|
||||
"sanctuary.shaders.ssr_intensity_help": "Amount of landscape reflected by materials. Zero disables SSR.",
|
||||
"sanctuary.shaders.ssr": "Landscape reflections — experimental",
|
||||
"sanctuary.shaders.ssr_intensity_help": "Strength of visible landscape reflections on solids and water. Default: 20%.",
|
||||
"sanctuary.shaders.ssr": "SSR",
|
||||
"sanctuary.shaders.ssr_help": "Colours material texels with the visible landscape. Requires PBR; off-screen objects cannot be reflected.",
|
||||
"sanctuary.shaders.ssr_intensity": "Reflection strength",
|
||||
"sanctuary.graphics.default_vulkan": "Vulkan (default)",
|
||||
@@ -2302,9 +2302,9 @@
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI: %s%%",
|
||||
"sanctuary.shaders.pbr": "PBR · material relief",
|
||||
"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%%",
|
||||
"sanctuary.shaders.pbr_intensity": "PBR intensity",
|
||||
"sanctuary.shaders.pbr_intensity_help": "Material relief and highlights, including water. Default: 50%.",
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR intensity: %s %%",
|
||||
"sanctuary.shaders.lens_flare": "Lens flare · soft rectangles",
|
||||
"sanctuary.shaders.lens_flare_help": "Soft rectangular sun and moon reflections. Obstacles hide the sources. Independent of the bloom halo.",
|
||||
"sanctuary.shaders.lens_flare_intensity": "Lens flare intensity",
|
||||
@@ -2326,8 +2326,17 @@
|
||||
"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.",
|
||||
"sanctuary.shaders.natural_water": "Natural water",
|
||||
"sanctuary.shaders.natural_water_help": "Biome colour, clarity from the bed. Clear oceans. Also changes underwater visibility.",
|
||||
"sanctuary.shaders.natural_water_help": "Bed-dependent tint, transparency and fog. Defaults OFF in ordinary worlds and ON on Sanctuary islands. Preferences are stored separately for each world type.",
|
||||
"sanctuary.shaders.water_intensity": "Water intensity",
|
||||
"sanctuary.shaders.water_intensity_help": "At 0%, keeps native rendering. At 100%, applies all three profiles.",
|
||||
"sanctuary.shaders.water_intensity_value": "Water intensity: %s%%"
|
||||
"sanctuary.shaders.water_intensity_value": "Water intensity: %s%%",
|
||||
"sanctuary.shaders.pbr_distance": "PBR distance",
|
||||
"sanctuary.shaders.pbr_distance_value": "PBR distance: %s blocks",
|
||||
"sanctuary.shaders.pbr_distance_help": "Independent PBR range: 16, 32, 64, 128 or 256 blocks. Default: 64 blocks. Limited to visible terrain and mesh budget.",
|
||||
"sanctuary.shaders.water_blend": "Water blending",
|
||||
"sanctuary.shaders.water_blend_value": "Water blending: %s × %s blocks",
|
||||
"sanctuary.shaders.water_blend_help": "Transition width between bed-dependent water colours: 1, 3, 5, 9 or 17 blocks. Default: 9 × 9.",
|
||||
"sanctuary.shaders.ssr_distance": "SSR distance",
|
||||
"sanctuary.shaders.ssr_distance_value": "SSR distance: %s blocks",
|
||||
"sanctuary.shaders.ssr_distance_help": "Independent SSR range: 16, 32, 64, 128 or 256 blocks. Default: 64 blocks. Limited to visible terrain and mesh budget."
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"sanctuary.shaders.ssr_intensity_value": "Intensité des reflets : %s %%",
|
||||
"sanctuary.shaders.ssr_intensity_help": "Dose de paysage réfléchie par les matériaux. Zéro désactive le SSR.",
|
||||
"sanctuary.shaders.ssr": "Reflets du paysage — expérimental",
|
||||
"sanctuary.shaders.ssr_intensity_help": "Intensité des reflets du paysage visible, sur les solides et l’eau. Défaut : 20 %.",
|
||||
"sanctuary.shaders.ssr": "SSR",
|
||||
"sanctuary.shaders.ssr_help": "Colore les pixels de matière avec le paysage visible. PBR requis ; les objets hors écran ne sont pas réfléchis.",
|
||||
"sanctuary.shaders.ssr_intensity": "Intensité des reflets",
|
||||
"sanctuary.graphics.default_vulkan": "Vulkan (par défaut)",
|
||||
@@ -2302,9 +2302,9 @@
|
||||
"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, 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 %%",
|
||||
"sanctuary.shaders.pbr_intensity": "Intensité PBR",
|
||||
"sanctuary.shaders.pbr_intensity_help": "Relief et éclats des matières, eau comprise. Défaut : 50 %.",
|
||||
"sanctuary.shaders.pbr_intensity_value": "Intensité PBR : %s %%",
|
||||
"sanctuary.shaders.lens_flare": "Lens flare · rectangles doux",
|
||||
"sanctuary.shaders.lens_flare_help": "Reflets rectangulaires du soleil et de la lune, aux bords dégradés. Les obstacles masquent les sources. Indépendant du halo de bloom.",
|
||||
"sanctuary.shaders.lens_flare_intensity": "Intensité du lens flare",
|
||||
@@ -2326,8 +2326,17 @@
|
||||
"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.",
|
||||
"sanctuary.shaders.natural_water": "Eau naturelle",
|
||||
"sanctuary.shaders.natural_water_help": "Couleur du biome, clarté selon le fond. Océans clairs. Modifie aussi la visibilité sous l’eau.",
|
||||
"sanctuary.shaders.natural_water_help": "Teintes, transparence et brume selon le fond. OFF par défaut dans les mondes ordinaires, ON sur les îles Sanctuary. Choix mémorisé séparément pour chaque type de monde.",
|
||||
"sanctuary.shaders.water_intensity": "Intensité de l’eau",
|
||||
"sanctuary.shaders.water_intensity_help": "À 0 %, conserve le rendu natif. À 100 %, applique les trois profils.",
|
||||
"sanctuary.shaders.water_intensity_value": "Intensité de l’eau: %s%%"
|
||||
"sanctuary.shaders.water_intensity_value": "Intensité de l’eau: %s%%",
|
||||
"sanctuary.shaders.pbr_distance": "Distance PBR",
|
||||
"sanctuary.shaders.pbr_distance_value": "Distance PBR: %s blocs",
|
||||
"sanctuary.shaders.pbr_distance_help": "Portée indépendante du PBR : 16, 32, 64, 128 ou 256 blocs. Défaut : 64 blocs. Limitée au terrain visible et au budget de maillage.",
|
||||
"sanctuary.shaders.water_blend": "Mélange des eaux",
|
||||
"sanctuary.shaders.water_blend_value": "Mélange des eaux : %s × %s blocs",
|
||||
"sanctuary.shaders.water_blend_help": "Étendue de la transition des teintes selon le fond : 1, 3, 5, 9 ou 17 blocs. Défaut : 9 × 9.",
|
||||
"sanctuary.shaders.ssr_distance": "Distance SSR",
|
||||
"sanctuary.shaders.ssr_distance_value": "Distance SSR: %s blocs",
|
||||
"sanctuary.shaders.ssr_distance_help": "Portée indépendante du SSR : 16, 32, 64, 128 ou 256 blocs. Défaut : 64 blocs. Limitée au terrain visible et au budget de maillage."
|
||||
}
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D InputTexture;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){fragColor=vec4(texture(InputTexture,texCoord).rgb,0);}
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D Before;
|
||||
uniform sampler2D After;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
vec2 pixel=1.0/vec2(textureSize(After,0));vec3 glow=vec3(0);
|
||||
for(int y=0;y<8;y++)for(int x=0;x<8;x++){
|
||||
vec2 uv=texCoord+(vec2(x,y)-3.5)*pixel;
|
||||
vec3 a=texture(After,uv).rgb,b=texture(Before,uv).rgb;
|
||||
// A restrained halo for material light, stronger for near-white solar glints.
|
||||
glow+=max(a*a-b*b,vec3(0))*(.12+.28*smoothstep(.75,1.0,max(a.r,max(a.g,a.b))));
|
||||
}
|
||||
fragColor=vec4(glow/64.0,0);
|
||||
}
|
||||
@@ -25,6 +25,8 @@ layout(std140) uniform PbrScene {
|
||||
vec4 PbrParams;
|
||||
vec4 PbrFog;
|
||||
vec4 PbrEnvironment;
|
||||
vec4 PbrSunColour;
|
||||
vec4 PbrWaterOrigin;
|
||||
};
|
||||
layout(std140) uniform PixelShadows {
|
||||
mat4 InverseViewProjection;
|
||||
@@ -89,8 +91,8 @@ 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 roughness=max(material.b,.16),alpha=roughness*roughness,a2=alpha*alpha;
|
||||
float denom=nh*nh*(a2-1.0)+1.0,distribution=a2/max(3.14159265*denom*denom,.00000001);
|
||||
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.
|
||||
@@ -102,26 +104,48 @@ void main(){
|
||||
// Derivatives precede divergent discard; UV-space tangents preserve rotated/mirrored block textures.
|
||||
vec3 dx=dFdx(relativePosition),dy=dFdy(relativePosition);
|
||||
vec2 tx=dFdx(blockUv),ty=dFdy(blockUv);
|
||||
vec2 atlasSize=vec2(textureSize(BlockAtlas,0));
|
||||
float texelFootprint=max(length(tx*atlasSize),length(ty*atlasSize));
|
||||
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=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;
|
||||
// Exact receiver depth is tested by the GPU; final scene depth also masks entities.
|
||||
float visibleDepth=texelFetch(WorldDepth,ivec2(gl_FragCoord.xy),0).r;
|
||||
vec2 screenUv=gl_FragCoord.xy/vec2(textureSize(WorldDepth,0));
|
||||
vec4 visiblePoint=PbrInverseVP*vec4(screenUv*2.0-1.0,PbrParams.y>.5?visibleDepth:visibleDepth*2.0-1.0,1);
|
||||
// Native terrain and material matrices have different evaluation order. Use a
|
||||
// bounded 5 mm tolerance only for native occlusion; receiver selection stays exact.
|
||||
if((visibleDepth>0.0&&length(visiblePoint.xyz/visiblePoint.w)+.005<length(relativePosition))||length(relativePosition)>=PbrParams.w||abs(det)<1e-12)discard;
|
||||
// Keep atlas derivatives valid after per-fragment depth/alpha rejection.
|
||||
float family=floor(maskUv.y*.5);
|
||||
vec4 texel=textureGrad(BlockAtlas,blockUv,tx,ty);if(family<.5&&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=textureLod(MaterialAtlas,vec2(maskUv.x,maskUv.y-family*2.0),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*(family>1.5?.24:2.0);
|
||||
float intensity=PbrParams.x;
|
||||
vec2 slope=(material.rg*255.0-128.0)/127.0*intensity*(family>1.5?.24:2.0);
|
||||
// Slight world-anchored variation avoids identical crests on every water block.
|
||||
float waterVariation=1.0;
|
||||
if(family>1.5){
|
||||
uvec3 cell=uvec3(floor(mod(relativePosition+PbrWaterOrigin.xyz,256.0)*16.0+.001));
|
||||
uint seed=cell.x*1597334677u^cell.y*3812015801u^cell.z*2798796415u;
|
||||
seed=(seed^(seed>>16u))*2246822519u;seed^=seed>>13u;
|
||||
waterVariation=.75+.25*float(seed&65535u)/65535.0;
|
||||
}
|
||||
vec3 n=normalize(baseNormal+tangent*slope.x+bitangent*slope.y);
|
||||
// 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 specular=localShine(n,v,l,material,albedo);
|
||||
// A broad solar lobe gives water an extended glitter path at grazing angles.
|
||||
// Local lamps retain the material's original narrow lobe.
|
||||
vec4 solarMaterial=material;
|
||||
solarMaterial.b=max(material.b,family>1.5?.42:.24);
|
||||
vec3 specular=localShine(n,v,l,solarMaterial,albedo);
|
||||
// PbrEnvironment.z identifies sunlight: moonlight keeps its modest base radiance.
|
||||
float solarRadiance=mix(1.0,family>1.5?6.0:4.0,PbrEnvironment.z);
|
||||
// Same native sunset tint as the sun disc, converted to linear light.
|
||||
vec3 sunColour=PbrSunColour.rgb;
|
||||
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)
|
||||
@@ -137,8 +161,29 @@ void main(){
|
||||
float localRelief=family<.5?(max(dot(n,arrival.xyz),0.0)-max(dot(baseNormal,arrival.xyz),0.0))*.7:0.0;
|
||||
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));
|
||||
// Preserve bright solar highlights instead of capping them at a medium grey.
|
||||
// Fully matte foliage/fibres receive normal relief, not a broad white specular veil.
|
||||
// Stone/wood (roughness <= .88), polished surfaces, metals and water are unchanged.
|
||||
float fullyMatte=smoothstep(.9,.98,material.b)*(1.0-material.a);
|
||||
float shineWeight=family<.5?1.0-fullyMatte:1.0;
|
||||
vec3 skyShine=min(specular*amount*solarRadiance*intensity*5.0*shineWeight,vec3(8.0));
|
||||
vec3 lampShine=min(localShine(n,v,arrival.xyz,material,albedo)*localAmount*intensity*5.0*shineWeight,vec3(8.0));
|
||||
if(family>1.5&&PbrEnvironment.z>.5){
|
||||
// Soft-light/screen blend per native texel: broad daylight lifts the water
|
||||
// without replacing its colour and detail with a saturated white cone.
|
||||
// Glints follow animated wave facets reflecting the sun towards the eye.
|
||||
// Their pulse comes from the native wave animation, not an unrelated timer.
|
||||
vec3 halfSum=l+v;
|
||||
float alignment=pow(max(dot(n,halfSum*inversesqrt(max(dot(halfSum,halfSum),.00001))),0.0),384.0);
|
||||
float crest=smoothstep(.025,.18,length((material.rg*255.0-128.0)/127.0));
|
||||
float detail=1.0-smoothstep(.75,2.0,texelFootprint);
|
||||
float glint=alignment*crest*waterVariation*detail;
|
||||
vec3 glintShine=skyShine*(1.0+glint*1.2);
|
||||
vec3 weight=glintShine/(1.0+glintShine);
|
||||
vec3 highlight=max(lit,mix(sunColour,sqrt(lit)*sunColour,mix(.55,.30,glint)));
|
||||
lit=mix(lit,highlight,weight);
|
||||
}else lit+=(1.0-lit)*(1.0-exp(-skyShine*sunColour));
|
||||
lit+=(1.0-lit)*(1.0-exp(-lampShine));
|
||||
if(any(isnan(lit))||any(isinf(lit)))discard;
|
||||
fragColor=vec4(sqrt(clamp(lit,0.0,1.0)),1.0);
|
||||
}
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <minecraft:dynamictransforms.glsl>
|
||||
// Receiver and colour passes must produce bit-identical depth on every backend.
|
||||
invariant gl_Position;
|
||||
layout(location=0) in vec3 Position;
|
||||
layout(location=1) in vec4 Color;
|
||||
layout(location=2) in vec2 UV0;
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D OpaqueDepth;
|
||||
layout(std140) uniform ReflectionScene { mat4 ReflectionVP; mat4 ReflectionInverseVP; vec4 ReflectionParams; vec4 ReflectionLimits; };
|
||||
uniform sampler2D BlockAtlas;
|
||||
layout(location=0) in vec3 relativePosition;
|
||||
layout(location=1) in vec2 blockUv;
|
||||
@@ -8,9 +9,15 @@ layout(location=2) in vec2 maskUv;
|
||||
layout(location=3) in vec4 tint;
|
||||
void main(){
|
||||
vec2 dx=dFdx(blockUv),dy=dFdy(blockUv);
|
||||
if(length(relativePosition)>=32.0)discard;
|
||||
if(length(relativePosition)>=ReflectionLimits.z)discard;
|
||||
// Minecraft's world projection uses reverse depth: zero is the far plane.
|
||||
float opaque=texelFetch(OpaqueDepth,ivec2(gl_FragCoord.xy),0).r;
|
||||
if(gl_FragCoord.z+0.0000001<opaque)discard;
|
||||
// Native and material transforms differ slightly in evaluation order. A fixed
|
||||
// depth-buffer epsilon becomes too strict near the camera (reverse-Z).
|
||||
// Compare world distances with the same bounded margin as the colour passes;
|
||||
// the receiver attachment still selects the nearest material with exact depth.
|
||||
vec2 uv=gl_FragCoord.xy/vec2(textureSize(OpaqueDepth,0));
|
||||
vec4 visible=ReflectionInverseVP*vec4(uv*2.0-1.0,ReflectionParams.x>.5?opaque:opaque*2.0-1.0,1);
|
||||
if(opaque>0.0&&length(visible.xyz/visible.w)+.005<length(relativePosition))discard;
|
||||
if(maskUv.y<2.0&&textureGrad(BlockAtlas,blockUv,dx,dy).a<.99)discard;
|
||||
}
|
||||
|
||||
+8
-3
@@ -87,13 +87,18 @@ void main(){
|
||||
vec2 materialUv=vec2(maskUv.x,maskUv.y-family*2.0);
|
||||
vec3 base=normalize(cross(dx,dy));if(dot(base,-relativePosition)<0.0)base=-base;
|
||||
if(abs(det)<1e-14||length(relativePosition)>=ReflectionParams.w)discard;
|
||||
// The receiver depth attachment rejects hidden and secondary surfaces before ray tracing.
|
||||
// The final native depth includes entities rendered after the landscape capture.
|
||||
float finalDepth=texelFetch(ReceiverDepth,ivec2(gl_FragCoord.xy),0).r;
|
||||
vec2 screenUv=gl_FragCoord.xy/vec2(textureSize(ReceiverDepth,0));
|
||||
if(finalDepth>0.0&&length(reconstruct(screenUv,finalDepth))+.005<length(relativePosition))discard;
|
||||
float intensity=ReflectionParams.z;
|
||||
if(intensity<=0.0)discard;
|
||||
vec4 texel=textureGrad(BlockAtlas,blockUv,tx,ty);if(family<.5&&texel.a<.99)discard;
|
||||
vec2 center=(floor(materialUv*1280.0)+.5)/1280.0;
|
||||
vec3 u=(dx*my.y-dy*mx.y)/det,v=(dy*mx.x-dx*my.x)/det;
|
||||
vec3 point=relativePosition+u*(center.x-materialUv.x)+v*(center.y-materialUv.y);
|
||||
vec4 material=textureLod(MaterialAtlas,center,0);
|
||||
vec2 slope=(material.rg*255.0-128.0)/127.0*ReflectionParams.z*(family>1.5?.24:2.0);
|
||||
vec2 slope=(material.rg*255.0-128.0)/127.0*intensity*(family>1.5?.24:2.0);
|
||||
vec3 normal=normalize(base+normalize(u)*slope.x+normalize(v)*slope.y);
|
||||
if(any(isnan(normal))||any(isinf(normal)))discard;
|
||||
vec4 hit=trace(point,normal,base);if(hit.w<=0.0)discard;
|
||||
@@ -117,7 +122,7 @@ void main(){
|
||||
vec3 albedo=textureLod(BlockAtlas,centerBlock,0).rgb*tint.rgb;
|
||||
vec3 f0=mix(vec3(family>1.5?.02:.04),albedo*albedo,material.a);
|
||||
vec3 fresnel=f0+(1.0-f0)*(g2*g2*grazing);
|
||||
float fade=(1.0-smoothstep(24.0,32.0,length(point)))*hit.w;
|
||||
float fade=(1.0-smoothstep(ReflectionParams.w*.75,ReflectionParams.w,length(point)))*hit.w;
|
||||
vec3 weight=clamp(fresnel*ReflectionParams.y*(1.0-material.b*material.b)*fade,0.0,.9);
|
||||
vec3 scene=texelFetch(SceneColor,ivec2(gl_FragCoord.xy),0).rgb;
|
||||
vec3 result=mix(scene*scene,reflected*reflected,weight);
|
||||
|
||||
@@ -263,6 +263,7 @@
|
||||
"client.InventoryPointerAccess",
|
||||
"client.OperatorWorldOptionsMixin",
|
||||
"client.StarSkyMixin",
|
||||
"client.SolarColourMixin",
|
||||
"client.ProgressiveFogMixin",
|
||||
"client.ShaderSaturationMixin",
|
||||
"client.WeatherEnvironmentMixin",
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
name = "Sanctuary"
|
||||
author = "KOKA99CAB"
|
||||
version = "beta.145"
|
||||
version = "beta.150"
|
||||
pack-format = "packwiz:1.1.0"
|
||||
|
||||
[index]
|
||||
|
||||
Reference in New Issue
Block a user